Compare commits
5
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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f72a59bf5e | ||
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6ebe21591e | ||
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9f230606c4 | ||
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e9fa267fd0 | ||
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edaa8f55d1 |
@@ -52,7 +52,7 @@ history/
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├── eslint.config.js # flat config (ESLint 9)
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├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
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├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
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├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 127 tests)
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├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 151 tests)
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├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
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├── index.html
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├── presets/ # 5 scenario JSON files + index.json (manifest)
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@@ -67,10 +67,14 @@ history/
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│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests
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├── shared/ # NO runtime deps — the single source of truth
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│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
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│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3) + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers (incl. the no-man's-land map-presentation contract)
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│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
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│ # `nationOps`, v0.23 #16 P4a) + AddAction/AddDiplomacy/RemoveQueueItem/
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│ # Jump + NationOp confirm/reject request types + pure helpers
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├── server/
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
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│ ├── 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
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
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│ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
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│ │ # PORT/LLM_*/DATA_DIR
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│ ├── 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)
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│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
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│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
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│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
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@@ -91,7 +95,8 @@ history/
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├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
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├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
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├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
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├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename) or reject (v0.23 #16 P4a)
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├── EventFeed.tsx # scrolling event log (newest first)
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├── 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
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├── StatBar.tsx
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@@ -105,7 +110,7 @@ history/
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| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
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| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
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| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
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| `npm test` | vitest unit tests (`server/` + `scripts/`; 127 tests) |
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| `npm test` | vitest unit tests (`server/` + `scripts/`; 151 tests) |
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| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
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| `npm run lint` | ESLint flat config |
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| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
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@@ -184,6 +189,24 @@ history/
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— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
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`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
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game always starts with `unowned: []` (legacy SQLite rows load with it defaulted).
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- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a).** `TurnResult.nationOps` (required
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in the schema) carries the LLM’s proposed **`NationOp`s** — a discriminated union of `rename` /
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`split` / `merge`. `rename` is fully applied; `split` and `merge` are **declared shapes only**
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(accepted and stored as pending, but a no-op until P4b implements them). Each op names its target
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via `nationRef` — the LLM may use a nation’s **id or name**; `resolveNationRef` resolves id-first,
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then a case-insensitive unique-name match, and returns `null` for an unknown or ambiguous ref (such
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ops are dropped defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
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`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals persist
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across turns until resolved (like the action queue). The player then decides per op via
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`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?}}`) or `.../nation-op/reject`
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(`{index}`): `confirmNationOp` applies the op to a clone (a rename sets `Nation.name` to the edited
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value or, failing that, the proposed `to`; id / territory / relations / `playerNationId` stay valid,
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so a renamed player is re-named in place) and `rejectNationOp` just drops it — both splice by index
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and bump `version` once (an invalid index → `null` → HTTP 400). The response is `{ game }` and the
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server broadcasts a version-bumped SSE `state`, so every tab’s version-guarded `applyState` stays in
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sync. The client lists the pending ops in a “Nation proposals” dialog (in the “Your move” panel) with
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an editable rename name plus Confirm / Reject. The stub never proposes a nation op (`nationOps: []`),
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so this path is covered by unit tests only (`server/engine.test.ts`).
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- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -209,9 +232,12 @@ history/
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in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
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no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
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one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
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covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). The stub answers
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plain `content` (never tool calls), so it naturally bypasses the tool loop in a single round.
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Unit + e2e assertions rely on these exact values, so keep the stub deterministic.
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covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
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the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge), so
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the confirm/reject path is covered by unit tests only, mirroring the P3 approach; all e2e
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assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
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bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
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keep the stub deterministic.
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- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
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top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
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on resize and always floats above the other windows). The **dossier / event-feed / action**
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@@ -2,6 +2,17 @@
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All notable changes to **History** are listed here, newest first.
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## v0.23.0 — 2026-10-14 12:58
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- **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.
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- **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.
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- **`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`).
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- **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.
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- **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).
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- **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.
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- **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.
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- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
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- Part of #16 — major nation changes (P4a); #16 stays open (P4b: split/merge).
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## v0.22.0 — 2026-10-14 12:02
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- **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).
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- **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.
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "history",
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"version": "0.22.0",
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"version": "0.23.0",
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"private": true,
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"type": "module",
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"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
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@@ -24,6 +24,7 @@ function makeState(id: string): GameState {
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pending: [],
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version: 1,
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unowned: [],
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pendingNationOps: [],
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};
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}
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@@ -85,6 +86,17 @@ describe('openDb', () => {
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db.close();
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});
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it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.pendingNationOps).toEqual([]);
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db.close();
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});
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it('delete removes a game by id and reports absence otherwise', () => {
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const db = openDb(':memory:');
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db.save(makeState('a'));
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@@ -43,6 +43,9 @@ export function openDb(filePath: string): Db {
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// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
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// with it defaulted: a legacy game has no no-man's-land regions.
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if (state.unowned === undefined) state.unowned = [];
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// (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game
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// has none awaiting confirm/reject.
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if (state.pendingNationOps === undefined) state.pendingNationOps = [];
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return state;
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} catch {
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return null;
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+295
-5
@@ -1,20 +1,24 @@
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import { describe, expect, it } from 'vitest';
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import type { GameState, Preset, RoundItem } from '../shared/types';
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import { makeEvent, type TurnResult } from '../shared/protocol';
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import { makeEvent, type NationOp, type TurnResult } from '../shared/protocol';
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import type { LlmClient, ToolDefinition, WireMessage } from './llm';
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import { makeStubLlmClient } from './stub';
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import {
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applyTurnResult,
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buildSystemPrompt,
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buildUserPrompt,
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confirmNationOp,
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GET_NEIGHBOURS_TOOL,
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isMeaningful,
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makeNeighboursExecutor,
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parseTurnResult,
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playerFrontier,
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queueRoundItem,
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rejectNationOp,
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removeRoundItem,
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resolveNationRef,
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runTurn,
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validateNationOps,
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validateTurnResult,
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} from './engine';
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@@ -79,6 +83,7 @@ function baseState(): GameState {
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pending: [],
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version: 1,
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unowned: [],
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pendingNationOps: [],
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};
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}
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@@ -425,6 +430,271 @@ describe('removeRoundItem', () => {
|
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});
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});
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|
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describe('resolveNationRef (v0.23 #16 P4a)', () => {
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it('resolves an exact id first (even if a name matches something else)', () => {
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const state = baseState();
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expect(resolveNationRef(state, 'de')).toBe('de');
|
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});
|
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|
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it('resolves a unique name case-insensitively', () => {
|
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const state = baseState();
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expect(resolveNationRef(state, 'US')).toBe('us');
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expect(resolveNationRef(state, ' uS ')).toBe('us'); // trimmed, case-insensitive
|
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});
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|
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it('returns null for an ambiguous name (two nations share it)', () => {
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const state = baseState();
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state.nations.us.name = 'UK'; // now uk and us are both "UK"
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expect(resolveNationRef(state, 'UK')).toBeNull();
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// but the exact id still resolves
|
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expect(resolveNationRef(state, 'uk')).toBe('uk');
|
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});
|
||||
|
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it('returns null for an unknown or empty reference (never throws)', () => {
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const state = baseState();
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expect(resolveNationRef(state, 'zzz-not-a-nation')).toBeNull();
|
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expect(resolveNationRef(state, ' ')).toBeNull();
|
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expect(resolveNationRef(state, '')).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('validateNationOps (v0.23 #16 P4a)', () => {
|
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it('parses a valid rename (trimmed, capped) and drops invalid ones', () => {
|
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const ops = validateNationOps([
|
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{ kind: 'rename', nationRef: ' de ', to: 'Reich' },
|
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{ kind: 'rename', nationRef: 'uk', to: '' }, // empty to -> dropped
|
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{ kind: 'rename', to: 'no ref' }, // missing nationRef -> dropped
|
||||
{ kind: 'rename', nationRef: 'us' }, // missing to -> dropped
|
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{ kind: 'bogus-kind' }, // unknown kind -> ignored
|
||||
'not-an-object',
|
||||
null,
|
||||
]);
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expect(ops).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
|
||||
});
|
||||
|
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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
|
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{ 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
|
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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```');
|
||||
@@ -478,6 +748,7 @@ describe('applyTurnResult', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
};
|
||||
applyTurnResult(state, result);
|
||||
expect(JSON.stringify(state)).toBe(snapshot);
|
||||
@@ -493,6 +764,7 @@ describe('applyTurnResult', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.pending).toEqual([]);
|
||||
@@ -514,6 +786,7 @@ describe('applyTurnResult', () => {
|
||||
// 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
|
||||
@@ -538,6 +811,7 @@ describe('applyTurnResult', () => {
|
||||
// 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');
|
||||
@@ -554,6 +828,7 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => {
|
||||
stateChanges: [],
|
||||
relations: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
};
|
||||
|
||||
it('a double claim (two different gainers, one key) is rejected: the key stays with its original owner', () => {
|
||||
@@ -642,6 +917,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
};
|
||||
|
||||
it('a release removes the key from its sole owner and marks it in GameState.unowned', () => {
|
||||
@@ -756,7 +1032,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
|
||||
|
||||
it('a lone release is meaningful (it survives the retry/nudge path)', () => {
|
||||
expect(
|
||||
isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'] }),
|
||||
isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [] }),
|
||||
).toBe(true);
|
||||
});
|
||||
|
||||
@@ -1063,8 +1339,22 @@ describe('buildSystemPrompt (tool mode, v0.21 #16 P2)', () => {
|
||||
|
||||
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: [], unowned: [] })).toBe(true);
|
||||
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], relations: [], territoryChanges: [], unowned: [] })).toBe(true);
|
||||
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: [] })).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);
|
||||
});
|
||||
});
|
||||
|
||||
+171
-7
@@ -19,6 +19,7 @@ import {
|
||||
isDateLike,
|
||||
makeEvent,
|
||||
nationForPrompt,
|
||||
type NationOp,
|
||||
type TurnEventSpec,
|
||||
type TurnResult,
|
||||
} from '../shared/protocol';
|
||||
@@ -176,13 +177,15 @@ 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>"]}],',
|
||||
' "unowned": ["<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 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.',
|
||||
@@ -316,6 +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
|
||||
@@ -331,6 +381,7 @@ export function validateTurnResult(input: unknown): TurnResult | null {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
};
|
||||
|
||||
if (Array.isArray(o.events)) {
|
||||
@@ -415,17 +466,29 @@ export function validateTurnResult(input: unknown): TurnResult | null {
|
||||
}
|
||||
}
|
||||
|
||||
// (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, a stat change, or
|
||||
* a no-man's-land release (v0.22 #16 P3: a release is a real world change even
|
||||
* when the model under-narrates it, so it must survive the retry/nudge path
|
||||
* instead of being replaced by the generic "unclear" result).
|
||||
* 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 || result.unowned.length > 0;
|
||||
return (
|
||||
result.events.length > 0 ||
|
||||
result.stateChanges.length > 0 ||
|
||||
result.unowned.length > 0 ||
|
||||
result.nationOps.length > 0
|
||||
);
|
||||
}
|
||||
|
||||
// --- Applying the delta -------------------------------------------------------
|
||||
@@ -443,7 +506,10 @@ 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 (including no-man's-land releases, v0.22 #16 P3).
|
||||
* 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));
|
||||
@@ -559,6 +625,13 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -593,6 +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
|
||||
@@ -674,6 +837,7 @@ export async function runTurn(opts: {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
+35
-1
@@ -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';
|
||||
@@ -128,6 +130,10 @@ app.post('/api/games', (req: Request, res) => {
|
||||
// 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
|
||||
@@ -224,6 +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.
|
||||
|
||||
@@ -48,6 +48,7 @@ const state: GameState = {
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative region key → owner source.
|
||||
|
||||
@@ -87,6 +87,7 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
};
|
||||
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
|
||||
expect(allTerritoryKeys(state).size).toBe(58);
|
||||
|
||||
@@ -57,6 +57,10 @@ function truncate(s: string, n: number): string {
|
||||
* 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;
|
||||
@@ -121,6 +125,7 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
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)
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
@@ -56,6 +124,15 @@ export interface TurnResult {
|
||||
* 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. */
|
||||
@@ -162,6 +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;
|
||||
|
||||
@@ -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 {
|
||||
@@ -133,6 +137,21 @@ export interface GameState {
|
||||
* 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[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+54
@@ -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.
|
||||
@@ -835,12 +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>
|
||||
|
||||
@@ -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}
|
||||
|
||||
@@ -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>
|
||||
);
|
||||
}
|
||||
@@ -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`, {
|
||||
|
||||
Reference in New Issue
Block a user