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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
CI / build + unit + e2e (push) Successful in 2m27s
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
CI / build + unit + e2e (push) Successful in 2m48s
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
CI / build + unit + e2e (push) Successful in 1m31s
2026-10-14 12:51:30 +02:00
19 changed files with 1544 additions and 67 deletions
+51 -10
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@@ -52,7 +52,7 @@ history/
├── eslint.config.js # flat config (ESLint 9)
├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 105 tests)
├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 151 tests)
├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest)
@@ -67,10 +67,14 @@ history/
│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests
├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers
│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
│ # `nationOps`, v0.23 #16 P4a) + AddAction/AddDiplomacy/RemoveQueueItem/
│ # Jump + NationOp confirm/reject request types + pure helpers
├── server/
│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor
│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
│ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
│ │ # PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / applyNationOp / confirmNationOp / rejectNationOp, v0.23 #16 P4a)
│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
@@ -91,7 +95,8 @@ history/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename) or reject (v0.23 #16 P4a)
├── EventFeed.tsx # scrolling event log (newest first)
├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
├── StatBar.tsx
@@ -105,7 +110,7 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests (`server/` + `scripts/`; 105 tests) |
| `npm test` | vitest unit tests (`server/` + `scripts/`; 151 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
@@ -171,7 +176,37 @@ history/
transfer; the user payload carries the player's `frontier` (the sorted other-nation keys bordering
the player's territory, via `playerFrontier`). The tool path degrades gracefully: without the
adjacency manifest (or with a client lacking `chatWithTools`), a turn runs the legacy plain
`chat()` path and the tool/frontier simply switch off.
`chat()` path and the tool/frontier simply switch off. Since v0.22 (#16 P3) a key may also end
a turn **unowned** — "no man's land": `TurnResult.unowned` lists keys released this turn;
`applyTurnResult` applies releases FIRST (a key leaves its sole owner — only a key with exactly
one current owner can be released; a never-assigned or corrupt key is a no-op), then claims
against the post-release snapshot, so a `gain` on an ownerless key is a **re-claim** (granted to
the sole gainer and removed from the cumulative `GameState.unowned` list). The user payload
carries the current `GameState.unowned` as `unowned`, and the jump route's `regions` reference
table includes those keys so the model can name them when re-claiming. The map renders a
released key in the distinct visible grey (`NO_MANS_LAND_FILL` in `shared/protocol.ts`, with a
"No man's land" tooltip sub-line) while a preset-unassigned key keeps the faint look ("No owner")
— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
game always starts with `unowned: []` (legacy SQLite rows load with it defaulted).
- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a).** `TurnResult.nationOps` (required
in the schema) carries the LLM’s proposed **`NationOp`s** — a discriminated union of `rename` /
`split` / `merge`. `rename` is fully applied; `split` and `merge` are **declared shapes only**
(accepted and stored as pending, but a no-op until P4b implements them). Each op names its target
via `nationRef` — the LLM may use a nation’s **id or name**; `resolveNationRef` resolves id-first,
then a case-insensitive unique-name match, and returns `null` for an unknown or ambiguous ref (such
ops are dropped defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals persist
across turns until resolved (like the action queue). The player then decides per op via
`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?}}`) or `.../nation-op/reject`
(`{index}`): `confirmNationOp` applies the op to a clone (a rename sets `Nation.name` to the edited
value or, failing that, the proposed `to`; id / territory / relations / `playerNationId` stay valid,
so a renamed player is re-named in place) and `rejectNationOp` just drops it — both splice by index
and bump `version` once (an invalid index → `null` → HTTP 400). The response is `{ game }` and the
server broadcasts a version-bumped SSE `state`, so every tab’s version-guarded `applyState` stays in
sync. The client lists the pending ops in a “Nation proposals” dialog (in the “Your move” panel) with
an editable rename name plus Confirm / Reject. The stub never proposes a nation op (`nationOps: []`),
so this path is covered by unit tests only (`server/engine.test.ts`).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
@@ -194,9 +229,15 @@ history/
date advances 2 days. Since v0.21 the stub also makes **one contiguous conquest per turn**: the
player gains `frontier[0]` (the first of the sorted `frontier` list from the prompt payload —
stable) and that region's owner loses it; an empty frontier (no controllable border, e.g. the UK
in `wwii-1939`) transfers nothing. The stub answers plain `content` (never tool calls), so it
naturally bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact
values, so keep the stub deterministic.
in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge), so
the confirm/reject path is covered by unit tests only, mirroring the P3 approach; all e2e
assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
keep the stub deterministic.
- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
on resize and always floats above the other windows). The **dossier / event-feed / action**
+22
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@@ -2,6 +2,28 @@
All notable changes to **History** are listed here, newest first.
## v0.23.0 — 2026-10-14 12:58
- **Part 4a of #16: nation renames — "LLM proposes, player confirms."** The LLM can now propose that a nation be renamed during a turn. Unlike stat/relation/territory changes (applied automatically), a rename is stored as a **pending proposal** (`GameState.pendingNationOps`) and only takes effect when the player **confirms** it (optionally editing the new name) or is dropped on **reject**. This is the first of the "major nation changes" the LLM may propose — the `NationOp` contract is stable now; **split** and **merge** are declared in the same union but are *accepted-and-stored, not applied* until P4b.
- **New `NationOp` union (`shared/protocol.ts`).** `rename` / `split` / `merge`, discriminated by `kind`. Each names its target via a `nationRef` the LLM may give as either a nation **id** or **name**. `TurnResult.nationOps` is a **required** `NationOp[]` (the model's proposals this turn); the confirm/reject request types (`NationOpConfirmRequest` `{index, edits?{name?}}`, `NationOpRejectRequest` `{index}`, response `{game}`) live here too.
- **`GameState.pendingNationOps` (`shared/types.ts`, type-only import of `NationOp`)** — the proposals awaiting the player's decision. A turn **appends** to it (never clears it on commit), so a proposal persists across turns until confirmed or rejected. Legacy SQLite rows and new games default it to `[]` (`server/db.ts`).
- **Engine (`server/engine.ts`), all pure.** `resolveNationRef` resolves a `nationRef` id-first, then a case-insensitive unique-name match (returns `null` for unknown/ambiguous — never throws). `validateNationOps` drops invalid ops defensively. `applyTurnResult` keeps existing pending ops and appends the turn's valid ones (a rename-only turn is `isMeaningful`, so it survives the retry/nudge path). `applyNationOp` mutates a clone (rename → `Nation.name` = edited value or the proposed `to`; split/merge are no-ops for now). `confirmNationOp`/`rejectNationOp` splice by index and bump `version` once (invalid index → `null`). The system prompt (both tool-mode and plain-mode) gains the `nationOps` JSON field and the rename-proposal rule.
- **Routes + client.** `POST /api/games/:id/nation-op/confirm` and `.../reject` (404 unknown game, 400 bad index), each returning `{ game }` and broadcasting a version-bumped SSE `state` — mirroring the existing queue add/remove routes. The "Your move" panel shows a "Nation proposals (N)" trigger that opens a dialog listing each pending op; a rename has an editable name field plus **Confirm**/**Reject**, and split/merge offer **Dismiss** (they aren't applied yet).
- **Stub + tests.** The deterministic stub **never** proposes a nation op (`nationOps: []`), so this path is covered by **unit tests only** (mirroring the P3 no-man's-land approach) — `server/engine.test.ts` gains suites for `resolveNationRef`, `validateNationOps`, `applyNationOp`/confirm/reject (incl. an invalid-index 400 and the version-bump), and the prompt contract. The unit suite grows **127 → 151**; the e2e suite is unaffected.
- **Verification.** Typecheck, lint, **151 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) has no nation-op assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — major nation changes (P4a); #16 stays open (P4b: split/merge).
## v0.22.0 — 2026-10-14 12:02
- **Part 3 of #16: no man's land — a region can be left unowned mid-game and re-claimed later.** After a war or cataclysm the LLM can leave a region without an owner: it lists the key in the new `TurnResult.unowned` field (and narrates the cause in `events`); the engine removes the key from its sole owner, and the region ends the turn ownerless. A later ordinary `gain` on that key is a **re-claim** — the key is granted to the (sole) gainer and removed from the no-man's-land list. A fresh game always starts fully owned (no man's land can only arise mid-game).
- **Engine (`server/engine.ts`).** `applyTurnResult` applies **releases first**: a key is released only when it has exactly one current owner (0 owners — a preset never assigned it — is a no-op, so no man's land can never be fabricated from an ordinary unowned region; 2+ owners — corruption — is a no-op; already-unowned is a no-op). Claims are then resolved against the post-release ownership snapshot: sole gainer + sole owner ≠ gainer = a transfer (the v0.21 rules, unchanged); sole gainer + no owner = a re-claim; a double claim is still rejected. Invariants after every turn: no key sits in two or more territories, a released key sits in none, and `GameState.unowned` holds exactly the keys released mid-game. A lone release counts as `isMeaningful` (it survives the retry/nudge path instead of being replaced by the generic "unclear" result). The system prompt gains the JSON field, the no-man's-land rule (in both tool-mode and plain-mode), and the hard constraint that `unowned` may contain only region keys a nation currently owns. The user payload always carries the current `GameState.unowned` as `unowned` (even when empty), and the jump route's `regions` reference table now includes the released keys so the model can name them when re-claiming.
- **New required `GameState.unowned` field** (`shared/types.ts`): the cumulative list of keys released mid-game. A no-man's-land region is **distinct from a preset-unassigned region** — the presets assign only ~25–30% of the 1,796 sub-regions (e.g. `wwii-1939` starts with 411 owned / 1,385 unowned), so ~1,300 ownerless regions exist at init; those keep the existing faint look, and only `GameState.unowned` keys get the distinct one. Legacy SQLite rows saved before v0.22 load with the field defaulted to `[]` (`server/db.ts`), and game creation sets it to `[]`.
- **Map presentation (a new contract in `shared/protocol.ts`).** `regionFillStyle(owner, isNoMansLand)` + `unownedTooltipLabel` decide the look: an owned region is unchanged (nation color + `OWNED_STROKE`); a released region gets the distinct visible grey `NO_MANS_LAND_FILL = '#3f3f46'` (hue-less by construction, so it can never collide with a nation's `hsl(h 58% 46%)` color) with a brighter border (`NO_MANS_LAND_STROKE`) and the tooltip sub-line "No man's land"; every other ownerless region keeps the faint `rgba(148,163,184,0.05)` fill and "No owner". The client (`WorldMap`, via a new `unowned` prop from `App.tsx`) is the sole consumer of the distinction — the `RegionMap` simply has no entry for an unowned key (`buildRegionMap` is unchanged). Clicking a no-man's-land region does not change the dossier (there is no owner to focus), and a release/re-claim flashes like any other ownership change.
- **Stub + tests.** The deterministic stub is deliberately **unchanged** — it never releases a region (it always returns `unowned: []` and ignores the payload's `unowned` field), because its one-conquest behavior is what the e2e assertions rely on; the release/re-claim path is therefore covered by **unit tests only** (a new `applyTurnResult (no man's land)` suite: release, re-claim, release+claim of the same key, a double claim on a released key, the four no-op release cases, a legacy state without the field, and a `runTurn` end-to-end test with a narrated release; new `buildUserPrompt`/`buildSystemPrompt` contract tests; a presentation-contract suite in `server/map.test.ts`; a legacy-row normalization test in `server/db.test.ts`). The unit suite grows **105 → 127**.
- **No data-format wipe.** The `GameState` shape only gains a field that legacy rows load with, so existing saves remain compatible: the deploy is a plain `up -d --build` (no `down -v`).
- **Verification.** Typecheck, lint, **127 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries no map-color/no-man's-land assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — no man's land (P3); #16 stays open.
## v0.21.0 — 2026-10-14 10:37
- **Part 2 of #16: territory now moves region-by-region along real land borders, and the LLM can verify borders with a live tool.** v0.19 made ownership region-keyed, but the model's `territoryChanges` were still applied wholesale — any key could jump to any nation, effectively moving whole countries. Now:
- **Region-adjacency manifest (Stage 1).** `scripts/build-region-adjacency.mjs` (`npm run build:region-adjacency`) computes which of the 1,796 sub-regions share a land border: per candidate pair, a cheap bbox-proximity prefilter (0.05° gap reject) then a `@turf/boolean-intersects` arbiter. The output `public/region-adjacency.json` is symmetric and deduped — **1,796 entries, 4,470 border pairs (8,940 directed), max degree 19; 1,727 regions have ≥1 neighbour, 69 don't** — and is deterministic/idempotent (sha256 `e9f1d475…`; re-running is byte-identical). Vite copies it into `dist/` for prod; `server/regions.ts` loads it (turf-free — plain `JSON.parse`, no `@turf` import in any `.ts`) and degrades gracefully when it is missing.
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "history",
"version": "0.21.0",
"version": "0.23.0",
"private": true,
"type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
+24
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@@ -23,6 +23,8 @@ function makeState(id: string): GameState {
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
};
}
@@ -73,6 +75,28 @@ describe('openDb', () => {
db.close();
});
it('(v0.22 #16 P3) a legacy row saved before the unowned field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { unowned?: string[] }).unowned; // a pre-v0.22 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.unowned).toEqual([]);
db.close();
});
it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.pendingNationOps).toEqual([]);
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:');
db.save(makeState('a'));
+8 -1
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@@ -39,7 +39,14 @@ export function openDb(filePath: string): Db {
const row = byId.get(id) as { data: string } | undefined;
if (!row) return null;
try {
return JSON.parse(row.data) as GameState;
const state = JSON.parse(row.data) as GameState;
// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
// with it defaulted: a legacy game has no no-man's-land regions.
if (state.unowned === undefined) state.unowned = [];
// (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game
// has none awaiting confirm/reject.
if (state.pendingNationOps === undefined) state.pendingNationOps = [];
return state;
} catch {
return null;
}
+507 -8
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@@ -1,20 +1,24 @@
import { describe, expect, it } from 'vitest';
import type { GameState, Preset, RoundItem } from '../shared/types';
import { makeEvent, type TurnResult } from '../shared/protocol';
import { makeEvent, type NationOp, type TurnResult } from '../shared/protocol';
import type { LlmClient, ToolDefinition, WireMessage } from './llm';
import { makeStubLlmClient } from './stub';
import {
applyTurnResult,
buildSystemPrompt,
buildUserPrompt,
confirmNationOp,
GET_NEIGHBOURS_TOOL,
isMeaningful,
makeNeighboursExecutor,
parseTurnResult,
playerFrontier,
queueRoundItem,
rejectNationOp,
removeRoundItem,
resolveNationRef,
runTurn,
validateNationOps,
validateTurnResult,
} from './engine';
@@ -78,6 +82,8 @@ function baseState(): GameState {
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
};
}
@@ -92,8 +98,8 @@ const validResult = JSON.stringify({
],
relations: [{ a: 'uk', b: 'us', set: 'ally' }],
// v0.21 (#16 P2): DE gains the UK's GBR — the key has exactly one previous
// owner, so the transfer applies (an unowned key like 'POL' would be ignored
// by the new sole-ownership rules in applyTurnResult).
// owner, so the transfer applies (since v0.22 #16 P3 a key owned by NOBODY
// would be re-claimed instead of ignored; a release lives in "unowned").
territoryChanges: [{ nation: 'de', gain: ['GBR'], lose: [] }],
});
@@ -338,6 +344,22 @@ describe('buildUserPrompt (batched round)', () => {
const withoutRef = JSON.parse(buildUserPrompt(baseState(), [])) as { regions?: Record<string, string> };
expect(withoutRef.regions).toBeUndefined();
});
it('(v0.22 #16 P3) emits the no-man\'s-land list when provided (even when empty) and omits it otherwise', () => {
// runTurn always passes state.unowned (even []), so the field is present...
const withEmpty = JSON.parse(buildUserPrompt(baseState(), [], undefined, undefined, [])) as {
unowned?: string[];
};
expect(withEmpty.unowned).toEqual([]);
// ...and a populated list reaches the model verbatim (it knows what it can re-claim)
const withKeys = JSON.parse(
buildUserPrompt(baseState(), [], undefined, undefined, ['GBR', 'POL']),
) as { unowned?: string[] };
expect(withKeys.unowned).toEqual(['GBR', 'POL']);
// but a caller that does not provide it keeps the legacy payload shape
const omitted = JSON.parse(buildUserPrompt(baseState(), [])) as { unowned?: string[] };
expect(omitted.unowned).toBeUndefined();
});
});
describe('queueRoundItem', () => {
@@ -408,6 +430,271 @@ describe('removeRoundItem', () => {
});
});
describe('resolveNationRef (v0.23 #16 P4a)', () => {
it('resolves an exact id first (even if a name matches something else)', () => {
const state = baseState();
expect(resolveNationRef(state, 'de')).toBe('de');
});
it('resolves a unique name case-insensitively', () => {
const state = baseState();
expect(resolveNationRef(state, 'US')).toBe('us');
expect(resolveNationRef(state, ' uS ')).toBe('us'); // trimmed, case-insensitive
});
it('returns null for an ambiguous name (two nations share it)', () => {
const state = baseState();
state.nations.us.name = 'UK'; // now uk and us are both "UK"
expect(resolveNationRef(state, 'UK')).toBeNull();
// but the exact id still resolves
expect(resolveNationRef(state, 'uk')).toBe('uk');
});
it('returns null for an unknown or empty reference (never throws)', () => {
const state = baseState();
expect(resolveNationRef(state, 'zzz-not-a-nation')).toBeNull();
expect(resolveNationRef(state, ' ')).toBeNull();
expect(resolveNationRef(state, '')).toBeNull();
});
});
describe('validateNationOps (v0.23 #16 P4a)', () => {
it('parses a valid rename (trimmed, capped) and drops invalid ones', () => {
const ops = validateNationOps([
{ kind: 'rename', nationRef: ' de ', to: 'Reich' },
{ kind: 'rename', nationRef: 'uk', to: '' }, // empty to -> dropped
{ kind: 'rename', to: 'no ref' }, // missing nationRef -> dropped
{ kind: 'rename', nationRef: 'us' }, // missing to -> dropped
{ kind: 'bogus-kind' }, // unknown kind -> ignored
'not-an-object',
null,
]);
expect(ops).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
});
it('parses a valid split (parts with names kept, nameless parts dropped)', () => {
const ops = validateNationOps([
{
kind: 'split',
nationRef: 'de',
parts: [
{ name: 'East', territory: ['DEU', ''] },
{ name: ' ' }, // empty name -> part dropped
{ name: 'West' },
],
},
]);
expect(ops).toEqual([
{
kind: 'split',
nationRef: 'de',
parts: [{ name: 'East', territory: ['DEU'] }, { name: 'West', territory: [] }],
},
]);
// a split with no usable parts is dropped entirely
expect(validateNationOps([{ kind: 'split', nationRef: 'de', parts: [{ name: '' }] }])).toEqual([]);
});
it('parses a valid merge and drops malformed ones', () => {
const ops = validateNationOps([
{ kind: 'merge', nationRefs: ['uk', 'us'], survivingRef: 'uk', into: 'Anglo-Saxon Union' },
{ kind: 'merge', nationRefs: [], survivingRef: 'uk', into: 'X' }, // no refs -> dropped
{ kind: 'merge', nationRefs: ['uk'], survivingRef: '', into: 'X' }, // no survivor -> dropped
{ kind: 'merge', nationRefs: ['uk'], survivingRef: 'uk' }, // no into -> dropped
]);
expect(ops).toEqual([
{ kind: 'merge', nationRefs: ['uk', 'us'], survivingRef: 'uk', into: 'Anglo-Saxon Union' },
]);
});
it('returns [] for non-array input and is never thrown by', () => {
expect(validateNationOps(undefined)).toEqual([]);
expect(validateNationOps('nope')).toEqual([]);
expect(validateNationOps({})).toEqual([]);
});
it('validateTurnResult carries validated nationOps through (and defaults to [] when absent)', () => {
const withOps = validateTurnResult({
date: '1939-09-03',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'France', to: 'French Republic' }],
});
expect(withOps).not.toBeNull();
expect(withOps!.nationOps).toEqual([{ kind: 'rename', nationRef: 'France', to: 'French Republic' }]);
const without = validateTurnResult({ date: '1939-09-03', events: [], stateChanges: [] });
expect(without).not.toBeNull();
expect(without!.nationOps).toEqual([]);
});
});
describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
it('a proposed rename is NOT applied by the turn — it lands in pendingNationOps, name untouched', () => {
const state = baseState();
const next = applyTurnResult(state, {
date: '1939-09-03',
events: [{ nation: 'de', type: 'political', title: 'Reunification', text: 'The nation is renamed.', outcome: 'success' }],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }],
});
expect(next.nations.de.name).toBe('DE'); // still the old name
expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
expect(next.version).toBe(2);
// the input is not mutated
expect(state.nations.de.name).toBe('DE');
expect(state.pendingNationOps).toEqual([]);
});
it('pending proposals SURVIVE a subsequent turn (unlike the round queue) and new ones append', () => {
const state = baseState();
state.pendingNationOps = [{ kind: 'rename', nationRef: 'de', to: 'Reich' }]; // unresolved from turn N-1
const next = applyTurnResult(state, {
date: '1939-09-03',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'us', to: 'USA' }], // new proposal this turn
});
expect(next.pendingNationOps).toEqual([
{ kind: 'rename', nationRef: 'de', to: 'Reich' }, // the old one survived
{ kind: 'rename', nationRef: 'us', to: 'USA' }, // the new one was appended
]);
});
it('a legacy state without the pendingNationOps field accepts proposals (defaulted to [])', () => {
const state = baseState();
delete (state as { pendingNationOps?: NationOp[] }).pendingNationOps; // simulate a pre-v0.23 row
const next = applyTurnResult(state, {
date: '1939-09-03',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }],
});
expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
});
});
describe('confirmNationOp / rejectNationOp (v0.23 #16 P4a)', () => {
/**
* The pending list: op 0 is referenced by id ('de'); op 1 is referenced by
* NAME ('US' — the id is lowercase 'us'), so confirming it exercises the
* name-resolution path of resolveNationRef.
*/
function stateWithPending(): GameState {
const s = baseState();
s.pendingNationOps = [
{ kind: 'rename', nationRef: 'de', to: 'Reich' },
{ kind: 'rename', nationRef: 'US', to: 'United States' },
];
return s;
}
it('confirm applies a rename (name only — id/territory/relations/player pointer untouched) and removes the op, bumping the version', () => {
const state = stateWithPending();
const next = confirmNationOp(state, 0);
expect(next).not.toBeNull();
expect(next!.nations.de.name).toBe('Reich');
expect(next!.nations.de.id).toBe('de'); // id unchanged
expect(next!.nations.de.territory).toEqual(['DEU']); // territory unchanged
expect(next!.nations.uk.relations.de).toBe('hostile'); // relations (keyed by id) unchanged
expect(next!.playerNationId).toBe('uk'); // player pointer unchanged
expect(next!.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'US', to: 'United States' }]);
expect(next!.version).toBe(2);
// the input state is not mutated
expect(state.nations.de.name).toBe('DE');
expect(state.pendingNationOps).toHaveLength(2);
expect(state.version).toBe(1);
});
it('confirm with an edits.name override renames to the player-edited name', () => {
const next = confirmNationOp(stateWithPending(), 0, { name: 'Greater Reich' });
expect(next!.nations.de.name).toBe('Greater Reich');
});
it('confirm with an empty edits.name falls back to the proposed name', () => {
const next = confirmNationOp(stateWithPending(), 0, { name: ' ' });
expect(next!.nations.de.name).toBe('Reich');
});
it('confirm resolves the target by name (not just id) — case-insensitively', () => {
const next = confirmNationOp(stateWithPending(), 1); // nationRef 'US' is a name, not the id 'us'
expect(next).not.toBeNull();
expect(next!.nations.us.name).toBe('United States');
});
it('confirm is a no-op on the world for a P4b-kind op (split/merge) — the op is still removed', () => {
const state = baseState();
state.pendingNationOps = [{ kind: 'split', nationRef: 'de', parts: [{ name: 'East' }] }];
const next = confirmNationOp(state, 0);
expect(next).not.toBeNull();
expect(next!.nations).toEqual(state.nations); // the world is untouched
expect(next!.pendingNationOps).toEqual([]); // ...but the proposal was resolved
expect(next!.version).toBe(2);
});
it('confirm with an invalid index returns null and mutates nothing', () => {
const state = stateWithPending();
expect(confirmNationOp(state, -1)).toBeNull();
expect(confirmNationOp(state, 2)).toBeNull();
expect(confirmNationOp(state, 0.5)).toBeNull();
expect(state.nations.de.name).toBe('DE');
expect(state.version).toBe(1);
});
it('reject drops the proposal without applying it, bumping the version', () => {
const state = stateWithPending();
const next = rejectNationOp(state, 0);
expect(next).not.toBeNull();
expect(next!.nations.de.name).toBe('DE'); // unchanged
expect(next!.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'US', to: 'United States' }]);
expect(next!.version).toBe(2);
expect(state.pendingNationOps).toHaveLength(2); // input untouched
});
it('reject with an invalid index returns null and mutates nothing', () => {
const state = stateWithPending();
expect(rejectNationOp(state, -1)).toBeNull();
expect(rejectNationOp(state, 2)).toBeNull();
expect(state.pendingNationOps).toHaveLength(2);
expect(state.version).toBe(1);
});
it('an ambiguous/invalid nationRef is a no-op on confirm (the op is resolved, the world unchanged)', () => {
const state = baseState();
state.nations.us.name = 'UK'; // make "UK" ambiguous (uk and us)
state.pendingNationOps = [{ kind: 'rename', nationRef: 'UK', to: 'Empire' }];
const next = confirmNationOp(state, 0);
expect(next).not.toBeNull();
expect(next!.nations.uk.name).toBe('UK'); // neither nation was renamed
expect(next!.nations.us.name).toBe('UK');
expect(next!.pendingNationOps).toEqual([]);
});
});
describe('buildSystemPrompt (nationOps contract, v0.23 #16 P4a)', () => {
it('both modes contract the nationOps field and the rename proposal rule', () => {
for (const p of [buildSystemPrompt(preset), buildSystemPrompt(preset, true)]) {
// the JSON shape carries the field in both modes
expect(p).toMatch(/"nationOps": \[\{"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"\}\]/);
// the rule explains that it is a proposal only the player can confirm
expect(p).toMatch(/PROPOSAL/);
expect(p).toMatch(/only takes effect if the player confirms/);
}
});
});
describe('parseTurnResult', () => {
it('parses a fenced JSON block', () => {
const r = parseTurnResult('```json\n{"date":"1939-09-03","events":[{"nation":"uk","type":"military","title":"t","text":"b","outcome":"success"}]}\n```');
@@ -460,6 +747,8 @@ describe('applyTurnResult', () => {
stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 99 }],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
};
applyTurnResult(state, result);
expect(JSON.stringify(state)).toBe(snapshot);
@@ -474,6 +763,8 @@ describe('applyTurnResult', () => {
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
};
const next = applyTurnResult(state, result);
expect(next.pending).toEqual([]);
@@ -494,6 +785,8 @@ describe('applyTurnResult', () => {
// 'wales-bbbb' is a real key (owned by uk in the fixture); 'not-a-region-xyz'
// is not a real key at all. Both are proposed as a gain by DE.
territoryChanges: [{ nation: 'de', gain: ['wales-bbbb', 'not-a-region-xyz'], lose: [] }],
unowned: [],
nationOps: [],
};
const next = applyTurnResult(state, result, new Set(['wales-bbbb']));
// the valid key was gained (taken from its sole previous owner); the bogus one was ignored
@@ -514,13 +807,17 @@ describe('applyTurnResult', () => {
stateChanges: [],
relations: [],
// 'wales-bbbb' has a sole previous owner (uk) -> it transfers; 'POL' is
// owned by no one -> it is IGNORED (a key may not end a turn unowned).
// owned by no one -> a re-claim (v0.22, #16 P3): DE gains it. It was never
// released (not in state.unowned), so it does not enter GameState.unowned.
territoryChanges: [{ nation: 'de', gain: ['POL', 'wales-bbbb'], lose: [] }],
unowned: [],
nationOps: [],
};
const next = applyTurnResult(state, result); // no validKeys -> nothing filtered
expect(next.nations.de.territory).toContain('wales-bbbb');
expect(next.nations.uk.territory).not.toContain('wales-bbbb');
expect(next.nations.de.territory).not.toContain('POL');
expect(next.nations.de.territory).toContain('POL'); // re-claimed, not ignored
expect(next.unowned).toEqual([]); // never released -> not no man's land
});
});
@@ -530,6 +827,8 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => {
events: [],
stateChanges: [],
relations: [],
unowned: [],
nationOps: [],
};
it('a double claim (two different gainers, one key) is rejected: the key stays with its original owner', () => {
@@ -610,6 +909,179 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => {
});
});
describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
const noEvents = {
date: '1939-09-03',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
};
it('a release removes the key from its sole owner and marks it in GameState.unowned', () => {
const state = baseState();
const next = applyTurnResult(state, { ...noEvents, unowned: ['GBR'] });
expect(next.nations.uk.territory).not.toContain('GBR');
expect(next.unowned).toEqual(['GBR']);
// nothing else moved
expect(next.nations.us.territory).toEqual(['USA']);
expect(next.nations.de.territory).toEqual(['DEU']);
});
it('a re-claim (a gain on a currently-unowned key) grants it and removes it from GameState.unowned', () => {
const state = baseState();
state.unowned = ['POL']; // released in an earlier turn
const next = applyTurnResult(state, {
...noEvents,
territoryChanges: [{ nation: 'de', gain: ['POL'], lose: [] }],
});
expect(next.nations.de.territory).toContain('POL');
expect(next.unowned).toEqual([]); // it left no man's land
});
it('a release and a claim of the same key in one turn: the claim wins (the key is owned)', () => {
const state = baseState();
const next = applyTurnResult(state, {
...noEvents,
territoryChanges: [{ nation: 'de', gain: ['GBR'], lose: [] }],
unowned: ['GBR'],
});
expect(next.nations.de.territory).toContain('GBR');
expect(next.nations.uk.territory).not.toContain('GBR');
expect(next.unowned).toEqual([]);
});
it('a double claim on a released key is rejected: the key stays in no man\'s land', () => {
const state = baseState();
const next = applyTurnResult(state, {
...noEvents,
territoryChanges: [
{ nation: 'de', gain: ['GBR'], lose: [] },
{ nation: 'us', gain: ['GBR'], lose: [] },
],
unowned: ['GBR'], // released first, then both nations lunge for it
});
expect(next.nations.uk.territory).not.toContain('GBR'); // the release applied
expect(next.nations.de.territory).not.toContain('GBR'); // both claims rejected
expect(next.nations.us.territory).not.toContain('GBR');
expect(next.unowned).toEqual(['GBR']);
});
it('releasing a key no nation owns (a preset-unassigned region) is a no-op — no man\'s land can only arise from a real release', () => {
const state = baseState();
const next = applyTurnResult(state, { ...noEvents, unowned: ['POL'] });
expect(next.unowned).toEqual([]);
for (const n of Object.values(next.nations)) expect(n.territory).not.toContain('POL');
});
it('releasing a key with two owners (a corrupt state) is a no-op', () => {
const state = baseState();
state.nations.us.territory = ['USA', 'GBR']; // uk AND us share GBR
const next = applyTurnResult(state, { ...noEvents, unowned: ['GBR'] });
expect(next.nations.uk.territory).toContain('GBR');
expect(next.nations.us.territory).toContain('GBR');
expect(next.unowned).toEqual([]);
});
it('releasing a key already in no man\'s land is a no-op (it stays listed once)', () => {
const state = baseState();
state.unowned = ['POL'];
const next = applyTurnResult(state, { ...noEvents, unowned: ['POL'] });
expect(next.unowned).toEqual(['POL']);
});
it('with a validKeys set: releasing a hallucinated key is a no-op', () => {
const state = baseState();
const next = applyTurnResult(state, { ...noEvents, unowned: ['not-a-region-xyz'] }, new Set(['wales-bbbb']));
expect(next.unowned).toEqual([]);
});
it('a legacy state without the unowned field accepts a release (the result carries the field)', () => {
const state = baseState();
delete (state as { unowned?: string[] }).unowned; // simulate a pre-v0.22 row
const next = applyTurnResult(state, { ...noEvents, unowned: ['GBR'] });
expect(next.unowned).toEqual(['GBR']);
expect(next.nations.uk.territory).not.toContain('GBR');
});
it('a turn with no releases leaves the existing no man\'s land list unchanged', () => {
const state = baseState();
state.unowned = ['POL'];
const next = applyTurnResult(state, {
...noEvents,
territoryChanges: [{ nation: 'de', gain: ['GBR'], lose: [] }],
});
expect(next.unowned).toEqual(['POL']);
expect(next.nations.de.territory).toContain('GBR');
});
it('validateTurnResult dedupes and filters the unowned list (trimmed non-empty strings only)', () => {
const r = validateTurnResult({
date: '1939-09-03',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [' a ', 'a', '', 42, null, ' b '],
});
expect(r).not.toBeNull();
expect(r!.unowned).toEqual(['a', 'b']);
});
it('a lone release is meaningful (it survives the retry/nudge path)', () => {
expect(
isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [] }),
).toBe(true);
});
it('runTurn applies a release end-to-end: the model narrates it and the key leaves its owner', async () => {
const original = baseState();
original.pending = [{ kind: 'action', text: 'Scorch the earth on the retreat' }];
const releaseJson = JSON.stringify({
date: '1939-09-05',
events: [
{
nation: 'uk',
type: 'military',
title: 'A retreat through the wastelands',
text: 'The abandoned highlands burn and lie empty.',
outcome: 'partial',
},
],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: ['GBR'],
});
const payloads: string[] = [];
const client: LlmClient = {
chat: async (messages) => {
const user = messages.find((m) => m.role === 'user');
if (user) payloads.push(user.content as string);
return releaseJson;
},
listModels: async () => [],
};
const { state } = await runTurn({ llm: client, preset, state: original, items: original.pending });
// the event landed and the release applied
expect(state.events).toHaveLength(1);
expect(state.events[0].title).toBe('A retreat through the wastelands');
expect(state.nations.uk.territory).not.toContain('GBR');
expect(state.unowned).toEqual(['GBR']);
// on the first turn the model was shown the (empty) no-man's-land list...
const first = JSON.parse(payloads[0]) as { unowned?: string[] };
expect(first.unowned).toEqual([]);
// ...and on the next turn it is shown the released key (so it can re-claim it)
const next = await runTurn({ llm: client, preset, state, items: [] });
const second = JSON.parse(payloads[1]) as { unowned?: string[] };
expect(second.unowned).toEqual(['GBR']);
// the repeated "release" of an already-unowned key is a no-op
expect(next.state.unowned).toEqual(['GBR']);
});
});
describe('makeNeighboursExecutor (v0.21 #16 P2)', () => {
const getNeighbours = (keys: string[]) => keys.map((k) => `nb-${k}`);
@@ -850,12 +1322,39 @@ describe('buildSystemPrompt (tool mode, v0.21 #16 P2)', () => {
expect(withTool).toMatch(/frontier/i);
expect(withTool).not.toMatch(/Only change borders when war/i);
});
it('(v0.22 #16 P3) both modes contract the no-man\'s-land field (release + re-claim) and constrain it to owned keys', () => {
for (const p of [buildSystemPrompt(preset), buildSystemPrompt(preset, true)]) {
// the JSON shape carries the field in both modes
expect(p).toMatch(/"unowned": \["<region key>"\]/);
// the rule explains release (narrated in events) and re-claim (ordinary gain)
expect(p).toMatch(/no man's land/i);
expect(p).toMatch(/narrate the cause in "events"/);
expect(p).toMatch(/re-claims it with a "gain"/i);
// the hard constraint: only currently-owned keys may be released
expect(p).toMatch(/only region keys that a nation currently owns/);
}
});
});
describe('isMeaningful', () => {
it('is true with an event, false when everything is empty', () => {
expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], relations: [], territoryChanges: [] })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], relations: [], territoryChanges: [] })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [] })).toBe(false);
expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [] })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], relations: [], territoryChanges: [], unowned: [], nationOps: [] })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [] })).toBe(false);
});
it('(v0.23 #16 P4a) a turn that only proposes a nation-op is meaningful (it survives the retry/nudge path)', () => {
expect(
isMeaningful({
date: 'x',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }],
}),
).toBe(true);
});
});
+263 -26
View File
@@ -19,6 +19,7 @@ import {
isDateLike,
makeEvent,
nationForPrompt,
type NationOp,
type TurnEventSpec,
type TurnResult,
} from '../shared/protocol';
@@ -142,12 +143,23 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
const respondLine = withNeighboursTool
? 'You have a getNeighbours tool: given region keys it returns the region keys that border them. You may call it (a few times) to verify land borders before deciding territory transfers. Once done, respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:'
: 'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:';
// (v0.22, #16 P3) No man's land: a region can be left unowned after a war or
// cataclysm (the model narrates the cause in "events" and lists the key in
// "unowned"); unowned regions can later be re-claimed with an ordinary gain.
// The model sees the current no-man's-land keys in the user payload's
// "unowned" field and in the "regions" reference table.
const noMansLandRule =
'- A region key has at most one owner at all times — never assign a key to two nations. After a war or cataclysm a region may be left unowned ("no man\'s land"): list its key in "unowned" and narrate the cause in "events"; it stays unowned (grey on the map) until a nation re-claims it with a "gain". The "unowned" field of the user message lists the regions currently in no man\'s land.';
const territoryRules = withNeighboursTool
? [
'- Territory changes must be contiguous: a nation may only GAIN region keys that share a land border with a region it already owns (verify with getNeighbours) and may only LOSE region keys it currently owns. One region key has exactly one owner at all times — never assign a key to two nations or to none.',
'- Territory changes must be contiguous: a nation may only GAIN region keys that share a land border with a region it already owns (verify with getNeighbours) and may only LOSE region keys it currently owns.',
'- The "frontier" field of the user message lists region keys owned by other nations that border the player\'s territory — the natural targets of a player-led conquest this turn.',
noMansLandRule,
]
: ['- Only change borders when war or a decisive political shift justifies it.'];
: [
'- Only change borders when war or a decisive political shift justifies it.',
noMansLandRule,
];
return [
`WORLD: ${preset.title} — ${preset.startDate}`,
preset.worldBackground,
@@ -164,12 +176,16 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
' ],',
' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],',
' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}]',
' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}],',
' "unowned": ["<region key>"],',
' "nationOps": [{"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"}]',
'}',
'',
'HARD CONSTRAINTS',
'- Use only nation ids and region keys that exist in the provided state.',
'- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges.',
'- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges and unowned.',
'- List in "unowned" only region keys that a nation currently owns, and narrate each release in "events".',
'- To rename a nation, add {"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"} to "nationOps". This is a PROPOSAL: it only takes effect if the player confirms it, so use it only when the narrative justifies it (a revolution, reunification, regime change) — at most 1-2 per turn — and narrate it in "events".',
'- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
'- 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.',
'- Keep every stat value between 0 and 100.',
@@ -198,6 +214,13 @@ export function buildUserPrompt(
* contiguous targets. Omitted entirely when undefined (no adjacency data).
*/
frontier?: string[],
/**
* (v0.22, #16 P3) Region keys that are currently "no man's land" (released
* mid-game — `state.unowned`). Emitted verbatim (even when empty) so the
* model knows which unowned regions exist and can be re-claimed this turn.
* Omitted entirely when undefined.
*/
noMansLand?: string[],
): string {
const player = state.nations[state.playerNationId];
const playerName = player?.name ?? state.playerNationId;
@@ -235,6 +258,7 @@ export function buildUserPrompt(
};
if (regionReference) payload.regions = regionReference;
if (frontier !== undefined) payload.frontier = frontier;
if (noMansLand !== undefined) payload.unowned = noMansLand;
return JSON.stringify(payload, null, 2);
}
@@ -295,6 +319,53 @@ function str(s: unknown, max = 0): string | null {
return max ? t.slice(0, max) : t;
}
/**
* Validate a raw (LLM) `nationOps` array into safe {@link NationOp} values
* (v0.23, #16 P4a). Defensive like the rest of the parser: entries with an
* unknown `kind` or missing/empty required fields are dropped, never throw.
* Rename: non-empty `nationRef` + `to` (each capped at 200 chars — resolution
* of `nationRef` to a concrete nation happens later, at confirm time). Split:
* non-empty `nationRef` + at least one part with a name. Merge: non-empty
* `nationRefs` (capped at 20) + `survivingRef` + `into`.
*/
export function validateNationOps(raw: unknown): NationOp[] {
if (!Array.isArray(raw)) return [];
const out: NationOp[] = [];
for (const e of raw) {
if (!e || typeof e !== 'object') continue;
const o = e as Record<string, unknown>;
if (o.kind === 'rename') {
const nationRef = str(o.nationRef, 200);
const to = str(o.to, 200);
if (nationRef && to) out.push({ kind: 'rename', nationRef, to });
} else if (o.kind === 'split') {
const nationRef = str(o.nationRef, 200);
const parts = (Array.isArray(o.parts) ? o.parts : [])
.filter((p): p is Record<string, unknown> => !!p && typeof p === 'object')
.map((p) => {
const name = str(p.name, 200);
const territory = Array.isArray(p.territory)
? p.territory.filter((k): k is string => typeof k === 'string' && k.trim() !== '')
: [];
return { name, territory };
})
.filter((p): p is { name: string; territory: string[] } => p.name !== null);
if (nationRef && parts.length > 0) out.push({ kind: 'split', nationRef, parts });
} else if (o.kind === 'merge') {
const nationRefs = (Array.isArray(o.nationRefs) ? o.nationRefs : [])
.map((x) => (typeof x === 'string' ? x.trim().slice(0, 200) : ''))
.filter((x) => x !== '')
.slice(0, 20);
const survivingRef = str(o.survivingRef, 200);
const into = str(o.into, 200);
if (nationRefs.length > 0 && survivingRef && into) {
out.push({ kind: 'merge', nationRefs, survivingRef, into });
}
}
}
return out;
}
/**
* Validate and normalize an arbitrary parsed object into a safe TurnResult.
* Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null
@@ -309,6 +380,8 @@ export function validateTurnResult(input: unknown): TurnResult | null {
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
};
if (Array.isArray(o.events)) {
@@ -384,12 +457,38 @@ export function validateTurnResult(input: unknown): TurnResult | null {
}
}
// (v0.22, #16 P3) Keys released to "no man's land": deduped, non-empty
// strings only (applied later by applyTurnResult against validKeys).
if (Array.isArray(o.unowned)) {
for (const k of o.unowned) {
const s = typeof k === 'string' ? k.trim() : '';
if (s && !result.unowned.includes(s)) result.unowned.push(s);
}
}
// (v0.23, #16 P4a) Nation-management ops the LLM proposes this turn. These
// are NOT applied by the turn — applyTurnResult appends them to the pending
// list for the player to confirm/reject.
result.nationOps = validateNationOps(o.nationOps);
return result;
}
/** A turn is "meaningful" if it produced at least an event or a stat change. */
/**
* A turn is "meaningful" if it produced at least an event, a stat change, a
* no-man's-land release (v0.22 #16 P3: a release is a real world change even
* when the model under-narrates it), or a nation-op proposal (v0.23 #16 P4a:
* a proposal is a real pending-world change the player will resolve, so it
* must survive the retry/nudge path instead of being replaced by the generic
* "unclear" result).
*/
export function isMeaningful(result: TurnResult): boolean {
return result.events.length > 0 || result.stateChanges.length > 0;
return (
result.events.length > 0 ||
result.stateChanges.length > 0 ||
result.unowned.length > 0 ||
result.nationOps.length > 0
);
}
// --- Applying the delta -------------------------------------------------------
@@ -406,7 +505,11 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
/**
* Apply a TurnResult to a GameState immutably: advance the date/turn, append
* events, apply stat changes (clamped), symmetric relations, and territory moves.
* events, apply stat changes (clamped), symmetric relations, and territory
* moves (including no-man's-land releases, v0.22 #16 P3). It also appends any
* proposed nation-ops to the pending list (v0.23 #16 P4a) without applying
* them — see the doc comment on `pendingNationOps` for why that list
* deliberately survives across turns.
*/
export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet<string>): GameState {
const next: GameState = JSON.parse(JSON.stringify(state));
@@ -431,22 +534,53 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?
a.relations[r.b] = r.set;
b.relations[r.a] = r.set;
}
// --- Territory (v0.21, #16 P2: a region key has exactly one owner) ---
// --- Territory (v0.21, #16 P2: at most one owner per key;
// v0.22, #16 P3: a key may also be released to "no man's land") ---
//
// Snapshot-first: BEFORE any mutation, compute who currently owns each
// region key. A key transfers only when (a) exactly one nation claims to
// gain it — a double claim (two or more gainers) is rejected so the key
// stays where it is, (b) the key currently has exactly one owner — a
// pre-existing double ownership (or unownership) is never touched, and
// (c) that owner is not the gainer (a self-gain is a no-op). A transfer
// removes the key from every nation first (defensive) and then grants it
// to the gainer; "lose" entries are pure no-ops by design, because a lone
// loss would orphan the key and a valid gain already removes it from the
// old owner. Ownership is therefore conserved: a key can never end a turn
// unowned or multiply-owned.
// Two kinds of change, applied in this order:
//
// (1) RELEASES (`result.unowned`, v0.22 #16 P3): each key that a nation
// CURRENTLY owns (exactly one owner) is removed from that owner, left
// ownerless, and added to `GameState.unowned` — the client renders it
// as the distinct no-man's-land grey. A key with zero owners (a preset
// never assigned it) is never released: doing so would fabricate a
// visible no-man's-land out of an ordinary unowned region. A key with
// two or more owners (pre-existing corruption) is never touched, and
// a key already in `unowned` is a no-op (it is already unowned).
//
// (2) CLAIMS (`gain` entries), resolved against the ownership AFTER the
// releases (snapshot-first):
// - a key with exactly one owner that is not the gainer → a TRANSFER:
// removed from the old owner, granted to the gainer (v0.21 rules);
// - a key with NO owner → a RE-CLAIM: granted to the (sole) gainer and
// removed from `GameState.unowned` (it leaves no man's land);
// - a double claim (two or more distinct gainers) is rejected — the
// key stays as it is; a self-gain is a no-op; a pre-existing double
// ownership is never touched.
//
// Invariants after the turn: no key sits in two or more territories; a
// released key sits in none; `GameState.unowned` holds exactly the
// zero-owner keys that were released mid-game (not the preset-unassigned
// ones). "lose" entries remain deliberate no-ops: releasing is the
// `unowned` list's job, and a lone loss without a release would just
// orphan a key silently.
const valid = (k: string) => !validKeys || validKeys.has(k);
const ownerOf = new Map<string, string>(); // key -> sole owner id, or '' (0 or 2+ owners)
for (const n of Object.values(state.nations)) {
const unowned = new Set(state.unowned ?? []);
// (1) Releases: establish the new no-man's-land set before any claim.
for (const key of new Set(result.unowned)) {
if (!valid(key) || unowned.has(key)) continue;
const owners = Object.values(next.nations)
.filter((n) => n.territory.includes(key))
.map((n) => n.id);
if (owners.length !== 1) continue; // 0 owners (never assigned) or 2+ (corrupt): no-op
unowned.add(key);
next.nations[owners[0]].territory = next.nations[owners[0]].territory.filter((k) => k !== key);
}
// (2) Claims against the post-release ownership snapshot.
const ownerOf = new Map<string, string>(); // key -> sole owner id, or '' (2+ owners; 0 = absent)
for (const n of Object.values(next.nations)) {
for (const key of n.territory) {
if (!valid(key)) continue;
const cur = ownerOf.get(key);
@@ -479,16 +613,25 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?
for (const [key, claiming] of claimants) {
if (claiming.size !== 1) continue; // double claim: the key stays as it was
const gainer = [...claiming][0];
const owner = ownerOf.get(key);
if (owner === undefined || owner === '' || owner === gainer) continue;
const owner = ownerOf.get(key); // undefined: no owner; '': 2+ owners (corrupt)
if (owner === '') continue; // pre-existing double ownership: never touched
if (owner !== undefined && owner === gainer) continue; // self-gain: no-op
for (const n of Object.values(next.nations)) {
const i = n.territory.indexOf(key);
if (i !== -1) n.territory.splice(i, 1);
}
next.nations[gainer].territory.push(key);
unowned.delete(key); // re-claimed: the key leaves no man's land
}
// "lose" entries are deliberate no-ops (see above): a valid gain already
// removes the key from its old owner, and a lone loss would orphan it.
next.unowned = [...unowned];
// (v0.23, #16 P4a) Nation-op proposals are NOT applied by the turn — they
// are appended to the pending list, which (unlike `pending`) SURVIVES
// across turns until the player confirms or rejects each one. `next` is a
// deep clone of `state`, so `next.pendingNationOps` is a copy of whatever
// the state already held (or undefined for a legacy row) — start from that
// and append the new proposals, defaulting a missing field to `[]`.
next.pendingNationOps = [...(next.pendingNationOps ?? []), ...result.nationOps];
return next;
}
@@ -523,6 +666,96 @@ export function removeRoundItem(state: GameState, index: number | undefined): Ga
return next;
}
// --- Nation-management ops (v0.23, #16 P4a: the hybrid "LLM proposes,
// player confirms" model) ----------------------------------------------------
//
// A NationOp proposed by a turn lands in `GameState.pendingNationOps` (see
// applyTurnResult) and waits there across turns. These functions resolve the
// player's decision on one pending proposal, by index. Like removeRoundItem
// they are pure: clone the state, mutate the clone, bump `version` once,
// return the new state — and return `null` for a bad index so the route can
// answer 400 without mutating anything.
/** True when `index` is a valid, in-bounds integer position in the pending list. */
function validPendingOpIndex(state: GameState, index: number): boolean {
const len = state.pendingNationOps?.length ?? 0;
return Number.isInteger(index) && index >= 0 && index < len;
}
/**
* Resolve a nation reference (the `nationRef` of a NationOp — the LLM may
* write either the nation's stable `id` or its human-readable `name`) to a
* concrete nation id: an exact id match wins, then a unique case-insensitive
* name match. Returns `null` when the reference is empty, unknown, or
* ambiguous (two or more nations share that name) — every caller treats
* `null` as "no-op" and nothing here ever throws.
*/
export function resolveNationRef(state: GameState, ref: string): string | null {
const r = (ref ?? '').trim();
if (!r) return null;
if (state.nations[r]) return r; // exact id first
const matches = Object.values(state.nations).filter(
(n) => n.name.trim().toLowerCase() === r.toLowerCase(),
);
return matches.length === 1 ? matches[0].id : null;
}
/**
* Apply one NationOp to a state, MUTATING the passed object in place (the
* caller passes a clone — confirmNationOp does) and NOT bumping `version`
* (the route-level functions do that once per decision). Rename changes only
* `Nation.name` — the id, its territory, its relations (keyed by id), and the
* player pointer all stay valid, so nothing downstream breaks; a
* player-supplied `edits.name` overrides the proposed `to` (an empty edit
* falls back to the proposal's own name). An unresolvable or ambiguous
* `nationRef` is a silent no-op. Split and merge are declared for P4b and are
* a no-op until then — the op stays pending-free once the player resolves it,
* but the world does not change yet.
*/
export function applyNationOp(state: GameState, op: NationOp, edits?: { name?: string }): void {
if (op.kind !== 'rename') return; // split/merge: declared for P4b, not applied yet
const id = resolveNationRef(state, op.nationRef);
if (id === null) return; // invalid/ambiguous ref: no-op
const n = state.nations[id];
if (!n) return;
const name = (edits?.name ?? '').trim() || op.to.trim();
if (name) n.name = name;
}
/**
* Confirm a pending nation-op proposal by index: apply it (a rename takes
* effect, optionally with a player-edited name; split/merge are a no-op until
* P4b) and remove it from `pendingNationOps`, bumping `version`. Returns
* `null` for an invalid index, so the route answers 400 without mutating.
* Reused by the /nation-op/confirm route.
*/
export function confirmNationOp(
state: GameState,
index: number,
edits?: { name?: string },
): GameState | null {
if (!validPendingOpIndex(state, index)) return null;
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
const op = next.pendingNationOps[index];
applyNationOp(next, op, edits);
next.pendingNationOps.splice(index, 1);
return next;
}
/**
* Reject (drop) a pending nation-op proposal by index without applying it,
* bumping `version`. Returns `null` for an invalid index, so the route
* answers 400 without mutating. Reused by the /nation-op/reject route.
*/
export function rejectNationOp(state: GameState, index: number): GameState | null {
if (!validPendingOpIndex(state, index)) return null;
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pendingNationOps.splice(index, 1);
return next;
}
/**
* Run one turn end-to-end against the (injectable) LLM: build prompts, parse/
* validate, retry once with a nudge if the result is empty/invalid, and — if
@@ -558,7 +791,9 @@ export async function runTurn(opts: {
const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
const system = buildSystemPrompt(preset, useTools);
const frontier = getNeighbours ? playerFrontier(state, getNeighbours) : undefined;
const user = buildUserPrompt(state, items, regionReference, frontier);
// (v0.22, #16 P3) the model always sees the current no-man's-land keys (empty
// list on a fresh game) so it knows which unowned regions can be re-claimed.
const user = buildUserPrompt(state, items, regionReference, frontier, state.unowned ?? []);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
@@ -601,6 +836,8 @@ export async function runTurn(opts: {
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
};
}
+45 -2
View File
@@ -12,13 +12,15 @@ import { deepClone } from '../shared/protocol';
import type {
AddActionRequest,
AddDiplomacyRequest,
ConfirmNationOpRequest,
CreateGameRequest,
RejectNationOpRequest,
RemoveQueueItemRequest,
} from '../shared/protocol';
import type { GameState } from '../shared/types';
import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub';
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, runTurn } from './engine';
import { buildRegionMap } from './map';
import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
import { createPresetStore } from './presets';
@@ -124,6 +126,14 @@ app.post('/api/games', (req: Request, res) => {
events: [],
pending: [],
version: 1, // the first saved revision; every later mutation bumps it
// (v0.22, #16 P3) No man's land can only arise mid-game — a fresh game
// starts with nothing released; this list grows as the LLM releases
// regions and shrinks as they get re-claimed.
unowned: [],
// (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the
// list grows as the LLM proposes renames (and, later, splits/merges) and
// shrinks as the player confirms or rejects them.
pendingNationOps: [],
};
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
// of all its sub-regions, so ownership (and the choropleth) is at region
@@ -220,6 +230,34 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
res.json({ game: next });
});
// (v0.23, #16 P4a) Resolve a pending nation-op proposal (a rename the LLM
// proposed in an earlier turn, waiting in game.pendingNationOps). No LLM call,
// no turn advance — same fast save → broadcast → respond order as
// /queue/remove. The version bump lets "never go backwards" clients reconcile.
app.post('/api/games/:id/nation-op/confirm', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const body = (req.body ?? {}) as ConfirmNationOpRequest;
const next = confirmNationOp(game, body.index, body.edits);
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
app.post('/api/games/:id/nation-op/reject', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const body = (req.body ?? {}) as RejectNationOpRequest;
const next = rejectNationOp(game, body.index);
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
// Jump forward: commit the whole pending round (or an empty one) to the model
// in a single turn. applyTurnResult clears the pending queue on the returned
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
@@ -235,7 +273,12 @@ app.post('/api/games/:id/jump', async (req, res) => {
preset,
state: game,
items: game.pending,
regionReference: referenceForKeys(allTerritoryKeys(game)),
// (v0.22, #16 P3) the region reference table must also cover released
// (no-man's-land) keys — they belong to no nation's territory, but the
// model needs their names to re-claim them.
regionReference: referenceForKeys(
new Set([...allTerritoryKeys(game), ...(game.unowned ?? [])]),
),
validRegionKeys: validKeys(),
// v0.21 (#16 P2): when the region-adjacency manifest loaded, hand the
// engine the resolver — the turn then runs with the LLM's getNeighbours
+70 -1
View File
@@ -1,6 +1,18 @@
import { describe, expect, it } from 'vitest';
import { buildRegionMap } from './map';
import { mapFeatureOwner, nationColor, regionOwner, type RegionMap } from '../shared/protocol';
import {
mapFeatureOwner,
nationColor,
NO_MANS_LAND_FILL,
NO_MANS_LAND_STROKE,
OWNED_STROKE,
regionFillStyle,
regionOwner,
UNOWNED_FILL,
UNOWNED_STROKE,
unownedTooltipLabel,
type RegionMap,
} from '../shared/protocol';
import type { GameState } from '../shared/types';
// Region-key fixtures (v0.19, #16 P1): ownership and the RegionMap are now keyed
@@ -35,6 +47,8 @@ const state: GameState = {
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
};
// The RegionMap built from the fixture: the authoritative region key → owner source.
@@ -49,6 +63,16 @@ describe('buildRegionMap', () => {
// a region nobody owns is simply absent
expect(m['normandie-dddd']).toBeUndefined();
});
it('(v0.22 #16 P3) a released (no-man\'s-land) key — in GameState.unowned, owned by no nation — is absent: absence IS unowned', () => {
const s: GameState = JSON.parse(JSON.stringify(state));
// simulate a mid-game release: the key left every territory and entered unowned
s.nations.uk.territory = s.nations.uk.territory.filter((k) => k !== 'albania-aaaa');
s.unowned = ['albania-aaaa'];
const m = buildRegionMap(s);
expect(m['albania-aaaa']).toBeUndefined(); // the map cannot tell which kind of unowned
expect(s.unowned).toEqual(['albania-aaaa']); // ...the client's GameState.unowned decides that
});
});
describe('regionOwner', () => {
@@ -143,3 +167,48 @@ describe('nationColor', () => {
expect(nationColor('uk')).toMatch(/^hsl\(\d+ 58% 46%\)$/);
});
});
// (v0.22, #16 P3) The no-man's-land presentation contract lives in
// shared/protocol (shared/*.test.ts is not in the vitest glob, so these
// tests live here): the distinct visible grey, the faint preset-unassigned
// look, the per-kind borders, and the tooltip sub-line.
describe('no man\'s land presentation contract (v0.22 #16 P3)', () => {
it('regionFillStyle: an owned region uses its nation color + the owned border', () => {
expect(regionFillStyle(regions['albania-aaaa'], false)).toEqual({
fill: nationColor('uk'),
stroke: OWNED_STROKE,
});
expect(regionFillStyle(regions['brandenburg-cccc'], true)).toEqual({
fill: nationColor('de'),
stroke: OWNED_STROKE,
}); // the no-man's-land flag never affects an owned region
});
it('regionFillStyle: an unowned region that IS no man\'s land gets the distinct visible grey', () => {
expect(regionFillStyle(undefined, true)).toEqual({
fill: NO_MANS_LAND_FILL,
stroke: NO_MANS_LAND_STROKE,
});
});
it('regionFillStyle: an unowned region that was never released keeps the faint look', () => {
expect(regionFillStyle(undefined, false)).toEqual({
fill: UNOWNED_FILL,
stroke: UNOWNED_STROKE,
});
});
it('the no-man\'s-land grey can never collide with a nation color (hue-less vs HSL)', () => {
expect(NO_MANS_LAND_FILL).not.toMatch(/^hsl\(/);
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('uk'));
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('de'));
// and it must be visibly different from the faint preset-unassigned fill
expect(NO_MANS_LAND_FILL).not.toBe(UNOWNED_FILL);
expect(NO_MANS_LAND_STROKE).not.toBe(UNOWNED_STROKE);
});
it('unownedTooltipLabel: the tooltip sub-line names the two kinds of unowned', () => {
expect(unownedTooltipLabel(true)).toBe("No man's land");
expect(unownedTooltipLabel(false)).toBe('No owner');
});
});
+7
View File
@@ -3,6 +3,13 @@
// color (see shared.nationColor). The client merges this onto the sub-national
// regions.geo.json (resolving each feature by its own region key) and calls
// source.setData(). Format-agnostic: it maps whatever keys sit in territory.
//
// A key ABSENT from the returned map is unowned (no nation's territory holds
// it) — this covers both regions a preset never assigned and regions released
// to no man's land mid-game (v0.22, #16 P3). The map deliberately does NOT
// distinguish the two: the visible no-man's-land grey vs the faint
// preset-unassigned look is decided by the client from `GameState.unowned`
// (see shared/protocol.ts's regionFillStyle).
import { nationColor, type RegionMap } from '../shared/protocol';
import type { GameState } from '../shared/types';
+2
View File
@@ -86,6 +86,8 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
};
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
expect(allTerritoryKeys(state).size).toBe(58);
+18
View File
@@ -24,6 +24,13 @@ export interface StubPayload {
* reads the frontier from the prompt instead.
*/
frontier?: string[];
/**
* (v0.22, #16 P3) Region keys currently in no man's land (`state.unowned`),
* emitted by the engine's user prompt. The stub ignores this field — it
* never releases a region (see deterministicTurn), so no-man's-land behavior
* is covered by unit tests against applyTurnResult, not by the stub.
*/
unowned?: string[];
}
function truncate(s: string, n: number): string {
@@ -45,6 +52,15 @@ function truncate(s: string, n: number): string {
* content in one round), so the frontier comes from the prompt payload, not
* from a getNeighbours call. With an empty frontier (no controllable border)
* no territory change is emitted, keeping every existing assertion stable.
*
* (v0.22, #16 P3) The stub NEVER releases a region to no man's land (it
* always returns `unowned: []`) — e2e assertions rely on its fully-deterministic
* one-conquest behavior, so the release/re-claim path is exercised by unit
* tests only (see server/engine.test.ts).
*
* (v0.23, #16 P4a) The stub likewise NEVER proposes nation-management ops (it
* always returns `nationOps: []`) — the propose→confirm/reject flow is
* covered by unit tests only, keeping the e2e assertions untouched.
*/
export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state;
@@ -108,6 +124,8 @@ export function deterministicTurn(p: StubPayload): TurnResult {
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
territoryChanges,
unowned: [], // the stub never creates no man's land (see doc comment)
nationOps: [], // the stub never proposes nation ops (see doc comment)
};
}
+154
View File
@@ -30,6 +30,74 @@ export interface TerritoryChange {
lose: string[];
}
// --- Nation-management ops (v0.23, #16 P4a: the hybrid "LLM proposes, player
// confirms" model) -----------------------------------------------------------
//
// Unlike stat / relation / territory deltas, a NationOp proposed in a turn is
// NOT applied by that turn. It is stored as a *pending proposal* in
// `GameState.pendingNationOps` and only takes effect when the player confirms
// it (optionally editing it) or is dropped when the player rejects it. Rename
// is implemented in v0.23 (P4a); split and merge are declared here so the union
// is stable for P4b, and are defensively accepted-but-not-applied until then.
/**
* The identity reference a nation is addressed by inside a {@link NationOp}.
* The LLM may use either the nation's stable `id` (the `nations` record key,
* e.g. `f`) or its human-readable `name` (e.g. `France`); the engine resolves
* it to a concrete `nationId` (id first, then a unique name match — see the
* engine's `resolveNationRef`).
*/
/**
* A **rename** proposal: change a nation's human-readable `name`. Only the
* `name` changes — the stable `id`, its territory keys, its relations (keyed
* by id), and the player pointer are all left untouched, so nothing downstream
* breaks. `to` is the new display name.
*/
export interface RenameOp {
kind: 'rename';
/** The target nation's id or current name (see the note above). */
nationRef: string;
/** The new display name to apply when the player confirms. */
to: string;
}
/**
* A **split** proposal (declared for #16 P4b; **not** applied by the engine yet
* — it is accepted into the pending list, but confirming it is a no-op until
* P4b lands). Describes the new nations a source nation is divided into.
*/
export interface SplitOp {
kind: 'split';
/** The id/name of the nation being split. */
nationRef: string;
/** The new nations created from the split. */
parts: Array<{ name: string; territory?: string[] }>;
}
/**
* A **merge** proposal (declared for #16 P4b; **not** applied by the engine yet
* — accepted into the pending list, no-op on confirm until P4b). Folds several
* nations into a single surviving nation.
*/
export interface MergeOp {
kind: 'merge';
/** The id/name of every nation folded into the result. */
nationRefs: string[];
/** The id/name of the nation that survives and keeps its identity. */
survivingRef: string;
/** The name to give the merged nation. */
into: string;
}
/**
* A structural operation on the set of nations that the LLM may propose in a
* turn (`TurnResult.nationOps`). See the section comment above for the hybrid
* propose→confirm semantics. Rename is implemented (P4a); split/merge are
* declared for P4b and are a safe no-op until then.
*/
export type NationOp = RenameOp | SplitOp | MergeOp;
/** One narrative event the LLM proposes for this turn. */
export interface TurnEventSpec {
nation: string;
@@ -46,6 +114,25 @@ export interface TurnResult {
stateChanges: StateChange[];
relations: RelationChange[];
territoryChanges: TerritoryChange[];
/**
* (v0.22, #16 P3) Region keys that become **unowned** — "no man's land" —
* this turn. The engine removes each key from its current (sole) owner so it
* ends the turn ownerless and marks it in `GameState.unowned`; the LLM
* narrates the cause (war, cataclysm, collapse) in `events`. Re-claiming is
* NOT expressed here: a nation re-claims an unowned region with an ordinary
* `gain` on that key. Only keys a nation currently owns can be released;
* empty on normal turns.
*/
unowned: string[];
/**
* (v0.23, #16 P4a) Nation-management ops the LLM proposes this turn. These
* are NOT applied by the turn: each is appended to
* `GameState.pendingNationOps` as a proposal awaiting the player's
* confirm/reject. Rename is the only kind the engine currently applies;
* split/merge are declared for P4b and are accepted-but-dropped. Empty on
* turns where the model proposes none.
*/
nationOps: NationOp[];
}
/** Per-region map payload: region key -> owning nation + its stable color. */
@@ -152,6 +239,32 @@ export interface RemoveQueueItemResponse {
game: GameState;
}
/**
* (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in
* `game.pendingNationOps`. A rename takes effect (the player may override the
* proposed name via `edits.name`); split/merge proposals are a no-op on
* confirm until P4b. No LLM call, no turn advance.
*/
export interface ConfirmNationOpRequest {
index: number;
/** Optional player edits applied on confirm (rename: the final display name). */
edits?: { name?: string };
}
export interface ConfirmNationOpResponse {
game: GameState;
}
/**
* (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by its index
* in `game.pendingNationOps` without applying it. No LLM call, no turn advance.
*/
export interface RejectNationOpRequest {
index: number;
}
export interface RejectNationOpResponse {
game: GameState;
}
export interface AdvisorRequest {
/** Optional prompt to steer the brainstorm. */
prompt?: string;
@@ -188,6 +301,47 @@ export function nationColor(id: string): string {
return `hsl(${hue} 58% 46%)`;
}
// --- No man's land (v0.22, #16 P3) — the map presentation contract ---
//
// An unowned region has two distinct looks, and the difference is NOT in the
// RegionMap (a key absent there is simply unowned): it is decided by the
// client from `GameState.unowned` (the keys released mid-game). The constants
// and the one decision function live here — shared and pure — so the
// client's choropleth is the only consumer and the color contract is testable
// from the server-side tests (shared/*.test.ts is not in the vitest glob).
/** The distinct, visible neutral grey for a **no man's land** region (released mid-game). Hue-less by construction, so it can never collide with a nation's `nationColor` (`hsl(h 58% 46%)`, always chromatic). */
export const NO_MANS_LAND_FILL = '#3f3f46';
/** The border of a no-man's-land region (brighter than a plain unowned one). */
export const NO_MANS_LAND_STROKE = 'rgba(255,255,255,0.25)';
/** The faint neutral fill for a region no nation owns that was never released mid-game (a preset never assigned it). */
export const UNOWNED_FILL = 'rgba(148,163,184,0.05)';
/** The border of a plain unowned region. */
export const UNOWNED_STROKE = 'rgba(255,255,255,0.14)';
/** The border of an owned region (brighter than unowned). */
export const OWNED_STROKE = 'rgba(255,255,255,0.30)';
/** The hover-tooltip sub-line for a region with no owning nation. */
export function unownedTooltipLabel(isNoMansLand: boolean): string {
return isNoMansLand ? "No man's land" : 'No owner';
}
/**
* The fill + border for one sub-region, given its RegionMap entry
* (`undefined` = unowned) and whether its key is no man's land (released
* mid-game, i.e. in `GameState.unowned`). Pure + shared; see the section
* comment above for why the distinction is not encoded in the RegionMap.
*/
export function regionFillStyle(
owner: RegionOwner | undefined,
isNoMansLand: boolean,
): { fill: string; stroke: string } {
if (owner) return { fill: owner.color, stroke: OWNED_STROKE };
return isNoMansLand
? { fill: NO_MANS_LAND_FILL, stroke: NO_MANS_LAND_STROKE }
: { fill: UNOWNED_FILL, stroke: UNOWNED_STROKE };
}
/** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */
export function makeEvent(
spec: TurnEventSpec,
+32
View File
@@ -1,5 +1,9 @@
// Domain types — the single source of truth shared by the frontend (src/), the
// backend (server/), and the LLM prompt contract. No runtime dependencies here.
// (The single `import type` below erases at compile time, so no runtime
// dependency on protocol.ts is introduced — see the GameState.pendingNationOps
// doc comment.)
import type { NationOp } from './protocol';
/** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
export interface NationStats {
@@ -120,6 +124,34 @@ export interface GameState {
* in src/App.tsx. Starts at 1 on game creation.
*/
version: GameVersion;
/**
* (v0.22, #16 P3) Region keys that became **unowned** — "no man's land" —
* during play: a region that was owned and was released to no owner by a
* committed turn (the LLM narrates the cause in that turn's events). This is
* deliberately distinct from the many regions a preset never assigns, which
* are also unowned but were never *released* mid-game; only the keys in this
* list render as the distinct visible no-man's-land grey (see
* protocol.regionFillStyle). A region leaves the list when any nation
* re-claims it (an ordinary `gain`). Always `[]` on a fresh game — no
* man's land can only arise mid-game. Rows saved before v0.22 load with
* this defaulted to `[]` (see server/db.ts).
*/
unowned: string[];
/**
* (v0.23, #16 P4a) Nation-management ops the LLM has proposed but the player
* has not yet resolved: a *pending proposal* list, as opposed to `pending`
* (the current round's queued player actions). A turn NEVER applies one —
* `applyTurnResult` appends the turn's `nationOps` to this list, and each
* proposal survives across turns until the player resolves it: confirming
* applies it (a rename changes `Nation.name` only — the id, its territory,
* its relations, and the player pointer all stay valid) and removes it;
* rejecting removes it without applying. Split/merge are declared for P4b
* and are a safe no-op on confirm until then. Always `[]` on a fresh game;
* rows saved before v0.23 load with this defaulted to `[]` (see server/db.ts).
* (The `NationOp` type lives in protocol.ts; the import there is type-only,
* so this file still has no runtime dependencies.)
*/
pendingNationOps: NationOp[];
}
/**
+55
View File
@@ -177,6 +177,10 @@ export default function App() {
// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
// it only gates the advisor UI (the "Ask advisor" button + its hint).
const [advisorBusy, setAdvisorBusy] = useState(false);
// Separate again: a pending nation-op confirm/reject is its own (fast,
// non-LLM) request. It gates only the nation-op dialog controls, never the
// turn flow — "Jump forward" stays usable while it is in flight.
const [opBusy, setOpBusy] = useState(false);
// The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -401,6 +405,43 @@ export default function App() {
[game, applyState],
);
// Apply a pending nation op the model proposed (confirm, with an optional
// rename-name edit). Fast, non-LLM — gated by `opBusy`, not `busy`. The
// version-bumped state comes back in the response and the SSE `state` event.
const runConfirmNationOp = useCallback(
async (index: number, edits?: { name?: string }) => {
if (!game) return;
setOpBusy(true);
try {
const { game: g } = await api.confirmNationOp(game.id, index, edits);
applyState(g);
toast.success('Nation change applied');
} catch (e) {
toastError(e);
} finally {
setOpBusy(false);
}
},
[game, applyState],
);
// Drop a pending nation op (reject / dismiss). Fast, non-LLM — `opBusy`.
const runRejectNationOp = useCallback(
async (index: number) => {
if (!game) return;
setOpBusy(true);
try {
const { game: g } = await api.rejectNationOp(game.id, index);
applyState(g);
} catch (e) {
toastError(e);
} finally {
setOpBusy(false);
}
},
[game, applyState],
);
// Jump forward: the single LLM call that commits the pending round. Only this
// sets `busy` (the adds above are fast and non-LLM).
const runJump = useCallback(async () => {
@@ -507,12 +548,15 @@ export default function App() {
regions={regions}
busy={busy}
advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors}
onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor}
onJump={runJump}
onConfirmNationOp={runConfirmNationOp}
onRejectNationOp={runRejectNationOp}
onHome={goHome}
/>
</>
@@ -551,12 +595,16 @@ interface GameScreenProps {
busy: boolean;
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
advisorBusy: boolean;
/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
opBusy: boolean;
advisors: string[];
onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void;
onJump: () => void;
onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
onRejectNationOp: (index: number) => void;
onHome: () => void;
}
@@ -579,12 +627,15 @@ function GameScreen({
regions,
busy,
advisorBusy,
opBusy,
advisors,
onAddAction,
onAddDiplomacy,
onRemoveQueueItem,
onAdvisor,
onJump,
onConfirmNationOp,
onRejectNationOp,
onHome,
}: GameScreenProps) {
// Which nation's dossier to show. Defaults to the player; remounts per game.
@@ -653,6 +704,7 @@ function GameScreen({
playerNationId={game.playerNationId}
nations={game.nations}
presetId={game.presetId}
unowned={game.unowned ?? []}
onFocusNation={focusNation}
/>
@@ -834,12 +886,15 @@ function GameScreen({
game={game}
busy={busy}
advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors}
onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor}
onJump={onJump}
onConfirmNationOp={onConfirmNationOp}
onRejectNationOp={onRejectNationOp}
inWindow
/>
</FloatingWindow>
+42 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react';
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import NationOpDialog from './NationOpDialog';
import type { GameState, RoundItem } from '@shared/types';
interface Props {
@@ -27,6 +28,11 @@ interface Props {
* never disable "Jump forward" or the rest of the turn flow.
*/
advisorBusy: boolean;
/**
* A pending nation-op confirm/reject request is in flight. Distinct from
* `busy`: it gates only the nation-op dialog controls, never the turn flow.
*/
opBusy: boolean;
/** Advisor brainstorm suggestions from the last request. */
advisors: string[];
/** Queue a free-text action onto the pending round (no turn advance). */
@@ -38,6 +44,10 @@ interface Props {
onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */
onJump: () => void;
/** Apply a pending nation op; `edits.name` optionally overrides a rename. */
onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
/** Drop (reject) a pending nation op by its index. */
onRejectNationOp: (index: number) => void;
/**
* Render without the outer card chrome (the surrounding floating window
* provides the border and the "Your move" title). Same content, same testids.
@@ -66,12 +76,15 @@ export default function ActionPanel({
game,
busy,
advisorBusy,
opBusy,
advisors,
onAddAction,
onAddDiplomacy,
onRemoveQueueItem,
onAdvisor,
onJump,
onConfirmNationOp,
onRejectNationOp,
inWindow = false,
}: Props) {
const [tab, setTab] = useState('action');
@@ -81,6 +94,8 @@ export default function ActionPanel({
const [prompt, setPrompt] = useState('');
// Index of the queued item the user is about to remove, or null (dialog closed).
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
// Whether the nation-op review dialog is open.
const [opDialogOpen, setOpDialogOpen] = useState(false);
const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId)
@@ -108,6 +123,7 @@ export default function ActionPanel({
};
const pending = game.pending;
const ops = game.pendingNationOps;
// The item the confirmation dialog is about (re-derived from the live list,
// so if the queue changes while the dialog is open it tracks the current
// item at that index — or the dialog closes if the index went out of range).
@@ -325,6 +341,31 @@ export default function ActionPanel({
</DialogContent>
</Dialog>
{/* Pending nation ops proposed by the model — open to confirm or reject. */}
{ops.length > 0 && (
<button
type="button"
onClick={() => setOpDialogOpen(true)}
disabled={busy}
data-testid="nation-op-trigger"
className="flex w-full items-center justify-between gap-2 rounded-lg border border-amber-500/30 bg-amber-500/10 p-2.5 text-sm hover:bg-amber-500/15"
>
<span className="flex items-center gap-2 font-medium text-amber-300">
<PenLine className="size-4" />
{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
</span>
<span className="text-xs text-amber-300/70">confirm or reject</span>
</button>
)}
<NationOpDialog
game={game}
open={opDialogOpen}
onOpenChange={setOpDialogOpen}
opBusy={opBusy}
onConfirm={onConfirmNationOp}
onReject={onRejectNationOp}
/>
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel}
+156
View File
@@ -0,0 +1,156 @@
import { useState } from 'react';
import { Check, Loader2, PenLine, X } from 'lucide-react';
import { Button } from './ui/button';
import {
Dialog,
DialogContent,
DialogDescription,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import { Input } from './ui/input';
import { Badge } from './ui/badge';
import type { GameState } from '@shared/types';
import type { NationOp, RenameOp } from '@shared/protocol';
interface Props {
game: GameState;
open: boolean;
onOpenChange: (open: boolean) => void;
/** A confirm/reject request is in flight — disable the per-op controls. */
opBusy: boolean;
/** Apply a pending op; `edits.name` optionally overrides a rename's target name. */
onConfirm: (index: number, edits?: { name?: string }) => void;
/** Drop a pending op (reject / dismiss). */
onReject: (index: number) => void;
}
/** A short, display-safe description of a pending nation op. */
function describeOp(op: NationOp, name: (ref: string) => string): string {
if (op.kind === 'rename') return `Rename ${name(op.nationRef)} to “${op.to}”`;
if (op.kind === 'split')
return `Split ${name(op.nationRef)} into ${op.parts.length} nations (${op.parts
.map((p) => p.name)
.join(', ')})`;
return `Merge ${op.nationRefs.map(name).join(' + ')} into “${op.into}”`;
}
/**
* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
* and lets the player apply ("LLM proposes, player confirms") or drop each one.
* A rename shows the model's proposed name in an editable field (so the player
* can tweak it before confirming); split and merge are declared but not yet
* applied (P4b) — they can be dismissed but not confirmed.
*/
export default function NationOpDialog({
game,
open,
onOpenChange,
opBusy,
onConfirm,
onReject,
}: Props) {
const ops = game.pendingNationOps;
const name = (ref: string) => game.nations[ref]?.name ?? ref;
// The player's edit to a rename's target name, keyed by pending-op index.
// An unset entry means "use the model's proposed name" (`op.to`).
const [edits, setEdits] = useState<Record<number, string>>({});
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-lg" data-testid="nation-op-dialog">
<DialogHeader>
<DialogTitle>
<span className="flex items-center gap-2">
<PenLine className="size-4 text-primary" />
Nation proposals
</span>
</DialogTitle>
<DialogDescription>
The model proposed changes to nations. Confirm to apply them (you can edit a
rename) or reject to leave the world as it is.
</DialogDescription>
</DialogHeader>
{ops.length === 0 ? (
<p className="py-2 text-sm text-muted-foreground" data-testid="nation-op-empty">
Nothing pending — the model hasn’t proposed any nation changes.
</p>
) : (
<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
{ops.map((op, i) => {
const isRename = op.kind === 'rename';
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
return (
<li
key={`${i}-${op.kind}`}
className="rounded-lg border border-border/70 bg-card/50 p-3"
data-testid="nation-op-item"
data-kind={op.kind}
>
<div className="mb-2 flex items-start gap-2">
<Badge variant="secondary" className="shrink-0 text-[11px] capitalize">
{op.kind}
</Badge>
<span className="min-w-0 flex-1 text-sm leading-snug">
{describeOp(op, name)}
</span>
</div>
{isRename ? (
<div className="space-y-2.5">
<Input
value={edits[i] ?? (op as RenameOp).to}
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
placeholder="New name…"
data-testid="nation-op-name-input"
/>
<div className="flex justify-end gap-2">
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Reject
</Button>
<Button
size="sm"
onClick={() => onConfirm(i, finalName ? { name: finalName } : undefined)}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
) : (
<div className="flex items-center justify-between gap-2">
<span className="text-[11px] text-muted-foreground">
{op.kind === 'split' ? 'Split' : 'Merge'} isn’t available yet — dismiss to ignore it.
</span>
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Dismiss
</Button>
</div>
)}
</li>
);
})}
</ul>
)}
</DialogContent>
</Dialog>
);
}
+70 -17
View File
@@ -8,7 +8,13 @@ import 'maplibre-gl/dist/maplibre-gl.css';
// Point it at a Vite-emitted copy of the worker module so it loads in prod.
import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
maplibregl.setWorkerUrl(workerUrl);
import { mapFeatureOwner, type RegionMap, type RegionOwner } from '@shared/protocol';
import {
mapFeatureOwner,
regionFillStyle,
unownedTooltipLabel,
type RegionMap,
type RegionOwner,
} from '@shared/protocol';
import type { Nation } from '@shared/types';
import { cn } from '@/lib/utils';
import { idToKey } from '@/lib/regions';
@@ -114,19 +120,27 @@ function cameraForPreset(presetId: string): { center: [number, number]; zoom: nu
* - `regionKey` – the region key (e.g. `moselle-rygy`), the RegionMap key;
* - `fill` – the owning nation's stable color (from `RegionMap[regionKey]`);
* - `owner`/`ownerId` – that nation's name/id (empty for an unowned region);
* - `stroke` – a per-border alpha (owned brighter than unowned);
* - `stroke` – a per-border alpha (owned brightest, no man's land next,
* plain-unowned faintest);
* - `isPlayer` – 1 when the owning nation is the player (drives the amber
* player-highlight border).
*
* Crucially, the owner lookup keys the RegionMap by the stamped
* `properties.regionKey`, **never** by the sub-region id or the repacked
* top-level `id` — the RegionMap has no `FRA-03` entries, only region keys.
*
* (v0.22, #16 P3) Unowned regions have two looks, decided here (the
* RegionMap simply has no entry for them): a key in `unownedSet` — released to
* no man's land mid-game (`GameState.unowned`) — gets the distinct visible grey
* (`NO_MANS_LAND_FILL`); every other ownerless region keeps the faint
* preset-unassigned look. Both come from the shared `regionFillStyle` contract.
*/
function applyRegions(
geo: FeatureCollection,
regions: RegionMap,
playerNationId: string,
idKey: Record<string, string>,
unownedSet: ReadonlySet<string>,
): FeatureCollection {
const out: FeatureCollection = JSON.parse(JSON.stringify(geo));
for (const f of out.features) {
@@ -141,14 +155,18 @@ function applyRegions(
f.properties.regionKey = key;
const r = key ? regions[key] : undefined;
if (r) {
f.properties.fill = r.color;
const style = regionFillStyle(r, false);
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = r.owner;
f.properties.ownerId = r.ownerId;
f.properties.stroke = 'rgba(255,255,255,0.30)';
f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
} else {
f.properties.fill = 'rgba(148,163,184,0.05)';
f.properties.stroke = 'rgba(255,255,255,0.14)';
// Ownerless: visible grey only for keys released mid-game (no man's
// land); a preset that never assigned this sub-region stays faint.
const style = regionFillStyle(undefined, key !== '' && unownedSet.has(key));
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = '';
f.properties.ownerId = '';
f.properties.isPlayer = 0;
@@ -188,14 +206,21 @@ function statRow(label: string, value?: number): string {
/**
* Compact hover tooltip: the sub-region's name, its **current owner**
* (color-chipped), and 1–2 key stats. When the region's country has no owning
* nation, a minimal "No owner" card is shown instead. The static
* parent-country code (`properties.parent`) is deliberately NOT printed here —
* it never updates when ownership is transferred, so only the live owner chip
* (resolved from the RegionMap) is shown.
* nation, a minimal card is shown instead; its sub-line says "No man's land"
* for a region released mid-game (v0.22, #16 P3) and "No owner" for a region
* no preset ever assigned. The static parent-country code
* (`properties.parent`) is deliberately NOT printed here — it never updates
* when ownership is transferred, so only the live owner chip (resolved from
* the RegionMap) is shown.
*/
function hoverHtml(subRegionName: string, region?: RegionOwner, nation?: Nation): string {
function hoverHtml(
subRegionName: string,
region?: RegionOwner,
nation?: Nation,
noMansLand = false,
): string {
if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`;
}
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
return `<div class="hm-popup">
@@ -213,6 +238,14 @@ interface Props {
/** The active scenario id, for a sensible initial camera. */
presetId: string;
className?: string;
/**
* (v0.22, #16 P3) Region keys currently in no man's land (released
* mid-game — `GameState.unowned`). Such regions render the distinct visible
* grey (vs the faint preset-unassigned look of every other ownerless
* region) and their hover tooltip says "No man's land" instead of "No
* owner".
*/
unowned?: string[];
/**
* Called with a region's owning-nation id when a sub-region is clicked, so the
* dossier switches to that nation. The optional `info` carries the clicked
@@ -246,6 +279,13 @@ interface Props {
* never from the raw sub-region id (not a RegionMap key). Unowned sub-regions
* (no RegionMap entry for their key) simply do not change the dossier.
*
* (v0.22, #16 P3) An unowned region renders two distinct ways: a key in the
* `unowned` prop (released to no man's land mid-game — `GameState.unowned`)
* gets the distinct visible grey with a "No man's land" tooltip sub-line; every
* other ownerless region (a preset never assigned it) keeps the faint look and
* a plain "No owner" sub-line. The colors/labels come from the shared
* `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol.
*
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
* — no floating control and no external API.
*/
@@ -255,6 +295,7 @@ export default function WorldMap({
nations,
presetId,
className,
unowned,
onFocusNation,
}: Props) {
const containerRef = useRef<HTMLDivElement>(null);
@@ -268,11 +309,13 @@ export default function WorldMap({
const nationsRef = useRef(nations);
const playerRef = useRef(playerNationId);
const presetRef = useRef(presetId);
const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
const onFocusNationRef = useRef(onFocusNation);
regionsRef.current = regions;
nationsRef.current = nations;
playerRef.current = playerNationId;
presetRef.current = presetId;
unownedRef.current = new Set(unowned ?? []);
onFocusNationRef.current = onFocusNation;
// Diffing state for the transient territory-change flash (owned by this component
@@ -396,9 +439,14 @@ export default function WorldMap({
}
const region = mapFeatureOwner(regionsRef.current, f);
const nation = region ? nationsRef.current[region.ownerId] : undefined;
// (v0.22, #16 P3) whether this region is no man's land (released
// mid-game), so the ownerless tooltip can say so.
const pKey = f.properties?.regionKey;
const noMansLand =
!region && typeof pKey === 'string' && pKey !== '' && unownedRef.current.has(pKey);
hoverPopup
.setLngLat(e.lngLat)
.setHTML(hoverHtml(p?.name ?? subId, region, nation))
.setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand))
.addTo(map);
map.getCanvas().style.cursor = 'pointer';
};
@@ -458,7 +506,7 @@ export default function WorldMap({
const idKey = idKeyRef.current;
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (!geo || !idKey || !src) return;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey));
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current));
};
const ensureLayers = async () => {
@@ -568,7 +616,9 @@ export default function WorldMap({
// sub-region whose owner changed since the last update (a transient,
// self-cleaning pulse). The diff is over the region-keyed RegionMap (v0.19
// #16 P1); `animateFlash` lights up exactly the sub-region for each changed
// key.
// key. Re-runs when the no-man's-land set changes too (v0.22 #16 P3) so a
// release/re-claim repaints the grey even if the RegionMap diff alone
// wouldn't catch it.
useEffect(() => {
const map = mapRef.current;
const geo = baseGeoRef.current;
@@ -578,10 +628,11 @@ export default function WorldMap({
prevRegionsRef.current = cur;
const wasPrimed = primedRef.current;
if (Object.keys(cur).length > 0) primedRef.current = true;
const unownedSet = new Set(unowned ?? []);
if (map && geo && idKey) {
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (src) void src.setData(applyRegions(geo, cur, playerNationId, idKey));
if (src) void src.setData(applyRegions(geo, cur, playerNationId, idKey, unownedSet));
}
if (wasPrimed && prev && idKey) {
@@ -589,9 +640,11 @@ export default function WorldMap({
for (const key of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
if ((prev[key]?.ownerId ?? '') !== (cur[key]?.ownerId ?? '')) changed.add(key);
}
// A release (owned → unowned) and a re-claim (unowned → owned) both show
// up as ownerId changes above, so they flash like any other transfer.
if (changed.size > 0) flashApiRef.current?.([...changed]);
}
}, [regions, playerNationId]);
}, [regions, playerNationId, unowned]);
// Full-viewport, edge-to-edge background layer. `position: fixed` is set
// inline because MapLibre's own stylesheet sets `.maplibregl-map` to
+17
View File
@@ -6,9 +6,11 @@ import type {
AddActionResponse,
AddDiplomacyResponse,
AdvisorResponse,
ConfirmNationOpResponse,
CreateGameResponse,
DeleteGameResponse,
GameSummary,
RejectNationOpResponse,
RemoveQueueItemResponse,
TurnResponse,
} from '@shared/protocol';
@@ -60,6 +62,21 @@ export const api = {
method: 'POST',
body: JSON.stringify({ index }),
}),
// (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in
// `game.pendingNationOps` (a rename takes effect; `edits.name` overrides the
// proposed name). Fast, non-LLM — no turn advance. Returns the updated game.
confirmNationOp: (id: string, index: number, edits?: { name?: string }) =>
req<ConfirmNationOpResponse>(`/api/games/${id}/nation-op/confirm`, {
method: 'POST',
body: JSON.stringify({ index, ...(edits ? { edits } : {}) }),
}),
// (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by index,
// without applying it. Fast, non-LLM — no turn advance. Returns the updated game.
rejectNationOp: (id: string, index: number) =>
req<RejectNationOpResponse>(`/api/games/${id}/nation-op/reject`, {
method: 'POST',
body: JSON.stringify({ index }),
}),
// Commit the whole pending round (or an empty one) in a single LLM turn.
jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, {