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-side API helper. All requests are same-origin relative paths (they are
// proxied by Vite in dev and served by Express in prod), so no origin is ever
// hardcoded — this works unchanged behind the Traefik proxy.
import type { GameState, Preset, PresetMeta } from '@shared/types';
import type { AdvisorResponse, CreateGameResponse, TurnResponse } from '@shared/protocol';
async function req<T>(path: string, init?: RequestInit): Promise<T> {
const res = await fetch(path, {
headers: { 'content-type': 'application/json' },
...init,
});
if (!res.ok) {
const body = (await res.json().catch(() => ({}))) as { error?: string };
throw new Error(body.error ?? `HTTP ${res.status}`);
}
return res.json() as Promise<T>;
}
export const api = {
listPresets: () => req<{ presets: PresetMeta[] }>('/api/presets'),
getPreset: (id: string) => req<{ preset: Preset }>(`/api/presets/${id}`),
createGame: (presetId: string, playerNationId: string) =>
req<CreateGameResponse>('/api/games', {
method: 'POST',
body: JSON.stringify({ presetId, playerNationId }),
}),
getGame: (id: string) => req<{ game: GameState }>(`/api/games/${id}`),
turn: (id: string, action?: string, chat?: { to: string; message: string }) =>
req<TurnResponse>(`/api/games/${id}/turn`, {
method: 'POST',
body: JSON.stringify({ action, chat }),
}),
jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, {
method: 'POST',
body: JSON.stringify({}),
}),
advisor: (id: string, prompt?: string) =>
req<AdvisorResponse>(`/api/games/${id}/advisor`, {
method: 'POST',
body: JSON.stringify({ prompt }),
}),
map: (id: string) =>
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
`/api/games/${id}/map`,
),
};
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// Small color maps for the "command center" theme. Pure + shared so the event
// feed, nation panel, and any future view all agree on a type/status → color.
import type { EventOutcome, EventType, RelationStatus } from '@shared/types';
export const EVENT_COLORS: Record<EventType, string> = {
military: '#ef4444',
diplomatic: '#3b82f6',
economic: '#22c55e',
political: '#f59e0b',
social: '#06b6d4',
disaster: '#f97316',
scientific: '#a855f7',
cultural: '#ec4899',
};
export const RELATION_COLORS: Record<RelationStatus, string> = {
ally: '#22c55e',
neutral: '#94a3b8',
rival: '#f59e0b',
hostile: '#f97316',
war: '#ef4444',
};
export const OUTCOME_COLORS: Record<EventOutcome, string> = {
success: '#22c55e',
failure: '#ef4444',
partial: '#f59e0b',
neutral: '#94a3b8',
};
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import { useEffect, useRef } from 'react';
import type { GameState } from '@shared/types';
import type { TurnResult } from '@shared/protocol';
interface SseHandlers {
onState?: (state: GameState) => void;
onTurn?: (state: GameState, result: TurnResult) => void;
}
/**
* Subscribe to a game's SSE stream. The server sends a `state` event on connect
* and a `turn` event after every turn; EventSource auto-reconnects on drop, so a
* reload always resyncs to the persisted server state.
*
* Handlers are kept in a ref so the (id-keyed) effect always invokes the latest
* callbacks without re-subscribing on every render.
*/
export function useSse(id: string | null, handlers: SseHandlers): void {
const handlersRef = useRef(handlers);
handlersRef.current = handlers;
useEffect(() => {
if (!id) return;
const es = new EventSource(`/sse/${id}`);
const onState = (e: MessageEvent) => {
try {
handlersRef.current.onState?.(JSON.parse(e.data).state as GameState);
} catch {
/* ignore malformed */
}
};
const onTurn = (e: MessageEvent) => {
try {
const d = JSON.parse(e.data) as { state: GameState; result: TurnResult };
handlersRef.current.onTurn?.(d.state, d.result);
} catch {
/* ignore malformed */
}
};
es.addEventListener('state', onState);
es.addEventListener('turn', onTurn);
return () => es.close();
}, [id]);
}
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import { clsx, type ClassValue } from 'clsx';
import { twMerge } from 'tailwind-merge';
/** shadcn/ui class combiner. */
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs));
}