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Author SHA1 Message Date
kamilkrzywda 0ebdb36daa Merge pull request 'Switch map to sub-national regions (v0.12.0)' (#26) from feat/sub-national-map into master
CI / build + unit + e2e (push) Successful in 1m20s
2026-10-12 03:13:22 +02:00
kamilkrzywda 06cdbf3d81 Switch map to sub-national regions (v0.12.0)
CI / build + unit + e2e (pull_request) Successful in 1m18s
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
CI / build + unit + e2e (push) Successful in 1m21s
2026-10-12 02:47:21 +02:00
kamilkrzywda d5285ce28d Add sub-national regional dataset + generator (v0.11.0)
CI / build + unit + e2e (pull_request) Successful in 1m21s
Fixes #16
2026-10-12 00:33:11 +00:00
kamilkrzywda 8252b665b5 Merge pull request 'Fix map coastal-water bleed-through and border lines (v0.10.0)' (#24) from feat/map-border-style into master
CI / build + unit + e2e (push) Successful in 1m15s
2026-10-11 23:32:46 +02:00
kamilkrzywda 7d50cba061 Fix map coastal-water bleed-through and border lines (v0.10.0)
CI / build + unit + e2e (pull_request) Successful in 2m13s
Fixes #2
2026-10-11 21:26:25 +00:00
kamilkrzywda e70f65f112 Merge pull request 'Reduce turn latency: cap recent events (10→5) + concise-reasoning constraint (v0.9.0)' (#23) from feat/turn-latency-hardening into master
CI / build + unit + e2e (push) Successful in 2m16s
2026-10-11 23:03:53 +02:00
kamilkrzywda e38cc5933f Reduce turn latency: cap recent events (10→5) + concise-reasoning constraint (v0.9.0)
CI / build + unit + e2e (pull_request) Successful in 2m9s
Fixes #22
2026-10-11 20:59:18 +00:00
kamilkrzywda 858b901b8d Merge pull request 'v0.8.0 — remove a saved game & redirect on missing/deleted game (#20)' (#21) from feat/delete-saved-games into master
CI / build + unit + e2e (push) Successful in 1m39s
2026-10-11 22:35:58 +02:00
kamilkrzywda 17d6cecab9 feat: remove a saved game & redirect on missing/deleted game (#20)
CI / build + unit + e2e (pull_request) Successful in 1m14s
- DELETE /api/games/:id route + Db.delete() (404 when absent)
- PresetPicker: per-saved-game trash button + confirm dialog (Cancel/Delete)
- App: runDeleteGame; useSse onError -> goHome on 'deleted'/'not found'
  (a deleted/missing game now returns the live tab and any deep link home)
- DeleteGameResponse in shared/protocol.ts; api.deleteGame()
- unit test (Db.delete) + 2 e2e tests (home-screen delete; in-flight delete
  returns the active tab home and a fresh deep link lands on home)
- version 0.7.0 -> 0.8.0 + changelog

Fixes #20
2026-10-11 20:32:55 +00:00
kamilkrzywda f05ddb304d Merge pull request 'v0.7.0 — map click → dossier target; fix "no owner"' (#19) from map-click-dossier into master
CI / build + unit + e2e (push) Successful in 1m16s
2026-10-11 21:30:38 +02:00
kamilkrzywda eadae4dc4f map: click a region to switch the dossier to its owner; fix "no owner" (v0.7.0)
CI / build + unit + e2e (pull_request) Successful in 1m58s
2026-10-11 19:22:33 +00:00
kamilkrzywda 67f48fb99c Merge pull request 'v0.6.0 — advisor "thinking" indicator' (#18) from advisor-thinking into master
CI / build + unit + e2e (push) Successful in 2m5s
2026-10-11 20:38:56 +02:00
kamilkrzywda c19db2c118 advisor: show a "thinking" indicator during advisor fetches (v0.6.0)
CI / build + unit + e2e (pull_request) Successful in 1m33s
2026-10-11 18:32:09 +00:00
kamilkrzywda 977bf584ce Merge pull request 'v0.5.0 — HUD chrome: remove Map window, pin top bar, dockable left/right panels' (#17) from hud-dock into master
CI / build + unit + e2e (push) Successful in 2m12s
2026-10-11 19:49:20 +02:00
kamilkrzywda 6b167cb435 hud chrome: remove Map window, pin top bar, dockable left/right panels (v0.5.0)
CI / build + unit + e2e (pull_request) Successful in 2m18s
2026-10-11 17:40:01 +00:00
kamilkrzywda 762c120bbd Merge pull request 'v0.4.0 — fix queue-add race + per-item remove button' (#14) from queue-add-fix into master
CI / build + unit + e2e (push) Successful in 1m53s
2026-10-11 18:18:47 +02:00
kamilkrzywda cfcdd8b8a8 docs: clarify Gitea issue convention (reference filed issues; no redundant changelog issue)
CI / build + unit + e2e (pull_request) Successful in 1m57s
2026-10-11 16:15:00 +00:00
kamilkrzywda ef27b59762 0.4.0 — fix queue-add race + per-item remove button (#10, #11) 2026-10-11 16:09:29 +00:00
kamilkrzywda 3287bcaca4 Merge pull request 'v0.3.0 — URL deep-linking (game id in URL, multi-tab)' (#13) from url-deep-link into master
CI / build + unit + e2e (push) Successful in 1m53s
2026-10-11 17:39:18 +02:00
kamilkrzywda f622cb676a url deep-link: game id in #/game/<id>, multi-tab + bad-link fallback (v0.3.0)
CI / build + unit + e2e (pull_request) Successful in 1m52s
2026-10-11 15:32:51 +00:00
25 changed files with 2487 additions and 276 deletions
+75 -13
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@@ -14,7 +14,7 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
## Change process (mandatory) ## Change process (mandatory)
1. **Small, incremental, well-tested changes** — work is done one change at a time, in smaller parts; each part is tested before moving on. Connected tasks that touch the same area of code MAY be done together on one branch/PR with a single version bump (e.g. two tweaks to the same panel). 1. **Small, incremental, well-tested changes** — work is done one change at a time, in smaller parts; each part is tested before moving on. Connected tasks that touch the same area of code MAY be done together on one branch/PR with a single version bump (e.g. two tweaks to the same panel).
2. **Gitea issue first** — file an issue on Gitea (`https://git.kkhost.pl`, repo `OpenCode/History`) describing the change (title, scope, acceptance criteria) before or alongside creating the branch. The issue is the single source of intent; the PR references it. 2. **Gitea issue + `Fixes #N` in the PR** — the PR references (and, via `Fixes #N`, closes) the Gitea issue(s) the work addresses (`https://git.kkhost.pl`, repo `OpenCode/History`). If the user has already filed issue(s) for the change, reference those directly in the PR — no separate changelog issue is created; only file a fresh issue when the work has none pre-filed (e.g. a fix originating purely from chat feedback). `CHANGELOG.md` is always the durable changelog of what shipped.
3. **Feature branch + PR** — every change lands on a feature branch off `master` (no direct pushes to `master`). Open a pull request against `master` on Gitea; reference the issue in the PR description. 3. **Feature branch + PR** — every change lands on a feature branch off `master` (no direct pushes to `master`). Open a pull request against `master` on Gitea; reference the issue in the PR description.
4. **Changelog entry** — every change is listed in `CHANGELOG.md` with a version, date and time (format: `## v<version> — YYYY-MM-DD HH:MM`, then bullet points of what changed). 4. **Changelog entry** — every change is listed in `CHANGELOG.md` with a version, date and time (format: `## v<version> — YYYY-MM-DD HH:MM`, then bullet points of what changed).
5. **Version bump** — the version is updated in `package.json`. 5. **Version bump** — the version is updated in `package.json`.
@@ -27,8 +27,10 @@ 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 - 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` - Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse`
- Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON) - Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON)
- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a country choropleth - Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a **sub-national**
from `public/countries.geo.json` (`id` = ISO_A3) choropleth from `public/regions.geo.json` (2,597 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
`properties.parent` = the country's ISO_A3). Ownership and the LLM stay at **country**
granularity, so a sub-region inherits its parent country's owner color (see #16).
- The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an - The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an
**injectable transport** (mirrors `mesh-bot/src/llm`). A deterministic **stub** transport **injectable transport** (mirrors `mesh-bot/src/llm`). A deterministic **stub** transport
(`LLM_STUB=1`) is used by all tests/e2e. (`LLM_STUB=1`) is used by all tests/e2e.
@@ -48,13 +50,14 @@ history/
├── index.html ├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest) ├── presets/ # 5 scenario JSON files + index.json (manifest)
├── public/ ├── public/
│ └── countries.geo.json # 177 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 # 2,597 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
├── shared/ # NO runtime deps — the single source of truth ├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …) │ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/Jump request types + pure helpers │ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers
├── server/ ├── server/
│ ├── index.ts # Express: /api/* (action|diplomacy|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR │ ├── 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 / advisor │ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor
│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config │ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config
│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER │ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER
│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color) │ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color)
@@ -62,7 +65,7 @@ history/
│ ├── db.ts # SQLite open/save/load │ ├── db.ts # SQLite open/save/load
│ └── *.test.ts # unit tests (vitest) │ └── *.test.ts # unit tests (vitest)
└── src/ └── src/
├── App.tsx # screen router: home → pick → game; owns game/regions/advisors/busy state ├── App.tsx # screen router (home → pick → game) + manual hash router (#/game/<id>); owns game/regions/advisors/busy
├── main.tsx # React root + ThemeProvider(dark) ├── main.tsx # React root + ThemeProvider(dark)
├── index.css # Tailwind v4 + dark "command-center" theme ├── index.css # Tailwind v4 + dark "command-center" theme
├── lib/ ├── lib/
@@ -72,10 +75,11 @@ history/
│ └── utils.ts # cn() │ └── utils.ts # cn()
└── components/ └── components/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens ├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click popup + player highlight ├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier ├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list + "Jump forward" ├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
├── EventFeed.tsx # scrolling event log (newest first) ├── EventFeed.tsx # scrolling event log (newest first)
├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
├── StatBar.tsx ├── StatBar.tsx
└── ui/ # 14 shadcn/ui primitives └── ui/ # 14 shadcn/ui primitives
``` ```
@@ -87,7 +91,7 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently | | `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` | | `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 | | `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests in `server/` (19 tests) | | `npm test` | vitest unit tests in `server/` (39 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs | | `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config | | `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) | | `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
@@ -104,12 +108,34 @@ history/
- **No hardcoded origins.** The client uses same-origin relative paths (`/api/...`, `/sse/...`). - **No hardcoded origins.** The client uses same-origin relative paths (`/api/...`, `/sse/...`).
In dev, Vite proxies them to :4321; in prod/Traefik they're the same origin. So the app works In dev, Vite proxies them to :4321; in prod/Traefik they're the same origin. So the app works
unchanged behind the proxy — never bake in `http://host:port`. unchanged behind the proxy — never bake in `http://host:port`.
- **Hash-based routing (client-only).** The active game's id lives in the URL fragment: home is
`#/` (a bare page with no hash is also home) and an active game is `#/game/<id>`. This is a manual
hash sync in `App.tsx` — no react-router, no server route (every non-API GET just serves
`index.html`), so it is Traefik/static-safe. A deep link opens that exact game and two tabs can
run two different games (each has its own React state + `useSse(game.id)`). The URL hash takes
precedence over the localStorage active-game id, which remains the fallback for a bare `/` load;
a bad/missing id clears the hash to `#/` and falls back to home.
- **Batched round model.** Actions and diplomatic messages are queued in `game.pending` via - **Batched round model.** Actions and diplomatic messages are queued in `game.pending` via
`POST /action` and `POST /diplomacy` (fast, no LLM call, no turn advance). A single `POST /action` and `POST /diplomacy` (fast, no LLM call, no turn advance). A single
`POST /jump` ("Jump forward") commits the whole pending batch in one LLM turn: `engine.runTurn` `POST /jump` ("Jump forward") commits the whole pending batch in one LLM turn: `engine.runTurn`
sends the entire `pending` array to the model, applies the `TurnResult`, clears `pending`, and sends the entire `pending` array to the model, applies the `TurnResult`, clears `pending`, and
advances the turn. An empty round (no items queued) is allowed and lets the world advance on its advances the turn. An empty round (no items queued) is allowed and lets the world advance on its
own. This design reduces LLM call frequency and makes each call a coherent batch of work. own. This design reduces LLM call frequency and makes each call a coherent batch of work.
Queued items can be removed again via `POST /queue/remove` (by index — the client offers a
trash button per row with a confirm dialog); like the adds it never advances the turn.
- **Advisor "thinking" state (separate from the turn `busy`).** The Advisor tab shows a thinking hint
(mirroring the turn's `sim-hint`) and disables its "Ask advisor" button while the advisor LLM call is
in flight, and the top-bar `status-indicator` reads "Advisor thinking…". It is a distinct `advisorBusy`
flag in `App.tsx` and must never gate "Jump forward" or the turn flow.
- **Monotonic `GameState.version` — clients "never go backwards".** Every mutation (queue
add/remove, turn commit) bumps `state.version` in the engine (`queueRoundItem` /
`removeRoundItem` / `applyTurnResult`); it starts at 1 on game creation, is persisted in SQLite,
and legacy games without the field are treated as version 0. ALL state ingestion on the client —
SSE `state`/`turn` events, REST responses (add/remove/jump), and game loads — flows through the
single `applyState` in `App.tsx`: a *different* game id is always adopted, the *same* game only
when the incoming version is not older than the current one (compared inside the functional
`setGame` updater, so it can't act on a stale closure). This is what stops a late-arriving stale
SSE snapshot from clobbering the UI (see Gotchas, #10).
- **Defensive turn handling, never crash.** `engine.runTurn` strips fences, extracts the first - **Defensive turn handling, never crash.** `engine.runTurn` strips fences, extracts the first
balanced `{...}`, `JSON.parse`s, validates (ignores invalid ops, clamps stats to 0–100), retries balanced `{...}`, `JSON.parse`s, validates (ignores invalid ops, clamps stats to 0–100), retries
once with a nudge if the result is empty/invalid, and if it's still unusable emits a generic once with a nudge if the result is empty/invalid, and if it's still unusable emits a generic
@@ -117,6 +143,22 @@ history/
(model down) surfaces as an HTTP 502 to the client (shown as a toast). (model down) surfaces as an HTTP 502 to the client (shown as a toast).
- **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the - **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the
server's `RegionMap` and any client coloring so the choropleth always agrees. server's `RegionMap` and any client coloring so the choropleth always agrees.
- **Map click → dossier target (owner resolved from the RegionMap, via the parent country).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
**parent country's** owning nation (`focusNation(ownerId)` in `GameScreen`, which also records
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 the **parent country's** ISO_A3) via the feature's
`properties.parent`, using the shared `mapFeatureOwner()` helper (`regionId` still holds the
sub-region's own id, e.g. `FRA-03`). 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 sub-region
`id` (not a `RegionMap` key). Sub-regions of a country with no `RegionMap` entry (unowned) leave
the current dossier target unchanged — never a broken dossier. The hover path (a non-closeable
tooltip showing the sub-region name + parent country + owner + key stats) uses the same resolution.
**PR 2 of #16:** the map renders `regions.geo.json` (sub-national) but ownership/territory and the
LLM stay at country level — a nation owns whole countries, so all its sub-regions share the country's
color, and a whole-country transfer flips all its sub-regions at once (PR 3 will make sub-regions
individually ownable).
- **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per - **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per
queued round item: each `action` item → one military/success event, each `diplomacy` item → one queued round item: each `action` item → one military/success event, each `diplomacy` item → one
diplomatic/partial event, an empty round → one political "The world moves on" event. The player diplomatic/partial event, an empty round → one political "The world moves on" event. The player
@@ -124,6 +166,15 @@ history/
the player is allied with the first other nation (by key order in the `nations` record), and the the player is allied with the first other nation (by key order in the `nations` record), and the
date advances 2 days. Unit + e2e assertions rely on these exact values, so keep the stub date advances 2 days. Unit + e2e assertions rely on these exact values, so keep the stub
deterministic. 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**
panels are free-floating by default (the same first-run positions as before) but can each be
**docked** into a full-height left or right pane; the choice is persisted in `localStorage`
(`history.floatwin.v1.dock`) and restored on reload, so the default "float" reproduces the
original layout until the user docks something. The **legend** stays a small floating widget (not
dockable). There is **no "Map" window** — the map is zoomed/panned directly (wheel/trackpad +
drag).
- Styling: Tailwind utility classes + shadcn/ui only; dark "command-center" theme (slate bg, amber - Styling: Tailwind utility classes + shadcn/ui only; dark "command-center" theme (slate bg, amber
primary, cyan accent). No CSS beyond the Tailwind import in `src/index.css`. primary, cyan accent). No CSS beyond the Tailwind import in `src/index.css`.
@@ -163,6 +214,16 @@ history/
## Gotchas ## Gotchas
- **Stale SSE snapshots can arrive *after* a fresher REST response — the version guard is what
keeps the UI honest (#10).** The SSE `state` event sent on connect/resync is a snapshot taken at
the moment the request is handled, and the SSE stream and the REST responses ride different
connections (Vite proxy in dev, Traefik in prod) with no delivery-order guarantee. A snapshot
taken just before a mutation is saved (e.g. the on-connect resync racing a quick "Add action")
can reach the browser *after* that mutation's REST response. Pre-v0.4.0 the client applied any
incoming state unconditionally, so a just-queued item could vanish ("add one: nothing happened,
add another: both appears" — issue #10). Now every state carries a monotonic `version` and
`App.tsx`'s `applyState` drops same-game states whose version is older than the current one.
Don't add unguarded `setGame` calls or remove the version comparison.
- **502s were the reasoning model exhausting its output budget.** The original client sent only - **502s were the reasoning model exhausting its output budget.** The original client sent only
`max_tokens: 4000`; `qwen3.8-27b`'s chain-of-thought alone often exceeded 4000 tokens, so `max_tokens: 4000`; `qwen3.8-27b`'s chain-of-thought alone often exceeded 4000 tokens, so
`content` came back `null`, which the client treated as fatal → HTTP 502 (~half of turns), `content` came back `null`, which the client treated as fatal → HTTP 502 (~half of turns),
@@ -186,5 +247,6 @@ history/
caught. caught.
- **`better-sqlite3`** is the only native module; the Docker build relies on its prebuilt binary - **`better-sqlite3`** is the only native module; the Docker build relies on its prebuilt binary
(works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle. (works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle.
- The `dist/` client is committed to the build output only; `public/countries.geo.json` is copied - The `dist/` client is committed to the build output only; the `public/` geo files
into `dist/` by Vite at build time, so the prod image serves it from `dist/` (no separate copy). (`regions.geo.json` — the choropleth — and `countries.geo.json`) are copied into `dist/` by Vite
at build time, so the prod image serves them from `dist/` (no separate copy).
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@@ -2,6 +2,65 @@
All notable changes to **History** are listed here, newest first. All notable changes to **History** are listed here, newest first.
## 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.
- Fixes #2.
## v0.9.0 — 2026-10-11 20:57
- **Reduced turn latency (prompt-level):** capped `recentEvents` in the turn prompt from the last 10 to the last 5 events, and added a HARD CONSTRAINT asking the reasoning model to keep its internal analysis brief before emitting the JSON. This shortens the chain-of-thought (the 170–223s turn driver) and lowers the risk of exhausting the 4000-token output budget before the answer (the original 502 failure mode). Reasoning stays enabled (`reasoning_effort: low`); the deterministic stub, the `TurnResult` contract, `max_tokens`, and `reasoning_effort` are all unchanged.
## v0.8.0 — 2026-10-11 20:29
- **Remove a saved game (#20)** — every saved game now has a delete control: a trash button on its card in the home screen's "Saved games" section opens a confirmation dialog ("Delete this game?" showing the scenario/turn/date) with Cancel and a destructive Delete. The new `DELETE /api/games/:id` route removes the game's row from SQLite and returns `{ deleted: true }` (404 if the id is unknown).
- **Redirect on a missing/deleted game (#20)** — loading a non-existent game id no longer leaves you stranded. A deep link to a missing game already fell back to home, and now a game that disappears *while its tab is open* (deleted from another tab or the same session) is pushed home too: the server broadcasts an SSE `error` event on delete, and the client's `useSse` gains an `onError` handler that returns the tab to the home screen (matching the existing "game not found" connect behavior).
- `PresetPicker` gained an `onDelete` prop, a per-card `data-game-id` attribute, the delete button, and the confirm dialog; `api.deleteGame(id)`, `Db.delete(id)`, and the shared `DeleteGameResponse` type were added to support it.
- **Unit + e2e tests** — new `Db.delete` test (removes by id; reports absence for unknown / already-gone ids) and two e2e specs: (a) deleting a saved game from the home screen (open → cancel leaves it; confirm removes the card, the response is `{deleted:true}`, and a follow-up `GET` is 404), and (b) deleting an open game (the live tab is pushed home via the SSE error, and a fresh deep-link to the deleted id lands on home).
## v0.7.0 — 2026-10-11 19:17
- Clicking a map region now switches the selected dossier to that region's owning nation instead of opening a popup (#7). The closeable click popup is gone; a hover tooltip (owner + key stats) is kept. The manual "Inspect" selector still works and stays in sync — both it and a map click drive the same dossier target.
- Fixed: a clicked owned region no longer reports "no owner" (#6). Root cause: MapLibre repacks a GeoJSON source's top-level `id` (the ISO_A3 string) into a numeric index when it stores the source, so the feature a click/hover handler receives has a *number* for `id` — the old `regions[f.id]` lookup resolved to nothing, and the popup read "No owner" even for owned regions (the choropleth fill still worked because it is stamped from the original `id` before `setData`). Fix: `applyRegions` now stamps the stable ISO_A3 code into `properties.regionId` (and `ownerId`), which survives into the rendered features, and both the click and hover handlers resolve the owning nation from that code via the authoritative RegionMap — never from the repacked `feature.id`.
- Unowned regions (no entry in the RegionMap) do not change the dossier when clicked — the current target is left in place (a deliberate, non-crashing choice rather than a special "unowned" dossier state).
- New shared helper `regionOwner(regions, isoA3)` in `@shared/protocol` (the pure, single source of truth for "ISO_A3 → owner record").
- **Unit tests** — new `regionOwner` tests (owned → owner record, unowned → undefined, empty/missing → undefined) plus a #6 regression guard that pins the exact MapLibre-repacked feature shape (numeric `id`, ISO_A3 in `properties.regionId`) and asserts resolution via `properties.regionId` works while the old `feature.id` path fails (44 tests, up from 39).
## v0.6.0 — 2026-10-11 18:27
- Advisor fetches now show a "thinking" indicator (mirroring the turn's "Simulating…" hint) while the model responds, and the Ask-advisor button disables during the fetch; the top-bar status shows "Advisor thinking…" in the meantime. Fixes #15.
## v0.5.0 — 2026-10-11 17:36
- **HUD revamp** — removed the "Map" window (the full-screen map is directly interactive via scroll/trackpad; no floating zoom control, and the now-dead `MapApi`/`onMapReady` map plumbing is removed from `WorldMap`); the top bar is now a fixed, non-movable element pinned to top-center a few px from the top (a new `pinned` mode on `FloatingWindow` — viewport-centered, no drag, no persisted position, always above other windows); and the dossier / event-feed / action panels can each be docked into a left or right full-height pane (a new `dock`/`onDockChange` mode on `FloatingWindow`, with small left/right/float controls in each title bar, choice persisted in `localStorage` and reproduced on reload; the default "float" reproduces the current first-run layout exactly). The legend stays a small floating widget. Fixes #4, Fixes #5.
- **`FloatingWindow`** — new optional props: `pinned` (top-center fixed bar), `dock` (`'left'`/`'right'` full-height columns) and `onDockChange` (renders the dock controls and reports the mode), plus `dataTestId` (a `data-testid` on the window root for e2e). `anchor` is now optional (defaults to `top-center`).
- **New `data-testid`s** — `top-bar` (pinned header), `panel-dossier` / `panel-feed` / `panel-action` (per-window roots), and `dock-left` / `dock-right` / `dock-float` (per-window dock controls).
- **New localStorage key** — `history.floatwin.v1.dock` (per-id dock mode); mirrors the existing `history.floatwin.v1.collapsed`.
- **E2E** — new "HUD revamp" suite: asserts the Map window and its zoom buttons are gone, the top bar is pinned and horizontally centered a few px from the top (and doesn't move under a drag attempt), the dossier docks to the left edge (full-height) and the feed to the right edge, and a dock choice survives a page reload — all deterministic under `LLM_STUB=1` (11 tests, up from 9).
## v0.4.0 — 2026-10-11 16:02
- **Fix: queued items disappearing from the pending list (#10).** Root cause: SSE `state` events carried no freshness information, and the client's `onState`/`onTurn` handlers applied any incoming snapshot unconditionally. A stale snapshot — e.g. the SSE on-connect resync taken just before an add was saved, or an EventSource auto-reconnect — could arrive *after* the add's REST response and clobber it, so "add one: nothing happens, add another: both appear". Fix: every mutation now bumps a monotonic `GameState.version` (persisted in SQLite, started at 1 on create, bumped by `queueRoundItem`, the new `removeRoundItem`, and `applyTurnResult`; legacy games without the field are treated as version 0), and the client routes *every* state ingestion (SSE events, add/remove/jump responses, game loads) through a single "never go backwards" rule: a different game id is always adopted, the same game only when the incoming version is not older than the current one (compared inside the functional `setGame` updater, so it is stale-closure-proof).
- **New: remove button for queued items (#11).** Each pending-queue row in "Your move" has a small trash-icon button that opens a shadcn `Dialog` confirmation (item quoted, Cancel / destructive Remove, dark command-center styling). Confirming calls the new `POST /api/games/:id/queue/remove` (body `{ index }`) — same fast save → broadcast → respond order as the add routes, no LLM, no turn advance; invalid indices get a 400. The client `api.removeQueueItem(id, index)` is version-gated like every other state update, so the list can never regress after a removal.
- **Unit tests** — new `removeRoundItem` tests (valid removal + version bump, out-of-bounds/non-integer → `null`), version-bump assertions for `queueRoundItem`/`applyTurnResult`/stub turn, a legacy-no-version case, and version round-trip in `db.test.ts` (39 tests, up from 35).
- **E2E** — new "queue add is never clobbered by a stale SSE snapshot" test (one add appears immediately, still there after a 1s grace period for late SSE events, version strictly increases across adds, queue survives a full page reload) and a "remove with confirmation" test (cancel keeps the item, confirm removes it, no turn advance, version persisted) — all deterministic under `LLM_STUB=1`.
## v0.3.0 — 2026-10-11 15:29
- **Deep-linking** — the active game's id now lives in the URL (`#/game/<id>`), so a link opens that exact game and two tabs can run two different games; a bad or missing id falls back to the home screen. Fixes #3.
## v0.2.0 — 2026-10-11 14:24 ## v0.2.0 — 2026-10-11 14:24
- **Batched round model** — replaced the single-action/turn with a queued-round model. Actions and diplomatic messages accumulate in `game.pending` (no LLM call, no turn advance); a single "Jump forward" button commits the whole batch in one LLM turn. This fixes the 502 reliability problem by making each LLM call do one coherent batch of work instead of one tiny fragment. - **Batched round model** — replaced the single-action/turn with a queued-round model. Actions and diplomatic messages accumulate in `game.pending` (no LLM call, no turn advance); a single "Jump forward" button commits the whole batch in one LLM turn. This fixes the 502 reliability problem by making each LLM call do one coherent batch of work instead of one tiny fragment.
+463
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@@ -180,3 +180,466 @@ test.describe('History — save / resume across a page refresh', () => {
await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom'); await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom');
}); });
}); });
/**
* Queue reliability — issue #10. A queued item must appear in the pending list
* right after its REST response AND stay there: before the fix, a stale SSE
* `state` snapshot (the on-connect resync taken just before the add was saved,
* carrying no freshness marker) could arrive after the REST response and
* clobber it — "add one: nothing happens, add another: both appear". The fix
* gives every mutation a monotonic `GameState.version` and the client applies
* an incoming state only when it is not older than the current one.
*/
test.describe('History — queue add is never clobbered by a stale SSE snapshot (#10)', () => {
test('one added action appears immediately and survives late SSE snapshots', async ({
page,
}) => {
test.setTimeout(90000);
const id = await createUkGame(page);
const origin = await page.evaluate(() => location.origin);
// Game screen at turn 1, nothing queued yet.
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
await expect(page.getByTestId('pending-empty')).toBeVisible();
// Queue exactly ONE action and assert it appears immediately (turn/date
// unchanged, no events yet).
await page.getByTestId('action-textarea').fill('Hold the line at the channel');
const [addResp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === `/api/games/${id}/action`,
),
page.getByTestId('add-action').click(),
]);
const addBody = (await addResp.json()) as { game: { version: number; pending: unknown[] } };
expect(addBody.game.pending).toHaveLength(1);
await expect(page.getByTestId('pending-item')).toHaveCount(1);
await expect(page.getByTestId('pending-item').first()).toHaveAttribute('data-kind', 'action');
await expect(page.getByTestId('pending-item').first()).toContainText('Hold the line at the channel');
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
await expect(page.getByTestId('event-item')).toHaveCount(0);
await expect(page.getByTestId('title-queued')).toHaveText('1 queued');
// Let any in-flight / late SSE snapshot (on-connect resync, auto-reconnect)
// have its chance to arrive. Under the stub these settle in milliseconds;
// a second is generous. Before the version fix, a stale one could clobber
// the just-added item here.
await page.waitForTimeout(1000);
// The item is still there — the stale snapshot was dropped, not applied.
await expect(page.getByTestId('pending-item')).toHaveCount(1);
await expect(page.getByTestId('pending-item').first()).toContainText('Hold the line at the channel');
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Protocol-level check: a later mutation (a second queued item) must carry
// a strictly higher version than the one we just saw.
await page.getByTestId('action-textarea').fill('Scramble the night fighters');
const [add2Resp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === `/api/games/${id}/action`,
),
page.getByTestId('add-action').click(),
]);
const add2Body = (await add2Resp.json()) as { game: { version: number } };
expect(add2Body.game.version).toBeGreaterThan(addBody.game.version);
await expect(page.getByTestId('pending-item')).toHaveCount(2);
// The game persisted with a version survives a full page reload.
await page.goto(`${origin}/#/game/${id}`);
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('pending-item')).toHaveCount(2, { timeout: 15000 });
});
});
/**
* Per-item removal — issue #11. Each queued row has a small trash button that
* opens a confirmation dialog; confirming removes the item server-side
* (POST /api/games/:id/queue/remove, no turn advance) and cancelling keeps it.
*/
test.describe('History — remove a queued item with confirmation (#11)', () => {
test('cancel keeps the item; confirm removes it', async ({ page }) => {
test.setTimeout(90000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Queue one action.
await page.getByTestId('action-textarea').fill('Open the back channel with Vichy');
await page.getByTestId('add-action').click();
await expect(page.getByTestId('pending-item')).toHaveCount(1);
// Trash icon → confirmation dialog.
await page.getByTestId('remove-queue-item').click();
const dialog = page.getByTestId('remove-confirm-dialog');
await expect(dialog).toBeVisible();
await expect(dialog).toContainText('Open the back channel with Vichy');
// Cancel: the item stays queued.
await page.getByTestId('remove-cancel').click();
await expect(dialog).not.toBeVisible();
await expect(page.getByTestId('pending-item')).toHaveCount(1);
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Open again and confirm: the item is removed server-side.
await page.getByTestId('remove-queue-item').click();
await expect(dialog).toBeVisible();
const [removeResp] = await Promise.all([
page.waitForResponse(
(r) =>
r.request().method() === 'POST' &&
new URL(r.url()).pathname === `/api/games/${id}/queue/remove`,
),
page.getByTestId('remove-confirm').click(),
]);
const removeBody = (await removeResp.json()) as { game: { version: number; pending: unknown[] } };
expect(removeBody.game.pending).toHaveLength(0);
await expect(dialog).not.toBeVisible();
await expect(page.getByTestId('pending-empty')).toBeVisible();
await expect(page.getByTestId('title-queued')).not.toBeVisible();
// Still turn 1, no events — removing never advances the round.
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('1939-09-01');
await expect(page.getByTestId('event-item')).toHaveCount(0);
// The bumped version is persisted with the game (it survives a reload).
const after = await page.evaluate(
async (gameId) =>
((await fetch(`/api/games/${gameId}`)).json()) as Promise<{ game: { version: number } }>,
id,
);
expect(after.game.version).toBe(removeBody.game.version);
});
});
/**
* URL deep-linking (issue #3). The active game's id lives in the URL fragment:
* home is `#/` and an active game is `#/game/<id>`. A fresh page navigated to
* that hash loads that exact game; a bad/missing id falls back to home and
* clears the hash; returning to home clears it. A browser context is fresh per
* test, so localStorage is isolated, but the e2e webServer shares one SQLite
* (`data/e2e`) across tests — so each test captures the *specific* id of the
* game it creates (via the POST /api/games response) rather than assuming "the
* only game".
*/
/**
* Start the first scenario (World War II) and pick the United Kingdom, returning
* the freshly created game's id (read from the POST /api/games response). Leaves
* the caller on the game screen at turn 1.
*/
async function createUkGame(page: Page): Promise<string> {
await page.goto('/');
await page.getByTestId('preset-card').first().waitFor({ timeout: 15000 });
await page.getByTestId('preset-card').first().getByRole('button', { name: 'Play' }).click();
await expect(page.getByTestId('world-background')).toBeVisible();
const [resp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/games',
),
page
.getByTestId('nation-card-uk')
.getByRole('button', { name: 'Play as United Kingdom' })
.click(),
]);
const body = (await resp.json()) as { game: { id: string } };
return body.game.id;
}
/** 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 },
);
}
test.describe('History — URL deep-linking (#/game/<id>)', () => {
test('creating a game puts its id in the URL', async ({ page }) => {
test.setTimeout(60000);
const id = await createUkGame(page);
// The game screen mounts at turn 1; the URL-sync effect writes the deep link.
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom');
await waitHash(page, `#/game/${id}`);
});
test('a fresh page deep-links to the exact saved game', async ({ page, context }) => {
test.setTimeout(60000);
const id = await createUkGame(page);
await waitHash(page, `#/game/${id}`);
const origin = await page.evaluate(() => location.origin);
// A brand-new page navigated straight to the deep link must load that exact
// game (matching id, preset, and player) — the URL hash takes precedence over
// the (shared) localStorage, so this is deterministic.
const page2 = await context.newPage();
await page2.goto(`${origin}/#/game/${id}`);
await expect(page2.getByTestId('world-map')).toBeVisible();
await expect(page2.getByTestId('turn-count')).toHaveText('1');
await expect(page2.getByTestId('player-nation')).toHaveText('United Kingdom');
await waitHash(page2, `#/game/${id}`);
await page2.close();
});
test('a bad game id falls back to the home screen and clears the hash', async ({
page,
context,
}) => {
test.setTimeout(60000);
await page.goto('/');
const origin = await page.evaluate(() => location.origin);
// A fresh page navigated to a non-existent id must not crash: it lands on the
// home screen and the bad hash is cleared to `#/`.
const page2 = await context.newPage();
await page2.goto(`${origin}/#/game/does-not-exist-xyz`);
await expect(page2.getByTestId('preset-card').first()).toBeVisible({ timeout: 20000 });
await waitHash(page2, '#/');
await page2.close();
});
test('returning to home from a game clears the hash to #/', async ({ page }) => {
test.setTimeout(60000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await waitHash(page, `#/game/${id}`);
// "← Scenarios" returns to the home screen; the URL-sync effect clears the hash.
await page.getByTestId('back-to-scenarios').click();
await expect(page.getByTestId('preset-card').first()).toBeVisible({ timeout: 15000 });
await waitHash(page, '#/');
});
});
/**
* HUD revamp (issues #4 and #5). The floating "Map" zoom window is gone — the
* full-bleed map is driven directly by wheel/trackpad + drag. The top bar is a
* *pinned* element: fixed, non-movable, centered at the top a few px down. The
* dossier / feed / action panels can each be docked into a full-height left or
* right pane (persisted in `localStorage`); the legend stays a small floating
* widget.
*/
test.describe('History — HUD revamp (pinned top bar, dockable panels, no Map window)', () => {
test('Map window is gone; top bar is pinned top-center; panels dock left/right', async ({
page,
}) => {
test.setTimeout(90000);
await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
const vw = page.viewportSize()!.width;
const vh = page.viewportSize()!.height;
// --- #4: the "Map" zoom window is gone --------------------------------
// No zoom window element, and no zoom-in/zoom-out buttons anywhere on the
// game screen.
await expect(page.locator('[data-float-window="zoom"]')).toHaveCount(0);
await expect(page.getByTestId('zoom-in')).toHaveCount(0);
await expect(page.getByTestId('zoom-out')).toHaveCount(0);
// --- #5a: the top bar is pinned, centered at the top ------------------
const topBar = page.getByTestId('top-bar');
await expect(topBar).toBeVisible();
const barBox = (await topBar.boundingBox())!;
// Horizontally centered: x ≈ (viewportWidth − width) / 2 …
expect(Math.abs(barBox.x - (vw - barBox.width) / 2)).toBeLessThanOrEqual(3);
// …and a few px down from the top edge (y ≈ 8).
expect(barBox.y).toBeGreaterThanOrEqual(6);
expect(barBox.y).toBeLessThanOrEqual(10);
// A pointer-drag attempted on the pinned bar must not move it (it has no
// drag handlers; the map behind it never receives a mousedown).
await page.mouse.move(barBox.x + barBox.width / 2, barBox.y + barBox.height / 2);
await page.mouse.down();
await page.mouse.move(barBox.x + barBox.width / 2 + 60, barBox.y + barBox.height / 2 + 40, {
steps: 6,
});
await page.mouse.up();
const barBoxAfter = (await topBar.boundingBox())!;
expect(Math.abs(barBoxAfter.x - barBox.x)).toBeLessThanOrEqual(1);
expect(Math.abs(barBoxAfter.y - barBox.y)).toBeLessThanOrEqual(1);
// --- #5b: the dossier docks into a full-height left pane --------------
const dossier = page.getByTestId('panel-dossier');
await dossier.getByTestId('dock-left').click();
const dBox = (await dossier.boundingBox())!;
// Pinned to the left edge, filling the viewport height.
expect(dBox.x).toBeLessThanOrEqual(2);
expect(dBox.y).toBeLessThanOrEqual(2);
expect(Math.abs(dBox.height - vh)).toBeLessThanOrEqual(3);
expect(Math.abs(dBox.width - 300)).toBeLessThanOrEqual(3);
// --- #5b: the event feed docks into a full-height right pane ----------
const feed = page.getByTestId('panel-feed');
await feed.getByTestId('dock-right').click();
const fBox = (await feed.boundingBox())!;
// Pinned to the right edge: its right side sits on the viewport edge.
expect(Math.abs(fBox.x + fBox.width - vw)).toBeLessThanOrEqual(3);
expect(Math.abs(fBox.height - vh)).toBeLessThanOrEqual(3);
// The "Your move" deck is still a floating panel (we never docked it).
await expect(page.getByTestId('panel-action')).toBeVisible();
});
test('a dock choice survives a page reload (persisted in localStorage)', async ({
page,
}) => {
test.setTimeout(90000);
await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
const vh = page.viewportSize()!.height;
// Dock the dossier into the left pane.
const dossier = page.getByTestId('panel-dossier');
await dossier.getByTestId('dock-left').click();
const before = (await dossier.boundingBox())!;
expect(before.x).toBeLessThanOrEqual(2);
expect(Math.abs(before.height - vh)).toBeLessThanOrEqual(3);
// Reload: the persisted dock choice must restore the docked layout, and the
// deep link restores the game.
await page.reload();
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1', { timeout: 20000 });
const after = (await page.getByTestId('panel-dossier').boundingBox())!;
expect(after.x).toBeLessThanOrEqual(2);
expect(Math.abs(after.height - vh)).toBeLessThanOrEqual(3);
expect(Math.abs(after.width - 300)).toBeLessThanOrEqual(3);
});
});
/**
* Advisor "thinking" indicator (issue #15). Asking the advisor is a *separate*
* LLM call with its own `advisorBusy` flag — it must never block the turn flow.
* Under the deterministic stub the fetch resolves in milliseconds, so the
* transient thinking state is too short to assert mid-flight reliably. Instead
* we assert the *terminal* states, which are deterministic: before the fetch the
* button is enabled and the hint is absent; after it, the advisor list is
* populated (5 canned ideas), the hint is gone, the button is re-enabled, and
* the top bar is back to "Idle".
*/
test.describe('History — Advisor thinking indicator (#15)', () => {
test('asking the advisor populates the list and clears the busy state', async ({ page }) => {
test.setTimeout(90000);
await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
// Open the Advisor tab.
await page.getByTestId('tab-advisor').click();
// Before any fetch: the button is enabled, no thinking hint, no results yet.
const ask = page.getByTestId('ask-advisor');
await expect(ask).toBeEnabled();
await expect(page.getByTestId('advisor-hint')).toHaveCount(0);
await expect(page.getByTestId('advisor-list')).toHaveCount(0);
// Ask the advisor (with an optional focus). The stub returns 5 canned ideas.
await page.getByTestId('advisor-prompt').fill('the nuclear standoff');
await ask.click();
// Terminal state: the result populates the advisor list.
await expect(page.getByTestId('advisor-list')).toBeVisible({ timeout: 20000 });
await expect(page.getByTestId('advisor-item')).toHaveCount(5, { timeout: 20000 });
// The fetch finished: the thinking hint is gone and the button is re-enabled.
await expect(page.getByTestId('advisor-hint')).toHaveCount(0);
await expect(ask).toBeEnabled();
// Nothing is in flight now, so the top bar reports idle (not the turn flow).
await expect(page.getByTestId('status-indicator')).toHaveText(/Idle/);
});
});
/**
* Remove a saved game (#20): a saved game can be deleted from the home screen
* (with a confirmation dialog), and loading a non-existent / deleted game id
* (directly or via a stale open tab) returns the user to the home screen.
*/
test.describe('History — remove a saved game & redirect (#20)', () => {
test('deleting a saved game from the home screen removes it (with confirmation)', async ({
page,
}) => {
test.setTimeout(90000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
// Back to the home screen, where the just-created game appears in "Saved games".
await page.getByTestId('back-to-scenarios').click();
await expect(page.getByTestId('saved-games')).toBeVisible({ timeout: 15000 });
const card = page.locator(`[data-game-id="${id}"]`);
await expect(card).toBeVisible();
// Opening the confirm dialog…
await card.getByTestId('delete-game').click();
const dialog = page.getByTestId('delete-game-confirm-dialog');
await expect(dialog).toBeVisible();
// …and cancelling leaves the game in place.
await page.getByTestId('delete-game-cancel').click();
await expect(dialog).toHaveCount(0);
await expect(card).toBeVisible();
// Confirming the delete removes it: the DELETE succeeds, the card disappears,
// and a subsequent fetch reports the game gone.
await card.getByTestId('delete-game').click();
await expect(page.getByTestId('delete-game-confirm-dialog')).toBeVisible();
const [resp] = await Promise.all([
page.waitForResponse(
(r) =>
r.request().method() === 'DELETE' &&
new URL(r.url()).pathname === `/api/games/${id}`,
),
page.getByTestId('delete-game-confirm').click(),
]);
expect((await resp.json()) as { deleted: boolean }).toEqual({ deleted: true });
await expect(page.getByTestId('delete-game-confirm-dialog')).toHaveCount(0);
await expect(card).toHaveCount(0);
// The game is gone from the server too.
const status = await page.evaluate(async (gid) => {
const r = await fetch(`/api/games/${gid}`);
return r.status;
}, id);
expect(status).toBe(404);
});
test('deleting an open game sends the active tab home; a deep link lands on home', async ({
page,
context,
}) => {
test.setTimeout(90000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
const origin = await page.evaluate(() => location.origin);
// Delete the game straight through the API while its tab is open. The server
// broadcasts an SSE `error` and the client's useSse onError handler returns
// this live tab to the home screen.
const delStatus = await page.evaluate(
async (gid) => (await fetch(`/api/games/${gid}`, { method: 'DELETE' })).status,
id,
);
expect(delStatus).toBe(200);
await expect(page.getByTestId('preset-card').first()).toBeVisible({ timeout: 20000 });
await waitHash(page, '#/');
// A brand-new page deep-linking to the now-deleted id also lands on home.
const page2 = await context.newPage();
await page2.goto(`${origin}/#/game/${id}`);
await expect(page2.getByTestId('preset-card').first()).toBeVisible({ timeout: 20000 });
await waitHash(page2, '#/');
await page2.close();
});
});
+1
View File
@@ -30,6 +30,7 @@ export default tseslint.config(
'vitest.config.ts', 'vitest.config.ts',
'playwright.config.ts', 'playwright.config.ts',
'scripts/**/*.mjs', 'scripts/**/*.mjs',
'scripts/**/*.ts',
], ],
languageOptions: { globals: { ...globals.node, ...globals.es2022 } }, languageOptions: { globals: { ...globals.node, ...globals.es2022 } },
rules: { rules: {
+2 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.2.0", "version": "0.12.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).", "description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
@@ -9,6 +9,7 @@
"build": "vite build && tsup server/index.ts --format esm --target node22 --out-dir server/dist --external better-sqlite3", "build": "vite build && tsup server/index.ts --format esm --target node22 --out-dir server/dist --external better-sqlite3",
"start": "node server/dist/index.js", "start": "node server/dist/index.js",
"test": "vitest run", "test": "vitest run",
"generate:regions": "node scripts/generate-regions.mjs",
"typecheck": "tsc --noEmit", "typecheck": "tsc --noEmit",
"lint": "eslint .", "lint": "eslint .",
"e2e": "playwright test" "e2e": "playwright test"
File diff suppressed because one or more lines are too long
+520
View File
@@ -0,0 +1,520 @@
#!/usr/bin/env node
/**
* scripts/generate-regions.mjs — dependency-free generator for `public/regions.geo.json`.
*
* Subdivides every country in `public/countries.geo.json` into sub-national
* regions sized ~100–200 km on a side (adaptive: a regular lat/lon grid
* clipped to the country, so vast/sparse countries — Siberia, Sahara,
* Antarctica — end up with bigger regions while Europe gets smaller ones).
* Each country gets a few to tens of regions (capped at 36); tiny countries
* (and tiny antimeridian islet groups) stay a single region.
*
* Model: a country's lat/lon bbox is tiled with a cols × rows grid of
* ~square-in-km cells. Each grid cell yields at most ONE region feature:
* every sub-polygon of the country is clipped against the cell with
* Sutherland–Hodgman (edges in order: left, bottom, right, top), clipped
* pieces smaller than 300 km² are dropped, and the kept pieces become the
* rings of that cell's region (a MultiPolygon when there is more than one).
* Region ids are `<ISO_A3>-<nn>`, nn = 1..k in row-major order (rows
* top→bottom by descending lat, left→right by ascending lon); names are
* `<Country> R<nn>`. Coordinates are rounded to 4 decimal places (≈11 m).
* Because a cell produces at most one region, the per-country count can
* never exceed the (capped) cell count ≤ 36, even for archipelagos.
*
* Area: local planar approximation, x = lon·111.32·cos(midLat), y = lat·
* 110.574 (km), shoelace per sub-polygon ring, summed in abs. Target region
* area T = 12,000 km² (≈110 km side); target count n = clamp(round(area /
* T), 1, 36). S = sqrt(bboxAreaKm2 / n); cols = max(1, round(wKm/S)),
* rows = max(1, round(hKm/S)); the grid is then reduced if cols·rows > 36.
*
* Antimeridian handling (three cases):
* - Small antimeridian island groups (area ≤ 50,000 km² — Fiji, Kiribati,
* Tuvalu, …): one region = the whole country (`<ISO_A3>-01`, plain name).
* - Large antimeridian countries made of ordinary sub-polygons (Russia):
* the sub-polygons are shifted into longitude space [0, 360) (lons < 0 →
* +360) so the country sits in one contiguous band, tiled there, and
* output rings that straddle ±180° are split at the antimeridian into a
* MultiPolygon with each ring fully on one side — standard −180..180
* GeoJSON that renders without cross-map lines.
* - Full-360° "polar" wrap rings (Antarctica's main ring, whose only
* longitude jump sits at the pole and which crosses the prime meridian
* once): such a ring self-intersects in any single planar representation,
* so it is replaced by two simple "wedge" rings — the eastern and western
* hemispheric halves, each closed along the prime meridian, the pole
* (lat −90), and the antimeridian. The wedges tile −180..180 space
* without overlap and are tiled like any other ring (no shifting needed).
*
* Deterministic: same input → byte-identical output.
* 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 T = 12_000; // target region area, km² (≈110 km side)
const MAX_REGIONS = 36; // per-country cap ("tens")
const SLIVER_KM2 = 300; // drop clipped pieces smaller than this
const BIG_KM2 = 50_000; // antimeridian countries at/above this are tiled, not 1 region
const KM_LON = 111.32; // km per degree of longitude (at the equator)
const KM_LAT = 110.574; // km per degree of latitude
// --- geo helpers (same planar approximation as scripts/regions.test.ts) -----------
const rad = (deg) => (deg * Math.PI) / 180;
const r4 = (v) => Math.round(v * 1e4) / 1e4;
function polygons(geom) {
return geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
}
function allCoords(geom) {
const out = [];
for (const poly of polygons(geom)) for (const ring of poly) for (const c of ring) out.push(c);
return out;
}
function meanLat(geom) {
const cs = allCoords(geom);
let s = 0;
for (const c of cs) s += c[1];
return cs.length ? s / cs.length : 0;
}
function bbox(rings) {
let minLon = Infinity,
maxLon = -Infinity,
minLat = Infinity,
maxLat = -Infinity;
for (const ring of rings)
for (const [lo, la] of ring) {
if (lo < minLon) minLon = lo;
if (lo > maxLon) maxLon = lo;
if (la < minLat) minLat = la;
if (la > maxLat) maxLat = la;
}
return { minLon, maxLon, minLat, maxLat };
}
/** |shoelace| of a (possibly open) ring in km², using one mid-latitude for x. */
function ringAreaKm2(ring, midLat) {
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);
}
/** Remove consecutive duplicate points and a trailing closing point equal to the first. */
function dedupeRing(ring) {
const out = [];
for (const p of ring) {
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();
return out;
}
/** Close an open ring by appending a copy of the first point. */
function closeRing(ring) {
return ring.length ? [...ring, [...ring[0]]] : ring;
}
/**
* The tiling/area subject rings of a feature, in standard −180..180 space:
* one open ring per sub-polygon (outer ring only — holes are ignored by
* design: Sutherland–Hodgman clips simple rings and any enclosed water is
* at most a lake, which the area-sanity tolerance in the test absorbs).
* A full-360° wrap ring is replaced by its two hemispheric wedges (see
* makeWedges); if that is not possible the ring is returned as-is (the
* caller may still shift it).
*/
function subjectRings(geom) {
const out = [];
for (const poly of polygons(geom)) {
const ring = dedupeRing(poly[0]);
if (hasAMJump(ring)) {
const wedges = makeWedges(ring);
if (wedges) out.push(...wedges);
else out.push(ring);
} else {
out.push(ring);
}
}
return out;
}
// --- Sutherland–Hodgman: clip an open subject ring against one half-plane --------
function clipEdge(poly, inside, intersect) {
const out = [];
for (let i = 0; i < poly.length; i++) {
const a = poly[i];
const b = poly[(i + 1) % poly.length];
const aIn = inside(a);
const bIn = inside(b);
if (aIn && bIn) out.push(b);
else if (aIn && !bIn) out.push(intersect(a, b));
else if (!aIn && bIn) {
out.push(intersect(a, b));
out.push(b);
}
}
return out;
}
/**
* Clip an open subject ring against an axis-aligned (lon/lat) rectangle.
* Edges are processed in order: left, bottom, right, top. Returns the clipped
* open ring, or [] if empty.
*/
function clipRect(ring, [x0, y0, x1, y1]) {
let poly = clipEdge(
ring,
(p) => p[0] >= x0,
(a, b) => {
const t = (x0 - a[0]) / (b[0] - a[0]);
return [x0, a[1] + (b[1] - a[1]) * t];
},
);
if (!poly.length) return [];
poly = clipEdge(
poly,
(p) => p[1] >= y0,
(a, b) => {
const t = (y0 - a[1]) / (b[1] - a[1]);
return [a[0] + (b[0] - a[0]) * t, y0];
},
);
if (!poly.length) return [];
poly = clipEdge(
poly,
(p) => p[0] <= x1,
(a, b) => {
const t = (x1 - a[0]) / (b[0] - a[0]);
return [x1, a[1] + (b[1] - a[1]) * t];
},
);
if (!poly.length) return [];
poly = clipEdge(
poly,
(p) => p[1] <= y1,
(a, b) => {
const t = (y1 - a[1]) / (b[1] - a[1]);
return [a[0] + (b[0] - a[0]) * t, y1];
},
);
return poly;
}
// --- antimeridian handling ---------------------------------------------------------
/** True if the ring has an edge with |Δlon| > 180 (an antimeridian jump). */
function hasAMJump(ring) {
const n = ring.length;
for (let i = 0; i < n; i++)
if (Math.abs(ring[i][0] - ring[(i + 1) % n][0]) > 180) return true;
return false;
}
function crossesAntimeridian(geom) {
let minLon = Infinity,
maxLon = -Infinity;
for (const [lo] of allCoords(geom)) {
if (lo < minLon) minLon = lo;
if (lo > maxLon) maxLon = lo;
}
return maxLon > 0 && minLon < 0 && maxLon - minLon > 180;
}
/**
* Replace a full-360° wrap ring (one antimeridian jump, one prime-meridian
* crossing) by two simple hemispheric "wedge" rings, each closed along the
* prime meridian (x = 0), the pole (lat = −90), and the antimeridian
* (x = ±180). Both wedges lie in standard −180..180 space, are disjoint, and
* together cover exactly the original ring's enclosed region. Returns
* [westRing, eastRing] (open rings), or null if the ring has an unexpected
* shape (no wrap handling possible).
*/
function makeWedges(ring) {
const n = ring.length;
if (n < 3) return null;
const jAM = [];
const jPM = [];
for (let i = 0; i < n; i++) {
const a = ring[i];
const b = ring[(i + 1) % n];
if (Math.abs(a[0] - b[0]) > 180) jAM.push(i);
else if (a[0] !== 0 && b[0] !== 0 && (a[0] < 0) !== (b[0] < 0)) jPM.push(i);
}
if (jAM.length !== 1 || jPM.length !== 1) return null;
const iAM = jAM[0];
const a = ring[iAM]; // the +180 end of the jump
const b = ring[(iAM + 1) % n]; // the −180 end of the jump
if (Math.abs(a[0] - 180) > 1e-6 || Math.abs(b[0] + 180) > 1e-6) return null;
const iPM = jPM[0];
const p = ring[iPM];
const q = ring[(iPM + 1) % n];
const t = (0 - p[0]) / (q[0] - p[0]);
const P = [0, p[1] + (q[1] - p[1]) * t]; // the exact prime-meridian crossing
// Chain from b (−180) forward to P: everything in between must have lon ≤ 0.
const west = [];
for (let i = (iAM + 1) % n; ; i = (i + 1) % n) {
const pt = ring[i];
if (pt[0] > 0) return null;
west.push(pt);
if (i === iPM) break;
}
west.push(P);
// Chain from P forward to a (+180): everything in between must have lon ≥ 0.
const east = [P];
for (let i = (iPM + 1) % n; ; i = (i + 1) % n) {
const pt = ring[i];
if (pt[0] < 0) return null;
east.push(pt);
if (i === iAM) break;
}
const pole = (x) => [x, -90];
// West wedge: P → pole along x=0 → pole along the pole → up the −180 side →
// the western coast back to P. East wedge: the mirror image on x ≥ 0.
const westWedge = dedupeRing([P, pole(0), pole(-180), b, ...west.slice(1)]);
// The east chain q→…→a runs in *increasing* lon, so to trace the coast back
// from a to q (keeping the wedge simple) we walk it in reverse.
const eastWedge = dedupeRing([P, pole(0), pole(180), a, ...east.slice(1, -1).reverse()]);
if (westWedge.length < 3 || eastWedge.length < 3) return null;
return [westWedge, eastWedge];
}
/**
* Split an open ring (in shifted [0,360) space) at the antimeridian (x = 180).
*
* Instead of walking the ring between crossings (which breaks on jagged
* coastlines that cross the antimeridian many times), clip the ring against
* the two half-planes x ≤ 180 and x ≥ 180 with Sutherland–Hodgman. Each piece
* is a proper closed-on-the-split-line polygon, the two pieces share only the
* x = 180 boundary, and the split is area-preserving (the boundary has zero
* area). Both pieces are returned in shifted space; the caller remaps any
* x > 180 piece back into −180..0.
*/
function splitAtAM(ring) {
if (ring.length < 3) return [];
const cross = (a, b) => {
const t = (180 - a[0]) / (b[0] - a[0]);
return [180, a[1] + (b[1] - a[1]) * t];
};
const left = clipEdge(ring, (p) => p[0] <= 180, cross); // x in [0, 180]
// Right piece: x in [180, 360). Remap EVERY vertex by -360 (including the
// shared x = 180 boundary vertex → -180) so the piece sits fully on the west
// side of the antimeridian with no ±180 jump inside the ring.
const right = clipEdge(ring, (p) => p[0] >= 180, cross).map(
([lo, la]) => [lo - 360, la],
);
const pieces = [];
if (left.length >= 3) pieces.push(left);
if (right.length >= 3) pieces.push(right);
return pieces;
}
// --- feature processing ------------------------------------------------------------
function makeFeature(id, name, parent, rings) {
// Each ring is an INDEPENDENT piece (a separate island or a separate clipped
// cell fragment), never a hole. GeoJSON: a MultiPolygon is an array of
// polygons, each polygon an array of rings — so wrap every ring in its own
// (single-ring) polygon. ([rings] would instead make ring 0 the outer and
// every other ring a hole, swallowing e.g. Fiji's other islands.)
return {
type: 'Feature',
id,
properties: { name, parent },
geometry:
rings.length === 1
? { type: 'Polygon', coordinates: [rings[0]] }
: { type: 'MultiPolygon', coordinates: rings.map((r) => [r]) },
};
}
/**
* Whole-country single region (no tiling, no sliver drops): all sub-polygons
* in one feature, coordinates rounded. Used for tiny countries (n = 1) and
* small antimeridian-crossing island groups.
*/
function wholeCountryFeature(feature) {
const id = feature.id;
const name = feature.properties.name;
const rings = polygons(feature.geometry).map((poly) =>
closeRing(dedupeRing(poly[0]).map(([lo, la]) => [r4(lo), r4(la)])),
);
return [makeFeature(`${id}-01`, name, id, rings)];
}
/**
* Tile the country's bbox with a cols × rows grid; each non-empty cell yields
* one region feature (its kept clipped pieces as a Polygon/MultiPolygon).
* `shifted` = true for large non-wrapping antimeridian countries (Russia):
* work in [0, 360) longitude space, then split output rings at ±180°.
*/
function tileFeature(feature, rings, shifted) {
const id = feature.id;
const name = feature.properties.name;
const midLat = meanLat(feature.geometry);
const area = rings.reduce((s, r) => s + ringAreaKm2(r, midLat), 0);
const n = Math.min(MAX_REGIONS, Math.max(1, Math.round(area / T)));
if (n === 1) return wholeCountryFeature(feature);
const shiftLon = (lo) => (shifted && lo < 0 ? lo + 360 : lo);
const work = rings.map((r) => r.map(([lo, la]) => [shiftLon(lo), la]));
const bb = bbox(work);
const kx = KM_LON * Math.cos(rad(midLat));
const wKm = (bb.maxLon - bb.minLon) * kx;
const hKm = (bb.maxLat - bb.minLat) * KM_LAT;
const S = Math.sqrt((wKm * hKm) / n);
let cols = Math.max(1, Math.round(wKm / S));
let rows = Math.max(1, Math.round(hKm / S));
while (cols * rows > MAX_REGIONS) {
if (cols >= rows) cols = Math.max(1, Math.floor(MAX_REGIONS / rows));
else rows = Math.max(1, Math.floor(MAX_REGIONS / cols));
}
const dLon = (bb.maxLon - bb.minLon) / cols;
const dLat = (bb.maxLat - bb.minLat) / rows;
const out = [];
let nn = 0;
for (let r = 0; r < rows; r++) {
const yTop = bb.maxLat - r * dLat;
const yBot = bb.maxLat - (r + 1) * dLat;
for (let c = 0; c < cols; c++) {
const xLeft = bb.minLon + c * dLon;
const xRight = bb.minLon + (c + 1) * dLon;
// One region per cell: clip every sub-ring, keep the pieces that clear
// the sliver threshold, and merge them into a single feature.
const cellPieces = [];
for (const ring of work) {
const clipped = clipRect(ring, [xLeft, yBot, xRight, yTop]);
if (clipped.length < 3) continue;
if (ringAreaKm2(clipped, midLat) < SLIVER_KM2) continue;
// splitAtAM returns pieces already in standard −180..180 space (the
// x > 180 half remapped), so no further per-vertex remap is needed.
const pieces = shifted
? splitAtAM(dedupeRing(clipped)).map((pc) => dedupeRing(pc))
: [dedupeRing(clipped)];
for (const pc of pieces)
if (pc.length >= 3) cellPieces.push(pc.map(([lo, la]) => [r4(lo), r4(la)]));
}
if (!cellPieces.length) continue;
const closed = cellPieces
.map(dedupeRing)
.filter((pc) => pc.length >= 3)
.map(closeRing);
if (!closed.length) continue;
nn += 1;
const nnStr = String(nn).padStart(2, '0');
out.push(makeFeature(`${id}-${nnStr}`, `${name} R${nnStr}`, id, closed));
}
}
return out;
}
function processFeature(feature) {
const geom = feature.geometry;
const am = crossesAntimeridian(geom);
if (am && featureAreaKm2(feature) <= BIG_KM2) {
// Small antimeridian island group (Fiji, Kiribati, Tuvalu, …): one region.
return wholeCountryFeature(feature);
}
// Wrapping rings (Antarctica) are already in standard space as wedges — no
// shifting; non-wrapping antimeridian countries (Russia) are shifted.
const rings = subjectRings(geom);
const hasWrap = polygons(geom).some((p) => hasAMJump(dedupeRing(p[0])));
const shifted = am && !hasWrap;
return tileFeature(feature, rings, shifted);
}
/** Total planar area of a feature's tiling rings (same convention as tileFeature). */
function featureAreaKm2(feature) {
const midLat = meanLat(feature.geometry);
return subjectRings(feature.geometry).reduce((s, r) => s + ringAreaKm2(r, midLat), 0);
}
// --- main ---------------------------------------------------------------------------
function main() {
const src = readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8');
const countries = JSON.parse(src);
const features = [];
const amSingletons = [];
const amTiled = [];
for (const f of countries.features) {
if (crossesAntimeridian(f.geometry)) {
(featureAreaKm2(f) <= BIG_KM2 ? amSingletons : amTiled).push(f.id);
}
features.push(...processFeature(f));
}
// Sorted by (parent, nn) — the processing order already guarantees this, but
// sort explicitly so the contract holds regardless of traversal changes.
features.sort((a, b) => {
if (a.properties.parent !== b.properties.parent)
return a.properties.parent < b.properties.parent ? -1 : 1;
return a.id.localeCompare(b.id, 'en', { numeric: true });
});
const out = { type: 'FeatureCollection', features };
const json = JSON.stringify(out);
writeFileSync(path.join(root, 'public', 'regions.geo.json'), json + '\n');
// --- summary ----------------------------------------------------------------------
const counts = new Map();
for (const f of 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;
// Max region area (planar approximation, same mid-latitude convention as the
// tiling: the parent country's mean latitude).
const midLatByParent = new Map(countries.features.map((f) => [f.id, meanLat(f.geometry)]));
let maxArea = 0;
let maxId = '';
for (const f of features) {
const midLat = midLatByParent.get(f.properties.parent);
let a = 0;
for (const poly of polygons(f.geometry)) for (const ring of poly) a += ringAreaKm2(ring, midLat);
if (a > maxArea) {
maxArea = a;
maxId = f.id;
}
}
console.log(`regions: ${features.length} total (${countries.features.length} countries)`);
console.log(`file: public/regions.geo.json — ${(Buffer.byteLength(json + '\n') / 1024).toFixed(1)} KB`);
console.log(
`count: min ${sortedCounts[0]} / median ${median} / max ${sortedCounts[sortedCounts.length - 1]} per country`,
);
console.log(`max region: ${maxId} ≈ ${Math.round(maxArea).toLocaleString('en-US')} km²`);
if (amSingletons.length) console.log(`AM → 1 region: ${amSingletons.join(', ')}`);
if (amTiled.length) console.log(`AM → tiled (shifted/wedges): ${amTiled.join(', ')}`);
}
main();
+191
View File
@@ -0,0 +1,191 @@
/**
* scripts/regions.test.ts — validation for the committed `public/regions.geo.json`.
*
* Self-contained (no import of the generator): it re-implements the generator's
* exact planar area model so the assertions measure the same quantity the
* generator used to size and clip regions:
*
* x = lon · 111.32 · cos(midLat), y = lat · 110.574 (km)
*
* with a shoelace per outer ring, where each ring is measured at its own mean
* latitude. Outer rings only — the generator never emits holes (every ring is an
* independent piece: a separate island or a separate clipped cell fragment).
*
* 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 (must match scripts/generate-regions.mjs exactly) -----------------
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;
}
// -------------------------------------------------------------------------------
interface RegionFeature {
type: 'Feature';
id: string;
properties: { name: string; parent: string };
geometry: Geometry;
}
interface CountryFeature {
type: 'Feature';
id: string;
properties: { name: string };
geometry: Geometry;
}
interface FeatureCollection<T> {
type: 'FeatureCollection';
features: T[];
}
// Read each file exactly once.
const regions = JSON.parse(
readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'),
) as FeatureCollection<RegionFeature>;
const countries = JSON.parse(
readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'),
) as FeatureCollection<CountryFeature>;
// Precompute areas once (O(total vertices)).
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 regionSumByParent = new Map<string, number>();
for (const f of regions.features) {
regionSumByParent.set(
f.properties.parent,
(regionSumByParent.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);
}
describe('regions.geo.json', () => {
it('is a valid GeoJSON FeatureCollection', () => {
expect(regions.type).toBe('FeatureCollection');
expect(Array.isArray(regions.features)).toBe(true);
expect(regions.features.length).toBeGreaterThan(0);
});
it('every region is a well-formed feature with a valid id and a valid parent country', () => {
const countryIds = new Set(countries.features.map((c) => c.id));
const idRe = /^[A-Z]{3}-\d+$/;
for (const f of regions.features) {
expect(f.type, `${f.id ?? '?'}: not a Feature`).toBe('Feature');
expect(idRe.test(f.id), `${f.id ?? '?'}: bad id`).toBe(true);
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 ${f.properties.parent}`).toBe(true);
expect(f.properties.parent, `${f.id}: parent != ISO_A3 prefix`).toBe(f.id.slice(0, 3));
const g = f.geometry;
expect(
!!g && (g.type === 'Polygon' || g.type === 'MultiPolygon'),
`${f.id}: bad geometry type ${g?.type}`,
).toBe(true);
}
});
it('gives every country 1..36 regions, and >=2 for any country > 50,000 km²', () => {
for (const c of countries.features) {
const n = countByParent.get(c.id) ?? 0;
expect(n, `country ${c.id} has no regions`).toBeGreaterThanOrEqual(1);
expect(n, `country ${c.id} has ${n} regions (> 36)`).toBeLessThanOrEqual(36);
if ((countryArea.get(c.id) ?? 0) > 50_000) {
expect(n, `large country ${c.id} should have >= 2 regions`).toBeGreaterThanOrEqual(2);
}
}
});
it('every region has a sane area: >= 200 km² (microstates exempt) and < 5,000,000 km²', () => {
let maxArea = 0;
let maxId = '';
for (const f of regions.features) {
const a = regionArea.get(f.id) ?? 0;
const parentArea = countryArea.get(f.properties.parent) ?? 0;
// A whole-country singleton of a sub-200 km² microstate is exempt.
expect(a >= 200 || parentArea < 200, `${f.id}: area ${a.toFixed(1)} km² is too small`).toBe(true);
expect(a < 5_000_000, `${f.id}: area ${Math.round(a).toLocaleString('en-US')} km² is absurdly large`).toBe(true);
if (a > maxArea) {
maxArea = a;
maxId = f.id;
}
}
console.log(`\n max region area: ${maxId} ≈ ${Math.round(maxArea).toLocaleString('en-US')} km²`);
});
it('covers each country to within [45%, 108%] of its own area', () => {
// The band is a planar-approximation sanity check. The measured range is
// ~[64%, 105%]: Antarctica's hemispheric wedges under-fill to ~64%, and
// Norway's fjord-heavy, high-latitude coast over-fills to ~105.1% under the
// single-mid-latitude approximation. [45%, 108%] brackets that with margin
// while still catching a genuinely missing or doubled-up region.
let minRatio = Infinity;
let maxRatio = -Infinity;
let minId = '';
let maxId = '';
for (const c of countries.features) {
const ca = countryArea.get(c.id) ?? 0;
if (ca <= 0) continue;
const ratio = (regionSumByParent.get(c.id) ?? 0) / ca;
if (ratio < minRatio) {
minRatio = ratio;
minId = c.id;
}
if (ratio > maxRatio) {
maxRatio = ratio;
maxId = c.id;
}
expect(
ratio >= 0.45 && ratio <= 1.08,
`${c.id}: coverage ${(100 * ratio).toFixed(1)}% is outside [45%, 108%]`,
).toBe(true);
}
console.log(
`\n coverage range: min ${minId} ${(100 * minRatio).toFixed(1)}% / max ${maxId} ${(100 * maxRatio).toFixed(1)}% (band 45–108%)`,
);
});
});
+21
View File
@@ -22,6 +22,7 @@ function makeState(id: string): GameState {
}, },
events: [], events: [],
pending: [], pending: [],
version: 1,
}; };
} }
@@ -54,6 +55,11 @@ describe('openDb', () => {
expect(db.load('a')?.events).toHaveLength(1); expect(db.load('a')?.events).toHaveLength(1);
expect([...db.listIds()].sort()).toEqual(['a', 'b']); // still two rows expect([...db.listIds()].sort()).toEqual(['a', 'b']); // still two rows
// the monotonic version is persisted with the state and round-trips
s.version = 3;
db.save(s);
expect(db.load('a')?.version).toBe(3);
db.close(); db.close();
}); });
@@ -66,4 +72,19 @@ describe('openDb', () => {
expect(db.load('missing')).toBeNull(); expect(db.load('missing')).toBeNull();
db.close(); db.close();
}); });
it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:');
db.save(makeState('a'));
db.save(makeState('b'));
expect(db.delete('nope')).toBe(false); // unknown id
expect(db.delete('a')).toBe(true); // removes a
expect(db.load('a')).toBeNull();
expect(db.load('b')?.id).toBe('b');
expect([...db.listIds()].sort()).toEqual(['b']);
expect(db.delete('a')).toBe(false); // already gone
db.close();
});
}); });
+5
View File
@@ -8,6 +8,7 @@ export interface Db {
save(state: GameState): void; save(state: GameState): void;
load(id: string): GameState | null; load(id: string): GameState | null;
listIds(): string[]; listIds(): string[];
delete(id: string): boolean;
close(): void; close(): void;
} }
@@ -29,6 +30,7 @@ export function openDb(filePath: string): Db {
); );
const byId = db.prepare('SELECT data FROM games WHERE id = ?'); const byId = db.prepare('SELECT data FROM games WHERE id = ?');
const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC'); const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC');
const del = db.prepare('DELETE FROM games WHERE id = ?');
return { return {
save(state) { save(state) {
upsert.run(state.id, JSON.stringify(state), new Date().toISOString()); upsert.run(state.id, JSON.stringify(state), new Date().toISOString());
@@ -45,6 +47,9 @@ export function openDb(filePath: string): Db {
listIds() { listIds() {
return (all.all() as { id: string }[]).map((r) => r.id); return (all.all() as { id: string }[]).map((r) => r.id);
}, },
delete(id) {
return del.run(id).changes > 0;
},
close() { close() {
db.close(); db.close();
}, },
+103 -2
View File
@@ -1,14 +1,16 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import type { GameState, Preset, RoundItem } from '../shared/types'; import type { GameState, Preset, RoundItem } from '../shared/types';
import type { TurnResult } from '../shared/protocol'; import { makeEvent, type TurnResult } from '../shared/protocol';
import type { LlmClient } from './llm'; import type { LlmClient } from './llm';
import { makeStubLlmClient } from './stub'; import { makeStubLlmClient } from './stub';
import { import {
applyTurnResult, applyTurnResult,
buildSystemPrompt,
buildUserPrompt, buildUserPrompt,
isMeaningful, isMeaningful,
parseTurnResult, parseTurnResult,
queueRoundItem, queueRoundItem,
removeRoundItem,
runTurn, runTurn,
validateTurnResult, validateTurnResult,
} from './engine'; } from './engine';
@@ -72,6 +74,7 @@ function baseState(): GameState {
}, },
events: [], events: [],
pending: [], pending: [],
version: 1,
}; };
} }
@@ -206,8 +209,11 @@ describe('runTurn (batched round, deterministic stub)', () => {
expect(state.events[0].nation).toBe('uk'); expect(state.events[0].nation).toBe('uk');
expect(state.events[0].outcome).toBe('success'); expect(state.events[0].outcome).toBe('success');
expect(result.stateChanges).toEqual([{ nation: 'uk', stat: 'military', op: 'set', value: 85 }]); expect(result.stateChanges).toEqual([{ nation: 'uk', stat: 'military', op: 'set', value: 85 }]);
// committing a turn is a new revision too
expect(state.version).toBe(2);
// the original object is not mutated (a fresh queue was consumed) // the original object is not mutated (a fresh queue was consumed)
expect(original.pending).toHaveLength(1); expect(original.pending).toHaveLength(1);
expect(original.version).toBe(1);
}); });
it('an empty round: turn advances, one political "world moves on" event, pending stays empty', async () => { it('an empty round: turn advances, one political "world moves on" event, pending stays empty', async () => {
@@ -274,6 +280,44 @@ describe('buildUserPrompt (batched round)', () => {
expect(parsed.roundInstruction).toMatch(/no action/i); expect(parsed.roundInstruction).toMatch(/no action/i);
expect(parsed.roundInstruction).toMatch(/own momentum/i); expect(parsed.roundInstruction).toMatch(/own momentum/i);
}); });
it('caps recentEvents at the last 5 (in order) when the state has more than 5 events', () => {
const state = baseState();
const events = Array.from({ length: 8 }, (_, i) =>
makeEvent(
{
nation: 'uk',
type: 'political',
title: `Event ${i + 1}`,
text: `Narrative ${i + 1}`,
outcome: 'neutral',
},
i + 1,
`1939-09-0${i + 1}`,
),
);
state.events = events;
const parsed = JSON.parse(buildUserPrompt(state, [])) as {
state: { recentEvents: Array<{ title: string; turn: number; date: string }> };
};
expect(parsed.state.recentEvents).toHaveLength(5);
// the last 5 of the 8 input events, in order
expect(parsed.state.recentEvents[0].title).toBe(events[3].title); // 'Event 4'
expect(parsed.state.recentEvents[4].title).toBe(events[7].title); // 'Event 8'
expect(parsed.state.recentEvents.map((e) => e.title)).toEqual([
events[3].title,
events[4].title,
events[5].title,
events[6].title,
events[7].title,
]);
});
it('asks the model to keep its internal reasoning brief (concise-CoT constraint)', () => {
expect(buildSystemPrompt(preset)).toMatch(/reasoning brief|a few sentences/i);
});
}); });
describe('queueRoundItem', () => { describe('queueRoundItem', () => {
@@ -286,6 +330,61 @@ describe('queueRoundItem', () => {
expect(after.pending[0]).toEqual({ kind: 'diplomacy', to: 'us', text: 'hello' }); expect(after.pending[0]).toEqual({ kind: 'diplomacy', to: 'us', text: 'hello' });
// the original state is not mutated // the original state is not mutated
expect(before.pending).toHaveLength(0); expect(before.pending).toHaveLength(0);
expect(before.version).toBe(1);
});
it('bumps the monotonic version on each queue mutation', () => {
const a = queueRoundItem(baseState(), { kind: 'action', text: 'one' });
expect(a.version).toBe(2);
const b = queueRoundItem(a, { kind: 'action', text: 'two' });
expect(b.version).toBe(3);
// and never backwards: two consecutive adds from the same base both
// advance past it, so a late snapshot of the older state is always older.
const b2 = queueRoundItem(baseState(), { kind: 'action', text: 'two' });
expect(b2.version).toBe(2);
expect(b.version).toBeGreaterThan(b2.version);
});
it('treats a legacy state without a version field as version 0', () => {
const legacy = { ...baseState() } as Omit<GameState, 'version'> & { version?: number };
delete legacy.version; // a row saved before the version field existed
// simulate a legacy row coming back from SQLite: the JSON has no field.
const after = queueRoundItem(legacy as unknown as GameState, {
kind: 'action',
text: 'first after upgrade',
});
expect(after.version).toBe(1);
});
});
describe('removeRoundItem', () => {
it('removes the item at the index, bumps the version, and leaves the input untouched', () => {
const state = baseState();
state.pending = [
{ kind: 'action', text: 'one' },
{ kind: 'diplomacy', to: 'us', text: 'two' },
{ kind: 'action', text: 'three' },
];
const next = removeRoundItem(state, 1);
expect(next).not.toBeNull();
expect(next!.version).toBe(2);
expect(next!.pending).toEqual([
{ kind: 'action', text: 'one' },
{ kind: 'action', text: 'three' },
]);
expect(state.pending).toHaveLength(3); // original untouched
expect(state.version).toBe(1);
});
it('returns null for out-of-bounds or non-integer indices (route answers 400, nothing mutates)', () => {
const state = baseState();
state.pending = [{ kind: 'action', text: 'one' }];
expect(removeRoundItem(state, -1)).toBeNull();
expect(removeRoundItem(state, 1)).toBeNull(); // == length
expect(removeRoundItem(state, 5)).toBeNull();
expect(removeRoundItem(state, 0.5)).toBeNull();
expect(removeRoundItem(state, Number.NaN)).toBeNull();
expect(state.pending).toHaveLength(1); // still untouched
}); });
}); });
@@ -346,7 +445,7 @@ describe('applyTurnResult', () => {
expect(JSON.stringify(state)).toBe(snapshot); expect(JSON.stringify(state)).toBe(snapshot);
}); });
it('clears the pending round on commit', () => { it('clears the pending round on commit and bumps the version', () => {
const state = baseState(); const state = baseState();
state.pending = [{ kind: 'action', text: 'x' }]; state.pending = [{ kind: 'action', text: 'x' }];
const result: TurnResult = { const result: TurnResult = {
@@ -358,7 +457,9 @@ describe('applyTurnResult', () => {
}; };
const next = applyTurnResult(state, result); const next = applyTurnResult(state, result);
expect(next.pending).toEqual([]); expect(next.pending).toEqual([]);
expect(next.version).toBe(2);
expect(state.pending).toHaveLength(1); // original untouched expect(state.pending).toHaveLength(1); // original untouched
expect(state.version).toBe(1);
}); });
}); });
+24 -3
View File
@@ -59,6 +59,7 @@ export function buildSystemPrompt(preset: Preset): string {
'HARD CONSTRAINTS', 'HARD CONSTRAINTS',
'- Use only nation ids and ISO_A3 codes that exist in the provided state.', '- Use only nation ids and ISO_A3 codes that exist in the provided state.',
'- Prefer 1-4 events per turn; keep each text 1-3 sentences.', '- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
'- Keep every stat value between 0 and 100.', '- Keep every stat value between 0 and 100.',
'- Only change borders when war or a decisive political shift justifies it.', '- Only change borders when war or a decisive political shift justifies it.',
'- If a field is not relevant this turn, set it to an empty array.', '- If a field is not relevant this turn, set it to an empty array.',
@@ -95,7 +96,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
nations: Object.fromEntries( nations: Object.fromEntries(
Object.entries(state.nations).map(([id, n]) => [id, nationForPrompt(n)]), Object.entries(state.nations).map(([id, n]) => [id, nationForPrompt(n)]),
), ),
recentEvents: state.events.slice(-10).map((e) => ({ recentEvents: state.events.slice(-5).map((e) => ({
turn: e.turn, turn: e.turn,
date: e.date, date: e.date,
nation: e.nation, nation: e.nation,
@@ -284,6 +285,7 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
*/ */
export function applyTurnResult(state: GameState, result: TurnResult): GameState { export function applyTurnResult(state: GameState, result: TurnResult): GameState {
const next: GameState = JSON.parse(JSON.stringify(state)); const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
const actingTurn = state.turn; // this action resolves the current turn const actingTurn = state.turn; // this action resolves the current turn
next.turn = state.turn + 1; // then we advance to the next turn to play next.turn = state.turn + 1; // then we advance to the next turn to play
next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2); next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
@@ -325,15 +327,34 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
/** /**
* Immutably queue one item onto a round: append it to `pending` and return a new * Immutably queue one item onto a round: append it to `pending` and return a new
* state. This never advances the turn or the date — that only happens when a * state. This never advances the turn or the date — that only happens when a
* round is committed via runTurn. Exported so the append-without-advance behavior * round is committed via runTurn. Bumps `version` (a new revision, so stale SSE
* is unit-testable, and reused by the server's /action and /diplomacy routes. * snapshots can never clobber it client-side). Exported so the append-without-
* advance behavior is unit-testable, and reused by the /action and /diplomacy
* routes.
*/ */
export function queueRoundItem(state: GameState, item: RoundItem): GameState { export function queueRoundItem(state: GameState, item: RoundItem): GameState {
const next: GameState = JSON.parse(JSON.stringify(state)); const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pending.push(item); next.pending.push(item);
return next; return next;
} }
/**
* Immutably remove one item from the pending round by index and return a new
* state (bumping `version`). Returns `null` when the index is missing or not a
* valid, in-bounds integer position, so the route can answer 400 without
* mutating anything. Reused by the server's /queue/remove route.
*/
export function removeRoundItem(state: GameState, index: number | undefined): GameState | null {
if (index === undefined || !Number.isInteger(index) || index < 0 || index >= state.pending.length) {
return null;
}
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pending.splice(index, 1);
return next;
}
/** /**
* Run one turn end-to-end against the (injectable) LLM: build prompts, call the * Run one turn end-to-end against the (injectable) LLM: build prompts, call the
* model ONCE over the whole pending batch, parse/validate, retry once with a * model ONCE over the whole pending batch, parse/validate, retry once with a
+35 -2
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@@ -9,11 +9,16 @@ import path from 'node:path';
import { fileURLToPath } from 'node:url'; import { fileURLToPath } from 'node:url';
import { deepClone } from '../shared/protocol'; import { deepClone } from '../shared/protocol';
import type { AddActionRequest, AddDiplomacyRequest, CreateGameRequest } from '../shared/protocol'; import type {
AddActionRequest,
AddDiplomacyRequest,
CreateGameRequest,
RemoveQueueItemRequest,
} from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
import { createLlmClient } from './llm'; import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub'; import { makeStubLlmClient } from './stub';
import { askAdvisor, queueRoundItem, runTurn } from './engine'; import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
import { buildRegionMap } from './map'; import { buildRegionMap } from './map';
import { createPresetStore } from './presets'; import { createPresetStore } from './presets';
import { openDb, type Db } from './db'; import { openDb, type Db } from './db';
@@ -114,6 +119,7 @@ app.post('/api/games', (req: Request, res) => {
nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])), nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])),
events: [], events: [],
pending: [], pending: [],
version: 1, // the first saved revision; every later mutation bumps it
}; };
db.save(state); db.save(state);
res.json({ game: state }); res.json({ game: state });
@@ -150,6 +156,17 @@ app.get('/api/games/:id/map', (req, res) => {
res.json({ regions: buildRegionMap(game) }); res.json({ regions: buildRegionMap(game) });
}); });
// Delete a saved game entirely. Fast, non-LLM. 404 if it doesn't exist; on
// success broadcast an SSE `error` to any other open tab watching it so it
// returns home (see the `event: error` handling in src/lib/sse.ts).
app.delete('/api/games/:id', (req, res) => {
const id = req.params.id;
const removed = db.delete(id);
if (!removed) return res.status(404).json({ error: 'game not found' });
broadcast(id, 'error', { message: 'game deleted' });
res.json({ deleted: true });
});
// Queue a free-text player action onto the pending round. No LLM call and no // Queue a free-text player action onto the pending round. No LLM call and no
// turn advance — the round is only committed (in one turn) by "Jump forward". // turn advance — the round is only committed (in one turn) by "Jump forward".
app.post('/api/games/:id/action', (req, res) => { app.post('/api/games/:id/action', (req, res) => {
@@ -179,6 +196,22 @@ app.post('/api/games/:id/diplomacy', (req, res) => {
res.json({ game: next }); res.json({ game: next });
}); });
// Remove one item from the pending round, by its index in `game.pending`. No
// LLM call, no turn advance — same fast save → broadcast → respond order as the
// add routes above. The mutated state bumps `version`, so clients (which apply
// states "never go backwards") always reconcile to it.
app.post('/api/games/:id/queue/remove', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const index = (req.body as RemoveQueueItemRequest | undefined)?.index;
const next = removeRoundItem(game, index);
if (!next) return res.status(400).json({ error: 'invalid queue index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
// Jump forward: commit the whole pending round (or an empty one) to the model // Jump forward: commit the whole pending round (or an empty one) to the model
// in a single turn. applyTurnResult clears the pending queue on the returned // in a single turn. applyTurnResult clears the pending queue on the returned
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors. // state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
+88 -1
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@@ -1,6 +1,6 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import { buildRegionMap } from './map'; import { buildRegionMap } from './map';
import { nationColor } from '../shared/protocol'; import { mapFeatureOwner, nationColor, regionOwner, type RegionMap } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
const state: GameState = { const state: GameState = {
@@ -30,8 +30,12 @@ const state: GameState = {
}, },
events: [], events: [],
pending: [], pending: [],
version: 1,
}; };
// The RegionMap built from the fixture: the authoritative ISO_A3 → owner source.
const regions: RegionMap = buildRegionMap(state);
describe('buildRegionMap', () => { describe('buildRegionMap', () => {
it('maps each ISO_A3 region to its owner + that nation\'s stable color', () => { it('maps each ISO_A3 region to its owner + that nation\'s stable color', () => {
const m = buildRegionMap(state); const m = buildRegionMap(state);
@@ -43,6 +47,89 @@ describe('buildRegionMap', () => {
}); });
}); });
describe('regionOwner', () => {
it('resolves an owned region\'s ISO_A3 to its owner record', () => {
expect(regionOwner(regions, 'GBR')).toEqual({
color: nationColor('uk'),
owner: 'UK',
ownerId: 'uk',
});
expect(regionOwner(regions, 'DEU')).toEqual({
color: nationColor('de'),
owner: 'DE',
ownerId: 'de',
});
});
it('returns undefined for an unowned region (no RegionMap entry)', () => {
expect(regionOwner(regions, 'FRA')).toBeUndefined();
expect(regionOwner(regions, 'USA')).toBeUndefined();
});
it('returns undefined for an empty or missing code', () => {
expect(regionOwner(regions, '')).toBeUndefined();
expect(regionOwner(regions, null)).toBeUndefined();
expect(regionOwner(regions, undefined)).toBeUndefined();
});
});
/**
* #6 regression guard (sub-national map). 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 now sub-national: a feature's id is a sub-region code
* (`DEU-03`) and its owner lives at the *parent country* (`DEU`), which the
* client stamps into `properties.parent` (the RegionMap is keyed by that
* country code, never the sub-region id). This pins the exact data shape and
* proves the resolution: `mapFeatureOwner` works via `properties.parent`, 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 — sub-region owner must be resolved from properties.parent, 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 `parent` (the ISO_A3 country).
const repackedFeature = {
id: 0,
properties: { name: 'Germany R03', regionId: 'DEU-03', parent: 'DEU' },
};
it('resolves the owner from properties.parent (the fix)', () => {
expect(mapFeatureOwner(regions, repackedFeature)).toEqual({
color: nationColor('de'),
owner: 'DE',
ownerId: 'de',
});
});
it('the sub-region regionId is NOT a RegionMap key — resolving from it fails', () => {
// 'DEU-03' is a sub-region id; the RegionMap is keyed by the parent 'DEU'.
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 parent, or non-string parent', () => {
expect(mapFeatureOwner(regions, null)).toBeUndefined();
expect(mapFeatureOwner(regions, undefined)).toBeUndefined();
expect(mapFeatureOwner(regions, {})).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { parent: 42 } })).toBeUndefined();
});
it('returns undefined for a parent country nobody owns', () => {
expect(mapFeatureOwner(regions, { properties: { parent: 'FRA' } })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { parent: 'USA' } })).toBeUndefined();
});
});
describe('nationColor', () => { describe('nationColor', () => {
it('is deterministic per id and distinct across different ids', () => { it('is deterministic per id and distinct across different ids', () => {
expect(nationColor('uk')).toBe(nationColor('uk')); expect(nationColor('uk')).toBe(nationColor('uk'));
+51
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@@ -56,6 +56,44 @@ export interface RegionOwner {
} }
export type RegionMap = Record<string, RegionOwner>; export type RegionMap = Record<string, RegionOwner>;
/**
* Look up the owner record from the authoritative RegionMap by a RegionMap key.
* The RegionMap is keyed by the **parent country's** ISO_A3 code (ownership and
* the LLM stay at country granularity — see #16), so `key` is a country code such
* as `DEU`, never a sub-region id such as `DEU-03`. Returns `undefined` for an
* empty/missing key or an unowned country.
*
* 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 `properties.parent` — 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, 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, but the
* RegionMap is keyed by the *parent country's* ISO_A3 (not the sub-region's own
* id), so a feature's owner is found via its `properties.parent` (the ISO_A3 the
* client stamps from the GeoJSON `parent` property — see WorldMap) and then
* `regionOwner`. This is the single shared source of truth for that resolution,
* so the "use `parent`, 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/parent or an unowned country.
*/
export function mapFeatureOwner(
regions: RegionMap,
feature: { properties?: { parent?: unknown } } | null | undefined,
): RegionOwner | undefined {
const parent = feature?.properties?.parent;
return regionOwner(regions, typeof parent === 'string' ? parent : '');
}
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */ /** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
export type SseMessage = export type SseMessage =
| { type: 'state'; state: GameState } | { type: 'state'; state: GameState }
@@ -99,6 +137,14 @@ export interface TurnResponse {
result: TurnResult; result: TurnResult;
} }
/** Remove one queued item from the pending round, by its index in `game.pending`. */
export interface RemoveQueueItemRequest {
index: number;
}
export interface RemoveQueueItemResponse {
game: GameState;
}
export interface AdvisorRequest { export interface AdvisorRequest {
/** Optional prompt to steer the brainstorm. */ /** Optional prompt to steer the brainstorm. */
prompt?: string; prompt?: string;
@@ -116,6 +162,11 @@ export interface GameSummary {
date: string; date: string;
} }
/** Response for deleting a saved game (see `DELETE /api/games/:id`). */
export interface DeleteGameResponse {
deleted: boolean;
}
/** /**
* Deterministic, stable per-nation color for the choropleth. Hashes the nation id * Deterministic, stable per-nation color for the choropleth. Hashes the nation id
* to a hue; sat/light tuned for the dark command-center theme. Pure + shared so * to a hue; sat/light tuned for the dark command-center theme. Pure + shared so
+17
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@@ -85,6 +85,17 @@ export type RoundItem = {
to?: string; to?: string;
}; };
/**
* Monotonic revision counter for a game, bumped by the server on every
* mutation (queue add/remove, turn commit) and persisted with the state.
* Clients use it to tell a fresh state from a stale one: an SSE `state`/`turn`
* snapshot (e.g. the on-connect resync) that arrives *after* a fresher REST
* response carries a lower version and must be ignored, never applied
* (see the client's "never go backwards" rule in src/App.tsx). Legacy games
* saved before this field existed are treated as version 0 by consumers.
*/
export type GameVersion = number;
/** The full, persisted state of one game. Saved to SQLite by id. */ /** The full, persisted state of one game. Saved to SQLite by id. */
export interface GameState { export interface GameState {
id: string; id: string;
@@ -101,6 +112,12 @@ export interface GameState {
* batch in a single turn and clears this back to `[]`. * batch in a single turn and clears this back to `[]`.
*/ */
pending: RoundItem[]; pending: RoundItem[];
/**
* Monotonic revision counter (see GameVersion). Bumped on every mutation so
* clients can reject stale SSE snapshots; see the "never go backwards" rule
* in src/App.tsx. Starts at 1 on game creation.
*/
version: GameVersion;
} }
/** /**
+309 -88
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@@ -7,8 +7,6 @@ import {
ListTree, ListTree,
Loader2, Loader2,
Map as MapIcon, Map as MapIcon,
Minus,
Plus,
Radar, Radar,
} from 'lucide-react'; } from 'lucide-react';
import { Toaster } from './components/ui/sonner'; import { Toaster } from './components/ui/sonner';
@@ -18,7 +16,7 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
import { cn } from './lib/utils'; import { cn } from './lib/utils';
import PresetPicker from './components/PresetPicker'; import PresetPicker from './components/PresetPicker';
import NationSelect from './components/NationSelect'; import NationSelect from './components/NationSelect';
import WorldMap, { type MapApi } from './components/WorldMap'; import WorldMap from './components/WorldMap';
import FloatingWindow from './components/FloatingWindow'; import FloatingWindow from './components/FloatingWindow';
import MapLegend from './components/MapLegend'; import MapLegend from './components/MapLegend';
import NationPanel from './components/NationPanel'; import NationPanel from './components/NationPanel';
@@ -46,13 +44,20 @@ function toastError(e: unknown): void {
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Floating-window collapse persistence (positions live in FloatingWindow itself). // Floating-window collapse + dock persistence.
// (Free-floating *positions* live in FloatingWindow itself, per id.)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
const FLOAT_COLLAPSED_KEY = 'history.floatwin.v1.collapsed'; const FLOAT_COLLAPSED_KEY = 'history.floatwin.v1.collapsed';
const FLOAT_DOCK_KEY = 'history.floatwin.v1.dock';
/** Every collapsible HUD panel (the slim header is never collapsed). */ /**
const PANEL_WINDOW_IDS = ['dossier', 'feed', 'action', 'legend', 'zoom'] as const; * Every collapsible HUD panel (the slim, pinned header is never collapsed).
* The three substantive panels (dossier / feed / action) are also dockable;
* the legend stays a small floating widget, and there is no longer a "Map"
* window.
*/
const PANEL_WINDOW_IDS = ['dossier', 'feed', 'action', 'legend'] as const;
function loadCollapsedMap(): Record<string, boolean> { function loadCollapsedMap(): Record<string, boolean> {
try { try {
@@ -78,6 +83,33 @@ function persistCollapsedMap(m: Record<string, boolean>): void {
} }
} }
/** A dock mode: a docked edge, or 'float' (free-floating, the default). */
type DockMode = 'left' | 'right' | 'float';
function loadDockMap(): Record<string, DockMode> {
try {
const raw = localStorage.getItem(FLOAT_DOCK_KEY);
if (raw == null) return {};
const v: unknown = JSON.parse(raw);
if (!v || typeof v !== 'object' || Array.isArray(v)) return {};
const out: Record<string, DockMode> = {};
for (const [k, val] of Object.entries(v as Record<string, unknown>)) {
if (val === 'left' || val === 'right' || val === 'float') out[k] = val;
}
return out;
} catch {
return {};
}
}
function persistDockMap(m: Record<string, DockMode>): void {
try {
localStorage.setItem(FLOAT_DOCK_KEY, JSON.stringify(m));
} catch {
/* storage unavailable — dock choices just won't persist */
}
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Active-game persistence. The id of the game the user is (or was last) playing // Active-game persistence. The id of the game the user is (or was last) playing
// is remembered in localStorage, so a page refresh drops them straight back // is remembered in localStorage, so a page refresh drops them straight back
@@ -111,6 +143,28 @@ function clearActiveGameId(): void {
} }
} }
// ---------------------------------------------------------------------------
// Hash routing. The active game's id lives in the URL fragment: home is `#/`
// (a bare page with no hash is also home) and an active game is `#/game/<id>`.
// This manual hash sync — no react-router, no server-side route — fits the
// existing state-based router and is static/Traefik safe, because the fragment
// never reaches the server (every non-API GET just serves `index.html`). The
// localStorage active-game id above stays as the fallback for a bare `/` load;
// the URL hash takes precedence when present.
// ---------------------------------------------------------------------------
/** The game id encoded in `#/game/<id>`, or `null` when the hash is home/bare. */
function hashGameId(hash: string): string | null {
const m = hash.match(/^#\/game\/(.+)$/);
return m && m[1].length > 0 ? m[1] : null;
}
/** Write the home route (`#/`) into the URL hash unless it is already home/bare. */
function setHomeHash(): void {
const h = window.location.hash;
if (h !== '' && h !== '#/') window.location.hash = '#/';
}
export default function App() { export default function App() {
const [screen, setScreen] = useState<Screen>({ name: 'home' }); const [screen, setScreen] = useState<Screen>({ name: 'home' });
const [presets, setPresets] = useState<PresetMeta[]>([]); const [presets, setPresets] = useState<PresetMeta[]>([]);
@@ -119,10 +173,41 @@ export default function App() {
const [regions, setRegions] = useState<RegionMap>({}); const [regions, setRegions] = useState<RegionMap>({});
const [advisors, setAdvisors] = useState<string[]>([]); const [advisors, setAdvisors] = useState<string[]>([]);
const [busy, setBusy] = useState(false); const [busy, setBusy] = useState(false);
// Separate from `busy`: an advisor fetch is its own LLM call. It must NOT
// 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);
// The id of the game the user is/was last in (mirrors localStorage) and the // The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen. // list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId()); const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
const [savedGames, setSavedGames] = useState<GameSummary[]>([]); const [savedGames, setSavedGames] = useState<GameSummary[]>([]);
// Once the boot fetch resolves (success or fallback), allow the URL-sync effect
// to start writing the hash. Until then, a deep link in the URL must not be
// clobbered by an app-driven "home" write during the initial render.
const bootedRef = useRef(false);
// Latest game + handlers, read by the (mount-once) hashchange listener so it
// never acts on a stale closure. Written each render (same pattern as sse.ts).
const latestRef = useRef<{ game: GameState | null; goHome: () => void; loadGame: (id: string) => void } | null>(null);
// The single entry point for adopting a full game state — SSE `state`/`turn`
// events AND the REST responses (add/remove/jump) AND game loads all flow
// through here. Two rules:
// • a *different* game id (new game, deep link, resume) is always adopted;
// • the *same* game is adopted only when its `version` is not older than
// the current state's ("never go backwards").
// The comparison happens inside the functional updater, so it always reads
// the latest committed state — never a stale closure. This is what makes a
// late-arriving stale SSE snapshot (e.g. the on-connect resync taken just
// before an add was saved, or an EventSource auto-reconnect) harmless: it
// carries a lower version than the fresher state the REST response already
// applied, so it is dropped instead of clobbering the queued item (#10).
// Legacy games saved before `version` existed are treated as version 0.
const applyState = useCallback((s: GameState) => {
setGame((cur) => {
if (!cur || cur.id !== s.id) return s;
return (s.version ?? 0) >= (cur.version ?? 0) ? s : cur;
});
}, []);
// On the home screen: load the scenario manifest and the list of saved games // On the home screen: load the scenario manifest and the list of saved games
// (newest-updated first) so the user can resume a prior game. // (newest-updated first) so the user can resume a prior game.
@@ -142,28 +227,36 @@ export default function App() {
}; };
}, [screen.name]); }, [screen.name]);
// On first mount, auto-resume the last active game (if any is stored): fetch // On first mount, decide which game to show and load it. A deep link in the
// its persisted state, remember it, and drop the user straight back into the // URL (`#/game/<id>`) takes precedence over the localStorage auto-resume; a
// game screen. The map is refetched by the effect below (keyed on `game`) and // bare page (no hash) falls back to the stored active game. The map is
// the `useSse(game?.id)` effect re-attaches the stream, resyncing from the // refetched by the effect below (keyed on `game`) and `useSse(game?.id)`
// server on connect. If the id is stale (404 / deleted), clear it and fall // re-attaches the stream, resyncing from the server on connect. A bad or
// back to the home screen gracefully. // missing id (404) must never crash: we clear the hash to `#/`, drop any
// stale stored id, and stay on the home screen. Once boot resolves (success
// or fallback) `bootedRef` flips so the URL-sync effect may start writing.
useEffect(() => { useEffect(() => {
const id = readActiveGameId(); const id = hashGameId(window.location.hash) ?? readActiveGameId();
if (!id) return; if (!id) {
bootedRef.current = true; // nothing to load — activate URL syncing
return;
}
let alive = true; let alive = true;
(async () => { (async () => {
try { try {
const { game } = await api.getGame(id); const { game } = await api.getGame(id);
if (!alive) return; if (!alive) return;
persistActiveGameId(id); // remember it so a future bare `/` load resumes it
setActiveGameId(id); setActiveGameId(id);
setGame(game); applyState(game);
setScreen({ name: 'game' }); setScreen({ name: 'game' });
} catch { } catch {
if (alive) { if (!alive) return;
clearActiveGameId(); clearActiveGameId();
setActiveGameId(null); setActiveGameId(null);
} setHomeHash(); // bad/missing id → fall back to the home screen
} finally {
bootedRef.current = true; // boot resolved — activate URL syncing
} }
})(); })();
return () => { return () => {
@@ -171,6 +264,38 @@ export default function App() {
}; };
}, []); }, []);
// Keep the URL in sync with the current screen: a loaded game is
// `#/game/<id>`; everything else (home and the pick screens) is `#/`. This is
// the single writer of the hash for app-driven transitions (game created,
// resumed, or leaving for home). It only writes when the desired hash differs
// from the current one, so it never triggers a redundant `hashchange`.
useEffect(() => {
if (!bootedRef.current) return;
const desired = screen.name === 'game' && game ? `#/game/${game.id}` : '#/';
if (window.location.hash !== desired) window.location.hash = desired;
}, [screen.name, game?.id]);
// React to user-driven hash changes: manual edits and browser back/forward.
// Only re-act when the parsed id actually differs from the loaded game (or the
// hash went home while we're in a game), so the writes above never loop. Uses
// `latestRef` so the mount-once effect always sees the current game + handlers.
useEffect(() => {
const onHashChange = () => {
const cur = latestRef.current;
if (!cur) return;
const id = hashGameId(window.location.hash);
if (id) {
if (id === cur.game?.id) return; // already showing this game — no-op
void cur.loadGame(id);
} else if (cur.game) {
cur.goHome(); // hash is home but we're in a game — return home
}
// else: hash is home and we're already on home/pick — nothing to do
};
window.addEventListener('hashchange', onHashChange);
return () => window.removeEventListener('hashchange', onHashChange);
}, []);
// Keep the choropleth in sync with whatever state is shown (territory changes). // Keep the choropleth in sync with whatever state is shown (territory changes).
useEffect(() => { useEffect(() => {
if (!game) return; if (!game) return;
@@ -181,10 +306,15 @@ export default function App() {
}, [game]); }, [game]);
// Resync from the persisted server state on connect and after every turn. // Resync from the persisted server state on connect and after every turn.
// Handlers only call the stable setGame, so no stale-closure concerns.
useSse(game?.id ?? null, { useSse(game?.id ?? null, {
onState: (s) => setGame(s), onState: applyState,
onTurn: (s) => setGame(s), onTurn: applyState,
// The game disappeared while this tab had it open — either deleted from
// another tab (the server broadcasts an SSE `error`) or a stale deep link to
// a missing game (the SSE connect emits `error`). Return this tab home.
onError: (msg) => {
if (/deleted|not found/i.test(msg)) latestRef.current?.goHome();
},
}); });
const play = useCallback(async (presetId: string) => { const play = useCallback(async (presetId: string) => {
@@ -213,7 +343,7 @@ export default function App() {
// Remember this as the active game so a refresh resumes it. // Remember this as the active game so a refresh resumes it.
persistActiveGameId(game.id); persistActiveGameId(game.id);
setActiveGameId(game.id); setActiveGameId(game.id);
setGame(game); applyState(game);
setAdvisors([]); setAdvisors([]);
setScreen({ name: 'game' }); setScreen({ name: 'game' });
} catch (e) { } catch (e) {
@@ -226,18 +356,20 @@ export default function App() {
); );
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending // Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
// list updates from the response and the SSE `state` event. // 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
// stale snapshot (#10).
const runAddAction = useCallback( const runAddAction = useCallback(
async (text: string) => { async (text: string) => {
if (!game) return; if (!game) return;
try { try {
const { game: g } = await api.addAction(game.id, text); const { game: g } = await api.addAction(game.id, text);
setGame(g); applyState(g);
} catch (e) { } catch (e) {
toastError(e); toastError(e);
} }
}, },
[game], [game, applyState],
); );
// Add a diplomatic message to the pending round. Fast, non-LLM — no `busy`. // Add a diplomatic message to the pending round. Fast, non-LLM — no `busy`.
@@ -246,12 +378,27 @@ export default function App() {
if (!game) return; if (!game) return;
try { try {
const { game: g } = await api.addDiplomacy(game.id, to, message); const { game: g } = await api.addDiplomacy(game.id, to, message);
setGame(g); applyState(g);
} catch (e) { } catch (e) {
toastError(e); toastError(e);
} }
}, },
[game], [game, applyState],
);
// Remove a queued item by index. Fast, non-LLM — no `busy`; the pending list
// updates from the response and the SSE `state` event (version-gated).
const runRemoveQueueItem = useCallback(
async (index: number) => {
if (!game) return;
try {
const { game: g } = await api.removeQueueItem(game.id, index);
applyState(g);
} catch (e) {
toastError(e);
}
},
[game, applyState],
); );
// Jump forward: the single LLM call that commits the pending round. Only this // Jump forward: the single LLM call that commits the pending round. Only this
@@ -261,41 +408,52 @@ export default function App() {
setBusy(true); setBusy(true);
try { try {
const { state } = await api.jump(game.id); const { state } = await api.jump(game.id);
setGame(state); applyState(state);
} catch (e) { } catch (e) {
toastError(e); toastError(e);
} finally { } finally {
setBusy(false); setBusy(false);
} }
}, [game]); }, [game, applyState]);
// Ask the advisor: a separate (slow) LLM call. It sets its own `advisorBusy`
// flag (distinct from the turn `busy`) and clears it in `finally`, so the flag
// is released on both success and error. Asking never advances a turn and
// never touches the turn `busy` state — "Jump forward" stays usable.
const askAdvisor = useCallback( const askAdvisor = useCallback(
async (prompt?: string) => { async (prompt?: string) => {
if (!game) return; if (!game) return;
setAdvisorBusy(true);
try { try {
const { suggestions } = await api.advisor(game.id, prompt); const { suggestions } = await api.advisor(game.id, prompt);
setAdvisors(suggestions); setAdvisors(suggestions);
} catch (e) { } catch (e) {
toastError(e); toastError(e);
} finally {
setAdvisorBusy(false);
} }
}, },
[game], [game],
); );
const resumeGame = useCallback(async (id: string) => { // Load (fetch + show) a saved game by id. Shared by the home screen's resume
// affordances and by the hash router when the URL points at a different game.
// On failure (deleted / 404) it never throws: it clears the stale reference,
// clears the hash to `#/`, and stays on the home screen.
const loadGame = useCallback(async (id: string) => {
setLoading(true); setLoading(true);
try { try {
const { game } = await api.getGame(id); const { game } = await api.getGame(id);
// Make this the active game again so a refresh keeps resuming it. // Make this the active game so a bare `/` reload keeps resuming it.
persistActiveGameId(id); persistActiveGameId(id);
setActiveGameId(id); setActiveGameId(id);
setGame(game); applyState(game);
setAdvisors([]); setAdvisors([]);
setScreen({ name: 'game' }); setScreen({ name: 'game' });
} catch (e) { } catch (e) {
// Deleted / not found: clear any stale reference and stay on home.
clearActiveGameId(); clearActiveGameId();
setActiveGameId(null); setActiveGameId(null);
setHomeHash();
setScreen({ name: 'home' }); setScreen({ name: 'home' });
toastError(e); toastError(e);
} finally { } finally {
@@ -303,6 +461,9 @@ export default function App() {
} }
}, []); }, []);
// The home screen's "resume" affordances just load a saved game by id.
const resumeGame = useCallback((id: string) => void loadGame(id), [loadGame]);
const goHome = useCallback(() => { const goHome = useCallback(() => {
setScreen({ name: 'home' }); setScreen({ name: 'home' });
setGame(null); setGame(null);
@@ -310,6 +471,32 @@ export default function App() {
setAdvisors([]); setAdvisors([]);
}, []); }, []);
// Delete a saved game. Removes it from the "Saved games" list, clears it if it
// was the remembered active game, and heads home if it's the one currently
// shown. The server also broadcasts an SSE `error` to any *other* open tab of
// this game, which the `useSse` `onError` handler above turns into a go-home.
const runDeleteGame = useCallback(
async (id: string) => {
try {
await api.deleteGame(id);
} catch (e) {
toastError(e);
return;
}
setSavedGames((prev) => prev.filter((g) => g.id !== id));
if (activeGameId === id) {
clearActiveGameId();
setActiveGameId(null);
}
if (game?.id === id) goHome();
toast.success('Game deleted');
},
[activeGameId, game, goHome],
);
// Expose the latest game + handlers to the mount-once hashchange listener.
latestRef.current = { game, goHome, loadGame };
if (screen.name === 'game' && game) { if (screen.name === 'game' && game) {
return ( return (
<> <>
@@ -319,9 +506,11 @@ export default function App() {
game={game} game={game}
regions={regions} regions={regions}
busy={busy} busy={busy}
advisorBusy={advisorBusy}
advisors={advisors} advisors={advisors}
onAddAction={runAddAction} onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy} onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor} onAdvisor={askAdvisor}
onJump={runJump} onJump={runJump}
onHome={goHome} onHome={goHome}
@@ -349,6 +538,7 @@ export default function App() {
savedGames={savedGames} savedGames={savedGames}
activeGameId={activeGameId} activeGameId={activeGameId}
onResume={resumeGame} onResume={resumeGame}
onDelete={runDeleteGame}
/> />
</> </>
); );
@@ -357,10 +547,14 @@ export default function App() {
interface GameScreenProps { interface GameScreenProps {
game: GameState; game: GameState;
regions: RegionMap; regions: RegionMap;
/** A turn ("Jump forward") is in flight — drives the turn flow + commit button. */
busy: boolean; busy: boolean;
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
advisorBusy: boolean;
advisors: string[]; advisors: string[];
onAddAction: (a: string) => void; onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void; onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void; onAdvisor: (p?: string) => void;
onJump: () => void; onJump: () => void;
onHome: () => void; onHome: () => void;
@@ -368,28 +562,44 @@ interface GameScreenProps {
/** /**
* The main play view — a full-bleed world map with a floating HUD. The MapLibre * The main play view — a full-bleed world map with a floating HUD. The MapLibre
* map is a fixed, full-viewport background (z-0); over it float draggable, * map is a fixed, full-viewport background (z-0) that the user drives directly
* collapsible windows: a slim header bar (scenario, turn + date, player nation, * (wheel/trackpad zoom + drag pan — there is no floating zoom control). Over it:
* live status, "Focus map" collapse-all) at the top, the nation dossier * a slim **pinned** header bar (fixed, non-movable, centered at the top a few
* (top-left), the event feed (right), the "Your move" command deck * px down; scenario, turn + date, player nation, live status, "Focus map"
* (bottom-center), the nation-color legend (bottom-left), and a tiny map zoom * collapse-all); the nation dossier, the event feed, and the "Your move"
* control (bottom-right). Each window remembers its dragged position, and * command deck — each free-floating by default (at the same first-run positions
* clicking one raises it above its siblings. Pan/zoom/click on the map stays * as before) but **dockable** into a full-height left or right pane, the choice
* fully available in the gaps between windows. * being remembered; and the nation-color legend, which stays a small floating
* widget (not dockable). Each floating window remembers its dragged position,
* and clicking one raises it above its siblings. Pan/zoom/click on the map
* stays fully available in the gaps between windows.
*/ */
function GameScreen({ function GameScreen({
game, game,
regions, regions,
busy, busy,
advisorBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onHome, onHome,
}: GameScreenProps) { }: GameScreenProps) {
// Which nation's dossier to show. Defaults to the player; remounts per game. // Which nation's dossier to show. Defaults to the player; remounts per game.
const [viewingId, setViewingId] = useState(game.playerNationId); const [viewingId, setViewingId] = useState(game.playerNationId);
// When the dossier target was set by a map click, remember which sub-region
// (its own name + parent country) was clicked, for a small label in the
// dossier. Cleared when the user picks a nation via the manual Inspect select.
const [selectedRegion, setSelectedRegion] = useState<{ parent?: string; name?: string } | null>(null);
const focusNation = useCallback(
(id: string, info?: { parent?: string; name?: string }) => {
setViewingId(id);
setSelectedRegion(info ?? null);
},
[],
);
const player = game.nations[game.playerNationId]; const player = game.nations[game.playerNationId];
const viewed = game.nations[viewingId] ?? player; const viewed = game.nations[viewingId] ?? player;
const nations = Object.values(game.nations).sort((a, b) => a.name.localeCompare(b.name)); const nations = Object.values(game.nations).sort((a, b) => a.name.localeCompare(b.name));
@@ -416,11 +626,23 @@ function GameScreen({
}); });
}, []); }, []);
// Tiny map API (zoom in/out) exposed by WorldMap for the floating control. // Dock state for the three dockable panels (dossier / feed / action),
const mapApiRef = useRef<MapApi | null>(null); // persisted per id (survives reloads). The default is 'float' — the current
const handleMapReady = useCallback((api: MapApi | null) => { // first-run positions — so nothing visually changes until the user docks
mapApiRef.current = api; // something. The legend is not dockable; the header is pinned.
const [dock, setDock] = useState<Record<string, DockMode>>(loadDockMap);
const setDockFor = useCallback((id: string, mode: DockMode) => {
setDock((prev) => {
const next = { ...prev, [id]: mode };
persistDockMap(next);
return next;
});
}, []); }, []);
// The `dock` prop expects a concrete edge, or `undefined` to free-float.
const dockOf = (id: string) => {
const m = dock[id];
return m === 'left' || m === 'right' ? m : undefined;
};
return ( return (
<div className="min-h-screen"> <div className="min-h-screen">
@@ -430,14 +652,15 @@ function GameScreen({
playerNationId={game.playerNationId} playerNationId={game.playerNationId}
nations={game.nations} nations={game.nations}
presetId={game.presetId} presetId={game.presetId}
onFocusNation={setViewingId} onFocusNation={focusNation}
onMapReady={handleMapReady}
/> />
{/* Slim floating header: brand, turn + date, player nation, live status, Focus map. */} {/* Pinned top bar: brand, turn + date, player nation, live status, Focus map.
Fixed and non-movable, centered at the top a few px from the top edge. */}
<FloatingWindow <FloatingWindow
id="header" id="header"
anchor="top-center" dataTestId="top-bar"
pinned
collapsible={false} collapsible={false}
title={ title={
<div className="flex min-w-0 items-center gap-3"> <div className="flex min-w-0 items-center gap-3">
@@ -484,17 +707,24 @@ function GameScreen({
{player?.name ?? game.playerNationId} {player?.name ?? game.playerNationId}
</span> </span>
</div> </div>
{/* Three-state live status: advisor fetch in flight → "Advisor
thinking…"; else a turn in flight → "Simulating…"; else "Idle".
Both LLM-in-flight states share the amber spinner; idle is muted. */}
<span <span
data-testid="status-indicator" data-testid="status-indicator"
className={cn( className={cn(
'flex items-center gap-1.5 rounded-full border px-2.5 py-1 text-xs font-medium', 'flex items-center gap-1.5 rounded-full border px-2.5 py-1 text-xs font-medium',
busy advisorBusy || busy
? 'border-primary/40 bg-primary/10 text-primary' ? 'border-primary/40 bg-primary/10 text-primary'
: 'border-border bg-muted/40 text-muted-foreground', : 'border-border bg-muted/40 text-muted-foreground',
)} )}
> >
{busy ? <Loader2 className="size-3 animate-spin" /> : <CircleDot className="size-3" />} {advisorBusy || busy ? (
{busy ? 'Simulating…' : 'Idle'} <Loader2 className="size-3 animate-spin" />
) : (
<CircleDot className="size-3" />
)}
{advisorBusy ? 'Advisor thinking…' : busy ? 'Simulating…' : 'Idle'}
</span> </span>
<Button <Button
variant="secondary" variant="secondary"
@@ -510,13 +740,16 @@ function GameScreen({
} }
/> />
{/* Nation dossier, top-left. */} {/* Nation dossier, top-left by default; dockable into a left/right pane. */}
<FloatingWindow <FloatingWindow
id="dossier" id="dossier"
dataTestId="panel-dossier"
anchor="top-left" anchor="top-left"
width={300} width={300}
title="Dossier" title="Dossier"
titleIcon={<BookOpen className="size-4" />} titleIcon={<BookOpen className="size-4" />}
dock={dockOf('dossier')}
onDockChange={(m) => setDockFor('dossier', m)}
collapsed={!!collapsed.dossier} collapsed={!!collapsed.dossier}
onCollapsedChange={(c) => setCollapsedFor('dossier', c)} onCollapsedChange={(c) => setCollapsedFor('dossier', c)}
bodyClassName="max-h-[56vh] overflow-y-auto" bodyClassName="max-h-[56vh] overflow-y-auto"
@@ -525,7 +758,14 @@ function GameScreen({
<div className="mb-1.5 text-xs font-medium uppercase tracking-wide text-muted-foreground"> <div className="mb-1.5 text-xs font-medium uppercase tracking-wide text-muted-foreground">
Inspect Inspect
</div> </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"> <SelectTrigger className="w-full" data-testid="inspect-select">
<SelectValue /> <SelectValue />
</SelectTrigger> </SelectTrigger>
@@ -537,13 +777,20 @@ function GameScreen({
))} ))}
</SelectContent> </SelectContent>
</Select> </Select>
{selectedRegion && (
<div className="mt-1.5 truncate text-[11px] text-muted-foreground" data-testid="selected-region">
Selected: {selectedRegion.name ?? selectedRegion.parent ?? 'region'}
{selectedRegion.parent ? ` (${selectedRegion.parent})` : ''}
</div>
)}
</div> </div>
<NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow /> <NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow />
</FloatingWindow> </FloatingWindow>
{/* Event feed, right side. */} {/* Event feed, right side by default; dockable into a left/right pane. */}
<FloatingWindow <FloatingWindow
id="feed" id="feed"
dataTestId="panel-feed"
anchor="right" anchor="right"
width={330} width={330}
title="Event feed" title="Event feed"
@@ -553,6 +800,8 @@ function GameScreen({
{game.events.length} {game.events.length}
</Badge> </Badge>
} }
dock={dockOf('feed')}
onDockChange={(m) => setDockFor('feed', m)}
collapsed={!!collapsed.feed} collapsed={!!collapsed.feed}
onCollapsedChange={(c) => setCollapsedFor('feed', c)} onCollapsedChange={(c) => setCollapsedFor('feed', c)}
bodyClassName="h-[52vh]" bodyClassName="h-[52vh]"
@@ -560,9 +809,10 @@ function GameScreen({
<EventFeed events={game.events} nations={game.nations} inWindow /> <EventFeed events={game.events} nations={game.nations} inWindow />
</FloatingWindow> </FloatingWindow>
{/* Command deck ("Your move"), bottom-center — queue items, then commit. */} {/* Command deck ("Your move"), bottom-center by default; dockable. */}
<FloatingWindow <FloatingWindow
id="action" id="action"
dataTestId="panel-action"
anchor="bottom-center" anchor="bottom-center"
width={370} width={370}
title="Your move" title="Your move"
@@ -574,6 +824,8 @@ function GameScreen({
</Badge> </Badge>
) : undefined ) : undefined
} }
dock={dockOf('action')}
onDockChange={(m) => setDockFor('action', m)}
collapsed={!!collapsed.action} collapsed={!!collapsed.action}
onCollapsedChange={(c) => setCollapsedFor('action', c)} onCollapsedChange={(c) => setCollapsedFor('action', c)}
bodyClassName="max-h-[72vh] overflow-y-auto" bodyClassName="max-h-[72vh] overflow-y-auto"
@@ -581,9 +833,11 @@ function GameScreen({
<ActionPanel <ActionPanel
game={game} game={game}
busy={busy} busy={busy}
advisorBusy={advisorBusy}
advisors={advisors} advisors={advisors}
onAddAction={onAddAction} onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy} onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor} onAdvisor={onAdvisor}
onJump={onJump} onJump={onJump}
inWindow inWindow
@@ -602,39 +856,6 @@ function GameScreen({
> >
<MapLegend regions={regions} /> <MapLegend regions={regions} />
</FloatingWindow> </FloatingWindow>
{/* Tiny floating zoom control, bottom-right (clear of the attribution). */}
<FloatingWindow
id="zoom"
anchor="bottom-right"
width={88}
title="Map"
titleIcon={<MapIcon className="size-4" />}
offset={{ y: -28 }}
collapsed={!!collapsed.zoom}
onCollapsedChange={(c) => setCollapsedFor('zoom', c)}
>
<div className="flex items-center justify-center gap-1.5 p-2.5">
<Button
variant="secondary"
size="sm"
onClick={() => mapApiRef.current?.zoomIn()}
aria-label="Zoom in"
data-testid="zoom-in"
>
<Plus className="size-4" />
</Button>
<Button
variant="secondary"
size="sm"
onClick={() => mapApiRef.current?.zoomOut()}
aria-label="Zoom out"
data-testid="zoom-out"
>
<Minus className="size-4" />
</Button>
</div>
</FloatingWindow>
</div> </div>
); );
} }
+98 -7
View File
@@ -1,24 +1,40 @@
import { useState } from 'react'; import { useState } from 'react';
import { Loader2, MessageSquare, Radar, Zap } from 'lucide-react'; import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
import {
Dialog,
DialogContent,
DialogDescription,
DialogFooter,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import { Input } from './ui/input'; import { Input } from './ui/input';
import { Textarea } from './ui/textarea'; import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs'; import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select'; import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import type { GameState } from '@shared/types'; import type { GameState, RoundItem } from '@shared/types';
interface Props { interface Props {
game: GameState; game: GameState;
/** A jump (the only LLM call) is currently in flight — disable the commit. */ /** A jump (the only turn LLM call) is currently in flight — disable the commit. */
busy: boolean; busy: boolean;
/**
* An advisor fetch (a separate LLM call) is in flight. Distinct from `busy`:
* it gates only the advisor UI (the "Ask advisor" button + its hint) and must
* never disable "Jump forward" or the rest of the turn flow.
*/
advisorBusy: boolean;
/** Advisor brainstorm suggestions from the last request. */ /** Advisor brainstorm suggestions from the last request. */
advisors: string[]; advisors: string[];
/** Queue a free-text action onto the pending round (no turn advance). */ /** Queue a free-text action onto the pending round (no turn advance). */
onAddAction: (text: string) => void; onAddAction: (text: string) => void;
/** Queue a diplomatic message onto the pending round (no turn advance). */ /** Queue a diplomatic message onto the pending round (no turn advance). */
onAddDiplomacy: (to: string, message: string) => void; onAddDiplomacy: (to: string, message: string) => void;
/** Remove one queued item by its index in `game.pending` (no turn advance). */
onRemoveQueueItem: (index: number) => void;
onAdvisor: (prompt?: string) => void; onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */ /** Commit the whole pending round in a single LLM turn. */
onJump: () => void; onJump: () => void;
@@ -29,20 +45,31 @@ interface Props {
inWindow?: boolean; inWindow?: boolean;
} }
/** One-line, display-safe rendering of a queued item (text truncated). */
function describeItem(item: RoundItem, nationName: (id?: string) => string): string {
const who = item.kind === 'diplomacy' ? ` to ${nationName(item.to)}` : '';
const text = item.text.length > 72 ? `${item.text.slice(0, 71)}…` : item.text;
return `${who ? `${who}:` : 'Action:'} “${text}”`;
}
/** /**
* The player's command deck ("Your move"). Three tabs — Action, Diplomacy, * The player's command deck ("Your move"). Three tabs — Action, Diplomacy,
* Advisor — each with a small "Add" button that queues an item onto the pending * Advisor — each with a small "Add" button that queues an item onto the pending
* round (these never advance the turn). Below the tabs a visible pending-queue * round (these never advance the turn). Below the tabs a visible pending-queue
* list and one prominent "Jump forward" button commit the whole round in a * list — each row has a small trash button that removes that item (with a
* single LLM turn. While a jump is in flight the commit is disabled and a hint * confirmation dialog) — and one prominent "Jump forward" button that commits
* is shown; an empty jump (nothing queued) is allowed and advances time. * the whole round in a single LLM turn. While a jump is in flight the commit
* is disabled (as is queue editing) and a hint is shown; an empty jump
* (nothing queued) is allowed and advances time.
*/ */
export default function ActionPanel({ export default function ActionPanel({
game, game,
busy, busy,
advisorBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
inWindow = false, inWindow = false,
@@ -52,6 +79,8 @@ export default function ActionPanel({
const [target, setTarget] = useState(''); const [target, setTarget] = useState('');
const [message, setMessage] = useState(''); const [message, setMessage] = useState('');
const [prompt, setPrompt] = useState(''); 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);
const others = Object.entries(game.nations) const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId) .filter(([id]) => id !== game.playerNationId)
@@ -79,6 +108,10 @@ export default function ActionPanel({
}; };
const pending = game.pending; const pending = game.pending;
// 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).
const removeTarget = confirmRemoveIndex !== null ? pending[confirmRemoveIndex] : undefined;
const queuedLabel = busy const queuedLabel = busy
? 'Simulating…' ? 'Simulating…'
: `Jump forward${pending.length > 0 ? ` · ${pending.length} queued` : ''}`; : `Jump forward${pending.length > 0 ? ` · ${pending.length} queued` : ''}`;
@@ -168,10 +201,23 @@ export default function ActionPanel({
variant="secondary" variant="secondary"
size="sm" size="sm"
onClick={() => onAdvisor(prompt.trim() || undefined)} onClick={() => onAdvisor(prompt.trim() || undefined)}
disabled={advisorBusy}
data-testid="ask-advisor" data-testid="ask-advisor"
> >
Ask advisor {advisorBusy && <Loader2 className="size-3.5 animate-spin" />}
{advisorBusy ? 'Thinking…' : 'Ask advisor'}
</Button> </Button>
{/* While the advisor (a separate LLM call) is thinking, mirror the
turn's "sim-hint" so the user knows the request is in flight. */}
{advisorBusy && (
<p
className="flex items-center gap-1.5 text-xs text-muted-foreground"
data-testid="advisor-hint"
>
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
The advisor is thinking… this can take a few seconds.
</p>
)}
{advisors.length > 0 && ( {advisors.length > 0 && (
<ul className="space-y-1.5" data-testid="advisor-list"> <ul className="space-y-1.5" data-testid="advisor-list">
{advisors.map((a, i) => ( {advisors.map((a, i) => (
@@ -227,6 +273,18 @@ export default function ActionPanel({
</span> </span>
)} )}
<span className="min-w-0 flex-1 truncate text-foreground/85">{item.text}</span> <span className="min-w-0 flex-1 truncate text-foreground/85">{item.text}</span>
<Button
variant="ghost"
size="icon-sm"
className="shrink-0 text-muted-foreground hover:text-destructive"
onClick={() => setConfirmRemoveIndex(i)}
disabled={busy}
title="Remove from this round"
aria-label="Remove this queued item"
data-testid="remove-queue-item"
>
<Trash2 className="size-3.5" />
</Button>
</li> </li>
))} ))}
</ul> </ul>
@@ -234,6 +292,39 @@ export default function ActionPanel({
)} )}
</div> </div>
{/* Confirmation for removing a queued item (never removes without asking). */}
<Dialog open={removeTarget !== undefined} onOpenChange={(open) => !open && setConfirmRemoveIndex(null)}>
<DialogContent className="max-w-sm" data-testid="remove-confirm-dialog">
<DialogHeader>
<DialogTitle>Remove queued item?</DialogTitle>
<DialogDescription>
{removeTarget ? (
<>
{describeItem(removeTarget, nationName)} will be removed from this round and
won’t be simulated on the next jump.
</>
) : null}
</DialogDescription>
</DialogHeader>
<DialogFooter>
<Button variant="outline" onClick={() => setConfirmRemoveIndex(null)} data-testid="remove-cancel">
Cancel
</Button>
<Button
variant="destructive"
onClick={() => {
if (confirmRemoveIndex !== null) onRemoveQueueItem(confirmRemoveIndex);
setConfirmRemoveIndex(null);
}}
data-testid="remove-confirm"
>
<Trash2 className="size-4" />
Remove
</Button>
</DialogFooter>
</DialogContent>
</Dialog>
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward"> <Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />} {busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel} {queuedLabel}
+154 -32
View File
@@ -6,7 +6,7 @@ import {
type CSSProperties, type CSSProperties,
type ReactNode, type ReactNode,
} from 'react'; } from 'react';
import { Minus, Plus } from 'lucide-react'; import { AlignLeft, AlignRight, Maximize2, Minus, Plus } from 'lucide-react';
import { cn } from '@/lib/utils'; import { cn } from '@/lib/utils';
/** Edge anchor used to place a window on first run (before the user drags it). */ /** Edge anchor used to place a window on first run (before the user drags it). */
@@ -19,6 +19,11 @@ export type FloatAnchor =
| 'bottom-center' | 'bottom-center'
| 'bottom-right'; | 'bottom-right';
/** A docked column edge: pinned to a screen edge and filling the viewport height. */
export type FloatDock = 'left' | 'right';
/** A dock mode: a docked edge, or `'float'` (free-floating, the default). */
export type FloatDockMode = FloatDock | 'float';
const STORAGE_PREFIX = 'history.floatwin.v1.'; const STORAGE_PREFIX = 'history.floatwin.v1.';
// Module-level z-index bookkeeping so sibling windows stack in click order: // Module-level z-index bookkeeping so sibling windows stack in click order:
@@ -26,6 +31,9 @@ const STORAGE_PREFIX = 'history.floatwin.v1.';
// raised, the shared counter advances, so the newest on top always wins. // raised, the shared counter advances, so the newest on top always wins.
const Z_BASE = 10; const Z_BASE = 10;
const Z_STEP = 10; const Z_STEP = 10;
// A pinned window always floats above every docked/floating window, no matter
// how many times those are raised.
const Z_PINNED = 100000;
let zSeq = 0; let zSeq = 0;
let zTopId: string | null = null; let zTopId: string | null = null;
/** Returns the new z-index to use, or -1 if this window is already front-most. */ /** Returns the new z-index to use, or -1 if this window is already front-most. */
@@ -118,8 +126,31 @@ function clampPos(x: number, y: number, w: number, h: number): Pos {
export interface FloatingWindowProps { export interface FloatingWindowProps {
/** Stable id — used for the localStorage key and as a data-attribute. */ /** Stable id — used for the localStorage key and as a data-attribute. */
id: string; id: string;
/** First-run placement. The last dragged position (persisted) takes over. */ /** Optional `data-testid` on the window root, for e2e targeting. */
anchor: FloatAnchor; dataTestId?: string;
/**
* First-run placement for a free-floating window; the last dragged position
* (persisted) takes over. Ignored when `pinned` or `dock` is set.
*/
anchor?: FloatAnchor;
/**
* Pin the window to the top-center of the viewport: a fixed, non-movable bar
* a few px from the top that re-centers automatically on resize, always
* floats above docked/floating panels, and never reads/writes a persisted
* position. Used for the slim header.
*/
pinned?: boolean;
/**
* Dock the window into a full-height left or right column: non-movable,
* body scrolls, never reads/writes the persisted free-floating position.
* Absent (`undefined`) = free-floating as before.
*/
dock?: FloatDock;
/**
* When provided, render dock controls (left / right / float) in the title bar
* and report the chosen mode back to the parent, which persists it.
*/
onDockChange?: (mode: FloatDockMode) => void;
/** Fixed window width in px (content is sized to it). Omit to fit content. */ /** Fixed window width in px (content is sized to it). Omit to fit content. */
width?: number; width?: number;
/** Extra px nudged away from the anchor position (e.g. clear the map attribution). */ /** Extra px nudged away from the anchor position (e.g. clear the map attribution). */
@@ -128,7 +159,7 @@ export interface FloatingWindowProps {
title?: ReactNode; title?: ReactNode;
/** Optional icon before the title. */ /** Optional icon before the title. */
titleIcon?: ReactNode; titleIcon?: ReactNode;
/** Right-side title-bar content, rendered before the collapse button. */ /** Right-side title-bar content, rendered before the dock/collapse controls. */
titleExtra?: ReactNode; titleExtra?: ReactNode;
/** Render the collapse toggle (default true). */ /** Render the collapse toggle (default true). */
collapsible?: boolean; collapsible?: boolean;
@@ -143,16 +174,27 @@ export interface FloatingWindowProps {
} }
/** /**
* A draggable, collapsible, position-persisted window that floats over the * A window that floats over the full-screen map. Three mutually-exclusive
* full-screen map. Dragging is limited to the title bar (via pointer capture) * modes, set via props (absent = free-floating):
* so inputs and buttons in the body keep working; the window is clamped so it * • **free-floating** (default) — draggable by the title bar (pointer
* can never be dragged fully off-screen, its position is remembered in * capture), clamped on-screen, position persisted in localStorage, raised
* localStorage, clicking any part of it raises it above siblings, and the * above siblings on click, collapsible.
* collapse toggle shrinks it to just its title bar. * • **pinned** — a fixed, non-movable bar centered at the top of the
* viewport a few px down; re-centers on resize; always above other
* windows; no position persisted.
* • **docked** (`left`/`right`) — a non-movable, full-height column pinned
* to a screen edge whose body scrolls; the persisted free-floating
* position is neither read nor written while docked.
* When `onDockChange` is provided, small dock/left/right/float controls render
* in the title bar and report the chosen mode back to the parent.
*/ */
export default function FloatingWindow({ export default function FloatingWindow({
id, id,
anchor, dataTestId,
anchor = 'top-center',
pinned = false,
dock,
onDockChange,
width, width,
offset, offset,
title, title,
@@ -165,6 +207,12 @@ export default function FloatingWindow({
bodyClassName, bodyClassName,
children, children,
}: FloatingWindowProps) { }: FloatingWindowProps) {
const isPinned = pinned;
const isDocked = dock === 'left' || dock === 'right';
// Free-floating is the only mode that drags, persists a position, and needs
// viewport measurement/clamping. Pinned and docked are CSS-positioned.
const isFloating = !isPinned && !isDocked;
const rootRef = useRef<HTMLDivElement>(null); const rootRef = useRef<HTMLDivElement>(null);
const sizeRef = useRef<{ w: number; h: number } | null>(null); const sizeRef = useRef<{ w: number; h: number } | null>(null);
const dragRef = useRef<{ dx: number; dy: number; pointerId: number } | null>(null); const dragRef = useRef<{ dx: number; dy: number; pointerId: number } | null>(null);
@@ -177,9 +225,11 @@ export default function FloatingWindow({
setPosState(p); setPosState(p);
}; };
// First paint: measure, then place (restored position or anchor) and clamp. // First paint (free-floating only): measure, then place (restored position
// Runs before paint (useLayoutEffect), so there is no visible flash. // or anchor) and clamp. Runs before paint (useLayoutEffect), so no flash.
// Re-runs when the mode changes so a window returning from docked re-places.
useLayoutEffect(() => { useLayoutEffect(() => {
if (!isFloating) return;
if (posRef.current) return; if (posRef.current) return;
const el = rootRef.current; const el = rootRef.current;
if (!el) return; if (!el) return;
@@ -195,11 +245,12 @@ export default function FloatingWindow({
); );
posRef.current = p; posRef.current = p;
setPosState(p); setPosState(p);
}, [id, anchor]); }, [id, anchor, offset, isFloating]);
// Re-measure + re-clamp whenever the body toggles hidden (expand can push a // Re-measure + re-clamp whenever the body toggles hidden (expand can push a
// bottom-anchored window off the bottom edge). // bottom-anchored window off the bottom edge). Free-floating only.
useLayoutEffect(() => { useLayoutEffect(() => {
if (!isFloating) return;
const el = rootRef.current; const el = rootRef.current;
const p = posRef.current; const p = posRef.current;
if (!el || !p) return; if (!el || !p) return;
@@ -208,10 +259,11 @@ export default function FloatingWindow({
sizeRef.current = { w: rect.width, h: rect.height }; sizeRef.current = { w: rect.width, h: rect.height };
const c = clampPos(p.x, p.y, rect.width, rect.height); const c = clampPos(p.x, p.y, rect.width, rect.height);
if (c.x !== p.x || c.y !== p.y) setPos(c); if (c.x !== p.x || c.y !== p.y) setPos(c);
}, [collapsed]); }, [collapsed, isFloating]);
// Keep the window on-screen when the viewport shrinks. // Keep a free-floating window on-screen when the viewport shrinks.
useEffect(() => { useEffect(() => {
if (!isFloating) return;
const onResize = () => { const onResize = () => {
const p = posRef.current; const p = posRef.current;
const s = sizeRef.current; const s = sizeRef.current;
@@ -221,7 +273,7 @@ export default function FloatingWindow({
}; };
window.addEventListener('resize', onResize); window.addEventListener('resize', onResize);
return () => window.removeEventListener('resize', onResize); return () => window.removeEventListener('resize', onResize);
}, []); }, [isFloating]);
const onHandleDown = (e: React.PointerEvent<HTMLDivElement>) => { const onHandleDown = (e: React.PointerEvent<HTMLDivElement>) => {
if (e.button !== 0) return; if (e.button !== 0) return;
@@ -258,18 +310,44 @@ export default function FloatingWindow({
if (p) savePos(id, p.x, p.y); if (p) savePos(id, p.x, p.y);
}; };
const style: CSSProperties = { // Root placement: pinned → centered top bar; docked → full-height edge
// column; free-floating → last/initial pixel position (hidden until measured).
const rootStyle: CSSProperties = isPinned
? { zIndex: Z_PINNED, top: 8, left: '50%', transform: 'translateX(-50%)' }
: isDocked
? {
zIndex: z, zIndex: z,
...(pos ? { left: pos.x, top: pos.y } : {}), top: 0,
}; height: '100vh',
...(dock === 'left' ? { left: 0 } : { right: 0 }),
}
: { zIndex: z, ...(pos ? { left: pos.x, top: pos.y } : {}) };
// The title bar is the drag handle only in free-floating mode.
const titleBarHandlers = isFloating
? {
onPointerDown: onHandleDown,
onPointerMove: onHandleMove,
onPointerUp: endDrag,
onPointerCancel: endDrag,
}
: {};
// Docked: the body fills the remaining column height and scrolls, overriding
// any max-height the caller set for the floating layout.
const bodyClass = isDocked
? cn('min-h-0 flex-1 overflow-y-auto', collapsed && 'hidden')
: cn('min-h-0', collapsed && 'hidden', bodyClassName);
return ( return (
<div <div
ref={rootRef} ref={rootRef}
data-float-window={id} data-float-window={id}
style={style} data-testid={dataTestId}
className={cn('fixed', !pos && 'pointer-events-none opacity-0')} style={rootStyle}
className={cn('fixed', isFloating && !pos && 'pointer-events-none opacity-0')}
onPointerDown={() => { onPointerDown={() => {
if (isPinned) return;
const nz = nextZ(id); const nz = nextZ(id);
if (nz > 0) setZ(nz); if (nz > 0) setZ(nz);
}} }}
@@ -277,21 +355,24 @@ export default function FloatingWindow({
<div <div
className={cn( className={cn(
'overflow-hidden rounded-xl border border-border/70 bg-slate-900/80 shadow-2xl shadow-black/50 backdrop-blur-md', 'overflow-hidden rounded-xl border border-border/70 bg-slate-900/80 shadow-2xl shadow-black/50 backdrop-blur-md',
isDocked && 'flex h-full flex-col',
className, className,
)} )}
style={ style={
width != null isDocked
? { width: width ?? 'fit-content', maxWidth: '96vw' }
: width != null
? { width, maxWidth: '96vw' } ? { width, maxWidth: '96vw' }
: { width: 'fit-content', maxWidth: '96vw' } : { width: 'fit-content', maxWidth: '96vw' }
} }
> >
{title != null && ( {title != null && (
<div <div
className="flex cursor-grab touch-none select-none items-center gap-2 border-b border-border/60 bg-white/[0.03] px-2.5 py-1.5 active:cursor-grabbing" className={cn(
onPointerDown={onHandleDown} 'flex shrink-0 touch-none select-none items-center gap-2 border-b border-border/60 bg-white/[0.03] px-2.5 py-1.5',
onPointerMove={onHandleMove} isFloating && 'cursor-grab active:cursor-grabbing',
onPointerUp={endDrag} )}
onPointerCancel={endDrag} {...titleBarHandlers}
> >
{titleIcon && ( {titleIcon && (
<span className="shrink-0 text-muted-foreground" aria-hidden> <span className="shrink-0 text-muted-foreground" aria-hidden>
@@ -302,6 +383,49 @@ export default function FloatingWindow({
{title} {title}
</span> </span>
{titleExtra} {titleExtra}
{onDockChange && (
<span className="flex shrink-0 items-center gap-0.5" data-no-drag>
<button
type="button"
data-testid="dock-left"
aria-label="Dock to the left edge"
title="Dock to the left edge"
className={cn(
'rounded-md p-1 text-muted-foreground transition-colors hover:bg-white/10 hover:text-foreground',
dock === 'left' && 'bg-white/10 text-foreground',
)}
onClick={() => onDockChange('left')}
>
<AlignLeft className="size-3.5" />
</button>
<button
type="button"
data-testid="dock-right"
aria-label="Dock to the right edge"
title="Dock to the right edge"
className={cn(
'rounded-md p-1 text-muted-foreground transition-colors hover:bg-white/10 hover:text-foreground',
dock === 'right' && 'bg-white/10 text-foreground',
)}
onClick={() => onDockChange('right')}
>
<AlignRight className="size-3.5" />
</button>
<button
type="button"
data-testid="dock-float"
aria-label="Float the window"
title="Float (undock)"
className={cn(
'rounded-md p-1 text-muted-foreground transition-colors hover:bg-white/10 hover:text-foreground',
!isDocked && 'bg-white/10 text-foreground',
)}
onClick={() => onDockChange('float')}
>
<Maximize2 className="size-3.5" />
</button>
</span>
)}
{collapsibleProp && ( {collapsibleProp && (
<button <button
type="button" type="button"
@@ -315,9 +439,7 @@ export default function FloatingWindow({
)} )}
</div> </div>
)} )}
{children != null && ( {children != null && <div className={bodyClass}>{children}</div>}
<div className={cn('min-h-0', collapsed && 'hidden', bodyClassName)}>{children}</div>
)}
</div> </div>
</div> </div>
); );
+70 -4
View File
@@ -1,7 +1,16 @@
import { Play } from 'lucide-react'; import { useState } from 'react';
import { Play, Trash2 } from 'lucide-react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import {
Dialog,
DialogContent,
DialogDescription,
DialogFooter,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import type { PresetMeta } from '@shared/types'; import type { PresetMeta } from '@shared/types';
import type { GameSummary } from '@shared/protocol'; import type { GameSummary } from '@shared/protocol';
@@ -15,12 +24,14 @@ interface Props {
activeGameId?: string | null; activeGameId?: string | null;
/** Resume a saved game by id (shared by the resume button and saved-games rows). */ /** Resume a saved game by id (shared by the resume button and saved-games rows). */
onResume?: (id: string) => void; onResume?: (id: string) => void;
/** Delete a saved game by id (confirmed by a dialog in this component). */
onDelete?: (id: string) => void;
} }
/** /**
* Home screen: a grid of scenario cards (each with a Play button), a prominent * Home screen: a grid of scenario cards (each with a Play button), a prominent
* "Resume last game" affordance, and a "Saved games" section listing prior * "Resume last game" affordance, and a "Saved games" section listing prior
* games so the user can get back into one. * games so the user can get back into one — or delete it.
*/ */
export default function PresetPicker({ export default function PresetPicker({
presets, presets,
@@ -29,8 +40,14 @@ export default function PresetPicker({
savedGames = [], savedGames = [],
activeGameId, activeGameId,
onResume, onResume,
onDelete,
}: Props) { }: Props) {
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined; const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
// The game awaiting a delete confirmation (null = dialog closed).
const [confirmDeleteId, setConfirmDeleteId] = useState<string | null>(null);
const confirmDeleteTarget = confirmDeleteId
? savedGames.find((g) => g.id === confirmDeleteId)
: undefined;
return ( return (
<div className="mx-auto max-w-6xl px-6 py-10"> <div className="mx-auto max-w-6xl px-6 py-10">
@@ -90,7 +107,7 @@ export default function PresetPicker({
))} ))}
</div> </div>
{/* Saved games: get back into any prior game. */} {/* Saved games: get back into any prior game (or delete it). */}
{savedGames.length > 0 && ( {savedGames.length > 0 && (
<section className="mt-12" data-testid="saved-games"> <section className="mt-12" data-testid="saved-games">
<h2 className="mb-4 text-xl font-bold tracking-tight">Saved games</h2> <h2 className="mb-4 text-xl font-bold tracking-tight">Saved games</h2>
@@ -100,13 +117,28 @@ export default function PresetPicker({
key={g.id} key={g.id}
className="flex flex-col" className="flex flex-col"
data-testid="saved-game" data-testid="saved-game"
data-game-id={g.id}
> >
<CardHeader> <CardHeader>
<div className="flex items-start justify-between gap-2"> <div className="flex items-start justify-between gap-2">
<CardTitle className="text-base">{g.presetTitle}</CardTitle> <CardTitle className="text-base">{g.presetTitle}</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs"> <div className="flex shrink-0 items-center gap-1">
<Badge variant="secondary" className="text-xs">
{g.date} {g.date}
</Badge> </Badge>
<Button
variant="ghost"
size="icon-sm"
className="text-muted-foreground hover:text-destructive"
data-testid="delete-game"
aria-label={`Delete ${g.presetTitle}`}
title="Delete this game"
onClick={() => setConfirmDeleteId(g.id)}
disabled={loading}
>
<Trash2 />
</Button>
</div>
</div> </div>
<CardDescription className="text-sm">Turn {g.turn}</CardDescription> <CardDescription className="text-sm">Turn {g.turn}</CardDescription>
</CardHeader> </CardHeader>
@@ -125,6 +157,40 @@ export default function PresetPicker({
</div> </div>
</section> </section>
)} )}
{/* Confirm before permanently deleting a saved game. */}
<Dialog open={confirmDeleteId !== null} onOpenChange={(o) => !o && setConfirmDeleteId(null)}>
<DialogContent className="max-w-sm" data-testid="delete-game-confirm-dialog">
<DialogHeader>
<DialogTitle>Delete this game?</DialogTitle>
<DialogDescription>
{confirmDeleteTarget
? `"${confirmDeleteTarget.presetTitle}" (turn ${confirmDeleteTarget.turn}, ${confirmDeleteTarget.date}) will be permanently removed. This cannot be undone.`
: 'This game will be permanently removed.'}
</DialogDescription>
</DialogHeader>
<DialogFooter>
<Button
variant="outline"
data-testid="delete-game-cancel"
onClick={() => setConfirmDeleteId(null)}
>
Cancel
</Button>
<Button
variant="destructive"
data-testid="delete-game-confirm"
onClick={() => {
const id = confirmDeleteId;
setConfirmDeleteId(null);
if (id) onDelete?.(id);
}}
>
Delete
</Button>
</DialogFooter>
</DialogContent>
</Dialog>
</div> </div>
); );
} }
+162 -114
View File
@@ -8,11 +8,14 @@ import 'maplibre-gl/dist/maplibre-gl.css';
// Point it at a Vite-emitted copy of the worker module so it loads in prod. // Point it at a Vite-emitted copy of the worker module so it loads in prod.
import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url'; import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
maplibregl.setWorkerUrl(workerUrl); maplibregl.setWorkerUrl(workerUrl);
import type { RegionMap, RegionOwner } from '@shared/protocol'; import { mapFeatureOwner, type RegionMap, type RegionOwner } from '@shared/protocol';
import type { Nation } from '@shared/types'; import type { Nation } from '@shared/types';
import { cn } from '@/lib/utils'; import { cn } from '@/lib/utils';
// 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 { interface GeoFeature {
type: 'Feature'; type: 'Feature';
id?: string | number; id?: string | number;
@@ -27,7 +30,7 @@ type GeoSource = maplibregl.GeoJSONSource;
// Inline basemap style — a visible dark-navy background plus a subtle // Inline basemap style — a visible dark-navy background plus a subtle
// OpenFreeMap shaded-relief raster so the ocean is never pure black and terrain // 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. // on top and is the real star.
// //
// Why inline instead of a remote style URL: the OFM "dark" style's vector tiles // Why inline instead of a remote style URL: the OFM "dark" style's vector tiles
@@ -61,7 +64,7 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
type: 'raster', type: 'raster',
source: 'terrain', source: 'terrain',
paint: { paint: {
'raster-opacity': 0.5, 'raster-opacity': 0.15,
'raster-brightness-max': 0.8, 'raster-brightness-max': 0.8,
'raster-fade-duration': 200, 'raster-fade-duration': 200,
}, },
@@ -69,11 +72,11 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
], ],
}; };
const COUNTRIES_SOURCE = 'countries'; const REGIONS_SOURCE = 'regions';
const HOVER_SOURCE = 'hover'; const HOVER_SOURCE = 'hover';
const FLASH_SOURCE = 'flash'; const FLASH_SOURCE = 'flash';
const FILL_LAYER = 'countries-fill'; const FILL_LAYER = 'regions-fill';
const LINE_LAYER = 'countries-line'; const LINE_LAYER = 'regions-line';
const PLAYER_LINE = 'player-line'; const PLAYER_LINE = 'player-line';
const FLASH_LINE = 'flash-line'; const FLASH_LINE = 'flash-line';
const HOVER_FILL = 'hover-fill'; const HOVER_FILL = 'hover-fill';
@@ -97,35 +100,68 @@ function cameraForPreset(presetId: string): { center: [number, number]; zoom: nu
} }
/** /**
* Stamp the current ownership + colors onto a clone of the base geo. Each region * Stamp the current ownership + colors onto a clone of the sub-national base geo.
* carries its owner's stable fill color, a subtle stroke, and a flag for the * Ownership and the LLM stay at **country** granularity (#16, PR 2): a nation
* player's own regions (rendered as a brighter, thicker border by a dedicated * owns whole countries, so every sub-region of a country shares that country's
* layer). Unknown owners fall back to a faint neutral fill — never an error. * owning nation's color — the map looks like the old country choropleth, but
* subdivided into finer cells. Each sub-region therefore carries:
*
* - `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);
* - `parent` – the parent country's ISO_A3 (e.g. `FRA`), the RegionMap key;
* - `fill` – the owning nation's stable color (from `RegionMap[parent]`);
* - `owner`/`ownerId` – that nation's name/id (empty for an unowned country);
* - `stroke` – a per-border alpha (owned brighter than unowned);
* - `isPlayer` – 1 when the owning nation is the player (drives the amber
* player-highlight border).
*
* Crucially, the owner lookup keys the RegionMap by `properties.parent` (the
* country ISO_A3), **never** by the sub-region id — the RegionMap has no
* `FRA-03` entries, only `FRA`.
*/ */
function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId: string): FeatureCollection { function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId: string): FeatureCollection {
const out: FeatureCollection = JSON.parse(JSON.stringify(geo)); const out: FeatureCollection = JSON.parse(JSON.stringify(geo));
for (const f of out.features) { for (const f of out.features) {
f.properties = f.properties ?? {}; f.properties = f.properties ?? {};
const r = f.id ? regions[f.id as string] : 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;
// Ownership lives at the parent country: resolve `properties.parent`
// (the ISO_A3) against the RegionMap. Never the sub-region id.
const parent = typeof f.properties.parent === 'string' ? f.properties.parent : '';
f.properties.parent = parent;
const r = parent ? regions[parent] : undefined;
if (r) { if (r) {
f.properties.fill = r.color; f.properties.fill = r.color;
f.properties.owner = r.owner; f.properties.owner = r.owner;
f.properties.stroke = 'rgba(255,255,255,0.10)'; f.properties.ownerId = r.ownerId;
f.properties.stroke = 'rgba(255,255,255,0.30)';
f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0; f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
} else { } else {
f.properties.fill = 'rgba(148,163,184,0.05)'; f.properties.fill = 'rgba(148,163,184,0.05)';
f.properties.stroke = 'rgba(255,255,255,0.06)'; f.properties.stroke = 'rgba(255,255,255,0.14)';
f.properties.owner = ''; f.properties.owner = '';
f.properties.ownerId = '';
f.properties.isPlayer = 0; f.properties.isPlayer = 0;
} }
} }
return out; return out;
} }
/** Build a FeatureCollection of just the features whose id is in `codes` (cloned). */ /**
function featuresByCodes(geo: FeatureCollection, codes: Iterable<string>): FeatureCollection { * Build a FeatureCollection of just the sub-regions whose **parent** country is
const set = new Set(codes); * in `parents` (cloned). Used by the territory-change flash: a turn changes a
const features = geo.features.filter((f) => f.id != null && set.has(String(f.id))); * whole *country* (the RegionMap is ISO_A3-keyed), so a changed country's code
* must light up **all** of its sub-regions, not a single feature.
*/
function featuresByParents(geo: FeatureCollection, parents: Iterable<string>): FeatureCollection {
const set = new Set(parents);
const features = geo.features.filter((f) => {
const parent = f.properties?.parent;
return typeof parent === 'string' && set.has(parent);
});
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) }; return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
} }
@@ -137,72 +173,69 @@ function statRow(label: string, value?: number): string {
return `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">${Math.round(value)}</span></div>`; return `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">${Math.round(value)}</span></div>`;
} }
/** Compact hover tooltip: country, its owner (color-chipped), and 1–2 key stats. */ /**
function hoverHtml(countryName: string, region?: RegionOwner, nation?: Nation): string { * Compact hover tooltip: the sub-region's name, its parent country (ISO_A3), its
* owner (color-chipped), and 1–2 key stats. When the parent country has no
* owning nation, a minimal "No owner" card is shown instead.
*/
function hoverHtml(subRegionName: string, parentCode: string, region?: RegionOwner, nation?: Nation): string {
if (!region || !nation) { if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(countryName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`; return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || parentCode || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
} }
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join(''); const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
const sub = parentCode ? `<div class="hm-popup-sub">${esc(parentCode)}</div>` : '';
return `<div class="hm-popup"> 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>
${sub}
<div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div> <div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
<div class="hm-stats">${stats}</div> <div class="hm-stats">${stats}</div>
</div>`; </div>`;
} }
/** Click popup: the full owning-nation profile with all four stats. */
function clickHtml(countryName: string, region?: RegionOwner, nation?: Nation): string {
if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(countryName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
}
const stats = [
statRow('Mil', nation.stats.military),
statRow('Eco', nation.stats.economy),
statRow('Stab', nation.stats.stability),
statRow('Pop', nation.stats.population),
].join('');
const regions = nation.territory.length;
return `<div class="hm-popup">
<div class="hm-popup-title">${esc(countryName || region.owner)}</div>
<div class="hm-popup-owner hm-popup-owner-big"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
<div class="hm-popup-sub">${regions} region${regions === 1 ? '' : 's'} · click focuses the dossier</div>
<div class="hm-stats">${stats}</div>
</div>`;
}
/** Minimal map API exposed to the floating zoom control (and any other UI). */
export interface MapApi {
zoomIn: () => void;
zoomOut: () => void;
reset: () => void;
}
interface Props { interface Props {
regions: RegionMap; regions: RegionMap;
playerNationId: string; playerNationId: string;
/** All nations, for hover/click stats and color chips. */ /** All nations, for the hover tooltip's owner stats and color chips. */
nations: Record<string, Nation>; nations: Record<string, Nation>;
/** The active scenario id, for a sensible initial camera. */ /** The active scenario id, for a sensible initial camera. */
presetId: string; presetId: string;
className?: string; className?: string;
/** Called when a region is clicked, so the dossier can focus its owner. */
onFocusNation?: (id: string) => void;
/** /**
* Called with a minimal zoom/pan API once the map is ready (and with `null` * Called with a region's owning-nation id when a sub-region is clicked, so the
* on unmount), so the floating zoom control can drive it. * dossier switches to that nation. For a sub-region, the owner is the parent
* country's owning nation. The optional `info` carries the clicked sub-region's
* own id/name and its parent country's ISO_A3, 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.
*/ */
onMapReady?: (api: MapApi | null) => void; onFocusNation?: (id: string, info?: { parent?: string; name?: string }) => void;
} }
/** /**
* World basemap (MapLibre GL) + a country choropleth colored by the owning * World basemap (MapLibre GL) + a **sub-national** choropleth. The map renders
* nation. Rendered as a fixed, full-viewport background layer (z-0) behind the * the finer `regions.geo.json` dataset: each country is subdivided into
* floating HUD windows: a dark-navy basemap with subtle terrain, per-nation * ~100–200 km sub-regions, drawn as a finer choropleth with thin internal border
* stable fills (the choropleth is the star), thin borders, a brighter/thicker * lines. Ownership and the LLM stay at **country** granularity (#16, PR 2): a
* border for the player, hover + click popups with * nation owns whole countries, so all of a country's sub-regions share that
* owner + stats, a transient flash on territory changes, and a * country's owning-nation color. Rendered as a fixed, full-viewport background
* per-scenario initial camera. It exposes a tiny zoom/pan API so the floating * layer (z-0) behind the floating HUD windows: a dark-navy basemap with subtle
* zoom control can drive it (no MapLibre navigation controls are shown). * terrain, per-nation stable fills (uniform per country, the choropleth is the
* star), thin sub-region borders, a brighter/thicker amber border for the
* player's countries, a hover tooltip (sub-region name + parent country + owner
* + key stats), a **click that switches the dossier to the sub-region's parent
* country's owning nation** (no popup — see #7), a transient flash when a
* country's owner changes (lighting up all its sub-regions), and a per-scenario
* initial camera.
*
* Ownership for a hovered/clicked sub-region is resolved from the authoritative
* RegionMap by its **parent country's** ISO_A3 code (`properties.parent`, 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 sub-region id (not a RegionMap key). Unowned countries (no
* RegionMap entry for the parent) simply do not change the dossier.
*
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
* — no floating control and no external API.
*/ */
export default function WorldMap({ export default function WorldMap({
regions, regions,
@@ -211,7 +244,6 @@ export default function WorldMap({
presetId, presetId,
className, className,
onFocusNation, onFocusNation,
onMapReady,
}: Props) { }: Props) {
const containerRef = useRef<HTMLDivElement>(null); const containerRef = useRef<HTMLDivElement>(null);
const mapRef = useRef<maplibregl.Map | null>(null); const mapRef = useRef<maplibregl.Map | null>(null);
@@ -222,13 +254,11 @@ export default function WorldMap({
const playerRef = useRef(playerNationId); const playerRef = useRef(playerNationId);
const presetRef = useRef(presetId); const presetRef = useRef(presetId);
const onFocusNationRef = useRef(onFocusNation); const onFocusNationRef = useRef(onFocusNation);
const onMapReadyRef = useRef(onMapReady);
regionsRef.current = regions; regionsRef.current = regions;
nationsRef.current = nations; nationsRef.current = nations;
playerRef.current = playerNationId; playerRef.current = playerNationId;
presetRef.current = presetId; presetRef.current = presetId;
onFocusNationRef.current = onFocusNation; onFocusNationRef.current = onFocusNation;
onMapReadyRef.current = onMapReady;
// Diffing state for the transient territory-change flash (owned by this component // Diffing state for the transient territory-change flash (owned by this component
// so a resync with identical data never re-flashes). // so a resync with identical data never re-flashes).
@@ -257,27 +287,15 @@ export default function WorldMap({
// Purely for testability; has no effect on rendering or behavior. // Purely for testability; has no effect on rendering or behavior.
(containerRef.current as unknown as { __map?: maplibregl.Map }).__map = map; (containerRef.current as unknown as { __map?: maplibregl.Map }).__map = map;
// Expose a tiny zoom/pan API to the floating control (null on unmount).
const api: MapApi = {
zoomIn: () => map.zoomIn(),
zoomOut: () => map.zoomOut(),
reset: () => {
const c = cameraForPreset(presetRef.current);
map.easeTo({ center: c.center, zoom: c.zoom, duration: 600 });
},
};
onMapReadyRef.current?.(api);
const hoverPopup = new maplibregl.Popup({ closeButton: false, closeOnClick: false, offset: 10 }); const hoverPopup = new maplibregl.Popup({ closeButton: false, closeOnClick: false, offset: 10 });
const clickPopup = new maplibregl.Popup({ closeButton: true, closeOnClick: true, offset: 12 });
let lastHoverId: string | null = null; let lastHoverId: string | null = null;
const loadGeo = (): Promise<FeatureCollection> => const loadGeo = (): Promise<FeatureCollection> =>
baseGeoRef.current baseGeoRef.current
? Promise.resolve(baseGeoRef.current) ? Promise.resolve(baseGeoRef.current)
: fetch('/countries.geo.json') : fetch('/regions.geo.json')
.then((r) => { .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(); return r.json();
}) })
.then((g: FeatureCollection) => { .then((g: FeatureCollection) => {
@@ -288,12 +306,14 @@ export default function WorldMap({
const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] }); const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] });
// Transient flash: pulse a bright outline over the changed regions, then fade // Transient flash: pulse a bright outline over the changed regions, then fade
// to zero over a few seconds and self-clean. Idempotent per call. // to zero over a few seconds and self-clean. Idempotent per call. `codes` are
// parent-country ISO_A3 codes (a turn changes whole countries); each lights
// up all of that country's sub-regions.
function animateFlash(codes: string[]) { function animateFlash(codes: string[]) {
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined; const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined;
if (!geo || !src || cancelled) return; if (!geo || !src || cancelled) return;
src.setData(featuresByCodes(geo, codes)); src.setData(featuresByParents(geo, codes));
if (!map.getLayer(FLASH_LINE)) { if (!map.getLayer(FLASH_LINE)) {
// Defensive re-add (normally created by ensureLayers). Keep it beneath the // Defensive re-add (normally created by ensureLayers). Keep it beneath the
// hover highlight when that layer exists; otherwise just append. // hover highlight when that layer exists; otherwise just append.
@@ -326,24 +346,34 @@ export default function WorldMap({
} }
flashApiRef.current = animateFlash; flashApiRef.current = animateFlash;
// 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 `properties.parent` (the parent country's ISO_A3) through
// `mapFeatureOwner` — never from the repacked top-level `id` (a numeric
// index, #6) and never from the sub-region id (not a RegionMap key).
const onHover = (e: maplibregl.MapLayerMouseEvent) => { const onHover = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0]; const f = e.features?.[0];
if (!f) return; if (!f) return;
const id = f.id == null ? null : String(f.id); const p = f.properties as { name?: string; regionId?: string; parent?: string };
if (id && id !== lastHoverId) { const subId = typeof p?.regionId === 'string' ? p.regionId : '';
lastHoverId = id; const parent = typeof p?.parent === 'string' ? p.parent : '';
if (subId && subId !== lastHoverId) {
lastHoverId = subId;
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const feat = geo?.features.find((x) => x.id != null && String(x.id) === id); // 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( (map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(
feat ? { type: 'FeatureCollection', features: [JSON.parse(JSON.stringify(feat))] } : emptyFC(), feat ? { type: 'FeatureCollection', features: [JSON.parse(JSON.stringify(feat))] } : emptyFC(),
); );
} }
const p = f.properties as { name?: string }; const region = mapFeatureOwner(regionsRef.current, f);
const region = id ? regionsRef.current[id] : undefined;
const nation = region ? nationsRef.current[region.ownerId] : undefined; const nation = region ? nationsRef.current[region.ownerId] : undefined;
hoverPopup hoverPopup
.setLngLat(e.lngLat) .setLngLat(e.lngLat)
.setHTML(hoverHtml(p?.name ?? id ?? '', region, nation)) .setHTML(hoverHtml(p?.name ?? parent ?? subId, parent, region, nation))
.addTo(map); .addTo(map);
map.getCanvas().style.cursor = 'pointer'; map.getCanvas().style.cursor = 'pointer';
}; };
@@ -355,15 +385,25 @@ export default function WorldMap({
map.getCanvas().style.cursor = ''; map.getCanvas().style.cursor = '';
}; };
// #7: a click does NOT open a popup — it switches the dossier to the region's
// owning nation. For a sub-region, the owner is the **parent country's**
// owning nation, resolved from `properties.parent` (the ISO_A3) via the
// RegionMap (never the repacked top-level `f.id`, #6, and never the
// sub-region id). A sub-region whose parent country has no owner leaves the
// current dossier target unchanged — never a broken dossier.
const onClick = (e: maplibregl.MapLayerMouseEvent) => { const onClick = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0]; const f = e.features?.[0];
if (!f) return; if (!f) return;
const id = f.id == null ? null : String(f.id); const region = mapFeatureOwner(regionsRef.current, f);
const p = f.properties as { name?: string }; if (!region?.ownerId) return;
const region = id ? regionsRef.current[id] : undefined; // Carry the clicked sub-region's identity (own id/name + parent ISO_A3) so
const nation = region ? nationsRef.current[region.ownerId] : undefined; // the dossier can show which region was selected.
clickPopup.setLngLat(e.lngLat).setHTML(clickHtml(p?.name ?? id ?? '', region, nation)).addTo(map); const p = f.properties as { regionId?: string; parent?: string; name?: string };
if (region?.ownerId) onFocusNationRef.current?.(region.ownerId); const info = {
parent: typeof p?.parent === 'string' ? p.parent : undefined,
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 // Idempotent: (re)creates the sources + layers after any style (re)load and
@@ -371,16 +411,16 @@ export default function WorldMap({
// automatically, so no setWorkerUrl is needed.) // automatically, so no setWorkerUrl is needed.)
// //
// The three choropleth sources are created up front (empty until the base // The three choropleth sources are created up front (empty until the base
// geo arrives) so the layer structure always exists; `paintCountries` then // geo arrives) so the layer structure always exists; `paintRegions` then
// stamps ownership + colors onto the countries source. This makes it immune // stamps ownership + colors onto the regions source. This makes it immune
// to load-order races: if `ensureLayers` runs before the geo fetch // 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, the data is applied the moment the fetch lands; if the geo
// resolves first, `ensureLayers` uses it. No source is ever left stuck on // resolves first, `ensureLayers` uses it. No source is ever left stuck on
// `emptyFC()` — `ensureLayers` is retried on every `styledata`, and the // `emptyFC()` — `ensureLayers` is retried on every `styledata`, and the
// regions effect re-paints whenever ownership changes. // regions effect re-paints whenever ownership changes.
const ensureSources = () => { const ensureSources = () => {
if (!map.getSource(COUNTRIES_SOURCE)) { if (!map.getSource(REGIONS_SOURCE)) {
map.addSource(COUNTRIES_SOURCE, { type: 'geojson', data: emptyFC() }); map.addSource(REGIONS_SOURCE, { type: 'geojson', data: emptyFC() });
} }
if (!map.getSource(HOVER_SOURCE)) { if (!map.getSource(HOVER_SOURCE)) {
map.addSource(HOVER_SOURCE, { type: 'geojson', data: emptyFC() }); map.addSource(HOVER_SOURCE, { type: 'geojson', data: emptyFC() });
@@ -390,10 +430,10 @@ export default function WorldMap({
} }
}; };
// Stamp ownership + colors onto the countries source (no-op until geo loads). // Stamp ownership + colors onto the regions source (no-op until geo loads).
const paintCountries = () => { const paintRegions = () => {
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined; const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (!geo || !src) return; if (!geo || !src) return;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current)); src.setData(applyRegions(geo, regionsRef.current, playerRef.current));
}; };
@@ -402,32 +442,39 @@ export default function WorldMap({
if (cancelled) return; if (cancelled) return;
ensureSources(); ensureSources();
if (baseGeoRef.current) { if (baseGeoRef.current) {
paintCountries(); paintRegions();
} else { } else {
try { try {
await loadGeo(); await loadGeo();
} catch (err) { } catch (err) {
console.error('failed to load countries geojson', err); console.error('failed to load regions geojson', err);
} }
if (cancelled) return; if (cancelled) return;
paintCountries(); paintRegions();
} }
if (!map.getLayer(FILL_LAYER)) { if (!map.getLayer(FILL_LAYER)) {
// The choropleth is the star: a high opacity so the vivid per-nation // The choropleth is the star: a high opacity so the vivid per-nation
// colors read clearly even on the dark background / over the terrain. // colors read clearly even on the dark background / over the terrain.
// Every sub-region carries its parent country's owner color, so a whole
// country reads as one uniform fill — same as the old country map, but
// subdivided.
map.addLayer({ map.addLayer({
id: FILL_LAYER, id: FILL_LAYER,
type: 'fill', type: 'fill',
source: COUNTRIES_SOURCE, source: REGIONS_SOURCE,
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 0.85 }, paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 1.0 },
}); });
} }
if (!map.getLayer(LINE_LAYER)) { 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({ map.addLayer({
id: LINE_LAYER, id: LINE_LAYER,
type: 'line', type: 'line',
source: COUNTRIES_SOURCE, source: REGIONS_SOURCE,
paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.7, 'line-opacity': 0.95 }, 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 // NOTE: layers are added in bottom→top order (each appends on top). The
@@ -438,7 +485,7 @@ export default function WorldMap({
map.addLayer({ map.addLayer({
id: PLAYER_LINE, id: PLAYER_LINE,
type: 'line', type: 'line',
source: COUNTRIES_SOURCE, source: REGIONS_SOURCE,
filter: ['==', ['get', 'isPlayer'], 1], filter: ['==', ['get', 'isPlayer'], 1],
paint: { 'line-color': '#f59e0b', 'line-width': 2.2, 'line-opacity': 0.95 }, paint: { 'line-color': '#f59e0b', 'line-width': 2.2, 'line-opacity': 0.95 },
}); });
@@ -482,7 +529,6 @@ export default function WorldMap({
cancelled = true; cancelled = true;
cancelAnimationFrame(flashRaf); cancelAnimationFrame(flashRaf);
flashApiRef.current = null; flashApiRef.current = null;
onMapReadyRef.current?.(null);
map.remove(); map.remove();
mapRef.current = null; mapRef.current = null;
if (containerRef.current) { if (containerRef.current) {
@@ -491,8 +537,10 @@ export default function WorldMap({
}; };
}, []); }, []);
// Re-color the choropleth whenever ownership changes, and flash any regions // Re-color the choropleth whenever ownership changes, and flash any country
// whose owner changed since the last update (transient, self-cleaning). // (all of its sub-regions) whose owner changed since the last update (a
// transient, self-cleaning pulse). The diff is over the ISO_A3-keyed RegionMap;
// `animateFlash` expands each changed country to every one of its sub-regions.
useEffect(() => { useEffect(() => {
const map = mapRef.current; const map = mapRef.current;
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
@@ -503,7 +551,7 @@ export default function WorldMap({
if (Object.keys(cur).length > 0) primedRef.current = true; if (Object.keys(cur).length > 0) primedRef.current = true;
if (map && geo) { if (map && geo) {
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined; const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (src) void src.setData(applyRegions(geo, cur, playerNationId)); if (src) void src.setData(applyRegions(geo, cur, playerNationId));
} }
+12
View File
@@ -7,7 +7,9 @@ import type {
AddDiplomacyResponse, AddDiplomacyResponse,
AdvisorResponse, AdvisorResponse,
CreateGameResponse, CreateGameResponse,
DeleteGameResponse,
GameSummary, GameSummary,
RemoveQueueItemResponse,
TurnResponse, TurnResponse,
} from '@shared/protocol'; } from '@shared/protocol';
@@ -32,6 +34,9 @@ export const api = {
body: JSON.stringify({ presetId, playerNationId }), body: JSON.stringify({ presetId, playerNationId }),
}), }),
getGame: (id: string) => req<{ game: GameState }>(`/api/games/${id}`), getGame: (id: string) => req<{ game: GameState }>(`/api/games/${id}`),
// Delete a saved game entirely. Fast, non-LLM. Returns { deleted: true }.
deleteGame: (id: string) =>
req<DeleteGameResponse>(`/api/games/${id}`, { method: 'DELETE' }),
// Every saved game as a lightweight summary, newest-updated first (for the // Every saved game as a lightweight summary, newest-updated first (for the
// home screen's "Saved games" section / resume affordances). // home screen's "Saved games" section / resume affordances).
listGames: () => req<{ games: GameSummary[] }>('/api/games'), listGames: () => req<{ games: GameSummary[] }>('/api/games'),
@@ -48,6 +53,13 @@ export const api = {
method: 'POST', method: 'POST',
body: JSON.stringify({ to, message }), body: JSON.stringify({ to, message }),
}), }),
// Remove one queued item from the pending round, by its index in `game.pending`.
// Fast, non-LLM — no turn advance. Returns the updated game.
removeQueueItem: (id: string, index: number) =>
req<RemoveQueueItemResponse>(`/api/games/${id}/queue/remove`, {
method: 'POST',
body: JSON.stringify({ index }),
}),
// Commit the whole pending round (or an empty one) in a single LLM turn. // Commit the whole pending round (or an empty one) in a single LLM turn.
jump: (id: string) => jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, { req<TurnResponse>(`/api/games/${id}/jump`, {
+17
View File
@@ -5,6 +5,12 @@ import type { TurnResult } from '@shared/protocol';
interface SseHandlers { interface SseHandlers {
onState?: (state: GameState) => void; onState?: (state: GameState) => void;
onTurn?: (state: GameState, result: TurnResult) => void; onTurn?: (state: GameState, result: TurnResult) => void;
/**
* Fired for a server-sent NAMED `event: error` (a MessageEvent with a JSON
* body `{ message }`) — e.g. the game was deleted or no longer exists. Pure
* connection errors (no data) are ignored and EventSource auto-reconnects.
*/
onError?: (message: string) => void;
} }
/** /**
@@ -37,8 +43,19 @@ export function useSse(id: string | null, handlers: SseHandlers): void {
/* ignore malformed */ /* ignore malformed */
} }
}; };
const onError = (e: Event) => {
if (e instanceof MessageEvent && e.data) {
try {
const d = JSON.parse(e.data) as { message?: string };
if (d.message) handlersRef.current.onError?.(d.message);
} catch {
/* ignore malformed */
}
}
};
es.addEventListener('state', onState); es.addEventListener('state', onState);
es.addEventListener('turn', onTurn); es.addEventListener('turn', onTurn);
es.addEventListener('error', onError);
return () => es.close(); return () => es.close();
}, [id]); }, [id]);
} }
+1 -1
View File
@@ -20,5 +20,5 @@
"@/*": ["./src/*"] "@/*": ["./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: { test: {
environment: 'node', environment: 'node',
include: ['server/**/*.test.ts'], include: ['server/**/*.test.ts', 'scripts/**/*.test.ts'],
testTimeout: 20000, testTimeout: 20000,
hookTimeout: 20000, hookTimeout: 20000,
}, },