v0.27.0 (#44): LLM-placed named map point markers
CI / build + unit + e2e (pull_request) Successful in 2m36s

- shared: 8 MarkerTypes + MARKER_TYPE_INFO (label/color/glyph); MapMarker;
  GameState.markers (required, [] at init); TurnResult.markers {add,remove};
  MarkerSpec/MarkerInfo; FNV-1a 4-char markerId; MAX_MARKERS=400.
- data: new public/region-centroids.json (1,800 anchors = largest-part centroid
  + spread ~0.1x min-bbox) built by new idempotent scripts/build-region-centroids.mjs.
- server: regions.ts centroid loader (public/ then dist/); engine applyTurnResult
  marker ops (remove -> owner-recompute -> add, jitter, cap, never throws);
  prompt documents the contract; buildUserPrompt carries markers; stub marker-free.
- client: WorldMap symbol layer rendered as canvas per-type icons (glyph CDN dead);
  hover tooltip shows name; click focuses owning nation.
- tests: 168 -> 189 (centroids script, regions centroids, db legacy, engine markers).
This commit is contained in:
2026-10-14 22:37:29 +00:00
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commit a129c2ab81
19 changed files with 10437 additions and 45 deletions
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All notable changes to **History** are listed here, newest first.
## v0.27.0 — 2026-10-14 22:34
- **#44: the LLM can place named point markers on the map.** The model may now place up to a handful of named *point markers* per turn (a capital, city, factory complex, army deployment, port, fleet concentration, rocket launch site, or a political **gathering**), each anchored to a region key, persisted per game, and rendered on the choropleth as a MapLibre symbol layer.
- **Types (`shared/types.ts` + `shared/protocol.ts`).** Eight `MarkerType`s — `city, factory, army, port, capital, fleet, rocket, gathering` — with a shared `MARKER_TYPE_INFO` map (display label + color + glyph). A `MapMarker = { id, type, name, regionKey, lat, lon, ownerNationId, placedTurn }`; `GameState.markers: MapMarker[]` is **required** (`[]` at game creation, and a legacy SQLite row without the field loads as `[]` — additive, never wipes existing markers). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required, default `[]`); `MarkerSpec = { type, name, regionKey }`.
- **Stable ids (`shared/protocol.ts`).** A marker's `id` is the FNV-1a 32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase base-26 characters (mirroring the region-key scheme). This makes a **re-add idempotent** (the same type+name+region never creates a second marker) and a **remove unambiguous** (by id).
- **Centroid data (`public/region-centroids.json`, new).** ~1,800 entries keyed identically to `region-keys.json`, each `{ lat, lon, spread }`: the anchor is the **centroid of the region's largest-area part** (a single representative point, not an average across disjoint parts), and `spread` ≈ **0.1 × that part's smallest bbox dimension** (in degrees). A new idempotent pipeline stage `scripts/build-region-centroids.mjs` (`npm run build:region-centroids`) regenerates it deterministically (byte-identical re-run, sha256-pinned by the test). The engine uses the centroid as the marker's base position and the `spread` to jitter multiple markers of one region around it (a deterministic per-axis FNV-1a-derived offset, so markers scatter instead of stacking).
- **Engine (`server/engine.ts`).** `applyTurnResult` processes markers **after** territory claims, in three steps: (1) remove by id (a listed-but-absent id is a no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim ownership** — a captured region follows its new owner, a region released to no man's land (or a key with 0 or 2+ owners) becomes `null` (a marker always follows its region); (3) add — each new spec is placed at its region's centroid (injected via a new optional `centroidOf` param) plus the per-axis jitter, owned by the region's post-turn owner, stamped with the acting turn. Adds are dropped (never thrown) when their region key is unknown / has no centroid, when the id already exists (idempotent re-add), or beyond the hard cap `MAX_MARKERS = 400` (later adds dropped). The system prompt documents the field, the eight types, and the placement rules; `buildUserPrompt` carries the current markers (as `MarkerInfo[]`) so the model can reference their stable ids in `remove`; `isMeaningful` treats a marker add/remove as a real world change.
- **Client (`src/components/WorldMap.tsx`).** A second GeoJSON source + a symbol layer sits above the choropleth. **Deliberate deviation from the original "name as a text label" design:** every external glyph endpoint is a dead 404 (OpenFreeMap's `fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`), and the OFM dark basemap only renders at all because it is **raster** (labels baked into the PNG tiles) — there is no working vector font. So markers are drawn as **self-contained, offline, canvas-generated per-type icons** (`drawMarkerIcon`: a distinct shape per type — circle / rounded-square / triangle / diamond / star / center-dotted circles / up-arrow — filled with the type color, outlined for legibility on the dark basemap), registered as named `ImageData` images that survive `styledata`. The marker **name is shown in the hover tooltip** (region name + owner chip + marker name) instead of a persistent on-map label, and **clicking a marker focuses its owning nation's dossier** (a marker's owner is its region's owner). There are no separate marker event handlers: MapLibre's per-layer event delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead `queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
- **Stub (`server/stub.ts`) stays marker-free** — it returns `markers: { add: [], remove: [] }` — so the e2e suite (CI, `LLM_STUB=1`) is unaffected and fully deterministic; the full marker path is covered by unit tests only.
- **Tests (168 → 189).** New `scripts/region-centroids.test.ts` (1,800 entries, key-set match, finite/world-bounds, each centroid inside its feature's bbox via turf-free coordinate iteration, spot-checked anchors, byte-identical re-run determinism); `server/regions.test.ts` (`hasCentroids`/`centroidOf` in dev + prod-`dist/` layouts, graceful degradation when absent); `server/db.test.ts` (legacy row → `markers: []`); and an `engine.test.ts` marker suite (valid add → id/position/owner/placedTurn, idempotent re-add, region-validity/centroid drops, the 400 cap, remove by id / no-op, owner-follows-region incl. release→null and re-claim, `buildUserPrompt`/system-prompt contract, `validateMarkerOps` raw cleaner, and the `runTurn` centroid wiring).
- **Verification.** Typecheck, lint, **189 unit tests**, and the production build all pass (the build copies `region-centroids.json` into `dist/` like the other manifests, so it works in the prod container layout).
- **Deploy:** manual `docker compose up -d --build` on the host — **no `down -v`** (markers are additive; legacy games load with `markers: []`).
## v0.26.0 — 2026-10-14 19:24
- **#41: the `RU-ARK` mainland's Arctic-coast band is re-coarsened into two new regions** — a pure re-partition of the existing polygon parts: no new geometry, no coordinate change (the feature union stays byte-identical). After #31 the mainland `RU-ARK` was a 33-part MultiPolygon; its 28-part band (parts whose centroid lat ≥ 68 — the Arctic-coast strip) is now split into:
- `RU-PEO` — Pechora (13 parts, ~37,678 km²) → new region key `pechora-qwhs`. The southwestern band (around the Pechora delta / Nenets border).