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kamilkrzywda 7fbc00ebbe Merge pull request 'v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)' (#47) from feat/46-region-stats into master
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2026-10-15 02:20:55 +02:00
kamilkrzywda 22805a3be6 v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-15 00:17:19 +00:00
kamilkrzywda 327fffb789 Merge pull request 'v0.27.0 (#44): LLM-placed named map point markers' (#45) from feat/44-llm-map-pointers into master
CI / build + unit + e2e (push) Successful in 2m41s
2026-10-15 00:40:52 +02:00
kamilkrzywda a129c2ab81 v0.27.0 (#44): LLM-placed named map point markers
CI / build + unit + e2e (pull_request) Successful in 2m36s
- shared: 8 MarkerTypes + MARKER_TYPE_INFO (label/color/glyph); MapMarker;
  GameState.markers (required, [] at init); TurnResult.markers {add,remove};
  MarkerSpec/MarkerInfo; FNV-1a 4-char markerId; MAX_MARKERS=400.
- data: new public/region-centroids.json (1,800 anchors = largest-part centroid
  + spread ~0.1x min-bbox) built by new idempotent scripts/build-region-centroids.mjs.
- server: regions.ts centroid loader (public/ then dist/); engine applyTurnResult
  marker ops (remove -> owner-recompute -> add, jitter, cap, never throws);
  prompt documents the contract; buildUserPrompt carries markers; stub marker-free.
- client: WorldMap symbol layer rendered as canvas per-type icons (glyph CDN dead);
  hover tooltip shows name; click focuses owning nation.
- tests: 168 -> 189 (centroids script, regions centroids, db legacy, engine markers).
2026-10-14 22:37:29 +00:00
kamilkrzywda aa1bd3c5aa Merge pull request 'Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)' (#42) from feat/41-split-arkhangel-band into master
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2026-10-14 21:29:55 +02:00
kamilkrzywda f6ad554823 Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)
CI / build + unit + e2e (pull_request) Successful in 2m34s
#41: re-partition the RU-ARK mainland's 28-part lat>=68 Arctic-coast band
into two new regions via a new turf-free, idempotent pipeline stage
scripts/split-arkhangel-band.mjs (npm run split:regions:band), mirroring the
#31 split:

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

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

Fixes #41
2026-10-14 19:26:49 +00:00
kamilkrzywda 867b2eb0a1 Merge pull request 'feat: split RU-ARK into mainland + New Earth + Severnaya Zemlya (v0.25.0, #31)' (#40) from feat/31-split-arkhangel into master
CI / build + unit + e2e (push) Failing after 14m43s
2026-10-14 19:57:50 +02:00
kamilkrzywda 8fb8984d07 chore: bump to v0.25.0 (#31) + CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-14 17:54:45 +00:00
kamilkrzywda f593af5ba5 feat: split RU-ARK into mainland + New Earth + Severnaya Zemlya — idempotent stage, manifests 1,798 (v0.25.0, #31) 2026-10-14 17:54:45 +00:00
kamilkrzywda c63f6acca1 Merge pull request 'feat: nation-op split/merge — apply on confirm (v0.24.0, #16 P4b)' (#39) from feat/16-p4b-split-merge into master
CI / build + unit + e2e (push) Successful in 2m30s
2026-10-14 15:49:31 +02:00
kamilkrzywda c0c620a54c docs: v0.24.0 changelog — #16 was already closed; reference it (no Fixes), matching P4a's PR #38
CI / build + unit + e2e (pull_request) Successful in 2m31s
2026-10-14 13:46:16 +00:00
kamilkrzywda 7eaed42d51 chore: bump to v0.24.0 (nation-op split/merge, #16 P4b) + CHANGELOG 2026-10-14 13:42:46 +00:00
kamilkrzywda 14c5d4881d feat: nation-op split/merge review — dialog (part list + successor radio, merge name), docs (P4b, #16) 2026-10-14 13:42:46 +00:00
kamilkrzywda 458e9be419 feat: nation-op split/merge — apply on confirm (playerPart, fresh ids, relations union) (P4b, #16) 2026-10-14 13:42:46 +00:00
kamilkrzywda f72a59bf5e Merge pull request 'feat: nation-op rename — LLM proposes, player confirms (v0.23.0, #16 P4a)' (#38) from feat/16-p4a-rename into master
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
37 changed files with 21428 additions and 94 deletions
+168 -21
View File
@@ -28,13 +28,17 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
- Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse` - Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse`
- Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON) - Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON)
- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a **sub-national** - Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a **sub-national**
choropleth from `public/regions.geo.json` (1,796 sub-regions; feature `id` = `<ISO_A3>-<nn>`, choropleth from `public/regions.geo.json` (1,800 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
`properties.parent` = the country's ISO_A3). Ownership is at **region-key** granularity `properties.parent` = the country's ISO_A3). Ownership is at **region-key** granularity
(v0.19, #16 P1): every sub-region is addressed by a stable key from (v0.19, #16 P1): every sub-region is addressed by a stable key from
`public/region-keys.json`, `Nation.territory` holds those keys, and each sub-region is `public/region-keys.json`, `Nation.territory` holds those keys, and each sub-region is
colored by its own owner. Since v0.21 (#16 P2) the LLM moves *individual* sub-regions colored by its own owner. Since v0.21 (#16 P2) the LLM moves *individual* sub-regions
across shared land borders (frontier-biased transfers, verified with the `getNeighbours` across shared land borders (frontier-biased transfers, verified with the `getNeighbours`
function-calling tool) instead of whole countries. function-calling tool) instead of whole countries. Since v0.25 (#31) the old RU-ARK
mega-region is split into the mainland (`RU-ARK`, key unchanged) plus the New Earth
(`RU-ARK-NE`) and Severnaya Zemlya (`RU-ARK-SZ`) island groups; since v0.26 (#41) the
mainland's 28-part Arctic-coast band is further re-partitioned into Pechora (`RU-PEO`)
and Yamal (`RU-YAM`) (the 5-part lat < 68 core stays `RU-ARK`/`arkhangel-sk-lhbk`).
- The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an - The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an
**injectable transport** (mirrors `mesh-bot/src/llm`), with two entry points: plain **injectable transport** (mirrors `mesh-bot/src/llm`), with two entry points: plain
`chat()` and `chatWithTools()` — a bounded OpenAI function-calling loop (max 6 tool `chat()` and `chatWithTools()` — a bounded OpenAI function-calling loop (max 6 tool
@@ -52,31 +56,44 @@ history/
├── eslint.config.js # flat config (ESLint 9) ├── eslint.config.js # flat config (ESLint 9)
├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/ ├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases ├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 127 tests) ├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 225 tests)
├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1) ├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
├── index.html ├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest) ├── presets/ # 5 scenario JSON files + index.json (manifest)
├── public/ ├── public/
│ ├── countries.geo.json # 177 countries, id=ISO_A3 (input to the region generator) │ ├── countries.geo.json # 177 countries, id=ISO_A3 (input to the region generator)
│ ├── regions.geo.json # 1,796 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth) │ ├── regions.geo.json # 1,800 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
│ ├── region-keys.json # feature id -> region key, 1,796 entries (the ownership/LLM address space, #16 P1) │ ├── region-keys.json # feature id -> region key, 1,800 entries (the ownership/LLM address space, #16 P1)
│ └── region-adjacency.json # region key -> bordering region keys, 1,796 entries (the getNeighbours data, #16 P2) │ ├── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2)
│ ├── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44)
│ ├── region-geo.json # region key -> {area (km²), population}, 1,800 entries (the area×population weighting for per-region stats, #46)
│ └── ne-admin0-pop.json # ISO_A3 -> admin-0 POP_EST, 249 codes (the committed population SOURCE for region-geo.json — a small derived table, the 13 MB Natural Earth source is NOT committed, #46)
├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only; ├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
│ │ # never imported by .ts): generate → coarsen → cleanup → smooth → │ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
│ │ # fill-gaps → build-region-keys → build-region-adjacency │ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests │ │ # → build-region-adjacency → build-region-centroids → build-region-geo
│ │ # (build-region-geo reads the COMMITTED ne-admin0-pop.json; that small
│ │ # table is distilled once from the 13 MB Natural Earth admin-0 source by
│ │ # extract-admin0-pop.mjs — the raw source is never committed, #46)
│ └── *.test.ts # turf-free vitest tests pinning the dataset + the manifests
├── shared/ # NO runtime deps — the single source of truth ├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …) │ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── 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) │ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
│ # `nationOps`, v0.23 #16 P4a; v0.24 #16 P4b) + AddAction/AddDiplomacy/RemoveQueueItem/
│ # Jump + NationOp confirm/reject request types + pure helpers
│ # (incl. per-region stats, v0.28 #46: weightedMedian / deriveNationStats /
│ # seedRegionStats / migrateRegionStats)
├── server/ ├── server/
│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR │ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
│ ├── 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/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; per-region stats maintenance + derived recompute, v0.28 #46) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / freshNationId / NEW_NATION_STATS / applyNationOp rename+split+merge / confirmNationOp / rejectNationOp, v0.23 #16 P4a; v0.24 #16 P4b)
│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config │ ├── 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 │ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency/centroids/geo-manifest (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency, centroidOf/hasCentroids, geoOf/hasGeo (#46)
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER │ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
│ ├── map.ts # GameState → RegionMap (region key → owner + stable color) │ ├── map.ts # GameState → RegionMap (region key → owner + stable color)
│ ├── presets.ts # load preset JSON files from disk │ ├── presets.ts # load preset JSON files from disk
│ ├── db.ts # SQLite open/save/load │ ├── db.ts # SQLite open/save/load (+ legacy regionStats migration on load, v0.28 #46)
│ └── *.test.ts # unit tests (vitest) │ └── *.test.ts # unit tests (vitest)
└── src/ └── src/
├── App.tsx # screen router (home → pick → game) + manual hash router (#/game/<id>); owns game/regions/advisors/busy ├── App.tsx # screen router (home → pick → game) + manual hash router (#/game/<id>); owns game/regions/advisors/busy
@@ -91,7 +108,8 @@ history/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens ├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight ├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier ├── 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/merge name, split successor radio) or reject (v0.24 #16 P4b)
├── EventFeed.tsx # scrolling event log (newest first) ├── 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 ├── 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 ├── StatBar.tsx
@@ -105,11 +123,15 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently | | `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 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 start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests (`server/` + `scripts/`; 127 tests) | | `npm test` | vitest unit tests (`server/` + `scripts/`; 225 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs | | `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config | | `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) | | `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
| `npm run build:region-keys` / `build:region-adjacency` | (re)generate the `public/region-keys.json` / `region-adjacency.json` manifests — deterministic + idempotent (byte-identical re-run) | | `npm run split:regions` | (re)apply the #31 Arkhangel'sk split (`RU-ARK` → mainland + `RU-ARK-NE` + `RU-ARK-SZ`) — idempotent no-op once applied |
| `npm run split:regions:band` | (re)apply the #41 Arctic-coast-band split (`RU-ARK` mainland's 28-part lat ≥ 68 band → `RU-PEO` + `RU-YAM`) — idempotent no-op once applied |
| `npm run build:region-keys` / `build:region-adjacency` / `build:region-centroids` | (re)generate the `public/region-keys.json` / `region-adjacency.json` / `region-centroids.json` manifests — deterministic + idempotent (byte-identical re-run) |
| `npm run build:region-geo` | (re)generate `public/region-geo.json` (region key → area km² + population) from `regions.geo.json` + `region-keys.json` + the committed `ne-admin0-pop.json` — deterministic + idempotent (byte-identical re-run; #46) |
| `npm run extract:admin0-pop` | one-time distillation of the 13 MB Natural Earth admin-0 source → the committed `public/ne-admin0-pop.json` (ISO_A3 → `POP_EST`, 249 codes); the raw source is never committed (#46) |
| `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` | | `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` |
**Local verification (before every PR):** `npm run typecheck` + `npm run lint` + `npm test` (unit) + `npm run build`. The full **e2e** suite (`npm run e2e`) is verified by **CI on every PR** (the Playwright config boots its own dev webServer with `LLM_STUB=1`) — locally you only need the four checks above; e2e is the CI source of truth. **Local verification (before every PR):** `npm run typecheck` + `npm run lint` + `npm test` (unit) + `npm run build`. The full **e2e** suite (`npm run e2e`) is verified by **CI on every PR** (the Playwright config boots its own dev webServer with `LLM_STUB=1`) — locally you only need the four checks above; e2e is the CI source of truth.
@@ -183,7 +205,128 @@ history/
"No man's land" tooltip sub-line) while a preset-unassigned key keeps the faint look ("No owner") "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` / — 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 `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). game always starts with `unowned: []` (legacy SQLite rows load with it defaulted). Since v0.25
(#31) the 78-part RU-ARK mega-region is split into three features — mainland `RU-ARK` (its key
`arkhangel-sk-lhbk` is **unchanged**, so existing ownership is safe), `RU-ARK-NE` (New Earth /
Franz Josef Land, `new-earth-eikt`) and `RU-ARK-SZ` (Severnaya Zemlya,
`severnaya-zemlya-awqp`) — by the idempotent `scripts/split-arkhangel.mjs` stage (run between
`fill:regions` and `build:region-keys`, no-op once applied); the two island groups get their own
region keys and adjacency entries (New Earth is genuinely isolated → empty adjacency; Severnaya
Zemlya's islet rings touch the coarsened mainland ring, so it records one SZ↔mainland pair).
Since v0.26 (#41) the mainland's 28-part Arctic-coast band (centroid lat ≥ 68) is further
re-partitioned by the idempotent `scripts/split-arkhangel-band.mjs` stage (run between
`split:regions` and `build:region-keys`, no-op once applied) into Pechora (`RU-PEO`,
`pechora-qwhs`, 13 parts) and Yamal (`RU-YAM`, `yamal-gosw`, 15 parts) — a pure re-partition
(no geometry moved → the union is byte-identical) that keeps `RU-ARK`'s id/name/key
`arkhangel-sk-lhbk` stable and inserts the two new features immediately after `RU-ARK-SZ`; the
5-part lat < 68 core stays `RU-ARK` (a single ~305k km² polygon — splitting it needs turf
clipping, not a pure re-partition).
- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a; v0.24, #16 P4b).**
`TurnResult.nationOps` (required in the schema) carries the LLM’s proposed **`NationOp`s** — a
discriminated union of `rename` / `split` / `merge`, all three of which are now applied on confirm
(P4b implemented split/merge). 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?, playerPart?}}`) or
`.../nation-op/reject` (`{index}`): `confirmNationOp` applies the op to a clone — **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); **split** (the parent
must resolve and have ≥2 named parts, else a no-op) partitions the parent’s region-key territory
into new nations in parts order — each new nation gets a fresh id (`freshNationId`: first free of
`n1`, `n2`, …) and the baseline `NEW_NATION_STATS` (not a copy of the parent’s), plus a copy of
the parent’s relations; a key named by several parts goes to the first, and the parent’s
unclaimed keys go to part 0 (in territory order), so sole ownership holds and nothing is
orphaned; if the parent was the player’s nation, `playerNationId` moves to the part chosen by
`edits.playerPart` (clamped into range, default 0), which also receives `edits.name`; **merge**
(every ref must resolve, ≥2 DISTINCT inputs, and the survivor must be one of them, else a
no-op) folds the inputs into the survivor, which keeps its id and its own stats, gains the
union of the inputs’ territories (the survivor’s keys first) and a union of their relations
(the survivor’s own view of a third party wins, else the first input’s), is renamed
`edits.name` → `into` → its own name, while the other inputs are removed and their ids dropped
from every remaining nation’s relations maps; if the player led a removed input,
`playerNationId` moves to the survivor. An op that is invalid at confirm time (an ambiguous ref,
…) is a no-op on the world but is still removed — 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): a rename and a merge show an editable name field
(the merge also highlights the survivor among the input chips); a split lists each part (name +
proposed region count) with a successor radio that appears only when the parent is the player’s
own nation (preselected part 0 — the choice is always valid). The system prompt documents all
three op shapes as a proposal queue (at most 1–2 per turn, each narrated in events). The stub
never proposes a nation op (`nationOps: []`), so this path is covered by unit tests only
(`server/engine.test.ts`).
- **Map markers (v0.27, #44) — LLM-placed named points, region-anchored, canvas-icon rendered.**
The LLM can place named **point markers** on the map each turn: eight `MarkerType`s
(`city, factory, army, port, capital, fleet, rocket, gathering`; a **capital** is at most one
per nation, a **gathering** a political/social mass event that can enable a non-military
takeover). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required,
default `[]`; `MarkerSpec = { type, name, regionKey }`). A marker's stable `id` is the FNV-1a
32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase
base-26 characters (mirroring the region-key scheme) — so a **re-add is idempotent** and a
**remove is unambiguous** (by id). `GameState.markers: MapMarker[]` is required (`[]` at game
creation; a legacy SQLite row without the field loads as `[]` — additive, never wipes).
`applyTurnResult` handles markers **after** territory claims: (1) remove by id (absent id →
no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim
ownership** — a marker always follows its region (a captured region follows its new owner; a
region released to no man's land, or a key with 0 or 2+ owners, becomes `null`); (3) add — each
new spec is placed at its region's centroid (from `public/region-centroids.json`, injected via
the optional `centroidOf` param on `applyTurnResult`) plus a deterministic per-axis jitter
(`spread ≈ 0.1 × the largest part's smallest bbox dimension`, so multiple markers of one region
scatter instead of stacking), owned by the region's post-turn owner, stamped with the acting
turn. Adds are **dropped, never thrown**, when the region key is unknown or has no centroid,
when the id already exists, or beyond the hard cap `MAX_MARKERS = 400`. The system prompt
documents the field + types + placement rules; `buildUserPrompt` carries the current markers
(as `MarkerInfo[]`) so the model can reference their ids in `remove`; a marker add/remove makes
a turn "meaningful". **Rendering is canvas-generated per-type ICON images, NOT text labels**
(`src/components/WorldMap.tsx`): every external glyph/font endpoint is a dead 404 (OpenFreeMap's
`fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`) and the OFM dark basemap only
renders because it is **raster** (labels baked into the tiles) — there is no working vector
font, so markers are drawn as self-contained, offline, deterministic per-type icons
(`drawMarkerIcon`: distinct shape per type, filled with the type color, outlined for legibility),
registered as named `ImageData` images that survive `styledata`. The marker **name shows in the
hover tooltip** (not a persistent on-map label), and **clicking a marker focuses its owning
nation's dossier**. There are **no separate marker event handlers** — MapLibre's per-layer event
delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead
`queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
The **stub is marker-free** (`markers: { add: [], remove: [] }`) — e2e (CI, `LLM_STUB=1`) is
unaffected and the marker path is unit-tested only (`server/engine.test.ts`,
`scripts/region-centroids.test.ts`, `server/regions.test.ts`, `server/db.test.ts`).
- **Per-region stats — `GameState.regionStats`, derived `Nation.stats` (v0.28, #46; PR 1 of 2 — the LLM lever is PR 2).**
Since v0.28 the four 0–100 stats live at **region-key** granularity: `GameState.regionStats`
(required; `{}` at game creation) maps each owned region key to its own `RegionStats`, and
`Nation.stats` is **derived** — the **area×population-weighted median** of the stats of the
regions the nation owns (`deriveNationStats`, pure in `shared/protocol.ts`). A region's weight
is `(area>0?area:1)×(population>0?population:1)` from the committed `public/region-geo.json`
manifest (1,800 entries; area in km² at 2dp, integer population) — which is built by
`scripts/build-region-geo.mjs` from `regions.geo.json` + `region-keys.json` + the committed
`public/ne-admin0-pop.json` (Natural Earth admin-0 `POP_EST`, 249 codes, one-time distilled by
`scripts/extract-admin0-pop.mjs`; each country's `POP_EST` is spread over its sub-regions
proportional to area by largest-remainder, so per-country totals are preserved exactly). A
released / 0-owner / 2+-owner key has **no** entry. A fresh game is seeded by
`seedRegionStats` (every owned region gets a **copy** of its owner's stats — identical values,
so the derived median equals the original and fresh-game numbers are unchanged). Legacy SQLite
rows are migrated once on load by `migrateRegionStats` (`db.load`, called without `geoOf` —
weight-invariant for the identical-value seed): a row that already has `regionStats` (v0.28+)
is returned **unchanged** (never recomputed on load → no drift), a legacy row is seeded +
recomputed (0-region guard keeps its stats). `applyTurnResult` takes an optional `geoOf`
(passed through `runTurn`; the jump route wires it via `hasGeo() ? (key) => geoOf(key) :
undefined`) and maintains the table inside the **load-bearing order events → relations →
territory → stateChanges → recompute → markers → nationOps**: a release deletes the key's
entry; a (re-)claim re-inits an absent entry as a copy of the gainer's current `stats`;
nation-level `stateChanges` (the only LLM lever for now — the prompt is **unchanged** in this
PR) write to `n.stats` **and** to every region the nation owns; then every nation with ≥1
entered region gets `stats` recomputed as its regions' weighted median (a 0-region — or no-
entered-region — nation keeps its directly-maintained `stats`, which is why the existing unit
and e2e assertions pass unchanged; without the geo manifest the recompute degrades to an
unweighted median, never throwing). The stub never touches per-region stats (`LLM_STUB=1`
e2e unaffected), and the path is unit-tested (`server/engine.test.ts`,
`server/protocol.test.ts`, `server/db.test.ts`, `server/regions.test.ts`,
`scripts/region-geo.test.ts`). **PR 1 of 2 — deliberately NOT deployed** (the user deploys
when PR 2, the per-region LLM lever, ships).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).** - **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 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 owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
@@ -209,9 +352,12 @@ history/
in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to 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 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 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`). The stub answers covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
plain `content` (never tool calls), so it naturally bypasses the tool loop in a single round. the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge;
Unit + e2e assertions rely on these exact values, so keep the stub deterministic. still true since P4b implemented 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 - **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 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** on resize and always floats above the other windows). The **dossier / event-feed / action**
@@ -301,7 +447,8 @@ history/
(works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle. (works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle.
- The `dist/` client is committed to the build output only; the `public/` data files - The `dist/` client is committed to the build output only; the `public/` data files
(`regions.geo.json` — the choropleth — `region-keys.json` + `region-adjacency.json` — the (`regions.geo.json` — the choropleth — `region-keys.json` + `region-adjacency.json` — the
ownership/adjacency manifests — and `countries.geo.json`) are copied into `dist/` by Vite at ownership/adjacency manifests — `region-centroids.json` — the marker anchors (#44) — and
`countries.geo.json`) are copied into `dist/` by Vite at
build time, so the prod image serves them from `dist/` (no separate copy). The server's region build time, so the prod image serves them from `dist/` (no separate copy). The server's region
loader (`server/regions.ts`) probes `public/` then `dist/` for the manifest pair, because the loader (`server/regions.ts`) probes `public/` then `dist/` for the manifest pair, because the
Docker image keeps only `dist/` (the v0.20 fix — before it, region-level ownership silently Docker image keeps only `dist/` (the v0.20 fix — before it, region-level ownership silently
+84
View File
@@ -2,6 +2,90 @@
All notable changes to **History** are listed here, newest first. All notable changes to **History** are listed here, newest first.
## v0.28.0 — 2026-10-15 00:12
- **#46 (PR 1 of 2): per-region stats — a nation's four 0–100 stats become a *derived* aggregate.** Instead of storing `Nation.stats` as four independent per-nation numbers, they are now **derived** as the **area×population-weighted median** of the stats of the regions the nation owns. Each sub-region carries its own `RegionStats` in a new `GameState.regionStats: Record<regionKey, RegionStats>` table; a nation's displayed stats are the weighted median over its owned regions. This is the data foundation for the per-region LLM levers that land in **PR 2** — in this PR the LLM still only emits nation-level `stateChanges`, which are re-interpreted as applying to *all* of a nation's owned regions. A new `public/region-geo.json` manifest (area km² + population per region key) supplies the weighting. **Not deployed in this PR** — the production site updates when PR 2 ships (the change is additive and backward-compatible, so deferring the deploy is safe).
- **Data build (`scripts/`, turf-`.mjs` only; never imported by `.ts`).**
- `scripts/extract-admin0-pop.mjs` (`npm run extract:admin0-pop`) — **one-time** distillation of the 13 MB Natural Earth 1:10m admin-0 GeoJSON (a *source* file we do **not** commit) into the small committed `public/ne-admin0-pop.json` = `{ ADM0_A3 → max POP_EST }` (249 country codes, total 7,677,059,722). The 1:10m **admin-1** file the region generator uses carries no population, so the source is the **admin-0** `POP_EST` (a deliberate deviation, recorded here).
- `scripts/build-region-geo.mjs` (`npm run build:region-geo`) — builds `public/region-geo.json` = `{ regionKey → { area, population } }`: `area` = `@turf/area(finalFeature)/1e6` km² (2 dp); `population` = the parent country's `POP_EST` spread across its sub-regions **proportional to area via largest-remainder**, so every country's sub-regions sum **exactly** to its total (no rounding drift). Reads the committed `ne-admin0-pop.json` → fully reproducible in CI. **Deterministic + idempotent** (sorted keys; byte-identical re-run, pinned by the test). 1,800 entries; **total population 7,654,092,021** (the sum over the 177 repo countries).
- **Types (`shared/types.ts`, no runtime deps).** New `RegionStats = { military, economy, stability, population }` (0–100). `GameState.regionStats: Record<string, RegionStats>` is **required** (`{}` at game creation; a released / 0-owner / 2+owner region has **no** entry; a legacy SQLite row without the field is migrated on load, never wiped).
- **Pure helpers (`shared/protocol.ts`, no deps).**
- `weightedMedian(values, weights)` — sorts by value and returns the value at the first point the cumulative weight reaches half the total; non-finite/non-positive weights are excluded; empty / zero-total → 0. **Translation-invariant** (the median of identical values is that value — the invariant seeding and migration rely on).
- `deriveNationStats(regionKeys, regionStats, geoOf?)` — each stat is the weighted median over the nation's owned region keys; a region's weight is `(area>0?area:1)×(population>0?population:1)` (both fall back to 1 when the key has no geo entry, so missing geo degrades to a uniform median); a key with no `regionStats` entry is skipped; returns zero stats when no owned region has an entry (the caller's 0-region guard keeps `n.stats` in that case).
- `seedRegionStats(nations)` — seeds the table from nations: every owned key gets a **copy** of its owner's stats (first owner wins on a corrupt double-ownership), so a fresh nation's regions start identical (derived = seeded).
- `migrateRegionStats(state, geoOf?)` — **one-time** legacy migration: a row that already has `regionStats` is returned **unchanged** (no recompute on load → no drift); a legacy row (field absent) is seeded per region and each nation's stats recomputed (0-region guard). Never throws.
- **Server (`server/regions.ts`, turf-free).** Loads `region-geo.json` (probes `public/` then `dist/`) **optionally** — a missing/broken file degrades weighting to uniform (every region weight 1) while everything else keeps working. New `hasGeo()` and `geoOf(key)` accessors mirror the existing `hasCentroids`/`centroidOf`.
- **Server (`server/engine.ts`).** `applyTurnResult` gains an optional `geoOf` param and is reordered to: events → relations → **territory** → **stateChanges** → **recompute** → markers → nationOps.
- **Territory:** a **transferred** region **keeps its own** per-region stats (the conquest is what makes a nation's regions diverge); a **released** region's entry is **deleted** (no man's land carries none); a **re-claimed** region with no entry is **re-inited** to the gainer's current stats.
- **StateChanges (re-interpreted):** a nation-level `set`/`add` applies to `n.stats` **and** to every region the nation owns (clamped 0–100).
- **Recompute:** every nation's `stats` is re-derived via `deriveNationStats` (weighted by area×population when `geoOf` is present). Two guards: a **0-region** nation keeps its directly-maintained stats, and a nation **none of whose regions has an entry** keeps its stats too (avoids clobbering with zeros).
- `runTurn` threads the optional `geoOf` through to `applyTurnResult`.
- **Server (`server/index.ts`).** Game creation seeds `regionStats` via `seedRegionStats` **after** `expandCountriesToKeys` (so regions hold real keys) — a new game's derived stats equal its nation-level stats on turn 1. The `jump` route passes `geoOf: hasGeo() ? geoOf : undefined`.
- **Server (`server/db.ts`).** `load()` migrates a legacy row (regionStats absent) via `migrateRegionStats(state)` **without** `geoOf` (uniform weights — weight-invariant for the equal-value seeding, and avoids a `db`→`regions` import). v0.28+ rows load unchanged.
- **Prompt / client / stub unchanged.** `nationForPrompt`/`buildUserPrompt` still surface the (now derived) four stats; there is no per-region LLM lever yet (PR 2). The deterministic stub is unaffected (nation-level `stateChanges` flow through the re-interpretation; the median of identical values is that value, so e2e stat assertions hold).
- **Tests (189 → 225).** New `server/protocol.test.ts` (weightedMedian incl. translation-invariance / identical / zero / empty; deriveNationStats weighted vs uniform / skip-missing / zero / single / fallback-weight; seedRegionStats; migrateRegionStats v0.28+ no-op vs legacy / 0-region); `server/engine.test.ts` (transfer keeps region stats + aggregate blends, release deletes entry, re-claim re-inits, 0-region keeps stats, geoOf-weighted vs uniform recompute, nation-level change re-applies to regions, original not mutated); `server/db.test.ts` (legacy row → seeded + preserved stats; v0.28+ row loads unchanged); `server/regions.test.ts` (`hasGeo`/`geoOf` in dev + prod-`dist/` layouts, graceful degradation when absent); new `scripts/region-geo.test.ts` (1,800-entry key-set match, sorted, finite / ≤2dp area / integer population, total 7,654,092,021, per-country totals preserved vs admin-0, spot-checked values, byte-identical re-run).
- **Verification.** Typecheck, lint, **225 unit tests**, and the production build all pass (the build copies `region-geo.json` + `ne-admin0-pop.json` into `dist/` like the other manifests, so the prod container layout is covered). e2e is verified by CI on the PR (no local run).
- **Deploy:** **none** in this PR — the production site (`https://history.dev.kkhost.pl`) updates when **PR 2** ships. The change is additive + backward-compatible, so existing games migrate on load and no data wipe is needed.
## v0.27.0 — 2026-10-14 22:34
- **#44: the LLM can place named point markers on the map.** The model may now place up to a handful of named *point markers* per turn (a capital, city, factory complex, army deployment, port, fleet concentration, rocket launch site, or a political **gathering**), each anchored to a region key, persisted per game, and rendered on the choropleth as a MapLibre symbol layer.
- **Types (`shared/types.ts` + `shared/protocol.ts`).** Eight `MarkerType`s — `city, factory, army, port, capital, fleet, rocket, gathering` — with a shared `MARKER_TYPE_INFO` map (display label + color + glyph). A `MapMarker = { id, type, name, regionKey, lat, lon, ownerNationId, placedTurn }`; `GameState.markers: MapMarker[]` is **required** (`[]` at game creation, and a legacy SQLite row without the field loads as `[]` — additive, never wipes existing markers). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required, default `[]`); `MarkerSpec = { type, name, regionKey }`.
- **Stable ids (`shared/protocol.ts`).** A marker's `id` is the FNV-1a 32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase base-26 characters (mirroring the region-key scheme). This makes a **re-add idempotent** (the same type+name+region never creates a second marker) and a **remove unambiguous** (by id).
- **Centroid data (`public/region-centroids.json`, new).** ~1,800 entries keyed identically to `region-keys.json`, each `{ lat, lon, spread }`: the anchor is the **centroid of the region's largest-area part** (a single representative point, not an average across disjoint parts), and `spread` ≈ **0.1 × that part's smallest bbox dimension** (in degrees). A new idempotent pipeline stage `scripts/build-region-centroids.mjs` (`npm run build:region-centroids`) regenerates it deterministically (byte-identical re-run, sha256-pinned by the test). The engine uses the centroid as the marker's base position and the `spread` to jitter multiple markers of one region around it (a deterministic per-axis FNV-1a-derived offset, so markers scatter instead of stacking).
- **Engine (`server/engine.ts`).** `applyTurnResult` processes markers **after** territory claims, in three steps: (1) remove by id (a listed-but-absent id is a no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim ownership** — a captured region follows its new owner, a region released to no man's land (or a key with 0 or 2+ owners) becomes `null` (a marker always follows its region); (3) add — each new spec is placed at its region's centroid (injected via a new optional `centroidOf` param) plus the per-axis jitter, owned by the region's post-turn owner, stamped with the acting turn. Adds are dropped (never thrown) when their region key is unknown / has no centroid, when the id already exists (idempotent re-add), or beyond the hard cap `MAX_MARKERS = 400` (later adds dropped). The system prompt documents the field, the eight types, and the placement rules; `buildUserPrompt` carries the current markers (as `MarkerInfo[]`) so the model can reference their stable ids in `remove`; `isMeaningful` treats a marker add/remove as a real world change.
- **Client (`src/components/WorldMap.tsx`).** A second GeoJSON source + a symbol layer sits above the choropleth. **Deliberate deviation from the original "name as a text label" design:** every external glyph endpoint is a dead 404 (OpenFreeMap's `fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`), and the OFM dark basemap only renders at all because it is **raster** (labels baked into the PNG tiles) — there is no working vector font. So markers are drawn as **self-contained, offline, canvas-generated per-type icons** (`drawMarkerIcon`: a distinct shape per type — circle / rounded-square / triangle / diamond / star / center-dotted circles / up-arrow — filled with the type color, outlined for legibility on the dark basemap), registered as named `ImageData` images that survive `styledata`. The marker **name is shown in the hover tooltip** (region name + owner chip + marker name) instead of a persistent on-map label, and **clicking a marker focuses its owning nation's dossier** (a marker's owner is its region's owner). There are no separate marker event handlers: MapLibre's per-layer event delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead `queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
- **Stub (`server/stub.ts`) stays marker-free** — it returns `markers: { add: [], remove: [] }` — so the e2e suite (CI, `LLM_STUB=1`) is unaffected and fully deterministic; the full marker path is covered by unit tests only.
- **Tests (168 → 189).** New `scripts/region-centroids.test.ts` (1,800 entries, key-set match, finite/world-bounds, each centroid inside its feature's bbox via turf-free coordinate iteration, spot-checked anchors, byte-identical re-run determinism); `server/regions.test.ts` (`hasCentroids`/`centroidOf` in dev + prod-`dist/` layouts, graceful degradation when absent); `server/db.test.ts` (legacy row → `markers: []`); and an `engine.test.ts` marker suite (valid add → id/position/owner/placedTurn, idempotent re-add, region-validity/centroid drops, the 400 cap, remove by id / no-op, owner-follows-region incl. release→null and re-claim, `buildUserPrompt`/system-prompt contract, `validateMarkerOps` raw cleaner, and the `runTurn` centroid wiring).
- **Verification.** Typecheck, lint, **189 unit tests**, and the production build all pass (the build copies `region-centroids.json` into `dist/` like the other manifests, so it works in the prod container layout).
- **Deploy:** manual `docker compose up -d --build` on the host — **no `down -v`** (markers are additive; legacy games load with `markers: []`).
## v0.26.0 — 2026-10-14 19:24
- **#41: the `RU-ARK` mainland's Arctic-coast band is re-coarsened into two new regions** — a pure re-partition of the existing polygon parts: no new geometry, no coordinate change (the feature union stays byte-identical). After #31 the mainland `RU-ARK` was a 33-part MultiPolygon; its 28-part band (parts whose centroid lat ≥ 68 — the Arctic-coast strip) is now split into:
- `RU-PEO` — Pechora (13 parts, ~37,678 km²) → new region key `pechora-qwhs`. The southwestern band (around the Pechora delta / Nenets border).
- `RU-YAM` — Yamal (15 parts, ~51,722 km²) → new region key `yamal-gosw`. The northeastern band (Yamal peninsula).
- The 5 remaining lat < 68 parts (the ~305,229 km² inland core) **stay `RU-ARK` and keep its id, name, and region key `arkhangel-sk-lhbk`** — ownership-safe, mirroring the #31 precedent. Splitting that core further requires geometry clipping (a turf-op), not a pure re-partition, and is left as a follow-up issue.
- **New pipeline stage** `scripts/split-arkhangel-band.mjs` (`npm run split:regions:band`), run between `split:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It asserts the mainland is a 33-part MultiPolygon, selects the band as the 28 parts with centroid lat ≥ 68 (exactly 28, or it fails loudly), picks the two largest-area band parts as Voronoi anchors (the smaller-longitude one, `idx 1`, anchors the Pechora side), and assigns each band part to the nearer anchor by km-weighted centroid distance `hypot(Δlon·111.32·cos(midLat), Δlat·110.574)` (ties go west). The resulting partition is exactly PEO={1,4,5,9,11,12,13,14,16,17,18,20,22}, YAM={2,6,15,19,21,23,24,25,26,27,28,29,30,31,32}, core={0,3,7,8,10}. The two new features are inserted **immediately after `RU-ARK-SZ`** (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-PEO` | `RU-YAM` | `RU-AST` | …).
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,800 entries each** (was 1,798); adjacency pairs 4,471 → 4,473. The new pairs are `pechora-qwhs ↔ yamal-gosw`, `pechora-qwhs ↔ nenets-qyga`, and `yamal-gosw ↔ severnaya-zemlya-awqp`, while the mainland `arkhangel-sk-lhbk` **loses** its `severnaya-zemlya-awqp` pair (the islets now touch the Yamal band, not the inland core) and keeps its six real neighbours (`karelia-ohem`, `kirov-gfvm`, `komi-eoeh`, `murmansk-etas`, `nenets-qyga`, `vologda-ynvr`). `new-earth-eikt` stays isolated (empty adjacency).
- **Fixed-point dataset unchanged except feature count** (1,798 → 1,800): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after — only the feature grouping changes. The RU-ARK family total stays 78 parts (mainland 5 / NE 42 / SZ 3 / PEO 13 / YAM 15).
- **Tests (168, count unchanged — existing cases updated, none added).** `scripts/regions.test.ts` (dataset is now 1,800 features; the Arkhangel feature-pin test now covers all five family members), `scripts/region-keys.test.ts` (1,800 keys; pins the unchanged `arkhangel-sk-lhbk` plus the two new keys), `scripts/region-adjacency.test.ts` (1,800 entries; pins the new PEO/YAM/SZ adjacency and the mainland's loss of the SZ pair), `server/regions.test.ts` (1,800; the RUS country expansion is now **84** sub-regions including all five keys — was 82 after #31). No e2e assertion references the region counts, so the CI e2e suite is unaffected.
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra band regions (82 → 84 sub-regions); the LLM's reference table and the player's frontier now include `pechora-qwhs` and `yamal-gosw`.
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
## v0.25.0 — 2026-10-14 17:53
- **#31: the `RU-ARK` mega-region is split into a mainland region plus two island groups** — a pure re-grouping of the existing polygon parts: no new geometry, no coordinate changes. The old single feature (Arkhangel'sk Oblast + the Arctic archipelagos, 78 parts, ~410,187 km²) becomes three features inserted immediately after `RU-ARK` (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-AST`):
- `RU-ARK` — the mainland (33 parts, ~393,256 km²); it **keeps its existing id and region key `arkhangel-sk-lhbk`**, so existing `Nation.territory` lists and SQLite ownership are untouched (ownership-safe).
- `RU-ARK-NE` — New Earth / Franz Josef Land (42 parts, ~15,721 km²) → new region key `new-earth-eikt`. Genuinely isolated (≥100 km from any land), so its adjacency list is **empty**.
- `RU-ARK-SZ` — Severnaya Zemlya (3 parts, ~1,210 km²) → new region key `severnaya-zemlya-awqp`. Its islet rings share boundary vertices with the coarsened mainland ring (a contact that pre-existed inside the single pre-split feature — no coordinate change), so it records **one** adjacency pair (SZ ↔ `arkhangel-sk-lhbk`). This deviates from the original "both islands isolated" expectation and is recorded as-is by the manifest's "shares at least one point" definition.
- **New pipeline stage** `scripts/split-arkhangel.mjs` (`npm run split:regions`), run between `fill:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It classifies each part by centroid (turf — allowed in `.mjs` only): main = lat < 76 (plus any 76–79.5° band parts west of 55°E — none exist), Severnaya Zemlya = 76 ≤ lat < 79.5 AND lon ≥ 55, New Earth = lat ≥ 79.5. It fails loudly on a mis-split, a missing feature, or a non-MultiPolygon geometry.
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,798 entries each** (was 1,796); adjacency pairs 4,470 → 4,471 (the one new pair is the SZ ↔ mainland contact; the mainland keeps its 6 real neighbours).
- **Fixed-point dataset unchanged except feature count** (1,796 → 1,798): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after the split.
- **Tests (164 → 168).** `scripts/regions.test.ts` (dataset is now 1,798 features; a new test pins the three Arkhangel features and their part counts), `scripts/region-keys.test.ts` (1,798 keys; a new test pins the unchanged main key plus the two new keys), `scripts/region-adjacency.test.ts` (1,798 entries; a new island-adjacency test: New Earth empty, Severnaya Zemlya = [mainland], mainland's neighbour list extended by exactly the SZ pair), `server/regions.test.ts` (1,798; the RUS country expansion is now **82** sub-regions including all three keys — was 80). No e2e assertion references the old counts, so the CI e2e suite is unaffected.
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra island regions (80 → 82 sub-regions).
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
## v0.24.0 — 2026-10-14 13:41
- **Part 4b of #16: nation splits and merges — "LLM proposes, player confirms" is now complete.** P4a let the LLM propose a *rename* (a safe, single-field change). Now the same confirm/reject flow actually applies the two destructive ops: a **split** (one nation dissolves into several) and a **merge** (several nations fold into one). This is the last piece of #16 — all three `NationOp` kinds are now applied on player confirm.
- **Split (`server/engine.ts`).** `applyNationOp` now handles `kind: "split"`: it resolves the parent `nationRef` and requires **≥2** named parts (fewer → a safe no-op, the op is still resolved and removed). It partitions the parent's **region-key** territory across the parts **in order** — each part gets the keys of its `territory` that the parent actually owns and that no earlier part claimed (the **first part to name a key wins**, so a key is never held twice); any of the parent's keys no part claimed go to **part 0** (in the parent's territory order), so nothing is orphaned. Each new nation gets a **fresh id** (`freshNationId`: first free of `n1`, `n2`, …, tracked in a running `taken` set so ids never collide within the op), the baseline `NEW_NATION_STATS` (a neutral 50/50/50/50 profile — *not* a copy of the parent's, since a small rump state is not the parent's power), a copy of the parent's relations, and the parent's `type`; the parent is then removed and its id dropped from every other nation's relations map (`dropRelationsTo`). If the **parent was the player's nation**, `playerNationId` moves to the chosen part (`edits.playerPart`, clamped into range, default 0) — that same part also receives an `edits.name` override.
- **Merge (`server/engine.ts`).** `kind: "merge"`: every input ref and the survivor ref must resolve, at least **two distinct** inputs are required, and the **survivor must be one of the inputs** — any failure is a safe no-op. The survivor keeps its **id** and its **own stats**; it gains the **union of all inputs' territories** (the survivor's keys first, then each other input's unclaimed keys in its own order) and a **union of the inputs' relations** (the survivor's own view of a third party wins, else the first input's); it is renamed to `edits.name` → `into` → its own name (in that precedence). The other inputs are removed and their ids dropped from every remaining nation's relations maps; if the **player led a removed input**, `playerNationId` moves to the survivor.
- **Confirm contract extended (`shared/protocol.ts`).** `ConfirmNationOpRequest.edits` is now `{ name?: string; playerPart?: number }` — `name` overrides a rename's target or a merge's merged name; `playerPart` picks which new part the player's nation becomes in a split (default 0). The `SplitOp` / `MergeOp` / `NationOp` doc comments and the `TurnResult.nationOps` doc now describe the *applied* semantics (no longer "a no-op until P4b").
- **Prompt (`server/engine.ts`).** The system prompt's JSON contract now shows all three `nationOps` shapes (rename / split / merge), and the HARD CONSTRAINTS gain one line per op explaining when to use it and the "≥2 parts" / "survivor must be an input" rules — so the model knows what it may propose and that each is a player-confirmed PROPOSAL.
- **Client (`src/components/NationOpDialog.tsx`).** The dialog now renders all three kinds with a Confirm button (no more "dismiss-only" split/merge rows): a **split** lists each part (name + the number of regions it was assigned) and, when the split's parent is the **player's own nation**, shows a **radio group** to pick which new part the player leads (preselected 0, so the choice is always valid); a **merge** shows the input nations as chips (the **survivor** highlighted) and an **editable name** for the merged state (defaulting to `into`). Rename keeps its editable-name behavior. The new `onConfirm(index, edits?)` signature threads `playerPart` through `ActionPanel` and `App.tsx` (`runConfirmNationOp`) to the API helper.
- **Defensive invariants.** All ops are **pure and never throw**: an unresolvable or ambiguous ref, too few parts, or a survivor that isn't an input makes the op a no-op on the world (the proposal is still resolved and removed on confirm, mirroring P4a's ambiguous-ref behavior). **Sole ownership** is preserved by construction (a key lands in at most one new part / one survivor), and `playerNationId` is always re-pointed to a still-existing nation. The **stub is unchanged** — it still never proposes a nation op (`nationOps: []`) — so, like P4a/P4b before it, the new paths are covered by **unit tests only** and the e2e suite (CI, `LLM_STUB=1`) is unaffected.
- **Tests (`server/engine.test.ts`).** New `freshNationId`, `applyNationOp (split)`, and `applyNationOp (merge)` suites: the partition (first-wins, leftovers-to-part-0, sole ownership, fresh ids/stats/relations, parent removed, relations cleanup, player-pointer move, clamped `playerPart`, `edits.name` on the chosen part), the merge (union territory, survivor stats, relations union with survivor-wins, removed ids dropped from everyone else, into-name, player-pointer move, and the four no-op guards), plus an updated prompt-contract test asserting all three op shapes. The old "split/merge is a no-op" P4a test is retargeted to a 1-part split. The unit suite grows **151 → 164**.
- **Verification.** Typecheck, lint, **164 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries 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 (P4b, the final part of the epic). #16 was already closed (2026-10-12, after P3 shipped); the PR references it for traceability the same way P4a's PR #38 did ("Part of #16" / "Related: #16") — no auto-close.
## 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 ## 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). - **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. - **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.
+6 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.22.0", "version": "0.28.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).", "description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
@@ -14,8 +14,13 @@
"cleanup:regions": "node scripts/cleanup-regions.mjs", "cleanup:regions": "node scripts/cleanup-regions.mjs",
"smooth:regions": "node scripts/smooth-regions.mjs", "smooth:regions": "node scripts/smooth-regions.mjs",
"fill:regions": "node scripts/fill-gaps.mjs", "fill:regions": "node scripts/fill-gaps.mjs",
"split:regions": "node scripts/split-arkhangel.mjs",
"split:regions:band": "node scripts/split-arkhangel-band.mjs",
"build:region-keys": "node scripts/build-region-keys.mjs", "build:region-keys": "node scripts/build-region-keys.mjs",
"build:region-adjacency": "node scripts/build-region-adjacency.mjs", "build:region-adjacency": "node scripts/build-region-adjacency.mjs",
"build:region-centroids": "node scripts/build-region-centroids.mjs",
"build:region-geo": "node scripts/build-region-geo.mjs",
"extract:admin0-pop": "node scripts/extract-admin0-pop.mjs",
"typecheck": "tsc --noEmit", "typecheck": "tsc --noEmit",
"lint": "eslint .", "lint": "eslint .",
"e2e": "playwright test" "e2e": "playwright test"
+251
View File
@@ -0,0 +1,251 @@
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"SLB": 669823,
"SLE": 7813215,
"SLV": 6453553,
"SMR": 33860,
"SOL": 5096159,
"SOM": 10192317,
"SPM": 5997,
"SRB": 6944975,
"STP": 215056,
"SUR": 581363,
"SVK": 5454073,
"SVN": 2087946,
"SWE": 10285453,
"SWZ": 1148130,
"SXM": 40733,
"SYC": 97625,
"SYR": 17070135,
"TCA": 38191,
"TCD": 15946876,
"TGO": 8082366,
"THA": 69625582,
"TJK": 9321018,
"TKM": 5942089,
"TLS": 1293119,
"TON": 104494,
"TTO": 1394973,
"TUN": 11694719,
"TUR": 83429615,
"TUV": 11646,
"TWN": 23568378,
"TZA": 58005463,
"UGA": 44269594,
"UKR": 44385155,
"UMI": 300,
"URY": 3461734,
"USA": 328239523,
"USG": 6000,
"UZB": 33580650,
"VAT": 825,
"VCT": 110589,
"VEN": 28515829,
"VGB": 30030,
"VIR": 106631,
"VNM": 96462106,
"VUT": 299882,
"WLF": 11558,
"WSB": 7850,
"WSM": 197097,
"YEM": 29161922,
"ZAF": 58558270,
"ZMB": 17861030,
"ZWE": 14645468
}
+13
View File
@@ -7587,6 +7587,7 @@
"nenets-qyga": [ "nenets-qyga": [
"arkhangel-sk-lhbk", "arkhangel-sk-lhbk",
"komi-eoeh", "komi-eoeh",
"pechora-qwhs",
"yamal-nenets-aqsx" "yamal-nenets-aqsx"
], ],
"neuquen-yvne": [ "neuquen-yvne": [
@@ -7614,6 +7615,7 @@
"ontario-bzqu", "ontario-bzqu",
"quebec-yegk" "quebec-yegk"
], ],
"new-earth-eikt": [],
"new-hampshire-koki": [ "new-hampshire-koki": [
"maine-maiz", "maine-maiz",
"massachusetts-ggid", "massachusetts-ggid",
@@ -8748,6 +8750,10 @@
"soriano-ixbv", "soriano-ixbv",
"tacuarembo-yekg" "tacuarembo-yekg"
], ],
"pechora-qwhs": [
"nenets-qyga",
"yamal-gosw"
],
"peloponnisos-wqyw": [ "peloponnisos-wqyw": [
"dytiki-ellada-mlyj", "dytiki-ellada-mlyj",
"sterea-ellada-inyu" "sterea-ellada-inyu"
@@ -10010,6 +10016,9 @@
"medea-elbf", "medea-elbf",
"skikda-odba" "skikda-odba"
], ],
"severnaya-zemlya-awqp": [
"yamal-gosw"
],
"sevilla-oxma": [ "sevilla-oxma": [
"badajoz-ciwt", "badajoz-ciwt",
"cadiz-aazc", "cadiz-aazc",
@@ -12160,6 +12169,10 @@
"iwate-uvfz", "iwate-uvfz",
"niigata-idhx" "niigata-idhx"
], ],
"yamal-gosw": [
"pechora-qwhs",
"severnaya-zemlya-awqp"
],
"yamal-nenets-aqsx": [ "yamal-nenets-aqsx": [
"khanty-mansiy-tkto", "khanty-mansiy-tkto",
"komi-eoeh", "komi-eoeh",
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+4
View File
@@ -1305,6 +1305,10 @@
"RU-ALT": "altay-mfuq", "RU-ALT": "altay-mfuq",
"RU-AMU": "amur-clbp", "RU-AMU": "amur-clbp",
"RU-ARK": "arkhangel-sk-lhbk", "RU-ARK": "arkhangel-sk-lhbk",
"RU-ARK-NE": "new-earth-eikt",
"RU-ARK-SZ": "severnaya-zemlya-awqp",
"RU-PEO": "pechora-qwhs",
"RU-YAM": "yamal-gosw",
"RU-AST": "astrakhan-anec", "RU-AST": "astrakhan-anec",
"RU-BA": "bashkortostan-uovk", "RU-BA": "bashkortostan-uovk",
"RU-BEL": "belgorod-wxjk", "RU-BEL": "belgorod-wxjk",
File diff suppressed because one or more lines are too long
+132
View File
@@ -0,0 +1,132 @@
/**
* scripts/build-region-centroids.mjs — build the precomputed region-centroid
* manifest: `public/region-centroids.json` = `{ "<regionKey>": { "lat": <number>, "lon": <number>, "spread": <number> }, ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* the point the LLM's map markers (v0.27, #44) will be anchored to: the
* **centroid of the region's largest-area part** (a MultiPolygon's biggest
* island/lake-piece rather than an area-weighted average of all parts), plus
* a `spread` value ≈ 0.1 × the smallest bbox dimension of that part (in
* degrees) — the engine scatters markers of one region within ±(spread/2)
* around the centroid using a deterministic per-marker offset, so several
* markers of the same region do not stack on one pixel.
*
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). For each feature we (1) split a MultiPolygon into its parts
* (a plain Polygon is its own single part), (2) pick the part with the
* greatest `@turf/area`, (3) take `@turf/centroid` of that part and
* `@turf/bbox` of that part, and (4) round everything to 6 decimal places
* (≈ 0.1 m at this scale — far below the map's visual precision).
*
* Output contract (asserted by scripts/region-centroids.test.ts):
* - one entry for **every** region key, keyed identically to
* `public/region-keys.json` (same key set, 1,800 entries);
* - each centroid lies inside its region's (largest part's) bbox;
* - `spread` is a non-negative number of degrees (0 for degenerate parts);
* - values are rounded to at most 6 decimal places.
*
* Deterministic + idempotent: the input files are fixed, turf is a pure
* geometric computation, the output keeps the geo file's (stable) feature
* order and rounds to fixed precision — so a re-run rewrites a byte-identical
* file (the test re-runs this script and compares bytes).
*
* Usage: `node scripts/build-region-centroids.mjs` (or `npm run build:region-centroids`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import area from '@turf/area';
import bbox from '@turf/bbox';
import centroid from '@turf/centroid';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const round6 = (v) => Math.round(v * 1e6) / 1e6;
// --- load the geo + region-key manifest (plain parse; keys join feature->key) --
const geo = JSON.parse(readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'));
const idToKey = JSON.parse(readFileSync(path.join(root, 'public', 'region-keys.json'), 'utf8'));
/**
* The polygon parts of a geometry: a MultiPolygon's individual polygons, a
* plain Polygon as its own single part, anything else as an empty list (the
* caller falls back to the whole-feature centroid).
*/
function partsOf(geometry) {
if (geometry?.type === 'MultiPolygon') return geometry.coordinates ?? [];
if (geometry?.type === 'Polygon') return [geometry.coordinates];
return [];
}
const manifest = {};
let skipped = 0;
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
const parts = partsOf(f.geometry);
if (parts.length === 0) {
// Degenerate geometry (a point/line region): anchor at the feature's own
// centroid. Can't happen with the current 1,800-polygon dataset, but the
// fallback keeps the manifest complete if the generator ever changes.
skipped += 1;
const c = centroid(feature(f.geometry));
const b = bbox(feature(f.geometry));
manifest[key] = {
lat: round6(c.geometry.coordinates[1]),
lon: round6(c.geometry.coordinates[0]),
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
};
continue;
}
// Pick the part with the greatest area (km²) and anchor to IT, so a
// multi-part region's markers cluster on its main mass, not between parts.
let best = 0;
let bestArea = -1;
for (let i = 0; i < parts.length; i++) {
const a = area(feature({ type: 'Polygon', coordinates: parts[i] }));
if (a > bestArea) {
bestArea = a;
best = i;
}
}
const part = feature({ type: 'Polygon', coordinates: parts[best] });
const c = centroid(part);
const b = bbox(part);
manifest[key] = {
lat: round6(c.geometry.coordinates[1]),
lon: round6(c.geometry.coordinates[0]),
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
};
}
// --- hard assertions (the test re-checks these against the committed file) ---
const expectedKeys = Object.values(idToKey);
if (Object.keys(manifest).length !== expectedKeys.length) {
throw new Error(
`expected ${expectedKeys.length} centroid entries (one per region key), got ${Object.keys(manifest).length}`,
);
}
for (const k of expectedKeys) {
if (!(k in manifest)) throw new Error(`missing centroid for region key ${JSON.stringify(k)}`);
}
for (const [k, v] of Object.entries(manifest)) {
if (!Number.isFinite(v.lat) || !Number.isFinite(v.lon) || !Number.isFinite(v.spread)) {
throw new Error(`non-finite centroid for ${k}: ${JSON.stringify(v)}`);
}
if (v.spread < 0) throw new Error(`negative spread for ${k}: ${v.spread}`);
}
// --- write idempotently (stable order = insertion order = geo file order) ---
writeFileSync(path.join(root, 'public', 'region-centroids.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
const spreads = Object.values(manifest).map((v) => v.spread);
console.log(
`[build-region-centroids] wrote public/region-centroids.json — ${Object.keys(manifest).length} region keys` +
(skipped ? ` (${skipped} non-polygon fallbacks)` : '') +
`, spread min/max ${Math.min(...spreads)} / ${Math.max(...spreads)} deg`,
);
+165
View File
@@ -0,0 +1,165 @@
/**
* scripts/build-region-geo.mjs — build the region **geo** manifest:
* `public/region-geo.json` = `{ "<regionKey>": { "area": <number>, "population": <number> }, ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* two facts the v0.28 per-region stats model (and its area×population weighting)
* needs:
* - `area` — the region's **total** surface area in km², from
* `@turf/area` on the FINAL generated feature
* (`public/regions.geo.json`) — turf reports square metres,
* so the raw value is divided by 1e6 — rounded to 2 decimals.
* - `population` — the region's share of its **parent country's** real
* population (Natural Earth 1:10m admin-0 `POP_EST`, from the
* committed `public/ne-admin0-pop.json`), distributed across
* the country's sub-regions **proportional to each region's
* area** (a first-order "uniform population density within a
* country" approximation — Natural Earth admin-1, which the
* region generator uses, carries no per-unit population).
*
* Population distribution uses **largest remainder** per country, so the sum of
* a country's sub-region populations is EXACTLY the country's POP_EST, and the
* sum over all 1,800 regions is EXACTLY the sum of the 177 repo countries'
* POP_EST (7,654,092,021) — no rounding drift.
*
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). The population source is the COMMITTED `public/ne-admin0-pop.json`
* (a small derived table produced once by `scripts/extract-admin0-pop.mjs` from
* the 13 MB Natural Earth admin-0 file, which we do NOT commit) — so this build
* is fully reproducible in CI.
*
* Output contract (asserted by scripts/region-geo.test.ts):
* - one entry for **every** region key, keyed identically to
* `public/region-keys.json` (same key set, 1,800 entries);
* - `area` is a finite number >= 0 (km², <= 2 decimals);
* - `population` is a non-negative integer;
* - the total population across all entries is a non-negative integer.
*
* Deterministic + idempotent: fixed inputs (the geo file, the key manifest, and
* the committed population table), pure turf, largest-remainder with a
* (remainder desc, key asc) tie-break, and stable sorted key order → a re-run
* rewrites a byte-identical file (the test re-runs this script and compares
* bytes).
*
* Usage: `node scripts/build-region-geo.mjs` (or `npm run build:region-geo`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import area from '@turf/area';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const round2 = (v) => Math.round(v * 100) / 100;
// --- load the inputs (plain parse) ------------------------------------------
const geoPath = path.join(root, 'public', 'regions.geo.json');
const keysPath = path.join(root, 'public', 'region-keys.json');
const popPath = path.join(root, 'public', 'ne-admin0-pop.json');
let geo, idToKey, popByCountry;
try {
geo = JSON.parse(readFileSync(geoPath, 'utf8'));
idToKey = JSON.parse(readFileSync(keysPath, 'utf8'));
popByCountry = JSON.parse(readFileSync(popPath, 'utf8'));
} catch (err) {
console.error(
`[build-region-geo] could not load the inputs (${geoPath}, ${keysPath}, ${popPath}). ` +
`Is public/ne-admin0-pop.json present? Regenerate it with scripts/extract-admin0-pop.mjs.`,
);
throw err;
}
/**
* One pass over the geo features: for each region key record its (unrounded)
* turf area and its parent ISO_A3, then group the keys by parent so the
* population can be distributed per country.
*/
const regionArea = new Map(); // key -> unrounded area (km²)
const regionParent = new Map(); // key -> parent ISO_A3
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
// @turf/area reports square METRES; the manifest stores km².
const a = area(feature(f.geometry)) / 1e6;
regionArea.set(key, a);
regionParent.set(key, typeof f.properties?.parent === 'string' ? f.properties.parent : '');
}
// Group region keys by parent country (file order is stable, but we sort for
// deterministic population distribution).
const keysByCountry = new Map(); // parent -> string[] of keys
for (const [key, parent] of regionParent) {
if (!parent) continue; // a region with no parent has no population source
const list = keysByCountry.get(parent);
if (list) list.push(key);
else keysByCountry.set(parent, [key]);
}
const population = new Map(); // key -> integer population
for (const [parent, keys] of keysByCountry) {
keys.sort(); // deterministic ordering for the tie-break
const P = Number.isFinite(popByCountry[parent]) ? Math.max(0, popByCountry[parent]) : 0;
const totalArea = keys.reduce((s, k) => s + (regionArea.get(k) || 0), 0);
if (P <= 0 || totalArea <= 0) {
for (const k of keys) population.set(k, 0);
continue;
}
// Largest remainder: floor each share, then hand out the leftover 1s to the
// regions with the largest fractional remainders (ties broken by key asc).
const shares = keys.map((k) => {
const a = regionArea.get(k) || 0;
const ideal = (P * a) / totalArea;
return { k, floor: Math.floor(ideal), rem: ideal - Math.floor(ideal) };
});
const distributed = shares.reduce((s, x) => s + x.floor, 0);
let deficit = P - distributed; // 0 <= deficit < keys.length
const order = shares
.map((x, i) => ({ i, rem: x.rem, k: x.k }))
.sort((a, b) => (b.rem - a.rem) || (a.k < b.k ? -1 : a.k > b.k ? 1 : 0));
for (let i = 0; i < order.length && deficit > 0; i++) {
shares[order[i].i].floor += 1;
deficit -= 1;
}
for (const x of shares) population.set(x.k, x.floor);
}
// --- assemble the manifest (sorted keys) -------------------------------------
const expectedKeys = Object.values(idToKey);
const manifest = {};
for (const k of [...expectedKeys].sort()) {
const a = regionArea.get(k);
const p = population.get(k);
if (a === undefined || p === undefined) {
throw new Error(`region key ${JSON.stringify(k)} has no computed area/population`);
}
manifest[k] = { area: round2(a), population: p };
}
// --- hard assertions (the test re-checks these against the committed file) ----
if (Object.keys(manifest).length !== expectedKeys.length) {
throw new Error(
`expected ${expectedKeys.length} region-geo entries (one per region key), got ${Object.keys(manifest).length}`,
);
}
let totalPop = 0;
let zeros = 0;
for (const [k, v] of Object.entries(manifest)) {
if (!Number.isFinite(v.area) || v.area < 0) throw new Error(`bad area for ${k}: ${JSON.stringify(v)}`);
if (!Number.isInteger(v.population) || v.population < 0) throw new Error(`bad population for ${k}: ${JSON.stringify(v)}`);
if (v.area === 0) zeros += 1;
totalPop += v.population;
}
// --- write idempotently (sorted keys, 2-space indent, trailing newline) ------
writeFileSync(path.join(root, 'public', 'region-geo.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
console.log(
`[build-region-geo] wrote public/region-geo.json — ${Object.keys(manifest).length} region keys` +
`${zeros ? ` (${zeros} zero-area regions)` : ''}, total population ${totalPop.toLocaleString('en-US')}`,
);
+4 -4
View File
@@ -21,7 +21,7 @@
* SQLite and shown to the LLM. Within any name-slug group (e.g. the six * SQLite and shown to the LLM. Within any name-slug group (e.g. the six
* regions all named "Western") the 4-char codes are made distinct by * regions all named "Western") the 4-char codes are made distinct by
* re-deriving with a deterministic salt on collision, which guarantees the * re-deriving with a deterministic salt on collision, which guarantees the
* full key is unique across all 1,796 regions. * full key is unique across all 1,800 regions.
* *
* Output: `public/region-keys.json` — a `{ [stableFeatureId]: regionKey }` * Output: `public/region-keys.json` — a `{ [stableFeatureId]: regionKey }`
* object, e.g. `{ "FR-57": "brittany-xk2a" }`, in file (stable) order. The map * object, e.g. `{ "FR-57": "brittany-xk2a" }`, in file (stable) order. The map
@@ -107,8 +107,8 @@ const geoFile = path.join(root, 'public', 'regions.geo.json');
const geo = JSON.parse(readFileSync(geoFile, 'utf8')); const geo = JSON.parse(readFileSync(geoFile, 'utf8'));
const features = Array.isArray(geo?.features) ? geo.features : []; const features = Array.isArray(geo?.features) ? geo.features : [];
if (features.length !== 1796) { if (features.length !== 1800) {
throw new Error(`expected 1,796 regions, got ${features.length} — regions.geo.json changed; re-verify the region-key contract`); throw new Error(`expected 1,800 regions, got ${features.length} — regions.geo.json changed; re-verify the region-key contract`);
} }
// Group features by their (computed) name-slug, preserving file order, so the // Group features by their (computed) name-slug, preserving file order, so the
@@ -154,5 +154,5 @@ writeFileSync(path.join(root, 'public', 'region-keys.json'), out);
const western = Object.entries(manifest) const western = Object.entries(manifest)
.filter(([, k]) => k.startsWith('western-')) .filter(([, k]) => k.startsWith('western-'))
.sort((a, b) => a[0] < b[0] ? -1 : 1); .sort((a, b) => a[0] < b[0] ? -1 : 1);
console.log(`[build-region-keys] wrote public/region-keys.json — ${keys.length} unique region keys (1,796 expected)`); console.log(`[build-region-keys] wrote public/region-keys.json — ${keys.length} unique region keys (1,800 expected)`);
console.log(` western group: ${western.map(([id, k]) => `${id}=${k}`).join(', ')}`); console.log(` western group: ${western.map(([id, k]) => `${id}=${k}`).join(', ')}`);
+78
View File
@@ -0,0 +1,78 @@
/**
* scripts/extract-admin0-pop.mjs — one-time extraction of the population
* SOURCE for the region-geo manifest: `public/ne-admin0-pop.json`.
*
* Output = `{ "<ADM0_A3>": <POP_EST>, ... }` — the estimated population
* (POP_EST) of every Natural Earth 1:10m **admin-0 country** code, keeping
* the **maximum** POP_EST seen for each code (Natural Earth ships a few
* duplicated / broken-out features per code, e.g. the `TLC` stubs, whose
* POP_EST is 0; the real country always wins by having the larger value).
* Only codes with a finite, positive POP_EST are recorded (a 0/null POP_EST
* has nothing to distribute). Keys are sorted; the file is written with
* 2-space indent + trailing newline (deterministic, committed).
*
* Why a separate committed file: `public/region-geo.json` (built by
* `build-region-geo.mjs`) needs a per-country population, but the raw
* Natural Earth GeoJSON (13 MB) is a *source* file we deliberately do NOT
* commit (see the AGENTS.md data-pipeline note). This script distils it
* into a tiny (a few KB) derived table that IS committed, so the region-geo
* builder stays fully reproducible in CI without the source present.
* Re-run only when the underlying Natural Earth data changes.
*
* The 1:10m admin-1 file (the one the region generator uses) carries NO
* population; the 1:10m admin-0 file does (uppercase `POP_EST` / `ADM0_A3`).
*
* Usage:
* NE_ADMIN0=/path/to/ne_10m_admin_0_countries.geojson node scripts/extract-admin0-pop.mjs
* (default source: /tmp/ne10m_admin0.geojson)
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const src = process.env.NE_ADMIN0 || '/tmp/ne10m_admin0.geojson';
let raw;
try {
raw = readFileSync(src, 'utf8');
} catch (err) {
console.error(
`[extract-admin0-pop] could not read the Natural Earth admin-0 source at ${src}. ` +
`Download it (ne_10m_admin_0_countries.geojson) and re-run with NE_ADMIN0 pointing at it.`,
);
throw err;
}
const geo = JSON.parse(raw);
/** ADM0_A3 -> max finite, positive POP_EST. */
const byCode = new Map();
for (const f of geo.features ?? []) {
const p = f.properties ?? {};
const code = typeof p.ADM0_A3 === 'string' ? p.ADM0_A3 : '';
const pop = typeof p.POP_EST === 'number' ? p.POP_EST : NaN;
if (!code || !Number.isFinite(pop) || pop <= 0) continue;
const prev = byCode.get(code);
if (prev === undefined || pop > prev) byCode.set(code, Math.round(pop));
}
if (byCode.size === 0) {
throw new Error('[extract-admin0-pop] no finite positive POP_EST found in the source — wrong file?');
}
// Deterministic: sorted keys, 2-space indent, trailing newline.
const keys = [...byCode.keys()].sort();
const manifest = {};
for (const k of keys) manifest[k] = byCode.get(k);
const out = path.join(root, 'public', 'ne-admin0-pop.json');
writeFileSync(out, JSON.stringify(manifest, null, 2) + '\n');
let sum = 0;
for (const v of byCode.values()) sum += v;
console.log(
`[extract-admin0-pop] wrote public/ne-admin0-pop.json — ${byCode.size} country codes, ` +
`total population ${sum.toLocaleString('en-US')} (Natural Earth 1:10m admin-0, max POP_EST per code)`,
);
+29 -1
View File
@@ -34,7 +34,7 @@ describe('region-adjacency.json', () => {
const adjacencyKeys = new Set(Object.keys(adjacency)); const adjacencyKeys = new Set(Object.keys(adjacency));
expect(adjacencyKeys).toEqual(manifestKeys); expect(adjacencyKeys).toEqual(manifestKeys);
expect(Object.keys(adjacency)).toHaveLength(keys.size); expect(Object.keys(adjacency)).toHaveLength(keys.size);
expect(adjacencyKeys.size).toBe(1796); expect(adjacencyKeys.size).toBe(1800);
}); });
it('every neighbour is itself a valid region key (referential integrity)', () => { it('every neighbour is itself a valid region key (referential integrity)', () => {
@@ -84,4 +84,32 @@ describe('region-adjacency.json', () => {
expect(adjacency['moselle-rygy']?.includes('baden-wurttemberg-oyje')).toBe(true); expect(adjacency['moselle-rygy']?.includes('baden-wurttemberg-oyje')).toBe(true);
expect(adjacency['baden-wurttemberg-oyje']?.includes('moselle-rygy')).toBe(true); expect(adjacency['baden-wurttemberg-oyje']?.includes('moselle-rygy')).toBe(true);
}); });
it("the #31 + #41 Arctic splits: New Earth isolated; Severnaya Zemlya, Pechora and Yamal adjacency", () => {
// v0.25 (#31) split RU-ARK into the mainland (arkhangel-sk-lhbk), the
// Franz Josef Land islets (new-earth-eikt) and the Severnaya Zemlya
// islets (severnaya-zemlya-awqp). New Earth sits ~100+ km from any land
// → a genuinely isolated island (empty list).
// v0.26 (#41) repartitioned the mainland: the 5 lat < 68 parts stay
// arkhangel-sk-lhbk, and the 28 lat ≥ 68 band parts became pechora-qwhs
// (the SW cell) and yamal-gosw (the NE cell). The Severnaya Zemlya
// islets' digitized rings touch the NE band part (now yamal-gosw), not
// the trimmed core, so SZ now borders Yamal (its former mainland contact
// moved to Yamal). The trimmed core keeps its real mainland neighbours
// but loses the SZ contact. Pechora (SW) borders the existing Nenets
// region to the south and Yamal to the north.
expect(adjacency['new-earth-eikt']).toEqual([]);
expect(adjacency['severnaya-zemlya-awqp']).toEqual(['yamal-gosw']);
expect(adjacency['pechora-qwhs']).toEqual(['nenets-qyga', 'yamal-gosw']);
expect(adjacency['yamal-gosw']).toEqual(['pechora-qwhs', 'severnaya-zemlya-awqp']);
// the trimmed core keeps its real neighbours (the band's SZ contact moved to Yamal)
expect(adjacency['arkhangel-sk-lhbk']).toEqual([
'karelia-ohem',
'kirov-gfvm',
'komi-eoeh',
'murmansk-etas',
'nenets-qyga',
'vologda-ynvr',
]);
});
}); });
+158
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@@ -0,0 +1,158 @@
/**
* scripts/region-centroids.test.ts — validation for the committed
* `public/region-centroids.json` (built by `scripts/build-region-centroids.mjs`).
*
* The manifest maps each region key to the anchor point a map marker (v0.27,
* #44) is placed at: the centroid of the region's largest-area part, plus a
* `spread` (≈ 0.1 × that part's smallest bbox dimension, in degrees) that the
* engine uses to scatter multiple markers of one region around the centroid.
* It is a load-bearing data artifact for the marker placement path — this test
* pins its contract.
*
* Deliberately dependency-free: it reads the JSON with plain `fs`/`JSON.parse`
* and computes bbox checks by iterating coordinates directly (no `@turf`/
* geojson types, which would pull `@types/geojson` into the tsc program and
* break `WorldMap.tsx` — see the v0.17 note). Mirrors the style of
* `scripts/region-adjacency.test.ts`; the determinism test re-runs the (turf
* `.mjs`) builder and compares bytes, matching that the builder is idempotent.
*/
import { readFileSync } from 'node:fs';
import { execFileSync } from 'node:child_process';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
interface CentroidEntry {
lat: number;
lon: number;
spread: number;
}
/** All [lon, lat] coordinate pairs of a Polygon / MultiPolygon geometry. */
function allCoords(geometry: { type?: string; coordinates?: unknown }): Array<[number, number]> {
const c = geometry?.coordinates as
| Array<Array<[number, number]>>
| Array<Array<Array<[number, number]>>>
| undefined;
if (!c) return [];
if (geometry?.type === 'Polygon') {
const rings = c as Array<Array<[number, number]>>;
const out: Array<[number, number]> = [];
for (const ring of rings) for (const p of ring) out.push(p);
return out;
}
if (geometry?.type === 'MultiPolygon') {
const polys = c as Array<Array<Array<[number, number]>>>;
const out: Array<[number, number]> = [];
for (const poly of polys) for (const ring of poly) for (const p of ring) out.push(p);
return out;
}
return [];
}
/** The bounding box [minLon, minLat, maxLon, maxLat] of a geometry. */
function bboxOf(geometry: { type?: string; coordinates?: unknown }): [number, number, number, number] {
let minLon = Infinity;
let minLat = Infinity;
let maxLon = -Infinity;
let maxLat = -Infinity;
for (const [x, y] of allCoords(geometry)) {
if (x < minLon) minLon = x;
if (y < minLat) minLat = y;
if (x > maxLon) maxLon = x;
if (y > maxLat) maxLat = y;
}
return [minLon, minLat, maxLon, maxLat];
}
describe('region-centroids.json', () => {
const centroids = readJson('public/region-centroids.json') as Record<string, CentroidEntry>;
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const geo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number; geometry?: { type?: string; coordinates?: unknown } }>;
};
const keys = Object.values(manifest);
// featureId -> feature, then regionKey -> feature (via the key manifest).
const featureByKey = new Map<string, { geometry?: { type?: string; coordinates?: unknown } }>();
for (const f of geo.features ?? []) {
const key = manifest[String(f.id)];
if (key) featureByKey.set(key, f);
}
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
expect(new Set(Object.keys(centroids))).toEqual(new Set(keys));
expect(Object.keys(centroids)).toHaveLength(1800);
});
it('every entry is a finite { lat, lon, spread } with a non-negative spread, in world bounds', () => {
for (const [k, v] of Object.entries(centroids)) {
expect(Number.isFinite(v.lat), `non-finite lat for ${k}`).toBe(true);
expect(Number.isFinite(v.lon), `non-finite lon for ${k}`).toBe(true);
expect(Number.isFinite(v.spread), `non-finite spread for ${k}`).toBe(true);
expect(v.spread >= 0, `negative spread for ${k}`).toBe(true);
expect(v.lat >= -90 && v.lat <= 90, `lat out of range for ${k}: ${v.lat}`).toBe(true);
expect(v.lon >= -180 && v.lon <= 180, `lon out of range for ${k}: ${v.lon}`).toBe(true);
}
});
it('each centroid lies inside its region feature bounding box', () => {
// The recorded point is the centroid of the LARGEST part, which is a subset
// of the whole feature, so it must fall inside the feature's overall bbox.
let checked = 0;
for (const [key, c] of Object.entries(centroids)) {
const feat = featureByKey.get(key);
if (!feat?.geometry) continue;
const [minLon, minLat, maxLon, maxLat] = bboxOf(feat.geometry);
const eps = 1e-4; // allow for the 6-dp rounding in the builder
expect(
c.lat >= minLat - eps && c.lat <= maxLat + eps,
`lat ${c.lat} outside bbox [${minLat}, ${maxLat}] for ${key}`,
).toBe(true);
expect(
c.lon >= minLon - eps && c.lon <= maxLon + eps,
`lon ${c.lon} outside bbox [${minLon}, ${maxLon}] for ${key}`,
).toBe(true);
checked++;
}
expect(checked).toBe(1800);
});
it('spot-checks a couple of well-known anchors land in the right place', () => {
// Region keys are sub-national (states/provinces), so we spot-check a few
// whose geography is unambiguous. A gross error in the centroid method
// (e.g. averaging across all parts of a large multi-part region, or a
// lon/lat swap) would land one of these far off.
const near = (k: string, lat: number, lon: number, tol: number) => {
const c = centroids[k];
expect(c, `missing centroid for ${k}`).toBeDefined();
expect(Math.abs(c!.lat - lat)).toBeLessThan(tol);
expect(Math.abs(c!.lon - lon)).toBeLessThan(tol);
};
near('ain-lqtt', 46.16, 4.8, 0.5); // FR-01 — eastern France
near('california-kikh', 36.87, -120.67, 0.7); // US-CA — central California
near('alberta-zopq', 52.09, -116.94, 1.5); // CA-AB — Alberta (large province)
near('acre-ekzw', -9.49, -71.11, 0.5); // BR-AC — western Brazil
});
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
const file = path.join(root, 'public', 'region-centroids.json');
const before = readFileSync(file, 'utf8');
// The builder is cwd-independent (it resolves the repo root from its own
// location) and idempotent: same input files + pure turf + fixed rounding
// + stable insertion order → identical bytes.
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-centroids.mjs')], {
cwd: root,
stdio: 'pipe',
});
const after = readFileSync(file, 'utf8');
expect(after).toBe(before);
});
});
+139
View File
@@ -0,0 +1,139 @@
/**
* scripts/region-geo.test.ts — validation for the committed
* `public/region-geo.json` (built by `scripts/build-region-geo.mjs`).
*
* The manifest maps each region key to its { area (km²), population } — the
* weighting source for the per-region stats model (v0.28, #46): a nation's
* four 0–100 stats are derived as the area×population-weighted median of the
* stats of the regions it owns. It is a load-bearing data artifact — this
* test pins its contract.
*
* The `area` is the turf area of the region's final geometry (km², 2 dp); the
* `population` is the country's Natural-Earth admin-0 `POP_EST` (from the
* committed `public/ne-admin0-pop.json`) distributed across its sub-regions
* proportional to area via largest-remainder, so every country's sub-regions
* sum EXACTLY to the country's total (and the global total is the sum over the
* 177 repo countries). This is a dependency-free test: it reads the JSON with
* plain `fs`/`JSON.parse` (no `@turf`/geojson types, which would pull
* `@types/geojson` into the tsc program and break `WorldMap.tsx` — see the
* v0.17 note). The determinism test re-runs the (turf `.mjs`) builder and
* compares bytes, matching that the builder is idempotent.
*/
import { readFileSync } from 'node:fs';
import { execFileSync } from 'node:child_process';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
interface GeoEntry {
area: number;
population: number;
}
// The 177 repo countries' admin-0 population totals (the committed derived
// source). Only the countries actually present in the region dataset appear.
const admin0 = readJson('public/ne-admin0-pop.json') as Record<string, number>;
// feature id -> region key
const manifest = readJson('public/region-keys.json') as Record<string, string>;
// feature id -> { name, parent (ISO_A3) }
const regGeo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
};
// region key -> parent ISO_A3 (via the key manifest + the geo feature parent).
const keyToParent: Record<string, string> = {};
for (const f of regGeo.features ?? []) {
const key = manifest[String(f.id)];
const parent = f.properties?.parent;
if (key && parent) keyToParent[key] = parent;
}
const geo = readJson('public/region-geo.json') as Record<string, GeoEntry>;
const keys = Object.values(manifest);
describe('region-geo.json', () => {
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
expect(new Set(Object.keys(geo))).toEqual(new Set(keys));
expect(Object.keys(geo)).toHaveLength(1800);
});
it('is keyed in sorted (deterministic) order', () => {
const ks = Object.keys(geo);
expect(ks).toEqual([...ks].sort());
});
it('every entry is a finite { area ≥ 0 with ≤ 2 dp, integer population ≥ 0 }', () => {
for (const [k, v] of Object.entries(geo)) {
expect(Number.isFinite(v.area), `non-finite area for ${k}`).toBe(true);
expect(Number.isFinite(v.population), `non-finite population for ${k}`).toBe(true);
expect(v.area >= 0, `negative area for ${k}: ${v.area}`).toBe(true);
// area is recorded to at most 2 decimal places (km²)
expect(Math.round(v.area * 100) / 100 === v.area, `area over 2dp for ${k}: ${v.area}`).toBe(true);
expect(Number.isInteger(v.population), `non-integer population for ${k}: ${v.population}`).toBe(true);
expect(v.population >= 0, `negative population for ${k}: ${v.population}`).toBe(true);
}
});
it('the global population total equals the sum of the 177 repo countries\' admin-0 totals', () => {
// The distribution preserved each country's total exactly, so the grand
// total over all sub-regions is the sum over the repo countries only.
const total = Object.values(geo).reduce((s, v) => s + v.population, 0);
expect(total).toBe(7654092021);
});
it('preserves each country\'s population total across its sub-regions (largest-remainder)', () => {
// For every parent country present in the region dataset, the sum of its
// sub-regions' populations must equal that country's admin-0 POP_EST
// EXACTLY — this is the invariant the largest-remainder distribution
// guarantees (no population is created or lost by the split).
const byParent: Record<string, number> = {};
for (const [k, v] of Object.entries(geo)) {
const p = keyToParent[k];
if (!p) throw new Error(`no parent for region key ${k}`);
byParent[p] = (byParent[p] ?? 0) + v.population;
}
expect(Object.keys(byParent).length).toBe(177); // the 177 repo countries
for (const [p, sum] of Object.entries(byParent)) {
expect(admin0[p], `missing admin-0 population for ${p}`).toBeDefined();
expect(sum, `population drift for ${p}: sub-regions ${sum} vs admin-0 ${admin0[p]}`).toBe(admin0[p]);
}
});
it('spot-checks well-known regions for exact area + population', () => {
const is = (k: string, area: number, population: number) => {
const v = geo[k];
expect(v, `missing geo for ${k}`).toBeDefined();
expect(v!.area, `area for ${k}`).toBe(area);
expect(v!.population, `population for ${k}`).toBe(population);
};
is('california-kikh', 413329.21, 14184195); // US-CA
is('arkhangel-sk-lhbk', 305257.7, 2579108); // RU-ARK mainland core
is('pechora-qwhs', 37399.76, 315989); // RU-PEO (Arctic-coast band, #41)
is('yamal-gosw', 50598.25, 427502); // RU-YAM (Arctic-coast band, #41)
is('new-earth-eikt', 15721.27, 132828); // RU-ARK-NE (island group, #31)
is('severnaya-zemlya-awqp', 1209.93, 10223); // RU-ARK-SZ (island group, #31)
is('ain-lqtt', 22557.77, 2304126); // FR-01 (Ain)
});
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
const file = path.join(root, 'public', 'region-geo.json');
const before = readFileSync(file, 'utf8');
// The builder is cwd-independent (it resolves the repo root from its own
// location) and idempotent: same input files (regions.geo.json +
// region-keys.json + ne-admin0-pop.json) + pure turf + fixed 2-dp rounding
// + stable (sorted) key order → identical bytes.
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-geo.mjs')], {
cwd: root,
stdio: 'pipe',
});
const after = readFileSync(file, 'utf8');
expect(after).toBe(before);
});
});
+20 -5
View File
@@ -33,13 +33,13 @@ describe('region-keys.json', () => {
const keys = Object.values(manifest); const keys = Object.values(manifest);
const featureIds = (geo.features ?? []).map((f) => String(f.id)); const featureIds = (geo.features ?? []).map((f) => String(f.id));
it('has exactly 1,796 entries (one per region)', () => { it('has exactly 1,800 entries (one per region)', () => {
expect(Object.keys(manifest)).toHaveLength(1796); expect(Object.keys(manifest)).toHaveLength(1800);
}); });
it('has 1,796 unique keys (no collisions)', () => { it('has 1,800 unique keys (no collisions)', () => {
expect(new Set(keys).size).toBe(keys.length); expect(new Set(keys).size).toBe(keys.length);
expect(new Set(keys).size).toBe(1796); expect(new Set(keys).size).toBe(1800);
}); });
it('keys each end in -[a-z]{4} and contain at least one hyphen', () => { it('keys each end in -[a-z]{4} and contain at least one hyphen', () => {
@@ -50,11 +50,26 @@ describe('region-keys.json', () => {
} }
}); });
it("keeps RU-ARK's key stable across the #31 + #41 splits and mints the island and band keys", () => {
// v0.25 (#31) split RU-ARK into main + RU-ARK-NE + RU-ARK-SZ, and v0.26
// (#41) repartitioned the mainland into the core (RU-ARK) + RU-PEO +
// RU-YAM. The MAIN feature keeps its id (and therefore its key — FNV-1a
// of the id), which is what keeps existing Nation.territory / SQLite
// ownership valid; the new features get fresh keys derived the same way
// from their ids (no within-country name-collision salt needed — the
// slugs are unique).
expect(manifest['RU-ARK']).toBe('arkhangel-sk-lhbk'); // unchanged since v0.19
expect(manifest['RU-ARK-NE']).toBe('new-earth-eikt');
expect(manifest['RU-ARK-SZ']).toBe('severnaya-zemlya-awqp');
expect(manifest['RU-PEO']).toBe('pechora-qwhs');
expect(manifest['RU-YAM']).toBe('yamal-gosw');
});
it('is a stable join: its keys are exactly the regions.geo.json feature ids', () => { it('is a stable join: its keys are exactly the regions.geo.json feature ids', () => {
// The manifest is looked up by feature id, so its key set must line up // The manifest is looked up by feature id, so its key set must line up
// 1:1 with the geo file (catches drift if the geo is regenerated without // 1:1 with the geo file (catches drift if the geo is regenerated without
// rebuilding the keys). // rebuilding the keys).
expect(featureIds).toHaveLength(1796); expect(featureIds).toHaveLength(1800);
const manifestIds = Object.keys(manifest); const manifestIds = Object.keys(manifest);
expect(new Set(manifestIds)).toEqual(new Set(featureIds)); expect(new Set(manifestIds)).toEqual(new Set(featureIds));
}); });
+70 -12
View File
@@ -530,16 +530,22 @@ describe('regions.geo.json', () => {
); );
}); });
it('is at the v0.17 fixed point: 1,796 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole (KZ-KZY)', () => { it('is at the v0.26 fixed point: 1,800 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole (KZ-KZY)', () => {
// v0.17 (scripts/fill-gaps.mjs) APPENDED cleaned gap pieces to the v0.16 // v0.17 (scripts/fill-gaps.mjs) APPENDED cleaned gap pieces to the v0.16
// fixed point: it never moves an existing border, merges a part, or // fixed point: it never moves an existing border, merges a part, or
// removes a ring — it only adds new parts (+6,768: 5,026 → 11,794) and // removes a ring — it only adds new parts (+6,768: 5,026 → 11,794) and
// keeps the single KZ-KZY hole. The region count (1,796), the // keeps the single KZ-KZY hole. The v0.25 Arkhangel'sk split (#31,
// per-feature ids/names/parents and their order are unchanged; only the // scripts/split-arkhangel.mjs) then repartitioned the 78 RU-ARK parts
// part/ring/vertex totals and the hole's part structure moved. Pinning // across three features (RU-ARK + RU-ARK-NE + RU-ARK-SZ), and the v0.26
// the signature guards against a non-idempotent or destructive re-run. // band split (#41, scripts/split-arkhangel-band.mjs) repartitioned the
// The fill is byte-deterministic per input and idempotent (a second run // 33-part mainland again into RU-ARK + RU-PEO + RU-YAM. Both are pure
// on the filled file changes nothing). // re-groupings: no part/ring/vertex moves, so only the region count
// changed (1,796 → 1,798 → 1,800); the part/ring/vertex totals, the
// per-feature ids/names/parents, and the feature order (the new features
// sit immediately after RU-ARK-SZ) are as pinned below. Pinning the
// signature guards against a non-idempotent or destructive re-run; both
// stages are byte-deterministic per input and idempotent (a second run
// changes nothing).
const polysOf = (g: Geometry) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates); const polysOf = (g: Geometry) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
let verts = 0, let verts = 0,
rings = 0, rings = 0,
@@ -556,15 +562,67 @@ describe('regions.geo.json', () => {
for (const ring of poly) verts += ring.length; for (const ring of poly) verts += ring.length;
} }
} }
expect(regions.features.length, 'region count').toBe(1796); // unchanged by the fill expect(regions.features.length, 'region count').toBe(1800); // 1,796 + the #31 islands (+2) + the #41 band regions (+2)
expect(parts, 'parts').toBe(11_794); // v0.16: 5,026 → +6,768 appended gap pieces expect(parts, 'parts').toBe(11_794); // v0.16: 5,026 → +6,768 appended gap pieces; unchanged by the #31/#41 re-partitions
expect(rings, 'rings').toBe(11_795); // every appended part is a single-ring polygon (+1 hole = KZ-KZY, pre-existing) expect(rings, 'rings').toBe(11_795); // every appended part is a single-ring polygon (+1 hole = KZ-KZY, pre-existing)
expect(holes, 'holes').toBe(1); // the single KZ-KZY hole, unchanged expect(holes, 'holes').toBe(1); // the single KZ-KZY hole, unchanged
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']); expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
expect(verts, 'total vertices (incl. ring closure)').toBe(164_801); // v0.16: 111,175 expect(verts, 'total vertices (incl. ring closure)').toBe(164_801); // v0.16: 111,175; unchanged by the #31/#41 re-partitions
console.log( console.log(
`\n v0.17 gap fill: ${regions.features.length} regions, ${parts} parts, ${rings} rings, ` + `\n v0.26 fixed point: ${regions.features.length} regions (1,796 + the #31 islands + the #41 band), ` +
`${holes} hole (KZ-KZY), ${verts} vertices — v0.16 topology preserved, 6,768 gap pieces appended`, `${parts} parts, ${rings} rings, ${holes} hole (KZ-KZY), ${verts} vertices — v0.17 topology preserved`,
);
});
it('has the five Arkhangel\'sk-family features: #31 islands + #41 band (RU-ARK, New Earth, Severnaya Zemlya, Pechora, Yamal)', () => {
// v0.25 (#31): the ~411,500 km² RU-ARK mega-region (a 78-part MultiPolygon
// mixing mainland and far-north islands) was repartitioned by part
// centroid into the mainland (RU-ARK, keeps its id/name/key), the Franz
// Josef Land islets (RU-ARK-NE "New Earth", centroid lat ≥ 79.5) and the
// Severnaya Zemlya islets (RU-ARK-SZ, centroid 76–79.5° N, lon ≥ 55°E).
// v0.26 (#41): the 33-part mainland (post-#31) was repartitioned again —
// the 5 lat < 68 parts stay RU-ARK (id/name/key unchanged), and the 28
// lat ≥ 68 "Arctic-coast band" parts split into RU-PEO "Pechora" (the SW
// Voronoi cell, 13 parts) and RU-YAM "Yamal" (the NE Voronoi cell, 15
// parts). Pure re-grouping: all five keep parent RUS and all 78 original
// parts of the pre-#31 feature are accounted for, verbatim.
const byId = new Map(regions.features.map((f) => [f.id, f]));
const ark = byId.get('RU-ARK');
const ne = byId.get('RU-ARK-NE');
const sz = byId.get('RU-ARK-SZ');
const peo = byId.get('RU-PEO');
const yam = byId.get('RU-YAM');
for (const f of [ark, ne, sz, peo, yam]) {
expect(f, `${f?.id ?? '?'} exists`).toBeDefined();
expect(f!.properties.parent, `${f!.id} parent`).toBe('RUS');
expect(f!.geometry.type, `${f!.id} geometry`).toBe('MultiPolygon');
}
expect(ark!.properties.name, 'RU-ARK keeps its name').toBe("Arkhangel'sk");
expect(ne!.properties.name, 'RU-ARK-NE name').toBe('New Earth');
expect(sz!.properties.name, 'RU-ARK-SZ name').toBe('Severnaya Zemlya');
expect(peo!.properties.name, 'RU-PEO name').toBe('Pechora');
expect(yam!.properties.name, 'RU-YAM name').toBe('Yamal');
// the 78 parts of the pre-split feature are all accounted for, verbatim
const countParts = (f: (typeof regions.features)[number]) =>
f.geometry.type === 'MultiPolygon' ? f.geometry.coordinates.length : 1;
expect(
countParts(ark!) + countParts(ne!) + countParts(sz!) + countParts(peo!) + countParts(yam!),
'total parts across the five features',
).toBe(78);
// the #41 split: the mainland core keeps its 5 lat < 68 parts; the band's
// 28 parts split 13 (Pechora) / 15 (Yamal)
expect(countParts(ark!), 'RU-ARK core part count').toBe(5);
expect(countParts(peo!), 'RU-PEO part count').toBe(13);
expect(countParts(yam!), 'RU-YAM part count').toBe(15);
// stable file order: RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM
const idx = regions.features.findIndex((f) => f.id === 'RU-ARK');
expect(regions.features[idx + 1]?.id).toBe('RU-ARK-NE');
expect(regions.features[idx + 2]?.id).toBe('RU-ARK-SZ');
expect(regions.features[idx + 3]?.id).toBe('RU-PEO');
expect(regions.features[idx + 4]?.id).toBe('RU-YAM');
console.log(
`\n #31 + #41: RU-ARK ${countParts(ark!)} parts (core), RU-ARK-NE ${countParts(ne!)} (New Earth), ` +
`RU-ARK-SZ ${countParts(sz!)} (Severnaya Zemlya), RU-PEO ${countParts(peo!)} (Pechora), RU-YAM ${countParts(yam!)} (Yamal)`,
); );
}); });
}); });
+247
View File
@@ -0,0 +1,247 @@
#!/usr/bin/env node
/**
* scripts/split-arkhangel-band.mjs — split the RU-ARK Arctic-coast band into
* two new regions, RU-PEO ("Pechora", the SW group) and RU-YAM ("Yamal", the
* NE group) (issue #41, a follow-up to #31).
*
* The #31 split (`scripts/split-arkhangel.mjs`) left `RU-ARK` as a 33-part
* MultiPolygon (~393,256 km²). Measured on that feature (centroid latitude /
* planar area), the parts divide cleanly by centroid latitude:
*
* lat < 68 4 parts ~305,000 km² (Arkhangel'sk proper + 3 slivers)
* 66 ≤ lat < 68 1 part ~47 km²
* lat ≥ 68 28 parts ~88,000 km² (the "Arctic-coast band")
*
* The band is really *other* Arctic oblasts (Nenets / Pechora / Yamal / Taimyr
* side) mis-lumped into Arkhangel'sk during the v0.14 coarsening. This stage
* re-coarsens it: the 28 band parts are split into two new regions by a
* Voronoi of the two band parts with the largest planar area (the SW anchor
* vs the NE anchor), while the 5 lat < 68 parts stay in `RU-ARK`.
*
* RU-ARK (keeps its id and name) — the 5 lat < 68 parts (original order)
* → still the `arkhangel-sk-lhbk` key
* RU-PEO "Pechora" — the band's SW Voronoi cell (13 parts)
* RU-YAM "Yamal" — the band's NE Voronoi cell (15 parts)
*
* Deterministic, turf-free threshold spec (all data-derived — no magic
* coordinates; the same planar model the tests/adjacency build use):
* 1. centroid of a part = the mean of its outer-ring vertices (verified to
* give the same band assignment as turf's area-weighted centroid, 0 flips).
* 2. band = the parts whose centroid lat ≥ 68 (asserted to be exactly 28).
* 3. anchors = the 2 band parts with the largest planar area (≈ 47,223 and
* ≈ 32,907 km², indices 2 and 1 in the 33-part feature); anchorW = the
* anchor with the smaller centroid longitude.
* 4. each non-anchor band part → the nearer anchor by km-weighted centroid
* distance, `dist(a,b) = hypot(Δlon·111.32·cos(midLat), Δlat·110.574)`;
* a tie → west (anchorW). Each anchor → its own group. This yields
* PEO = {1,4,5,9,11,12,13,14,16,17,18,20,22} and
* YAM = {2,6,15,19,21,23,24,25,26,27,28,29,30,31,32} (0-based indices).
*
* PURE REPARTITION — no geometry is created, moved, or altered: each part is
* moved verbatim (same coordinates, same ring order) from the one feature to
* the others. The union of the three output geometries is byte-identical to
* the input feature's parts, so no border moves and no new overlap is
* possible (the same guarantee as #31). `RU-ARK` keeps its stable feature id,
* so its region key (`arkhangel-sk-lhbk`, FNV-1a of the id) and every existing
* `Nation.territory` / SQLite ownership referencing it stays valid; the two
* new ids (`RU-PEO`, `RU-YAM`) get their own keys derived by the same FNV-1a
* rule in `scripts/build-region-keys.mjs` (`pechora-qwhs`, `yamal-gosw` —
* run it after this stage).
*
* The new features are inserted immediately after `RU-ARK-SZ` (stable file
* order, deterministic bytes: `RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM,
* …`). Each new feature's `properties` copies `RU-ARK`'s (only `name` and
* `parent` exist in this dataset) with `name` overridden; `parent` stays RUS.
* Each feature's geometry is a MultiPolygon of its assigned parts (in
* original order), or a single Polygon if it ended up with one part (it won't
* here, but the builder handles it).
*
* Pipeline position: AFTER `split-arkhangel` and BEFORE `build-region-keys`
* (the manifests must be rebuilt after any geo change):
*
* generate → coarsen → cleanup → smooth → fill-gaps → split-arkhangel
* → **split-arkhangel-band** → build-region-keys → build-region-adjacency
*
* Idempotent: when RU-PEO and RU-YAM already exist the file is left untouched
* (no write at all), so a full re-run of the pipeline reproduces byte-identical
* output.
*
* Usage: node scripts/split-arkhangel-band.mjs [inFile [outFile]]
* (or `npm run split:regions:band`)
* inFile default: public/regions.geo.json
* outFile default: inFile (edit in place)
*
* Deliberately turf-free: no `@turf/*` import (turf is only ever imported by
* the geo-generator `.mjs` stages, never by this re-partition or by any `.ts`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const inFile = process.argv[2] ?? path.join(root, 'public', 'regions.geo.json');
const outFile = process.argv[3] ?? inFile;
// A part whose centroid lat is ≥ this is part of the Arctic-coast band; the
// lat < 68 core stays in RU-ARK (issue #41).
const BAND_MIN_LAT = 68;
// The post-#31 mainland feature is a 33-part MultiPolygon; any other shape
// means the file is not the state this stage expects → fail loud.
const EXPECTED_PARTS = 33;
// The Arctic-coast band is exactly 28 of those parts (lat ≥ 68).
const EXPECTED_BAND = 28;
// Planar km model (matches the test's area model and the adjacency build):
// x = lon · 111.32 · cos(midLat), y = lat · 110.574.
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg) => (deg * Math.PI) / 180;
/**
* Mean of a part's outer-ring vertices — a turf-free centroid. Verified to give
* the same band assignment as turf's area-weighted centroid (0 flips).
*/
function centroidOf(part) {
const ring = part[0];
let lon = 0;
let lat = 0;
for (const [lo, la] of ring) {
lon += lo;
lat += la;
}
return [lon / ring.length, lat / ring.length];
}
/** Planar area of a part (km²), shoelace over its outer ring at its mean latitude. */
function areaKm2(part) {
const ring = part[0];
let lat = 0;
for (const [, la] of ring) lat += la;
const midLat = lat / ring.length;
const kx = KM_LON * Math.cos(rad(midLat));
let a = 0;
for (let i = 0; i < ring.length; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % ring.length];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
/** Planar km distance between two centroids (midpoint-latitude weighted). */
function kmDist(a, b) {
const dLon = b[0] - a[0];
const dLat = b[1] - a[1];
const midLat = (a[1] + b[1]) / 2;
return Math.hypot(dLon * KM_LON * Math.cos(rad(midLat)), dLat * KM_LAT);
}
// --- load --------------------------------------------------------------------
const geo = JSON.parse(readFileSync(inFile, 'utf8'));
if (geo?.type !== 'FeatureCollection' || !Array.isArray(geo.features)) {
throw new Error(`${inFile} is not a FeatureCollection`);
}
const features = geo.features;
// --- idempotency: already split? ----------------------------------------------
const ids = new Set(features.map((f) => String(f.id ?? '')));
if (ids.has('RU-PEO') && ids.has('RU-YAM')) {
console.log(
`[split-arkhangel-band] RU-PEO and RU-YAM already present — no-op (idempotent), ${inFile} left untouched`,
);
process.exit(0);
}
// --- load + validate RU-ARK ---------------------------------------------------
const idx = features.findIndex((f) => f.id === 'RU-ARK');
if (idx < 0) throw new Error('RU-ARK not found in ' + inFile);
const ark = features[idx];
if (ark.geometry?.type !== 'MultiPolygon') {
throw new Error(
`RU-ARK geometry is ${ark.geometry?.type}, expected MultiPolygon (the 33-part post-#31 mainland)`,
);
}
const parts = ark.geometry.coordinates;
if (parts.length !== EXPECTED_PARTS) {
throw new Error(`RU-ARK has ${parts.length} parts, expected ${EXPECTED_PARTS} (the post-#31 mainland)`);
}
// --- band selection (centroid lat ≥ 68) and the lat < 68 core -----------------
const partsByIndex = parts.map((p, i) => ({ i, c: centroidOf(p) }));
const band = partsByIndex.filter((o) => o.c[1] >= BAND_MIN_LAT);
if (band.length !== EXPECTED_BAND) {
throw new Error(`expected exactly ${EXPECTED_BAND} Arctic-coast band parts (lat ≥ ${BAND_MIN_LAT}), found ${band.length}`);
}
const core = partsByIndex.filter((o) => o.c[1] < BAND_MIN_LAT);
// --- anchors: the two band parts with the largest planar area -----------------
// (≈ 47,223 and ≈ 32,907 km², indices 2 and 1 in the 33-part feature).
const byArea = [...band].sort((a, b) => areaKm2(parts[b.i]) - areaKm2(parts[a.i]));
const big = byArea[0];
const small = byArea[1];
const anchorW = big.c[0] <= small.c[0] ? big : small; // the west (SW) anchor
const anchorE = big.c[0] <= small.c[0] ? small : big; // the east (NE) anchor
// --- assignment (Voronoi by km-weighted centroid distance; tie → west) --------
const peo = new Set([anchorW.i]);
const yam = new Set([anchorE.i]);
for (const o of band) {
if (o.i === anchorW.i || o.i === anchorE.i) continue;
const dW = kmDist(o.c, anchorW.c);
const dE = kmDist(o.c, anchorE.c);
(dW <= dE ? peo : yam).add(o.i); // a tie goes to the west (anchorW) group
}
// --- rebuild geometries (parts verbatim, original order; MultiPolygon/Polygon) --
const geom = (ps) =>
ps.length > 1 ? { type: 'MultiPolygon', coordinates: ps } : { type: 'Polygon', coordinates: ps[0] };
const coreParts = [...core].sort((a, b) => a.i - b.i).map((o) => parts[o.i]);
const peoParts = [...peo].sort((a, b) => a - b).map((i) => parts[i]);
const yamParts = [...yam].sort((a, b) => a - b).map((i) => parts[i]);
ark.geometry = geom(coreParts);
const mkFeature = (id, name, ps) => ({
type: 'Feature',
id,
// copy every property RU-ARK has (currently just { name, parent }), overriding name
properties: { ...ark.properties, name },
geometry: geom(ps),
});
const peoF = mkFeature('RU-PEO', 'Pechora', peoParts);
const yamF = mkFeature('RU-YAM', 'Yamal', yamParts);
// --- report -------------------------------------------------------------------
const km2 = (ps) => ps.reduce((s, p) => s + areaKm2(p), 0);
console.log(`[split-arkhangel-band] input: ${inFile}`);
console.log(
` RU-ARK (core, lat < 68) ${coreParts.length} parts (of ${parts.length}), ≈ ${Math.round(km2(coreParts)).toLocaleString('en-US')} km²`,
);
console.log(
` RU-PEO (Pechora, SW) ${peoParts.length} parts, ≈ ${Math.round(km2(peoParts)).toLocaleString('en-US')} km² [${[...peo].sort((a, b) => a - b).join(',')}]`,
);
console.log(
` RU-YAM (Yamal, NE) ${yamParts.length} parts, ≈ ${Math.round(km2(yamParts)).toLocaleString('en-US')} km² [${[...yam].sort((a, b) => a - b).join(',')}]`,
);
if (peoParts.length === 0 || yamParts.length === 0) {
throw new Error(
`threshold mis-split: Pechora=${peoParts.length} parts, Yamal=${yamParts.length} parts — check the band before shipping`,
);
}
// --- insert at a stable position (immediately after RU-ARK-SZ) and write -------
// RU-ARK-SZ must exist (the #31 split ran first); if it doesn't, this stage is
// being run out of order → fail loud.
const szIdx = features.findIndex((f) => f.id === 'RU-ARK-SZ');
if (szIdx < 0) {
throw new Error('RU-ARK-SZ not found — the #31 split (scripts/split-arkhangel.mjs) must run before this stage');
}
features.splice(szIdx + 1, 0, peoF, yamF);
writeFileSync(outFile, JSON.stringify(geo));
console.log(
`[split-arkhangel-band] wrote ${outFile} — features ${features.length - 2} → ${features.length}` +
` (order …, RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM, …)`,
);
+180
View File
@@ -0,0 +1,180 @@
#!/usr/bin/env node
/**
* scripts/split-arkhangel.mjs — split the RU-ARK ("Arkhangel'sk") mega-region
* into main + two detached island archipelagos (issue #31).
*
* `RU-ARK` is a 78-part MultiPolygon of ~411,500 km²: the Arkhangel'sk
* mainland plus Arctic-coast mainland parts, tiny islets, AND two far-north
* island groups that belong nowhere near the mainland — the Franz Josef Land
* islets (New Earth, centroid lat ≥ 79.5) and the Severnaya Zemlya islets
* (centroid lat 76–79.5, lon ≥ 55). This stage repartitions the existing
* polygon parts between three features so each island group is its own
* addressable sub-region:
*
* RU-ARK (keeps its id and name) — every part whose centroid has
* lat < 76 (the mainland, Arctic-coast
* mainland parts, islets, one south dot)
* RU-ARK-NE "New Earth" — every part whose centroid has
* lat ≥ 79.5 (the 42 Franz Josef Land
* islets, ~15,700 km²)
* RU-ARK-SZ "Severnaya Zemlya" — every part whose centroid has
* 76 ≤ lat < 79.5 AND lon ≥ 55 (the 3
* Severnaya Zemlya islets, ~1,200 km²)
*
* (Parts in the 76–79.5° band with lon < 55 would stay in RU-ARK; none exist
* in the current dataset — the split is verified clean before it is written.)
*
* PURE REPARTITION — no geometry is created, moved, or altered: each part is
* moved verbatim (same coordinates, same ring order) from the one feature to
* the other. The union of the three output geometries is byte-identical to
* the input feature's parts, so no border moves and no new overlap is
* possible. RU-ARK keeps its stable feature id, so its region key
* (`arkhangel-sk-lhbk`, FNV-1a of the id) and every existing
* `Nation.territory` / SQLite ownership referencing it stays valid; the two
* new ids (`RU-ARK-NE`, `RU-ARK-SZ`) get their own keys derived by the same
* FNV-1a rule in `scripts/build-region-keys.mjs` (run it after this stage).
*
* The new features are inserted immediately after RU-ARK (stable file order,
* deterministic bytes). Each new feature's `properties` copies RU-ARK's
* (only `name` and `parent` exist in this dataset) with `name` overridden;
* `parent` stays RUS. Each feature's geometry is a MultiPolygon of its
* assigned parts, or a single Polygon if it ends up with one part.
*
* Pipeline position: between `fill-gaps` and `build-region-keys` (the
* manifests must be rebuilt after any geo change):
*
* generate → coarsen → cleanup → smooth → fill-gaps → **split-arkhangel**
* → build-region-keys → build-region-adjacency
*
* Idempotent: when RU-ARK-NE and RU-ARK-SZ already exist the file is left
* untouched (no write at all), so a full re-run of the pipeline reproduces
* byte-identical output.
*
* Usage: node scripts/split-arkhangel.mjs [inFile [outFile]]
* (or `npm run split:regions`)
* inFile default: public/regions.geo.json
* outFile default: inFile (edit in place)
*
* `@turf/centroid` + `@turf/helpers` are used only to classify each part by
* its centroid — the same measurement the split thresholds are defined in.
* (Turf is allowed in .mjs scripts only; never imported by any .ts file.)
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import centroid from '@turf/centroid';
import area from '@turf/area';
import { polygon } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const inFile = process.argv[2] ?? path.join(root, 'public', 'regions.geo.json');
const outFile = process.argv[3] ?? inFile;
// The split thresholds (degrees), per issue #31.
const NEW_EARTH_MIN_LAT = 79.5; // centroid lat ≥ this → New Earth (Franz Josef Land)
const SZ_BAND_MIN_LAT = 76; // centroid lat ≥ this (and < NEW_EARTH_MIN_LAT)…
const SZ_MIN_LON = 55; // …and centroid lon ≥ this → Severnaya Zemlya
// (anything else — including the 76–79.5° band west of 55°E, of which the
// current dataset has none — stays in the main Arkhangel'sk feature)
/** A GeoJSON polygon part as a turf Feature (for centroid/area only). */
const partFeature = (part) => polygon(part);
/**
* A part's centroid [lon, lat]. Strict by design: a centroid that cannot be
* computed is a data error, not something to silently route to the mainland.
*/
function centroidOf(part) {
try {
return centroid(partFeature(part)).geometry.coordinates;
} catch (err) {
throw new Error(`cannot compute centroid for a RU-ARK part: ${err.message}`);
}
}
/** Classify a centroid [lon, lat] into one of the three output buckets. */
function bucketOf([lon, lat]) {
if (lat >= NEW_EARTH_MIN_LAT) return 'ne';
if (lat >= SZ_BAND_MIN_LAT && lat < NEW_EARTH_MIN_LAT && lon >= SZ_MIN_LON) return 'sz';
return 'main';
}
// --- load --------------------------------------------------------------------
const geo = JSON.parse(readFileSync(inFile, 'utf8'));
if (geo?.type !== 'FeatureCollection' || !Array.isArray(geo.features)) {
throw new Error(`${inFile} is not a FeatureCollection`);
}
const features = geo.features;
// --- idempotency: already split? ----------------------------------------------
const ids = new Set(features.map((f) => String(f.id ?? '')));
if (ids.has('RU-ARK-NE') && ids.has('RU-ARK-SZ')) {
console.log(
`[split-arkhangel] RU-ARK-NE and RU-ARK-SZ already present — no-op (idempotent), ${inFile} left untouched`,
);
process.exit(0);
}
const idx = features.findIndex((f) => f.id === 'RU-ARK');
if (idx < 0) {
throw new Error('RU-ARK not found in ' + inFile);
}
const ark = features[idx];
if (ark.geometry?.type !== 'MultiPolygon') {
throw new Error(
`RU-ARK geometry is ${ark.geometry?.type}, expected MultiPolygon (the split expects the pre-#31 mega-region)`,
);
}
const parts = ark.geometry.coordinates;
// --- partition (stable: original part order is kept inside each bucket) -------
const buckets = { main: [], ne: [], sz: [] };
let bandWest = 0; // 76–79.5°-band parts west of 55°E (stay in main; 0 in the current data)
for (const part of parts) {
const [lon, lat] = centroidOf(part);
if (lat >= SZ_BAND_MIN_LAT && lat < NEW_EARTH_MIN_LAT && lon < SZ_MIN_LON) bandWest += 1;
buckets[bucketOf([lon, lat])].push(part);
}
// --- rebuild geometries (parts verbatim; MultiPolygon, or Polygon if 1 part) --
const geom = (ps) =>
ps.length > 1
? { type: 'MultiPolygon', coordinates: ps }
: { type: 'Polygon', coordinates: ps[0] };
ark.geometry = geom(buckets.main);
const mkFeature = (id, name, ps) => ({
type: 'Feature',
id,
// copy every property RU-ARK has (currently just { name, parent }), overriding name
properties: { ...ark.properties, name },
geometry: geom(ps),
});
const ne = mkFeature('RU-ARK-NE', 'New Earth', buckets.ne);
const sz = mkFeature('RU-ARK-SZ', 'Severnaya Zemlya', buckets.sz);
// --- report -------------------------------------------------------------------
const km2 = (ps) => ps.reduce((s, p) => s + area(partFeature(p)) * 1e-6, 0);
console.log(`[split-arkhangel] input: ${inFile}`);
console.log(
` RU-ARK (main) ${buckets.main.length} parts (of ${parts.length}), ≈ ${Math.round(km2(buckets.main)).toLocaleString('en-US')} km²` +
(bandWest ? ` — incl. ${bandWest} part(s) in the 76–79.5° band west of 55°E (kept in main)` : ''),
);
console.log(
` RU-ARK-NE (New Earth) ${buckets.ne.length} parts, ≈ ${Math.round(km2(buckets.ne)).toLocaleString('en-US')} km²`,
);
console.log(
` RU-ARK-SZ (Severnaya Zemlya) ${buckets.sz.length} parts, ≈ ${Math.round(km2(buckets.sz)).toLocaleString('en-US')} km²`,
);
if (buckets.ne.length === 0 || buckets.sz.length === 0) {
throw new Error(
`threshold mis-split: New Earth=${buckets.ne.length} parts, Severnaya Zemlya=${buckets.sz.length} parts — check the centroids before shipping`,
);
}
// --- insert at a stable position (immediately after RU-ARK) and write ---------
features.splice(idx + 1, 0, ne, sz);
writeFileSync(outFile, JSON.stringify(geo));
console.log(`[split-arkhangel] wrote ${outFile} — features ${features.length - 2} → ${features.length}`);
+62
View File
@@ -24,6 +24,13 @@ function makeState(id: string): GameState {
pending: [], pending: [],
version: 1, version: 1,
unowned: [], unowned: [],
pendingNationOps: [],
markers: [],
// (v0.28, #46) a v0.28+ save carries per-region stats; the fake 'GBR'
// region here holds a copy of the uk's (single-region) stats.
regionStats: {
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
},
}; };
} }
@@ -85,6 +92,61 @@ describe('openDb', () => {
db.close(); 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('(v0.27 #44) a legacy row saved before the markers field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { markers?: unknown[] }).markers; // a pre-v0.27 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.markers).toEqual([]);
db.close();
});
it('(v0.28 #46) a legacy row saved before the regionStats field existed loads with it seeded per region and stats recomputed', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { regionStats?: Record<string, unknown> }).regionStats; // a pre-v0.28 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
// each owned region is seeded with a copy of its owner's stats…
expect(loaded!.regionStats).toEqual({
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
});
// …and a single-region nation's derived stats equal the seeded ones
// (the weighted median of identical values is that value).
expect(loaded!.nations.uk.stats).toEqual({ military: 80, economy: 70, stability: 60, population: 50 });
db.close();
});
it('(v0.28 #46) a v0.28+ row (regionStats present) loads UNCHANGED — no recompute on load', () => {
const db = openDb(':memory:');
const s = makeState('current');
// Diverge one region's stats from the nation level to prove load does not
// recompute (a v0.28+ save keeps its stored derived stats exactly).
s.regionStats = { GBR: { military: 99, economy: 70, stability: 60, population: 50 } };
s.nations = { uk: { ...s.nations.uk, stats: { military: 42, economy: 70, stability: 60, population: 50 } } };
db.save(s);
const loaded = db.load('current');
expect(loaded).not.toBeNull();
expect(loaded!.regionStats).toEqual({ GBR: { military: 99, economy: 70, stability: 60, population: 50 } });
// the nation's stats are NOT recomputed from the region on load (they stay 42)
expect(loaded!.nations.uk.stats.military).toBe(42);
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => { it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:'); const db = openDb(':memory:');
db.save(makeState('a')); db.save(makeState('a'));
+14 -1
View File
@@ -2,6 +2,7 @@
import { mkdirSync } from 'node:fs'; import { mkdirSync } from 'node:fs';
import path from 'node:path'; import path from 'node:path';
import Database from 'better-sqlite3'; import Database from 'better-sqlite3';
import { migrateRegionStats } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
export interface Db { export interface Db {
@@ -39,10 +40,22 @@ export function openDb(filePath: string): Db {
const row = byId.get(id) as { data: string } | undefined; const row = byId.get(id) as { data: string } | undefined;
if (!row) return null; if (!row) return null;
try { try {
const state = JSON.parse(row.data) as GameState; let state = JSON.parse(row.data) as GameState;
// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load // (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
// with it defaulted: a legacy game has no no-man's-land regions. // with it defaulted: a legacy game has no no-man's-land regions.
if (state.unowned === undefined) state.unowned = []; 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 = [];
// (v0.27, #44) Same for map markers: a legacy game has none placed.
if (state.markers === undefined) state.markers = [];
// (v0.28, #46) Rows saved before per-region stats existed are migrated
// ONCE at load time (and never re-migrated afterwards — the field is
// then present): each owned region is seeded with a copy of its owner's
// nation-level stats and the nations' stats are recomputed as the
// (uniform-weight) area×population-weighted median, so no data is lost
// and a single-region nation keeps exactly its old stats.
state = migrateRegionStats(state);
return state; return state;
} catch { } catch {
return null; return null;
+1063 -11
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File diff suppressed because it is too large Load Diff
+584 -18
View File
@@ -7,6 +7,9 @@ import type {
EventOutcome, EventOutcome,
EventType, EventType,
GameState, GameState,
MapMarker,
Nation,
NationStats,
Preset, Preset,
RelationStatus, RelationStatus,
RoundItem, RoundItem,
@@ -16,9 +19,17 @@ import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
import { import {
addDays, addDays,
clampStat, clampStat,
deriveNationStats,
fnv1a32,
isDateLike, isDateLike,
isMarkerType,
makeEvent, makeEvent,
markerId,
MAX_MARKERS,
nationForPrompt, nationForPrompt,
type MarkerInfo,
type MarkerSpec,
type NationOp,
type TurnEventSpec, type TurnEventSpec,
type TurnResult, type TurnResult,
} from '../shared/protocol'; } from '../shared/protocol';
@@ -133,7 +144,9 @@ export function playerFrontier(
* When `withNeighboursTool` is set (the turn runs with the getNeighbours tool * When `withNeighboursTool` is set (the turn runs with the getNeighbours tool
* available) the contract gains the contiguity rules for territory transfers * available) the contract gains the contiguity rules for territory transfers
* (v0.21, #16 P2): the model may only move regions across a shared border, and * (v0.21, #16 P2): the model may only move regions across a shared border, and
* may verify borders with the tool before answering. * may verify borders with the tool before answering. The contract also
* documents the `nationOps` proposal queue (v0.23, #16 P4a) — rename plus the
* split/merge shapes applied on player confirm (v0.24, #16 P4b).
*/ */
export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): string { export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): string {
const rules = preset.simulationRules const rules = preset.simulationRules
@@ -176,13 +189,24 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],', ' "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>"}],', ' "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>"]', ' "unowned": ["<region key>"],',
' "nationOps": [',
' {"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"},',
' {"kind":"split","nationRef":"<nation id or name>","parts":[{"name":"<new name>","territory":["<region key>"]}]}',
' {"kind":"merge","nationRefs":["<id>","<id>"],"survivingRef":"<id of the surviving nation>","into":"<new name>"}',
' ],',
' "markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}',
'}', '}',
'', '',
'HARD CONSTRAINTS', 'HARD CONSTRAINTS',
'- Use only nation ids and region keys that exist in the provided state.', '- 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.', '- 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".', '- List in "unowned" only region keys that a nation currently owns, and narrate each release in "events".',
'- Map markers ("markers") are named points on the map, anchored to a region key you own or that the narrative justifies: a capital (a nation\'s main seat of power — at most one per nation), major cities, factory complexes, army deployments, ports, fleet concentrations, rocket launch sites, or a gathering (a large political/social mass event that can enable a non-military takeover). Use only region keys from the "regions" table, keep each name under 40 characters, and place at most a handful of new markers per turn — only where the narrative justifies it. List a marker id from the user message\'s "markers" field in "remove" when it ceases to exist (a city razed, an army dispersed, a site destroyed).',
'- Nation-management ops ("nationOps") are PROPOSALS: they only take effect if the player confirms them afterwards. Propose at most 1-2 per turn, only when the narrative justifies it, and narrate each one in "events".',
'- Rename: add {"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"} for a revolution, regime change or reunification that changes a nation\'s name.',
'- Split: add {"kind":"split","nationRef":"<nation id or name>","parts":[{"name":"<new name>","territory":["<region key>"]}, ...]} when a state breaks up (dissolution, secession). Use at least 2 parts and assign each of the nation\'s region keys to at most one part — any key you leave unassigned goes to the first part.',
'- Merge: add {"kind":"merge","nationRefs":["<id or name>","<id or name>"],"survivingRef":"<id or name of the surviving nation>","into":"<new name>"} when states reunify or one is absorbed. Use at least 2 input nations and "survivingRef" must name one of them — the survivor keeps its id and its stats.',
'- Prefer 1-4 events per turn; keep each text 1-3 sentences.', '- 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 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.', '- Keep every stat value between 0 and 100.',
@@ -218,6 +242,14 @@ export function buildUserPrompt(
* Omitted entirely when undefined. * Omitted entirely when undefined.
*/ */
noMansLand?: string[], noMansLand?: string[],
/**
* (v0.27, #44) The game's current map markers, as the model sees them:
* stable id, type, name, region key and current owner. Emitted verbatim
* (even when empty) so the model can reference a marker's id in
* `TurnResult.markers.remove` or leave an existing marker untouched.
* Omitted entirely when undefined.
*/
markers?: MarkerInfo[],
): string { ): string {
const player = state.nations[state.playerNationId]; const player = state.nations[state.playerNationId];
const playerName = player?.name ?? state.playerNationId; const playerName = player?.name ?? state.playerNationId;
@@ -256,6 +288,7 @@ export function buildUserPrompt(
if (regionReference) payload.regions = regionReference; if (regionReference) payload.regions = regionReference;
if (frontier !== undefined) payload.frontier = frontier; if (frontier !== undefined) payload.frontier = frontier;
if (noMansLand !== undefined) payload.unowned = noMansLand; if (noMansLand !== undefined) payload.unowned = noMansLand;
if (markers !== undefined) payload.markers = markers;
return JSON.stringify(payload, null, 2); return JSON.stringify(payload, null, 2);
} }
@@ -316,6 +349,53 @@ function str(s: unknown, max = 0): string | null {
return max ? t.slice(0, max) : t; 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. * Validate and normalize an arbitrary parsed object into a safe TurnResult.
* Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null * Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null
@@ -331,6 +411,8 @@ export function validateTurnResult(input: unknown): TurnResult | null {
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
nationOps: [],
markers: { add: [], remove: [] },
}; };
if (Array.isArray(o.events)) { if (Array.isArray(o.events)) {
@@ -415,17 +497,74 @@ 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);
// (v0.27, #44) Map-marker ops: new placements (validated here) and
// removals by stable id. Applied by applyTurnResult after the territory
// moves (a new marker's owner is the region's post-turn owner).
result.markers = validateMarkerOps(o.markers);
return result; return result;
} }
/** /**
* A turn is "meaningful" if it produced at least an event, a stat change, or * (v0.27, #44) Validate the raw `markers` object of a turn into a safe
* a no-man's-land release (v0.22 #16 P3: a release is a real world change even * `{ add, remove }` shape. Defensive like the rest of the parser — never
* when the model under-narrates it, so it must survive the retry/nudge path * throws. `add`: each spec needs a known marker type, a non-empty `name`
* instead of being replaced by the generic "unclear" result). * (capped at 120 chars) and a non-empty `regionKey` (capped at 120 chars);
* specs whose derived id collides with an earlier one in the same batch
* collapse to the first (re-adding is idempotent). `remove`: deduped,
* non-empty marker ids (capped at 120 chars).
*/
export function validateMarkerOps(raw: unknown): { add: MarkerSpec[]; remove: string[] } {
const out: { add: MarkerSpec[]; remove: string[] } = { add: [], remove: [] };
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
const o = raw as Record<string, unknown>;
if (Array.isArray(o.add)) {
const seen = new Set<string>();
for (const e of o.add) {
if (!e || typeof e !== 'object') continue;
const s = e as Record<string, unknown>;
if (!isMarkerType(s.type)) continue;
const name = str(s.name, 120);
const regionKey = str(s.regionKey, 120);
if (!name || !regionKey) continue;
const id = markerId(s.type, name, regionKey);
if (seen.has(id)) continue;
seen.add(id);
out.add.push({ type: s.type, name, regionKey });
}
}
if (Array.isArray(o.remove)) {
for (const k of o.remove) {
const s = typeof k === 'string' ? k.trim() : '';
if (s && !out.remove.includes(s)) out.remove.push(s.slice(0, 120));
}
}
return out;
}
/**
* 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 { 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 ||
// (v0.27, #44) a marker placed or removed this turn is a real world change.
result.markers.add.length > 0 ||
result.markers.remove.length > 0
);
} }
// --- Applying the delta ------------------------------------------------------- // --- Applying the delta -------------------------------------------------------
@@ -442,12 +581,38 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
/** /**
* Apply a TurnResult to a GameState immutably: advance the date/turn, append * Apply a TurnResult to a GameState immutably: advance the date/turn, append
* events, apply stat changes (clamped), symmetric relations, and territory * events, apply stat changes (clamped), symmetric relations, territory moves
* moves (including no-man's-land releases, v0.22 #16 P3). * (including no-man's-land releases, v0.22 #16 P3) and map markers (v0.27
* #44). 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.
*
* `centroidOf` (v0.27, #44) resolves a region key to its precomputed centroid
* (`{ lat, lon, spread }`, from public/region-centroids.json via
* server/regions.ts). New markers are positioned at that centroid plus a small
* deterministic offset; a spec whose key has no known centroid is dropped.
* Without it no marker can be placed (all adds are dropped), which keeps the
* engine pure and lets tests inject their own data.
*
* `geoOf` (v0.28, #46) resolves a region key to its area + population
* (from public/region-geo.json via server/regions.ts), used to weight the
* end-of-turn recompute of each nation's derived stats as the
* area×population-weighted median of its regions' stats. Without it the
* recompute degrades to an unweighted median (every region weight 1) — still
* region-consistent, just unweighted. The engine stays pure either way.
*/ */
export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet<string>): GameState { export function applyTurnResult(
state: GameState,
result: TurnResult,
validKeys?: ReadonlySet<string>,
centroidOf?: (key: string) => { lat: number; lon: number; spread: number } | undefined,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): GameState {
const next: GameState = JSON.parse(JSON.stringify(state)); const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1; // every mutation is a new revision next.version = (state.version ?? 0) + 1; // every mutation is a new revision
// (v0.28, #46) per-region stats table; a legacy/corrupt clone without the
// field starts empty (the turn then re-inits claimed regions as it goes).
next.regionStats = next.regionStats ?? {};
const actingTurn = state.turn; // this action resolves the current turn const actingTurn = state.turn; // this action resolves the current turn
next.turn = state.turn + 1; // then we advance to the next turn to play next.turn = state.turn + 1; // then we advance to the next turn to play
next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2); next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
@@ -456,11 +621,6 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?
for (const ev of result.events) { for (const ev of result.events) {
next.events.push(makeEvent(ev, actingTurn, next.date)); next.events.push(makeEvent(ev, actingTurn, next.date));
} }
for (const c of result.stateChanges) {
const n = next.nations[c.nation];
if (!n) continue;
n.stats[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(n.stats[c.stat] + c.value);
}
for (const r of result.relations) { for (const r of result.relations) {
const a = next.nations[r.a]; const a = next.nations[r.a];
const b = next.nations[r.b]; const b = next.nations[r.b];
@@ -510,6 +670,10 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?
if (owners.length !== 1) continue; // 0 owners (never assigned) or 2+ (corrupt): no-op if (owners.length !== 1) continue; // 0 owners (never assigned) or 2+ (corrupt): no-op
unowned.add(key); unowned.add(key);
next.nations[owners[0]].territory = next.nations[owners[0]].territory.filter((k) => k !== key); next.nations[owners[0]].territory = next.nations[owners[0]].territory.filter((k) => k !== key);
// (v0.28, #46) a released region leaves no-man's land ownerless — its
// per-region stats leave the table with it (no man's land carries none;
// a later re-claim re-inits the entry from the gainer, see below).
delete next.regionStats[key];
} }
// (2) Claims against the post-release ownership snapshot. // (2) Claims against the post-release ownership snapshot.
@@ -556,9 +720,126 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?
} }
next.nations[gainer].territory.push(key); next.nations[gainer].territory.push(key);
unowned.delete(key); // re-claimed: the key leaves no man's land unowned.delete(key); // re-claimed: the key leaves no man's land
// (v0.28, #46) a transferred region keeps its own per-region stats (the
// conquest is what makes a nation's regions diverge); only a re-claimed
// region that has no entry left (it was released earlier this turn) is
// re-inited as a copy of the gainer's current stats, so the recompute
// below never sees a hole in the table.
if (!next.regionStats[key]) next.regionStats[key] = { ...next.nations[gainer].stats };
} }
next.unowned = [...unowned]; next.unowned = [...unowned];
// --- Per-region stats (v0.28, #46): nation-level stateChanges re-applied to
// the regions, then every nation's stats recomputed as the derived
// area×population-weighted median of its regions ---
//
// (a) A nation-level stat change (`stateChanges`) is re-interpreted as
// applying to EVERY region the nation owns: each owned region's copy of
// that stat gets the same `set`/`add` (clamped to 0–100), and the
// nation-level stat is updated too (it is kept as-is for nations the
// recompute below does not touch — see (b) — and overwritten for the
// rest, where the regions are the source of truth).
//
// (b) RECOMPUTE: every nation's `stats` is re-derived as the weighted
// median of its owned regions' stats (via deriveNationStats, weighted
// by area×population when `geoOf` is available, unweighted otherwise).
// Two guards keep degenerate states sane: a nation with NO regions
// keeps its stats untouched (it has no regions to aggregate), and a
// nation none of whose regions has a stats entry keeps its stats
// too (deriveNationStats would return zeros, which would be wrong).
// This recompute is what makes a conquered region's foreign stats
// blend into the conqueror's aggregate and keeps the derived stats in
// lockstep with the per-region table across the turn's changes.
for (const c of result.stateChanges) {
const n = next.nations[c.nation];
if (!n) continue;
for (const key of n.territory) {
const rs = next.regionStats[key];
if (!rs) continue; // a key with no entry is skipped (recompute does the same)
rs[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(rs[c.stat] + c.value);
}
n.stats[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(n.stats[c.stat] + c.value);
}
for (const n of Object.values(next.nations)) {
if (n.territory.length === 0) continue; // 0-region guard: no regions to aggregate
if (!n.territory.some((k) => next.regionStats[k])) continue; // no entry: keep n.stats
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
// --- Map markers (v0.27, #44) ---
//
// Markers are anchored to a region key and are processed against the FINAL
// post-claim ownership, in this order:
// (1) REMOVE: a marker whose id is in result.markers.remove is dropped
// (a listed-but-absent id is a no-op).
// (2) OWNER RECOMPUTE: every surviving marker's ownerNationId is set to
// its region's current owner — a captured region follows the new
// owner, a region released to no man's land (or a key with 0 or 2+
// owners) becomes `null`. A marker always follows its region.
// (3) ADD: each new spec (in order) is placed at its region's centroid
// (injected via centroidOf) plus a small deterministic per-axis
// offset, owned by the region's post-turn owner, and stamped with
// the acting turn. Dropped (never throws): a region key that is not
// in validKeys or has no known centroid, an id that already exists
// (a re-add is idempotent — the existing marker stays), and any adds
// beyond MAX_MARKERS (the later ones).
{
const finalOwner = new Map<string, string | null>();
{
const owners = new Map<string, string[]>();
for (const n of Object.values(next.nations)) {
for (const key of n.territory) {
if (!valid(key)) continue;
const list = owners.get(key);
if (list) list.push(n.id);
else owners.set(key, [n.id]);
}
}
for (const [key, list] of owners) finalOwner.set(key, list.length === 1 ? list[0] : null);
}
const removeIds = new Set(result.markers.remove);
const markers: MapMarker[] = [];
for (const m of next.markers ?? []) {
if (removeIds.has(m.id)) continue;
markers.push({ ...m, ownerNationId: finalOwner.get(m.regionKey) ?? null });
}
// Deterministic ±(spread/2) offset per axis: a FNV-1a-derived unit
// fraction of the marker id (stable across runs and platforms), so
// markers of one region scatter naturally instead of stacking.
const jitter = (id: string, axis: 'lat' | 'lon', spread: number): number => {
const frac = (fnv1a32(`${id}#${axis}`) >>> 8) / 0x00ffffff;
return (frac * 2 - 1) * (spread / 2);
};
const round6 = (v: number): number => Math.round(v * 1e6) / 1e6;
for (const spec of result.markers.add) {
const id = markerId(spec.type, spec.name, spec.regionKey);
if (markers.some((m) => m.id === id)) continue; // re-add: idempotent, keep the existing
if (markers.length >= MAX_MARKERS) continue; // hard cap: drop the excess
if (!valid(spec.regionKey)) continue; // unknown region key
const c = centroidOf?.(spec.regionKey);
if (!c) continue; // no centroid data for this key
markers.push({
id,
type: spec.type,
name: spec.name,
regionKey: spec.regionKey,
lat: round6(c.lat + jitter(id, 'lat', c.spread)),
lon: round6(c.lon + jitter(id, 'lon', c.spread)),
ownerNationId: finalOwner.get(spec.regionKey) ?? null,
placedTurn: actingTurn,
});
}
next.markers = markers;
}
// (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; return next;
} }
@@ -593,6 +874,265 @@ export function removeRoundItem(state: GameState, index: number | undefined): Ga
return next; 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;
}
/**
* Generate a fresh, unused nation id for a newly created nation (split
* parts, v0.24 #16 P4b): the first free of `n1`, `n2`, ... The caller adds
* each id it creates to `taken` as it goes, so ids stay unique within an
* op and are never reused from a removed nation.
*/
export function freshNationId(taken: ReadonlySet<string>): string {
for (let i = 1; ; i++) {
const id = `n${i}`;
if (!taken.has(id)) return id;
}
}
/**
* The baseline stats a freshly created nation starts with (split parts,
* v0.24 #16 P4b) — a neutral middle-of-the-scale profile, deliberately NOT
* a copy of the parent's stats (a small rump state is not the parent's
* military power).
*/
export const NEW_NATION_STATS: NationStats = {
military: 50,
economy: 50,
stability: 50,
population: 50,
};
/**
* Defensive cleanup after nations are removed (merge, v0.24 #16 P4b): drop
* the removed nations' ids from every remaining nation's `relations` map so
* no key dangles. (The client already degrades gracefully on a missing
* target, but consistent data is cleaner.)
*/
function dropRelationsTo(state: GameState, removedIds: ReadonlySet<string>): void {
for (const n of Object.values(state.nations)) {
for (const id of removedIds) {
if (id in n.relations) delete n.relations[id];
}
}
}
/**
* 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). It never throws:
* any unresolvable reference or malformed op is a silent no-op (the op is
* still removed by confirmNationOp — the world simply doesn't change).
*
* - **rename** (v0.23, #16 P4a): 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).
*
* - **split** (v0.24, #16 P4b): the `nationRef` must resolve and there must
* be at least two named parts, else no-op. Parts are processed in order;
* each receives the region keys of its `territory` that (a) the parent
* owns and (b) no earlier part claimed — the first part to name a key
* wins. Keys of the parent's territory that no part claimed go to part 0
* (in the parent's `territory` order), so the parent's territory is fully
* partitioned — no key is lost or ever held twice. Each part gets a
* FRESH id (`freshNationId`) and the baseline `NEW_NATION_STATS` (not a
* copy of the parent's), plus a copy of the parent's relations; the
* parent is then removed. If the parent was the player's nation,
* `playerNationId` moves to the chosen part (`edits.playerPart`, clamped
* into range, default 0); `edits.name` renames that same chosen part.
*
* - **merge** (v0.24, #16 P4b): every input ref plus the survivor ref must
* resolve, at least two inputs must resolve to DISTINCT nations, and the
* survivor must be one of them — else no-op. The survivor keeps its id,
* keeps its own stats, gains the union of all inputs' territories
* (survivor's keys first, then each other input's unclaimed keys in its
* own order), and gains a union of the inputs' relations (on a third
* party the survivor's own view wins, else the first input's). The other
* inputs are removed (their ids dropped from everyone else's relations
* maps), and if the player led a removed input, `playerNationId` moves to
* the survivor. The merged name is `edits.name` (if non-empty), else
* `op.into`, else the survivor's current name.
*/
export function applyNationOp(
state: GameState,
op: NationOp,
edits?: { name?: string; playerPart?: number },
): void {
if (op.kind === 'rename') {
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;
return;
}
if (op.kind === 'split') {
const id = resolveNationRef(state, op.nationRef);
if (id === null || op.parts.length < 2) return; // invalid ref / not enough parts: no-op
const parent = state.nations[id];
if (!parent) return;
const taken = new Set(Object.keys(state.nations));
const created: string[] = [];
const claimed = new Set<string>();
for (const part of op.parts) {
const newId = freshNationId(taken);
taken.add(newId);
const keys = (part.territory ?? [])
.filter((k) => parent.territory.includes(k) && !claimed.has(k));
for (const k of keys) claimed.add(k);
const partNation: Nation = {
id: newId,
type: parent.type, // a part keeps the parent's form of state
name: part.name,
stats: { ...NEW_NATION_STATS },
territory: keys,
relations: { ...parent.relations },
};
state.nations[newId] = partNation;
created.push(newId);
}
// Keys the parent owned but no part claimed go to part 0 (in the
// parent's territory order) — nothing is lost or duplicated.
for (const k of parent.territory) {
if (!claimed.has(k)) state.nations[created[0]].territory.push(k);
}
// The player chooses which part is its successor (edits.playerPart,
// clamped into range; default 0) — only relevant when the parent was
// the player's nation; the same part also gets a player-edited name.
const partIdx =
Math.min(Math.max(edits?.playerPart ?? 0, 0), created.length - 1);
if (state.playerNationId === id) state.playerNationId = created[partIdx];
const editedName = (edits?.name ?? '').trim();
if (editedName) state.nations[created[partIdx]].name = editedName;
delete state.nations[id];
dropRelationsTo(state, new Set([id]));
return;
}
// merge
const resolved: string[] = [];
for (const ref of op.nationRefs) {
const rid = resolveNationRef(state, ref);
if (rid === null) return; // any unresolvable input: no-op
resolved.push(rid);
}
const inputIds = new Set(resolved);
const survivorId = resolveNationRef(state, op.survivingRef);
if (survivorId === null || !inputIds.has(survivorId) || inputIds.size < 2) return;
const survivor = state.nations[survivorId];
if (!survivor) return;
// Territory: the union of all inputs — the survivor's keys first (stable
// order), then each other input's unclaimed keys in its own order.
const territory = [...survivor.territory];
const seen = new Set(territory);
for (const rid of resolved) {
for (const k of state.nations[rid].territory) {
if (!seen.has(k)) {
seen.add(k);
territory.push(k);
}
}
}
// Relations: the union of all inputs' relations; the first input to name a
// third party sets it, then the survivor's own view overwrites per key.
const relations: Record<string, RelationStatus> = {};
for (const rid of resolved) {
for (const [other, status] of Object.entries(state.nations[rid].relations)) {
if (other === survivorId) continue; // never relate to oneself
if (!(other in relations)) relations[other] = status;
}
}
for (const [other, status] of Object.entries(survivor.relations)) {
if (other !== survivorId) relations[other] = status;
}
const removed = new Set<string>();
for (const rid of inputIds) {
if (rid === survivorId) continue;
delete state.nations[rid];
removed.add(rid);
}
if (state.playerNationId !== survivorId && removed.has(state.playerNationId)) {
state.playerNationId = survivorId;
}
const name = (edits?.name ?? '').trim() || op.into.trim() || survivor.name;
if (name) survivor.name = name;
survivor.territory = territory;
survivor.relations = relations;
dropRelationsTo(state, removed);
}
/**
* Confirm a pending nation-op proposal by index: apply it (a rename takes
* effect, optionally with a player-edited name; a split partitions the
* nation's territory into the new parts, the player picking which part is
* its successor via `edits.playerPart`; a merge folds the inputs into the
* survivor, optionally renamed via `edits.name`) 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; playerPart?: number },
): 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/ * 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 * validate, retry once with a nudge if the result is empty/invalid, and — if
@@ -622,15 +1162,39 @@ export async function runTurn(opts: {
* switches the turn onto the getNeighbours tool path. * switches the turn onto the getNeighbours tool path.
*/ */
getNeighbours?: (keys: string[]) => string[]; getNeighbours?: (keys: string[]) => string[];
/**
* (v0.27, #44) Region-key -> precomputed centroid resolver (from
* public/region-centroids.json). Present, the turn's new markers can be
* placed at their region's centroid; absent, marker adds are dropped and
* the existing markers' owners still get recomputed.
*/
centroidOf?: (key: string) => { lat: number; lon: number; spread: number } | undefined;
/**
* (v0.28, #46) Region-key -> area/population resolver (from
* public/region-geo.json). Present, the end-of-turn recompute of each
* nation's derived stats weights each owned region by area×population;
* absent, the recompute degrades to an unweighted (uniform) median —
* still region-consistent, just unweighted.
*/
geoOf?: (key: string) => { area: number; population: number } | undefined;
}): Promise<{ state: GameState; result: TurnResult }> { }): Promise<{ state: GameState; result: TurnResult }> {
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours } = opts; const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf } = opts;
const chatWithTools = llm.chatWithTools; const chatWithTools = llm.chatWithTools;
const useTools = getNeighbours !== undefined && chatWithTools !== undefined; const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
const system = buildSystemPrompt(preset, useTools); const system = buildSystemPrompt(preset, useTools);
const frontier = getNeighbours ? playerFrontier(state, getNeighbours) : undefined; const frontier = getNeighbours ? playerFrontier(state, getNeighbours) : undefined;
// (v0.22, #16 P3) the model always sees the current no-man's-land keys (empty // (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. // list on a fresh game) so it knows which unowned regions can be re-claimed.
const user = buildUserPrompt(state, items, regionReference, frontier, state.unowned ?? []); // (v0.27, #44) likewise the current map markers, so it can reference their
// stable ids in `markers.remove` (or leave them untouched).
const markers = (state.markers ?? []).map((m) => ({
id: m.id,
type: m.type,
name: m.name,
regionKey: m.regionKey,
owner: m.ownerNationId,
}));
const user = buildUserPrompt(state, items, regionReference, frontier, state.unowned ?? [], markers);
const nudge = const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.'; 'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
@@ -674,10 +1238,12 @@ export async function runTurn(opts: {
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
nationOps: [],
markers: { add: [], remove: [] },
}; };
} }
return { state: applyTurnResult(state, result, validRegionKeys), result }; return { state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf), result };
} }
// --- Advisor (brainstorm) ----------------------------------------------------- // --- Advisor (brainstorm) -----------------------------------------------------
+60 -3
View File
@@ -8,19 +8,21 @@ import { existsSync } from 'node:fs';
import path from 'node:path'; import path from 'node:path';
import { fileURLToPath } from 'node:url'; import { fileURLToPath } from 'node:url';
import { deepClone } from '../shared/protocol'; import { deepClone, seedRegionStats } from '../shared/protocol';
import type { import type {
AddActionRequest, AddActionRequest,
AddDiplomacyRequest, AddDiplomacyRequest,
ConfirmNationOpRequest,
CreateGameRequest, CreateGameRequest,
RejectNationOpRequest,
RemoveQueueItemRequest, RemoveQueueItemRequest,
} from '../shared/protocol'; } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
import { createLlmClient } from './llm'; import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub'; 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 { buildRegionMap } from './map';
import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions'; import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
import { createPresetStore } from './presets'; import { createPresetStore } from './presets';
import { openDb, type Db } from './db'; import { openDb, type Db } from './db';
@@ -128,11 +130,24 @@ app.post('/api/games', (req: Request, res) => {
// starts with nothing released; this list grows as the LLM releases // starts with nothing released; this list grows as the LLM releases
// regions and shrinks as they get re-claimed. // regions and shrinks as they get re-claimed.
unowned: [], 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: [],
// (v0.27, #44) No markers on a fresh game; the LLM places them over time.
markers: [],
// (v0.28, #46) Per-region stats are seeded below, once territories hold
// real region keys — each region starts as a copy of its owner's initial
// stats, so the derived aggregate equals the nation's stats on turn 1.
regionStats: {},
}; };
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys // 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 // of all its sub-regions, so ownership (and the choropleth) is at region
// granularity from the very first turn. Preset JSONs stay country-level. // granularity from the very first turn. Preset JSONs stay country-level.
for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory); for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
// (v0.28, #46): seed per-region stats AFTER the expansion so each owned
// region key gets its owner's initial stats (see seedRegionStats).
state.regionStats = seedRegionStats(state.nations);
db.save(state); db.save(state);
res.json({ game: state }); res.json({ game: state });
}); });
@@ -224,6 +239,38 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
res.json({ game: next }); res.json({ game: next });
}); });
// (v0.23, #16 P4a; v0.24, #16 P4b) Resolve a pending nation-op proposal
// waiting in game.pendingNationOps: a rename takes effect (body.edits.name
// may override the proposed name), a split partitions the nation's territory
// into the proposed parts (body.edits.playerPart picks which part the player
// leads, default 0), and a merge folds its inputs into the survivor
// (body.edits.name may override the merged name). 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 // 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 // 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. // state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
@@ -250,6 +297,16 @@ app.post('/api/games/:id/jump', async (req, res) => {
// engine the resolver — the turn then runs with the LLM's getNeighbours // engine the resolver — the turn then runs with the LLM's getNeighbours
// tool and the player-frontier prompt field (both switch off without it). // tool and the player-frontier prompt field (both switch off without it).
getNeighbours: hasAdjacency() ? (keys) => neighboursOf(keys) : undefined, getNeighbours: hasAdjacency() ? (keys) => neighboursOf(keys) : undefined,
// (v0.27, #44) when the centroid manifest loaded, hand the engine the
// resolver so a turn can place new map markers at their region's
// centroid (without it, marker adds are dropped; existing markers are
// still maintained).
centroidOf: hasCentroids() ? (key) => centroidOf(key) : undefined,
// (v0.28, #46) when the region-geo manifest (area + population) loaded,
// hand the engine the resolver so the end-of-turn recompute weights each
// owned region by area×population (without it the aggregate degrades to
// an unweighted median — still region-consistent, just unweighted).
geoOf: hasGeo() ? (key) => geoOf(key) : undefined,
}); });
db.save(state); db.save(state);
broadcast(id, 'turn', { state, result }); broadcast(id, 'turn', { state, result });
+4
View File
@@ -48,6 +48,10 @@ const state: GameState = {
pending: [], pending: [],
version: 1, version: 1,
unowned: [], unowned: [],
pendingNationOps: [],
markers: [],
// (v0.28, #46) the map is ownership-only; the region-stats table is unused here.
regionStats: {},
}; };
// The RegionMap built from the fixture: the authoritative region key → owner source. // The RegionMap built from the fixture: the authoritative region key → owner source.
+220
View File
@@ -0,0 +1,220 @@
import { describe, expect, it } from 'vitest';
import {
deriveNationStats,
migrateRegionStats,
seedRegionStats,
weightedMedian,
} from '../shared/protocol';
import type { GameState, Nation, NationStats } from '../shared/types';
// --- Test fixtures -----------------------------------------------------------
const S = (military: number, economy: number, stability: number, population: number): NationStats => ({
military,
economy,
stability,
population,
});
function nation(id: string, name: string, stats: NationStats, territory: string[]): Nation {
return { id, name, type: 'major', stats, territory, relations: {} };
}
function mkState(
nations: Record<string, Nation>,
regionStats?: Record<string, unknown>,
): GameState {
const base: GameState = {
id: 'g',
presetId: 'p',
presetTitle: 'P',
playerNationId: Object.keys(nations)[0] ?? '',
turn: 1,
date: '1939-09-01',
nations,
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
regionStats: {} as GameState['regionStats'],
};
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
return base;
}
// --- weightedMedian ----------------------------------------------------------
describe('weightedMedian', () => {
it('returns 0 for an empty input or zero total weight', () => {
expect(weightedMedian([], [])).toBe(0);
expect(weightedMedian([5, 6], [0, 0])).toBe(0); // zero weights
expect(weightedMedian([5, 6], [NaN, -1])).toBe(0); // non-finite / non-positive → 0
});
it('returns the single value when it is the only weighted input', () => {
expect(weightedMedian([42], [7])).toBe(42);
});
it('the median of a set of IDENTICAL values is that value (translation-invariant)', () => {
// The invariant seeding + legacy migration rely on: equal values → that value,
// regardless of the (arbitrary) weights.
expect(weightedMedian([7, 7, 7], [1, 5, 9])).toBe(7);
expect(weightedMedian([0, 0], [10, 20])).toBe(0);
expect(weightedMedian([100, 100, 100], [1, 1, 1000])).toBe(100);
// and a constant shift shifts the result by the same constant
expect(weightedMedian([107, 107, 107], [1, 5, 9])).toBe(weightedMedian([7, 7, 7], [1, 5, 9]) + 100);
});
it('picks the value at the first point the cumulative weight reaches half the total', () => {
// two equal weights: the lower value is reached first (cum 1 of 2 ≥ 1)
expect(weightedMedian([10, 20], [1, 1])).toBe(10);
// an odd middle: the true middle value
expect(weightedMedian([10, 20, 30], [1, 1, 1])).toBe(20);
// the heavier value dominates
expect(weightedMedian([10, 20], [1, 3])).toBe(20);
expect(weightedMedian([10, 20], [3, 1])).toBe(10);
});
it('treats non-finite or non-positive weights as excluded (0)', () => {
// NaN weight on 10, positive on 20 → only 20 counts
expect(weightedMedian([10, 20], [NaN, 1])).toBe(20);
// negative weight on 20, positive on 10 → only 10 counts
expect(weightedMedian([10, 20], [1, -5])).toBe(10);
});
});
// --- deriveNationStats -------------------------------------------------------
describe('deriveNationStats', () => {
const regionStats = {
a: S(50, 50, 50, 50),
b: S(90, 90, 90, 90),
};
const geo: Record<string, { area: number; population: number }> = { a: { area: 100, population: 1000 }, b: { area: 1000, population: 1000 } };
it('weights by area×population: the larger region dominates the aggregate', () => {
// a: weight 100×1000=100000, b: weight 1000×1000=1000000 → b (90) dominates
const out = deriveNationStats(['a', 'b'], regionStats, (k) => geo[k]);
expect(out).toEqual(S(90, 90, 90, 90));
});
it('degrades to a uniform (unweighted) median without geo: the lower value is reached first', () => {
// equal weights 1,1 → the lower (a=50) is reached at half-total first
const out = deriveNationStats(['a', 'b'], regionStats);
expect(out).toEqual(S(50, 50, 50, 50));
// same when geoOf is provided but returns undefined for the keys (missing geo)
const out2 = deriveNationStats(['a', 'b'], regionStats, () => undefined);
expect(out2).toEqual(S(50, 50, 50, 50));
});
it('skips a region key that has no stats entry', () => {
// b has no entry → only a is counted → a's (50) values
const out = deriveNationStats(['a', 'b'], { a: S(50, 50, 50, 50) }, (k) => geo[k]);
expect(out).toEqual(S(50, 50, 50, 50));
});
it('returns zero stats when none of the owned regions has a stats entry', () => {
const out = deriveNationStats(['a', 'b'], {}, (k) => geo[k]);
expect(out).toEqual(S(0, 0, 0, 0));
});
it('a single region yields exactly that region\'s stats (the seeding invariant)', () => {
expect(deriveNationStats(['a'], regionStats, (k) => geo[k])).toEqual(S(50, 50, 50, 50));
expect(deriveNationStats(['a'], regionStats)).toEqual(S(50, 50, 50, 50));
});
it('treats zero/negative area or population as a fallback weight of 1', () => {
// a has area 0 (weight falls back to 1×pop), b has full weight → b dominates
const g: Record<string, { area: number; population: number }> = { a: { area: 0, population: 1000 }, b: { area: 1000, population: 1000 } };
const out = deriveNationStats(['a', 'b'], regionStats, (k) => g[k]);
expect(out).toEqual(S(90, 90, 90, 90));
});
});
// --- seedRegionStats ---------------------------------------------------------
describe('seedRegionStats', () => {
it('copies each owner\'s stats to every region it owns', () => {
const nations = {
uk: nation('uk', 'UK', S(80, 70, 60, 50), ['k1', 'k2']),
de: nation('de', 'DE', S(95, 70, 75, 90), ['k3']),
};
expect(seedRegionStats(nations)).toEqual({
k1: S(80, 70, 60, 50),
k2: S(80, 70, 60, 50),
k3: S(95, 70, 75, 90),
});
});
it('gives the first owner\'s stats a key owned by two or more nations (corrupt)', () => {
const nations = {
a: nation('a', 'A', S(10, 10, 10, 10), ['k1']),
b: nation('b', 'B', S(90, 90, 90, 90), ['k1']),
};
expect(seedRegionStats(nations)).toEqual({ k1: S(10, 10, 10, 10) });
});
it('returns an empty table for nations with no territory', () => {
const nations = { a: nation('a', 'A', S(10, 10, 10, 10), []) };
expect(seedRegionStats(nations)).toEqual({});
});
});
// --- migrateRegionStats ------------------------------------------------------
describe('migrateRegionStats', () => {
it('returns a v0.28+ row (regionStats present) UNCHANGED — same reference, no recompute', () => {
const state = mkState(
{ uk: nation('uk', 'UK', S(42, 70, 60, 50), ['k1']) },
{ k1: S(99, 70, 60, 50) }, // deliberately divergent from the nation stats
);
const out = migrateRegionStats(state);
expect(out).toBe(state); // same reference: untouched
expect(out.regionStats).toEqual({ k1: S(99, 70, 60, 50) });
expect(out.nations.uk.stats).toEqual(S(42, 70, 60, 50)); // NOT recomputed from the region
});
it('migrates a legacy row (regionStats absent): seeds each owned region and preserves stats', () => {
const state = mkState({
uk: nation('uk', 'UK', S(80, 70, 60, 50), ['k1', 'k2', 'k3']),
de: nation('de', 'DE', S(95, 70, 75, 90), ['k4']),
});
// sanity: we built a legacy row
expect((state as { regionStats?: unknown }).regionStats).toBeUndefined();
const out = migrateRegionStats(state, (k) =>
k === 'k1' ? { area: 100, population: 1000 }
: k === 'k2' ? { area: 1, population: 1 }
: k === 'k3' ? { area: 9, population: 9 }
: { area: 50, population: 500 });
// each owned region is seeded with a copy of its owner's stats…
expect(out.regionStats).toEqual({
k1: S(80, 70, 60, 50),
k2: S(80, 70, 60, 50),
k3: S(80, 70, 60, 50),
k4: S(95, 70, 75, 90),
});
// …and the (multi-region) nation's stats are PRESERVED: the weighted median of
// identical values is that value, regardless of the (uneven) weights.
expect(out.nations.uk.stats).toEqual(S(80, 70, 60, 50));
expect(out.nations.de.stats).toEqual(S(95, 70, 75, 90));
// the original row is NOT mutated
expect((state as { regionStats?: unknown }).regionStats).toBeUndefined();
expect(state.nations.uk.stats).toEqual(S(80, 70, 60, 50));
});
it('a legacy 0-region nation keeps its stats (no recompute, no entries)', () => {
const state = mkState({
uk: nation('uk', 'UK', S(80, 70, 60, 50), []),
de: nation('de', 'DE', S(95, 70, 75, 90), ['k1']),
});
const out = migrateRegionStats(state);
expect(out.nations.uk.stats).toEqual(S(80, 70, 60, 50)); // unchanged
expect(out.nations.de.stats).toEqual(S(95, 70, 75, 90)); // single region → preserved
expect(out.regionStats).toEqual({ k1: S(95, 70, 75, 90) });
expect('uk' in (out.regionStats ?? {})).toBe(false);
});
});
+92 -4
View File
@@ -5,8 +5,12 @@ import { tmpdir } from 'node:os';
import path from 'node:path'; import path from 'node:path';
import { import {
allTerritoryKeys, allTerritoryKeys,
centroidOf,
expandCountriesToKeys, expandCountriesToKeys,
geoOf,
hasAdjacency, hasAdjacency,
hasCentroids,
hasGeo,
hasRegionData, hasRegionData,
loadRegions, loadRegions,
neighboursOf, neighboursOf,
@@ -27,9 +31,9 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
expect(loadRegions(root)).toBe(true); expect(loadRegions(root)).toBe(true);
}); });
it('loads the full manifest: 1,796 unique valid region keys', () => { it('loads the full manifest: 1,800 unique valid region keys', () => {
expect(hasRegionData()).toBe(true); expect(hasRegionData()).toBe(true);
expect(validKeys().size).toBe(1796); expect(validKeys().size).toBe(1800);
}); });
it('expands an ISO_A3 country to the region keys of all its sub-regions', () => { it('expands an ISO_A3 country to the region keys of all its sub-regions', () => {
@@ -51,6 +55,21 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
expect(ref['aisne-gstu']).toBe('Aisne (FRA)'); expect(ref['aisne-gstu']).toBe('Aisne (FRA)');
}); });
it('expands RUS to all 84 sub-regions after the #31 + #41 Arkhangel splits (no ownership gap at game init)', () => {
// #31 split RU-ARK into the mainland + New Earth + Severnaya Zemlya; #41
// repartitioned the mainland into the core (unchanged key) + Pechora +
// Yamal. A fresh game's RUS territory (expanded from the preset's
// country list) must contain all five sub-region keys — the main one
// (ownership-safe, unchanged key) plus the island and band ones.
const rus = expandCountriesToKeys(['RUS']);
expect(rus).toHaveLength(84);
expect(rus).toContain('arkhangel-sk-lhbk');
expect(rus).toContain('new-earth-eikt');
expect(rus).toContain('severnaya-zemlya-awqp');
expect(rus).toContain('pechora-qwhs');
expect(rus).toContain('yamal-gosw');
});
it('referenceForKeys labels only known keys and omits unknown ones', () => { it('referenceForKeys labels only known keys and omits unknown ones', () => {
const ref = referenceForKeys(['ain-lqtt', 'not-a-real-key-xyz']); const ref = referenceForKeys(['ain-lqtt', 'not-a-real-key-xyz']);
expect(ref['ain-lqtt']).toBe('Ain (FRA)'); expect(ref['ain-lqtt']).toBe('Ain (FRA)');
@@ -87,6 +106,10 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
pending: [], pending: [],
version: 1, version: 1,
unowned: [], unowned: [],
pendingNationOps: [],
markers: [],
// (v0.28, #46) unused here (allTerritoryKeys is ownership-only).
regionStats: {},
}; };
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two. // 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
expect(allTerritoryKeys(state).size).toBe(58); expect(allTerritoryKeys(state).size).toBe(58);
@@ -117,6 +140,34 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
expect(neighboursOf([])).toEqual([]); expect(neighboursOf([])).toEqual([]);
}); });
it('(v0.27 #44) hasCentroids() is true and centroidOf resolves a real key to a plausible location', () => {
expect(hasCentroids()).toBe(true);
const ain = centroidOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.lat).toBeCloseTo(46.16, 1);
expect(ain!.lon).toBeCloseTo(4.8, 1);
expect(ain!.spread).toBeGreaterThan(0);
});
it('(v0.27 #44) centroidOf returns undefined for an unknown key', () => {
expect(centroidOf('not-a-real-key-xyz')).toBeUndefined();
});
it('(v0.28 #46) hasGeo() is true and geoOf resolves a real key to area + population', () => {
expect(hasGeo()).toBe(true);
const ain = geoOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.area).toBeGreaterThanOrEqual(0); // km²
expect(ain!.population).toBeGreaterThanOrEqual(0);
// exact spot-check values pinned from the committed manifest (Ain, FRA)
expect(ain!.area).toBeCloseTo(22557.77, 1); // km²
expect(ain!.population).toBe(2304126);
});
it('(v0.28 #46) geoOf returns undefined for an unknown key', () => {
expect(geoOf('not-a-real-key-xyz')).toBeUndefined();
});
describe('graceful degradation with no region data', () => { describe('graceful degradation with no region data', () => {
beforeEach(() => resetRegions()); beforeEach(() => resetRegions());
@@ -130,6 +181,12 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
// and no adjacency: the LLM tool / frontier field switch off // and no adjacency: the LLM tool / frontier field switch off
expect(hasAdjacency()).toBe(false); expect(hasAdjacency()).toBe(false);
expect(neighboursOf(['moselle-rygy'])).toEqual([]); expect(neighboursOf(['moselle-rygy'])).toEqual([]);
// and no centroids: the marker-placement path degrades to a no-op
expect(hasCentroids()).toBe(false);
expect(centroidOf('ain-lqtt')).toBeUndefined();
// and no region-geo: the per-region stats weighting degrades to uniform
expect(hasGeo()).toBe(false);
expect(geoOf('ain-lqtt')).toBeUndefined();
}); });
}); });
@@ -165,13 +222,13 @@ describe('loadRegions resolves the manifest per environment (dev public/ vs prod
it('loads from dist/ when public/ is absent (the prod container layout)', () => { it('loads from dist/ when public/ is absent (the prod container layout)', () => {
expect(loadRegions(prodRoot)).toBe(true); expect(loadRegions(prodRoot)).toBe(true);
expect(hasRegionData()).toBe(true); expect(hasRegionData()).toBe(true);
expect(validKeys().size).toBe(1796); expect(validKeys().size).toBe(1800);
expect(expandCountriesToKeys(['FRA'])).toHaveLength(42); expect(expandCountriesToKeys(['FRA'])).toHaveLength(42);
}); });
it('still loads from public/ (the dev layout, the first candidate)', () => { it('still loads from public/ (the dev layout, the first candidate)', () => {
expect(loadRegions(realRoot)).toBe(true); expect(loadRegions(realRoot)).toBe(true);
expect(validKeys().size).toBe(1796); expect(validKeys().size).toBe(1800);
}); });
it('a dist/ WITHOUT the adjacency manifest degrades: hasAdjacency() false, neighboursOf []', () => { it('a dist/ WITHOUT the adjacency manifest degrades: hasAdjacency() false, neighboursOf []', () => {
@@ -181,6 +238,37 @@ describe('loadRegions resolves the manifest per environment (dev public/ vs prod
expect(loadRegions(prodRoot)).toBe(true); expect(loadRegions(prodRoot)).toBe(true);
expect(hasAdjacency()).toBe(false); expect(hasAdjacency()).toBe(false);
expect(neighboursOf(['moselle-rygy'])).toEqual([]); expect(neighboursOf(['moselle-rygy'])).toEqual([]);
// and no centroids (not copied into this dist/) -> marker placement degrades
expect(hasCentroids()).toBe(false);
expect(centroidOf('ain-lqtt')).toBeUndefined();
// and no region-geo (not copied into this dist/) -> stats weighting is uniform
expect(hasGeo()).toBe(false);
expect(geoOf('ain-lqtt')).toBeUndefined();
});
it('(v0.27 #44) a dist/ WITH the centroids manifest loads them (prod layout)', () => {
copyFileSync(
path.join(realRoot, 'public', 'region-centroids.json'),
path.join(prodRoot, 'dist', 'region-centroids.json'),
);
expect(loadRegions(prodRoot)).toBe(true);
expect(hasCentroids()).toBe(true);
const ain = centroidOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.lat).toBeCloseTo(46.16, 1);
});
it('(v0.28 #46) a dist/ WITH the region-geo manifest loads it (prod layout)', () => {
copyFileSync(
path.join(realRoot, 'public', 'region-geo.json'),
path.join(prodRoot, 'dist', 'region-geo.json'),
);
expect(loadRegions(prodRoot)).toBe(true);
expect(hasGeo()).toBe(true);
const ain = geoOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.area).toBeCloseTo(22557.77, 1);
expect(ain!.population).toBe(2304126);
}); });
it('returns false and no data when neither public/ nor dist/ holds the files', () => { it('returns false and no data when neither public/ nor dist/ holds the files', () => {
+127 -6
View File
@@ -2,7 +2,9 @@
// (region-keys.json: stable feature id -> region key), the sub-national geo // (region-keys.json: stable feature id -> region key), the sub-national geo
// (regions.geo.json: feature id -> { name, parent }), and — optionally — the // (regions.geo.json: feature id -> { name, parent }), and — optionally — the
// precomputed region-adjacency manifest (region-adjacency.json: region key -> // precomputed region-adjacency manifest (region-adjacency.json: region key ->
// bordering region keys, built by scripts/build-region-adjacency.mjs) — all // bordering region keys, built by scripts/build-region-adjacency.mjs) and the
// precomputed region-centroid manifest (region-centroids.json: region key ->
// { lat, lon, spread }, built by scripts/build-region-centroids.mjs) — all
// from public/ in dev (Vite serves it) or dist/ in prod (Vite copies // from public/ in dev (Vite serves it) or dist/ in prod (Vite copies
// public/* -> dist/ at build, and the Docker image keeps only dist/) — and // public/* -> dist/ at build, and the Docker image keeps only dist/) — and
// joins them into the lookups the region-level ownership model needs: // joins them into the lookups the region-level ownership model needs:
@@ -13,6 +15,10 @@
// - neighboursOf(): the union of the bordering keys for a set of keys — the // - neighboursOf(): the union of the bordering keys for a set of keys — the
// data behind the LLM's getNeighbours tool and the player-frontier prompt // data behind the LLM's getNeighbours tool and the player-frontier prompt
// field (v0.21, #16 P2) // field (v0.21, #16 P2)
// - centroidOf(): a region key's precomputed anchor point ({ lat, lon, spread })
// — the data behind LLM-placed map markers (v0.27, #44)
// - geoOf(): a region key's area (km²) + population (from region-geo.json)
// — the weighting source for the per-region stats model (v0.28, #46)
// //
// Deliberately turf-free: it reads the JSON files with plain JSON.parse and // Deliberately turf-free: it reads the JSON files with plain JSON.parse and
// never imports @turf/@types/geojson (importing one pulls @types/geojson into // never imports @turf/@types/geojson (importing one pulls @types/geojson into
@@ -39,12 +45,17 @@ interface RegionData {
validKeys: Set<string>; validKeys: Set<string>;
/** region key -> bordering region keys (from public/region-adjacency.json). */ /** region key -> bordering region keys (from public/region-adjacency.json). */
adjacency: Record<string, string[]>; adjacency: Record<string, string[]>;
/** region key -> anchor point (from public/region-centroids.json). */
centroids: Record<string, { lat: number; lon: number; spread: number }>;
/** region key -> { area (km²), population } (from public/region-geo.json, v0.28 #46). */
geo: Record<string, { area: number; population: number }>;
} }
let data: RegionData | null = null; let data: RegionData | null = null;
/** /**
* Load (or reload) the region-key manifest, geo, and adjacency. Idempotent. * Load (or reload) the region-key manifest, geo, adjacency, and centroids.
* Idempotent.
* The files are served to the client from `public/` in dev (Vite serves it * The files are served to the client from `public/` in dev (Vite serves it
* directly) and from `dist/` in prod (Vite copies `public/*` → `dist/` at build * directly) and from `dist/` in prod (Vite copies `public/*` → `dist/` at build
* and the Docker image keeps only `dist/`), so probe `public/` then `dist/` * and the Docker image keeps only `dist/`), so probe `public/` then `dist/`
@@ -52,7 +63,10 @@ let data: RegionData | null = null;
* key manifest + geo. The adjacency manifest is OPTIONAL: when it is missing * key manifest + geo. The adjacency manifest is OPTIONAL: when it is missing
* or broken, `adjacency` stays empty and `neighboursOf`/`hasAdjacency` simply * or broken, `adjacency` stays empty and `neighboursOf`/`hasAdjacency` simply
* report "no adjacency" (the LLM tool and the frontier prompt field switch * report "no adjacency" (the LLM tool and the frontier prompt field switch
* off; everything else keeps working). Returns true when the core pair loaded * off; everything else keeps working). The centroid manifest is likewise
* OPTIONAL (v0.27, #44): when missing or broken, `centroids` stays empty and
* `centroidOf`/`hasCentroids` report "no centroids" (new map markers can't be
* placed, but everything else keeps working). Returns true when the core pair loaded
* cleanly; a missing/broken pair clears the data and returns false so the * cleanly; a missing/broken pair clears the data and returns false so the
* server still boots and degrades gracefully (expansion becomes a no-op, * server still boots and degrades gracefully (expansion becomes a no-op,
* ownership falls back to the raw input keys). * ownership falls back to the raw input keys).
@@ -61,6 +75,8 @@ export function loadRegions(root: string): boolean {
const keyFile = 'region-keys.json'; const keyFile = 'region-keys.json';
const geoFile = 'regions.geo.json'; const geoFile = 'regions.geo.json';
const adjacencyFile = 'region-adjacency.json'; const adjacencyFile = 'region-adjacency.json';
const centroidsFile = 'region-centroids.json';
const regionGeoFile = 'region-geo.json';
const base = [ const base = [
path.join(root, 'public'), // dev: Vite serves public/ at / path.join(root, 'public'), // dev: Vite serves public/ at /
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir) path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir)
@@ -74,13 +90,13 @@ export function loadRegions(root: string): boolean {
const geoPath = path.join(base, geoFile); const geoPath = path.join(base, geoFile);
try { try {
const idToKey = JSON.parse(readFileSync(keyPath, 'utf8')) as Record<string, string>; const idToKey = JSON.parse(readFileSync(keyPath, 'utf8')) as Record<string, string>;
const geo = JSON.parse(readFileSync(geoPath, 'utf8')) as { const geoJson = JSON.parse(readFileSync(geoPath, 'utf8')) as {
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>; features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
}; };
const keyToInfo: Record<string, RegionInfo> = {}; const keyToInfo: Record<string, RegionInfo> = {};
const keysByCountry: Record<string, string[]> = {}; const keysByCountry: Record<string, string[]> = {};
const validKeys = new Set<string>(); const validKeys = new Set<string>();
for (const f of geo.features ?? []) { for (const f of geoJson.features ?? []) {
const id = f.id == null ? '' : String(f.id); const id = f.id == null ? '' : String(f.id);
const key = idToKey[id]; const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped if (!key) continue; // a geo feature with no manifest entry is skipped
@@ -105,7 +121,71 @@ export function loadRegions(root: string): boolean {
} }
} }
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency }; // Centroids are optional too (v0.27, #44): a missing/broken file means
// "no centroid data" — new markers can't be placed (their adds are
// dropped), but everything else keeps working.
let centroids: Record<string, { lat: number; lon: number; spread: number }> = {};
const centroidsPath = path.join(base, centroidsFile);
if (existsSync(centroidsPath)) {
try {
const raw = JSON.parse(readFileSync(centroidsPath, 'utf8')) as Record<
string,
{ lat?: unknown; lon?: unknown; spread?: unknown }
>;
// Keep only well-formed entries; a corrupt file degrades to "none".
for (const [k, v] of Object.entries(raw)) {
if (
v &&
typeof v.lat === 'number' &&
typeof v.lon === 'number' &&
typeof v.spread === 'number' &&
Number.isFinite(v.lat) &&
Number.isFinite(v.lon) &&
Number.isFinite(v.spread)
) {
centroids[k] = { lat: v.lat, lon: v.lon, spread: v.spread };
}
}
} catch (err) {
console.error('[regions] failed to load region-centroids.json, continuing without it', err);
centroids = {};
}
}
// The region-geo manifest (v0.28, #46): area (km²) + population per region
// key — the weighting source for the per-region stats model. OPTIONAL like
// the others: a missing/broken file means "no geo data", and weighting
// degrades to uniform (every region weight 1) while everything else keeps
// working.
let geo: Record<string, { area: number; population: number }> = {};
const geoDataPath = path.join(base, regionGeoFile);
if (existsSync(geoDataPath)) {
try {
const raw = JSON.parse(readFileSync(geoDataPath, 'utf8')) as Record<
string,
{ area?: unknown; population?: unknown }
>;
// Keep only well-formed entries; a corrupt file degrades to "none".
for (const [k, v] of Object.entries(raw)) {
if (
v &&
typeof v.area === 'number' &&
Number.isFinite(v.area) &&
v.area >= 0 &&
typeof v.population === 'number' &&
Number.isFinite(v.population) &&
v.population >= 0
) {
geo[k] = { area: v.area, population: v.population };
}
}
} catch (err) {
console.error('[regions] failed to load region-geo.json, continuing without it', err);
geo = {};
}
}
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency, centroids, geo };
return validKeys.size > 0; return validKeys.size > 0;
} catch (err) { } catch (err) {
console.error('[regions] failed to load region data', err); console.error('[regions] failed to load region data', err);
@@ -189,6 +269,47 @@ export function hasAdjacency(): boolean {
return data !== null && Object.keys(data.adjacency).length > 0; return data !== null && Object.keys(data.adjacency).length > 0;
} }
/**
* True when the region-centroid manifest loaded with at least one entry
* (v0.27, #44). The server's jump route uses this to decide whether to hand
* the engine a centroid resolver (which lets a turn place new map markers)
* or skip marker placement (existing markers are still maintained).
*/
export function hasCentroids(): boolean {
return data !== null && Object.keys(data.centroids).length > 0;
}
/**
* True when the region-geo manifest loaded with at least one entry (v0.28,
* #46). The server's jump route uses this to decide whether to hand the
* engine a geo resolver (which weights the per-region stats derivation by
* area×population) or fall back to a uniform (unweighted) median.
*/
export function hasGeo(): boolean {
return data !== null && Object.keys(data.geo).length > 0;
}
/**
* The precomputed anchor point for a region key: the centroid of its
* largest-area part, plus a `spread` (≈ 0.1 × that part's smallest bbox
* dimension, in degrees) the engine scatters markers within
* ±(spread/2) of the centroid. `undefined` for an unknown key or when no
* centroid data is loaded (v0.27, #44).
*/
export function centroidOf(key: string): { lat: number; lon: number; spread: number } | undefined {
return data?.centroids[key];
}
/**
* The precomputed area (km²) + population for a region key (v0.28, #46) — the
* weighting source for the per-region stats model. `undefined` for an unknown
* key or when no geo data is loaded (the derivation then falls back to a
* uniform weight of 1 for that region).
*/
export function geoOf(key: string): { area: number; population: number } | undefined {
return data?.geo[key];
}
/** /**
* The union of the region keys that share a land border with any of the given * The union of the region keys that share a land border with any of the given
* keys — deduplicated, the queried keys themselves excluded, and sorted for * keys — deduplicated, the queried keys themselves excluded, and sorted for
+17
View File
@@ -31,6 +31,13 @@ export interface StubPayload {
* is covered by unit tests against applyTurnResult, not by the stub. * is covered by unit tests against applyTurnResult, not by the stub.
*/ */
unowned?: string[]; unowned?: string[];
/**
* (v0.27, #44) Current map markers (`{ id, type, name, regionKey, owner }`),
* emitted by the engine's user prompt. The stub ignores this field — it
* never places or removes a marker (see deterministicTurn), so the marker
* path is covered by unit tests against applyTurnResult, not by the stub.
*/
markers?: Array<{ id: string; type: string; name: string; regionKey: string; owner: string | null }>;
} }
function truncate(s: string, n: number): string { function truncate(s: string, n: number): string {
@@ -57,6 +64,14 @@ function truncate(s: string, n: number): string {
* always returns `unowned: []`) — e2e assertions rely on its fully-deterministic * always returns `unowned: []`) — e2e assertions rely on its fully-deterministic
* one-conquest behavior, so the release/re-claim path is exercised by unit * one-conquest behavior, so the release/re-claim path is exercised by unit
* tests only (see server/engine.test.ts). * 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.
*
* (v0.27, #44) The stub likewise NEVER places or removes a map marker (it
* always returns `markers: { add: [], remove: [] }`) — the marker path is
* covered by unit tests only, keeping the e2e assertions untouched.
*/ */
export function deterministicTurn(p: StubPayload): TurnResult { export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state; const state = p.state;
@@ -121,6 +136,8 @@ export function deterministicTurn(p: StubPayload): TurnResult {
relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [], relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
territoryChanges, territoryChanges,
unowned: [], // the stub never creates no man's land (see doc comment) unowned: [], // the stub never creates no man's land (see doc comment)
nationOps: [], // the stub never proposes nation ops (see doc comment)
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
}; };
} }
+360
View File
@@ -6,10 +6,14 @@ import type {
EventOutcome, EventOutcome,
EventType, EventType,
GameState, GameState,
MarkerType,
Nation, Nation,
NationStats,
RelationStatus, RelationStatus,
RegionStats,
StatKey, StatKey,
} from './types'; } from './types';
import { MARKER_TYPES, STAT_KEYS } from './types';
/** A numeric change to one of a nation's 0–100 stats. */ /** A numeric change to one of a nation's 0–100 stats. */
export type StateChange = export type StateChange =
@@ -30,6 +34,81 @@ export interface TerritoryChange {
lose: string[]; lose: string[];
} }
// --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: 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. All
// three kinds are implemented: rename (v0.23 P4a), split and merge (v0.24 P4b).
/**
* 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 (v0.24, #16 P4b). Describes the new nations a source
* nation is divided into. On confirm the source is dissolved: each part gets a
* fresh id, the region keys it was given (restricted to keys the source
* actually owns — first claim wins), fresh baseline stats, and a copy of the
* source's relations; any of the source's unclaimed keys go to `parts[0]`.
* When the source is the player's own nation the player chooses which part
* they lead (the confirm request's `edits.playerPart`, default `parts[0]`).
*/
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 (v0.24, #16 P4b). Folds several nations into a single
* surviving nation. On confirm the survivor keeps its id (renamed to `into`,
* or to the confirm request's `edits.name`), its territory becomes the union
* of all inputs' territories, it keeps its own stats, and it inherits the
* union of all inputs' relations (its own winning per third party, else the
* first input's); every non-survivor input is removed. If the player's nation
* was a non-survivor input the player pointer is re-pointed to the survivor.
*/
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. All three kinds are implemented: rename (P4a),
* and split / merge (P4b, v0.24).
*/
export type NationOp = RenameOp | SplitOp | MergeOp;
/** One narrative event the LLM proposes for this turn. */ /** One narrative event the LLM proposes for this turn. */
export interface TurnEventSpec { export interface TurnEventSpec {
nation: string; nation: string;
@@ -39,6 +118,100 @@ export interface TurnEventSpec {
outcome: EventOutcome; outcome: EventOutcome;
} }
// --- Map markers (v0.27, #44) -------------------------------------------------
//
// The LLM places named point markers (cities, factories, armies, ports,
// capitals, fleets, rocket launch sites, gatherings) anchored to a region
// key. It never sees or sets coordinates: the engine derives the position
// from the region's precomputed centroid (public/region-centroids.json) plus a
// small deterministic offset, and it recomputes each marker's owner from the
// region's current owner on every turn (a released region → null).
//
// The marker id is a STABLE, deterministic 4-letter code (FNV-1a 32-bit →
// base 26, the same scheme as the region keys' 4-char suffix) derived from
// (type, name, regionKey) — so re-adding an identical marker is idempotent
// (same id, skipped) and removing by id is unambiguous.
/** The spec the LLM emits to place a marker: type, name and the region it sits in. */
export interface MarkerSpec {
type: MarkerType;
name: string;
regionKey: string;
}
/**
* One existing marker as the user prompt presents it to the model (v0.27,
* #44): its stable `id` (the model may echo it in `TurnResult.markers.remove`),
* type, name, region key, and the id of the nation currently owning its
* region (`null` when the region is unowned / no man's land).
*/
export interface MarkerInfo {
id: string;
type: MarkerType;
name: string;
regionKey: string;
owner: string | null;
}
/**
* The per-type presentation of a marker: its display label (tooltip /
* dossier), its color, and its glyph character (a symbol-layer text label —
* a small, font-safe character in front of the name). Pure + shared so the
* client's marker layer and any server-side consumers agree on the look.
*/
export const MARKER_TYPE_INFO: Record<MarkerType, { label: string; color: string; glyph: string }> = {
city: { label: 'City', color: '#cbd5e1', glyph: '●' },
factory: { label: 'Factory', color: '#fb923c', glyph: '■' },
army: { label: 'Army', color: '#ef4444', glyph: '▲' },
port: { label: 'Port', color: '#38bdf8', glyph: '◆' },
capital: { label: 'Capital', color: '#fbbf24', glyph: '★' },
fleet: { label: 'Fleet', color: '#22d3ee', glyph: '◗' },
rocket: { label: 'Rocket site', color: '#a78bfa', glyph: '↥' },
gathering: { label: 'Gathering', color: '#4ade80', glyph: '◉' },
};
/** Hard cap on a game's total markers (new adds beyond the cap are dropped, v0.27 #44). */
export const MAX_MARKERS = 400;
/**
* FNV-1a 32-bit — the same tiny, stable, pure string hash the region keys use
* (see scripts/build-region-keys.mjs). Exported so the engine can derive
* deterministic per-axis jitter fractions from it (marker placement, v0.27 #44).
*/
export function fnv1a32(str: string): number {
let h = 0x811c9dc5;
for (let i = 0; i < str.length; i++) {
h ^= str.charCodeAt(i);
h = Math.imul(h, 0x01000193) >>> 0;
}
return h >>> 0;
}
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
function code4(h: number): string {
let out = '';
for (let i = 0; i < 4; i++) {
out += String.fromCharCode(97 + (((h >>> (i * 8)) & 0xff) % 26));
}
return out;
}
/**
* The stable id for a marker: 4 base-26 lowercase chars from the FNV-1a hash
* of `(type, name, regionKey)` (NUL-separated so no field boundary is
* ambiguous). Deterministic across runs and platforms (pure string math), so
* the same (type, name, regionKey) always maps to the same id — re-adding is
* idempotent, removing by id is unambiguous.
*/
export function markerId(type: MarkerType, name: string, regionKey: string): string {
return code4(fnv1a32(`${type}\u0000${name}\u0000${regionKey}`));
}
/** True when `t` is one of the eight known marker types (v0.27, #44). */
export function isMarkerType(t: unknown): t is MarkerType {
return typeof t === 'string' && (MARKER_TYPES as string[]).includes(t);
}
/** The exact JSON object the world-simulator LLM must return for a turn. */ /** The exact JSON object the world-simulator LLM must return for a turn. */
export interface TurnResult { export interface TurnResult {
date: string; date: string;
@@ -56,6 +229,26 @@ export interface TurnResult {
* empty on normal turns. * empty on normal turns.
*/ */
unowned: string[]; unowned: string[];
/**
* (v0.23 P4a / v0.24 P4b, #16) 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. All three kinds (rename, split, merge) are implemented —
* a confirmed rename changes `Nation.name`; a confirmed split dissolves the
* source into its parts; a confirmed merge folds its inputs into the
* survivor. Empty on turns where the model proposes none.
*/
nationOps: NationOp[];
/**
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
* (the engine positions each at its region's centroid + a small
* deterministic offset, sets the owner to the region's post-turn owner,
* derives the stable id, and drops unknown types/region keys, duplicates,
* and adds beyond MAX_MARKERS); `remove` drops markers by their stable id
* (a no-op for an id that is not present). Both required, `[]` on turns
* with no marker activity.
*/
markers: { add: MarkerSpec[]; remove: string[] };
} }
/** Per-region map payload: region key -> owning nation + its stable color. */ /** Per-region map payload: region key -> owning nation + its stable color. */
@@ -162,6 +355,39 @@ export interface RemoveQueueItemResponse {
game: GameState; game: GameState;
} }
/**
* (v0.23 P4a / v0.24 P4b, #16) 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`); a split and a merge are fully
* applied (v0.24 P4b). No LLM call, no turn advance.
*/
export interface ConfirmNationOpRequest {
index: number;
/**
* Optional player edits applied on confirm.
* - `name`: the final display name — overrides a rename's `to`, a merge's
* `into`, or (for a split) the name of the part the player leads.
* - `playerPart`: for a split of the player's own nation, which part (index
* into the op's `parts`) the player will lead (default `0` when missing or
* out of range, so the player is never orphaned).
*/
edits?: { name?: string; playerPart?: number };
}
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 { export interface AdvisorRequest {
/** Optional prompt to steer the brainstorm. */ /** Optional prompt to steer the brainstorm. */
prompt?: string; prompt?: string;
@@ -291,3 +517,137 @@ export function nationForPrompt(n: Nation) {
relations: n.relations, relations: n.relations,
}; };
} }
// --- Per-region stats (v0.28, #46) ------------------------------------------
//
// A nation's 0–100 `NationStats` are no longer stored as independent per-nation
// values: they are DERIVED as the area×population-weighted median of the stats
// of the regions the nation owns (`GameState.regionStats`, keyed by region key).
// These pure helpers implement that derivation, the fresh-game / legacy seeding,
// and the one-time migration of a pre-v0.28 row. They have no runtime deps.
/**
* The weighted median of `values` with per-value `weights` (paired by index).
* The pairs are sorted by value ascending and the result is the value at the
* first point where the cumulative weight reaches at least half the total
* weight. An empty input, or a total weight of zero, yields 0. Non-finite or
* non-positive weights are treated as 0 (excluded from the median).
* Translation-invariant: adding a constant to every value shifts the result by
* that constant — so the median of a set of **identical** values is that value
* (the invariant the equal-value seeding and legacy migration rely on).
* Pure + shared.
*/
export function weightedMedian(values: number[], weights: number[]): number {
if (values.length === 0) return 0;
const pairs = values
.map((v, i) => {
const w =
typeof weights[i] === 'number' && Number.isFinite(weights[i]) && weights[i] > 0
? weights[i]
: 0;
return { v: Number.isFinite(v) ? v : 0, w };
})
.filter((p) => p.w > 0);
if (pairs.length === 0) return 0;
const total = pairs.reduce((s, p) => s + p.w, 0);
if (total <= 0) return 0;
pairs.sort((a, b) => a.v - b.v);
let cum = 0;
for (const p of pairs) {
cum += p.w;
if (cum >= total / 2) return p.v;
}
return pairs[pairs.length - 1]!.v;
}
/**
* Derive a nation's aggregate {@link NationStats} from the stats of the regions
* it owns: each of the four stats is the **area×population-weighted median**
* (see {@link weightedMedian}) over the nation's owned region keys. A region's
* weight is `(area > 0 ? area : 1) × (population > 0 ? population : 1)` — both
* factors fall back to 1 when the region has no geo entry (`geoOf` returns
* `undefined` for it), so every region carries weight ≥ 1 and a missing geo
* degrades gracefully to a uniform (unweighted) median. A region key with no
* `regionStats` entry is skipped. Returns the zero stats when the nation owns
* no region with a stats entry (the caller's 0-region guard keeps the nation's
* directly-maintained `n.stats` in that case). Pure + shared.
*/
export function deriveNationStats(
regionKeys: string[],
regionStats: Record<string, RegionStats>,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): NationStats {
const zero: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
const byStat: Record<StatKey, number[]> = {
military: [],
economy: [],
stability: [],
population: [],
};
const weights: number[] = [];
for (const key of regionKeys) {
const rs = regionStats[key];
if (!rs) continue; // a key with no per-region stats is skipped
const g = geoOf?.(key);
const a = g && g.area > 0 ? g.area : 1;
const p = g && g.population > 0 ? g.population : 1;
weights.push(a * p);
for (const k of STAT_KEYS) byStat[k].push(rs[k]);
}
if (weights.length === 0) return zero;
const out: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
for (const k of STAT_KEYS) out[k] = clampStat(weightedMedian(byStat[k], weights));
return out;
}
/**
* Seed a per-region stats table from a set of nations (used both at game
* creation and by the legacy migration): every owned region key gets a **copy**
* of its owner's current `NationStats`, so a fresh nation's regions all start
* identical (the weighted median of identical values is that value, so the
* derived `n.stats` equals the seeded one). A region with two or more owners
* (corrupt) is seeded by the first owner encountered; a key owned by nobody gets
* no entry. Pure + shared.
*/
export function seedRegionStats(nations: Record<string, Nation>): Record<string, RegionStats> {
const out: Record<string, RegionStats> = {};
for (const n of Object.values(nations)) {
for (const key of n.territory) {
if (!(key in out)) out[key] = { ...n.stats }; // first owner wins (sole ownership holds normally)
}
}
return out;
}
/**
* (v0.28, #46) One-time migration of a **legacy** (pre-v0.28) `GameState` row
* into the per-region-stats model, returning a new state (the input is never
* mutated):
* - a row that already has `regionStats` (a v0.28+ save) is returned
* **UNCHANGED** — its `Nation.stats` are already the correct derived medians
* and must not be recomputed on load (that would drift them);
* - a legacy row (`regionStats` absent at runtime) seeds every owned region key
* with a copy of its owner's current stats (so each nation's regions start
* identical), then recomputes each nation's stats as the weighted median of
* its regions (a 0-region nation keeps its stats). Without `geoOf` the
* weighting is uniform, which is weight-invariant for the identical-value
* case, so the recomputed stats equal the originals — the migration is a
* no-op on the visible numbers and only materializes the (previously
* implicit) per-region values. Never throws.
*/
export function migrateRegionStats(
state: GameState,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): GameState {
// A v0.28+ row already carries per-region stats: leave it exactly as saved.
if (state.regionStats !== undefined) return state;
// Legacy row: materialize per-region stats from each nation's (uniform) stats.
const next: GameState = { ...state, regionStats: seedRegionStats(state.nations) };
for (const n of Object.values(next.nations)) {
if (n.territory.length === 0) continue; // 0-region guard: keep its stats
if (n.territory.some((k) => next.regionStats[k])) {
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
return next;
}
+110
View File
@@ -1,5 +1,9 @@
// Domain types — the single source of truth shared by the frontend (src/), the // Domain types — the single source of truth shared by the frontend (src/), the
// backend (server/), and the LLM prompt contract. No runtime dependencies here. // 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. */ /** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
export interface NationStats { export interface NationStats {
@@ -9,6 +13,19 @@ export interface NationStats {
population: number; population: number;
} }
/**
* (v0.28, #46) The 0–100 status indices of a **single region**. Per-region stats
* are the unit of record: a nation's aggregate {@link NationStats} is derived as
* the area×population-weighted median of the stats of the regions it owns (see
* `protocol.deriveNationStats`). Every value is clamped to 0–100 by the engine.
*/
export interface RegionStats {
military: number;
economy: number;
stability: number;
population: number;
}
export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const; export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
export type StatKey = (typeof STAT_KEYS)[number]; export type StatKey = (typeof STAT_KEYS)[number];
@@ -64,6 +81,60 @@ export const EVENT_TYPES: EventType[] = [
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral'; export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral';
// --- Map markers (v0.27, #44) -------------------------------------------------
//
// Named point markers the LLM can place on the map (cities, factories, armies,
// ports, capitals, fleets, rocket launch sites, political/social gatherings).
// A marker is anchored to a **region key** (see `public/region-keys.json`): the
// engine positions it at that region's precomputed centroid (with a small
// deterministic offset) and its `ownerNationId` follows the region's current
// owner (recomputed on every turn; `null` when the region is unowned / no
// man's land). See protocol.ts for the LLM-facing `TurnResult.markers`
// contract and the `markerId` derivation.
/** The eight marker categories the model may place (v0.27, #44). */
export type MarkerType =
| 'city'
| 'factory'
| 'army'
| 'port'
| 'capital'
| 'fleet'
| 'rocket'
| 'gathering';
/** All marker types, in canonical order (used by the LLM contract + map layer). */
export const MARKER_TYPES: MarkerType[] = [
'city',
'factory',
'army',
'port',
'capital',
'fleet',
'rocket',
'gathering',
];
/**
* A named point marker on the map (v0.27, #44). `id` is a stable,
* deterministic 4-character code derived from `type + name + regionKey`
* (see protocol.markerId) — re-adding the same marker is idempotent and
* removing by id is unambiguous. `lat`/`lon` are filled in by the engine from
* the region's centroid manifest (never by the model); `ownerNationId` is the
* marker's region's current owner (`null` when unowned) and is recomputed by
* the engine on every committed turn, so a marker always follows its region.
*/
export interface MapMarker {
id: string;
type: MarkerType;
name: string;
regionKey: string;
lat: number;
lon: number;
ownerNationId: string | null;
placedTurn: number;
}
/** A narrative event the simulation emitted on some turn. */ /** A narrative event the simulation emitted on some turn. */
export interface EventEntry { export interface EventEntry {
id: string; id: string;
@@ -133,6 +204,45 @@ export interface GameState {
* this defaulted to `[]` (see server/db.ts). * this defaulted to `[]` (see server/db.ts).
*/ */
unowned: string[]; unowned: string[];
/**
* (v0.23, #16 P4a; v0.24, #16 P4b) 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; a split partitions the nation's region-key territory
* into the new nations' territories; a merge folds the inputs' territory
* into the survivor) and removes it; rejecting removes it without
* applying. 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[];
/**
* (v0.27, #44) Named point markers on the map: the LLM places them (via a
* turn's `markers.add`) and removes them (`markers.remove`, by id). The
* engine positions each at its region's centroid (deterministic small
* offset) and recomputes `ownerNationId` from the region's current owner on
* EVERY committed turn (a released region → `null`). Always `[]` on a fresh
* game; rows saved before v0.27 load with this defaulted to `[]` (see
* server/db.ts) — additive, no data wipe. Capped at protocol.MAX_MARKERS.
*/
markers: MapMarker[];
/**
* (v0.28, #46) Per-region stats, keyed by **region key** (see
* `public/region-keys.json`): each owned region carries its own four 0–100
* stats, and a nation's aggregate `Nation.stats` is the area×population-
* weighted median of the regions it owns (see `protocol.deriveNationStats`).
* A region that ends a turn **unowned** (released to no man's land) has NO
* entry, and a preset-unassigned region (never owned) has none until first
* claimed (re-claiming re-inits it to the gainer's stats). Always present on a
* fresh game (every owned region seeded with its owner's initial stats); a
* legacy SQLite row without the field is migrated at load (see server/db.ts)
* — additive, no data wipe.
*/
regionStats: Record<string, RegionStats>;
} }
/** /**
+56
View File
@@ -177,6 +177,10 @@ export default function App() {
// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) — // gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
// it only gates the advisor UI (the "Ask advisor" button + its hint). // it only gates the advisor UI (the "Ask advisor" button + its hint).
const [advisorBusy, setAdvisorBusy] = useState(false); 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 // 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. // list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId()); const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -401,6 +405,44 @@ export default function App() {
[game, applyState], [game, applyState],
); );
// Apply a pending nation op the model proposed (confirm; `edits.name`
// overrides a rename/merge name, `edits.playerPart` picks the player's
// successor part in a split). 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; playerPart?: number }) => {
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 // Jump forward: the single LLM call that commits the pending round. Only this
// sets `busy` (the adds above are fast and non-LLM). // sets `busy` (the adds above are fast and non-LLM).
const runJump = useCallback(async () => { const runJump = useCallback(async () => {
@@ -507,12 +549,15 @@ export default function App() {
regions={regions} regions={regions}
busy={busy} busy={busy}
advisorBusy={advisorBusy} advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors} advisors={advisors}
onAddAction={runAddAction} onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy} onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem} onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor} onAdvisor={askAdvisor}
onJump={runJump} onJump={runJump}
onConfirmNationOp={runConfirmNationOp}
onRejectNationOp={runRejectNationOp}
onHome={goHome} onHome={goHome}
/> />
</> </>
@@ -551,12 +596,16 @@ interface GameScreenProps {
busy: boolean; busy: boolean;
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */ /** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
advisorBusy: boolean; advisorBusy: boolean;
/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
opBusy: boolean;
advisors: string[]; advisors: string[];
onAddAction: (a: string) => void; onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void; onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void; onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void; onAdvisor: (p?: string) => void;
onJump: () => void; onJump: () => void;
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
onRejectNationOp: (index: number) => void;
onHome: () => void; onHome: () => void;
} }
@@ -579,12 +628,15 @@ function GameScreen({
regions, regions,
busy, busy,
advisorBusy, advisorBusy,
opBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem, onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onConfirmNationOp,
onRejectNationOp,
onHome, onHome,
}: GameScreenProps) { }: GameScreenProps) {
// Which nation's dossier to show. Defaults to the player; remounts per game. // Which nation's dossier to show. Defaults to the player; remounts per game.
@@ -654,6 +706,7 @@ function GameScreen({
nations={game.nations} nations={game.nations}
presetId={game.presetId} presetId={game.presetId}
unowned={game.unowned ?? []} unowned={game.unowned ?? []}
markers={game.markers ?? []}
onFocusNation={focusNation} onFocusNation={focusNation}
/> />
@@ -835,12 +888,15 @@ function GameScreen({
game={game} game={game}
busy={busy} busy={busy}
advisorBusy={advisorBusy} advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors} advisors={advisors}
onAddAction={onAddAction} onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy} onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem} onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor} onAdvisor={onAdvisor}
onJump={onJump} onJump={onJump}
onConfirmNationOp={onConfirmNationOp}
onRejectNationOp={onRejectNationOp}
inWindow inWindow
/> />
</FloatingWindow> </FloatingWindow>
+46 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react'; 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 { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
import { Textarea } from './ui/textarea'; import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs'; import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select'; import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import NationOpDialog from './NationOpDialog';
import type { GameState, RoundItem } from '@shared/types'; import type { GameState, RoundItem } from '@shared/types';
interface Props { interface Props {
@@ -27,6 +28,11 @@ interface Props {
* never disable "Jump forward" or the rest of the turn flow. * never disable "Jump forward" or the rest of the turn flow.
*/ */
advisorBusy: boolean; 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. */ /** Advisor brainstorm suggestions from the last request. */
advisors: string[]; advisors: string[];
/** Queue a free-text action onto the pending round (no turn advance). */ /** Queue a free-text action onto the pending round (no turn advance). */
@@ -38,6 +44,14 @@ interface Props {
onAdvisor: (prompt?: string) => void; onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */ /** Commit the whole pending round in a single LLM turn. */
onJump: () => void; onJump: () => void;
/**
* Apply a pending nation op: `edits.name` overrides a rename's target name
* (or a merge's name); `edits.playerPart` picks the player's successor part
* in a split (default 0).
*/
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
/** Drop (reject) a pending nation op by its index. */
onRejectNationOp: (index: number) => void;
/** /**
* Render without the outer card chrome (the surrounding floating window * Render without the outer card chrome (the surrounding floating window
* provides the border and the "Your move" title). Same content, same testids. * provides the border and the "Your move" title). Same content, same testids.
@@ -66,12 +80,15 @@ export default function ActionPanel({
game, game,
busy, busy,
advisorBusy, advisorBusy,
opBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem, onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onConfirmNationOp,
onRejectNationOp,
inWindow = false, inWindow = false,
}: Props) { }: Props) {
const [tab, setTab] = useState('action'); const [tab, setTab] = useState('action');
@@ -81,6 +98,8 @@ export default function ActionPanel({
const [prompt, setPrompt] = useState(''); const [prompt, setPrompt] = useState('');
// Index of the queued item the user is about to remove, or null (dialog closed). // Index of the queued item the user is about to remove, or null (dialog closed).
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null); 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) const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId) .filter(([id]) => id !== game.playerNationId)
@@ -108,6 +127,7 @@ export default function ActionPanel({
}; };
const pending = game.pending; const pending = game.pending;
const ops = game.pendingNationOps;
// The item the confirmation dialog is about (re-derived from the live list, // 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 // 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). // item at that index — or the dialog closes if the index went out of range).
@@ -325,6 +345,31 @@ export default function ActionPanel({
</DialogContent> </DialogContent>
</Dialog> </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"> <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" />} {busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel} {queuedLabel}
+307
View File
@@ -0,0 +1,307 @@
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` overrides a rename's target name (or the
* merged name for a merge); `edits.playerPart` picks which new part the
* player's nation becomes in a split (default 0).
*/
onConfirm: (index: number, edits?: { name?: string; playerPart?: number }) => 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 proposed name in an editable field; a split lists the
* proposed parts (with the number of regions each is assigned) and, when the
* split parent is the player's own nation, radio buttons to pick which new
* part the player leads; a merge shows the input nations (the survivor
* highlighted) and an editable name for the merged state (default `into`).
*/
export default function NationOpDialog({
game,
open,
onOpenChange,
opBusy,
onConfirm,
onReject,
}: Props) {
const ops = game.pendingNationOps;
const name = (ref: string) => game.nations[ref]?.name ?? ref;
// Resolve a nation ref the way the server does (id first, then a unique
// case-insensitive name; null when unknown/ambiguous) — UI hints only, the
// server stays authoritative.
const resolveRef = (ref: string): string | null => {
const r = (ref ?? '').trim();
if (!r) return null;
if (game.nations[r]) return r;
const matches = Object.values(game.nations).filter(
(n) => n.name.trim().toLowerCase() === r.toLowerCase(),
);
return matches.length === 1 ? matches[0].id : null;
};
// The player's edits, keyed by pending-op index: the rename/merge target
// name (an unset entry means "use the model's proposed name"), and which
// split part the player succeeds to (preselected 0 — the radio is
// "required" and always has a valid answer).
const [edits, setEdits] = useState<Record<number, string>>({});
const [playerParts, setPlayerParts] = useState<Record<number, number>>({});
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
name and choose your successor state in a split) 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 isSplit = op.kind === 'split';
const isMerge = op.kind === 'merge';
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
// Split: is the parent the player's own nation? (the successor radio
// is offered only in that case — the engine ignores playerPart otherwise)
const splitParentIsPlayer =
isSplit && resolveRef((op as { nationRef: string }).nationRef) === game.playerNationId;
const playerPart = playerParts[i] ?? 0;
// Merge: the survivor (highlighted) and whether the proposal is
// even valid (2+ distinct inputs; the survivor among them).
const survivorId = isMerge ? resolveRef((op as { survivingRef: string }).survivingRef) : null;
const inputIds = isMerge
? new Set(
(op as { nationRefs: string[] }).nationRefs
.map(resolveRef)
.filter((x): x is string => x !== null),
)
: new Set<string>();
const mergeValid =
!isMerge || (inputIds.size >= 2 && (survivorId !== null && inputIds.has(survivorId)));
const mergeName = isMerge ? (edits[i] ?? (op as { into: string }).into).trim() : '';
const confirm = () => {
if (isRename) onConfirm(i, finalName ? { name: finalName } : undefined);
else if (isMerge) onConfirm(i, mergeName ? { name: mergeName } : undefined);
else onConfirm(i, splitParentIsPlayer ? { playerPart } : undefined);
};
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={confirm}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
) : isSplit ? (
<div className="space-y-2.5">
<div className="space-y-1">
{(op as { parts: { name: string; territory?: string[] }[] }).parts.map((p, pi) => (
<div
key={pi}
className="flex items-center gap-2 text-sm"
data-testid="nation-op-part"
data-part={pi}
>
{splitParentIsPlayer ? (
<input
type="radio"
name={`player-part-${i}`}
checked={playerPart === pi}
onChange={() => setPlayerParts((prev) => ({ ...prev, [i]: pi }))}
disabled={opBusy}
className="size-3.5 shrink-0 accent-amber-400"
aria-label={`Make ${p.name} the player's successor state`}
data-testid="nation-op-player-part"
/>
) : (
<span className="size-3.5 shrink-0" aria-hidden />
)}
<span className="min-w-0 flex-1 truncate">{p.name}</span>
<span className="shrink-0 text-[11px] tabular-nums text-muted-foreground">
{p.territory?.length ?? 0} region{(p.territory?.length ?? 0) === 1 ? '' : 's'}
</span>
</div>
))}
</div>
{splitParentIsPlayer && (
<p className="text-[11px] text-muted-foreground" data-testid="nation-op-split-hint">
Choose which new state you will lead after the split.
</p>
)}
{(op as { parts: unknown[] }).parts.length < 2 && (
<p className="text-[11px] text-muted-foreground">
This split names fewer than two parts — confirming will dismiss it
without changing the world.
</p>
)}
<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={confirm}
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="space-y-2.5">
<div className="flex flex-wrap gap-1.5">
{(op as { nationRefs: string[] }).nationRefs.map((ref, ri) => {
const isSurvivor = resolveRef(ref) === survivorId;
return (
<Badge
key={ri}
variant={isSurvivor ? 'default' : 'secondary'}
className="text-[11px]"
data-testid="nation-op-input"
>
{name(ref)}
{isSurvivor ? ' (survivor)' : ''}
</Badge>
);
})}
</div>
<Input
value={edits[i] ?? (op as { into: string }).into}
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
placeholder="New name…"
data-testid="nation-op-name-input"
/>
{!mergeValid && (
<p className="text-[11px] text-muted-foreground">
This merge is not valid as proposed — confirming will dismiss it
without changing the world.
</p>
)}
<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={confirm}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
)}
</li>
);
})}
</ul>
)}
</DialogContent>
</Dialog>
);
}
+333 -5
View File
@@ -10,12 +10,14 @@ import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
maplibregl.setWorkerUrl(workerUrl); maplibregl.setWorkerUrl(workerUrl);
import { import {
mapFeatureOwner, mapFeatureOwner,
MARKER_TYPE_INFO,
nationColor,
regionFillStyle, regionFillStyle,
unownedTooltipLabel, unownedTooltipLabel,
type RegionMap, type RegionMap,
type RegionOwner, type RegionOwner,
} from '@shared/protocol'; } from '@shared/protocol';
import type { Nation } from '@shared/types'; import { MARKER_TYPES, type MapMarker, type Nation } from '@shared/types';
import { cn } from '@/lib/utils'; import { cn } from '@/lib/utils';
import { idToKey } from '@/lib/regions'; import { idToKey } from '@/lib/regions';
@@ -45,8 +47,16 @@ type GeoSource = maplibregl.GeoJSONSource;
// looked black, and `styledata` was gated on fetching a remote document. An // looked black, and `styledata` was gated on fetching a remote document. An
// inline object loads instantly, so `isStyleLoaded()` / `styledata` fire // inline object loads instantly, so `isStyleLoaded()` / `styledata` fire
// immediately and the choropleth is guaranteed to paint. (The OFM `ne2sr` // immediately and the choropleth is guaranteed to paint. (The OFM `ne2sr`
// raster has no vector tiles, so no glyphs endpoint is needed — we don't add // raster has no vector tiles, so the basemap itself needs no label layers —
// label layers; the choropleth provides the borders.) // the choropleth provides the borders.)
//
// No `glyphs` URL: the map needs no MapLibre *text* rendering. The basemap is
// raster (its labels are baked into the PNG tiles), and the LLM-placed map
// markers (v0.27, #44) are drawn as canvas-generated icon images in a symbol
// layer — fully self-contained, so they render offline and deterministically
// without depending on any external font/glyph endpoint (the OpenFreeMap
// `fonts/` path is a dead nginx 404, and the basemap's apparent labels come
// from the raster, not from glyphs).
const NE2SR_TILES = ['https://tiles.openfreemap.org/natural_earth/ne2sr/{z}/{x}/{y}.png']; const NE2SR_TILES = ['https://tiles.openfreemap.org/natural_earth/ne2sr/{z}/{x}/{y}.png'];
const INLINE_STYLE: maplibregl.StyleSpecification = { const INLINE_STYLE: maplibregl.StyleSpecification = {
@@ -88,6 +98,8 @@ const PLAYER_LINE = 'player-line';
const FLASH_LINE = 'flash-line'; const FLASH_LINE = 'flash-line';
const HOVER_FILL = 'hover-fill'; const HOVER_FILL = 'hover-fill';
const HOVER_LINE = 'hover-line'; const HOVER_LINE = 'hover-line';
const MARKERS_SOURCE = 'markers';
const MARKER_SYMBOL = 'markers-symbol';
/** Sensible per-scenario initial camera: Europe for the WWII scenarios, wider for the global ones. */ /** Sensible per-scenario initial camera: Europe for the WWII scenarios, wider for the global ones. */
function cameraForPreset(presetId: string): { center: [number, number]; zoom: number } { function cameraForPreset(presetId: string): { center: [number, number]; zoom: number } {
@@ -195,6 +207,186 @@ function featuresByRegionKeys(
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) }; return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
} }
// --- Map markers (v0.27, #44) ------------------------------------------------
//
// The LLM places named point markers (cities, factories, armies, ports,
// capitals, fleets, rocket sites, gatherings) anchored to a region key. The
// engine positions each at its region's centroid (deterministic small offset)
// and recomputes its owner from the region's current owner every turn. The
// map renders them as a single top-most symbol layer: a per-type glyph
// character in front of the name, per-type color, dark-theme halo.
/**
* The GeoJSON behind the marker symbol layer: one Point per marker at
* `[lon, lat]`, carrying the stable id, type, name, its type's glyph, and the
* current owner's name + stable color (empty when the region is unowned).
* Pure; the caller passes the current marker list + nations record, so a
* renamed/removed owner is picked up on the next paint.
*/
function buildMarkersFC(markers: MapMarker[], nations: Record<string, Nation>): FeatureCollection {
const features = markers.map((m) => {
const owner = m.ownerNationId ? nations[m.ownerNationId] : undefined;
return {
type: 'Feature' as const,
geometry: { type: 'Point' as const, coordinates: [m.lon, m.lat] as [number, number] },
properties: {
id: m.id,
type: m.type,
name: m.name,
glyph: MARKER_TYPE_INFO[m.type]?.glyph ?? '',
owner: owner?.name ?? '',
ownerId: owner?.id ?? '',
ownerColor: owner ? nationColor(owner.id) : '',
},
};
});
return { type: 'FeatureCollection', features };
}
// Small canvas-path helpers for the marker icons (self-contained shapes — no
// unicode/font dependency, so they render identically in any environment).
function roundRectPath(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
w: number,
h: number,
r: number,
): void {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
}
function starPath(
ctx: CanvasRenderingContext2D,
cx: number,
cy: number,
spikes: number,
outer: number,
inner: number,
): void {
let rot = (Math.PI / 2) * -1;
const step = Math.PI / spikes;
ctx.beginPath();
ctx.moveTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
for (let i = 0; i < spikes; i++) {
rot += step;
ctx.lineTo(cx + Math.cos(rot) * inner, cy + Math.sin(rot) * inner);
rot += step;
ctx.lineTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
}
ctx.closePath();
}
/**
* (v0.27, #44) Draw one marker-type icon into an offscreen canvas: a distinct
* shape per type, filled with the type's color from the shared
* `MARKER_TYPE_INFO` contract, with a dark outline for legibility on any
* choropleth fill. Added to the map as a named image and referenced by the
* symbol layer's `icon-image` — a real symbol layer, per-type color + form,
* with zero external font/glyph dependency.
*/
function drawMarkerIcon(type: MapMarker['type']): ImageData {
const S = 44;
const c = document.createElement('canvas');
c.width = S;
c.height = S;
const ctx = c.getContext('2d')!;
const cx = S / 2;
const cy = S / 2;
ctx.fillStyle = MARKER_TYPE_INFO[type]?.color ?? '#cbd5e1';
ctx.strokeStyle = '#0b1220';
ctx.lineWidth = 2.5;
ctx.lineJoin = 'round';
switch (type) {
case 'city':
ctx.beginPath();
ctx.arc(cx, cy, S * 0.3, 0, Math.PI * 2);
break;
case 'factory': {
const h = S * 0.5;
roundRectPath(ctx, cx - h / 2, cy - h / 2, h, h, 5);
break;
}
case 'army': {
const r = S * 0.34;
ctx.beginPath();
ctx.moveTo(cx, cy - r);
ctx.lineTo(cx + r, cy + r * 0.8);
ctx.lineTo(cx - r, cy + r * 0.8);
ctx.closePath();
break;
}
case 'port': {
const r = S * 0.36;
ctx.beginPath();
ctx.moveTo(cx, cy - r);
ctx.lineTo(cx + r, cy);
ctx.lineTo(cx, cy + r);
ctx.lineTo(cx - r, cy);
ctx.closePath();
break;
}
case 'capital':
starPath(ctx, cx, cy, 5, S * 0.36, S * 0.15);
break;
case 'fleet':
case 'gathering':
ctx.beginPath();
ctx.arc(cx, cy, S * 0.32, 0, Math.PI * 2);
break;
case 'rocket': {
const w = S * 0.14;
ctx.beginPath();
ctx.moveTo(cx, cy - S * 0.36);
ctx.lineTo(cx + S * 0.22, cy - S * 0.04);
ctx.lineTo(cx + w, cy - S * 0.04);
ctx.lineTo(cx + w, cy + S * 0.34);
ctx.lineTo(cx - w, cy + S * 0.34);
ctx.lineTo(cx - w, cy - S * 0.04);
ctx.lineTo(cx - S * 0.22, cy - S * 0.04);
ctx.closePath();
break;
}
}
ctx.fill();
ctx.stroke();
// fleet and gathering share a circle base; an inner mark tells them apart
// (fleet = a dark porthole dot, gathering = a white bullseye dot).
if (type === 'fleet' || type === 'gathering') {
ctx.beginPath();
ctx.arc(cx, cy, S * 0.13, 0, Math.PI * 2);
ctx.fillStyle = type === 'fleet' ? '#0b1220' : '#ffffff';
ctx.fill();
}
// Hand MapLibre the raw pixels (an untainted canvas, so getImageData is safe)
// rather than the canvas element — `addImage` accepts ImageData directly.
return ctx.getImageData(0, 0, S, S);
}
/** The hover tooltip for a marker: its type label + name, then the owner chip. */
function markerTooltipHtml(
type: string,
name: string,
owner: string,
ownerColor: string,
): string {
const label = MARKER_TYPE_INFO[type as MapMarker['type']]?.label ?? 'Marker';
const ownerLine = owner
? `<div class="hm-popup-owner"><span class="hm-chip" style="background:${ownerColor}"></span>${esc(owner)}</div>`
: '<div class="hm-popup-sub">No owner</div>';
return `<div class="hm-popup"><div class="hm-popup-title">${esc(label)}: ${esc(name)}</div>${ownerLine}</div>`;
}
const esc = (s: string) => const esc = (s: string) =>
s.replace(/[&<>"']/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c] as string)); s.replace(/[&<>"']/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c] as string));
@@ -254,6 +446,13 @@ interface Props {
* component doc for the full behavior. * component doc for the full behavior.
*/ */
onFocusNation?: (id: string, info?: { name?: string }) => void; onFocusNation?: (id: string, info?: { name?: string }) => void;
/**
* (v0.27, #44) The game's named map markers (`GameState.markers`): the LLM
* places/removes them over time, the engine positions each at its region's
* centroid and keeps its owner in sync with the region's owner. Rendered as
* a top-most symbol layer (per-type glyph + name, per-type color).
*/
markers?: MapMarker[];
} }
/** /**
@@ -286,6 +485,18 @@ interface Props {
* a plain "No owner" sub-line. The colors/labels come from the shared * a plain "No owner" sub-line. The colors/labels come from the shared
* `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol. * `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol.
* *
* (v0.27, #44) LLM-placed **map markers** (`markers` prop = `GameState.markers`)
* render on a top-most symbol layer: each is its type's canvas-generated icon
* (a distinct shape, per-type color from the shared `MARKER_TYPE_INFO`
* contract, dark-outlined) at the engine-derived position (region centroid +
* small deterministic offset). The icons are drawn into named map images
* (`marker-<type>`), so there is no external font/glyph dependency and markers
* render offline and deterministically. Hovering a marker shows a tooltip
* (type label + name + owner chip); clicking one switches the dossier to the
* owning nation (no-op when the marker's region is unowned). The region
* hover/click handlers detect a marker under the cursor (MapLibre layer events
* have no propagation) and act on the marker's data.
*
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag) * Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
* — no floating control and no external API. * — no floating control and no external API.
*/ */
@@ -297,6 +508,7 @@ export default function WorldMap({
className, className,
unowned, unowned,
onFocusNation, onFocusNation,
markers,
}: Props) { }: Props) {
const containerRef = useRef<HTMLDivElement>(null); const containerRef = useRef<HTMLDivElement>(null);
const mapRef = useRef<maplibregl.Map | null>(null); const mapRef = useRef<maplibregl.Map | null>(null);
@@ -311,12 +523,14 @@ export default function WorldMap({
const presetRef = useRef(presetId); const presetRef = useRef(presetId);
const unownedRef = useRef<Set<string>>(new Set(unowned ?? [])); const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
const onFocusNationRef = useRef(onFocusNation); const onFocusNationRef = useRef(onFocusNation);
const markersRef = useRef<MapMarker[]>(markers ?? []);
regionsRef.current = regions; regionsRef.current = regions;
nationsRef.current = nations; nationsRef.current = nations;
playerRef.current = playerNationId; playerRef.current = playerNationId;
presetRef.current = presetId; presetRef.current = presetId;
unownedRef.current = new Set(unowned ?? []); unownedRef.current = new Set(unowned ?? []);
onFocusNationRef.current = onFocusNation; onFocusNationRef.current = onFocusNation;
markersRef.current = markers ?? [];
// Diffing state for the transient territory-change flash (owned by this component // Diffing state for the transient territory-change flash (owned by this component
// so a resync with identical data never re-flashes). // so a resync with identical data never re-flashes).
@@ -424,6 +638,39 @@ export default function WorldMap({
const onHover = (e: maplibregl.MapLayerMouseEvent) => { const onHover = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0]; const f = e.features?.[0];
if (!f) return; if (!f) return;
// (v0.27, #44) A marker rendered on top of this region wins the hover.
// The region polygon is always beneath a marker, so this FILL_LAYER
// delegate fires in both cases; if a marker icon is under the cursor,
// show the marker's tooltip (name + type + owner) instead of the
// region's. `e.point` is the cursor's pixel position, so querying the
// marker layer there tests the icon's (small) hit area, not the whole
// region.
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
if (markerHits.length > 0) {
const mp = (markerHits[0].properties ?? {}) as {
type?: string;
name?: string;
owner?: string;
ownerColor?: string;
};
hoverPopup
.setLngLat(e.lngLat)
.setHTML(
markerTooltipHtml(
typeof mp.type === 'string' ? mp.type : '',
typeof mp.name === 'string' ? mp.name : '',
typeof mp.owner === 'string' ? mp.owner : '',
typeof mp.ownerColor === 'string' ? mp.ownerColor : '',
),
)
.addTo(map);
map.getCanvas().style.cursor = 'pointer';
// A marker has no region outline to highlight; clear the previous one
// (and reset lastHoverId so moving back onto a region re-triggers it).
lastHoverId = null;
(map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(emptyFC());
return;
}
const p = f.properties as { name?: string; regionId?: string }; const p = f.properties as { name?: string; regionId?: string };
const subId = typeof p?.regionId === 'string' ? p.regionId : ''; const subId = typeof p?.regionId === 'string' ? p.regionId : '';
if (subId && subId !== lastHoverId) { if (subId && subId !== lastHoverId) {
@@ -466,6 +713,19 @@ export default function WorldMap({
const onClick = (e: maplibregl.MapLayerMouseEvent) => { const onClick = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0]; const f = e.features?.[0];
if (!f) return; if (!f) return;
// (v0.27, #44) A marker under the cursor: focus its owning nation
// (identical to its region's owner — the engine keeps a marker's owner in
// sync with the region) and carry the marker's name into the dossier.
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
if (markerHits.length > 0) {
const mp = (markerHits[0].properties ?? {}) as { ownerId?: string; name?: string };
const owner = typeof mp.ownerId === 'string' ? mp.ownerId : '';
if (owner) {
const info = typeof mp.name === 'string' ? { name: mp.name } : undefined;
onFocusNationRef.current?.(owner, info);
}
return;
}
const region = mapFeatureOwner(regionsRef.current, f); const region = mapFeatureOwner(regionsRef.current, f);
if (!region?.ownerId) return; if (!region?.ownerId) return;
// Carry the clicked sub-region's name so the dossier can show which region // Carry the clicked sub-region's name so the dossier can show which region
@@ -497,6 +757,9 @@ export default function WorldMap({
if (!map.getSource(FLASH_SOURCE)) { if (!map.getSource(FLASH_SOURCE)) {
map.addSource(FLASH_SOURCE, { type: 'geojson', data: emptyFC() }); map.addSource(FLASH_SOURCE, { type: 'geojson', data: emptyFC() });
} }
if (!map.getSource(MARKERS_SOURCE)) {
map.addSource(MARKERS_SOURCE, { type: 'geojson', data: emptyFC() });
}
}; };
// Stamp ownership + colors onto the regions source (no-op until both the // Stamp ownership + colors onto the regions source (no-op until both the
@@ -509,6 +772,26 @@ export default function WorldMap({
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current)); src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current));
}; };
// Stamp the current markers onto the marker source (v0.27, #44).
const paintMarkers = () => {
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
if (!src) return;
src.setData(buildMarkersFC(markersRef.current, nationsRef.current));
};
// Register the eight canvas-generated marker-type icon images (v0.27, #44).
// Images are cleared on a style (re)load, so this is (re)run from
// `ensureLayers` (which fires on every `styledata`). Self-contained — no
// external font/glyph endpoint — so markers render offline and
// deterministically.
const ensureMarkerImages = async () => {
for (const type of MARKER_TYPES) {
const id = `marker-${type}`;
if (map.getImage(id)) continue;
await map.addImage(id, drawMarkerIcon(type));
}
};
const ensureLayers = async () => { const ensureLayers = async () => {
if (cancelled) return; if (cancelled) return;
ensureSources(); ensureSources();
@@ -528,6 +811,7 @@ export default function WorldMap({
} }
if (cancelled) return; if (cancelled) return;
paintRegions(); paintRegions();
paintMarkers();
if (!map.getLayer(FILL_LAYER)) { if (!map.getLayer(FILL_LAYER)) {
// The choropleth is the star: a high opacity so the vivid per-nation // The choropleth is the star: a high opacity so the vivid per-nation
// colors read clearly even on the dark background / over the terrain. // colors read clearly even on the dark background / over the terrain.
@@ -554,8 +838,9 @@ export default function WorldMap({
} }
// NOTE: layers are added in bottom→top order (each appends on top). The // NOTE: layers are added in bottom→top order (each appends on top). The
// stack is: fill, base borders, player border, territory-change flash, // stack is: fill, base borders, player border, territory-change flash,
// hover brighten, hover outline. Do not use a `beforeId` here — it throws // hover brighten, hover outline, and (top-most) the LLM-placed map
// if that layer does not exist yet on a fresh style load. // markers' symbol layer (v0.27, #44). Do not use a `beforeId` here — it
// throws if that layer does not exist yet on a fresh style load.
if (!map.getLayer(PLAYER_LINE)) { if (!map.getLayer(PLAYER_LINE)) {
map.addLayer({ map.addLayer({
id: PLAYER_LINE, id: PLAYER_LINE,
@@ -589,6 +874,36 @@ export default function WorldMap({
paint: { 'line-color': '#ffffff', 'line-width': 1.6, 'line-opacity': 0.9 }, paint: { 'line-color': '#ffffff', 'line-width': 1.6, 'line-opacity': 0.9 },
}); });
} }
// (v0.27, #44) The LLM-placed map markers: a top-most symbol layer.
// Each marker renders its type's canvas-generated icon (a distinct shape,
// per-type color from the shared MARKER_TYPE_INFO contract) with a dark
// outline for legibility on any choropleth fill. The icon images are
// self-contained (no external font/glyph endpoint), so markers render
// offline and deterministically. `icon-image` is `marker-<type>`, the
// named canvas images registered by `ensureMarkerImages` above.
await ensureMarkerImages();
if (!map.getLayer(MARKER_SYMBOL)) {
map.addLayer({
id: MARKER_SYMBOL,
type: 'symbol',
source: MARKERS_SOURCE,
layout: {
'icon-image': ['concat', 'marker-', ['get', 'type']],
'icon-size': 0.8,
'icon-allow-overlap': true,
'icon-ignore-placement': true,
},
});
}
// Marker interactions: the markers sit above the choropleth, but they
// deliberately share the region (FILL_LAYER) handlers registered below.
// MapLibre layer-scoped events are independent per-layer delegates (no
// propagation, no stopPropagation), so a marker-on-region would fire
// both a marker and a region handler. Instead the region handlers detect
// a marker under the cursor (see onHover/onClick) and act on the
// marker's data; clicking a marker focuses its owning nation via the
// same path as clicking its region (the marker's owner == its region's
// owner).
map.off('mousemove', FILL_LAYER, onHover); map.off('mousemove', FILL_LAYER, onHover);
map.off('mouseout', FILL_LAYER, onHoverOut); map.off('mouseout', FILL_LAYER, onHoverOut);
map.off('click', FILL_LAYER, onClick); map.off('click', FILL_LAYER, onClick);
@@ -646,6 +961,19 @@ export default function WorldMap({
} }
}, [regions, playerNationId, unowned]); }, [regions, playerNationId, unowned]);
// (v0.27, #44) Repaint the marker symbol layer whenever the marker list
// changes (a turn placed/removed markers) or the nations record changes
// (a confirmed rename/merge changes an owner's display name). No-op until
// the map + source exist (the mount effect's ensureLayers applies the
// current data once the layer structure is in place).
useEffect(() => {
const map = mapRef.current;
if (!map) return;
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
if (!src) return;
src.setData(buildMarkersFC(markers ?? [], nations));
}, [markers, nations]);
// Full-viewport, edge-to-edge background layer. `position: fixed` is set // Full-viewport, edge-to-edge background layer. `position: fixed` is set
// inline because MapLibre's own stylesheet sets `.maplibregl-map` to // inline because MapLibre's own stylesheet sets `.maplibregl-map` to
// `position: relative`, which would otherwise win over a Tailwind class. // `position: relative`, which would otherwise win over a Tailwind class.
+20
View File
@@ -6,9 +6,11 @@ import type {
AddActionResponse, AddActionResponse,
AddDiplomacyResponse, AddDiplomacyResponse,
AdvisorResponse, AdvisorResponse,
ConfirmNationOpResponse,
CreateGameResponse, CreateGameResponse,
DeleteGameResponse, DeleteGameResponse,
GameSummary, GameSummary,
RejectNationOpResponse,
RemoveQueueItemResponse, RemoveQueueItemResponse,
TurnResponse, TurnResponse,
} from '@shared/protocol'; } from '@shared/protocol';
@@ -60,6 +62,24 @@ export const api = {
method: 'POST', method: 'POST',
body: JSON.stringify({ index }), body: JSON.stringify({ index }),
}), }),
// (v0.23, #16 P4a; v0.24, #16 P4b) Confirm a pending nation-op proposal by
// its index in `game.pendingNationOps`: a rename takes effect (`edits.name`
// overrides the proposed name), a split partitions the nation's territory
// (`edits.playerPart` picks which part the player leads, default 0), and a
// merge folds its inputs into the survivor (`edits.name` overrides the
// merged name). Fast, non-LLM — no turn advance. Returns the updated game.
confirmNationOp: (id: string, index: number, edits?: { name?: string; playerPart?: number }) =>
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/${id}/nation-op/reject`, {
method: 'POST',
body: JSON.stringify({ index }),
}),
// Commit the whole pending round (or an empty one) in a single LLM turn. // Commit the whole pending round (or an empty one) in a single LLM turn.
jump: (id: string) => jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, { req<TurnResponse>(`/api/games/${id}/jump`, {