v0.27.0 (#44): LLM-placed named map point markers
CI / build + unit + e2e (pull_request) Successful in 2m36s
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).
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@@ -68,6 +68,60 @@ export const EVENT_TYPES: EventType[] = [
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export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral';
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// --- Map markers (v0.27, #44) -------------------------------------------------
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//
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// Named point markers the LLM can place on the map (cities, factories, armies,
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// ports, capitals, fleets, rocket launch sites, political/social gatherings).
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// A marker is anchored to a **region key** (see `public/region-keys.json`): the
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// engine positions it at that region's precomputed centroid (with a small
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// deterministic offset) and its `ownerNationId` follows the region's current
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// owner (recomputed on every turn; `null` when the region is unowned / no
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// man's land). See protocol.ts for the LLM-facing `TurnResult.markers`
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// contract and the `markerId` derivation.
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/** The eight marker categories the model may place (v0.27, #44). */
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export type MarkerType =
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| 'city'
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| 'factory'
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| 'army'
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| 'port'
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| 'capital'
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| 'fleet'
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| 'rocket'
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| 'gathering';
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/** All marker types, in canonical order (used by the LLM contract + map layer). */
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export const MARKER_TYPES: MarkerType[] = [
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'city',
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'factory',
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'army',
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'port',
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'capital',
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'fleet',
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'rocket',
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'gathering',
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];
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/**
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* A named point marker on the map (v0.27, #44). `id` is a stable,
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* deterministic 4-character code derived from `type + name + regionKey`
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* (see protocol.markerId) — re-adding the same marker is idempotent and
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* removing by id is unambiguous. `lat`/`lon` are filled in by the engine from
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* the region's centroid manifest (never by the model); `ownerNationId` is the
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* marker's region's current owner (`null` when unowned) and is recomputed by
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* the engine on every committed turn, so a marker always follows its region.
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*/
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export interface MapMarker {
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id: string;
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type: MarkerType;
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name: string;
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regionKey: string;
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lat: number;
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lon: number;
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ownerNationId: string | null;
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placedTurn: number;
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}
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/** A narrative event the simulation emitted on some turn. */
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export interface EventEntry {
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id: string;
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@@ -153,6 +207,16 @@ export interface GameState {
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* runtime dependencies.)
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*/
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pendingNationOps: NationOp[];
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/**
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* (v0.27, #44) Named point markers on the map: the LLM places them (via a
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* turn's `markers.add`) and removes them (`markers.remove`, by id). The
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* engine positions each at its region's centroid (deterministic small
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* offset) and recomputes `ownerNationId` from the region's current owner on
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* EVERY committed turn (a released region → `null`). Always `[]` on a fresh
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* game; rows saved before v0.27 load with this defaulted to `[]` (see
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* server/db.ts) — additive, no data wipe. Capped at protocol.MAX_MARKERS.
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*/
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markers: MapMarker[];
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}
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/**
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