feat: nation-op rename review — confirm/reject routes, client dialog, AGENTS.md (P4a, #16)
Wire the 'LLM proposes, player confirms' nation-rename flow end to end: - server: POST /api/games/:id/nation-op/confirm|reject (404/400, version-bumped SSE state) - client: confirmNationOp/rejectNationOp api helpers + NationOpDialog (editable rename) wired into the Action panel via a 'Nation proposals' trigger - AGENTS.md: document the pendingNationOps mechanism, routes, nationRef resolution, stub-never-proposes
This commit is contained in:
@@ -52,7 +52,7 @@ history/
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├── eslint.config.js # flat config (ESLint 9)
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├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
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├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
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├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 127 tests)
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├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 151 tests)
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├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
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├── index.html
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├── presets/ # 5 scenario JSON files + index.json (manifest)
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@@ -67,10 +67,14 @@ history/
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│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests
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├── shared/ # NO runtime deps — the single source of truth
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│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
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│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3) + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers (incl. the no-man's-land map-presentation contract)
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│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
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│ # `nationOps`, v0.23 #16 P4a) + AddAction/AddDiplomacy/RemoveQueueItem/
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│ # Jump + NationOp confirm/reject request types + pure helpers
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├── server/
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
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│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
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│ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
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│ │ # PORT/LLM_*/DATA_DIR
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│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / applyNationOp / confirmNationOp / rejectNationOp, v0.23 #16 P4a)
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│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
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│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
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│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
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@@ -91,7 +95,8 @@ history/
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├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
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├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
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├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
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├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename) or reject (v0.23 #16 P4a)
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├── EventFeed.tsx # scrolling event log (newest first)
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├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
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├── StatBar.tsx
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@@ -105,7 +110,7 @@ history/
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| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
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| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
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| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
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| `npm test` | vitest unit tests (`server/` + `scripts/`; 127 tests) |
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| `npm test` | vitest unit tests (`server/` + `scripts/`; 151 tests) |
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| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
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| `npm run lint` | ESLint flat config |
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| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
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@@ -184,6 +189,24 @@ history/
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— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
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`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
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game always starts with `unowned: []` (legacy SQLite rows load with it defaulted).
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- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a).** `TurnResult.nationOps` (required
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in the schema) carries the LLM’s proposed **`NationOp`s** — a discriminated union of `rename` /
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`split` / `merge`. `rename` is fully applied; `split` and `merge` are **declared shapes only**
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(accepted and stored as pending, but a no-op until P4b implements them). Each op names its target
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via `nationRef` — the LLM may use a nation’s **id or name**; `resolveNationRef` resolves id-first,
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then a case-insensitive unique-name match, and returns `null` for an unknown or ambiguous ref (such
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ops are dropped defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
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`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals persist
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across turns until resolved (like the action queue). The player then decides per op via
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`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?}}`) or `.../nation-op/reject`
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(`{index}`): `confirmNationOp` applies the op to a clone (a rename sets `Nation.name` to the edited
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value or, failing that, the proposed `to`; id / territory / relations / `playerNationId` stay valid,
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so a renamed player is re-named in place) and `rejectNationOp` just drops it — both splice by index
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and bump `version` once (an invalid index → `null` → HTTP 400). The response is `{ game }` and the
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server broadcasts a version-bumped SSE `state`, so every tab’s version-guarded `applyState` stays in
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sync. The client lists the pending ops in a “Nation proposals” dialog (in the “Your move” panel) with
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an editable rename name plus Confirm / Reject. The stub never proposes a nation op (`nationOps: []`),
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so this path is covered by unit tests only (`server/engine.test.ts`).
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- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -209,9 +232,12 @@ history/
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in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
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no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
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one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
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covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). The stub answers
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plain `content` (never tool calls), so it naturally bypasses the tool loop in a single round.
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Unit + e2e assertions rely on these exact values, so keep the stub deterministic.
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covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
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the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge), so
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the confirm/reject path is covered by unit tests only, mirroring the P3 approach; all e2e
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assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
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bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
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keep the stub deterministic.
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- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
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top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
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on resize and always floats above the other windows). The **dossier / event-feed / action**
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@@ -4,7 +4,6 @@ import { makeEvent, type NationOp, type TurnResult } from '../shared/protocol';
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import type { LlmClient, ToolDefinition, WireMessage } from './llm';
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import { makeStubLlmClient } from './stub';
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import {
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applyNationOp,
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applyTurnResult,
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buildSystemPrompt,
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buildUserPrompt,
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+31
-1
@@ -12,13 +12,15 @@ import { deepClone } from '../shared/protocol';
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import type {
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AddActionRequest,
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AddDiplomacyRequest,
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ConfirmNationOpRequest,
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CreateGameRequest,
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RejectNationOpRequest,
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RemoveQueueItemRequest,
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} from '../shared/protocol';
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import type { GameState } from '../shared/types';
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import { createLlmClient } from './llm';
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import { makeStubLlmClient } from './stub';
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import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
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import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, runTurn } from './engine';
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import { buildRegionMap } from './map';
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import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
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import { createPresetStore } from './presets';
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@@ -228,6 +230,34 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
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res.json({ game: next });
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});
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// (v0.23, #16 P4a) Resolve a pending nation-op proposal (a rename the LLM
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// proposed in an earlier turn, waiting in game.pendingNationOps). No LLM call,
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// no turn advance — same fast save → broadcast → respond order as
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// /queue/remove. The version bump lets "never go backwards" clients reconcile.
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app.post('/api/games/:id/nation-op/confirm', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const body = (req.body ?? {}) as ConfirmNationOpRequest;
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const next = confirmNationOp(game, body.index, body.edits);
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if (!next) return res.status(400).json({ error: 'invalid proposal index' });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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app.post('/api/games/:id/nation-op/reject', (req, res) => {
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const id = req.params.id;
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const game = db.load(id);
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if (!game) return res.status(404).json({ error: 'game not found' });
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const body = (req.body ?? {}) as RejectNationOpRequest;
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const next = rejectNationOp(game, body.index);
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if (!next) return res.status(400).json({ error: 'invalid proposal index' });
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db.save(next);
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broadcast(id, 'state', { state: next });
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res.json({ game: next });
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});
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// Jump forward: commit the whole pending round (or an empty one) to the model
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// in a single turn. applyTurnResult clears the pending queue on the returned
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// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
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+54
@@ -177,6 +177,10 @@ export default function App() {
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// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
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// it only gates the advisor UI (the "Ask advisor" button + its hint).
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const [advisorBusy, setAdvisorBusy] = useState(false);
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// Separate again: a pending nation-op confirm/reject is its own (fast,
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// non-LLM) request. It gates only the nation-op dialog controls, never the
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// turn flow — "Jump forward" stays usable while it is in flight.
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const [opBusy, setOpBusy] = useState(false);
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// The id of the game the user is/was last in (mirrors localStorage) and the
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// list of saved games (newest first) shown on the home screen.
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const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
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@@ -401,6 +405,43 @@ export default function App() {
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[game, applyState],
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);
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// Apply a pending nation op the model proposed (confirm, with an optional
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// rename-name edit). Fast, non-LLM — gated by `opBusy`, not `busy`. The
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// version-bumped state comes back in the response and the SSE `state` event.
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const runConfirmNationOp = useCallback(
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async (index: number, edits?: { name?: string }) => {
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if (!game) return;
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setOpBusy(true);
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try {
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const { game: g } = await api.confirmNationOp(game.id, index, edits);
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applyState(g);
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toast.success('Nation change applied');
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} catch (e) {
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toastError(e);
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} finally {
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setOpBusy(false);
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}
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},
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[game, applyState],
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);
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// Drop a pending nation op (reject / dismiss). Fast, non-LLM — `opBusy`.
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const runRejectNationOp = useCallback(
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async (index: number) => {
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if (!game) return;
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setOpBusy(true);
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try {
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const { game: g } = await api.rejectNationOp(game.id, index);
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applyState(g);
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} catch (e) {
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toastError(e);
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} finally {
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setOpBusy(false);
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}
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},
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[game, applyState],
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);
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// Jump forward: the single LLM call that commits the pending round. Only this
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// sets `busy` (the adds above are fast and non-LLM).
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const runJump = useCallback(async () => {
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@@ -507,12 +548,15 @@ export default function App() {
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regions={regions}
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busy={busy}
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advisorBusy={advisorBusy}
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opBusy={opBusy}
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advisors={advisors}
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onAddAction={runAddAction}
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onAddDiplomacy={runAddDiplomacy}
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onRemoveQueueItem={runRemoveQueueItem}
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onAdvisor={askAdvisor}
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onJump={runJump}
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onConfirmNationOp={runConfirmNationOp}
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onRejectNationOp={runRejectNationOp}
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onHome={goHome}
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/>
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</>
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@@ -551,12 +595,16 @@ interface GameScreenProps {
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busy: boolean;
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/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
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advisorBusy: boolean;
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/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
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opBusy: boolean;
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advisors: string[];
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onAddAction: (a: string) => void;
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onAddDiplomacy: (to: string, m: string) => void;
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onRemoveQueueItem: (index: number) => void;
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onAdvisor: (p?: string) => void;
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onJump: () => void;
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onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
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onRejectNationOp: (index: number) => void;
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onHome: () => void;
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}
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@@ -579,12 +627,15 @@ function GameScreen({
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regions,
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busy,
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advisorBusy,
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opBusy,
|
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advisors,
|
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onAddAction,
|
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onAddDiplomacy,
|
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onRemoveQueueItem,
|
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onAdvisor,
|
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onJump,
|
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onConfirmNationOp,
|
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onRejectNationOp,
|
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onHome,
|
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}: GameScreenProps) {
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// Which nation's dossier to show. Defaults to the player; remounts per game.
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@@ -835,12 +886,15 @@ function GameScreen({
|
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game={game}
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busy={busy}
|
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advisorBusy={advisorBusy}
|
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opBusy={opBusy}
|
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advisors={advisors}
|
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onAddAction={onAddAction}
|
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onAddDiplomacy={onAddDiplomacy}
|
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onRemoveQueueItem={onRemoveQueueItem}
|
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onAdvisor={onAdvisor}
|
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onJump={onJump}
|
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onConfirmNationOp={onConfirmNationOp}
|
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onRejectNationOp={onRejectNationOp}
|
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inWindow
|
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/>
|
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</FloatingWindow>
|
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|
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@@ -1,5 +1,5 @@
|
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import { useState } from 'react';
|
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import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
|
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import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
|
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import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
|
||||
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
|
||||
import { Textarea } from './ui/textarea';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
|
||||
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
|
||||
import NationOpDialog from './NationOpDialog';
|
||||
import type { GameState, RoundItem } from '@shared/types';
|
||||
|
||||
interface Props {
|
||||
@@ -27,6 +28,11 @@ interface Props {
|
||||
* never disable "Jump forward" or the rest of the turn flow.
|
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*/
|
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advisorBusy: boolean;
|
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/**
|
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* A pending nation-op confirm/reject request is in flight. Distinct from
|
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* `busy`: it gates only the nation-op dialog controls, never the turn flow.
|
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*/
|
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opBusy: boolean;
|
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/** Advisor brainstorm suggestions from the last request. */
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advisors: string[];
|
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/** Queue a free-text action onto the pending round (no turn advance). */
|
||||
@@ -38,6 +44,10 @@ interface Props {
|
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onAdvisor: (prompt?: string) => void;
|
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/** Commit the whole pending round in a single LLM turn. */
|
||||
onJump: () => void;
|
||||
/** Apply a pending nation op; `edits.name` optionally overrides a rename. */
|
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onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
|
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/** Drop (reject) a pending nation op by its index. */
|
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onRejectNationOp: (index: number) => void;
|
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/**
|
||||
* Render without the outer card chrome (the surrounding floating window
|
||||
* provides the border and the "Your move" title). Same content, same testids.
|
||||
@@ -66,12 +76,15 @@ export default function ActionPanel({
|
||||
game,
|
||||
busy,
|
||||
advisorBusy,
|
||||
opBusy,
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
onConfirmNationOp,
|
||||
onRejectNationOp,
|
||||
inWindow = false,
|
||||
}: Props) {
|
||||
const [tab, setTab] = useState('action');
|
||||
@@ -81,6 +94,8 @@ export default function ActionPanel({
|
||||
const [prompt, setPrompt] = useState('');
|
||||
// Index of the queued item the user is about to remove, or null (dialog closed).
|
||||
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
|
||||
// Whether the nation-op review dialog is open.
|
||||
const [opDialogOpen, setOpDialogOpen] = useState(false);
|
||||
|
||||
const others = Object.entries(game.nations)
|
||||
.filter(([id]) => id !== game.playerNationId)
|
||||
@@ -108,6 +123,7 @@ export default function ActionPanel({
|
||||
};
|
||||
|
||||
const pending = game.pending;
|
||||
const ops = game.pendingNationOps;
|
||||
// The item the confirmation dialog is about (re-derived from the live list,
|
||||
// so if the queue changes while the dialog is open it tracks the current
|
||||
// item at that index — or the dialog closes if the index went out of range).
|
||||
@@ -325,6 +341,31 @@ export default function ActionPanel({
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
|
||||
{/* Pending nation ops proposed by the model — open to confirm or reject. */}
|
||||
{ops.length > 0 && (
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => setOpDialogOpen(true)}
|
||||
disabled={busy}
|
||||
data-testid="nation-op-trigger"
|
||||
className="flex w-full items-center justify-between gap-2 rounded-lg border border-amber-500/30 bg-amber-500/10 p-2.5 text-sm hover:bg-amber-500/15"
|
||||
>
|
||||
<span className="flex items-center gap-2 font-medium text-amber-300">
|
||||
<PenLine className="size-4" />
|
||||
{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
|
||||
</span>
|
||||
<span className="text-xs text-amber-300/70">confirm or reject</span>
|
||||
</button>
|
||||
)}
|
||||
<NationOpDialog
|
||||
game={game}
|
||||
open={opDialogOpen}
|
||||
onOpenChange={setOpDialogOpen}
|
||||
opBusy={opBusy}
|
||||
onConfirm={onConfirmNationOp}
|
||||
onReject={onRejectNationOp}
|
||||
/>
|
||||
|
||||
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
|
||||
{queuedLabel}
|
||||
|
||||
@@ -0,0 +1,156 @@
|
||||
import { useState } from 'react';
|
||||
import { Check, Loader2, PenLine, X } from 'lucide-react';
|
||||
import { Button } from './ui/button';
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from './ui/dialog';
|
||||
import { Input } from './ui/input';
|
||||
import { Badge } from './ui/badge';
|
||||
import type { GameState } from '@shared/types';
|
||||
import type { NationOp, RenameOp } from '@shared/protocol';
|
||||
|
||||
interface Props {
|
||||
game: GameState;
|
||||
open: boolean;
|
||||
onOpenChange: (open: boolean) => void;
|
||||
/** A confirm/reject request is in flight — disable the per-op controls. */
|
||||
opBusy: boolean;
|
||||
/** Apply a pending op; `edits.name` optionally overrides a rename's target name. */
|
||||
onConfirm: (index: number, edits?: { name?: string }) => void;
|
||||
/** Drop a pending op (reject / dismiss). */
|
||||
onReject: (index: number) => void;
|
||||
}
|
||||
|
||||
/** A short, display-safe description of a pending nation op. */
|
||||
function describeOp(op: NationOp, name: (ref: string) => string): string {
|
||||
if (op.kind === 'rename') return `Rename ${name(op.nationRef)} to “${op.to}”`;
|
||||
if (op.kind === 'split')
|
||||
return `Split ${name(op.nationRef)} into ${op.parts.length} nations (${op.parts
|
||||
.map((p) => p.name)
|
||||
.join(', ')})`;
|
||||
return `Merge ${op.nationRefs.map(name).join(' + ')} into “${op.into}”`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
|
||||
* and lets the player apply ("LLM proposes, player confirms") or drop each one.
|
||||
* A rename shows the model's proposed name in an editable field (so the player
|
||||
* can tweak it before confirming); split and merge are declared but not yet
|
||||
* applied (P4b) — they can be dismissed but not confirmed.
|
||||
*/
|
||||
export default function NationOpDialog({
|
||||
game,
|
||||
open,
|
||||
onOpenChange,
|
||||
opBusy,
|
||||
onConfirm,
|
||||
onReject,
|
||||
}: Props) {
|
||||
const ops = game.pendingNationOps;
|
||||
const name = (ref: string) => game.nations[ref]?.name ?? ref;
|
||||
// The player's edit to a rename's target name, keyed by pending-op index.
|
||||
// An unset entry means "use the model's proposed name" (`op.to`).
|
||||
const [edits, setEdits] = useState<Record<number, string>>({});
|
||||
|
||||
return (
|
||||
<Dialog open={open} onOpenChange={onOpenChange}>
|
||||
<DialogContent className="max-w-lg" data-testid="nation-op-dialog">
|
||||
<DialogHeader>
|
||||
<DialogTitle>
|
||||
<span className="flex items-center gap-2">
|
||||
<PenLine className="size-4 text-primary" />
|
||||
Nation proposals
|
||||
</span>
|
||||
</DialogTitle>
|
||||
<DialogDescription>
|
||||
The model proposed changes to nations. Confirm to apply them (you can edit a
|
||||
rename) or reject to leave the world as it is.
|
||||
</DialogDescription>
|
||||
</DialogHeader>
|
||||
|
||||
{ops.length === 0 ? (
|
||||
<p className="py-2 text-sm text-muted-foreground" data-testid="nation-op-empty">
|
||||
Nothing pending — the model hasn’t proposed any nation changes.
|
||||
</p>
|
||||
) : (
|
||||
<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
|
||||
{ops.map((op, i) => {
|
||||
const isRename = op.kind === 'rename';
|
||||
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
|
||||
return (
|
||||
<li
|
||||
key={`${i}-${op.kind}`}
|
||||
className="rounded-lg border border-border/70 bg-card/50 p-3"
|
||||
data-testid="nation-op-item"
|
||||
data-kind={op.kind}
|
||||
>
|
||||
<div className="mb-2 flex items-start gap-2">
|
||||
<Badge variant="secondary" className="shrink-0 text-[11px] capitalize">
|
||||
{op.kind}
|
||||
</Badge>
|
||||
<span className="min-w-0 flex-1 text-sm leading-snug">
|
||||
{describeOp(op, name)}
|
||||
</span>
|
||||
</div>
|
||||
{isRename ? (
|
||||
<div className="space-y-2.5">
|
||||
<Input
|
||||
value={edits[i] ?? (op as RenameOp).to}
|
||||
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
|
||||
placeholder="New name…"
|
||||
data-testid="nation-op-name-input"
|
||||
/>
|
||||
<div className="flex justify-end gap-2">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
onClick={() => onReject(i)}
|
||||
disabled={opBusy}
|
||||
className="text-muted-foreground hover:text-destructive"
|
||||
data-testid="nation-op-reject"
|
||||
>
|
||||
<X className="size-3.5" />
|
||||
Reject
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
onClick={() => onConfirm(i, finalName ? { name: finalName } : undefined)}
|
||||
disabled={opBusy}
|
||||
data-testid="nation-op-confirm"
|
||||
>
|
||||
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
|
||||
Confirm
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="flex items-center justify-between gap-2">
|
||||
<span className="text-[11px] text-muted-foreground">
|
||||
{op.kind === 'split' ? 'Split' : 'Merge'} isn’t available yet — dismiss to ignore it.
|
||||
</span>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
onClick={() => onReject(i)}
|
||||
disabled={opBusy}
|
||||
className="text-muted-foreground hover:text-destructive"
|
||||
data-testid="nation-op-reject"
|
||||
>
|
||||
<X className="size-3.5" />
|
||||
Dismiss
|
||||
</Button>
|
||||
</div>
|
||||
)}
|
||||
</li>
|
||||
);
|
||||
})}
|
||||
</ul>
|
||||
)}
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
);
|
||||
}
|
||||
@@ -6,9 +6,11 @@ import type {
|
||||
AddActionResponse,
|
||||
AddDiplomacyResponse,
|
||||
AdvisorResponse,
|
||||
ConfirmNationOpResponse,
|
||||
CreateGameResponse,
|
||||
DeleteGameResponse,
|
||||
GameSummary,
|
||||
RejectNationOpResponse,
|
||||
RemoveQueueItemResponse,
|
||||
TurnResponse,
|
||||
} from '@shared/protocol';
|
||||
@@ -60,6 +62,21 @@ export const api = {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in
|
||||
// `game.pendingNationOps` (a rename takes effect; `edits.name` overrides the
|
||||
// proposed name). Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
confirmNationOp: (id: string, index: number, edits?: { name?: string }) =>
|
||||
req<ConfirmNationOpResponse>(`/api/games/${id}/nation-op/confirm`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index, ...(edits ? { edits } : {}) }),
|
||||
}),
|
||||
// (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by index,
|
||||
// without applying it. Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
rejectNationOp: (id: string, index: number) =>
|
||||
req<RejectNationOpResponse>(`/api/games/${id}/nation-op/reject`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// Commit the whole pending round (or an empty one) in a single LLM turn.
|
||||
jump: (id: string) =>
|
||||
req<TurnResponse>(`/api/games/${id}/jump`, {
|
||||
|
||||
Reference in New Issue
Block a user