Commit Graph
9 Commits
Author SHA1 Message Date
kamilkrzywda b237fe8dd4 feat: Resources & Industry — per-region resource profiles + industry LLM lever (v0.36.0, #59)
CI / build + unit + e2e (pull_request) Successful in 2m11s
- scripts/build-region-resources.mjs: deterministic, idempotent builder →
  public/region-resources.json (1,800 entries; FNV-1a hash × area factor, 0–1, 2dp)
- server/regions.ts: hasResources()/resourceOf() optional-manifest loader
- shared/types.ts: RegionResources, IndustryType/INDUSTRY_TYPES, IndustryProject,
  GameState.industry
- shared/protocol.ts: IndustryOps, TurnResult.industry, deriveNationResources
  (area×population-weighted average, 2dp)
- server/engine.ts: isIndustryType, validateIndustryOps, applyIndustryOps
  (per-region SET, first-declared-type wins), applyIndustryEffects
  (INDUSTRY_ECONOMY_BONUS=1, +1 when region industry≥0.5; sole-owner only;
  0/2+ owner regions kept but no boost; re-derive after), system+user prompt
  contract lines, runTurn resourceOf opt, nationResources in user payload
- server/db.ts: legacy-row industry default migration
- server/stub.ts: industry:{projects:[]} in stub result; resources/industry
  in StubPayload (never read)
- server/index.ts: resourceOf wired to jump route
- All test fixtures updated; new describe blocks in engine.test.ts,
  protocol.test.ts, regions.test.ts, db.test.ts
- CHANGELOG.md v0.36.0, AGENTS.md docs, package.json 0.36.0

Fixes #59
2026-10-15 18:23:05 +00:00
kamilkrzywda b5ea8ba5a4 feat(#58): trade & embargoes — TurnResult.economy ops (trade/embargo, declare/lift) with a deterministic per-turn effect and war auto-suspension
CI / build + unit + e2e (pull_request) Successful in 2m3s
2026-10-15 17:26:24 +00:00
kamilkrzywda b5e2229ee2 feat(#56): War as a first-class state — declare/end ops, mutual-defense drag-in, relation sync
CI / build + unit + e2e (pull_request) Successful in 2m32s
Promote the bare 'war' relation to a named War entity in GameState.wars:
- War: { id, sides[], declaredTurn, declaredDate?, aims?, status, front? }
- TurnResult.wars: { declare: WarDeclareOp[], end: WarEndOp[] }
- syncWarRelations: derive 'war' from active wars, fallback to 'hostile' on end
- Mutual-defense drag-in: belligerent allies added to sides (one level)
- Bare 'war' back-compat: never downgraded, never force-created
- Stub: empty wars (e2e unaffected); ~30 new unit tests

v0.33.0
2026-10-15 15:47:06 +00:00
kamilkrzywda 22805a3be6 v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-15 00:17:19 +00:00
kamilkrzywda a129c2ab81 v0.27.0 (#44): LLM-placed named map point markers
CI / build + unit + e2e (pull_request) Successful in 2m36s
- shared: 8 MarkerTypes + MARKER_TYPE_INFO (label/color/glyph); MapMarker;
  GameState.markers (required, [] at init); TurnResult.markers {add,remove};
  MarkerSpec/MarkerInfo; FNV-1a 4-char markerId; MAX_MARKERS=400.
- data: new public/region-centroids.json (1,800 anchors = largest-part centroid
  + spread ~0.1x min-bbox) built by new idempotent scripts/build-region-centroids.mjs.
- server: regions.ts centroid loader (public/ then dist/); engine applyTurnResult
  marker ops (remove -> owner-recompute -> add, jitter, cap, never throws);
  prompt documents the contract; buildUserPrompt carries markers; stub marker-free.
- client: WorldMap symbol layer rendered as canvas per-type icons (glyph CDN dead);
  hover tooltip shows name; click focuses owning nation.
- tests: 168 -> 189 (centroids script, regions centroids, db legacy, engine markers).
2026-10-14 22:37:29 +00:00
kamilkrzywda e9fa267fd0 Nation-op proposals (P4a, #16): protocol types, pendingNationOps state, engine propose/resolve (stage 1)
- shared/protocol.ts: RenameOp/SplitOp/MergeOp + NationOp union; TurnResult.nationOps (required); ConfirmNationOp/RejectNationOp request+response types
- shared/types.ts: GameState.pendingNationOps (type-only import of NationOp — no runtime cycle)
- server/engine.ts: validateNationOps parser wired into validateTurnResult; isMeaningful counts proposals; applyTurnResult appends to the surviving pending list (never applies); runTurn fallback literal; system prompt gains the nationOps JSON field + rename proposal rule (both modes); new resolveNationRef/applyNationOp/confirmNationOp/rejectNationOp (id-first then unique case-insensitive name; rename changes Nation.name only; split/merge no-op until P4b; index validation returns null for 400)
- server/db.ts: legacy rows load with pendingNationOps defaulted to []
- server/index.ts: fresh games start with pendingNationOps: []
- server/stub.ts: deterministicTurn returns nationOps: [] (the stub never proposes — unit-only coverage, matching P3)
- tests: fixture updates (engine/db/map/regions) + new suites for resolveNationRef, validateNationOps, proposal lifecycle, confirm/reject (151 tests total)
2026-10-14 12:47:58 +00:00
kamilkrzywda 764f24fc55 No man's land: TurnResult.unowned + release/re-claim in applyTurnResult + distinct grey map rendering (#16 P3)
- shared/protocol.ts: TurnResult.unowned (keys released this turn) + the map
  presentation contract (regionFillStyle / unownedTooltipLabel, hue-less grey)
- shared/types.ts: required GameState.unowned (cumulative mid-game releases;
  [] at init, distinct from preset-unassigned regions)
- server/engine.ts: applyTurnResult applies releases first (sole-owner only,
  never fabricating no man's land from unassigned keys), then claims against
  the post-release snapshot (gain on an ownerless key = re-claim); lone
  release is isMeaningful; prompts + user payload carry the unowned field
- server/stub.ts: unchanged behavior (never releases; e2e stays stable)
- server/db.ts: legacy rows load with unowned defaulted to []
- server/index.ts: create-game sets []; jump reference table includes
  released keys so the model can name them for re-claim
- WorldMap/App: unowned prop -> visible grey + 'No man's land' tooltip
- unit tests: 105 -> 127 (release/re-claim suites, presentation contract,
  legacy-row normalization)
2026-10-14 12:04:03 +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
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