Commit Graph
90 Commits
Author SHA1 Message Date
kamilkrzywda 38d3202472 Merge pull request 'feat(#54): non-military takeovers — automatic regime rename (v0.32.0)' (#55) from feat/54-takeover-consequence into master
CI / build + unit + e2e (push) Successful in 1m55s
v0.32.0
2026-10-15 13:01:31 +02:00
kamilkrzywda 58c56024bc chore(#54): v0.32.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 2m40s
2026-10-15 10:58:23 +00:00
kamilkrzywda 3c187c6901 feat(#54): non-military takeovers — automatic regime rename (TurnResult.takeovers) 2026-10-15 10:58:23 +00:00
kamilkrzywda 8eea17148b Merge pull request 'feat(#52): dynamic scenario generation (v0.31.0)' (#53) from feat/52-dynamic-scenarios into master
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v0.31.0
2026-10-15 12:29:48 +02:00
kamilkrzywda 073e916767 chore(#52): v0.31.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 1m52s
2026-10-15 10:27:41 +00:00
kamilkrzywda 396702b9da feat(#52): dynamic scenario client (form → review → finalize) + e2e
Additive 'Create scenario' path (v0.31): the home screen's create-scenario
card opens a ScenarioForm (pick one of 3 light era templates + a free-text
description + an editable, era-prefilled start year) whose 'Generate world'
posts the draft request; the CheckpointReview screen shows the generated
world (per-nation stats/territory/relations + backstory) and the advisor's
checkpoint list as an approve/remove checklist, then the player picks a
nation to lead and finalizes into a saved, playable game. Both LLM steps ride
the scenario client (deterministic stub under LLM_STUB=1); a failure toasts
and stays on the current screen. The turn stub and static presets are
untouched. New e2e covers the full deterministic flow (near-future 2035,
remove checkpoint 3, lead Boreas, finalize, one empty jump) and the 3-template
manifest.
2026-10-15 10:21:53 +00:00
kamilkrzywda 832957c635 feat(#52): wire /api/scenarios routes + dynamic-game jump preset
- GET /api/scenarios/templates: the 3 era templates (templateStore from
  presets/templates/).
- POST /api/scenarios/draft: generateDraft (template + description + year) ->
  { world, checkpoints } (502 on transport failure / unusable world).
- POST /api/scenarios/commit: finalizeWorld (constrained to approved
  checkpoints, optionally based on the re-sent draft) -> saved GameState,
  returns { id } (a normal game at #/game/<id>).
- scenarioLlm: the deterministic scenario stub under LLM_STUB=1 (distinct
  from the untouched turn stub), the live client otherwise.
- jump route: synthesize a minimal Preset for dynamic games (presetId
  'dynamic', no static file) so their turns run; genuinely-missing static
  presets still 404.

Fixes #52
2026-10-15 09:50:57 +00:00
kamilkrzywda 68402694c5 feat(#52): scenario generator LLM steps + deterministic stub
- server/scenario.ts: buildGeneratePrompt / buildRegeneratePrompt, defensive
  parseGenerate / parseRegenerate (fence-strip + balanced-object + validate),
  generateDraft (draft world + advisor checkpoints) and finalizeWorld (final
  world constrained to approved checkpoints -> playable GameState), all over
  the injectable LlmClient with a nudge re-send. SCENARIO_* markers for the
  stub.
- server/stubScenario.ts: deterministic scenario stub transport (fixed 3-nation
  world + checkpoint list; finalize refines stability per approved checkpoint)
  + makeScenarioStubLlmClient. Distinct from and never touching turn stub.ts.
- server/regions.ts: validCountryCodes() accessor (ISO_A3 parents) for draft
  territory validation.
- shared/scenario.ts: worldDraftToGameState now guards a dangling playerNationId
  (falls back to the first nation) so a finalize that drops it stays playable.
- server/scenario.test.ts: 16 tests (prompt builders, defensive parsing,
  generateDraft/finalizeWorld over a fake client + the stub).

Fixes #52
2026-10-15 09:46:34 +00:00
kamilkrzywda 2191514db1 feat(#52): era templates + shared scenario types/transforms
- presets/templates/: 3 light era templates (ww2/present/near-future) + index.json
  manifest (id, name, year, eraDescription, suggestedPowers, tensions).
- server/templates.ts: createTemplateStore (mirror of createPresetStore).
- shared/scenario.ts: dependency-free contract for the dynamic scenario path —
  SuggestedPower / EraTemplate / TemplateMeta / WorldNation / ScenarioEvent /
  WorldDraft / Checkpoint types, relationFromScore, validateWorldDraft (pure,
  defensive, never throws), worldDraftToGameState (region-key territory via the
  injected expand resolver, regionStats seeded, clean turn-1 state).
- tests: server/templates.test.ts (manifest order + file shape),
  server/scenario-shared.test.ts (15 cases: validation/clamp/dedup/null +
  transform).

Fixes #52
2026-10-15 09:37:31 +00:00
kamilkrzywda 5d194636d0 Merge pull request 'feat(#50): make the four 0-100 stats consequential (v0.30.0)' (#51) from feat/50-stats-consequential into master
CI / build + unit + e2e (push) Successful in 2m10s
v0.30.0
2026-10-15 10:26:45 +02:00
kamilkrzywda a93ece9474 feat(#50): make the four 0-100 stats consequential
CI / build + unit + e2e (pull_request) Successful in 2m8s
- Add a hard military conquest gate (canConquer, CONQUEST_MILITARY_MARGIN=15)
  enforced in applyTurnResult: a contested invasion is repelled when the
  attacker's military is more than 15 below the defender's; re-claims of
  unowned regions are never gated. Emits a new 'repelled' event.
- Document the soft levers in the system prompt: stability<30 + gathering
  marker -> non-military takeover; economy growth/decay drives other stats.
- Emit bounded frontierMilitary (per-neighbour balance) and takeoverRisks
  hints in the user payload (only when present).
- repelled outcome color (#9f1239); full unit test coverage; stub untouched.
- Bump to v0.30.0.

Fixes #50
2026-10-15 08:24:03 +00:00
kamilkrzywda 44e54470e2 Merge pull request 'v0.29.0: Per-region stat lever (regionChanges) + region-stat hover' (#49) from feat/46-region-stats into master
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v0.29.0
2026-10-15 03:10:07 +02:00
kamilkrzywda cdabf16052 feat(#46 PR 2): per-region stat lever (regionChanges) + region-stat hover
CI / build + unit + e2e (pull_request) Successful in 2m31s
v0.29.0 — the LLM can now target individual regions' stats via
TurnResult.regionChanges (set/add per stat, clamped 0-100), applied
after nation-wide stateChanges and before the weighted-median
recompute. The map hover tooltip shows each region's own four stats.
The stub stays deterministic (regionChanges: []).

Fixes #46 (PR 2 of 2)
2026-10-15 01:06:53 +00:00
kamilkrzywda 7fbc00ebbe Merge pull request 'v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)' (#47) from feat/46-region-stats into master
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v0.28.0
2026-10-15 02:20:55 +02:00
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 327fffb789 Merge pull request 'v0.27.0 (#44): LLM-placed named map point markers' (#45) from feat/44-llm-map-pointers into master
CI / build + unit + e2e (push) Successful in 2m41s
v0.27.0
2026-10-15 00:40:52 +02:00
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 aa1bd3c5aa Merge pull request 'Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)' (#42) from feat/41-split-arkhangel-band into master
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v0.26.0
2026-10-14 21:29:55 +02:00
kamilkrzywda f6ad554823 Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)
CI / build + unit + e2e (pull_request) Successful in 2m34s
#41: re-partition the RU-ARK mainland's 28-part lat>=68 Arctic-coast band
into two new regions via a new turf-free, idempotent pipeline stage
scripts/split-arkhangel-band.mjs (npm run split:regions:band), mirroring the
#31 split:

- RU-PEO (Pechora, 13 parts, ~37,678 km2) -> key pechora-qwhs
- RU-YAM (Yamal, 15 parts, ~51,722 km2) -> key yamal-gosw
- RU-ARK keeps its id/name/key arkhangel-sk-lhbk (ownership-safe); the 5-part
  lat<68 core (~305,229 km2) stays RU-ARK.

Pure re-partition: no geometry moved (byte-identical union). The two new
features are inserted immediately after RU-ARK-SZ. Manifests regenerated with
the real scripts (1,798 -> 1,800 keys + adjacency; adjacency pairs 4,471 ->
4,473). Fixed-point dataset unchanged except feature count (11,794 parts /
11,795 rings / 164,801 verts / 1 KZ-KZY hole). Four dataset/manifest tests
updated (RUS 82 -> 84 sub-regions). Version 0.25.0 -> 0.26.0.

Fixes #41
2026-10-14 19:26:49 +00:00
kamilkrzywda 867b2eb0a1 Merge pull request 'feat: split RU-ARK into mainland + New Earth + Severnaya Zemlya (v0.25.0, #31)' (#40) from feat/31-split-arkhangel into master
CI / build + unit + e2e (push) Failing after 14m43s
v0.25.0
2026-10-14 19:57:50 +02:00
kamilkrzywda 8fb8984d07 chore: bump to v0.25.0 (#31) + CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-14 17:54:45 +00:00
kamilkrzywda f593af5ba5 feat: split RU-ARK into mainland + New Earth + Severnaya Zemlya — idempotent stage, manifests 1,798 (v0.25.0, #31) 2026-10-14 17:54:45 +00:00
kamilkrzywda c63f6acca1 Merge pull request 'feat: nation-op split/merge — apply on confirm (v0.24.0, #16 P4b)' (#39) from feat/16-p4b-split-merge into master
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v0.24.0
2026-10-14 15:49:31 +02:00
kamilkrzywda c0c620a54c docs: v0.24.0 changelog — #16 was already closed; reference it (no Fixes), matching P4a's PR #38
CI / build + unit + e2e (pull_request) Successful in 2m31s
2026-10-14 13:46:16 +00:00
kamilkrzywda 7eaed42d51 chore: bump to v0.24.0 (nation-op split/merge, #16 P4b) + CHANGELOG 2026-10-14 13:42:46 +00:00
kamilkrzywda 14c5d4881d feat: nation-op split/merge review — dialog (part list + successor radio, merge name), docs (P4b, #16) 2026-10-14 13:42:46 +00:00
kamilkrzywda 458e9be419 feat: nation-op split/merge — apply on confirm (playerPart, fresh ids, relations union) (P4b, #16) 2026-10-14 13:42:46 +00:00
kamilkrzywda f72a59bf5e Merge pull request 'feat: nation-op rename — LLM proposes, player confirms (v0.23.0, #16 P4a)' (#38) from feat/16-p4a-rename into master
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v0.23.0
2026-10-14 15:03:41 +02:00
kamilkrzywda 6ebe21591e chore: bump to v0.23.0 (nation-op rename, #16 P4a) + CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 2m26s
2026-10-14 13:00:33 +00:00
kamilkrzywda 9f230606c4 feat: nation-op rename review — confirm/reject routes, client dialog, AGENTS.md (P4a, #16)
Wire the 'LLM proposes, player confirms' nation-rename flow end to end:
- server: POST /api/games/:id/nation-op/confirm|reject (404/400, version-bumped SSE state)
- client: confirmNationOp/rejectNationOp api helpers + NationOpDialog (editable rename) wired into the Action panel via a 'Nation proposals' trigger
- AGENTS.md: document the pendingNationOps mechanism, routes, nationRef resolution, stub-never-proposes
2026-10-14 13:00:28 +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 edaa8f55d1 Merge pull request 'No man's land: region release + re-claim + distinct grey map rendering (v0.22.0) — part 3 of #16' (#37) from feat/16-p3-no-mans-land into master
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v0.22.0
2026-10-14 14:09:22 +02:00
kamilkrzywda 6c52e10898 Bump to v0.22.0 (no man's land, #16 P3) + AGENTS.md/CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 1m33s
2026-10-14 12:04:03 +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 cb426273a9 Merge pull request 'Region transfers along real borders + getNeighbours LLM tool (v0.21.0) — part 2 of #16' (#36) from feat/16-p2-region-transfers into master
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v0.21.0
2026-10-14 12:51:30 +02:00
kamilkrzywda 0b999f1448 Bump to v0.21.0 (region transfers + getNeighbours tool, #16 P2)
CI / build + unit + e2e (pull_request) Successful in 1m34s
2026-10-14 10:48:28 +00:00
kamilkrzywda 5abbebc58f LLM getNeighbours tool + contiguous region transfers (Stage 2 of #16 P2)
- llm.ts: LlmClient.chatWithTools — bounded OpenAI function-calling loop
  (default 6 tool rounds, then one forced no-tools request); shares the
  retry/backoff/reasoning-effort machinery with chat(); tools are only
  added to the request body when non-empty, so plain chat() bodies and
  their tests are unchanged; a tool-call response is a success (never a
  truncation); malformed tool arguments become an error tool-message.
- engine.ts: GET_NEIGHBOURS_TOOL + makeNeighboursExecutor (degrades
  unknown tools/args/keys without throwing); playerFrontier (sorted,
  deduped, other-nation-owned only); buildSystemPrompt gains a tool
  variant (contiguity rules, frontier hint) used only when the tool is
  actually sent; buildUserPrompt emits a frontier field whenever a
  resolver is given; runTurn takes getNeighbours and uses
  chatWithTools when both the resolver and the client's capability are
  present, falling back to plain chat() otherwise.
- applyTurnResult: snapshot-first sole-ownership algorithm — a region
  key transfers only with exactly one claimant and exactly one previous
  owner (different from the gainer); double claims and pre-existing
  double ownership are left untouched; lone losses are no-ops; every
  key has 0 or 2+ -> 1 owner post-turn, never orphaned or duplicated.
- stub.ts: deterministic one-region contiguous conquest per turn from
  the prompt's frontier field (bypasses the tool loop; empty frontier
  -> no transfer, all existing assertions stay stable).
- regions.ts: optional region-adjacency.json load; hasAdjacency() and
  neighboursOf(keys) (union, deduped, queried excluded, sorted).
- index.ts: jump route passes the adjacency resolver when loaded.
- tests: chatWithTools protocol (echo, executor args, bounded rounds,
  malformed args, retry), tool-path runTurn wiring + fallback,
  playerFrontier, executor, applyTurnResult invariants, neighboursOf/
  hasAdjacency (105 unit tests, 14 e2e — all green).
2026-10-14 10:37:25 +00:00
kamilkrzywda f53f9072f4 Build region-adjacency manifest (Stage 1 of #16 P2)
Generate public/region-adjacency.json: regionKey -> neighbourKeys, built
from regions.geo.json (bbox proximity reject + @turf/boolean-intersects
arbitration; symmetric, deduped, no self-refs). Deterministic + idempotent.

This is the data backing the LLM's getNeighbours tool (Stage 2) which lets
it move contiguous frontier regions instead of whole countries.
2026-10-14 10:05:06 +00:00
kamilkrzywda 6f14a4e4c0 Merge pull request 'Fix: region loader finds the manifest in prod (dist/) — completes P1 region ownership (v0.20.0)' (#35) from fix/16-p1-region-keys-prod into master
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Merge v0.20.0: region loader prod-path fix (completes #16 P1)
v0.20.0
2026-10-14 11:35:22 +02:00
kamilkrzywda 6949739956 Bump to v0.20.0 (region loader prod-path fix)
CI / build + unit + e2e (pull_request) Successful in 1m31s
2026-10-14 09:32:29 +00:00
kamilkrzywda cf7d3cb122 Fix region loader to find the manifest in prod (dist/) — dev-vs-prod path (v0.20.0, completes #16 P1)
v0.19.0's region-level ownership did not activate in the production image:
server/regions.ts loadRegions only looked in public/, but the Docker image keeps
only dist/ (Vite copies public/* -> dist/ at build), so the loader found nothing
and expandCountriesToKeys degraded to a no-op — fresh games kept raw ISO_A3 codes
instead of region keys (the client's own /region-keys.json fetch still worked,
since the client is served from dist/).

loadRegions now probes public/ (dev) then dist/ (prod, == clientDir) and uses the
first directory holding both files. A new test covers the prod-only (dist/), dev
(public/), and empty-root (no data) layouts.
2026-10-14 09:32:29 +00:00
kamilkrzywda 99ee93f6da Merge pull request 'Region-level ownership foundation (Part 1 of #16) (v0.19.0)' (#34) from feat/16-p1-region-ownership into master
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Merge v0.19.0: region-level ownership (Part 1 of #16)
v0.19.0
2026-10-14 11:18:12 +02:00
kamilkrzywda b9ac79c57f Bump to v0.19.0: region-level ownership (Part 1 of #16)
CI / build + unit + e2e (pull_request) Successful in 1m36s
Version 0.19.0 + changelog. Breaking: pre-v0.19 saved games are dropped
(territory now holds region keys, not ISO_A3 codes) — deploy wipes the
history-data volume.
2026-10-14 09:15:33 +00:00
kamilkrzywda 1c64aa1da4 Tests: region-key contract (map rewrite + regions loader + engine) (v0.19 P1 of #16)
- map.test.ts: rewrite the fixture for region keys; the #6 regression guard now
  proves the owner resolves via properties.regionKey while the repacked numeric
  feature.id and the sub-region regionId do not.
- regions.test.ts (new): the loader sees 1,796 valid keys; FRA expands to its
  42 sub-region keys (all valid, all labelled '… (FRA)'); allTerritoryKeys
  unions correctly; and with no data it degrades to the raw input.
- engine.test.ts: buildUserPrompt includes a regions table only when provided;
  applyTurnResult with a validKeys set applies real keys and ignores bogus ones,
  and without one applies all (the legacy/unit path).
2026-10-14 09:14:24 +00:00
kamilkrzywda 29927bae34 Flip the client to region-key resolution + region names in the dossier (v0.19 P1 of #16)
- src/lib/regions.ts (new): cached, turf-free same-origin fetches of
  /region-keys.json (feature id -> key) and /regions.geo.json (id -> name) so
  WorldMap and NationPanel share one fetch each.
- WorldMap.tsx: stamps each feature's properties.regionKey (from the manifest,
  by its stable id) and resolves owner / flash / hover / click from that key via
  the shared mapFeatureOwner; the per-region flash lights the exact sub-region
  whose owner changed; click carries only the sub-region name.
- NationPanel.tsx: territory chips show the region's human name (falling back
  to the raw key) with the key in the title / data-attr.
- App.tsx: the selected-region dossier label drops the now-unused parent code.
2026-10-14 09:14:17 +00:00
kamilkrzywda 325bdc5255 Flip ownership to region keys: shared contract + server (v0.19 P1 of #16)
The single source of truth now keys ownership by region key (one per owned
sub-region) instead of a parent-country ISO_A3:

- shared/types.ts, shared/protocol.ts: TerritoryChange / RegionMap / regionOwner
  doc flips; mapFeatureOwner now reads the feature's stamped properties.regionKey
  (never the repacked numeric feature.id, nor the sub-region id — the #6 guard).
- server/regions.ts (new, turf-free): loads region-keys.json + regions.geo.json
  once at boot; expands a nation's ISO_A3 list to its sub-regions' keys, builds
  the LLM 'regions' reference table (key -> "name (parent)"), and exposes the
  set of valid keys. Degrades gracefully when the files are missing.
- server/engine.ts: buildSystemPrompt instructs the model to use region keys;
  buildUserPrompt gains an optional regionReference table; applyTurnResult gains
  an optional validKeys set so hallucinated keys are ignored.
- server/index.ts: loads region data at boot; expands each nation's country list
  to region keys at game creation; the jump route passes the reference + valid
  keys through runTurn.

The stub is unchanged (it emits an empty, region-key-conformant territoryChanges).
2026-10-14 09:14:10 +00:00
kamilkrzywda 2cfa2f78f9 Add region-keys.test.ts: 1,796 unique <slug>-<4char> keys, geo-id join (v0.19 P1 of #16) 2026-10-14 08:32:36 +00:00
kamilkrzywda 2b84c34f41 Add region-key manifest (build:region-keys) + public/region-keys.json (v0.19 P1 of #16)
Deterministic <name-slug>-<4char> key per sub-region: name via NFKD strip +
fold table (ə ø ð đ œ ł) + a-z0-9 collapse; 4-char from FNV-1a of the stable
feature id, salted on within-slug collision so all 1,796 keys are unique.
Builtins only (no @turf). Idempotent (byte-identical on re-run).
2026-10-14 08:32:36 +00:00
kamilkrzywda 9c29779572 Merge pull request 'Region hover/selected shows current owner, not stale parent-country code (v0.18.0)' (#33) from fix/region-display-owner into master
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v0.18.0
2026-10-13 21:15:45 +02:00
kamilkrzywda 3cd8dcecfa Stop printing the static parent-country code in the region hover tooltip and dossier label (v0.18.0)
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-13 18:58:43 +00:00