Commit Graph
7 Commits
Author SHA1 Message Date
kamilkrzywda fdf6eb236a 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
2026-10-13 22:07:18 +00:00
kamilkrzywda 17d6cecab9 feat: remove a saved game & redirect on missing/deleted game (#20)
CI / build + unit + e2e (pull_request) Successful in 1m14s
- DELETE /api/games/:id route + Db.delete() (404 when absent)
- PresetPicker: per-saved-game trash button + confirm dialog (Cancel/Delete)
- App: runDeleteGame; useSse onError -> goHome on 'deleted'/'not found'
  (a deleted/missing game now returns the live tab and any deep link home)
- DeleteGameResponse in shared/protocol.ts; api.deleteGame()
- unit test (Db.delete) + 2 e2e tests (home-screen delete; in-flight delete
  returns the active tab home and a fresh deep link lands on home)
- version 0.7.0 -> 0.8.0 + changelog

Fixes #20
2026-10-11 20:32:55 +00:00
kamilkrzywda ef27b59762 0.4.0 — fix queue-add race + per-item remove button (#10, #11) 2026-10-11 16:09:29 +00:00
kamilkrzywda 9bce14254d batched round: queue actions/diplomacy, jump forward commits one turn (v0.2.0)
CI / build + unit + e2e (pull_request) Successful in 1m51s
2026-10-11 14:36:35 +00:00
kamilkrzywda 2ed1b15318 Fix save/resume after refresh + map basemap
Map (basemap was rendering black):
- Inline MapLibre style (dark-navy background + subtle OpenFreeMap ne2sr
  raster) instead of the remote "dark" style, whose vector tiles are empty at
  world zoom and gated the choropleth on a remote styledata fetch.
- Explicit prod worker URL (maplibre-gl-worker via ?url) so GeoJSON sources
  process in the production bundle.
- Hardened the choropleth against geo load-order races (empty sources up
  front, ownership stamped once data lands) and bumped fill opacity so the
  vivid per-nation colors are the star on the non-black background.

Save/resume (a refresh used to drop users to the home screen):
- Persist the active game id in localStorage (history.activeGameId) on create
  and resume; clear it when explicitly starting a new game.
- Auto-resume the last game on a page refresh (GET /api/games/:id + /map),
  re-attaching the SSE stream; fall back to home gracefully if it's gone.
- Home screen: prominent "Resume last game" button + a "Saved games" section
  (newest first). New GET /api/games list endpoint.

e2e: two new deterministic tests — auto-resume-on-reload and explicit resume
from the home screen (both under LLM_STUB=1).

Quality gates: typecheck, lint, 21 unit tests, 3 e2e tests — all pass.
2026-10-11 07:18:11 +00:00
kamilkrzywda 913d094e11 Full-screen map with draggable, collapsible floating HUD windows
- MapLibre map is now a fixed, full-viewport background layer (z-0)
- New FloatingWindow: drag by title bar (pointer capture, viewport-clamped,
  position persisted to localStorage), collapsible to title bar, bring-to-front
  z-index; semi-transparent slate window with amber/cyan accents
- Game screen re-laid out as floating windows over the map: slim top header
  (scenario, turn + date, player nation chip, Idle/Simulating status, Focus map
  collapse-all), dossier (top-left), event feed (right), Your move deck
  (bottom-center), legend (bottom-left), tiny zoom control (bottom-right)
- MapLibre default nav controls removed; custom floating zoom-in/out control
- Panels gain an inWindow mode (no card chrome, same testids)
- server: honor HISTORY_API_PORT as PORT fallback (dev proxy/e2e agreement)
- css: keep maplibre canvas base color and Radix portals above HUD windows
2026-10-10 22:47:08 +00:00
kamilkrzywdaandOpenCode e2936e85bb 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>
2026-10-10 21:20:23 +00:00