feat: sub-region-level territory — ownership, LLM and map at region granularity (v0.19.0)
Move territory from whole-country (ISO_A3) to individual sub-region id granularity (PR 3 of #16): - new server/regions.ts (turf-free): loadRegions (boot), expandTerritory (game creation), migrateTerritoryToRegions (legacy games on db.load), regionNamesFor / regionLabel (LLM prompt), graceful ISO_A3 fallback - game creation expands each preset nation's ISO_A3 list to its sub-region ids; pre-v0.19 saved games migrate transparently on read (idempotent) - LLM contract: territoryChanges gain/lose sub-region ids (one region at a time; gain moves out of the prior owner; lost-without-gainer = unowned); user prompt carries a top-level regions reference table ({id: 'name (parent)'} over the state's territory ids) - WorldMap: choropleth fill per sub-region (countries can split between nations), ownership via properties.regionId through the shared mapFeatureOwner, flash lights exactly the changed features (featuresByRegionIds) - deterministic stub: one region-level move per non-empty round (player annexes the lexicographically-first region of the first other nation) - tests: new server/regions.test.ts (real geo + fallback + seams); map/engine tests re-pinned to region ids; scripts/regions.test.ts stays green Measured full wwii-1939 user prompt (411 regions): ~24.7k chars / ~6.2k tokens — far under the 80k frontier limit, so the full regions table is always sent (no frontier-limited mode needed). Part of #16
This commit is contained in:
+6
-1
@@ -3,6 +3,7 @@ import { mkdirSync } from 'node:fs';
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import path from 'node:path';
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import Database from 'better-sqlite3';
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import type { GameState } from '../shared/types';
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import { migrateTerritoryToRegions } from './regions';
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export interface Db {
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save(state: GameState): void;
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@@ -39,7 +40,11 @@ export function openDb(filePath: string): Db {
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const row = byId.get(id) as { data: string } | undefined;
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if (!row) return null;
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try {
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return JSON.parse(row.data) as GameState;
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// v0.19: migrate any pre-v0.19 (whole-country ISO_A3) territory to
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// sub-region ids on read. A no-op when the region geo is not loaded,
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// and idempotent once a state has been migrated (the next save then
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// persists the region-level territory).
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return migrateTerritoryToRegions(JSON.parse(row.data) as GameState);
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} catch {
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return null;
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}
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+105
-11
@@ -1,8 +1,9 @@
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import { describe, expect, it } from 'vitest';
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import { beforeAll, describe, expect, it } from 'vitest';
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import type { GameState, Preset, RoundItem } from '../shared/types';
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import { makeEvent, type TurnResult } from '../shared/protocol';
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import type { LlmClient } from './llm';
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import { makeStubLlmClient } from './stub';
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import { _setRegionsForTests } from './regions';
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import {
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applyTurnResult,
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buildSystemPrompt,
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@@ -24,6 +25,27 @@ function fakeLlm(responses: string[]): LlmClient {
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};
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}
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// Give the region module a small, deterministic index so `buildUserPrompt`'s
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// `regions` reference table is populated in these fast unit tests (the real
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// 3.4 MB geo stays out of this file). The ids match the synthetic territories
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// below.
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beforeAll(() => {
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_setRegionsForTests(
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{
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'GB-01': { name: 'Greater London', parent: 'GBR' },
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'GB-02': { name: 'Scotland', parent: 'GBR' },
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'US-01': { name: 'New England', parent: 'USA' },
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'US-02': { name: 'The Midwest', parent: 'USA' },
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'PL-01': { name: 'Pomerania', parent: 'POL' },
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'DE-01': { name: 'Rhineland', parent: 'DEU' },
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},
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{ GBR: ['GB-01', 'GB-02'], USA: ['US-01', 'US-02'], POL: ['PL-01'], DEU: ['DE-01'] },
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);
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});
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// As of v0.19 territory is a list of **sub-region ids** (the RegionMap keys),
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// not whole-country ISO_A3 codes. `us` also holds `PL-01` so that a canned or
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// stubbed gain of that region has a prior owner to move it from.
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const preset: Preset = {
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id: 'test',
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title: 'Test',
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@@ -37,7 +59,7 @@ const preset: Preset = {
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name: 'UK',
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type: 'major',
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stats: { military: 80, economy: 70, stability: 60, population: 50 },
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territory: ['GBR'],
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territory: ['GB-01', 'GB-02'],
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relations: { us: 'neutral', de: 'hostile' },
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},
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{
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@@ -45,7 +67,7 @@ const preset: Preset = {
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name: 'US',
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type: 'major',
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stats: { military: 60, economy: 90, stability: 80, population: 80 },
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territory: ['USA'],
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territory: ['US-01', 'US-02', 'PL-01'],
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relations: { uk: 'neutral' },
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},
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{
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@@ -53,7 +75,7 @@ const preset: Preset = {
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name: 'DE',
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type: 'major',
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stats: { military: 95, economy: 70, stability: 75, population: 90 },
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territory: ['DEU'],
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territory: ['DE-01'],
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relations: {},
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},
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],
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@@ -88,7 +110,7 @@ const validResult = JSON.stringify({
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{ nation: 'de', stat: 'economy', op: 'add', value: 10 },
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],
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relations: [{ a: 'uk', b: 'us', set: 'ally' }],
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territoryChanges: [{ nation: 'de', gain: ['POL'], lose: [] }],
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territoryChanges: [{ nation: 'de', gain: ['PL-01'], lose: [] }],
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});
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describe('runTurn', () => {
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@@ -109,8 +131,9 @@ describe('runTurn', () => {
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// relations are symmetric
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expect(state.nations.uk.relations.us).toBe('ally');
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expect(state.nations.us.relations.uk).toBe('ally');
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// territory moved to DE
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expect(state.nations.de.territory).toContain('POL');
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// the region moved to DE, out of its prior owner (us)
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expect(state.nations.de.territory).toContain('PL-01');
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expect(state.nations.us.territory).not.toContain('PL-01');
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// one event appended, tagged with the turn that was resolved (1)
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expect(state.events).toHaveLength(1);
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expect(state.events[0].turn).toBe(1);
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@@ -121,7 +144,8 @@ describe('runTurn', () => {
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// and the original state object is NOT mutated
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expect(original.turn).toBe(1);
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expect(original.nations.uk.stats.military).toBe(80);
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expect(original.nations.de.territory).not.toContain('POL');
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expect(original.nations.us.territory).toContain('PL-01');
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expect(original.nations.de.territory).not.toContain('PL-01');
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});
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it('clamps out-of-range stat values into 0-100', async () => {
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@@ -191,7 +215,7 @@ describe('runTurn', () => {
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});
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describe('runTurn (batched round, deterministic stub)', () => {
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it('a single action item: turn+1, date+2, pending cleared, one military event, military set to clamp(cur+5)', async () => {
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it('a single action item: turn+1, date+2, pending cleared, one military event, military set to clamp(cur+5), one deterministic region gain', async () => {
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const original = baseState();
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original.pending = [{ kind: 'action', text: 'Fortify the coast and mobilize the home guard' }];
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const { state, result } = await runTurn({
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@@ -209,6 +233,12 @@ describe('runTurn (batched round, deterministic stub)', () => {
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expect(state.events[0].nation).toBe('uk');
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expect(state.events[0].outcome).toBe('success');
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expect(result.stateChanges).toEqual([{ nation: 'uk', stat: 'military', op: 'set', value: 85 }]);
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// the stub's one deterministic per-turn territory move: the player annexes
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// the lexicographically-first region of the first other nation (us holds
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// PL-01, US-01, US-02 → PL-01 wins), moved out of us.
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expect(result.territoryChanges).toEqual([{ nation: 'uk', gain: ['PL-01'], lose: [] }]);
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expect(state.nations.uk.territory).toEqual(['GB-01', 'GB-02', 'PL-01']);
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expect(state.nations.us.territory).toEqual(['US-01', 'US-02']);
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// committing a turn is a new revision too
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expect(state.version).toBe(2);
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// the original object is not mutated (a fresh queue was consumed)
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@@ -216,7 +246,7 @@ describe('runTurn (batched round, deterministic stub)', () => {
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expect(original.version).toBe(1);
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});
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it('an empty round: turn advances, one political "world moves on" event, pending stays empty', async () => {
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it('an empty round: turn advances, one political "world moves on" event, no territory move', async () => {
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const { state } = await runTurn({
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llm: makeStubLlmClient(),
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preset,
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@@ -230,9 +260,13 @@ describe('runTurn (batched round, deterministic stub)', () => {
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expect(state.events[0].type).toBe('political');
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expect(state.events[0].title).toBe('The world moves on');
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expect(state.events[0].outcome).toBe('neutral');
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// an empty round makes no move: every territory is untouched
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expect(state.nations.uk.territory).toEqual(['GB-01', 'GB-02']);
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expect(state.nations.us.territory).toEqual(['US-01', 'US-02', 'PL-01']);
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expect(state.nations.de.territory).toEqual(['DE-01']);
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});
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it('a round with two actions and one diplomacy: 3 events (2 military + 1 diplomatic), exactly one turn advance', async () => {
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it('a round with two actions and one diplomacy: 3 events (2 military + 1 diplomatic), exactly one turn advance, one region gain', async () => {
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const state = baseState();
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state.pending = [
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{ kind: 'action', text: 'Reinforce the Atlantic convoys' },
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@@ -251,6 +285,9 @@ describe('runTurn (batched round, deterministic stub)', () => {
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expect(next.events.filter((e) => e.type === 'military')).toHaveLength(2);
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expect(next.events.filter((e) => e.type === 'diplomatic')).toHaveLength(1);
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expect(next.nations.uk.stats.military).toBe(85); // one +5 per turn, not per item
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// …and one (not three) territory move for the whole batch
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expect(next.nations.uk.territory).toEqual(['GB-01', 'GB-02', 'PL-01']);
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expect(next.nations.us.territory).toEqual(['US-01', 'US-02']);
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});
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});
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@@ -264,6 +301,7 @@ describe('buildUserPrompt (batched round)', () => {
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pending: RoundItem[];
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playerActions: unknown[];
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roundInstruction: string;
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regions: Record<string, string>;
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};
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expect(parsed.pending).toEqual(items);
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expect(parsed.playerActions).toEqual(['Fortify Dover', { to: 'us', message: 'Propose a pact' }]);
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@@ -271,6 +309,20 @@ describe('buildUserPrompt (batched round)', () => {
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expect(parsed.roundInstruction).toContain('Propose a pact');
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});
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it('emits a regions reference table ("id → name (parent)") covering every territory id in the state', () => {
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const parsed = JSON.parse(buildUserPrompt(baseState(), [])) as {
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regions: Record<string, string>;
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state: { nations: Record<string, { territory: string[] }> };
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};
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// the table is keyed by the union of all nations' (sub-region) territory ids
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const allIds = Object.values(parsed.state.nations).flatMap((n) => n.territory);
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expect(Object.keys(parsed.regions).sort()).toEqual([...allIds].sort());
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// each id maps to a human "name (parent)" label from the region index
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expect(parsed.regions['GB-01']).toBe('Greater London (GBR)');
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expect(parsed.regions['DE-01']).toBe('Rhineland (DEU)');
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expect(parsed.regions['PL-01']).toBe('Pomerania (POL)');
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});
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it('frames an empty round as "the world advances on its own momentum"', () => {
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const parsed = JSON.parse(buildUserPrompt(baseState(), [])) as {
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pending: RoundItem[];
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@@ -461,6 +513,48 @@ describe('applyTurnResult', () => {
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expect(state.pending).toHaveLength(1); // original untouched
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expect(state.version).toBe(1);
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});
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it('moves a gained region out of its prior owner (region-level transfer)', () => {
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const state = baseState();
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const result: TurnResult = {
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date: '1939-09-03',
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events: [],
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stateChanges: [],
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relations: [],
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territoryChanges: [{ nation: 'de', gain: ['PL-01'], lose: [] }],
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};
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const next = applyTurnResult(state, result);
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expect(next.nations.de.territory).toContain('PL-01');
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expect(next.nations.us.territory).not.toContain('PL-01'); // spliced out of the prior owner
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expect(next.nations.uk.territory).toEqual(['GB-01', 'GB-02']);
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});
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it('adds a region nobody owned (no prior owner to splice from)', () => {
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const state = baseState();
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const result: TurnResult = {
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date: '1939-09-03',
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events: [],
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stateChanges: [],
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relations: [],
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territoryChanges: [{ nation: 'uk', gain: ['FR-57'], lose: [] }],
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};
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const next = applyTurnResult(state, result);
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expect(next.nations.uk.territory).toEqual(['GB-01', 'GB-02', 'FR-57']);
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});
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it('drops a lost region with no gainer (it becomes unowned / no-man\'s-land)', () => {
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const state = baseState();
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const result: TurnResult = {
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date: '1939-09-03',
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events: [],
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stateChanges: [],
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relations: [],
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territoryChanges: [{ nation: 'us', gain: [], lose: ['PL-01'] }],
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};
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const next = applyTurnResult(state, result);
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expect(next.nations.us.territory).toEqual(['US-01', 'US-02']);
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expect(Object.values(next.nations).every((n) => !n.territory.includes('PL-01'))).toBe(true);
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});
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});
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describe('isMeaningful', () => {
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+13
-2
@@ -24,6 +24,7 @@ import {
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} from '../shared/protocol';
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import { DEFAULT_MAX_TOKENS, type LlmClient } from './llm';
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import { ADVISOR_MARKER } from './stub';
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import { regionNamesFor } from './regions';
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const VALID_EVENT_TYPES = new Set<string>(EVENT_TYPES);
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const VALID_RELATIONS = new Set<string>(RELATION_STATUSES);
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@@ -53,11 +54,12 @@ export function buildSystemPrompt(preset: Preset): string {
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' ],',
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' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
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' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],',
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' "territoryChanges": [{"nation":"<nationId>","gain":["<ISO_A3>"],"lose":["<ISO_A3>"]}]',
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' "territoryChanges": [{"nation":"<nationId>","gain":["<regionId>"],"lose":["<regionId>"]}]',
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'}',
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'',
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'HARD CONSTRAINTS',
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'- Use only nation ids and ISO_A3 codes that exist in the provided state.',
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'- Use only nation ids and sub-region ids (e.g. `FR-57`) that exist in the provided state.',
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'- A region id (e.g. `FR-57`) identifies a single sub-region — the `regions` table below lists each id with its name and country; a nation\'s border can change one region at a time.',
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'- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
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'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
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'- Keep every stat value between 0 and 100.',
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@@ -106,6 +108,15 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
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outcome: e.outcome,
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})),
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},
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// A name lookup for every region id referenced anywhere in the state, so the
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// model can map an id it is considering (e.g. `FR-57`) to a place it
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// recognizes. This is a top-level reference table keyed by sub-region id;
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// each nation's own `territory` still carries raw ids (via nationForPrompt,
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// unchanged) so the deterministic stub can parse them. When the region geo
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// is not loaded the table is empty and the model falls back to the raw ids.
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regions: regionNamesFor(
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Object.values(state.nations).flatMap((n) => n.territory),
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),
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playerActions,
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pending: items,
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roundInstruction,
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+15
-1
@@ -19,6 +19,7 @@ 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 { expandTerritory, loadRegions } from './regions';
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import { buildRegionMap } from './map';
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import { createPresetStore } from './presets';
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import { openDb, type Db } from './db';
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@@ -41,6 +42,10 @@ function findRoot(): string {
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}
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const root = findRoot();
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// Load the sub-region geo once at boot (a graceful no-op, with a warning, when
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// the file is missing — the territory model then degrades to whole-country
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// ISO_A3 codes). Must run before the first game creation/load.
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loadRegions(root);
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const presetsDir = path.join(root, 'presets');
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const clientDir = process.env.CLIENT_DIST ?? path.join(root, 'dist');
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const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
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@@ -116,7 +121,16 @@ app.post('/api/games', (req: Request, res) => {
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playerNationId: nation.id,
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turn: 1,
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date: preset.startDate,
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nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])),
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// v0.19: territory is at sub-region granularity — expand each preset
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// nation's ISO_A3 country codes into all their sub-region ids (a no-op that
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// keeps the country codes when the region geo is not loaded).
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nations: Object.fromEntries(
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preset.nations.map((n) => {
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const nation = deepClone(n);
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nation.territory = expandTerritory(nation.territory);
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return [n.id, nation];
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}),
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),
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events: [],
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pending: [],
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version: 1, // the first saved revision; every later mutation bumps it
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+45
-42
@@ -3,6 +3,8 @@ import { buildRegionMap } from './map';
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import { mapFeatureOwner, nationColor, regionOwner, type RegionMap } from '../shared/protocol';
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import type { GameState } from '../shared/types';
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// As of v0.19 territory is a list of **sub-region ids** (the RegionMap keys),
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// not whole-country ISO_A3 codes.
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const state: GameState = {
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id: 'g',
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presetId: 'p',
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@@ -16,7 +18,7 @@ const state: GameState = {
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name: 'UK',
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type: 'major',
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stats: { military: 80, economy: 70, stability: 60, population: 50 },
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territory: ['GBR', 'IRL'],
|
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territory: ['GB-01', 'GB-02'],
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relations: {},
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},
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de: {
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@@ -24,7 +26,7 @@ const state: GameState = {
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name: 'DE',
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type: 'major',
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stats: { military: 90, economy: 70, stability: 70, population: 90 },
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territory: ['DEU'],
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territory: ['DE-01'],
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relations: {},
|
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},
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},
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@@ -33,28 +35,29 @@ const state: GameState = {
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version: 1,
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||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative ISO_A3 → owner source.
|
||||
// The RegionMap built from the fixture: the authoritative sub-region id → owner
|
||||
// source.
|
||||
const regions: RegionMap = buildRegionMap(state);
|
||||
|
||||
describe('buildRegionMap', () => {
|
||||
it('maps each ISO_A3 region to its owner + that nation\'s stable color', () => {
|
||||
it('maps each sub-region id to its owner + that nation\'s stable color', () => {
|
||||
const m = buildRegionMap(state);
|
||||
expect(m.GBR).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m.IRL).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m.DEU).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
|
||||
// a region nobody owns is simply absent
|
||||
expect(m.FRA).toBeUndefined();
|
||||
expect(m['GB-01']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m['GB-02']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m['DE-01']).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
|
||||
// a sub-region nobody owns is simply absent
|
||||
expect(m['FR-57']).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('regionOwner', () => {
|
||||
it('resolves an owned region\'s ISO_A3 to its owner record', () => {
|
||||
expect(regionOwner(regions, 'GBR')).toEqual({
|
||||
it('resolves an owned sub-region id to its owner record', () => {
|
||||
expect(regionOwner(regions, 'GB-01')).toEqual({
|
||||
color: nationColor('uk'),
|
||||
owner: 'UK',
|
||||
ownerId: 'uk',
|
||||
});
|
||||
expect(regionOwner(regions, 'DEU')).toEqual({
|
||||
expect(regionOwner(regions, 'DE-01')).toEqual({
|
||||
color: nationColor('de'),
|
||||
owner: 'DE',
|
||||
ownerId: 'de',
|
||||
@@ -62,11 +65,11 @@ describe('regionOwner', () => {
|
||||
});
|
||||
|
||||
it('returns undefined for an unowned region (no RegionMap entry)', () => {
|
||||
expect(regionOwner(regions, 'FRA')).toBeUndefined();
|
||||
expect(regionOwner(regions, 'USA')).toBeUndefined();
|
||||
expect(regionOwner(regions, 'FR-57')).toBeUndefined();
|
||||
expect(regionOwner(regions, 'US-01')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('returns undefined for an empty or missing code', () => {
|
||||
it('returns undefined for an empty or missing id', () => {
|
||||
expect(regionOwner(regions, '')).toBeUndefined();
|
||||
expect(regionOwner(regions, null)).toBeUndefined();
|
||||
expect(regionOwner(regions, undefined)).toBeUndefined();
|
||||
@@ -74,28 +77,28 @@ describe('regionOwner', () => {
|
||||
});
|
||||
|
||||
/**
|
||||
* #6 regression guard (sub-national map). The click/hover handlers resolve the
|
||||
* owning nation from a rendered map feature. MapLibre repacks a GeoJSON
|
||||
* source's top-level `id` into a *numeric index* when it stores the source, so a
|
||||
* feature the map hands back at interaction time has a number for `id`. The
|
||||
* choropleth is now sub-national: a feature's id is a sub-region code
|
||||
* (`DEU-03`) and its owner lives at the *parent country* (`DEU`), which the
|
||||
* client stamps into `properties.parent` (the RegionMap is keyed by that
|
||||
* country code, never the sub-region id). This pins the exact data shape and
|
||||
* proves the resolution: `mapFeatureOwner` works via `properties.parent`, while
|
||||
* the two wrong paths (the repacked numeric `feature.id`, and the sub-region
|
||||
* `regionId`, which is not a RegionMap key) do not.
|
||||
* #6 regression guard (sub-national map, v0.19 region-level ownership). The
|
||||
* click/hover handlers resolve the owning nation from a rendered map feature.
|
||||
* MapLibre repacks a GeoJSON source's top-level `id` into a *numeric index*
|
||||
* when it stores the source, so a feature the map hands back at interaction
|
||||
* time has a number for `id`. Since v0.19 ownership is at **sub-region**
|
||||
* granularity: a feature's owner lives at its **own sub-region id** (e.g.
|
||||
* `DE-01`), which the client stamps into `properties.regionId` (the RegionMap
|
||||
* is keyed by that id). This pins the exact data shape and proves the
|
||||
* resolution: `mapFeatureOwner` works via `properties.regionId`, while the
|
||||
* repacked numeric `feature.id` path does not.
|
||||
*/
|
||||
describe('#6 — sub-region owner must be resolved from properties.parent, not the sub-region id / repacked feature.id', () => {
|
||||
describe('#6 — region owner must be resolved from properties.regionId, never the repacked feature.id', () => {
|
||||
// The shape MapLibre returns for a sub-region feature after setData(): `id`
|
||||
// is a number (repacked), and the stable identifiers live only in properties —
|
||||
// `regionId` (the sub-region code) and `parent` (the ISO_A3 country).
|
||||
// is a number (repacked), and the stable identifiers live only in properties
|
||||
// — `regionId` (the sub-region id, the RegionMap key) and `parent` (the
|
||||
// static parent country's ISO_A3).
|
||||
const repackedFeature = {
|
||||
id: 0,
|
||||
properties: { name: 'Germany R03', regionId: 'DEU-03', parent: 'DEU' },
|
||||
properties: { name: 'Rhineland', regionId: 'DE-01', parent: 'DEU' },
|
||||
};
|
||||
|
||||
it('resolves the owner from properties.parent (the fix)', () => {
|
||||
it('resolves the owner from properties.regionId (the fix)', () => {
|
||||
expect(mapFeatureOwner(regions, repackedFeature)).toEqual({
|
||||
color: nationColor('de'),
|
||||
owner: 'DE',
|
||||
@@ -103,30 +106,30 @@ describe('#6 — sub-region owner must be resolved from properties.parent, not t
|
||||
});
|
||||
});
|
||||
|
||||
it('the sub-region regionId is NOT a RegionMap key — resolving from it fails', () => {
|
||||
// 'DEU-03' is a sub-region id; the RegionMap is keyed by the parent 'DEU'.
|
||||
expect(regionOwner(regions, repackedFeature.properties.regionId)).toBeUndefined();
|
||||
});
|
||||
|
||||
it('the repacked numeric feature.id does NOT resolve — the bug', () => {
|
||||
it('the repacked numeric feature.id does NOT resolve — the original bug', () => {
|
||||
// String(0) === '0' is not a valid key, so the pre-fix lookup failed and
|
||||
// reported "No owner" even for owned regions.
|
||||
expect(regionOwner(regions, String(repackedFeature.id))).toBeUndefined();
|
||||
});
|
||||
|
||||
it('a sub-region id nobody owns does NOT resolve', () => {
|
||||
expect(regionOwner(regions, 'FR-57')).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('mapFeatureOwner', () => {
|
||||
it('returns undefined for a missing feature, missing parent, or non-string parent', () => {
|
||||
it('returns undefined for a missing feature, missing regionId, or non-string regionId', () => {
|
||||
expect(mapFeatureOwner(regions, null)).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, undefined)).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, {})).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { parent: 42 } })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { regionId: 42 } })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { regionId: '' } })).toBeUndefined();
|
||||
});
|
||||
|
||||
it('returns undefined for a parent country nobody owns', () => {
|
||||
expect(mapFeatureOwner(regions, { properties: { parent: 'FRA' } })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { parent: 'USA' } })).toBeUndefined();
|
||||
it('returns undefined for a sub-region nobody owns', () => {
|
||||
expect(mapFeatureOwner(regions, { properties: { regionId: 'FR-57' } })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { regionId: 'US-01' } })).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+9
-5
@@ -1,6 +1,10 @@
|
||||
// Build the choropleth payload from a GameState: every ISO_A3 region maps to its
|
||||
// owning nation plus that nation's stable color (see shared.nationColor). The
|
||||
// client merges this onto public/countries.geo.json and calls source.setData().
|
||||
// Build the choropleth payload from a GameState: every **sub-region id** in a
|
||||
// nation's territory maps to its owning nation plus that nation's stable color
|
||||
// (see shared.nationColor). The client merges this onto public/regions.geo.json
|
||||
// and calls source.setData(). The map is keyed by whatever ids sit in
|
||||
// `nation.territory` — sub-region ids (e.g. `FR-57`) as of v0.19 — so it needs
|
||||
// no change to move from country to sub-region granularity; a sub-region in no
|
||||
// nation's territory is simply absent (unowned, rendered grey by the map).
|
||||
import { nationColor, type RegionMap } from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
@@ -8,8 +12,8 @@ export function buildRegionMap(state: GameState): RegionMap {
|
||||
const map: RegionMap = {};
|
||||
for (const [id, nation] of Object.entries(state.nations)) {
|
||||
const color = nationColor(id);
|
||||
for (const code of nation.territory) {
|
||||
map[code] = { color, owner: nation.name, ownerId: id };
|
||||
for (const regionId of nation.territory) {
|
||||
map[regionId] = { color, owner: nation.name, ownerId: id };
|
||||
}
|
||||
}
|
||||
return map;
|
||||
|
||||
@@ -0,0 +1,176 @@
|
||||
/**
|
||||
* server/regions.test.ts — the sub-region data module (v0.19).
|
||||
*
|
||||
* The first suite loads the REAL `public/regions.geo.json` (the same file the
|
||||
* production server loads at boot), so expansion/migration runs against the
|
||||
* actual 1,796-region dataset. The second suite exercises the graceful
|
||||
* "geo missing" path (module not loaded) via the `_resetRegionsForTests` seam,
|
||||
* and pins the `_setRegionsForTests` fixture seam used by the other unit tests.
|
||||
* Module state is per vitest file, so these suites never collide with other
|
||||
* test files.
|
||||
*/
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { afterAll, beforeAll, describe, expect, it } from 'vitest';
|
||||
import type { GameState } from '../shared/types';
|
||||
import {
|
||||
_resetRegionsForTests,
|
||||
_setRegionsForTests,
|
||||
expandTerritory,
|
||||
hasRegionData,
|
||||
loadRegions,
|
||||
migrateTerritoryToRegions,
|
||||
regionLabel,
|
||||
regionNamesFor,
|
||||
} from './regions';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
function makeState(territory: string[]): GameState {
|
||||
return {
|
||||
id: 'g',
|
||||
presetId: 'p',
|
||||
presetTitle: 'P',
|
||||
playerNationId: 'uk',
|
||||
turn: 1,
|
||||
date: '1939-09-01',
|
||||
nations: {
|
||||
uk: {
|
||||
id: 'uk',
|
||||
name: 'UK',
|
||||
type: 'major',
|
||||
stats: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
territory,
|
||||
relations: {},
|
||||
},
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
}
|
||||
|
||||
describe('server/regions (real geo)', () => {
|
||||
beforeAll(() => {
|
||||
_resetRegionsForTests();
|
||||
loadRegions(root);
|
||||
});
|
||||
|
||||
it('loads public/regions.geo.json (hasRegionData becomes true)', () => {
|
||||
expect(hasRegionData()).toBe(true);
|
||||
});
|
||||
|
||||
it('loadRegions is idempotent: a second call keeps the loaded data', () => {
|
||||
loadRegions(root);
|
||||
expect(hasRegionData()).toBe(true);
|
||||
});
|
||||
|
||||
it('expandTerritory expands an ISO_A3 into its sub-region ids (unique, all with that parent)', () => {
|
||||
const ids = expandTerritory(['FRA']);
|
||||
expect(ids.length).toBeGreaterThan(1); // France is subdivided, not one region
|
||||
expect(new Set(ids).size).toBe(ids.length); // deduped
|
||||
// every expanded id resolves back to the same parent country
|
||||
const names = regionNamesFor(ids);
|
||||
for (const id of ids) expect(names[id]).toMatch(/\(FRA\)$/);
|
||||
});
|
||||
|
||||
it('expandTerritory is order-preserving and dedupes repeated country codes', () => {
|
||||
expect(expandTerritory(['FRA', 'FRA'])).toEqual(expandTerritory(['FRA']));
|
||||
// two countries: the union, in first-seen order (the ids are disjoint)
|
||||
expect(expandTerritory(['FRA', 'DEU'])).toEqual([
|
||||
...expandTerritory(['FRA']),
|
||||
...expandTerritory(['DEU']),
|
||||
]);
|
||||
});
|
||||
|
||||
it('expandTerritory of an empty or unknown list yields no regions', () => {
|
||||
expect(expandTerritory([])).toEqual([]);
|
||||
expect(expandTerritory(['XXX'])).toEqual([]); // no country with that code
|
||||
});
|
||||
|
||||
it('regionNamesFor maps every known id to "name (parent)"', () => {
|
||||
const ids = expandTerritory(['DEU']);
|
||||
const names = regionNamesFor(ids);
|
||||
expect(Object.keys(names).sort()).toEqual([...ids].sort());
|
||||
for (const id of ids) expect(names[id]).toMatch(/\(DEU\)$/);
|
||||
});
|
||||
|
||||
it('regionNamesFor skips ids that are not in the loaded index', () => {
|
||||
expect(regionNamesFor(['NO-SUCH-01'])).toEqual({});
|
||||
});
|
||||
|
||||
it('regionLabel is "id — name (parent)" for known ids and the bare id for unknown', () => {
|
||||
const [id] = expandTerritory(['FRA']);
|
||||
expect(regionLabel(id)).toMatch(new RegExp(`^${id} — .+ \\(FRA\\)$`));
|
||||
expect(regionLabel('NO-SUCH-01')).toBe('NO-SUCH-01');
|
||||
});
|
||||
|
||||
it('migrateTerritoryToRegions rewrites ISO_A3 entries to region ids, keeps existing region ids, and is idempotent', () => {
|
||||
const [deId] = expandTerritory(['DEU']); // a real region id of another country
|
||||
const state = makeState(['FRA', deId]); // mixed: legacy ISO_A3 + already migrated
|
||||
const originalArray = state.nations.uk.territory;
|
||||
// it mutates and returns the (fresh) state it is given — callers pass a
|
||||
// just-parsed object (db.load), so the in-place mutation is safe
|
||||
const out = migrateTerritoryToRegions(state);
|
||||
expect(out).toBe(state);
|
||||
// the original array object is never mutated in place — a new one is
|
||||
// installed on the nation, and the original stays as it was
|
||||
expect(out.nations.uk.territory).not.toBe(originalArray);
|
||||
expect(originalArray).toEqual(['FRA', deId]);
|
||||
// the ISO_A3 entry is gone, replaced by its sub-region ids…
|
||||
expect(out.nations.uk.territory).not.toContain('FRA');
|
||||
for (const id of expandTerritory(['FRA'])) expect(out.nations.uk.territory).toContain(id);
|
||||
// …and the existing region id survives, exactly once
|
||||
expect(out.nations.uk.territory.filter((t) => t === deId)).toEqual([deId]);
|
||||
// idempotent: a second migration changes nothing
|
||||
expect(migrateTerritoryToRegions(out).nations.uk.territory).toEqual(out.nations.uk.territory);
|
||||
});
|
||||
});
|
||||
|
||||
describe('server/regions (fallback: geo not loaded)', () => {
|
||||
beforeAll(() => {
|
||||
_resetRegionsForTests();
|
||||
});
|
||||
afterAll(() => {
|
||||
// restore the real geo for anything in this file that runs later
|
||||
_resetRegionsForTests();
|
||||
loadRegions(root);
|
||||
});
|
||||
|
||||
it('hasRegionData is false after a reset', () => {
|
||||
expect(hasRegionData()).toBe(false);
|
||||
});
|
||||
|
||||
it('expandTerritory returns its input unchanged (whole-country fallback)', () => {
|
||||
expect(expandTerritory(['FRA'])).toEqual(['FRA']);
|
||||
expect(expandTerritory([])).toEqual([]);
|
||||
});
|
||||
|
||||
it('regionNamesFor is empty and regionLabel falls back to the bare id', () => {
|
||||
expect(regionNamesFor(['FRA'])).toEqual({});
|
||||
expect(regionLabel('FRA')).toBe('FRA');
|
||||
});
|
||||
|
||||
it('migrateTerritoryToRegions is a no-op (returns the state untouched)', () => {
|
||||
const state = makeState(['FRA']);
|
||||
const out = migrateTerritoryToRegions(state);
|
||||
expect(out).toBe(state);
|
||||
expect(out.nations.uk.territory).toEqual(['FRA']);
|
||||
});
|
||||
|
||||
it('_setRegionsForTests loads a fixture and drives the pure helpers', () => {
|
||||
_setRegionsForTests(
|
||||
{
|
||||
'GB-01': { name: 'Greater London', parent: 'GBR' },
|
||||
'GB-02': { name: 'Scotland', parent: 'GBR' },
|
||||
},
|
||||
{ GBR: ['GB-01', 'GB-02'] },
|
||||
);
|
||||
expect(hasRegionData()).toBe(true);
|
||||
expect(expandTerritory(['GBR'])).toEqual(['GB-01', 'GB-02']);
|
||||
expect(regionNamesFor(['GB-01'])).toEqual({ 'GB-01': 'Greater London (GBR)' });
|
||||
const state = makeState(['GBR']);
|
||||
expect(migrateTerritoryToRegions(state).nations.uk.territory).toEqual(['GB-01', 'GB-02']);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,187 @@
|
||||
// Sub-national region data: loaded ONCE at server boot from
|
||||
// `public/regions.geo.json` (dev) or `dist/regions.geo.json` (prod — Vite copies
|
||||
// `public/` → `dist/`). It builds two in-memory maps that power the
|
||||
// sub-region-level territory model (v0.19):
|
||||
//
|
||||
// - `regionIndex` : region id → { name, parent } (parent = ISO_A3 country)
|
||||
// - `regionsByCountry`: ISO_A3 country → array of its region ids
|
||||
//
|
||||
// These are used to (a) expand a nation's ISO_A3 territory into its sub-region
|
||||
// ids at game creation / load-time migration, and (b) hand the LLM a human
|
||||
// name for each region id it may reference in a TurnResult.
|
||||
//
|
||||
// This is deliberately turf-free (plain `JSON.parse`): importing `@turf/*`
|
||||
// would pull `@types/geojson` into the tsc program and break `WorldMap.tsx`
|
||||
// (see AGENTS.md / the v0.17 changelog note on the geojson type gotcha).
|
||||
//
|
||||
// The server must still boot and the app still work when the geo file is
|
||||
// missing or unreadable: the maps stay empty, `hasRegionData()` stays false,
|
||||
// and the territory model gracefully degrades to whole-country ISO_A3 codes
|
||||
// (the pre-v0.19 behavior). Nothing here ever throws.
|
||||
import { existsSync, readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
/** A region's stable identity: display name + the parent country's ISO_A3. */
|
||||
export interface RegionInfo {
|
||||
name: string;
|
||||
parent: string;
|
||||
}
|
||||
|
||||
let regionIndex: Record<string, RegionInfo> = {};
|
||||
let regionsByCountry: Record<string, string[]> = {};
|
||||
let loaded = false;
|
||||
|
||||
/** True once the region geo has been loaded successfully. */
|
||||
export function hasRegionData(): boolean {
|
||||
return loaded;
|
||||
}
|
||||
|
||||
/**
|
||||
* (Re)build the in-memory region maps from the region geo. Idempotent: a second
|
||||
* call is a no-op. Tries `<root>/public/regions.geo.json` first (dev), then
|
||||
* `<root>/dist/regions.geo.json` (prod, where Vite copies `public/` → `dist/`).
|
||||
* If no candidate file is found, or it fails to parse, the maps stay empty and
|
||||
* `hasRegionData()` stays false (graceful fallback to ISO_A3) — never throws.
|
||||
*/
|
||||
export function loadRegions(root: string): void {
|
||||
if (loaded) return;
|
||||
const candidates = [
|
||||
path.join(root, 'public', 'regions.geo.json'),
|
||||
path.join(root, 'dist', 'regions.geo.json'),
|
||||
];
|
||||
const file = candidates.find((c) => existsSync(c));
|
||||
if (!file) {
|
||||
console.warn(
|
||||
'[history] regions.geo.json not found (tried: ' + candidates.join(', ') +
|
||||
') — falling back to whole-country (ISO_A3) territory',
|
||||
);
|
||||
return;
|
||||
}
|
||||
try {
|
||||
const geo = JSON.parse(readFileSync(file, 'utf8')) as {
|
||||
features?: Array<{
|
||||
id?: string | number;
|
||||
properties?: { name?: string; parent?: string };
|
||||
}>;
|
||||
};
|
||||
const index: Record<string, RegionInfo> = {};
|
||||
const byCountry: Record<string, string[]> = {};
|
||||
for (const f of geo.features ?? []) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const parent = typeof f.properties?.parent === 'string' ? f.properties.parent : '';
|
||||
const name = typeof f.properties?.name === 'string' ? f.properties.name : '';
|
||||
if (!id || !parent) continue;
|
||||
index[id] = { name, parent };
|
||||
(byCountry[parent] ??= []).push(id);
|
||||
}
|
||||
regionIndex = index;
|
||||
regionsByCountry = byCountry;
|
||||
loaded = Object.keys(index).length > 0;
|
||||
} catch (e) {
|
||||
console.warn('[history] failed to load regions.geo.json (' + file + '):', e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Expand a list of ISO_A3 country codes into the union of all their sub-region
|
||||
* ids (deduped, preserving first-seen order). When the region data is not
|
||||
* loaded, returns the input unchanged (graceful fallback to ISO_A3 territory).
|
||||
*/
|
||||
export function expandTerritory(countryCodes: string[]): string[] {
|
||||
if (!loaded) return countryCodes;
|
||||
const seen = new Set<string>();
|
||||
const out: string[] = [];
|
||||
for (const code of countryCodes) {
|
||||
for (const id of regionsByCountry[code] ?? []) {
|
||||
if (!seen.has(id)) {
|
||||
seen.add(id);
|
||||
out.push(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* A `{ [regionId]: "name (parent)" }` object for the given region ids, for the
|
||||
* LLM prompt. Unknown ids (not in the loaded index) are skipped. Empty when the
|
||||
* region data is not loaded.
|
||||
*/
|
||||
export function regionNamesFor(ids: Iterable<string>): Record<string, string> {
|
||||
const out: Record<string, string> = {};
|
||||
for (const id of ids) {
|
||||
const info = regionIndex[id];
|
||||
if (info) out[id] = `${info.name} (${info.parent})`;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Human-readable label for a single region id: `id — name (parent)`, or just
|
||||
* the id when it is unknown (e.g. a region that predates the geo or a
|
||||
* synthetic id).
|
||||
*/
|
||||
export function regionLabel(id: string): string {
|
||||
const info = regionIndex[id];
|
||||
return info ? `${id} — ${info.name} (${info.parent})` : id;
|
||||
}
|
||||
|
||||
/** A bare ISO_A3 country code: exactly three uppercase letters (no hyphen). */
|
||||
const ISO_A3_RE = /^[A-Z]{3}$/;
|
||||
|
||||
/**
|
||||
* Migrate a loaded game's territory from whole-country ISO_A3 codes to
|
||||
* sub-region ids, for nations that still carry ISO_A3 entries (i.e. games
|
||||
* saved before v0.19). Each such nation's ISO_A3 codes are expanded to all
|
||||
* their sub-region ids; any entries that are already region ids (they contain
|
||||
* a hyphen, so they never match `ISO_A3_RE`) are kept. Idempotent and
|
||||
* no-op when the region data is not loaded or a nation has no ISO_A3 codes.
|
||||
* Mutates and returns the (fresh) state it is given.
|
||||
*/
|
||||
export function migrateTerritoryToRegions(state: GameState): GameState {
|
||||
if (!loaded) return state;
|
||||
for (const n of Object.values(state.nations)) {
|
||||
if (!n.territory.some((t) => ISO_A3_RE.test(t))) continue;
|
||||
const isoCodes = n.territory.filter((t) => ISO_A3_RE.test(t));
|
||||
const existingRegions = n.territory.filter((t) => !ISO_A3_RE.test(t));
|
||||
const merged = expandTerritory(isoCodes).concat(existingRegions);
|
||||
const seen = new Set<string>();
|
||||
const out: string[] = [];
|
||||
for (const id of merged) {
|
||||
if (!seen.has(id)) {
|
||||
seen.add(id);
|
||||
out.push(id);
|
||||
}
|
||||
}
|
||||
n.territory = out;
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
// --- Test-only seams ---------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Test-only: reset the module state to "not loaded" (empty maps,
|
||||
* `hasRegionData()` false). Lets a test exercise the graceful-fallback path.
|
||||
*/
|
||||
export function _resetRegionsForTests(): void {
|
||||
regionIndex = {};
|
||||
regionsByCountry = {};
|
||||
loaded = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Test-only: inject region maps directly (bypassing the file load) so a unit
|
||||
* test can drive `expandTerritory` / `regionNamesFor` / `regionLabel` /
|
||||
* `migrateTerritoryToRegions` against a small, deterministic fixture without
|
||||
* reading the 3.4 MB geo file. `loaded` becomes true iff `index` is non-empty.
|
||||
*/
|
||||
export function _setRegionsForTests(
|
||||
index: Record<string, RegionInfo>,
|
||||
byCountry: Record<string, string[]>,
|
||||
): void {
|
||||
regionIndex = index;
|
||||
regionsByCountry = byCountry;
|
||||
loaded = Object.keys(index).length > 0;
|
||||
}
|
||||
+12
-3
@@ -13,7 +13,8 @@ export interface StubPayload {
|
||||
turn: number;
|
||||
date: string;
|
||||
playerNationId: string;
|
||||
nations: Record<string, { stats: Record<string, number> }>;
|
||||
/** As of v0.19 territory is a list of sub-region ids (not ISO_A3 codes). */
|
||||
nations: Record<string, { stats: Record<string, number>; territory?: string[] }>;
|
||||
};
|
||||
/** The raw pending round the engine emitted (one entry per queued item). */
|
||||
pending?: RoundItem[];
|
||||
@@ -30,7 +31,12 @@ function truncate(s: string, n: number): string {
|
||||
* single political "The world moves on" event when the round is empty — so a
|
||||
* caller can predict the exact next state for assertions. It always sets the
|
||||
* player's military to (current + 5) and allies the player with the first other
|
||||
* nation, advancing the date by 2 days.
|
||||
* nation (by key order), advancing the date by 2 days. As of v0.19, when the
|
||||
* round is non-empty it also makes exactly **one** territory move: the player
|
||||
* annexes the lexicographically-first sub-region id of that first other
|
||||
* nation's territory (an empty round makes no move, and a player with nothing
|
||||
* to annex from that nation also makes no move) — so unit tests and e2e can
|
||||
* assert the exact region that changes hands.
|
||||
*/
|
||||
export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
const state = p.state;
|
||||
@@ -41,6 +47,9 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
? (Object.keys(state.nations).find((id) => id !== pid) ?? '')
|
||||
: 'us';
|
||||
const items = p.pending ?? [];
|
||||
// The one deterministic per-turn territory move (see the doc above).
|
||||
const otherTerritory = [...(state?.nations?.[otherId]?.territory ?? [])].sort();
|
||||
const gain = items.length > 0 && otherTerritory.length > 0 ? [otherTerritory[0]] : [];
|
||||
|
||||
const events: TurnEventSpec[] =
|
||||
items.length === 0
|
||||
@@ -76,7 +85,7 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
events,
|
||||
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
|
||||
relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
|
||||
territoryChanges: [],
|
||||
territoryChanges: gain.length > 0 ? [{ nation: pid, gain, lose: [] }] : [],
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user