History: AI-driven alternate-history simulator

Pax Historia-style sim where the LLM is the world engine.

- React 19 + Vite 6 + Tailwind v4 + shadcn/ui frontend
- Express single-port backend (/api + /sse + built client + SPA fallback)
- SQLite (better-sqlite3) persistence, one row per game
- MapLibre choropleth map (OpenFreeMap dark + ISO_A3 regions)
- Defensive turn loop: strip fences, balanced-{} extract, parse, clamp 0-100,
  retry-once nudge, generic 'unclear' fallback; never crashes on bad output
- 5 seed presets (wwii-1939, coldwar-1955, modern-2025, no-wwii-1940, aegis-2400)
- LLM client over native fetch w/ injectable transport (mesh-bot pattern);
  LLM_STUB=1 deterministic transport for tests/e2e
- Unit (vitest, 19) + deterministic Playwright e2e
- Multi-stage node:22-slim Docker + Traefik (history.dev.kkhost.pl:4321)

Co-Authored-By: OpenCode <opencode@users.noreply.github.com>
This commit is contained in:
2026-10-10 21:20:23 +00:00
co-authored by OpenCode
commit e2936e85bb
65 changed files with 14257 additions and 0 deletions
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// Client <-> server protocol types + a few shared pure helpers (single source of
// truth). The LLM is asked to return exactly the `TurnResult` shape; the engine
// validates/clamps it before applying it to a GameState.
import type {
EventEntry,
EventOutcome,
EventType,
GameState,
Nation,
RelationStatus,
StatKey,
} from './types';
/** A numeric change to one of a nation's 0–100 stats. */
export type StateChange =
| { nation: string; stat: StatKey; op: 'set'; value: number }
| { nation: string; stat: StatKey; op: 'add'; value: number };
/** Set the bilateral relation between nations `a` and `b` to `set` (symmetric). */
export interface RelationChange {
a: string;
b: string;
set: RelationStatus;
}
/** A nation gains/loses ISO_A3 regions this turn. */
export interface TerritoryChange {
nation: string;
gain: string[];
lose: string[];
}
/** One narrative event the LLM proposes for this turn. */
export interface TurnEventSpec {
nation: string;
type: EventType;
title: string;
text: string;
outcome: EventOutcome;
}
/** The exact JSON object the world-simulator LLM must return for a turn. */
export interface TurnResult {
date: string;
events: TurnEventSpec[];
stateChanges: StateChange[];
relations: RelationChange[];
territoryChanges: TerritoryChange[];
}
/** Per-region map payload: ISO_A3 -> owning nation + its stable color. */
export interface RegionOwner {
color: string;
owner: string;
ownerId: string;
}
export type RegionMap = Record<string, RegionOwner>;
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
export type SseMessage =
| { type: 'state'; state: GameState }
| { type: 'turn'; state: GameState; result: TurnResult }
| { type: 'error'; message: string };
// --- API request / response shapes (REST) ---
export interface CreateGameRequest {
presetId: string;
playerNationId: string;
}
export interface CreateGameResponse {
game: GameState;
}
export interface TurnRequest {
/** Free-text player action. Omit for a "jump forward" auto turn. */
action?: string;
/** Optional diplomatic message to a target nation. */
chat?: { to: string; message: string };
}
export interface TurnResponse {
state: GameState;
result: TurnResult;
}
export interface AdvisorRequest {
/** Optional prompt to steer the brainstorm. */
prompt?: string;
}
export interface AdvisorResponse {
suggestions: string[];
}
export interface GameSummary {
id: string;
presetId: string;
presetTitle: string;
playerNationId: string;
turn: number;
date: string;
}
/**
* Deterministic, stable per-nation color for the choropleth. Hashes the nation id
* to a hue; sat/light tuned for the dark command-center theme. Pure + shared so
* the server's RegionMap and any client-side coloring always agree.
*/
export function nationColor(id: string): string {
let h = 2166136261;
for (let i = 0; i < id.length; i++) {
h = Math.imul(h ^ id.charCodeAt(i), 16777619) >>> 0;
}
const hue = h % 360;
return `hsl(${hue} 58% 46%)`;
}
/** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */
export function makeEvent(
spec: TurnEventSpec,
turn: number,
date: string,
): EventEntry {
return {
id: `${turn}-${spec.nation}-${spec.type}-${Math.random().toString(36).slice(2, 8)}`,
turn,
date,
nation: spec.nation,
type: spec.type,
title: spec.title,
text: spec.text,
outcome: spec.outcome,
};
}
/** Defensive helpers used by both the engine (server) and tests. */
export function clampStat(v: number): number {
if (!Number.isFinite(v)) return 0;
return Math.max(0, Math.min(100, Math.round(v)));
}
/** True if the string looks like a `YYYY-MM-DD` date. */
export function isDateLike(s: string): boolean {
return /^\d{4}-\d{2}-\d{2}$/.test(s) && !Number.isNaN(Date.parse(s));
}
/** Advance a `YYYY-MM-DD` string by N days (UTC). Invalid input returns as-is. */
export function addDays(date: string, days: number): string {
if (!isDateLike(date)) return date;
const d = new Date(`${date}T00:00:00Z`);
d.setUTCDate(d.getUTCDate() + days);
return d.toISOString().slice(0, 10);
}
export function deepClone<T>(v: T): T {
return JSON.parse(JSON.stringify(v)) as T;
}
/** The subset of a Nation the prompt needs (keeps the LLM context small). */
export function nationForPrompt(n: Nation) {
return {
id: n.id,
name: n.name,
type: n.type,
stats: n.stats,
territory: n.territory,
relations: n.relations,
};
}
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// Domain types — the single source of truth shared by the frontend (src/), the
// backend (server/), and the LLM prompt contract. No runtime dependencies here.
/** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
export interface NationStats {
military: number;
economy: number;
stability: number;
population: number;
}
export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
export type StatKey = (typeof STAT_KEYS)[number];
export type NationType = 'major' | 'minor' | 'power' | 'alliance' | 'faction';
/** Direction of a bilateral diplomatic relationship. */
export type RelationStatus = 'ally' | 'neutral' | 'rival' | 'hostile' | 'war';
export const RELATION_STATUSES: RelationStatus[] = [
'ally',
'neutral',
'rival',
'hostile',
'war',
];
/**
* A single nation in the world. `territory` holds ISO_A3 codes; the map colors
* each of those regions with this nation's stable color (see protocol.nationColor).
*/
export interface Nation {
id: string;
name: string;
type: NationType;
stats: NationStats;
territory: string[];
relations: Record<string, RelationStatus>;
}
/** Categories a narrative event can take. */
export type EventType =
| 'military'
| 'diplomatic'
| 'economic'
| 'political'
| 'social'
| 'disaster'
| 'scientific'
| 'cultural';
export const EVENT_TYPES: EventType[] = [
'military',
'diplomatic',
'economic',
'political',
'social',
'disaster',
'scientific',
'cultural',
];
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral';
/** A narrative event the simulation emitted on some turn. */
export interface EventEntry {
id: string;
turn: number;
date: string;
nation: string; // nation id the event concerns
type: EventType;
title: string;
text: string;
outcome: EventOutcome;
}
/** The full, persisted state of one game. Saved to SQLite by id. */
export interface GameState {
id: string;
presetId: string;
presetTitle: string;
playerNationId: string;
turn: number;
date: string;
nations: Record<string, Nation>;
events: EventEntry[];
}
/**
* A scenario the player can start. One JSON file per preset (presets/<id>.json).
* `worldBackground` + `simulationRules` become the LLM system prompt.
*/
export interface Preset {
id: string;
title: string;
startDate: string;
summary: string;
worldBackground: string;
simulationRules: string[];
nations: Nation[];
}
/** The lightweight manifest entry used to render the preset picker cards. */
export interface PresetMeta {
id: string;
title: string;
startDate: string;
summary: string;
}