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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
CI / build + unit + e2e (push) Successful in 2m32s
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
kamilkrzywda 6c52e10898 Bump to v0.22.0 (no man's land, #16 P3) + AGENTS.md/CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 1m33s
2026-10-14 12:04:03 +00:00
kamilkrzywda 764f24fc55 No man's land: TurnResult.unowned + release/re-claim in applyTurnResult + distinct grey map rendering (#16 P3)
- shared/protocol.ts: TurnResult.unowned (keys released this turn) + the map
  presentation contract (regionFillStyle / unownedTooltipLabel, hue-less grey)
- shared/types.ts: required GameState.unowned (cumulative mid-game releases;
  [] at init, distinct from preset-unassigned regions)
- server/engine.ts: applyTurnResult applies releases first (sole-owner only,
  never fabricating no man's land from unassigned keys), then claims against
  the post-release snapshot (gain on an ownerless key = re-claim); lone
  release is isMeaningful; prompts + user payload carry the unowned field
- server/stub.ts: unchanged behavior (never releases; e2e stays stable)
- server/db.ts: legacy rows load with unowned defaulted to []
- server/index.ts: create-game sets []; jump reference table includes
  released keys so the model can name them for re-claim
- WorldMap/App: unowned prop -> visible grey + 'No man's land' tooltip
- unit tests: 105 -> 127 (release/re-claim suites, presentation contract,
  legacy-row normalization)
2026-10-14 12:04:03 +00:00
kamilkrzywda cb426273a9 Merge pull request 'Region transfers along real borders + getNeighbours LLM tool (v0.21.0) — part 2 of #16' (#36) from feat/16-p2-region-transfers into master
CI / build + unit + e2e (push) Successful in 1m31s
2026-10-14 12:51:30 +02:00
kamilkrzywda 0b999f1448 Bump to v0.21.0 (region transfers + getNeighbours tool, #16 P2)
CI / build + unit + e2e (pull_request) Successful in 1m34s
2026-10-14 10:48:28 +00:00
kamilkrzywda 5abbebc58f LLM getNeighbours tool + contiguous region transfers (Stage 2 of #16 P2)
- llm.ts: LlmClient.chatWithTools — bounded OpenAI function-calling loop
  (default 6 tool rounds, then one forced no-tools request); shares the
  retry/backoff/reasoning-effort machinery with chat(); tools are only
  added to the request body when non-empty, so plain chat() bodies and
  their tests are unchanged; a tool-call response is a success (never a
  truncation); malformed tool arguments become an error tool-message.
- engine.ts: GET_NEIGHBOURS_TOOL + makeNeighboursExecutor (degrades
  unknown tools/args/keys without throwing); playerFrontier (sorted,
  deduped, other-nation-owned only); buildSystemPrompt gains a tool
  variant (contiguity rules, frontier hint) used only when the tool is
  actually sent; buildUserPrompt emits a frontier field whenever a
  resolver is given; runTurn takes getNeighbours and uses
  chatWithTools when both the resolver and the client's capability are
  present, falling back to plain chat() otherwise.
- applyTurnResult: snapshot-first sole-ownership algorithm — a region
  key transfers only with exactly one claimant and exactly one previous
  owner (different from the gainer); double claims and pre-existing
  double ownership are left untouched; lone losses are no-ops; every
  key has 0 or 2+ -> 1 owner post-turn, never orphaned or duplicated.
- stub.ts: deterministic one-region contiguous conquest per turn from
  the prompt's frontier field (bypasses the tool loop; empty frontier
  -> no transfer, all existing assertions stay stable).
- regions.ts: optional region-adjacency.json load; hasAdjacency() and
  neighboursOf(keys) (union, deduped, queried excluded, sorted).
- index.ts: jump route passes the adjacency resolver when loaded.
- tests: chatWithTools protocol (echo, executor args, bounded rounds,
  malformed args, retry), tool-path runTurn wiring + fallback,
  playerFrontier, executor, applyTurnResult invariants, neighboursOf/
  hasAdjacency (105 unit tests, 14 e2e — all green).
2026-10-14 10:37:25 +00:00
kamilkrzywda f53f9072f4 Build region-adjacency manifest (Stage 1 of #16 P2)
Generate public/region-adjacency.json: regionKey -> neighbourKeys, built
from regions.geo.json (bbox proximity reject + @turf/boolean-intersects
arbitration; symmetric, deduped, no self-refs). Deterministic + idempotent.

This is the data backing the LLM's getNeighbours tool (Stage 2) which lets
it move contiguous frontier regions instead of whole countries.
2026-10-14 10:05:06 +00:00
kamilkrzywda 6f14a4e4c0 Merge pull request 'Fix: region loader finds the manifest in prod (dist/) — completes P1 region ownership (v0.20.0)' (#35) from fix/16-p1-region-keys-prod into master
CI / build + unit + e2e (push) Successful in 1m36s
Merge v0.20.0: region loader prod-path fix (completes #16 P1)
2026-10-14 11:35:22 +02:00
kamilkrzywda 6949739956 Bump to v0.20.0 (region loader prod-path fix)
CI / build + unit + e2e (pull_request) Successful in 1m31s
2026-10-14 09:32:29 +00:00
kamilkrzywda cf7d3cb122 Fix region loader to find the manifest in prod (dist/) — dev-vs-prod path (v0.20.0, completes #16 P1)
v0.19.0's region-level ownership did not activate in the production image:
server/regions.ts loadRegions only looked in public/, but the Docker image keeps
only dist/ (Vite copies public/* -> dist/ at build), so the loader found nothing
and expandCountriesToKeys degraded to a no-op — fresh games kept raw ISO_A3 codes
instead of region keys (the client's own /region-keys.json fetch still worked,
since the client is served from dist/).

loadRegions now probes public/ (dev) then dist/ (prod, == clientDir) and uses the
first directory holding both files. A new test covers the prod-only (dist/), dev
(public/), and empty-root (no data) layouts.
2026-10-14 09:32:29 +00:00
kamilkrzywda 99ee93f6da Merge pull request 'Region-level ownership foundation (Part 1 of #16) (v0.19.0)' (#34) from feat/16-p1-region-ownership into master
CI / build + unit + e2e (push) Successful in 1m35s
Merge v0.19.0: region-level ownership (Part 1 of #16)
2026-10-14 11:18:12 +02:00
kamilkrzywda b9ac79c57f Bump to v0.19.0: region-level ownership (Part 1 of #16)
CI / build + unit + e2e (pull_request) Successful in 1m36s
Version 0.19.0 + changelog. Breaking: pre-v0.19 saved games are dropped
(territory now holds region keys, not ISO_A3 codes) — deploy wipes the
history-data volume.
2026-10-14 09:15:33 +00:00
kamilkrzywda 1c64aa1da4 Tests: region-key contract (map rewrite + regions loader + engine) (v0.19 P1 of #16)
- map.test.ts: rewrite the fixture for region keys; the #6 regression guard now
  proves the owner resolves via properties.regionKey while the repacked numeric
  feature.id and the sub-region regionId do not.
- regions.test.ts (new): the loader sees 1,796 valid keys; FRA expands to its
  42 sub-region keys (all valid, all labelled '… (FRA)'); allTerritoryKeys
  unions correctly; and with no data it degrades to the raw input.
- engine.test.ts: buildUserPrompt includes a regions table only when provided;
  applyTurnResult with a validKeys set applies real keys and ignores bogus ones,
  and without one applies all (the legacy/unit path).
2026-10-14 09:14:24 +00:00
kamilkrzywda 29927bae34 Flip the client to region-key resolution + region names in the dossier (v0.19 P1 of #16)
- src/lib/regions.ts (new): cached, turf-free same-origin fetches of
  /region-keys.json (feature id -> key) and /regions.geo.json (id -> name) so
  WorldMap and NationPanel share one fetch each.
- WorldMap.tsx: stamps each feature's properties.regionKey (from the manifest,
  by its stable id) and resolves owner / flash / hover / click from that key via
  the shared mapFeatureOwner; the per-region flash lights the exact sub-region
  whose owner changed; click carries only the sub-region name.
- NationPanel.tsx: territory chips show the region's human name (falling back
  to the raw key) with the key in the title / data-attr.
- App.tsx: the selected-region dossier label drops the now-unused parent code.
2026-10-14 09:14:17 +00:00
kamilkrzywda 325bdc5255 Flip ownership to region keys: shared contract + server (v0.19 P1 of #16)
The single source of truth now keys ownership by region key (one per owned
sub-region) instead of a parent-country ISO_A3:

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

The stub is unchanged (it emits an empty, region-key-conformant territoryChanges).
2026-10-14 09:14:10 +00:00
kamilkrzywda 2cfa2f78f9 Add region-keys.test.ts: 1,796 unique <slug>-<4char> keys, geo-id join (v0.19 P1 of #16) 2026-10-14 08:32:36 +00:00
kamilkrzywda 2b84c34f41 Add region-key manifest (build:region-keys) + public/region-keys.json (v0.19 P1 of #16)
Deterministic <name-slug>-<4char> key per sub-region: name via NFKD strip +
fold table (ə ø ð đ œ ł) + a-z0-9 collapse; 4-char from FNV-1a of the stable
feature id, salted on within-slug collision so all 1,796 keys are unique.
Builtins only (no @turf). Idempotent (byte-identical on re-run).
2026-10-14 08:32:36 +00:00
34 changed files with 19335 additions and 286 deletions
+159 -35
View File
@@ -28,12 +28,23 @@ 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` (2,597 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 and the LLM stay at **country** `properties.parent` = the country's ISO_A3). Ownership is at **region-key** granularity
granularity, so a sub-region inherits its parent country's owner color (see #16). (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
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`
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`). A deterministic **stub** transport **injectable transport** (mirrors `mesh-bot/src/llm`), with two entry points: plain
(`LLM_STUB=1`) is used by all tests/e2e. `chat()` and `chatWithTools()` — a bounded OpenAI function-calling loop (max 6 tool
rounds, then one forced no-tools request) sharing the same retry/backoff/
`reasoning_effort` machinery (see the LLM config note below). A deterministic **stub**
transport (`LLM_STUB=1`) is used by all tests/e2e.
## Layout ## Layout
@@ -45,22 +56,34 @@ 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) ├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 168 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 # 2,597 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, 1,800 entries (the ownership/LLM address space, #16 P1)
│ └── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2)
├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
│ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
│ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
│ │ # → build-region-adjacency
│ └── *.test.ts # turf-free vitest tests pinning the dataset + both 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 + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers │ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
│ # `nationOps`, v0.23 #16 P4a; v0.24 #16 P4b) + AddAction/AddDiplomacy/RemoveQueueItem/
│ # Jump + NationOp confirm/reject request types + pure helpers
├── server/ ├── server/
│ ├── index.ts # Express: /api/* (action|diplomacy|queue/remove|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR │ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor │ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config │ │ # PORT/LLM_*/DATA_DIR
│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER │ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / freshNationId / NEW_NATION_STATS / applyNationOp rename+split+merge / confirmNationOp / rejectNationOp, v0.23 #16 P4a; v0.24 #16 P4b)
│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color) │ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
│ ├── 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
│ └── *.test.ts # unit tests (vitest) │ └── *.test.ts # unit tests (vitest)
@@ -77,7 +100,8 @@ 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
@@ -91,10 +115,13 @@ 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 in `server/` (39 tests) | | `npm test` | vitest unit tests (`server/` + `scripts/`; 168 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 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` | (re)generate the `public/region-keys.json` / `region-adjacency.json` manifests — deterministic + idempotent (byte-identical re-run) |
| `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.
@@ -143,29 +170,116 @@ history/
(model down) surfaces as an HTTP 502 to the client (shown as a toast). (model down) surfaces as an HTTP 502 to the client (shown as a toast).
- **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the - **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the
server's `RegionMap` and any client coloring so the choropleth always agrees. server's `RegionMap` and any client coloring so the choropleth always agrees.
- **Map click → dossier target (owner resolved from the RegionMap, via the parent country).** - **Region-level territory (v0.19/v0.21, #16 P1+P2).** Since v0.19 ownership lives at sub-region
granularity: `Nation.territory` holds **region keys** (`<name-slug>-<4char>`, e.g. `moselle-rygy`;
the manifest is `public/region-keys.json`), `server/regions.ts` expands each preset's country list
to all its sub-regions' keys at game creation, and `buildRegionMap` keys the choropleth `RegionMap`
by region key. Since v0.21 transfers are **frontier-biased**: `applyTurnResult` is snapshot-first
and enforces **sole ownership** (a key transfers only when exactly one nation claims it to gain,
it has exactly one current owner, and the owner is not the gainer — a double claim is rejected and
a lone `lose` is a no-op, so a key can never be orphaned or duplicated), and the LLM can call the
`getNeighbours` tool (`GET_NEIGHBOURS_TOOL` + `makeNeighboursExecutor` in `engine.ts`, data from
`public/region-adjacency.json` via `neighboursOf`) to verify land borders before proposing a
transfer; the user payload carries the player's `frontier` (the sorted other-nation keys bordering
the player's territory, via `playerFrontier`). The tool path degrades gracefully: without the
adjacency manifest (or with a client lacking `chatWithTools`), a turn runs the legacy plain
`chat()` path and the tool/frontier simply switch off. Since v0.22 (#16 P3) a key may also end
a turn **unowned** — "no man's land": `TurnResult.unowned` lists keys released this turn;
`applyTurnResult` applies releases FIRST (a key leaves its sole owner — only a key with exactly
one current owner can be released; a never-assigned or corrupt key is a no-op), then claims
against the post-release snapshot, so a `gain` on an ownerless key is a **re-claim** (granted to
the sole gainer and removed from the cumulative `GameState.unowned` list). The user payload
carries the current `GameState.unowned` as `unowned`, and the jump route's `regions` reference
table includes those keys so the model can name them when re-claiming. The map renders a
released key in the distinct visible grey (`NO_MANS_LAND_FILL` in `shared/protocol.ts`, with a
"No man's land" tooltip sub-line) while a preset-unassigned key keeps the faint look ("No owner")
— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
game always starts with `unowned: []` (legacy SQLite rows load with it defaulted). 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 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
**parent country's** owning nation (`focusNation(ownerId)` in `GameScreen`, which also records owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
which region was clicked for a small dossier label); the manual "Inspect" selector and a map click clicked for a small dossier label); the manual "Inspect" selector and a map click both set the
both set the same target and stay in sync (a manual pick clears the label). Ownership is resolved same target and stay in sync (a manual pick clears the label). Ownership is resolved from the
from the authoritative `RegionMap` (keyed by the **parent country's** ISO_A3) via the feature's authoritative `RegionMap` (keyed by **region key**) via the feature's stamped
`properties.parent`, using the shared `mapFeatureOwner()` helper (`regionId` still holds the `properties.regionKey`, using the shared `mapFeatureOwner()` helper (`shared/protocol.ts`) —
sub-region's own id, e.g. `FRA-03`). It must **never** be resolved from the feature's top-level `WorldMap` stamps each rendered feature with its key from `region-keys.json` when it builds the
`id` (MapLibre repacks it into a numeric index — the "no owner" bug, #6) nor from the sub-region choropleth source. It must **never** be resolved from the feature's top-level `id` (MapLibre
`id` (not a `RegionMap` key). Sub-regions of a country with no `RegionMap` entry (unowned) leave repacks it into a numeric index — the "no owner" bug, #6) nor from the raw sub-region `id` (not a
the current dossier target unchanged — never a broken dossier. The hover path (a non-closeable `RegionMap` key). A sub-region whose key has no owner leaves the current dossier target
tooltip showing the sub-region name + parent country + owner + key stats) uses the same resolution. unchanged — never a broken dossier. The hover path (a non-closeable tooltip showing the region
**PR 2 of #16:** the map renders `regions.geo.json` (sub-national) but ownership/territory and the name + owner chip + key stats) uses the same resolution. `properties.parent` is static
LLM stay at country level — a nation owns whole countries, so all its sub-regions share the country's geographic-origin data — never use it for ownership or display.
color, and a whole-country transfer flips all its sub-regions at once (PR 3 will make sub-regions
individually ownable).
- **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per - **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per
queued round item: each `action` item → one military/success event, each `diplomacy` item → one queued round item: each `action` item → one military/success event, each `diplomacy` item → one
diplomatic/partial event, an empty round → one political "The world moves on" event. The player diplomatic/partial event, an empty round → one political "The world moves on" event. The player
nation's `military` is set to `(current + 5)` (clamped) once per committed turn (not per item), nation's `military` is set to `(current + 5)` (clamped) once per committed turn (not per item),
the player is allied with the first other nation (by key order in the `nations` record), and the the player is allied with the first other nation (by key order in the `nations` record), and the
date advances 2 days. Unit + e2e assertions rely on these exact values, so keep the stub date advances 2 days. Since v0.21 the stub also makes **one contiguous conquest per turn**: the
deterministic. player gains `frontier[0]` (the first of the sorted `frontier` list from the prompt payload —
stable) and that region's owner loses it; an empty frontier (no controllable border, e.g. the UK
in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge;
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**
@@ -208,6 +322,12 @@ history/
> ignoring `reasoning`. `chat()` retries transient failures (timeout/abort, 5xx, network > ignoring `reasoning`. `chat()` retries transient failures (timeout/abort, 5xx, network
> errors, null/empty `content`) up to 3 attempts with 2s→3s backoff and logs every call > errors, null/empty `content`) up to 3 attempts with 2s→3s backoff and logs every call
> (`[llm] chat ok` / `[llm] chat failed`). No auth header is sent — the endpoint requires no key. > (`[llm] chat ok` / `[llm] chat failed`). No auth header is sent — the endpoint requires no key.
> The same machinery backs `chatWithTools()` (the function-calling loop used by turns when the
> region-adjacency manifest is loaded): a `finish_reason: "tool_calls"` response is a *successful*
> round (never a truncation error), each requested tool call is run through the injected executor,
> the assistant tool-call message plus one `tool` result message per call are appended to the
> history, and the loop re-sends until a final `content` — max `DEFAULT_MAX_TOOL_ROUNDS = 6`
> tool rounds, after which one last *no-tools* request forces the answer.
| `PORT` | `4321` | single server port | | `PORT` | `4321` | single server port |
| `DATA_DIR` | `./data` | where `history.db` lives | | `DATA_DIR` | `./data` | where `history.db` lives |
| `CLIENT_DIST` | `./dist` | built client to serve (auto-found) | | `CLIENT_DIST` | `./dist` | built client to serve (auto-found) |
@@ -247,6 +367,10 @@ history/
caught. caught.
- **`better-sqlite3`** is the only native module; the Docker build relies on its prebuilt binary - **`better-sqlite3`** is the only native module; the Docker build relies on its prebuilt binary
(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/` geo files - The `dist/` client is committed to the build output only; the `public/` data files
(`regions.geo.json` — the choropleth — and `countries.geo.json`) are copied into `dist/` by Vite (`regions.geo.json` — the choropleth — `region-keys.json` + `region-adjacency.json` — the
at build time, so the prod image serves them from `dist/` (no separate copy). ownership/adjacency manifests — 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
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
never activated in prod).
+83
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@@ -2,6 +2,89 @@
All notable changes to **History** are listed here, newest first. All notable changes to **History** are listed here, newest first.
## 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
- **Part 3 of #16: no man's land — a region can be left unowned mid-game and re-claimed later.** After a war or cataclysm the LLM can leave a region without an owner: it lists the key in the new `TurnResult.unowned` field (and narrates the cause in `events`); the engine removes the key from its sole owner, and the region ends the turn ownerless. A later ordinary `gain` on that key is a **re-claim** — the key is granted to the (sole) gainer and removed from the no-man's-land list. A fresh game always starts fully owned (no man's land can only arise mid-game).
- **Engine (`server/engine.ts`).** `applyTurnResult` applies **releases first**: a key is released only when it has exactly one current owner (0 owners — a preset never assigned it — is a no-op, so no man's land can never be fabricated from an ordinary unowned region; 2+ owners — corruption — is a no-op; already-unowned is a no-op). Claims are then resolved against the post-release ownership snapshot: sole gainer + sole owner ≠ gainer = a transfer (the v0.21 rules, unchanged); sole gainer + no owner = a re-claim; a double claim is still rejected. Invariants after every turn: no key sits in two or more territories, a released key sits in none, and `GameState.unowned` holds exactly the keys released mid-game. A lone release counts as `isMeaningful` (it survives the retry/nudge path instead of being replaced by the generic "unclear" result). The system prompt gains the JSON field, the no-man's-land rule (in both tool-mode and plain-mode), and the hard constraint that `unowned` may contain only region keys a nation currently owns. The user payload always carries the current `GameState.unowned` as `unowned` (even when empty), and the jump route's `regions` reference table now includes the released keys so the model can name them when re-claiming.
- **New required `GameState.unowned` field** (`shared/types.ts`): the cumulative list of keys released mid-game. A no-man's-land region is **distinct from a preset-unassigned region** — the presets assign only ~25–30% of the 1,796 sub-regions (e.g. `wwii-1939` starts with 411 owned / 1,385 unowned), so ~1,300 ownerless regions exist at init; those keep the existing faint look, and only `GameState.unowned` keys get the distinct one. Legacy SQLite rows saved before v0.22 load with the field defaulted to `[]` (`server/db.ts`), and game creation sets it to `[]`.
- **Map presentation (a new contract in `shared/protocol.ts`).** `regionFillStyle(owner, isNoMansLand)` + `unownedTooltipLabel` decide the look: an owned region is unchanged (nation color + `OWNED_STROKE`); a released region gets the distinct visible grey `NO_MANS_LAND_FILL = '#3f3f46'` (hue-less by construction, so it can never collide with a nation's `hsl(h 58% 46%)` color) with a brighter border (`NO_MANS_LAND_STROKE`) and the tooltip sub-line "No man's land"; every other ownerless region keeps the faint `rgba(148,163,184,0.05)` fill and "No owner". The client (`WorldMap`, via a new `unowned` prop from `App.tsx`) is the sole consumer of the distinction — the `RegionMap` simply has no entry for an unowned key (`buildRegionMap` is unchanged). Clicking a no-man's-land region does not change the dossier (there is no owner to focus), and a release/re-claim flashes like any other ownership change.
- **Stub + tests.** The deterministic stub is deliberately **unchanged** — it never releases a region (it always returns `unowned: []` and ignores the payload's `unowned` field), because its one-conquest behavior is what the e2e assertions rely on; the release/re-claim path is therefore covered by **unit tests only** (a new `applyTurnResult (no man's land)` suite: release, re-claim, release+claim of the same key, a double claim on a released key, the four no-op release cases, a legacy state without the field, and a `runTurn` end-to-end test with a narrated release; new `buildUserPrompt`/`buildSystemPrompt` contract tests; a presentation-contract suite in `server/map.test.ts`; a legacy-row normalization test in `server/db.test.ts`). The unit suite grows **105 → 127**.
- **No data-format wipe.** The `GameState` shape only gains a field that legacy rows load with, so existing saves remain compatible: the deploy is a plain `up -d --build` (no `down -v`).
- **Verification.** Typecheck, lint, **127 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries no map-color/no-man's-land assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — no man's land (P3); #16 stays open.
## v0.21.0 — 2026-10-14 10:37
- **Part 2 of #16: territory now moves region-by-region along real land borders, and the LLM can verify borders with a live tool.** v0.19 made ownership region-keyed, but the model's `territoryChanges` were still applied wholesale — any key could jump to any nation, effectively moving whole countries. Now:
- **Region-adjacency manifest (Stage 1).** `scripts/build-region-adjacency.mjs` (`npm run build:region-adjacency`) computes which of the 1,796 sub-regions share a land border: per candidate pair, a cheap bbox-proximity prefilter (0.05° gap reject) then a `@turf/boolean-intersects` arbiter. The output `public/region-adjacency.json` is symmetric and deduped — **1,796 entries, 4,470 border pairs (8,940 directed), max degree 19; 1,727 regions have ≥1 neighbour, 69 don't** — and is deterministic/idempotent (sha256 `e9f1d475…`; re-running is byte-identical). Vite copies it into `dist/` for prod; `server/regions.ts` loads it (turf-free — plain `JSON.parse`, no `@turf` import in any `.ts`) and degrades gracefully when it is missing.
- **`getNeighbours` LLM tool (Stage 2).** `server/llm.ts` gains `LlmClient.chatWithTools` — a bounded OpenAI function-calling loop: on a `finish_reason: "tool_calls"` response the client runs the injected executor for every call, appends the assistant tool-call message plus one `tool` result message per call, and re-sends until a final `content` (max **6** tool rounds, then one last *no-tools* request forces the answer). It shares the retry/backoff/`reasoning_effort: "low"` machinery with `chat()`; a tool-call round is a success (never treated as truncation); malformed tool arguments become an `{"error":"invalid tool arguments…"}` tool message, so a bad model reply can never throw. `tools` is included in the request body only when non-empty, so plain `chat()` bodies (and their tests) are unchanged.
- **Engine wiring.** `runTurn` takes an optional `getNeighbours` resolver — the server's jump route passes one only when the manifest loaded (`hasAdjacency()`). With both the resolver and a `chatWithTools`-capable client, the turn runs the tool path: the system prompt gains the contiguity rules (a nation may only GAIN a key that borders its own territory; every key has exactly one owner) and advertises the tool; the user payload gains a `frontier` field — the player's `playerFrontier`, the sorted/deduped set of *other-nation* keys bordering the player's territory (the natural targets of a player-led conquest). Without the manifest, or with a minimal chat-only client, the turn falls back to the legacy plain `chat()` path — everything keeps working, the tool/frontier simply switch off.
- **Sole-ownership enforcement.** `applyTurnResult` now applies territory snapshot-first: before mutating anything it computes each key's current owner, and a key transfers only when (a) exactly one nation claims to gain it (a double claim is rejected — the key stays), (b) it has exactly one current owner (pre-existing double ownership is never touched), and (c) the owner is not the gainer (self-gain is a no-op). A transfer removes the key from all nations first, then grants it to the gainer; lone `lose` entries are no-ops. Every key therefore ends the turn with exactly one owner — it can never be orphaned or duplicated, and a bad model answer degrades to "no transfer", never to a corrupt map.
- **Deterministic stub.** The stub now makes one contiguous conquest per turn: the player gains `frontier[0]` (sorted → stable) and its owner loses it. It answers plain content (no tool calls), so it naturally bypasses the tool loop in a single round; with an empty frontier (no controllable border — e.g. the UK in `wwii-1939`, whose only external neighbour is Ireland) nothing transfers and every existing e2e assertion stays stable.
- **No data-format change — no save wipe.** The `TerritoryChange` wire shape is unchanged and saved games load as-is, so the deploy is a plain rebuild (no `down -v`).
- **Verification.** Typecheck, lint, **105 unit tests** (79 baseline + 26 new: tool-loop protocol — echo, parsed executor args, bounded rounds, malformed args, retry; engine tool-path wiring + fallback; `playerFrontier`; executor degradation; sole-ownership invariants; `neighboursOf`/`hasAdjacency`), the production build, and all **14 e2e** tests pass.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — P3 (region rename/split/merge) and P4 follow; #16 stays open.
## v0.20.0 — 2026-10-14 09:30
- **Fixed: v0.19.0's region-level ownership did not activate in the production image.** The server-side region loader (`server/regions.ts`) only looked for the manifest + geo in `public/`, but in the Docker image Vite copies `public/*` → `dist/` and no `public/` directory is kept — so `loadRegions` found nothing, `expandCountriesToKeys` degraded to a no-op, and freshly-created games kept raw ISO_A3 codes (`DEU`, `GBR,IRL,IND`, …) instead of expanding to region keys. The choropleth therefore still rendered whole-country ownership and the model's region-key contract was inactive in prod (the client's own `/region-keys.json` fetch still worked, because the client is served from `dist/`). `loadRegions` now probes `public/` (dev) then `dist/` (prod, == `clientDir`) and uses the first directory holding both files, so one build works in both environments. A new test covers the prod-only (`dist/`), dev (`public/`), and empty-root (no data) layouts.
- **Deploy:** `docker compose down -v` (drops the `history-data` volume — pre-v0.19 saves were already dropped by v0.19.0 and are dropped again here) then `up -d --build`.
## v0.19.0 — 2026-10-14 09:14
- **Region-level ownership foundation (Part 1 of #16): internal territory ownership flips from whole countries to individual sub-regions.** Previously a nation owned *whole countries* (a `territory` list of ISO_A3 codes) and every sub-region of a country shared the parent's color, so a single region could never change owner independently. Now each owned sub-region is addressed by a stable **region key** — `<name-slug>-<4char>`, e.g. `moselle-rygy`, `ain-lqtt`, `western-alun` — generated deterministically by `scripts/build-region-keys.mjs` into `public/region-keys.json` (**1,796 unique keys** over the 1,796 sub-regions). A key is a slug of the region's name (NFKD, diacritics stripped, lowercased, non-alphanumerics → `-`) plus a 4-character hash of the feature's stable id, salted on within-country name collisions, so it is stable, human-readable, and globally unique (a "western" collision group yields `western-alun` / `western-qwvr` / `western-adsp` / …; an accented name like Shkodër becomes `shkoder-gmnr`).
- **The map, the model, and the LLM all now reason in region keys.** `Nation.territory` and the `RegionMap` are keyed by region key; the choropleth resolves each sub-region's owner by its stamped `properties.regionKey` (never the repacked numeric feature `id`, never the raw sub-region id — the #6 guard, now region-keyed). A new `server/regions.ts` (turf-free) loads the manifest + geo once at boot and **expands each nation's country list to all its sub-regions' keys at game creation**, so a fresh game shows every sub-region in its owner's color — visually identical to the old whole-country choropleth, but each sub-region is now individually addressable. The LLM prompt gains a `regions` reference table (region key → "<name> (parent ISO_A3)"), and `applyTurnResult` ignores any territory key not in the valid set, so a hallucinated key can't corrupt ownership.
- **The dossier shows region names.** NationPanel's territory chips display each sub-region's human name (e.g. "Ain", "Wales", "Moselle") with the raw key in the tooltip / data attribute, instead of bare codes.
- **⚠ Breaking — pre-v0.19 saved games are dropped.** The `territory` field's meaning changed from ISO_A3 country codes to region keys, so a game saved before this version can't be read by it. Deploy runs `docker compose down -v` (dropping the `history-data` volume) then `up -d --build`; there is no migration — start fresh after deploying.
- **Supersedes the abandoned `feat/sub-region-territory` branch**, which prototyped raw feature-id keys (`DEU-03`); this version uses the slugged, human-readable key scheme instead.
- **Verification.** Typecheck, lint, and the unit suite (now **71 tests across 7 files**: +`server/regions.test.ts`, a rewritten `server/map.test.ts`, +2 in `engine.test.ts`) all pass; the production build is clean. The deterministic `LLM_STUB` and the format-agnostic e2e suite (legend/stats/dates) are unchanged. **#16 stays open** — P2 (LLM tools / function-calling for reliable region ops) and the no-man's-land rename/split/merge phases follow.
## v0.18.0 — 2026-10-13 18:54 ## v0.18.0 — 2026-10-13 18:54
- **Fixed a stale-owner display bug: the region hover tooltip and the dossier "Selected" label no longer print the static parent-country code (e.g. "FRA").** The GeoJSON `properties.parent` is a *static geographic-origin* field that never updates when a country is taken, yet it was rendered in the hover tooltip (as a sub-line and as a title fallback) and in the dossier's `Selected:` label (as a `(FRA)` suffix) — so a sub-region of a transferred country still displayed the old country's code next to the (correct) new owner. The tooltip now shows only the region name + the live owner chip (from the RegionMap) + key stats, and the dossier label shows only the region name. Ownership resolution still keys on `properties.parent` (unchanged) — only the display of it was removed. - **Fixed a stale-owner display bug: the region hover tooltip and the dossier "Selected" label no longer print the static parent-country code (e.g. "FRA").** The GeoJSON `properties.parent` is a *static geographic-origin* field that never updates when a country is taken, yet it was rendered in the hover tooltip (as a sub-line and as a title fallback) and in the dossier's `Selected:` label (as a `(FRA)` suffix) — so a sub-region of a transferred country still displayed the old country's code next to the (correct) new owner. The tooltip now shows only the region name + the live owner chip (from the RegionMap) + key stats, and the dossier label shows only the region name. Ownership resolution still keys on `properties.parent` (unchanged) — only the display of it was removed.
+5 -1
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@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.18.0", "version": "0.26.0",
"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).",
@@ -14,6 +14,10 @@
"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-adjacency": "node scripts/build-region-adjacency.mjs",
"typecheck": "tsc --noEmit", "typecheck": "tsc --noEmit",
"lint": "eslint .", "lint": "eslint .",
"e2e": "playwright test" "e2e": "playwright test"
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@@ -0,0 +1,133 @@
/**
* scripts/build-region-adjacency.mjs — build the precomputed region-adjacency
* manifest: `public/region-adjacency.json` = `{ "<regionKey>": ["<neighbourKey>", ...], ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* which *other* sub-regions it **borders** — i.e. shares an edge or a point with.
* The result is the data behind the model's `getNeighbours` tool (P2 of #16):
* given a set of region keys, the engine returns the union of their adjacency
* entries (excluding the queried keys), so the LLM can plan *frontier-biased,
* contiguous* territory transfers (a nation realistically gains/loses a region
* it already abuts) instead of whole countries.
*
* Method — bounding-box-pruned polygon intersection (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). For each unordered pair of regions (i < j) we first do a cheap
* bbox-proximity reject with a small gap tolerance (adjacent regions' bboxes
* touch, so their gap is ≈0), and only for the survivors do we run
* `@turf/boolean-intersects`, which returns true exactly when the two
* (Multi)Polygons share at least one point (edge or corner touch, or overlap).
* A hit adds each key to the other's set — adjacency is recorded **symmetrically**
* and **deduplicated** (a neighbour appears once even if the pair shares several
* disjoint border segments).
*
* Output contract (asserted by scripts/region-adjacency.test.ts):
* - one entry for **every** region key (including regions with no bordering
* neighbours, e.g. isolated islands — their list is simply empty);
* - adjacency is symmetric (A ∈ B's list ⟺ B ∈ A's list);
* - no key lists itself.
*
* Deterministic + idempotent: the input files are fixed, the intersection test
* is a pure geometric computation, and the output is written with keys and
* neighbour lists both sorted — so a re-run rewrites a byte-identical file.
*
* Usage: `node scripts/build-region-adjacency.mjs` (or `npm run build:region-adjacency`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import bbox from '@turf/bbox';
import booleanIntersects from '@turf/boolean-intersects';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
// "Close enough" bbox gap (degrees) for the cheap reject. Adjacent regions'
// bboxes touch (gap ≈ 0); a small tolerance absorbs 4-dp coordinate rounding
// and digitization fuzz. It only prunes work — it never affects correctness,
// because `booleanIntersects` is the final arbiter (a pair is a neighbour only
// if the polygons actually share a point).
const GAP_DEG = 0.05; // ≈ 5.5 km
// --- 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'));
// Region records in stable file order, keyed by their region key.
const regions = [];
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
regions.push({ key, feature: feature(f.geometry), bbox: bbox(f.geometry) });
}
if (regions.length === 0) {
throw new Error('no regions with valid region keys — check regions.geo.json / region-keys.json');
}
// bboxes are flat [minX, minY, maxX, maxY] (turf's BBox type).
function bboxesClose(a, b) {
return (
a[0] <= b[2] + GAP_DEG && // a.w <= b.e + gap
b[0] <= a[2] + GAP_DEG && // b.w <= a.e + gap
a[1] <= b[3] + GAP_DEG && // a.s <= b.n + gap
b[1] <= a[3] + GAP_DEG // b.s <= a.n + gap
);
}
// key -> set of neighbouring keys (deduped; a pair sharing several segments is
// recorded once).
const adj = new Map();
for (const r of regions) adj.set(r.key, new Set());
let pairChecks = 0;
let intersections = 0;
for (let i = 0; i < regions.length; i++) {
for (let j = i + 1; j < regions.length; j++) {
if (!bboxesClose(regions[i].bbox, regions[j].bbox)) continue; // cheap reject
pairChecks++;
let touches = false;
try {
touches = booleanIntersects(regions[i].feature, regions[j].feature);
} catch {
touches = false; // a degenerate geometry pair is treated as non-adjacent
}
if (touches) {
intersections++;
adj.get(regions[i].key).add(regions[j].key);
adj.get(regions[j].key).add(regions[i].key);
}
}
}
// --- write idempotently: keys sorted, neighbour lists sorted ------------------
// Every region key gets an entry (an isolated island's list is simply empty).
const manifest = {};
for (const key of [...adj.keys()].sort()) {
manifest[key] = [...adj.get(key)].sort();
}
// Self-reference guard (can't happen — we only ever add the *other* region — but
// assert it so a future regression is loud rather than silent).
for (const [k, list] of Object.entries(manifest)) {
if (list.includes(k)) throw new Error(`region ${k} lists itself as a neighbour`);
}
writeFileSync(path.join(root, 'public', 'region-adjacency.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
const totalEntries = Object.values(manifest).reduce((n, l) => n + l.length, 0);
const withNeighbours = Object.values(manifest).filter((l) => l.length > 0).length;
const maxDegree = Math.max(0, ...Object.values(manifest).map((l) => l.length));
console.log(
`[build-region-adjacency] wrote public/region-adjacency.json — ${Object.keys(manifest).length} region keys, ` +
`${totalEntries / 2} border pairs (${totalEntries} directed entries), max degree ${maxDegree}, ` +
`${withNeighbours} with ≥1 neighbour (${pairChecks} bbox-close pairs tested, ${intersections} intersect)`,
);
// A couple of human-checkable examples (highest-degree regions, stable order).
const byDegree = Object.entries(manifest).sort((a, b) => b[1].length - a[1].length || a[0].localeCompare(b[0]));
for (const [k, list] of byDegree.slice(0, 3)) {
console.log(` e.g. ${k} (deg ${list.length}) → ${list.slice(0, 4).join(', ')}${list.length > 4 ? ', …' : ''}`);
}
+158
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@@ -0,0 +1,158 @@
/**
* scripts/build-region-keys.mjs — build the deterministic region-key manifest.
*
* Region ownership flips from whole-country (ISO_A3) to individual sub-region
* granularity, but the LLM and the persisted `Nation.territory` list need a
* *stable, human-readable, globally unique* identifier per sub-region. Raw
* feature ids (`FR-57`) are opaque to the model, so we mint a readable key of
* the form:
*
* <name-slug>-<4char> e.g. brittany-xk2a, western-alun
*
* where:
* - <name-slug> = properties.name → NFKD → strip combining marks → lowercase
* → a tiny fold table for the handful of letters NFKD does NOT decompose
* (ə ø ð đ œ ł, the only non-folding letters present in this dataset)
* → every non-alphanumeric run collapsed to a single '-' → leading/trailing
* '-' trimmed.
* - <4char> = a deterministic 4-letter lowercase code derived from the
* feature's stable id (FNV-1a 32-bit → 4 base-26 chars). It is stable
* (same id → same code on every run) because the key is persisted in
* 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
* re-deriving with a deterministic salt on collision, which guarantees the
* full key is unique across all 1,800 regions.
*
* Output: `public/region-keys.json` — a `{ [stableFeatureId]: regionKey }`
* object, e.g. `{ "FR-57": "brittany-xk2a" }`, in file (stable) order. The map
* is looked up by the client (`WorldMap`) and the server (`map`/`presets`/
* `engine`) to join a sub-region's stable id to its readable key.
*
* Builtins only — deliberately NO `@turf`/geojson import (importing one pulls
* `@types/geojson` into the tsc program and breaks `WorldMap.tsx`; see the
* v0.17 changelog note). Reads the geo file with plain `JSON.parse`.
*
* Idempotent: a re-run rewrites a byte-identical file (no timestamps, no
* randomness, stable feature order, deterministic hash).
*
* Usage: `node scripts/build-region-keys.mjs` (or `npm run build:region-keys`).
*/
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, '..');
/**
* Letters present in the dataset that NFKD does NOT decompose, and their
* single/multi-letter ASCII equivalents, so their slugs aren't hyphen-soup.
* Kept deliberately tiny + deterministic (only the six that actually occur).
*/
const FOLD = {
'ə': 'a', // schwa
'ø': 'o', // o-stroke
'ð': 'd', // eth
'đ': 'dj', // d-stroke
'œ': 'oe', // oe ligature
'ł': 'l', // l-stroke
};
/**
* Readable slug from a region name. NFKD decomposes + we strip the combining
* marks, lowercase, fold the non-decomposing letters, collapse every other
* non-alphanumeric run to one hyphen, and trim leading/trailing hyphens.
*/
function slug(name) {
let s = name.normalize('NFKD').replace(/[\u0300-\u036f]/g, '');
s = s.toLowerCase();
s = [...s].map((ch) => FOLD[ch] ?? ch).join('');
s = s.replace(/[^a-z0-9]+/g, '-');
s = s.replace(/^-+|-+$/g, '');
return s;
}
/** FNV-1a 32-bit — a tiny, stable, pure string hash. */
function fnv1a32(str) {
let h = 0x811c9dc5;
for (let i = 0; i < str.length; i++) {
h ^= str.charCodeAt(i);
h = (h * 0x01000193) >>> 0;
}
return h >>> 0;
}
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
function code4(h) {
let out = '';
for (let i = 0; i < 4; i++) {
out += String.fromCharCode(97 + ((((h >>> (i * 8)) & 0xff) % 26)));
}
return out;
}
/** The 4-char code for an id, deterministically salted on within-group collision. */
function codeFor(id, used) {
let code = code4(fnv1a32(id));
let attempt = 0;
while (used.has(code)) {
attempt += 1;
code = code4(fnv1a32(`${id}#${attempt}`));
}
return code;
}
// --- load the region geo (plain parse; no geojson types) ---
const geoFile = path.join(root, 'public', 'regions.geo.json');
const geo = JSON.parse(readFileSync(geoFile, 'utf8'));
const features = Array.isArray(geo?.features) ? geo.features : [];
if (features.length !== 1800) {
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
// within-slug 4-char uniqueness resolution below is deterministic.
const groups = new Map(); // slug -> array of { id }
for (const f of features) {
const id = f.id == null ? '' : String(f.id);
const name = f.properties?.name;
if (!id || typeof name !== 'string') {
throw new Error(`region with id ${JSON.stringify(id)} has no usable name`);
}
const s = slug(name);
if (!groups.has(s)) groups.set(s, []);
groups.get(s).push({ id });
}
// Assign keys, resolving 4-char collisions within each slug group.
const manifest = {};
for (const [s, ids] of groups) {
const used = new Set();
for (const { id } of ids) {
manifest[id] = `${s}-${codeFor(id, used)}`;
used.add(manifest[id].slice(-4));
}
}
// --- hard assertions (the test re-checks these against the committed file) ---
const keys = Object.values(manifest);
if (new Set(keys).size !== keys.length) {
throw new Error(`region-key collision: ${keys.length} keys but only ${new Set(keys).size} unique`);
}
const KEY_RE = /^[a-z0-9]+(?:-[a-z0-9]+)*-[a-z]{4}$/;
for (const k of keys) {
if (!KEY_RE.test(k) || !k.includes('-')) {
throw new Error(`malformed region key: ${JSON.stringify(k)}`);
}
}
// --- write idempotently (stable order = insertion order = file order) ---
const out = JSON.stringify(manifest, null, 2) + '\n';
writeFileSync(path.join(root, 'public', 'region-keys.json'), out);
const western = Object.entries(manifest)
.filter(([, k]) => k.startsWith('western-'))
.sort((a, b) => a[0] < b[0] ? -1 : 1);
console.log(`[build-region-keys] wrote public/region-keys.json — ${keys.length} unique region keys (1,800 expected)`);
console.log(` western group: ${western.map(([id, k]) => `${id}=${k}`).join(', ')}`);
+115
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@@ -0,0 +1,115 @@
/**
* scripts/region-adjacency.test.ts — validation for the committed
* `public/region-adjacency.json` (built by `scripts/build-region-adjacency.mjs`).
*
* The manifest maps each region key to the list of region keys it **borders**
* (shares an edge/point with). It is the data behind the model's `getNeighbours`
* tool (v0.21, #16 P2), so it is a load-bearing data artifact — this test pins
* its contract.
*
* Deliberately dependency-free: it reads the JSON with plain `fs`/`JSON.parse`
* and never imports `@turf`/geojson types (importing one pulls `@types/geojson`
* into the tsc program and breaks `WorldMap.tsx`; see the v0.17 changelog note).
* Mirrors the style of `scripts/region-keys.test.ts`.
*/
import { readFileSync } from 'node:fs';
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'));
}
describe('region-adjacency.json', () => {
const adjacency = readJson('public/region-adjacency.json') as Record<string, string[]>;
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const keys = new Set(Object.values(manifest));
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
const manifestKeys = new Set(Object.values(manifest));
const adjacencyKeys = new Set(Object.keys(adjacency));
expect(adjacencyKeys).toEqual(manifestKeys);
expect(Object.keys(adjacency)).toHaveLength(keys.size);
expect(adjacencyKeys.size).toBe(1800);
});
it('every neighbour is itself a valid region key (referential integrity)', () => {
for (const [key, neighbours] of Object.entries(adjacency)) {
for (const n of neighbours) {
expect(keys.has(n), `neighbour ${n} of ${key} is not a valid region key`).toBe(true);
}
}
});
it('no region lists itself as a neighbour', () => {
for (const [key, neighbours] of Object.entries(adjacency)) {
expect(neighbours.includes(key), `${key} lists itself`).toBe(false);
}
});
it('adjacency is symmetric (A ∈ B ⟺ B ∈ A)', () => {
let checked = 0;
for (const [a, aList] of Object.entries(adjacency)) {
const aSet = new Set(aList);
for (const b of aList) {
const bList = adjacency[b];
expect(Array.isArray(bList), `${b} has no adjacency entry`).toBe(true);
// A lists B, so B must list A.
expect(bList!.includes(a), `${a} → ${b} but ${b} does not list ${a}`).toBe(true);
checked++;
}
// And the converse: every neighbour B of A must be a key (implied above) —
// also assert no *missing* reverse entry by checking the full set equality.
const bSet = new Set(aSet);
for (const b of aList) bSet.add(b);
// Symmetry means a's set equals the set of {b : a ∈ b}.
const reverse = Object.entries(adjacency)
.filter(([, list]) => list.includes(a))
.map(([k]) => k);
expect(new Set(reverse).size, `asymmetric degree for ${a}`).toBe(aList.length);
expect(new Set(aList).size).toBe(aSet.size); // no duplicate neighbours
}
expect(checked).toBeGreaterThan(0);
});
it('spot-checks known real bordering pairs', () => {
// Brazil ↔ Peru (Acre borders Loreto) — a real, unambiguous land border.
expect(adjacency['acre-ekzw']?.includes('loreto-ipkx')).toBe(true);
expect(adjacency['loreto-ipkx']?.includes('acre-ekzw')).toBe(true);
// France ↔ Germany (Moselle borders Baden-Württemberg) — another real border.
expect(adjacency['moselle-rygy']?.includes('baden-wurttemberg-oyje')).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',
]);
});
});
+76
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@@ -0,0 +1,76 @@
/**
* scripts/region-keys.test.ts — validation for the committed `public/region-keys.json`.
*
* The manifest maps each sub-region's **stable feature id** (from
* `public/regions.geo.json`) to a deterministic, human-readable, globally
* unique region key of the form `<name-slug>-<4char>` (built by
* `scripts/build-region-keys.mjs`). Region-level ownership (v0.19) keys both
* `Nation.territory` and the `RegionMap` on these keys, so the manifest is a
* load-bearing data artifact — this test pins its contract.
*
* Deliberately dependency-free: it reads both JSON files with plain
* `fs`/`JSON.parse` and never imports `@turf`/geojson types (importing one
* pulls `@types/geojson` into the tsc program and breaks `WorldMap.tsx`; see
* the v0.17 changelog note). Mirrors the style of `scripts/regions.test.ts`.
*/
import { readFileSync } from 'node:fs';
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'));
}
describe('region-keys.json', () => {
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const geo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number }>;
};
const keys = Object.values(manifest);
const featureIds = (geo.features ?? []).map((f) => String(f.id));
it('has exactly 1,800 entries (one per region)', () => {
expect(Object.keys(manifest)).toHaveLength(1800);
});
it('has 1,800 unique keys (no collisions)', () => {
expect(new Set(keys).size).toBe(keys.length);
expect(new Set(keys).size).toBe(1800);
});
it('keys each end in -[a-z]{4} and contain at least one hyphen', () => {
const ending = /-[a-z]{4}$/;
for (const k of keys) {
expect(k, `key does not end in -[a-z]{4}: ${k}`).toMatch(ending);
expect(k, `key has no hyphen: ${k}`).toContain('-');
}
});
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', () => {
// 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
// rebuilding the keys).
expect(featureIds).toHaveLength(1800);
const manifestIds = Object.keys(manifest);
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}`);
+24
View File
@@ -23,6 +23,8 @@ function makeState(id: string): GameState {
events: [], events: [],
pending: [], pending: [],
version: 1, version: 1,
unowned: [],
pendingNationOps: [],
}; };
} }
@@ -73,6 +75,28 @@ describe('openDb', () => {
db.close(); db.close();
}); });
it('(v0.22 #16 P3) a legacy row saved before the unowned field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { unowned?: string[] }).unowned; // a pre-v0.22 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.unowned).toEqual([]);
db.close();
});
it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.pendingNationOps).toEqual([]);
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => { 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'));
+8 -1
View File
@@ -39,7 +39,14 @@ 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 {
return JSON.parse(row.data) as GameState; const state = JSON.parse(row.data) as GameState;
// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
// with it defaulted: a legacy game has no no-man's-land regions.
if (state.unowned === undefined) state.unowned = [];
// (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game
// has none awaiting confirm/reject.
if (state.pendingNationOps === undefined) state.pendingNationOps = [];
return state;
} catch { } catch {
return null; return null;
} }
+1188 -9
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@@ -7,6 +7,8 @@ import type {
EventOutcome, EventOutcome,
EventType, EventType,
GameState, GameState,
Nation,
NationStats,
Preset, Preset,
RelationStatus, RelationStatus,
RoundItem, RoundItem,
@@ -19,10 +21,18 @@ import {
isDateLike, isDateLike,
makeEvent, makeEvent,
nationForPrompt, nationForPrompt,
type NationOp,
type TurnEventSpec, type TurnEventSpec,
type TurnResult, type TurnResult,
} from '../shared/protocol'; } from '../shared/protocol';
import { DEFAULT_MAX_TOKENS, type LlmClient } from './llm'; import {
DEFAULT_MAX_TOKENS,
type ChatMessage,
type LlmClient,
type ToolDefinition,
type ToolExecutor,
type WireMessage,
} from './llm';
import { ADVISOR_MARKER } from './stub'; import { ADVISOR_MARKER } from './stub';
const VALID_EVENT_TYPES = new Set<string>(EVENT_TYPES); const VALID_EVENT_TYPES = new Set<string>(EVENT_TYPES);
@@ -30,13 +40,130 @@ const VALID_RELATIONS = new Set<string>(RELATION_STATUSES);
const VALID_OUTCOMES = new Set<string>(['success', 'failure', 'partial', 'neutral']); const VALID_OUTCOMES = new Set<string>(['success', 'failure', 'partial', 'neutral']);
const VALID_STATS = new Set<string>(['military', 'economy', 'stability', 'population']); const VALID_STATS = new Set<string>(['military', 'economy', 'stability', 'population']);
// --- The LLM's getNeighbours tool (v0.21, #16 P2: contiguous region transfers) ---
/**
* The single tool the turn loop exposes to the model: the precomputed region
* adjacency manifest (public/region-adjacency.json, via the resolver injected
* into runTurn). Given a set of region keys it returns the union of their
* bordering keys (the queried keys themselves excluded, sorted for
* determinism) — so the model can verify that a territory transfer is
* *contiguous* (a nation gains a region it already abuts) before committing
* it, instead of moving whole countries at a whim.
*/
export const GET_NEIGHBOURS_TOOL: ToolDefinition = {
type: 'function',
function: {
name: 'getNeighbours',
description:
'List the region keys that share a land border with any of the given region keys. ' +
'Pass a nation\'s territory keys (or a single region key) to see which regions are ' +
'contiguous to it. Use it before transferring territory: a nation can realistically ' +
'only gain regions that border its existing territory.',
parameters: {
type: 'object',
properties: {
regionKeys: {
type: 'array',
items: { type: 'string' },
description: 'One or more region keys to query (e.g. a gaining nation\'s territory).',
},
},
required: ['regionKeys'],
additionalProperties: false,
},
},
};
/**
* Build the tool executor for the turn loop. Never throws: unknown tool
* names, malformed arguments, and unknown region keys all degrade to a safe
* response (an error object or an empty list) that the model can recover from.
*/
export function makeNeighboursExecutor(
getNeighbours: (keys: string[]) => string[],
validRegionKeys?: ReadonlySet<string>,
): ToolExecutor {
return (name, args) => {
if (name !== GET_NEIGHBOURS_TOOL.function.name) {
return JSON.stringify({ error: `unknown tool: ${name}` });
}
const raw = Array.isArray(args.regionKeys) ? args.regionKeys : [];
const keys = raw.filter((k): k is string => typeof k === 'string' && k.length > 0);
const valid = validRegionKeys ? keys.filter((k) => validRegionKeys.has(k)) : keys;
if (valid.length === 0) return JSON.stringify({ neighbours: [] });
return JSON.stringify({ neighbours: getNeighbours(valid) });
};
}
/**
* The player's frontier: region keys owned by *other* nations that share a
* land border with the player's territory (deduped, sorted — stable order for
* the deterministic stub). Computed server-side from the adjacency manifest so
* both the LLM (the `frontier` field of the user prompt) and the stub (which
* cannot call tools) see the same candidates. Empty when there is no
* adjacency data or no controllable border (e.g. the UK in 1939).
*/
export function playerFrontier(
state: GameState,
getNeighbours: (keys: string[]) => string[],
): string[] {
const player = state.nations[state.playerNationId];
if (!player || player.territory.length === 0) return [];
const playerKeys = new Set(player.territory);
const candidates = new Set<string>();
for (const key of getNeighbours(player.territory)) {
if (!playerKeys.has(key)) candidates.add(key);
}
if (candidates.size === 0) return [];
const frontier: string[] = [];
for (const n of Object.values(state.nations)) {
if (n.id === state.playerNationId) continue;
for (const key of n.territory) {
if (candidates.has(key)) {
candidates.delete(key);
frontier.push(key);
}
}
}
return frontier.sort();
}
// --- Prompt building ---------------------------------------------------------- // --- Prompt building ----------------------------------------------------------
/** The LLM system prompt: world context + rules + a strict JSON contract. */ /**
export function buildSystemPrompt(preset: Preset): string { * The LLM system prompt: world context + rules + a strict JSON contract.
* When `withNeighboursTool` is set (the turn runs with the getNeighbours tool
* 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
* 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 {
const rules = preset.simulationRules const rules = preset.simulationRules
.map((r) => `- ${r}`) .map((r) => `- ${r}`)
.join('\n'); .join('\n');
const respondLine = withNeighboursTool
? 'You have a getNeighbours tool: given region keys it returns the region keys that border them. You may call it (a few times) to verify land borders before deciding territory transfers. Once done, respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:'
: 'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:';
// (v0.22, #16 P3) No man's land: a region can be left unowned after a war or
// cataclysm (the model narrates the cause in "events" and lists the key in
// "unowned"); unowned regions can later be re-claimed with an ordinary gain.
// The model sees the current no-man's-land keys in the user payload's
// "unowned" field and in the "regions" reference table.
const noMansLandRule =
'- A region key has at most one owner at all times — never assign a key to two nations. After a war or cataclysm a region may be left unowned ("no man\'s land"): list its key in "unowned" and narrate the cause in "events"; it stays unowned (grey on the map) until a nation re-claims it with a "gain". The "unowned" field of the user message lists the regions currently in no man\'s land.';
const territoryRules = withNeighboursTool
? [
'- Territory changes must be contiguous: a nation may only GAIN region keys that share a land border with a region it already owns (verify with getNeighbours) and may only LOSE region keys it currently owns.',
'- The "frontier" field of the user message lists region keys owned by other nations that border the player\'s territory — the natural targets of a player-led conquest this turn.',
noMansLandRule,
]
: [
'- Only change borders when war or a decisive political shift justifies it.',
noMansLandRule,
];
return [ return [
`WORLD: ${preset.title} — ${preset.startDate}`, `WORLD: ${preset.title} — ${preset.startDate}`,
preset.worldBackground, preset.worldBackground,
@@ -45,7 +172,7 @@ export function buildSystemPrompt(preset: Preset): string {
rules, rules,
'', '',
'You are the world simulator. You advance the shared world state for ALL nations given the current state and the player\'s move.', 'You are the world simulator. You advance the shared world state for ALL nations given the current state and the player\'s move.',
'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:', respondLine,
'{', '{',
' "date": "YYYY-MM-DD (a few days after the current date)",', ' "date": "YYYY-MM-DD (a few days after the current date)",',
' "events": [', ' "events": [',
@@ -53,15 +180,27 @@ export function buildSystemPrompt(preset: Preset): string {
' ],', ' ],',
' "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":["<ISO_A3>"],"lose":["<ISO_A3>"]}]', ' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<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>"}',
' ],',
'}', '}',
'', '',
'HARD CONSTRAINTS', 'HARD CONSTRAINTS',
'- Use only nation ids and ISO_A3 codes 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.',
'- List in "unowned" only region keys that a nation currently owns, and narrate each release in "events".',
'- 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.',
'- Only change borders when war or a decisive political shift justifies it.', ...territoryRules,
'- If a field is not relevant this turn, set it to an empty array.', '- If a field is not relevant this turn, set it to an empty array.',
].join('\n'); ].join('\n');
} }
@@ -75,7 +214,25 @@ export function buildSystemPrompt(preset: Preset): string {
* model to simulate the combined consequences of the whole batch (or to let the * model to simulate the combined consequences of the whole batch (or to let the
* world advance on its own when the batch is empty) and return one TurnResult. * world advance on its own when the batch is empty) and return one TurnResult.
*/ */
export function buildUserPrompt(state: GameState, items: RoundItem[]): string { export function buildUserPrompt(
state: GameState,
items: RoundItem[],
regionReference?: Record<string, string>,
/**
* The player's frontier: region keys owned by other nations that border the
* player's territory (v0.21, #16 P2). Emitted verbatim (even when empty) so
* the model — and the deterministic stub, which reads it — see the same
* contiguous targets. Omitted entirely when undefined (no adjacency data).
*/
frontier?: string[],
/**
* (v0.22, #16 P3) Region keys that are currently "no man's land" (released
* mid-game — `state.unowned`). Emitted verbatim (even when empty) so the
* model knows which unowned regions exist and can be re-claimed this turn.
* Omitted entirely when undefined.
*/
noMansLand?: string[],
): string {
const player = state.nations[state.playerNationId]; const player = state.nations[state.playerNationId];
const playerName = player?.name ?? state.playerNationId; const playerName = player?.name ?? state.playerNationId;
const playerActions = items.map((i) => const playerActions = items.map((i) =>
@@ -88,7 +245,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
)}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.` )}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.`
: 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.'; : 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.';
const payload = { const payload: Record<string, unknown> = {
state: { state: {
turn: state.turn, turn: state.turn,
date: state.date, date: state.date,
@@ -110,6 +267,9 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
pending: items, pending: items,
roundInstruction, roundInstruction,
}; };
if (regionReference) payload.regions = regionReference;
if (frontier !== undefined) payload.frontier = frontier;
if (noMansLand !== undefined) payload.unowned = noMansLand;
return JSON.stringify(payload, null, 2); return JSON.stringify(payload, null, 2);
} }
@@ -170,6 +330,53 @@ 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
@@ -184,6 +391,8 @@ export function validateTurnResult(input: unknown): TurnResult | null {
stateChanges: [], stateChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [],
nationOps: [],
}; };
if (Array.isArray(o.events)) { if (Array.isArray(o.events)) {
@@ -259,12 +468,38 @@ export function validateTurnResult(input: unknown): TurnResult | null {
} }
} }
// (v0.22, #16 P3) Keys released to "no man's land": deduped, non-empty
// strings only (applied later by applyTurnResult against validKeys).
if (Array.isArray(o.unowned)) {
for (const k of o.unowned) {
const s = typeof k === 'string' ? k.trim() : '';
if (s && !result.unowned.includes(s)) result.unowned.push(s);
}
}
// (v0.23, #16 P4a) Nation-management ops the LLM proposes this turn. These
// are NOT applied by the turn — applyTurnResult appends them to the pending
// list for the player to confirm/reject.
result.nationOps = validateNationOps(o.nationOps);
return result; return result;
} }
/** A turn is "meaningful" if it produced at least an event or a stat change. */ /**
* A turn is "meaningful" if it produced at least an event, a stat change, a
* no-man's-land release (v0.22 #16 P3: a release is a real world change even
* when the model under-narrates it), or a nation-op proposal (v0.23 #16 P4a:
* a proposal is a real pending-world change the player will resolve, so it
* must survive the retry/nudge path instead of being replaced by the generic
* "unclear" result).
*/
export function isMeaningful(result: TurnResult): boolean { export function isMeaningful(result: TurnResult): boolean {
return result.events.length > 0 || result.stateChanges.length > 0; return (
result.events.length > 0 ||
result.stateChanges.length > 0 ||
result.unowned.length > 0 ||
result.nationOps.length > 0
);
} }
// --- Applying the delta ------------------------------------------------------- // --- Applying the delta -------------------------------------------------------
@@ -281,9 +516,13 @@ 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 moves. * events, apply stat changes (clamped), symmetric relations, and territory
* moves (including no-man's-land releases, v0.22 #16 P3). It also appends any
* proposed nation-ops to the pending list (v0.23 #16 P4a) without applying
* them — see the doc comment on `pendingNationOps` for why that list
* deliberately survives across turns.
*/ */
export function applyTurnResult(state: GameState, result: TurnResult): GameState { export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet<string>): 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
const actingTurn = state.turn; // this action resolves the current turn const actingTurn = state.turn; // this action resolves the current turn
@@ -306,21 +545,104 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
a.relations[r.b] = r.set; a.relations[r.b] = r.set;
b.relations[r.a] = r.set; b.relations[r.a] = r.set;
} }
// --- Territory (v0.21, #16 P2: at most one owner per key;
// v0.22, #16 P3: a key may also be released to "no man's land") ---
//
// Two kinds of change, applied in this order:
//
// (1) RELEASES (`result.unowned`, v0.22 #16 P3): each key that a nation
// CURRENTLY owns (exactly one owner) is removed from that owner, left
// ownerless, and added to `GameState.unowned` — the client renders it
// as the distinct no-man's-land grey. A key with zero owners (a preset
// never assigned it) is never released: doing so would fabricate a
// visible no-man's-land out of an ordinary unowned region. A key with
// two or more owners (pre-existing corruption) is never touched, and
// a key already in `unowned` is a no-op (it is already unowned).
//
// (2) CLAIMS (`gain` entries), resolved against the ownership AFTER the
// releases (snapshot-first):
// - a key with exactly one owner that is not the gainer → a TRANSFER:
// removed from the old owner, granted to the gainer (v0.21 rules);
// - a key with NO owner → a RE-CLAIM: granted to the (sole) gainer and
// removed from `GameState.unowned` (it leaves no man's land);
// - a double claim (two or more distinct gainers) is rejected — the
// key stays as it is; a self-gain is a no-op; a pre-existing double
// ownership is never touched.
//
// Invariants after the turn: no key sits in two or more territories; a
// released key sits in none; `GameState.unowned` holds exactly the
// zero-owner keys that were released mid-game (not the preset-unassigned
// ones). "lose" entries remain deliberate no-ops: releasing is the
// `unowned` list's job, and a lone loss without a release would just
// orphan a key silently.
const valid = (k: string) => !validKeys || validKeys.has(k);
const unowned = new Set(state.unowned ?? []);
// (1) Releases: establish the new no-man's-land set before any claim.
for (const key of new Set(result.unowned)) {
if (!valid(key) || unowned.has(key)) continue;
const owners = Object.values(next.nations)
.filter((n) => n.territory.includes(key))
.map((n) => n.id);
if (owners.length !== 1) continue; // 0 owners (never assigned) or 2+ (corrupt): no-op
unowned.add(key);
next.nations[owners[0]].territory = next.nations[owners[0]].territory.filter((k) => k !== key);
}
// (2) Claims against the post-release ownership snapshot.
const ownerOf = new Map<string, string>(); // key -> sole owner id, or '' (2+ owners; 0 = absent)
for (const n of Object.values(next.nations)) {
for (const key of n.territory) {
if (!valid(key)) continue;
const cur = ownerOf.get(key);
if (cur === undefined) ownerOf.set(key, n.id);
else if (cur !== '') ownerOf.set(key, '');
}
}
// Claim pairs, deduped: one (key, gainer) per pair even if the model emits
// duplicate entries; two DIFFERENT gainers for one key is a double claim.
const claimPairs = new Set<string>();
for (const t of result.territoryChanges) { for (const t of result.territoryChanges) {
const n = next.nations[t.nation]; if (!next.nations[t.nation]) continue;
if (!n) continue; for (const key of new Set(t.gain)) {
for (const code of t.gain) { if (!valid(key)) continue;
for (const other of Object.values(next.nations)) { claimPairs.add(`${key}\u0000${t.nation}`);
const i = other.territory.indexOf(code);
if (i !== -1) other.territory.splice(i, 1);
} }
if (!n.territory.includes(code)) n.territory.push(code);
} }
for (const code of t.lose) { const claimants = new Map<string, Set<string>>(); // key -> distinct gainers
const i = n.territory.indexOf(code); for (const pair of claimPairs) {
const idx = pair.indexOf('\u0000');
const key = pair.slice(0, idx);
const gainer = pair.slice(idx + 1);
let set = claimants.get(key);
if (set === undefined) {
set = new Set();
claimants.set(key, set);
}
set.add(gainer);
}
for (const [key, claiming] of claimants) {
if (claiming.size !== 1) continue; // double claim: the key stays as it was
const gainer = [...claiming][0];
const owner = ownerOf.get(key); // undefined: no owner; '': 2+ owners (corrupt)
if (owner === '') continue; // pre-existing double ownership: never touched
if (owner !== undefined && owner === gainer) continue; // self-gain: no-op
for (const n of Object.values(next.nations)) {
const i = n.territory.indexOf(key);
if (i !== -1) n.territory.splice(i, 1); if (i !== -1) n.territory.splice(i, 1);
} }
next.nations[gainer].territory.push(key);
unowned.delete(key); // re-claimed: the key leaves no man's land
} }
next.unowned = [...unowned];
// (v0.23, #16 P4a) Nation-op proposals are NOT applied by the turn — they
// are appended to the pending list, which (unlike `pending`) SURVIVES
// across turns until the player confirms or rejects each one. `next` is a
// deep clone of `state`, so `next.pendingNationOps` is a copy of whatever
// the state already held (or undefined for a legacy row) — start from that
// and append the new proposals, defaulting a missing field to `[]`.
next.pendingNationOps = [...(next.pendingNationOps ?? []), ...result.nationOps];
return next; return next;
} }
@@ -355,37 +677,336 @@ 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;
}
/** /**
* Run one turn end-to-end against the (injectable) LLM: build prompts, call the * Resolve a nation reference (the `nationRef` of a NationOp — the LLM may
* model ONCE over the whole pending batch, parse/validate, retry once with a * write either the nation's stable `id` or its human-readable `name`) to a
* nudge if the result is empty/invalid, and — if it is still invalid — emit a * concrete nation id: an exact id match wins, then a unique case-insensitive
* generic "unclear" event and advance. The committed state has `pending` cleared. * name match. Returns `null` when the reference is empty, unknown, or
* Never throws on bad model output; only the underlying transport/network can throw. * 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/
* validate, retry once with a nudge if the result is empty/invalid, and — if
* it is still invalid — emit a generic "unclear" event and advance. The
* committed state has `pending` cleared. Never throws on bad model output;
* only the underlying transport/network can throw.
*
* When `getNeighbours` is provided AND the LLM client implements
* `chatWithTools` (v0.21, #16 P2), the turn runs the bounded function-
* calling loop with the getNeighbours tool (the model may verify land
* borders before committing a territory transfer) and the user prompt gains
* the player's `frontier` field. Otherwise it falls back to a plain chat()
* call — same as before the tool existed.
*/ */
export async function runTurn(opts: { export async function runTurn(opts: {
llm: LlmClient; llm: LlmClient;
preset: Preset; preset: Preset;
state: GameState; state: GameState;
items: RoundItem[]; items: RoundItem[];
/** Region reference table (key -> "name (parent)") to include in the user prompt. */
regionReference?: Record<string, string>;
/** Set of valid region keys; territory changes with other keys are ignored. */
validRegionKeys?: ReadonlySet<string>;
/**
* Region adjacency resolver (keys -> bordering keys, from the precomputed
* manifest). Its presence (together with the client's chatWithTools)
* switches the turn onto the getNeighbours tool path.
*/
getNeighbours?: (keys: string[]) => string[];
}): Promise<{ state: GameState; result: TurnResult }> { }): Promise<{ state: GameState; result: TurnResult }> {
const { llm, preset, state, items } = opts; const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours } = opts;
const system = buildSystemPrompt(preset); const chatWithTools = llm.chatWithTools;
const user = buildUserPrompt(state, items); const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
const system = buildSystemPrompt(preset, useTools);
const frontier = getNeighbours ? playerFrontier(state, getNeighbours) : undefined;
// (v0.22, #16 P3) the model always sees the current no-man's-land keys (empty
// list on a fresh game) so it knows which unowned regions can be re-claimed.
const user = buildUserPrompt(state, items, regionReference, frontier, state.unowned ?? []);
const nudge = 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.';
let result = parseTurnResult(await llm.chat([ /**
* One model call with the standard turn sampling: the bounded
* function-calling loop when available, else a plain chat(). The nudge
* re-send below always starts a FRESH history (no tool context carried
* over).
*/
const call = async (history: WireMessage[]): Promise<string> => {
if (useTools) {
return await chatWithTools(
history,
[GET_NEIGHBOURS_TOOL],
makeNeighboursExecutor(getNeighbours, validRegionKeys),
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
}
return llm.chat(history as ChatMessage[], { temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS });
};
let result = parseTurnResult(await call([
{ role: 'system', content: system }, { role: 'system', content: system },
{ role: 'user', content: user }, { role: 'user', content: user },
], { temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS })); ]));
if (result === null || !isMeaningful(result)) { if (result === null || !isMeaningful(result)) {
result = parseTurnResult(await llm.chat([ result = parseTurnResult(await call([
{ role: 'system', content: system }, { role: 'system', content: system },
{ role: 'user', content: user }, { role: 'user', content: user },
{ role: 'assistant', content: '' }, { role: 'assistant', content: '' },
{ role: 'user', content: nudge }, { role: 'user', content: nudge },
], { temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS })); ]));
} }
if (result === null || !isMeaningful(result)) { if (result === null || !isMeaningful(result)) {
@@ -395,10 +1016,12 @@ export async function runTurn(opts: {
stateChanges: [], stateChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [],
nationOps: [],
}; };
} }
return { state: applyTurnResult(state, result), result }; return { state: applyTurnResult(state, result, validRegionKeys), result };
} }
// --- Advisor (brainstorm) ----------------------------------------------------- // --- Advisor (brainstorm) -----------------------------------------------------
+62 -1
View File
@@ -12,14 +12,17 @@ import { deepClone } 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 { createPresetStore } from './presets'; import { createPresetStore } from './presets';
import { openDb, type Db } from './db'; import { openDb, type Db } from './db';
@@ -49,6 +52,9 @@ const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
// the e2e config, so honor it as a fallback to keep all three in agreement. // the e2e config, so honor it as a fallback to keep all three in agreement.
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10); const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
const presetStore = createPresetStore(presetsDir); const presetStore = createPresetStore(presetsDir);
// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
// just means region expansion/reference degrade to the raw keys (server still boots).
loadRegions(root);
const db: Db = openDb(path.join(dataDir, 'history.db')); const db: Db = openDb(path.join(dataDir, 'history.db'));
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model). // LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
const useStub = process.env.LLM_STUB === '1'; const useStub = process.env.LLM_STUB === '1';
@@ -120,7 +126,19 @@ app.post('/api/games', (req: Request, res) => {
events: [], events: [],
pending: [], pending: [],
version: 1, // the first saved revision; every later mutation bumps it version: 1, // the first saved revision; every later mutation bumps it
// (v0.22, #16 P3) No man's land can only arise mid-game — a fresh game
// starts with nothing released; this list grows as the LLM releases
// regions and shrinks as they get re-claimed.
unowned: [],
// (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the
// list grows as the LLM proposes renames (and, later, splits/merges) and
// shrinks as the player confirms or rejects them.
pendingNationOps: [],
}; };
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
// of all its sub-regions, so ownership (and the choropleth) is at region
// granularity from the very first turn. Preset JSONs stay country-level.
for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
db.save(state); db.save(state);
res.json({ game: state }); res.json({ game: state });
}); });
@@ -212,6 +230,38 @@ 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.
@@ -227,6 +277,17 @@ app.post('/api/games/:id/jump', async (req, res) => {
preset, preset,
state: game, state: game,
items: game.pending, items: game.pending,
// (v0.22, #16 P3) the region reference table must also cover released
// (no-man's-land) keys — they belong to no nation's territory, but the
// model needs their names to re-claim them.
regionReference: referenceForKeys(
new Set([...allTerritoryKeys(game), ...(game.unowned ?? [])]),
),
validRegionKeys: validKeys(),
// v0.21 (#16 P2): when the region-adjacency manifest loaded, hand the
// engine the resolver — the turn then runs with the LLM's getNeighbours
// tool and the player-frontier prompt field (both switch off without it).
getNeighbours: hasAdjacency() ? (keys) => neighboursOf(keys) : undefined,
}); });
db.save(state); db.save(state);
broadcast(id, 'turn', { state, result }); broadcast(id, 'turn', { state, result });
+179
View File
@@ -208,3 +208,182 @@ describe('createLlmClient (injectable transport)', () => {
); );
}); });
}); });
describe('createLlmClient.chatWithTools (function-calling loop, v0.21 #16 P2)', () => {
const tool = {
type: 'function' as const,
function: {
name: 'getNeighbours',
description: 'list bordering region keys',
parameters: { type: 'object' },
},
};
function toolCallResponse(id: string, name: string, args: string) {
return json({
choices: [
{
finish_reason: 'tool_calls',
message: {
content: null,
tool_calls: [{ id, type: 'function', function: { name, arguments: args } }],
},
},
],
});
}
function contentResponse(content: string) {
return json({ choices: [{ finish_reason: 'stop', message: { content } }] });
}
it('sends tools in the first request; echoes the assistant tool_calls + tool result; the executor gets parsed args', async () => {
const sent: string[] = [];
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
if (sent.length === 1) return toolCallResponse('call_1', 'getNeighbours', '{"regionKeys":["a"]}');
return contentResponse('final answer');
};
const executorCalls: Array<{ name: string; args: Record<string, unknown> }> = [];
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
(name, args) => {
executorCalls.push({ name, args });
return JSON.stringify({ neighbours: ['b'] });
},
);
expect(out).toBe('final answer');
expect(sent).toHaveLength(2);
// request 1: the tools array is present, history is just the initial message
const body1 = JSON.parse(sent[0]);
expect(body1.tools).toEqual([tool]);
expect(body1.messages).toEqual([{ role: 'user', content: 'hi' }]);
// request 2: the assistant tool-call and the tool result are echoed back
const body2 = JSON.parse(sent[1]);
expect(body2.tools).toEqual([tool]);
expect(body2.messages).toEqual([
{ role: 'user', content: 'hi' },
{
role: 'assistant',
content: null,
tool_calls: [
{
id: 'call_1',
type: 'function',
function: { name: 'getNeighbours', arguments: '{"regionKeys":["a"]}' },
},
],
},
{ role: 'tool', tool_call_id: 'call_1', content: JSON.stringify({ neighbours: ['b'] }) },
]);
// the executor received the parsed (object) arguments, not the raw string
expect(executorCalls).toEqual([{ name: 'getNeighbours', args: { regionKeys: ['a'] } }]);
});
it('a content-only response ends in one round (the executor is never called)', async () => {
const sent: string[] = [];
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
return contentResponse('done');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => {
throw new Error('the executor must not be called');
},
);
expect(out).toBe('done');
expect(sent).toHaveLength(1);
});
it('bounds the tool rounds: maxRounds tool-call rounds, then one final no-tools request', async () => {
const sent: string[] = [];
let n = 0;
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
n += 1;
if (n <= 2) return toolCallResponse(`call_${n}`, 'getNeighbours', '{}');
return contentResponse('committed');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => JSON.stringify({ neighbours: [] }),
{ maxRounds: 2 },
);
expect(out).toBe('committed');
expect(sent).toHaveLength(3); // 2 tool rounds + the forced final request
expect(JSON.parse(sent[2]).tools).toBeUndefined(); // the final request has no tools
});
it('malformed tool arguments produce an "invalid tool arguments" tool message (no throw)', async () => {
const sent: string[] = [];
let n = 0;
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
n += 1;
if (n === 1) return toolCallResponse('call_1', 'getNeighbours', '{not valid json');
return contentResponse('recovered');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => {
throw new Error('the executor must not be called on malformed args');
},
);
expect(out).toBe('recovered');
const body2 = JSON.parse(sent[1]);
const toolMsg = body2.messages.find((m: { role?: string }) => m.role === 'tool');
expect(toolMsg).toBeDefined();
expect(toolMsg.content).toMatch(/invalid tool arguments/);
});
it('retries a tool-call round on transient failure and still resolves the tool (500 → tool_calls → content)', async () => {
const sent: string[] = [];
let n = 0;
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
n += 1;
if (n === 1) return httpError(500);
if (n === 2) return toolCallResponse('call_1', 'getNeighbours', '{"regionKeys":["a"]}');
return contentResponse('ok');
};
const llm = createLlmClient({
transport,
apiBase: 'http://x/v1',
model: 'm',
retryBaseDelayMs: 1,
});
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => JSON.stringify({ neighbours: [] }),
);
expect(out).toBe('ok');
expect(sent).toHaveLength(3);
});
it('a tool-call response is never treated as a truncation failure (content null is fine)', async () => {
const sent: string[] = [];
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
if (sent.length === 1) return toolCallResponse('call_1', 'getNeighbours', '{}');
return contentResponse('ok');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => JSON.stringify({ neighbours: [] }),
);
expect(out).toBe('ok');
expect(sent).toHaveLength(2); // no retry of the first (successful) round
});
});
+189 -9
View File
@@ -23,12 +23,55 @@
// to 3 total attempts and 2s→3s backoff (±20% jitter). HTTP 4xx is a // to 3 total attempts and 2s→3s backoff (±20% jitter). HTTP 4xx is a
// deterministic client error and throws immediately, with no retry. Every // deterministic client error and throws immediately, with no retry. Every
// call is logged: one line on success, one on final failure. // call is logged: one line on success, one on final failure.
//
// Function calling: `chatWithTools()` extends `chat()` with the OpenAI tool
// loop. When the model answers with `finish_reason: "tool_calls"`, the client
// runs the provided executor for every requested call, appends the assistant
// tool-call message plus one `tool` result message per call, and re-sends the
// growing history until the model produces a final `content`. The loop is
// bounded to DEFAULT_MAX_TOOL_ROUNDS (6) tool rounds; if the budget is spent
// without a final answer, one last *no-tools* request forces the model to
// commit. The same retry/backoff/reasoning-effort machinery applies per
// request, so an injectable transport only has to forward `tools` in the body
// and accept `assistant`/`tool` messages in the history. The deterministic
// stub answers plain `content` (no tool calls) and therefore bypasses the
// loop in a single round.
export interface ChatMessage { export interface ChatMessage {
role: 'system' | 'user' | 'assistant'; role: 'system' | 'user' | 'assistant';
content: string; content: string;
} }
/** One OpenAI-style function call the model requests (`finish_reason: "tool_calls"`). */
export interface ToolCallSpec {
id: string;
type: 'function';
function: { name: string; arguments: string };
}
/** A function the model may call (one OpenAI `tools` entry). */
export interface ToolDefinition {
type: 'function';
function: {
name: string;
description?: string;
parameters?: Record<string, unknown>;
};
}
/**
* The full message vocabulary a request can carry: plain chat messages, plus
* assistant messages that request tool calls and the `tool` results that
* answer them (the OpenAI function-calling wire shape).
*/
export type WireMessage =
| ChatMessage
| { role: 'assistant'; content: string | null; tool_calls: ToolCallSpec[] }
| { role: 'tool'; tool_call_id: string; content: string };
/** Executes one tool call; the returned string is fed back to the model as the `tool` result. */
export type ToolExecutor = (name: string, args: Record<string, unknown>) => string;
/** A network call. The default implementation is native fetch. */ /** A network call. The default implementation is native fetch. */
export type Transport = (url: string, init?: RequestInit) => Promise<Response>; export type Transport = (url: string, init?: RequestInit) => Promise<Response>;
@@ -39,6 +82,18 @@ export interface ChatOptions {
export interface LlmClient { export interface LlmClient {
chat(messages: ChatMessage[], opts?: ChatOptions): Promise<string>; chat(messages: ChatMessage[], opts?: ChatOptions): Promise<string>;
/**
* The function-calling variant of chat() — see the file header for the loop
* semantics (bounded tool rounds, then a forced final answer). Optional on
* the interface: minimal test doubles may omit it, and callers (the
* engine's runTurn) fall back to chat() when it is absent.
*/
chatWithTools?(
messages: WireMessage[],
tools: ToolDefinition[],
executeTool: ToolExecutor,
opts?: ChatOptions & { maxRounds?: number },
): Promise<string>;
listModels(): Promise<string[]>; listModels(): Promise<string[]>;
} }
@@ -63,9 +118,17 @@ export const DEFAULT_MAX_TOKENS = 4000;
*/ */
export const DEFAULT_REASONING_EFFORT = 'low'; export const DEFAULT_REASONING_EFFORT = 'low';
/** Total attempts `chat()` makes before giving up (1 initial + 2 retries). */ /** Total attempts per request (chat / chatWithTools) before giving up (1 initial + 2 retries). */
export const MAX_ATTEMPTS = 3; export const MAX_ATTEMPTS = 3;
/**
* Max tool-call rounds (assistant tool_calls → tool results) a chatWithTools
* loop may make before a final no-tools request forces the answer. Keeps a
* turn bounded even if the model keeps asking for data; a realistic turn uses
* 0–2 rounds.
*/
export const DEFAULT_MAX_TOOL_ROUNDS = 6;
/** Base retry backoff: retry 1 waits 2000ms, retry 2 waits 3000ms, each ±20% jitter. */ /** Base retry backoff: retry 1 waits 2000ms, retry 2 waits 3000ms, each ±20% jitter. */
const RETRY_BASE_DELAY_MS = 2000; const RETRY_BASE_DELAY_MS = 2000;
@@ -154,6 +217,30 @@ function isNetworkError(err: unknown): boolean {
); );
} }
/** Parse the wire `tool_calls` array into validated ToolCallSpecs (malformed entries are dropped). */
function parseToolCalls(raw: unknown): ToolCallSpec[] {
if (!Array.isArray(raw)) return [];
const out: ToolCallSpec[] = [];
for (const tc of raw) {
if (!tc || typeof tc !== 'object') continue;
const t = tc as Record<string, unknown>;
const fn = t.function as Record<string, unknown> | undefined;
if (!fn || typeof fn.name !== 'string' || fn.name === '') continue;
const argumentsText =
typeof fn.arguments === 'string'
? fn.arguments
: fn.arguments != null
? JSON.stringify(fn.arguments)
: '{}';
out.push({
id: typeof t.id === 'string' && t.id !== '' ? t.id : `call_${out.length}`,
type: 'function',
function: { name: fn.name, arguments: argumentsText },
});
}
return out;
}
/** One transport attempt, classified as success / retryable / fatal. */ /** One transport attempt, classified as success / retryable / fatal. */
interface Attempt { interface Attempt {
status?: number; status?: number;
@@ -161,6 +248,7 @@ interface Attempt {
retryable: boolean; retryable: boolean;
content?: string; content?: string;
finishReason?: string | null; finishReason?: string | null;
toolCalls?: ToolCallSpec[];
} }
export function createLlmClient(deps: LlmClientDeps = {}): LlmClient { export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
@@ -179,7 +267,7 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
/** /**
* One POST to /chat/completions. Classifies the outcome: * One POST to /chat/completions. Classifies the outcome:
* - success → content + finish_reason * - success → content and/or tool_calls
* - retryable → timeout/abort, HTTP 5xx, network error, null/empty content * - retryable → timeout/abort, HTTP 5xx, network error, null/empty content
* - fatal → HTTP 4xx (deterministic client error) or an unexpected throw * - fatal → HTTP 4xx (deterministic client error) or an unexpected throw
*/ */
@@ -213,12 +301,27 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
const body = (await res.json()) as { const body = (await res.json()) as {
choices?: { choices?: {
finish_reason?: string | null; finish_reason?: string | null;
message?: { content?: string; reasoning?: string | null }; message?: { content?: string; reasoning?: string | null; tool_calls?: unknown };
}[]; }[];
}; };
const choice = body.choices?.[0];
const message = choice?.message;
// A tool-call round is a SUCCESS even though `content` is null there: the
// model is asking for data, not failing (never treat it as truncation).
const toolCalls = parseToolCalls(message?.tool_calls);
if (toolCalls.length > 0) {
return {
status: res.status,
retryable: false,
content:
typeof message?.content === 'string' && message.content !== '' ? message.content : undefined,
finishReason: choice?.finish_reason ?? null,
toolCalls,
};
}
// The reasoning model can exhaust its output budget on the CoT and return // The reasoning model can exhaust its output budget on the CoT and return
// a null `content` — treat that as a retryable truncation, not a success. // a null `content` — treat that as a retryable truncation, not a success.
const content = body.choices?.[0]?.message?.content; const content = message?.content;
if (typeof content !== 'string' || content === '') { if (typeof content !== 'string' || content === '') {
return { return {
status: res.status, status: res.status,
@@ -230,11 +333,16 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
status: res.status, status: res.status,
retryable: false, retryable: false,
content, content,
finishReason: body.choices?.[0]?.finish_reason ?? null, finishReason: choice?.finish_reason ?? null,
}; };
} }
async function chat(messages: ChatMessage[], opts: ChatOptions = {}): Promise<string> { /** Build one /chat/completions request body. `tools` is only included when non-empty, so plain chat() keeps its exact legacy shape. */
function buildPayload(
messages: WireMessage[],
tools: ToolDefinition[] | undefined,
opts: ChatOptions,
): Record<string, unknown> {
const payload: Record<string, unknown> = { const payload: Record<string, unknown> = {
model, model,
messages, messages,
@@ -245,7 +353,16 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
}; };
if (opts.temperature != null) payload.temperature = opts.temperature; if (opts.temperature != null) payload.temperature = opts.temperature;
if (sendEffort) payload.reasoning_effort = effort; if (sendEffort) payload.reasoning_effort = effort;
if (tools && tools.length > 0) payload.tools = tools;
return payload;
}
/**
* One request with the standard retry/backoff: up to MAX_ATTEMPTS per
* request; resolves with a successful Attempt (content and/or toolCalls) or
* throws the last error once the attempts are spent.
*/
async function requestWithRetry(payload: Record<string, unknown>): Promise<Attempt> {
const totalStart = Date.now(); const totalStart = Date.now();
let lastStatus: number | undefined; let lastStatus: number | undefined;
let lastError: Error = new Error('chat failed: no attempt completed'); let lastError: Error = new Error('chat failed: no attempt completed');
@@ -255,12 +372,13 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
if (out.status !== undefined) lastStatus = out.status; if (out.status !== undefined) lastStatus = out.status;
if (out.error) lastError = out.error; if (out.error) lastError = out.error;
if (out.content !== undefined) { if (out.content !== undefined || out.toolCalls !== undefined) {
console.log('[llm] chat ok', { console.log('[llm] chat ok', {
ms: Date.now() - totalStart, ms: Date.now() - totalStart,
finishReason: out.finishReason ?? null, finishReason: out.finishReason ?? null,
toolCalls: out.toolCalls?.length ?? 0,
}); });
return out.content; return out;
} }
// Give up on a non-retryable failure, or when the last attempt is spent. // Give up on a non-retryable failure, or when the last attempt is spent.
if (!out.retryable || attempt === MAX_ATTEMPTS) { if (!out.retryable || attempt === MAX_ATTEMPTS) {
@@ -278,6 +396,68 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
throw lastError; throw lastError;
} }
async function chat(messages: ChatMessage[], opts: ChatOptions = {}): Promise<string> {
const out = await requestWithRetry(buildPayload(messages, undefined, opts));
return out.content ?? '';
}
/**
* The function-calling loop — see the file header. Bounded: at most
* `maxRounds` tool rounds, then one final no-tools request forces an answer.
* Throws like chat() only on transport-level exhaustion (the engine maps that
* to a 502; bad *content* never throws, it is parsed defensively downstream).
*/
async function chatWithTools(
initial: WireMessage[],
tools: ToolDefinition[],
executeTool: ToolExecutor,
opts: ChatOptions & { maxRounds?: number } = {},
): Promise<string> {
const maxRounds = Math.max(1, opts.maxRounds ?? DEFAULT_MAX_TOOL_ROUNDS);
const messages: WireMessage[] = [...initial];
for (let round = 0; round < maxRounds; round++) {
const out = await requestWithRetry(buildPayload(messages, tools, opts));
// Tool calls win over any partial content: the model asked for data
// before it finished.
if (out.toolCalls && out.toolCalls.length > 0) {
messages.push({
role: 'assistant',
content: out.content ?? null,
tool_calls: out.toolCalls,
});
for (const tc of out.toolCalls) {
let result: string;
try {
const parsed: unknown =
tc.function.arguments !== '' ? JSON.parse(tc.function.arguments) : {};
const args =
parsed !== null && typeof parsed === 'object' && !Array.isArray(parsed)
? (parsed as Record<string, unknown>)
: {};
result = executeTool(tc.function.name, args);
} catch (err) {
// Malformed arguments are not fatal: hand the model an error
// result so it can re-call with valid arguments or move on.
result = JSON.stringify({
error: `invalid tool arguments: ${err instanceof Error ? err.message : String(err)}`,
});
}
messages.push({ role: 'tool', tool_call_id: tc.id, content: result });
}
continue;
}
if (out.content !== undefined) return out.content;
}
// The tool budget is spent without a final answer: one last no-tools
// request forces the model to commit.
messages.push({
role: 'user',
content: 'You have reached your tool budget. Answer now with the final result only.',
});
const out = await requestWithRetry(buildPayload(messages, undefined, opts));
return out.content ?? '';
}
async function listModels(): Promise<string[]> { async function listModels(): Promise<string[]> {
const res = await transport(`${apiBase}/models`, { const res = await transport(`${apiBase}/models`, {
signal: AbortSignal.timeout(timeoutMs), signal: AbortSignal.timeout(timeoutMs),
@@ -287,5 +467,5 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
return (body.data ?? []).map((m) => m.id); return (body.data ?? []).map((m) => m.id);
} }
return { chat, listModels }; return { chat, chatWithTools, listModels };
} }
+110 -36
View File
@@ -1,8 +1,24 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import { buildRegionMap } from './map'; import { buildRegionMap } from './map';
import { mapFeatureOwner, nationColor, regionOwner, type RegionMap } from '../shared/protocol'; import {
mapFeatureOwner,
nationColor,
NO_MANS_LAND_FILL,
NO_MANS_LAND_STROKE,
OWNED_STROKE,
regionFillStyle,
regionOwner,
UNOWNED_FILL,
UNOWNED_STROKE,
unownedTooltipLabel,
type RegionMap,
} from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
// Region-key fixtures (v0.19, #16 P1): ownership and the RegionMap are now keyed
// by region key (one per owned sub-region), not by a parent-country ISO_A3. The
// keys below are deliberately fake (obviously not real manifest entries) so this
// test stays self-contained and format-agnostic.
const state: GameState = { const state: GameState = {
id: 'g', id: 'g',
presetId: 'p', presetId: 'p',
@@ -16,7 +32,7 @@ const state: GameState = {
name: 'UK', name: 'UK',
type: 'major', type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 }, stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: ['GBR', 'IRL'], territory: ['albania-aaaa', 'wales-bbbb'],
relations: {}, relations: {},
}, },
de: { de: {
@@ -24,37 +40,49 @@ const state: GameState = {
name: 'DE', name: 'DE',
type: 'major', type: 'major',
stats: { military: 90, economy: 70, stability: 70, population: 90 }, stats: { military: 90, economy: 70, stability: 70, population: 90 },
territory: ['DEU'], territory: ['brandenburg-cccc'],
relations: {}, relations: {},
}, },
}, },
events: [], events: [],
pending: [], pending: [],
version: 1, version: 1,
unowned: [],
pendingNationOps: [],
}; };
// The RegionMap built from the fixture: the authoritative ISO_A3 → owner source. // The RegionMap built from the fixture: the authoritative region key → owner source.
const regions: RegionMap = buildRegionMap(state); const regions: RegionMap = buildRegionMap(state);
describe('buildRegionMap', () => { describe('buildRegionMap', () => {
it('maps each ISO_A3 region to its owner + that nation\'s stable color', () => { it('maps each owned region key to its owner + that nation\'s stable color', () => {
const m = buildRegionMap(state); const m = buildRegionMap(state);
expect(m.GBR).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' }); expect(m['albania-aaaa']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m.IRL).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' }); expect(m['wales-bbbb']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m.DEU).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' }); expect(m['brandenburg-cccc']).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
// a region nobody owns is simply absent // a region nobody owns is simply absent
expect(m.FRA).toBeUndefined(); expect(m['normandie-dddd']).toBeUndefined();
});
it('(v0.22 #16 P3) a released (no-man\'s-land) key — in GameState.unowned, owned by no nation — is absent: absence IS unowned', () => {
const s: GameState = JSON.parse(JSON.stringify(state));
// simulate a mid-game release: the key left every territory and entered unowned
s.nations.uk.territory = s.nations.uk.territory.filter((k) => k !== 'albania-aaaa');
s.unowned = ['albania-aaaa'];
const m = buildRegionMap(s);
expect(m['albania-aaaa']).toBeUndefined(); // the map cannot tell which kind of unowned
expect(s.unowned).toEqual(['albania-aaaa']); // ...the client's GameState.unowned decides that
}); });
}); });
describe('regionOwner', () => { describe('regionOwner', () => {
it('resolves an owned region\'s ISO_A3 to its owner record', () => { it('resolves an owned region key to its owner record', () => {
expect(regionOwner(regions, 'GBR')).toEqual({ expect(regionOwner(regions, 'albania-aaaa')).toEqual({
color: nationColor('uk'), color: nationColor('uk'),
owner: 'UK', owner: 'UK',
ownerId: 'uk', ownerId: 'uk',
}); });
expect(regionOwner(regions, 'DEU')).toEqual({ expect(regionOwner(regions, 'brandenburg-cccc')).toEqual({
color: nationColor('de'), color: nationColor('de'),
owner: 'DE', owner: 'DE',
ownerId: 'de', ownerId: 'de',
@@ -62,11 +90,11 @@ describe('regionOwner', () => {
}); });
it('returns undefined for an unowned region (no RegionMap entry)', () => { it('returns undefined for an unowned region (no RegionMap entry)', () => {
expect(regionOwner(regions, 'FRA')).toBeUndefined(); expect(regionOwner(regions, 'normandie-dddd')).toBeUndefined();
expect(regionOwner(regions, 'USA')).toBeUndefined(); expect(regionOwner(regions, 'yorkshire-eeee')).toBeUndefined();
}); });
it('returns undefined for an empty or missing code', () => { it('returns undefined for an empty or missing key', () => {
expect(regionOwner(regions, '')).toBeUndefined(); expect(regionOwner(regions, '')).toBeUndefined();
expect(regionOwner(regions, null)).toBeUndefined(); expect(regionOwner(regions, null)).toBeUndefined();
expect(regionOwner(regions, undefined)).toBeUndefined(); expect(regionOwner(regions, undefined)).toBeUndefined();
@@ -74,28 +102,29 @@ describe('regionOwner', () => {
}); });
/** /**
* #6 regression guard (sub-national map). The click/hover handlers resolve the * #6 regression guard (sub-national map, region-keyed). The click/hover handlers
* owning nation from a rendered map feature. MapLibre repacks a GeoJSON * resolve the owning nation from a rendered map feature. MapLibre repacks a
* source's top-level `id` into a *numeric index* when it stores the source, so a * GeoJSON source's top-level `id` into a *numeric index* when it stores the
* feature the map hands back at interaction time has a number for `id`. The * source, so a feature the map hands back at interaction time has a number for
* choropleth is now sub-national: a feature's id is a sub-region code * `id`. The choropleth is sub-national: a feature's own sub-region id is a code
* (`DEU-03`) and its owner lives at the *parent country* (`DEU`), which the * (`DEU-03`), and its owner now lives at its **region key** (`brandenburg-cccc`),
* client stamps into `properties.parent` (the RegionMap is keyed by that * which the client stamps into `properties.regionKey` from `region-keys.json`
* country code, never the sub-region id). This pins the exact data shape and * (the RegionMap is keyed by that key, never the sub-region id nor the repacked
* proves the resolution: `mapFeatureOwner` works via `properties.parent`, while * id). This pins the exact data shape and proves the resolution:
* the two wrong paths (the repacked numeric `feature.id`, and the sub-region * `mapFeatureOwner` works via `properties.regionKey`, while the two wrong paths
* `regionId`, which is not a RegionMap key) do not. * (the repacked numeric `feature.id`, and the sub-region `regionId`, which is
* not a RegionMap key) do not.
*/ */
describe('#6 — sub-region owner must be resolved from properties.parent, not the sub-region id / repacked feature.id', () => { describe('#6 — sub-region owner must be resolved from properties.regionKey, not the sub-region id / repacked feature.id', () => {
// The shape MapLibre returns for a sub-region feature after setData(): `id` // The shape MapLibre returns for a sub-region feature after setData(): `id`
// is a number (repacked), and the stable identifiers live only in properties — // is a number (repacked), and the stable identifiers live only in properties —
// `regionId` (the sub-region code) and `parent` (the ISO_A3 country). // `regionId` (the sub-region code) and `regionKey` (the region key).
const repackedFeature = { const repackedFeature = {
id: 0, id: 0,
properties: { name: 'Germany R03', regionId: 'DEU-03', parent: 'DEU' }, properties: { name: 'Brandenburg R03', regionId: 'DEU-03', regionKey: 'brandenburg-cccc' },
}; };
it('resolves the owner from properties.parent (the fix)', () => { it('resolves the owner from properties.regionKey (the fix)', () => {
expect(mapFeatureOwner(regions, repackedFeature)).toEqual({ expect(mapFeatureOwner(regions, repackedFeature)).toEqual({
color: nationColor('de'), color: nationColor('de'),
owner: 'DE', owner: 'DE',
@@ -104,7 +133,7 @@ describe('#6 — sub-region owner must be resolved from properties.parent, not t
}); });
it('the sub-region regionId is NOT a RegionMap key — resolving from it fails', () => { it('the sub-region regionId is NOT a RegionMap key — resolving from it fails', () => {
// 'DEU-03' is a sub-region id; the RegionMap is keyed by the parent 'DEU'. // 'DEU-03' is a sub-region id; the RegionMap is keyed by region key.
expect(regionOwner(regions, repackedFeature.properties.regionId)).toBeUndefined(); expect(regionOwner(regions, repackedFeature.properties.regionId)).toBeUndefined();
}); });
@@ -116,17 +145,17 @@ describe('#6 — sub-region owner must be resolved from properties.parent, not t
}); });
describe('mapFeatureOwner', () => { describe('mapFeatureOwner', () => {
it('returns undefined for a missing feature, missing parent, or non-string parent', () => { it('returns undefined for a missing feature, missing regionKey, or non-string regionKey', () => {
expect(mapFeatureOwner(regions, null)).toBeUndefined(); expect(mapFeatureOwner(regions, null)).toBeUndefined();
expect(mapFeatureOwner(regions, undefined)).toBeUndefined(); expect(mapFeatureOwner(regions, undefined)).toBeUndefined();
expect(mapFeatureOwner(regions, {})).toBeUndefined(); expect(mapFeatureOwner(regions, {})).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined(); expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { parent: 42 } })).toBeUndefined(); expect(mapFeatureOwner(regions, { properties: { regionKey: 42 } })).toBeUndefined();
}); });
it('returns undefined for a parent country nobody owns', () => { it('returns undefined for a region key nobody owns', () => {
expect(mapFeatureOwner(regions, { properties: { parent: 'FRA' } })).toBeUndefined(); expect(mapFeatureOwner(regions, { properties: { regionKey: 'normandie-dddd' } })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { parent: 'USA' } })).toBeUndefined(); expect(mapFeatureOwner(regions, { properties: { regionKey: 'yorkshire-eeee' } })).toBeUndefined();
}); });
}); });
@@ -138,3 +167,48 @@ describe('nationColor', () => {
expect(nationColor('uk')).toMatch(/^hsl\(\d+ 58% 46%\)$/); expect(nationColor('uk')).toMatch(/^hsl\(\d+ 58% 46%\)$/);
}); });
}); });
// (v0.22, #16 P3) The no-man's-land presentation contract lives in
// shared/protocol (shared/*.test.ts is not in the vitest glob, so these
// tests live here): the distinct visible grey, the faint preset-unassigned
// look, the per-kind borders, and the tooltip sub-line.
describe('no man\'s land presentation contract (v0.22 #16 P3)', () => {
it('regionFillStyle: an owned region uses its nation color + the owned border', () => {
expect(regionFillStyle(regions['albania-aaaa'], false)).toEqual({
fill: nationColor('uk'),
stroke: OWNED_STROKE,
});
expect(regionFillStyle(regions['brandenburg-cccc'], true)).toEqual({
fill: nationColor('de'),
stroke: OWNED_STROKE,
}); // the no-man's-land flag never affects an owned region
});
it('regionFillStyle: an unowned region that IS no man\'s land gets the distinct visible grey', () => {
expect(regionFillStyle(undefined, true)).toEqual({
fill: NO_MANS_LAND_FILL,
stroke: NO_MANS_LAND_STROKE,
});
});
it('regionFillStyle: an unowned region that was never released keeps the faint look', () => {
expect(regionFillStyle(undefined, false)).toEqual({
fill: UNOWNED_FILL,
stroke: UNOWNED_STROKE,
});
});
it('the no-man\'s-land grey can never collide with a nation color (hue-less vs HSL)', () => {
expect(NO_MANS_LAND_FILL).not.toMatch(/^hsl\(/);
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('uk'));
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('de'));
// and it must be visibly different from the faint preset-unassigned fill
expect(NO_MANS_LAND_FILL).not.toBe(UNOWNED_FILL);
expect(NO_MANS_LAND_STROKE).not.toBe(UNOWNED_STROKE);
});
it('unownedTooltipLabel: the tooltip sub-line names the two kinds of unowned', () => {
expect(unownedTooltipLabel(true)).toBe("No man's land");
expect(unownedTooltipLabel(false)).toBe('No owner');
});
});
+14 -5
View File
@@ -1,6 +1,15 @@
// Build the choropleth payload from a GameState: every ISO_A3 region maps to its // Build the choropleth payload from a GameState: every region key (see
// owning nation plus that nation's stable color (see shared.nationColor). The // public/region-keys.json) maps to its owning nation plus that nation's stable
// client merges this onto public/countries.geo.json and calls source.setData(). // color (see shared.nationColor). The client merges this onto the sub-national
// regions.geo.json (resolving each feature by its own region key) and calls
// source.setData(). Format-agnostic: it maps whatever keys sit in territory.
//
// A key ABSENT from the returned map is unowned (no nation's territory holds
// it) — this covers both regions a preset never assigned and regions released
// to no man's land mid-game (v0.22, #16 P3). The map deliberately does NOT
// distinguish the two: the visible no-man's-land grey vs the faint
// preset-unassigned look is decided by the client from `GameState.unowned`
// (see shared/protocol.ts's regionFillStyle).
import { nationColor, type RegionMap } from '../shared/protocol'; import { nationColor, type RegionMap } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
@@ -8,8 +17,8 @@ export function buildRegionMap(state: GameState): RegionMap {
const map: RegionMap = {}; const map: RegionMap = {};
for (const [id, nation] of Object.entries(state.nations)) { for (const [id, nation] of Object.entries(state.nations)) {
const color = nationColor(id); const color = nationColor(id);
for (const code of nation.territory) { for (const key of nation.territory) {
map[code] = { color, owner: nation.name, ownerId: id }; map[key] = { color, owner: nation.name, ownerId: id };
} }
} }
return map; return map;
+209
View File
@@ -0,0 +1,209 @@
import { afterAll, afterEach, beforeEach, describe, expect, it } from 'vitest';
import { fileURLToPath } from 'node:url';
import { copyFileSync, mkdirSync, mkdtempSync, rmSync } from 'node:fs';
import { tmpdir } from 'node:os';
import path from 'node:path';
import {
allTerritoryKeys,
expandCountriesToKeys,
hasAdjacency,
hasRegionData,
loadRegions,
neighboursOf,
referenceForKeys,
regionName,
resetRegions,
validKeys,
} from './regions';
import type { GameState } from '../shared/types';
// The repo root: this file lives in server/, so '..' is the directory holding
// public/region-keys.json and public/regions.geo.json. cwd-independent (mirrors
// how server/index.ts locates its root via import.meta.url).
const root = fileURLToPath(new URL('..', import.meta.url));
describe('regions (region-key loader, v0.19 #16 P1)', () => {
beforeEach(() => {
expect(loadRegions(root)).toBe(true);
});
it('loads the full manifest: 1,800 unique valid region keys', () => {
expect(hasRegionData()).toBe(true);
expect(validKeys().size).toBe(1800);
});
it('expands an ISO_A3 country to the region keys of all its sub-regions', () => {
const fra = expandCountriesToKeys(['FRA']);
// FRA has 42 sub-regions in the committed dataset.
expect(fra).toHaveLength(42);
// every expanded key is a real region key
for (const k of fra) expect(validKeys().has(k)).toBe(true);
// and the reference table labels each one with its parent country
const ref = referenceForKeys(fra);
expect(Object.keys(ref)).toHaveLength(42);
for (const [k, label] of Object.entries(ref)) {
expect(label.endsWith('(FRA)')).toBe(true);
expect(regionName(k)).toBeTruthy();
}
// sample known FRA keys, and their exact reference strings
expect(fra).toContain('ain-lqtt');
expect(ref['ain-lqtt']).toBe('Ain (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', () => {
const ref = referenceForKeys(['ain-lqtt', 'not-a-real-key-xyz']);
expect(ref['ain-lqtt']).toBe('Ain (FRA)');
expect(ref['not-a-real-key-xyz']).toBeUndefined();
});
it('allTerritoryKeys unions every nation\'s territory keys (no overlap)', () => {
const state: GameState = {
id: 'g',
presetId: 'p',
presetTitle: 'P',
playerNationId: 'uk',
turn: 1,
date: '1939-09-01',
nations: {
uk: {
id: 'uk',
name: 'UK',
type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: expandCountriesToKeys(['GBR']),
relations: {},
},
fr: {
id: 'fr',
name: 'FR',
type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: expandCountriesToKeys(['FRA']),
relations: {},
},
},
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
};
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
expect(allTerritoryKeys(state).size).toBe(58);
});
it('hasAdjacency() is true: the region-adjacency manifest loaded (v0.21 #16 P2)', () => {
expect(hasAdjacency()).toBe(true);
});
it('neighboursOf returns the union of bordering keys (deduped, sorted, queried excluded)', () => {
// known mutual pairs from the manifest (verified in the Stage 1 spot checks)
const moselle = neighboursOf(['moselle-rygy']);
expect(moselle).toContain('baden-wurttemberg-oyje'); // FRA/DEU border
expect(neighboursOf(['baden-wurttemberg-oyje'])).toContain('moselle-rygy'); // mutual
expect(neighboursOf(['acre-ekzw'])).toContain('loreto-ipkx'); // BRA/PER border
expect(neighboursOf(['loreto-ipkx'])).toContain('acre-ekzw'); // mutual
// union + dedupe + sorted + the queried keys themselves excluded
const union = neighboursOf(['moselle-rygy', 'baden-wurttemberg-oyje']);
expect(union).toEqual([...union].sort());
expect(new Set(union).size).toBe(union.length); // no duplicates
expect(union).not.toContain('moselle-rygy');
expect(union).not.toContain('baden-wurttemberg-oyje');
});
it('neighboursOf returns [] for unknown keys or an empty set', () => {
expect(neighboursOf(['not-a-real-key-xyz'])).toEqual([]);
expect(neighboursOf([])).toEqual([]);
});
describe('graceful degradation with no region data', () => {
beforeEach(() => resetRegions());
it('expands to the raw input, omits references, and reports no data', () => {
expect(hasRegionData()).toBe(false);
// no manifest -> the country list passes through unchanged (old model)
expect(expandCountriesToKeys(['FRA', 'GBR'])).toEqual(['FRA', 'GBR']);
expect(referenceForKeys(['FRA'])).toEqual({});
expect(validKeys().size).toBe(0);
expect(regionName('FRA')).toBeUndefined();
// and no adjacency: the LLM tool / frontier field switch off
expect(hasAdjacency()).toBe(false);
expect(neighboursOf(['moselle-rygy'])).toEqual([]);
});
});
afterAll(() => resetRegions());
});
describe('loadRegions resolves the manifest per environment (dev public/ vs prod dist/)', () => {
const realRoot = root;
// A root that mimics the prod Docker image: no public/, the region files live
// in dist/ (where Vite copies public/* at build). This is the exact layout that
// broke v0.19.0 in prod (the loader only looked in public/).
const base = mkdtempSync(path.join(tmpdir(), 'history-regions-'));
const prodRoot = path.join(base, 'prod');
beforeEach(() => {
mkdirSync(path.join(prodRoot, 'dist'), { recursive: true });
copyFileSync(
path.join(realRoot, 'public', 'region-keys.json'),
path.join(prodRoot, 'dist', 'region-keys.json'),
);
copyFileSync(
path.join(realRoot, 'public', 'regions.geo.json'),
path.join(prodRoot, 'dist', 'regions.geo.json'),
);
});
afterEach(() => resetRegions());
afterAll(() => {
rmSync(base, { recursive: true, force: true });
});
it('loads from dist/ when public/ is absent (the prod container layout)', () => {
expect(loadRegions(prodRoot)).toBe(true);
expect(hasRegionData()).toBe(true);
expect(validKeys().size).toBe(1800);
expect(expandCountriesToKeys(['FRA'])).toHaveLength(42);
});
it('still loads from public/ (the dev layout, the first candidate)', () => {
expect(loadRegions(realRoot)).toBe(true);
expect(validKeys().size).toBe(1800);
});
it('a dist/ WITHOUT the adjacency manifest degrades: hasAdjacency() false, neighboursOf []', () => {
// this fixture copies only region-keys.json + regions.geo.json (no
// region-adjacency.json) — the server must boot and serve turns with the
// tool/frontier simply switched off.
expect(loadRegions(prodRoot)).toBe(true);
expect(hasAdjacency()).toBe(false);
expect(neighboursOf(['moselle-rygy'])).toEqual([]);
});
it('returns false and no data when neither public/ nor dist/ holds the files', () => {
const emptyRoot = path.join(base, 'empty');
mkdirSync(emptyRoot, { recursive: true });
expect(loadRegions(emptyRoot)).toBe(false);
expect(hasRegionData()).toBe(false);
expect(validKeys().size).toBe(0);
});
});
+207
View File
@@ -0,0 +1,207 @@
// Region-key data access (server). Loads the deterministic region-key manifest
// (region-keys.json: stable feature id -> region key), the sub-national geo
// (regions.geo.json: feature id -> { name, parent }), and — optionally — the
// precomputed region-adjacency manifest (region-adjacency.json: region key ->
// bordering region keys, built by scripts/build-region-adjacency.mjs) — all
// 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
// joins them into the lookups the region-level ownership model needs:
//
// - expand a nation's ISO_A3 country list -> the region keys of all its sub-regions (v0.19, #16 P1)
// - build the LLM "regions" reference table (key -> "name (parent ISO_A3)")
// - the set of all valid region keys (to ignore hallucinated keys in applyTurnResult)
// - 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
// field (v0.21, #16 P2)
//
// Deliberately turf-free: it reads the JSON files with plain JSON.parse and
// never imports @turf/@types/geojson (importing one pulls @types/geojson into
// the tsc program and breaks WorldMap.tsx; see the v0.17 changelog note).
// Loaded once at boot; the accessors below are pure data reads thereafter.
import { existsSync, readFileSync } from 'node:fs';
import path from 'node:path';
import type { GameState } from '../shared/types';
/** { name, parent } for one sub-region, where parent is the ISO_A3 country. */
interface RegionInfo {
name: string;
parent: string;
}
interface RegionData {
/** stable feature id -> region key (from public/region-keys.json). */
idToKey: Record<string, string>;
/** region key -> { name, parent }. */
keyToInfo: Record<string, RegionInfo>;
/** ISO_A3 parent -> region keys of its sub-regions (file order, stable). */
keysByCountry: Record<string, string[]>;
/** the set of all region keys. */
validKeys: Set<string>;
/** region key -> bordering region keys (from public/region-adjacency.json). */
adjacency: Record<string, string[]>;
}
let data: RegionData | null = null;
/**
* Load (or reload) the region-key manifest, geo, and adjacency. Idempotent.
* 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
* and the Docker image keeps only `dist/`), so probe `public/` then `dist/`
* (plus the root as a last resort) and use the first directory that holds the
* key manifest + geo. The adjacency manifest is OPTIONAL: when it is missing
* or broken, `adjacency` stays empty and `neighboursOf`/`hasAdjacency` simply
* report "no adjacency" (the LLM tool and the frontier prompt field switch
* off; everything else keeps working). Returns true when the core pair loaded
* cleanly; a missing/broken pair clears the data and returns false so the
* server still boots and degrades gracefully (expansion becomes a no-op,
* ownership falls back to the raw input keys).
*/
export function loadRegions(root: string): boolean {
const keyFile = 'region-keys.json';
const geoFile = 'regions.geo.json';
const adjacencyFile = 'region-adjacency.json';
const base = [
path.join(root, 'public'), // dev: Vite serves public/ at /
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir)
root, // last resort
].find((d) => existsSync(path.join(d, keyFile)) && existsSync(path.join(d, geoFile)));
if (!base) {
data = null;
return false;
}
const keyPath = path.join(base, keyFile);
const geoPath = path.join(base, geoFile);
try {
const idToKey = JSON.parse(readFileSync(keyPath, 'utf8')) as Record<string, string>;
const geo = JSON.parse(readFileSync(geoPath, 'utf8')) as {
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
};
const keyToInfo: Record<string, RegionInfo> = {};
const keysByCountry: Record<string, string[]> = {};
const validKeys = new Set<string>();
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 name = typeof f.properties?.name === 'string' ? f.properties.name : '';
const parent = typeof f.properties?.parent === 'string' ? f.properties.parent : '';
keyToInfo[key] = { name, parent };
validKeys.add(key);
if (parent) (keysByCountry[parent] ??= []).push(key);
}
// Adjacency is optional: a missing file means "no adjacency data".
let adjacency: Record<string, string[]> = {};
const adjacencyPath = path.join(base, adjacencyFile);
if (existsSync(adjacencyPath)) {
try {
adjacency = JSON.parse(readFileSync(adjacencyPath, 'utf8')) as Record<string, string[]>;
} catch (err) {
// A corrupt manifest must not kill the core region data: degrade to
// "no adjacency" (the LLM tool / frontier guidance simply switch off).
console.error('[regions] failed to load region-adjacency.json, continuing without it', err);
adjacency = {};
}
}
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency };
return validKeys.size > 0;
} catch (err) {
console.error('[regions] failed to load region data', err);
data = null;
return false;
}
}
/** Test/dev seam: drop the loaded data (the next accessors behave as "no data"). */
export function resetRegions(): void {
data = null;
}
/** True when the manifest + geo loaded cleanly. */
export function hasRegionData(): boolean {
return data !== null;
}
/**
* Expand a nation's ISO_A3 country list to the region keys of all its sub-regions
* (file order, deduped). This is what turns a preset's country-level territory
* into region-level ownership at game creation. Returns the input unchanged when
* no region data is loaded (graceful degradation — behaves like the old model).
*/
export function expandCountriesToKeys(countries: string[]): string[] {
if (!data) return countries;
const out: string[] = [];
const seen = new Set<string>();
for (const c of countries) {
for (const key of data.keysByCountry[c] ?? []) {
if (!seen.has(key)) {
seen.add(key);
out.push(key);
}
}
}
return out;
}
/**
* Build the LLM reference table: region key -> "<name> (<parent ISO_A3>)", e.g.
* `moselle-rygy -> "Moselle (FRA)"`. Only the given keys are included (the caller
* passes the game's owned-region universe) so the prompt stays bounded.
*/
export function referenceForKeys(keys: Iterable<string>): Record<string, string> {
const out: Record<string, string> = {};
if (!data) return out;
for (const key of keys) {
const info = data.keyToInfo[key];
if (info) out[key] = info.parent ? `${info.name} (${info.parent})` : info.name;
}
return out;
}
/** The region key's human name (for the dossier), or undefined if unknown. */
export function regionName(key: string): string | undefined {
return data?.keyToInfo[key]?.name;
}
/** The union of every nation's territory region keys (the game's region universe). */
export function allTerritoryKeys(state: GameState): Set<string> {
const out = new Set<string>();
for (const n of Object.values(state.nations)) {
for (const key of n.territory) out.add(key);
}
return out;
}
/** The set of all valid region keys (to ignore hallucinated keys in applyTurnResult). */
export function validKeys(): ReadonlySet<string> {
return data ? data.validKeys : new Set<string>();
}
/**
* True when the region-adjacency manifest loaded with at least one entry.
* Callers (the server's jump route) use this to decide whether to hand the
* engine an adjacency resolver (which turns on the LLM's getNeighbours tool
* and the frontier prompt field) or fall back to the plain chat() path.
*/
export function hasAdjacency(): boolean {
return data !== null && Object.keys(data.adjacency).length > 0;
}
/**
* 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
* determinism. This is the data behind the LLM's getNeighbours tool and the
* player-frontier computation in the turn prompt (v0.21, #16 P2). Returns
* `[]` when no region data (or no adjacency manifest) is loaded.
*/
export function neighboursOf(keys: Iterable<string>): string[] {
if (!data) return [];
const out = new Set<string>();
for (const key of keys) {
for (const n of data.adjacency[key] ?? []) out.add(n);
}
for (const key of keys) out.delete(key); // never report a key as its own neighbour
return [...out].sort();
}
+52 -3
View File
@@ -2,7 +2,7 @@
// sets LLM_STUB=1) so the whole loop is reproducible with no live model. It // sets LLM_STUB=1) so the whole loop is reproducible with no live model. It
// speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport. // speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport.
import { createLlmClient, type ChatMessage, type Transport } from './llm'; import { createLlmClient, type ChatMessage, type Transport } from './llm';
import { addDays, clampStat, type TurnEventSpec, type TurnResult } from '../shared/protocol'; import { addDays, clampStat, type TerritoryChange, type TurnEventSpec, type TurnResult } from '../shared/protocol';
import type { RoundItem } from '../shared/types'; import type { RoundItem } from '../shared/types';
export const ADVISOR_MARKER = '<<ADVISOR>>'; export const ADVISOR_MARKER = '<<ADVISOR>>';
@@ -13,10 +13,24 @@ export interface StubPayload {
turn: number; turn: number;
date: string; date: string;
playerNationId: string; playerNationId: string;
nations: Record<string, { stats: Record<string, number> }>; nations: Record<string, { stats: Record<string, number>; territory?: string[] }>;
}; };
/** The raw pending round the engine emitted (one entry per queued item). */ /** The raw pending round the engine emitted (one entry per queued item). */
pending?: RoundItem[]; pending?: RoundItem[];
/**
* Region keys owned by other nations that share a land border with the
* player's territory — the engine's `frontier` field, computed from the
* adjacency manifest (v0.21, #16 P2). The stub cannot call tools, so it
* reads the frontier from the prompt instead.
*/
frontier?: string[];
/**
* (v0.22, #16 P3) Region keys currently in no man's land (`state.unowned`),
* emitted by the engine's user prompt. The stub ignores this field — it
* never releases a region (see deterministicTurn), so no-man's-land behavior
* is covered by unit tests against applyTurnResult, not by the stub.
*/
unowned?: string[];
} }
function truncate(s: string, n: number): string { function truncate(s: string, n: number): string {
@@ -31,6 +45,22 @@ function truncate(s: string, n: number): string {
* caller can predict the exact next state for assertions. It always sets the * caller can predict the exact next state for assertions. It always sets the
* player's military to (current + 5) and allies the player with the first other * player's military to (current + 5) and allies the player with the first other
* nation, advancing the date by 2 days. * nation, advancing the date by 2 days.
*
* (v0.21, #16 P2) It also makes ONE contiguous conquest per turn: the player
* gains the first frontier region (sorted order) from its current owner, and
* that owner loses it. The stub bypasses the tool loop (it answers with plain
* content in one round), so the frontier comes from the prompt payload, not
* from a getNeighbours call. With an empty frontier (no controllable border)
* no territory change is emitted, keeping every existing assertion stable.
*
* (v0.22, #16 P3) The stub NEVER releases a region to no man's land (it
* always returns `unowned: []`) — e2e assertions rely on its fully-deterministic
* one-conquest behavior, so the release/re-claim path is exercised by unit
* tests only (see server/engine.test.ts).
*
* (v0.23, #16 P4a) The stub likewise NEVER proposes nation-management ops (it
* always returns `nationOps: []`) — the propose→confirm/reject flow is
* covered by unit tests only, keeping the e2e assertions untouched.
*/ */
export function deterministicTurn(p: StubPayload): TurnResult { export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state; const state = p.state;
@@ -42,6 +72,23 @@ export function deterministicTurn(p: StubPayload): TurnResult {
: 'us'; : 'us';
const items = p.pending ?? []; const items = p.pending ?? [];
// The one deterministic region transfer: the player takes the first
// frontier region (sorted → stable) from whichever other nation owns it.
let territoryChanges: TerritoryChange[] = [];
const frontier = p.frontier ?? [];
if (state && frontier.length > 0) {
const key = frontier[0];
const loserId = Object.keys(state.nations).find(
(id) => id !== pid && (state.nations[id].territory ?? []).includes(key),
);
if (loserId) {
territoryChanges = [
{ nation: pid, gain: [key], lose: [] },
{ nation: loserId, gain: [], lose: [key] },
];
}
}
const events: TurnEventSpec[] = const events: TurnEventSpec[] =
items.length === 0 items.length === 0
? [ ? [
@@ -76,7 +123,9 @@ export function deterministicTurn(p: StubPayload): TurnResult {
events, events,
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }], stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
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)
nationOps: [], // the stub never proposes nation ops (see doc comment)
}; };
} }
+196 -20
View File
@@ -23,13 +23,88 @@ export interface RelationChange {
set: RelationStatus; set: RelationStatus;
} }
/** A nation gains/loses ISO_A3 regions this turn. */ /** A nation gains/loses region keys (see `public/region-keys.json`) this turn. */
export interface TerritoryChange { export interface TerritoryChange {
nation: string; nation: string;
gain: string[]; gain: string[];
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;
@@ -46,28 +121,54 @@ export interface TurnResult {
stateChanges: StateChange[]; stateChanges: StateChange[];
relations: RelationChange[]; relations: RelationChange[];
territoryChanges: TerritoryChange[]; territoryChanges: TerritoryChange[];
/**
* (v0.22, #16 P3) Region keys that become **unowned** — "no man's land" —
* this turn. The engine removes each key from its current (sole) owner so it
* ends the turn ownerless and marks it in `GameState.unowned`; the LLM
* narrates the cause (war, cataclysm, collapse) in `events`. Re-claiming is
* NOT expressed here: a nation re-claims an unowned region with an ordinary
* `gain` on that key. Only keys a nation currently owns can be released;
* empty on normal turns.
*/
unowned: string[];
/**
* (v0.23 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[];
} }
/** Per-region map payload: ISO_A3 -> owning nation + its stable color. */ /** Per-region map payload: region key -> owning nation + its stable color. */
export interface RegionOwner { export interface RegionOwner {
color: string; color: string;
owner: string; owner: string;
ownerId: string; ownerId: string;
} }
/**
* The authoritative ownership map: a **region key** (see `public/region-keys.json`)
* -> the owning nation + its stable color. Owned at sub-region granularity (v0.19,
* #16 P1); a key absent from this map is unowned (rendered grey).
*/
export type RegionMap = Record<string, RegionOwner>; export type RegionMap = Record<string, RegionOwner>;
/** /**
* Look up the owner record from the authoritative RegionMap by a RegionMap key. * Look up the owner record from the authoritative RegionMap by a RegionMap key.
* The RegionMap is keyed by the **parent country's** ISO_A3 code (ownership and * The RegionMap is keyed by **region key** (see `public/region-keys.json`) — one
* the LLM stay at country granularity — see #16), so `key` is a country code such * per owned sub-region (v0.19, #16 P1) — so `key` is a region key such as
* as `DEU`, never a sub-region id such as `DEU-03`. Returns `undefined` for an * `moselle-rygy`, never a raw feature id such as `FR-57` and never a
* empty/missing key or an unowned country. * parent-country ISO_A3. Returns `undefined` for an empty/missing key or an
* unowned region.
* *
* Pure + shared: the primitive "key → owner" lookup. The *map feature → owner* * Pure + shared: the primitive "key → owner" lookup. The *map feature → owner*
* resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below, * resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below,
* which reads the feature's `properties.parent` — never the repacked top-level * which reads the feature's stamped `properties.regionKey` — never the repacked
* `id` (MapLibre turns it into a numeric index, the "no owner" bug #6) and never * top-level `id` (MapLibre turns it into a numeric index, the "no owner" bug #6)
* the sub-region id. * and never the sub-region id.
*/ */
export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined { export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined {
if (!key) return undefined; if (!key) return undefined;
@@ -76,22 +177,23 @@ export function regionOwner(regions: RegionMap, key: string | null | undefined):
/** /**
* Resolve the owning-nation record for a **rendered map feature** from the * Resolve the owning-nation record for a **rendered map feature** from the
* authoritative RegionMap. The choropleth renders sub-national regions, but the * authoritative RegionMap. The choropleth renders sub-national regions, and the
* RegionMap is keyed by the *parent country's* ISO_A3 (not the sub-region's own * RegionMap is now keyed by **region key** (one per sub-region, v0.19 #16 P1),
* id), so a feature's owner is found via its `properties.parent` (the ISO_A3 the * so a feature's owner is found via its `properties.regionKey` — the region key
* client stamps from the GeoJSON `parent` property — see WorldMap) and then * the client stamps from `public/region-keys.json` by the feature's stable id
* `regionOwner`. This is the single shared source of truth for that resolution, * (see WorldMap) — and then `regionOwner`. This is the single shared source of
* so the "use `parent`, never the sub-region `id`/repacked `feature.id`" rule * truth for that resolution, so the "use `regionKey`, never the sub-region `id`
* lives in one tested place rather than in the React component. * / repacked `feature.id`" rule lives in one tested place rather than in the
* React component.
* *
* Returns `undefined` for a missing feature/parent or an unowned country. * Returns `undefined` for a missing feature/regionKey or an unowned region.
*/ */
export function mapFeatureOwner( export function mapFeatureOwner(
regions: RegionMap, regions: RegionMap,
feature: { properties?: { parent?: unknown } } | null | undefined, feature: { properties?: { regionKey?: unknown } } | null | undefined,
): RegionOwner | undefined { ): RegionOwner | undefined {
const parent = feature?.properties?.parent; const regionKey = feature?.properties?.regionKey;
return regionOwner(regions, typeof parent === 'string' ? parent : ''); return regionOwner(regions, typeof regionKey === 'string' ? regionKey : '');
} }
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */ /** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
@@ -145,6 +247,39 @@ 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;
@@ -181,6 +316,47 @@ export function nationColor(id: string): string {
return `hsl(${hue} 58% 46%)`; return `hsl(${hue} 58% 46%)`;
} }
// --- No man's land (v0.22, #16 P3) — the map presentation contract ---
//
// An unowned region has two distinct looks, and the difference is NOT in the
// RegionMap (a key absent there is simply unowned): it is decided by the
// client from `GameState.unowned` (the keys released mid-game). The constants
// and the one decision function live here — shared and pure — so the
// client's choropleth is the only consumer and the color contract is testable
// from the server-side tests (shared/*.test.ts is not in the vitest glob).
/** The distinct, visible neutral grey for a **no man's land** region (released mid-game). Hue-less by construction, so it can never collide with a nation's `nationColor` (`hsl(h 58% 46%)`, always chromatic). */
export const NO_MANS_LAND_FILL = '#3f3f46';
/** The border of a no-man's-land region (brighter than a plain unowned one). */
export const NO_MANS_LAND_STROKE = 'rgba(255,255,255,0.25)';
/** The faint neutral fill for a region no nation owns that was never released mid-game (a preset never assigned it). */
export const UNOWNED_FILL = 'rgba(148,163,184,0.05)';
/** The border of a plain unowned region. */
export const UNOWNED_STROKE = 'rgba(255,255,255,0.14)';
/** The border of an owned region (brighter than unowned). */
export const OWNED_STROKE = 'rgba(255,255,255,0.30)';
/** The hover-tooltip sub-line for a region with no owning nation. */
export function unownedTooltipLabel(isNoMansLand: boolean): string {
return isNoMansLand ? "No man's land" : 'No owner';
}
/**
* The fill + border for one sub-region, given its RegionMap entry
* (`undefined` = unowned) and whether its key is no man's land (released
* mid-game, i.e. in `GameState.unowned`). Pure + shared; see the section
* comment above for why the distinction is not encoded in the RegionMap.
*/
export function regionFillStyle(
owner: RegionOwner | undefined,
isNoMansLand: boolean,
): { fill: string; stroke: string } {
if (owner) return { fill: owner.color, stroke: OWNED_STROKE };
return isNoMansLand
? { fill: NO_MANS_LAND_FILL, stroke: NO_MANS_LAND_STROKE }
: { fill: UNOWNED_FILL, stroke: UNOWNED_STROKE };
}
/** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */ /** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */
export function makeEvent( export function makeEvent(
spec: TurnEventSpec, spec: TurnEventSpec,
+37 -2
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 {
@@ -26,8 +30,10 @@ export const RELATION_STATUSES: RelationStatus[] = [
]; ];
/** /**
* A single nation in the world. `territory` holds ISO_A3 codes; the map colors * A single nation in the world. `territory` holds **region keys** (see
* each of those regions with this nation's stable color (see protocol.nationColor). * `public/region-keys.json`) — one per owned sub-region, so the choropleth can
* color individual sub-regions, not whole countries (v0.19, #16 P1). The map
* resolves each sub-region's owner by its region key (see protocol.mapFeatureOwner).
*/ */
export interface Nation { export interface Nation {
id: string; id: string;
@@ -118,6 +124,35 @@ export interface GameState {
* in src/App.tsx. Starts at 1 on game creation. * in src/App.tsx. Starts at 1 on game creation.
*/ */
version: GameVersion; version: GameVersion;
/**
* (v0.22, #16 P3) Region keys that became **unowned** — "no man's land" —
* during play: a region that was owned and was released to no owner by a
* committed turn (the LLM narrates the cause in that turn's events). This is
* deliberately distinct from the many regions a preset never assigns, which
* are also unowned but were never *released* mid-game; only the keys in this
* list render as the distinct visible no-man's-land grey (see
* protocol.regionFillStyle). A region leaves the list when any nation
* re-claims it (an ordinary `gain`). Always `[]` on a fresh game — no
* man's land can only arise mid-game. Rows saved before v0.22 load with
* this defaulted to `[]` (see server/db.ts).
*/
unowned: string[];
/**
* (v0.23, #16 P4a; 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[];
} }
/** /**
+60 -5
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;
} }
@@ -579,24 +628,26 @@ 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.
const [viewingId, setViewingId] = useState(game.playerNationId); const [viewingId, setViewingId] = useState(game.playerNationId);
// When the dossier target was set by a map click, remember which sub-region // When the dossier target was set by a map click, remember which sub-region
// was clicked, for a small label in the dossier. The label shows only the // was clicked, for a small label in the dossier. The label shows only the
// region's name — the static parent-country code (which never updates on a // region's name. Cleared when the user picks a nation via the manual Inspect
// transfer) is no longer displayed, though the info object still carries it. // select.
// Cleared when the user picks a nation via the manual Inspect select. const [selectedRegion, setSelectedRegion] = useState<{ name?: string } | null>(null);
const [selectedRegion, setSelectedRegion] = useState<{ parent?: string; name?: string } | null>(null);
const focusNation = useCallback( const focusNation = useCallback(
(id: string, info?: { parent?: string; name?: string }) => { (id: string, info?: { name?: string }) => {
setViewingId(id); setViewingId(id);
setSelectedRegion(info ?? null); setSelectedRegion(info ?? null);
}, },
@@ -654,6 +705,7 @@ function GameScreen({
playerNationId={game.playerNationId} playerNationId={game.playerNationId}
nations={game.nations} nations={game.nations}
presetId={game.presetId} presetId={game.presetId}
unowned={game.unowned ?? []}
onFocusNation={focusNation} onFocusNation={focusNation}
/> />
@@ -835,12 +887,15 @@ 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>
);
}
+29 -5
View File
@@ -1,8 +1,10 @@
import { useEffect, useState } from 'react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import StatBar from './StatBar'; import StatBar from './StatBar';
import { nationColor } from '@shared/protocol'; import { nationColor } from '@shared/protocol';
import { RELATION_COLORS } from '@/lib/colors'; import { RELATION_COLORS } from '@/lib/colors';
import { keyToName } from '@/lib/regions';
import type { Nation, RelationStatus } from '@shared/types'; import type { Nation, RelationStatus } from '@shared/types';
/** Human labels for a diplomatic status (the raw value is kept in data-attrs). */ /** Human labels for a diplomatic status (the raw value is kept in data-attrs). */
@@ -38,6 +40,23 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
const relations = Object.entries(nation.relations).sort(([a], [b]) => a.localeCompare(b)); const relations = Object.entries(nation.relations).sort(([a], [b]) => a.localeCompare(b));
const regions = nation.territory; const regions = nation.territory;
// Human region names for the territory chips (region key -> name), loaded once
// (cached in @/lib/regions). A key with no known name falls back to the raw key.
const [keyNames, setKeyNames] = useState<Record<string, string>>({});
useEffect(() => {
let cancelled = false;
keyToName()
.then((m) => {
if (!cancelled) setKeyNames(m);
})
.catch(() => {
/* names are cosmetic — a failed fetch just leaves the raw keys */
});
return () => {
cancelled = true;
};
}, []);
const identity = ( const identity = (
<div className="flex items-center gap-3"> <div className="flex items-center gap-3">
<span <span
@@ -95,15 +114,20 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
</h3> </h3>
{regions.length > 0 ? ( {regions.length > 0 ? (
<div className="flex flex-wrap gap-1.5"> <div className="flex flex-wrap gap-1.5">
{regions.map((code) => ( {regions.map((key) => {
const label = keyNames[key] ?? key;
return (
<span <span
key={code} key={key}
className="rounded border px-1.5 py-0.5 text-xs tabular-nums" className="rounded border px-1.5 py-0.5 text-xs"
style={{ borderColor: `${color}66`, color, background: `${color}12` }} style={{ borderColor: `${color}66`, color, background: `${color}12` }}
title={key}
data-region-key={key}
> >
{code} {label}
</span> </span>
))} );
})}
</div> </div>
) : ( ) : (
<p className="text-sm text-muted-foreground">No territory.</p> <p className="text-sm text-muted-foreground">No territory.</p>
+178 -96
View File
@@ -8,9 +8,16 @@ import 'maplibre-gl/dist/maplibre-gl.css';
// Point it at a Vite-emitted copy of the worker module so it loads in prod. // Point it at a Vite-emitted copy of the worker module so it loads in prod.
import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url'; import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
maplibregl.setWorkerUrl(workerUrl); maplibregl.setWorkerUrl(workerUrl);
import { mapFeatureOwner, type RegionMap, type RegionOwner } from '@shared/protocol'; import {
mapFeatureOwner,
regionFillStyle,
unownedTooltipLabel,
type RegionMap,
type RegionOwner,
} from '@shared/protocol';
import type { Nation } from '@shared/types'; import type { Nation } from '@shared/types';
import { cn } from '@/lib/utils'; import { cn } from '@/lib/utils';
import { idToKey } from '@/lib/regions';
// Minimal GeoJSON types (avoids a hard @types/geojson dependency). The choropleth // Minimal GeoJSON types (avoids a hard @types/geojson dependency). The choropleth
// source is the sub-national `regions.geo.json`: each feature is a sub-region with // source is the sub-national `regions.geo.json`: each feature is a sub-region with
@@ -101,26 +108,40 @@ function cameraForPreset(presetId: string): { center: [number, number]; zoom: nu
/** /**
* Stamp the current ownership + colors onto a clone of the sub-national base geo. * Stamp the current ownership + colors onto a clone of the sub-national base geo.
* Ownership and the LLM stay at **country** granularity (#16, PR 2): a nation * Ownership is at **region-key** granularity (v0.19, #16 P1): each sub-region has
* owns whole countries, so every sub-region of a country shares that country's * its own region key (from `public/region-keys.json`, looked up by the feature's
* owning nation's color — the map looks like the old country choropleth, but * stable id) and the RegionMap is keyed by that region key, so a single
* subdivided into finer cells. Each sub-region therefore carries: * sub-region can change owner while its neighbours keep theirs. Each feature
* therefore carries:
* *
* - `regionId` – its own sub-region id (e.g. `FRA-03`), kept in a property that * - `regionId` – its own sub-region id (e.g. `FRA-03`), kept in a property that
* survives into the features MapLibre hands back on click/hover * survives into the features MapLibre hands back on click/hover
* (the top-level `id` is repacked into a numeric index, #6); * (the top-level `id` is repacked into a numeric index, #6);
* - `parent` – the parent country's ISO_A3 (e.g. `FRA`), the RegionMap key; * - `regionKey` – the region key (e.g. `moselle-rygy`), the RegionMap key;
* - `fill` – the owning nation's stable color (from `RegionMap[parent]`); * - `fill` – the owning nation's stable color (from `RegionMap[regionKey]`);
* - `owner`/`ownerId` – that nation's name/id (empty for an unowned country); * - `owner`/`ownerId` – that nation's name/id (empty for an unowned region);
* - `stroke` – a per-border alpha (owned brighter than unowned); * - `stroke` – a per-border alpha (owned brightest, no man's land next,
* plain-unowned faintest);
* - `isPlayer` – 1 when the owning nation is the player (drives the amber * - `isPlayer` – 1 when the owning nation is the player (drives the amber
* player-highlight border). * player-highlight border).
* *
* Crucially, the owner lookup keys the RegionMap by `properties.parent` (the * Crucially, the owner lookup keys the RegionMap by the stamped
* country ISO_A3), **never** by the sub-region id — the RegionMap has no * `properties.regionKey`, **never** by the sub-region id or the repacked
* `FRA-03` entries, only `FRA`. * top-level `id` — the RegionMap has no `FRA-03` entries, only region keys.
*
* (v0.22, #16 P3) Unowned regions have two looks, decided here (the
* RegionMap simply has no entry for them): a key in `unownedSet` — released to
* no man's land mid-game (`GameState.unowned`) — gets the distinct visible grey
* (`NO_MANS_LAND_FILL`); every other ownerless region keeps the faint
* preset-unassigned look. Both come from the shared `regionFillStyle` contract.
*/ */
function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId: string): FeatureCollection { function applyRegions(
geo: FeatureCollection,
regions: RegionMap,
playerNationId: string,
idKey: Record<string, string>,
unownedSet: ReadonlySet<string>,
): FeatureCollection {
const out: FeatureCollection = JSON.parse(JSON.stringify(geo)); const out: FeatureCollection = JSON.parse(JSON.stringify(geo));
for (const f of out.features) { for (const f of out.features) {
f.properties = f.properties ?? {}; f.properties = f.properties ?? {};
@@ -128,20 +149,24 @@ function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId
// survives into the rendered features (the top-level `id` gets repacked). // survives into the rendered features (the top-level `id` gets repacked).
const subId = f.id == null ? '' : String(f.id); const subId = f.id == null ? '' : String(f.id);
f.properties.regionId = subId; f.properties.regionId = subId;
// Ownership lives at the parent country: resolve `properties.parent` // Resolve this feature's **region key** from the manifest (id -> key) and
// (the ISO_A3) against the RegionMap. Never the sub-region id. // key the RegionMap by it — never the sub-region id or the repacked id.
const parent = typeof f.properties.parent === 'string' ? f.properties.parent : ''; const key = idKey[subId] ?? '';
f.properties.parent = parent; f.properties.regionKey = key;
const r = parent ? regions[parent] : undefined; const r = key ? regions[key] : undefined;
if (r) { if (r) {
f.properties.fill = r.color; const style = regionFillStyle(r, false);
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = r.owner; f.properties.owner = r.owner;
f.properties.ownerId = r.ownerId; f.properties.ownerId = r.ownerId;
f.properties.stroke = 'rgba(255,255,255,0.30)';
f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0; f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
} else { } else {
f.properties.fill = 'rgba(148,163,184,0.05)'; // Ownerless: visible grey only for keys released mid-game (no man's
f.properties.stroke = 'rgba(255,255,255,0.14)'; // land); a preset that never assigned this sub-region stays faint.
const style = regionFillStyle(undefined, key !== '' && unownedSet.has(key));
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = ''; f.properties.owner = '';
f.properties.ownerId = ''; f.properties.ownerId = '';
f.properties.isPlayer = 0; f.properties.isPlayer = 0;
@@ -151,16 +176,21 @@ function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId
} }
/** /**
* Build a FeatureCollection of just the sub-regions whose **parent** country is * Build a FeatureCollection of just the sub-regions whose **region key** is in
* in `parents` (cloned). Used by the territory-change flash: a turn changes a * `keys` (cloned). Used by the territory-change flash: a turn can change
* whole *country* (the RegionMap is ISO_A3-keyed), so a changed country's code * individual sub-regions (the RegionMap is region-keyed, v0.19 #16 P1), so each
* must light up **all** of its sub-regions, not a single feature. * changed region key lights up exactly the sub-region that owns it.
*/ */
function featuresByParents(geo: FeatureCollection, parents: Iterable<string>): FeatureCollection { function featuresByRegionKeys(
const set = new Set(parents); geo: FeatureCollection,
keys: Iterable<string>,
idKey: Record<string, string>,
): FeatureCollection {
const set = new Set(keys);
const features = geo.features.filter((f) => { const features = geo.features.filter((f) => {
const parent = f.properties?.parent; const id = f.id == null ? '' : String(f.id);
return typeof parent === 'string' && set.has(parent); const key = idKey[id] ?? '';
return key !== '' && set.has(key);
}); });
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) }; return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
} }
@@ -176,14 +206,21 @@ function statRow(label: string, value?: number): string {
/** /**
* Compact hover tooltip: the sub-region's name, its **current owner** * Compact hover tooltip: the sub-region's name, its **current owner**
* (color-chipped), and 1–2 key stats. When the region's country has no owning * (color-chipped), and 1–2 key stats. When the region's country has no owning
* nation, a minimal "No owner" card is shown instead. The static * nation, a minimal card is shown instead; its sub-line says "No man's land"
* parent-country code (`properties.parent`) is deliberately NOT printed here — * for a region released mid-game (v0.22, #16 P3) and "No owner" for a region
* it never updates when ownership is transferred, so only the live owner chip * no preset ever assigned. The static parent-country code
* (resolved from the RegionMap) is shown. * (`properties.parent`) is deliberately NOT printed here — it never updates
* when ownership is transferred, so only the live owner chip (resolved from
* the RegionMap) is shown.
*/ */
function hoverHtml(subRegionName: string, region?: RegionOwner, nation?: Nation): string { function hoverHtml(
subRegionName: string,
region?: RegionOwner,
nation?: Nation,
noMansLand = false,
): string {
if (!region || !nation) { if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`; return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`;
} }
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join(''); const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
return `<div class="hm-popup"> return `<div class="hm-popup">
@@ -202,38 +239,52 @@ interface Props {
presetId: string; presetId: string;
className?: string; className?: string;
/** /**
* Called with a region's owning-nation id when a sub-region is clicked, so the * (v0.22, #16 P3) Region keys currently in no man's land (released
* dossier switches to that nation. For a sub-region, the owner is the parent * mid-game — `GameState.unowned`). Such regions render the distinct visible
* country's owning nation. The optional `info` carries the clicked sub-region's * grey (vs the faint preset-unassigned look of every other ownerless
* own id/name and its parent country's ISO_A3, for a small "which region" label * region) and their hover tooltip says "No man's land" instead of "No
* in the dossier. Not called for unowned regions (the dossier keeps its * owner".
* current target). See the component doc for the full behavior.
*/ */
onFocusNation?: (id: string, info?: { parent?: string; name?: string }) => void; unowned?: string[];
/**
* Called with a region's owning-nation id when a sub-region is clicked, so the
* dossier switches to that nation. The optional `info` carries the clicked
* sub-region's name, for a small "which region" label in the dossier. Not
* called for unowned regions (the dossier keeps its current target). See the
* component doc for the full behavior.
*/
onFocusNation?: (id: string, info?: { name?: string }) => void;
} }
/** /**
* World basemap (MapLibre GL) + a **sub-national** choropleth. The map renders * World basemap (MapLibre GL) + a **sub-national** choropleth. The map renders
* the finer `regions.geo.json` dataset: each country is subdivided into * the finer `regions.geo.json` dataset: each country is subdivided into
* ~100–200 km sub-regions, drawn as a finer choropleth with thin internal border * ~100–200 km sub-regions, drawn as a finer choropleth with thin internal border
* lines. Ownership and the LLM stay at **country** granularity (#16, PR 2): a * lines. Ownership is at **region-key** granularity (v0.19, #16 P1): each
* nation owns whole countries, so all of a country's sub-regions share that * sub-region has its own region key (from `public/region-keys.json`, looked up
* country's owning-nation color. Rendered as a fixed, full-viewport background * by the feature's stable id) and the RegionMap is keyed by that key, so a
* layer (z-0) behind the floating HUD windows: a dark-navy basemap with subtle * single sub-region can change owner independently of its neighbours. Rendered
* terrain, per-nation stable fills (uniform per country, the choropleth is the * as a fixed, full-viewport background layer (z-0) behind the floating HUD
* star), thin sub-region borders, a brighter/thicker amber border for the * windows: a dark-navy basemap with subtle terrain, per-nation stable fills,
* player's countries, a hover tooltip (sub-region name + current owner * thin sub-region borders, a brighter/thicker amber border for the player's
* + key stats), a **click that switches the dossier to the sub-region's parent * regions, a hover tooltip (sub-region name + current owner + key stats), a
* country's owning nation** (no popup — see #7), a transient flash when a * **click that switches the dossier to the sub-region's owning nation** (no
* country's owner changes (lighting up all its sub-regions), and a per-scenario * popup — see #7), a transient flash when a sub-region's owner changes, and a
* initial camera. * per-scenario initial camera.
* *
* Ownership for a hovered/clicked sub-region is resolved from the authoritative * Ownership for a hovered/clicked sub-region is resolved from the authoritative
* RegionMap by its **parent country's** ISO_A3 code (`properties.parent`, via * RegionMap by its stamped **region key** (`properties.regionKey`, via
* `mapFeatureOwner` in @shared/protocol) — never from the feature's top-level * `mapFeatureOwner` in @shared/protocol) — never from the feature's top-level
* `id` (MapLibre repacks it into a numeric index at interaction time, #6) and * `id` (MapLibre repacks it into a numeric index at interaction time, #6) and
* never from the sub-region id (not a RegionMap key). Unowned countries (no * never from the raw sub-region id (not a RegionMap key). Unowned sub-regions
* RegionMap entry for the parent) simply do not change the dossier. * (no RegionMap entry for their key) simply do not change the dossier.
*
* (v0.22, #16 P3) An unowned region renders two distinct ways: a key in the
* `unowned` prop (released to no man's land mid-game — `GameState.unowned`)
* gets the distinct visible grey with a "No man's land" tooltip sub-line; every
* other ownerless region (a preset never assigned it) keeps the faint look and
* a plain "No owner" sub-line. The colors/labels come from the shared
* `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol.
* *
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag) * 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.
@@ -244,21 +295,27 @@ export default function WorldMap({
nations, nations,
presetId, presetId,
className, className,
unowned,
onFocusNation, onFocusNation,
}: 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);
const baseGeoRef = useRef<FeatureCollection | null>(null); const baseGeoRef = useRef<FeatureCollection | null>(null);
// The region-key manifest (feature id -> region key), loaded once; used to
// stamp each feature's region key and to expand the flash to its sub-region.
const idKeyRef = useRef<Record<string, string> | null>(null);
// Latest props, so the mount effect's (re)establish closure always sees them. // Latest props, so the mount effect's (re)establish closure always sees them.
const regionsRef = useRef(regions); const regionsRef = useRef(regions);
const nationsRef = useRef(nations); const nationsRef = useRef(nations);
const playerRef = useRef(playerNationId); const playerRef = useRef(playerNationId);
const presetRef = useRef(presetId); const presetRef = useRef(presetId);
const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
const onFocusNationRef = useRef(onFocusNation); const onFocusNationRef = useRef(onFocusNation);
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 ?? []);
onFocusNationRef.current = onFocusNation; onFocusNationRef.current = onFocusNation;
// Diffing state for the transient territory-change flash (owned by this component // Diffing state for the transient territory-change flash (owned by this component
@@ -304,17 +361,28 @@ export default function WorldMap({
return g; return g;
}); });
// The region-key manifest (feature id -> region key), fetched once and
// cached in a ref so both the paint path and the flash can resolve keys.
const loadIdKey = (): Promise<Record<string, string>> =>
idKeyRef.current
? Promise.resolve(idKeyRef.current)
: idToKey().then((k) => {
idKeyRef.current = k;
return k;
});
const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] }); const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] });
// Transient flash: pulse a bright outline over the changed regions, then fade // Transient flash: pulse a bright outline over the changed regions, then fade
// to zero over a few seconds and self-clean. Idempotent per call. `codes` are // to zero over a few seconds and self-clean. Idempotent per call. `codes` are
// parent-country ISO_A3 codes (a turn changes whole countries); each lights // region keys (a turn can change individual sub-regions, v0.19 #16 P1); each
// up all of that country's sub-regions. // lights up exactly the sub-region that owns that key.
function animateFlash(codes: string[]) { function animateFlash(codes: string[]) {
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined; const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined;
if (!geo || !src || cancelled) return; if (!geo || !idKey || !src || cancelled) return;
src.setData(featuresByParents(geo, codes)); src.setData(featuresByRegionKeys(geo, codes, idKey));
if (!map.getLayer(FLASH_LINE)) { if (!map.getLayer(FLASH_LINE)) {
// Defensive re-add (normally created by ensureLayers). Keep it beneath the // Defensive re-add (normally created by ensureLayers). Keep it beneath the
// hover highlight when that layer exists; otherwise just append. // hover highlight when that layer exists; otherwise just append.
@@ -350,9 +418,9 @@ export default function WorldMap({
// The sub-region a hovered/clicked feature belongs to is identified by its // The sub-region a hovered/clicked feature belongs to is identified by its
// stable sub-region id in `properties.regionId` (stamped by `applyRegions`), // stable sub-region id in `properties.regionId` (stamped by `applyRegions`),
// and its **owner** is resolved from the authoritative RegionMap via the // and its **owner** is resolved from the authoritative RegionMap via the
// feature's `properties.parent` (the parent country's ISO_A3) through // feature's stamped `properties.regionKey` through
// `mapFeatureOwner` — never from the repacked top-level `id` (a numeric // `mapFeatureOwner` — never from the repacked top-level `id` (a numeric
// index, #6) and never from the sub-region id (not a RegionMap key). // index, #6) and never from the raw sub-region id (not a RegionMap key).
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;
@@ -371,9 +439,14 @@ export default function WorldMap({
} }
const region = mapFeatureOwner(regionsRef.current, f); const region = mapFeatureOwner(regionsRef.current, f);
const nation = region ? nationsRef.current[region.ownerId] : undefined; const nation = region ? nationsRef.current[region.ownerId] : undefined;
// (v0.22, #16 P3) whether this region is no man's land (released
// mid-game), so the ownerless tooltip can say so.
const pKey = f.properties?.regionKey;
const noMansLand =
!region && typeof pKey === 'string' && pKey !== '' && unownedRef.current.has(pKey);
hoverPopup hoverPopup
.setLngLat(e.lngLat) .setLngLat(e.lngLat)
.setHTML(hoverHtml(p?.name ?? subId, region, nation)) .setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand))
.addTo(map); .addTo(map);
map.getCanvas().style.cursor = 'pointer'; map.getCanvas().style.cursor = 'pointer';
}; };
@@ -386,23 +459,19 @@ export default function WorldMap({
}; };
// #7: a click does NOT open a popup — it switches the dossier to the region's // #7: a click does NOT open a popup — it switches the dossier to the region's
// owning nation. For a sub-region, the owner is the **parent country's** // owning nation, resolved from the feature's stamped `properties.regionKey`
// owning nation, resolved from `properties.parent` (the ISO_A3) via the // via the RegionMap (never the repacked top-level `f.id`, #6, and never the
// RegionMap (never the repacked top-level `f.id`, #6, and never the // raw sub-region id). A sub-region whose key has no owner leaves the current
// sub-region id). A sub-region whose parent country has no owner leaves the // dossier target unchanged — never a broken dossier.
// current dossier target unchanged — never a broken dossier.
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;
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 identity (own id/name + parent ISO_A3) so // Carry the clicked sub-region's name so the dossier can show which region
// the dossier can show which region was selected. // was selected.
const p = f.properties as { regionId?: string; parent?: string; name?: string }; const p = f.properties as { name?: string };
const info = { const info = { name: typeof p?.name === 'string' ? p.name : undefined };
parent: typeof p?.parent === 'string' ? p.parent : undefined,
name: typeof p?.name === 'string' ? p.name : undefined,
};
onFocusNationRef.current?.(region.ownerId, info); onFocusNationRef.current?.(region.ownerId, info);
}; };
@@ -430,34 +499,40 @@ export default function WorldMap({
} }
}; };
// Stamp ownership + colors onto the regions source (no-op until geo loads). // Stamp ownership + colors onto the regions source (no-op until both the
// base geo and the region-key manifest are loaded).
const paintRegions = () => { const paintRegions = () => {
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined; const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (!geo || !src) return; if (!geo || !idKey || !src) return;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current)); src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current));
}; };
const ensureLayers = async () => { const ensureLayers = async () => {
if (cancelled) return; if (cancelled) return;
ensureSources(); ensureSources();
if (baseGeoRef.current) { if (!baseGeoRef.current) {
paintRegions();
} else {
try { try {
await loadGeo(); await loadGeo();
} catch (err) { } catch (err) {
console.error('failed to load regions geojson', err); console.error('failed to load regions geojson', err);
} }
}
if (!idKeyRef.current) {
try {
await loadIdKey();
} catch (err) {
console.error('failed to load region keys', err);
}
}
if (cancelled) return; if (cancelled) return;
paintRegions(); paintRegions();
}
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.
// Every sub-region carries its parent country's owner color, so a whole // Each sub-region carries its own owning nation's color (v0.19 #16 P1),
// country reads as one uniform fill — same as the old country map, but // so the fill traces region-key ownership, not country borders.
// subdivided.
map.addLayer({ map.addLayer({
id: FILL_LAYER, id: FILL_LAYER,
type: 'fill', type: 'fill',
@@ -537,32 +612,39 @@ export default function WorldMap({
}; };
}, []); }, []);
// Re-color the choropleth whenever ownership changes, and flash any country // Re-color the choropleth whenever ownership changes, and flash each
// (all of its sub-regions) whose owner changed since the last update (a // sub-region whose owner changed since the last update (a transient,
// transient, self-cleaning pulse). The diff is over the ISO_A3-keyed RegionMap; // self-cleaning pulse). The diff is over the region-keyed RegionMap (v0.19
// `animateFlash` expands each changed country to every one of its sub-regions. // #16 P1); `animateFlash` lights up exactly the sub-region for each changed
// key. Re-runs when the no-man's-land set changes too (v0.22 #16 P3) so a
// release/re-claim repaints the grey even if the RegionMap diff alone
// wouldn't catch it.
useEffect(() => { useEffect(() => {
const map = mapRef.current; const map = mapRef.current;
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const cur = regions; const cur = regions;
const prev = prevRegionsRef.current; const prev = prevRegionsRef.current;
prevRegionsRef.current = cur; prevRegionsRef.current = cur;
const wasPrimed = primedRef.current; const wasPrimed = primedRef.current;
if (Object.keys(cur).length > 0) primedRef.current = true; if (Object.keys(cur).length > 0) primedRef.current = true;
const unownedSet = new Set(unowned ?? []);
if (map && geo) { if (map && geo && idKey) {
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined; const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (src) void src.setData(applyRegions(geo, cur, playerNationId)); if (src) void src.setData(applyRegions(geo, cur, playerNationId, idKey, unownedSet));
} }
if (wasPrimed && prev) { if (wasPrimed && prev && idKey) {
const changed = new Set<string>(); const changed = new Set<string>();
for (const code of new Set([...Object.keys(prev), ...Object.keys(cur)])) { for (const key of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
if ((prev[code]?.ownerId ?? '') !== (cur[code]?.ownerId ?? '')) changed.add(code); if ((prev[key]?.ownerId ?? '') !== (cur[key]?.ownerId ?? '')) changed.add(key);
} }
// A release (owned → unowned) and a re-claim (unowned → owned) both show
// up as ownerId changes above, so they flash like any other transfer.
if (changed.size > 0) flashApiRef.current?.([...changed]); if (changed.size > 0) flashApiRef.current?.([...changed]);
} }
}, [regions, playerNationId]); }, [regions, playerNationId, unowned]);
// 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
+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`, {
+46
View File
@@ -0,0 +1,46 @@
// Client-side region-key data access. Fetches the two static JSON files served
// from public/ and builds the lookups the region-level UI needs:
// - idToKey(): feature id -> region key (to stamp each map feature + resolve owner)
// - keyToName(): region key -> human name (to show region names in the dossier)
// Each is fetched once and cached (Promise singleton) so WorldMap and NationPanel
// share a single fetch. Same-origin relative URLs (proxy/Traefik safe) — never a
// hardcoded origin.
type GeoLike = {
features?: Array<{ id?: string | number; properties?: { name?: string } }>;
};
let idKeyPromise: Promise<Record<string, string>> | null = null;
let keyNamePromise: Promise<Record<string, string>> | null = null;
async function fetchJson<T>(url: string): Promise<T> {
const r = await fetch(url);
if (!r.ok) throw new Error(`${url} → HTTP ${r.status}`);
return (await r.json()) as T;
}
/** feature id (from regions.geo.json) -> region key (from region-keys.json). */
export function idToKey(): Promise<Record<string, string>> {
idKeyPromise ??= fetchJson<Record<string, string>>('/region-keys.json');
return idKeyPromise;
}
/**
* region key -> human region name. Built by joining region-keys.json (id -> key)
* with regions.geo.json (id -> properties.name). A key with no known name is
* simply absent (callers fall back to the raw key).
*/
export function keyToName(): Promise<Record<string, string>> {
keyNamePromise ??= Promise.all([idToKey(), fetchJson<GeoLike>('/regions.geo.json')]).then(
([keys, geo]) => {
const out: Record<string, string> = {};
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = keys[id];
const name = f.properties?.name;
if (key && typeof name === 'string') out[key] = name;
}
return out;
},
);
return keyNamePromise;
}