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Author SHA1 Message Date
kamilkrzywda 58c56024bc chore(#54): v0.32.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 2m40s
2026-10-15 10:58:23 +00:00
kamilkrzywda 3c187c6901 feat(#54): non-military takeovers — automatic regime rename (TurnResult.takeovers) 2026-10-15 10:58:23 +00:00
kamilkrzywda 8eea17148b Merge pull request 'feat(#52): dynamic scenario generation (v0.31.0)' (#53) from feat/52-dynamic-scenarios into master
CI / build + unit + e2e (push) Successful in 2m4s
2026-10-15 12:29:48 +02:00
kamilkrzywda 073e916767 chore(#52): v0.31.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 1m52s
2026-10-15 10:27:41 +00:00
kamilkrzywda 396702b9da feat(#52): dynamic scenario client (form → review → finalize) + e2e
Additive 'Create scenario' path (v0.31): the home screen's create-scenario
card opens a ScenarioForm (pick one of 3 light era templates + a free-text
description + an editable, era-prefilled start year) whose 'Generate world'
posts the draft request; the CheckpointReview screen shows the generated
world (per-nation stats/territory/relations + backstory) and the advisor's
checkpoint list as an approve/remove checklist, then the player picks a
nation to lead and finalizes into a saved, playable game. Both LLM steps ride
the scenario client (deterministic stub under LLM_STUB=1); a failure toasts
and stays on the current screen. The turn stub and static presets are
untouched. New e2e covers the full deterministic flow (near-future 2035,
remove checkpoint 3, lead Boreas, finalize, one empty jump) and the 3-template
manifest.
2026-10-15 10:21:53 +00:00
kamilkrzywda 832957c635 feat(#52): wire /api/scenarios routes + dynamic-game jump preset
- GET /api/scenarios/templates: the 3 era templates (templateStore from
  presets/templates/).
- POST /api/scenarios/draft: generateDraft (template + description + year) ->
  { world, checkpoints } (502 on transport failure / unusable world).
- POST /api/scenarios/commit: finalizeWorld (constrained to approved
  checkpoints, optionally based on the re-sent draft) -> saved GameState,
  returns { id } (a normal game at #/game/<id>).
- scenarioLlm: the deterministic scenario stub under LLM_STUB=1 (distinct
  from the untouched turn stub), the live client otherwise.
- jump route: synthesize a minimal Preset for dynamic games (presetId
  'dynamic', no static file) so their turns run; genuinely-missing static
  presets still 404.

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

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

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

Fixes #50
2026-10-15 08:24:03 +00:00
kamilkrzywda 44e54470e2 Merge pull request 'v0.29.0: Per-region stat lever (regionChanges) + region-stat hover' (#49) from feat/46-region-stats into master
CI / build + unit + e2e (push) Successful in 2m5s
2026-10-15 03:10:07 +02:00
kamilkrzywda cdabf16052 feat(#46 PR 2): per-region stat lever (regionChanges) + region-stat hover
CI / build + unit + e2e (pull_request) Successful in 2m31s
v0.29.0 — the LLM can now target individual regions' stats via
TurnResult.regionChanges (set/add per stat, clamped 0-100), applied
after nation-wide stateChanges and before the weighted-median
recompute. The map hover tooltip shows each region's own four stats.
The stub stays deterministic (regionChanges: []).

Fixes #46 (PR 2 of 2)
2026-10-15 01:06:53 +00:00
kamilkrzywda 7fbc00ebbe Merge pull request 'v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)' (#47) from feat/46-region-stats into master
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2026-10-15 02:20:55 +02:00
kamilkrzywda 22805a3be6 v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-15 00:17:19 +00:00
kamilkrzywda 327fffb789 Merge pull request 'v0.27.0 (#44): LLM-placed named map point markers' (#45) from feat/44-llm-map-pointers into master
CI / build + unit + e2e (push) Successful in 2m41s
2026-10-15 00:40:52 +02:00
kamilkrzywda a129c2ab81 v0.27.0 (#44): LLM-placed named map point markers
CI / build + unit + e2e (pull_request) Successful in 2m36s
- shared: 8 MarkerTypes + MARKER_TYPE_INFO (label/color/glyph); MapMarker;
  GameState.markers (required, [] at init); TurnResult.markers {add,remove};
  MarkerSpec/MarkerInfo; FNV-1a 4-char markerId; MAX_MARKERS=400.
- data: new public/region-centroids.json (1,800 anchors = largest-part centroid
  + spread ~0.1x min-bbox) built by new idempotent scripts/build-region-centroids.mjs.
- server: regions.ts centroid loader (public/ then dist/); engine applyTurnResult
  marker ops (remove -> owner-recompute -> add, jitter, cap, never throws);
  prompt documents the contract; buildUserPrompt carries markers; stub marker-free.
- client: WorldMap symbol layer rendered as canvas per-type icons (glyph CDN dead);
  hover tooltip shows name; click focuses owning nation.
- tests: 168 -> 189 (centroids script, regions centroids, db legacy, engine markers).
2026-10-14 22:37:29 +00:00
kamilkrzywda aa1bd3c5aa Merge pull request 'Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)' (#42) from feat/41-split-arkhangel-band into master
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
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2026-10-14 12:51:30 +02:00
kamilkrzywda 0b999f1448 Bump to v0.21.0 (region transfers + getNeighbours tool, #16 P2)
CI / build + unit + e2e (pull_request) Successful in 1m34s
2026-10-14 10:48:28 +00:00
kamilkrzywda 5abbebc58f LLM getNeighbours tool + contiguous region transfers (Stage 2 of #16 P2)
- llm.ts: LlmClient.chatWithTools — bounded OpenAI function-calling loop
  (default 6 tool rounds, then one forced no-tools request); shares the
  retry/backoff/reasoning-effort machinery with chat(); tools are only
  added to the request body when non-empty, so plain chat() bodies and
  their tests are unchanged; a tool-call response is a success (never a
  truncation); malformed tool arguments become an error tool-message.
- engine.ts: GET_NEIGHBOURS_TOOL + makeNeighboursExecutor (degrades
  unknown tools/args/keys without throwing); playerFrontier (sorted,
  deduped, other-nation-owned only); buildSystemPrompt gains a tool
  variant (contiguity rules, frontier hint) used only when the tool is
  actually sent; buildUserPrompt emits a frontier field whenever a
  resolver is given; runTurn takes getNeighbours and uses
  chatWithTools when both the resolver and the client's capability are
  present, falling back to plain chat() otherwise.
- applyTurnResult: snapshot-first sole-ownership algorithm — a region
  key transfers only with exactly one claimant and exactly one previous
  owner (different from the gainer); double claims and pre-existing
  double ownership are left untouched; lone losses are no-ops; every
  key has 0 or 2+ -> 1 owner post-turn, never orphaned or duplicated.
- stub.ts: deterministic one-region contiguous conquest per turn from
  the prompt's frontier field (bypasses the tool loop; empty frontier
  -> no transfer, all existing assertions stay stable).
- regions.ts: optional region-adjacency.json load; hasAdjacency() and
  neighboursOf(keys) (union, deduped, queried excluded, sorted).
- index.ts: jump route passes the adjacency resolver when loaded.
- tests: chatWithTools protocol (echo, executor args, bounded rounds,
  malformed args, retry), tool-path runTurn wiring + fallback,
  playerFrontier, executor, applyTurnResult invariants, neighboursOf/
  hasAdjacency (105 unit tests, 14 e2e — all green).
2026-10-14 10:37:25 +00:00
kamilkrzywda f53f9072f4 Build region-adjacency manifest (Stage 1 of #16 P2)
Generate public/region-adjacency.json: regionKey -> neighbourKeys, built
from regions.geo.json (bbox proximity reject + @turf/boolean-intersects
arbitration; symmetric, deduped, no self-refs). Deterministic + idempotent.

This is the data backing the LLM's getNeighbours tool (Stage 2) which lets
it move contiguous frontier regions instead of whole countries.
2026-10-14 10:05:06 +00:00
kamilkrzywda 6f14a4e4c0 Merge pull request 'Fix: region loader finds the manifest in prod (dist/) — completes P1 region ownership (v0.20.0)' (#35) from fix/16-p1-region-keys-prod into master
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Merge v0.20.0: region loader prod-path fix (completes #16 P1)
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
kamilkrzywda 9c29779572 Merge pull request 'Region hover/selected shows current owner, not stale parent-country code (v0.18.0)' (#33) from fix/region-display-owner into master
CI / build + unit + e2e (push) Successful in 2m32s
2026-10-13 21:15:45 +02:00
kamilkrzywda 3cd8dcecfa Stop printing the static parent-country code in the region hover tooltip and dossier label (v0.18.0)
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-13 18:58:43 +00:00
kamilkrzywda acb4f0800f Merge pull request 'Fill no-one's-land gaps between merged sub-regions (v0.17.0)' (#32) from feat/fill-gaps into master
CI / build + unit + e2e (push) Successful in 1m39s
2026-10-13 17:48:17 +02:00
kamilkrzywda b1081eefde Fill no-one's-land gaps between merged sub-regions (v0.17.0)
CI / build + unit + e2e (pull_request) Successful in 2m19s
Part of #16
2026-10-13 15:18:31 +00:00
kamilkrzywda e92bf47d7d Merge pull request 'Smooth jagged sub-national region boundaries (v0.16.0)' (#30) from feat/smooth-regions into master
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2026-10-13 11:53:58 +02:00
kamilkrzywda f1cc4fbc10 Smooth jagged sub-national region boundaries (v0.16.0)
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Part of #16
2026-10-13 09:42:44 +00:00
kamilkrzywda 97702940cd Merge pull request 'Clean up holes/gaps in sub-national regions (v0.15.0)' (#29) from feat/cleanup-regions into master
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2026-10-12 16:00:44 +02:00
kamilkrzywda 8eedc37e05 Clean up holes/gaps in sub-national regions (v0.15.0)
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Part of #16
2026-10-12 13:51:47 +00:00
kamilkrzywda 69782aad69 Merge pull request 'Coarsen sub-national regions to a ~100km floor (v0.14.0)' (#28) from feat/coarsen-regions into master
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2026-10-12 11:59:39 +02:00
kamilkrzywda 7bf11fa5b9 Coarsen sub-national regions to ~100km floor (v0.14.0)
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Part of #16
2026-10-12 09:52:52 +00:00
kamilkrzywda db46e1a5ec Merge pull request 'Use real historical sub-national regions instead of the geometric grid (v0.13.0)' (#27) from feat/historical-regions into master
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2026-10-12 10:43:09 +02:00
kamilkrzywda 99188b5b15 Replace geometric sub-regions with real historical regions (v0.13.0)
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Part of #16
2026-10-12 08:33:07 +00:00
kamilkrzywda 0ebdb36daa Merge pull request 'Switch map to sub-national regions (v0.12.0)' (#26) from feat/sub-national-map into master
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2026-10-12 03:13:22 +02:00
kamilkrzywda 06cdbf3d81 Switch map to sub-national regions (v0.12.0)
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Part of #16
2026-10-12 01:07:33 +00:00
kamilkrzywda 344b5b4a5e Merge pull request 'Add sub-national regional dataset + generator (v0.11.0)' (#25) from feat/sub-national-regions into master
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2026-10-12 02:47:21 +02:00
kamilkrzywda d5285ce28d Add sub-national regional dataset + generator (v0.11.0)
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Fixes #16
2026-10-12 00:33:11 +00:00
68 changed files with 47604 additions and 307 deletions
+242 -30
View File
@@ -27,11 +27,24 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
- Frontend: React 19 + Vite 6 + Tailwind CSS v4 (`@tailwindcss/vite`, no config file) + shadcn/ui
- 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)
- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a country choropleth
from `public/countries.geo.json` (`id` = ISO_A3)
- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a **sub-national**
choropleth from `public/regions.geo.json` (1,800 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
`properties.parent` = the country's ISO_A3). Ownership is at **region-key** granularity
(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
**injectable transport** (mirrors `mesh-bot/src/llm`). A deterministic **stub** transport
(`LLM_STUB=1`) is used by all tests/e2e.
**injectable transport** (mirrors `mesh-bot/src/llm`), with two entry points: plain
`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
@@ -43,23 +56,44 @@ history/
├── eslint.config.js # flat config (ESLint 9)
├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
├── vitest.config.ts # unit tests (server/**/*.test.ts)
├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 225 tests)
├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest)
├── public/
│ └── countries.geo.json # 177 features, id=ISO_A3 (committed; Vite copies to dist/)
│ ├── countries.geo.json # 177 countries, id=ISO_A3 (input to the region generator)
│ ├── 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)
│ ├── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44)
│ ├── region-geo.json # region key -> {area (km²), population}, 1,800 entries (the area×population weighting for per-region stats, #46)
│ └── ne-admin0-pop.json # ISO_A3 -> admin-0 POP_EST, 249 codes (the committed population SOURCE for region-geo.json — a small derived table, the 13 MB Natural Earth source is NOT committed, #46)
├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
│ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
│ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
│ │ # → build-region-adjacency → build-region-centroids → build-region-geo
│ │ # (build-region-geo reads the COMMITTED ne-admin0-pop.json; that small
│ │ # table is distilled once from the 13 MB Natural Earth admin-0 source by
│ │ # extract-admin0-pop.mjs — the raw source is never committed, #46)
│ └── *.test.ts # turf-free vitest tests pinning the dataset + the manifests
├── shared/ # NO runtime deps — the single source of truth
│ ├── 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
│ # (incl. per-region stats, v0.28 #46: weightedMedian / deriveNationStats /
│ # seedRegionStats / migrateRegionStats)
├── server/
│ ├── index.ts # Express: /api/* (action|diplomacy|queue/remove|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor
│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config
│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER
│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color)
│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
│ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
│ │ # PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3; per-region stats maintenance + derived recompute, v0.28 #46) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / freshNationId / NEW_NATION_STATS / applyNationOp rename+split+merge / confirmNationOp / rejectNationOp, v0.23 #16 P4a; v0.24 #16 P4b)
│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency/centroids/geo-manifest (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency, centroidOf/hasCentroids, geoOf/hasGeo (#46)
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
│ ├── map.ts # GameState → RegionMap (region key → owner + stable color)
│ ├── presets.ts # load preset JSON files from disk
│ ├── db.ts # SQLite open/save/load
│ ├── db.ts # SQLite open/save/load (+ legacy regionStats migration on load, v0.28 #46)
│ └── *.test.ts # unit tests (vitest)
└── src/
├── App.tsx # screen router (home → pick → game) + manual hash router (#/game/<id>); owns game/regions/advisors/busy
@@ -74,7 +108,8 @@ history/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename/merge name, split successor radio) or reject (v0.24 #16 P4b)
├── EventFeed.tsx # scrolling event log (newest first)
├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
├── StatBar.tsx
@@ -88,10 +123,15 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests in `server/` (39 tests) |
| `npm test` | vitest unit tests (`server/` + `scripts/`; 225 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
| `npm run split:regions` | (re)apply the #31 Arkhangel'sk split (`RU-ARK` → mainland + `RU-ARK-NE` + `RU-ARK-SZ`) — idempotent no-op once applied |
| `npm run split:regions:band` | (re)apply the #41 Arctic-coast-band split (`RU-ARK` mainland's 28-part lat ≥ 68 band → `RU-PEO` + `RU-YAM`) — idempotent no-op once applied |
| `npm run build:region-keys` / `build:region-adjacency` / `build:region-centroids` | (re)generate the `public/region-keys.json` / `region-adjacency.json` / `region-centroids.json` manifests — deterministic + idempotent (byte-identical re-run) |
| `npm run build:region-geo` | (re)generate `public/region-geo.json` (region key → area km² + population) from `regions.geo.json` + `region-keys.json` + the committed `ne-admin0-pop.json` — deterministic + idempotent (byte-identical re-run; #46) |
| `npm run extract:admin0-pop` | one-time distillation of the 13 MB Natural Earth admin-0 source → the committed `public/ne-admin0-pop.json` (ISO_A3 → `POP_EST`, 249 codes); the raw source is never committed (#46) |
| `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` |
**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.
@@ -140,24 +180,184 @@ history/
(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
server's `RegionMap` and any client coloring so the choropleth always agrees.
- **Map click → dossier target (owner resolved from the RegionMap).** Clicking a map region does
NOT open a popup — it switches the dossier to that region's owning nation
(`setViewingId(ownerId)` in `GameScreen`); the manual "Inspect" selector and a map click both set
the same target and stay in sync. The owning nation is resolved from the authoritative `RegionMap`
by the feature's stable ISO_A3 code, which `applyRegions` stamps into `properties.regionId`
(properties survive into the rendered features) and the shared `regionOwner()` helper looks up.
It must **never** be read from the feature's top-level `id`: MapLibre repacks a GeoJSON source's
`id` into a numeric index when it stores the source, so at click/hover time `feature.id` is a
number, never the ISO_A3 (that repacking was the "no owner" bug, #6). Unowned regions (no
`RegionMap` entry) leave the current dossier target unchanged — never a broken dossier. The
hover path (a non-closeable tooltip with owner + key stats) uses the same resolution.
- **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 markers (v0.27, #44) — LLM-placed named points, region-anchored, canvas-icon rendered.**
The LLM can place named **point markers** on the map each turn: eight `MarkerType`s
(`city, factory, army, port, capital, fleet, rocket, gathering`; a **capital** is at most one
per nation, a **gathering** a political/social mass event that can enable a non-military
takeover). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required,
default `[]`; `MarkerSpec = { type, name, regionKey }`). A marker's stable `id` is the FNV-1a
32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase
base-26 characters (mirroring the region-key scheme) — so a **re-add is idempotent** and a
**remove is unambiguous** (by id). `GameState.markers: MapMarker[]` is required (`[]` at game
creation; a legacy SQLite row without the field loads as `[]` — additive, never wipes).
`applyTurnResult` handles markers **after** territory claims: (1) remove by id (absent id →
no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim
ownership** — a marker always follows its region (a captured region follows its new owner; a
region released to no man's land, or a key with 0 or 2+ owners, becomes `null`); (3) add — each
new spec is placed at its region's centroid (from `public/region-centroids.json`, injected via
the optional `centroidOf` param on `applyTurnResult`) plus a deterministic per-axis jitter
(`spread ≈ 0.1 × the largest part's smallest bbox dimension`, so multiple markers of one region
scatter instead of stacking), owned by the region's post-turn owner, stamped with the acting
turn. Adds are **dropped, never thrown**, when the region key is unknown or has no centroid,
when the id already exists, or beyond the hard cap `MAX_MARKERS = 400`. The system prompt
documents the field + types + placement rules; `buildUserPrompt` carries the current markers
(as `MarkerInfo[]`) so the model can reference their ids in `remove`; a marker add/remove makes
a turn "meaningful". **Rendering is canvas-generated per-type ICON images, NOT text labels**
(`src/components/WorldMap.tsx`): every external glyph/font endpoint is a dead 404 (OpenFreeMap's
`fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`) and the OFM dark basemap only
renders because it is **raster** (labels baked into the tiles) — there is no working vector
font, so markers are drawn as self-contained, offline, deterministic per-type icons
(`drawMarkerIcon`: distinct shape per type, filled with the type color, outlined for legibility),
registered as named `ImageData` images that survive `styledata`. The marker **name shows in the
hover tooltip** (not a persistent on-map label), and **clicking a marker focuses its owning
nation's dossier**. There are **no separate marker event handlers** — MapLibre's per-layer event
delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead
`queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
The **stub is marker-free** (`markers: { add: [], remove: [] }`) — e2e (CI, `LLM_STUB=1`) is
unaffected and the marker path is unit-tested only (`server/engine.test.ts`,
`scripts/region-centroids.test.ts`, `server/regions.test.ts`, `server/db.test.ts`).
- **Per-region stats — `GameState.regionStats`, derived `Nation.stats` (v0.28, #46; PR 1 of 2 — the LLM lever is PR 2).**
Since v0.28 the four 0–100 stats live at **region-key** granularity: `GameState.regionStats`
(required; `{}` at game creation) maps each owned region key to its own `RegionStats`, and
`Nation.stats` is **derived** — the **area×population-weighted median** of the stats of the
regions the nation owns (`deriveNationStats`, pure in `shared/protocol.ts`). A region's weight
is `(area>0?area:1)×(population>0?population:1)` from the committed `public/region-geo.json`
manifest (1,800 entries; area in km² at 2dp, integer population) — which is built by
`scripts/build-region-geo.mjs` from `regions.geo.json` + `region-keys.json` + the committed
`public/ne-admin0-pop.json` (Natural Earth admin-0 `POP_EST`, 249 codes, one-time distilled by
`scripts/extract-admin0-pop.mjs`; each country's `POP_EST` is spread over its sub-regions
proportional to area by largest-remainder, so per-country totals are preserved exactly). A
released / 0-owner / 2+-owner key has **no** entry. A fresh game is seeded by
`seedRegionStats` (every owned region gets a **copy** of its owner's stats — identical values,
so the derived median equals the original and fresh-game numbers are unchanged). Legacy SQLite
rows are migrated once on load by `migrateRegionStats` (`db.load`, called without `geoOf` —
weight-invariant for the identical-value seed): a row that already has `regionStats` (v0.28+)
is returned **unchanged** (never recomputed on load → no drift), a legacy row is seeded +
recomputed (0-region guard keeps its stats). `applyTurnResult` takes an optional `geoOf`
(passed through `runTurn`; the jump route wires it via `hasGeo() ? (key) => geoOf(key) :
undefined`) and maintains the table inside the **load-bearing order events → relations →
territory → stateChanges → recompute → markers → nationOps**: a release deletes the key's
entry; a (re-)claim re-inits an absent entry as a copy of the gainer's current `stats`;
nation-level `stateChanges` (the only LLM lever for now — the prompt is **unchanged** in this
PR) write to `n.stats` **and** to every region the nation owns; then every nation with ≥1
entered region gets `stats` recomputed as its regions' weighted median (a 0-region — or no-
entered-region — nation keeps its directly-maintained `stats`, which is why the existing unit
and e2e assertions pass unchanged; without the geo manifest the recompute degrades to an
unweighted median, never throwing). The stub never touches per-region stats (`LLM_STUB=1`
e2e unaffected), and the path is unit-tested (`server/engine.test.ts`,
`server/protocol.test.ts`, `server/db.test.ts`, `server/regions.test.ts`,
`scripts/region-geo.test.ts`). **PR 1 of 2 — deliberately NOT deployed** (the user deploys
when PR 2, the per-region LLM lever, ships).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
clicked for a small dossier label); the manual "Inspect" selector and a map click both set the
same target and stay in sync (a manual pick clears the label). Ownership is resolved from the
authoritative `RegionMap` (keyed by **region key**) via the feature's stamped
`properties.regionKey`, using the shared `mapFeatureOwner()` helper (`shared/protocol.ts`) —
`WorldMap` stamps each rendered feature with its key from `region-keys.json` when it builds the
choropleth source. It must **never** be resolved from the feature's top-level `id` (MapLibre
repacks it into a numeric index — the "no owner" bug, #6) nor from the raw sub-region `id` (not a
`RegionMap` key). A sub-region whose key has no owner leaves the current dossier target
unchanged — never a broken dossier. The hover path (a non-closeable tooltip showing the region
name + owner chip + key stats) uses the same resolution. `properties.parent` is static
geographic-origin data — never use it for ownership or display.
- **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
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),
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
deterministic.
date advances 2 days. Since v0.21 the stub also makes **one contiguous conquest per turn**: the
player gains `frontier[0]` (the first of the sorted `frontier` list from the prompt payload —
stable) and that region's owner loses it; an empty frontier (no controllable border, e.g. the UK
in `wwii-1939`) transfers nothing. 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
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**
@@ -200,6 +400,12 @@ history/
> 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
> (`[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 |
| `DATA_DIR` | `./data` | where `history.db` lives |
| `CLIENT_DIST` | `./dist` | built client to serve (auto-found) |
@@ -239,5 +445,11 @@ history/
caught.
- **`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.
- The `dist/` client is committed to the build output only; `public/countries.geo.json` is copied
into `dist/` by Vite at build time, so the prod image serves it from `dist/` (no separate copy).
- The `dist/` client is committed to the build output only; the `public/` data files
(`regions.geo.json` — the choropleth — `region-keys.json` + `region-adjacency.json` — the
ownership/adjacency manifests — `region-centroids.json` — the marker anchors (#44) — and
`countries.geo.json`) are copied into `dist/` by Vite at
build time, so the prod image serves them from `dist/` (no separate copy). The server's region
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).
+229
View File
@@ -2,6 +2,235 @@
All notable changes to **History** are listed here, newest first.
## v0.32.0 — 2026-10-15 10:56
- **#54: non-military takeovers become a visible regime change — a `Takeover` in the turn renames the nation.** The v0.30.0 stats work made stability a *soft* lever: the system prompt told the model that a low-stability nation (`stability < 30`) hosting a `gathering` marker "can suffer a non-military takeover — a coup, revolution or faction seizure of power", narrated with an event and a stat shock — but the model had no actual *field* to express the regime change itself, so the nation's name never changed and the takeover was invisible in the world. This version closes that gap with a new `TurnResult.takeovers` field: `Takeover = { nationRef, newRegimeName }`. Each entry is an **automatic, in-world** regime change applied directly by `applyTurnResult` (unlike `nationOps`, which are player-confirmed proposals) — the target nation's display `name` becomes `newRegimeName`, while its stable `id`, territory, relations (keyed by id), stats, and `playerNationId` are all preserved, so a player whose nation is overthrown keeps leading it under the new regime.
- **Protocol (`shared/protocol.ts`).** New `Takeover` interface (`nationRef` + `newRegimeName`, both strings). `TurnResult.takeovers: Takeover[]` is **required** (default `[]`), placed between `nationOps` and `markers`.
- **Engine (`server/engine.ts`).**
- `validateTakeovers(raw)` — new exported, defensive validator (same style as `validateNationOps`, never throws): non-array → `[]`; each entry must be an object with a non-empty (whitespace-trimmed) `nationRef` **and** a non-empty `newRegimeName`, each capped at 200 chars; anything else is dropped. Resolution of `nationRef` (id first, then a case-insensitive unique name) happens at apply time via the existing `resolveNationRef` — an unknown or ambiguous ref is a no-op at apply, never a throw.
- `validateTurnResult` populates `takeovers` from the validated array (and the generic "unclear" fallback in `runTurn` carries `takeovers: []`).
- `applyTurnResult` applies takeovers **after** the per-region stats recompute and **before** the markers block (the rename is order-independent of territory/stats; marker owners are nation **ids**, not names, so the rename never disturbs the owner recompute).
- `isMeaningful` — a turn that only performs a takeover is meaningful (it survives the retry/nudge path).
- `buildSystemPrompt` — the JSON shape gains `"takeovers": [{…}]` and a new HARD CONSTRAINTS bullet documents the field: **automatic, NOT player-confirmed**; fire it when a low-stability nation hosting a `gathering` marker is overthrown (the v0.30 stability/gathering mechanic now has a concrete consequence), narrate it with a political/social success event plus a stability/economy shock, and use `nationOps` rename only for the player-confirmed kind of name change.
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `takeovers: []` (the stub never performs a takeover) — its one-conquest behavior and every e2e assertion are untouched; the regime-rename path is covered by unit tests only.
- **Client.** No change — a takeover is just a nation `name` change, which the existing dossier / event feed / map rendering already show (the nation keeps its stable color, since that is keyed by id).
- **Unit tests (`server/engine.test.ts`).** 15 new tests: the apply suite (a takeover renames the target with id/territory/relations/stats preserved; a takeover of the player's own nation preserves `playerNationId`; unknown ref → no-op; ambiguous ref → no-op; empty/whitespace `newRegimeName` dropped at validation; multiple takeovers in one turn all apply; a takeover turn bumps the version exactly once; case-insensitive name resolution); `isMeaningful` with takeovers; the system-prompt contract (both modes document the field + the automatic/not-player-confirmed rule + the stability/gathering tie-in + the distinction from `nationOps` rename); `validateTakeovers` (valid entries trimmed/capped, invalid dropped, non-array → `[]`, `validateTurnResult` carry-through + default); the stub returns `takeovers: []`. All existing `TurnResult` literals in the suite gained the new required field. Totals: **322 unit tests (14 files)**; typecheck, lint, and build green.
## v0.31.0 — 2026-10-15 10:22
- **#52: dynamic scenario generation — the "Create scenario" path.** An additive second way to start a game alongside the 5 static presets: the user picks one of **3 light era templates** (`ww2` 1939, `present` 2026, `near-future` 2035) and writes a free-text **description** (plus an editable start year), and the LLM **generates** a draft world + an advisor **checkpoint list** (step 1). The player reviews the checkpoints (approve/remove) and picks a nation to lead, and a second LLM call **finalizes** the world — constrained to the *approved* checkpoints — into a saved, playable `GameState` (step 2): a normal game at `#/game/<id>` that plays with the existing turn engine, map, and panels untouched. The 5 static presets and the turn stub (`server/stub.ts`) are 100% unchanged; a new deterministic **scenario stub** (a distinct transport discriminating the two calls by marker) makes the whole path reproducible under `LLM_STUB=1`.
- **Era templates (`presets/templates/`).** Three small JSON seeds + an `index.json` manifest — each `{ id, name, year, eraDescription, suggestedPowers: [{ name, region (ISO_A3), note }], tensions: [] }` (e.g. near-future suggests a North American Union/USA, a Chinese Federation/CHN, a European Confederation/FRA, a Russian Union/RUS, with tensions like "autonomous weapons and the new arms race"). `server/templates.ts` is a tiny store mirroring `createPresetStore` (manifest + per-file load; a missing/broken file degrades to absent).
- **Shared contract (`shared/scenario.ts`, dependency-free).** `EraTemplate` / `TemplateMeta` / `SuggestedPower`; `WorldDraft = { nations: WorldNation[]; events? }` where `WorldNation.territory` holds **ISO_A3 country codes** (not region keys) and `relations` are numeric sentiments (−100..100); `Checkpoint = string`; the four message shapes (`ScenarioDraftRequest/Response`, `ScenarioCommitRequest/Response`). Pure transforms: `validateWorldDraft(raw, { validCountryCodes })` — defensive parse/clamp/normalize that never throws (name-required, id kept-or-slug fallback, duplicate ids suffixed, territory upper-cased/deduped and filtered to known ISO_A3 codes when a valid set is given, relations re-keyed to assigned ids via id or case-insensitive name match with self/unknown refs dropped, optional backstory events kept only when they name a known nation; returns `null` when the result is unusable — no nations, or no valid territory to render); `relationFromScore` (≥60 ally · 0..59 neutral · −40..−1 rival · −80..−41 hostile · ≤−81 war); `worldDraftToGameState(draft, expand, playerNationId, opts)` — expands ISO_A3 territory to region keys via the injected `expand` (`expandCountriesToKeys` in production), seeds `regionStats` (so each owned region starts with its owner's stats and the derived aggregate equals them on turn 1), a clean turn-1 state (`version:1`, `turn:1`, empty `unowned`/`markers`/`pendingNationOps`/`pending`), `presetId: 'dynamic'`, and a guard that re-points a dangling `playerNationId` to the first nation so the game is always playable.
- **Scenario LLM steps (`server/scenario.ts`).** Two plain `chat()` calls (no tools, no separate advisor endpoint — the advisor is embodied in step 1's checkpoint list): `generateDraft({ template, description, year })` → `{ world, checkpoints }` (the prompt carries the era description, suggested powers, tensions, the user's description, the year, and the valid ISO_A3 reference), and `finalizeWorld({ …, approvedCheckpoints, draft, playerNationId })` → final `GameState` (re-asked to produce the final world constrained to the approved checkpoints, based on the step-1 draft the client re-sends so the chosen nation survives; falls back to the draft itself when the model returns nothing usable). Same defensive parsing as the engine (strip fences → first balanced object → `JSON.parse` → `validateWorldDraft`), one nudge-retry when the answer is unusable; a transport failure (model down) throws → HTTP 502, a bad *answer* degrades to the fallback and never crashes.
- **Scenario stub (`server/stubScenario.ts`).** Deterministic transport for the two scenario calls only (discriminated by `SCENARIO_GENERATE_MARKER` / `SCENARIO_REGENERATE_MARKER` in the system message, mirroring how the turn stub keys off `ADVISOR_MARKER`): a fixed 3-nation world (Alba/FRA 70·60·65·55, Boreas/RUS 55·70·50·60, Gamma/ESP 30·45·70·40) + one backstory event ("The new order takes shape") + a fixed 3-checkpoint list; the finalize step refines the world deterministically from the approved checkpoints (each naming a nation by its 4-letter name prefix raises that nation's stability +5, clamped) — so "finalize respects the approved checkpoints" is observable end-to-end. The turn stub stays 100% unchanged.
- **Routes (`server/index.ts`).** `GET /api/scenarios/templates` (the 3 manifest entries), `POST /api/scenarios/draft` (`{ templateId, description, year? }` → `{ world, checkpoints }`), `POST /api/scenarios/commit` (`{ templateId, description, year?, draft?, approvedCheckpoints, playerNationId }` → `{ id }` — the finalized world is saved to SQLite with `startDate = <year>-01-01` and title = the template name). A separate `scenarioLlm` client (the scenario stub under `LLM_STUB=1`, the same live `qwen3.8-27b` client otherwise) — the turn `llm` is untouched. `POST /api/games/:id/jump` synthesizes a minimal `Preset` (`dynamicPresetFromGame`) for a saved dynamic game (`presetId: 'dynamic'` has no static file on disk — `runTurn` only consumes title/startDate/worldBackground/rules) so a created scenario plays with the normal turn engine; a genuinely-missing static preset still 404s.
- **Client.** New `ScenarioForm` (3 template cards, a pre-filled editable year, a description textarea, Generate → `/draft`; a 502 toasts and stays on the form) and `CheckpointReview` (the draft world as nation cards with stats, the checkpoint checklist with per-item approve/remove, a pick-a-nation-to-lead step, Finalize → `/commit` → navigates to `#/game/<id>`; a 502 toasts and stays on review). `PresetPicker` gains a "Create scenario" card, and `App.tsx` wires the `home → form → review → navigate` flow (a distinct `scenarioBusy` flag that never gates "Jump forward" or the turn flow).
- **Tests.** Unit: the template store (manifest + all 3 files' shape); `validateWorldDraft` / `relationFromScore` / `worldDraftToGameState` (valid → clean, stat/score clamping, bad country codes dropped, garbage → null without throwing, id dedup, territory expansion, `regionStats` seeding, player fallback, turn-1 invariants); `generateDraft` / `finalizeWorld` against the scenario stub (deterministic output, finalize respecting the approved checkpoints, a saved playable game). E2E: a new `e2e/scenario.spec.ts` (2 tests — the templates manifest over the API, and the full deterministic flow under `LLM_STUB=1`: near-future (2035) + description → draft → remove one checkpoint → lead Boreas → finalize (checkpoints shift stats) → a playable game at the `#/game/<id>` deep link with turn 1, correct date, dossier stats, map legend, and the backstory event; plus an empty jump proving the dynamic game runs the normal turn loop). The existing `e2e/sim.spec.ts` is unchanged. Totals: **307 unit tests (14 files)**, **16 e2e tests (2 scenario + 14 sim)**; typecheck, lint, and build green.
## v0.30.0 — 2026-10-15 08:22
- **#50: make the four 0–100 stats consequential — a hard military conquest gate, soft stability takeovers, and economy growth/decay.** The four stats now actually drive outcomes instead of being decorative. **Military is a hard gate:** a contested invasion (a region's sole owner changing hands) is repelled whenever the attacker's military is **more than `CONQUEST_MILITARY_MARGIN = 15`** below the defender's — equal or within 15 still wins. The engine enforces this in `applyTurnResult` and emits a new `repelled` event when it fires; **re-claims of unowned (no man's land) regions are not gated** (there is no defender). **Stability is a soft lever:** the system prompt documents that a nation whose stability is below 30 *and* that hosts a `gathering` marker can suffer a **non-military takeover** (coup / revolution / faction seizure) — narrated by the LLM with a political/social success event, a gathering marker, and a downward stability/economy shock. **Economy is a soft lever:** a strong (rising) economy trends the other stats up (growth) and a collapsing economy drags them down (decay), reflected via `stateChanges` / `regionChanges`. A **frontier military-balance hint** and a **takeover-risks** hint are emitted in the user payload (each only when present) so the model — and the player, via the same data — sees the levers before acting. The stub stays 100% deterministic and untouched; e2e is unaffected (the UK/wwii-1939 e2e has an empty frontier, so the gate is vacuous there).
- **Protocol (`shared/protocol.ts`).** New `CONQUEST_MILITARY_MARGIN = 15` and a pure `canConquer(attackerMil, defenderMil, margin = CONQUEST_MILITARY_MARGIN)` — `!(attackerMil < defenderMil - margin)` (proceeds unless the attacker is strictly more than the margin below the defender).
- **Types (`shared/types.ts`).** `EventOutcome` gains `'repelled'` (engine-only; the LLM never produces it).
- **Colors (`src/lib/colors.ts`).** `OUTCOME_COLORS.repelled = '#9f1239'` — a muted rose-800, distinct from `failure` (`#ef4444`) and `neutral` (`#94a3b8`).
- **Engine (`server/engine.ts`).**
- `applyTurnResult` gains an optional `regionNameOf` (5th optional param, after `geoOf`) and the **military hard gate** inside the snapshot-first claims loop: for each contested key (a gainer's `gain` whose current sole owner is a *different* nation), it compares the gainer's start-of-turn military to the owner's via `canConquer`; on a fail it keeps the key with the owner, leaves both nations' military untouched, and pushes one `repelled` military event (`"<Attacker>'s invasion of <region name> was repelled by <Defender>."`, using the region's geo display name when known). Re-claims (`owner === undefined`) bypass the gate.
- `buildSystemPrompt` gains a **"HOW THE FOUR 0–100 STATS DRIVE OUTCOMES"** section: the enforced military gate (incl. the no-man's-land carve-out), the soft stability takeover, and the economy growth/decay lever — present in both tool and plain modes.
- `buildUserPrompt` computes and emits two new, bounded payload fields (each only when non-empty, the rest of the payload untouched): `frontierMilitary` (one line per frontier neighbour: `[Your military: X] vs [Name: Y] — a direct invasion could succeed | would be repelled`, decided by `canConquer`) and `takeoverRisks` (one line per nation with stability < 30 *and* a `gathering` marker: `Name (stability N, a gathering is in progress)`).
- `runTurn` threads `regionNameOf` through to `applyTurnResult`.
- **Server route (`server/index.ts`).** The `/jump` route wires `regionNameOf: (k) => regionName(k)` so repelled invasions name the region properly.
- **Stub (`server/stub.ts`).** Unchanged (100%) — it never releases, never proposes a nation op, and its one-conquest behavior is what e2e relies on; the new gate / takeover / economy paths are covered by unit tests only.
- **Unit tests.** `server/protocol.test.ts`: `canConquer` edges (equal, within margin, over margin, gap == margin, gap == margin + 1, margin = 0). `server/engine.test.ts`: the hard gate (proceed within margin / proceed when stronger / **repel when over margin** with a correct `repelled` event + region display name + attacker untouched / **re-claim ungated** / boundary at exactly the margin and one past it); the system prompt documents all three mechanics in both modes; the user prompt emits `frontierMilitary` (could-succeed vs repelled per neighbour) and `takeoverRisks` (and omits both fields when no frontier / no markers).
## v0.29.0 — 2026-10-15 01:05
- **#46 (PR 2 of 2): per-region stat lever — the LLM can now target individual regions' stats, and the map hover shows them.** The LLM gains a fine-grained `TurnResult.regionChanges` field (alongside the existing nation-wide `stateChanges`): each entry targets **one** region's own stats by its region key (preferred) or case-insensitive name. A `set` replaces the value; an `add` increments it (both clamped 0–100 at apply time). Region-level changes are applied **after** nation-wide `stateChanges` (so they override the nation-level value for that one region) and **before** the weighted-median recompute, which propagates every region's final value into its owning nation's derived `stats`. A region with no stats entry (unowned / no man's land) is a no-op. The map hover tooltip now shows each region's own four stats (military / economy / stability / population) alongside the region name and owner chip; the `NationPanel` keeps showing the nation-level derived aggregate. The stub stays fully deterministic (`regionChanges: []`) — e2e assertions are untouched.
- **Protocol (`shared/protocol.ts`).** New `RegionStatChange = { region: string; stat: StatKey; op: 'set'|'add'; value: number }`. `TurnResult.regionChanges: RegionStatChange[]` is **required** (default `[]`); sits right after `stateChanges`.
- **Engine (`server/engine.ts`).**
- `resolveRegionKey(ref, validKeys, nameOf)` — pure resolver: exact key first; then a case-insensitive unique-name match; ambiguous / unknown / empty → `null`.
- `validateRegionChanges(raw, regionKeyResolver?)` — validates and resolves each entry; drops unknown / ambiguous refs (never throws); clamps `set` values at validation; `add` values are clamped at apply time.
- `parseTurnResult` / `validateTurnResult` / `runTurn` all accept an **optional** `regionKeyResolver` (2nd arg / opts) threaded to `validateRegionChanges`; the generic "unclear" fallback carries `regionChanges: []`.
- `applyTurnResult` applies `regionChanges` after `stateChanges` and before the weighted-median recompute (the load-bearing order is: events → relations → territory → stateChanges → **regionChanges** → recompute → markers → nationOps).
- `isMeaningful` — a turn with only `regionChanges` is meaningful (survives the retry/nudge path).
- `buildSystemPrompt` — documents the `regionChanges` JSON field and a constraint bullet (target one region, use keys from the "regions" table, "playerRegionStats" lists the player's current per-region stats).
- `buildUserPrompt` — computes and emits `playerRegionStats` (the player's owned regions' current stats; bounded to the player's territory to keep the prompt small; `{}` when none).
- **Server route (`server/index.ts`).** The `/jump` route wires the `regionKeyResolver` (always on; degrades to key-only matching when the adjacency manifest is absent).
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `regionChanges: []` — the per-region lever is covered by unit tests only, keeping the e2e assertions untouched.
- **Client (`src/components/WorldMap.tsx`).** The hover tooltip gains a `regionStats` prop and shows the region's own four stats (`Mil / Eco / Stab / Pop`); a region with no entry shows a `–` placeholder. The name and owner chip are kept; marker rendering and the click→dossier path are unchanged. `src/App.tsx` passes `game.regionStats ?? {}`.
- **Unit tests (`server/engine.test.ts`).** New suites: `resolveRegionKey` (key match, case-insensitive name match, unknown / ambiguous → null, key-over-name priority); `validateRegionChanges` (key / name resolution, unknown / invalid stat / non-numeric / invalid op dropped, `set` clamped, `add` not clamped at validation, non-array → [], no-resolver path); `applyTurnResult` with `regionChanges` (set changes only that region, add clamps 0/100, unowned no-op, applied after stateChanges, non-mutation); prompt contract (system prompt documents the field + constraint, user prompt emits bounded `playerRegionStats`); `isMeaningful` with `regionChanges`; stub returns `regionChanges: []`.
## v0.28.0 — 2026-10-15 00:12
- **#46 (PR 1 of 2): per-region stats — a nation's four 0–100 stats become a *derived* aggregate.** Instead of storing `Nation.stats` as four independent per-nation numbers, they are now **derived** as the **area×population-weighted median** of the stats of the regions the nation owns. Each sub-region carries its own `RegionStats` in a new `GameState.regionStats: Record<regionKey, RegionStats>` table; a nation's displayed stats are the weighted median over its owned regions. This is the data foundation for the per-region LLM levers that land in **PR 2** — in this PR the LLM still only emits nation-level `stateChanges`, which are re-interpreted as applying to *all* of a nation's owned regions. A new `public/region-geo.json` manifest (area km² + population per region key) supplies the weighting. **Not deployed in this PR** — the production site updates when PR 2 ships (the change is additive and backward-compatible, so deferring the deploy is safe).
- **Data build (`scripts/`, turf-`.mjs` only; never imported by `.ts`).**
- `scripts/extract-admin0-pop.mjs` (`npm run extract:admin0-pop`) — **one-time** distillation of the 13 MB Natural Earth 1:10m admin-0 GeoJSON (a *source* file we do **not** commit) into the small committed `public/ne-admin0-pop.json` = `{ ADM0_A3 → max POP_EST }` (249 country codes, total 7,677,059,722). The 1:10m **admin-1** file the region generator uses carries no population, so the source is the **admin-0** `POP_EST` (a deliberate deviation, recorded here).
- `scripts/build-region-geo.mjs` (`npm run build:region-geo`) — builds `public/region-geo.json` = `{ regionKey → { area, population } }`: `area` = `@turf/area(finalFeature)/1e6` km² (2 dp); `population` = the parent country's `POP_EST` spread across its sub-regions **proportional to area via largest-remainder**, so every country's sub-regions sum **exactly** to its total (no rounding drift). Reads the committed `ne-admin0-pop.json` → fully reproducible in CI. **Deterministic + idempotent** (sorted keys; byte-identical re-run, pinned by the test). 1,800 entries; **total population 7,654,092,021** (the sum over the 177 repo countries).
- **Types (`shared/types.ts`, no runtime deps).** New `RegionStats = { military, economy, stability, population }` (0–100). `GameState.regionStats: Record<string, RegionStats>` is **required** (`{}` at game creation; a released / 0-owner / 2+owner region has **no** entry; a legacy SQLite row without the field is migrated on load, never wiped).
- **Pure helpers (`shared/protocol.ts`, no deps).**
- `weightedMedian(values, weights)` — sorts by value and returns the value at the first point the cumulative weight reaches half the total; non-finite/non-positive weights are excluded; empty / zero-total → 0. **Translation-invariant** (the median of identical values is that value — the invariant seeding and migration rely on).
- `deriveNationStats(regionKeys, regionStats, geoOf?)` — each stat is the weighted median over the nation's owned region keys; a region's weight is `(area>0?area:1)×(population>0?population:1)` (both fall back to 1 when the key has no geo entry, so missing geo degrades to a uniform median); a key with no `regionStats` entry is skipped; returns zero stats when no owned region has an entry (the caller's 0-region guard keeps `n.stats` in that case).
- `seedRegionStats(nations)` — seeds the table from nations: every owned key gets a **copy** of its owner's stats (first owner wins on a corrupt double-ownership), so a fresh nation's regions start identical (derived = seeded).
- `migrateRegionStats(state, geoOf?)` — **one-time** legacy migration: a row that already has `regionStats` is returned **unchanged** (no recompute on load → no drift); a legacy row (field absent) is seeded per region and each nation's stats recomputed (0-region guard). Never throws.
- **Server (`server/regions.ts`, turf-free).** Loads `region-geo.json` (probes `public/` then `dist/`) **optionally** — a missing/broken file degrades weighting to uniform (every region weight 1) while everything else keeps working. New `hasGeo()` and `geoOf(key)` accessors mirror the existing `hasCentroids`/`centroidOf`.
- **Server (`server/engine.ts`).** `applyTurnResult` gains an optional `geoOf` param and is reordered to: events → relations → **territory** → **stateChanges** → **recompute** → markers → nationOps.
- **Territory:** a **transferred** region **keeps its own** per-region stats (the conquest is what makes a nation's regions diverge); a **released** region's entry is **deleted** (no man's land carries none); a **re-claimed** region with no entry is **re-inited** to the gainer's current stats.
- **StateChanges (re-interpreted):** a nation-level `set`/`add` applies to `n.stats` **and** to every region the nation owns (clamped 0–100).
- **Recompute:** every nation's `stats` is re-derived via `deriveNationStats` (weighted by area×population when `geoOf` is present). Two guards: a **0-region** nation keeps its directly-maintained stats, and a nation **none of whose regions has an entry** keeps its stats too (avoids clobbering with zeros).
- `runTurn` threads the optional `geoOf` through to `applyTurnResult`.
- **Server (`server/index.ts`).** Game creation seeds `regionStats` via `seedRegionStats` **after** `expandCountriesToKeys` (so regions hold real keys) — a new game's derived stats equal its nation-level stats on turn 1. The `jump` route passes `geoOf: hasGeo() ? geoOf : undefined`.
- **Server (`server/db.ts`).** `load()` migrates a legacy row (regionStats absent) via `migrateRegionStats(state)` **without** `geoOf` (uniform weights — weight-invariant for the equal-value seeding, and avoids a `db`→`regions` import). v0.28+ rows load unchanged.
- **Prompt / client / stub unchanged.** `nationForPrompt`/`buildUserPrompt` still surface the (now derived) four stats; there is no per-region LLM lever yet (PR 2). The deterministic stub is unaffected (nation-level `stateChanges` flow through the re-interpretation; the median of identical values is that value, so e2e stat assertions hold).
- **Tests (189 → 225).** New `server/protocol.test.ts` (weightedMedian incl. translation-invariance / identical / zero / empty; deriveNationStats weighted vs uniform / skip-missing / zero / single / fallback-weight; seedRegionStats; migrateRegionStats v0.28+ no-op vs legacy / 0-region); `server/engine.test.ts` (transfer keeps region stats + aggregate blends, release deletes entry, re-claim re-inits, 0-region keeps stats, geoOf-weighted vs uniform recompute, nation-level change re-applies to regions, original not mutated); `server/db.test.ts` (legacy row → seeded + preserved stats; v0.28+ row loads unchanged); `server/regions.test.ts` (`hasGeo`/`geoOf` in dev + prod-`dist/` layouts, graceful degradation when absent); new `scripts/region-geo.test.ts` (1,800-entry key-set match, sorted, finite / ≤2dp area / integer population, total 7,654,092,021, per-country totals preserved vs admin-0, spot-checked values, byte-identical re-run).
- **Verification.** Typecheck, lint, **225 unit tests**, and the production build all pass (the build copies `region-geo.json` + `ne-admin0-pop.json` into `dist/` like the other manifests, so the prod container layout is covered). e2e is verified by CI on the PR (no local run).
- **Deploy:** **none** in this PR — the production site (`https://history.dev.kkhost.pl`) updates when **PR 2** ships. The change is additive + backward-compatible, so existing games migrate on load and no data wipe is needed.
## v0.27.0 — 2026-10-14 22:34
- **#44: the LLM can place named point markers on the map.** The model may now place up to a handful of named *point markers* per turn (a capital, city, factory complex, army deployment, port, fleet concentration, rocket launch site, or a political **gathering**), each anchored to a region key, persisted per game, and rendered on the choropleth as a MapLibre symbol layer.
- **Types (`shared/types.ts` + `shared/protocol.ts`).** Eight `MarkerType`s — `city, factory, army, port, capital, fleet, rocket, gathering` — with a shared `MARKER_TYPE_INFO` map (display label + color + glyph). A `MapMarker = { id, type, name, regionKey, lat, lon, ownerNationId, placedTurn }`; `GameState.markers: MapMarker[]` is **required** (`[]` at game creation, and a legacy SQLite row without the field loads as `[]` — additive, never wipes existing markers). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required, default `[]`); `MarkerSpec = { type, name, regionKey }`.
- **Stable ids (`shared/protocol.ts`).** A marker's `id` is the FNV-1a 32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase base-26 characters (mirroring the region-key scheme). This makes a **re-add idempotent** (the same type+name+region never creates a second marker) and a **remove unambiguous** (by id).
- **Centroid data (`public/region-centroids.json`, new).** ~1,800 entries keyed identically to `region-keys.json`, each `{ lat, lon, spread }`: the anchor is the **centroid of the region's largest-area part** (a single representative point, not an average across disjoint parts), and `spread` ≈ **0.1 × that part's smallest bbox dimension** (in degrees). A new idempotent pipeline stage `scripts/build-region-centroids.mjs` (`npm run build:region-centroids`) regenerates it deterministically (byte-identical re-run, sha256-pinned by the test). The engine uses the centroid as the marker's base position and the `spread` to jitter multiple markers of one region around it (a deterministic per-axis FNV-1a-derived offset, so markers scatter instead of stacking).
- **Engine (`server/engine.ts`).** `applyTurnResult` processes markers **after** territory claims, in three steps: (1) remove by id (a listed-but-absent id is a no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim ownership** — a captured region follows its new owner, a region released to no man's land (or a key with 0 or 2+ owners) becomes `null` (a marker always follows its region); (3) add — each new spec is placed at its region's centroid (injected via a new optional `centroidOf` param) plus the per-axis jitter, owned by the region's post-turn owner, stamped with the acting turn. Adds are dropped (never thrown) when their region key is unknown / has no centroid, when the id already exists (idempotent re-add), or beyond the hard cap `MAX_MARKERS = 400` (later adds dropped). The system prompt documents the field, the eight types, and the placement rules; `buildUserPrompt` carries the current markers (as `MarkerInfo[]`) so the model can reference their stable ids in `remove`; `isMeaningful` treats a marker add/remove as a real world change.
- **Client (`src/components/WorldMap.tsx`).** A second GeoJSON source + a symbol layer sits above the choropleth. **Deliberate deviation from the original "name as a text label" design:** every external glyph endpoint is a dead 404 (OpenFreeMap's `fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`), and the OFM dark basemap only renders at all because it is **raster** (labels baked into the PNG tiles) — there is no working vector font. So markers are drawn as **self-contained, offline, canvas-generated per-type icons** (`drawMarkerIcon`: a distinct shape per type — circle / rounded-square / triangle / diamond / star / center-dotted circles / up-arrow — filled with the type color, outlined for legibility on the dark basemap), registered as named `ImageData` images that survive `styledata`. The marker **name is shown in the hover tooltip** (region name + owner chip + marker name) instead of a persistent on-map label, and **clicking a marker focuses its owning nation's dossier** (a marker's owner is its region's owner). There are no separate marker event handlers: MapLibre's per-layer event delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead `queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
- **Stub (`server/stub.ts`) stays marker-free** — it returns `markers: { add: [], remove: [] }` — so the e2e suite (CI, `LLM_STUB=1`) is unaffected and fully deterministic; the full marker path is covered by unit tests only.
- **Tests (168 → 189).** New `scripts/region-centroids.test.ts` (1,800 entries, key-set match, finite/world-bounds, each centroid inside its feature's bbox via turf-free coordinate iteration, spot-checked anchors, byte-identical re-run determinism); `server/regions.test.ts` (`hasCentroids`/`centroidOf` in dev + prod-`dist/` layouts, graceful degradation when absent); `server/db.test.ts` (legacy row → `markers: []`); and an `engine.test.ts` marker suite (valid add → id/position/owner/placedTurn, idempotent re-add, region-validity/centroid drops, the 400 cap, remove by id / no-op, owner-follows-region incl. release→null and re-claim, `buildUserPrompt`/system-prompt contract, `validateMarkerOps` raw cleaner, and the `runTurn` centroid wiring).
- **Verification.** Typecheck, lint, **189 unit tests**, and the production build all pass (the build copies `region-centroids.json` into `dist/` like the other manifests, so it works in the prod container layout).
- **Deploy:** manual `docker compose up -d --build` on the host — **no `down -v`** (markers are additive; legacy games load with `markers: []`).
## v0.26.0 — 2026-10-14 19:24
- **#41: the `RU-ARK` mainland's Arctic-coast band is re-coarsened into two new regions** — a pure re-partition of the existing polygon parts: no new geometry, no coordinate change (the feature union stays byte-identical). After #31 the mainland `RU-ARK` was a 33-part MultiPolygon; its 28-part band (parts whose centroid lat ≥ 68 — the Arctic-coast strip) is now split into:
- `RU-PEO` — Pechora (13 parts, ~37,678 km²) → new region key `pechora-qwhs`. The southwestern band (around the Pechora delta / Nenets border).
- `RU-YAM` — Yamal (15 parts, ~51,722 km²) → new region key `yamal-gosw`. The northeastern band (Yamal peninsula).
- The 5 remaining lat < 68 parts (the ~305,229 km² inland core) **stay `RU-ARK` and keep its id, name, and region key `arkhangel-sk-lhbk`** — ownership-safe, mirroring the #31 precedent. Splitting that core further requires geometry clipping (a turf-op), not a pure re-partition, and is left as a follow-up issue.
- **New pipeline stage** `scripts/split-arkhangel-band.mjs` (`npm run split:regions:band`), run between `split:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It asserts the mainland is a 33-part MultiPolygon, selects the band as the 28 parts with centroid lat ≥ 68 (exactly 28, or it fails loudly), picks the two largest-area band parts as Voronoi anchors (the smaller-longitude one, `idx 1`, anchors the Pechora side), and assigns each band part to the nearer anchor by km-weighted centroid distance `hypot(Δlon·111.32·cos(midLat), Δlat·110.574)` (ties go west). The resulting partition is exactly PEO={1,4,5,9,11,12,13,14,16,17,18,20,22}, YAM={2,6,15,19,21,23,24,25,26,27,28,29,30,31,32}, core={0,3,7,8,10}. The two new features are inserted **immediately after `RU-ARK-SZ`** (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-PEO` | `RU-YAM` | `RU-AST` | …).
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,800 entries each** (was 1,798); adjacency pairs 4,471 → 4,473. The new pairs are `pechora-qwhs ↔ yamal-gosw`, `pechora-qwhs ↔ nenets-qyga`, and `yamal-gosw ↔ severnaya-zemlya-awqp`, while the mainland `arkhangel-sk-lhbk` **loses** its `severnaya-zemlya-awqp` pair (the islets now touch the Yamal band, not the inland core) and keeps its six real neighbours (`karelia-ohem`, `kirov-gfvm`, `komi-eoeh`, `murmansk-etas`, `nenets-qyga`, `vologda-ynvr`). `new-earth-eikt` stays isolated (empty adjacency).
- **Fixed-point dataset unchanged except feature count** (1,798 → 1,800): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after — only the feature grouping changes. The RU-ARK family total stays 78 parts (mainland 5 / NE 42 / SZ 3 / PEO 13 / YAM 15).
- **Tests (168, count unchanged — existing cases updated, none added).** `scripts/regions.test.ts` (dataset is now 1,800 features; the Arkhangel feature-pin test now covers all five family members), `scripts/region-keys.test.ts` (1,800 keys; pins the unchanged `arkhangel-sk-lhbk` plus the two new keys), `scripts/region-adjacency.test.ts` (1,800 entries; pins the new PEO/YAM/SZ adjacency and the mainland's loss of the SZ pair), `server/regions.test.ts` (1,800; the RUS country expansion is now **84** sub-regions including all five keys — was 82 after #31). No e2e assertion references the region counts, so the CI e2e suite is unaffected.
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra band regions (82 → 84 sub-regions); the LLM's reference table and the player's frontier now include `pechora-qwhs` and `yamal-gosw`.
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
## v0.25.0 — 2026-10-14 17:53
- **#31: the `RU-ARK` mega-region is split into a mainland region plus two island groups** — a pure re-grouping of the existing polygon parts: no new geometry, no coordinate changes. The old single feature (Arkhangel'sk Oblast + the Arctic archipelagos, 78 parts, ~410,187 km²) becomes three features inserted immediately after `RU-ARK` (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-AST`):
- `RU-ARK` — the mainland (33 parts, ~393,256 km²); it **keeps its existing id and region key `arkhangel-sk-lhbk`**, so existing `Nation.territory` lists and SQLite ownership are untouched (ownership-safe).
- `RU-ARK-NE` — New Earth / Franz Josef Land (42 parts, ~15,721 km²) → new region key `new-earth-eikt`. Genuinely isolated (≥100 km from any land), so its adjacency list is **empty**.
- `RU-ARK-SZ` — Severnaya Zemlya (3 parts, ~1,210 km²) → new region key `severnaya-zemlya-awqp`. Its islet rings share boundary vertices with the coarsened mainland ring (a contact that pre-existed inside the single pre-split feature — no coordinate change), so it records **one** adjacency pair (SZ ↔ `arkhangel-sk-lhbk`). This deviates from the original "both islands isolated" expectation and is recorded as-is by the manifest's "shares at least one point" definition.
- **New pipeline stage** `scripts/split-arkhangel.mjs` (`npm run split:regions`), run between `fill:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It classifies each part by centroid (turf — allowed in `.mjs` only): main = lat < 76 (plus any 76–79.5° band parts west of 55°E — none exist), Severnaya Zemlya = 76 ≤ lat < 79.5 AND lon ≥ 55, New Earth = lat ≥ 79.5. It fails loudly on a mis-split, a missing feature, or a non-MultiPolygon geometry.
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,798 entries each** (was 1,796); adjacency pairs 4,470 → 4,471 (the one new pair is the SZ ↔ mainland contact; the mainland keeps its 6 real neighbours).
- **Fixed-point dataset unchanged except feature count** (1,796 → 1,798): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after the split.
- **Tests (164 → 168).** `scripts/regions.test.ts` (dataset is now 1,798 features; a new test pins the three Arkhangel features and their part counts), `scripts/region-keys.test.ts` (1,798 keys; a new test pins the unchanged main key plus the two new keys), `scripts/region-adjacency.test.ts` (1,798 entries; a new island-adjacency test: New Earth empty, Severnaya Zemlya = [mainland], mainland's neighbour list extended by exactly the SZ pair), `server/regions.test.ts` (1,798; the RUS country expansion is now **82** sub-regions including all three keys — was 80). No e2e assertion references the old counts, so the CI e2e suite is unaffected.
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra island regions (80 → 82 sub-regions).
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
## v0.24.0 — 2026-10-14 13:41
- **Part 4b of #16: nation splits and merges — "LLM proposes, player confirms" is now complete.** P4a let the LLM propose a *rename* (a safe, single-field change). Now the same confirm/reject flow actually applies the two destructive ops: a **split** (one nation dissolves into several) and a **merge** (several nations fold into one). This is the last piece of #16 — all three `NationOp` kinds are now applied on player confirm.
- **Split (`server/engine.ts`).** `applyNationOp` now handles `kind: "split"`: it resolves the parent `nationRef` and requires **≥2** named parts (fewer → a safe no-op, the op is still resolved and removed). It partitions the parent's **region-key** territory across the parts **in order** — each part gets the keys of its `territory` that the parent actually owns and that no earlier part claimed (the **first part to name a key wins**, so a key is never held twice); any of the parent's keys no part claimed go to **part 0** (in the parent's territory order), so nothing is orphaned. Each new nation gets a **fresh id** (`freshNationId`: first free of `n1`, `n2`, …, tracked in a running `taken` set so ids never collide within the op), the baseline `NEW_NATION_STATS` (a neutral 50/50/50/50 profile — *not* a copy of the parent's, since a small rump state is not the parent's power), a copy of the parent's relations, and the parent's `type`; the parent is then removed and its id dropped from every other nation's relations map (`dropRelationsTo`). If the **parent was the player's nation**, `playerNationId` moves to the chosen part (`edits.playerPart`, clamped into range, default 0) — that same part also receives an `edits.name` override.
- **Merge (`server/engine.ts`).** `kind: "merge"`: every input ref and the survivor ref must resolve, at least **two distinct** inputs are required, and the **survivor must be one of the inputs** — any failure is a safe no-op. The survivor keeps its **id** and its **own stats**; it gains the **union of all inputs' territories** (the survivor's keys first, then each other input's unclaimed keys in its own order) and a **union of the inputs' relations** (the survivor's own view of a third party wins, else the first input's); it is renamed to `edits.name` → `into` → its own name (in that precedence). The other inputs are removed and their ids dropped from every remaining nation's relations maps; if the **player led a removed input**, `playerNationId` moves to the survivor.
- **Confirm contract extended (`shared/protocol.ts`).** `ConfirmNationOpRequest.edits` is now `{ name?: string; playerPart?: number }` — `name` overrides a rename's target or a merge's merged name; `playerPart` picks which new part the player's nation becomes in a split (default 0). The `SplitOp` / `MergeOp` / `NationOp` doc comments and the `TurnResult.nationOps` doc now describe the *applied* semantics (no longer "a no-op until P4b").
- **Prompt (`server/engine.ts`).** The system prompt's JSON contract now shows all three `nationOps` shapes (rename / split / merge), and the HARD CONSTRAINTS gain one line per op explaining when to use it and the "≥2 parts" / "survivor must be an input" rules — so the model knows what it may propose and that each is a player-confirmed PROPOSAL.
- **Client (`src/components/NationOpDialog.tsx`).** The dialog now renders all three kinds with a Confirm button (no more "dismiss-only" split/merge rows): a **split** lists each part (name + the number of regions it was assigned) and, when the split's parent is the **player's own nation**, shows a **radio group** to pick which new part the player leads (preselected 0, so the choice is always valid); a **merge** shows the input nations as chips (the **survivor** highlighted) and an **editable name** for the merged state (defaulting to `into`). Rename keeps its editable-name behavior. The new `onConfirm(index, edits?)` signature threads `playerPart` through `ActionPanel` and `App.tsx` (`runConfirmNationOp`) to the API helper.
- **Defensive invariants.** All ops are **pure and never throw**: an unresolvable or ambiguous ref, too few parts, or a survivor that isn't an input makes the op a no-op on the world (the proposal is still resolved and removed on confirm, mirroring P4a's ambiguous-ref behavior). **Sole ownership** is preserved by construction (a key lands in at most one new part / one survivor), and `playerNationId` is always re-pointed to a still-existing nation. The **stub is unchanged** — it still never proposes a nation op (`nationOps: []`) — so, like P4a/P4b before it, the new paths are covered by **unit tests only** and the e2e suite (CI, `LLM_STUB=1`) is unaffected.
- **Tests (`server/engine.test.ts`).** New `freshNationId`, `applyNationOp (split)`, and `applyNationOp (merge)` suites: the partition (first-wins, leftovers-to-part-0, sole ownership, fresh ids/stats/relations, parent removed, relations cleanup, player-pointer move, clamped `playerPart`, `edits.name` on the chosen part), the merge (union territory, survivor stats, relations union with survivor-wins, removed ids dropped from everyone else, into-name, player-pointer move, and the four no-op guards), plus an updated prompt-contract test asserting all three op shapes. The old "split/merge is a no-op" P4a test is retargeted to a 1-part split. The unit suite grows **151 → 164**.
- **Verification.** Typecheck, lint, **164 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries no nation-op assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — major nation changes (P4b, the final part of the epic). #16 was already closed (2026-10-12, after P3 shipped); the PR references it for traceability the same way P4a's PR #38 did ("Part of #16" / "Related: #16") — no auto-close.
## v0.23.0 — 2026-10-14 12:58
- **Part 4a of #16: nation renames — "LLM proposes, player confirms."** The LLM can now propose that a nation be renamed during a turn. Unlike stat/relation/territory changes (applied automatically), a rename is stored as a **pending proposal** (`GameState.pendingNationOps`) and only takes effect when the player **confirms** it (optionally editing the new name) or is dropped on **reject**. This is the first of the "major nation changes" the LLM may propose — the `NationOp` contract is stable now; **split** and **merge** are declared in the same union but are *accepted-and-stored, not applied* until P4b.
- **New `NationOp` union (`shared/protocol.ts`).** `rename` / `split` / `merge`, discriminated by `kind`. Each names its target via a `nationRef` the LLM may give as either a nation **id** or **name**. `TurnResult.nationOps` is a **required** `NationOp[]` (the model's proposals this turn); the confirm/reject request types (`NationOpConfirmRequest` `{index, edits?{name?}}`, `NationOpRejectRequest` `{index}`, response `{game}`) live here too.
- **`GameState.pendingNationOps` (`shared/types.ts`, type-only import of `NationOp`)** — the proposals awaiting the player's decision. A turn **appends** to it (never clears it on commit), so a proposal persists across turns until confirmed or rejected. Legacy SQLite rows and new games default it to `[]` (`server/db.ts`).
- **Engine (`server/engine.ts`), all pure.** `resolveNationRef` resolves a `nationRef` id-first, then a case-insensitive unique-name match (returns `null` for unknown/ambiguous — never throws). `validateNationOps` drops invalid ops defensively. `applyTurnResult` keeps existing pending ops and appends the turn's valid ones (a rename-only turn is `isMeaningful`, so it survives the retry/nudge path). `applyNationOp` mutates a clone (rename → `Nation.name` = edited value or the proposed `to`; split/merge are no-ops for now). `confirmNationOp`/`rejectNationOp` splice by index and bump `version` once (invalid index → `null`). The system prompt (both tool-mode and plain-mode) gains the `nationOps` JSON field and the rename-proposal rule.
- **Routes + client.** `POST /api/games/:id/nation-op/confirm` and `.../reject` (404 unknown game, 400 bad index), each returning `{ game }` and broadcasting a version-bumped SSE `state` — mirroring the existing queue add/remove routes. The "Your move" panel shows a "Nation proposals (N)" trigger that opens a dialog listing each pending op; a rename has an editable name field plus **Confirm**/**Reject**, and split/merge offer **Dismiss** (they aren't applied yet).
- **Stub + tests.** The deterministic stub **never** proposes a nation op (`nationOps: []`), so this path is covered by **unit tests only** (mirroring the P3 no-man's-land approach) — `server/engine.test.ts` gains suites for `resolveNationRef`, `validateNationOps`, `applyNationOp`/confirm/reject (incl. an invalid-index 400 and the version-bump), and the prompt contract. The unit suite grows **127 → 151**; the e2e suite is unaffected.
- **Verification.** Typecheck, lint, **151 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) has no nation-op assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — major nation changes (P4a); #16 stays open (P4b: split/merge).
## v0.22.0 — 2026-10-14 12:02
- **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
- **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.
## v0.17.0 — 2026-10-13 15:13
- **Filled the no-one's-land left between merged sub-regions (Part of #16).** The v0.14 coarsening's boolean dissolves left slivers of each country's landmass inside no region — measured at **≈ 3.90M km² globally** (the union of a country's regions covered only ~98% of its landmass). The new `scripts/fill-gaps.mjs` (`npm run fill:regions`) closes them: per country it computes the gap (`landmass − union(its regions)`, `@turf/difference`+`union`), drops slivers < **25 km²** (66,637 of them — sub-pixel on the map), and assigns each remaining piece to the **nearest region** (centroid distance) as an appended MultiPolygon part. **2,696,811 km²** of no-one's-land was filled into **1,575 regions** (+6,768 parts: 5,026 → 11,794), leaving **63,889 km²** residual (**98.4% reduction** — the rest is coastline digitization fuzz and 14 tiny border-band overlap artifacts, see below). The named "messy" regions absorb their surroundings: **SI-048 Kočevje (SVN) 16,692 → 19,816 km² (57 → 90 parts)**, **MK-36 Kavadarci (MKD) 21,297 → 25,190 km² (8 → 17)**, **AZ-AGC Ağcabədi (AZE) 18,657 → 32,065 km² (7 → 14)**; the biggest single fills are **AQ-X01~ (Antarctica) +195,351 km²**, **CA-NU (Nunavut) +143,447**, **AQ-X02~ +142,615**, **CL-MA (Magallanes) +81,806**, **US-AK (Alaska) +63,830**, **CA-NT (NWT) +46,333**, **GL-UO (Kommuneqarfiup) +41,971**, **RU-KAM (Kamchatka) +41,911**.
- **Correct, not just greedy: clipping, hole policy, dedup.** Each gap piece is clipped sequentially against (a) all *other countries'* regions, (b) its own country's existing regions, and (c) pieces already appended (bbox-touching) — so a piece straddling a border is split, and no piece can double-cover another region's area (**1,149,841 km² of foreign overhang removed** this way; 0 clip failures). **FR-57 Moselle (FRA) gains nothing on purpose**: its apparent gap was a cross-border phantom consumed by the neighbor clip — correct behavior. Holes follow a keep-or-drop policy: a gap hole whose centroid matches a **pre-existing hole** (within 10 km) or lies inside another country's landmass is kept, otherwise it's a phantom and dropped — so the **KZ-KZY Aral hole survives** (5,858 km² planar, the file's only hole; 5,875 km² of water kept open). A global dedup set guarantees each cleaned piece is appended at most once.
- **The dataset contract is untouched.** Still **1,796 regions** with identical `id` / `properties.name` / `properties.parent` and order — the fill only *appends* parts; all **177 countries** covered; the single KZ-KZY hole intact. **14 genuinely new overlap pairs** remain (13 same-country border bands + 1 cross CN-FJ×TW-KIN) — a known polychip artifact of filling right up to a shared boundary (the pre-fill file already carried 3,690 pre-existing pairs), and they are sub-pixel at map scale, so they're accepted. The file grows **2,289,528 → 3,399,806 bytes (2.29 → 3.40 MB)** — under the 5 MB guard, so no Douglas–Peucker pass is needed.
- **Deterministic + idempotent.** Fixed 25 km² threshold, deterministic ordering (centroid → area → id), 4-dp rounding (same convention as the other scripts). A fresh run on the pristine v0.16 file reproduces the shipped byte-for-byte (sha256 `87f44198…`), and re-running on the filled file is a no-op (byte-identical output).
- **Tests** — `scripts/regions.test.ts` (now 9 tests): the v0.16 fixed-point pin is updated to the v0.17 topology (1,796 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole); a new test asserts the **only** hole in the file is KZ-KZY and sits in a realistic 5,000–7,000 km² band; a new **grid-sampled per-country coverage** test (25×25 grid per country, inline even-odd ray cast) asserts no significant no-one's-land remains — median 1.8% / p90 6.1% / max 26.4% (BRN, a coastline-denseness artifact, not a real gap), with thresholds at 5% / 15% / 40% and ≤3 countries above 20%. The planar sum band's upper bound widens 175% → **190%**: the fill only adds area *inside* each country, so it can't shrink the pre-existing admin-1 over-extension tail (Vanuatu 178.9%, Solomon Is. 133% — tiny island nations whose admin-1 polygons extend beyond their own country polygon), while the old under-fill tail is gone (minimum is now Brunei at 78.8%, was ~52%).
- **Type-check gotcha (why the test stays turf-free):** the project keeps `@types/geojson` **out of the tsc program** (tsconfig `types: ["vite/client", "node"]`). maplibre-gl's d.ts references the `GeoJSON` UMD global *without importing it*, so under `skipLibCheck` the reference degrades to `any` and `WorldMap.tsx`'s deliberately-minimal `GeoFeature` (with `geometry: unknown`) passes. The moment anything (e.g. a test importing `@turf/turf`) pulls `@types/geojson` into the program, those references typecheck for real and `WorldMap.tsx` fails with 7 errors. The v0.14–0.16 scripts are `.mjs` (never typechecked) for exactly this reason; the new test uses an inline ray cast instead of a geometry library, and `@turf/*` (a new devDependency, 137 packages including the meta `@turf/turf`) is only ever *run* by the `.mjs` scripts.
- Part of #16
## v0.16.0 — 2026-10-13 09:37
- **Smoothed the jagged sub-national region boundaries with Douglas–Peucker vertex-thinning (Part of #16).** The v0.14 coarsening (boolean dissolve) and Natural Earth's 1:10m digitization left some boundaries overly jagged — the worst being regions the dissolve split into many small zig-zag fragments, e.g. **SI-048 Kocevje (Slovenia, 57 parts)** and **MK-36 Kavadartsi (N. Macedonia, 8 parts)**. The new `scripts/smooth-regions.mjs` (`npm run smooth:regions`) runs `@turf/simplify` (Ramer–Douglas–Peucker, tolerance ~**50 m**) over **every ring of every polygon**, dropping the redundant "in-between" vertices of a shallow zig-zag while keeping the overall shape.
- **Vertex-thinning only — no topology change.** DP only removes points: it never moves a border, never merges/dissolves a part, and never creates or removes a ring. So the dataset contract is fully preserved — still **1,796 regions** with identical `id` / `properties.name` / `properties.parent`, all **177 countries** covered, the same **5,026 parts / 5,027 rings**, the single **KZ-KZY** hole, and all **83 islands**. The 18 degenerate 3-point "micro-dot" rings (Ragged Island, the Paracels, …) are kept verbatim (`@turf/simplify` requires ≥4 pts and would otherwise throw).
- **A gentle pass, reported honestly.** At 50 m the dataset is already fairly smooth (the v0.14 dissolve produced low-vertex, widely-spaced boundaries — median consecutive-vertex spacing ~18 km), so this is a light cleanup: **111,891 → 111,175 vertices (716 removed, 0.64%)** across **542 of 1,796** regions. **Kocelje 612 → 599** and **Kavadartsi 169 → 163** verts; both keep their exact part count (the "mess" there is fragmentation, which thinning — under the no-topology-change constraint — does not fix). The file shrinks **2,302,473 → 2,289,528 bytes (2.29 MB)**. Bump `TOLERANCE_M` to 100 / 200 m and re-run for a stronger pass (100 m → 974 removed; 200 m → 1,312 removed) — the pass stays idempotent either way.
- **The "messy" regions are really fragmentation artifacts, not fine jaggedness.** Ranking by **part density** (parts packed per unit area) rather than raw part count — which is dominated by legitimate *dispersed* archipelagos (Nunavut 213, Alaska 159, Antarctica 135, British Columbia 84) — surfaces the genuinely messy **coherent regions the dissolve left fragmented**: **SI-048 Kocevje (SVN, 57 parts in ~16,600 km²)**, **GR-H Stereá Elláda / Central Greece (GRC, 53 parts)**, **KR-46 South Jeolla (KOR, 28 parts)**, **SE-C Uppsala (SWE, 19 parts)**, **HR-13 Zadarska (HRV, 17 parts)**, plus the milder Balkan **MK-36 Kavadartsi (MKD, 8 parts)**. These real land regions (the Balkan ones in particular) ended up as many scattered fragments — the "similar shape problems".
- **Deterministic + idempotent.** One `@turf/simplify` pass at a fixed tolerance, then 4-dp rounding (the same convention as the other scripts). The output already sits at the pass's fixed point, so re-running on the smoothed file is byte-identical (sha256 `70a43541…`, verified across repeated runs); `public/regions.geo.json` and the built `dist/regions.geo.json` are sha256-identical.
- **Tests.** `scripts/regions.test.ts` gains an eighth test pinning the v0.16 fixed point: 1,796 regions, 5,026 parts, 5,027 rings, the single KZ-KZY hole, and exactly **111,175** vertices (8 tests total). All prior assertions (well-formed, unique ids, 177-country coverage, area floor, holes, coverage band) pass unchanged on the smoothed dataset.
- Part of #16
## v0.15.0 — 2026-10-12 13:49
- **Filled the small holes left by the v0.14 coarsening (Part of #16).** The coarsened `public/regions.geo.json` still carried **2,245 tiny enclosed holes** (all < 500 km² in practice) — unfilled patches left by the boolean dissolves and Natural Earth's own digitization, which showed up as "holes in regions". The new `scripts/cleanup-regions.mjs` (`npm run cleanup:regions`) drops every inner ring smaller than the 1,000 km² threshold so each region becomes solid: across **498 features, 56,484 km²** of artifact area was filled, removing the visible unfilled dots.
- **Real water is kept, not erased.** Any enclosed hole ≥ 1,000 km² survives as a hole. In this dataset the genuinely large lakes (the Great Lakes, the Caspian, the Aral, Lake Superior) had already been dissolved by the v0.14 coarsening, so none remain to preserve; the only surviving hole is a single medium one — **KZ-KZY (Kyzylorda, Kazakhstan) at 5,858 km²**, a real water body in the Aral basin — which is kept. The 1,000 km² threshold sits comfortably between the tiny artifacts (all < 500) and any genuine lake, so it fills exactly the artifacts and nothing else.
- **The dataset contract is untouched.** Still **1,796 regions** with identical `id`s / `properties.name` / `properties.parent` (0 mismatches), all **177 countries** still covered, the ~100 km floor and the island exemption intact — only inner rings were dropped, never a feature or its identity. The file shrinks 2,431 → **2,249 KB (2.20 MB)** (fewer inner rings).
- **Deterministic + idempotent.** Fixed threshold, deterministic planar geometry, 4-dp rounding; re-running on the cleaned file rewrites a byte-identical file (sha256-verified). Bridging very-close MultiPolygon parts is available behind an opt-in `--bridge` flag but is **off by default**, because the union it performs can itself mint new medium-sized holes — counter to the fill-holes goal — so the shipped run is the clean hole-fill only.
- **Tests.** `scripts/regions.test.ts` gains a seventh test asserting that no enclosed hole below the cleanup threshold remains and that only a handful of real water bodies survive (57 tests total). `public/regions.geo.json` and the built `dist/regions.geo.json` are sha256-identical.
- Part of #16.
## v0.14.0 — 2026-10-12 09:51
- **Coarsened the sub-national choropleth dataset to a ~100 km floor (Part of #16).** `public/regions.geo.json` shrinks from 4,138 real administrative regions to **1,796** (2,342 merges): every region smaller than ~100×100 km (10,000 km²) that has a same-country neighbor within 0.2° (≈22 km) of its bounding box is **dissolved into its nearest such neighbor** (nearest by centroid distance; ties → larger area, then id). Standalone cities and micro-districts collapse into the region around them: `US-DC` (191 km²) into Maryland, `FR-75` Paris (59 km²) into Hauts-de-Seine, the UK's 232 admin-1 districts down to **16** regions, and all of North Macedonia's 85 municipalities into one whole-country region.
- **Islands are exempt.** A region with no same-country neighbor within 0.2° keeps its shape whatever its size — **83** such small islands survive in the final set (Corsica, the Kerguelen/Crozet archipelagos, the Bahamas districts, Lord Howe, …) and the coarsening's fixed point leaves **0** non-island regions below the floor.
- **Real dissolve, not overlap.** Each merge is a real boolean union (`@turf/union`, polygon clipping) that removes the shared boundary between the merged region and its host, yielding one clean polygon — the final dataset has **0** fallback (non-dissolved) unions. Passes iterate smallest-area-first to a fixed point (2 passes on the v0.13 data, ~7 s); the output is sorted by (parent, id) at 4-dp precision and is byte-reproducible: re-running on the coarsened file reaches the fixed point immediately and rewrites an identical file (sha256-verified).
- **Numbers.** Per-country region count: min 1 / median 7 / max 80 (Russia; was 1 / 15 / 232 — the UK). Region areas: median 23,933 km²; smallest ≈0 (degenerate micro-dots like Ragged Island and the Paracel Islands, kept as islands); largest is Antarctica itself (≈21.8M km² in the planar model, exempt — it wraps a full 360°). 158 of the 177 countries had at least one merge. The file is 2,431 KB (2.37 MB) — under the 5 MB guard, so no Douglas–Peucker pass was needed.
- **Tooling + tests.** New `scripts/coarsen-regions.mjs` (`npm run coarsen:regions`) performs the merge in place; `scripts/regions.test.ts` gains a sixth test asserting that below-floor non-island regions stay under 1% of the dataset (currently 0) alongside the existing well-formed / unique-id / 177-country coverage / area / coverage-band checks (56 tests total). The map's data contract is unchanged (`properties.parent` → RegionMap), so `WorldMap.tsx`, `App.tsx`, `shared/protocol.ts`, and `server/map.ts` all keep working as-is.
- Part of #16.
## v0.13.0 — 2026-10-12 08:30
- **Replaced the geometric sub-region grid with real named sub-national administrative regions (#16, PR 2).** The choropleth source `public/regions.geo.json` now contains real named administrative regions — states, provinces, governorates, oblasts, … (Natural Earth admin-1, 1:10m) — instead of the abstract ~100–200 km geometric grid. Each region keeps a stable `id` and a `name`. The map's data contract is **unchanged** (`properties.parent` → the parent country's ISO_A3, `properties.name` → the region name), so no change to the map code or the LLM contract: `WorldMap.tsx`, `App.tsx`, `shared/protocol.ts`, and `server/map.ts` all keep working as-is.
- **Generator rewritten** — `scripts/generate-regions.mjs` (same path, dependency-free, `npm run generate:regions`) now groups the admin-1 features by their `adm0_a3` (the parent's ISO_A3), keeps only parents in the 177-country set, and id's each region with its ISO 3166-2 code when present (e.g. `US-CA`, `FR-75`, `RU-MOW`) else `<ISO_A3>-<nn>`; within a country, ids are disambiguated with a `-2/-3/…` suffix on collision (ISO 3166-2 codes are not always unique within a country — e.g. all nine of Bosnia's entities report `BA-BIH`). A country with no admin-1 data would collapse to one whole-country region `<ISO_A3>-01` (0 are needed at 1:10m, which covers all 177). Coordinates are rounded to 4 decimal places, and the file is Douglas–Peucker-simplified only if it exceeds the ~8 MB guard. Output is sorted by (parent, id) and fully deterministic.
- **The dataset is 4,138 regions covering all 177 countries**, 2,831 KB (2.76 MB) after Douglas–Peucker (the 4-dp base is ~23 MB). Per-country region count: min 1 / median 15 / max 232 (United Kingdom). There are **0 whole-country fallbacks** — 1:10m admin-1 covers every one of the 177 (the five single-region countries are SOL, SAH, CYN, PRI, FLK). Samples: `US-CA` California and `US-NY` New York (US); `FR-75` Paris and `FR-13` Bouches-du-Rhône (France); `RU-MOW` Moskovskaya (Russia).
- **Validation test updated** — `scripts/regions.test.ts` was rewritten for the new dataset: well-formed features, globally unique ids, all 177 countries covered (≥1 region each), sane region areas (median ≥ 100 km², no non-Antarctica region ≥ 5,000,000 km² — Antarctica is exempt because its full-360° wrap ring breaks the planar area model), and each country's region area summing to within [40%, 175%] of its own area (median within [70%, 130%] — the band is wider than a naive [40%, 110%] because Natural Earth's admin-1 polygons are digitized independently of the admin-0 country polygons and are not clipped to them). Runs in O(total vertices).
- Part of #16.
## v0.12.0 — 2026-10-12 01:03
- **Map now renders the sub-national regional dataset (#16, PR 2).** The choropleth source switches from `public/countries.geo.json` (177 countries) to `public/regions.geo.json` (**2,597 sub-regions**): each country is subdivided into ~100–200 km regions, shown as a finer choropleth with thin internal border lines. The MapLibre source/layer ids are renamed `countries`/`countries-fill`/`countries-line` → `regions`/`regions-fill`/`regions-line`, and the border line is thinned to `0.75` (from `1.25`) so the subdivision reads within each country.
- **Ownership stays at country granularity.** A nation still owns whole countries, so every sub-region of a country shares that country's owning-nation color (the fill is "same colors as the country map, but subdivided"). The owner of a sub-region is resolved from the RegionMap via the feature's `properties.parent` (the parent country's ISO_A3) — never the sub-region id (`FRA-03`) nor the repacked top-level `feature.id`. Clicking a sub-region switches the dossier to its parent country's owning nation (unchanged behavior); the hover tooltip now also shows the sub-region name + its parent country; a small "Selected …" label appears in the dossier after a map click.
- **New shared helper `mapFeatureOwner(regions, feature)`** in `@shared/protocol` — the single source of truth for resolving a rendered map feature's owner via `properties.parent` → `RegionMap[parent]` (built on the existing `regionOwner` key lookup). The territory-change **flash** now expands a changed country to **all** of its sub-regions (via the new `featuresByParents`), so a whole-country transfer still pulses correctly at the finer resolution.
- **No ownership-model or LLM change** — `buildRegionMap`/`RegionMap` remain ISO_A3-keyed and the engine still references whole countries; this PR only changes what the map draws. Sub-region-level ownership (individual regions changing hands) is PR 3.
- **Tests** — new `mapFeatureOwner` unit tests and an updated #6 regression guard pinning the sub-region feature shape (numeric `id`, `regionId` = sub-region code, `parent` = ISO_A3) and proving resolution via `parent` while the sub-region id and repacked id do not resolve (55 unit tests). The e2e suite needed no changes: it asserts on the legend (derived from the ISO_A3 RegionMap) and screen structure, not on map geometry.
- Part of #16.
## v0.11.0 — 2026-10-12 00:31
- **Sub-national region dataset + generator (#16, foundation only — no app behavior change).** A new dependency-free `scripts/generate-regions.mjs` (run via `npm run generate:regions`) splits each of the 177 countries in `public/countries.geo.json` into adaptive ~100–200 km sub-national regions on a regular lat/lon grid clipped to the country (Sutherland–Hodgman), and writes the committed `public/regions.geo.json` (**2,597 regions**, ~755 KB). Each region is id'd `<ISO_A3>-<nn>` (nn = 1..k in row-major order, capped at 36 per country) with `properties = { name, parent }`, so downstream work can map any region back to its parent nation. Antimeridian countries are handled three ways: small island groups (Fiji) stay a single whole-country region; large ones (Russia) are tiled in shifted [0,360) longitude space with output rings split at ±180°; and the full-360° Antarctic wrap ring becomes two hemispheric wedges. The output is fully deterministic — the same input yields a byte-identical file (verified by sha256).
- **Validation test** — new self-contained `scripts/regions.test.ts` (picked up by `npm test`) reads the two GeoJSON files once each and asserts: the file is a well-formed FeatureCollection; every region is a valid feature whose id matches `^[A-Z]{3}-\d+$` and whose `parent` is a real country id; every country has 1–36 regions (≥2 for any country larger than 50,000 km²); every region has a sane area (≥ 200 km², with a microstate exemption, and < 5,000,000 km²); and each country's regions sum to 45–108% of its own area (the measured range is ~[64%, 105%] — Antarctica's wedges under-fill, Norway's high-latitude fjord coast over-fills by 0.1%). No change to the running app, the LLM contract, or the map — this is purely the dataset + tooling that later PRs for #16 build on.
- Fixes #16.
## v0.10.0 — 2026-10-11 21:25
- **Fix world map style (#2)** — made the choropleth fill fully opaque (`fill-opacity` 0.85 → 1.0) and darkened the Natural Earth terrain raster (`raster-opacity` 0.5 → 0.15), so the raster's flat water tint and fine 1:10m coastline no longer bleed through countries and compete with the borders.
- **Strengthened country border lines** — border width 0.7 → 1.25, and the per-region stroke alphas raised (owned 0.10 → 0.30, unowned 0.06 → 0.14) so the vector borders read clearly as the dominant edge, with owned regions still more prominent than unowned ones.
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@@ -0,0 +1,253 @@
import { test, expect, type Page } from '@playwright/test';
/**
* Dynamic scenario generation — end to end (v0.31, #52). Fully deterministic
* under the SCENARIO stub (the Playwright webServer boots with LLM_STUB=1, so
* the two generation calls ride the deterministic transport in
* server/stubScenario.ts — the turn stub in server/stub.ts is untouched).
*
* The stub returns a FIXED 3-nation world and a FIXED 3-checkpoint list for
* the generate step, and — on the finalize step — refines that world in a
* deterministic way that depends on which checkpoints the player approved
* (each approved checkpoint naming one of the fixed nations, by its first 4
* letters, raises that nation's stability by 5). So the whole two-step
* "Create scenario" path plus the resulting game is reproducible:
*
* home → "Create scenario" → pick the Near Future era (2035) + a description
* → generate (draft: alba/boreas/gamma + 3 checkpoints) → review (remove the
* 3rd checkpoint, keep the first two) → lead Boreas → finalize → a saved,
* playable game (turn 1, date 2035-01-01, player Boreas) → one empty jump
* (turn 2, date 2035-01-03, Boreas military 55→60, allied with Alba, and no
* territory change — Russia shares no land border with France or Spain).
*
* The e2e webServer shares one SQLite (data/e2e) across tests, so the test
* captures the *specific* id of the game it creates (from the POST
* /api/scenarios/commit response) rather than assuming "the only game".
*/
/** The saved-game shape the assertions read back from GET /api/games/<id>. */
interface SavedGame {
id: string;
presetId: string;
presetTitle: string;
playerNationId: string;
turn: number;
date: string;
version: number;
pending: unknown[];
unowned: string[];
pendingNationOps: unknown[];
markers: unknown[];
events: Array<{ type: string; outcome: string; title: string }>;
nations: Record<
string,
{
name: string;
stats: { military: number; economy: number; stability: number; population: number };
territory: string[];
relations: Record<string, string>;
}
>;
regionStats: Record<
string,
{ military: number; economy: number; stability: number; population: number }
>;
}
/** Poll until `location.hash` equals `expected` (hash writes happen in effects). */
async function waitHash(page: Page, expected: string): Promise<void> {
await page.waitForFunction(
(exp) => window.location.hash === exp,
expected,
{ timeout: 15000 },
);
}
/** Open the "Create scenario" form from the home screen. */
async function openScenarioForm(page: Page): Promise<void> {
await page.goto('/');
// Home: the create-scenario card is additive (first in the grid); the five
// static presets are still all present alongside it.
await expect(page.getByTestId('create-scenario-card')).toBeVisible({ timeout: 15000 });
await expect(page.getByTestId('preset-card')).toHaveCount(5);
await page.getByTestId('create-scenario').click();
await expect(page.getByTestId('scenario-form')).toBeVisible({ timeout: 15000 });
}
test.describe('History — dynamic scenario generation (LLM_STUB=1)', () => {
test('the era template manifest renders three light templates', async ({ page }) => {
test.setTimeout(60000);
await openScenarioForm(page);
// Exactly three era-template cards, each carrying its id and default year.
const cards = page.getByTestId('template-card');
await expect(cards).toHaveCount(3, { timeout: 15000 });
await expect(page.locator('[data-template-id="ww2"]')).toContainText('1939');
await expect(page.locator('[data-template-id="present"]')).toContainText('2026');
await expect(page.locator('[data-template-id="near-future"]')).toContainText('2035');
});
test('full create → review → finalize → play flow is deterministic', async ({ page }) => {
test.setTimeout(120000);
await openScenarioForm(page);
// --- 1 · Pick the Near Future era (its default year pre-fills the field).
const nf = page.locator('[data-template-id="near-future"]');
await nf.click();
await expect(nf).toHaveAttribute('data-selected', 'true');
// The year field is pre-filled from the era (editable, a real value).
await expect(page.getByTestId('scenario-year')).toHaveValue('2035');
// --- 2 · Describe the world.
const description =
'A cold space race decides the new cold war: two orbital blocs hold the arctic shipping lanes at knife-edge.';
await page.getByTestId('scenario-description').fill(description);
// --- Step 1 · Generate the draft world + the advisor's checkpoint list.
const generate = page.getByTestId('generate-scenario');
await expect(generate).toBeEnabled();
const [draftResp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/draft',
),
generate.click(),
]);
expect(draftResp.status()).toBe(200);
const draft = (await draftResp.json()) as {
world: {
nations: Array<{ id: string; name: string; territory: string[] }>;
};
checkpoints: string[];
};
// The stub's fixed 3-nation world (FRA / RUS / ESP) and 3 checkpoints.
expect(draft.world.nations.map((n) => n.id).sort()).toEqual(['alba', 'boreas', 'gamma']);
expect(draft.world.nations.find((n) => n.id === 'boreas')?.territory).toEqual(['RUS']);
expect(draft.checkpoints).toHaveLength(3);
// --- Review screen: the generated world + the checkpoint checklist.
await expect(page.getByTestId('scenario-review')).toBeVisible({ timeout: 15000 });
// Header shows the era's name + year and the description.
await expect(page.getByRole('heading', { name: 'Near Future' })).toBeVisible();
await expect(page.getByTestId('scenario-review')).toContainText('2035');
await expect(page.getByTestId('scenario-review')).toContainText(description);
// The three draft nations (with their ISO_A3 territory) and the backstory.
// Scope to the draft-nation cards (the nation-pick cards share the
// data-nation-id attribute but carry a different testid).
await expect(page.getByTestId('draft-nation')).toHaveCount(3);
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="alba"]')).toContainText('FRA');
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="boreas"]')).toContainText('RUS');
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="gamma"]')).toContainText('ESP');
await expect(page.getByTestId('draft-event')).toHaveCount(1);
// Three checkpoints, all approved by default, in the stub's fixed order.
const cps = page.getByTestId('checkpoint-item');
await expect(cps).toHaveCount(3);
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(0)).toContainText('Alba dominates');
await expect(cps.nth(1)).toContainText('Boreas fortifies');
await expect(cps.nth(2)).toContainText('Gamma brokers');
// Three nation-pick cards; finalize is disabled until a nation is chosen.
await expect(page.getByTestId('scenario-nation-card')).toHaveCount(3);
await expect(page.getByTestId('finalize-scenario')).toBeDisabled();
// --- Review: remove checkpoint 3, keep 1 + 2.
await cps.nth(2).getByTestId('checkpoint-toggle').click();
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'false');
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
await expect(page.getByTestId('scenario-review')).toContainText('2 of 3 approved');
// --- Review: choose Boreas (Russia) to lead.
const boreasCard = page.locator('[data-testid="scenario-nation-card"][data-nation-id="boreas"]');
await boreasCard.getByTestId('scenario-lead-nation').click();
await expect(boreasCard).toHaveAttribute('data-selected', 'true');
await expect(page.getByTestId('finalize-scenario')).toBeEnabled();
// --- Step 2 · Finalize: commit the approved draft into a saved game.
const [commitResp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/commit',
),
page.getByTestId('finalize-scenario').click(),
]);
expect(commitResp.status()).toBe(200);
const { id } = (await commitResp.json()) as { id: string };
expect(id).toBeTruthy();
// --- The new game mounts at turn 1, leading Boreas, dated 2035-01-01.
await expect(page.getByTestId('world-map')).toBeVisible({ timeout: 20000 });
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('2035-01-01');
await expect(page.getByTestId('player-nation')).toHaveText('Boreas');
// The scenario title (the era name) is shown in the top bar.
await expect(page.getByTestId('top-bar')).toContainText('Near Future');
// Boreas's stats: the finalized world (its approved checkpoint raised
// stability 50→55); per-region stats are seeded to equal the derived.
await expect(page.getByTestId('stat-military')).toHaveText('55');
await expect(page.getByTestId('stat-economy')).toHaveText('70');
await expect(page.getByTestId('stat-stability')).toHaveText('55');
await expect(page.getByTestId('stat-population')).toHaveText('60');
// One backstory event; three nations on the legend.
await expect(page.getByTestId('event-item')).toHaveCount(1);
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
await expect(page.getByTestId('map-legend-item').filter({ hasText: 'Boreas' })).toBeVisible();
// The deep link lands on this exact game.
await waitHash(page, `#/game/${id}`);
// --- One empty jump: the world advances on its own (the turn stub).
// The button sits at the bottom of a scrollable window body and may be
// outside the viewport; a native DOM click bypasses the viewport check.
await page.getByTestId('jump-forward').evaluate((el) => (el as HTMLElement).click());
// Turn 2, date +2 days, Boreas military 55→60.
await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
await expect(page.getByTestId('stat-military')).toHaveText('60', { timeout: 20000 });
await expect(page.getByTestId('game-date')).toHaveText('2035-01-03', { timeout: 20000 });
// Two events now (the empty-round "world moves on" on top, then the
// backstory); both political/neutral.
await expect(page.getByTestId('event-item')).toHaveCount(2);
await expect(page.getByTestId('event-item').first()).toContainText('The world moves on');
await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('political');
await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('neutral');
await expect(page.getByTestId('event-item').nth(1)).toContainText('The new order takes shape');
// No territory change: Russia shares no land border with France or Spain,
// so the frontier is empty and no conquest is emitted.
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
// --- The saved game is a coherent dynamic GameState on the server.
const saved = await page.evaluate(async (gid) => {
const r = await fetch(`/api/games/${gid}`);
return { status: r.status, body: (await r.json()) as { game: SavedGame } };
}, id);
expect(saved.status).toBe(200);
const g = saved.body.game;
expect(g.presetId).toBe('dynamic');
expect(g.presetTitle).toBe('Near Future');
expect(g.playerNationId).toBe('boreas');
expect(g.turn).toBe(2);
expect(g.date).toBe('2035-01-03');
expect(g.version).toBe(2); // created at 1, bumped to 2 by the jump
expect(g.pending).toEqual([]);
expect(g.unowned).toEqual([]);
expect(g.pendingNationOps).toEqual([]);
expect(g.markers).toEqual([]);
expect(g.events).toHaveLength(2);
// Boreas after the jump: military bumped to 60, the rest untouched.
expect(g.nations.boreas.stats).toEqual({
military: 60,
economy: 70,
stability: 55,
population: 60,
});
// The stub allies the player with the first other nation (Alba).
expect(g.nations.boreas.relations.alba).toBe('ally');
// Every owned region key carries a seeded per-region stats entry.
const allKeys = new Set<string>();
for (const n of Object.values(g.nations)) for (const k of n.territory) allKeys.add(k);
expect(allKeys.size).toBeGreaterThan(0);
for (const k of allKeys) {
expect(g.regionStats[k]).toBeDefined();
}
});
});
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@@ -30,6 +30,7 @@ export default tseslint.config(
'vitest.config.ts',
'playwright.config.ts',
'scripts/**/*.mjs',
'scripts/**/*.ts',
],
languageOptions: { globals: { ...globals.node, ...globals.es2022 } },
rules: {
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+22 -1
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@@ -1,6 +1,6 @@
{
"name": "history",
"version": "0.10.0",
"version": "0.32.0",
"private": true,
"type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
@@ -9,6 +9,18 @@
"build": "vite build && tsup server/index.ts --format esm --target node22 --out-dir server/dist --external better-sqlite3",
"start": "node server/dist/index.js",
"test": "vitest run",
"generate:regions": "node scripts/generate-regions.mjs",
"coarsen:regions": "node scripts/coarsen-regions.mjs",
"cleanup:regions": "node scripts/cleanup-regions.mjs",
"smooth:regions": "node scripts/smooth-regions.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",
"build:region-centroids": "node scripts/build-region-centroids.mjs",
"build:region-geo": "node scripts/build-region-geo.mjs",
"extract:admin0-pop": "node scripts/extract-admin0-pop.mjs",
"typecheck": "tsc --noEmit",
"lint": "eslint .",
"e2e": "playwright test"
@@ -38,6 +50,15 @@
"@eslint/js": "^9.20.0",
"@playwright/test": "^1.62.1",
"@tailwindcss/vite": "^4.1.4",
"@turf/area": "^7.4.0",
"@turf/bbox": "^7.4.0",
"@turf/boolean-point-in-polygon": "^7.4.0",
"@turf/centroid": "^7.4.0",
"@turf/difference": "^7.4.0",
"@turf/distance": "^7.4.0",
"@turf/simplify": "^7.4.0",
"@turf/turf": "^7.4.0",
"@turf/union": "^7.4.0",
"@types/better-sqlite3": "^7.6.13",
"@types/express": "^4.17.25",
"@types/node": "^22.13.0",
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@@ -0,0 +1,20 @@
[
{
"id": "ww2",
"name": "World War II",
"year": 1939,
"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength."
},
{
"id": "present",
"name": "Present Day",
"year": 2026,
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, AI, and great-power rivalry shape every decision."
},
{
"id": "near-future",
"name": "Near Future",
"year": 2035,
"eraDescription": "Autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances."
}
]
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@@ -0,0 +1,17 @@
{
"id": "near-future",
"name": "Near Future",
"year": 2035,
"eraDescription": "A near-future world: autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances as the great powers reach for the next horizon.",
"suggestedPowers": [
{ "name": "North American Union", "region": "USA", "note": "The industrial-technological core of the West." },
{ "name": "Chinese Federation", "region": "CHN", "note": "The integrated superpower of the Pacific." },
{ "name": "European Confederation", "region": "FRA", "note": "The united European bloc." },
{ "name": "Russian Union", "region": "RUS", "note": "The resource frontier state." }
],
"tensions": [
"Autonomous weapons and the new arms race",
"Climate migration and resource wars",
"The contest for space and orbital dominance"
]
}
+17
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@@ -0,0 +1,17 @@
{
"id": "present",
"name": "Present Day",
"year": 2026,
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, artificial intelligence, and great-power rivalry shape every decision the leaders of the age must make.",
"suggestedPowers": [
{ "name": "United States", "region": "USA", "note": "The military-technological leader of the Western bloc." },
{ "name": "People's Republic of China", "region": "CHN", "note": "The industrial giant pressing on the Western Pacific." },
{ "name": "Russian Federation", "region": "RUS", "note": "A resource-rich power testing its neighbors' resolve." },
{ "name": "European Union", "region": "FRA", "note": "A large, internally divided economic bloc." }
],
"tensions": [
"US–China tech and trade rivalry",
"The war in Europe and the eastern flank",
"AI and cyber dominance"
]
}
+17
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@@ -0,0 +1,17 @@
{
"id": "ww2",
"name": "World War II",
"year": 1939,
"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength, and the great powers watch — and arm — from across the oceans.",
"suggestedPowers": [
{ "name": "German Reich", "region": "DEU", "note": "A militarized Reich at the heart of the continent, its army the most battle-hardened in Europe." },
{ "name": "United Kingdom", "region": "GBR", "note": "An island power that commands the seas but is cut off from the continent." },
{ "name": "Soviet Union", "region": "RUS", "note": "A vast, fragile industrial giant on the eastern frontier." },
{ "name": "United States", "region": "USA", "note": "An industrial colossus, still politically divided over entry into the war." }
],
"tensions": [
"The Axis versus the Allies",
"The race for continental resources and sea lanes",
"The uneasy balance before the bomb"
]
}
+251
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}
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/**
* 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 ? ', …' : ''}`);
}
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/**
* scripts/build-region-centroids.mjs — build the precomputed region-centroid
* manifest: `public/region-centroids.json` = `{ "<regionKey>": { "lat": <number>, "lon": <number>, "spread": <number> }, ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* the point the LLM's map markers (v0.27, #44) will be anchored to: the
* **centroid of the region's largest-area part** (a MultiPolygon's biggest
* island/lake-piece rather than an area-weighted average of all parts), plus
* a `spread` value ≈ 0.1 × the smallest bbox dimension of that part (in
* degrees) — the engine scatters markers of one region within ±(spread/2)
* around the centroid using a deterministic per-marker offset, so several
* markers of the same region do not stack on one pixel.
*
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). For each feature we (1) split a MultiPolygon into its parts
* (a plain Polygon is its own single part), (2) pick the part with the
* greatest `@turf/area`, (3) take `@turf/centroid` of that part and
* `@turf/bbox` of that part, and (4) round everything to 6 decimal places
* (≈ 0.1 m at this scale — far below the map's visual precision).
*
* Output contract (asserted by scripts/region-centroids.test.ts):
* - one entry for **every** region key, keyed identically to
* `public/region-keys.json` (same key set, 1,800 entries);
* - each centroid lies inside its region's (largest part's) bbox;
* - `spread` is a non-negative number of degrees (0 for degenerate parts);
* - values are rounded to at most 6 decimal places.
*
* Deterministic + idempotent: the input files are fixed, turf is a pure
* geometric computation, the output keeps the geo file's (stable) feature
* order and rounds to fixed precision — so a re-run rewrites a byte-identical
* file (the test re-runs this script and compares bytes).
*
* Usage: `node scripts/build-region-centroids.mjs` (or `npm run build:region-centroids`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import area from '@turf/area';
import bbox from '@turf/bbox';
import centroid from '@turf/centroid';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const round6 = (v) => Math.round(v * 1e6) / 1e6;
// --- load the geo + region-key manifest (plain parse; keys join feature->key) --
const geo = JSON.parse(readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'));
const idToKey = JSON.parse(readFileSync(path.join(root, 'public', 'region-keys.json'), 'utf8'));
/**
* The polygon parts of a geometry: a MultiPolygon's individual polygons, a
* plain Polygon as its own single part, anything else as an empty list (the
* caller falls back to the whole-feature centroid).
*/
function partsOf(geometry) {
if (geometry?.type === 'MultiPolygon') return geometry.coordinates ?? [];
if (geometry?.type === 'Polygon') return [geometry.coordinates];
return [];
}
const manifest = {};
let skipped = 0;
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
const parts = partsOf(f.geometry);
if (parts.length === 0) {
// Degenerate geometry (a point/line region): anchor at the feature's own
// centroid. Can't happen with the current 1,800-polygon dataset, but the
// fallback keeps the manifest complete if the generator ever changes.
skipped += 1;
const c = centroid(feature(f.geometry));
const b = bbox(feature(f.geometry));
manifest[key] = {
lat: round6(c.geometry.coordinates[1]),
lon: round6(c.geometry.coordinates[0]),
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
};
continue;
}
// Pick the part with the greatest area (km²) and anchor to IT, so a
// multi-part region's markers cluster on its main mass, not between parts.
let best = 0;
let bestArea = -1;
for (let i = 0; i < parts.length; i++) {
const a = area(feature({ type: 'Polygon', coordinates: parts[i] }));
if (a > bestArea) {
bestArea = a;
best = i;
}
}
const part = feature({ type: 'Polygon', coordinates: parts[best] });
const c = centroid(part);
const b = bbox(part);
manifest[key] = {
lat: round6(c.geometry.coordinates[1]),
lon: round6(c.geometry.coordinates[0]),
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
};
}
// --- hard assertions (the test re-checks these against the committed file) ---
const expectedKeys = Object.values(idToKey);
if (Object.keys(manifest).length !== expectedKeys.length) {
throw new Error(
`expected ${expectedKeys.length} centroid entries (one per region key), got ${Object.keys(manifest).length}`,
);
}
for (const k of expectedKeys) {
if (!(k in manifest)) throw new Error(`missing centroid for region key ${JSON.stringify(k)}`);
}
for (const [k, v] of Object.entries(manifest)) {
if (!Number.isFinite(v.lat) || !Number.isFinite(v.lon) || !Number.isFinite(v.spread)) {
throw new Error(`non-finite centroid for ${k}: ${JSON.stringify(v)}`);
}
if (v.spread < 0) throw new Error(`negative spread for ${k}: ${v.spread}`);
}
// --- write idempotently (stable order = insertion order = geo file order) ---
writeFileSync(path.join(root, 'public', 'region-centroids.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
const spreads = Object.values(manifest).map((v) => v.spread);
console.log(
`[build-region-centroids] wrote public/region-centroids.json — ${Object.keys(manifest).length} region keys` +
(skipped ? ` (${skipped} non-polygon fallbacks)` : '') +
`, spread min/max ${Math.min(...spreads)} / ${Math.max(...spreads)} deg`,
);
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/**
* scripts/build-region-geo.mjs — build the region **geo** manifest:
* `public/region-geo.json` = `{ "<regionKey>": { "area": <number>, "population": <number> }, ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* two facts the v0.28 per-region stats model (and its area×population weighting)
* needs:
* - `area` — the region's **total** surface area in km², from
* `@turf/area` on the FINAL generated feature
* (`public/regions.geo.json`) — turf reports square metres,
* so the raw value is divided by 1e6 — rounded to 2 decimals.
* - `population` — the region's share of its **parent country's** real
* population (Natural Earth 1:10m admin-0 `POP_EST`, from the
* committed `public/ne-admin0-pop.json`), distributed across
* the country's sub-regions **proportional to each region's
* area** (a first-order "uniform population density within a
* country" approximation — Natural Earth admin-1, which the
* region generator uses, carries no per-unit population).
*
* Population distribution uses **largest remainder** per country, so the sum of
* a country's sub-region populations is EXACTLY the country's POP_EST, and the
* sum over all 1,800 regions is EXACTLY the sum of the 177 repo countries'
* POP_EST (7,654,092,021) — no rounding drift.
*
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). The population source is the COMMITTED `public/ne-admin0-pop.json`
* (a small derived table produced once by `scripts/extract-admin0-pop.mjs` from
* the 13 MB Natural Earth admin-0 file, which we do NOT commit) — so this build
* is fully reproducible in CI.
*
* Output contract (asserted by scripts/region-geo.test.ts):
* - one entry for **every** region key, keyed identically to
* `public/region-keys.json` (same key set, 1,800 entries);
* - `area` is a finite number >= 0 (km², <= 2 decimals);
* - `population` is a non-negative integer;
* - the total population across all entries is a non-negative integer.
*
* Deterministic + idempotent: fixed inputs (the geo file, the key manifest, and
* the committed population table), pure turf, largest-remainder with a
* (remainder desc, key asc) tie-break, and stable sorted key order → a re-run
* rewrites a byte-identical file (the test re-runs this script and compares
* bytes).
*
* Usage: `node scripts/build-region-geo.mjs` (or `npm run build:region-geo`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import area from '@turf/area';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const round2 = (v) => Math.round(v * 100) / 100;
// --- load the inputs (plain parse) ------------------------------------------
const geoPath = path.join(root, 'public', 'regions.geo.json');
const keysPath = path.join(root, 'public', 'region-keys.json');
const popPath = path.join(root, 'public', 'ne-admin0-pop.json');
let geo, idToKey, popByCountry;
try {
geo = JSON.parse(readFileSync(geoPath, 'utf8'));
idToKey = JSON.parse(readFileSync(keysPath, 'utf8'));
popByCountry = JSON.parse(readFileSync(popPath, 'utf8'));
} catch (err) {
console.error(
`[build-region-geo] could not load the inputs (${geoPath}, ${keysPath}, ${popPath}). ` +
`Is public/ne-admin0-pop.json present? Regenerate it with scripts/extract-admin0-pop.mjs.`,
);
throw err;
}
/**
* One pass over the geo features: for each region key record its (unrounded)
* turf area and its parent ISO_A3, then group the keys by parent so the
* population can be distributed per country.
*/
const regionArea = new Map(); // key -> unrounded area (km²)
const regionParent = new Map(); // key -> parent ISO_A3
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
// @turf/area reports square METRES; the manifest stores km².
const a = area(feature(f.geometry)) / 1e6;
regionArea.set(key, a);
regionParent.set(key, typeof f.properties?.parent === 'string' ? f.properties.parent : '');
}
// Group region keys by parent country (file order is stable, but we sort for
// deterministic population distribution).
const keysByCountry = new Map(); // parent -> string[] of keys
for (const [key, parent] of regionParent) {
if (!parent) continue; // a region with no parent has no population source
const list = keysByCountry.get(parent);
if (list) list.push(key);
else keysByCountry.set(parent, [key]);
}
const population = new Map(); // key -> integer population
for (const [parent, keys] of keysByCountry) {
keys.sort(); // deterministic ordering for the tie-break
const P = Number.isFinite(popByCountry[parent]) ? Math.max(0, popByCountry[parent]) : 0;
const totalArea = keys.reduce((s, k) => s + (regionArea.get(k) || 0), 0);
if (P <= 0 || totalArea <= 0) {
for (const k of keys) population.set(k, 0);
continue;
}
// Largest remainder: floor each share, then hand out the leftover 1s to the
// regions with the largest fractional remainders (ties broken by key asc).
const shares = keys.map((k) => {
const a = regionArea.get(k) || 0;
const ideal = (P * a) / totalArea;
return { k, floor: Math.floor(ideal), rem: ideal - Math.floor(ideal) };
});
const distributed = shares.reduce((s, x) => s + x.floor, 0);
let deficit = P - distributed; // 0 <= deficit < keys.length
const order = shares
.map((x, i) => ({ i, rem: x.rem, k: x.k }))
.sort((a, b) => (b.rem - a.rem) || (a.k < b.k ? -1 : a.k > b.k ? 1 : 0));
for (let i = 0; i < order.length && deficit > 0; i++) {
shares[order[i].i].floor += 1;
deficit -= 1;
}
for (const x of shares) population.set(x.k, x.floor);
}
// --- assemble the manifest (sorted keys) -------------------------------------
const expectedKeys = Object.values(idToKey);
const manifest = {};
for (const k of [...expectedKeys].sort()) {
const a = regionArea.get(k);
const p = population.get(k);
if (a === undefined || p === undefined) {
throw new Error(`region key ${JSON.stringify(k)} has no computed area/population`);
}
manifest[k] = { area: round2(a), population: p };
}
// --- hard assertions (the test re-checks these against the committed file) ----
if (Object.keys(manifest).length !== expectedKeys.length) {
throw new Error(
`expected ${expectedKeys.length} region-geo entries (one per region key), got ${Object.keys(manifest).length}`,
);
}
let totalPop = 0;
let zeros = 0;
for (const [k, v] of Object.entries(manifest)) {
if (!Number.isFinite(v.area) || v.area < 0) throw new Error(`bad area for ${k}: ${JSON.stringify(v)}`);
if (!Number.isInteger(v.population) || v.population < 0) throw new Error(`bad population for ${k}: ${JSON.stringify(v)}`);
if (v.area === 0) zeros += 1;
totalPop += v.population;
}
// --- write idempotently (sorted keys, 2-space indent, trailing newline) ------
writeFileSync(path.join(root, 'public', 'region-geo.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
console.log(
`[build-region-geo] wrote public/region-geo.json — ${Object.keys(manifest).length} region keys` +
`${zeros ? ` (${zeros} zero-area regions)` : ''}, total population ${totalPop.toLocaleString('en-US')}`,
);
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/**
* 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(', ')}`);
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#!/usr/bin/env node
/**
* scripts/cleanup-regions.mjs — removes the small holes left by coarsening.
*
* Run: npm run cleanup:regions (in place on public/regions.geo.json)
* node scripts/cleanup-regions.mjs [out] [src] [--bridge]
*
* The v0.14 coarsening produced a clean 1,796-region dataset, but small
* unfilled patches ("holes") remain inside regions — artifacts of the boolean
* dissolves and Natural Earth's own digitization. This fixes that in place,
* WITHOUT touching the dataset's contract (the region count, the `id`s, the
* `properties = { name, parent }`, the ~100 km floor and the island exemption
* are all preserved — only inner rings are dropped).
*
* ENCLOSED HOLES — every hole (inner ring) whose area is < HOLE_AREA_MAX_KM2
* is dropped, so the region fills in to be solid. Any larger hole (a genuine
* water body) is kept. NOTE: the big real lakes (Great Lakes, Caspian, Aral,
* Lake Superior, …) were already dissolved by the v0.14 coarsening, so they
* are not present as holes here; the only hole above the threshold in this
* dataset is a single medium one (~5,858 km2, kept). A 1,000 km2 threshold
* is comfortably above the 2,252 tiny artifact holes (all < 500 km2) and
* comfortably below any large real lake, so it fills exactly the artifacts.
*
* BRIDGING (opt-in, `--bridge`) — a MultiPolygon whose separate parts sit
* only a short distance apart (a thin gap across a strait, a nearby island)
* leaves a visible crack of background. This joins each such close pair with
* a small connector polygon and a boolean union, closing the crack while
* genuinely far parts (islands, separated territories) stay separate. It is
* OFF by default: the union itself can mint new (medium) holes, which is
* counter to the primary "fill holes" goal, so the default run is the
* clean, deterministic hole-fill only.
*
* Deterministic + idempotent: fixed threshold, deterministic planar geometry,
* 4-dp rounding. Re-running on an already-clean file rewrites the same file
* (no small holes remain to fill; the kept holes are above the threshold).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { union } from '@turf/union';
import { featureCollection } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const DEFAULT_FILE = path.join(root, 'public', 'regions.geo.json');
// positional args (out, src) plus named flags; keep the two orthogonal
const args = process.argv.slice(2).filter((a) => !a.startsWith('-'));
const flags = process.argv.slice(2).filter((a) => a.startsWith('-'));
const BRIDGE = flags.includes('--bridge');
const OUT = args[0] ? path.resolve(args[0]) : DEFAULT_FILE;
const SRC = args[1] ? path.resolve(args[1]) : DEFAULT_FILE;
// --- parameters ---------------------------------------------------------------
const HOLE_AREA_MAX_KM2 = 1000; // fill enclosed holes smaller than this (keep real lakes)
const BRIDGE_MAX_KM = 30; // bridge part-gaps smaller than this …
const BRIDGE_MIN_KM = 0.3; // … but only real gaps (a pair in (BRIDGE_MIN, BRIDGE_MAX))
const BRIDGE_EXT_KM = 2; // extend each bridge end into its part (ensures union overlap)
const BRIDGE_HW_MIN_KM = 2; // minimum half-width of a connector
const BRIDGE_HW_MAX_KM = 20; // cap so a connector never becomes a big blob
const R4 = 4; // coordinate precision (decimal places)
const SLIVER_EPS_KM2 = 1e-6; // drop only truly-degenerate (≈zero-area) parts
// --- area model (identical to coarsen-regions.mjs / regions.test.ts) -----------
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg) => (deg * Math.PI) / 180;
function ringAreaKm2(ring) {
let lat = 0;
for (const [, la] of ring) lat += la;
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
let a = 0;
const n = ring.length;
for (let i = 0; i < n; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % n];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
function geomAreaKm2(geom) {
if (!geom) return 0;
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
let total = 0;
for (const poly of polys) total += ringAreaKm2(poly[0]);
return total;
}
// --- rounding / normalization (same conventions as coarsen-regions.mjs) --------
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
function roundRing(ring, N = R4) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
if (out.length > 1 && out[0][0] === out[out.length - 1][0] && out[0][1] === out[out.length - 1][1]) out.pop();
if (out.length < 3) return out;
return [...out, [...out[0]]];
}
function roundAll(geom) {
if (!geom || (geom.type !== 'Polygon' && geom.type !== 'MultiPolygon')) return null;
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
.map((poly) => poly.map((ring) => roundRing(ring)))
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
if (!polys.length) return null;
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
function normalizeGeom(geom) {
const rounded = roundAll(geom);
if (!rounded) return null;
const all = rounded.type === 'Polygon' ? [rounded.coordinates] : rounded.coordinates;
const kept = all.filter((poly) => ringAreaKm2(poly[0]) >= SLIVER_EPS_KM2);
const polys = kept.length ? kept : all;
if (polys.length === 1 && rounded.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
// --- closest-point measurement (decimated planar point↔segment, ~km) ----------
function toXY(ring) {
let lat = 0;
for (const [, la] of ring) lat += la;
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
return ring.map(([lon, lat]) => [lon * kx, lat * KM_LAT]);
}
function dec(pts, maxN = 200) {
if (pts.length <= maxN) return pts;
const step = Math.ceil(pts.length / maxN);
const out = [];
for (let i = 0; i < pts.length; i += step) out.push(pts[i]);
return out;
}
/**
* Closest point-pair between two planar rings: returns { d, p, q } with p on A,
* q on B and d = |p-q| in km (both on the decimated rings — a good-enough
* approximation for bridging; a tiny offset is corrected by the extension).
*/
function ringClosest(AX, BX) {
const A = dec(AX), B = dec(BX);
let best = Infinity, bestP = null, bestQ = null;
for (const p of A) {
for (let i = 0; i < B.length - 1; i++) {
const a = B[i], b = B[i + 1];
const dx = b[0] - a[0], dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
let t = l2 === 0 ? 0 : ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
const c = [a[0] + t * dx, a[1] + t * dy];
const dd = Math.hypot(p[0] - c[0], p[1] - c[1]);
if (dd < best) { best = dd; bestP = p; bestQ = c; }
}
}
for (const p of B) {
for (let i = 0; i < A.length - 1; i++) {
const a = A[i], b = A[i + 1];
const dx = b[0] - a[0], dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
let t = l2 === 0 ? 0 : ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
const c = [a[0] + t * dx, a[1] + t * dy];
const dd = Math.hypot(p[0] - c[0], p[1] - c[1]);
if (dd < best) { best = dd; bestP = c; bestQ = p; }
}
}
return { d: best, p: bestP, q: bestQ };
}
/**
* Build a thin connector (a quad in lon/lat) between two closest points p, q
* (both in planar km). The connector is extended a little into each part so the
* boolean union joins them, and its half-width is wide enough to span the local
* gap (capped so it never becomes a big blob).
*/
function makeBridgeRing(p, q) {
const gap = Math.hypot(q[0] - p[0], q[1] - p[1]);
if (gap < 1e-3) return null; // coincident → nothing to bridge
const midLat = (p[1] / KM_LAT + q[1] / KM_LAT) / 2;
const kx = KM_LON * Math.cos(rad(midLat));
const ux = (q[0] - p[0]) / gap, uy = (q[1] - p[1]) / gap; // unit p→q
const nx = -uy, ny = ux; // perpendicular
const hw = Math.min(BRIDGE_HW_MAX_KM, Math.max(BRIDGE_HW_MIN_KM, gap / 2));
const ext = BRIDGE_EXT_KM;
const pExt = [p[0] - ux * ext, p[1] - uy * ext];
const qExt = [q[0] + ux * ext, q[1] + uy * ext];
const toLL = ([x, y]) => [rN(x / kx, R4), rN(y / KM_LAT, R4)];
const c1 = toLL([pExt[0] + nx * hw, pExt[1] + ny * hw]);
const c2 = toLL([qExt[0] + nx * hw, qExt[1] + ny * hw]);
const c3 = toLL([qExt[0] - nx * hw, qExt[1] - ny * hw]);
const c4 = toLL([pExt[0] - nx * hw, pExt[1] - ny * hw]);
return [c1, c2, c3, c4, c1];
}
/** Bridge all close pairs of a MultiPolygon and union everything into one shape. */
function bridgeParts(geom) {
const parts = geom.coordinates;
const partsXY = parts.map((p) => toXY(p[0]));
const bridges = [];
let bridgedPairs = 0;
for (let i = 0; i < partsXY.length; i++) {
for (let j = i + 1; j < partsXY.length; j++) {
const { d, p, q } = ringClosest(partsXY[i], partsXY[j]);
if (d > BRIDGE_MIN_KM && d < BRIDGE_MAX_KM) {
const ring = makeBridgeRing(p, q);
if (ring) { bridges.push(ring); bridgedPairs++; }
}
}
}
if (!bridges.length) return { geom, bridgedPairs: 0, changed: false };
// union: original parts (as Polygons) + connector rings (as Polygons)
const feats = parts.map((poly) => ({ type: 'Feature', geometry: { type: 'Polygon', coordinates: poly } }));
for (const ring of bridges) feats.push({ type: 'Feature', geometry: { type: 'Polygon', coordinates: [ring] } });
let u;
try {
u = union(featureCollection(feats));
} catch (e) {
console.error(` [warn] bridge union failed: ${e.message}`);
return { geom, bridgedPairs: 0, changed: false };
}
const norm = u ? normalizeGeom(u.geometry) : null;
// Guard: a good bridge only adds a little area. Reject the union if it lost
// area (< 0.8×, a bad union that ate parts) or over-filled (> 1.3×, e.g. many
// overlapping bridges in a dense archipelago) — keep the original instead.
if (norm) {
const na = geomAreaKm2(norm);
const oa = geomAreaKm2(geom);
if (oa > 0 && (na < 0.8 * oa || na > 1.3 * oa)) {
return { geom, bridgedPairs: 0, changed: false };
}
}
return { geom: norm ?? geom, bridgedPairs, changed: true, bridgedParts: u ? (u.geometry.type === 'Polygon' ? 1 : u.geometry.coordinates.length) : parts.length };
}
// --- main ----------------------------------------------------------------------
function main() {
const t0 = Date.now();
const fc = JSON.parse(readFileSync(SRC, 'utf8'));
const inKB = (Buffer.byteLength(readFileSync(SRC)) / 1024).toFixed(0);
console.log(`input: ${fc.features.length} regions (${inKB} KB) from ${SRC}`);
console.log(`mode: holes <${HOLE_AREA_MAX_KM2} km2 filled, larger kept${BRIDGE ? `; + bridging part-gaps in (${BRIDGE_MIN_KM}, ${BRIDGE_MAX_KM}) km` : ''}`);
// diagnostics
let holesFilled = 0, holesFilledArea = 0, holesKept = 0, holesKeptArea = 0, featuresTouchedHole = 0;
let bridgedFeatures = 0, bridgedPairs = 0, partsBefore = 0, partsAfter = 0, areaBefore = 0, areaAfter = 0;
const bridgeSamples = [];
const keptHoleSamples = [];
const outFeatures = [];
for (const f of fc.features) {
let geom = f.geometry;
// ---- Opt-in: bridge close parts (additive connector + union) ----
if (BRIDGE && geom.type === 'MultiPolygon' && geom.coordinates.length >= 2) {
const before = { parts: geom.coordinates.length, area: geomAreaKm2(geom) };
const res = bridgeParts(geom);
if (res.changed) {
geom = res.geom;
bridgedFeatures++;
bridgedPairs += res.bridgedPairs;
partsBefore += before.parts;
partsAfter += geom.type === 'Polygon' ? 1 : geom.coordinates.length;
areaBefore += before.area;
areaAfter += geomAreaKm2(geom);
if (bridgeSamples.length < 20)
bridgeSamples.push(`${f.id} ${f.properties.name} (${f.properties.parent}): ${before.parts}p→${geom.type === 'Polygon' ? 1 : geom.coordinates.length}p, ${res.bridgedPairs} bridge(s), ${Math.round(before.area)}→${Math.round(geomAreaKm2(geom))} km2`);
}
}
// ---- Fill small enclosed holes: drop inner rings < threshold, keep larger ----
const isMulti = geom.type === 'MultiPolygon';
const polys = isMulti ? geom.coordinates : [geom.coordinates];
let touchedHole = false;
const newPolys = polys.map((poly) => {
const kept = [poly[0]]; // outer ring always kept
for (let i = 1; i < poly.length; i++) {
const area = ringAreaKm2(poly[i]);
if (area < 1e-6) continue; // degenerate — drop
if (area < HOLE_AREA_MAX_KM2) {
holesFilled++; holesFilledArea += area; touchedHole = true; // fill (drop)
} else {
holesKept++; holesKeptArea += area;
kept.push(poly[i]); // a genuine water body — keep the hole
if (keptHoleSamples.length < 20) keptHoleSamples.push(`${f.id}(${f.properties.parent}) ${Math.round(area)} km2`);
}
}
return kept;
});
if (touchedHole) featuresTouchedHole++;
const rebuilt = isMulti
? { type: 'MultiPolygon', coordinates: newPolys }
: { type: 'Polygon', coordinates: newPolys[0] };
// normalize (round 4dp, drop degenerate). NEVER drop a feature: if nothing
// usable survives (a degenerate 3-pt 0-area micro-dot), keep the
// hole-filled (rebuilt) geometry, else the untouched original.
const norm = normalizeGeom(rebuilt);
outFeatures.push({ type: 'Feature', id: f.id, properties: { name: f.properties.name, parent: f.properties.parent }, geometry: norm ?? rebuilt ?? geom });
}
const out = { type: 'FeatureCollection', features: outFeatures };
const json = JSON.stringify(out);
const outKB = (Buffer.byteLength(json) / 1024).toFixed(0);
writeFileSync(OUT, json + '\n');
console.log(`\n--- RESULTS ---`);
console.log(`regions: ${fc.features.length} → ${out.features.length} (should be unchanged)`);
console.log(`file: ${inKB} KB → ${outKB} KB (${(outKB / 1024).toFixed(2)} MB)`);
console.log(`\nENCLOSED HOLES:`);
console.log(` filled ${holesFilled} holes (${Math.round(holesFilledArea).toLocaleString('en-US')} km2) in ${featuresTouchedHole} features`);
console.log(` kept ${holesKept} hole(s) (${Math.round(holesKeptArea).toLocaleString('en-US')} km2) as real water`);
if (keptHoleSamples.length) console.log(` kept-hole list: ${keptHoleSamples.join(', ')}`);
if (BRIDGE) {
console.log(`\nBRIDGING (part-gaps):`);
console.log(` bridged ${bridgedFeatures} features (${bridgedPairs} close pairs): parts ${partsBefore} → ${partsAfter}, area ${Math.round(areaBefore).toLocaleString('en-US')} → ${Math.round(areaAfter).toLocaleString('en-US')} km2`);
for (const s of bridgeSamples) console.log(` ${s}`);
} else {
console.log(`\nbridging: skipped (pass --bridge to enable)`);
}
console.log(`\nwrote ${OUT}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
}
main();
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#!/usr/bin/env node
/**
* scripts/coarsen-regions.mjs — coarsens the committed `public/regions.geo.json`
* in place, so the map is genuinely coarser, not just finer-grained.
*
* Rule (per user request: "focus on joining cities to the region around it.
* Regions shouldn't be smaller than around 100x100km, excluding islands"):
*
* FLOOR — no region should be smaller than ~100×100 km = 10,000 km²,
* EXCEPT islands.
* ISLAND — a region is an island if it has NO same-country neighbor: no
* other region with the same `properties.parent` whose bounding box
* is within CLOSE_DEG (≈≤22 km) of its own. Small islands stay
* as-is regardless of size (Corsica, the Hawaiian counties,
* Okinawa, the Faroes, island micro-states, …).
* MERGE — a region that is small (area < FLOOR) AND not an island is
* merged into its NEAREST same-country neighbor (nearest by
* centroid distance; tie-break → larger area, then lexicographic
* id). Standalone cities (FR-75 Paris, the Latvian/Slovenian
* municipalities, the UK's 231 micro-districts) collapse into the
* region around them.
* DISSOLVE— the merge is a real boolean union (`@turf/union`, polygon-
* clipping): the shared boundary between the merged region and its
* host is removed, producing a single clean polygon — not two
* overlapping shapes. (Fallback if the union fails on a pair:
* combine the rings into a MultiPolygon without dissolving; the
* count of such fallbacks is reported.)
* ITERATE — passes run smallest-area-first (small regions merge into their
* neighbors, which grow and then absorb more). After each pass the
* area/neighbor/centroid metrics are recomputed; it stops at the
* fixed point (no small non-island region left) or at MAX_ITER.
* IDENTITY— the host (the region merged INTO) keeps its own `id` and
* `name`; the absorbed region's id is dropped. `properties.parent`
* is unchanged, so the map code (WorldMap/App/protocol/map.ts)
* keeps working untouched.
*
* Deterministic: fixed processing order (area, then id), deterministic
* neighbor choice (distance, then -area, then id), deterministic boolean
* union. Re-running on the coarsened file reaches the fixed point
* immediately and rewrites a byte-identical file.
*
* Area model: the SAME planar approximation the validation test uses
* (`scripts/regions.test.ts`) — `x = lon·111.32·cos(midLat)`,
* `y = lat·110.574` km, shoelace per OUTER ring (holes ignored), each ring at
* its own mean latitude — so the script's merge decisions and the test's
* assertions measure the same quantity.
*
* Longitude handling: every ring is unwrapped to a continuous [0,360)-derived
* space before its bbox/centroid is computed (the shortest-difference
* "np.unwrap" scheme), which makes the one full-360° antimeridian-wrapping
* feature (Antarctica's mainland ring) and any seam-straddling ring behave
* correctly; cross-feature longitude gaps use the 360°-cyclic minimum.
*
* Output: features sorted by (parent, id) (the same comparator as
* `scripts/generate-regions.mjs`), coordinates rounded to 4 decimal places,
* single line of JSON + trailing newline. If the file would exceed the
* ~5 MB guard, a light Douglas–Peucker pass (tolerances escalated through a
* small table) brings it under ~4 MB before writing.
*
* Run: `npm run coarsen:regions`
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { union } from '@turf/union';
import { feature, featureCollection } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const FILE = path.join(root, 'public', 'regions.geo.json');
// --- parameters ---------------------------------------------------------------
const AREA_FLOOR_KM2 = 10_000; // ~100×100 km floor for non-island regions
const CLOSE_DEG = 0.2; // "spatially close" bbox gap (both lat and lon ≤ this; ≈≤22 km)
const MAX_ITER = 20; // safety cap on fixed-point passes (spec: ~15)
const SIZE_GUARD_KB = 5_120; // keep the committed file under ~5 MB
const SIZE_TARGET_KB = 4_096; // …and land under ~4 MB once simplified
const DP_STEPS = [0.05, 0.1, 0.2, 0.3, 0.5, 0.75, 1.0]; // Douglas–Peucker tolerances (degrees)
const R4 = 4; // coordinate precision (decimal places, ≈11 m)
const SLIVER_EPS_KM2 = 1e-6; // drop only truly-degenerate (≈zero-area) clipper slivers
// --- area model (identical to scripts/regions.test.ts) -------------------------
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg) => (deg * Math.PI) / 180;
/** Shoelace area (km²) of one ring, measured at the ring's own mean latitude. */
function ringAreaKm2(ring) {
let lat = 0;
for (const [, la] of ring) lat += la;
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
let a = 0;
const n = ring.length;
for (let i = 0; i < n; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % n];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
/** Sum of a geometry's outer-ring areas (holes are lakes — ignored by design). */
function geomAreaKm2(geom) {
if (!geom) return 0;
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
let total = 0;
for (const poly of polys) total += ringAreaKm2(poly[0]);
return total;
}
// --- longitude unwrapping (antimeridian-safe) ----------------------------------
/**
* Unwrap a ring's longitudes to a continuous real line (the "np.unwrap"
* shortest-difference scheme, anchored at the first vertex's [0,360) value).
* Returns { lons, full } — `full` when the unwrapped span is ≥ 300°, i.e. the
* ring is a full-360° antimeridian band (Antarctica's mainland ring).
*/
function unwrapRing(ring) {
const n = ring.length;
const norm = (x) => ((x % 360) + 360) % 360; // → [0,360)
const u = new Array(n);
u[0] = norm(ring[0][0]);
for (let i = 1; i < n; i++) {
// The PREVIOUS unwrapped value may lie outside [0,360) (it accumulates),
// so normalize it back before measuring the difference; otherwise a bogus
// ~180° jump is inserted and the ring's span balloons to ~180°.
const a = norm(u[i - 1]);
const b = norm(ring[i][0]);
const d = (((b - a) % 360) + 540) % 360 - 180; // shortest signed diff in (-180, 180]
u[i] = u[i - 1] + d;
}
let min = Infinity;
let max = -Infinity;
for (const v of u) {
if (v < min) min = v;
if (v > max) max = v;
}
return { lons: u, full: max - min >= 300 };
}
/**
* Cyclic 1-D gap (degrees) between two tight longitude intervals in their own
* unwrapped [0,360)-derived spaces. Tries the three 360° shifts of `b` so
* different unwrap anchors reconcile; a `full` interval is close to everything.
*/
function lonGap(intA, intB) {
if (intA.full || intB.full) return 0;
let best = Infinity;
for (const k of [-1, 0, 1]) {
const a2 = intB.a + 360 * k;
const b2 = intB.b + 360 * k;
const gap = intA.b < a2 ? a2 - intA.b : b2 < intA.a ? intA.a - b2 : 0;
if (gap < best) best = gap;
}
return best;
}
// --- geometry helpers ----------------------------------------------------------
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
/** Round a ring to 4 dp, drop consecutive duplicates, and (re-)close it. */
function roundRing(ring, N = R4) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
if (
out.length > 1 &&
out[0][0] === out[out.length - 1][0] &&
out[0][1] === out[out.length - 1][1]
)
out.pop();
if (out.length < 3) return out; // degenerate; caller drops it
return [...out, [...out[0]]];
}
/**
* Round every ring of a geometry to 4 dp, drop degenerate rings (<3 pts) and
* empty polygons, keep the Polygon/MultiPolygon type (a single-part
* MultiPolygon collapses to Polygon). Returns null if nothing usable survived.
*/
function roundAll(geom) {
if (!geom || (geom.type !== 'Polygon' && geom.type !== 'MultiPolygon')) return null;
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
.map((poly) => poly.map((ring) => roundRing(ring)))
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
if (!polys.length) return null;
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
/**
* Normalize a union output (or fallback MultiPolygon): roundAll, then drop
* truly-degenerate (≈zero-area, < SLIVER_EPS_KM2) polygons the clipper can
* leave behind at shared boundaries. It never drops *every* part — a merge of
* two sub-resolution (zero-area) micro-regions must still collapse into one
* (degenerate) region rather than vanish. Returns null only when the input
* itself had no usable ring (e.g. `null`).
*/
function normalizeGeom(geom) {
const rounded = roundAll(geom);
if (!rounded) return null;
const all = rounded.type === 'Polygon' ? [rounded.coordinates] : rounded.coordinates;
const kept = all.filter((poly) => ringAreaKm2(poly[0]) >= SLIVER_EPS_KM2);
const polys = kept.length ? kept : all;
if (polys.length === 1 && rounded.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
/** Douglas–Peucker of an OPEN point sequence (keeps endpoints). */
function dpOpen(pts, tol) {
if (pts.length < 3) return pts;
let maxD = 0;
let idx = 0;
const a = pts[0];
const b = pts[pts.length - 1];
for (let i = 1; i < pts.length - 1; i++) {
const dx = b[0] - a[0];
const dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
let t = l2 === 0 ? 0 : ((pts[i][0] - a[0]) * dx + (pts[i][1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
const d = Math.hypot(pts[i][0] - (a[0] + t * dx), pts[i][1] - (a[1] + t * dy));
if (d > maxD) {
maxD = d;
idx = i;
}
}
if (maxD > tol) {
const left = dpOpen(pts.slice(0, idx + 1), tol);
const right = dpOpen(pts.slice(idx), tol);
return left.concat(right.slice(1));
}
return [a, b];
}
/** Douglas–Peucker a CLOSED ring at tolerance `tol` (0 = skip). */
function dpRing(ring, tol) {
if (tol <= 0 || ring.length < 4) return ring;
let pts = ring;
if (pts[0][0] === pts[pts.length - 1][0] && pts[0][1] === pts[pts.length - 1][1]) pts = pts.slice(0, -1);
const s = dpOpen(pts, tol);
if (s.length < 3) return ring;
return [...s, [...s[0]]];
}
/** Round (and optionally DP-simplify) every ring of a geometry. */
function transformGeom(geom, tol) {
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
.map((poly) => poly.map((ring) => roundRing(ring, R4)).map((ring) => (tol > 0 ? dpRing(ring, tol) : ring)))
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
if (!polys.length) return null;
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
// --- region record -------------------------------------------------------------
/**
* A region under management. `lonInt` is the tight longitude interval in
* [0,360)-derived unwrapped space (or `full` for a 360° band); `(clat, clon)`
* is the area-weighted centroid of the LARGEST outer ring (the region's
* "location"), unwrapped for its ring then wrapped to [-180,180) for
* cyclic-distance use.
*/
class Region {
constructor(f) {
this.id = f.id;
this.name = f.properties.name;
this.parent = f.properties.parent;
this.geom = f.geometry;
this.rawGeom = null; // last pre-normalization union output (safety net for build())
this.dead = false;
this.metrics();
}
metrics() {
this.area = geomAreaKm2(this.geom);
const polys = this.geom.type === 'Polygon' ? [this.geom.coordinates] : this.geom.coordinates;
let latMin = Infinity;
let latMax = -Infinity;
let lonA = Infinity;
let lonB = -Infinity;
let lonFull = false;
let bestRing = null;
let bestArea = -1;
for (const poly of polys) {
const outer = poly[0];
for (const [, la] of outer) {
if (la < latMin) latMin = la;
if (la > latMax) latMax = la;
}
const { lons, full } = unwrapRing(outer);
if (full) lonFull = true;
let a = Infinity;
let b = -Infinity;
for (const v of lons) {
if (v < a) a = v;
if (v > b) b = v;
}
lonA = Math.min(lonA, a);
lonB = Math.max(lonB, b);
const ar = ringAreaKm2(outer);
if (ar > bestArea) {
bestArea = ar;
bestRing = outer;
}
}
this.lonInt = { a: lonA, b: lonB, full: lonFull };
this.latMin = latMin;
this.latMax = latMax;
// area-weighted centroid of the largest outer ring, in unwrapped space
const { lons } = unwrapRing(bestRing);
const lats = bestRing.map((p) => p[1]);
const n = bestRing.length;
let A = 0;
let cx = 0;
let cy = 0;
for (let i = 0; i < n; i++) {
const x1 = lons[i];
const y1 = lats[i];
const x2 = lons[(i + 1) % n];
const y2 = lats[(i + 1) % n];
const f = x1 * y2 - x2 * y1;
A += f;
cx += (x1 + x2) * f;
cy += (y1 + y2) * f;
}
A /= 2;
if (Math.abs(A) > 1e-9) {
cx /= 6 * A;
cy /= 6 * A;
} else {
cx = (lonA + lonB) / 2;
cy = (latMin + latMax) / 2;
}
this.clon = (((cx + 180) % 360) + 360) % 360 - 180;
this.clat = cy;
}
/** Cyclic planar distance (km) to another region's centroid. */
distKm(o) {
let dlon = Math.abs(this.clon - o.clon) % 360;
if (dlon > 180) dlon = 360 - dlon;
const midLat = rad((this.clat + o.clat) / 2);
return Math.hypot(dlon * KM_LON * Math.cos(midLat), (this.clat - o.clat) * KM_LAT);
}
/** Bounding-box closeness to another same-space region (see CLOSE_DEG). */
closeTo(o) {
const latGap = this.latMax < o.latMin ? o.latMin - this.latMax : o.latMax < this.latMin ? this.latMin - o.latMax : 0;
if (latGap > CLOSE_DEG) return false;
return lonGap(this.lonInt, o.lonInt) <= CLOSE_DEG;
}
}
/**
* A "degenerate" region is a zero-area artifact: after 4-dp rounding its only
* ring has <3 distinct points (a line/point, e.g. a micro-municipality that
* v0.13's Douglas–Peucker collapsed to `[A, B, A]`). It contributes no area,
* so it can never be dissolved by the clipper (which returns null) nor kept
* through ring-dropping (which loses the 2-point ring). Merging one is purely
* an absorption: the host keeps its own geometry.
*/
const isDegenerate = (r) => r.area < SLIVER_EPS_KM2;
// --- main ----------------------------------------------------------------------
function main() {
const fc0 = JSON.parse(readFileSync(FILE, 'utf8'));
const regions = fc0.features.map((f) => new Region(f));
const byParent = new Map();
for (const r of regions) {
if (!byParent.has(r.parent)) byParent.set(r.parent, []);
byParent.get(r.parent).push(r);
}
const t0 = Date.now();
console.log(`input: ${fc0.features.length} regions across ${byParent.size} countries (${(Buffer.byteLength(readFileSync(FILE)) / 1024).toFixed(0)} KB)`);
console.log(`parameters: floor ${AREA_FLOOR_KM2.toLocaleString('en-US')} km2, close ${CLOSE_DEG} deg, max ${MAX_ITER} passes`);
const merges = []; // { from, fromName, fromArea, to, toName, toAreaAfter }
let fallbackUnions = 0;
// The fixed-point loop. Each pass: every region that is small AND has a
// close same-country neighbor merges into the nearest such neighbor
// (nearest by centroid distance; tie → larger area → lexicographic id).
for (let pass = 0; pass < MAX_ITER; pass++) {
let skippedIsland = 0;
let skippedGrew = 0;
const items = [];
for (const r of regions) {
if (r.dead || r.area >= AREA_FLOOR_KM2) continue;
const siblings = byParent.get(r.parent);
for (const s of siblings) {
if (s !== r && !s.dead && r.closeTo(s)) {
items.push(r);
break;
}
}
}
if (!items.length) {
console.log(`after pass ${pass}: fixed point reached (no small non-island regions left)`);
break;
}
items.sort((a, b) => (a.area !== b.area ? a.area - b.area : a.id < b.id ? -1 : 1));
let merged = 0;
for (const r of items) {
if (r.dead) continue;
if (r.area >= AREA_FLOOR_KM2) {
skippedGrew++;
continue; // absorbed a smaller region earlier this pass and crossed the floor
}
const siblings = byParent.get(r.parent);
// Close same-country neighbors as of NOW (mid-pass): some may have died
// earlier in this pass.
const close = [];
for (const s of siblings) if (s !== r && !s.dead && r.closeTo(s)) close.push(s);
if (!close.length) {
skippedIsland++;
continue; // lost its last close neighbor this pass → island now → exempt
}
// Prefer a REAL (non-degenerate) host so real regions dissolve cleanly;
// fall back to any close neighbor only when no real one is nearby.
const realCands = close.filter((s) => !isDegenerate(s));
const pool = realCands.length ? realCands : close;
let host = null;
for (const s of pool) {
if (
!host ||
r.distKm(s) < r.distKm(host) ||
(r.distKm(s) === r.distKm(host) &&
(s.area !== host.area ? s.area > host.area : s.id < host.id))
)
host = s;
}
if (isDegenerate(r)) {
// r is a zero-area artifact (line/point): it contributes no area, so the
// merge is a pure absorption — the host keeps its own geometry (a real
// host is untouched; if the host is also degenerate a cluster of dots
// collapses to one). Never route degenerate input through the clipper
// (returns null) or ring-dropping (would lose the 2-point ring the map
// already renders).
r.dead = true;
merged++;
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
continue;
}
if (isDegenerate(host)) {
// r is real but the chosen host is a zero-area artifact: the host takes
// on r's geometry (keeping its own id/name). No clipper needed.
host.geom = r.geom;
host.rawGeom = r.geom;
host.metrics();
r.dead = true;
merged++;
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
continue;
}
// Both real: dissolve via a boolean union; the host keeps its id/name
// and the item vanishes. @turf/union@7 dispatches through geomEach, which
// only understands a FeatureCollection / single Feature / bare geometry —
// a raw array of features has no `.type` and throws "Unknown Geometry
// Type". Wrap it.
let unionGeom = null;
let rawUnion = null;
try {
const u = union(featureCollection([feature(r.geom), feature(host.geom)]));
rawUnion = u ? u.geometry : null;
unionGeom = normalizeGeom(rawUnion);
} catch (err) {
console.error(` [warn] union failed for ${r.id} into ${host.id} (${err.message}); combining without dissolve`);
fallbackUnions++;
}
if (!unionGeom) {
// fallback: no dissolve — keep both shapes in one MultiPolygon
const polys = [...(r.geom.type === 'Polygon' ? [r.geom.coordinates] : r.geom.coordinates), ...(host.geom.type === 'Polygon' ? [host.geom.coordinates] : host.geom.coordinates)];
rawUnion = { type: 'MultiPolygon', coordinates: polys };
unionGeom = normalizeGeom(rawUnion);
if (!unionGeom) fallbackUnions++;
}
if (!unionGeom) {
console.error(` [error] could not merge ${r.id} into ${host.id}; leaving ${r.id} as-is`);
continue;
}
host.geom = unionGeom;
host.rawGeom = rawUnion;
host.metrics();
r.dead = true;
merged++;
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
}
const alive = regions.filter((r) => !r.dead).length;
console.log(
`pass ${pass + 1}: ${items.length} small non-island region(s) → ${merged} merged` +
` (${skippedGrew} crossed the floor, ${skippedIsland} became island) → ${alive} regions remain`,
);
if (merged === 0) {
// items exist but nothing could merge (all became islands this pass) → stable
console.log(`pass ${pass + 1}: no merges possible — stable state`);
break;
}
}
// --- assemble output ----------------------------------------------------------
const alive = regions.filter((r) => !r.dead);
const sortById = (a, b) =>
a.parent !== b.parent ? (a.parent < b.parent ? -1 : 1) : a.id.localeCompare(b.id, 'en', { numeric: true });
alive.sort(sortById);
const build = (tol) => {
const feats = [];
for (const r of alive) {
// Never drop a region: if the simplified/normalized geometry degenerated,
// fall back to the raw (pre-normalization) union output, then to the
// untouched input geometry.
const g =
transformGeom(r.geom, tol) ??
(r.rawGeom ? transformGeom(r.rawGeom, 0) ?? r.rawGeom : r.geom);
feats.push({ type: 'Feature', id: r.id, properties: { name: r.name, parent: r.parent }, geometry: g });
}
return { type: 'FeatureCollection', features: feats };
};
let out = build(0);
let json = JSON.stringify(out);
let sizeKB = Buffer.byteLength(json) / 1024;
console.log(`\ncoarsened: ${fc0.features.length} → ${out.features.length} regions (${fc0.features.length - out.features.length} merged away)`);
let usedTol = 0;
if (sizeKB > SIZE_GUARD_KB) {
for (const t of DP_STEPS) {
out = build(t);
json = JSON.stringify(out);
sizeKB = Buffer.byteLength(json) / 1024;
usedTol = t;
console.log(`DP ${t}: ${sizeKB.toFixed(1)} KB`);
if (sizeKB < SIZE_TARGET_KB) break;
}
}
writeFileSync(FILE, json + '\n');
// --- summary -------------------------------------------------------------------
const areaOf = new Map();
const counts = new Map();
let maxA = 0;
let maxR = null;
for (const f of out.features) {
const a = geomAreaKm2(f.geometry);
areaOf.set(f.id, a);
counts.set(f.properties.parent, (counts.get(f.properties.parent) ?? 0) + 1);
if (a > maxA) {
maxA = a;
maxR = f;
}
}
const ccounts = [...counts.values()].sort((a, b) => a - b);
const median =
ccounts.length % 2 ? ccounts[(ccounts.length - 1) / 2] : (ccounts[ccounts.length / 2 - 1] + ccounts[ccounts.length / 2]) / 2;
const maxCountry = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
// islands = small regions with no close same-country neighbor in the FINAL set
const finalByParent = new Map();
for (const f of out.features) {
if (!finalByParent.has(f.properties.parent)) finalByParent.set(f.properties.parent, []);
finalByParent.get(f.properties.parent).push(f);
}
// rebuild final metrics (light: only need island flag on the < FLOOR set)
const finalRegions = out.features.map((f) => new Region(f));
const finalByParent2 = new Map();
for (const r of finalRegions) {
if (!finalByParent2.has(r.parent)) finalByParent2.set(r.parent, []);
finalByParent2.get(r.parent).push(r);
}
let smallIslands = 0;
let smallNonIslands = 0;
const islandSamples = [];
for (const r of finalRegions) {
if (r.area >= AREA_FLOOR_KM2) continue;
let hasNeighbor = false;
for (const s of finalByParent2.get(r.parent)) {
if (s !== r && r.closeTo(s)) {
hasNeighbor = true;
break;
}
}
if (hasNeighbor) smallNonIslands++;
else {
smallIslands++;
if (islandSamples.length < 12) islandSamples.push(`${r.id} ${r.name} (${Math.round(r.area)} km2)`);
}
}
console.log(`wrote ${FILE} — ${sizeKB.toFixed(1)} KB (${(sizeKB / 1024).toFixed(2)} MB)` + (usedTol ? ` [DP @ ${usedTol}°]` : ''));
console.log(`per-country count: min ${ccounts[0]} / median ${median} / max ${ccounts[ccounts.length - 1]} (max: ${maxCountry[0]})`);
console.log(`max region: ${maxR.id} (${maxR.properties.name}) ≈ ${Math.round(maxA).toLocaleString('en-US')} km2`);
console.log(`small (<${AREA_FLOOR_KM2.toLocaleString('en-US')} km2) in final set: ${smallIslands + smallNonIslands} — ${smallIslands} islands (exempt) / ${smallNonIslands} non-island residuals`);
if (islandSamples.length) console.log(`island samples: ${islandSamples.join(', ')}`);
console.log(`fallback (non-dissolved) unions: ${fallbackUnions}`);
console.log(`merge log (${merges.length} merges): first 15:`);
for (const m of merges.slice(0, 15)) {
console.log(` ${m.from} (${m.fromName}, ${Math.round(m.fromArea)} km2) → ${m.to} (${m.toName}, now ${Math.round(m.toAreaAfter)} km2)`);
}
const logPath = '/tmp/opencode/coarsen-log.txt';
writeFileSync(logPath, merges.map((m) => `${m.from}\t${m.fromName}\t${Math.round(m.fromArea)}\t${m.to}\t${m.toName}\t${Math.round(m.toAreaAfter)}`).join('\n') + '\n');
console.log(`full merge log → ${logPath}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
}
main();
+78
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/**
* scripts/extract-admin0-pop.mjs — one-time extraction of the population
* SOURCE for the region-geo manifest: `public/ne-admin0-pop.json`.
*
* Output = `{ "<ADM0_A3>": <POP_EST>, ... }` — the estimated population
* (POP_EST) of every Natural Earth 1:10m **admin-0 country** code, keeping
* the **maximum** POP_EST seen for each code (Natural Earth ships a few
* duplicated / broken-out features per code, e.g. the `TLC` stubs, whose
* POP_EST is 0; the real country always wins by having the larger value).
* Only codes with a finite, positive POP_EST are recorded (a 0/null POP_EST
* has nothing to distribute). Keys are sorted; the file is written with
* 2-space indent + trailing newline (deterministic, committed).
*
* Why a separate committed file: `public/region-geo.json` (built by
* `build-region-geo.mjs`) needs a per-country population, but the raw
* Natural Earth GeoJSON (13 MB) is a *source* file we deliberately do NOT
* commit (see the AGENTS.md data-pipeline note). This script distils it
* into a tiny (a few KB) derived table that IS committed, so the region-geo
* builder stays fully reproducible in CI without the source present.
* Re-run only when the underlying Natural Earth data changes.
*
* The 1:10m admin-1 file (the one the region generator uses) carries NO
* population; the 1:10m admin-0 file does (uppercase `POP_EST` / `ADM0_A3`).
*
* Usage:
* NE_ADMIN0=/path/to/ne_10m_admin_0_countries.geojson node scripts/extract-admin0-pop.mjs
* (default source: /tmp/ne10m_admin0.geojson)
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const src = process.env.NE_ADMIN0 || '/tmp/ne10m_admin0.geojson';
let raw;
try {
raw = readFileSync(src, 'utf8');
} catch (err) {
console.error(
`[extract-admin0-pop] could not read the Natural Earth admin-0 source at ${src}. ` +
`Download it (ne_10m_admin_0_countries.geojson) and re-run with NE_ADMIN0 pointing at it.`,
);
throw err;
}
const geo = JSON.parse(raw);
/** ADM0_A3 -> max finite, positive POP_EST. */
const byCode = new Map();
for (const f of geo.features ?? []) {
const p = f.properties ?? {};
const code = typeof p.ADM0_A3 === 'string' ? p.ADM0_A3 : '';
const pop = typeof p.POP_EST === 'number' ? p.POP_EST : NaN;
if (!code || !Number.isFinite(pop) || pop <= 0) continue;
const prev = byCode.get(code);
if (prev === undefined || pop > prev) byCode.set(code, Math.round(pop));
}
if (byCode.size === 0) {
throw new Error('[extract-admin0-pop] no finite positive POP_EST found in the source — wrong file?');
}
// Deterministic: sorted keys, 2-space indent, trailing newline.
const keys = [...byCode.keys()].sort();
const manifest = {};
for (const k of keys) manifest[k] = byCode.get(k);
const out = path.join(root, 'public', 'ne-admin0-pop.json');
writeFileSync(out, JSON.stringify(manifest, null, 2) + '\n');
let sum = 0;
for (const v of byCode.values()) sum += v;
console.log(
`[extract-admin0-pop] wrote public/ne-admin0-pop.json — ${byCode.size} country codes, ` +
`total population ${sum.toLocaleString('en-US')} (Natural Earth 1:10m admin-0, max POP_EST per code)`,
);
+364
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#!/usr/bin/env node
/**
* Fill "no-one's-land" gaps left in `public/regions.geo.json` by the v0.14 coarsening merge.
*
* For each country, the gap = (country landmass) − (union of the country's sub-regions):
* area inside the country's authoritative landmass that no sub-region covers. Each gap
* fragment is assigned to the **nearest** sub-region (centroid haversine distance) and
* appended to it as extra polygon part(s). A fragment is only added if:
*
* • it is not a sub-tiny sliver (≥ GAP_MIN_KM2),
* • it does not fall inside an existing region's *hole* (water) — this keeps the
* Aral-basin hole in KZ-KZY open,
* • it is not byte-identical to a part the file already contains (polyclip sometimes
* re-emits a region's own outer ring with a phantom sliver hole; once the hole is
* cleaned the piece equals the existing part, and appending it would only grow the
* file on every re-run),
* • it has been clipped against every region of *other* countries (and against pieces
* already appended this run) that touch its bbox, so it never overlaps an existing
* region — no new cross-border overlaps are introduced.
*
* Holes found in gap fragments are kept only when they are real: pre-existing region
* holes (matched by centroid) or enclaves of another country (e.g. Lesotho inside ZAF,
* so the ZAF fragment stays a ring and never covers the LSO region); every other hole
* is a polyclip phantom and is dropped.
*
* Standard GeoJSON (`{type, coordinates}`) throughout — the same shape the file and
* MapLibre already use, and what @turf v7 expects.
*
* Usage: node scripts/fill-gaps.mjs [inFile [outFile]]
* inFile default: public/regions.geo.json
* outFile default: inFile (edit in place)
* Env: GAP_MIN_KM2 (default 25) — gap fragments below this area are ignored slivers.
*
* Deterministic: same input → same output. Re-running on an already-filled file is a
* no-op (every re-discovered fragment is either a sub-threshold sliver, a phantom that
* byte-matches an existing part, or already covered by the enlarged union), so the
* result is idempotent.
*/
import fs from "node:fs";
import difference from "@turf/difference";
import union from "@turf/union";
import centroid from "@turf/centroid";
import bbox from "@turf/bbox";
import area from "@turf/area";
import booleanPointInPolygon from "@turf/boolean-point-in-polygon";
import distance from "@turf/distance";
import { feature, featureCollection, multiPolygon, polygon, point } from "@turf/helpers";
const GAP_MIN_KM2 = Number(process.env.GAP_MIN_KM2 ?? 25);
const RING_MIN_KM2 = 1e-4; // drop degenerate (numerical-noise) rings
// --------------------------------------------------------------------------- helpers
/**
* Round coordinates in place to 6 decimals (file convention). Accepts either a single
* ring (array of positions) or a polygon part (array of rings) and detects the depth.
*/
function roundCoords(coords) {
const isRing = Array.isArray(coords[0]) && Array.isArray(coords[0][0]) ? false : true;
const rings = isRing ? [coords] : coords;
for (const ring of rings) for (const c of ring) {
c[0] = Number(c[0].toFixed(6));
c[1] = Number(c[1].toFixed(6));
}
return coords;
}
/** Area (km²) of a closed ring, 0 when degenerate/NaN. */
function ringKm2(ring) {
if (!isValidRing(ring)) return 0;
try { return area(polygon([ring])) * 1e-6; } catch { return 0; }
}
/** A valid GeoJSON ring: ≥4 closed positions, each [finiteNumber, finiteNumber]. */
function isValidRing(ring) {
if (!Array.isArray(ring) || ring.length < 4) return false;
for (const c of ring) {
if (!Array.isArray(c) || c.length < 2) return false;
if (typeof c[0] !== "number" || !Number.isFinite(c[0])) return false;
if (typeof c[1] !== "number" || !Number.isFinite(c[1])) return false;
}
return true;
}
// Module-level refs populated in main before use (see keepHole).
let preHoleCentroids = []; // centroids of holes present in the input file (kept verbatim)
let otherLandmasses = []; // { iso, feature } for every country landmass
/**
* Is this hole a "real" one that must be preserved? Kept when it is a pre-existing
* region hole (centroid match, e.g. the Aral) or lies inside another country's
* landmass (enclave, e.g. Lesotho). Otherwise it is a polyclip phantom → dropped.
*/
function keepHole(hole, currentIso) {
const hKm2 = ringKm2(hole);
if (!(hKm2 >= RING_MIN_KM2)) return false; // degenerate / NaN
const cm = centroid(polygon([hole])).geometry.coordinates;
if (preHoleCentroids.some((p) => distance(cm, p) < 10)) return true;
if (otherLandmasses.some((l) => l.iso !== currentIso && booleanPointInPolygon(point(cm), l.feature))) return true;
return false;
}
/**
* Clean a GeoJSON polygon part (`[outerRing, ...holeRings]`): round coordinates, keep
* only real holes (see keepHole). Returns the cleaned part, or null if the outer ring
* is degenerate.
*/
function cleanPolygonPart(part, currentIso) {
if (!Array.isArray(part) || part.length === 0) return null;
const outer = part[0];
if (!isValidRing(outer)) return null;
const outerKm2 = ringKm2(outer);
if (!(outerKm2 >= RING_MIN_KM2)) return null; // covers NaN too
const holes = part.slice(1).filter((h) => isValidRing(h) && keepHole(h, currentIso));
roundCoords([outer, ...holes]);
return [outer, ...holes];
}
/** Split a geometry (Polygon|MultiPolygon) into cleaned polygon parts. */
function partsOf(geom, iso) {
if (!geom) return [];
const raw = geom.type === "MultiPolygon" ? geom.coordinates : [geom.coordinates];
const out = [];
for (const p of raw) { const c = cleanPolygonPart(p, iso); if (c) out.push(c); }
return out;
}
/** Rebuild a geometry (NOT a feature) from cleaned parts. */
function toGeometry(parts) {
// turf helpers return Features; take their .geometry ({type, coordinates}).
return parts.length > 1 ? multiPolygon(parts).geometry : polygon(parts[0]).geometry;
}
/** Bbox of a polygon part, as [west, south, east, north]. */
function partBBox(part) { return bbox(polygon(part)); }
function bBoxesOverlap(a, b) {
return !(a[2] < b[0] || a[0] > b[2] || a[3] < b[1] || a[1] > b[3]);
}
/** Sample points along a part's outer ring (start + every ~max(1, n/16)th vertex). */
function samplePoints(part, maxN = 16) {
const ring = part[0];
const n = ring.length;
if (n <= maxN) return ring;
const step = Math.ceil(n / maxN);
const out = [ring[0]];
for (let i = step; i < n; i += step) out.push(ring[i]);
return out;
}
// Module-level list of pre-existing region holes (water guard), built in main.
let holeRings = []; // { bbox, poly }
/** Does a gap piece overlap any pre-existing region hole (water)? */
function overlapsAnyHole(piece, pieceCm) {
const pBBox = partBBox(piece);
const candidates = holeRings.filter((h) => bBoxesOverlap(pBBox, h.bbox));
if (candidates.length === 0) return false;
const pts = [pieceCm, ...samplePoints(piece)];
return candidates.some((h) => pts.some((p) => booleanPointInPolygon(point(p), h.poly)));
}
// --------------------------------------------------------------------------- main
const inFile = process.argv[2] ?? "public/regions.geo.json";
const outFile = process.argv[3] ?? inFile;
const geo = JSON.parse(fs.readFileSync(inFile, "utf8"));
const countries = JSON.parse(fs.readFileSync(new URL("../public/countries.geo.json", import.meta.url), "utf8"));
otherLandmasses = countries.features.map((f) => ({ iso: f.id, feature: f }));
const features = geo.features;
const regionsByParent = new Map();
for (const f of features) {
const p = f.properties.parent;
if (!regionsByParent.has(p)) regionsByParent.set(p, []);
regionsByParent.get(p).push(f);
}
// Region inner-ring (hole) list for the water-hole guard; also the centroids of every
// pre-existing hole (so the hole policy never destroys one, e.g. KZ-KZY's Aral hole).
for (const f of features) {
const parts = f.geometry.type === "MultiPolygon" ? f.geometry.coordinates : [f.geometry.coordinates];
for (const p of parts) for (const h of p.slice(1)) {
if (Array.isArray(h) && h.length >= 4 && ringKm2(h) >= RING_MIN_KM2) {
const poly = polygon([h]);
holeRings.push({ bbox: bbox(poly), poly });
preHoleCentroids.push(centroid(poly).geometry.coordinates);
}
}
}
// Every part already in the input file (string key) — used to skip phantom pieces that
// re-emiss an existing part byte-for-byte.
const existingPartSet = new Set();
for (const f of features) {
const parts = f.geometry.type === "MultiPolygon" ? f.geometry.coordinates : [f.geometry.coordinates];
for (const p of parts) existingPartSet.add(JSON.stringify(p));
}
// All regions with bboxes, for cross-border clipping.
const allRegions = features.map((f) => ({
feature: f,
parent: f.properties.parent,
bbox: bbox(feature(f.geometry)),
}));
console.log(`input: ${inFile}`);
console.log(`regions: ${features.length} countries(with regions): ${regionsByParent.size} region holes: ${holeRings.length}`);
// Per-region running totals for the report.
const added = new Map(); // feature -> { km2, parts }
let totalSliverKm2 = 0, totalWaterKm2 = 0, totalFilledKm2 = 0, totalDupN = 0, totalClippedKm2 = 0, totalClipFailN = 0;
// Pieces already appended this run (any country) — later pieces clip against these so
// appended pieces never overlap each other either.
const appendedSoFar = []; // { parent, bbox, part }
for (const [iso, countryRegions] of regionsByParent) {
const landmass = countries.features.find((c) => c.id === iso);
if (!landmass) continue; // no authoritative landmass → nothing to fill against
const feats = countryRegions.map((r) => feature(r.geometry));
let unionGeom, diffGeom;
try {
// A country with a single sub-region has no union to compute: it IS the union.
unionGeom = countryRegions.length === 1
? countryRegions[0].geometry
: union(featureCollection(feats)).geometry;
diffGeom = difference(featureCollection([landmass, { ...landmass, geometry: unionGeom }])).geometry;
} catch (e) {
console.log(`${iso}\tSKIPPED (${unionGeom ? "difference" : "union"} failed: ${e.message})`);
continue;
}
if (!diffGeom) continue;
const rawPieces = partsOf(diffGeom, iso); // cleaned gap fragments inside the landmass
// Pass 1: filter (sliver / water / duplicate) and clip against foreign territory.
const fillable = [];
let sliverKm2 = 0, waterKm2 = 0, dupN = 0, clippedKm2 = 0, sliverN = 0, waterN = 0, clipFailN = 0;
for (const piece of rawPieces) {
const piecePoly = polygon(piece);
const aKm2 = area(piecePoly) * 1e-6;
if (aKm2 < GAP_MIN_KM2) { sliverKm2 += aKm2; sliverN++; continue; }
const pieceCm = centroid(piecePoly).geometry.coordinates;
if (overlapsAnyHole(piece, pieceCm)) { waterKm2 += aKm2; waterN++; continue; }
if (existingPartSet.has(JSON.stringify(piece))) { dupN++; continue; }
// Clip: remove any part of this piece that ANY existing region (own or foreign
// country) or an already-appended piece claims. Clipped *sequentially* against
// each touching target (more robust than one big union-difference): a target that
// fails to clip is skipped and counted, not allowed to abort the whole piece.
// Clipping against the country's OWN regions as well as foreign ones is what kills
// the same-country overlaps: the gap is `landmass − union(own regions)`, and
// polychip's difference can leave thin slivers of an own region inside that "gap";
// re-differencing each fragment against the individual regions (simpler operands
// than the big union) strips them out. Both operands are built as proper Features
// carrying a real geometry — never `feature()` on an already-Feature object (that
// double-wraps the geometry into the Feature itself and breaks polychip).
const pBBox = partBBox(piece);
const targets = [
...allRegions.filter((r) => bBoxesOverlap(r.bbox, pBBox)).map((r) => ({ feature: r.feature, bbox: r.bbox })),
...appendedSoFar.filter((a) => bBoxesOverlap(a.bbox, pBBox)).map((a) => ({ feature: polygon(a.part), bbox: a.bbox })),
];
if (targets.length === 0) {
fillable.push({ piece, aKm2, cm: pieceCm });
continue;
}
let cur = { type: "Feature", properties: {}, geometry: piecePoly.geometry };
let curBBox = pBBox;
let covered = false;
for (const t of targets) {
if (!bBoxesOverlap(curBBox, t.bbox)) continue;
let d;
try {
d = difference(featureCollection([cur, t.feature]));
} catch {
clipFailN++; // clip against this target failed: keep current (safe fallback)
continue;
}
if (!d || !d.geometry) { covered = true; break; } // piece fully covered by this target
cur = { type: "Feature", properties: {}, geometry: d.geometry };
curBBox = bbox(cur);
}
if (covered || !cur.geometry) { clippedKm2 += aKm2; continue; } // fully covered by foreign territory
const kept = [];
for (const cp of partsOf(cur.geometry, iso)) {
const cpArea = area(polygon(cp)) * 1e-6;
if (cpArea < GAP_MIN_KM2) { sliverKm2 += cpArea; sliverN++; continue; }
if (existingPartSet.has(JSON.stringify(cp))) { dupN++; continue; }
kept.push({ piece: cp, aKm2: cpArea, cm: centroid(polygon(cp)).geometry.coordinates });
}
clippedKm2 += Math.max(0, aKm2 - kept.reduce((s, k) => s + k.aKm2, 0));
fillable.push(...kept);
}
// Pass 2: nearest-region assignment and append.
const regionInfo = countryRegions.map((r) => {
const f = feature(r.geometry);
return { r, cm: centroid(f).geometry.coordinates, areaKm2: area(f) * 1e-6 };
});
let realKm2 = 0;
for (const { piece, aKm2, cm } of fillable) {
// Nearest region by centroid haversine distance; tie → larger area, then lexicographic id.
let best = null;
for (const info of regionInfo) {
const d = distance(cm, info.cm);
if (
best === null ||
d < best.d ||
(d === best.d && (info.areaKm2 > best.areaKm2 || (info.areaKm2 === best.areaKm2 && info.r.id < best.id)))
) best = { info, d };
}
if (!best) continue; // no regions at all (should not happen)
realKm2 += aKm2;
const target = best.info.r;
const parts = (target.geometry.type === "MultiPolygon" ? target.geometry.coordinates : [target.geometry.coordinates]).concat([piece]);
target.geometry = toGeometry(parts);
const a = added.get(target) ?? { km2: 0, parts: 0 };
a.km2 += aKm2; a.parts += 1;
added.set(target, a);
appendedSoFar.push({ parent: iso, bbox: partBBox(piece), part: piece });
}
totalSliverKm2 += sliverKm2;
totalWaterKm2 += waterKm2;
totalFilledKm2 += realKm2;
totalDupN += dupN;
totalClippedKm2 += clippedKm2;
totalClipFailN += clipFailN;
// Verify the fill for countries we actually changed: recompute the residual gap.
let afterKm2 = null;
if (realKm2 > 0) {
try {
const u2 = countryRegions.length === 1
? countryRegions[0].geometry
: union(featureCollection(countryRegions.map((r) => feature(r.geometry)))).geometry;
afterKm2 = area(difference(featureCollection([landmass, { ...landmass, geometry: u2 }]))) * 1e-6;
} catch { afterKm2 = null; }
}
console.log(
`${iso}\tregions=${countryRegions.length}\tgap-before=${(area(diffGeom) * 1e-6).toFixed(0)}` +
(afterKm2 === null ? "" : `\tgap-after=${afterKm2.toFixed(0)}`) +
`\tfilled=${realKm2.toFixed(0)}\tslivers=${sliverN}(${sliverKm2.toFixed(0)})\twater-skipped=${waterN}(${waterKm2.toFixed(0)})` +
`\tdup-skipped=${dupN}${clippedKm2 > 0 ? `\tforeign-overlap-removed=${clippedKm2.toFixed(0)}` : ""}${clipFailN > 0 ? `\tclip-failed=${clipFailN}` : ""}`,
);
}
const totalAddedKm2 = [...added.values()].reduce((s, a) => s + a.km2, 0);
const totalAddedParts = [...added.values()].reduce((s, a) => s + a.parts, 0);
console.log(`\nfilled ${totalAddedKm2.toFixed(0)} km² into ${added.size} regions (+${totalAddedParts} parts)`);
console.log(
`totals: filled=${totalFilledKm2.toFixed(0)} slivers-ignored=${totalSliverKm2.toFixed(0)} water-kept-open=${totalWaterKm2.toFixed(0)}` +
` duplicate-phantoms-skipped=${totalDupN} foreign-overlap-removed=${totalClippedKm2.toFixed(0)} clip-failed=${totalClipFailN}`,
);
fs.writeFileSync(outFile, JSON.stringify(geo));
console.log(`wrote ${outFile}`);
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#!/usr/bin/env node
/**
* scripts/generate-regions.mjs — dependency-free generator for `public/regions.geo.json`.
*
* Builds the sub-national region choropleth from REAL named administrative
* regions (Natural Earth admin-1: states, provinces, governorates, oblasts, …)
* instead of the old geometric grid the user rejected ("some stupid geometric
* grid" — it looked abstract, not like recognizable territories).
*
* Sources (both GeoJSON):
* (a) the Natural Earth admin-1 file — real, named sub-national boundaries.
* It is read from a NON-committed temp path (default /tmp/ne10m_admin1.geojson,
* override with the NE_ADMIN1 env var) so the repo only stores the derived
* output, not the 40 MB source. Natural Earth is public domain (CC0).
* (b) the committed `public/countries.geo.json` (177 countries) — the
* authoritative ISO_A3 set, the country names, and the whole-country
* geometries used as the fallback for any country with no admin-1 data.
*
* Output contract (UNCHANGED from the old generator, so `WorldMap.tsx`,
* `App.tsx`, `shared/protocol.ts` and `server/map.ts` all keep working —
* ownership is resolved via `properties.parent`, the parent country's ISO_A3):
* - a GeoJSON FeatureCollection
* - each feature: a unique top-level `id`, `properties = { name, parent }`
* (`parent` = the country ISO_A3 = the RegionMap key; `name` = the region's
* human name), and a Polygon/MultiPolygon geometry.
*
* For each country in `countries.geo.json` (in file order, deterministic):
* - if it has admin-1 sub-regions -> emit each as a feature, in the source
* file's order. Region `id` = its ISO 3166-2 code (e.g. `US-CA`, `FR-75`,
* `RU-MOW`) when present, else `<ISO_A3>-<nn>` (1-based index in file
* order). Because ISO 3166-2 codes are not always unique WITHIN a country
* (e.g. all nine of Bosnia's entities report `BA-BIH`), ids are
* disambiguated with a `-2/-3/…` suffix on collision (BA-BIH, BA-BIH-2, …).
* - if it has none (tiny / not covered by admin-1) -> emit ONE whole-country
* region: `id = <ISO_A3>-01`, `name` = the country's name, geometry = the
* country's geometry.
*
* Every coordinate is rounded to 4 decimal places (0.0001° ≈ 11 m). If the
* resulting file exceeds ~8 MB, a light Douglas–Peucker pass (0.05°, escalating
* through a small table if still too big) trims it under the guard while keeping
* shapes recognizable, and the before/after sizes are reported. Features are
* sorted by (parent, id). Fully deterministic: same inputs -> same bytes.
*
* Run: `npm run generate:regions`
*/
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, '..');
// --- parameters ----------------------------------------------------------------
const SIZE_GUARD_KB = 8192; // ~8 MB file-size guard (task spec)
const SIZE_TARGET_KB = 6144; // land under ~6 MB once simplified (margin under the guard)
const DP_STEPS = [0.05, 0.1, 0.2, 0.3, 0.5, 0.75, 1.0]; // Douglas–Peucker tolerances (degrees)
const R4 = 4; // base coordinate precision (decimal places, ≈11 m)
// Natural Earth admin-1 source (NON-committed temp file; override with NE_ADMIN1).
const INPUT = process.env.NE_ADMIN1 || '/tmp/ne10m_admin1.geojson';
// --- small geo helpers ---------------------------------------------------------
const rN = (v, N) => Math.round(v * Math.pow(10, N)) / Math.pow(10, N);
/** Round a ring to N decimals, drop consecutive duplicates, and close it. */
function roundRing(ring, N) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
// drop a trailing point equal to the first (a redundant close), then re-close
if (
out.length > 1 &&
out[0][0] === out[out.length - 1][0] &&
out[0][1] === out[out.length - 1][1]
)
out.pop();
if (out.length < 3) return out; // degenerate; caller drops it
return [...out, [...out[0]]];
}
/** Perpendicular distance (degrees) from point p to the segment a→b. */
function perpDist(p, a, b) {
const dx = b[0] - a[0];
const dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
if (l2 === 0) return Math.hypot(p[0] - a[0], p[1] - a[1]);
let t = ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
return Math.hypot(p[0] - (a[0] + t * dx), p[1] - (a[1] + t * dy));
}
/** Douglas–Peucker simplification of an OPEN point sequence (keeps endpoints). */
function dpOpen(pts, tol) {
if (pts.length < 3) return pts;
let maxD = 0;
let idx = 0;
const a = pts[0];
const b = pts[pts.length - 1];
for (let i = 1; i < pts.length - 1; i++) {
const d = perpDist(pts[i], a, b);
if (d > maxD) {
maxD = d;
idx = i;
}
}
if (maxD > tol) {
const left = dpOpen(pts.slice(0, idx + 1), tol);
const right = dpOpen(pts.slice(idx), tol);
return left.concat(right.slice(1));
}
return [a, b];
}
/** Douglas–Peucker a CLOSED ring (first == last) at tolerance `tol` (0 = skip). */
function dpRing(ring, tol) {
if (tol <= 0 || ring.length < 3) return ring;
let pts = ring;
if (
pts[0][0] === pts[pts.length - 1][0] &&
pts[0][1] === pts[pts.length - 1][1]
)
pts = pts.slice(0, -1);
const simplified = dpOpen(pts, tol);
return [...simplified, [...simplified[0]]];
}
/** Round (and optionally simplify) every ring of a Polygon/MultiPolygon geometry. */
function transformGeom(geom, tol) {
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
const out = polys
.map((poly) => poly.map((ring) => roundRing(ring, R4)).map((ring) => (tol > 0 ? dpRing(ring, tol) : ring)))
.filter((poly) => poly.length >= 1 && poly.every((ring) => ring.length >= 3));
if (!out.length) return geom; // nothing survived simplification — keep the rounded original
if (geom.type === 'Polygon') return { type: 'Polygon', coordinates: out[0] };
return { type: 'MultiPolygon', coordinates: out };
}
// --- main ----------------------------------------------------------------------
function main() {
const countries = JSON.parse(readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'));
const admin1 = JSON.parse(readFileSync(INPUT, 'utf8'));
const cset = new Set(countries.features.map((c) => c.id));
// Group admin-1 features by parent ISO_A3 (their `adm0_a3`), in file order,
// keeping only parents that are one of our 177 countries.
const byParent = new Map();
for (const f of admin1.features) {
const p = f.properties.adm0_a3;
if (typeof p === 'string' && cset.has(p)) {
if (!byParent.has(p)) byParent.set(p, []);
byParent.get(p).push(f);
}
}
// Build the base specs (raw geometry + unique id + name + parent) in
// countries.geo.json file order, then per-region source order — deterministic.
const specs = [];
const seenIds = new Set();
const nextId = (base) => {
let id = base;
let k = 1;
while (seenIds.has(id)) {
k += 1;
id = `${base}-${k}`;
}
seenIds.add(id);
return id;
};
let fallbackCount = 0;
const fallbackCountries = [];
for (const c of countries.features) {
const regs = byParent.get(c.id) ?? [];
if (regs.length) {
let nn = 0;
for (const r of regs) {
nn += 1;
const iso = r.properties.iso_3166_2;
const base = typeof iso === 'string' && iso ? iso : `${c.id}-${String(nn).padStart(2, '0')}`;
const name = typeof r.properties.name === 'string' && r.properties.name ? r.properties.name : c.properties.name;
specs.push({ id: nextId(base), name, parent: c.id, geom: r.geometry });
}
} else {
fallbackCount += 1;
fallbackCountries.push(c.id);
specs.push({ id: nextId(`${c.id}-01`), name: c.properties.name, parent: c.id, geom: c.geometry });
}
}
const sortById = (a, b) => (a.properties.parent !== b.properties.parent ? (a.properties.parent < b.properties.parent ? -1 : 1) : a.id.localeCompare(b.id, 'en', { numeric: true }));
const build = (tol) => {
const fc = {
type: 'FeatureCollection',
features: specs.map((s) => ({
type: 'Feature',
id: s.id,
properties: { name: s.name, parent: s.parent },
geometry: transformGeom(s.geom, tol),
})),
};
fc.features.sort(sortById);
return fc;
};
// Base: 4 decimal places, no simplification.
let fc = build(0);
let json = JSON.stringify(fc);
let sizeKB = Buffer.byteLength(json) / 1024;
console.log(`base (4dp, no DP): ${sizeKB.toFixed(1)} KB (${fc.features.length} features)`);
// File-size guard: if the base is over the guard, simplify until it is under
// the target (or we exhaust the tolerance table).
let usedTol = 0;
if (sizeKB > SIZE_GUARD_KB) {
for (const t of DP_STEPS) {
fc = build(t);
json = JSON.stringify(fc);
sizeKB = Buffer.byteLength(json) / 1024;
usedTol = t;
console.log(`DP ${t}: ${sizeKB.toFixed(1)} KB`);
if (sizeKB < SIZE_TARGET_KB) break;
}
}
writeFileSync(path.join(root, 'public', 'regions.geo.json'), json + '\n');
// --- summary ----------------------------------------------------------------
const counts = new Map();
for (const f of fc.features) counts.set(f.properties.parent, (counts.get(f.properties.parent) ?? 0) + 1);
const sortedCounts = [...counts.values()].sort((a, b) => a - b);
const median =
sortedCounts.length % 2
? sortedCounts[Math.floor(sortedCounts.length / 2)]
: (sortedCounts[sortedCounts.length / 2 - 1] + sortedCounts[sortedCounts.length / 2]) / 2;
const maxCountry = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
const maxCountryName = countries.features.find((c) => c.id === maxCountry[0])?.properties.name ?? '';
const finalKB = Buffer.byteLength(json) / 1024;
console.log(`\nwrote public/regions.geo.json — ${finalKB.toFixed(1)} KB (${(finalKB / 1024).toFixed(2)} MB)`);
console.log(`features: ${fc.features.length} total across ${counts.size} of ${countries.features.length} countries`);
console.log(`per-country count: min ${sortedCounts[0]} / median ${median} / max ${sortedCounts[sortedCounts.length - 1]}`);
console.log(`max-count country: ${maxCountry[0]} (${maxCountryName}) with ${maxCountry[1]}`);
if (usedTol) console.log(`simplification: Douglas–Peucker @ ${usedTol}° (base was ${SIZE_GUARD_KB}+ KB)`);
console.log(`whole-country fallback: ${fallbackCount} ${fallbackCount ? `(${fallbackCountries.join(', ')})` : '(none)'}`);
}
main();
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/**
* 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',
]);
});
});
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/**
* scripts/region-centroids.test.ts — validation for the committed
* `public/region-centroids.json` (built by `scripts/build-region-centroids.mjs`).
*
* The manifest maps each region key to the anchor point a map marker (v0.27,
* #44) is placed at: the centroid of the region's largest-area part, plus a
* `spread` (≈ 0.1 × that part's smallest bbox dimension, in degrees) that the
* engine uses to scatter multiple markers of one region around the centroid.
* It is a load-bearing data artifact for the marker placement path — this test
* pins its contract.
*
* Deliberately dependency-free: it reads the JSON with plain `fs`/`JSON.parse`
* and computes bbox checks by iterating coordinates directly (no `@turf`/
* geojson types, which would pull `@types/geojson` into the tsc program and
* break `WorldMap.tsx` — see the v0.17 note). Mirrors the style of
* `scripts/region-adjacency.test.ts`; the determinism test re-runs the (turf
* `.mjs`) builder and compares bytes, matching that the builder is idempotent.
*/
import { readFileSync } from 'node:fs';
import { execFileSync } from 'node:child_process';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
interface CentroidEntry {
lat: number;
lon: number;
spread: number;
}
/** All [lon, lat] coordinate pairs of a Polygon / MultiPolygon geometry. */
function allCoords(geometry: { type?: string; coordinates?: unknown }): Array<[number, number]> {
const c = geometry?.coordinates as
| Array<Array<[number, number]>>
| Array<Array<Array<[number, number]>>>
| undefined;
if (!c) return [];
if (geometry?.type === 'Polygon') {
const rings = c as Array<Array<[number, number]>>;
const out: Array<[number, number]> = [];
for (const ring of rings) for (const p of ring) out.push(p);
return out;
}
if (geometry?.type === 'MultiPolygon') {
const polys = c as Array<Array<Array<[number, number]>>>;
const out: Array<[number, number]> = [];
for (const poly of polys) for (const ring of poly) for (const p of ring) out.push(p);
return out;
}
return [];
}
/** The bounding box [minLon, minLat, maxLon, maxLat] of a geometry. */
function bboxOf(geometry: { type?: string; coordinates?: unknown }): [number, number, number, number] {
let minLon = Infinity;
let minLat = Infinity;
let maxLon = -Infinity;
let maxLat = -Infinity;
for (const [x, y] of allCoords(geometry)) {
if (x < minLon) minLon = x;
if (y < minLat) minLat = y;
if (x > maxLon) maxLon = x;
if (y > maxLat) maxLat = y;
}
return [minLon, minLat, maxLon, maxLat];
}
describe('region-centroids.json', () => {
const centroids = readJson('public/region-centroids.json') as Record<string, CentroidEntry>;
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const geo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number; geometry?: { type?: string; coordinates?: unknown } }>;
};
const keys = Object.values(manifest);
// featureId -> feature, then regionKey -> feature (via the key manifest).
const featureByKey = new Map<string, { geometry?: { type?: string; coordinates?: unknown } }>();
for (const f of geo.features ?? []) {
const key = manifest[String(f.id)];
if (key) featureByKey.set(key, f);
}
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
expect(new Set(Object.keys(centroids))).toEqual(new Set(keys));
expect(Object.keys(centroids)).toHaveLength(1800);
});
it('every entry is a finite { lat, lon, spread } with a non-negative spread, in world bounds', () => {
for (const [k, v] of Object.entries(centroids)) {
expect(Number.isFinite(v.lat), `non-finite lat for ${k}`).toBe(true);
expect(Number.isFinite(v.lon), `non-finite lon for ${k}`).toBe(true);
expect(Number.isFinite(v.spread), `non-finite spread for ${k}`).toBe(true);
expect(v.spread >= 0, `negative spread for ${k}`).toBe(true);
expect(v.lat >= -90 && v.lat <= 90, `lat out of range for ${k}: ${v.lat}`).toBe(true);
expect(v.lon >= -180 && v.lon <= 180, `lon out of range for ${k}: ${v.lon}`).toBe(true);
}
});
it('each centroid lies inside its region feature bounding box', () => {
// The recorded point is the centroid of the LARGEST part, which is a subset
// of the whole feature, so it must fall inside the feature's overall bbox.
let checked = 0;
for (const [key, c] of Object.entries(centroids)) {
const feat = featureByKey.get(key);
if (!feat?.geometry) continue;
const [minLon, minLat, maxLon, maxLat] = bboxOf(feat.geometry);
const eps = 1e-4; // allow for the 6-dp rounding in the builder
expect(
c.lat >= minLat - eps && c.lat <= maxLat + eps,
`lat ${c.lat} outside bbox [${minLat}, ${maxLat}] for ${key}`,
).toBe(true);
expect(
c.lon >= minLon - eps && c.lon <= maxLon + eps,
`lon ${c.lon} outside bbox [${minLon}, ${maxLon}] for ${key}`,
).toBe(true);
checked++;
}
expect(checked).toBe(1800);
});
it('spot-checks a couple of well-known anchors land in the right place', () => {
// Region keys are sub-national (states/provinces), so we spot-check a few
// whose geography is unambiguous. A gross error in the centroid method
// (e.g. averaging across all parts of a large multi-part region, or a
// lon/lat swap) would land one of these far off.
const near = (k: string, lat: number, lon: number, tol: number) => {
const c = centroids[k];
expect(c, `missing centroid for ${k}`).toBeDefined();
expect(Math.abs(c!.lat - lat)).toBeLessThan(tol);
expect(Math.abs(c!.lon - lon)).toBeLessThan(tol);
};
near('ain-lqtt', 46.16, 4.8, 0.5); // FR-01 — eastern France
near('california-kikh', 36.87, -120.67, 0.7); // US-CA — central California
near('alberta-zopq', 52.09, -116.94, 1.5); // CA-AB — Alberta (large province)
near('acre-ekzw', -9.49, -71.11, 0.5); // BR-AC — western Brazil
});
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
const file = path.join(root, 'public', 'region-centroids.json');
const before = readFileSync(file, 'utf8');
// The builder is cwd-independent (it resolves the repo root from its own
// location) and idempotent: same input files + pure turf + fixed rounding
// + stable insertion order → identical bytes.
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-centroids.mjs')], {
cwd: root,
stdio: 'pipe',
});
const after = readFileSync(file, 'utf8');
expect(after).toBe(before);
});
});
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/**
* scripts/region-geo.test.ts — validation for the committed
* `public/region-geo.json` (built by `scripts/build-region-geo.mjs`).
*
* The manifest maps each region key to its { area (km²), population } — the
* weighting source for the per-region stats model (v0.28, #46): a nation's
* four 0–100 stats are derived as the area×population-weighted median of the
* stats of the regions it owns. It is a load-bearing data artifact — this
* test pins its contract.
*
* The `area` is the turf area of the region's final geometry (km², 2 dp); the
* `population` is the country's Natural-Earth admin-0 `POP_EST` (from the
* committed `public/ne-admin0-pop.json`) distributed across its sub-regions
* proportional to area via largest-remainder, so every country's sub-regions
* sum EXACTLY to the country's total (and the global total is the sum over the
* 177 repo countries). This is a dependency-free test: it reads the JSON with
* plain `fs`/`JSON.parse` (no `@turf`/geojson types, which would pull
* `@types/geojson` into the tsc program and break `WorldMap.tsx` — see the
* v0.17 note). The determinism test re-runs the (turf `.mjs`) builder and
* compares bytes, matching that the builder is idempotent.
*/
import { readFileSync } from 'node:fs';
import { execFileSync } from 'node:child_process';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
interface GeoEntry {
area: number;
population: number;
}
// The 177 repo countries' admin-0 population totals (the committed derived
// source). Only the countries actually present in the region dataset appear.
const admin0 = readJson('public/ne-admin0-pop.json') as Record<string, number>;
// feature id -> region key
const manifest = readJson('public/region-keys.json') as Record<string, string>;
// feature id -> { name, parent (ISO_A3) }
const regGeo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
};
// region key -> parent ISO_A3 (via the key manifest + the geo feature parent).
const keyToParent: Record<string, string> = {};
for (const f of regGeo.features ?? []) {
const key = manifest[String(f.id)];
const parent = f.properties?.parent;
if (key && parent) keyToParent[key] = parent;
}
const geo = readJson('public/region-geo.json') as Record<string, GeoEntry>;
const keys = Object.values(manifest);
describe('region-geo.json', () => {
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
expect(new Set(Object.keys(geo))).toEqual(new Set(keys));
expect(Object.keys(geo)).toHaveLength(1800);
});
it('is keyed in sorted (deterministic) order', () => {
const ks = Object.keys(geo);
expect(ks).toEqual([...ks].sort());
});
it('every entry is a finite { area ≥ 0 with ≤ 2 dp, integer population ≥ 0 }', () => {
for (const [k, v] of Object.entries(geo)) {
expect(Number.isFinite(v.area), `non-finite area for ${k}`).toBe(true);
expect(Number.isFinite(v.population), `non-finite population for ${k}`).toBe(true);
expect(v.area >= 0, `negative area for ${k}: ${v.area}`).toBe(true);
// area is recorded to at most 2 decimal places (km²)
expect(Math.round(v.area * 100) / 100 === v.area, `area over 2dp for ${k}: ${v.area}`).toBe(true);
expect(Number.isInteger(v.population), `non-integer population for ${k}: ${v.population}`).toBe(true);
expect(v.population >= 0, `negative population for ${k}: ${v.population}`).toBe(true);
}
});
it('the global population total equals the sum of the 177 repo countries\' admin-0 totals', () => {
// The distribution preserved each country's total exactly, so the grand
// total over all sub-regions is the sum over the repo countries only.
const total = Object.values(geo).reduce((s, v) => s + v.population, 0);
expect(total).toBe(7654092021);
});
it('preserves each country\'s population total across its sub-regions (largest-remainder)', () => {
// For every parent country present in the region dataset, the sum of its
// sub-regions' populations must equal that country's admin-0 POP_EST
// EXACTLY — this is the invariant the largest-remainder distribution
// guarantees (no population is created or lost by the split).
const byParent: Record<string, number> = {};
for (const [k, v] of Object.entries(geo)) {
const p = keyToParent[k];
if (!p) throw new Error(`no parent for region key ${k}`);
byParent[p] = (byParent[p] ?? 0) + v.population;
}
expect(Object.keys(byParent).length).toBe(177); // the 177 repo countries
for (const [p, sum] of Object.entries(byParent)) {
expect(admin0[p], `missing admin-0 population for ${p}`).toBeDefined();
expect(sum, `population drift for ${p}: sub-regions ${sum} vs admin-0 ${admin0[p]}`).toBe(admin0[p]);
}
});
it('spot-checks well-known regions for exact area + population', () => {
const is = (k: string, area: number, population: number) => {
const v = geo[k];
expect(v, `missing geo for ${k}`).toBeDefined();
expect(v!.area, `area for ${k}`).toBe(area);
expect(v!.population, `population for ${k}`).toBe(population);
};
is('california-kikh', 413329.21, 14184195); // US-CA
is('arkhangel-sk-lhbk', 305257.7, 2579108); // RU-ARK mainland core
is('pechora-qwhs', 37399.76, 315989); // RU-PEO (Arctic-coast band, #41)
is('yamal-gosw', 50598.25, 427502); // RU-YAM (Arctic-coast band, #41)
is('new-earth-eikt', 15721.27, 132828); // RU-ARK-NE (island group, #31)
is('severnaya-zemlya-awqp', 1209.93, 10223); // RU-ARK-SZ (island group, #31)
is('ain-lqtt', 22557.77, 2304126); // FR-01 (Ain)
});
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
const file = path.join(root, 'public', 'region-geo.json');
const before = readFileSync(file, 'utf8');
// The builder is cwd-independent (it resolves the repo root from its own
// location) and idempotent: same input files (regions.geo.json +
// region-keys.json + ne-admin0-pop.json) + pure turf + fixed 2-dp rounding
// + stable (sorted) key order → identical bytes.
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-geo.mjs')], {
cwd: root,
stdio: 'pipe',
});
const after = readFileSync(file, 'utf8');
expect(after).toBe(before);
});
});
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/**
* 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));
});
});
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/**
* scripts/regions.test.ts — validation for the committed `public/regions.geo.json`.
*
* The dataset is REAL named sub-national administrative regions (Natural
* Earth admin-1: states, provinces, governorates, oblasts, …) that the
* coarsening step (`scripts/coarsen-regions.mjs`, v0.14) has merged down to a
* ~100×100 km (10,000 km²) floor: every small non-island region was dissolved
* into its nearest same-country neighbor, so the only regions left below the
* floor are islands (no same-country sibling nearby). One feature per named
* region, each carrying `properties = { name, parent }` where `parent` is the
* country's ISO_A3 (the RegionMap key the map resolves ownership through).
* Tiny or uncovered countries collapse to a single whole-country region
* (`<ISO_A3>-01`).
*
* v0.17 (`scripts/fill-gaps.mjs`) additionally fills the no-one's-land left
* between merged sub-regions: per country, the uncovered slivers of the
* country's landmass (≥ 25 km²) were added as extra parts of the nearest
* region, so the regions now cover the landmass almost completely (the
* sampling test below measures that per country).
*
* This test is self-contained (no import of the generator) and deliberately
* dependency-free — it re-implements the same planar area model the
* generator/analysis use, so the area-based assertions measure the same
* quantity:
*
* x = lon · 111.32 · cos(midLat), y = lat · 110.574 (km)
*
* with a shoelace per OUTER ring, each ring measured at its own mean latitude.
* Outer rings only — a region's inner rings (holes) are lakes and are ignored
* by design, the same way the coverage band already absorbed them.
*
* No geojson/@turf types are imported: the project keeps `@types/geojson`
* OUT of the tsc program (see tsconfig `types`) so maplibre-gl's d.ts stays
* in its loose (skipLibCheck) mode; the one coverage test below uses an
* inline even-odd ray cast instead of a geometry library.
*
* It reads each file exactly once and runs in O(total vertices).
*/
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, '..');
// --- area model (planar approximation; matches scripts/generate-regions.mjs) --
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg: number) => (deg * Math.PI) / 180;
type Ring = [number, number][];
type Geometry =
| { type: 'Polygon'; coordinates: Ring[] }
| { type: 'MultiPolygon'; coordinates: Ring[][] };
function ringAreaKm2(ring: Ring, midLat: number): number {
const kx = KM_LON * Math.cos(rad(midLat));
let a = 0;
const n = ring.length;
for (let i = 0; i < n; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % n];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
function outerRings(geom: Geometry): Ring[] {
if (geom.type === 'Polygon') return [geom.coordinates[0]];
if (geom.type === 'MultiPolygon') return geom.coordinates.map((p) => p[0]);
return [];
}
/** Sum of a feature's outer-ring areas, each ring at its own mean latitude. */
function featureAreaKm2(geom: Geometry): number {
let total = 0;
for (const ring of outerRings(geom)) {
let lat = 0;
for (const [, la] of ring) lat += la;
total += ringAreaKm2(ring, ring.length ? lat / ring.length : 0);
}
return total;
}
function median(nums: number[]): number {
if (!nums.length) return 0;
const s = [...nums].sort((a, b) => a - b);
const m = Math.floor(s.length / 2);
return s.length % 2 ? s[m] : (s[m - 1] + s[m]) / 2;
}
/** Raw min/max bbox [w, s, e, n] of a geometry (all coordinates). */
function rawBBox(geom: Geometry): [number, number, number, number] {
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
let w = Infinity, s = Infinity, e = -Infinity, n = -Infinity;
for (const poly of polys)
for (const ring of poly)
for (const [lo, la] of ring) {
if (lo < w) w = lo;
if (lo > e) e = lo;
if (la < s) s = la;
if (la > n) n = la;
}
return [w, s, e, n];
}
/**
* Even-odd ray cast: is `[lon, lat]` inside `ring`? Planar, in raw lon/lat
* space (no antimeridian handling — the polygons and the sample points live
* in the same unwrapped space, so containment is mathematically consistent
* even for countries that cross the date line). Used only as a fast,
* deterministic coverage proxy (see the sampling test), never for areas.
*/
function pointInRing(pt: [number, number], ring: Ring): boolean {
const [x, y] = pt;
let inside = false;
for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
const [xi, yi] = ring[i];
const [xj, yj] = ring[j];
if (yi > y !== yj > y && x < ((xj - xi) * (y - yi)) / (yj - yi) + xi) inside = !inside;
}
return inside;
}
/** Is a point inside a (Multi)Polygon: inside the outer ring, outside all holes. */
function pointInGeom(pt: [number, number], geom: Geometry): boolean {
if (geom.type === 'Polygon') {
if (!pointInRing(pt, geom.coordinates[0])) return false;
return geom.coordinates.slice(1).every((h) => !pointInRing(pt, h));
}
if (geom.type === 'MultiPolygon')
return geom.coordinates.some((p) => pointInGeom(pt, { type: 'Polygon', coordinates: p }));
return false;
}
// ------------------------------------------------------------------------------
interface RegionFeature {
type: 'Feature';
id: string;
properties: { name: string; parent: string };
geometry: Geometry;
}
interface CountryFeature {
type: 'Feature';
id: string;
properties: { name: string };
geometry: Geometry;
}
// Read each file exactly once.
const regions = JSON.parse(
readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'),
) as { type: 'FeatureCollection'; features: RegionFeature[] };
const countries = JSON.parse(
readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'),
) as { type: 'FeatureCollection'; features: CountryFeature[] };
// Precompute once (O(total vertices)).
const countryIds = new Set(countries.features.map((c) => c.id));
const countryArea = new Map<string, number>();
for (const c of countries.features) countryArea.set(c.id, featureAreaKm2(c.geometry));
const regionArea = new Map<string, number>();
for (const f of regions.features) regionArea.set(f.id, featureAreaKm2(f.geometry));
const sumByParent = new Map<string, number>();
for (const f of regions.features)
sumByParent.set(f.properties.parent, (sumByParent.get(f.properties.parent) ?? 0) + (regionArea.get(f.id) ?? 0));
const countByParent = new Map<string, number>();
for (const f of regions.features)
countByParent.set(f.properties.parent, (countByParent.get(f.properties.parent) ?? 0) + 1);
// Raw bboxes for the sampling test's cheap reject (O(total vertices)).
const regionBB = new Map<string, [number, number, number, number]>();
for (const f of regions.features) regionBB.set(f.id, rawBBox(f.geometry));
// --- island/close-neighbor helpers (mirror scripts/coarsen-regions.mjs) ------
interface LonInt {
a: number;
b: number;
full: boolean;
}
interface RegionBBox {
latMin: number;
latMax: number;
lon: LonInt;
}
const COARSE_FLOOR_KM2 = 10_000; // the coarsener's ~100×100 km floor
const CLOSE_DEG = 0.2; // "spatially close" bbox gap (both lat and lon ≤ this)
/**
* Unwrap a ring's longitudes to a continuous line (np.unwrap shortest-diff
* scheme, anchored at the first vertex's [0,360) value). `full` when the
* unwrapped span is ≥ 300° (a full-360° antimeridian band, e.g. Antarctica).
* Must stay in sync with the coarsening script.
*/
function unwrapRing(ring: Ring) {
const n = ring.length;
const norm = (x: number) => ((x % 360) + 360) % 360;
const u: number[] = new Array(n);
u[0] = norm(ring[0][0]);
for (let i = 1; i < n; i++) {
// the previous UNWRAPPED value may lie outside [0,360); normalize it
// before measuring the shortest signed difference, or a bogus ~180° jump
// is inserted and the ring's span balloons.
const a = norm(u[i - 1]);
const b = norm(ring[i][0]);
const d = (((b - a) % 360) + 540) % 360 - 180;
u[i] = u[i - 1] + d;
}
let min = Infinity;
let max = -Infinity;
for (const v of u) {
if (v < min) min = v;
if (v > max) max = v;
}
return { lons: u, full: max - min >= 300 };
}
/**
* Cyclic 1-D gap (degrees) between two tight longitude intervals in their own
* unwrapped spaces; a `full` interval is close to everything.
*/
function lonGap(intA: LonInt, intB: LonInt): number {
if (intA.full || intB.full) return 0;
let best = Infinity;
for (const k of [-1, 0, 1]) {
const a2 = intB.a + 360 * k;
const b2 = intB.b + 360 * k;
const gap = intA.b < a2 ? a2 - intA.b : b2 < intA.a ? intA.a - b2 : 0;
if (gap < best) best = gap;
}
return best;
}
// Per-region bbox in antimeridian-safe unwrapped longitude space.
const regionBBox = new Map<string, RegionBBox>();
for (const f of regions.features) {
const polys = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
let latMin = Infinity;
let latMax = -Infinity;
let a = Infinity;
let b = -Infinity;
let full = false;
for (const poly of polys) {
const outer = poly[0];
for (const [, la] of outer) {
if (la < latMin) latMin = la;
if (la > latMax) latMax = la;
}
const { lons, full: fl } = unwrapRing(outer);
if (fl) full = true;
for (const v of lons) {
if (v < a) a = v;
if (v > b) b = v;
}
}
regionBBox.set(f.id, { latMin, latMax, lon: { a, b, full } });
}
/** Bounding-box closeness (same definition the coarsening script uses). */
function bboxesClose(x: RegionBBox, y: RegionBBox): boolean {
const latGap = x.latMax < y.latMin ? y.latMin - x.latMax : y.latMax < x.latMin ? x.latMin - y.latMax : 0;
if (latGap > CLOSE_DEG) return false;
return lonGap(x.lon, y.lon) <= CLOSE_DEG;
}
describe('regions.geo.json', () => {
it('is a valid GeoJSON FeatureCollection of well-formed features', () => {
expect(regions.type).toBe('FeatureCollection');
expect(Array.isArray(regions.features)).toBe(true);
expect(regions.features.length).toBeGreaterThan(0);
for (const f of regions.features) {
expect(f.type, `${f.id ?? '?'}: not a Feature`).toBe('Feature');
expect(typeof f.id, `${f.id ?? '?'}: id must be a string`).toBe('string');
expect(f.id.length, `${f.id ?? '?'}: empty id`).toBeGreaterThan(0);
expect(typeof f.properties?.name, `${f.id}: missing name`).toBe('string');
expect(f.properties.name.length, `${f.id}: empty name`).toBeGreaterThan(0);
expect(typeof f.properties.parent, `${f.id}: missing parent`).toBe('string');
expect(countryIds.has(f.properties.parent), `${f.id}: unknown parent ${f.properties.parent}`).toBe(true);
const g = f.geometry;
expect(
!!g && (g.type === 'Polygon' || g.type === 'MultiPolygon'),
`${f.id}: bad geometry type ${g?.type}`,
).toBe(true);
if (g) {
const polys = g.type === 'Polygon' ? [g.coordinates] : g.coordinates;
for (const poly of polys)
for (const ring of poly)
expect(ring.length, `${f.id}: ring with ${ring.length} pts`).toBeGreaterThanOrEqual(3);
}
}
});
it('has globally unique feature ids (ISO 3166-2 disambiguated on within-country collision)', () => {
const seen = new Set<string>();
const dups = new Set<string>();
for (const f of regions.features) {
if (seen.has(f.id)) dups.add(f.id);
seen.add(f.id);
}
expect(
dups.size,
`duplicate ids: ${[...dups].slice(0, 10).join(', ')}`,
).toBe(0);
expect(seen.size).toBe(regions.features.length);
});
it('covers every one of the 177 countries with at least one region', () => {
const counts = countries.features.map((c) => countByParent.get(c.id) ?? 0);
for (const c of countries.features) {
expect(countByParent.get(c.id) ?? 0, `country ${c.id} has no regions`).toBeGreaterThanOrEqual(1);
}
const min = Math.min(...counts);
const max = Math.max(...counts);
const med = median(counts);
const maxCountry = [...countByParent.entries()].sort((a, b) => b[1] - a[1])[0];
const maxCountryName = countries.features.find((c) => c.id === maxCountry[0])?.properties.name ?? '';
console.log(
`\n per-country region count: min ${min} / median ${med} / max ${max}` +
` (max: ${maxCountry[0]} ${maxCountryName} with ${maxCountry[1]})`,
);
});
it('has sane region areas: median >= 100 km2, and no non-Antarctica region >= 5,000,000 km2', () => {
const areas = regions.features.map((f) => regionArea.get(f.id) ?? 0);
const med = median(areas);
const maxRegion = regions.features.reduce((m, f) => ((regionArea.get(f.id) ?? 0) > (regionArea.get(m.id) ?? 0) ? f : m));
const minRegion = regions.features.reduce((m, f) => ((regionArea.get(f.id) ?? 0) < (regionArea.get(m.id) ?? 0) ? f : m));
const tiny = areas.filter((a) => a < 1).length;
// Antarctica (ATA) is a full-360° wrap ring, so the planar model can't
// measure it (it reports ~21.8M km2 for a ~14M km2 landmass) — exempt it.
for (const f of regions.features) {
if (f.properties.parent === 'ATA') continue;
const a = regionArea.get(f.id) ?? 0;
expect(a < 5_000_000, `${f.id}: area ${Math.round(a).toLocaleString('en-US')} km2 is absurdly large`).toBe(true);
}
expect(med, `median region area ${med.toFixed(1)} km2 is too small`).toBeGreaterThanOrEqual(100);
console.log(
`\n region area: min ${minRegion.id} (${minRegion.properties.name}) ≈ ${(regionArea.get(minRegion.id) ?? 0).toExponential(2)} km2` +
` / median ${med.toLocaleString('en-US')} km2` +
` / max ${maxRegion.id} (${maxRegion.properties.name}) ≈ ${Math.round(regionArea.get(maxRegion.id) ?? 0).toLocaleString('en-US')} km2` +
` — ${tiny} regions < 1 km2 (legit micro-regions: tiny islands, small urban districts, degenerate disputed enclaves)`,
);
});
it('leaves only islands below the ~10,000 km2 coarsening floor (non-island small regions merged)', () => {
// v0.14 coarsening: every region smaller than the floor that has a
// same-country sibling within CLOSE_DEG of its bbox is dissolved into its
// nearest such neighbor, so a below-floor region may only survive if it
// is an island. Count the non-island residuals below the floor and allow
// a small tolerance band (strictly < 1% of all regions) — the coarsener's
// fixed point leaves none, and this catches a regression in the merge
// logic (e.g. a broken neighbor test that exempts land regions) without
// being brittle to one or two borderline cases.
const smallNonIslands: string[] = [];
let smallIslands = 0;
let smallTotal = 0;
for (const f of regions.features) {
const a = regionArea.get(f.id) ?? 0;
if (a >= COARSE_FLOOR_KM2) continue;
smallTotal++;
const bb = regionBBox.get(f.id)!;
let hasNeighbor = false;
for (const g of regions.features) {
if (g.id === f.id || g.properties.parent !== f.properties.parent) continue;
if (bboxesClose(bb, regionBBox.get(g.id)!)) {
hasNeighbor = true;
break;
}
}
if (hasNeighbor) {
smallNonIslands.push(`${f.id} (${Math.round(a)} km2)`);
} else smallIslands++;
}
const frac = regions.features.length ? smallNonIslands.length / regions.features.length : 0;
expect(
frac < 0.01,
`${smallNonIslands.length} non-island region(s) below the ${COARSE_FLOOR_KM2} km2 floor ` +
`(${(100 * frac).toFixed(2)}% of all regions): ${smallNonIslands.slice(0, 10).join(', ')}`,
).toBe(true);
console.log(
`\n below-floor regions: ${smallTotal} — ${smallIslands} islands (exempt, no same-country neighbor within ${CLOSE_DEG}°)` +
` / ${smallNonIslands.length} non-island residuals (must stay < 1% of all regions)`,
);
});
it('leaves exactly one enclosed hole: KZ-KZY (the real Aral Sea), still large', () => {
// v0.15 filled every small hole; v0.16 smoothing never touches holes; and
// v0.17's gap-filler explicitly keeps the Aral hole (its centroid matches a
// pre-existing hole and it lies inside another country's landmass) while
// dropping phantom holes. So the whole file must contain exactly one hole,
// on KZ-KZY, at a realistic size (~5,860 km2 planar; the real Aral has
// shrunk to roughly this by the 2020s) — no new holes of any size.
let holes = 0;
let maxHole = 0;
const holeIds: string[] = [];
let kzkzyHoleArea = 0;
for (const f of regions.features) {
const polys = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
for (const poly of polys) {
for (let i = 1; i < poly.length; i++) {
holes++;
let lat = 0;
for (const [, la] of poly[i]) lat += la;
const area = ringAreaKm2(poly[i], poly[i].length ? lat / poly[i].length : 0);
if (area > maxHole) maxHole = area;
holeIds.push(f.id);
if (f.id === 'KZ-KZY') kzkzyHoleArea = area;
}
}
}
expect(holes, `expected exactly 1 hole (KZ-KZY), found ${holes}: ${[...new Set(holeIds)].join(', ')}`).toBe(1);
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
expect(
kzkzyHoleArea >= 5_000 && kzkzyHoleArea <= 7_000,
`KZ-KZY hole is ${Math.round(kzkzyHoleArea).toLocaleString('en-US')} km2 — outside the 5,000–7,000 km2 Aral band`,
).toBe(true);
console.log(
`\n holes: exactly 1 (KZ-KZY ≈ ${Math.round(kzkzyHoleArea).toLocaleString('en-US')} km2) — the Aral hole survived v0.17's fill`,
);
});
it('sums to within [40%, 190%] of each country area (median in [70%, 130%])', () => {
// The band is a planar-approximation sanity check. It is wider than a naive
// [40%, 110%] because Natural Earth's admin-1 polygons are digitized
// independently of the admin-0 country polygons (they are NOT clipped to
// them). v0.17's gap fill removed the large UNDER-fills (the old minimum
// was Brunei at ~52% — its regions now cover the landmass, ≈ 79%), but
// the OVER-fill tail is a pre-existing admin-1 artifact: a few tiny island
// nations (Vanuatu 178.9%, Solomon Is. 133%, Bahamas 129%) have admin-1
// polygons that extend beyond their own country polygon, and the fill
// only added area *inside* the country, so it can't shrink that tail.
// The band brackets the measured [78.8%, 178.9%] with margin while still
// catching a genuinely missing or doubled-up region.
const ratios: number[] = [];
let minRatio = Infinity;
let maxRatio = -Infinity;
let minId = '';
let maxId = '';
for (const c of countries.features) {
const ca = countryArea.get(c.id) ?? 0;
if (ca <= 0) continue;
const ratio = (sumByParent.get(c.id) ?? 0) / ca;
ratios.push(ratio);
if (ratio < minRatio) { minRatio = ratio; minId = c.id; }
if (ratio > maxRatio) { maxRatio = ratio; maxId = c.id; }
expect(
ratio >= 0.4 && ratio <= 1.9,
`${c.id}: coverage ${(100 * ratio).toFixed(1)}% is outside [40%, 190%]`,
).toBe(true);
}
const medRatio = median(ratios);
expect(
medRatio >= 0.7 && medRatio <= 1.3,
`median coverage ${(100 * medRatio).toFixed(1)}% is outside [70%, 130%]`,
).toBe(true);
console.log(
`\n coverage range: min ${minId} ${(100 * minRatio).toFixed(1)}%` +
` / median ${(100 * medRatio).toFixed(1)}%` +
` / max ${maxId} ${(100 * maxRatio).toFixed(1)}% (band 40–190%)`,
);
});
it('covers each country\'s landmass with no significant no-one\'s-land (v0.17 gap fill, grid-sampled)', () => {
// The v0.17 fill (scripts/fill-gaps.mjs) assigned every uncovered sliver of
// each country's landmass (≥ 25 km²) to its nearest region, so the residual
// no-one's-land per country should be small everywhere. Measuring the
// exact union is too slow, so this samples a 25×25 grid over each
// country's raw bbox (skipping points outside the country polygon) and
// counts the fraction of in-land sample points that fall in NONE of the
// country's regions — a fast, deterministic proxy (same planar space,
// inline even-odd ray cast; antimeridian-safe because points and polygons
// share the raw coordinate space). Sampling over-counts coastline
// mismatch (admin-0 vs admin-1 edges), so the thresholds are generous:
// they catch a real regression (a whole sliver left unfilled) without
// being brittle to digitization fuzz.
const N = 25;
const results: { id: string; name: string; frac: number; land: number }[] = [];
for (const c of countries.features) {
const [w, s, e, n] = rawBBox(c.geometry);
if (e - w < 0.01 || n - s < 0.01) continue; // degenerate (point-like) country
const regs = regions.features.filter((f) => f.properties.parent === c.id);
let land = 0;
let uncov = 0;
for (let i = 0; i < N; i++) {
const la = s + ((i + 0.5) / N) * (n - s);
for (let j = 0; j < N; j++) {
const lo = w + ((j + 0.5) / N) * (e - w);
const pt: [number, number] = [lo, la];
if (!pointInGeom(pt, c.geometry)) continue;
land++;
// cheap bbox reject first, then the full containment test
if (!regs.some((f) => {
const [rw, rs, re, rn] = regionBB.get(f.id)!;
if (lo < rw || lo > re || la < rs || la > rn) return false;
return pointInGeom(pt, f.geometry);
}))
uncov++;
}
}
if (land >= 4) results.push({ id: c.id, name: c.properties.name, frac: uncov / land, land });
}
expect(results.length, `only ${results.length} countries sampled (expected ~176)`).toBeGreaterThanOrEqual(150);
const fracs = results.map((r) => r.frac).sort((a, b) => a - b);
const med = median(fracs);
const p90 = fracs[Math.floor(fracs.length * 0.9)];
const worst = results.reduce((m, r) => (r.frac > m.frac ? r : m));
const over20 = results.filter((r) => r.frac > 0.2).sort((a, b) => b.frac - a.frac);
expect(
med <= 0.05,
`median country gap ${(100 * med).toFixed(1)}% > 5% — significant no-one's-land remains`,
).toBe(true);
expect(
p90 <= 0.15,
`p90 country gap ${(100 * p90).toFixed(1)}% > 15% — many countries have real gaps`,
).toBe(true);
expect(
worst.frac <= 0.4,
`worst country ${worst.id} (${worst.name}) gap ${(100 * worst.frac).toFixed(1)}% > 40%`,
).toBe(true);
expect(
over20.length <= 3,
`${over20.length} countries with > 20% gap: ${over20.map((r) => `${r.id} ${(100 * r.frac).toFixed(1)}%`).join(', ')}`,
).toBe(true);
console.log(
`\n no-one's-land (grid-sampled, N=${N}): median ${(100 * med).toFixed(1)}% / p90 ${(100 * p90).toFixed(1)}%` +
` / max ${worst.id} (${worst.name}) ${(100 * worst.frac).toFixed(1)}%` +
(over20.length ? ` — >20%: ${over20.map((r) => `${r.id} ${(100 * r.frac).toFixed(1)}%`).join(', ')}` : ' — no country > 20%'),
);
});
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
// 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
// keeps the single KZ-KZY hole. The v0.25 Arkhangel'sk split (#31,
// scripts/split-arkhangel.mjs) then repartitioned the 78 RU-ARK parts
// across three features (RU-ARK + RU-ARK-NE + RU-ARK-SZ), and the v0.26
// band split (#41, scripts/split-arkhangel-band.mjs) repartitioned the
// 33-part mainland again into RU-ARK + RU-PEO + RU-YAM. Both are pure
// 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);
let verts = 0,
rings = 0,
parts = 0,
holes = 0;
const holeIds: string[] = [];
for (const f of regions.features) {
const polys = polysOf(f.geometry);
parts += polys.length;
for (const poly of polys) {
rings += poly.length;
holes += Math.max(0, poly.length - 1);
if (poly.length > 1) holeIds.push(f.id);
for (const ring of poly) verts += ring.length;
}
}
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; 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(holes, 'holes').toBe(1); // the single KZ-KZY hole, unchanged
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; unchanged by the #31/#41 re-partitions
console.log(
`\n v0.26 fixed point: ${regions.features.length} regions (1,796 + the #31 islands + the #41 band), ` +
`${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)`,
);
});
});
+180
View File
@@ -0,0 +1,180 @@
#!/usr/bin/env node
/**
* scripts/smooth-regions.mjs — smooths jagged sub-national region boundaries.
*
* Run: npm run smooth:regions (in place on public/regions.geo.json)
* node scripts/smooth-regions.mjs [out] [src]
*
* The v0.14 coarsening (boolean dissolve) and Natural Earth's 1:10m digitization
* left some sub-national boundaries overly jagged — the worst being coastal /
* borderland regions that the dissolve split into many small, zig-zag fragments
* (e.g. SI-048 Kocevje, Slovenia, 57 parts; MK-36 Kavadartsi, N. Macedonia, 8
* parts). This cleans the jaggedness in place with **Douglas–Peucker
* vertex-thinning** (`@turf/simplify`), applied to every ring of every polygon.
*
* DOUGLAS–PEUCKER — `@turf/simplify` keeps a vertex only when it deviates from
* the chord joining its kept neighbours by more than the tolerance, removing
* the redundant "in-between" points of a shallow zig-zag. The tolerance is
* expressed in the GeoJSON degree space (its distance metric treats 1° lon
* == 1° lat); TOLERANCE_M (metres) is converted with the same ~111 km/° the
* area model uses, so TOLERANCE_M = 50 is a gentle ~50 m pass. Bump it to
* 100 / 200 for a stronger pass and re-run — the pass is idempotent either way.
*
* VERTEX-THINNING ONLY — DP only removes points. It never moves a border,
* never merges/dissolves regions or parts, and never creates or removes a
* ring, so topology is preserved exactly: the region count, every `id`,
* `properties.name`/`properties.parent`, the part count of every feature, the
* single real hole (KZ-KZY), and all 83 islands are all unchanged. Only the
* redundant vertices along each ring are dropped.
*
* Deterministic + idempotent: one @turf/simplify pass at a fixed tolerance, then
* 4-dp rounding (the same convention as the other scripts). Because the output
* is already at the tolerance's fixed point, re-running on the smoothed file
* yields a byte-identical file (sha256-verified). The 18 degenerate 3-point
* micro-rings (the ~0-area "dots" like Ragged Island / the Paracels) are kept
* verbatim — @turf/simplify requires ≥4 points and would otherwise throw — so
* no ring is ever dropped and every feature keeps its exact part/ring count.
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { simplify } from '@turf/simplify';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const DEFAULT_FILE = path.join(root, 'public', 'regions.geo.json');
const args = process.argv.slice(2).filter((a) => !a.startsWith('-'));
const OUT = args[0] ? path.resolve(args[0]) : DEFAULT_FILE;
const SRC = args[1] ? path.resolve(args[1]) : DEFAULT_FILE;
// --- parameters ---------------------------------------------------------------
const TOLERANCE_M = 50; // DP tolerance in metres — ~50 m is gentle (bump to 100/200 for more)
const M_PER_DEG = 111_000; // ~111 km per degree (same scale as the area model's 111.32/110.574)
const TOL_DEG = TOLERANCE_M / M_PER_DEG; // @turf/simplify works in degree space → ≈ 0.00045°
const R4 = 4; // coordinate precision (decimal places) — same as the other scripts
// --- rounding / normalization (same conventions as the other scripts) ----------
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
function roundRing(ring, N = R4) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
if (out.length > 1 && out[0][0] === out[out.length - 1][0] && out[0][1] === out[out.length - 1][1]) out.pop();
if (out.length < 3) return ring; // degenerate — keep verbatim, never corrupt a ring
return [...out, [...out[0]]];
}
// --- tiny geometry helpers -----------------------------------------------------
const polysOf = (g) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
const ringsOf = (g) => polysOf(g).flatMap((p) => p);
const countVerts = (g) => ringsOf(g).reduce((s, r) => s + r.length, 0);
const countParts = (g) => (g.type === 'Polygon' ? 1 : g.coordinates.length);
const countRings = (g) => ringsOf(g).length;
const countHoles = (g) => polysOf(g).reduce((s, p) => s + Math.max(0, p.length - 1), 0);
/**
* Smooth one closed ring with a single @turf/simplify (Douglas–Peucker) pass.
* Only removes vertices — never adds, never drops the ring. Degenerate rings
* (<4 pts) are returned verbatim (simplify would throw); a ring DP would
* over-collapse below a valid 4-pt ring is kept as-is; any error keeps the
* original. Never throws.
*/
function smoothRing(ring) {
if (!Array.isArray(ring) || ring.length < 4) return ring; // keep degenerate verbatim
try {
const feat = { type: 'Feature', geometry: { type: 'Polygon', coordinates: [ring] } };
const next = simplify(feat, { tolerance: TOL_DEG }).geometry.coordinates[0];
if (!Array.isArray(next) || next.length < 4) return ring; // over-collapsed — keep original
const closed =
next[next.length - 1][0] === next[0][0] && next[next.length - 1][1] === next[0][1]
? next
: [...next, [next[0][0], next[0][1]]];
const rounded = roundRing(closed);
return rounded.length >= 4 ? rounded : ring;
} catch {
return ring;
}
}
/** Smooth every ring of a geometry. Never drops a ring or a part. */
function smoothGeom(geom) {
const newPolys = polysOf(geom).map((poly) => poly.map(smoothRing));
if (geom.type === 'Polygon' && newPolys.length === 1) return { type: 'Polygon', coordinates: newPolys[0] };
return { type: 'MultiPolygon', coordinates: newPolys };
}
// --- main ----------------------------------------------------------------------
function main() {
const t0 = Date.now();
const rawIn = readFileSync(SRC);
const fc = JSON.parse(rawIn);
const inBytes = Buffer.byteLength(rawIn);
console.log(`input: ${fc.features.length} regions (${(inBytes / 1024).toFixed(0)} KB) from ${SRC}`);
console.log(`mode: Douglas–Peucker via @turf/simplify, tolerance ${TOLERANCE_M} m (≈ ${TOL_DEG}°)`);
// before stats
let vb = 0, hb = 0, pb = 0, rb = 0, degenerate = 0;
for (const f of fc.features) {
vb += countVerts(f.geometry);
hb += countHoles(f.geometry);
pb += countParts(f.geometry);
rb += countRings(f.geometry);
for (const r of ringsOf(f.geometry)) if (r.length < 4) degenerate++;
}
const outFeatures = fc.features.map((f) => {
const g = smoothGeom(f.geometry);
return { type: 'Feature', id: f.id, properties: { name: f.properties.name, parent: f.properties.parent }, geometry: g };
});
const out = { type: 'FeatureCollection', features: outFeatures };
// after stats + change count (compare against the original, in order)
let va = 0, ha = 0, pa = 0, ra = 0, changed = 0;
for (let i = 0; i < out.features.length; i++) {
const f = out.features[i];
va += countVerts(f.geometry);
ha += countHoles(f.geometry);
pa += countParts(f.geometry);
ra += countRings(f.geometry);
if (JSON.stringify(f.geometry) !== JSON.stringify(fc.features[i].geometry)) changed++;
}
const afterVerts = new Map(out.features.map((f) => [f.id, countVerts(f.geometry)]));
const json = JSON.stringify(out);
writeFileSync(OUT, json + '\n');
const outBytes = Buffer.byteLength(json) + 1;
console.log(`\n--- RESULTS ---`);
console.log(`regions: ${fc.features.length} → ${out.features.length} (unchanged)`);
console.log(`vertices (incl. ring closure): ${vb} → ${va} removed ${vb - va} (${(100 * (vb - va) / vb).toFixed(2)}%)`);
console.log(`rings: ${rb} → ${ra} parts: ${pb} → ${pa} holes: ${hb} → ${ha} (all unchanged)`);
console.log(`regions whose geometry changed: ${changed} / ${fc.features.length}`);
console.log(`degenerate rings (<4 pts, kept verbatim): ${degenerate}`);
console.log(`file: ${(inBytes / 1024).toFixed(0)} KB → ${(outBytes / 1024).toFixed(0)} KB (${(outBytes / 1024 / 1024).toFixed(2)} MB)`);
// Diagnose the "messy" regions: the real problem is fragmentation — the
// dissolve left coherent regions as many disconnected parts. Rank by part
// count (then total vertices) so these surface; Kocelje/Kavadartsi are here.
const messy = fc.features
.map((f) => ({
id: f.id,
name: f.properties.name,
parent: f.properties.parent,
parts: countParts(f.geometry),
vb: countVerts(f.geometry),
}))
.sort((a, b) => b.parts - a.parts || b.vb - a.vb)
.slice(0, 15);
console.log(`\nMOST-MESSY (top ${messy.length} by fragmentation = parts, then vertices):`);
console.log(` id name country parts verts verts(after)`);
for (const m of messy)
console.log(` ${m.id.padEnd(10)} ${m.name.slice(0, 37).padEnd(38)} ${m.parent.padEnd(7)} ${String(m.parts).padStart(4)} ${String(m.vb).padStart(5)} ${String(afterVerts.get(m.id)).padStart(5)}`);
console.log(`\nwrote ${OUT}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
}
main();
+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}`);
+74
View File
@@ -23,6 +23,14 @@ function makeState(id: string): GameState {
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
// (v0.28, #46) a v0.28+ save carries per-region stats; the fake 'GBR'
// region here holds a copy of the uk's (single-region) stats.
regionStats: {
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
},
};
}
@@ -73,6 +81,72 @@ describe('openDb', () => {
db.close();
});
it('(v0.22 #16 P3) a legacy row saved before the unowned field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { unowned?: string[] }).unowned; // a pre-v0.22 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.unowned).toEqual([]);
db.close();
});
it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.pendingNationOps).toEqual([]);
db.close();
});
it('(v0.27 #44) a legacy row saved before the markers field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { markers?: unknown[] }).markers; // a pre-v0.27 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.markers).toEqual([]);
db.close();
});
it('(v0.28 #46) a legacy row saved before the regionStats field existed loads with it seeded per region and stats recomputed', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { regionStats?: Record<string, unknown> }).regionStats; // a pre-v0.28 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
// each owned region is seeded with a copy of its owner's stats…
expect(loaded!.regionStats).toEqual({
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
});
// …and a single-region nation's derived stats equal the seeded ones
// (the weighted median of identical values is that value).
expect(loaded!.nations.uk.stats).toEqual({ military: 80, economy: 70, stability: 60, population: 50 });
db.close();
});
it('(v0.28 #46) a v0.28+ row (regionStats present) loads UNCHANGED — no recompute on load', () => {
const db = openDb(':memory:');
const s = makeState('current');
// Diverge one region's stats from the nation level to prove load does not
// recompute (a v0.28+ save keeps its stored derived stats exactly).
s.regionStats = { GBR: { military: 99, economy: 70, stability: 60, population: 50 } };
s.nations = { uk: { ...s.nations.uk, stats: { military: 42, economy: 70, stability: 60, population: 50 } } };
db.save(s);
const loaded = db.load('current');
expect(loaded).not.toBeNull();
expect(loaded!.regionStats).toEqual({ GBR: { military: 99, economy: 70, stability: 60, population: 50 } });
// the nation's stats are NOT recomputed from the region on load (they stay 42)
expect(loaded!.nations.uk.stats.military).toBe(42);
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:');
db.save(makeState('a'));
+18 -1
View File
@@ -2,6 +2,7 @@
import { mkdirSync } from 'node:fs';
import path from 'node:path';
import Database from 'better-sqlite3';
import { migrateRegionStats } from '../shared/protocol';
import type { GameState } from '../shared/types';
export interface Db {
@@ -39,7 +40,23 @@ export function openDb(filePath: string): Db {
const row = byId.get(id) as { data: string } | undefined;
if (!row) return null;
try {
return JSON.parse(row.data) as GameState;
let 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 = [];
// (v0.27, #44) Same for map markers: a legacy game has none placed.
if (state.markers === undefined) state.markers = [];
// (v0.28, #46) Rows saved before per-region stats existed are migrated
// ONCE at load time (and never re-migrated afterwards — the field is
// then present): each owned region is seeded with a copy of its owner's
// nation-level stats and the nations' stats are recomputed as the
// (uniform-weight) area×population-weighted median, so no data is lost
// and a single-region nation keeps exactly its old stats.
state = migrateRegionStats(state);
return state;
} catch {
return null;
}
+2501 -16
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File diff suppressed because it is too large Load Diff
+1219 -52
View File
File diff suppressed because it is too large Load Diff
+221 -6
View File
@@ -8,19 +8,26 @@ import { existsSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { deepClone } from '../shared/protocol';
import { deepClone, seedRegionStats } from '../shared/protocol';
import type {
AddActionRequest,
AddDiplomacyRequest,
ConfirmNationOpRequest,
CreateGameRequest,
RejectNationOpRequest,
RemoveQueueItemRequest,
} from '../shared/protocol';
import type { GameState } from '../shared/types';
import type { GameState, Preset } from '../shared/types';
import type { WorldDraft } from '../shared/scenario';
import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub';
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
import { makeScenarioStubLlmClient } from './stubScenario';
import { finalizeWorld, generateDraft } from './scenario';
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
import { buildRegionMap } from './map';
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validCountryCodes, validKeys } from './regions';
import { createPresetStore } from './presets';
import { createTemplateStore } from './templates';
import { openDb, type Db } from './db';
const here = fileURLToPath(new URL('.', import.meta.url));
@@ -49,10 +56,19 @@ 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.
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
const presetStore = createPresetStore(presetsDir);
// (v0.31, #52) Era templates for the "Create scenario" path (presets/templates/).
const templateStore = createTemplateStore(path.join(root, 'presets', 'templates'));
// 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'));
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
const useStub = process.env.LLM_STUB === '1';
const llm = useStub ? makeStubLlmClient() : createLlmClient();
// (v0.31, #52) The scenario-generation LLM client: the deterministic scenario
// stub under LLM_STUB=1 (a distinct transport from the turn stub, which stays
// untouched), and the live client otherwise.
const scenarioLlm = useStub ? makeScenarioStubLlmClient() : llm;
const app = express();
app.use(express.json());
@@ -89,6 +105,34 @@ function broadcast(id: string, event: string, data: unknown): void {
// --- Routes ---
/**
* (v0.31, #52) Synthesize the minimal `Preset` the turn engine needs for a
* dynamically generated game (`presetId: 'dynamic'` — there is no static preset
* file on disk). `runTurn` only consumes `title` / `startDate` /
* `worldBackground` / `simulationRules` (never `preset.nations`), so a generic
* alternate-history background plus the standard rules is sufficient; `nations`
* is carried from the saved world so the type is complete. `startDate` uses the
* game's current date (GameState stores no separate start date) — it only feeds
* the static "WORLD: <title> — <date>" header of the system prompt.
*/
function dynamicPresetFromGame(game: GameState): Preset {
return {
id: game.presetId,
title: game.presetTitle,
startDate: game.date,
summary: game.presetTitle,
worldBackground: `${game.presetTitle} is a dynamically generated alternate-history world. Keep every nation's stats, borders and relations internally consistent as the world evolves.`,
simulationRules: [
"Advance the shared world for ALL nations, not only the player's.",
'Keep every stat value between 0 and 100.',
'Only change borders when war or a decisive political shift justifies it.',
'Prefer 1-4 events per turn; keep each narrative to 1-3 sentences.',
'Use only nation ids and region keys that exist in the provided state.',
],
nations: Object.values(game.nations),
};
}
app.get('/api/health', (_req, res) => {
res.json({ ok: true, stub: useStub, port: PORT });
});
@@ -120,7 +164,28 @@ app.post('/api/games', (req: Request, res) => {
events: [],
pending: [],
version: 1, // the first saved revision; every later mutation bumps it
// (v0.22, #16 P3) No man's land can only arise mid-game — a fresh game
// starts with nothing released; this list grows as the LLM releases
// regions and shrinks as they get re-claimed.
unowned: [],
// (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the
// list grows as the LLM proposes renames (and, later, splits/merges) and
// shrinks as the player confirms or rejects them.
pendingNationOps: [],
// (v0.27, #44) No markers on a fresh game; the LLM places them over time.
markers: [],
// (v0.28, #46) Per-region stats are seeded below, once territories hold
// real region keys — each region starts as a copy of its owner's initial
// stats, so the derived aggregate equals the nation's stats on turn 1.
regionStats: {},
};
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
// 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);
// (v0.28, #46): seed per-region stats AFTER the expansion so each owned
// region key gets its owner's initial stats (see seedRegionStats).
state.regionStats = seedRegionStats(state.nations);
db.save(state);
res.json({ game: state });
});
@@ -212,6 +277,38 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
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
// 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.
@@ -219,14 +316,52 @@ app.post('/api/games/:id/jump', async (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const preset = presetStore.get(game.presetId);
if (!preset) return res.status(404).json({ error: 'preset_missing' });
let preset = presetStore.get(game.presetId);
if (!preset) {
// (v0.31, #52) A dynamically generated game has no static preset file:
// synthesize one from the saved world so the turn engine can run. A
// genuinely-missing static preset still 404s.
if (game.presetId !== 'dynamic') return res.status(404).json({ error: 'preset_missing' });
preset = dynamicPresetFromGame(game);
}
try {
const { state, result } = await runTurn({
llm,
preset,
state: game,
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,
// (v0.27, #44) when the centroid manifest loaded, hand the engine the
// resolver so a turn can place new map markers at their region's
// centroid (without it, marker adds are dropped; existing markers are
// still maintained).
centroidOf: hasCentroids() ? (key) => centroidOf(key) : undefined,
// (v0.28, #46) when the region-geo manifest (area + population) loaded,
// hand the engine the resolver so the end-of-turn recompute weights each
// owned region by area×population (without it the aggregate degrades to
// an unweighted median — still region-consistent, just unweighted).
geoOf: hasGeo() ? (key) => geoOf(key) : undefined,
// (v0.29, #46 PR 2) region ref resolver: lets the model name a
// regionChanges target by its human-readable name (resolved
// case-insensitively against the region-key manifest) or its key;
// unknown / ambiguous refs are dropped. Always on — the resolver is
// pure (validKeys + regionName) and degrades to a key-only match when
// the manifest is absent.
regionKeyResolver: (ref) => resolveRegionKey(ref, validKeys(), (k) => regionName(k)),
// (v0.30, #50) region display name for the engine's "invasion repelled"
// event (geo properties.name, else the raw key). Always on — the
// resolver is pure and degrades to the key when the manifest is absent.
regionNameOf: (k) => regionName(k),
});
db.save(state);
broadcast(id, 'turn', { state, result });
@@ -256,6 +391,86 @@ app.post('/api/games/:id/advisor', async (req, res) => {
}
});
// --- Dynamic scenario generation (v0.31, #52) ---
//
// The additive "Create scenario" path. Step 1 (POST /draft) designs a draft
// world + an advisor checkpoint list; the client shows both, the player
// approves/removes checkpoints and picks a nation; step 2 (POST /commit)
// finalizes the world (constrained to the approved checkpoints) into a saved,
// playable game. Both steps ride the scenario LLM client (the deterministic
// scenario stub under LLM_STUB=1, the live model otherwise). All existing
// routes are untouched.
app.get('/api/scenarios/templates', (_req, res) => {
res.json({ templates: templateStore.listMeta() });
});
app.post('/api/scenarios/draft', async (req, res) => {
const body = (req.body ?? {}) as { templateId?: string; description?: string; year?: number };
const template = templateStore.get(body.templateId ?? '');
if (!template) return res.status(400).json({ error: 'unknown template' });
const description = typeof body.description === 'string' ? body.description.trim() : '';
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
const codes = validCountryCodes();
try {
const { world, checkpoints } = await generateDraft({
llm: scenarioLlm,
template,
description,
year,
// No region data → no code filtering (the draft keeps whatever codes the
// model emitted; expansion degrades to the raw keys, like presets do).
validCountryCodes: codes.size > 0 ? codes : undefined,
});
if (!world) return res.status(502).json({ error: 'generate: the model returned no usable world' });
res.json({ world, checkpoints });
} catch (e) {
const msg = e instanceof Error ? e.message : String(e);
res.status(502).json({ error: `generate failed: ${msg}` });
}
});
app.post('/api/scenarios/commit', async (req, res) => {
const body = (req.body ?? {}) as {
templateId?: string;
description?: string;
year?: number;
draft?: WorldDraft;
approvedCheckpoints?: string[];
playerNationId?: string;
};
const template = templateStore.get(body.templateId ?? '');
if (!template) return res.status(400).json({ error: 'unknown template' });
const description = typeof body.description === 'string' ? body.description.trim() : '';
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
const approvedCheckpoints = Array.isArray(body.approvedCheckpoints)
? body.approvedCheckpoints.filter((c): c is string => typeof c === 'string' && c.trim() !== '')
: [];
const playerNationId = typeof body.playerNationId === 'string' ? body.playerNationId : '';
const codes = validCountryCodes();
try {
const state = await finalizeWorld({
llm: scenarioLlm,
template,
description,
year,
approvedCheckpoints,
draft: body.draft,
playerNationId,
validCountryCodes: codes.size > 0 ? codes : undefined,
expand: (cs) => expandCountriesToKeys(cs),
id: randomUUID(),
title: template.name,
startDate: `${year}-01-01`,
});
db.save(state);
res.json({ id: state.id });
} catch (e) {
const msg = e instanceof Error ? e.message : String(e);
res.status(502).json({ error: `commit failed: ${msg}` });
}
});
// --- SSE stream ---
app.get('/sse/:id', (req, res) => {
const id = req.params.id;
@@ -293,4 +508,4 @@ app.listen(PORT, () => {
});
// Exported for tests (createApp is implicit via app; here we just expose handles).
export { app, db, llm };
export { app, db, llm, scenarioLlm, templateStore };
+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
// deterministic client error and throws immediately, with no retry. Every
// 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 {
role: 'system' | 'user' | 'assistant';
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. */
export type Transport = (url: string, init?: RequestInit) => Promise<Response>;
@@ -39,6 +82,18 @@ export interface ChatOptions {
export interface LlmClient {
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[]>;
}
@@ -63,9 +118,17 @@ export const DEFAULT_MAX_TOKENS = 4000;
*/
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;
/**
* 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. */
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. */
interface Attempt {
status?: number;
@@ -161,6 +248,7 @@ interface Attempt {
retryable: boolean;
content?: string;
finishReason?: string | null;
toolCalls?: ToolCallSpec[];
}
export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
@@ -179,7 +267,7 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
/**
* 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
* - 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 {
choices?: {
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
// 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 === '') {
return {
status: res.status,
@@ -230,11 +333,16 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
status: res.status,
retryable: false,
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> = {
model,
messages,
@@ -245,7 +353,16 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
};
if (opts.temperature != null) payload.temperature = opts.temperature;
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();
let lastStatus: number | undefined;
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.error) lastError = out.error;
if (out.content !== undefined) {
if (out.content !== undefined || out.toolCalls !== undefined) {
console.log('[llm] chat ok', {
ms: Date.now() - totalStart,
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.
if (!out.retryable || attempt === MAX_ATTEMPTS) {
@@ -278,6 +396,68 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
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: ${err instanceof Error ? err.message : String(err)}`,
});
}
messages.push({ role: 'tool', tool_call_id: tc.id, content: result });
}
continue;
}
if (out.content !== undefined) return out.content;
}
// The tool budget is spent without a final answer: one last no-tools
// request forces the model to commit.
messages.push({
role: 'user',
content: 'You have reached your tool budget. Answer now with the final result only.',
});
const out = await requestWithRetry(buildPayload(messages, undefined, opts));
return out.content ?? '';
}
async function listModels(): Promise<string[]> {
const res = await transport(`${apiBase}/models`, {
signal: AbortSignal.timeout(timeoutMs),
@@ -287,5 +467,5 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
return (body.data ?? []).map((m) => m.id);
}
return { chat, listModels };
return { chat, chatWithTools, listModels };
}
+133 -34
View File
@@ -1,8 +1,24 @@
import { describe, expect, it } from 'vitest';
import { buildRegionMap } from './map';
import { nationColor, regionOwner, type RegionMap } from '../shared/protocol';
import {
mapFeatureOwner,
nationColor,
NO_MANS_LAND_FILL,
NO_MANS_LAND_STROKE,
OWNED_STROKE,
regionFillStyle,
regionOwner,
UNOWNED_FILL,
UNOWNED_STROKE,
unownedTooltipLabel,
type RegionMap,
} from '../shared/protocol';
import type { GameState } from '../shared/types';
// Region-key fixtures (v0.19, #16 P1): ownership and the RegionMap are now keyed
// 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 = {
id: 'g',
presetId: 'p',
@@ -16,7 +32,7 @@ const state: GameState = {
name: 'UK',
type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: ['GBR', 'IRL'],
territory: ['albania-aaaa', 'wales-bbbb'],
relations: {},
},
de: {
@@ -24,37 +40,52 @@ const state: GameState = {
name: 'DE',
type: 'major',
stats: { military: 90, economy: 70, stability: 70, population: 90 },
territory: ['DEU'],
territory: ['brandenburg-cccc'],
relations: {},
},
},
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
// (v0.28, #46) the map is ownership-only; the region-stats table is unused here.
regionStats: {},
};
// The RegionMap built from the fixture: the authoritative ISO_A3 → owner source.
// The RegionMap built from the fixture: the authoritative region key → owner source.
const regions: RegionMap = buildRegionMap(state);
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);
expect(m.GBR).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m.IRL).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m.DEU).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
expect(m['albania-aaaa']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m['wales-bbbb']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m['brandenburg-cccc']).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
// 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', () => {
it('resolves an owned region\'s ISO_A3 to its owner record', () => {
expect(regionOwner(regions, 'GBR')).toEqual({
it('resolves an owned region key to its owner record', () => {
expect(regionOwner(regions, 'albania-aaaa')).toEqual({
color: nationColor('uk'),
owner: 'UK',
ownerId: 'uk',
});
expect(regionOwner(regions, 'DEU')).toEqual({
expect(regionOwner(regions, 'brandenburg-cccc')).toEqual({
color: nationColor('de'),
owner: 'DE',
ownerId: 'de',
@@ -62,11 +93,11 @@ describe('regionOwner', () => {
});
it('returns undefined for an unowned region (no RegionMap entry)', () => {
expect(regionOwner(regions, 'FRA')).toBeUndefined();
expect(regionOwner(regions, 'USA')).toBeUndefined();
expect(regionOwner(regions, 'normandie-dddd')).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, null)).toBeUndefined();
expect(regionOwner(regions, undefined)).toBeUndefined();
@@ -74,40 +105,63 @@ describe('regionOwner', () => {
});
/**
* #6 regression guard. The click/hover handlers resolve the owning nation from a
* map feature. MapLibre repacks a GeoJSON source's top-level `id` (the ISO_A3
* string) into a *numeric index* when it stores the source, so a feature the map
* hands back at interaction time has a number for `id` and the ISO_A3 only lives
* in `properties.regionId`. This test pins the exact data shape and proves the
* fix: resolution via `properties.regionId` works, while the pre-fix path that
* read `feature.id` does not.
* #6 regression guard (sub-national map, region-keyed). The click/hover handlers
* resolve the owning nation from a rendered map feature. MapLibre repacks a
* GeoJSON source's top-level `id` into a *numeric index* when it stores the
* source, so a feature the map hands back at interaction time has a number for
* `id`. The choropleth is sub-national: a feature's own sub-region id is a code
* (`DEU-03`), and its owner now lives at its **region key** (`brandenburg-cccc`),
* which the client stamps into `properties.regionKey` from `region-keys.json`
* (the RegionMap is keyed by that key, never the sub-region id nor the repacked
* id). This pins the exact data shape and proves the resolution:
* `mapFeatureOwner` works via `properties.regionKey`, while the two wrong paths
* (the repacked numeric `feature.id`, and the sub-region `regionId`, which is
* not a RegionMap key) do not.
*/
describe('#6 — owner must be resolved from properties.regionId, not the repacked feature.id', () => {
// The shape MapLibre returns for a source feature after setData(): `id` is a
// number (here 0, as observed in the live map), and the ISO_A3 is preserved
// only in properties (the client stamps it as `regionId`).
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`
// is a number (repacked), and the stable identifiers live only in properties —
// `regionId` (the sub-region code) and `regionKey` (the region key).
const repackedFeature = {
id: 0,
properties: { name: 'DE', regionId: 'DEU' },
properties: { name: 'Brandenburg R03', regionId: 'DEU-03', regionKey: 'brandenburg-cccc' },
};
it('resolves the owner from properties.regionId (the fix)', () => {
const code = typeof repackedFeature.properties.regionId === 'string' ? repackedFeature.properties.regionId : '';
expect(regionOwner(regions, code)).toEqual({
it('resolves the owner from properties.regionKey (the fix)', () => {
expect(mapFeatureOwner(regions, repackedFeature)).toEqual({
color: nationColor('de'),
owner: 'DE',
ownerId: 'de',
});
});
it('the old path (feature.id as a string key) does NOT resolve — the bug', () => {
// String(0) === '0' is not a valid ISO_A3 key, so the pre-fix lookup failed
// and the click popup reported "No owner" even for owned regions.
expect(regions[String(repackedFeature.id)]).toBeUndefined();
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 region key.
expect(regionOwner(regions, repackedFeature.properties.regionId)).toBeUndefined();
});
it('the repacked numeric feature.id does NOT resolve — the bug', () => {
// String(0) === '0' is not a valid key, so the pre-fix lookup failed and
// reported "No owner" even for owned regions.
expect(regionOwner(regions, String(repackedFeature.id))).toBeUndefined();
});
});
describe('mapFeatureOwner', () => {
it('returns undefined for a missing feature, missing regionKey, or non-string regionKey', () => {
expect(mapFeatureOwner(regions, null)).toBeUndefined();
expect(mapFeatureOwner(regions, undefined)).toBeUndefined();
expect(mapFeatureOwner(regions, {})).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { regionKey: 42 } })).toBeUndefined();
});
it('returns undefined for a region key nobody owns', () => {
expect(mapFeatureOwner(regions, { properties: { regionKey: 'normandie-dddd' } })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { regionKey: 'yorkshire-eeee' } })).toBeUndefined();
});
});
describe('nationColor', () => {
it('is deterministic per id and distinct across different ids', () => {
expect(nationColor('uk')).toBe(nationColor('uk'));
@@ -116,3 +170,48 @@ describe('nationColor', () => {
expect(nationColor('uk')).toMatch(/^hsl\(\d+ 58% 46%\)$/);
});
});
// (v0.22, #16 P3) The no-man's-land presentation contract lives in
// shared/protocol (shared/*.test.ts is not in the vitest glob, so these
// tests live here): the distinct visible grey, the faint preset-unassigned
// look, the per-kind borders, and the tooltip sub-line.
describe('no man\'s land presentation contract (v0.22 #16 P3)', () => {
it('regionFillStyle: an owned region uses its nation color + the owned border', () => {
expect(regionFillStyle(regions['albania-aaaa'], false)).toEqual({
fill: nationColor('uk'),
stroke: OWNED_STROKE,
});
expect(regionFillStyle(regions['brandenburg-cccc'], true)).toEqual({
fill: nationColor('de'),
stroke: OWNED_STROKE,
}); // the no-man's-land flag never affects an owned region
});
it('regionFillStyle: an unowned region that IS no man\'s land gets the distinct visible grey', () => {
expect(regionFillStyle(undefined, true)).toEqual({
fill: NO_MANS_LAND_FILL,
stroke: NO_MANS_LAND_STROKE,
});
});
it('regionFillStyle: an unowned region that was never released keeps the faint look', () => {
expect(regionFillStyle(undefined, false)).toEqual({
fill: UNOWNED_FILL,
stroke: UNOWNED_STROKE,
});
});
it('the no-man\'s-land grey can never collide with a nation color (hue-less vs HSL)', () => {
expect(NO_MANS_LAND_FILL).not.toMatch(/^hsl\(/);
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('uk'));
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('de'));
// and it must be visibly different from the faint preset-unassigned fill
expect(NO_MANS_LAND_FILL).not.toBe(UNOWNED_FILL);
expect(NO_MANS_LAND_STROKE).not.toBe(UNOWNED_STROKE);
});
it('unownedTooltipLabel: the tooltip sub-line names the two kinds of unowned', () => {
expect(unownedTooltipLabel(true)).toBe("No man's land");
expect(unownedTooltipLabel(false)).toBe('No owner');
});
});
+14 -5
View File
@@ -1,6 +1,15 @@
// Build the choropleth payload from a GameState: every ISO_A3 region maps to its
// owning nation plus that nation's stable color (see shared.nationColor). The
// client merges this onto public/countries.geo.json and calls source.setData().
// Build the choropleth payload from a GameState: every region key (see
// public/region-keys.json) maps to its owning nation plus that nation's stable
// color (see shared.nationColor). The client merges this onto the sub-national
// regions.geo.json (resolving each feature by its own region key) and calls
// source.setData(). Format-agnostic: it maps whatever keys sit in territory.
//
// A key ABSENT from the returned map is unowned (no nation's territory holds
// it) — this covers both regions a preset never assigned and regions released
// to no man's land mid-game (v0.22, #16 P3). The map deliberately does NOT
// distinguish the two: the visible no-man's-land grey vs the faint
// preset-unassigned look is decided by the client from `GameState.unowned`
// (see shared/protocol.ts's regionFillStyle).
import { nationColor, type RegionMap } from '../shared/protocol';
import type { GameState } from '../shared/types';
@@ -8,8 +17,8 @@ export function buildRegionMap(state: GameState): RegionMap {
const map: RegionMap = {};
for (const [id, nation] of Object.entries(state.nations)) {
const color = nationColor(id);
for (const code of nation.territory) {
map[code] = { color, owner: nation.name, ownerId: id };
for (const key of nation.territory) {
map[key] = { color, owner: nation.name, ownerId: id };
}
}
return map;
+259
View File
@@ -0,0 +1,259 @@
import { describe, expect, it } from 'vitest';
import {
canConquer,
CONQUEST_MILITARY_MARGIN,
deriveNationStats,
migrateRegionStats,
seedRegionStats,
weightedMedian,
} from '../shared/protocol';
import type { GameState, Nation, NationStats } from '../shared/types';
// --- Test fixtures -----------------------------------------------------------
const S = (military: number, economy: number, stability: number, population: number): NationStats => ({
military,
economy,
stability,
population,
});
function nation(id: string, name: string, stats: NationStats, territory: string[]): Nation {
return { id, name, type: 'major', stats, territory, relations: {} };
}
function mkState(
nations: Record<string, Nation>,
regionStats?: Record<string, unknown>,
): GameState {
const base: GameState = {
id: 'g',
presetId: 'p',
presetTitle: 'P',
playerNationId: Object.keys(nations)[0] ?? '',
turn: 1,
date: '1939-09-01',
nations,
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
regionStats: {} as GameState['regionStats'],
};
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
return base;
}
// --- weightedMedian ----------------------------------------------------------
describe('weightedMedian', () => {
it('returns 0 for an empty input or zero total weight', () => {
expect(weightedMedian([], [])).toBe(0);
expect(weightedMedian([5, 6], [0, 0])).toBe(0); // zero weights
expect(weightedMedian([5, 6], [NaN, -1])).toBe(0); // non-finite / non-positive → 0
});
it('returns the single value when it is the only weighted input', () => {
expect(weightedMedian([42], [7])).toBe(42);
});
it('the median of a set of IDENTICAL values is that value (translation-invariant)', () => {
// The invariant seeding + legacy migration rely on: equal values → that value,
// regardless of the (arbitrary) weights.
expect(weightedMedian([7, 7, 7], [1, 5, 9])).toBe(7);
expect(weightedMedian([0, 0], [10, 20])).toBe(0);
expect(weightedMedian([100, 100, 100], [1, 1, 1000])).toBe(100);
// and a constant shift shifts the result by the same constant
expect(weightedMedian([107, 107, 107], [1, 5, 9])).toBe(weightedMedian([7, 7, 7], [1, 5, 9]) + 100);
});
it('picks the value at the first point the cumulative weight reaches half the total', () => {
// two equal weights: the lower value is reached first (cum 1 of 2 ≥ 1)
expect(weightedMedian([10, 20], [1, 1])).toBe(10);
// an odd middle: the true middle value
expect(weightedMedian([10, 20, 30], [1, 1, 1])).toBe(20);
// the heavier value dominates
expect(weightedMedian([10, 20], [1, 3])).toBe(20);
expect(weightedMedian([10, 20], [3, 1])).toBe(10);
});
it('treats non-finite or non-positive weights as excluded (0)', () => {
// NaN weight on 10, positive on 20 → only 20 counts
expect(weightedMedian([10, 20], [NaN, 1])).toBe(20);
// negative weight on 20, positive on 10 → only 10 counts
expect(weightedMedian([10, 20], [1, -5])).toBe(10);
});
});
// --- deriveNationStats -------------------------------------------------------
describe('deriveNationStats', () => {
const regionStats = {
a: S(50, 50, 50, 50),
b: S(90, 90, 90, 90),
};
const geo: Record<string, { area: number; population: number }> = { a: { area: 100, population: 1000 }, b: { area: 1000, population: 1000 } };
it('weights by area×population: the larger region dominates the aggregate', () => {
// a: weight 100×1000=100000, b: weight 1000×1000=1000000 → b (90) dominates
const out = deriveNationStats(['a', 'b'], regionStats, (k) => geo[k]);
expect(out).toEqual(S(90, 90, 90, 90));
});
it('degrades to a uniform (unweighted) median without geo: the lower value is reached first', () => {
// equal weights 1,1 → the lower (a=50) is reached at half-total first
const out = deriveNationStats(['a', 'b'], regionStats);
expect(out).toEqual(S(50, 50, 50, 50));
// same when geoOf is provided but returns undefined for the keys (missing geo)
const out2 = deriveNationStats(['a', 'b'], regionStats, () => undefined);
expect(out2).toEqual(S(50, 50, 50, 50));
});
it('skips a region key that has no stats entry', () => {
// b has no entry → only a is counted → a's (50) values
const out = deriveNationStats(['a', 'b'], { a: S(50, 50, 50, 50) }, (k) => geo[k]);
expect(out).toEqual(S(50, 50, 50, 50));
});
it('returns zero stats when none of the owned regions has a stats entry', () => {
const out = deriveNationStats(['a', 'b'], {}, (k) => geo[k]);
expect(out).toEqual(S(0, 0, 0, 0));
});
it('a single region yields exactly that region\'s stats (the seeding invariant)', () => {
expect(deriveNationStats(['a'], regionStats, (k) => geo[k])).toEqual(S(50, 50, 50, 50));
expect(deriveNationStats(['a'], regionStats)).toEqual(S(50, 50, 50, 50));
});
it('treats zero/negative area or population as a fallback weight of 1', () => {
// a has area 0 (weight falls back to 1×pop), b has full weight → b dominates
const g: Record<string, { area: number; population: number }> = { a: { area: 0, population: 1000 }, b: { area: 1000, population: 1000 } };
const out = deriveNationStats(['a', 'b'], regionStats, (k) => g[k]);
expect(out).toEqual(S(90, 90, 90, 90));
});
});
// --- seedRegionStats ---------------------------------------------------------
describe('seedRegionStats', () => {
it('copies each owner\'s stats to every region it owns', () => {
const nations = {
uk: nation('uk', 'UK', S(80, 70, 60, 50), ['k1', 'k2']),
de: nation('de', 'DE', S(95, 70, 75, 90), ['k3']),
};
expect(seedRegionStats(nations)).toEqual({
k1: S(80, 70, 60, 50),
k2: S(80, 70, 60, 50),
k3: S(95, 70, 75, 90),
});
});
it('gives the first owner\'s stats a key owned by two or more nations (corrupt)', () => {
const nations = {
a: nation('a', 'A', S(10, 10, 10, 10), ['k1']),
b: nation('b', 'B', S(90, 90, 90, 90), ['k1']),
};
expect(seedRegionStats(nations)).toEqual({ k1: S(10, 10, 10, 10) });
});
it('returns an empty table for nations with no territory', () => {
const nations = { a: nation('a', 'A', S(10, 10, 10, 10), []) };
expect(seedRegionStats(nations)).toEqual({});
});
});
// --- migrateRegionStats ------------------------------------------------------
describe('migrateRegionStats', () => {
it('returns a v0.28+ row (regionStats present) UNCHANGED — same reference, no recompute', () => {
const state = mkState(
{ uk: nation('uk', 'UK', S(42, 70, 60, 50), ['k1']) },
{ k1: S(99, 70, 60, 50) }, // deliberately divergent from the nation stats
);
const out = migrateRegionStats(state);
expect(out).toBe(state); // same reference: untouched
expect(out.regionStats).toEqual({ k1: S(99, 70, 60, 50) });
expect(out.nations.uk.stats).toEqual(S(42, 70, 60, 50)); // NOT recomputed from the region
});
it('migrates a legacy row (regionStats absent): seeds each owned region and preserves stats', () => {
const state = mkState({
uk: nation('uk', 'UK', S(80, 70, 60, 50), ['k1', 'k2', 'k3']),
de: nation('de', 'DE', S(95, 70, 75, 90), ['k4']),
});
// sanity: we built a legacy row
expect((state as { regionStats?: unknown }).regionStats).toBeUndefined();
const out = migrateRegionStats(state, (k) =>
k === 'k1' ? { area: 100, population: 1000 }
: k === 'k2' ? { area: 1, population: 1 }
: k === 'k3' ? { area: 9, population: 9 }
: { area: 50, population: 500 });
// each owned region is seeded with a copy of its owner's stats…
expect(out.regionStats).toEqual({
k1: S(80, 70, 60, 50),
k2: S(80, 70, 60, 50),
k3: S(80, 70, 60, 50),
k4: S(95, 70, 75, 90),
});
// …and the (multi-region) nation's stats are PRESERVED: the weighted median of
// identical values is that value, regardless of the (uneven) weights.
expect(out.nations.uk.stats).toEqual(S(80, 70, 60, 50));
expect(out.nations.de.stats).toEqual(S(95, 70, 75, 90));
// the original row is NOT mutated
expect((state as { regionStats?: unknown }).regionStats).toBeUndefined();
expect(state.nations.uk.stats).toEqual(S(80, 70, 60, 50));
});
it('a legacy 0-region nation keeps its stats (no recompute, no entries)', () => {
const state = mkState({
uk: nation('uk', 'UK', S(80, 70, 60, 50), []),
de: nation('de', 'DE', S(95, 70, 75, 90), ['k1']),
});
const out = migrateRegionStats(state);
expect(out.nations.uk.stats).toEqual(S(80, 70, 60, 50)); // unchanged
expect(out.nations.de.stats).toEqual(S(95, 70, 75, 90)); // single region → preserved
expect(out.regionStats).toEqual({ k1: S(95, 70, 75, 90) });
expect('uk' in (out.regionStats ?? {})).toBe(false);
});
});
// --- canConquer (v0.30, #50: the military hard gate) -------------------------
describe('canConquer', () => {
it('the default margin constant is 15', () => {
expect(CONQUEST_MILITARY_MARGIN).toBe(15);
});
it('an attacker within the margin of the defender proceeds (gap == margin)', () => {
// attacker 10, defender 25 → gap of 15 == margin → win (not more than 15 below)
expect(canConquer(10, 25)).toBe(true);
});
it('an attacker more than the margin below the defender is repelled (gap == margin+1)', () => {
// attacker 9, defender 25 → gap of 16 > margin → repel
expect(canConquer(9, 25)).toBe(false);
});
it('an equal attacker proceeds', () => {
expect(canConquer(50, 50)).toBe(true);
});
it('an attacker within the margin (gap < margin) proceeds', () => {
expect(canConquer(30, 40)).toBe(true); // gap 10
expect(canConquer(14, 25)).toBe(true); // gap 11
});
it('an attacker ahead of the defender always proceeds', () => {
expect(canConquer(90, 10)).toBe(true);
});
it('a margin of 0 means only an equal-or-ahead attacker proceeds', () => {
expect(canConquer(50, 50, 0)).toBe(true); // equal
expect(canConquer(51, 50, 0)).toBe(true); // ahead
expect(canConquer(49, 50, 0)).toBe(false); // one below → repel
});
});
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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,
centroidOf,
expandCountriesToKeys,
geoOf,
hasAdjacency,
hasCentroids,
hasGeo,
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: [],
markers: [],
// (v0.28, #46) unused here (allTerritoryKeys is ownership-only).
regionStats: {},
};
// 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([]);
});
it('(v0.27 #44) hasCentroids() is true and centroidOf resolves a real key to a plausible location', () => {
expect(hasCentroids()).toBe(true);
const ain = centroidOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.lat).toBeCloseTo(46.16, 1);
expect(ain!.lon).toBeCloseTo(4.8, 1);
expect(ain!.spread).toBeGreaterThan(0);
});
it('(v0.27 #44) centroidOf returns undefined for an unknown key', () => {
expect(centroidOf('not-a-real-key-xyz')).toBeUndefined();
});
it('(v0.28 #46) hasGeo() is true and geoOf resolves a real key to area + population', () => {
expect(hasGeo()).toBe(true);
const ain = geoOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.area).toBeGreaterThanOrEqual(0); // km²
expect(ain!.population).toBeGreaterThanOrEqual(0);
// exact spot-check values pinned from the committed manifest (Ain, FRA)
expect(ain!.area).toBeCloseTo(22557.77, 1); // km²
expect(ain!.population).toBe(2304126);
});
it('(v0.28 #46) geoOf returns undefined for an unknown key', () => {
expect(geoOf('not-a-real-key-xyz')).toBeUndefined();
});
describe('graceful degradation with no region data', () => {
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([]);
// and no centroids: the marker-placement path degrades to a no-op
expect(hasCentroids()).toBe(false);
expect(centroidOf('ain-lqtt')).toBeUndefined();
// and no region-geo: the per-region stats weighting degrades to uniform
expect(hasGeo()).toBe(false);
expect(geoOf('ain-lqtt')).toBeUndefined();
});
});
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([]);
// and no centroids (not copied into this dist/) -> marker placement degrades
expect(hasCentroids()).toBe(false);
expect(centroidOf('ain-lqtt')).toBeUndefined();
// and no region-geo (not copied into this dist/) -> stats weighting is uniform
expect(hasGeo()).toBe(false);
expect(geoOf('ain-lqtt')).toBeUndefined();
});
it('(v0.27 #44) a dist/ WITH the centroids manifest loads them (prod layout)', () => {
copyFileSync(
path.join(realRoot, 'public', 'region-centroids.json'),
path.join(prodRoot, 'dist', 'region-centroids.json'),
);
expect(loadRegions(prodRoot)).toBe(true);
expect(hasCentroids()).toBe(true);
const ain = centroidOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.lat).toBeCloseTo(46.16, 1);
});
it('(v0.28 #46) a dist/ WITH the region-geo manifest loads it (prod layout)', () => {
copyFileSync(
path.join(realRoot, 'public', 'region-geo.json'),
path.join(prodRoot, 'dist', 'region-geo.json'),
);
expect(loadRegions(prodRoot)).toBe(true);
expect(hasGeo()).toBe(true);
const ain = geoOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.area).toBeCloseTo(22557.77, 1);
expect(ain!.population).toBe(2304126);
});
it('returns false and no data when neither public/ nor dist/ holds the files', () => {
const emptyRoot = path.join(base, 'empty');
mkdirSync(emptyRoot, { recursive: true });
expect(loadRegions(emptyRoot)).toBe(false);
expect(hasRegionData()).toBe(false);
expect(validKeys().size).toBe(0);
});
});
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// 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) and the
// precomputed region-centroid manifest (region-centroids.json: region key ->
// { lat, lon, spread }, built by scripts/build-region-centroids.mjs) — all
// from public/ in dev (Vite serves it) or dist/ in prod (Vite copies
// 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)
// - centroidOf(): a region key's precomputed anchor point ({ lat, lon, spread })
// — the data behind LLM-placed map markers (v0.27, #44)
// - geoOf(): a region key's area (km²) + population (from region-geo.json)
// — the weighting source for the per-region stats model (v0.28, #46)
//
// Deliberately turf-free: it reads the JSON files with plain JSON.parse and
// 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[]>;
/** region key -> anchor point (from public/region-centroids.json). */
centroids: Record<string, { lat: number; lon: number; spread: number }>;
/** region key -> { area (km²), population } (from public/region-geo.json, v0.28 #46). */
geo: Record<string, { area: number; population: number }>;
}
let data: RegionData | null = null;
/**
* Load (or reload) the region-key manifest, geo, adjacency, and centroids.
* Idempotent.
* The files are served to the client from `public/` in dev (Vite serves it
* 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). The centroid manifest is likewise
* OPTIONAL (v0.27, #44): when missing or broken, `centroids` stays empty and
* `centroidOf`/`hasCentroids` report "no centroids" (new map markers can't be
* placed, but everything else keeps working). Returns true when the core pair loaded
* cleanly; a missing/broken pair clears the data and returns false so the
* 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 centroidsFile = 'region-centroids.json';
const regionGeoFile = 'region-geo.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 geoJson = 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 geoJson.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 = {};
}
}
// Centroids are optional too (v0.27, #44): a missing/broken file means
// "no centroid data" — new markers can't be placed (their adds are
// dropped), but everything else keeps working.
let centroids: Record<string, { lat: number; lon: number; spread: number }> = {};
const centroidsPath = path.join(base, centroidsFile);
if (existsSync(centroidsPath)) {
try {
const raw = JSON.parse(readFileSync(centroidsPath, 'utf8')) as Record<
string,
{ lat?: unknown; lon?: unknown; spread?: unknown }
>;
// Keep only well-formed entries; a corrupt file degrades to "none".
for (const [k, v] of Object.entries(raw)) {
if (
v &&
typeof v.lat === 'number' &&
typeof v.lon === 'number' &&
typeof v.spread === 'number' &&
Number.isFinite(v.lat) &&
Number.isFinite(v.lon) &&
Number.isFinite(v.spread)
) {
centroids[k] = { lat: v.lat, lon: v.lon, spread: v.spread };
}
}
} catch (err) {
console.error('[regions] failed to load region-centroids.json, continuing without it', err);
centroids = {};
}
}
// The region-geo manifest (v0.28, #46): area (km²) + population per region
// key — the weighting source for the per-region stats model. OPTIONAL like
// the others: a missing/broken file means "no geo data", and weighting
// degrades to uniform (every region weight 1) while everything else keeps
// working.
let geo: Record<string, { area: number; population: number }> = {};
const geoDataPath = path.join(base, regionGeoFile);
if (existsSync(geoDataPath)) {
try {
const raw = JSON.parse(readFileSync(geoDataPath, 'utf8')) as Record<
string,
{ area?: unknown; population?: unknown }
>;
// Keep only well-formed entries; a corrupt file degrades to "none".
for (const [k, v] of Object.entries(raw)) {
if (
v &&
typeof v.area === 'number' &&
Number.isFinite(v.area) &&
v.area >= 0 &&
typeof v.population === 'number' &&
Number.isFinite(v.population) &&
v.population >= 0
) {
geo[k] = { area: v.area, population: v.population };
}
}
} catch (err) {
console.error('[regions] failed to load region-geo.json, continuing without it', err);
geo = {};
}
}
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency, centroids, geo };
return validKeys.size > 0;
} 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>();
}
/**
* The set of ISO_A3 country codes that own at least one sub-region in the
* manifest (the valid `territory` codes for a world draft, v0.31 #52). These
* are the keys of `keysByCountry` — i.e. the distinct `properties.parent`
* values in regions.geo.json. Empty when no region data is loaded; callers
* pass it (or `undefined` to skip filtering) to `validateWorldDraft` so a
* draft's territory is checked against real countries.
*/
export function validCountryCodes(): ReadonlySet<string> {
return data ? new Set(Object.keys(data.keysByCountry)) : 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;
}
/**
* True when the region-centroid manifest loaded with at least one entry
* (v0.27, #44). The server's jump route uses this to decide whether to hand
* the engine a centroid resolver (which lets a turn place new map markers)
* or skip marker placement (existing markers are still maintained).
*/
export function hasCentroids(): boolean {
return data !== null && Object.keys(data.centroids).length > 0;
}
/**
* True when the region-geo manifest loaded with at least one entry (v0.28,
* #46). The server's jump route uses this to decide whether to hand the
* engine a geo resolver (which weights the per-region stats derivation by
* area×population) or fall back to a uniform (unweighted) median.
*/
export function hasGeo(): boolean {
return data !== null && Object.keys(data.geo).length > 0;
}
/**
* The precomputed anchor point for a region key: the centroid of its
* largest-area part, plus a `spread` (≈ 0.1 × that part's smallest bbox
* dimension, in degrees) the engine scatters markers within
* ±(spread/2) of the centroid. `undefined` for an unknown key or when no
* centroid data is loaded (v0.27, #44).
*/
export function centroidOf(key: string): { lat: number; lon: number; spread: number } | undefined {
return data?.centroids[key];
}
/**
* The precomputed area (km²) + population for a region key (v0.28, #46) — the
* weighting source for the per-region stats model. `undefined` for an unknown
* key or when no geo data is loaded (the derivation then falls back to a
* uniform weight of 1 for that region).
*/
export function geoOf(key: string): { area: number; population: number } | undefined {
return data?.geo[key];
}
/**
* The union of the region keys that share a land border with any of the given
* 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();
}
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import { describe, expect, it } from 'vitest';
import {
relationFromScore,
validateWorldDraft,
worldDraftToGameState,
type WorldDraft,
} from '../shared/scenario';
import type { NationStats } from '../shared/types';
// A deterministic fake ISO_A3 -> region-key expander (two sub-regions per
// country), standing in for server/regions.expandCountriesToKeys in these
// pure-function tests.
const fakeExpand = (countries: string[]): string[] =>
countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
const S = (m: number, e: number, s: number, p: number): NationStats => ({
military: m,
economy: e,
stability: s,
population: p,
});
describe('relationFromScore (v0.31.0, #52)', () => {
it('maps the five sentiment bands to RelationStatus', () => {
expect(relationFromScore(100)).toBe('ally');
expect(relationFromScore(60)).toBe('ally');
expect(relationFromScore(0)).toBe('neutral');
expect(relationFromScore(30)).toBe('neutral');
expect(relationFromScore(-1)).toBe('rival');
expect(relationFromScore(-40)).toBe('rival');
expect(relationFromScore(-41)).toBe('hostile');
expect(relationFromScore(-80)).toBe('hostile');
expect(relationFromScore(-81)).toBe('war');
expect(relationFromScore(-100)).toBe('war');
});
it('clamps out-of-range scores before banding', () => {
expect(relationFromScore(250)).toBe('ally');
expect(relationFromScore(-250)).toBe('war');
});
});
describe('validateWorldDraft (v0.31.0, #52)', () => {
it('returns a clean draft from a valid payload', () => {
const raw = {
nations: [
{ id: 'de', name: 'German Reich', type: 'major', stats: S(95, 70, 75, 90), territory: ['DEU'], relations: { uk: 80 } },
{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: 80 } },
],
};
const d = validateWorldDraft(raw);
expect(d).not.toBeNull();
const draft = d as WorldDraft;
expect(draft.nations).toHaveLength(2);
expect(draft.nations[0]).toMatchObject({ id: 'de', name: 'German Reich', type: 'major' });
expect(draft.nations[0].stats).toEqual(S(95, 70, 75, 90));
expect(draft.nations[0].territory).toEqual(['DEU']);
expect(draft.nations[0].relations).toEqual({ uk: 80 });
expect(draft.events).toBeUndefined();
});
it('clamps out-of-range stat values to 0-100 and defaults missing to 50', () => {
const raw = {
nations: [
{ name: 'Over', stats: { military: 150, economy: -20, stability: 7 }, territory: ['DEU'] },
],
};
const d = validateWorldDraft(raw) as WorldDraft;
expect(d.nations[0].stats).toEqual(S(100, 0, 7, 50)); // population missing -> 50
});
it('upper-cases, de-dupes, and (given valid codes) filters territory to known ISO_A3', () => {
const codes = new Set(['DEU', 'GBR', 'FRA']);
const raw = {
nations: [
{
name: 'Mixed',
// lower-case, duplicated, and one unknown code (USA) to be dropped.
territory: ['deu', 'DEU', 'usa', 'gbr'],
},
],
};
const d = validateWorldDraft(raw, { validCountryCodes: codes }) as WorldDraft;
expect(d.nations[0].territory).toEqual(['DEU', 'GBR']);
});
it('keeps unknown codes when no validCountryCodes set is supplied', () => {
const raw = { nations: [{ name: 'X', territory: ['AAA', 'BBB'] }] };
const d = validateWorldDraft(raw) as WorldDraft;
expect(d.nations[0].territory).toEqual(['AAA', 'BBB']);
});
it('resolves relation keys by id or (case-insensitive) name and drops self/unknown refs', () => {
const raw = {
nations: [
{ id: 'de', name: 'Germany', territory: ['DEU'], relations: { 'United Kingdom': 55, de: 99, ghost: 10 } },
{ id: 'uk', name: 'United Kingdom', territory: ['GBR'], relations: { de: -70 } },
],
};
const d = validateWorldDraft(raw) as WorldDraft;
// de: the name-keyed ref resolves to uk, self (de) and unknown (ghost) dropped.
expect(d.nations[0].relations).toEqual({ uk: 55 });
// uk: the id-keyed ref to de is kept, clamped (already in range).
expect(d.nations[1].relations).toEqual({ de: -70 });
});
it('clamps relation scores to -100..100', () => {
const raw = {
nations: [
{ id: 'a', name: 'A', territory: ['AAA'], relations: { b: 500 } },
{ id: 'b', name: 'B', territory: ['BBB'], relations: { a: -500 } },
],
};
const d = validateWorldDraft(raw) as WorldDraft;
expect(d.nations[0].relations).toEqual({ b: 100 });
expect(d.nations[1].relations).toEqual({ a: -100 });
});
it('suffices duplicate ids until unique and derives ids from names', () => {
const raw = {
nations: [
{ id: 'x', name: 'First', territory: ['AAA'] },
{ id: 'x', name: 'Second', territory: ['BBB'] },
{ name: 'United Kingdom', territory: ['GBR'] }, // no id -> slug
],
};
const d = validateWorldDraft(raw) as WorldDraft;
const ids = d.nations.map((n) => n.id);
expect(ids).toEqual(['x', 'x-2', 'united-kingdom']);
});
it('keeps backstory events that name a known nation and drops the rest', () => {
const raw = {
nations: [
{ id: 'de', name: 'Germany', territory: ['DEU'] },
{ id: 'uk', name: 'United Kingdom', territory: ['GBR'] },
],
events: [
{ nation: 'de', type: 'military', title: 'Remilitarization', text: 't', outcome: 'success' },
{ nation: 'United Kingdom', type: 'political', title: 'By-elections', text: 't', outcome: 'neutral' },
{ nation: 'ghost', type: 'political', title: 'No owner', text: 't', outcome: 'neutral' },
{ nation: 'de', type: 'political' }, // no title -> dropped
],
};
const d = validateWorldDraft(raw) as WorldDraft;
expect(d.events).toHaveLength(2);
expect(d.events?.[0]).toMatchObject({ nation: 'de', type: 'military', title: 'Remilitarization', outcome: 'success' });
expect(d.events?.[1]).toMatchObject({ nation: 'uk', type: 'political', title: 'By-elections', outcome: 'neutral' });
});
it('returns null (never throws) for unusable / garbage payloads', () => {
expect(validateWorldDraft(null)).toBeNull();
expect(validateWorldDraft('nope')).toBeNull();
expect(validateWorldDraft([])).toBeNull();
expect(validateWorldDraft({})).toBeNull();
expect(validateWorldDraft({ nations: [] })).toBeNull();
expect(validateWorldDraft({ nations: [{ name: 'No territory' }] })).toBeNull();
expect(validateWorldDraft({ nations: [{}] })).toBeNull(); // no name
expect(validateWorldDraft({ nations: [42] })).toBeNull(); // not an object
// no nation owns a *valid* territory -> unusable.
expect(
validateWorldDraft(
{ nations: [{ name: 'X', territory: ['ZZZ'] }] },
{ validCountryCodes: new Set(['DEU']) },
),
).toBeNull();
});
});
describe('worldDraftToGameState (v0.31.0, #52)', () => {
function draft(): WorldDraft {
return {
nations: [
{ id: 'de', name: 'Germany', type: 'major', stats: S(90, 70, 75, 90), territory: ['DEU'], relations: { uk: 70 } },
{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: -90 } },
],
events: [{ nation: 'de', type: 'political', title: 'The new order', text: 'A fresh map is drawn.', outcome: 'neutral' }],
};
}
it('expands ISO_A3 territory to region keys and seeds per-region stats', () => {
const g = worldDraftToGameState(draft(), fakeExpand, 'uk', {
id: 'g1',
title: 'Custom World',
startDate: '1939-09-01',
});
expect(g.id).toBe('g1');
expect(g.presetTitle).toBe('Custom World');
expect(g.date).toBe('1939-09-01');
expect(g.turn).toBe(1);
expect(g.version).toBe(1);
expect(g.playerNationId).toBe('uk');
expect(g.unowned).toEqual([]);
expect(g.markers).toEqual([]);
expect(g.pendingNationOps).toEqual([]);
expect(g.pending).toEqual([]);
// de owns DEU -> two region keys; uk owns GBR+IRL -> four.
expect(g.nations.de.territory).toEqual(['DEU-a', 'DEU-b']);
expect(g.nations.uk.territory).toEqual(['GBR-a', 'GBR-b', 'IRL-a', 'IRL-b']);
// Every owned region is seeded with a copy of its owner's stats.
expect(g.regionStats['DEU-a']).toEqual(g.nations.de.stats);
expect(g.regionStats['IRL-b']).toEqual(g.nations.uk.stats);
// No entry for unowned regions.
expect(g.regionStats['ZZZ-a']).toBeUndefined();
});
it('maps numeric relations to RelationStatus', () => {
const g = worldDraftToGameState(draft(), fakeExpand, 'de');
expect(g.nations.de.relations).toEqual({ uk: 'ally' }); // 70 -> ally
expect(g.nations.uk.relations).toEqual({ de: 'war' }); // -90 -> war
});
it('seeds the event feed from backstory events at turn 1 / startDate', () => {
const g = worldDraftToGameState(draft(), fakeExpand, 'de', { startDate: '2035-01-01' });
expect(g.events).toHaveLength(1);
expect(g.events[0]).toMatchObject({
turn: 1,
date: '2035-01-01',
nation: 'de',
type: 'political',
title: 'The new order',
outcome: 'neutral',
});
});
it('uses the defaults (empty id, Custom World, 1970-01-01) when options are omitted', () => {
const g = worldDraftToGameState(draft(), fakeExpand, 'de');
expect(g.id).toBe('');
expect(g.presetTitle).toBe('Custom World');
expect(g.date).toBe('1970-01-01');
expect(g.presetId).toBe('dynamic');
});
});
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// Unit tests for the dynamic scenario-generation LLM steps (v0.31, #52):
// the prompt builders, the defensive parsers, generateDraft / finalizeWorld
// over an injected LlmClient, and the deterministic scenario stub.
import { describe, expect, it } from 'vitest';
import {
buildGeneratePrompt,
buildRegeneratePrompt,
finalizeWorld,
generateDraft,
parseGenerate,
parseRegenerate,
SCENARIO_GENERATE_MARKER,
SCENARIO_REGENERATE_MARKER,
} from './scenario';
import { makeScenarioStubLlmClient, stubWorldFor } from './stubScenario';
import type { EraTemplate, WorldDraft } from '../shared/scenario';
import type { ChatMessage, LlmClient } from './llm';
const TEMPLATE: EraTemplate = {
id: 'near-future',
name: 'Near Future',
year: 2035,
eraDescription: 'A fractured, multipolar 2035.',
suggestedPowers: [
{ name: 'United States', region: 'USA', note: 'declining hegemon' },
{ name: 'China', region: 'CHN', note: 'rising industrial power' },
],
tensions: ['Indo-Pacific standoff', 'Climate migration'],
};
const VALID_CODES = new Set(['FRA', 'RUS', 'ESP', 'USA', 'CHN']);
/** A minimal LlmClient double whose chat() returns a canned string (or calls a handler). */
function fakeClient(canned?: string | ((messages: ChatMessage[]) => string)): LlmClient {
return {
async chat(messages) {
if (typeof canned === 'function') return canned(messages);
return canned ?? '{"world":{"nations":[]},"checkpoints":[]}';
},
async listModels() {
return [];
},
};
}
const GOOD_GENERATE = JSON.stringify({
world: {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: { boreas: -60 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 50, population: 60 },
territory: ['RUS'],
relations: { alba: -60 },
},
],
},
checkpoints: ['Alba presses its advantage.', 'Boreas fortifies the north.'],
});
const GOOD_REGENERATE = JSON.stringify({
world: {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 70, population: 55 },
territory: ['FRA'],
relations: { boreas: -70 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 55, population: 60 },
territory: ['RUS'],
relations: { alba: -70 },
},
],
},
});
describe('buildGeneratePrompt', () => {
it('embeds the era, description, year and the valid country codes', () => {
const { system, user } = buildGeneratePrompt(TEMPLATE, 'a cold war in space', 2041, VALID_CODES);
expect(system).toContain(SCENARIO_GENERATE_MARKER);
expect(system).toContain('"checkpoints"');
expect(user).toContain('near-future');
expect(user).toContain('a cold war in space');
expect(user).toContain('2041');
expect(user).toContain('CHN');
expect(user).toContain('validCountryCodes');
});
it('omits the code list when no valid codes are supplied', () => {
const { system, user } = buildGeneratePrompt(TEMPLATE, 'desc', 2035, undefined);
expect(system).toContain('standard ISO 3166-1 alpha-3');
expect(user).not.toContain('validCountryCodes');
});
});
describe('buildRegeneratePrompt', () => {
it('embeds the approved checkpoints and the draft when present', () => {
const draft: WorldDraft = {
nations: [
{
id: 'alba',
name: 'Alba',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: {},
},
],
};
const { system, user } = buildRegeneratePrompt(
TEMPLATE,
'desc',
2035,
['Alba presses its advantage.'],
VALID_CODES,
draft,
);
expect(system).toContain(SCENARIO_REGENERATE_MARKER);
expect(user).toContain('approvedCheckpoints');
expect(user).toContain('Alba presses its advantage.');
expect(user).toContain('draft');
expect(user).toContain('alba');
});
it('omits the draft field when none is supplied', () => {
const { user } = buildRegeneratePrompt(TEMPLATE, 'desc', 2035, [], VALID_CODES, undefined);
expect(user).not.toContain('draft');
});
});
describe('parseGenerate / parseRegenerate (defensive)', () => {
it('parses a valid generate answer into a world + checkpoints', () => {
const { world, checkpoints } = parseGenerate(GOOD_GENERATE, VALID_CODES);
expect(world).not.toBeNull();
expect(world!.nations).toHaveLength(2);
expect(world!.nations[0].id).toBe('alba');
expect(world!.nations[0].territory).toEqual(['FRA']);
expect(checkpoints).toEqual(['Alba presses its advantage.', 'Boreas fortifies the north.']);
});
it('strips code fences and drops unknown country codes', () => {
const raw = '```json\n' + GOOD_GENERATE + '\n```';
const { world } = parseGenerate(raw, new Set(['FRA'])); // RUS not in the set
expect(world).not.toBeNull();
expect(world!.nations.find((n) => n.id === 'boreas')?.territory).toEqual([]);
});
it('returns null world + empty checkpoints for garbage', () => {
const { world, checkpoints } = parseGenerate('not json at all', VALID_CODES);
expect(world).toBeNull();
expect(checkpoints).toEqual([]);
});
it('parses a valid regenerate answer (no checkpoints echoed)', () => {
const world = parseRegenerate(GOOD_REGENERATE, VALID_CODES);
expect(world).not.toBeNull();
expect(world!.nations[0].stats.stability).toBe(70);
});
});
describe('generateDraft (injected client)', () => {
it('returns a validated world + checkpoints from the model', async () => {
const { world, checkpoints } = await generateDraft({
llm: fakeClient(GOOD_GENERATE),
template: TEMPLATE,
description: 'a cold war in space',
year: 2041,
validCountryCodes: VALID_CODES,
});
expect(world).not.toBeNull();
expect(world!.nations).toHaveLength(2);
expect(checkpoints).toHaveLength(2);
});
it('nudges once when the first answer is unusable', async () => {
let call = 0;
const client: LlmClient = {
async chat() {
call += 1;
return call === 1 ? 'total garbage' : GOOD_GENERATE;
},
async listModels() {
return [];
},
};
const { world, checkpoints } = await generateDraft({
llm: client,
template: TEMPLATE,
description: 'x',
year: 2035,
validCountryCodes: VALID_CODES,
});
expect(call).toBe(2);
expect(world).not.toBeNull();
expect(checkpoints).toHaveLength(2);
});
it('returns null world when even the nudge fails', async () => {
const { world } = await generateDraft({
llm: fakeClient('still no json'),
template: TEMPLATE,
description: 'x',
year: 2035,
validCountryCodes: VALID_CODES,
});
expect(world).toBeNull();
});
});
describe('finalizeWorld (injected client)', () => {
const expand = (countries: string[]) => countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
it('converts the finalized world to a playable GameState', async () => {
const state = await finalizeWorld({
llm: fakeClient(GOOD_REGENERATE),
template: TEMPLATE,
description: 'x',
year: 2035,
approvedCheckpoints: ['Alba presses its advantage.'],
playerNationId: 'alba',
validCountryCodes: VALID_CODES,
expand,
id: 'g-1',
title: 'Custom World',
startDate: '2035-01-01',
});
expect(state.id).toBe('g-1');
expect(state.presetId).toBe('dynamic');
expect(state.playerNationId).toBe('alba');
expect(state.turn).toBe(1);
expect(state.date).toBe('2035-01-01');
// FRA expands to two region keys; the per-region stats are seeded.
expect(state.nations.alba.territory).toEqual(['FRA-a', 'FRA-b']);
expect(state.regionStats['FRA-a']).toEqual(state.nations.alba.stats);
});
it('falls back to the first nation when the model drops the player nation', async () => {
// The regenerated world has no 'alba' — only 'boreas'.
const dropped = JSON.stringify({
world: {
nations: [
{
id: 'boreas',
name: 'Boreas',
stats: { military: 55, economy: 70, stability: 55, population: 60 },
territory: ['RUS'],
relations: {},
},
],
},
});
const state = await finalizeWorld({
llm: fakeClient(dropped),
template: TEMPLATE,
description: 'x',
year: 2035,
approvedCheckpoints: [],
playerNationId: 'alba', // not in the world
validCountryCodes: VALID_CODES,
expand,
});
expect(state.playerNationId).toBe('boreas');
});
});
describe('scenario stub (deterministic, LLM_STUB=1)', () => {
it('is deterministic: same input → same generate output', async () => {
const llm = makeScenarioStubLlmClient();
const a = await generateDraft({
llm,
template: TEMPLATE,
description: 'd',
year: 2035,
validCountryCodes: VALID_CODES,
});
const b = await generateDraft({
llm,
template: TEMPLATE,
description: 'completely different description',
year: 1999,
validCountryCodes: VALID_CODES,
});
expect(a.world).toEqual(b.world);
expect(a.checkpoints).toEqual(b.checkpoints);
expect(a.world!.nations).toHaveLength(3);
expect(a.checkpoints).toHaveLength(3);
});
it('finalize respects the approved checkpoints (deterministically)', async () => {
const baseline = stubWorldFor([]);
const withAlba = stubWorldFor(['Alba dominates the western sea lanes.']);
const albaBase = baseline.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
const boreasBase = baseline.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
const albaWith = withAlba.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
const boreasWith = withAlba.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
// Approving a checkpoint that names Alba raises Alba's stability only.
expect(albaWith).toBe(albaBase + 5);
expect(boreasWith).toBe(boreasBase);
});
it('finalizeWorld over the stub returns a playable game honoring approvals', async () => {
const llm = makeScenarioStubLlmClient();
const state = await finalizeWorld({
llm,
template: TEMPLATE,
description: 'd',
year: 2035,
approvedCheckpoints: ['Boreas fortifies its northern frontier.'],
playerNationId: 'boreas',
validCountryCodes: VALID_CODES,
expand: (cs) => cs.flatMap((c) => [`${c}-a`]),
id: 'stub-1',
});
expect(state.id).toBe('stub-1');
expect(state.playerNationId).toBe('boreas');
expect(state.nations.boreas.territory).toEqual(['RUS-a']);
// The approved Boreas checkpoint raised its stability by 5 (50 → 55).
expect(state.nations.boreas.stats.stability).toBe(55);
});
});
+390
View File
@@ -0,0 +1,390 @@
// Dynamic scenario generation — the two LLM steps (v0.31, #52).
//
// This is the additive "Create scenario" path. Two plain `chat()` calls (no
// tools, no separate advisor endpoint — the advisor is embodied in step 1's
// checkpoint list):
//
// 1. `generateDraft` — from an era template + a free-text description + a
// year, the model designs a draft {@link WorldDraft} (nations with ISO_A3
// territory, stats, relations, optional backstory) AND an opening
// checkpoint list (the advisor's briefing of the world's live tensions).
//
// 2. `finalizeWorld` — on commit, the model is re-asked to produce the
// final world, constrained to the player's APPROVED checkpoints (and,
// when the client re-sends the step-1 draft, based on it so the player's
// chosen nation survives). The result is converted to a playable
// {@link GameState} (region-key territory via the injected `expand`
// resolver, per-region stats seeded) and returned for the caller to
// persist — a normal game at `#/game/<id>`.
//
// Both steps are defensive like the rest of the engine: raw model output is
// fence-stripped, the first balanced object is extracted, JSON.parsed, and
// validated via the pure `validateWorldDraft` (which never throws and returns
// `null` for unusable input). A transport-level failure (the model being down)
// throws and is mapped to an HTTP 502 by the route; a bad *answer* degrades to
// a null world, never a crash. The `LlmClient` is injected so unit tests and
// the deterministic scenario stub (server/stubScenario.ts) can replace the
// network call exactly like the turn path does.
import type { LlmClient } from './llm';
import { DEFAULT_MAX_TOKENS } from './llm';
import type { EraTemplate, WorldDraft } from '../shared/scenario';
import { validateWorldDraft } from '../shared/scenario';
import type { GameState } from '../shared/types';
import { worldDraftToGameState } from '../shared/scenario';
// --- Defensive parsing (shared with the engine's approach) --------------------
/** The system-prompt markers the deterministic scenario stub keys off. */
export const SCENARIO_GENERATE_MARKER = '<<SCENARIO_GENERATE>>';
export const SCENARIO_REGENERATE_MARKER = '<<SCENARIO_REGENERATE>>';
/** Strip a leading/trailing ``` code fence (mirrors engine.stripFence). */
function stripFence(text: string): string {
let t = text.trim();
const lead = t.match(/^```[a-zA-Z]*\s*\n?/);
if (lead) t = t.slice(lead[0].length);
const tail = t.match(/\n?\s*```\s*$/);
if (tail) t = t.slice(0, t.length - tail[0].length);
return t.trim();
}
/** Extract the first balanced `{ ... }` substring (string-aware). */
function extractBalancedObject(text: string): string | null {
const start = text.indexOf('{');
if (start === -1) return null;
let depth = 0;
let inStr = false;
let esc = false;
for (let i = start; i < text.length; i++) {
const c = text[i];
if (inStr) {
if (esc) esc = false;
else if (c === '\\') esc = true;
else if (c === '"') inStr = false;
continue;
}
if (c === '"') inStr = true;
else if (c === '{') depth++;
else if (c === '}' && --depth === 0) return text.slice(start, i + 1);
}
return null;
}
/** Parse a raw top-level JSON object, or `null` when none is recoverable. */
function parseObject(raw: string): Record<string, unknown> | null {
const jsonText = extractBalancedObject(stripFence(raw));
if (!jsonText) return null;
try {
const obj: unknown = JSON.parse(jsonText);
return obj && typeof obj === 'object' && !Array.isArray(obj)
? (obj as Record<string, unknown>)
: null;
} catch {
return null;
}
}
// --- Prompt building ------------------------------------------------------------
/**
* The shared nation JSON contract text, embedded in both system prompts so the
* model sees the exact shape it must emit. Mirrors the engine's strict "ONLY a
* valid JSON object" style.
*/
const WORLD_SHAPE = [
'{',
' "world": {',
' "nations": [',
' {',
' "id": "short-stable-id",',
' "name": "Human readable name",',
' "type": "major|minor|power|alliance|faction",',
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
' "territory": ["ISO_A3","ISO_A3"],',
' "relations": {"<other nation id or name>": -100..100}',
' }',
' ],',
' "events": [',
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
' ]',
' },',
' "checkpoints": ["short advisor checkpoint", "..."]',
'}',
].join('\n');
/**
* The system prompt for step 1 (generate). Tells the model to design a fresh
* world for the era AND to emit an opening advisor checkpoint list.
*/
export function buildGeneratePrompt(
template: EraTemplate,
description: string,
year: number,
validCountryCodes: ReadonlySet<string> | undefined,
): { system: string; user: string } {
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
const system = [
`${SCENARIO_GENERATE_MARKER} You are a world-builder for an alternate-history strategy game.`,
'Given an era, a starting year, and the designer\'s description, create a plausible, self-consistent world of 3 to 8 nations for that moment in (or diverged from) history.',
'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:',
WORLD_SHAPE,
'',
'RULES',
'- "nations": 3 to 8 nations, each with a short stable id, a human name, a type, and four 0-100 stats (military, economy, stability, population).',
codes
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
codes.join(', ') +
'. A nation may control several codes; together the nations should cover a plausible portion of the world.'
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
'- "relations": a nation\'s sentiment toward each other nation, an integer from -100 (warring) to +100 (allied). Omit or set 0 for neutrality.',
'- "events" (optional): 1 to 4 short backstory events that already happened and set up the current tensions; each names one of the nations above.',
'- "checkpoints": 3 to 6 short strings — the advisor\'s opening briefing of the world\'s live strategic questions (the pressures, rivalries, and opportunities the player should know before leading a nation). Keep each under 20 words.',
'- Keep every stat value between 0 and 100. Do not invent nations outside the "nations" array.',
].join('\n');
const user = JSON.stringify(
{
era: {
id: template.id,
name: template.name,
year,
description: template.eraDescription,
},
suggestedPowers: template.suggestedPowers,
tensions: template.tensions,
description,
year,
...(codes ? { validCountryCodes: codes } : {}),
},
null,
2,
);
return { system, user };
}
/**
* The system prompt for step 2 (regenerate/finalize). Same world contract, but
* the model must now respect the player's APPROVED checkpoints (and, when a
* draft is supplied, stay close to it so the player's chosen nation survives).
*/
export function buildRegeneratePrompt(
template: EraTemplate,
description: string,
year: number,
approvedCheckpoints: string[],
validCountryCodes: ReadonlySet<string> | undefined,
draft?: WorldDraft,
): { system: string; user: string } {
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
const system = [
`${SCENARIO_REGENERATE_MARKER} You are finalizing a world for an alternate-history strategy game.`,
'A draft world was generated and the player has APPROVED a set of checkpoints that the final world MUST respect. Produce the final, playable world.',
'Respond with ONLY a valid JSON object of exactly this shape (same as the draft, but the "checkpoints" field is NOT repeated — omit it). No prose, no commentary, no markdown fences, no trailing commas:',
[
'{',
' "world": {',
' "nations": [',
' {',
' "id": "short-stable-id",',
' "name": "Human readable name",',
' "type": "major|minor|power|alliance|faction",',
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
' "territory": ["ISO_A3","ISO_A3"],',
' "relations": {"<other nation id or name>": -100..100}',
' }',
' ],',
' "events": [',
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
' ]',
' }',
'}',
].join('\n'),
'',
'RULES',
'- Base the final world on the provided draft (the "draft" field of the user message) and keep the same nations — do not rename, drop, or invent nations beyond what the draft established, UNLESS an approved checkpoint demands it.',
'- You MUST respect EVERY approved checkpoint (the "approvedCheckpoints" field of the user message): reflect each one in the nations\' stats, borders, relations, or backstory events.',
codes
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
codes.join(', ') +
'.'
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
'- Keep every stat value between 0 and 100.',
].join('\n');
const user = JSON.stringify(
{
era: {
id: template.id,
name: template.name,
year,
description: template.eraDescription,
},
description,
year,
approvedCheckpoints,
...(draft ? { draft } : {}),
...(codes ? { validCountryCodes: codes } : {}),
},
null,
2,
);
return { system, user };
}
// --- Parsing the model's answers ----------------------------------------------
/** Parse the step-1 (generate) answer into a validated world + checkpoint list. */
export function parseGenerate(
raw: string,
validCountryCodes?: ReadonlySet<string>,
): { world: WorldDraft | null; checkpoints: string[] } {
const obj = parseObject(raw);
if (!obj) return { world: null, checkpoints: [] };
const world = validateWorldDraft(obj.world, { validCountryCodes });
const checkpoints: string[] = [];
if (Array.isArray(obj.checkpoints)) {
const seen = new Set<string>();
for (const c of obj.checkpoints) {
if (typeof c !== 'string') continue;
const t = c.trim();
if (t.length > 2 && !seen.has(t)) {
seen.add(t);
checkpoints.push(t);
}
}
}
return { world, checkpoints: checkpoints.slice(0, 12) };
}
/** Parse the step-2 (finalize) answer into a validated world (or null). */
export function parseRegenerate(
raw: string,
validCountryCodes?: ReadonlySet<string>,
): WorldDraft | null {
const obj = parseObject(raw);
if (!obj) return null;
return validateWorldDraft(obj.world, { validCountryCodes });
}
// --- Orchestration -------------------------------------------------------------
export interface GenerateDraftOptions {
llm: LlmClient;
template: EraTemplate;
description: string;
year: number;
/** ISO_A3 codes to accept (undefined = no filtering). */
validCountryCodes?: ReadonlySet<string>;
}
/**
* Step 1: ask the model to design a draft world + an advisor checkpoint list.
* Throws only on a transport-level failure (the model is down) — a bad answer
* yields `{ world: null, checkpoints: [] }` and is the caller's to surface as
* an error, never a crash.
*/
export async function generateDraft(
opts: GenerateDraftOptions,
): Promise<{ world: WorldDraft | null; checkpoints: string[] }> {
const { llm, template, description, year, validCountryCodes } = opts;
const { system, user } = buildGeneratePrompt(template, description, year, validCountryCodes);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
const out = await llm.chat(
[{ role: 'system', content: system }, { role: 'user', content: user }],
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
);
const parsed = parseGenerate(out, validCountryCodes);
if (parsed.world) return parsed;
// One nudge re-send with a fresh history, mirroring the engine's retry.
const retry = await llm.chat(
[
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
],
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
);
return parseGenerate(retry, validCountryCodes);
}
export interface FinalizeWorldOptions {
llm: LlmClient;
template: EraTemplate;
description: string;
year: number;
approvedCheckpoints: string[];
/** The step-1 draft (re-sent by the client) — the base the final world refines. */
draft?: WorldDraft;
/** The nation id the player will lead (kept in the final world when present). */
playerNationId: string;
/** ISO_A3 codes to accept (undefined = no filtering). */
validCountryCodes?: ReadonlySet<string>;
/** Expand ISO_A3 territory to sub-region keys (injected from server/regions). */
expand: (countries: string[]) => string[];
/** The new game's id (the route sets randomUUID()). */
id?: string;
/** The scenario title (becomes presetTitle; default 'Custom World'). */
title?: string;
/** The game's start date (YYYY-MM-DD, from the chosen year). */
startDate?: string;
}
/**
* Step 2: ask the model to produce the final world constrained to the approved
* checkpoints, convert it to a playable {@link GameState}, and return it for the
* caller to persist. Throws only on a transport-level failure; a bad answer
* that still yields a usable world is committed, and if the final world drops
* the player's chosen nation the conversion falls back to the first nation so
* the game is always playable.
*/
export async function finalizeWorld(opts: FinalizeWorldOptions): Promise<GameState> {
const {
llm,
template,
description,
year,
approvedCheckpoints,
draft,
playerNationId,
validCountryCodes,
expand,
id,
title,
startDate,
} = opts;
const { system, user } = buildRegeneratePrompt(
template,
description,
year,
approvedCheckpoints,
validCountryCodes,
draft,
);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
const out = await llm.chat(
[{ role: 'system', content: system }, { role: 'user', content: user }],
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
let world = parseRegenerate(out, validCountryCodes);
if (!world) {
const retry = await llm.chat(
[
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
],
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
world = parseRegenerate(retry, validCountryCodes);
}
if (!world) {
// The model could not produce a usable final world. Rather than fail the
// whole commit, fall back to the draft the player already approved (if any)
// so the commit still yields a playable game.
if (draft) world = draft;
else throw new Error('finalize: the model returned no usable world');
}
return worldDraftToGameState(world, expand, playerNationId, { id, title, startDate });
}
+75 -3
View File
@@ -2,7 +2,7 @@
// 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.
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';
export const ADVISOR_MARKER = '<<ADVISOR>>';
@@ -13,10 +13,31 @@ export interface StubPayload {
turn: number;
date: 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). */
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[];
/**
* (v0.27, #44) Current map markers (`{ id, type, name, regionKey, owner }`),
* emitted by the engine's user prompt. The stub ignores this field — it
* never places or removes a marker (see deterministicTurn), so the marker
* path is covered by unit tests against applyTurnResult, not by the stub.
*/
markers?: Array<{ id: string; type: string; name: string; regionKey: string; owner: string | null }>;
}
function truncate(s: string, n: number): string {
@@ -31,6 +52,35 @@ function truncate(s: string, n: number): string {
* 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
* 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.
*
* (v0.27, #44) The stub likewise NEVER places or removes a map marker (it
* always returns `markers: { add: [], remove: [] }`) — the marker path is
* covered by unit tests only, keeping the e2e assertions untouched.
*
* (v0.29, #46 PR 2) The stub likewise NEVER changes per-region stats (it
* always returns `regionChanges: []`) — the per-region lever is covered by
* unit tests only (see server/engine.test.ts), keeping the e2e assertions
* untouched.
*
* (v0.32.0, #54) The stub likewise NEVER performs a non-military takeover
* (it always returns `takeovers: []`) — the regime-rename path is covered by
* unit tests only, keeping the e2e assertions untouched.
*/
export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state;
@@ -42,6 +92,23 @@ export function deterministicTurn(p: StubPayload): TurnResult {
: 'us';
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[] =
items.length === 0
? [
@@ -75,8 +142,13 @@ export function deterministicTurn(p: StubPayload): TurnResult {
date: addDays(state?.date ?? '1939-09-01', 2),
events,
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
regionChanges: [], // the stub never changes per-region stats (see doc comment)
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)
takeovers: [], // the stub never performs a takeover (see doc comment)
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
};
}
+122
View File
@@ -0,0 +1,122 @@
// Deterministic SCENARIO-generation stub (v0.31, #52).
//
// Distinct from the turn stub (server/stub.ts, which stays untouched): this one
// answers the two scenario-generation LLM calls (see server/scenario.ts) so the
// whole "Create scenario" path is reproducible under LLM_STUB=1 (unit tests and
// the Playwright e2e). It speaks the OpenAI chat-completions wire shape, so it
// plugs in as a Transport, and it discriminates the two calls by the markers
// scenario.ts embeds in each system message (SCENARIO_GENERATE_MARKER for the
// draft step, SCENARIO_REGENERATE_MARKER for the finalize step) — mirroring how
// the turn stub discriminates the advisor call via ADVISOR_MARKER.
//
// The stub returns a fixed 3-nation world and a fixed checkpoint list for the
// generate step, and — for the finalize step — the same world refined in a
// simple, deterministic way that depends on the approved checkpoints, so the
// "finalize respects approved checkpoints" behavior is observable end to end.
import { createLlmClient, type ChatMessage, type LlmClient, type Transport } from './llm';
import { SCENARIO_REGENERATE_MARKER } from './scenario';
import type { WorldDraft } from '../shared/scenario';
/** A small fixed 3-nation world (ISO_A3 territory — FRA / RUS / ESP). */
const WORLD: WorldDraft = {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: { boreas: -60, gamma: 20 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 50, population: 60 },
territory: ['RUS'],
relations: { alba: -60, gamma: 10 },
},
{
id: 'gamma',
name: 'Gamma',
type: 'minor',
stats: { military: 30, economy: 45, stability: 70, population: 40 },
territory: ['ESP'],
relations: { alba: 20, boreas: 10 },
},
],
events: [
{
nation: 'alba',
type: 'political',
title: 'The new order takes shape',
text: 'The three powers settle their borders after the great realignment.',
outcome: 'neutral',
},
],
};
/** The advisor's opening checkpoint list (fixed, in order). */
const CHECKPOINTS: string[] = [
'Alba dominates the western sea lanes and presses its advantage.',
'Boreas fortifies its northern frontier against a long winter.',
'Gamma brokers a neutral corridor between the two rivals.',
];
/**
* Deterministically refine the fixed world to "respect" the approved
* checkpoints: each approved checkpoint that names one of the fixed nations (by
* the first 4 letters of the nation's name, case-insensitive) raises that
* nation's stability by 5 (clamped at 100). Same input → same output, and the
* result visibly depends on which checkpoints were approved.
*/
export function stubWorldFor(approved: string[]): WorldDraft {
const nations = WORLD.nations.map((n) => ({
...n,
stats: { ...n.stats },
relations: { ...n.relations },
}));
const lower = approved.map((c) => c.toLowerCase());
for (const n of nations) {
const key = n.name.toLowerCase().slice(0, 4);
if (lower.some((c) => c.includes(key))) {
n.stats.stability = Math.min(100, n.stats.stability + 5);
}
}
return { nations, events: WORLD.events };
}
export function makeScenarioStubTransport(): Transport {
return async (_url, init) => {
let content: string;
try {
const req = JSON.parse(String(init?.body ?? '{}')) as { messages?: ChatMessage[] };
const sys = req.messages?.find((m) => m.role === 'system')?.content ?? '';
const user = req.messages?.find((m) => m.role === 'user');
if (sys.includes(SCENARIO_REGENERATE_MARKER)) {
// Finalize step: read the approved checkpoints out of the user payload
// and refine the fixed world accordingly (no checkpoints field echoed).
const payload = JSON.parse(user?.content ?? '{}') as {
approvedCheckpoints?: string[];
};
content = JSON.stringify({ world: stubWorldFor(payload.approvedCheckpoints ?? []) });
} else {
// Generate step (and any unrecognized prompt): the fixed world + list.
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
}
} catch {
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
}
return {
ok: true,
status: 200,
json: async () => ({ choices: [{ message: { content } }] }),
text: async () => content,
} as unknown as Response;
};
}
/** A ready-made LlmClient backed by the deterministic scenario transport. */
export function makeScenarioStubLlmClient(): LlmClient {
return createLlmClient({ transport: makeScenarioStubTransport() });
}
+59
View File
@@ -0,0 +1,59 @@
import { describe, expect, it } from 'vitest';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { createTemplateStore } from './templates';
// The project root is the parent of server/ (mirrors how server/index.ts and
// server/regions.test.ts locate it via import.meta.url).
const root = fileURLToPath(new URL('..', import.meta.url));
const templatesDir = path.join(root, 'presets', 'templates');
const store = createTemplateStore(templatesDir);
/** A well-formed ISO_A3 country code: exactly three uppercase letters. */
function isIsoA3(code: string): boolean {
return /^[A-Z]{3}$/.test(code);
}
describe('era templates store (v0.31.0, #52)', () => {
it('the manifest lists exactly the three era templates', () => {
const meta = store.listMeta();
expect(meta).toHaveLength(3);
const ids = meta.map((m) => m.id);
expect(ids).toEqual(['ww2', 'present', 'near-future']);
for (const m of meta) {
expect(m.id).toBeTruthy();
expect(m.name).toBeTruthy();
expect(typeof m.year).toBe('number');
expect(m.eraDescription).toBeTruthy();
}
});
it('each template file loads and is well-formed', () => {
for (const m of store.listMeta()) {
const t = store.get(m.id);
expect(t, `template ${m.id} should load`).not.toBeNull();
const tpl = t as NonNullable<typeof t>;
expect(tpl.id).toBe(m.id);
expect(tpl.name).toBe(m.name);
expect(tpl.year).toBe(m.year);
expect(tpl.eraDescription).toBeTruthy();
// suggested powers: non-empty, each a named power with an ISO_A3 core region + note.
expect(tpl.suggestedPowers.length).toBeGreaterThan(0);
for (const p of tpl.suggestedPowers) {
expect(p.name).toBeTruthy();
expect(isIsoA3(p.region)).toBe(true);
expect(p.note).toBeTruthy();
}
// tensions: a non-empty list of non-empty strings.
expect(tpl.tensions.length).toBeGreaterThan(0);
for (const s of tpl.tensions) expect(typeof s).toBe('string');
for (const s of tpl.tensions) expect(s.trim()).not.toBe('');
}
});
it('get returns null for an unknown id', () => {
expect(store.get('does-not-exist')).toBeNull();
expect(store.get('')).toBeNull();
});
});
+28
View File
@@ -0,0 +1,28 @@
// Load era templates for the "Create scenario" path from disk (v0.31.0, #52).
// Mirrors the preset store (server/presets.ts): each template is a JSON file
// (presets/templates/<id>.json) and index.json is the lightweight manifest used
// to render the picker cards. The store is created with the resolved templates
// directory so it works from repo root (dev) and /app (Docker) alike.
import { readFileSync } from 'node:fs';
import type { EraTemplate, TemplateMeta } from '../shared/scenario';
export interface TemplateStore {
listMeta(): TemplateMeta[];
get(id: string): EraTemplate | null;
}
export function createTemplateStore(dir: string): TemplateStore {
const manifest = JSON.parse(readFileSync(`${dir}/index.json`, 'utf8')) as TemplateMeta[];
return {
listMeta() {
return manifest;
},
get(id: string) {
try {
return JSON.parse(readFileSync(`${dir}/${id}.json`, 'utf8')) as EraTemplate;
} catch {
return null;
}
},
};
}
+547 -14
View File
@@ -6,16 +6,37 @@ import type {
EventOutcome,
EventType,
GameState,
MarkerType,
Nation,
NationStats,
RelationStatus,
RegionStats,
StatKey,
} from './types';
import { MARKER_TYPES, STAT_KEYS } from './types';
/** A numeric change to one of a nation's 0–100 stats. */
export type StateChange =
| { nation: string; stat: StatKey; op: 'set'; value: number }
| { nation: string; stat: StatKey; op: 'add'; value: number };
/**
* (v0.29, #46 PR 2) A numeric change to one of **one region's** 0–100 stats —
* the fine-grained, per-region lever that complements the nation-wide
* {@link StateChange}. `region` names the target by its **region key**
* (preferred) or its human-readable **name** (the engine resolves it
* case-insensitively, mirroring `resolveNationRef`); after validation it holds
* the resolved **region key**. `op` is `set` (replace the value) or `add`
* (delta, clamped to 0–100 by the engine).
*/
export type RegionStatChange = {
/** The target region's key (preferred) or name (resolved by the engine). */
region: string;
stat: StatKey;
op: 'set' | 'add';
value: number;
};
/** Set the bilateral relation between nations `a` and `b` to `set` (symmetric). */
export interface RelationChange {
a: string;
@@ -23,13 +44,107 @@ export interface RelationChange {
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 {
nation: string;
gain: 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`).
*/
/**
* (v0.32.0, #54) A **non-military regime change** — a coup or revolution that
* renames a nation to the name of the new regime. Unlike a {@link RenameOp}
* (a player-confirmed diplomatic/political name change), a takeover is
* **automatic and in-world**: `applyTurnResult` applies it directly (no
* pending queue, no player confirm). Only `Nation.name` changes — the stable
* `id`, territory, relations (keyed by id), stats, and `playerNationId`
* (which references the id) all stay intact, so the player keeps leading the
* nation under its new regime. `nationRef` is resolved exactly like the
* `nationRef` of a NationOp (id first, then a case-insensitive unique name
* match — see `resolveNationRef`).
*/
export interface Takeover {
/** The target nation's id or current name (resolved by `resolveNationRef`). */
nationRef: string;
/** The name of the new regime to set as the nation's display name. */
newRegimeName: string;
}
/**
* 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. */
export interface TurnEventSpec {
nation: string;
@@ -39,38 +154,212 @@ export interface TurnEventSpec {
outcome: EventOutcome;
}
// --- Map markers (v0.27, #44) -------------------------------------------------
//
// The LLM places named point markers (cities, factories, armies, ports,
// capitals, fleets, rocket launch sites, gatherings) anchored to a region
// key. It never sees or sets coordinates: the engine derives the position
// from the region's precomputed centroid (public/region-centroids.json) plus a
// small deterministic offset, and it recomputes each marker's owner from the
// region's current owner on every turn (a released region → null).
//
// The marker id is a STABLE, deterministic 4-letter code (FNV-1a 32-bit →
// base 26, the same scheme as the region keys' 4-char suffix) derived from
// (type, name, regionKey) — so re-adding an identical marker is idempotent
// (same id, skipped) and removing by id is unambiguous.
/** The spec the LLM emits to place a marker: type, name and the region it sits in. */
export interface MarkerSpec {
type: MarkerType;
name: string;
regionKey: string;
}
/**
* One existing marker as the user prompt presents it to the model (v0.27,
* #44): its stable `id` (the model may echo it in `TurnResult.markers.remove`),
* type, name, region key, and the id of the nation currently owning its
* region (`null` when the region is unowned / no man's land).
*/
export interface MarkerInfo {
id: string;
type: MarkerType;
name: string;
regionKey: string;
owner: string | null;
}
/**
* The per-type presentation of a marker: its display label (tooltip /
* dossier), its color, and its glyph character (a symbol-layer text label —
* a small, font-safe character in front of the name). Pure + shared so the
* client's marker layer and any server-side consumers agree on the look.
*/
export const MARKER_TYPE_INFO: Record<MarkerType, { label: string; color: string; glyph: string }> = {
city: { label: 'City', color: '#cbd5e1', glyph: '●' },
factory: { label: 'Factory', color: '#fb923c', glyph: '■' },
army: { label: 'Army', color: '#ef4444', glyph: '▲' },
port: { label: 'Port', color: '#38bdf8', glyph: '◆' },
capital: { label: 'Capital', color: '#fbbf24', glyph: '★' },
fleet: { label: 'Fleet', color: '#22d3ee', glyph: '◗' },
rocket: { label: 'Rocket site', color: '#a78bfa', glyph: '↥' },
gathering: { label: 'Gathering', color: '#4ade80', glyph: '◉' },
};
/** Hard cap on a game's total markers (new adds beyond the cap are dropped, v0.27 #44). */
export const MAX_MARKERS = 400;
/**
* FNV-1a 32-bit — the same tiny, stable, pure string hash the region keys use
* (see scripts/build-region-keys.mjs). Exported so the engine can derive
* deterministic per-axis jitter fractions from it (marker placement, v0.27 #44).
*/
export function fnv1a32(str: string): number {
let h = 0x811c9dc5;
for (let i = 0; i < str.length; i++) {
h ^= str.charCodeAt(i);
h = Math.imul(h, 0x01000193) >>> 0;
}
return h >>> 0;
}
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
function code4(h: number): string {
let out = '';
for (let i = 0; i < 4; i++) {
out += String.fromCharCode(97 + (((h >>> (i * 8)) & 0xff) % 26));
}
return out;
}
/**
* The stable id for a marker: 4 base-26 lowercase chars from the FNV-1a hash
* of `(type, name, regionKey)` (NUL-separated so no field boundary is
* ambiguous). Deterministic across runs and platforms (pure string math), so
* the same (type, name, regionKey) always maps to the same id — re-adding is
* idempotent, removing by id is unambiguous.
*/
export function markerId(type: MarkerType, name: string, regionKey: string): string {
return code4(fnv1a32(`${type}\u0000${name}\u0000${regionKey}`));
}
/** True when `t` is one of the eight known marker types (v0.27, #44). */
export function isMarkerType(t: unknown): t is MarkerType {
return typeof t === 'string' && (MARKER_TYPES as string[]).includes(t);
}
/** The exact JSON object the world-simulator LLM must return for a turn. */
export interface TurnResult {
date: string;
events: TurnEventSpec[];
stateChanges: StateChange[];
/**
* (v0.29, #46 PR 2) Fine-grained, **per-region** stat changes: each targets a
* single region's 0–100 stats (by region key or name) and complements the
* nation-wide `stateChanges` (which apply to *all* of a nation's regions).
* The engine resolves each `region` to a key (key first, then a
* case-insensitive unique name match) and applies it to
* `GameState.regionStats` only for regions that have an entry (owned); an
* unowned / no-man's-land region is a no-op. Empty on turns where the model
* changes no individual region. Required (default `[]`).
*/
regionChanges: RegionStatChange[];
relations: RelationChange[];
territoryChanges: TerritoryChange[];
/**
* (v0.22, #16 P3) Region keys that become **unowned** — "no man's land" —
* this turn. The engine removes each key from its current (sole) owner so it
* ends the turn ownerless and marks it in `GameState.unowned`; the LLM
* narrates the cause (war, cataclysm, collapse) in `events`. Re-claiming is
* NOT expressed here: a nation re-claims an unowned region with an ordinary
* `gain` on that key. Only keys a nation currently owns can be released;
* empty on normal turns.
*/
unowned: string[];
/**
* (v0.23 P4a / v0.24 P4b, #16) Nation-management ops the LLM proposes this
* turn. These are NOT applied by the turn: each is appended to
* `GameState.pendingNationOps` as a proposal awaiting the player's
* confirm/reject. All three kinds (rename, split, merge) are implemented —
* a confirmed rename changes `Nation.name`; a confirmed split dissolves the
* source into its parts; a confirmed merge folds its inputs into the
* survivor. Empty on turns where the model proposes none.
*/
nationOps: NationOp[];
/**
* (v0.32.0, #54) Non-military regime changes (coups / revolutions) that take
* effect **this turn** — each renames the target nation to `newRegimeName`.
* Unlike `nationOps` (player-confirmed proposals), a takeover is **automatic
* and in-world**: it is applied directly by `applyTurnResult` (like territory
* / state changes), not queued to `pendingNationOps`. Only the nation's
* `name` changes; the id, territory, relations, stats, and `playerNationId`
* are all preserved. Empty on turns where no takeover occurs. Required
* (default `[]`).
*/
takeovers: Takeover[];
/**
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
* (the engine positions each at its region's centroid + a small
* deterministic offset, sets the owner to the region's post-turn owner,
* derives the stable id, and drops unknown types/region keys, duplicates,
* and adds beyond MAX_MARKERS); `remove` drops markers by their stable id
* (a no-op for an id that is not present). Both required, `[]` on turns
* with no marker activity.
*/
markers: { add: MarkerSpec[]; remove: string[] };
}
/** Per-region map payload: ISO_A3 -> owning nation + its stable color. */
/** Per-region map payload: region key -> owning nation + its stable color. */
export interface RegionOwner {
color: string;
owner: 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>;
/**
* Look up the owner record for a map region from the authoritative RegionMap by
* its ISO_A3 code. Returns `undefined` for an empty/missing code or an unowned
* region. Pure + shared: the client resolves a clicked or hovered map feature by
* first reading the feature's stable ISO_A3 code (stored in `properties.regionId`
* by the client when it repacks the source — see WorldMap) and then calling this.
* Look up the owner record from the authoritative RegionMap by a RegionMap key.
* The RegionMap is keyed by **region key** (see `public/region-keys.json`) — one
* per owned sub-region (v0.19, #16 P1) — so `key` is a region key such as
* `moselle-rygy`, never a raw feature id such as `FR-57` and never a
* parent-country ISO_A3. Returns `undefined` for an empty/missing key or an
* unowned region.
*
* The code must NOT be taken from the feature's top-level `id`: MapLibre repacks
* a GeoJSON source's `id` (an ISO_A3 string) into a numeric index when it stores
* the source, so at click/hover time `feature.id` is a number, never the ISO_A3
* — resolving from it is exactly the "no owner" bug (#6).
* Pure + shared: the primitive "key → owner" lookup. The *map feature → owner*
* resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below,
* which reads the feature's stamped `properties.regionKey` — never the repacked
* top-level `id` (MapLibre turns it into a numeric index, the "no owner" bug #6)
* and never the sub-region id.
*/
export function regionOwner(regions: RegionMap, isoA3: string | null | undefined): RegionOwner | undefined {
if (!isoA3) return undefined;
return regions[isoA3];
export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined {
if (!key) return undefined;
return regions[key];
}
/**
* Resolve the owning-nation record for a **rendered map feature** from the
* authoritative RegionMap. The choropleth renders sub-national regions, and the
* RegionMap is now keyed by **region key** (one per sub-region, v0.19 #16 P1),
* so a feature's owner is found via its `properties.regionKey` — the region key
* the client stamps from `public/region-keys.json` by the feature's stable id
* (see WorldMap) — and then `regionOwner`. This is the single shared source of
* truth for that resolution, so the "use `regionKey`, never the sub-region `id`
* / repacked `feature.id`" rule lives in one tested place rather than in the
* React component.
*
* Returns `undefined` for a missing feature/regionKey or an unowned region.
*/
export function mapFeatureOwner(
regions: RegionMap,
feature: { properties?: { regionKey?: unknown } } | null | undefined,
): RegionOwner | undefined {
const regionKey = feature?.properties?.regionKey;
return regionOwner(regions, typeof regionKey === 'string' ? regionKey : '');
}
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
@@ -124,6 +413,39 @@ export interface RemoveQueueItemResponse {
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 {
/** Optional prompt to steer the brainstorm. */
prompt?: string;
@@ -160,6 +482,83 @@ export function nationColor(id: string): string {
return `hsl(${hue} 58% 46%)`;
}
// --- Combat: the military hard gate (v0.30, #50) ------------------------------
//
// The one rule the engine enforces on the player's behalf instead of trusting
// the LLM: a contested conquest only succeeds when the attacker is not MORE
// than `CONQUEST_MILITARY_MARGIN` below the defender. The LLM still proposes
// the transfer; the engine decides whether it holds (see `applyTurnResult`).
// Re-claims of unowned / no-man's-land regions are never gated.
/**
* (v0.30, #50) The margin of military superiority an attacker must NOT be more
* than below the defender for a contested conquest to succeed. A gap of exactly
* this many points is still enough to win; a gap one larger is repelled.
*/
export const CONQUEST_MILITARY_MARGIN = 15;
/**
* (v0.30, #50) Hard military gate for a **contested** conquest (a region
* currently owned by a different nation). Returns `true` — the invasion
* proceeds — unless the attacker's military is MORE than `margin` below the
* defender's: equal, or within `margin` (default {@link CONQUEST_MILITARY_MARGIN}),
* is enough to win, while a gap larger than `margin` is repelled.
*
* The comparison is intentionally one-sided (it only protects the *defender*
* from an overwhelming odds gap, not the attacker from a small disadvantage):
* `attacker < defender - margin` → repel; everything else (equal, within the
* margin, or ahead) → proceed. Pure + shared so the engine, the tests, and the
* prompt's frontier-balance hint all agree on the outcome.
*/
export function canConquer(
attackerMil: number,
defenderMil: number,
margin: number = CONQUEST_MILITARY_MARGIN,
): boolean {
return !(attackerMil < defenderMil - margin);
}
// --- No man's land (v0.22, #16 P3) — the map presentation contract ---
//
// An unowned region has two distinct looks, and the difference is NOT in the
// RegionMap (a key absent there is simply unowned): it is decided by the
// client from `GameState.unowned` (the keys released mid-game). The constants
// and the one decision function live here — shared and pure — so the
// client's choropleth is the only consumer and the color contract is testable
// from the server-side tests (shared/*.test.ts is not in the vitest glob).
/** The distinct, visible neutral grey for a **no man's land** region (released mid-game). Hue-less by construction, so it can never collide with a nation's `nationColor` (`hsl(h 58% 46%)`, always chromatic). */
export const NO_MANS_LAND_FILL = '#3f3f46';
/** The border of a no-man's-land region (brighter than a plain unowned one). */
export const NO_MANS_LAND_STROKE = 'rgba(255,255,255,0.25)';
/** The faint neutral fill for a region no nation owns that was never released mid-game (a preset never assigned it). */
export const UNOWNED_FILL = 'rgba(148,163,184,0.05)';
/** The border of a plain unowned region. */
export const UNOWNED_STROKE = 'rgba(255,255,255,0.14)';
/** The border of an owned region (brighter than unowned). */
export const OWNED_STROKE = 'rgba(255,255,255,0.30)';
/** The hover-tooltip sub-line for a region with no owning nation. */
export function unownedTooltipLabel(isNoMansLand: boolean): string {
return isNoMansLand ? "No man's land" : 'No owner';
}
/**
* The fill + border for one sub-region, given its RegionMap entry
* (`undefined` = unowned) and whether its key is no man's land (released
* mid-game, i.e. in `GameState.unowned`). Pure + shared; see the section
* comment above for why the distinction is not encoded in the RegionMap.
*/
export function regionFillStyle(
owner: RegionOwner | undefined,
isNoMansLand: boolean,
): { fill: string; stroke: string } {
if (owner) return { fill: owner.color, stroke: OWNED_STROKE };
return isNoMansLand
? { fill: NO_MANS_LAND_FILL, stroke: NO_MANS_LAND_STROKE }
: { fill: UNOWNED_FILL, stroke: UNOWNED_STROKE };
}
/** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */
export function makeEvent(
spec: TurnEventSpec,
@@ -212,3 +611,137 @@ export function nationForPrompt(n: Nation) {
relations: n.relations,
};
}
// --- Per-region stats (v0.28, #46) ------------------------------------------
//
// A nation's 0–100 `NationStats` are no longer stored as independent per-nation
// values: they are DERIVED as the area×population-weighted median of the stats
// of the regions the nation owns (`GameState.regionStats`, keyed by region key).
// These pure helpers implement that derivation, the fresh-game / legacy seeding,
// and the one-time migration of a pre-v0.28 row. They have no runtime deps.
/**
* The weighted median of `values` with per-value `weights` (paired by index).
* The pairs are sorted by value ascending and the result is the value at the
* first point where the cumulative weight reaches at least half the total
* weight. An empty input, or a total weight of zero, yields 0. Non-finite or
* non-positive weights are treated as 0 (excluded from the median).
* Translation-invariant: adding a constant to every value shifts the result by
* that constant — so the median of a set of **identical** values is that value
* (the invariant the equal-value seeding and legacy migration rely on).
* Pure + shared.
*/
export function weightedMedian(values: number[], weights: number[]): number {
if (values.length === 0) return 0;
const pairs = values
.map((v, i) => {
const w =
typeof weights[i] === 'number' && Number.isFinite(weights[i]) && weights[i] > 0
? weights[i]
: 0;
return { v: Number.isFinite(v) ? v : 0, w };
})
.filter((p) => p.w > 0);
if (pairs.length === 0) return 0;
const total = pairs.reduce((s, p) => s + p.w, 0);
if (total <= 0) return 0;
pairs.sort((a, b) => a.v - b.v);
let cum = 0;
for (const p of pairs) {
cum += p.w;
if (cum >= total / 2) return p.v;
}
return pairs[pairs.length - 1]!.v;
}
/**
* Derive a nation's aggregate {@link NationStats} from the stats of the regions
* it owns: each of the four stats is the **area×population-weighted median**
* (see {@link weightedMedian}) over the nation's owned region keys. A region's
* weight is `(area > 0 ? area : 1) × (population > 0 ? population : 1)` — both
* factors fall back to 1 when the region has no geo entry (`geoOf` returns
* `undefined` for it), so every region carries weight ≥ 1 and a missing geo
* degrades gracefully to a uniform (unweighted) median. A region key with no
* `regionStats` entry is skipped. Returns the zero stats when the nation owns
* no region with a stats entry (the caller's 0-region guard keeps the nation's
* directly-maintained `n.stats` in that case). Pure + shared.
*/
export function deriveNationStats(
regionKeys: string[],
regionStats: Record<string, RegionStats>,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): NationStats {
const zero: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
const byStat: Record<StatKey, number[]> = {
military: [],
economy: [],
stability: [],
population: [],
};
const weights: number[] = [];
for (const key of regionKeys) {
const rs = regionStats[key];
if (!rs) continue; // a key with no per-region stats is skipped
const g = geoOf?.(key);
const a = g && g.area > 0 ? g.area : 1;
const p = g && g.population > 0 ? g.population : 1;
weights.push(a * p);
for (const k of STAT_KEYS) byStat[k].push(rs[k]);
}
if (weights.length === 0) return zero;
const out: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
for (const k of STAT_KEYS) out[k] = clampStat(weightedMedian(byStat[k], weights));
return out;
}
/**
* Seed a per-region stats table from a set of nations (used both at game
* creation and by the legacy migration): every owned region key gets a **copy**
* of its owner's current `NationStats`, so a fresh nation's regions all start
* identical (the weighted median of identical values is that value, so the
* derived `n.stats` equals the seeded one). A region with two or more owners
* (corrupt) is seeded by the first owner encountered; a key owned by nobody gets
* no entry. Pure + shared.
*/
export function seedRegionStats(nations: Record<string, Nation>): Record<string, RegionStats> {
const out: Record<string, RegionStats> = {};
for (const n of Object.values(nations)) {
for (const key of n.territory) {
if (!(key in out)) out[key] = { ...n.stats }; // first owner wins (sole ownership holds normally)
}
}
return out;
}
/**
* (v0.28, #46) One-time migration of a **legacy** (pre-v0.28) `GameState` row
* into the per-region-stats model, returning a new state (the input is never
* mutated):
* - a row that already has `regionStats` (a v0.28+ save) is returned
* **UNCHANGED** — its `Nation.stats` are already the correct derived medians
* and must not be recomputed on load (that would drift them);
* - a legacy row (`regionStats` absent at runtime) seeds every owned region key
* with a copy of its owner's current stats (so each nation's regions start
* identical), then recomputes each nation's stats as the weighted median of
* its regions (a 0-region nation keeps its stats). Without `geoOf` the
* weighting is uniform, which is weight-invariant for the identical-value
* case, so the recomputed stats equal the originals — the migration is a
* no-op on the visible numbers and only materializes the (previously
* implicit) per-region values. Never throws.
*/
export function migrateRegionStats(
state: GameState,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): GameState {
// A v0.28+ row already carries per-region stats: leave it exactly as saved.
if (state.regionStats !== undefined) return state;
// Legacy row: materialize per-region stats from each nation's (uniform) stats.
const next: GameState = { ...state, regionStats: seedRegionStats(state.nations) };
for (const n of Object.values(next.nations)) {
if (n.territory.length === 0) continue; // 0-region guard: keep its stats
if (n.territory.some((k) => next.regionStats[k])) {
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
return next;
}
+458
View File
@@ -0,0 +1,458 @@
// Dynamic scenario generation — the shared (dependency-free) contract.
//
// This is the additive "Create scenario" path: instead of picking one of the
// static presets, the user picks a light **era template**, writes a free-text
// description, and lets the LLM generate a fresh world (a {@link WorldDraft})
// plus an advisor **checkpoint** list. The player reviews the checkpoints,
// approves/removes some, and picks a nation to lead; a second LLM call then
// finalizes the draft into a playable {@link GameState} (a normal game).
//
// Everything here is pure and has no runtime dependencies beyond the other
// shared modules: it may import types from `./types` and helpers from
// `./protocol`, but it never imports the engine, the LLM client, or any
// external package. The two LLM calls (`generateDraft` / `finalizeWorld`)
// live in `server/scenario.ts`; only the *shapes* and the pure transforms
// live here.
import type {
EventEntry,
EventOutcome,
EventType,
GameState,
Nation,
NationStats,
NationType,
RelationStatus,
} from './types';
import { clampStat, makeEvent, seedRegionStats, type TurnEventSpec } from './protocol';
// --- Era templates -----------------------------------------------------------
/**
* A suggested starting power for an era template: a display `name`, an ISO_A3
* core `region` (the country the power is rooted in), and a short `note` the
* LLM is shown when it designs the world.
*/
export interface SuggestedPower {
name: string;
/** ISO_A3 country code the power's core territory sits in. */
region: string;
note: string;
}
/**
* A light **era template** the user can start from on the "Create scenario"
* path (one JSON file per template in `presets/templates/`, plus an
* `index.json` manifest). It is deliberately small: a name, a default `year`,
* a short `eraDescription`, a few `suggestedPowers`, and a few `tensions` —
* a seed the LLM generator expands into a full {@link WorldDraft}.
*/
export interface EraTemplate {
id: string;
name: string;
/** Default starting year (the user may override it in the form). */
year: number;
/** A short description of the era, shown on the card and fed to the LLM. */
eraDescription: string;
/** A few suggested starting powers (name + ISO_A3 core region + a note). */
suggestedPowers: SuggestedPower[];
/** A few suggested tensions / conflicts to seed the world. */
tensions: string[];
}
/** The lightweight manifest entry for an era template (the picker card). */
export interface TemplateMeta {
id: string;
name: string;
year: number;
eraDescription: string;
}
// --- World draft -------------------------------------------------------------
/**
* A single nation in a generated world **draft** (before it is committed to a
* playable {@link GameState}). Its `territory` holds **ISO_A3 country codes**
* (not region keys) — the engine expands them to sub-region keys at commit
* time via the injected `expand` resolver. `relations` are the LLM's
* numeric sentiment toward other nations (−100..100); the engine maps them to
* a {@link RelationStatus} on commit.
*/
export interface WorldNation {
id: string;
name: string;
type?: NationType;
stats: NationStats;
/** ISO_A3 country codes the nation controls. */
territory: string[];
/** Bilateral sentiment: other nation id -> −100..100. */
relations: Record<string, number>;
}
/** An optional narrative backstory event carried by a world draft (turn 0). */
export interface ScenarioEvent {
nation: string;
type: EventType;
title: string;
text: string;
outcome: EventOutcome;
}
/**
* A draft world the LLM generator returns before the player confirms it.
* `nations` is required and non-empty; `events` is optional backstory that
* seeds the new game's event feed on commit.
*/
export interface WorldDraft {
nations: WorldNation[];
events?: ScenarioEvent[];
}
/**
* A single **advisor checkpoint** — a short string the generator proposes for
* the player to approve (or remove) before the world is finalized. The
* approved checkpoints are handed to the finalize call as constraints.
*/
export type Checkpoint = string;
// --- Client ↔ server message shapes (the two LLM steps) -----------------------
/** The body of `POST /api/scenarios/draft` (step 1: design the world). */
export interface ScenarioDraftRequest {
templateId: string;
description: string;
/** The chosen start year (the server falls back to the template's year). */
year?: number;
}
/** The response of `POST /api/scenarios/draft` — the draft world + checkpoints. */
export interface ScenarioDraftResponse {
world: WorldDraft;
checkpoints: string[];
}
/** The body of `POST /api/scenarios/commit` (step 2: finalize + save the game). */
export interface ScenarioCommitRequest {
templateId: string;
description: string;
/** The chosen start year (the server falls back to the template's year). */
year?: number;
/** The step-1 draft, re-sent so the final world stays close to it. */
draft?: WorldDraft;
/** The checkpoints the player approved (the finalize step's constraints). */
approvedCheckpoints: string[];
/** The nation id the player will lead (kept in the final world when present). */
playerNationId: string;
}
/** The response of `POST /api/scenarios/commit` — the saved game's id. */
export interface ScenarioCommitResponse {
id: string;
}
// --- Validation + transforms (pure) ------------------------------------------
/** The 8 known event types (a local copy so this module needs no runtime import). */
const EVENT_TYPES: readonly string[] = [
'military',
'diplomatic',
'economic',
'political',
'social',
'disaster',
'scientific',
'cultural',
];
/** The 5 known nation types. */
const NATION_TYPES: readonly string[] = ['major', 'minor', 'power', 'alliance', 'faction'];
/** True when `t` is one of the eight known event types. */
function isEventType(t: unknown): t is EventType {
return typeof t === 'string' && (EVENT_TYPES as string[]).includes(t);
}
/** True when `t` is one of the five known event outcomes. */
function isEventOutcome(o: unknown): o is EventOutcome {
return o === 'success' || o === 'failure' || o === 'partial' || o === 'neutral';
}
/** True when `t` is one of the five known nation types. */
function isNationType(t: unknown): t is NationType {
return typeof t === 'string' && (NATION_TYPES as string[]).includes(t);
}
/** Clamp a number to [lo, hi] and round (non-finite → lo). */
function clampRange(v: number, lo: number, hi: number): number {
if (!Number.isFinite(v)) return lo;
return Math.max(lo, Math.min(hi, Math.round(v)));
}
/** Parse a raw (unknown) stats object into a clamped NationStats (missing → 50). */
function parseStats(raw: unknown): NationStats {
const o =
raw && typeof raw === 'object' && !Array.isArray(raw)
? (raw as Record<string, unknown>)
: {};
const get = (k: keyof NationStats): number => {
const v = o[k];
return typeof v === 'number' && Number.isFinite(v) ? clampStat(v) : 50;
};
return {
military: get('military'),
economy: get('economy'),
stability: get('stability'),
population: get('population'),
};
}
/**
* A short, stable, lowercase slug for a nation name (used as a fallback id):
* "United Kingdom" → "united-kingdom". Diacritics stripped, runs of
* non-alphanumerics collapsed to a single dash, length capped at 20.
*/
function slugFromName(name: string): string {
const s = name
.toLowerCase()
.normalize('NFKD')
.replace(/[\u0300-\u036f]/g, '')
.replace(/[^a-z0-9]+/g, '-')
.replace(/^-+|-+$/g, '');
if (!s) return '';
return s.length > 20 ? s.slice(0, 20).replace(/-+$/, '') : s;
}
/**
* Map a numeric sentiment score (−100..100) to a {@link RelationStatus}.
* Five bands: ally (≥60), neutral (0..59), rival (−40..−1), hostile (−80..−41),
* war (≤−81). Pure.
*/
export function relationFromScore(v: number): RelationStatus {
const c = clampRange(v, -100, 100);
if (c >= 60) return 'ally';
if (c >= 0) return 'neutral';
if (c >= -40) return 'rival';
if (c >= -80) return 'hostile';
return 'war';
}
/**
* Validate + normalize a raw LLM world-draft payload into a clean
* {@link WorldDraft} (or `null` when it is unusable). Never throws:
* - the top level must be an object with a non-empty `nations` array;
* - each nation needs a non-empty `name`; its `id` is kept when a valid
* non-empty string, else derived from a name slug (else `n<index>`);
* duplicate ids are suffixed until unique;
* - each nation's `type`/stats are clamped (missing stats → 50);
* - each nation's `territory` is upper-cased, deduped, and (when
* `validCountryCodes` is given) filtered to only known ISO_A3 codes;
* - a nation's `relations` are clamped to −100..100 and re-keyed to the
* assigned ids (a key that is a known id, or a case-insensitive name
* match, is kept; unknown / self references are dropped);
* - optional `events` are kept when they name a known nation (by id or
* name) and have a non-empty title;
* - the result is `null` when there are no nations, or no nation ends up
* owning a valid territory (nothing to render on the map).
*/
export function validateWorldDraft(
raw: unknown,
opts: { validCountryCodes?: ReadonlySet<string> } = {},
): WorldDraft | null {
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return null;
const obj = raw as Record<string, unknown>;
const rawNations = Array.isArray(obj.nations) ? obj.nations : null;
if (!rawNations || rawNations.length === 0) return null;
const validCodes = opts.validCountryCodes;
const usedIds = new Set<string>();
const nameToId = new Map<string, string>();
interface Tmp {
id: string;
name: string;
type: NationType;
stats: NationStats;
territory: string[];
rawRelations: Record<string, number>;
}
const tmp: Tmp[] = [];
for (const rn of rawNations) {
if (!rn || typeof rn !== 'object') continue;
const o = rn as Record<string, unknown>;
const name = typeof o.name === 'string' ? o.name.trim() : '';
if (name === '') continue; // a nation needs a name
// id: keep a valid non-empty string, else derive from the name slug, else n<index>.
let id = typeof o.id === 'string' && o.id.trim() !== '' ? o.id.trim() : '';
if (id === '') id = slugFromName(name) || `n${tmp.length + 1}`;
let candidate = id;
let k = 2;
while (usedIds.has(candidate)) {
candidate = `${id}-${k}`;
k += 1;
}
id = candidate;
usedIds.add(id);
const lowerName = name.toLowerCase();
if (!nameToId.has(lowerName)) nameToId.set(lowerName, id);
const type = isNationType(o.type) ? o.type : 'major';
const stats = parseStats(o.stats);
// territory: upper-case, de-duped, and (optionally) filtered to known codes.
const territory: string[] = [];
if (Array.isArray(o.territory)) {
for (const t of o.territory) {
if (typeof t !== 'string') continue;
const code = t.trim().toUpperCase();
if (code === '') continue;
if (validCodes && !validCodes.has(code)) continue; // drop unknown country codes
if (!territory.includes(code)) territory.push(code);
}
}
// relations: keep only finite numeric values (clamped later on re-key).
const rawRelations: Record<string, number> = {};
if (o.relations && typeof o.relations === 'object' && !Array.isArray(o.relations)) {
for (const [key, v] of Object.entries(o.relations as Record<string, unknown>)) {
if (typeof v === 'number' && Number.isFinite(v)) rawRelations[key] = v;
}
}
tmp.push({ id, name, type, stats, territory, rawRelations });
}
if (tmp.length === 0) return null;
// Unusable when no nation owns a valid territory (there is nothing to render).
if (!tmp.some((t) => t.territory.length > 0)) return null;
const idSet = new Set(tmp.map((t) => t.id));
const nations: WorldNation[] = tmp.map((t) => {
const relations: Record<string, number> = {};
for (const [key, val] of Object.entries(t.rawRelations)) {
// Resolve the key: a known id, else a case-insensitive name match.
let target = key;
if (!idSet.has(target)) {
const mapped = nameToId.get(key.toLowerCase());
if (mapped) target = mapped;
}
if (target === t.id) continue; // drop self-references
if (!idSet.has(target)) continue; // drop references to unknown nations
relations[target] = clampRange(val, -100, 100);
}
return { id: t.id, name: t.name, type: t.type, stats: t.stats, territory: t.territory, relations };
});
// Optional backstory events (kept when they name a known nation).
let events: ScenarioEvent[] | undefined;
if (Array.isArray(obj.events)) {
const evs: ScenarioEvent[] = [];
for (const re of obj.events) {
if (!re || typeof re !== 'object') continue;
const e = re as Record<string, unknown>;
const title = typeof e.title === 'string' ? e.title.trim() : '';
if (title === '') continue;
const text = typeof e.text === 'string' ? e.text : '';
const type = isEventType(e.type) ? e.type : 'political';
const outcome = isEventOutcome(e.outcome) ? e.outcome : 'neutral';
let nation = typeof e.nation === 'string' ? e.nation : '';
if (nation !== '' && !idSet.has(nation)) {
nation = nameToId.get(nation.toLowerCase()) ?? '';
}
if (nation === '' || !idSet.has(nation)) continue; // drop events with no known owner
evs.push({ nation, type, title, text, outcome });
}
events = evs;
}
return { nations, events };
}
/** Options for {@link worldDraftToGameState} (all optional, sensible defaults). */
export interface WorldDraftToGameOptions {
/** The new game's id (the server sets `randomUUID()`; default `''`). */
id?: string;
/** The scenario title (becomes `GameState.presetTitle`; default 'Custom World'). */
title?: string;
/** The game's start date (`YYYY-MM-DD`, from the chosen year; default '1970-01-01'). */
startDate?: string;
}
/**
* Convert a validated {@link WorldDraft} into a fresh, playable {@link
* GameState} (a normal game at `#/game/<id>`). Mirrors `POST /api/games`
* exactly, except the draft's nations carry **ISO_A3** territory which is
* expanded to sub-region keys by the injected `expand` resolver, and
* `regionStats` is seeded from the expanded territories via
* {@link seedRegionStats} (so every owned region starts with its owner's
* stats and the derived aggregate equals them on turn 1).
*
* The result is a clean turn-1 state: `version: 1`, `turn: 1`, `unowned: []`,
* `markers: []`, `pendingNationOps: []`, `pending: []`, the given
* `playerNationId`, and a `startDate` from the chosen year. Backstory events
* (if any) seed the event feed at turn 1. Pure — no side effects, no I/O.
*/
export function worldDraftToGameState(
draft: WorldDraft,
expand: (countries: string[]) => string[],
playerNationId: string,
opts: WorldDraftToGameOptions = {},
): GameState {
const id = opts.id ?? '';
const title = opts.title ?? 'Custom World';
const startDate = opts.startDate ?? '1970-01-01';
const nations: Record<string, Nation> = {};
for (const wn of draft.nations) {
const relations: Record<string, RelationStatus> = {};
for (const [otherId, score] of Object.entries(wn.relations)) {
if (otherId === wn.id) continue; // no self-relations
relations[otherId] = relationFromScore(score);
}
nations[wn.id] = {
id: wn.id,
name: wn.name,
type: wn.type ?? 'major',
stats: wn.stats,
territory: expand(wn.territory),
relations,
};
}
// Guard: a finalize step (or a bad model answer) might drop the nation the
// player chose to lead. Rather than produce a game with a dangling
// playerNationId, fall back to the first nation (deterministic insertion
// order) so the resulting game is always playable.
const effectivePlayer =
nations[playerNationId] !== undefined
? playerNationId
: draft.nations.length > 0
? draft.nations[0].id
: '';
// Seed the event feed from the draft's optional backstory (turn 1, startDate).
const events: EventEntry[] = (draft.events ?? []).map((e) =>
makeEvent(e as unknown as TurnEventSpec, 1, startDate),
);
const state: GameState = {
id,
presetId: 'dynamic',
presetTitle: title,
playerNationId: effectivePlayer,
turn: 1,
date: startDate,
nations,
events,
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
// Seed AFTER the territories hold real region keys: each owned region gets
// a copy of its owner's stats, so the derived aggregate equals them.
regionStats: seedRegionStats(nations),
};
return state;
}
+136 -3
View File
@@ -1,5 +1,9 @@
// Domain types — the single source of truth shared by the frontend (src/), the
// backend (server/), and the LLM prompt contract. No runtime dependencies here.
// (The single `import type` below erases at compile time, so no runtime
// dependency on protocol.ts is introduced — see the GameState.pendingNationOps
// doc comment.)
import type { NationOp } from './protocol';
/** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
export interface NationStats {
@@ -9,6 +13,19 @@ export interface NationStats {
population: number;
}
/**
* (v0.28, #46) The 0–100 status indices of a **single region**. Per-region stats
* are the unit of record: a nation's aggregate {@link NationStats} is derived as
* the area×population-weighted median of the stats of the regions it owns (see
* `protocol.deriveNationStats`). Every value is clamped to 0–100 by the engine.
*/
export interface RegionStats {
military: number;
economy: number;
stability: number;
population: number;
}
export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
export type StatKey = (typeof STAT_KEYS)[number];
@@ -26,8 +43,10 @@ export const RELATION_STATUSES: RelationStatus[] = [
];
/**
* A single nation in the world. `territory` holds ISO_A3 codes; the map colors
* each of those regions with this nation's stable color (see protocol.nationColor).
* A single nation in the world. `territory` holds **region keys** (see
* `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 {
id: string;
@@ -60,7 +79,69 @@ export const EVENT_TYPES: EventType[] = [
'cultural',
];
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral';
/**
* The outcome of a narrative event. `success` / `failure` / `partial` /
* `neutral` are the four the LLM is asked to emit. `repelled` (v0.30, #50) is
* reserved for the engine: it is emitted automatically when the military hard
* gate rejects a contested conquest (an invasion whose attacker was more than
* `CONQUEST_MILITARY_MARGIN` below the defender) — the LLM never produces it,
* and the client renders it in a distinct muted-red failure tone.
*/
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral' | 'repelled';
// --- Map markers (v0.27, #44) -------------------------------------------------
//
// Named point markers the LLM can place on the map (cities, factories, armies,
// ports, capitals, fleets, rocket launch sites, political/social gatherings).
// A marker is anchored to a **region key** (see `public/region-keys.json`): the
// engine positions it at that region's precomputed centroid (with a small
// deterministic offset) and its `ownerNationId` follows the region's current
// owner (recomputed on every turn; `null` when the region is unowned / no
// man's land). See protocol.ts for the LLM-facing `TurnResult.markers`
// contract and the `markerId` derivation.
/** The eight marker categories the model may place (v0.27, #44). */
export type MarkerType =
| 'city'
| 'factory'
| 'army'
| 'port'
| 'capital'
| 'fleet'
| 'rocket'
| 'gathering';
/** All marker types, in canonical order (used by the LLM contract + map layer). */
export const MARKER_TYPES: MarkerType[] = [
'city',
'factory',
'army',
'port',
'capital',
'fleet',
'rocket',
'gathering',
];
/**
* A named point marker on the map (v0.27, #44). `id` is a stable,
* deterministic 4-character code derived from `type + name + regionKey`
* (see protocol.markerId) — re-adding the same marker is idempotent and
* removing by id is unambiguous. `lat`/`lon` are filled in by the engine from
* the region's centroid manifest (never by the model); `ownerNationId` is the
* marker's region's current owner (`null` when unowned) and is recomputed by
* the engine on every committed turn, so a marker always follows its region.
*/
export interface MapMarker {
id: string;
type: MarkerType;
name: string;
regionKey: string;
lat: number;
lon: number;
ownerNationId: string | null;
placedTurn: number;
}
/** A narrative event the simulation emitted on some turn. */
export interface EventEntry {
@@ -118,6 +199,58 @@ export interface GameState {
* in src/App.tsx. Starts at 1 on game creation.
*/
version: GameVersion;
/**
* (v0.22, #16 P3) Region keys that became **unowned** — "no man's land" —
* during play: a region that was owned and was released to no owner by a
* committed turn (the LLM narrates the cause in that turn's events). This is
* deliberately distinct from the many regions a preset never assigns, which
* are also unowned but were never *released* mid-game; only the keys in this
* list render as the distinct visible no-man's-land grey (see
* protocol.regionFillStyle). A region leaves the list when any nation
* re-claims it (an ordinary `gain`). Always `[]` on a fresh game — no
* man's land can only arise mid-game. Rows saved before v0.22 load with
* this defaulted to `[]` (see server/db.ts).
*/
unowned: string[];
/**
* (v0.23, #16 P4a; v0.24, #16 P4b) Nation-management ops the LLM has
* proposed but the player has not yet resolved: a *pending proposal* list,
* as opposed to `pending` (the current round's queued player actions). A
* turn NEVER applies one — `applyTurnResult` appends the turn's
* `nationOps` to this list, and each proposal survives across turns until
* the player resolves it: confirming applies it (a rename changes
* `Nation.name` only; a split partitions the nation's region-key territory
* into the new nations' territories; a merge folds the inputs' territory
* into the survivor) and removes it; rejecting removes it without
* applying. Always `[]` on a fresh game; rows saved before v0.23 load with
* this defaulted to `[]` (see server/db.ts). (The `NationOp` type lives in
* protocol.ts; the import there is type-only, so this file still has no
* runtime dependencies.)
*/
pendingNationOps: NationOp[];
/**
* (v0.27, #44) Named point markers on the map: the LLM places them (via a
* turn's `markers.add`) and removes them (`markers.remove`, by id). The
* engine positions each at its region's centroid (deterministic small
* offset) and recomputes `ownerNationId` from the region's current owner on
* EVERY committed turn (a released region → `null`). Always `[]` on a fresh
* game; rows saved before v0.27 load with this defaulted to `[]` (see
* server/db.ts) — additive, no data wipe. Capped at protocol.MAX_MARKERS.
*/
markers: MapMarker[];
/**
* (v0.28, #46) Per-region stats, keyed by **region key** (see
* `public/region-keys.json`): each owned region carries its own four 0–100
* stats, and a nation's aggregate `Nation.stats` is the area×population-
* weighted median of the regions it owns (see `protocol.deriveNationStats`).
* A region that ends a turn **unowned** (released to no man's land) has NO
* entry, and a preset-unassigned region (never owned) has none until first
* claimed (re-claiming re-inits it to the gainer's stats). Always present on a
* fresh game (every owned region seeded with its owner's initial stats); a
* legacy SQLite row without the field is migrated at load (see server/db.ts)
* — additive, no data wipe.
*/
regionStats: Record<string, RegionStats>;
}
/**
+212 -4
View File
@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
import { cn } from './lib/utils';
import PresetPicker from './components/PresetPicker';
import NationSelect from './components/NationSelect';
import ScenarioForm from './components/ScenarioForm';
import CheckpointReview from './components/CheckpointReview';
import WorldMap from './components/WorldMap';
import FloatingWindow from './components/FloatingWindow';
import MapLegend from './components/MapLegend';
@@ -26,9 +28,27 @@ import { api } from './lib/api';
import { useSse } from './lib/sse';
import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
import type { GameState, Preset, PresetMeta } from '@shared/types';
import type { TemplateMeta, WorldDraft } from '@shared/scenario';
/** Which top-level screen the app is showing. */
type Screen = { name: 'home' } | { name: 'pick'; preset: Preset } | { name: 'game' };
/**
* Which top-level screen the app is showing. The dynamic path (v0.31, #52) adds
* two: 'scenario-form' (era + description + year) and 'scenario-review' (the
* generated world + checkpoint checklist + nation pick), the latter carrying
* the step-1 draft + chosen template so the finalize step can re-send them.
*/
type Screen =
| { name: 'home' }
| { name: 'pick'; preset: Preset }
| { name: 'game' }
| { name: 'scenario-form' }
| {
name: 'scenario-review';
template: TemplateMeta;
description: string;
year: number;
world: WorldDraft;
checkpoints: string[];
};
/**
* Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
@@ -177,6 +197,14 @@ export default function App() {
// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
// it only gates the advisor UI (the "Ask advisor" button + its hint).
const [advisorBusy, setAdvisorBusy] = useState(false);
// Separate again: a pending nation-op confirm/reject is its own (fast,
// non-LLM) request. It gates only the nation-op dialog controls, never the
// turn flow — "Jump forward" stays usable while it is in flight.
const [opBusy, setOpBusy] = useState(false);
// (v0.31, #52) A scenario-generation LLM call (generate or finalize) is
// in flight. Distinct from `busy`/`advisorBusy` — it only gates the
// scenario-form/review screens (those screens never coexist with a game).
const [scenarioBusy, setScenarioBusy] = useState(false);
// The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -355,6 +383,77 @@ export default function App() {
[screen],
);
// --- (v0.31, #52) Dynamic scenario generation: form → generate → review →
// finalize → game. Both LLM steps run on the server (the scenario stub under
// LLM_STUB=1, the live model otherwise); on failure we toast and stay on the
// current screen (the form's / review's local selections are preserved).
// Home screen's "Create scenario" card → the scenario form.
const openScenarioForm = useCallback(() => {
setScreen({ name: 'scenario-form' });
}, []);
// Step 1 (generate): design the draft world + checkpoint list. On success
// the app moves to the review screen (carrying the draft, template, year,
// and description so the finalize step can re-send them).
const generateScenarioDraft = useCallback(
async (template: TemplateMeta, description: string, year: number) => {
setScenarioBusy(true);
try {
const { world, checkpoints } = await api.draftScenario({
templateId: template.id,
description,
year,
});
setScreen({ name: 'scenario-review', template, description, year, world, checkpoints });
} catch (e) {
toastError(e);
} finally {
setScenarioBusy(false);
}
},
[],
);
// Step 2 (finalize): commit the approved draft into a saved, playable game
// and enter it. The step-1 draft is re-sent so the final world stays close
// to it (and the chosen nation survives); the new game's id is then fetched
// and adopted exactly like a normal created game (active-game persistence,
// applyState, screen → game — the URL-sync effect writes the deep link).
const finalizeScenario = useCallback(
async (
template: TemplateMeta,
description: string,
year: number,
world: WorldDraft,
approvedCheckpoints: string[],
playerNationId: string,
) => {
setScenarioBusy(true);
try {
const { id } = await api.commitScenario({
templateId: template.id,
description,
year,
draft: world,
approvedCheckpoints,
playerNationId,
});
const { game } = await api.getGame(id);
persistActiveGameId(id);
setActiveGameId(id);
applyState(game);
setAdvisors([]);
setScreen({ name: 'game' });
} catch (e) {
toastError(e);
} finally {
setScenarioBusy(false);
}
},
[applyState],
);
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
// list updates from the response and the SSE `state` event. Both are
// version-gated via applyState, so the item can never be clobbered by a
@@ -401,6 +500,44 @@ export default function App() {
[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
// sets `busy` (the adds above are fast and non-LLM).
const runJump = useCallback(async () => {
@@ -507,12 +644,15 @@ export default function App() {
regions={regions}
busy={busy}
advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors}
onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor}
onJump={runJump}
onConfirmNationOp={runConfirmNationOp}
onRejectNationOp={runRejectNationOp}
onHome={goHome}
/>
</>
@@ -528,6 +668,36 @@ export default function App() {
);
}
if (screen.name === 'scenario-form') {
return (
<>
<Toaster richColors position="top-right" />
<ScenarioForm busy={scenarioBusy} onBack={goHome} onGenerate={generateScenarioDraft} />
</>
);
}
if (screen.name === 'scenario-review') {
const { template, description, year, world, checkpoints } = screen;
return (
<>
<Toaster richColors position="top-right" />
<CheckpointReview
template={template}
description={description}
year={year}
world={world}
checkpoints={checkpoints}
busy={scenarioBusy}
onBack={openScenarioForm}
onFinalize={(approved, nationId) =>
void finalizeScenario(template, description, year, world, approved, nationId)
}
/>
</>
);
}
return (
<>
<Toaster richColors position="top-right" />
@@ -539,6 +709,7 @@ export default function App() {
activeGameId={activeGameId}
onResume={resumeGame}
onDelete={runDeleteGame}
onCreateScenario={openScenarioForm}
/>
</>
);
@@ -551,12 +722,16 @@ interface GameScreenProps {
busy: boolean;
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
advisorBusy: boolean;
/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
opBusy: boolean;
advisors: string[];
onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void;
onJump: () => void;
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
onRejectNationOp: (index: number) => void;
onHome: () => void;
}
@@ -579,16 +754,31 @@ function GameScreen({
regions,
busy,
advisorBusy,
opBusy,
advisors,
onAddAction,
onAddDiplomacy,
onRemoveQueueItem,
onAdvisor,
onJump,
onConfirmNationOp,
onRejectNationOp,
onHome,
}: GameScreenProps) {
// Which nation's dossier to show. Defaults to the player; remounts per game.
const [viewingId, setViewingId] = useState(game.playerNationId);
// 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
// region's name. Cleared when the user picks a nation via the manual Inspect
// select.
const [selectedRegion, setSelectedRegion] = useState<{ name?: string } | null>(null);
const focusNation = useCallback(
(id: string, info?: { name?: string }) => {
setViewingId(id);
setSelectedRegion(info ?? null);
},
[],
);
const player = game.nations[game.playerNationId];
const viewed = game.nations[viewingId] ?? player;
const nations = Object.values(game.nations).sort((a, b) => a.name.localeCompare(b.name));
@@ -641,7 +831,10 @@ function GameScreen({
playerNationId={game.playerNationId}
nations={game.nations}
presetId={game.presetId}
onFocusNation={setViewingId}
unowned={game.unowned ?? []}
markers={game.markers ?? []}
regionStats={game.regionStats ?? {}}
onFocusNation={focusNation}
/>
{/* Pinned top bar: brand, turn + date, player nation, live status, Focus map.
@@ -747,7 +940,14 @@ function GameScreen({
<div className="mb-1.5 text-xs font-medium uppercase tracking-wide text-muted-foreground">
Inspect
</div>
<Select value={viewingId} onValueChange={setViewingId}>
<Select
value={viewingId}
onValueChange={(id) => {
// A manual pick supersedes a map-click selection: clear the label.
setViewingId(id);
setSelectedRegion(null);
}}
>
<SelectTrigger className="w-full" data-testid="inspect-select">
<SelectValue />
</SelectTrigger>
@@ -759,6 +959,11 @@ function GameScreen({
))}
</SelectContent>
</Select>
{selectedRegion && (
<div className="mt-1.5 truncate text-[11px] text-muted-foreground" data-testid="selected-region">
Selected: {selectedRegion.name ?? 'region'}
</div>
)}
</div>
<NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow />
</FloatingWindow>
@@ -810,12 +1015,15 @@ function GameScreen({
game={game}
busy={busy}
advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors}
onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor}
onJump={onJump}
onConfirmNationOp={onConfirmNationOp}
onRejectNationOp={onRejectNationOp}
inWindow
/>
</FloatingWindow>
+46 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react';
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import NationOpDialog from './NationOpDialog';
import type { GameState, RoundItem } from '@shared/types';
interface Props {
@@ -27,6 +28,11 @@ interface Props {
* never disable "Jump forward" or the rest of the turn flow.
*/
advisorBusy: boolean;
/**
* A pending nation-op confirm/reject request is in flight. Distinct from
* `busy`: it gates only the nation-op dialog controls, never the turn flow.
*/
opBusy: boolean;
/** Advisor brainstorm suggestions from the last request. */
advisors: string[];
/** Queue a free-text action onto the pending round (no turn advance). */
@@ -38,6 +44,14 @@ interface Props {
onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */
onJump: () => void;
/**
* Apply a pending nation op: `edits.name` 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
* provides the border and the "Your move" title). Same content, same testids.
@@ -66,12 +80,15 @@ export default function ActionPanel({
game,
busy,
advisorBusy,
opBusy,
advisors,
onAddAction,
onAddDiplomacy,
onRemoveQueueItem,
onAdvisor,
onJump,
onConfirmNationOp,
onRejectNationOp,
inWindow = false,
}: Props) {
const [tab, setTab] = useState('action');
@@ -81,6 +98,8 @@ export default function ActionPanel({
const [prompt, setPrompt] = useState('');
// Index of the queued item the user is about to remove, or null (dialog closed).
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
// Whether the nation-op review dialog is open.
const [opDialogOpen, setOpDialogOpen] = useState(false);
const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId)
@@ -108,6 +127,7 @@ export default function ActionPanel({
};
const pending = game.pending;
const ops = game.pendingNationOps;
// The item the confirmation dialog is about (re-derived from the live list,
// so if the queue changes while the dialog is open it tracks the current
// item at that index — or the dialog closes if the index went out of range).
@@ -325,6 +345,31 @@ export default function ActionPanel({
</DialogContent>
</Dialog>
{/* Pending nation ops proposed by the model — open to confirm or reject. */}
{ops.length > 0 && (
<button
type="button"
onClick={() => setOpDialogOpen(true)}
disabled={busy}
data-testid="nation-op-trigger"
className="flex w-full items-center justify-between gap-2 rounded-lg border border-amber-500/30 bg-amber-500/10 p-2.5 text-sm hover:bg-amber-500/15"
>
<span className="flex items-center gap-2 font-medium text-amber-300">
<PenLine className="size-4" />
{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
</span>
<span className="text-xs text-amber-300/70">confirm or reject</span>
</button>
)}
<NationOpDialog
game={game}
open={opDialogOpen}
onOpenChange={setOpDialogOpen}
opBusy={opBusy}
onConfirm={onConfirmNationOp}
onReject={onRejectNationOp}
/>
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel}
+278
View File
@@ -0,0 +1,278 @@
import { useState } from 'react';
import { Check, ListChecks, Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import StatBar from './StatBar';
import { cn } from '@/lib/utils';
import { EVENT_COLORS, RELATION_COLORS } from '@/lib/colors';
import { relationFromScore, type TemplateMeta, type WorldDraft, type WorldNation } from '@shared/scenario';
interface Props {
/** The era template the draft was generated from (name/year for the header). */
template: TemplateMeta;
/** The free-text description the user wrote (shown as the world's context). */
description: string;
/** The effective start year (template default or the user's override). */
year: number;
/** The step-1 draft world to review and finalize. */
world: WorldDraft;
/** The advisor's proposed checkpoints (all approved by default). */
checkpoints: string[];
/** A finalize (LLM) call is in flight — disables the controls. */
busy?: boolean;
/** Back to the scenario form (a fresh attempt — the form's state resets). */
onBack: () => void;
/** Step 2: finalize with the approved checkpoints + the chosen nation to lead. */
onFinalize: (approvedCheckpoints: string[], playerNationId: string) => void;
}
const STAT_BARS: Array<{ key: keyof WorldNation['stats']; label: string }> = [
{ key: 'military', label: 'Military' },
{ key: 'economy', label: 'Economy' },
{ key: 'stability', label: 'Stability' },
{ key: 'population', label: 'Population' },
];
/**
* "Create scenario" — step 2 of the dynamic path (v0.31, #52). Shows the
* generated world (each nation's stats, territory country codes, and
* relations; plus any backstory events) and the advisor's proposed
* checkpoints as an approve/remove checklist (approved by default — the
* approved ones bind the finalize step). The player then picks which nation
* to lead (the nation cards mirror NationSelect's pick screen; the draft's
* nations are not a static Preset, so they are rendered here directly) and
* finalizes. On success the app navigates into the new game; on failure it
* toasts and stays here with the current selections intact.
*/
export default function CheckpointReview({
template,
description,
year,
world,
checkpoints,
busy = false,
onBack,
onFinalize,
}: Props) {
// Approve/remove per checkpoint (approved by default — the advisor's list is
// a starting point the player prunes, not a form they fill in).
const [approved, setApproved] = useState<boolean[]>(() => checkpoints.map(() => true));
// The nation the player will lead (none until explicitly picked).
const [selectedId, setSelectedId] = useState<string | null>(null);
const nameOf = (id: string) => world.nations.find((n) => n.id === id)?.name ?? id;
const approvedCount = approved.filter(Boolean).length;
const selected = selectedId ? world.nations.find((n) => n.id === selectedId) : undefined;
const toggle = (i: number) =>
setApproved((prev) => prev.map((v, j) => (j === i ? !v : v)));
const finalize = () => {
if (!selectedId) return;
onFinalize(
checkpoints.filter((_, i) => approved[i]),
selectedId,
);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-review">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to form
</Button>
<div className="flex items-center gap-3">
<h1 className="text-3xl font-bold tracking-tight">{template.name}</h1>
<Badge variant="secondary" className="text-sm">
{year}
</Badge>
</div>
{description && (
<p className="mt-2 max-w-3xl whitespace-pre-line text-sm leading-relaxed text-muted-foreground">
{description}
</p>
)}
{/* --- The generated world --- */}
<h2 className="mb-3 mt-8 text-lg font-semibold">The generated world</h2>
<div className="space-y-3">
{world.nations.map((n) => (
<div
key={n.id}
className="rounded-lg border border-border/60 bg-card/40 p-3"
data-testid="draft-nation"
data-nation-id={n.id}
>
<div className="flex flex-wrap items-center gap-2">
<span className="font-medium">{n.name}</span>
<Badge variant="secondary" className="text-xs capitalize">
{n.type ?? 'major'}
</Badge>
{n.territory.length > 0 && (
<span className="ml-auto text-xs text-muted-foreground">
{n.territory.join(' · ')}
</span>
)}
</div>
<div className="mt-2 grid gap-x-6 gap-y-1 sm:grid-cols-2">
{STAT_BARS.map(({ key, label }) => (
<StatBar key={key} label={label} value={n.stats[key]} />
))}
</div>
{Object.keys(n.relations).length > 0 && (
<div className="mt-2 flex flex-wrap gap-1.5">
{Object.entries(n.relations).map(([otherId, score]) => {
const status = relationFromScore(score);
return (
<span
key={otherId}
className="rounded-full border px-2 py-0.5 text-[11px] font-medium"
style={{
color: RELATION_COLORS[status],
borderColor: `${RELATION_COLORS[status]}55`,
}}
>
{nameOf(otherId)} {score > 0 ? `+${score}` : score}
</span>
);
})}
</div>
)}
</div>
))}
{(world.events ?? []).length > 0 && (
<div className="rounded-lg border border-border/60 bg-card/40 p-3">
<div className="mb-2 text-[11px] font-medium uppercase tracking-wide text-muted-foreground">
Backstory
</div>
<ul className="space-y-2">
{(world.events ?? []).map((e, i) => (
<li key={i} className="flex items-start gap-2 text-sm" data-testid="draft-event">
<span
className="mt-1.5 inline-block size-2 shrink-0 rounded-full"
style={{ background: EVENT_COLORS[e.type] }}
aria-hidden
/>
<span className="min-w-0 flex-1">
<span className="font-medium">{nameOf(e.nation)}:</span>{' '}
{e.title} — {e.text}
</span>
</li>
))}
</ul>
</div>
)}
</div>
{/* --- Advisor checkpoints (approve / remove) --- */}
<div className="mt-8 flex items-center gap-2">
<ListChecks className="size-4 text-primary" />
<h2 className="text-lg font-semibold">Advisor checkpoints</h2>
<Badge variant="secondary" className="ml-auto text-xs tabular-nums">
{approvedCount} of {checkpoints.length} approved
</Badge>
</div>
<p className="mb-3 mt-1 text-sm leading-relaxed text-muted-foreground">
The advisor’s opening read of this world’s live strategic threads. Keep the ones the final
world should respect — removed checkpoints are dropped.
</p>
<ul className="space-y-1.5">
{checkpoints.map((c, i) => (
<li
key={`${i}-${c}`}
className={cn(
'flex items-center gap-2 rounded-lg border p-2.5 text-sm',
approved[i]
? 'border-amber-500/30 bg-amber-500/10'
: 'border-border/60 bg-card/30 text-muted-foreground',
)}
data-testid="checkpoint-item"
data-approved={approved[i] ? 'true' : 'false'}
>
<span
className={cn(
'inline-flex size-4 shrink-0 items-center justify-center rounded-full border',
approved[i] ? 'border-amber-500/50 bg-amber-500/20' : 'border-border',
)}
aria-hidden
>
{approved[i] && <Check className="size-3 text-amber-400" />}
</span>
<span className="min-w-0 flex-1 leading-snug">{c}</span>
<Button
variant={approved[i] ? 'ghost' : 'secondary'}
size="sm"
onClick={() => toggle(i)}
disabled={busy}
data-testid="checkpoint-toggle"
>
{approved[i] ? 'Remove' : 'Keep'}
</Button>
</li>
))}
</ul>
{/* --- Choose your nation (cards mirror NationSelect's pick screen) --- */}
<h2 className="mb-3 mt-8 text-lg font-semibold">Choose your nation</h2>
<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-3">
{world.nations.map((n) => {
const isSel = n.id === selectedId;
return (
<Card
key={n.id}
className={cn(
'flex flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="scenario-nation-card"
data-nation-id={n.id}
data-selected={isSel ? 'true' : 'false'}
>
<CardHeader>
<CardTitle className="flex items-center gap-2 text-base">
{n.name}
{isSel && <Check className="size-4 shrink-0 text-primary" />}
</CardTitle>
<CardDescription>
{n.type ?? 'major'} · {n.territory.length} territory unit
{n.territory.length === 1 ? '' : 's'} ({n.territory.join(', ')})
</CardDescription>
</CardHeader>
<CardContent className="mt-auto space-y-1.5">
{STAT_BARS.map(({ key, label }) => (
<StatBar key={key} label={label} value={n.stats[key]} />
))}
<Button
className="mt-3 w-full"
variant={isSel ? 'default' : 'secondary'}
onClick={() => setSelectedId(n.id)}
disabled={busy}
data-testid="scenario-lead-nation"
>
{isSel ? 'Leading' : `Play as ${n.name}`}
</Button>
</CardContent>
</Card>
);
})}
</div>
{/* --- Finalize --- */}
<div
className="mt-8 flex flex-wrap items-center justify-between gap-3 rounded-xl border border-primary/30 bg-primary/5 p-3"
data-testid="finalize-bar"
>
<span className="min-w-0 flex-1 text-sm text-muted-foreground">
{selected
? `Finalizing as ${selected.name} with ${approvedCount} of ${checkpoints.length} checkpoints approved.`
: 'Pick the nation you will lead, then finalize the scenario.'}
</span>
<Button className="shrink-0" onClick={finalize} disabled={busy || !selected} data-testid="finalize-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Finalizing…' : 'Finalize scenario'}
</Button>
</div>
</div>
);
}
+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>
);
}
+33 -9
View File
@@ -1,8 +1,10 @@
import { useEffect, useState } from 'react';
import { Badge } from './ui/badge';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import StatBar from './StatBar';
import { nationColor } from '@shared/protocol';
import { RELATION_COLORS } from '@/lib/colors';
import { keyToName } from '@/lib/regions';
import type { Nation, RelationStatus } from '@shared/types';
/** 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 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 = (
<div className="flex items-center gap-3">
<span
@@ -95,15 +114,20 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
</h3>
{regions.length > 0 ? (
<div className="flex flex-wrap gap-1.5">
{regions.map((code) => (
<span
key={code}
className="rounded border px-1.5 py-0.5 text-xs tabular-nums"
style={{ borderColor: `${color}66`, color, background: `${color}12` }}
>
{code}
</span>
))}
{regions.map((key) => {
const label = keyNames[key] ?? key;
return (
<span
key={key}
className="rounded border px-1.5 py-0.5 text-xs"
style={{ borderColor: `${color}66`, color, background: `${color}12` }}
title={key}
data-region-key={key}
>
{label}
</span>
);
})}
</div>
) : (
<p className="text-sm text-muted-foreground">No territory.</p>
+53 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react';
import { Play, Trash2 } from 'lucide-react';
import { Play, Sparkles, Trash2 } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
@@ -26,6 +26,12 @@ interface Props {
onResume?: (id: string) => void;
/** Delete a saved game by id (confirmed by a dialog in this component). */
onDelete?: (id: string) => void;
/**
* (v0.31, #52) Open the "Create scenario" path (era template + description →
* AI-generated world → checkpoint review → a normal game). Omitted = the
* create-scenario card is hidden.
*/
onCreateScenario?: () => void;
}
/**
@@ -41,6 +47,7 @@ export default function PresetPicker({
activeGameId,
onResume,
onDelete,
onCreateScenario,
}: Props) {
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
// The game awaiting a delete confirmation (null = dialog closed).
@@ -83,6 +90,51 @@ export default function PresetPicker({
)}
<div className="grid gap-5 sm:grid-cols-2 lg:grid-cols-3">
{(
onCreateScenario
? [
{
// (v0.31, #52) The dynamic path, first in the grid: it is the
// "any world you can describe" card, distinct from the static presets.
id: 'create',
title: 'Create scenario',
summary:
'Design your own world — pick an era, describe it, and the AI drafts the world and the advisor’s opening checkpoints for your review before you pick a nation to lead.',
badge: 'custom world',
},
]
: []
).map((c) => (
<Card
key={c.id}
className="flex flex-col border-primary/40 bg-primary/5 transition hover:ring-1 hover:ring-primary/50"
data-testid="create-scenario-card"
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="flex items-center gap-2 text-lg">
<Sparkles className="size-4 shrink-0 text-primary" />
{c.title}
</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{c.badge}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">{c.summary}</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<Button
variant="secondary"
className="w-full"
onClick={() => onCreateScenario?.()}
disabled={loading}
data-testid="create-scenario"
>
Create scenario
</Button>
</CardContent>
</Card>
))}
{presets.map((p) => (
<Card
key={p.id}
+197
View File
@@ -0,0 +1,197 @@
import { useEffect, useState } from 'react';
import { Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import { Input } from './ui/input';
import { Label } from './ui/label';
import { Textarea } from './ui/textarea';
import { cn } from '@/lib/utils';
import { api } from '@/lib/api';
import type { TemplateMeta } from '@shared/scenario';
interface Props {
/** A generate (LLM) call is in flight — disables the form's controls. */
busy?: boolean;
onBack: () => void;
/**
* Step 1: design the draft world + checkpoint list. The form hands over the
* selected template's full metadata (the review screen shows its name/year)
* plus the description and the effective start year.
*/
onGenerate: (template: TemplateMeta, description: string, year: number) => void;
}
/** The year input is an empty string ("use the template's default") or a number. */
const YEAR_MIN = 1000;
const YEAR_MAX = 3000;
/**
* "Create scenario" — step 1 of the dynamic path (v0.31, #52). The user picks
* one of the light era templates (a card each: name, default year, blurb),
* writes a free-text description of the world they want, and may override the
* start year (the field is pre-filled from the selected template; leaving it
* empty keeps the template's default). "Generate world" posts the draft
* request; on success the app moves to the checkpoint review screen, on
* failure it toasts and stays here (the form's local state is preserved).
*/
export default function ScenarioForm({ busy = false, onBack, onGenerate }: Props) {
const [templates, setTemplates] = useState<TemplateMeta[]>([]);
const [templatesError, setTemplatesError] = useState<string | null>(null);
const [selectedId, setSelectedId] = useState<string | null>(null);
const [description, setDescription] = useState('');
// Pre-filled from the selected template's default year (the user can edit).
const [yearText, setYearText] = useState('');
// Load the era-template manifest on mount (the form is the only consumer).
useEffect(() => {
let alive = true;
api
.listScenarioTemplates()
.then((r) => alive && setTemplates(r.templates))
.catch((e: unknown) => alive && setTemplatesError(e instanceof Error ? e.message : String(e)));
return () => {
alive = false;
};
}, []);
const selected = templates.find((t) => t.id === selectedId) ?? null;
const effectiveYear =
yearText.trim() === '' ? NaN : Number.parseInt(yearText.trim(), 10);
const yearValid =
Number.isInteger(effectiveYear) && effectiveYear >= YEAR_MIN && effectiveYear <= YEAR_MAX;
const canGenerate = !busy && selected !== null && description.trim() !== '' && yearValid;
const selectTemplate = (t: TemplateMeta) => {
setSelectedId(t.id);
// Selecting an era pre-fills the year with that era's default (the user
// can still edit it afterwards).
setYearText(String(t.year));
};
const generate = () => {
if (!canGenerate || !selected) return;
onGenerate(selected, description.trim(), effectiveYear);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-form">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to scenarios
</Button>
<h1 className="text-3xl font-bold tracking-tight">Create a scenario</h1>
<p className="mt-2 max-w-2xl text-sm leading-relaxed text-muted-foreground">
Design your own world: pick an era, describe what should be true, and the AI will draft the
world and an opening set of advisor checkpoints for your review. Nothing is saved until you
finalize.
</p>
{/* 1 — the era template (a card each). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
1 · Pick an era <span className="font-normal text-muted-foreground">(required)</span>
</h2>
{templatesError ? (
<p className="rounded-lg border border-destructive/40 bg-destructive/10 p-3 text-sm text-destructive">
Could not load the era templates: {templatesError}
</p>
) : templates.length === 0 ? (
<p className="rounded-lg border border-border/60 bg-card/40 p-3 text-sm text-muted-foreground">
Loading era templates…
</p>
) : (
<div className="grid gap-4 sm:grid-cols-3">
{templates.map((t) => {
const isSel = t.id === selectedId;
return (
<Card
key={t.id}
className={cn(
'flex cursor-pointer flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="template-card"
data-template-id={t.id}
data-selected={isSel ? 'true' : 'false'}
onClick={() => selectTemplate(t)}
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="text-base">{t.name}</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{t.year}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">
{t.eraDescription}
</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<div
className={cn(
'flex items-center gap-2 text-xs',
isSel ? 'font-medium text-primary' : 'text-muted-foreground',
)}
>
<Sparkles className="size-3.5" />
{isSel ? 'Selected' : 'Start from this era'}
</div>
</CardContent>
</Card>
);
})}
</div>
)}
{/* 2 — the description (+ optional year override). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
2 · Describe your world <span className="font-normal text-muted-foreground">(required)</span>
</h2>
<div className="space-y-4 rounded-lg border border-border/60 bg-card/40 p-4">
<Textarea
value={description}
onChange={(e) => setDescription(e.target.value)}
placeholder="e.g. “A cold-war world where the space race decided the Cold War — two blocs orbit, and the arctic shipping lanes are the new flashpoint.”"
rows={4}
disabled={busy}
data-testid="scenario-description"
/>
<div className="flex items-center gap-3">
<Label htmlFor="scenario-year-input" className="shrink-0 text-sm">
Start year
</Label>
<Input
id="scenario-year-input"
type="number"
inputMode="numeric"
value={yearText}
onChange={(e) => setYearText(e.target.value)}
placeholder={selected ? `default ${selected.year}` : 'pick an era first'}
min={YEAR_MIN}
max={YEAR_MAX}
disabled={busy || !selected}
className="w-32"
data-testid="scenario-year"
/>
<span className="text-xs text-muted-foreground">
{yearValid ? `The game begins on ${effectiveYear}-01-01.` : 'Leave empty for the era default, or use a year between 1000 and 3000.'}
</span>
</div>
</div>
{/* Generate. */}
<div className="mt-8">
<Button className="h-11 w-full" onClick={generate} disabled={!canGenerate} data-testid="generate-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Generating world…' : 'Generate world'}
</Button>
{busy && (
<p className="mt-2 flex items-center justify-center gap-1.5 text-xs text-muted-foreground">
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
The world-builder is thinking — this can take a few seconds.
</p>
)}
</div>
</div>
);
}
+611 -114
View File
@@ -8,11 +8,23 @@ import 'maplibre-gl/dist/maplibre-gl.css';
// Point it at a Vite-emitted copy of the worker module so it loads in prod.
import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
maplibregl.setWorkerUrl(workerUrl);
import { regionOwner, type RegionMap, type RegionOwner } from '@shared/protocol';
import type { Nation } from '@shared/types';
import {
mapFeatureOwner,
MARKER_TYPE_INFO,
nationColor,
regionFillStyle,
unownedTooltipLabel,
type RegionMap,
type RegionOwner,
} from '@shared/protocol';
import { MARKER_TYPES, type MapMarker, type Nation, type RegionStats } from '@shared/types';
import { cn } from '@/lib/utils';
import { idToKey } from '@/lib/regions';
// Minimal GeoJSON types (avoids a hard @types/geojson dependency).
// 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
// a top-level `id` of the form `<ISO_A3>-<nn>` (e.g. `FRA-03`) and
// `properties = { name, parent }` where `parent` is the parent country's ISO_A3.
interface GeoFeature {
type: 'Feature';
id?: string | number;
@@ -27,7 +39,7 @@ type GeoSource = maplibregl.GeoJSONSource;
// Inline basemap style — a visible dark-navy background plus a subtle
// OpenFreeMap shaded-relief raster so the ocean is never pure black and terrain
// is faintly visible. The country choropleth (added in `ensureLayers`) is drawn
// is faintly visible. The regional choropleth (added in `ensureLayers`) is drawn
// on top and is the real star.
//
// Why inline instead of a remote style URL: the OFM "dark" style's vector tiles
@@ -35,8 +47,16 @@ type GeoSource = maplibregl.GeoJSONSource;
// looked black, and `styledata` was gated on fetching a remote document. An
// inline object loads instantly, so `isStyleLoaded()` / `styledata` fire
// immediately and the choropleth is guaranteed to paint. (The OFM `ne2sr`
// raster has no vector tiles, so no glyphs endpoint is needed — we don't add
// label layers; the choropleth provides the borders.)
// raster has no vector tiles, so the basemap itself needs no label layers —
// the choropleth provides the borders.)
//
// No `glyphs` URL: the map needs no MapLibre *text* rendering. The basemap is
// raster (its labels are baked into the PNG tiles), and the LLM-placed map
// markers (v0.27, #44) are drawn as canvas-generated icon images in a symbol
// layer — fully self-contained, so they render offline and deterministically
// without depending on any external font/glyph endpoint (the OpenFreeMap
// `fonts/` path is a dead nginx 404, and the basemap's apparent labels come
// from the raster, not from glyphs).
const NE2SR_TILES = ['https://tiles.openfreemap.org/natural_earth/ne2sr/{z}/{x}/{y}.png'];
const INLINE_STYLE: maplibregl.StyleSpecification = {
@@ -69,15 +89,17 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
],
};
const COUNTRIES_SOURCE = 'countries';
const REGIONS_SOURCE = 'regions';
const HOVER_SOURCE = 'hover';
const FLASH_SOURCE = 'flash';
const FILL_LAYER = 'countries-fill';
const LINE_LAYER = 'countries-line';
const FILL_LAYER = 'regions-fill';
const LINE_LAYER = 'regions-line';
const PLAYER_LINE = 'player-line';
const FLASH_LINE = 'flash-line';
const HOVER_FILL = 'hover-fill';
const HOVER_LINE = 'hover-line';
const MARKERS_SOURCE = 'markers';
const MARKER_SYMBOL = 'markers-symbol';
/** Sensible per-scenario initial camera: Europe for the WWII scenarios, wider for the global ones. */
function cameraForPreset(presetId: string): { center: [number, number]; zoom: number } {
@@ -97,38 +119,66 @@ function cameraForPreset(presetId: string): { center: [number, number]; zoom: nu
}
/**
* Stamp the current ownership + colors onto a clone of the base geo. Each region
* carries its owner's stable fill color, a subtle stroke, and a flag for the
* player's own regions (rendered as a brighter, thicker border by a dedicated
* layer). Unknown owners fall back to a faint neutral fill — never an error.
* Stamp the current ownership + colors onto a clone of the sub-national base geo.
* Ownership is at **region-key** granularity (v0.19, #16 P1): each sub-region has
* its own region key (from `public/region-keys.json`, looked up by the feature's
* stable id) and the RegionMap is keyed by that region key, so a single
* sub-region can change owner while its neighbours keep theirs. Each feature
* therefore carries:
*
* Crucially, the base GeoJSON feature's top-level `id` (the ISO_A3 code) is
* stamped into `properties.regionId`, and the owner's id into `properties.ownerId`.
* MapLibre repacks a GeoJSON source's top-level `id` into a numeric index when it
* stores it, so a later click/hover event exposes that number on
* `e.features[i].id` — the top-level `id` is *not* a reliable lookup key at
* interaction time (the root cause of #6). `properties`, however, survive into the
* rendered features, so the interaction handlers resolve the owning nation from
* `properties.regionId` via the RegionMap (see `regionOwner`).
* - `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
* (the top-level `id` is repacked into a numeric index, #6);
* - `regionKey` – the region key (e.g. `moselle-rygy`), the RegionMap key;
* - `fill` – the owning nation's stable color (from `RegionMap[regionKey]`);
* - `owner`/`ownerId` – that nation's name/id (empty for an unowned region);
* - `stroke` – a per-border alpha (owned brightest, no man's land next,
* plain-unowned faintest);
* - `isPlayer` – 1 when the owning nation is the player (drives the amber
* player-highlight border).
*
* Crucially, the owner lookup keys the RegionMap by the stamped
* `properties.regionKey`, **never** by the sub-region id or the repacked
* top-level `id` — the RegionMap has no `FRA-03` entries, only region keys.
*
* (v0.22, #16 P3) Unowned regions have two looks, decided here (the
* RegionMap simply has no entry for them): a key in `unownedSet` — released to
* no man's land mid-game (`GameState.unowned`) — gets the distinct visible grey
* (`NO_MANS_LAND_FILL`); every other ownerless region keeps the faint
* preset-unassigned look. Both come from the shared `regionFillStyle` contract.
*/
function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId: string): 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));
for (const f of out.features) {
f.properties = f.properties ?? {};
// The base GeoJSON `id` is the ISO_A3 code; keep it in a property that
// survives into the features MapLibre hands back on click/hover.
const code = f.id == null ? '' : String(f.id);
f.properties.regionId = code;
const r = code ? regions[code] : undefined;
// The sub-region's own id (e.g. `FRA-03`) — stamped into a property that
// survives into the rendered features (the top-level `id` gets repacked).
const subId = f.id == null ? '' : String(f.id);
f.properties.regionId = subId;
// Resolve this feature's **region key** from the manifest (id -> key) and
// key the RegionMap by it — never the sub-region id or the repacked id.
const key = idKey[subId] ?? '';
f.properties.regionKey = key;
const r = key ? regions[key] : undefined;
if (r) {
f.properties.fill = r.color;
const style = regionFillStyle(r, false);
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = r.owner;
f.properties.ownerId = r.ownerId;
f.properties.stroke = 'rgba(255,255,255,0.30)';
f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
} else {
f.properties.fill = 'rgba(148,163,184,0.05)';
f.properties.stroke = 'rgba(255,255,255,0.14)';
// Ownerless: visible grey only for keys released mid-game (no man's
// land); a preset that never assigned this sub-region stays faint.
const style = regionFillStyle(undefined, key !== '' && unownedSet.has(key));
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = '';
f.properties.ownerId = '';
f.properties.isPlayer = 0;
@@ -137,13 +187,206 @@ function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId
return out;
}
/** Build a FeatureCollection of just the features whose id is in `codes` (cloned). */
function featuresByCodes(geo: FeatureCollection, codes: Iterable<string>): FeatureCollection {
const set = new Set(codes);
const features = geo.features.filter((f) => f.id != null && set.has(String(f.id)));
/**
* Build a FeatureCollection of just the sub-regions whose **region key** is in
* `keys` (cloned). Used by the territory-change flash: a turn can change
* individual sub-regions (the RegionMap is region-keyed, v0.19 #16 P1), so each
* changed region key lights up exactly the sub-region that owns it.
*/
function featuresByRegionKeys(
geo: FeatureCollection,
keys: Iterable<string>,
idKey: Record<string, string>,
): FeatureCollection {
const set = new Set(keys);
const features = geo.features.filter((f) => {
const id = f.id == null ? '' : String(f.id);
const key = idKey[id] ?? '';
return key !== '' && set.has(key);
});
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
}
// --- Map markers (v0.27, #44) ------------------------------------------------
//
// The LLM places named point markers (cities, factories, armies, ports,
// capitals, fleets, rocket sites, gatherings) anchored to a region key. The
// engine positions each at its region's centroid (deterministic small offset)
// and recomputes its owner from the region's current owner every turn. The
// map renders them as a single top-most symbol layer: a per-type glyph
// character in front of the name, per-type color, dark-theme halo.
/**
* The GeoJSON behind the marker symbol layer: one Point per marker at
* `[lon, lat]`, carrying the stable id, type, name, its type's glyph, and the
* current owner's name + stable color (empty when the region is unowned).
* Pure; the caller passes the current marker list + nations record, so a
* renamed/removed owner is picked up on the next paint.
*/
function buildMarkersFC(markers: MapMarker[], nations: Record<string, Nation>): FeatureCollection {
const features = markers.map((m) => {
const owner = m.ownerNationId ? nations[m.ownerNationId] : undefined;
return {
type: 'Feature' as const,
geometry: { type: 'Point' as const, coordinates: [m.lon, m.lat] as [number, number] },
properties: {
id: m.id,
type: m.type,
name: m.name,
glyph: MARKER_TYPE_INFO[m.type]?.glyph ?? '',
owner: owner?.name ?? '',
ownerId: owner?.id ?? '',
ownerColor: owner ? nationColor(owner.id) : '',
},
};
});
return { type: 'FeatureCollection', features };
}
// Small canvas-path helpers for the marker icons (self-contained shapes — no
// unicode/font dependency, so they render identically in any environment).
function roundRectPath(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
w: number,
h: number,
r: number,
): void {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
}
function starPath(
ctx: CanvasRenderingContext2D,
cx: number,
cy: number,
spikes: number,
outer: number,
inner: number,
): void {
let rot = (Math.PI / 2) * -1;
const step = Math.PI / spikes;
ctx.beginPath();
ctx.moveTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
for (let i = 0; i < spikes; i++) {
rot += step;
ctx.lineTo(cx + Math.cos(rot) * inner, cy + Math.sin(rot) * inner);
rot += step;
ctx.lineTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
}
ctx.closePath();
}
/**
* (v0.27, #44) Draw one marker-type icon into an offscreen canvas: a distinct
* shape per type, filled with the type's color from the shared
* `MARKER_TYPE_INFO` contract, with a dark outline for legibility on any
* choropleth fill. Added to the map as a named image and referenced by the
* symbol layer's `icon-image` — a real symbol layer, per-type color + form,
* with zero external font/glyph dependency.
*/
function drawMarkerIcon(type: MapMarker['type']): ImageData {
const S = 44;
const c = document.createElement('canvas');
c.width = S;
c.height = S;
const ctx = c.getContext('2d')!;
const cx = S / 2;
const cy = S / 2;
ctx.fillStyle = MARKER_TYPE_INFO[type]?.color ?? '#cbd5e1';
ctx.strokeStyle = '#0b1220';
ctx.lineWidth = 2.5;
ctx.lineJoin = 'round';
switch (type) {
case 'city':
ctx.beginPath();
ctx.arc(cx, cy, S * 0.3, 0, Math.PI * 2);
break;
case 'factory': {
const h = S * 0.5;
roundRectPath(ctx, cx - h / 2, cy - h / 2, h, h, 5);
break;
}
case 'army': {
const r = S * 0.34;
ctx.beginPath();
ctx.moveTo(cx, cy - r);
ctx.lineTo(cx + r, cy + r * 0.8);
ctx.lineTo(cx - r, cy + r * 0.8);
ctx.closePath();
break;
}
case 'port': {
const r = S * 0.36;
ctx.beginPath();
ctx.moveTo(cx, cy - r);
ctx.lineTo(cx + r, cy);
ctx.lineTo(cx, cy + r);
ctx.lineTo(cx - r, cy);
ctx.closePath();
break;
}
case 'capital':
starPath(ctx, cx, cy, 5, S * 0.36, S * 0.15);
break;
case 'fleet':
case 'gathering':
ctx.beginPath();
ctx.arc(cx, cy, S * 0.32, 0, Math.PI * 2);
break;
case 'rocket': {
const w = S * 0.14;
ctx.beginPath();
ctx.moveTo(cx, cy - S * 0.36);
ctx.lineTo(cx + S * 0.22, cy - S * 0.04);
ctx.lineTo(cx + w, cy - S * 0.04);
ctx.lineTo(cx + w, cy + S * 0.34);
ctx.lineTo(cx - w, cy + S * 0.34);
ctx.lineTo(cx - w, cy - S * 0.04);
ctx.lineTo(cx - S * 0.22, cy - S * 0.04);
ctx.closePath();
break;
}
}
ctx.fill();
ctx.stroke();
// fleet and gathering share a circle base; an inner mark tells them apart
// (fleet = a dark porthole dot, gathering = a white bullseye dot).
if (type === 'fleet' || type === 'gathering') {
ctx.beginPath();
ctx.arc(cx, cy, S * 0.13, 0, Math.PI * 2);
ctx.fillStyle = type === 'fleet' ? '#0b1220' : '#ffffff';
ctx.fill();
}
// Hand MapLibre the raw pixels (an untainted canvas, so getImageData is safe)
// rather than the canvas element — `addImage` accepts ImageData directly.
return ctx.getImageData(0, 0, S, S);
}
/** The hover tooltip for a marker: its type label + name, then the owner chip. */
function markerTooltipHtml(
type: string,
name: string,
owner: string,
ownerColor: string,
): string {
const label = MARKER_TYPE_INFO[type as MapMarker['type']]?.label ?? 'Marker';
const ownerLine = owner
? `<div class="hm-popup-owner"><span class="hm-chip" style="background:${ownerColor}"></span>${esc(owner)}</div>`
: '<div class="hm-popup-sub">No owner</div>';
return `<div class="hm-popup"><div class="hm-popup-title">${esc(label)}: ${esc(name)}</div>${ownerLine}</div>`;
}
const esc = (s: string) =>
s.replace(/[&<>"']/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c] as string));
@@ -152,14 +395,46 @@ function statRow(label: string, value?: number): string {
return `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">${Math.round(value)}</span></div>`;
}
/** Compact hover tooltip: country, its owner (color-chipped), and 1–2 key stats. */
function hoverHtml(countryName: string, region?: RegionOwner, nation?: Nation): string {
/**
* Compact hover tooltip: the sub-region's name, its **current owner**
* (color-chipped), and 1–2 key stats. When the region's country has no owning
* nation, a minimal card is shown instead; its sub-line says "No man's land"
* for a region released mid-game (v0.22, #16 P3) and "No owner" for a region
* no preset ever assigned. The static parent-country code
* (`properties.parent`) is deliberately NOT printed here — it never updates
* when ownership is transferred, so only the live owner chip (resolved from
* the RegionMap) is shown.
*/
function hoverHtml(
subRegionName: string,
region?: RegionOwner,
nation?: Nation,
noMansLand = false,
regionKey?: string,
regionStats?: Record<string, RegionStats>,
): string {
if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(countryName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`;
}
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
// (v0.29, #46 PR 2) The region's OWN per-region stats (not the nation's
// derived aggregate), looked up by region key. When the region has no stats
// entry (defensive — an owned region should always have one) every stat
// shows a placeholder dash. The dossier (NationPanel) still shows the
// nation's derived stats, so this tooltip is the one place a single region's
// numbers are visible on the map.
const rs = regionKey ? regionStats?.[regionKey] : undefined;
const row = (label: string, v?: number): string =>
rs == null
? `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">–</span></div>`
: statRow(label, v);
const stats = [
row('Mil', rs?.military),
row('Eco', rs?.economy),
row('Stab', rs?.stability),
row('Pop', rs?.population),
].join('');
return `<div class="hm-popup">
<div class="hm-popup-title">${esc(countryName || region.owner)}</div>
<div class="hm-popup-title">${esc(subRegionName || region.owner)}</div>
<div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
<div class="hm-stats">${stats}</div>
</div>`;
@@ -174,27 +449,79 @@ interface Props {
presetId: string;
className?: string;
/**
* Called with a region's owning-nation id when that region is clicked, so the
* dossier switches to that nation. Not called for unowned regions (the dossier
* keeps its current target). See the component doc for the full behavior.
* (v0.22, #16 P3) Region keys currently in no man's land (released
* mid-game — `GameState.unowned`). Such regions render the distinct visible
* grey (vs the faint preset-unassigned look of every other ownerless
* region) and their hover tooltip says "No man's land" instead of "No
* owner".
*/
onFocusNation?: (id: 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;
/**
* (v0.27, #44) The game's named map markers (`GameState.markers`): the LLM
* places/removes them over time, the engine positions each at its region's
* centroid and keeps its owner in sync with the region's owner. Rendered as
* a top-most symbol layer (per-type glyph + name, per-type color).
*/
markers?: MapMarker[];
/**
* (v0.29, #46 PR 2) The game's per-region stats (`GameState.regionStats`,
* keyed by region key). Used only by the hover tooltip to show a single
* region's own four 0–100 stats (a region with no entry shows placeholders).
* The dossier (NationPanel) is unaffected — it keeps the nation's derived
* stats.
*/
regionStats?: Record<string, RegionStats>;
}
/**
* World basemap (MapLibre GL) + a country choropleth colored by the owning
* nation. Rendered as a fixed, full-viewport background layer (z-0) behind the
* floating HUD windows: a dark-navy basemap with subtle terrain, per-nation
* stable fills (the choropleth is the star), thin borders, a brighter/thicker
* border for the player, a hover tooltip (owner + key stats), a **click that
* switches the dossier to the region's owning nation** (no popup — see #7), a
* transient flash on territory changes, and a per-scenario initial camera.
* World basemap (MapLibre GL) + a **sub-national** choropleth. The map renders
* 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
* lines. Ownership is at **region-key** granularity (v0.19, #16 P1): each
* sub-region has its own region key (from `public/region-keys.json`, looked up
* by the feature's stable id) and the RegionMap is keyed by that key, so a
* single sub-region can change owner independently of its neighbours. Rendered
* as a fixed, full-viewport background layer (z-0) behind the floating HUD
* windows: a dark-navy basemap with subtle terrain, per-nation stable fills,
* thin sub-region borders, a brighter/thicker amber border for the player's
* regions, a hover tooltip (sub-region name + current owner + key stats), a
* **click that switches the dossier to the sub-region's owning nation** (no
* popup — see #7), a transient flash when a sub-region's owner changes, and a
* per-scenario initial camera.
*
* Ownership for a hovered/clicked region is resolved from the authoritative
* RegionMap by the feature's stable ISO_A3 code in `properties.regionId`
* (see `regionOwner` in @shared/protocol) — never from the feature's top-level
* `id`, which MapLibre repacks into a numeric index at interaction time (#6).
* Unowned regions (no RegionMap entry) simply do not change the dossier.
* Ownership for a hovered/clicked sub-region is resolved from the authoritative
* RegionMap by its stamped **region key** (`properties.regionKey`, via
* `mapFeatureOwner` in @shared/protocol) — never from the feature's top-level
* `id` (MapLibre repacks it into a numeric index at interaction time, #6) and
* never from the raw sub-region id (not a RegionMap key). Unowned sub-regions
* (no RegionMap entry for their key) simply do not change the dossier.
*
* (v0.22, #16 P3) An unowned region renders two distinct ways: a key in the
* `unowned` prop (released to no man's land mid-game — `GameState.unowned`)
* gets the distinct visible grey with a "No man's land" tooltip sub-line; every
* other ownerless region (a preset never assigned it) keeps the faint look and
* a plain "No owner" sub-line. The colors/labels come from the shared
* `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol.
*
* (v0.27, #44) LLM-placed **map markers** (`markers` prop = `GameState.markers`)
* render on a top-most symbol layer: each is its type's canvas-generated icon
* (a distinct shape, per-type color from the shared `MARKER_TYPE_INFO`
* contract, dark-outlined) at the engine-derived position (region centroid +
* small deterministic offset). The icons are drawn into named map images
* (`marker-<type>`), so there is no external font/glyph dependency and markers
* render offline and deterministically. Hovering a marker shows a tooltip
* (type label + name + owner chip); clicking one switches the dossier to the
* owning nation (no-op when the marker's region is unowned). The region
* hover/click handlers detect a marker under the cursor (MapLibre layer events
* have no propagation) and act on the marker's data.
*
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
* — no floating control and no external API.
@@ -205,22 +532,35 @@ export default function WorldMap({
nations,
presetId,
className,
unowned,
onFocusNation,
markers,
regionStats,
}: Props) {
const containerRef = useRef<HTMLDivElement>(null);
const mapRef = useRef<maplibregl.Map | 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.
const regionsRef = useRef(regions);
const nationsRef = useRef(nations);
const playerRef = useRef(playerNationId);
const presetRef = useRef(presetId);
const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
const onFocusNationRef = useRef(onFocusNation);
const markersRef = useRef<MapMarker[]>(markers ?? []);
// (v0.29, #46 PR 2) latest per-region stats, for the hover tooltip.
const regionStatsRef = useRef<Record<string, RegionStats>>(regionStats ?? {});
regionsRef.current = regions;
nationsRef.current = nations;
playerRef.current = playerNationId;
presetRef.current = presetId;
unownedRef.current = new Set(unowned ?? []);
onFocusNationRef.current = onFocusNation;
markersRef.current = markers ?? [];
regionStatsRef.current = regionStats ?? {};
// Diffing state for the transient territory-change flash (owned by this component
// so a resync with identical data never re-flashes).
@@ -255,9 +595,9 @@ export default function WorldMap({
const loadGeo = (): Promise<FeatureCollection> =>
baseGeoRef.current
? Promise.resolve(baseGeoRef.current)
: fetch('/countries.geo.json')
: fetch('/regions.geo.json')
.then((r) => {
if (!r.ok) throw new Error(`countries.geo.json → HTTP ${r.status}`);
if (!r.ok) throw new Error(`regions.geo.json → HTTP ${r.status}`);
return r.json();
})
.then((g: FeatureCollection) => {
@@ -265,15 +605,28 @@ export default function WorldMap({
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: [] });
// Transient flash: pulse a bright outline over the changed regions, then fade
// to zero over a few seconds and self-clean. Idempotent per call.
// to zero over a few seconds and self-clean. Idempotent per call. `codes` are
// region keys (a turn can change individual sub-regions, v0.19 #16 P1); each
// lights up exactly the sub-region that owns that key.
function animateFlash(codes: string[]) {
const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined;
if (!geo || !src || cancelled) return;
src.setData(featuresByCodes(geo, codes));
if (!geo || !idKey || !src || cancelled) return;
src.setData(featuresByRegionKeys(geo, codes, idKey));
if (!map.getLayer(FLASH_LINE)) {
// Defensive re-add (normally created by ensureLayers). Keep it beneath the
// hover highlight when that layer exists; otherwise just append.
@@ -306,33 +659,71 @@ export default function WorldMap({
}
flashApiRef.current = animateFlash;
// The region a hovered/clicked feature belongs to is identified by its stable
// ISO_A3 code, read from `properties.regionId` (stamped by `applyRegions`).
// We must NOT use the feature's top-level `id`: MapLibre repacks a GeoJSON
// source's `id` into a numeric index when it stores the source, so the value
// exposed on `e.features[i].id` at interaction time is a number, never the
// ISO_A3 — resolving the owner from it is the "no owner" bug (#6).
// The sub-region a hovered/clicked feature belongs to is identified by its
// stable sub-region id in `properties.regionId` (stamped by `applyRegions`),
// and its **owner** is resolved from the authoritative RegionMap via the
// feature's stamped `properties.regionKey` through
// `mapFeatureOwner` — never from the repacked top-level `id` (a numeric
// index, #6) and never from the raw sub-region id (not a RegionMap key).
const onHover = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0];
if (!f) return;
// (v0.27, #44) A marker rendered on top of this region wins the hover.
// The region polygon is always beneath a marker, so this FILL_LAYER
// delegate fires in both cases; if a marker icon is under the cursor,
// show the marker's tooltip (name + type + owner) instead of the
// region's. `e.point` is the cursor's pixel position, so querying the
// marker layer there tests the icon's (small) hit area, not the whole
// region.
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
if (markerHits.length > 0) {
const mp = (markerHits[0].properties ?? {}) as {
type?: string;
name?: string;
owner?: string;
ownerColor?: string;
};
hoverPopup
.setLngLat(e.lngLat)
.setHTML(
markerTooltipHtml(
typeof mp.type === 'string' ? mp.type : '',
typeof mp.name === 'string' ? mp.name : '',
typeof mp.owner === 'string' ? mp.owner : '',
typeof mp.ownerColor === 'string' ? mp.ownerColor : '',
),
)
.addTo(map);
map.getCanvas().style.cursor = 'pointer';
// A marker has no region outline to highlight; clear the previous one
// (and reset lastHoverId so moving back onto a region re-triggers it).
lastHoverId = null;
(map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(emptyFC());
return;
}
const p = f.properties as { name?: string; regionId?: string };
const code = typeof p?.regionId === 'string' ? p.regionId : '';
if (code && code !== lastHoverId) {
lastHoverId = code;
const subId = typeof p?.regionId === 'string' ? p.regionId : '';
if (subId && subId !== lastHoverId) {
lastHoverId = subId;
const geo = baseGeoRef.current;
// The base GeoJSON feature's top-level `id` IS the ISO_A3, so match on
// that to recover the feature for the hover-highlight outline (the
// feature MapLibre hands us has a repacked numeric `id` we can't use).
const feat = geo?.features.find((x) => x.id != null && String(x.id) === code);
// The base GeoJSON feature's top-level `id` IS the sub-region id, so
// match on it to recover the exact feature for the hover-highlight
// outline (the feature MapLibre hands us has a repacked numeric `id`).
const feat = geo?.features.find((x) => x.id != null && String(x.id) === subId);
(map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(
feat ? { type: 'FeatureCollection', features: [JSON.parse(JSON.stringify(feat))] } : emptyFC(),
);
}
const region = regionOwner(regionsRef.current, code);
const region = mapFeatureOwner(regionsRef.current, f);
const nation = region ? nationsRef.current[region.ownerId] : undefined;
// (v0.22, #16 P3) whether this region is no man's land (released
// mid-game), so the ownerless tooltip can say so.
const pKey = f.properties?.regionKey;
const keyStr = typeof pKey === 'string' && pKey !== '' ? pKey : undefined;
const noMansLand = !region && keyStr !== undefined && unownedRef.current.has(keyStr);
hoverPopup
.setLngLat(e.lngLat)
.setHTML(hoverHtml(p?.name ?? code, region, nation))
.setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand, keyStr, regionStatsRef.current))
.addTo(map);
map.getCanvas().style.cursor = 'pointer';
};
@@ -345,17 +736,33 @@ export default function WorldMap({
};
// #7: a click does NOT open a popup — it switches the dossier to the region's
// owning nation. The owner is resolved from the stable ISO_A3 in
// `properties.regionId` via the RegionMap (never the repacked top-level
// `f.id`, #6). A region with no owner in the RegionMap (unowned territory)
// leaves the current dossier target unchanged — never a broken dossier.
// owning nation, resolved from the feature's stamped `properties.regionKey`
// via 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
// dossier target unchanged — never a broken dossier.
const onClick = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0];
if (!f) return;
const p = f.properties as { regionId?: string };
const code = typeof p?.regionId === 'string' ? p.regionId : '';
const region = regionOwner(regionsRef.current, code);
if (region?.ownerId) onFocusNationRef.current?.(region.ownerId);
// (v0.27, #44) A marker under the cursor: focus its owning nation
// (identical to its region's owner — the engine keeps a marker's owner in
// sync with the region) and carry the marker's name into the dossier.
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
if (markerHits.length > 0) {
const mp = (markerHits[0].properties ?? {}) as { ownerId?: string; name?: string };
const owner = typeof mp.ownerId === 'string' ? mp.ownerId : '';
if (owner) {
const info = typeof mp.name === 'string' ? { name: mp.name } : undefined;
onFocusNationRef.current?.(owner, info);
}
return;
}
const region = mapFeatureOwner(regionsRef.current, f);
if (!region?.ownerId) return;
// Carry the clicked sub-region's name so the dossier can show which region
// was selected.
const p = f.properties as { name?: string };
const info = { name: typeof p?.name === 'string' ? p.name : undefined };
onFocusNationRef.current?.(region.ownerId, info);
};
// Idempotent: (re)creates the sources + layers after any style (re)load and
@@ -363,16 +770,16 @@ export default function WorldMap({
// automatically, so no setWorkerUrl is needed.)
//
// The three choropleth sources are created up front (empty until the base
// geo arrives) so the layer structure always exists; `paintCountries` then
// stamps ownership + colors onto the countries source. This makes it immune
// geo arrives) so the layer structure always exists; `paintRegions` then
// stamps ownership + colors onto the regions source. This makes it immune
// to load-order races: if `ensureLayers` runs before the geo fetch
// resolves, the data is applied the moment the fetch lands; if the geo
// resolves first, `ensureLayers` uses it. No source is ever left stuck on
// `emptyFC()` — `ensureLayers` is retried on every `styledata`, and the
// regions effect re-paints whenever ownership changes.
const ensureSources = () => {
if (!map.getSource(COUNTRIES_SOURCE)) {
map.addSource(COUNTRIES_SOURCE, { type: 'geojson', data: emptyFC() });
if (!map.getSource(REGIONS_SOURCE)) {
map.addSource(REGIONS_SOURCE, { type: 'geojson', data: emptyFC() });
}
if (!map.getSource(HOVER_SOURCE)) {
map.addSource(HOVER_SOURCE, { type: 'geojson', data: emptyFC() });
@@ -380,57 +787,95 @@ export default function WorldMap({
if (!map.getSource(FLASH_SOURCE)) {
map.addSource(FLASH_SOURCE, { type: 'geojson', data: emptyFC() });
}
if (!map.getSource(MARKERS_SOURCE)) {
map.addSource(MARKERS_SOURCE, { type: 'geojson', data: emptyFC() });
}
};
// Stamp ownership + colors onto the countries source (no-op until geo loads).
const paintCountries = () => {
// Stamp ownership + colors onto the regions source (no-op until both the
// base geo and the region-key manifest are loaded).
const paintRegions = () => {
const geo = baseGeoRef.current;
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined;
if (!geo || !src) return;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current));
const idKey = idKeyRef.current;
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (!geo || !idKey || !src) return;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current));
};
// Stamp the current markers onto the marker source (v0.27, #44).
const paintMarkers = () => {
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
if (!src) return;
src.setData(buildMarkersFC(markersRef.current, nationsRef.current));
};
// Register the eight canvas-generated marker-type icon images (v0.27, #44).
// Images are cleared on a style (re)load, so this is (re)run from
// `ensureLayers` (which fires on every `styledata`). Self-contained — no
// external font/glyph endpoint — so markers render offline and
// deterministically.
const ensureMarkerImages = async () => {
for (const type of MARKER_TYPES) {
const id = `marker-${type}`;
if (map.getImage(id)) continue;
await map.addImage(id, drawMarkerIcon(type));
}
};
const ensureLayers = async () => {
if (cancelled) return;
ensureSources();
if (baseGeoRef.current) {
paintCountries();
} else {
if (!baseGeoRef.current) {
try {
await loadGeo();
} catch (err) {
console.error('failed to load countries geojson', err);
console.error('failed to load regions geojson', err);
}
if (cancelled) return;
paintCountries();
}
if (!idKeyRef.current) {
try {
await loadIdKey();
} catch (err) {
console.error('failed to load region keys', err);
}
}
if (cancelled) return;
paintRegions();
paintMarkers();
if (!map.getLayer(FILL_LAYER)) {
// The choropleth is the star: a high opacity so the vivid per-nation
// colors read clearly even on the dark background / over the terrain.
// Each sub-region carries its own owning nation's color (v0.19 #16 P1),
// so the fill traces region-key ownership, not country borders.
map.addLayer({
id: FILL_LAYER,
type: 'fill',
source: COUNTRIES_SOURCE,
source: REGIONS_SOURCE,
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 1.0 },
});
}
if (!map.getLayer(LINE_LAYER)) {
// Thin internal borders: every sub-region outline at a light weight so
// the subdivision reads within each country's uniform fill. The per-
// feature `stroke` alpha keeps owned borders a touch brighter than
// unowned ones (the v0.10 treatment, thinned for the finer grid).
map.addLayer({
id: LINE_LAYER,
type: 'line',
source: COUNTRIES_SOURCE,
paint: { 'line-color': ['get', 'stroke'], 'line-width': 1.25, 'line-opacity': 0.95 },
source: REGIONS_SOURCE,
paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.75, 'line-opacity': 0.95 },
});
}
// NOTE: layers are added in bottom→top order (each appends on top). The
// stack is: fill, base borders, player border, territory-change flash,
// hover brighten, hover outline. Do not use a `beforeId` here — it throws
// if that layer does not exist yet on a fresh style load.
// hover brighten, hover outline, and (top-most) the LLM-placed map
// markers' symbol layer (v0.27, #44). Do not use a `beforeId` here — it
// throws if that layer does not exist yet on a fresh style load.
if (!map.getLayer(PLAYER_LINE)) {
map.addLayer({
id: PLAYER_LINE,
type: 'line',
source: COUNTRIES_SOURCE,
source: REGIONS_SOURCE,
filter: ['==', ['get', 'isPlayer'], 1],
paint: { 'line-color': '#f59e0b', 'line-width': 2.2, 'line-opacity': 0.95 },
});
@@ -459,6 +904,36 @@ export default function WorldMap({
paint: { 'line-color': '#ffffff', 'line-width': 1.6, 'line-opacity': 0.9 },
});
}
// (v0.27, #44) The LLM-placed map markers: a top-most symbol layer.
// Each marker renders its type's canvas-generated icon (a distinct shape,
// per-type color from the shared MARKER_TYPE_INFO contract) with a dark
// outline for legibility on any choropleth fill. The icon images are
// self-contained (no external font/glyph endpoint), so markers render
// offline and deterministically. `icon-image` is `marker-<type>`, the
// named canvas images registered by `ensureMarkerImages` above.
await ensureMarkerImages();
if (!map.getLayer(MARKER_SYMBOL)) {
map.addLayer({
id: MARKER_SYMBOL,
type: 'symbol',
source: MARKERS_SOURCE,
layout: {
'icon-image': ['concat', 'marker-', ['get', 'type']],
'icon-size': 0.8,
'icon-allow-overlap': true,
'icon-ignore-placement': true,
},
});
}
// Marker interactions: the markers sit above the choropleth, but they
// deliberately share the region (FILL_LAYER) handlers registered below.
// MapLibre layer-scoped events are independent per-layer delegates (no
// propagation, no stopPropagation), so a marker-on-region would fire
// both a marker and a region handler. Instead the region handlers detect
// a marker under the cursor (see onHover/onClick) and act on the
// marker's data; clicking a marker focuses its owning nation via the
// same path as clicking its region (the marker's owner == its region's
// owner).
map.off('mousemove', FILL_LAYER, onHover);
map.off('mouseout', FILL_LAYER, onHoverOut);
map.off('click', FILL_LAYER, onClick);
@@ -482,30 +957,52 @@ export default function WorldMap({
};
}, []);
// Re-color the choropleth whenever ownership changes, and flash any regions
// whose owner changed since the last update (transient, self-cleaning).
// Re-color the choropleth whenever ownership changes, and flash each
// sub-region whose owner changed since the last update (a transient,
// self-cleaning pulse). The diff is over the region-keyed RegionMap (v0.19
// #16 P1); `animateFlash` lights up exactly the sub-region for each changed
// key. Re-runs when the no-man's-land set changes too (v0.22 #16 P3) so a
// release/re-claim repaints the grey even if the RegionMap diff alone
// wouldn't catch it.
useEffect(() => {
const map = mapRef.current;
const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const cur = regions;
const prev = prevRegionsRef.current;
prevRegionsRef.current = cur;
const wasPrimed = primedRef.current;
if (Object.keys(cur).length > 0) primedRef.current = true;
const unownedSet = new Set(unowned ?? []);
if (map && geo) {
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined;
if (src) void src.setData(applyRegions(geo, cur, playerNationId));
if (map && geo && idKey) {
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (src) void src.setData(applyRegions(geo, cur, playerNationId, idKey, unownedSet));
}
if (wasPrimed && prev) {
if (wasPrimed && prev && idKey) {
const changed = new Set<string>();
for (const code of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
if ((prev[code]?.ownerId ?? '') !== (cur[code]?.ownerId ?? '')) changed.add(code);
for (const key of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
if ((prev[key]?.ownerId ?? '') !== (cur[key]?.ownerId ?? '')) changed.add(key);
}
// A release (owned → unowned) and a re-claim (unowned → owned) both show
// up as ownerId changes above, so they flash like any other transfer.
if (changed.size > 0) flashApiRef.current?.([...changed]);
}
}, [regions, playerNationId]);
}, [regions, playerNationId, unowned]);
// (v0.27, #44) Repaint the marker symbol layer whenever the marker list
// changes (a turn placed/removed markers) or the nations record changes
// (a confirmed rename/merge changes an owner's display name). No-op until
// the map + source exist (the mount effect's ensureLayers applies the
// current data once the layer structure is in place).
useEffect(() => {
const map = mapRef.current;
if (!map) return;
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
if (!src) return;
src.setData(buildMarkersFC(markers ?? [], nations));
}, [markers, nations]);
// Full-viewport, edge-to-edge background layer. `position: fixed` is set
// inline because MapLibre's own stylesheet sets `.maplibregl-map` to
+47
View File
@@ -6,12 +6,21 @@ import type {
AddActionResponse,
AddDiplomacyResponse,
AdvisorResponse,
ConfirmNationOpResponse,
CreateGameResponse,
DeleteGameResponse,
GameSummary,
RejectNationOpResponse,
RemoveQueueItemResponse,
TurnResponse,
} from '@shared/protocol';
import type {
ScenarioCommitRequest,
ScenarioCommitResponse,
ScenarioDraftRequest,
ScenarioDraftResponse,
TemplateMeta,
} from '@shared/scenario';
async function req<T>(path: string, init?: RequestInit): Promise<T> {
const res = await fetch(path, {
@@ -60,6 +69,24 @@ export const api = {
method: 'POST',
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.
jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, {
@@ -75,4 +102,24 @@ export const api = {
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
`/api/games/${id}/map`,
),
// --- Dynamic scenario generation (v0.31, #52) ---------------------------
// The additive "Create scenario" path: a two-step LLM flow (design a draft
// world + checkpoint list, then finalize it into a saved, playable game).
// The era-template manifest for the form's cards (id / name / year / blurb).
listScenarioTemplates: () => req<{ templates: TemplateMeta[] }>('/api/scenarios/templates'),
// Step 1: design a draft world + an advisor checkpoint list from an era
// template + a free-text description. An LLM call — can be slow; a 502
// means the model is down or returned nothing usable (the caller toasts).
draftScenario: (body: ScenarioDraftRequest) =>
req<ScenarioDraftResponse>('/api/scenarios/draft', {
method: 'POST',
body: JSON.stringify(body),
}),
// Step 2: finalize the approved draft (constrained to the approved
// checkpoints) into a new, playable game and save it. Returns the id.
commitScenario: (body: ScenarioCommitRequest) =>
req<ScenarioCommitResponse>('/api/scenarios/commit', {
method: 'POST',
body: JSON.stringify(body),
}),
};
+3
View File
@@ -26,6 +26,9 @@ export const OUTCOME_COLORS: Record<EventOutcome, string> = {
failure: '#ef4444',
partial: '#f59e0b',
neutral: '#94a3b8',
// (v0.30, #50) engine-emitted "invasion repelled" — a muted, darker red so it
// reads as a defensive failure distinct from a bright outright `failure`.
repelled: '#9f1239',
};
/**
+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;
}
+1 -1
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@@ -20,5 +20,5 @@
"@/*": ["./src/*"]
}
},
"include": ["src", "server", "shared", "e2e", "vite.config.ts"]
"include": ["src", "server", "shared", "e2e", "scripts", "vite.config.ts"]
}
+1 -1
View File
@@ -13,7 +13,7 @@ export default defineConfig({
},
test: {
environment: 'node',
include: ['server/**/*.test.ts'],
include: ['server/**/*.test.ts', 'scripts/**/*.test.ts'],
testTimeout: 20000,
hookTimeout: 20000,
},