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
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@@ -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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