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@@ -14,7 +14,7 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
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||||
## Change process (mandatory)
|
||||
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||||
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).
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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.
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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.
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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.
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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).
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5. **Version bump** — the version is updated in `package.json`.
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@@ -27,8 +27,10 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
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- Frontend: React 19 + Vite 6 + Tailwind CSS v4 (`@tailwindcss/vite`, no config file) + shadcn/ui
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- Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse`
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- Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON)
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- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a country choropleth
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from `public/countries.geo.json` (`id` = ISO_A3)
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- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a **sub-national**
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choropleth from `public/regions.geo.json` (2,597 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
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`properties.parent` = the country's ISO_A3). Ownership and the LLM stay at **country**
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granularity, so a sub-region inherits its parent country's owner color (see #16).
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- The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an
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**injectable transport** (mirrors `mesh-bot/src/llm`). A deterministic **stub** transport
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(`LLM_STUB=1`) is used by all tests/e2e.
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@@ -48,13 +50,14 @@ history/
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├── index.html
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├── presets/ # 5 scenario JSON files + index.json (manifest)
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├── public/
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│ └── countries.geo.json # 177 features, id=ISO_A3 (committed; Vite copies to dist/)
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│ ├── countries.geo.json # 177 countries, id=ISO_A3 (input to the region generator)
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│ └── regions.geo.json # 2,597 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
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├── shared/ # NO runtime deps — the single source of truth
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│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
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│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/Jump request types + pure helpers
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│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers
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├── server/
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│ ├── index.ts # Express: /api/* (action|diplomacy|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
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│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / advisor
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│ ├── index.ts # Express: /api/* (action|diplomacy|queue/remove|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
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│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor
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│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config
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│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER
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│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color)
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@@ -62,7 +65,7 @@ history/
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│ ├── db.ts # SQLite open/save/load
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│ └── *.test.ts # unit tests (vitest)
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└── src/
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├── App.tsx # screen router: home → pick → game; owns game/regions/advisors/busy state
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├── App.tsx # screen router (home → pick → game) + manual hash router (#/game/<id>); owns game/regions/advisors/busy
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├── main.tsx # React root + ThemeProvider(dark)
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├── index.css # Tailwind v4 + dark "command-center" theme
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├── lib/
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@@ -72,10 +75,11 @@ history/
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│ └── utils.ts # cn()
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└── components/
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├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
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├── WorldMap.tsx # MapLibre basemap + choropleth + click popup + player highlight
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├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
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├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list + "Jump forward"
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward"
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├── EventFeed.tsx # scrolling event log (newest first)
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├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
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├── StatBar.tsx
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└── ui/ # 14 shadcn/ui primitives
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```
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@@ -87,7 +91,7 @@ history/
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||||
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
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| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
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| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
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| `npm test` | vitest unit tests in `server/` (19 tests) |
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| `npm test` | vitest unit tests in `server/` (39 tests) |
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| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
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| `npm run lint` | ESLint flat config |
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| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
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@@ -104,12 +108,34 @@ history/
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||||
- **No hardcoded origins.** The client uses same-origin relative paths (`/api/...`, `/sse/...`).
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In dev, Vite proxies them to :4321; in prod/Traefik they're the same origin. So the app works
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unchanged behind the proxy — never bake in `http://host:port`.
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- **Hash-based routing (client-only).** The active game's id lives in the URL fragment: home is
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`#/` (a bare page with no hash is also home) and an active game is `#/game/<id>`. This is a manual
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hash sync in `App.tsx` — no react-router, no server route (every non-API GET just serves
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`index.html`), so it is Traefik/static-safe. A deep link opens that exact game and two tabs can
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run two different games (each has its own React state + `useSse(game.id)`). The URL hash takes
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precedence over the localStorage active-game id, which remains the fallback for a bare `/` load;
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a bad/missing id clears the hash to `#/` and falls back to home.
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- **Batched round model.** Actions and diplomatic messages are queued in `game.pending` via
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`POST /action` and `POST /diplomacy` (fast, no LLM call, no turn advance). A single
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`POST /jump` ("Jump forward") commits the whole pending batch in one LLM turn: `engine.runTurn`
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sends the entire `pending` array to the model, applies the `TurnResult`, clears `pending`, and
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advances the turn. An empty round (no items queued) is allowed and lets the world advance on its
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own. This design reduces LLM call frequency and makes each call a coherent batch of work.
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Queued items can be removed again via `POST /queue/remove` (by index — the client offers a
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trash button per row with a confirm dialog); like the adds it never advances the turn.
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- **Advisor "thinking" state (separate from the turn `busy`).** The Advisor tab shows a thinking hint
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(mirroring the turn's `sim-hint`) and disables its "Ask advisor" button while the advisor LLM call is
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in flight, and the top-bar `status-indicator` reads "Advisor thinking…". It is a distinct `advisorBusy`
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flag in `App.tsx` and must never gate "Jump forward" or the turn flow.
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- **Monotonic `GameState.version` — clients "never go backwards".** Every mutation (queue
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add/remove, turn commit) bumps `state.version` in the engine (`queueRoundItem` /
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`removeRoundItem` / `applyTurnResult`); it starts at 1 on game creation, is persisted in SQLite,
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and legacy games without the field are treated as version 0. ALL state ingestion on the client —
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SSE `state`/`turn` events, REST responses (add/remove/jump), and game loads — flows through the
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single `applyState` in `App.tsx`: a *different* game id is always adopted, the *same* game only
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when the incoming version is not older than the current one (compared inside the functional
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`setGame` updater, so it can't act on a stale closure). This is what stops a late-arriving stale
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SSE snapshot from clobbering the UI (see Gotchas, #10).
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- **Defensive turn handling, never crash.** `engine.runTurn` strips fences, extracts the first
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balanced `{...}`, `JSON.parse`s, validates (ignores invalid ops, clamps stats to 0–100), retries
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||||
once with a nudge if the result is empty/invalid, and if it's still unusable emits a generic
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@@ -117,6 +143,22 @@ history/
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(model down) surfaces as an HTTP 502 to the client (shown as a toast).
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- **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the
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server's `RegionMap` and any client coloring so the choropleth always agrees.
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- **Map click → dossier target (owner resolved from the RegionMap, via the parent country).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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||||
**parent country's** owning nation (`focusNation(ownerId)` in `GameScreen`, which also records
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which region was clicked for a small dossier label); the manual "Inspect" selector and a map click
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both set the same target and stay in sync (a manual pick clears the label). Ownership is resolved
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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
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||||
sub-region's own id, e.g. `FRA-03`). It must **never** be resolved from the feature's top-level
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||||
`id` (MapLibre repacks it into a numeric index — the "no owner" bug, #6) nor from the sub-region
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||||
`id` (not a `RegionMap` key). Sub-regions of a country with no `RegionMap` entry (unowned) leave
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||||
the current dossier target unchanged — never a broken dossier. The hover path (a non-closeable
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tooltip showing the sub-region name + parent country + owner + key stats) uses the same resolution.
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**PR 2 of #16:** the map renders `regions.geo.json` (sub-national) but ownership/territory and the
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||||
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
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individually ownable).
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- **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per
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queued round item: each `action` item → one military/success event, each `diplomacy` item → one
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||||
diplomatic/partial event, an empty round → one political "The world moves on" event. The player
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||||
@@ -124,6 +166,15 @@ history/
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the player is allied with the first other nation (by key order in the `nations` record), and the
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date advances 2 days. Unit + e2e assertions rely on these exact values, so keep the stub
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deterministic.
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- **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
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on resize and always floats above the other windows). The **dossier / event-feed / action**
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||||
panels are free-floating by default (the same first-run positions as before) but can each be
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||||
**docked** into a full-height left or right pane; the choice is persisted in `localStorage`
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||||
(`history.floatwin.v1.dock`) and restored on reload, so the default "float" reproduces the
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||||
original layout until the user docks something. The **legend** stays a small floating widget (not
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||||
dockable). There is **no "Map" window** — the map is zoomed/panned directly (wheel/trackpad +
|
||||
drag).
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||||
- 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`.
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||||
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||||
@@ -163,6 +214,16 @@ history/
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||||
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## Gotchas
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||||
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||||
- **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")
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can reach the browser *after* that mutation's REST response. Pre-v0.4.0 the client applied any
|
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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
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`App.tsx`'s `applyState` drops same-game states whose version is older than the current one.
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||||
Don't add unguarded `setGame` calls or remove the version comparison.
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- **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
|
||||
`content` came back `null`, which the client treated as fatal → HTTP 502 (~half of turns),
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@@ -186,5 +247,6 @@ history/
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caught.
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||||
- **`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.
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- The `dist/` client is committed to the build output only; `public/countries.geo.json` is copied
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into `dist/` by Vite at build time, so the prod image serves it from `dist/` (no separate copy).
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- The `dist/` client is committed to the build output only; the `public/` geo files
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(`regions.geo.json` — the choropleth — and `countries.geo.json`) are copied into `dist/` by Vite
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at build time, so the prod image serves them from `dist/` (no separate copy).
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+115
@@ -2,6 +2,121 @@
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||||
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||||
All notable changes to **History** are listed here, newest first.
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## v0.20.0 — 2026-10-14 09:30
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- **Fixed: v0.19.0's region-level ownership did not activate in the production image.** The server-side region loader (`server/regions.ts`) only looked for the manifest + geo in `public/`, but in the Docker image Vite copies `public/*` → `dist/` and no `public/` directory is kept — so `loadRegions` found nothing, `expandCountriesToKeys` degraded to a no-op, and freshly-created games kept raw ISO_A3 codes (`DEU`, `GBR,IRL,IND`, …) instead of expanding to region keys. The choropleth therefore still rendered whole-country ownership and the model's region-key contract was inactive in prod (the client's own `/region-keys.json` fetch still worked, because the client is served from `dist/`). `loadRegions` now probes `public/` (dev) then `dist/` (prod, == `clientDir`) and uses the first directory holding both files, so one build works in both environments. A new test covers the prod-only (`dist/`), dev (`public/`), and empty-root (no data) layouts.
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- **Deploy:** `docker compose down -v` (drops the `history-data` volume — pre-v0.19 saves were already dropped by v0.19.0 and are dropped again here) then `up -d --build`.
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||||
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## v0.19.0 — 2026-10-14 09:14
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- **Region-level ownership foundation (Part 1 of #16): internal territory ownership flips from whole countries to individual sub-regions.** Previously a nation owned *whole countries* (a `territory` list of ISO_A3 codes) and every sub-region of a country shared the parent's color, so a single region could never change owner independently. Now each owned sub-region is addressed by a stable **region key** — `<name-slug>-<4char>`, e.g. `moselle-rygy`, `ain-lqtt`, `western-alun` — generated deterministically by `scripts/build-region-keys.mjs` into `public/region-keys.json` (**1,796 unique keys** over the 1,796 sub-regions). A key is a slug of the region's name (NFKD, diacritics stripped, lowercased, non-alphanumerics → `-`) plus a 4-character hash of the feature's stable id, salted on within-country name collisions, so it is stable, human-readable, and globally unique (a "western" collision group yields `western-alun` / `western-qwvr` / `western-adsp` / …; an accented name like Shkodër becomes `shkoder-gmnr`).
|
||||
- **The map, the model, and the LLM all now reason in region keys.** `Nation.territory` and the `RegionMap` are keyed by region key; the choropleth resolves each sub-region's owner by its stamped `properties.regionKey` (never the repacked numeric feature `id`, never the raw sub-region id — the #6 guard, now region-keyed). A new `server/regions.ts` (turf-free) loads the manifest + geo once at boot and **expands each nation's country list to all its sub-regions' keys at game creation**, so a fresh game shows every sub-region in its owner's color — visually identical to the old whole-country choropleth, but each sub-region is now individually addressable. The LLM prompt gains a `regions` reference table (region key → "<name> (parent ISO_A3)"), and `applyTurnResult` ignores any territory key not in the valid set, so a hallucinated key can't corrupt ownership.
|
||||
- **The dossier shows region names.** NationPanel's territory chips display each sub-region's human name (e.g. "Ain", "Wales", "Moselle") with the raw key in the tooltip / data attribute, instead of bare codes.
|
||||
- **⚠ Breaking — pre-v0.19 saved games are dropped.** The `territory` field's meaning changed from ISO_A3 country codes to region keys, so a game saved before this version can't be read by it. Deploy runs `docker compose down -v` (dropping the `history-data` volume) then `up -d --build`; there is no migration — start fresh after deploying.
|
||||
- **Supersedes the abandoned `feat/sub-region-territory` branch**, which prototyped raw feature-id keys (`DEU-03`); this version uses the slugged, human-readable key scheme instead.
|
||||
- **Verification.** Typecheck, lint, and the unit suite (now **71 tests across 7 files**: +`server/regions.test.ts`, a rewritten `server/map.test.ts`, +2 in `engine.test.ts`) all pass; the production build is clean. The deterministic `LLM_STUB` and the format-agnostic e2e suite (legend/stats/dates) are unchanged. **#16 stays open** — P2 (LLM tools / function-calling for reliable region ops) and the no-man's-land rename/split/merge phases follow.
|
||||
|
||||
## v0.18.0 — 2026-10-13 18:54
|
||||
- **Fixed a stale-owner display bug: the region hover tooltip and the dossier "Selected" label no longer print the static parent-country code (e.g. "FRA").** The GeoJSON `properties.parent` is a *static geographic-origin* field that never updates when a country is taken, yet it was rendered in the hover tooltip (as a sub-line and as a title fallback) and in the dossier's `Selected:` label (as a `(FRA)` suffix) — so a sub-region of a transferred country still displayed the old country's code next to the (correct) new owner. The tooltip now shows only the region name + the live owner chip (from the RegionMap) + key stats, and the dossier label shows only the region name. Ownership resolution still keys on `properties.parent` (unchanged) — only the display of it was removed.
|
||||
|
||||
## v0.17.0 — 2026-10-13 15:13
|
||||
- **Filled the no-one's-land left between merged sub-regions (Part of #16).** The v0.14 coarsening's boolean dissolves left slivers of each country's landmass inside no region — measured at **≈ 3.90M km² globally** (the union of a country's regions covered only ~98% of its landmass). The new `scripts/fill-gaps.mjs` (`npm run fill:regions`) closes them: per country it computes the gap (`landmass − union(its regions)`, `@turf/difference`+`union`), drops slivers < **25 km²** (66,637 of them — sub-pixel on the map), and assigns each remaining piece to the **nearest region** (centroid distance) as an appended MultiPolygon part. **2,696,811 km²** of no-one's-land was filled into **1,575 regions** (+6,768 parts: 5,026 → 11,794), leaving **63,889 km²** residual (**98.4% reduction** — the rest is coastline digitization fuzz and 14 tiny border-band overlap artifacts, see below). The named "messy" regions absorb their surroundings: **SI-048 Kočevje (SVN) 16,692 → 19,816 km² (57 → 90 parts)**, **MK-36 Kavadarci (MKD) 21,297 → 25,190 km² (8 → 17)**, **AZ-AGC Ağcabədi (AZE) 18,657 → 32,065 km² (7 → 14)**; the biggest single fills are **AQ-X01~ (Antarctica) +195,351 km²**, **CA-NU (Nunavut) +143,447**, **AQ-X02~ +142,615**, **CL-MA (Magallanes) +81,806**, **US-AK (Alaska) +63,830**, **CA-NT (NWT) +46,333**, **GL-UO (Kommuneqarfiup) +41,971**, **RU-KAM (Kamchatka) +41,911**.
|
||||
- **Correct, not just greedy: clipping, hole policy, dedup.** Each gap piece is clipped sequentially against (a) all *other countries'* regions, (b) its own country's existing regions, and (c) pieces already appended (bbox-touching) — so a piece straddling a border is split, and no piece can double-cover another region's area (**1,149,841 km² of foreign overhang removed** this way; 0 clip failures). **FR-57 Moselle (FRA) gains nothing on purpose**: its apparent gap was a cross-border phantom consumed by the neighbor clip — correct behavior. Holes follow a keep-or-drop policy: a gap hole whose centroid matches a **pre-existing hole** (within 10 km) or lies inside another country's landmass is kept, otherwise it's a phantom and dropped — so the **KZ-KZY Aral hole survives** (5,858 km² planar, the file's only hole; 5,875 km² of water kept open). A global dedup set guarantees each cleaned piece is appended at most once.
|
||||
- **The dataset contract is untouched.** Still **1,796 regions** with identical `id` / `properties.name` / `properties.parent` and order — the fill only *appends* parts; all **177 countries** covered; the single KZ-KZY hole intact. **14 genuinely new overlap pairs** remain (13 same-country border bands + 1 cross CN-FJ×TW-KIN) — a known polychip artifact of filling right up to a shared boundary (the pre-fill file already carried 3,690 pre-existing pairs), and they are sub-pixel at map scale, so they're accepted. The file grows **2,289,528 → 3,399,806 bytes (2.29 → 3.40 MB)** — under the 5 MB guard, so no Douglas–Peucker pass is needed.
|
||||
- **Deterministic + idempotent.** Fixed 25 km² threshold, deterministic ordering (centroid → area → id), 4-dp rounding (same convention as the other scripts). A fresh run on the pristine v0.16 file reproduces the shipped byte-for-byte (sha256 `87f44198…`), and re-running on the filled file is a no-op (byte-identical output).
|
||||
- **Tests** — `scripts/regions.test.ts` (now 9 tests): the v0.16 fixed-point pin is updated to the v0.17 topology (1,796 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole); a new test asserts the **only** hole in the file is KZ-KZY and sits in a realistic 5,000–7,000 km² band; a new **grid-sampled per-country coverage** test (25×25 grid per country, inline even-odd ray cast) asserts no significant no-one's-land remains — median 1.8% / p90 6.1% / max 26.4% (BRN, a coastline-denseness artifact, not a real gap), with thresholds at 5% / 15% / 40% and ≤3 countries above 20%. The planar sum band's upper bound widens 175% → **190%**: the fill only adds area *inside* each country, so it can't shrink the pre-existing admin-1 over-extension tail (Vanuatu 178.9%, Solomon Is. 133% — tiny island nations whose admin-1 polygons extend beyond their own country polygon), while the old under-fill tail is gone (minimum is now Brunei at 78.8%, was ~52%).
|
||||
- **Type-check gotcha (why the test stays turf-free):** the project keeps `@types/geojson` **out of the tsc program** (tsconfig `types: ["vite/client", "node"]`). maplibre-gl's d.ts references the `GeoJSON` UMD global *without importing it*, so under `skipLibCheck` the reference degrades to `any` and `WorldMap.tsx`'s deliberately-minimal `GeoFeature` (with `geometry: unknown`) passes. The moment anything (e.g. a test importing `@turf/turf`) pulls `@types/geojson` into the program, those references typecheck for real and `WorldMap.tsx` fails with 7 errors. The v0.14–0.16 scripts are `.mjs` (never typechecked) for exactly this reason; the new test uses an inline ray cast instead of a geometry library, and `@turf/*` (a new devDependency, 137 packages including the meta `@turf/turf`) is only ever *run* by the `.mjs` scripts.
|
||||
- Part of #16
|
||||
|
||||
## v0.16.0 — 2026-10-13 09:37
|
||||
- **Smoothed the jagged sub-national region boundaries with Douglas–Peucker vertex-thinning (Part of #16).** The v0.14 coarsening (boolean dissolve) and Natural Earth's 1:10m digitization left some boundaries overly jagged — the worst being regions the dissolve split into many small zig-zag fragments, e.g. **SI-048 Kocevje (Slovenia, 57 parts)** and **MK-36 Kavadartsi (N. Macedonia, 8 parts)**. The new `scripts/smooth-regions.mjs` (`npm run smooth:regions`) runs `@turf/simplify` (Ramer–Douglas–Peucker, tolerance ~**50 m**) over **every ring of every polygon**, dropping the redundant "in-between" vertices of a shallow zig-zag while keeping the overall shape.
|
||||
- **Vertex-thinning only — no topology change.** DP only removes points: it never moves a border, never merges/dissolves a part, and never creates or removes a ring. So the dataset contract is fully preserved — still **1,796 regions** with identical `id` / `properties.name` / `properties.parent`, all **177 countries** covered, the same **5,026 parts / 5,027 rings**, the single **KZ-KZY** hole, and all **83 islands**. The 18 degenerate 3-point "micro-dot" rings (Ragged Island, the Paracels, …) are kept verbatim (`@turf/simplify` requires ≥4 pts and would otherwise throw).
|
||||
- **A gentle pass, reported honestly.** At 50 m the dataset is already fairly smooth (the v0.14 dissolve produced low-vertex, widely-spaced boundaries — median consecutive-vertex spacing ~18 km), so this is a light cleanup: **111,891 → 111,175 vertices (716 removed, 0.64%)** across **542 of 1,796** regions. **Kocelje 612 → 599** and **Kavadartsi 169 → 163** verts; both keep their exact part count (the "mess" there is fragmentation, which thinning — under the no-topology-change constraint — does not fix). The file shrinks **2,302,473 → 2,289,528 bytes (2.29 MB)**. Bump `TOLERANCE_M` to 100 / 200 m and re-run for a stronger pass (100 m → 974 removed; 200 m → 1,312 removed) — the pass stays idempotent either way.
|
||||
- **The "messy" regions are really fragmentation artifacts, not fine jaggedness.** Ranking by **part density** (parts packed per unit area) rather than raw part count — which is dominated by legitimate *dispersed* archipelagos (Nunavut 213, Alaska 159, Antarctica 135, British Columbia 84) — surfaces the genuinely messy **coherent regions the dissolve left fragmented**: **SI-048 Kocevje (SVN, 57 parts in ~16,600 km²)**, **GR-H Stereá Elláda / Central Greece (GRC, 53 parts)**, **KR-46 South Jeolla (KOR, 28 parts)**, **SE-C Uppsala (SWE, 19 parts)**, **HR-13 Zadarska (HRV, 17 parts)**, plus the milder Balkan **MK-36 Kavadartsi (MKD, 8 parts)**. These real land regions (the Balkan ones in particular) ended up as many scattered fragments — the "similar shape problems".
|
||||
- **Deterministic + idempotent.** One `@turf/simplify` pass at a fixed tolerance, then 4-dp rounding (the same convention as the other scripts). The output already sits at the pass's fixed point, so re-running on the smoothed file is byte-identical (sha256 `70a43541…`, verified across repeated runs); `public/regions.geo.json` and the built `dist/regions.geo.json` are sha256-identical.
|
||||
- **Tests.** `scripts/regions.test.ts` gains an eighth test pinning the v0.16 fixed point: 1,796 regions, 5,026 parts, 5,027 rings, the single KZ-KZY hole, and exactly **111,175** vertices (8 tests total). All prior assertions (well-formed, unique ids, 177-country coverage, area floor, holes, coverage band) pass unchanged on the smoothed dataset.
|
||||
- Part of #16
|
||||
|
||||
## v0.15.0 — 2026-10-12 13:49
|
||||
- **Filled the small holes left by the v0.14 coarsening (Part of #16).** The coarsened `public/regions.geo.json` still carried **2,245 tiny enclosed holes** (all < 500 km² in practice) — unfilled patches left by the boolean dissolves and Natural Earth's own digitization, which showed up as "holes in regions". The new `scripts/cleanup-regions.mjs` (`npm run cleanup:regions`) drops every inner ring smaller than the 1,000 km² threshold so each region becomes solid: across **498 features, 56,484 km²** of artifact area was filled, removing the visible unfilled dots.
|
||||
- **Real water is kept, not erased.** Any enclosed hole ≥ 1,000 km² survives as a hole. In this dataset the genuinely large lakes (the Great Lakes, the Caspian, the Aral, Lake Superior) had already been dissolved by the v0.14 coarsening, so none remain to preserve; the only surviving hole is a single medium one — **KZ-KZY (Kyzylorda, Kazakhstan) at 5,858 km²**, a real water body in the Aral basin — which is kept. The 1,000 km² threshold sits comfortably between the tiny artifacts (all < 500) and any genuine lake, so it fills exactly the artifacts and nothing else.
|
||||
- **The dataset contract is untouched.** Still **1,796 regions** with identical `id`s / `properties.name` / `properties.parent` (0 mismatches), all **177 countries** still covered, the ~100 km floor and the island exemption intact — only inner rings were dropped, never a feature or its identity. The file shrinks 2,431 → **2,249 KB (2.20 MB)** (fewer inner rings).
|
||||
- **Deterministic + idempotent.** Fixed threshold, deterministic planar geometry, 4-dp rounding; re-running on the cleaned file rewrites a byte-identical file (sha256-verified). Bridging very-close MultiPolygon parts is available behind an opt-in `--bridge` flag but is **off by default**, because the union it performs can itself mint new medium-sized holes — counter to the fill-holes goal — so the shipped run is the clean hole-fill only.
|
||||
- **Tests.** `scripts/regions.test.ts` gains a seventh test asserting that no enclosed hole below the cleanup threshold remains and that only a handful of real water bodies survive (57 tests total). `public/regions.geo.json` and the built `dist/regions.geo.json` are sha256-identical.
|
||||
- Part of #16.
|
||||
|
||||
## v0.14.0 — 2026-10-12 09:51
|
||||
- **Coarsened the sub-national choropleth dataset to a ~100 km floor (Part of #16).** `public/regions.geo.json` shrinks from 4,138 real administrative regions to **1,796** (2,342 merges): every region smaller than ~100×100 km (10,000 km²) that has a same-country neighbor within 0.2° (≈22 km) of its bounding box is **dissolved into its nearest such neighbor** (nearest by centroid distance; ties → larger area, then id). Standalone cities and micro-districts collapse into the region around them: `US-DC` (191 km²) into Maryland, `FR-75` Paris (59 km²) into Hauts-de-Seine, the UK's 232 admin-1 districts down to **16** regions, and all of North Macedonia's 85 municipalities into one whole-country region.
|
||||
- **Islands are exempt.** A region with no same-country neighbor within 0.2° keeps its shape whatever its size — **83** such small islands survive in the final set (Corsica, the Kerguelen/Crozet archipelagos, the Bahamas districts, Lord Howe, …) and the coarsening's fixed point leaves **0** non-island regions below the floor.
|
||||
- **Real dissolve, not overlap.** Each merge is a real boolean union (`@turf/union`, polygon clipping) that removes the shared boundary between the merged region and its host, yielding one clean polygon — the final dataset has **0** fallback (non-dissolved) unions. Passes iterate smallest-area-first to a fixed point (2 passes on the v0.13 data, ~7 s); the output is sorted by (parent, id) at 4-dp precision and is byte-reproducible: re-running on the coarsened file reaches the fixed point immediately and rewrites an identical file (sha256-verified).
|
||||
- **Numbers.** Per-country region count: min 1 / median 7 / max 80 (Russia; was 1 / 15 / 232 — the UK). Region areas: median 23,933 km²; smallest ≈0 (degenerate micro-dots like Ragged Island and the Paracel Islands, kept as islands); largest is Antarctica itself (≈21.8M km² in the planar model, exempt — it wraps a full 360°). 158 of the 177 countries had at least one merge. The file is 2,431 KB (2.37 MB) — under the 5 MB guard, so no Douglas–Peucker pass was needed.
|
||||
- **Tooling + tests.** New `scripts/coarsen-regions.mjs` (`npm run coarsen:regions`) performs the merge in place; `scripts/regions.test.ts` gains a sixth test asserting that below-floor non-island regions stay under 1% of the dataset (currently 0) alongside the existing well-formed / unique-id / 177-country coverage / area / coverage-band checks (56 tests total). The map's data contract is unchanged (`properties.parent` → RegionMap), so `WorldMap.tsx`, `App.tsx`, `shared/protocol.ts`, and `server/map.ts` all keep working as-is.
|
||||
- Part of #16.
|
||||
|
||||
## v0.13.0 — 2026-10-12 08:30
|
||||
- **Replaced the geometric sub-region grid with real named sub-national administrative regions (#16, PR 2).** The choropleth source `public/regions.geo.json` now contains real named administrative regions — states, provinces, governorates, oblasts, … (Natural Earth admin-1, 1:10m) — instead of the abstract ~100–200 km geometric grid. Each region keeps a stable `id` and a `name`. The map's data contract is **unchanged** (`properties.parent` → the parent country's ISO_A3, `properties.name` → the region name), so no change to the map code or the LLM contract: `WorldMap.tsx`, `App.tsx`, `shared/protocol.ts`, and `server/map.ts` all keep working as-is.
|
||||
- **Generator rewritten** — `scripts/generate-regions.mjs` (same path, dependency-free, `npm run generate:regions`) now groups the admin-1 features by their `adm0_a3` (the parent's ISO_A3), keeps only parents in the 177-country set, and id's each region with its ISO 3166-2 code when present (e.g. `US-CA`, `FR-75`, `RU-MOW`) else `<ISO_A3>-<nn>`; within a country, ids are disambiguated with a `-2/-3/…` suffix on collision (ISO 3166-2 codes are not always unique within a country — e.g. all nine of Bosnia's entities report `BA-BIH`). A country with no admin-1 data would collapse to one whole-country region `<ISO_A3>-01` (0 are needed at 1:10m, which covers all 177). Coordinates are rounded to 4 decimal places, and the file is Douglas–Peucker-simplified only if it exceeds the ~8 MB guard. Output is sorted by (parent, id) and fully deterministic.
|
||||
- **The dataset is 4,138 regions covering all 177 countries**, 2,831 KB (2.76 MB) after Douglas–Peucker (the 4-dp base is ~23 MB). Per-country region count: min 1 / median 15 / max 232 (United Kingdom). There are **0 whole-country fallbacks** — 1:10m admin-1 covers every one of the 177 (the five single-region countries are SOL, SAH, CYN, PRI, FLK). Samples: `US-CA` California and `US-NY` New York (US); `FR-75` Paris and `FR-13` Bouches-du-Rhône (France); `RU-MOW` Moskovskaya (Russia).
|
||||
- **Validation test updated** — `scripts/regions.test.ts` was rewritten for the new dataset: well-formed features, globally unique ids, all 177 countries covered (≥1 region each), sane region areas (median ≥ 100 km², no non-Antarctica region ≥ 5,000,000 km² — Antarctica is exempt because its full-360° wrap ring breaks the planar area model), and each country's region area summing to within [40%, 175%] of its own area (median within [70%, 130%] — the band is wider than a naive [40%, 110%] because Natural Earth's admin-1 polygons are digitized independently of the admin-0 country polygons and are not clipped to them). Runs in O(total vertices).
|
||||
- Part of #16.
|
||||
|
||||
## v0.12.0 — 2026-10-12 01:03
|
||||
- **Map now renders the sub-national regional dataset (#16, PR 2).** The choropleth source switches from `public/countries.geo.json` (177 countries) to `public/regions.geo.json` (**2,597 sub-regions**): each country is subdivided into ~100–200 km regions, shown as a finer choropleth with thin internal border lines. The MapLibre source/layer ids are renamed `countries`/`countries-fill`/`countries-line` → `regions`/`regions-fill`/`regions-line`, and the border line is thinned to `0.75` (from `1.25`) so the subdivision reads within each country.
|
||||
- **Ownership stays at country granularity.** A nation still owns whole countries, so every sub-region of a country shares that country's owning-nation color (the fill is "same colors as the country map, but subdivided"). The owner of a sub-region is resolved from the RegionMap via the feature's `properties.parent` (the parent country's ISO_A3) — never the sub-region id (`FRA-03`) nor the repacked top-level `feature.id`. Clicking a sub-region switches the dossier to its parent country's owning nation (unchanged behavior); the hover tooltip now also shows the sub-region name + its parent country; a small "Selected …" label appears in the dossier after a map click.
|
||||
- **New shared helper `mapFeatureOwner(regions, feature)`** in `@shared/protocol` — the single source of truth for resolving a rendered map feature's owner via `properties.parent` → `RegionMap[parent]` (built on the existing `regionOwner` key lookup). The territory-change **flash** now expands a changed country to **all** of its sub-regions (via the new `featuresByParents`), so a whole-country transfer still pulses correctly at the finer resolution.
|
||||
- **No ownership-model or LLM change** — `buildRegionMap`/`RegionMap` remain ISO_A3-keyed and the engine still references whole countries; this PR only changes what the map draws. Sub-region-level ownership (individual regions changing hands) is PR 3.
|
||||
- **Tests** — new `mapFeatureOwner` unit tests and an updated #6 regression guard pinning the sub-region feature shape (numeric `id`, `regionId` = sub-region code, `parent` = ISO_A3) and proving resolution via `parent` while the sub-region id and repacked id do not resolve (55 unit tests). The e2e suite needed no changes: it asserts on the legend (derived from the ISO_A3 RegionMap) and screen structure, not on map geometry.
|
||||
- Part of #16.
|
||||
|
||||
## v0.11.0 — 2026-10-12 00:31
|
||||
- **Sub-national region dataset + generator (#16, foundation only — no app behavior change).** A new dependency-free `scripts/generate-regions.mjs` (run via `npm run generate:regions`) splits each of the 177 countries in `public/countries.geo.json` into adaptive ~100–200 km sub-national regions on a regular lat/lon grid clipped to the country (Sutherland–Hodgman), and writes the committed `public/regions.geo.json` (**2,597 regions**, ~755 KB). Each region is id'd `<ISO_A3>-<nn>` (nn = 1..k in row-major order, capped at 36 per country) with `properties = { name, parent }`, so downstream work can map any region back to its parent nation. Antimeridian countries are handled three ways: small island groups (Fiji) stay a single whole-country region; large ones (Russia) are tiled in shifted [0,360) longitude space with output rings split at ±180°; and the full-360° Antarctic wrap ring becomes two hemispheric wedges. The output is fully deterministic — the same input yields a byte-identical file (verified by sha256).
|
||||
- **Validation test** — new self-contained `scripts/regions.test.ts` (picked up by `npm test`) reads the two GeoJSON files once each and asserts: the file is a well-formed FeatureCollection; every region is a valid feature whose id matches `^[A-Z]{3}-\d+$` and whose `parent` is a real country id; every country has 1–36 regions (≥2 for any country larger than 50,000 km²); every region has a sane area (≥ 200 km², with a microstate exemption, and < 5,000,000 km²); and each country's regions sum to 45–108% of its own area (the measured range is ~[64%, 105%] — Antarctica's wedges under-fill, Norway's high-latitude fjord coast over-fills by 0.1%). No change to the running app, the LLM contract, or the map — this is purely the dataset + tooling that later PRs for #16 build on.
|
||||
- Fixes #16.
|
||||
|
||||
## v0.10.0 — 2026-10-11 21:25
|
||||
- **Fix world map style (#2)** — made the choropleth fill fully opaque (`fill-opacity` 0.85 → 1.0) and darkened the Natural Earth terrain raster (`raster-opacity` 0.5 → 0.15), so the raster's flat water tint and fine 1:10m coastline no longer bleed through countries and compete with the borders.
|
||||
- **Strengthened country border lines** — border width 0.7 → 1.25, and the per-region stroke alphas raised (owned 0.10 → 0.30, unowned 0.06 → 0.14) so the vector borders read clearly as the dominant edge, with owned regions still more prominent than unowned ones.
|
||||
- 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
|
||||
|
||||
- **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
@@ -180,3 +180,466 @@ test.describe('History — save / resume across a page refresh', () => {
|
||||
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();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -30,6 +30,7 @@ export default tseslint.config(
|
||||
'vitest.config.ts',
|
||||
'playwright.config.ts',
|
||||
'scripts/**/*.mjs',
|
||||
'scripts/**/*.ts',
|
||||
],
|
||||
languageOptions: { globals: { ...globals.node, ...globals.es2022 } },
|
||||
rules: {
|
||||
|
||||
Generated
+2462
-2
File diff suppressed because it is too large
Load Diff
+16
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "history",
|
||||
"version": "0.2.0",
|
||||
"version": "0.20.0",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
|
||||
@@ -9,6 +9,12 @@
|
||||
"build": "vite build && tsup server/index.ts --format esm --target node22 --out-dir server/dist --external better-sqlite3",
|
||||
"start": "node server/dist/index.js",
|
||||
"test": "vitest run",
|
||||
"generate:regions": "node scripts/generate-regions.mjs",
|
||||
"coarsen:regions": "node scripts/coarsen-regions.mjs",
|
||||
"cleanup:regions": "node scripts/cleanup-regions.mjs",
|
||||
"smooth:regions": "node scripts/smooth-regions.mjs",
|
||||
"fill:regions": "node scripts/fill-gaps.mjs",
|
||||
"build:region-keys": "node scripts/build-region-keys.mjs",
|
||||
"typecheck": "tsc --noEmit",
|
||||
"lint": "eslint .",
|
||||
"e2e": "playwright test"
|
||||
@@ -38,6 +44,15 @@
|
||||
"@eslint/js": "^9.20.0",
|
||||
"@playwright/test": "^1.62.1",
|
||||
"@tailwindcss/vite": "^4.1.4",
|
||||
"@turf/area": "^7.4.0",
|
||||
"@turf/bbox": "^7.4.0",
|
||||
"@turf/boolean-point-in-polygon": "^7.4.0",
|
||||
"@turf/centroid": "^7.4.0",
|
||||
"@turf/difference": "^7.4.0",
|
||||
"@turf/distance": "^7.4.0",
|
||||
"@turf/simplify": "^7.4.0",
|
||||
"@turf/turf": "^7.4.0",
|
||||
"@turf/union": "^7.4.0",
|
||||
"@types/better-sqlite3": "^7.6.13",
|
||||
"@types/express": "^4.17.25",
|
||||
"@types/node": "^22.13.0",
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
@@ -0,0 +1,158 @@
|
||||
/**
|
||||
* scripts/build-region-keys.mjs — build the deterministic region-key manifest.
|
||||
*
|
||||
* Region ownership flips from whole-country (ISO_A3) to individual sub-region
|
||||
* granularity, but the LLM and the persisted `Nation.territory` list need a
|
||||
* *stable, human-readable, globally unique* identifier per sub-region. Raw
|
||||
* feature ids (`FR-57`) are opaque to the model, so we mint a readable key of
|
||||
* the form:
|
||||
*
|
||||
* <name-slug>-<4char> e.g. brittany-xk2a, western-alun
|
||||
*
|
||||
* where:
|
||||
* - <name-slug> = properties.name → NFKD → strip combining marks → lowercase
|
||||
* → a tiny fold table for the handful of letters NFKD does NOT decompose
|
||||
* (ə ø ð đ œ ł, the only non-folding letters present in this dataset)
|
||||
* → every non-alphanumeric run collapsed to a single '-' → leading/trailing
|
||||
* '-' trimmed.
|
||||
* - <4char> = a deterministic 4-letter lowercase code derived from the
|
||||
* feature's stable id (FNV-1a 32-bit → 4 base-26 chars). It is stable
|
||||
* (same id → same code on every run) because the key is persisted in
|
||||
* SQLite and shown to the LLM. Within any name-slug group (e.g. the six
|
||||
* regions all named "Western") the 4-char codes are made distinct by
|
||||
* re-deriving with a deterministic salt on collision, which guarantees the
|
||||
* full key is unique across all 1,796 regions.
|
||||
*
|
||||
* Output: `public/region-keys.json` — a `{ [stableFeatureId]: regionKey }`
|
||||
* object, e.g. `{ "FR-57": "brittany-xk2a" }`, in file (stable) order. The map
|
||||
* is looked up by the client (`WorldMap`) and the server (`map`/`presets`/
|
||||
* `engine`) to join a sub-region's stable id to its readable key.
|
||||
*
|
||||
* Builtins only — deliberately NO `@turf`/geojson import (importing one pulls
|
||||
* `@types/geojson` into the tsc program and breaks `WorldMap.tsx`; see the
|
||||
* v0.17 changelog note). Reads the geo file with plain `JSON.parse`.
|
||||
*
|
||||
* Idempotent: a re-run rewrites a byte-identical file (no timestamps, no
|
||||
* randomness, stable feature order, deterministic hash).
|
||||
*
|
||||
* Usage: `node scripts/build-region-keys.mjs` (or `npm run build:region-keys`).
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
/**
|
||||
* Letters present in the dataset that NFKD does NOT decompose, and their
|
||||
* single/multi-letter ASCII equivalents, so their slugs aren't hyphen-soup.
|
||||
* Kept deliberately tiny + deterministic (only the six that actually occur).
|
||||
*/
|
||||
const FOLD = {
|
||||
'ə': 'a', // schwa
|
||||
'ø': 'o', // o-stroke
|
||||
'ð': 'd', // eth
|
||||
'đ': 'dj', // d-stroke
|
||||
'œ': 'oe', // oe ligature
|
||||
'ł': 'l', // l-stroke
|
||||
};
|
||||
|
||||
/**
|
||||
* Readable slug from a region name. NFKD decomposes + we strip the combining
|
||||
* marks, lowercase, fold the non-decomposing letters, collapse every other
|
||||
* non-alphanumeric run to one hyphen, and trim leading/trailing hyphens.
|
||||
*/
|
||||
function slug(name) {
|
||||
let s = name.normalize('NFKD').replace(/[\u0300-\u036f]/g, '');
|
||||
s = s.toLowerCase();
|
||||
s = [...s].map((ch) => FOLD[ch] ?? ch).join('');
|
||||
s = s.replace(/[^a-z0-9]+/g, '-');
|
||||
s = s.replace(/^-+|-+$/g, '');
|
||||
return s;
|
||||
}
|
||||
|
||||
/** FNV-1a 32-bit — a tiny, stable, pure string hash. */
|
||||
function fnv1a32(str) {
|
||||
let h = 0x811c9dc5;
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
h ^= str.charCodeAt(i);
|
||||
h = (h * 0x01000193) >>> 0;
|
||||
}
|
||||
return h >>> 0;
|
||||
}
|
||||
|
||||
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
|
||||
function code4(h) {
|
||||
let out = '';
|
||||
for (let i = 0; i < 4; i++) {
|
||||
out += String.fromCharCode(97 + ((((h >>> (i * 8)) & 0xff) % 26)));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The 4-char code for an id, deterministically salted on within-group collision. */
|
||||
function codeFor(id, used) {
|
||||
let code = code4(fnv1a32(id));
|
||||
let attempt = 0;
|
||||
while (used.has(code)) {
|
||||
attempt += 1;
|
||||
code = code4(fnv1a32(`${id}#${attempt}`));
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
// --- load the region geo (plain parse; no geojson types) ---
|
||||
const geoFile = path.join(root, 'public', 'regions.geo.json');
|
||||
const geo = JSON.parse(readFileSync(geoFile, 'utf8'));
|
||||
const features = Array.isArray(geo?.features) ? geo.features : [];
|
||||
|
||||
if (features.length !== 1796) {
|
||||
throw new Error(`expected 1,796 regions, got ${features.length} — regions.geo.json changed; re-verify the region-key contract`);
|
||||
}
|
||||
|
||||
// Group features by their (computed) name-slug, preserving file order, so the
|
||||
// within-slug 4-char uniqueness resolution below is deterministic.
|
||||
const groups = new Map(); // slug -> array of { id }
|
||||
for (const f of features) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const name = f.properties?.name;
|
||||
if (!id || typeof name !== 'string') {
|
||||
throw new Error(`region with id ${JSON.stringify(id)} has no usable name`);
|
||||
}
|
||||
const s = slug(name);
|
||||
if (!groups.has(s)) groups.set(s, []);
|
||||
groups.get(s).push({ id });
|
||||
}
|
||||
|
||||
// Assign keys, resolving 4-char collisions within each slug group.
|
||||
const manifest = {};
|
||||
for (const [s, ids] of groups) {
|
||||
const used = new Set();
|
||||
for (const { id } of ids) {
|
||||
manifest[id] = `${s}-${codeFor(id, used)}`;
|
||||
used.add(manifest[id].slice(-4));
|
||||
}
|
||||
}
|
||||
|
||||
// --- hard assertions (the test re-checks these against the committed file) ---
|
||||
const keys = Object.values(manifest);
|
||||
if (new Set(keys).size !== keys.length) {
|
||||
throw new Error(`region-key collision: ${keys.length} keys but only ${new Set(keys).size} unique`);
|
||||
}
|
||||
const KEY_RE = /^[a-z0-9]+(?:-[a-z0-9]+)*-[a-z]{4}$/;
|
||||
for (const k of keys) {
|
||||
if (!KEY_RE.test(k) || !k.includes('-')) {
|
||||
throw new Error(`malformed region key: ${JSON.stringify(k)}`);
|
||||
}
|
||||
}
|
||||
|
||||
// --- write idempotently (stable order = insertion order = file order) ---
|
||||
const out = JSON.stringify(manifest, null, 2) + '\n';
|
||||
writeFileSync(path.join(root, 'public', 'region-keys.json'), out);
|
||||
|
||||
const western = Object.entries(manifest)
|
||||
.filter(([, k]) => k.startsWith('western-'))
|
||||
.sort((a, b) => a[0] < b[0] ? -1 : 1);
|
||||
console.log(`[build-region-keys] wrote public/region-keys.json — ${keys.length} unique region keys (1,796 expected)`);
|
||||
console.log(` western group: ${western.map(([id, k]) => `${id}=${k}`).join(', ')}`);
|
||||
@@ -0,0 +1,323 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* scripts/cleanup-regions.mjs — removes the small holes left by coarsening.
|
||||
*
|
||||
* Run: npm run cleanup:regions (in place on public/regions.geo.json)
|
||||
* node scripts/cleanup-regions.mjs [out] [src] [--bridge]
|
||||
*
|
||||
* The v0.14 coarsening produced a clean 1,796-region dataset, but small
|
||||
* unfilled patches ("holes") remain inside regions — artifacts of the boolean
|
||||
* dissolves and Natural Earth's own digitization. This fixes that in place,
|
||||
* WITHOUT touching the dataset's contract (the region count, the `id`s, the
|
||||
* `properties = { name, parent }`, the ~100 km floor and the island exemption
|
||||
* are all preserved — only inner rings are dropped).
|
||||
*
|
||||
* ENCLOSED HOLES — every hole (inner ring) whose area is < HOLE_AREA_MAX_KM2
|
||||
* is dropped, so the region fills in to be solid. Any larger hole (a genuine
|
||||
* water body) is kept. NOTE: the big real lakes (Great Lakes, Caspian, Aral,
|
||||
* Lake Superior, …) were already dissolved by the v0.14 coarsening, so they
|
||||
* are not present as holes here; the only hole above the threshold in this
|
||||
* dataset is a single medium one (~5,858 km2, kept). A 1,000 km2 threshold
|
||||
* is comfortably above the 2,252 tiny artifact holes (all < 500 km2) and
|
||||
* comfortably below any large real lake, so it fills exactly the artifacts.
|
||||
*
|
||||
* BRIDGING (opt-in, `--bridge`) — a MultiPolygon whose separate parts sit
|
||||
* only a short distance apart (a thin gap across a strait, a nearby island)
|
||||
* leaves a visible crack of background. This joins each such close pair with
|
||||
* a small connector polygon and a boolean union, closing the crack while
|
||||
* genuinely far parts (islands, separated territories) stay separate. It is
|
||||
* OFF by default: the union itself can mint new (medium) holes, which is
|
||||
* counter to the primary "fill holes" goal, so the default run is the
|
||||
* clean, deterministic hole-fill only.
|
||||
*
|
||||
* Deterministic + idempotent: fixed threshold, deterministic planar geometry,
|
||||
* 4-dp rounding. Re-running on an already-clean file rewrites the same file
|
||||
* (no small holes remain to fill; the kept holes are above the threshold).
|
||||
*/
|
||||
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { union } from '@turf/union';
|
||||
import { featureCollection } from '@turf/helpers';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
const DEFAULT_FILE = path.join(root, 'public', 'regions.geo.json');
|
||||
// positional args (out, src) plus named flags; keep the two orthogonal
|
||||
const args = process.argv.slice(2).filter((a) => !a.startsWith('-'));
|
||||
const flags = process.argv.slice(2).filter((a) => a.startsWith('-'));
|
||||
const BRIDGE = flags.includes('--bridge');
|
||||
const OUT = args[0] ? path.resolve(args[0]) : DEFAULT_FILE;
|
||||
const SRC = args[1] ? path.resolve(args[1]) : DEFAULT_FILE;
|
||||
|
||||
// --- parameters ---------------------------------------------------------------
|
||||
const HOLE_AREA_MAX_KM2 = 1000; // fill enclosed holes smaller than this (keep real lakes)
|
||||
const BRIDGE_MAX_KM = 30; // bridge part-gaps smaller than this …
|
||||
const BRIDGE_MIN_KM = 0.3; // … but only real gaps (a pair in (BRIDGE_MIN, BRIDGE_MAX))
|
||||
const BRIDGE_EXT_KM = 2; // extend each bridge end into its part (ensures union overlap)
|
||||
const BRIDGE_HW_MIN_KM = 2; // minimum half-width of a connector
|
||||
const BRIDGE_HW_MAX_KM = 20; // cap so a connector never becomes a big blob
|
||||
const R4 = 4; // coordinate precision (decimal places)
|
||||
const SLIVER_EPS_KM2 = 1e-6; // drop only truly-degenerate (≈zero-area) parts
|
||||
|
||||
// --- area model (identical to coarsen-regions.mjs / regions.test.ts) -----------
|
||||
const KM_LON = 111.32;
|
||||
const KM_LAT = 110.574;
|
||||
const rad = (deg) => (deg * Math.PI) / 180;
|
||||
function ringAreaKm2(ring) {
|
||||
let lat = 0;
|
||||
for (const [, la] of ring) lat += la;
|
||||
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
|
||||
let a = 0;
|
||||
const n = ring.length;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const [lon1, lat1] = ring[i];
|
||||
const [lon2, lat2] = ring[(i + 1) % n];
|
||||
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
|
||||
}
|
||||
return Math.abs(a / 2);
|
||||
}
|
||||
function geomAreaKm2(geom) {
|
||||
if (!geom) return 0;
|
||||
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
|
||||
let total = 0;
|
||||
for (const poly of polys) total += ringAreaKm2(poly[0]);
|
||||
return total;
|
||||
}
|
||||
|
||||
// --- rounding / normalization (same conventions as coarsen-regions.mjs) --------
|
||||
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
|
||||
function roundRing(ring, N = R4) {
|
||||
const out = [];
|
||||
for (const [x, y] of ring) {
|
||||
const p = [rN(x, N), rN(y, N)];
|
||||
const last = out[out.length - 1];
|
||||
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
|
||||
}
|
||||
if (out.length > 1 && out[0][0] === out[out.length - 1][0] && out[0][1] === out[out.length - 1][1]) out.pop();
|
||||
if (out.length < 3) return out;
|
||||
return [...out, [...out[0]]];
|
||||
}
|
||||
function roundAll(geom) {
|
||||
if (!geom || (geom.type !== 'Polygon' && geom.type !== 'MultiPolygon')) return null;
|
||||
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
|
||||
.map((poly) => poly.map((ring) => roundRing(ring)))
|
||||
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
|
||||
if (!polys.length) return null;
|
||||
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
|
||||
return { type: 'MultiPolygon', coordinates: polys };
|
||||
}
|
||||
function normalizeGeom(geom) {
|
||||
const rounded = roundAll(geom);
|
||||
if (!rounded) return null;
|
||||
const all = rounded.type === 'Polygon' ? [rounded.coordinates] : rounded.coordinates;
|
||||
const kept = all.filter((poly) => ringAreaKm2(poly[0]) >= SLIVER_EPS_KM2);
|
||||
const polys = kept.length ? kept : all;
|
||||
if (polys.length === 1 && rounded.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
|
||||
return { type: 'MultiPolygon', coordinates: polys };
|
||||
}
|
||||
|
||||
// --- closest-point measurement (decimated planar point↔segment, ~km) ----------
|
||||
function toXY(ring) {
|
||||
let lat = 0;
|
||||
for (const [, la] of ring) lat += la;
|
||||
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
|
||||
return ring.map(([lon, lat]) => [lon * kx, lat * KM_LAT]);
|
||||
}
|
||||
function dec(pts, maxN = 200) {
|
||||
if (pts.length <= maxN) return pts;
|
||||
const step = Math.ceil(pts.length / maxN);
|
||||
const out = [];
|
||||
for (let i = 0; i < pts.length; i += step) out.push(pts[i]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Closest point-pair between two planar rings: returns { d, p, q } with p on A,
|
||||
* q on B and d = |p-q| in km (both on the decimated rings — a good-enough
|
||||
* approximation for bridging; a tiny offset is corrected by the extension).
|
||||
*/
|
||||
function ringClosest(AX, BX) {
|
||||
const A = dec(AX), B = dec(BX);
|
||||
let best = Infinity, bestP = null, bestQ = null;
|
||||
for (const p of A) {
|
||||
for (let i = 0; i < B.length - 1; i++) {
|
||||
const a = B[i], b = B[i + 1];
|
||||
const dx = b[0] - a[0], dy = b[1] - a[1];
|
||||
const l2 = dx * dx + dy * dy;
|
||||
let t = l2 === 0 ? 0 : ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
|
||||
t = Math.max(0, Math.min(1, t));
|
||||
const c = [a[0] + t * dx, a[1] + t * dy];
|
||||
const dd = Math.hypot(p[0] - c[0], p[1] - c[1]);
|
||||
if (dd < best) { best = dd; bestP = p; bestQ = c; }
|
||||
}
|
||||
}
|
||||
for (const p of B) {
|
||||
for (let i = 0; i < A.length - 1; i++) {
|
||||
const a = A[i], b = A[i + 1];
|
||||
const dx = b[0] - a[0], dy = b[1] - a[1];
|
||||
const l2 = dx * dx + dy * dy;
|
||||
let t = l2 === 0 ? 0 : ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
|
||||
t = Math.max(0, Math.min(1, t));
|
||||
const c = [a[0] + t * dx, a[1] + t * dy];
|
||||
const dd = Math.hypot(p[0] - c[0], p[1] - c[1]);
|
||||
if (dd < best) { best = dd; bestP = c; bestQ = p; }
|
||||
}
|
||||
}
|
||||
return { d: best, p: bestP, q: bestQ };
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a thin connector (a quad in lon/lat) between two closest points p, q
|
||||
* (both in planar km). The connector is extended a little into each part so the
|
||||
* boolean union joins them, and its half-width is wide enough to span the local
|
||||
* gap (capped so it never becomes a big blob).
|
||||
*/
|
||||
function makeBridgeRing(p, q) {
|
||||
const gap = Math.hypot(q[0] - p[0], q[1] - p[1]);
|
||||
if (gap < 1e-3) return null; // coincident → nothing to bridge
|
||||
const midLat = (p[1] / KM_LAT + q[1] / KM_LAT) / 2;
|
||||
const kx = KM_LON * Math.cos(rad(midLat));
|
||||
const ux = (q[0] - p[0]) / gap, uy = (q[1] - p[1]) / gap; // unit p→q
|
||||
const nx = -uy, ny = ux; // perpendicular
|
||||
const hw = Math.min(BRIDGE_HW_MAX_KM, Math.max(BRIDGE_HW_MIN_KM, gap / 2));
|
||||
const ext = BRIDGE_EXT_KM;
|
||||
const pExt = [p[0] - ux * ext, p[1] - uy * ext];
|
||||
const qExt = [q[0] + ux * ext, q[1] + uy * ext];
|
||||
const toLL = ([x, y]) => [rN(x / kx, R4), rN(y / KM_LAT, R4)];
|
||||
const c1 = toLL([pExt[0] + nx * hw, pExt[1] + ny * hw]);
|
||||
const c2 = toLL([qExt[0] + nx * hw, qExt[1] + ny * hw]);
|
||||
const c3 = toLL([qExt[0] - nx * hw, qExt[1] - ny * hw]);
|
||||
const c4 = toLL([pExt[0] - nx * hw, pExt[1] - ny * hw]);
|
||||
return [c1, c2, c3, c4, c1];
|
||||
}
|
||||
|
||||
/** Bridge all close pairs of a MultiPolygon and union everything into one shape. */
|
||||
function bridgeParts(geom) {
|
||||
const parts = geom.coordinates;
|
||||
const partsXY = parts.map((p) => toXY(p[0]));
|
||||
const bridges = [];
|
||||
let bridgedPairs = 0;
|
||||
for (let i = 0; i < partsXY.length; i++) {
|
||||
for (let j = i + 1; j < partsXY.length; j++) {
|
||||
const { d, p, q } = ringClosest(partsXY[i], partsXY[j]);
|
||||
if (d > BRIDGE_MIN_KM && d < BRIDGE_MAX_KM) {
|
||||
const ring = makeBridgeRing(p, q);
|
||||
if (ring) { bridges.push(ring); bridgedPairs++; }
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!bridges.length) return { geom, bridgedPairs: 0, changed: false };
|
||||
// union: original parts (as Polygons) + connector rings (as Polygons)
|
||||
const feats = parts.map((poly) => ({ type: 'Feature', geometry: { type: 'Polygon', coordinates: poly } }));
|
||||
for (const ring of bridges) feats.push({ type: 'Feature', geometry: { type: 'Polygon', coordinates: [ring] } });
|
||||
let u;
|
||||
try {
|
||||
u = union(featureCollection(feats));
|
||||
} catch (e) {
|
||||
console.error(` [warn] bridge union failed: ${e.message}`);
|
||||
return { geom, bridgedPairs: 0, changed: false };
|
||||
}
|
||||
const norm = u ? normalizeGeom(u.geometry) : null;
|
||||
// Guard: a good bridge only adds a little area. Reject the union if it lost
|
||||
// area (< 0.8×, a bad union that ate parts) or over-filled (> 1.3×, e.g. many
|
||||
// overlapping bridges in a dense archipelago) — keep the original instead.
|
||||
if (norm) {
|
||||
const na = geomAreaKm2(norm);
|
||||
const oa = geomAreaKm2(geom);
|
||||
if (oa > 0 && (na < 0.8 * oa || na > 1.3 * oa)) {
|
||||
return { geom, bridgedPairs: 0, changed: false };
|
||||
}
|
||||
}
|
||||
return { geom: norm ?? geom, bridgedPairs, changed: true, bridgedParts: u ? (u.geometry.type === 'Polygon' ? 1 : u.geometry.coordinates.length) : parts.length };
|
||||
}
|
||||
|
||||
// --- main ----------------------------------------------------------------------
|
||||
function main() {
|
||||
const t0 = Date.now();
|
||||
const fc = JSON.parse(readFileSync(SRC, 'utf8'));
|
||||
const inKB = (Buffer.byteLength(readFileSync(SRC)) / 1024).toFixed(0);
|
||||
console.log(`input: ${fc.features.length} regions (${inKB} KB) from ${SRC}`);
|
||||
console.log(`mode: holes <${HOLE_AREA_MAX_KM2} km2 filled, larger kept${BRIDGE ? `; + bridging part-gaps in (${BRIDGE_MIN_KM}, ${BRIDGE_MAX_KM}) km` : ''}`);
|
||||
|
||||
// diagnostics
|
||||
let holesFilled = 0, holesFilledArea = 0, holesKept = 0, holesKeptArea = 0, featuresTouchedHole = 0;
|
||||
let bridgedFeatures = 0, bridgedPairs = 0, partsBefore = 0, partsAfter = 0, areaBefore = 0, areaAfter = 0;
|
||||
const bridgeSamples = [];
|
||||
const keptHoleSamples = [];
|
||||
|
||||
const outFeatures = [];
|
||||
for (const f of fc.features) {
|
||||
let geom = f.geometry;
|
||||
|
||||
// ---- Opt-in: bridge close parts (additive connector + union) ----
|
||||
if (BRIDGE && geom.type === 'MultiPolygon' && geom.coordinates.length >= 2) {
|
||||
const before = { parts: geom.coordinates.length, area: geomAreaKm2(geom) };
|
||||
const res = bridgeParts(geom);
|
||||
if (res.changed) {
|
||||
geom = res.geom;
|
||||
bridgedFeatures++;
|
||||
bridgedPairs += res.bridgedPairs;
|
||||
partsBefore += before.parts;
|
||||
partsAfter += geom.type === 'Polygon' ? 1 : geom.coordinates.length;
|
||||
areaBefore += before.area;
|
||||
areaAfter += geomAreaKm2(geom);
|
||||
if (bridgeSamples.length < 20)
|
||||
bridgeSamples.push(`${f.id} ${f.properties.name} (${f.properties.parent}): ${before.parts}p→${geom.type === 'Polygon' ? 1 : geom.coordinates.length}p, ${res.bridgedPairs} bridge(s), ${Math.round(before.area)}→${Math.round(geomAreaKm2(geom))} km2`);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Fill small enclosed holes: drop inner rings < threshold, keep larger ----
|
||||
const isMulti = geom.type === 'MultiPolygon';
|
||||
const polys = isMulti ? geom.coordinates : [geom.coordinates];
|
||||
let touchedHole = false;
|
||||
const newPolys = polys.map((poly) => {
|
||||
const kept = [poly[0]]; // outer ring always kept
|
||||
for (let i = 1; i < poly.length; i++) {
|
||||
const area = ringAreaKm2(poly[i]);
|
||||
if (area < 1e-6) continue; // degenerate — drop
|
||||
if (area < HOLE_AREA_MAX_KM2) {
|
||||
holesFilled++; holesFilledArea += area; touchedHole = true; // fill (drop)
|
||||
} else {
|
||||
holesKept++; holesKeptArea += area;
|
||||
kept.push(poly[i]); // a genuine water body — keep the hole
|
||||
if (keptHoleSamples.length < 20) keptHoleSamples.push(`${f.id}(${f.properties.parent}) ${Math.round(area)} km2`);
|
||||
}
|
||||
}
|
||||
return kept;
|
||||
});
|
||||
if (touchedHole) featuresTouchedHole++;
|
||||
|
||||
const rebuilt = isMulti
|
||||
? { type: 'MultiPolygon', coordinates: newPolys }
|
||||
: { type: 'Polygon', coordinates: newPolys[0] };
|
||||
// normalize (round 4dp, drop degenerate). NEVER drop a feature: if nothing
|
||||
// usable survives (a degenerate 3-pt 0-area micro-dot), keep the
|
||||
// hole-filled (rebuilt) geometry, else the untouched original.
|
||||
const norm = normalizeGeom(rebuilt);
|
||||
outFeatures.push({ type: 'Feature', id: f.id, properties: { name: f.properties.name, parent: f.properties.parent }, geometry: norm ?? rebuilt ?? geom });
|
||||
}
|
||||
|
||||
const out = { type: 'FeatureCollection', features: outFeatures };
|
||||
const json = JSON.stringify(out);
|
||||
const outKB = (Buffer.byteLength(json) / 1024).toFixed(0);
|
||||
writeFileSync(OUT, json + '\n');
|
||||
|
||||
console.log(`\n--- RESULTS ---`);
|
||||
console.log(`regions: ${fc.features.length} → ${out.features.length} (should be unchanged)`);
|
||||
console.log(`file: ${inKB} KB → ${outKB} KB (${(outKB / 1024).toFixed(2)} MB)`);
|
||||
console.log(`\nENCLOSED HOLES:`);
|
||||
console.log(` filled ${holesFilled} holes (${Math.round(holesFilledArea).toLocaleString('en-US')} km2) in ${featuresTouchedHole} features`);
|
||||
console.log(` kept ${holesKept} hole(s) (${Math.round(holesKeptArea).toLocaleString('en-US')} km2) as real water`);
|
||||
if (keptHoleSamples.length) console.log(` kept-hole list: ${keptHoleSamples.join(', ')}`);
|
||||
if (BRIDGE) {
|
||||
console.log(`\nBRIDGING (part-gaps):`);
|
||||
console.log(` bridged ${bridgedFeatures} features (${bridgedPairs} close pairs): parts ${partsBefore} → ${partsAfter}, area ${Math.round(areaBefore).toLocaleString('en-US')} → ${Math.round(areaAfter).toLocaleString('en-US')} km2`);
|
||||
for (const s of bridgeSamples) console.log(` ${s}`);
|
||||
} else {
|
||||
console.log(`\nbridging: skipped (pass --bridge to enable)`);
|
||||
}
|
||||
console.log(`\nwrote ${OUT}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
|
||||
}
|
||||
|
||||
main();
|
||||
@@ -0,0 +1,612 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* scripts/coarsen-regions.mjs — coarsens the committed `public/regions.geo.json`
|
||||
* in place, so the map is genuinely coarser, not just finer-grained.
|
||||
*
|
||||
* Rule (per user request: "focus on joining cities to the region around it.
|
||||
* Regions shouldn't be smaller than around 100x100km, excluding islands"):
|
||||
*
|
||||
* FLOOR — no region should be smaller than ~100×100 km = 10,000 km²,
|
||||
* EXCEPT islands.
|
||||
* ISLAND — a region is an island if it has NO same-country neighbor: no
|
||||
* other region with the same `properties.parent` whose bounding box
|
||||
* is within CLOSE_DEG (≈≤22 km) of its own. Small islands stay
|
||||
* as-is regardless of size (Corsica, the Hawaiian counties,
|
||||
* Okinawa, the Faroes, island micro-states, …).
|
||||
* MERGE — a region that is small (area < FLOOR) AND not an island is
|
||||
* merged into its NEAREST same-country neighbor (nearest by
|
||||
* centroid distance; tie-break → larger area, then lexicographic
|
||||
* id). Standalone cities (FR-75 Paris, the Latvian/Slovenian
|
||||
* municipalities, the UK's 231 micro-districts) collapse into the
|
||||
* region around them.
|
||||
* DISSOLVE— the merge is a real boolean union (`@turf/union`, polygon-
|
||||
* clipping): the shared boundary between the merged region and its
|
||||
* host is removed, producing a single clean polygon — not two
|
||||
* overlapping shapes. (Fallback if the union fails on a pair:
|
||||
* combine the rings into a MultiPolygon without dissolving; the
|
||||
* count of such fallbacks is reported.)
|
||||
* ITERATE — passes run smallest-area-first (small regions merge into their
|
||||
* neighbors, which grow and then absorb more). After each pass the
|
||||
* area/neighbor/centroid metrics are recomputed; it stops at the
|
||||
* fixed point (no small non-island region left) or at MAX_ITER.
|
||||
* IDENTITY— the host (the region merged INTO) keeps its own `id` and
|
||||
* `name`; the absorbed region's id is dropped. `properties.parent`
|
||||
* is unchanged, so the map code (WorldMap/App/protocol/map.ts)
|
||||
* keeps working untouched.
|
||||
*
|
||||
* Deterministic: fixed processing order (area, then id), deterministic
|
||||
* neighbor choice (distance, then -area, then id), deterministic boolean
|
||||
* union. Re-running on the coarsened file reaches the fixed point
|
||||
* immediately and rewrites a byte-identical file.
|
||||
*
|
||||
* Area model: the SAME planar approximation the validation test uses
|
||||
* (`scripts/regions.test.ts`) — `x = lon·111.32·cos(midLat)`,
|
||||
* `y = lat·110.574` km, shoelace per OUTER ring (holes ignored), each ring at
|
||||
* its own mean latitude — so the script's merge decisions and the test's
|
||||
* assertions measure the same quantity.
|
||||
*
|
||||
* Longitude handling: every ring is unwrapped to a continuous [0,360)-derived
|
||||
* space before its bbox/centroid is computed (the shortest-difference
|
||||
* "np.unwrap" scheme), which makes the one full-360° antimeridian-wrapping
|
||||
* feature (Antarctica's mainland ring) and any seam-straddling ring behave
|
||||
* correctly; cross-feature longitude gaps use the 360°-cyclic minimum.
|
||||
*
|
||||
* Output: features sorted by (parent, id) (the same comparator as
|
||||
* `scripts/generate-regions.mjs`), coordinates rounded to 4 decimal places,
|
||||
* single line of JSON + trailing newline. If the file would exceed the
|
||||
* ~5 MB guard, a light Douglas–Peucker pass (tolerances escalated through a
|
||||
* small table) brings it under ~4 MB before writing.
|
||||
*
|
||||
* Run: `npm run coarsen:regions`
|
||||
*/
|
||||
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { union } from '@turf/union';
|
||||
import { feature, featureCollection } from '@turf/helpers';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
const FILE = path.join(root, 'public', 'regions.geo.json');
|
||||
|
||||
// --- parameters ---------------------------------------------------------------
|
||||
const AREA_FLOOR_KM2 = 10_000; // ~100×100 km floor for non-island regions
|
||||
const CLOSE_DEG = 0.2; // "spatially close" bbox gap (both lat and lon ≤ this; ≈≤22 km)
|
||||
const MAX_ITER = 20; // safety cap on fixed-point passes (spec: ~15)
|
||||
const SIZE_GUARD_KB = 5_120; // keep the committed file under ~5 MB
|
||||
const SIZE_TARGET_KB = 4_096; // …and land under ~4 MB once simplified
|
||||
const DP_STEPS = [0.05, 0.1, 0.2, 0.3, 0.5, 0.75, 1.0]; // Douglas–Peucker tolerances (degrees)
|
||||
const R4 = 4; // coordinate precision (decimal places, ≈11 m)
|
||||
const SLIVER_EPS_KM2 = 1e-6; // drop only truly-degenerate (≈zero-area) clipper slivers
|
||||
|
||||
// --- area model (identical to scripts/regions.test.ts) -------------------------
|
||||
const KM_LON = 111.32;
|
||||
const KM_LAT = 110.574;
|
||||
const rad = (deg) => (deg * Math.PI) / 180;
|
||||
|
||||
/** Shoelace area (km²) of one ring, measured at the ring's own mean latitude. */
|
||||
function ringAreaKm2(ring) {
|
||||
let lat = 0;
|
||||
for (const [, la] of ring) lat += la;
|
||||
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
|
||||
let a = 0;
|
||||
const n = ring.length;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const [lon1, lat1] = ring[i];
|
||||
const [lon2, lat2] = ring[(i + 1) % n];
|
||||
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
|
||||
}
|
||||
return Math.abs(a / 2);
|
||||
}
|
||||
|
||||
/** Sum of a geometry's outer-ring areas (holes are lakes — ignored by design). */
|
||||
function geomAreaKm2(geom) {
|
||||
if (!geom) return 0;
|
||||
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
|
||||
let total = 0;
|
||||
for (const poly of polys) total += ringAreaKm2(poly[0]);
|
||||
return total;
|
||||
}
|
||||
|
||||
// --- longitude unwrapping (antimeridian-safe) ----------------------------------
|
||||
|
||||
/**
|
||||
* Unwrap a ring's longitudes to a continuous real line (the "np.unwrap"
|
||||
* shortest-difference scheme, anchored at the first vertex's [0,360) value).
|
||||
* Returns { lons, full } — `full` when the unwrapped span is ≥ 300°, i.e. the
|
||||
* ring is a full-360° antimeridian band (Antarctica's mainland ring).
|
||||
*/
|
||||
function unwrapRing(ring) {
|
||||
const n = ring.length;
|
||||
const norm = (x) => ((x % 360) + 360) % 360; // → [0,360)
|
||||
const u = new Array(n);
|
||||
u[0] = norm(ring[0][0]);
|
||||
for (let i = 1; i < n; i++) {
|
||||
// The PREVIOUS unwrapped value may lie outside [0,360) (it accumulates),
|
||||
// so normalize it back before measuring the difference; otherwise a bogus
|
||||
// ~180° jump is inserted and the ring's span balloons to ~180°.
|
||||
const a = norm(u[i - 1]);
|
||||
const b = norm(ring[i][0]);
|
||||
const d = (((b - a) % 360) + 540) % 360 - 180; // shortest signed diff in (-180, 180]
|
||||
u[i] = u[i - 1] + d;
|
||||
}
|
||||
let min = Infinity;
|
||||
let max = -Infinity;
|
||||
for (const v of u) {
|
||||
if (v < min) min = v;
|
||||
if (v > max) max = v;
|
||||
}
|
||||
return { lons: u, full: max - min >= 300 };
|
||||
}
|
||||
|
||||
/**
|
||||
* Cyclic 1-D gap (degrees) between two tight longitude intervals in their own
|
||||
* unwrapped [0,360)-derived spaces. Tries the three 360° shifts of `b` so
|
||||
* different unwrap anchors reconcile; a `full` interval is close to everything.
|
||||
*/
|
||||
function lonGap(intA, intB) {
|
||||
if (intA.full || intB.full) return 0;
|
||||
let best = Infinity;
|
||||
for (const k of [-1, 0, 1]) {
|
||||
const a2 = intB.a + 360 * k;
|
||||
const b2 = intB.b + 360 * k;
|
||||
const gap = intA.b < a2 ? a2 - intA.b : b2 < intA.a ? intA.a - b2 : 0;
|
||||
if (gap < best) best = gap;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
// --- geometry helpers ----------------------------------------------------------
|
||||
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
|
||||
|
||||
/** Round a ring to 4 dp, drop consecutive duplicates, and (re-)close it. */
|
||||
function roundRing(ring, N = R4) {
|
||||
const out = [];
|
||||
for (const [x, y] of ring) {
|
||||
const p = [rN(x, N), rN(y, N)];
|
||||
const last = out[out.length - 1];
|
||||
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
|
||||
}
|
||||
if (
|
||||
out.length > 1 &&
|
||||
out[0][0] === out[out.length - 1][0] &&
|
||||
out[0][1] === out[out.length - 1][1]
|
||||
)
|
||||
out.pop();
|
||||
if (out.length < 3) return out; // degenerate; caller drops it
|
||||
return [...out, [...out[0]]];
|
||||
}
|
||||
|
||||
/**
|
||||
* Round every ring of a geometry to 4 dp, drop degenerate rings (<3 pts) and
|
||||
* empty polygons, keep the Polygon/MultiPolygon type (a single-part
|
||||
* MultiPolygon collapses to Polygon). Returns null if nothing usable survived.
|
||||
*/
|
||||
function roundAll(geom) {
|
||||
if (!geom || (geom.type !== 'Polygon' && geom.type !== 'MultiPolygon')) return null;
|
||||
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
|
||||
.map((poly) => poly.map((ring) => roundRing(ring)))
|
||||
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
|
||||
if (!polys.length) return null;
|
||||
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
|
||||
return { type: 'MultiPolygon', coordinates: polys };
|
||||
}
|
||||
|
||||
/**
|
||||
* Normalize a union output (or fallback MultiPolygon): roundAll, then drop
|
||||
* truly-degenerate (≈zero-area, < SLIVER_EPS_KM2) polygons the clipper can
|
||||
* leave behind at shared boundaries. It never drops *every* part — a merge of
|
||||
* two sub-resolution (zero-area) micro-regions must still collapse into one
|
||||
* (degenerate) region rather than vanish. Returns null only when the input
|
||||
* itself had no usable ring (e.g. `null`).
|
||||
*/
|
||||
function normalizeGeom(geom) {
|
||||
const rounded = roundAll(geom);
|
||||
if (!rounded) return null;
|
||||
const all = rounded.type === 'Polygon' ? [rounded.coordinates] : rounded.coordinates;
|
||||
const kept = all.filter((poly) => ringAreaKm2(poly[0]) >= SLIVER_EPS_KM2);
|
||||
const polys = kept.length ? kept : all;
|
||||
if (polys.length === 1 && rounded.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
|
||||
return { type: 'MultiPolygon', coordinates: polys };
|
||||
}
|
||||
|
||||
/** Douglas–Peucker of an OPEN point sequence (keeps endpoints). */
|
||||
function dpOpen(pts, tol) {
|
||||
if (pts.length < 3) return pts;
|
||||
let maxD = 0;
|
||||
let idx = 0;
|
||||
const a = pts[0];
|
||||
const b = pts[pts.length - 1];
|
||||
for (let i = 1; i < pts.length - 1; i++) {
|
||||
const dx = b[0] - a[0];
|
||||
const dy = b[1] - a[1];
|
||||
const l2 = dx * dx + dy * dy;
|
||||
let t = l2 === 0 ? 0 : ((pts[i][0] - a[0]) * dx + (pts[i][1] - a[1]) * dy) / l2;
|
||||
t = Math.max(0, Math.min(1, t));
|
||||
const d = Math.hypot(pts[i][0] - (a[0] + t * dx), pts[i][1] - (a[1] + t * dy));
|
||||
if (d > maxD) {
|
||||
maxD = d;
|
||||
idx = i;
|
||||
}
|
||||
}
|
||||
if (maxD > tol) {
|
||||
const left = dpOpen(pts.slice(0, idx + 1), tol);
|
||||
const right = dpOpen(pts.slice(idx), tol);
|
||||
return left.concat(right.slice(1));
|
||||
}
|
||||
return [a, b];
|
||||
}
|
||||
|
||||
/** Douglas–Peucker a CLOSED ring at tolerance `tol` (0 = skip). */
|
||||
function dpRing(ring, tol) {
|
||||
if (tol <= 0 || ring.length < 4) return ring;
|
||||
let pts = ring;
|
||||
if (pts[0][0] === pts[pts.length - 1][0] && pts[0][1] === pts[pts.length - 1][1]) pts = pts.slice(0, -1);
|
||||
const s = dpOpen(pts, tol);
|
||||
if (s.length < 3) return ring;
|
||||
return [...s, [...s[0]]];
|
||||
}
|
||||
|
||||
/** Round (and optionally DP-simplify) every ring of a geometry. */
|
||||
function transformGeom(geom, tol) {
|
||||
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
|
||||
.map((poly) => poly.map((ring) => roundRing(ring, R4)).map((ring) => (tol > 0 ? dpRing(ring, tol) : ring)))
|
||||
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
|
||||
if (!polys.length) return null;
|
||||
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
|
||||
return { type: 'MultiPolygon', coordinates: polys };
|
||||
}
|
||||
|
||||
// --- region record -------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A region under management. `lonInt` is the tight longitude interval in
|
||||
* [0,360)-derived unwrapped space (or `full` for a 360° band); `(clat, clon)`
|
||||
* is the area-weighted centroid of the LARGEST outer ring (the region's
|
||||
* "location"), unwrapped for its ring then wrapped to [-180,180) for
|
||||
* cyclic-distance use.
|
||||
*/
|
||||
class Region {
|
||||
constructor(f) {
|
||||
this.id = f.id;
|
||||
this.name = f.properties.name;
|
||||
this.parent = f.properties.parent;
|
||||
this.geom = f.geometry;
|
||||
this.rawGeom = null; // last pre-normalization union output (safety net for build())
|
||||
this.dead = false;
|
||||
this.metrics();
|
||||
}
|
||||
|
||||
metrics() {
|
||||
this.area = geomAreaKm2(this.geom);
|
||||
const polys = this.geom.type === 'Polygon' ? [this.geom.coordinates] : this.geom.coordinates;
|
||||
let latMin = Infinity;
|
||||
let latMax = -Infinity;
|
||||
let lonA = Infinity;
|
||||
let lonB = -Infinity;
|
||||
let lonFull = false;
|
||||
let bestRing = null;
|
||||
let bestArea = -1;
|
||||
for (const poly of polys) {
|
||||
const outer = poly[0];
|
||||
for (const [, la] of outer) {
|
||||
if (la < latMin) latMin = la;
|
||||
if (la > latMax) latMax = la;
|
||||
}
|
||||
const { lons, full } = unwrapRing(outer);
|
||||
if (full) lonFull = true;
|
||||
let a = Infinity;
|
||||
let b = -Infinity;
|
||||
for (const v of lons) {
|
||||
if (v < a) a = v;
|
||||
if (v > b) b = v;
|
||||
}
|
||||
lonA = Math.min(lonA, a);
|
||||
lonB = Math.max(lonB, b);
|
||||
const ar = ringAreaKm2(outer);
|
||||
if (ar > bestArea) {
|
||||
bestArea = ar;
|
||||
bestRing = outer;
|
||||
}
|
||||
}
|
||||
this.lonInt = { a: lonA, b: lonB, full: lonFull };
|
||||
this.latMin = latMin;
|
||||
this.latMax = latMax;
|
||||
// area-weighted centroid of the largest outer ring, in unwrapped space
|
||||
const { lons } = unwrapRing(bestRing);
|
||||
const lats = bestRing.map((p) => p[1]);
|
||||
const n = bestRing.length;
|
||||
let A = 0;
|
||||
let cx = 0;
|
||||
let cy = 0;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const x1 = lons[i];
|
||||
const y1 = lats[i];
|
||||
const x2 = lons[(i + 1) % n];
|
||||
const y2 = lats[(i + 1) % n];
|
||||
const f = x1 * y2 - x2 * y1;
|
||||
A += f;
|
||||
cx += (x1 + x2) * f;
|
||||
cy += (y1 + y2) * f;
|
||||
}
|
||||
A /= 2;
|
||||
if (Math.abs(A) > 1e-9) {
|
||||
cx /= 6 * A;
|
||||
cy /= 6 * A;
|
||||
} else {
|
||||
cx = (lonA + lonB) / 2;
|
||||
cy = (latMin + latMax) / 2;
|
||||
}
|
||||
this.clon = (((cx + 180) % 360) + 360) % 360 - 180;
|
||||
this.clat = cy;
|
||||
}
|
||||
|
||||
/** Cyclic planar distance (km) to another region's centroid. */
|
||||
distKm(o) {
|
||||
let dlon = Math.abs(this.clon - o.clon) % 360;
|
||||
if (dlon > 180) dlon = 360 - dlon;
|
||||
const midLat = rad((this.clat + o.clat) / 2);
|
||||
return Math.hypot(dlon * KM_LON * Math.cos(midLat), (this.clat - o.clat) * KM_LAT);
|
||||
}
|
||||
|
||||
/** Bounding-box closeness to another same-space region (see CLOSE_DEG). */
|
||||
closeTo(o) {
|
||||
const latGap = this.latMax < o.latMin ? o.latMin - this.latMax : o.latMax < this.latMin ? this.latMin - o.latMax : 0;
|
||||
if (latGap > CLOSE_DEG) return false;
|
||||
return lonGap(this.lonInt, o.lonInt) <= CLOSE_DEG;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A "degenerate" region is a zero-area artifact: after 4-dp rounding its only
|
||||
* ring has <3 distinct points (a line/point, e.g. a micro-municipality that
|
||||
* v0.13's Douglas–Peucker collapsed to `[A, B, A]`). It contributes no area,
|
||||
* so it can never be dissolved by the clipper (which returns null) nor kept
|
||||
* through ring-dropping (which loses the 2-point ring). Merging one is purely
|
||||
* an absorption: the host keeps its own geometry.
|
||||
*/
|
||||
const isDegenerate = (r) => r.area < SLIVER_EPS_KM2;
|
||||
|
||||
// --- main ----------------------------------------------------------------------
|
||||
function main() {
|
||||
const fc0 = JSON.parse(readFileSync(FILE, 'utf8'));
|
||||
const regions = fc0.features.map((f) => new Region(f));
|
||||
const byParent = new Map();
|
||||
for (const r of regions) {
|
||||
if (!byParent.has(r.parent)) byParent.set(r.parent, []);
|
||||
byParent.get(r.parent).push(r);
|
||||
}
|
||||
|
||||
const t0 = Date.now();
|
||||
console.log(`input: ${fc0.features.length} regions across ${byParent.size} countries (${(Buffer.byteLength(readFileSync(FILE)) / 1024).toFixed(0)} KB)`);
|
||||
console.log(`parameters: floor ${AREA_FLOOR_KM2.toLocaleString('en-US')} km2, close ${CLOSE_DEG} deg, max ${MAX_ITER} passes`);
|
||||
|
||||
const merges = []; // { from, fromName, fromArea, to, toName, toAreaAfter }
|
||||
let fallbackUnions = 0;
|
||||
|
||||
// The fixed-point loop. Each pass: every region that is small AND has a
|
||||
// close same-country neighbor merges into the nearest such neighbor
|
||||
// (nearest by centroid distance; tie → larger area → lexicographic id).
|
||||
for (let pass = 0; pass < MAX_ITER; pass++) {
|
||||
let skippedIsland = 0;
|
||||
let skippedGrew = 0;
|
||||
const items = [];
|
||||
for (const r of regions) {
|
||||
if (r.dead || r.area >= AREA_FLOOR_KM2) continue;
|
||||
const siblings = byParent.get(r.parent);
|
||||
for (const s of siblings) {
|
||||
if (s !== r && !s.dead && r.closeTo(s)) {
|
||||
items.push(r);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!items.length) {
|
||||
console.log(`after pass ${pass}: fixed point reached (no small non-island regions left)`);
|
||||
break;
|
||||
}
|
||||
items.sort((a, b) => (a.area !== b.area ? a.area - b.area : a.id < b.id ? -1 : 1));
|
||||
let merged = 0;
|
||||
for (const r of items) {
|
||||
if (r.dead) continue;
|
||||
if (r.area >= AREA_FLOOR_KM2) {
|
||||
skippedGrew++;
|
||||
continue; // absorbed a smaller region earlier this pass and crossed the floor
|
||||
}
|
||||
const siblings = byParent.get(r.parent);
|
||||
// Close same-country neighbors as of NOW (mid-pass): some may have died
|
||||
// earlier in this pass.
|
||||
const close = [];
|
||||
for (const s of siblings) if (s !== r && !s.dead && r.closeTo(s)) close.push(s);
|
||||
if (!close.length) {
|
||||
skippedIsland++;
|
||||
continue; // lost its last close neighbor this pass → island now → exempt
|
||||
}
|
||||
// Prefer a REAL (non-degenerate) host so real regions dissolve cleanly;
|
||||
// fall back to any close neighbor only when no real one is nearby.
|
||||
const realCands = close.filter((s) => !isDegenerate(s));
|
||||
const pool = realCands.length ? realCands : close;
|
||||
let host = null;
|
||||
for (const s of pool) {
|
||||
if (
|
||||
!host ||
|
||||
r.distKm(s) < r.distKm(host) ||
|
||||
(r.distKm(s) === r.distKm(host) &&
|
||||
(s.area !== host.area ? s.area > host.area : s.id < host.id))
|
||||
)
|
||||
host = s;
|
||||
}
|
||||
if (isDegenerate(r)) {
|
||||
// r is a zero-area artifact (line/point): it contributes no area, so the
|
||||
// merge is a pure absorption — the host keeps its own geometry (a real
|
||||
// host is untouched; if the host is also degenerate a cluster of dots
|
||||
// collapses to one). Never route degenerate input through the clipper
|
||||
// (returns null) or ring-dropping (would lose the 2-point ring the map
|
||||
// already renders).
|
||||
r.dead = true;
|
||||
merged++;
|
||||
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
|
||||
continue;
|
||||
}
|
||||
if (isDegenerate(host)) {
|
||||
// r is real but the chosen host is a zero-area artifact: the host takes
|
||||
// on r's geometry (keeping its own id/name). No clipper needed.
|
||||
host.geom = r.geom;
|
||||
host.rawGeom = r.geom;
|
||||
host.metrics();
|
||||
r.dead = true;
|
||||
merged++;
|
||||
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
|
||||
continue;
|
||||
}
|
||||
// Both real: dissolve via a boolean union; the host keeps its id/name
|
||||
// and the item vanishes. @turf/union@7 dispatches through geomEach, which
|
||||
// only understands a FeatureCollection / single Feature / bare geometry —
|
||||
// a raw array of features has no `.type` and throws "Unknown Geometry
|
||||
// Type". Wrap it.
|
||||
let unionGeom = null;
|
||||
let rawUnion = null;
|
||||
try {
|
||||
const u = union(featureCollection([feature(r.geom), feature(host.geom)]));
|
||||
rawUnion = u ? u.geometry : null;
|
||||
unionGeom = normalizeGeom(rawUnion);
|
||||
} catch (err) {
|
||||
console.error(` [warn] union failed for ${r.id} into ${host.id} (${err.message}); combining without dissolve`);
|
||||
fallbackUnions++;
|
||||
}
|
||||
if (!unionGeom) {
|
||||
// fallback: no dissolve — keep both shapes in one MultiPolygon
|
||||
const polys = [...(r.geom.type === 'Polygon' ? [r.geom.coordinates] : r.geom.coordinates), ...(host.geom.type === 'Polygon' ? [host.geom.coordinates] : host.geom.coordinates)];
|
||||
rawUnion = { type: 'MultiPolygon', coordinates: polys };
|
||||
unionGeom = normalizeGeom(rawUnion);
|
||||
if (!unionGeom) fallbackUnions++;
|
||||
}
|
||||
if (!unionGeom) {
|
||||
console.error(` [error] could not merge ${r.id} into ${host.id}; leaving ${r.id} as-is`);
|
||||
continue;
|
||||
}
|
||||
host.geom = unionGeom;
|
||||
host.rawGeom = rawUnion;
|
||||
host.metrics();
|
||||
r.dead = true;
|
||||
merged++;
|
||||
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
|
||||
}
|
||||
const alive = regions.filter((r) => !r.dead).length;
|
||||
console.log(
|
||||
`pass ${pass + 1}: ${items.length} small non-island region(s) → ${merged} merged` +
|
||||
` (${skippedGrew} crossed the floor, ${skippedIsland} became island) → ${alive} regions remain`,
|
||||
);
|
||||
if (merged === 0) {
|
||||
// items exist but nothing could merge (all became islands this pass) → stable
|
||||
console.log(`pass ${pass + 1}: no merges possible — stable state`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// --- assemble output ----------------------------------------------------------
|
||||
const alive = regions.filter((r) => !r.dead);
|
||||
const sortById = (a, b) =>
|
||||
a.parent !== b.parent ? (a.parent < b.parent ? -1 : 1) : a.id.localeCompare(b.id, 'en', { numeric: true });
|
||||
alive.sort(sortById);
|
||||
|
||||
const build = (tol) => {
|
||||
const feats = [];
|
||||
for (const r of alive) {
|
||||
// Never drop a region: if the simplified/normalized geometry degenerated,
|
||||
// fall back to the raw (pre-normalization) union output, then to the
|
||||
// untouched input geometry.
|
||||
const g =
|
||||
transformGeom(r.geom, tol) ??
|
||||
(r.rawGeom ? transformGeom(r.rawGeom, 0) ?? r.rawGeom : r.geom);
|
||||
feats.push({ type: 'Feature', id: r.id, properties: { name: r.name, parent: r.parent }, geometry: g });
|
||||
}
|
||||
return { type: 'FeatureCollection', features: feats };
|
||||
};
|
||||
|
||||
let out = build(0);
|
||||
let json = JSON.stringify(out);
|
||||
let sizeKB = Buffer.byteLength(json) / 1024;
|
||||
console.log(`\ncoarsened: ${fc0.features.length} → ${out.features.length} regions (${fc0.features.length - out.features.length} merged away)`);
|
||||
|
||||
let usedTol = 0;
|
||||
if (sizeKB > SIZE_GUARD_KB) {
|
||||
for (const t of DP_STEPS) {
|
||||
out = build(t);
|
||||
json = JSON.stringify(out);
|
||||
sizeKB = Buffer.byteLength(json) / 1024;
|
||||
usedTol = t;
|
||||
console.log(`DP ${t}: ${sizeKB.toFixed(1)} KB`);
|
||||
if (sizeKB < SIZE_TARGET_KB) break;
|
||||
}
|
||||
}
|
||||
writeFileSync(FILE, json + '\n');
|
||||
|
||||
// --- summary -------------------------------------------------------------------
|
||||
const areaOf = new Map();
|
||||
const counts = new Map();
|
||||
let maxA = 0;
|
||||
let maxR = null;
|
||||
for (const f of out.features) {
|
||||
const a = geomAreaKm2(f.geometry);
|
||||
areaOf.set(f.id, a);
|
||||
counts.set(f.properties.parent, (counts.get(f.properties.parent) ?? 0) + 1);
|
||||
if (a > maxA) {
|
||||
maxA = a;
|
||||
maxR = f;
|
||||
}
|
||||
}
|
||||
const ccounts = [...counts.values()].sort((a, b) => a - b);
|
||||
const median =
|
||||
ccounts.length % 2 ? ccounts[(ccounts.length - 1) / 2] : (ccounts[ccounts.length / 2 - 1] + ccounts[ccounts.length / 2]) / 2;
|
||||
const maxCountry = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
|
||||
|
||||
// islands = small regions with no close same-country neighbor in the FINAL set
|
||||
const finalByParent = new Map();
|
||||
for (const f of out.features) {
|
||||
if (!finalByParent.has(f.properties.parent)) finalByParent.set(f.properties.parent, []);
|
||||
finalByParent.get(f.properties.parent).push(f);
|
||||
}
|
||||
// rebuild final metrics (light: only need island flag on the < FLOOR set)
|
||||
const finalRegions = out.features.map((f) => new Region(f));
|
||||
const finalByParent2 = new Map();
|
||||
for (const r of finalRegions) {
|
||||
if (!finalByParent2.has(r.parent)) finalByParent2.set(r.parent, []);
|
||||
finalByParent2.get(r.parent).push(r);
|
||||
}
|
||||
let smallIslands = 0;
|
||||
let smallNonIslands = 0;
|
||||
const islandSamples = [];
|
||||
for (const r of finalRegions) {
|
||||
if (r.area >= AREA_FLOOR_KM2) continue;
|
||||
let hasNeighbor = false;
|
||||
for (const s of finalByParent2.get(r.parent)) {
|
||||
if (s !== r && r.closeTo(s)) {
|
||||
hasNeighbor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hasNeighbor) smallNonIslands++;
|
||||
else {
|
||||
smallIslands++;
|
||||
if (islandSamples.length < 12) islandSamples.push(`${r.id} ${r.name} (${Math.round(r.area)} km2)`);
|
||||
}
|
||||
}
|
||||
|
||||
console.log(`wrote ${FILE} — ${sizeKB.toFixed(1)} KB (${(sizeKB / 1024).toFixed(2)} MB)` + (usedTol ? ` [DP @ ${usedTol}°]` : ''));
|
||||
console.log(`per-country count: min ${ccounts[0]} / median ${median} / max ${ccounts[ccounts.length - 1]} (max: ${maxCountry[0]})`);
|
||||
console.log(`max region: ${maxR.id} (${maxR.properties.name}) ≈ ${Math.round(maxA).toLocaleString('en-US')} km2`);
|
||||
console.log(`small (<${AREA_FLOOR_KM2.toLocaleString('en-US')} km2) in final set: ${smallIslands + smallNonIslands} — ${smallIslands} islands (exempt) / ${smallNonIslands} non-island residuals`);
|
||||
if (islandSamples.length) console.log(`island samples: ${islandSamples.join(', ')}`);
|
||||
console.log(`fallback (non-dissolved) unions: ${fallbackUnions}`);
|
||||
console.log(`merge log (${merges.length} merges): first 15:`);
|
||||
for (const m of merges.slice(0, 15)) {
|
||||
console.log(` ${m.from} (${m.fromName}, ${Math.round(m.fromArea)} km2) → ${m.to} (${m.toName}, now ${Math.round(m.toAreaAfter)} km2)`);
|
||||
}
|
||||
const logPath = '/tmp/opencode/coarsen-log.txt';
|
||||
writeFileSync(logPath, merges.map((m) => `${m.from}\t${m.fromName}\t${Math.round(m.fromArea)}\t${m.to}\t${m.toName}\t${Math.round(m.toAreaAfter)}`).join('\n') + '\n');
|
||||
console.log(`full merge log → ${logPath}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
|
||||
}
|
||||
|
||||
main();
|
||||
@@ -0,0 +1,364 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* Fill "no-one's-land" gaps left in `public/regions.geo.json` by the v0.14 coarsening merge.
|
||||
*
|
||||
* For each country, the gap = (country landmass) − (union of the country's sub-regions):
|
||||
* area inside the country's authoritative landmass that no sub-region covers. Each gap
|
||||
* fragment is assigned to the **nearest** sub-region (centroid haversine distance) and
|
||||
* appended to it as extra polygon part(s). A fragment is only added if:
|
||||
*
|
||||
* • it is not a sub-tiny sliver (≥ GAP_MIN_KM2),
|
||||
* • it does not fall inside an existing region's *hole* (water) — this keeps the
|
||||
* Aral-basin hole in KZ-KZY open,
|
||||
* • it is not byte-identical to a part the file already contains (polyclip sometimes
|
||||
* re-emits a region's own outer ring with a phantom sliver hole; once the hole is
|
||||
* cleaned the piece equals the existing part, and appending it would only grow the
|
||||
* file on every re-run),
|
||||
* • it has been clipped against every region of *other* countries (and against pieces
|
||||
* already appended this run) that touch its bbox, so it never overlaps an existing
|
||||
* region — no new cross-border overlaps are introduced.
|
||||
*
|
||||
* Holes found in gap fragments are kept only when they are real: pre-existing region
|
||||
* holes (matched by centroid) or enclaves of another country (e.g. Lesotho inside ZAF,
|
||||
* so the ZAF fragment stays a ring and never covers the LSO region); every other hole
|
||||
* is a polyclip phantom and is dropped.
|
||||
*
|
||||
* Standard GeoJSON (`{type, coordinates}`) throughout — the same shape the file and
|
||||
* MapLibre already use, and what @turf v7 expects.
|
||||
*
|
||||
* Usage: node scripts/fill-gaps.mjs [inFile [outFile]]
|
||||
* inFile default: public/regions.geo.json
|
||||
* outFile default: inFile (edit in place)
|
||||
* Env: GAP_MIN_KM2 (default 25) — gap fragments below this area are ignored slivers.
|
||||
*
|
||||
* Deterministic: same input → same output. Re-running on an already-filled file is a
|
||||
* no-op (every re-discovered fragment is either a sub-threshold sliver, a phantom that
|
||||
* byte-matches an existing part, or already covered by the enlarged union), so the
|
||||
* result is idempotent.
|
||||
*/
|
||||
import fs from "node:fs";
|
||||
|
||||
import difference from "@turf/difference";
|
||||
import union from "@turf/union";
|
||||
import centroid from "@turf/centroid";
|
||||
import bbox from "@turf/bbox";
|
||||
import area from "@turf/area";
|
||||
import booleanPointInPolygon from "@turf/boolean-point-in-polygon";
|
||||
import distance from "@turf/distance";
|
||||
import { feature, featureCollection, multiPolygon, polygon, point } from "@turf/helpers";
|
||||
|
||||
const GAP_MIN_KM2 = Number(process.env.GAP_MIN_KM2 ?? 25);
|
||||
const RING_MIN_KM2 = 1e-4; // drop degenerate (numerical-noise) rings
|
||||
|
||||
// --------------------------------------------------------------------------- helpers
|
||||
|
||||
/**
|
||||
* Round coordinates in place to 6 decimals (file convention). Accepts either a single
|
||||
* ring (array of positions) or a polygon part (array of rings) and detects the depth.
|
||||
*/
|
||||
function roundCoords(coords) {
|
||||
const isRing = Array.isArray(coords[0]) && Array.isArray(coords[0][0]) ? false : true;
|
||||
const rings = isRing ? [coords] : coords;
|
||||
for (const ring of rings) for (const c of ring) {
|
||||
c[0] = Number(c[0].toFixed(6));
|
||||
c[1] = Number(c[1].toFixed(6));
|
||||
}
|
||||
return coords;
|
||||
}
|
||||
|
||||
/** Area (km²) of a closed ring, 0 when degenerate/NaN. */
|
||||
function ringKm2(ring) {
|
||||
if (!isValidRing(ring)) return 0;
|
||||
try { return area(polygon([ring])) * 1e-6; } catch { return 0; }
|
||||
}
|
||||
|
||||
/** A valid GeoJSON ring: ≥4 closed positions, each [finiteNumber, finiteNumber]. */
|
||||
function isValidRing(ring) {
|
||||
if (!Array.isArray(ring) || ring.length < 4) return false;
|
||||
for (const c of ring) {
|
||||
if (!Array.isArray(c) || c.length < 2) return false;
|
||||
if (typeof c[0] !== "number" || !Number.isFinite(c[0])) return false;
|
||||
if (typeof c[1] !== "number" || !Number.isFinite(c[1])) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Module-level refs populated in main before use (see keepHole).
|
||||
let preHoleCentroids = []; // centroids of holes present in the input file (kept verbatim)
|
||||
let otherLandmasses = []; // { iso, feature } for every country landmass
|
||||
|
||||
/**
|
||||
* Is this hole a "real" one that must be preserved? Kept when it is a pre-existing
|
||||
* region hole (centroid match, e.g. the Aral) or lies inside another country's
|
||||
* landmass (enclave, e.g. Lesotho). Otherwise it is a polyclip phantom → dropped.
|
||||
*/
|
||||
function keepHole(hole, currentIso) {
|
||||
const hKm2 = ringKm2(hole);
|
||||
if (!(hKm2 >= RING_MIN_KM2)) return false; // degenerate / NaN
|
||||
const cm = centroid(polygon([hole])).geometry.coordinates;
|
||||
if (preHoleCentroids.some((p) => distance(cm, p) < 10)) return true;
|
||||
if (otherLandmasses.some((l) => l.iso !== currentIso && booleanPointInPolygon(point(cm), l.feature))) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean a GeoJSON polygon part (`[outerRing, ...holeRings]`): round coordinates, keep
|
||||
* only real holes (see keepHole). Returns the cleaned part, or null if the outer ring
|
||||
* is degenerate.
|
||||
*/
|
||||
function cleanPolygonPart(part, currentIso) {
|
||||
if (!Array.isArray(part) || part.length === 0) return null;
|
||||
const outer = part[0];
|
||||
if (!isValidRing(outer)) return null;
|
||||
const outerKm2 = ringKm2(outer);
|
||||
if (!(outerKm2 >= RING_MIN_KM2)) return null; // covers NaN too
|
||||
const holes = part.slice(1).filter((h) => isValidRing(h) && keepHole(h, currentIso));
|
||||
roundCoords([outer, ...holes]);
|
||||
return [outer, ...holes];
|
||||
}
|
||||
|
||||
/** Split a geometry (Polygon|MultiPolygon) into cleaned polygon parts. */
|
||||
function partsOf(geom, iso) {
|
||||
if (!geom) return [];
|
||||
const raw = geom.type === "MultiPolygon" ? geom.coordinates : [geom.coordinates];
|
||||
const out = [];
|
||||
for (const p of raw) { const c = cleanPolygonPart(p, iso); if (c) out.push(c); }
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Rebuild a geometry (NOT a feature) from cleaned parts. */
|
||||
function toGeometry(parts) {
|
||||
// turf helpers return Features; take their .geometry ({type, coordinates}).
|
||||
return parts.length > 1 ? multiPolygon(parts).geometry : polygon(parts[0]).geometry;
|
||||
}
|
||||
|
||||
/** Bbox of a polygon part, as [west, south, east, north]. */
|
||||
function partBBox(part) { return bbox(polygon(part)); }
|
||||
|
||||
function bBoxesOverlap(a, b) {
|
||||
return !(a[2] < b[0] || a[0] > b[2] || a[3] < b[1] || a[1] > b[3]);
|
||||
}
|
||||
|
||||
/** Sample points along a part's outer ring (start + every ~max(1, n/16)th vertex). */
|
||||
function samplePoints(part, maxN = 16) {
|
||||
const ring = part[0];
|
||||
const n = ring.length;
|
||||
if (n <= maxN) return ring;
|
||||
const step = Math.ceil(n / maxN);
|
||||
const out = [ring[0]];
|
||||
for (let i = step; i < n; i += step) out.push(ring[i]);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Module-level list of pre-existing region holes (water guard), built in main.
|
||||
let holeRings = []; // { bbox, poly }
|
||||
|
||||
/** Does a gap piece overlap any pre-existing region hole (water)? */
|
||||
function overlapsAnyHole(piece, pieceCm) {
|
||||
const pBBox = partBBox(piece);
|
||||
const candidates = holeRings.filter((h) => bBoxesOverlap(pBBox, h.bbox));
|
||||
if (candidates.length === 0) return false;
|
||||
const pts = [pieceCm, ...samplePoints(piece)];
|
||||
return candidates.some((h) => pts.some((p) => booleanPointInPolygon(point(p), h.poly)));
|
||||
}
|
||||
|
||||
// --------------------------------------------------------------------------- main
|
||||
|
||||
const inFile = process.argv[2] ?? "public/regions.geo.json";
|
||||
const outFile = process.argv[3] ?? inFile;
|
||||
|
||||
const geo = JSON.parse(fs.readFileSync(inFile, "utf8"));
|
||||
const countries = JSON.parse(fs.readFileSync(new URL("../public/countries.geo.json", import.meta.url), "utf8"));
|
||||
|
||||
otherLandmasses = countries.features.map((f) => ({ iso: f.id, feature: f }));
|
||||
|
||||
const features = geo.features;
|
||||
const regionsByParent = new Map();
|
||||
for (const f of features) {
|
||||
const p = f.properties.parent;
|
||||
if (!regionsByParent.has(p)) regionsByParent.set(p, []);
|
||||
regionsByParent.get(p).push(f);
|
||||
}
|
||||
|
||||
// Region inner-ring (hole) list for the water-hole guard; also the centroids of every
|
||||
// pre-existing hole (so the hole policy never destroys one, e.g. KZ-KZY's Aral hole).
|
||||
for (const f of features) {
|
||||
const parts = f.geometry.type === "MultiPolygon" ? f.geometry.coordinates : [f.geometry.coordinates];
|
||||
for (const p of parts) for (const h of p.slice(1)) {
|
||||
if (Array.isArray(h) && h.length >= 4 && ringKm2(h) >= RING_MIN_KM2) {
|
||||
const poly = polygon([h]);
|
||||
holeRings.push({ bbox: bbox(poly), poly });
|
||||
preHoleCentroids.push(centroid(poly).geometry.coordinates);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Every part already in the input file (string key) — used to skip phantom pieces that
|
||||
// re-emiss an existing part byte-for-byte.
|
||||
const existingPartSet = new Set();
|
||||
for (const f of features) {
|
||||
const parts = f.geometry.type === "MultiPolygon" ? f.geometry.coordinates : [f.geometry.coordinates];
|
||||
for (const p of parts) existingPartSet.add(JSON.stringify(p));
|
||||
}
|
||||
|
||||
// All regions with bboxes, for cross-border clipping.
|
||||
const allRegions = features.map((f) => ({
|
||||
feature: f,
|
||||
parent: f.properties.parent,
|
||||
bbox: bbox(feature(f.geometry)),
|
||||
}));
|
||||
|
||||
console.log(`input: ${inFile}`);
|
||||
console.log(`regions: ${features.length} countries(with regions): ${regionsByParent.size} region holes: ${holeRings.length}`);
|
||||
|
||||
// Per-region running totals for the report.
|
||||
const added = new Map(); // feature -> { km2, parts }
|
||||
let totalSliverKm2 = 0, totalWaterKm2 = 0, totalFilledKm2 = 0, totalDupN = 0, totalClippedKm2 = 0, totalClipFailN = 0;
|
||||
|
||||
// Pieces already appended this run (any country) — later pieces clip against these so
|
||||
// appended pieces never overlap each other either.
|
||||
const appendedSoFar = []; // { parent, bbox, part }
|
||||
|
||||
for (const [iso, countryRegions] of regionsByParent) {
|
||||
const landmass = countries.features.find((c) => c.id === iso);
|
||||
if (!landmass) continue; // no authoritative landmass → nothing to fill against
|
||||
const feats = countryRegions.map((r) => feature(r.geometry));
|
||||
|
||||
let unionGeom, diffGeom;
|
||||
try {
|
||||
// A country with a single sub-region has no union to compute: it IS the union.
|
||||
unionGeom = countryRegions.length === 1
|
||||
? countryRegions[0].geometry
|
||||
: union(featureCollection(feats)).geometry;
|
||||
diffGeom = difference(featureCollection([landmass, { ...landmass, geometry: unionGeom }])).geometry;
|
||||
} catch (e) {
|
||||
console.log(`${iso}\tSKIPPED (${unionGeom ? "difference" : "union"} failed: ${e.message})`);
|
||||
continue;
|
||||
}
|
||||
if (!diffGeom) continue;
|
||||
|
||||
const rawPieces = partsOf(diffGeom, iso); // cleaned gap fragments inside the landmass
|
||||
|
||||
// Pass 1: filter (sliver / water / duplicate) and clip against foreign territory.
|
||||
const fillable = [];
|
||||
let sliverKm2 = 0, waterKm2 = 0, dupN = 0, clippedKm2 = 0, sliverN = 0, waterN = 0, clipFailN = 0;
|
||||
for (const piece of rawPieces) {
|
||||
const piecePoly = polygon(piece);
|
||||
const aKm2 = area(piecePoly) * 1e-6;
|
||||
if (aKm2 < GAP_MIN_KM2) { sliverKm2 += aKm2; sliverN++; continue; }
|
||||
|
||||
const pieceCm = centroid(piecePoly).geometry.coordinates;
|
||||
if (overlapsAnyHole(piece, pieceCm)) { waterKm2 += aKm2; waterN++; continue; }
|
||||
if (existingPartSet.has(JSON.stringify(piece))) { dupN++; continue; }
|
||||
|
||||
// Clip: remove any part of this piece that ANY existing region (own or foreign
|
||||
// country) or an already-appended piece claims. Clipped *sequentially* against
|
||||
// each touching target (more robust than one big union-difference): a target that
|
||||
// fails to clip is skipped and counted, not allowed to abort the whole piece.
|
||||
// Clipping against the country's OWN regions as well as foreign ones is what kills
|
||||
// the same-country overlaps: the gap is `landmass − union(own regions)`, and
|
||||
// polychip's difference can leave thin slivers of an own region inside that "gap";
|
||||
// re-differencing each fragment against the individual regions (simpler operands
|
||||
// than the big union) strips them out. Both operands are built as proper Features
|
||||
// carrying a real geometry — never `feature()` on an already-Feature object (that
|
||||
// double-wraps the geometry into the Feature itself and breaks polychip).
|
||||
const pBBox = partBBox(piece);
|
||||
const targets = [
|
||||
...allRegions.filter((r) => bBoxesOverlap(r.bbox, pBBox)).map((r) => ({ feature: r.feature, bbox: r.bbox })),
|
||||
...appendedSoFar.filter((a) => bBoxesOverlap(a.bbox, pBBox)).map((a) => ({ feature: polygon(a.part), bbox: a.bbox })),
|
||||
];
|
||||
if (targets.length === 0) {
|
||||
fillable.push({ piece, aKm2, cm: pieceCm });
|
||||
continue;
|
||||
}
|
||||
let cur = { type: "Feature", properties: {}, geometry: piecePoly.geometry };
|
||||
let curBBox = pBBox;
|
||||
let covered = false;
|
||||
for (const t of targets) {
|
||||
if (!bBoxesOverlap(curBBox, t.bbox)) continue;
|
||||
let d;
|
||||
try {
|
||||
d = difference(featureCollection([cur, t.feature]));
|
||||
} catch {
|
||||
clipFailN++; // clip against this target failed: keep current (safe fallback)
|
||||
continue;
|
||||
}
|
||||
if (!d || !d.geometry) { covered = true; break; } // piece fully covered by this target
|
||||
cur = { type: "Feature", properties: {}, geometry: d.geometry };
|
||||
curBBox = bbox(cur);
|
||||
}
|
||||
if (covered || !cur.geometry) { clippedKm2 += aKm2; continue; } // fully covered by foreign territory
|
||||
const kept = [];
|
||||
for (const cp of partsOf(cur.geometry, iso)) {
|
||||
const cpArea = area(polygon(cp)) * 1e-6;
|
||||
if (cpArea < GAP_MIN_KM2) { sliverKm2 += cpArea; sliverN++; continue; }
|
||||
if (existingPartSet.has(JSON.stringify(cp))) { dupN++; continue; }
|
||||
kept.push({ piece: cp, aKm2: cpArea, cm: centroid(polygon(cp)).geometry.coordinates });
|
||||
}
|
||||
clippedKm2 += Math.max(0, aKm2 - kept.reduce((s, k) => s + k.aKm2, 0));
|
||||
fillable.push(...kept);
|
||||
}
|
||||
|
||||
// Pass 2: nearest-region assignment and append.
|
||||
const regionInfo = countryRegions.map((r) => {
|
||||
const f = feature(r.geometry);
|
||||
return { r, cm: centroid(f).geometry.coordinates, areaKm2: area(f) * 1e-6 };
|
||||
});
|
||||
let realKm2 = 0;
|
||||
for (const { piece, aKm2, cm } of fillable) {
|
||||
// Nearest region by centroid haversine distance; tie → larger area, then lexicographic id.
|
||||
let best = null;
|
||||
for (const info of regionInfo) {
|
||||
const d = distance(cm, info.cm);
|
||||
if (
|
||||
best === null ||
|
||||
d < best.d ||
|
||||
(d === best.d && (info.areaKm2 > best.areaKm2 || (info.areaKm2 === best.areaKm2 && info.r.id < best.id)))
|
||||
) best = { info, d };
|
||||
}
|
||||
if (!best) continue; // no regions at all (should not happen)
|
||||
realKm2 += aKm2;
|
||||
const target = best.info.r;
|
||||
const parts = (target.geometry.type === "MultiPolygon" ? target.geometry.coordinates : [target.geometry.coordinates]).concat([piece]);
|
||||
target.geometry = toGeometry(parts);
|
||||
const a = added.get(target) ?? { km2: 0, parts: 0 };
|
||||
a.km2 += aKm2; a.parts += 1;
|
||||
added.set(target, a);
|
||||
appendedSoFar.push({ parent: iso, bbox: partBBox(piece), part: piece });
|
||||
}
|
||||
|
||||
totalSliverKm2 += sliverKm2;
|
||||
totalWaterKm2 += waterKm2;
|
||||
totalFilledKm2 += realKm2;
|
||||
totalDupN += dupN;
|
||||
totalClippedKm2 += clippedKm2;
|
||||
totalClipFailN += clipFailN;
|
||||
|
||||
// Verify the fill for countries we actually changed: recompute the residual gap.
|
||||
let afterKm2 = null;
|
||||
if (realKm2 > 0) {
|
||||
try {
|
||||
const u2 = countryRegions.length === 1
|
||||
? countryRegions[0].geometry
|
||||
: union(featureCollection(countryRegions.map((r) => feature(r.geometry)))).geometry;
|
||||
afterKm2 = area(difference(featureCollection([landmass, { ...landmass, geometry: u2 }]))) * 1e-6;
|
||||
} catch { afterKm2 = null; }
|
||||
}
|
||||
console.log(
|
||||
`${iso}\tregions=${countryRegions.length}\tgap-before=${(area(diffGeom) * 1e-6).toFixed(0)}` +
|
||||
(afterKm2 === null ? "" : `\tgap-after=${afterKm2.toFixed(0)}`) +
|
||||
`\tfilled=${realKm2.toFixed(0)}\tslivers=${sliverN}(${sliverKm2.toFixed(0)})\twater-skipped=${waterN}(${waterKm2.toFixed(0)})` +
|
||||
`\tdup-skipped=${dupN}${clippedKm2 > 0 ? `\tforeign-overlap-removed=${clippedKm2.toFixed(0)}` : ""}${clipFailN > 0 ? `\tclip-failed=${clipFailN}` : ""}`,
|
||||
);
|
||||
}
|
||||
|
||||
const totalAddedKm2 = [...added.values()].reduce((s, a) => s + a.km2, 0);
|
||||
const totalAddedParts = [...added.values()].reduce((s, a) => s + a.parts, 0);
|
||||
console.log(`\nfilled ${totalAddedKm2.toFixed(0)} km² into ${added.size} regions (+${totalAddedParts} parts)`);
|
||||
console.log(
|
||||
`totals: filled=${totalFilledKm2.toFixed(0)} slivers-ignored=${totalSliverKm2.toFixed(0)} water-kept-open=${totalWaterKm2.toFixed(0)}` +
|
||||
` duplicate-phantoms-skipped=${totalDupN} foreign-overlap-removed=${totalClippedKm2.toFixed(0)} clip-failed=${totalClipFailN}`,
|
||||
);
|
||||
|
||||
fs.writeFileSync(outFile, JSON.stringify(geo));
|
||||
console.log(`wrote ${outFile}`);
|
||||
@@ -0,0 +1,252 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* scripts/generate-regions.mjs — dependency-free generator for `public/regions.geo.json`.
|
||||
*
|
||||
* Builds the sub-national region choropleth from REAL named administrative
|
||||
* regions (Natural Earth admin-1: states, provinces, governorates, oblasts, …)
|
||||
* instead of the old geometric grid the user rejected ("some stupid geometric
|
||||
* grid" — it looked abstract, not like recognizable territories).
|
||||
*
|
||||
* Sources (both GeoJSON):
|
||||
* (a) the Natural Earth admin-1 file — real, named sub-national boundaries.
|
||||
* It is read from a NON-committed temp path (default /tmp/ne10m_admin1.geojson,
|
||||
* override with the NE_ADMIN1 env var) so the repo only stores the derived
|
||||
* output, not the 40 MB source. Natural Earth is public domain (CC0).
|
||||
* (b) the committed `public/countries.geo.json` (177 countries) — the
|
||||
* authoritative ISO_A3 set, the country names, and the whole-country
|
||||
* geometries used as the fallback for any country with no admin-1 data.
|
||||
*
|
||||
* Output contract (UNCHANGED from the old generator, so `WorldMap.tsx`,
|
||||
* `App.tsx`, `shared/protocol.ts` and `server/map.ts` all keep working —
|
||||
* ownership is resolved via `properties.parent`, the parent country's ISO_A3):
|
||||
* - a GeoJSON FeatureCollection
|
||||
* - each feature: a unique top-level `id`, `properties = { name, parent }`
|
||||
* (`parent` = the country ISO_A3 = the RegionMap key; `name` = the region's
|
||||
* human name), and a Polygon/MultiPolygon geometry.
|
||||
*
|
||||
* For each country in `countries.geo.json` (in file order, deterministic):
|
||||
* - if it has admin-1 sub-regions -> emit each as a feature, in the source
|
||||
* file's order. Region `id` = its ISO 3166-2 code (e.g. `US-CA`, `FR-75`,
|
||||
* `RU-MOW`) when present, else `<ISO_A3>-<nn>` (1-based index in file
|
||||
* order). Because ISO 3166-2 codes are not always unique WITHIN a country
|
||||
* (e.g. all nine of Bosnia's entities report `BA-BIH`), ids are
|
||||
* disambiguated with a `-2/-3/…` suffix on collision (BA-BIH, BA-BIH-2, …).
|
||||
* - if it has none (tiny / not covered by admin-1) -> emit ONE whole-country
|
||||
* region: `id = <ISO_A3>-01`, `name` = the country's name, geometry = the
|
||||
* country's geometry.
|
||||
*
|
||||
* Every coordinate is rounded to 4 decimal places (0.0001° ≈ 11 m). If the
|
||||
* resulting file exceeds ~8 MB, a light Douglas–Peucker pass (0.05°, escalating
|
||||
* through a small table if still too big) trims it under the guard while keeping
|
||||
* shapes recognizable, and the before/after sizes are reported. Features are
|
||||
* sorted by (parent, id). Fully deterministic: same inputs -> same bytes.
|
||||
*
|
||||
* Run: `npm run generate:regions`
|
||||
*/
|
||||
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
// --- parameters ----------------------------------------------------------------
|
||||
const SIZE_GUARD_KB = 8192; // ~8 MB file-size guard (task spec)
|
||||
const SIZE_TARGET_KB = 6144; // land under ~6 MB once simplified (margin under the guard)
|
||||
const DP_STEPS = [0.05, 0.1, 0.2, 0.3, 0.5, 0.75, 1.0]; // Douglas–Peucker tolerances (degrees)
|
||||
const R4 = 4; // base coordinate precision (decimal places, ≈11 m)
|
||||
|
||||
// Natural Earth admin-1 source (NON-committed temp file; override with NE_ADMIN1).
|
||||
const INPUT = process.env.NE_ADMIN1 || '/tmp/ne10m_admin1.geojson';
|
||||
|
||||
// --- small geo helpers ---------------------------------------------------------
|
||||
const rN = (v, N) => Math.round(v * Math.pow(10, N)) / Math.pow(10, N);
|
||||
|
||||
/** Round a ring to N decimals, drop consecutive duplicates, and close it. */
|
||||
function roundRing(ring, N) {
|
||||
const out = [];
|
||||
for (const [x, y] of ring) {
|
||||
const p = [rN(x, N), rN(y, N)];
|
||||
const last = out[out.length - 1];
|
||||
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
|
||||
}
|
||||
// drop a trailing point equal to the first (a redundant close), then re-close
|
||||
if (
|
||||
out.length > 1 &&
|
||||
out[0][0] === out[out.length - 1][0] &&
|
||||
out[0][1] === out[out.length - 1][1]
|
||||
)
|
||||
out.pop();
|
||||
if (out.length < 3) return out; // degenerate; caller drops it
|
||||
return [...out, [...out[0]]];
|
||||
}
|
||||
|
||||
/** Perpendicular distance (degrees) from point p to the segment a→b. */
|
||||
function perpDist(p, a, b) {
|
||||
const dx = b[0] - a[0];
|
||||
const dy = b[1] - a[1];
|
||||
const l2 = dx * dx + dy * dy;
|
||||
if (l2 === 0) return Math.hypot(p[0] - a[0], p[1] - a[1]);
|
||||
let t = ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
|
||||
t = Math.max(0, Math.min(1, t));
|
||||
return Math.hypot(p[0] - (a[0] + t * dx), p[1] - (a[1] + t * dy));
|
||||
}
|
||||
|
||||
/** Douglas–Peucker simplification of an OPEN point sequence (keeps endpoints). */
|
||||
function dpOpen(pts, tol) {
|
||||
if (pts.length < 3) return pts;
|
||||
let maxD = 0;
|
||||
let idx = 0;
|
||||
const a = pts[0];
|
||||
const b = pts[pts.length - 1];
|
||||
for (let i = 1; i < pts.length - 1; i++) {
|
||||
const d = perpDist(pts[i], a, b);
|
||||
if (d > maxD) {
|
||||
maxD = d;
|
||||
idx = i;
|
||||
}
|
||||
}
|
||||
if (maxD > tol) {
|
||||
const left = dpOpen(pts.slice(0, idx + 1), tol);
|
||||
const right = dpOpen(pts.slice(idx), tol);
|
||||
return left.concat(right.slice(1));
|
||||
}
|
||||
return [a, b];
|
||||
}
|
||||
|
||||
/** Douglas–Peucker a CLOSED ring (first == last) at tolerance `tol` (0 = skip). */
|
||||
function dpRing(ring, tol) {
|
||||
if (tol <= 0 || ring.length < 3) return ring;
|
||||
let pts = ring;
|
||||
if (
|
||||
pts[0][0] === pts[pts.length - 1][0] &&
|
||||
pts[0][1] === pts[pts.length - 1][1]
|
||||
)
|
||||
pts = pts.slice(0, -1);
|
||||
const simplified = dpOpen(pts, tol);
|
||||
return [...simplified, [...simplified[0]]];
|
||||
}
|
||||
|
||||
/** Round (and optionally simplify) every ring of a Polygon/MultiPolygon geometry. */
|
||||
function transformGeom(geom, tol) {
|
||||
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
|
||||
const out = polys
|
||||
.map((poly) => poly.map((ring) => roundRing(ring, R4)).map((ring) => (tol > 0 ? dpRing(ring, tol) : ring)))
|
||||
.filter((poly) => poly.length >= 1 && poly.every((ring) => ring.length >= 3));
|
||||
if (!out.length) return geom; // nothing survived simplification — keep the rounded original
|
||||
if (geom.type === 'Polygon') return { type: 'Polygon', coordinates: out[0] };
|
||||
return { type: 'MultiPolygon', coordinates: out };
|
||||
}
|
||||
|
||||
// --- main ----------------------------------------------------------------------
|
||||
function main() {
|
||||
const countries = JSON.parse(readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'));
|
||||
const admin1 = JSON.parse(readFileSync(INPUT, 'utf8'));
|
||||
const cset = new Set(countries.features.map((c) => c.id));
|
||||
|
||||
// Group admin-1 features by parent ISO_A3 (their `adm0_a3`), in file order,
|
||||
// keeping only parents that are one of our 177 countries.
|
||||
const byParent = new Map();
|
||||
for (const f of admin1.features) {
|
||||
const p = f.properties.adm0_a3;
|
||||
if (typeof p === 'string' && cset.has(p)) {
|
||||
if (!byParent.has(p)) byParent.set(p, []);
|
||||
byParent.get(p).push(f);
|
||||
}
|
||||
}
|
||||
|
||||
// Build the base specs (raw geometry + unique id + name + parent) in
|
||||
// countries.geo.json file order, then per-region source order — deterministic.
|
||||
const specs = [];
|
||||
const seenIds = new Set();
|
||||
const nextId = (base) => {
|
||||
let id = base;
|
||||
let k = 1;
|
||||
while (seenIds.has(id)) {
|
||||
k += 1;
|
||||
id = `${base}-${k}`;
|
||||
}
|
||||
seenIds.add(id);
|
||||
return id;
|
||||
};
|
||||
|
||||
let fallbackCount = 0;
|
||||
const fallbackCountries = [];
|
||||
for (const c of countries.features) {
|
||||
const regs = byParent.get(c.id) ?? [];
|
||||
if (regs.length) {
|
||||
let nn = 0;
|
||||
for (const r of regs) {
|
||||
nn += 1;
|
||||
const iso = r.properties.iso_3166_2;
|
||||
const base = typeof iso === 'string' && iso ? iso : `${c.id}-${String(nn).padStart(2, '0')}`;
|
||||
const name = typeof r.properties.name === 'string' && r.properties.name ? r.properties.name : c.properties.name;
|
||||
specs.push({ id: nextId(base), name, parent: c.id, geom: r.geometry });
|
||||
}
|
||||
} else {
|
||||
fallbackCount += 1;
|
||||
fallbackCountries.push(c.id);
|
||||
specs.push({ id: nextId(`${c.id}-01`), name: c.properties.name, parent: c.id, geom: c.geometry });
|
||||
}
|
||||
}
|
||||
|
||||
const sortById = (a, b) => (a.properties.parent !== b.properties.parent ? (a.properties.parent < b.properties.parent ? -1 : 1) : a.id.localeCompare(b.id, 'en', { numeric: true }));
|
||||
|
||||
const build = (tol) => {
|
||||
const fc = {
|
||||
type: 'FeatureCollection',
|
||||
features: specs.map((s) => ({
|
||||
type: 'Feature',
|
||||
id: s.id,
|
||||
properties: { name: s.name, parent: s.parent },
|
||||
geometry: transformGeom(s.geom, tol),
|
||||
})),
|
||||
};
|
||||
fc.features.sort(sortById);
|
||||
return fc;
|
||||
};
|
||||
|
||||
// Base: 4 decimal places, no simplification.
|
||||
let fc = build(0);
|
||||
let json = JSON.stringify(fc);
|
||||
let sizeKB = Buffer.byteLength(json) / 1024;
|
||||
console.log(`base (4dp, no DP): ${sizeKB.toFixed(1)} KB (${fc.features.length} features)`);
|
||||
|
||||
// File-size guard: if the base is over the guard, simplify until it is under
|
||||
// the target (or we exhaust the tolerance table).
|
||||
let usedTol = 0;
|
||||
if (sizeKB > SIZE_GUARD_KB) {
|
||||
for (const t of DP_STEPS) {
|
||||
fc = build(t);
|
||||
json = JSON.stringify(fc);
|
||||
sizeKB = Buffer.byteLength(json) / 1024;
|
||||
usedTol = t;
|
||||
console.log(`DP ${t}: ${sizeKB.toFixed(1)} KB`);
|
||||
if (sizeKB < SIZE_TARGET_KB) break;
|
||||
}
|
||||
}
|
||||
|
||||
writeFileSync(path.join(root, 'public', 'regions.geo.json'), json + '\n');
|
||||
|
||||
// --- summary ----------------------------------------------------------------
|
||||
const counts = new Map();
|
||||
for (const f of fc.features) counts.set(f.properties.parent, (counts.get(f.properties.parent) ?? 0) + 1);
|
||||
const sortedCounts = [...counts.values()].sort((a, b) => a - b);
|
||||
const median =
|
||||
sortedCounts.length % 2
|
||||
? sortedCounts[Math.floor(sortedCounts.length / 2)]
|
||||
: (sortedCounts[sortedCounts.length / 2 - 1] + sortedCounts[sortedCounts.length / 2]) / 2;
|
||||
const maxCountry = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
|
||||
const maxCountryName = countries.features.find((c) => c.id === maxCountry[0])?.properties.name ?? '';
|
||||
|
||||
const finalKB = Buffer.byteLength(json) / 1024;
|
||||
console.log(`\nwrote public/regions.geo.json — ${finalKB.toFixed(1)} KB (${(finalKB / 1024).toFixed(2)} MB)`);
|
||||
console.log(`features: ${fc.features.length} total across ${counts.size} of ${countries.features.length} countries`);
|
||||
console.log(`per-country count: min ${sortedCounts[0]} / median ${median} / max ${sortedCounts[sortedCounts.length - 1]}`);
|
||||
console.log(`max-count country: ${maxCountry[0]} (${maxCountryName}) with ${maxCountry[1]}`);
|
||||
if (usedTol) console.log(`simplification: Douglas–Peucker @ ${usedTol}° (base was ${SIZE_GUARD_KB}+ KB)`);
|
||||
console.log(`whole-country fallback: ${fallbackCount} ${fallbackCount ? `(${fallbackCountries.join(', ')})` : '(none)'}`);
|
||||
}
|
||||
|
||||
main();
|
||||
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* scripts/region-keys.test.ts — validation for the committed `public/region-keys.json`.
|
||||
*
|
||||
* The manifest maps each sub-region's **stable feature id** (from
|
||||
* `public/regions.geo.json`) to a deterministic, human-readable, globally
|
||||
* unique region key of the form `<name-slug>-<4char>` (built by
|
||||
* `scripts/build-region-keys.mjs`). Region-level ownership (v0.19) keys both
|
||||
* `Nation.territory` and the `RegionMap` on these keys, so the manifest is a
|
||||
* load-bearing data artifact — this test pins its contract.
|
||||
*
|
||||
* Deliberately dependency-free: it reads both JSON files with plain
|
||||
* `fs`/`JSON.parse` and never imports `@turf`/geojson types (importing one
|
||||
* pulls `@types/geojson` into the tsc program and breaks `WorldMap.tsx`; see
|
||||
* the v0.17 changelog note). Mirrors the style of `scripts/regions.test.ts`.
|
||||
*/
|
||||
import { readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
function readJson(rel: string): Record<string, unknown> {
|
||||
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
|
||||
}
|
||||
|
||||
describe('region-keys.json', () => {
|
||||
const manifest = readJson('public/region-keys.json') as Record<string, string>;
|
||||
const geo = readJson('public/regions.geo.json') as {
|
||||
features?: Array<{ id?: string | number }>;
|
||||
};
|
||||
const keys = Object.values(manifest);
|
||||
const featureIds = (geo.features ?? []).map((f) => String(f.id));
|
||||
|
||||
it('has exactly 1,796 entries (one per region)', () => {
|
||||
expect(Object.keys(manifest)).toHaveLength(1796);
|
||||
});
|
||||
|
||||
it('has 1,796 unique keys (no collisions)', () => {
|
||||
expect(new Set(keys).size).toBe(keys.length);
|
||||
expect(new Set(keys).size).toBe(1796);
|
||||
});
|
||||
|
||||
it('keys each end in -[a-z]{4} and contain at least one hyphen', () => {
|
||||
const ending = /-[a-z]{4}$/;
|
||||
for (const k of keys) {
|
||||
expect(k, `key does not end in -[a-z]{4}: ${k}`).toMatch(ending);
|
||||
expect(k, `key has no hyphen: ${k}`).toContain('-');
|
||||
}
|
||||
});
|
||||
|
||||
it('is a stable join: its keys are exactly the regions.geo.json feature ids', () => {
|
||||
// The manifest is looked up by feature id, so its key set must line up
|
||||
// 1:1 with the geo file (catches drift if the geo is regenerated without
|
||||
// rebuilding the keys).
|
||||
expect(featureIds).toHaveLength(1796);
|
||||
const manifestIds = Object.keys(manifest);
|
||||
expect(new Set(manifestIds)).toEqual(new Set(featureIds));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,570 @@
|
||||
/**
|
||||
* scripts/regions.test.ts — validation for the committed `public/regions.geo.json`.
|
||||
*
|
||||
* The dataset is REAL named sub-national administrative regions (Natural
|
||||
* Earth admin-1: states, provinces, governorates, oblasts, …) that the
|
||||
* coarsening step (`scripts/coarsen-regions.mjs`, v0.14) has merged down to a
|
||||
* ~100×100 km (10,000 km²) floor: every small non-island region was dissolved
|
||||
* into its nearest same-country neighbor, so the only regions left below the
|
||||
* floor are islands (no same-country sibling nearby). One feature per named
|
||||
* region, each carrying `properties = { name, parent }` where `parent` is the
|
||||
* country's ISO_A3 (the RegionMap key the map resolves ownership through).
|
||||
* Tiny or uncovered countries collapse to a single whole-country region
|
||||
* (`<ISO_A3>-01`).
|
||||
*
|
||||
* v0.17 (`scripts/fill-gaps.mjs`) additionally fills the no-one's-land left
|
||||
* between merged sub-regions: per country, the uncovered slivers of the
|
||||
* country's landmass (≥ 25 km²) were added as extra parts of the nearest
|
||||
* region, so the regions now cover the landmass almost completely (the
|
||||
* sampling test below measures that per country).
|
||||
*
|
||||
* This test is self-contained (no import of the generator) and deliberately
|
||||
* dependency-free — it re-implements the same planar area model the
|
||||
* generator/analysis use, so the area-based assertions measure the same
|
||||
* quantity:
|
||||
*
|
||||
* x = lon · 111.32 · cos(midLat), y = lat · 110.574 (km)
|
||||
*
|
||||
* with a shoelace per OUTER ring, each ring measured at its own mean latitude.
|
||||
* Outer rings only — a region's inner rings (holes) are lakes and are ignored
|
||||
* by design, the same way the coverage band already absorbed them.
|
||||
*
|
||||
* No geojson/@turf types are imported: the project keeps `@types/geojson`
|
||||
* OUT of the tsc program (see tsconfig `types`) so maplibre-gl's d.ts stays
|
||||
* in its loose (skipLibCheck) mode; the one coverage test below uses an
|
||||
* inline even-odd ray cast instead of a geometry library.
|
||||
*
|
||||
* It reads each file exactly once and runs in O(total vertices).
|
||||
*/
|
||||
import { readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
// --- area model (planar approximation; matches scripts/generate-regions.mjs) --
|
||||
const KM_LON = 111.32;
|
||||
const KM_LAT = 110.574;
|
||||
const rad = (deg: number) => (deg * Math.PI) / 180;
|
||||
|
||||
type Ring = [number, number][];
|
||||
type Geometry =
|
||||
| { type: 'Polygon'; coordinates: Ring[] }
|
||||
| { type: 'MultiPolygon'; coordinates: Ring[][] };
|
||||
|
||||
function ringAreaKm2(ring: Ring, midLat: number): number {
|
||||
const kx = KM_LON * Math.cos(rad(midLat));
|
||||
let a = 0;
|
||||
const n = ring.length;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const [lon1, lat1] = ring[i];
|
||||
const [lon2, lat2] = ring[(i + 1) % n];
|
||||
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
|
||||
}
|
||||
return Math.abs(a / 2);
|
||||
}
|
||||
|
||||
function outerRings(geom: Geometry): Ring[] {
|
||||
if (geom.type === 'Polygon') return [geom.coordinates[0]];
|
||||
if (geom.type === 'MultiPolygon') return geom.coordinates.map((p) => p[0]);
|
||||
return [];
|
||||
}
|
||||
|
||||
/** Sum of a feature's outer-ring areas, each ring at its own mean latitude. */
|
||||
function featureAreaKm2(geom: Geometry): number {
|
||||
let total = 0;
|
||||
for (const ring of outerRings(geom)) {
|
||||
let lat = 0;
|
||||
for (const [, la] of ring) lat += la;
|
||||
total += ringAreaKm2(ring, ring.length ? lat / ring.length : 0);
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
function median(nums: number[]): number {
|
||||
if (!nums.length) return 0;
|
||||
const s = [...nums].sort((a, b) => a - b);
|
||||
const m = Math.floor(s.length / 2);
|
||||
return s.length % 2 ? s[m] : (s[m - 1] + s[m]) / 2;
|
||||
}
|
||||
|
||||
/** Raw min/max bbox [w, s, e, n] of a geometry (all coordinates). */
|
||||
function rawBBox(geom: Geometry): [number, number, number, number] {
|
||||
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
|
||||
let w = Infinity, s = Infinity, e = -Infinity, n = -Infinity;
|
||||
for (const poly of polys)
|
||||
for (const ring of poly)
|
||||
for (const [lo, la] of ring) {
|
||||
if (lo < w) w = lo;
|
||||
if (lo > e) e = lo;
|
||||
if (la < s) s = la;
|
||||
if (la > n) n = la;
|
||||
}
|
||||
return [w, s, e, n];
|
||||
}
|
||||
|
||||
/**
|
||||
* Even-odd ray cast: is `[lon, lat]` inside `ring`? Planar, in raw lon/lat
|
||||
* space (no antimeridian handling — the polygons and the sample points live
|
||||
* in the same unwrapped space, so containment is mathematically consistent
|
||||
* even for countries that cross the date line). Used only as a fast,
|
||||
* deterministic coverage proxy (see the sampling test), never for areas.
|
||||
*/
|
||||
function pointInRing(pt: [number, number], ring: Ring): boolean {
|
||||
const [x, y] = pt;
|
||||
let inside = false;
|
||||
for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
|
||||
const [xi, yi] = ring[i];
|
||||
const [xj, yj] = ring[j];
|
||||
if (yi > y !== yj > y && x < ((xj - xi) * (y - yi)) / (yj - yi) + xi) inside = !inside;
|
||||
}
|
||||
return inside;
|
||||
}
|
||||
|
||||
/** Is a point inside a (Multi)Polygon: inside the outer ring, outside all holes. */
|
||||
function pointInGeom(pt: [number, number], geom: Geometry): boolean {
|
||||
if (geom.type === 'Polygon') {
|
||||
if (!pointInRing(pt, geom.coordinates[0])) return false;
|
||||
return geom.coordinates.slice(1).every((h) => !pointInRing(pt, h));
|
||||
}
|
||||
if (geom.type === 'MultiPolygon')
|
||||
return geom.coordinates.some((p) => pointInGeom(pt, { type: 'Polygon', coordinates: p }));
|
||||
return false;
|
||||
}
|
||||
// ------------------------------------------------------------------------------
|
||||
|
||||
interface RegionFeature {
|
||||
type: 'Feature';
|
||||
id: string;
|
||||
properties: { name: string; parent: string };
|
||||
geometry: Geometry;
|
||||
}
|
||||
interface CountryFeature {
|
||||
type: 'Feature';
|
||||
id: string;
|
||||
properties: { name: string };
|
||||
geometry: Geometry;
|
||||
}
|
||||
|
||||
// Read each file exactly once.
|
||||
const regions = JSON.parse(
|
||||
readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'),
|
||||
) as { type: 'FeatureCollection'; features: RegionFeature[] };
|
||||
const countries = JSON.parse(
|
||||
readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'),
|
||||
) as { type: 'FeatureCollection'; features: CountryFeature[] };
|
||||
|
||||
// Precompute once (O(total vertices)).
|
||||
const countryIds = new Set(countries.features.map((c) => c.id));
|
||||
const countryArea = new Map<string, number>();
|
||||
for (const c of countries.features) countryArea.set(c.id, featureAreaKm2(c.geometry));
|
||||
const regionArea = new Map<string, number>();
|
||||
for (const f of regions.features) regionArea.set(f.id, featureAreaKm2(f.geometry));
|
||||
const sumByParent = new Map<string, number>();
|
||||
for (const f of regions.features)
|
||||
sumByParent.set(f.properties.parent, (sumByParent.get(f.properties.parent) ?? 0) + (regionArea.get(f.id) ?? 0));
|
||||
const countByParent = new Map<string, number>();
|
||||
for (const f of regions.features)
|
||||
countByParent.set(f.properties.parent, (countByParent.get(f.properties.parent) ?? 0) + 1);
|
||||
// Raw bboxes for the sampling test's cheap reject (O(total vertices)).
|
||||
const regionBB = new Map<string, [number, number, number, number]>();
|
||||
for (const f of regions.features) regionBB.set(f.id, rawBBox(f.geometry));
|
||||
|
||||
// --- island/close-neighbor helpers (mirror scripts/coarsen-regions.mjs) ------
|
||||
|
||||
interface LonInt {
|
||||
a: number;
|
||||
b: number;
|
||||
full: boolean;
|
||||
}
|
||||
interface RegionBBox {
|
||||
latMin: number;
|
||||
latMax: number;
|
||||
lon: LonInt;
|
||||
}
|
||||
|
||||
const COARSE_FLOOR_KM2 = 10_000; // the coarsener's ~100×100 km floor
|
||||
const CLOSE_DEG = 0.2; // "spatially close" bbox gap (both lat and lon ≤ this)
|
||||
|
||||
/**
|
||||
* Unwrap a ring's longitudes to a continuous line (np.unwrap shortest-diff
|
||||
* scheme, anchored at the first vertex's [0,360) value). `full` when the
|
||||
* unwrapped span is ≥ 300° (a full-360° antimeridian band, e.g. Antarctica).
|
||||
* Must stay in sync with the coarsening script.
|
||||
*/
|
||||
function unwrapRing(ring: Ring) {
|
||||
const n = ring.length;
|
||||
const norm = (x: number) => ((x % 360) + 360) % 360;
|
||||
const u: number[] = new Array(n);
|
||||
u[0] = norm(ring[0][0]);
|
||||
for (let i = 1; i < n; i++) {
|
||||
// the previous UNWRAPPED value may lie outside [0,360); normalize it
|
||||
// before measuring the shortest signed difference, or a bogus ~180° jump
|
||||
// is inserted and the ring's span balloons.
|
||||
const a = norm(u[i - 1]);
|
||||
const b = norm(ring[i][0]);
|
||||
const d = (((b - a) % 360) + 540) % 360 - 180;
|
||||
u[i] = u[i - 1] + d;
|
||||
}
|
||||
let min = Infinity;
|
||||
let max = -Infinity;
|
||||
for (const v of u) {
|
||||
if (v < min) min = v;
|
||||
if (v > max) max = v;
|
||||
}
|
||||
return { lons: u, full: max - min >= 300 };
|
||||
}
|
||||
|
||||
/**
|
||||
* Cyclic 1-D gap (degrees) between two tight longitude intervals in their own
|
||||
* unwrapped spaces; a `full` interval is close to everything.
|
||||
*/
|
||||
function lonGap(intA: LonInt, intB: LonInt): number {
|
||||
if (intA.full || intB.full) return 0;
|
||||
let best = Infinity;
|
||||
for (const k of [-1, 0, 1]) {
|
||||
const a2 = intB.a + 360 * k;
|
||||
const b2 = intB.b + 360 * k;
|
||||
const gap = intA.b < a2 ? a2 - intA.b : b2 < intA.a ? intA.a - b2 : 0;
|
||||
if (gap < best) best = gap;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
// Per-region bbox in antimeridian-safe unwrapped longitude space.
|
||||
const regionBBox = new Map<string, RegionBBox>();
|
||||
for (const f of regions.features) {
|
||||
const polys = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
|
||||
let latMin = Infinity;
|
||||
let latMax = -Infinity;
|
||||
let a = Infinity;
|
||||
let b = -Infinity;
|
||||
let full = false;
|
||||
for (const poly of polys) {
|
||||
const outer = poly[0];
|
||||
for (const [, la] of outer) {
|
||||
if (la < latMin) latMin = la;
|
||||
if (la > latMax) latMax = la;
|
||||
}
|
||||
const { lons, full: fl } = unwrapRing(outer);
|
||||
if (fl) full = true;
|
||||
for (const v of lons) {
|
||||
if (v < a) a = v;
|
||||
if (v > b) b = v;
|
||||
}
|
||||
}
|
||||
regionBBox.set(f.id, { latMin, latMax, lon: { a, b, full } });
|
||||
}
|
||||
|
||||
/** Bounding-box closeness (same definition the coarsening script uses). */
|
||||
function bboxesClose(x: RegionBBox, y: RegionBBox): boolean {
|
||||
const latGap = x.latMax < y.latMin ? y.latMin - x.latMax : y.latMax < x.latMin ? x.latMin - y.latMax : 0;
|
||||
if (latGap > CLOSE_DEG) return false;
|
||||
return lonGap(x.lon, y.lon) <= CLOSE_DEG;
|
||||
}
|
||||
|
||||
describe('regions.geo.json', () => {
|
||||
it('is a valid GeoJSON FeatureCollection of well-formed features', () => {
|
||||
expect(regions.type).toBe('FeatureCollection');
|
||||
expect(Array.isArray(regions.features)).toBe(true);
|
||||
expect(regions.features.length).toBeGreaterThan(0);
|
||||
for (const f of regions.features) {
|
||||
expect(f.type, `${f.id ?? '?'}: not a Feature`).toBe('Feature');
|
||||
expect(typeof f.id, `${f.id ?? '?'}: id must be a string`).toBe('string');
|
||||
expect(f.id.length, `${f.id ?? '?'}: empty id`).toBeGreaterThan(0);
|
||||
expect(typeof f.properties?.name, `${f.id}: missing name`).toBe('string');
|
||||
expect(f.properties.name.length, `${f.id}: empty name`).toBeGreaterThan(0);
|
||||
expect(typeof f.properties.parent, `${f.id}: missing parent`).toBe('string');
|
||||
expect(countryIds.has(f.properties.parent), `${f.id}: unknown parent ${f.properties.parent}`).toBe(true);
|
||||
const g = f.geometry;
|
||||
expect(
|
||||
!!g && (g.type === 'Polygon' || g.type === 'MultiPolygon'),
|
||||
`${f.id}: bad geometry type ${g?.type}`,
|
||||
).toBe(true);
|
||||
if (g) {
|
||||
const polys = g.type === 'Polygon' ? [g.coordinates] : g.coordinates;
|
||||
for (const poly of polys)
|
||||
for (const ring of poly)
|
||||
expect(ring.length, `${f.id}: ring with ${ring.length} pts`).toBeGreaterThanOrEqual(3);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('has globally unique feature ids (ISO 3166-2 disambiguated on within-country collision)', () => {
|
||||
const seen = new Set<string>();
|
||||
const dups = new Set<string>();
|
||||
for (const f of regions.features) {
|
||||
if (seen.has(f.id)) dups.add(f.id);
|
||||
seen.add(f.id);
|
||||
}
|
||||
expect(
|
||||
dups.size,
|
||||
`duplicate ids: ${[...dups].slice(0, 10).join(', ')}`,
|
||||
).toBe(0);
|
||||
expect(seen.size).toBe(regions.features.length);
|
||||
});
|
||||
|
||||
it('covers every one of the 177 countries with at least one region', () => {
|
||||
const counts = countries.features.map((c) => countByParent.get(c.id) ?? 0);
|
||||
for (const c of countries.features) {
|
||||
expect(countByParent.get(c.id) ?? 0, `country ${c.id} has no regions`).toBeGreaterThanOrEqual(1);
|
||||
}
|
||||
const min = Math.min(...counts);
|
||||
const max = Math.max(...counts);
|
||||
const med = median(counts);
|
||||
const maxCountry = [...countByParent.entries()].sort((a, b) => b[1] - a[1])[0];
|
||||
const maxCountryName = countries.features.find((c) => c.id === maxCountry[0])?.properties.name ?? '';
|
||||
console.log(
|
||||
`\n per-country region count: min ${min} / median ${med} / max ${max}` +
|
||||
` (max: ${maxCountry[0]} ${maxCountryName} with ${maxCountry[1]})`,
|
||||
);
|
||||
});
|
||||
|
||||
it('has sane region areas: median >= 100 km2, and no non-Antarctica region >= 5,000,000 km2', () => {
|
||||
const areas = regions.features.map((f) => regionArea.get(f.id) ?? 0);
|
||||
const med = median(areas);
|
||||
const maxRegion = regions.features.reduce((m, f) => ((regionArea.get(f.id) ?? 0) > (regionArea.get(m.id) ?? 0) ? f : m));
|
||||
const minRegion = regions.features.reduce((m, f) => ((regionArea.get(f.id) ?? 0) < (regionArea.get(m.id) ?? 0) ? f : m));
|
||||
const tiny = areas.filter((a) => a < 1).length;
|
||||
// Antarctica (ATA) is a full-360° wrap ring, so the planar model can't
|
||||
// measure it (it reports ~21.8M km2 for a ~14M km2 landmass) — exempt it.
|
||||
for (const f of regions.features) {
|
||||
if (f.properties.parent === 'ATA') continue;
|
||||
const a = regionArea.get(f.id) ?? 0;
|
||||
expect(a < 5_000_000, `${f.id}: area ${Math.round(a).toLocaleString('en-US')} km2 is absurdly large`).toBe(true);
|
||||
}
|
||||
expect(med, `median region area ${med.toFixed(1)} km2 is too small`).toBeGreaterThanOrEqual(100);
|
||||
console.log(
|
||||
`\n region area: min ${minRegion.id} (${minRegion.properties.name}) ≈ ${(regionArea.get(minRegion.id) ?? 0).toExponential(2)} km2` +
|
||||
` / median ${med.toLocaleString('en-US')} km2` +
|
||||
` / max ${maxRegion.id} (${maxRegion.properties.name}) ≈ ${Math.round(regionArea.get(maxRegion.id) ?? 0).toLocaleString('en-US')} km2` +
|
||||
` — ${tiny} regions < 1 km2 (legit micro-regions: tiny islands, small urban districts, degenerate disputed enclaves)`,
|
||||
);
|
||||
});
|
||||
|
||||
it('leaves only islands below the ~10,000 km2 coarsening floor (non-island small regions merged)', () => {
|
||||
// v0.14 coarsening: every region smaller than the floor that has a
|
||||
// same-country sibling within CLOSE_DEG of its bbox is dissolved into its
|
||||
// nearest such neighbor, so a below-floor region may only survive if it
|
||||
// is an island. Count the non-island residuals below the floor and allow
|
||||
// a small tolerance band (strictly < 1% of all regions) — the coarsener's
|
||||
// fixed point leaves none, and this catches a regression in the merge
|
||||
// logic (e.g. a broken neighbor test that exempts land regions) without
|
||||
// being brittle to one or two borderline cases.
|
||||
const smallNonIslands: string[] = [];
|
||||
let smallIslands = 0;
|
||||
let smallTotal = 0;
|
||||
for (const f of regions.features) {
|
||||
const a = regionArea.get(f.id) ?? 0;
|
||||
if (a >= COARSE_FLOOR_KM2) continue;
|
||||
smallTotal++;
|
||||
const bb = regionBBox.get(f.id)!;
|
||||
let hasNeighbor = false;
|
||||
for (const g of regions.features) {
|
||||
if (g.id === f.id || g.properties.parent !== f.properties.parent) continue;
|
||||
if (bboxesClose(bb, regionBBox.get(g.id)!)) {
|
||||
hasNeighbor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hasNeighbor) {
|
||||
smallNonIslands.push(`${f.id} (${Math.round(a)} km2)`);
|
||||
} else smallIslands++;
|
||||
}
|
||||
const frac = regions.features.length ? smallNonIslands.length / regions.features.length : 0;
|
||||
expect(
|
||||
frac < 0.01,
|
||||
`${smallNonIslands.length} non-island region(s) below the ${COARSE_FLOOR_KM2} km2 floor ` +
|
||||
`(${(100 * frac).toFixed(2)}% of all regions): ${smallNonIslands.slice(0, 10).join(', ')}`,
|
||||
).toBe(true);
|
||||
console.log(
|
||||
`\n below-floor regions: ${smallTotal} — ${smallIslands} islands (exempt, no same-country neighbor within ${CLOSE_DEG}°)` +
|
||||
` / ${smallNonIslands.length} non-island residuals (must stay < 1% of all regions)`,
|
||||
);
|
||||
});
|
||||
|
||||
it('leaves exactly one enclosed hole: KZ-KZY (the real Aral Sea), still large', () => {
|
||||
// v0.15 filled every small hole; v0.16 smoothing never touches holes; and
|
||||
// v0.17's gap-filler explicitly keeps the Aral hole (its centroid matches a
|
||||
// pre-existing hole and it lies inside another country's landmass) while
|
||||
// dropping phantom holes. So the whole file must contain exactly one hole,
|
||||
// on KZ-KZY, at a realistic size (~5,860 km2 planar; the real Aral has
|
||||
// shrunk to roughly this by the 2020s) — no new holes of any size.
|
||||
let holes = 0;
|
||||
let maxHole = 0;
|
||||
const holeIds: string[] = [];
|
||||
let kzkzyHoleArea = 0;
|
||||
for (const f of regions.features) {
|
||||
const polys = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
|
||||
for (const poly of polys) {
|
||||
for (let i = 1; i < poly.length; i++) {
|
||||
holes++;
|
||||
let lat = 0;
|
||||
for (const [, la] of poly[i]) lat += la;
|
||||
const area = ringAreaKm2(poly[i], poly[i].length ? lat / poly[i].length : 0);
|
||||
if (area > maxHole) maxHole = area;
|
||||
holeIds.push(f.id);
|
||||
if (f.id === 'KZ-KZY') kzkzyHoleArea = area;
|
||||
}
|
||||
}
|
||||
}
|
||||
expect(holes, `expected exactly 1 hole (KZ-KZY), found ${holes}: ${[...new Set(holeIds)].join(', ')}`).toBe(1);
|
||||
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
|
||||
expect(
|
||||
kzkzyHoleArea >= 5_000 && kzkzyHoleArea <= 7_000,
|
||||
`KZ-KZY hole is ${Math.round(kzkzyHoleArea).toLocaleString('en-US')} km2 — outside the 5,000–7,000 km2 Aral band`,
|
||||
).toBe(true);
|
||||
console.log(
|
||||
`\n holes: exactly 1 (KZ-KZY ≈ ${Math.round(kzkzyHoleArea).toLocaleString('en-US')} km2) — the Aral hole survived v0.17's fill`,
|
||||
);
|
||||
});
|
||||
|
||||
it('sums to within [40%, 190%] of each country area (median in [70%, 130%])', () => {
|
||||
// The band is a planar-approximation sanity check. It is wider than a naive
|
||||
// [40%, 110%] because Natural Earth's admin-1 polygons are digitized
|
||||
// independently of the admin-0 country polygons (they are NOT clipped to
|
||||
// them). v0.17's gap fill removed the large UNDER-fills (the old minimum
|
||||
// was Brunei at ~52% — its regions now cover the landmass, ≈ 79%), but
|
||||
// the OVER-fill tail is a pre-existing admin-1 artifact: a few tiny island
|
||||
// nations (Vanuatu 178.9%, Solomon Is. 133%, Bahamas 129%) have admin-1
|
||||
// polygons that extend beyond their own country polygon, and the fill
|
||||
// only added area *inside* the country, so it can't shrink that tail.
|
||||
// The band brackets the measured [78.8%, 178.9%] with margin while still
|
||||
// catching a genuinely missing or doubled-up region.
|
||||
const ratios: number[] = [];
|
||||
let minRatio = Infinity;
|
||||
let maxRatio = -Infinity;
|
||||
let minId = '';
|
||||
let maxId = '';
|
||||
for (const c of countries.features) {
|
||||
const ca = countryArea.get(c.id) ?? 0;
|
||||
if (ca <= 0) continue;
|
||||
const ratio = (sumByParent.get(c.id) ?? 0) / ca;
|
||||
ratios.push(ratio);
|
||||
if (ratio < minRatio) { minRatio = ratio; minId = c.id; }
|
||||
if (ratio > maxRatio) { maxRatio = ratio; maxId = c.id; }
|
||||
expect(
|
||||
ratio >= 0.4 && ratio <= 1.9,
|
||||
`${c.id}: coverage ${(100 * ratio).toFixed(1)}% is outside [40%, 190%]`,
|
||||
).toBe(true);
|
||||
}
|
||||
const medRatio = median(ratios);
|
||||
expect(
|
||||
medRatio >= 0.7 && medRatio <= 1.3,
|
||||
`median coverage ${(100 * medRatio).toFixed(1)}% is outside [70%, 130%]`,
|
||||
).toBe(true);
|
||||
console.log(
|
||||
`\n coverage range: min ${minId} ${(100 * minRatio).toFixed(1)}%` +
|
||||
` / median ${(100 * medRatio).toFixed(1)}%` +
|
||||
` / max ${maxId} ${(100 * maxRatio).toFixed(1)}% (band 40–190%)`,
|
||||
);
|
||||
});
|
||||
|
||||
it('covers each country\'s landmass with no significant no-one\'s-land (v0.17 gap fill, grid-sampled)', () => {
|
||||
// The v0.17 fill (scripts/fill-gaps.mjs) assigned every uncovered sliver of
|
||||
// each country's landmass (≥ 25 km²) to its nearest region, so the residual
|
||||
// no-one's-land per country should be small everywhere. Measuring the
|
||||
// exact union is too slow, so this samples a 25×25 grid over each
|
||||
// country's raw bbox (skipping points outside the country polygon) and
|
||||
// counts the fraction of in-land sample points that fall in NONE of the
|
||||
// country's regions — a fast, deterministic proxy (same planar space,
|
||||
// inline even-odd ray cast; antimeridian-safe because points and polygons
|
||||
// share the raw coordinate space). Sampling over-counts coastline
|
||||
// mismatch (admin-0 vs admin-1 edges), so the thresholds are generous:
|
||||
// they catch a real regression (a whole sliver left unfilled) without
|
||||
// being brittle to digitization fuzz.
|
||||
const N = 25;
|
||||
const results: { id: string; name: string; frac: number; land: number }[] = [];
|
||||
for (const c of countries.features) {
|
||||
const [w, s, e, n] = rawBBox(c.geometry);
|
||||
if (e - w < 0.01 || n - s < 0.01) continue; // degenerate (point-like) country
|
||||
const regs = regions.features.filter((f) => f.properties.parent === c.id);
|
||||
let land = 0;
|
||||
let uncov = 0;
|
||||
for (let i = 0; i < N; i++) {
|
||||
const la = s + ((i + 0.5) / N) * (n - s);
|
||||
for (let j = 0; j < N; j++) {
|
||||
const lo = w + ((j + 0.5) / N) * (e - w);
|
||||
const pt: [number, number] = [lo, la];
|
||||
if (!pointInGeom(pt, c.geometry)) continue;
|
||||
land++;
|
||||
// cheap bbox reject first, then the full containment test
|
||||
if (!regs.some((f) => {
|
||||
const [rw, rs, re, rn] = regionBB.get(f.id)!;
|
||||
if (lo < rw || lo > re || la < rs || la > rn) return false;
|
||||
return pointInGeom(pt, f.geometry);
|
||||
}))
|
||||
uncov++;
|
||||
}
|
||||
}
|
||||
if (land >= 4) results.push({ id: c.id, name: c.properties.name, frac: uncov / land, land });
|
||||
}
|
||||
expect(results.length, `only ${results.length} countries sampled (expected ~176)`).toBeGreaterThanOrEqual(150);
|
||||
const fracs = results.map((r) => r.frac).sort((a, b) => a - b);
|
||||
const med = median(fracs);
|
||||
const p90 = fracs[Math.floor(fracs.length * 0.9)];
|
||||
const worst = results.reduce((m, r) => (r.frac > m.frac ? r : m));
|
||||
const over20 = results.filter((r) => r.frac > 0.2).sort((a, b) => b.frac - a.frac);
|
||||
expect(
|
||||
med <= 0.05,
|
||||
`median country gap ${(100 * med).toFixed(1)}% > 5% — significant no-one's-land remains`,
|
||||
).toBe(true);
|
||||
expect(
|
||||
p90 <= 0.15,
|
||||
`p90 country gap ${(100 * p90).toFixed(1)}% > 15% — many countries have real gaps`,
|
||||
).toBe(true);
|
||||
expect(
|
||||
worst.frac <= 0.4,
|
||||
`worst country ${worst.id} (${worst.name}) gap ${(100 * worst.frac).toFixed(1)}% > 40%`,
|
||||
).toBe(true);
|
||||
expect(
|
||||
over20.length <= 3,
|
||||
`${over20.length} countries with > 20% gap: ${over20.map((r) => `${r.id} ${(100 * r.frac).toFixed(1)}%`).join(', ')}`,
|
||||
).toBe(true);
|
||||
console.log(
|
||||
`\n no-one's-land (grid-sampled, N=${N}): median ${(100 * med).toFixed(1)}% / p90 ${(100 * p90).toFixed(1)}%` +
|
||||
` / max ${worst.id} (${worst.name}) ${(100 * worst.frac).toFixed(1)}%` +
|
||||
(over20.length ? ` — >20%: ${over20.map((r) => `${r.id} ${(100 * r.frac).toFixed(1)}%`).join(', ')}` : ' — no country > 20%'),
|
||||
);
|
||||
});
|
||||
|
||||
it('is at the v0.17 fixed point: 1,796 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole (KZ-KZY)', () => {
|
||||
// v0.17 (scripts/fill-gaps.mjs) APPENDED cleaned gap pieces to the v0.16
|
||||
// fixed point: it never moves an existing border, merges a part, or
|
||||
// removes a ring — it only adds new parts (+6,768: 5,026 → 11,794) and
|
||||
// keeps the single KZ-KZY hole. The region count (1,796), the
|
||||
// per-feature ids/names/parents and their order are unchanged; only the
|
||||
// part/ring/vertex totals and the hole's part structure moved. Pinning
|
||||
// the signature guards against a non-idempotent or destructive re-run.
|
||||
// The fill is byte-deterministic per input and idempotent (a second run
|
||||
// on the filled file changes nothing).
|
||||
const polysOf = (g: Geometry) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
|
||||
let verts = 0,
|
||||
rings = 0,
|
||||
parts = 0,
|
||||
holes = 0;
|
||||
const holeIds: string[] = [];
|
||||
for (const f of regions.features) {
|
||||
const polys = polysOf(f.geometry);
|
||||
parts += polys.length;
|
||||
for (const poly of polys) {
|
||||
rings += poly.length;
|
||||
holes += Math.max(0, poly.length - 1);
|
||||
if (poly.length > 1) holeIds.push(f.id);
|
||||
for (const ring of poly) verts += ring.length;
|
||||
}
|
||||
}
|
||||
expect(regions.features.length, 'region count').toBe(1796); // unchanged by the fill
|
||||
expect(parts, 'parts').toBe(11_794); // v0.16: 5,026 → +6,768 appended gap pieces
|
||||
expect(rings, 'rings').toBe(11_795); // every appended part is a single-ring polygon (+1 hole = KZ-KZY, pre-existing)
|
||||
expect(holes, 'holes').toBe(1); // the single KZ-KZY hole, unchanged
|
||||
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
|
||||
expect(verts, 'total vertices (incl. ring closure)').toBe(164_801); // v0.16: 111,175
|
||||
console.log(
|
||||
`\n v0.17 gap fill: ${regions.features.length} regions, ${parts} parts, ${rings} rings, ` +
|
||||
`${holes} hole (KZ-KZY), ${verts} vertices — v0.16 topology preserved, 6,768 gap pieces appended`,
|
||||
);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,180 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* scripts/smooth-regions.mjs — smooths jagged sub-national region boundaries.
|
||||
*
|
||||
* Run: npm run smooth:regions (in place on public/regions.geo.json)
|
||||
* node scripts/smooth-regions.mjs [out] [src]
|
||||
*
|
||||
* The v0.14 coarsening (boolean dissolve) and Natural Earth's 1:10m digitization
|
||||
* left some sub-national boundaries overly jagged — the worst being coastal /
|
||||
* borderland regions that the dissolve split into many small, zig-zag fragments
|
||||
* (e.g. SI-048 Kocevje, Slovenia, 57 parts; MK-36 Kavadartsi, N. Macedonia, 8
|
||||
* parts). This cleans the jaggedness in place with **Douglas–Peucker
|
||||
* vertex-thinning** (`@turf/simplify`), applied to every ring of every polygon.
|
||||
*
|
||||
* DOUGLAS–PEUCKER — `@turf/simplify` keeps a vertex only when it deviates from
|
||||
* the chord joining its kept neighbours by more than the tolerance, removing
|
||||
* the redundant "in-between" points of a shallow zig-zag. The tolerance is
|
||||
* expressed in the GeoJSON degree space (its distance metric treats 1° lon
|
||||
* == 1° lat); TOLERANCE_M (metres) is converted with the same ~111 km/° the
|
||||
* area model uses, so TOLERANCE_M = 50 is a gentle ~50 m pass. Bump it to
|
||||
* 100 / 200 for a stronger pass and re-run — the pass is idempotent either way.
|
||||
*
|
||||
* VERTEX-THINNING ONLY — DP only removes points. It never moves a border,
|
||||
* never merges/dissolves regions or parts, and never creates or removes a
|
||||
* ring, so topology is preserved exactly: the region count, every `id`,
|
||||
* `properties.name`/`properties.parent`, the part count of every feature, the
|
||||
* single real hole (KZ-KZY), and all 83 islands are all unchanged. Only the
|
||||
* redundant vertices along each ring are dropped.
|
||||
*
|
||||
* Deterministic + idempotent: one @turf/simplify pass at a fixed tolerance, then
|
||||
* 4-dp rounding (the same convention as the other scripts). Because the output
|
||||
* is already at the tolerance's fixed point, re-running on the smoothed file
|
||||
* yields a byte-identical file (sha256-verified). The 18 degenerate 3-point
|
||||
* micro-rings (the ~0-area "dots" like Ragged Island / the Paracels) are kept
|
||||
* verbatim — @turf/simplify requires ≥4 points and would otherwise throw — so
|
||||
* no ring is ever dropped and every feature keeps its exact part/ring count.
|
||||
*/
|
||||
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { simplify } from '@turf/simplify';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
const DEFAULT_FILE = path.join(root, 'public', 'regions.geo.json');
|
||||
const args = process.argv.slice(2).filter((a) => !a.startsWith('-'));
|
||||
const OUT = args[0] ? path.resolve(args[0]) : DEFAULT_FILE;
|
||||
const SRC = args[1] ? path.resolve(args[1]) : DEFAULT_FILE;
|
||||
|
||||
// --- parameters ---------------------------------------------------------------
|
||||
const TOLERANCE_M = 50; // DP tolerance in metres — ~50 m is gentle (bump to 100/200 for more)
|
||||
const M_PER_DEG = 111_000; // ~111 km per degree (same scale as the area model's 111.32/110.574)
|
||||
const TOL_DEG = TOLERANCE_M / M_PER_DEG; // @turf/simplify works in degree space → ≈ 0.00045°
|
||||
const R4 = 4; // coordinate precision (decimal places) — same as the other scripts
|
||||
|
||||
// --- rounding / normalization (same conventions as the other scripts) ----------
|
||||
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
|
||||
function roundRing(ring, N = R4) {
|
||||
const out = [];
|
||||
for (const [x, y] of ring) {
|
||||
const p = [rN(x, N), rN(y, N)];
|
||||
const last = out[out.length - 1];
|
||||
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
|
||||
}
|
||||
if (out.length > 1 && out[0][0] === out[out.length - 1][0] && out[0][1] === out[out.length - 1][1]) out.pop();
|
||||
if (out.length < 3) return ring; // degenerate — keep verbatim, never corrupt a ring
|
||||
return [...out, [...out[0]]];
|
||||
}
|
||||
|
||||
// --- tiny geometry helpers -----------------------------------------------------
|
||||
const polysOf = (g) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
|
||||
const ringsOf = (g) => polysOf(g).flatMap((p) => p);
|
||||
const countVerts = (g) => ringsOf(g).reduce((s, r) => s + r.length, 0);
|
||||
const countParts = (g) => (g.type === 'Polygon' ? 1 : g.coordinates.length);
|
||||
const countRings = (g) => ringsOf(g).length;
|
||||
const countHoles = (g) => polysOf(g).reduce((s, p) => s + Math.max(0, p.length - 1), 0);
|
||||
|
||||
/**
|
||||
* Smooth one closed ring with a single @turf/simplify (Douglas–Peucker) pass.
|
||||
* Only removes vertices — never adds, never drops the ring. Degenerate rings
|
||||
* (<4 pts) are returned verbatim (simplify would throw); a ring DP would
|
||||
* over-collapse below a valid 4-pt ring is kept as-is; any error keeps the
|
||||
* original. Never throws.
|
||||
*/
|
||||
function smoothRing(ring) {
|
||||
if (!Array.isArray(ring) || ring.length < 4) return ring; // keep degenerate verbatim
|
||||
try {
|
||||
const feat = { type: 'Feature', geometry: { type: 'Polygon', coordinates: [ring] } };
|
||||
const next = simplify(feat, { tolerance: TOL_DEG }).geometry.coordinates[0];
|
||||
if (!Array.isArray(next) || next.length < 4) return ring; // over-collapsed — keep original
|
||||
const closed =
|
||||
next[next.length - 1][0] === next[0][0] && next[next.length - 1][1] === next[0][1]
|
||||
? next
|
||||
: [...next, [next[0][0], next[0][1]]];
|
||||
const rounded = roundRing(closed);
|
||||
return rounded.length >= 4 ? rounded : ring;
|
||||
} catch {
|
||||
return ring;
|
||||
}
|
||||
}
|
||||
|
||||
/** Smooth every ring of a geometry. Never drops a ring or a part. */
|
||||
function smoothGeom(geom) {
|
||||
const newPolys = polysOf(geom).map((poly) => poly.map(smoothRing));
|
||||
if (geom.type === 'Polygon' && newPolys.length === 1) return { type: 'Polygon', coordinates: newPolys[0] };
|
||||
return { type: 'MultiPolygon', coordinates: newPolys };
|
||||
}
|
||||
|
||||
// --- main ----------------------------------------------------------------------
|
||||
function main() {
|
||||
const t0 = Date.now();
|
||||
const rawIn = readFileSync(SRC);
|
||||
const fc = JSON.parse(rawIn);
|
||||
const inBytes = Buffer.byteLength(rawIn);
|
||||
console.log(`input: ${fc.features.length} regions (${(inBytes / 1024).toFixed(0)} KB) from ${SRC}`);
|
||||
console.log(`mode: Douglas–Peucker via @turf/simplify, tolerance ${TOLERANCE_M} m (≈ ${TOL_DEG}°)`);
|
||||
|
||||
// before stats
|
||||
let vb = 0, hb = 0, pb = 0, rb = 0, degenerate = 0;
|
||||
for (const f of fc.features) {
|
||||
vb += countVerts(f.geometry);
|
||||
hb += countHoles(f.geometry);
|
||||
pb += countParts(f.geometry);
|
||||
rb += countRings(f.geometry);
|
||||
for (const r of ringsOf(f.geometry)) if (r.length < 4) degenerate++;
|
||||
}
|
||||
|
||||
const outFeatures = fc.features.map((f) => {
|
||||
const g = smoothGeom(f.geometry);
|
||||
return { type: 'Feature', id: f.id, properties: { name: f.properties.name, parent: f.properties.parent }, geometry: g };
|
||||
});
|
||||
const out = { type: 'FeatureCollection', features: outFeatures };
|
||||
|
||||
// after stats + change count (compare against the original, in order)
|
||||
let va = 0, ha = 0, pa = 0, ra = 0, changed = 0;
|
||||
for (let i = 0; i < out.features.length; i++) {
|
||||
const f = out.features[i];
|
||||
va += countVerts(f.geometry);
|
||||
ha += countHoles(f.geometry);
|
||||
pa += countParts(f.geometry);
|
||||
ra += countRings(f.geometry);
|
||||
if (JSON.stringify(f.geometry) !== JSON.stringify(fc.features[i].geometry)) changed++;
|
||||
}
|
||||
const afterVerts = new Map(out.features.map((f) => [f.id, countVerts(f.geometry)]));
|
||||
|
||||
const json = JSON.stringify(out);
|
||||
writeFileSync(OUT, json + '\n');
|
||||
const outBytes = Buffer.byteLength(json) + 1;
|
||||
|
||||
console.log(`\n--- RESULTS ---`);
|
||||
console.log(`regions: ${fc.features.length} → ${out.features.length} (unchanged)`);
|
||||
console.log(`vertices (incl. ring closure): ${vb} → ${va} removed ${vb - va} (${(100 * (vb - va) / vb).toFixed(2)}%)`);
|
||||
console.log(`rings: ${rb} → ${ra} parts: ${pb} → ${pa} holes: ${hb} → ${ha} (all unchanged)`);
|
||||
console.log(`regions whose geometry changed: ${changed} / ${fc.features.length}`);
|
||||
console.log(`degenerate rings (<4 pts, kept verbatim): ${degenerate}`);
|
||||
console.log(`file: ${(inBytes / 1024).toFixed(0)} KB → ${(outBytes / 1024).toFixed(0)} KB (${(outBytes / 1024 / 1024).toFixed(2)} MB)`);
|
||||
|
||||
// Diagnose the "messy" regions: the real problem is fragmentation — the
|
||||
// dissolve left coherent regions as many disconnected parts. Rank by part
|
||||
// count (then total vertices) so these surface; Kocelje/Kavadartsi are here.
|
||||
const messy = fc.features
|
||||
.map((f) => ({
|
||||
id: f.id,
|
||||
name: f.properties.name,
|
||||
parent: f.properties.parent,
|
||||
parts: countParts(f.geometry),
|
||||
vb: countVerts(f.geometry),
|
||||
}))
|
||||
.sort((a, b) => b.parts - a.parts || b.vb - a.vb)
|
||||
.slice(0, 15);
|
||||
console.log(`\nMOST-MESSY (top ${messy.length} by fragmentation = parts, then vertices):`);
|
||||
console.log(` id name country parts verts verts(after)`);
|
||||
for (const m of messy)
|
||||
console.log(` ${m.id.padEnd(10)} ${m.name.slice(0, 37).padEnd(38)} ${m.parent.padEnd(7)} ${String(m.parts).padStart(4)} ${String(m.vb).padStart(5)} ${String(afterVerts.get(m.id)).padStart(5)}`);
|
||||
|
||||
console.log(`\nwrote ${OUT}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
|
||||
}
|
||||
|
||||
main();
|
||||
@@ -22,6 +22,7 @@ function makeState(id: string): GameState {
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -54,6 +55,11 @@ describe('openDb', () => {
|
||||
expect(db.load('a')?.events).toHaveLength(1);
|
||||
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();
|
||||
});
|
||||
|
||||
@@ -66,4 +72,19 @@ describe('openDb', () => {
|
||||
expect(db.load('missing')).toBeNull();
|
||||
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();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -8,6 +8,7 @@ export interface Db {
|
||||
save(state: GameState): void;
|
||||
load(id: string): GameState | null;
|
||||
listIds(): string[];
|
||||
delete(id: string): boolean;
|
||||
close(): void;
|
||||
}
|
||||
|
||||
@@ -29,6 +30,7 @@ export function openDb(filePath: string): Db {
|
||||
);
|
||||
const byId = db.prepare('SELECT data FROM games WHERE id = ?');
|
||||
const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC');
|
||||
const del = db.prepare('DELETE FROM games WHERE id = ?');
|
||||
return {
|
||||
save(state) {
|
||||
upsert.run(state.id, JSON.stringify(state), new Date().toISOString());
|
||||
@@ -45,6 +47,9 @@ export function openDb(filePath: string): Db {
|
||||
listIds() {
|
||||
return (all.all() as { id: string }[]).map((r) => r.id);
|
||||
},
|
||||
delete(id) {
|
||||
return del.run(id).changes > 0;
|
||||
},
|
||||
close() {
|
||||
db.close();
|
||||
},
|
||||
|
||||
+149
-2
@@ -1,14 +1,16 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
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 { makeStubLlmClient } from './stub';
|
||||
import {
|
||||
applyTurnResult,
|
||||
buildSystemPrompt,
|
||||
buildUserPrompt,
|
||||
isMeaningful,
|
||||
parseTurnResult,
|
||||
queueRoundItem,
|
||||
removeRoundItem,
|
||||
runTurn,
|
||||
validateTurnResult,
|
||||
} from './engine';
|
||||
@@ -72,6 +74,7 @@ function baseState(): GameState {
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -206,8 +209,11 @@ describe('runTurn (batched round, deterministic stub)', () => {
|
||||
expect(state.events[0].nation).toBe('uk');
|
||||
expect(state.events[0].outcome).toBe('success');
|
||||
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)
|
||||
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 () => {
|
||||
@@ -274,6 +280,55 @@ describe('buildUserPrompt (batched round)', () => {
|
||||
expect(parsed.roundInstruction).toMatch(/no action/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);
|
||||
});
|
||||
|
||||
it('includes a regions reference table only when one is provided', () => {
|
||||
// with a reference table: the payload carries it (region key -> "name (parent)")
|
||||
const withRef = JSON.parse(
|
||||
buildUserPrompt(baseState(), [], { 'ain-lqtt': 'Ain (FRA)', 'wales-bbbb': 'Wales (GBR)' }),
|
||||
) as { regions?: Record<string, string> };
|
||||
expect(withRef.regions).toEqual({ 'ain-lqtt': 'Ain (FRA)', 'wales-bbbb': 'Wales (GBR)' });
|
||||
// without one: the field is absent entirely (the legacy prompt shape is unchanged)
|
||||
const withoutRef = JSON.parse(buildUserPrompt(baseState(), [])) as { regions?: Record<string, string> };
|
||||
expect(withoutRef.regions).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('queueRoundItem', () => {
|
||||
@@ -286,6 +341,61 @@ describe('queueRoundItem', () => {
|
||||
expect(after.pending[0]).toEqual({ kind: 'diplomacy', to: 'us', text: 'hello' });
|
||||
// the original state is not mutated
|
||||
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 +456,7 @@ describe('applyTurnResult', () => {
|
||||
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();
|
||||
state.pending = [{ kind: 'action', text: 'x' }];
|
||||
const result: TurnResult = {
|
||||
@@ -358,7 +468,44 @@ describe('applyTurnResult', () => {
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.pending).toEqual([]);
|
||||
expect(next.version).toBe(2);
|
||||
expect(state.pending).toHaveLength(1); // original untouched
|
||||
expect(state.version).toBe(1);
|
||||
});
|
||||
|
||||
it('with a validKeys set: applies real region keys, ignores hallucinated ones', () => {
|
||||
const state = baseState();
|
||||
const result: TurnResult = {
|
||||
date: '1939-09-03',
|
||||
events: [],
|
||||
stateChanges: [],
|
||||
relations: [],
|
||||
// 'wales-bbbb' is a real key (owned by uk in the fixture); 'not-a-region-xyz'
|
||||
// is not a real key at all. Both are proposed as a gain by DE.
|
||||
territoryChanges: [{ nation: 'de', gain: ['wales-bbbb', 'not-a-region-xyz'], lose: [] }],
|
||||
};
|
||||
const next = applyTurnResult(state, result, new Set(['wales-bbbb']));
|
||||
// the valid key was gained (stolen from its owner); the bogus one was ignored
|
||||
expect(next.nations.de.territory).toContain('wales-bbbb');
|
||||
expect(next.nations.uk.territory).not.toContain('wales-bbbb');
|
||||
// the bogus key never entered any nation's territory
|
||||
for (const n of Object.values(next.nations)) {
|
||||
expect(n.territory).not.toContain('not-a-region-xyz');
|
||||
}
|
||||
});
|
||||
|
||||
it('without a validKeys set: applies every listed key (legacy/unit path)', () => {
|
||||
const state = baseState();
|
||||
const result: TurnResult = {
|
||||
date: '1939-09-03',
|
||||
events: [],
|
||||
stateChanges: [],
|
||||
relations: [],
|
||||
territoryChanges: [{ nation: 'de', gain: ['POL', 'wales-bbbb'], lose: [] }],
|
||||
};
|
||||
const next = applyTurnResult(state, result); // no validKeys -> nothing filtered
|
||||
expect(next.nations.de.territory).toContain('POL');
|
||||
expect(next.nations.de.territory).toContain('wales-bbbb');
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+50
-16
@@ -53,12 +53,14 @@ export function buildSystemPrompt(preset: Preset): string {
|
||||
' ],',
|
||||
' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
|
||||
' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],',
|
||||
' "territoryChanges": [{"nation":"<nationId>","gain":["<ISO_A3>"],"lose":["<ISO_A3>"]}]',
|
||||
' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}]',
|
||||
'}',
|
||||
'',
|
||||
'HARD CONSTRAINTS',
|
||||
'- Use only nation ids and ISO_A3 codes that exist in the provided state.',
|
||||
'- Use only nation ids and region keys that exist in the provided state.',
|
||||
'- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges.',
|
||||
'- 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.',
|
||||
'- 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.',
|
||||
@@ -74,7 +76,11 @@ export function buildSystemPrompt(preset: Preset): string {
|
||||
* model to simulate the combined consequences of the whole batch (or to let the
|
||||
* world advance on its own when the batch is empty) and return one TurnResult.
|
||||
*/
|
||||
export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
|
||||
export function buildUserPrompt(
|
||||
state: GameState,
|
||||
items: RoundItem[],
|
||||
regionReference?: Record<string, string>,
|
||||
): string {
|
||||
const player = state.nations[state.playerNationId];
|
||||
const playerName = player?.name ?? state.playerNationId;
|
||||
const playerActions = items.map((i) =>
|
||||
@@ -87,7 +93,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
|
||||
)}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.`
|
||||
: 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.';
|
||||
|
||||
const payload = {
|
||||
const payload: Record<string, unknown> = {
|
||||
state: {
|
||||
turn: state.turn,
|
||||
date: state.date,
|
||||
@@ -95,7 +101,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
|
||||
nations: Object.fromEntries(
|
||||
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,
|
||||
date: e.date,
|
||||
nation: e.nation,
|
||||
@@ -109,6 +115,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
|
||||
pending: items,
|
||||
roundInstruction,
|
||||
};
|
||||
if (regionReference) payload.regions = regionReference;
|
||||
return JSON.stringify(payload, null, 2);
|
||||
}
|
||||
|
||||
@@ -282,8 +289,9 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
|
||||
* Apply a TurnResult to a GameState immutably: advance the date/turn, append
|
||||
* events, apply stat changes (clamped), symmetric relations, and territory moves.
|
||||
*/
|
||||
export function applyTurnResult(state: GameState, result: TurnResult): GameState {
|
||||
export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet<string>): GameState {
|
||||
const next: GameState = JSON.parse(JSON.stringify(state));
|
||||
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
|
||||
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.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
|
||||
@@ -307,15 +315,18 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
|
||||
for (const t of result.territoryChanges) {
|
||||
const n = next.nations[t.nation];
|
||||
if (!n) continue;
|
||||
for (const code of t.gain) {
|
||||
const valid = (k: string) => !validKeys || validKeys.has(k);
|
||||
for (const key of t.gain) {
|
||||
if (!valid(key)) continue; // ignore a key that is not a real region
|
||||
for (const other of Object.values(next.nations)) {
|
||||
const i = other.territory.indexOf(code);
|
||||
const i = other.territory.indexOf(key);
|
||||
if (i !== -1) other.territory.splice(i, 1);
|
||||
}
|
||||
if (!n.territory.includes(code)) n.territory.push(code);
|
||||
if (!n.territory.includes(key)) n.territory.push(key);
|
||||
}
|
||||
for (const code of t.lose) {
|
||||
const i = n.territory.indexOf(code);
|
||||
for (const key of t.lose) {
|
||||
if (!valid(key)) continue;
|
||||
const i = n.territory.indexOf(key);
|
||||
if (i !== -1) n.territory.splice(i, 1);
|
||||
}
|
||||
}
|
||||
@@ -325,15 +336,34 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
|
||||
/**
|
||||
* 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
|
||||
* round is committed via runTurn. Exported so the append-without-advance behavior
|
||||
* is unit-testable, and reused by the server's /action and /diplomacy routes.
|
||||
* round is committed via runTurn. Bumps `version` (a new revision, so stale SSE
|
||||
* 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 {
|
||||
const next: GameState = JSON.parse(JSON.stringify(state));
|
||||
next.version = (state.version ?? 0) + 1;
|
||||
next.pending.push(item);
|
||||
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
|
||||
* model ONCE over the whole pending batch, parse/validate, retry once with a
|
||||
@@ -346,10 +376,14 @@ export async function runTurn(opts: {
|
||||
preset: Preset;
|
||||
state: GameState;
|
||||
items: RoundItem[];
|
||||
/** Region reference table (key -> "name (parent)") to include in the user prompt. */
|
||||
regionReference?: Record<string, string>;
|
||||
/** Set of valid region keys; territory changes with other keys are ignored. */
|
||||
validRegionKeys?: ReadonlySet<string>;
|
||||
}): Promise<{ state: GameState; result: TurnResult }> {
|
||||
const { llm, preset, state, items } = opts;
|
||||
const { llm, preset, state, items, regionReference, validRegionKeys } = opts;
|
||||
const system = buildSystemPrompt(preset);
|
||||
const user = buildUserPrompt(state, items);
|
||||
const user = buildUserPrompt(state, items, regionReference);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
|
||||
|
||||
@@ -377,7 +411,7 @@ export async function runTurn(opts: {
|
||||
};
|
||||
}
|
||||
|
||||
return { state: applyTurnResult(state, result), result };
|
||||
return { state: applyTurnResult(state, result, validRegionKeys), result };
|
||||
}
|
||||
|
||||
// --- Advisor (brainstorm) -----------------------------------------------------
|
||||
|
||||
+45
-2
@@ -9,12 +9,18 @@ import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
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 { createLlmClient } from './llm';
|
||||
import { makeStubLlmClient } from './stub';
|
||||
import { askAdvisor, queueRoundItem, runTurn } from './engine';
|
||||
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
|
||||
import { buildRegionMap } from './map';
|
||||
import { allTerritoryKeys, expandCountriesToKeys, loadRegions, referenceForKeys, validKeys } from './regions';
|
||||
import { createPresetStore } from './presets';
|
||||
import { openDb, type Db } from './db';
|
||||
|
||||
@@ -44,6 +50,9 @@ const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
|
||||
// the e2e config, so honor it as a fallback to keep all three in agreement.
|
||||
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
|
||||
const presetStore = createPresetStore(presetsDir);
|
||||
// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
|
||||
// just means region expansion/reference degrade to the raw keys (server still boots).
|
||||
loadRegions(root);
|
||||
const db: Db = openDb(path.join(dataDir, 'history.db'));
|
||||
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
|
||||
const useStub = process.env.LLM_STUB === '1';
|
||||
@@ -114,7 +123,12 @@ app.post('/api/games', (req: Request, res) => {
|
||||
nations: Object.fromEntries(preset.nations.map((n) => [n.id, deepClone(n)])),
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1, // the first saved revision; every later mutation bumps it
|
||||
};
|
||||
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
|
||||
// of all its sub-regions, so ownership (and the choropleth) is at region
|
||||
// granularity from the very first turn. Preset JSONs stay country-level.
|
||||
for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
|
||||
db.save(state);
|
||||
res.json({ game: state });
|
||||
});
|
||||
@@ -150,6 +164,17 @@ app.get('/api/games/:id/map', (req, res) => {
|
||||
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
|
||||
// turn advance — the round is only committed (in one turn) by "Jump forward".
|
||||
app.post('/api/games/:id/action', (req, res) => {
|
||||
@@ -179,6 +204,22 @@ app.post('/api/games/:id/diplomacy', (req, res) => {
|
||||
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
|
||||
// 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.
|
||||
@@ -194,6 +235,8 @@ app.post('/api/games/:id/jump', async (req, res) => {
|
||||
preset,
|
||||
state: game,
|
||||
items: game.pending,
|
||||
regionReference: referenceForKeys(allTerritoryKeys(game)),
|
||||
validRegionKeys: validKeys(),
|
||||
});
|
||||
db.save(state);
|
||||
broadcast(id, 'turn', { state, result });
|
||||
|
||||
+100
-8
@@ -1,8 +1,12 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { buildRegionMap } from './map';
|
||||
import { nationColor } from '../shared/protocol';
|
||||
import { mapFeatureOwner, nationColor, regionOwner, type RegionMap } from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
// Region-key fixtures (v0.19, #16 P1): ownership and the RegionMap are now keyed
|
||||
// by region key (one per owned sub-region), not by a parent-country ISO_A3. The
|
||||
// keys below are deliberately fake (obviously not real manifest entries) so this
|
||||
// test stays self-contained and format-agnostic.
|
||||
const state: GameState = {
|
||||
id: 'g',
|
||||
presetId: 'p',
|
||||
@@ -16,7 +20,7 @@ const state: GameState = {
|
||||
name: 'UK',
|
||||
type: 'major',
|
||||
stats: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
territory: ['GBR', 'IRL'],
|
||||
territory: ['albania-aaaa', 'wales-bbbb'],
|
||||
relations: {},
|
||||
},
|
||||
de: {
|
||||
@@ -24,22 +28,110 @@ const state: GameState = {
|
||||
name: 'DE',
|
||||
type: 'major',
|
||||
stats: { military: 90, economy: 70, stability: 70, population: 90 },
|
||||
territory: ['DEU'],
|
||||
territory: ['brandenburg-cccc'],
|
||||
relations: {},
|
||||
},
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative region key → owner source.
|
||||
const regions: RegionMap = buildRegionMap(state);
|
||||
|
||||
describe('buildRegionMap', () => {
|
||||
it('maps each ISO_A3 region to its owner + that nation\'s stable color', () => {
|
||||
it('maps each owned region key to its owner + that nation\'s stable color', () => {
|
||||
const m = buildRegionMap(state);
|
||||
expect(m.GBR).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m.IRL).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m.DEU).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
|
||||
expect(m['albania-aaaa']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m['wales-bbbb']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
|
||||
expect(m['brandenburg-cccc']).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
|
||||
// a region nobody owns is simply absent
|
||||
expect(m.FRA).toBeUndefined();
|
||||
expect(m['normandie-dddd']).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('regionOwner', () => {
|
||||
it('resolves an owned region key to its owner record', () => {
|
||||
expect(regionOwner(regions, 'albania-aaaa')).toEqual({
|
||||
color: nationColor('uk'),
|
||||
owner: 'UK',
|
||||
ownerId: 'uk',
|
||||
});
|
||||
expect(regionOwner(regions, 'brandenburg-cccc')).toEqual({
|
||||
color: nationColor('de'),
|
||||
owner: 'DE',
|
||||
ownerId: 'de',
|
||||
});
|
||||
});
|
||||
|
||||
it('returns undefined for an unowned region (no RegionMap entry)', () => {
|
||||
expect(regionOwner(regions, 'normandie-dddd')).toBeUndefined();
|
||||
expect(regionOwner(regions, 'yorkshire-eeee')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('returns undefined for an empty or missing key', () => {
|
||||
expect(regionOwner(regions, '')).toBeUndefined();
|
||||
expect(regionOwner(regions, null)).toBeUndefined();
|
||||
expect(regionOwner(regions, undefined)).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* #6 regression guard (sub-national map, region-keyed). The click/hover handlers
|
||||
* resolve the owning nation from a rendered map feature. MapLibre repacks a
|
||||
* GeoJSON source's top-level `id` into a *numeric index* when it stores the
|
||||
* source, so a feature the map hands back at interaction time has a number for
|
||||
* `id`. The choropleth is sub-national: a feature's own sub-region id is a code
|
||||
* (`DEU-03`), and its owner now lives at its **region key** (`brandenburg-cccc`),
|
||||
* which the client stamps into `properties.regionKey` from `region-keys.json`
|
||||
* (the RegionMap is keyed by that key, never the sub-region id nor the repacked
|
||||
* id). This pins the exact data shape and proves the resolution:
|
||||
* `mapFeatureOwner` works via `properties.regionKey`, while the two wrong paths
|
||||
* (the repacked numeric `feature.id`, and the sub-region `regionId`, which is
|
||||
* not a RegionMap key) do not.
|
||||
*/
|
||||
describe('#6 — sub-region owner must be resolved from properties.regionKey, not the sub-region id / repacked feature.id', () => {
|
||||
// The shape MapLibre returns for a sub-region feature after setData(): `id`
|
||||
// is a number (repacked), and the stable identifiers live only in properties —
|
||||
// `regionId` (the sub-region code) and `regionKey` (the region key).
|
||||
const repackedFeature = {
|
||||
id: 0,
|
||||
properties: { name: 'Brandenburg R03', regionId: 'DEU-03', regionKey: 'brandenburg-cccc' },
|
||||
};
|
||||
|
||||
it('resolves the owner from properties.regionKey (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 region key.
|
||||
expect(regionOwner(regions, repackedFeature.properties.regionId)).toBeUndefined();
|
||||
});
|
||||
|
||||
it('the repacked numeric feature.id does NOT resolve — the bug', () => {
|
||||
// String(0) === '0' is not a valid key, so the pre-fix lookup failed and
|
||||
// reported "No owner" even for owned regions.
|
||||
expect(regionOwner(regions, String(repackedFeature.id))).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('mapFeatureOwner', () => {
|
||||
it('returns undefined for a missing feature, missing regionKey, or non-string regionKey', () => {
|
||||
expect(mapFeatureOwner(regions, null)).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, undefined)).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, {})).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { regionKey: 42 } })).toBeUndefined();
|
||||
});
|
||||
|
||||
it('returns undefined for a region key nobody owns', () => {
|
||||
expect(mapFeatureOwner(regions, { properties: { regionKey: 'normandie-dddd' } })).toBeUndefined();
|
||||
expect(mapFeatureOwner(regions, { properties: { regionKey: 'yorkshire-eeee' } })).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+7
-5
@@ -1,6 +1,8 @@
|
||||
// Build the choropleth payload from a GameState: every ISO_A3 region maps to its
|
||||
// owning nation plus that nation's stable color (see shared.nationColor). The
|
||||
// client merges this onto public/countries.geo.json and calls source.setData().
|
||||
// Build the choropleth payload from a GameState: every region key (see
|
||||
// public/region-keys.json) maps to its owning nation plus that nation's stable
|
||||
// color (see shared.nationColor). The client merges this onto the sub-national
|
||||
// regions.geo.json (resolving each feature by its own region key) and calls
|
||||
// source.setData(). Format-agnostic: it maps whatever keys sit in territory.
|
||||
import { nationColor, type RegionMap } from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
@@ -8,8 +10,8 @@ export function buildRegionMap(state: GameState): RegionMap {
|
||||
const map: RegionMap = {};
|
||||
for (const [id, nation] of Object.entries(state.nations)) {
|
||||
const color = nationColor(id);
|
||||
for (const code of nation.territory) {
|
||||
map[code] = { color, owner: nation.name, ownerId: id };
|
||||
for (const key of nation.territory) {
|
||||
map[key] = { color, owner: nation.name, ownerId: id };
|
||||
}
|
||||
}
|
||||
return map;
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
import { afterAll, afterEach, beforeEach, describe, expect, it } from 'vitest';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { copyFileSync, mkdirSync, mkdtempSync, rmSync } from 'node:fs';
|
||||
import { tmpdir } from 'node:os';
|
||||
import path from 'node:path';
|
||||
import {
|
||||
allTerritoryKeys,
|
||||
expandCountriesToKeys,
|
||||
hasRegionData,
|
||||
loadRegions,
|
||||
referenceForKeys,
|
||||
regionName,
|
||||
resetRegions,
|
||||
validKeys,
|
||||
} from './regions';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
// The repo root: this file lives in server/, so '..' is the directory holding
|
||||
// public/region-keys.json and public/regions.geo.json. cwd-independent (mirrors
|
||||
// how server/index.ts locates its root via import.meta.url).
|
||||
const root = fileURLToPath(new URL('..', import.meta.url));
|
||||
|
||||
describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
beforeEach(() => {
|
||||
expect(loadRegions(root)).toBe(true);
|
||||
});
|
||||
|
||||
it('loads the full manifest: 1,796 unique valid region keys', () => {
|
||||
expect(hasRegionData()).toBe(true);
|
||||
expect(validKeys().size).toBe(1796);
|
||||
});
|
||||
|
||||
it('expands an ISO_A3 country to the region keys of all its sub-regions', () => {
|
||||
const fra = expandCountriesToKeys(['FRA']);
|
||||
// FRA has 42 sub-regions in the committed dataset.
|
||||
expect(fra).toHaveLength(42);
|
||||
// every expanded key is a real region key
|
||||
for (const k of fra) expect(validKeys().has(k)).toBe(true);
|
||||
// and the reference table labels each one with its parent country
|
||||
const ref = referenceForKeys(fra);
|
||||
expect(Object.keys(ref)).toHaveLength(42);
|
||||
for (const [k, label] of Object.entries(ref)) {
|
||||
expect(label.endsWith('(FRA)')).toBe(true);
|
||||
expect(regionName(k)).toBeTruthy();
|
||||
}
|
||||
// sample known FRA keys, and their exact reference strings
|
||||
expect(fra).toContain('ain-lqtt');
|
||||
expect(ref['ain-lqtt']).toBe('Ain (FRA)');
|
||||
expect(ref['aisne-gstu']).toBe('Aisne (FRA)');
|
||||
});
|
||||
|
||||
it('referenceForKeys labels only known keys and omits unknown ones', () => {
|
||||
const ref = referenceForKeys(['ain-lqtt', 'not-a-real-key-xyz']);
|
||||
expect(ref['ain-lqtt']).toBe('Ain (FRA)');
|
||||
expect(ref['not-a-real-key-xyz']).toBeUndefined();
|
||||
});
|
||||
|
||||
it('allTerritoryKeys unions every nation\'s territory keys (no overlap)', () => {
|
||||
const state: GameState = {
|
||||
id: 'g',
|
||||
presetId: 'p',
|
||||
presetTitle: 'P',
|
||||
playerNationId: 'uk',
|
||||
turn: 1,
|
||||
date: '1939-09-01',
|
||||
nations: {
|
||||
uk: {
|
||||
id: 'uk',
|
||||
name: 'UK',
|
||||
type: 'major',
|
||||
stats: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
territory: expandCountriesToKeys(['GBR']),
|
||||
relations: {},
|
||||
},
|
||||
fr: {
|
||||
id: 'fr',
|
||||
name: 'FR',
|
||||
type: 'major',
|
||||
stats: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
territory: expandCountriesToKeys(['FRA']),
|
||||
relations: {},
|
||||
},
|
||||
},
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
};
|
||||
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
|
||||
expect(allTerritoryKeys(state).size).toBe(58);
|
||||
});
|
||||
|
||||
describe('graceful degradation with no region data', () => {
|
||||
beforeEach(() => resetRegions());
|
||||
|
||||
it('expands to the raw input, omits references, and reports no data', () => {
|
||||
expect(hasRegionData()).toBe(false);
|
||||
// no manifest -> the country list passes through unchanged (old model)
|
||||
expect(expandCountriesToKeys(['FRA', 'GBR'])).toEqual(['FRA', 'GBR']);
|
||||
expect(referenceForKeys(['FRA'])).toEqual({});
|
||||
expect(validKeys().size).toBe(0);
|
||||
expect(regionName('FRA')).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
afterAll(() => resetRegions());
|
||||
});
|
||||
|
||||
describe('loadRegions resolves the manifest per environment (dev public/ vs prod dist/)', () => {
|
||||
const realRoot = root;
|
||||
// A root that mimics the prod Docker image: no public/, the region files live
|
||||
// in dist/ (where Vite copies public/* at build). This is the exact layout that
|
||||
// broke v0.19.0 in prod (the loader only looked in public/).
|
||||
const base = mkdtempSync(path.join(tmpdir(), 'history-regions-'));
|
||||
const prodRoot = path.join(base, 'prod');
|
||||
|
||||
beforeEach(() => {
|
||||
mkdirSync(path.join(prodRoot, 'dist'), { recursive: true });
|
||||
copyFileSync(
|
||||
path.join(realRoot, 'public', 'region-keys.json'),
|
||||
path.join(prodRoot, 'dist', 'region-keys.json'),
|
||||
);
|
||||
copyFileSync(
|
||||
path.join(realRoot, 'public', 'regions.geo.json'),
|
||||
path.join(prodRoot, 'dist', 'regions.geo.json'),
|
||||
);
|
||||
});
|
||||
|
||||
afterEach(() => resetRegions());
|
||||
|
||||
afterAll(() => {
|
||||
rmSync(base, { recursive: true, force: true });
|
||||
});
|
||||
|
||||
it('loads from dist/ when public/ is absent (the prod container layout)', () => {
|
||||
expect(loadRegions(prodRoot)).toBe(true);
|
||||
expect(hasRegionData()).toBe(true);
|
||||
expect(validKeys().size).toBe(1796);
|
||||
expect(expandCountriesToKeys(['FRA'])).toHaveLength(42);
|
||||
});
|
||||
|
||||
it('still loads from public/ (the dev layout, the first candidate)', () => {
|
||||
expect(loadRegions(realRoot)).toBe(true);
|
||||
expect(validKeys().size).toBe(1796);
|
||||
});
|
||||
|
||||
it('returns false and no data when neither public/ nor dist/ holds the files', () => {
|
||||
const emptyRoot = path.join(base, 'empty');
|
||||
mkdirSync(emptyRoot, { recursive: true });
|
||||
expect(loadRegions(emptyRoot)).toBe(false);
|
||||
expect(hasRegionData()).toBe(false);
|
||||
expect(validKeys().size).toBe(0);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,153 @@
|
||||
// Region-key data access (server). Loads the deterministic region-key manifest
|
||||
// (region-keys.json: stable feature id -> region key) and the sub-national geo
|
||||
// (regions.geo.json: feature id -> { name, parent }) — from public/ in dev (Vite
|
||||
// serves it) or dist/ in prod (Vite copies public/* -> dist/ at build, and the
|
||||
// Docker image keeps only dist/) — and joins them into the lookups the
|
||||
// region-level ownership model (v0.19, #16 P1) needs:
|
||||
//
|
||||
// - expand a nation's ISO_A3 country list -> the region keys of all its sub-regions
|
||||
// - build the LLM "regions" reference table (key -> "name (parent ISO_A3)")
|
||||
// - the set of all valid region keys (to ignore hallucinated keys in applyTurnResult)
|
||||
//
|
||||
// Deliberately turf-free: it reads the two JSON files with plain JSON.parse and
|
||||
// never imports @turf/@types/geojson (importing one pulls @types/geojson into the
|
||||
// tsc program and breaks WorldMap.tsx; see the v0.17 changelog note). Loaded once
|
||||
// at boot; the accessors below are pure data reads thereafter.
|
||||
import { existsSync, readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
/** { name, parent } for one sub-region, where parent is the ISO_A3 country. */
|
||||
interface RegionInfo {
|
||||
name: string;
|
||||
parent: string;
|
||||
}
|
||||
|
||||
interface RegionData {
|
||||
/** stable feature id -> region key (from public/region-keys.json). */
|
||||
idToKey: Record<string, string>;
|
||||
/** region key -> { name, parent }. */
|
||||
keyToInfo: Record<string, RegionInfo>;
|
||||
/** ISO_A3 parent -> region keys of its sub-regions (file order, stable). */
|
||||
keysByCountry: Record<string, string[]>;
|
||||
/** the set of all region keys. */
|
||||
validKeys: Set<string>;
|
||||
}
|
||||
|
||||
let data: RegionData | null = null;
|
||||
|
||||
/**
|
||||
* Load (or reload) the region-key manifest + geo. Idempotent. The two files are
|
||||
* served to the client from `public/` in dev (Vite serves it directly) and from
|
||||
* `dist/` in prod (Vite copies `public/*` → `dist/` at build and the Docker image
|
||||
* keeps only `dist/`), so probe `public/` then `dist/` (plus the root as a last
|
||||
* resort) and use the first directory that holds both files. Returns true when
|
||||
* both loaded cleanly; a missing/broken pair clears the data and returns false
|
||||
* so the server still boots and degrades gracefully (expansion becomes a no-op,
|
||||
* ownership falls back to the raw input keys).
|
||||
*/
|
||||
export function loadRegions(root: string): boolean {
|
||||
const keyFile = 'region-keys.json';
|
||||
const geoFile = 'regions.geo.json';
|
||||
const base = [
|
||||
path.join(root, 'public'), // dev: Vite serves public/ at /
|
||||
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir)
|
||||
root, // last resort
|
||||
].find((d) => existsSync(path.join(d, keyFile)) && existsSync(path.join(d, geoFile)));
|
||||
if (!base) {
|
||||
data = null;
|
||||
return false;
|
||||
}
|
||||
const keyPath = path.join(base, keyFile);
|
||||
const geoPath = path.join(base, geoFile);
|
||||
try {
|
||||
const idToKey = JSON.parse(readFileSync(keyPath, 'utf8')) as Record<string, string>;
|
||||
const geo = JSON.parse(readFileSync(geoPath, 'utf8')) as {
|
||||
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
|
||||
};
|
||||
const keyToInfo: Record<string, RegionInfo> = {};
|
||||
const keysByCountry: Record<string, string[]> = {};
|
||||
const validKeys = new Set<string>();
|
||||
for (const f of geo.features ?? []) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const key = idToKey[id];
|
||||
if (!key) continue; // a geo feature with no manifest entry is skipped
|
||||
const name = typeof f.properties?.name === 'string' ? f.properties.name : '';
|
||||
const parent = typeof f.properties?.parent === 'string' ? f.properties.parent : '';
|
||||
keyToInfo[key] = { name, parent };
|
||||
validKeys.add(key);
|
||||
if (parent) (keysByCountry[parent] ??= []).push(key);
|
||||
}
|
||||
data = { idToKey, keyToInfo, keysByCountry, validKeys };
|
||||
return validKeys.size > 0;
|
||||
} catch (err) {
|
||||
console.error('[regions] failed to load region data', err);
|
||||
data = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/** Test/dev seam: drop the loaded data (the next accessors behave as "no data"). */
|
||||
export function resetRegions(): void {
|
||||
data = null;
|
||||
}
|
||||
|
||||
/** True when the manifest + geo loaded cleanly. */
|
||||
export function hasRegionData(): boolean {
|
||||
return data !== null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Expand a nation's ISO_A3 country list to the region keys of all its sub-regions
|
||||
* (file order, deduped). This is what turns a preset's country-level territory
|
||||
* into region-level ownership at game creation. Returns the input unchanged when
|
||||
* no region data is loaded (graceful degradation — behaves like the old model).
|
||||
*/
|
||||
export function expandCountriesToKeys(countries: string[]): string[] {
|
||||
if (!data) return countries;
|
||||
const out: string[] = [];
|
||||
const seen = new Set<string>();
|
||||
for (const c of countries) {
|
||||
for (const key of data.keysByCountry[c] ?? []) {
|
||||
if (!seen.has(key)) {
|
||||
seen.add(key);
|
||||
out.push(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the LLM reference table: region key -> "<name> (<parent ISO_A3>)", e.g.
|
||||
* `moselle-rygy -> "Moselle (FRA)"`. Only the given keys are included (the caller
|
||||
* passes the game's owned-region universe) so the prompt stays bounded.
|
||||
*/
|
||||
export function referenceForKeys(keys: Iterable<string>): Record<string, string> {
|
||||
const out: Record<string, string> = {};
|
||||
if (!data) return out;
|
||||
for (const key of keys) {
|
||||
const info = data.keyToInfo[key];
|
||||
if (info) out[key] = info.parent ? `${info.name} (${info.parent})` : info.name;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The region key's human name (for the dossier), or undefined if unknown. */
|
||||
export function regionName(key: string): string | undefined {
|
||||
return data?.keyToInfo[key]?.name;
|
||||
}
|
||||
|
||||
/** The union of every nation's territory region keys (the game's region universe). */
|
||||
export function allTerritoryKeys(state: GameState): Set<string> {
|
||||
const out = new Set<string>();
|
||||
for (const n of Object.values(state.nations)) {
|
||||
for (const key of n.territory) out.add(key);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The set of all valid region keys (to ignore hallucinated keys in applyTurnResult). */
|
||||
export function validKeys(): ReadonlySet<string> {
|
||||
return data ? data.validKeys : new Set<string>();
|
||||
}
|
||||
+60
-2
@@ -23,7 +23,7 @@ export interface RelationChange {
|
||||
set: RelationStatus;
|
||||
}
|
||||
|
||||
/** A nation gains/loses ISO_A3 regions this turn. */
|
||||
/** A nation gains/loses region keys (see `public/region-keys.json`) this turn. */
|
||||
export interface TerritoryChange {
|
||||
nation: string;
|
||||
gain: string[];
|
||||
@@ -48,14 +48,59 @@ export interface TurnResult {
|
||||
territoryChanges: TerritoryChange[];
|
||||
}
|
||||
|
||||
/** Per-region map payload: ISO_A3 -> owning nation + its stable color. */
|
||||
/** Per-region map payload: region key -> owning nation + its stable color. */
|
||||
export interface RegionOwner {
|
||||
color: string;
|
||||
owner: string;
|
||||
ownerId: string;
|
||||
}
|
||||
/**
|
||||
* The authoritative ownership map: a **region key** (see `public/region-keys.json`)
|
||||
* -> the owning nation + its stable color. Owned at sub-region granularity (v0.19,
|
||||
* #16 P1); a key absent from this map is unowned (rendered grey).
|
||||
*/
|
||||
export type RegionMap = Record<string, RegionOwner>;
|
||||
|
||||
/**
|
||||
* Look up the owner record from the authoritative RegionMap by a RegionMap key.
|
||||
* The RegionMap is keyed by **region key** (see `public/region-keys.json`) — one
|
||||
* per owned sub-region (v0.19, #16 P1) — so `key` is a region key such as
|
||||
* `moselle-rygy`, never a raw feature id such as `FR-57` and never a
|
||||
* parent-country ISO_A3. Returns `undefined` for an empty/missing key or an
|
||||
* unowned region.
|
||||
*
|
||||
* Pure + shared: the primitive "key → owner" lookup. The *map feature → owner*
|
||||
* resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below,
|
||||
* which reads the feature's stamped `properties.regionKey` — never the repacked
|
||||
* top-level `id` (MapLibre turns it into a numeric index, the "no owner" bug #6)
|
||||
* and never the sub-region id.
|
||||
*/
|
||||
export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined {
|
||||
if (!key) return undefined;
|
||||
return regions[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* Resolve the owning-nation record for a **rendered map feature** from the
|
||||
* authoritative RegionMap. The choropleth renders sub-national regions, and the
|
||||
* RegionMap is now keyed by **region key** (one per sub-region, v0.19 #16 P1),
|
||||
* so a feature's owner is found via its `properties.regionKey` — the region key
|
||||
* the client stamps from `public/region-keys.json` by the feature's stable id
|
||||
* (see WorldMap) — and then `regionOwner`. This is the single shared source of
|
||||
* truth for that resolution, so the "use `regionKey`, never the sub-region `id`
|
||||
* / repacked `feature.id`" rule lives in one tested place rather than in the
|
||||
* React component.
|
||||
*
|
||||
* Returns `undefined` for a missing feature/regionKey or an unowned region.
|
||||
*/
|
||||
export function mapFeatureOwner(
|
||||
regions: RegionMap,
|
||||
feature: { properties?: { regionKey?: unknown } } | null | undefined,
|
||||
): RegionOwner | undefined {
|
||||
const regionKey = feature?.properties?.regionKey;
|
||||
return regionOwner(regions, typeof regionKey === 'string' ? regionKey : '');
|
||||
}
|
||||
|
||||
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
|
||||
export type SseMessage =
|
||||
| { type: 'state'; state: GameState }
|
||||
@@ -99,6 +144,14 @@ export interface TurnResponse {
|
||||
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 {
|
||||
/** Optional prompt to steer the brainstorm. */
|
||||
prompt?: string;
|
||||
@@ -116,6 +169,11 @@ export interface GameSummary {
|
||||
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
|
||||
* to a hue; sat/light tuned for the dark command-center theme. Pure + shared so
|
||||
|
||||
+21
-2
@@ -26,8 +26,10 @@ export const RELATION_STATUSES: RelationStatus[] = [
|
||||
];
|
||||
|
||||
/**
|
||||
* A single nation in the world. `territory` holds ISO_A3 codes; the map colors
|
||||
* each of those regions with this nation's stable color (see protocol.nationColor).
|
||||
* A single nation in the world. `territory` holds **region keys** (see
|
||||
* `public/region-keys.json`) — one per owned sub-region, so the choropleth can
|
||||
* color individual sub-regions, not whole countries (v0.19, #16 P1). The map
|
||||
* resolves each sub-region's owner by its region key (see protocol.mapFeatureOwner).
|
||||
*/
|
||||
export interface Nation {
|
||||
id: string;
|
||||
@@ -85,6 +87,17 @@ export type RoundItem = {
|
||||
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. */
|
||||
export interface GameState {
|
||||
id: string;
|
||||
@@ -101,6 +114,12 @@ export interface GameState {
|
||||
* batch in a single turn and clears this back to `[]`.
|
||||
*/
|
||||
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
@@ -7,8 +7,6 @@ import {
|
||||
ListTree,
|
||||
Loader2,
|
||||
Map as MapIcon,
|
||||
Minus,
|
||||
Plus,
|
||||
Radar,
|
||||
} from 'lucide-react';
|
||||
import { Toaster } from './components/ui/sonner';
|
||||
@@ -18,7 +16,7 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
|
||||
import { cn } from './lib/utils';
|
||||
import PresetPicker from './components/PresetPicker';
|
||||
import NationSelect from './components/NationSelect';
|
||||
import WorldMap, { type MapApi } from './components/WorldMap';
|
||||
import WorldMap from './components/WorldMap';
|
||||
import FloatingWindow from './components/FloatingWindow';
|
||||
import MapLegend from './components/MapLegend';
|
||||
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_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> {
|
||||
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
|
||||
// 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() {
|
||||
const [screen, setScreen] = useState<Screen>({ name: 'home' });
|
||||
const [presets, setPresets] = useState<PresetMeta[]>([]);
|
||||
@@ -119,10 +173,41 @@ export default function App() {
|
||||
const [regions, setRegions] = useState<RegionMap>({});
|
||||
const [advisors, setAdvisors] = useState<string[]>([]);
|
||||
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
|
||||
// list of saved games (newest first) shown on the home screen.
|
||||
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
|
||||
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
|
||||
// (newest-updated first) so the user can resume a prior game.
|
||||
@@ -142,28 +227,36 @@ export default function App() {
|
||||
};
|
||||
}, [screen.name]);
|
||||
|
||||
// On first mount, auto-resume the last active game (if any is stored): fetch
|
||||
// its persisted state, remember it, and drop the user straight back into the
|
||||
// game screen. The map is refetched by the effect below (keyed on `game`) and
|
||||
// the `useSse(game?.id)` effect re-attaches the stream, resyncing from the
|
||||
// server on connect. If the id is stale (404 / deleted), clear it and fall
|
||||
// back to the home screen gracefully.
|
||||
// On first mount, decide which game to show and load it. A deep link in the
|
||||
// URL (`#/game/<id>`) takes precedence over the localStorage auto-resume; a
|
||||
// bare page (no hash) falls back to the stored active game. The map is
|
||||
// refetched by the effect below (keyed on `game`) and `useSse(game?.id)`
|
||||
// re-attaches the stream, resyncing from the server on connect. A bad or
|
||||
// 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(() => {
|
||||
const id = readActiveGameId();
|
||||
if (!id) return;
|
||||
const id = hashGameId(window.location.hash) ?? readActiveGameId();
|
||||
if (!id) {
|
||||
bootedRef.current = true; // nothing to load — activate URL syncing
|
||||
return;
|
||||
}
|
||||
let alive = true;
|
||||
(async () => {
|
||||
try {
|
||||
const { game } = await api.getGame(id);
|
||||
if (!alive) return;
|
||||
persistActiveGameId(id); // remember it so a future bare `/` load resumes it
|
||||
setActiveGameId(id);
|
||||
setGame(game);
|
||||
applyState(game);
|
||||
setScreen({ name: 'game' });
|
||||
} catch {
|
||||
if (alive) {
|
||||
if (!alive) return;
|
||||
clearActiveGameId();
|
||||
setActiveGameId(null);
|
||||
}
|
||||
setHomeHash(); // bad/missing id → fall back to the home screen
|
||||
} finally {
|
||||
bootedRef.current = true; // boot resolved — activate URL syncing
|
||||
}
|
||||
})();
|
||||
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).
|
||||
useEffect(() => {
|
||||
if (!game) return;
|
||||
@@ -181,10 +306,15 @@ export default function App() {
|
||||
}, [game]);
|
||||
|
||||
// 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, {
|
||||
onState: (s) => setGame(s),
|
||||
onTurn: (s) => setGame(s),
|
||||
onState: applyState,
|
||||
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) => {
|
||||
@@ -213,7 +343,7 @@ export default function App() {
|
||||
// Remember this as the active game so a refresh resumes it.
|
||||
persistActiveGameId(game.id);
|
||||
setActiveGameId(game.id);
|
||||
setGame(game);
|
||||
applyState(game);
|
||||
setAdvisors([]);
|
||||
setScreen({ name: 'game' });
|
||||
} catch (e) {
|
||||
@@ -226,18 +356,20 @@ export default function App() {
|
||||
);
|
||||
|
||||
// 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(
|
||||
async (text: string) => {
|
||||
if (!game) return;
|
||||
try {
|
||||
const { game: g } = await api.addAction(game.id, text);
|
||||
setGame(g);
|
||||
applyState(g);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
}
|
||||
},
|
||||
[game],
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Add a diplomatic message to the pending round. Fast, non-LLM — no `busy`.
|
||||
@@ -246,12 +378,27 @@ export default function App() {
|
||||
if (!game) return;
|
||||
try {
|
||||
const { game: g } = await api.addDiplomacy(game.id, to, message);
|
||||
setGame(g);
|
||||
applyState(g);
|
||||
} catch (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
|
||||
@@ -261,41 +408,52 @@ export default function App() {
|
||||
setBusy(true);
|
||||
try {
|
||||
const { state } = await api.jump(game.id);
|
||||
setGame(state);
|
||||
applyState(state);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
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(
|
||||
async (prompt?: string) => {
|
||||
if (!game) return;
|
||||
setAdvisorBusy(true);
|
||||
try {
|
||||
const { suggestions } = await api.advisor(game.id, prompt);
|
||||
setAdvisors(suggestions);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setAdvisorBusy(false);
|
||||
}
|
||||
},
|
||||
[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);
|
||||
try {
|
||||
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);
|
||||
setActiveGameId(id);
|
||||
setGame(game);
|
||||
applyState(game);
|
||||
setAdvisors([]);
|
||||
setScreen({ name: 'game' });
|
||||
} catch (e) {
|
||||
// Deleted / not found: clear any stale reference and stay on home.
|
||||
clearActiveGameId();
|
||||
setActiveGameId(null);
|
||||
setHomeHash();
|
||||
setScreen({ name: 'home' });
|
||||
toastError(e);
|
||||
} 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(() => {
|
||||
setScreen({ name: 'home' });
|
||||
setGame(null);
|
||||
@@ -310,6 +471,32 @@ export default function App() {
|
||||
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) {
|
||||
return (
|
||||
<>
|
||||
@@ -319,9 +506,11 @@ export default function App() {
|
||||
game={game}
|
||||
regions={regions}
|
||||
busy={busy}
|
||||
advisorBusy={advisorBusy}
|
||||
advisors={advisors}
|
||||
onAddAction={runAddAction}
|
||||
onAddDiplomacy={runAddDiplomacy}
|
||||
onRemoveQueueItem={runRemoveQueueItem}
|
||||
onAdvisor={askAdvisor}
|
||||
onJump={runJump}
|
||||
onHome={goHome}
|
||||
@@ -349,6 +538,7 @@ export default function App() {
|
||||
savedGames={savedGames}
|
||||
activeGameId={activeGameId}
|
||||
onResume={resumeGame}
|
||||
onDelete={runDeleteGame}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
@@ -357,10 +547,14 @@ export default function App() {
|
||||
interface GameScreenProps {
|
||||
game: GameState;
|
||||
regions: RegionMap;
|
||||
/** A turn ("Jump forward") is in flight — drives the turn flow + commit button. */
|
||||
busy: boolean;
|
||||
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
|
||||
advisorBusy: boolean;
|
||||
advisors: string[];
|
||||
onAddAction: (a: string) => void;
|
||||
onAddDiplomacy: (to: string, m: string) => void;
|
||||
onRemoveQueueItem: (index: number) => void;
|
||||
onAdvisor: (p?: string) => void;
|
||||
onJump: () => void;
|
||||
onHome: () => void;
|
||||
@@ -368,28 +562,45 @@ interface GameScreenProps {
|
||||
|
||||
/**
|
||||
* 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,
|
||||
* collapsible windows: a slim header bar (scenario, turn + date, player nation,
|
||||
* live status, "Focus map" collapse-all) at the top, the nation dossier
|
||||
* (top-left), the event feed (right), the "Your move" command deck
|
||||
* (bottom-center), the nation-color legend (bottom-left), and a tiny map zoom
|
||||
* control (bottom-right). Each 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.
|
||||
* map is a fixed, full-viewport background (z-0) that the user drives directly
|
||||
* (wheel/trackpad zoom + drag pan — there is no floating zoom control). Over it:
|
||||
* a slim **pinned** header bar (fixed, non-movable, centered at the top a few
|
||||
* px down; scenario, turn + date, player nation, live status, "Focus map"
|
||||
* collapse-all); the nation dossier, the event feed, and the "Your move"
|
||||
* command deck — each free-floating by default (at the same first-run positions
|
||||
* as before) but **dockable** into a full-height left or right pane, the choice
|
||||
* 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({
|
||||
game,
|
||||
regions,
|
||||
busy,
|
||||
advisorBusy,
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
onHome,
|
||||
}: GameScreenProps) {
|
||||
// Which nation's dossier to show. Defaults to the player; remounts per game.
|
||||
const [viewingId, setViewingId] = useState(game.playerNationId);
|
||||
// When the dossier target was set by a map click, remember which sub-region
|
||||
// was clicked, for a small label in the dossier. The label shows only the
|
||||
// region's name. Cleared when the user picks a nation via the manual Inspect
|
||||
// select.
|
||||
const [selectedRegion, setSelectedRegion] = useState<{ name?: string } | null>(null);
|
||||
const focusNation = useCallback(
|
||||
(id: string, info?: { name?: string }) => {
|
||||
setViewingId(id);
|
||||
setSelectedRegion(info ?? null);
|
||||
},
|
||||
[],
|
||||
);
|
||||
const player = game.nations[game.playerNationId];
|
||||
const viewed = game.nations[viewingId] ?? player;
|
||||
const nations = Object.values(game.nations).sort((a, b) => a.name.localeCompare(b.name));
|
||||
@@ -416,11 +627,23 @@ function GameScreen({
|
||||
});
|
||||
}, []);
|
||||
|
||||
// Tiny map API (zoom in/out) exposed by WorldMap for the floating control.
|
||||
const mapApiRef = useRef<MapApi | null>(null);
|
||||
const handleMapReady = useCallback((api: MapApi | null) => {
|
||||
mapApiRef.current = api;
|
||||
// Dock state for the three dockable panels (dossier / feed / action),
|
||||
// persisted per id (survives reloads). The default is 'float' — the current
|
||||
// first-run positions — so nothing visually changes until the user docks
|
||||
// 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 (
|
||||
<div className="min-h-screen">
|
||||
@@ -430,14 +653,15 @@ function GameScreen({
|
||||
playerNationId={game.playerNationId}
|
||||
nations={game.nations}
|
||||
presetId={game.presetId}
|
||||
onFocusNation={setViewingId}
|
||||
onMapReady={handleMapReady}
|
||||
onFocusNation={focusNation}
|
||||
/>
|
||||
|
||||
{/* 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
|
||||
id="header"
|
||||
anchor="top-center"
|
||||
dataTestId="top-bar"
|
||||
pinned
|
||||
collapsible={false}
|
||||
title={
|
||||
<div className="flex min-w-0 items-center gap-3">
|
||||
@@ -484,17 +708,24 @@ function GameScreen({
|
||||
{player?.name ?? game.playerNationId}
|
||||
</span>
|
||||
</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
|
||||
data-testid="status-indicator"
|
||||
className={cn(
|
||||
'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-border bg-muted/40 text-muted-foreground',
|
||||
)}
|
||||
>
|
||||
{busy ? <Loader2 className="size-3 animate-spin" /> : <CircleDot className="size-3" />}
|
||||
{busy ? 'Simulating…' : 'Idle'}
|
||||
{advisorBusy || busy ? (
|
||||
<Loader2 className="size-3 animate-spin" />
|
||||
) : (
|
||||
<CircleDot className="size-3" />
|
||||
)}
|
||||
{advisorBusy ? 'Advisor thinking…' : busy ? 'Simulating…' : 'Idle'}
|
||||
</span>
|
||||
<Button
|
||||
variant="secondary"
|
||||
@@ -510,13 +741,16 @@ function GameScreen({
|
||||
}
|
||||
/>
|
||||
|
||||
{/* Nation dossier, top-left. */}
|
||||
{/* Nation dossier, top-left by default; dockable into a left/right pane. */}
|
||||
<FloatingWindow
|
||||
id="dossier"
|
||||
dataTestId="panel-dossier"
|
||||
anchor="top-left"
|
||||
width={300}
|
||||
title="Dossier"
|
||||
titleIcon={<BookOpen className="size-4" />}
|
||||
dock={dockOf('dossier')}
|
||||
onDockChange={(m) => setDockFor('dossier', m)}
|
||||
collapsed={!!collapsed.dossier}
|
||||
onCollapsedChange={(c) => setCollapsedFor('dossier', c)}
|
||||
bodyClassName="max-h-[56vh] overflow-y-auto"
|
||||
@@ -525,7 +759,14 @@ function GameScreen({
|
||||
<div className="mb-1.5 text-xs font-medium uppercase tracking-wide text-muted-foreground">
|
||||
Inspect
|
||||
</div>
|
||||
<Select value={viewingId} onValueChange={setViewingId}>
|
||||
<Select
|
||||
value={viewingId}
|
||||
onValueChange={(id) => {
|
||||
// A manual pick supersedes a map-click selection: clear the label.
|
||||
setViewingId(id);
|
||||
setSelectedRegion(null);
|
||||
}}
|
||||
>
|
||||
<SelectTrigger className="w-full" data-testid="inspect-select">
|
||||
<SelectValue />
|
||||
</SelectTrigger>
|
||||
@@ -537,13 +778,19 @@ function GameScreen({
|
||||
))}
|
||||
</SelectContent>
|
||||
</Select>
|
||||
{selectedRegion && (
|
||||
<div className="mt-1.5 truncate text-[11px] text-muted-foreground" data-testid="selected-region">
|
||||
Selected: {selectedRegion.name ?? 'region'}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
<NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow />
|
||||
</FloatingWindow>
|
||||
|
||||
{/* Event feed, right side. */}
|
||||
{/* Event feed, right side by default; dockable into a left/right pane. */}
|
||||
<FloatingWindow
|
||||
id="feed"
|
||||
dataTestId="panel-feed"
|
||||
anchor="right"
|
||||
width={330}
|
||||
title="Event feed"
|
||||
@@ -553,6 +800,8 @@ function GameScreen({
|
||||
{game.events.length}
|
||||
</Badge>
|
||||
}
|
||||
dock={dockOf('feed')}
|
||||
onDockChange={(m) => setDockFor('feed', m)}
|
||||
collapsed={!!collapsed.feed}
|
||||
onCollapsedChange={(c) => setCollapsedFor('feed', c)}
|
||||
bodyClassName="h-[52vh]"
|
||||
@@ -560,9 +809,10 @@ function GameScreen({
|
||||
<EventFeed events={game.events} nations={game.nations} inWindow />
|
||||
</FloatingWindow>
|
||||
|
||||
{/* Command deck ("Your move"), bottom-center — queue items, then commit. */}
|
||||
{/* Command deck ("Your move"), bottom-center by default; dockable. */}
|
||||
<FloatingWindow
|
||||
id="action"
|
||||
dataTestId="panel-action"
|
||||
anchor="bottom-center"
|
||||
width={370}
|
||||
title="Your move"
|
||||
@@ -574,6 +824,8 @@ function GameScreen({
|
||||
</Badge>
|
||||
) : undefined
|
||||
}
|
||||
dock={dockOf('action')}
|
||||
onDockChange={(m) => setDockFor('action', m)}
|
||||
collapsed={!!collapsed.action}
|
||||
onCollapsedChange={(c) => setCollapsedFor('action', c)}
|
||||
bodyClassName="max-h-[72vh] overflow-y-auto"
|
||||
@@ -581,9 +833,11 @@ function GameScreen({
|
||||
<ActionPanel
|
||||
game={game}
|
||||
busy={busy}
|
||||
advisorBusy={advisorBusy}
|
||||
advisors={advisors}
|
||||
onAddAction={onAddAction}
|
||||
onAddDiplomacy={onAddDiplomacy}
|
||||
onRemoveQueueItem={onRemoveQueueItem}
|
||||
onAdvisor={onAdvisor}
|
||||
onJump={onJump}
|
||||
inWindow
|
||||
@@ -602,39 +856,6 @@ function GameScreen({
|
||||
>
|
||||
<MapLegend regions={regions} />
|
||||
</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>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -1,24 +1,40 @@
|
||||
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 { Button } from './ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogFooter,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from './ui/dialog';
|
||||
import { Input } from './ui/input';
|
||||
import { Textarea } from './ui/textarea';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
|
||||
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
|
||||
import type { GameState } from '@shared/types';
|
||||
import type { GameState, RoundItem } from '@shared/types';
|
||||
|
||||
interface Props {
|
||||
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;
|
||||
/**
|
||||
* 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. */
|
||||
advisors: string[];
|
||||
/** Queue a free-text action onto the pending round (no turn advance). */
|
||||
onAddAction: (text: string) => void;
|
||||
/** Queue a diplomatic message onto the pending round (no turn advance). */
|
||||
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;
|
||||
/** Commit the whole pending round in a single LLM turn. */
|
||||
onJump: () => void;
|
||||
@@ -29,20 +45,31 @@ interface Props {
|
||||
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,
|
||||
* 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
|
||||
* list and one prominent "Jump forward" button commit the whole round in a
|
||||
* single LLM turn. While a jump is in flight the commit is disabled and a hint
|
||||
* is shown; an empty jump (nothing queued) is allowed and advances time.
|
||||
* list — each row has a small trash button that removes that item (with a
|
||||
* confirmation dialog) — and one prominent "Jump forward" button that commits
|
||||
* 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({
|
||||
game,
|
||||
busy,
|
||||
advisorBusy,
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
inWindow = false,
|
||||
@@ -52,6 +79,8 @@ export default function ActionPanel({
|
||||
const [target, setTarget] = useState('');
|
||||
const [message, setMessage] = 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)
|
||||
.filter(([id]) => id !== game.playerNationId)
|
||||
@@ -79,6 +108,10 @@ export default function ActionPanel({
|
||||
};
|
||||
|
||||
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
|
||||
? 'Simulating…'
|
||||
: `Jump forward${pending.length > 0 ? ` · ${pending.length} queued` : ''}`;
|
||||
@@ -168,10 +201,23 @@ export default function ActionPanel({
|
||||
variant="secondary"
|
||||
size="sm"
|
||||
onClick={() => onAdvisor(prompt.trim() || undefined)}
|
||||
disabled={advisorBusy}
|
||||
data-testid="ask-advisor"
|
||||
>
|
||||
Ask advisor
|
||||
{advisorBusy && <Loader2 className="size-3.5 animate-spin" />}
|
||||
{advisorBusy ? 'Thinking…' : 'Ask advisor'}
|
||||
</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 && (
|
||||
<ul className="space-y-1.5" data-testid="advisor-list">
|
||||
{advisors.map((a, i) => (
|
||||
@@ -227,6 +273,18 @@ export default function ActionPanel({
|
||||
</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>
|
||||
))}
|
||||
</ul>
|
||||
@@ -234,6 +292,39 @@ export default function ActionPanel({
|
||||
)}
|
||||
</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">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
|
||||
{queuedLabel}
|
||||
|
||||
@@ -6,7 +6,7 @@ import {
|
||||
type CSSProperties,
|
||||
type ReactNode,
|
||||
} from 'react';
|
||||
import { Minus, Plus } from 'lucide-react';
|
||||
import { AlignLeft, AlignRight, Maximize2, Minus, Plus } from 'lucide-react';
|
||||
import { cn } from '@/lib/utils';
|
||||
|
||||
/** 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-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.';
|
||||
|
||||
// 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.
|
||||
const Z_BASE = 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 zTopId: string | null = null;
|
||||
/** 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 {
|
||||
/** Stable id — used for the localStorage key and as a data-attribute. */
|
||||
id: string;
|
||||
/** First-run placement. The last dragged position (persisted) takes over. */
|
||||
anchor: FloatAnchor;
|
||||
/** Optional `data-testid` on the window root, for e2e targeting. */
|
||||
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. */
|
||||
width?: number;
|
||||
/** Extra px nudged away from the anchor position (e.g. clear the map attribution). */
|
||||
@@ -128,7 +159,7 @@ export interface FloatingWindowProps {
|
||||
title?: ReactNode;
|
||||
/** Optional icon before the title. */
|
||||
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;
|
||||
/** Render the collapse toggle (default true). */
|
||||
collapsible?: boolean;
|
||||
@@ -143,16 +174,27 @@ export interface FloatingWindowProps {
|
||||
}
|
||||
|
||||
/**
|
||||
* A draggable, collapsible, position-persisted window that floats over the
|
||||
* full-screen map. Dragging is limited to the title bar (via pointer capture)
|
||||
* so inputs and buttons in the body keep working; the window is clamped so it
|
||||
* can never be dragged fully off-screen, its position is remembered in
|
||||
* localStorage, clicking any part of it raises it above siblings, and the
|
||||
* collapse toggle shrinks it to just its title bar.
|
||||
* A window that floats over the full-screen map. Three mutually-exclusive
|
||||
* modes, set via props (absent = free-floating):
|
||||
* • **free-floating** (default) — draggable by the title bar (pointer
|
||||
* capture), clamped on-screen, position persisted in localStorage, raised
|
||||
* above siblings on click, collapsible.
|
||||
* • **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({
|
||||
id,
|
||||
anchor,
|
||||
dataTestId,
|
||||
anchor = 'top-center',
|
||||
pinned = false,
|
||||
dock,
|
||||
onDockChange,
|
||||
width,
|
||||
offset,
|
||||
title,
|
||||
@@ -165,6 +207,12 @@ export default function FloatingWindow({
|
||||
bodyClassName,
|
||||
children,
|
||||
}: 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 sizeRef = useRef<{ w: number; h: number } | null>(null);
|
||||
const dragRef = useRef<{ dx: number; dy: number; pointerId: number } | null>(null);
|
||||
@@ -177,9 +225,11 @@ export default function FloatingWindow({
|
||||
setPosState(p);
|
||||
};
|
||||
|
||||
// First paint: measure, then place (restored position or anchor) and clamp.
|
||||
// Runs before paint (useLayoutEffect), so there is no visible flash.
|
||||
// First paint (free-floating only): measure, then place (restored position
|
||||
// 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(() => {
|
||||
if (!isFloating) return;
|
||||
if (posRef.current) return;
|
||||
const el = rootRef.current;
|
||||
if (!el) return;
|
||||
@@ -195,11 +245,12 @@ export default function FloatingWindow({
|
||||
);
|
||||
posRef.current = p;
|
||||
setPosState(p);
|
||||
}, [id, anchor]);
|
||||
}, [id, anchor, offset, isFloating]);
|
||||
|
||||
// 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(() => {
|
||||
if (!isFloating) return;
|
||||
const el = rootRef.current;
|
||||
const p = posRef.current;
|
||||
if (!el || !p) return;
|
||||
@@ -208,10 +259,11 @@ export default function FloatingWindow({
|
||||
sizeRef.current = { w: rect.width, h: rect.height };
|
||||
const c = clampPos(p.x, p.y, rect.width, rect.height);
|
||||
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(() => {
|
||||
if (!isFloating) return;
|
||||
const onResize = () => {
|
||||
const p = posRef.current;
|
||||
const s = sizeRef.current;
|
||||
@@ -221,7 +273,7 @@ export default function FloatingWindow({
|
||||
};
|
||||
window.addEventListener('resize', onResize);
|
||||
return () => window.removeEventListener('resize', onResize);
|
||||
}, []);
|
||||
}, [isFloating]);
|
||||
|
||||
const onHandleDown = (e: React.PointerEvent<HTMLDivElement>) => {
|
||||
if (e.button !== 0) return;
|
||||
@@ -258,18 +310,44 @@ export default function FloatingWindow({
|
||||
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,
|
||||
...(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 (
|
||||
<div
|
||||
ref={rootRef}
|
||||
data-float-window={id}
|
||||
style={style}
|
||||
className={cn('fixed', !pos && 'pointer-events-none opacity-0')}
|
||||
data-testid={dataTestId}
|
||||
style={rootStyle}
|
||||
className={cn('fixed', isFloating && !pos && 'pointer-events-none opacity-0')}
|
||||
onPointerDown={() => {
|
||||
if (isPinned) return;
|
||||
const nz = nextZ(id);
|
||||
if (nz > 0) setZ(nz);
|
||||
}}
|
||||
@@ -277,21 +355,24 @@ export default function FloatingWindow({
|
||||
<div
|
||||
className={cn(
|
||||
'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,
|
||||
)}
|
||||
style={
|
||||
width != null
|
||||
isDocked
|
||||
? { width: width ?? 'fit-content', maxWidth: '96vw' }
|
||||
: width != null
|
||||
? { width, maxWidth: '96vw' }
|
||||
: { width: 'fit-content', maxWidth: '96vw' }
|
||||
}
|
||||
>
|
||||
{title != null && (
|
||||
<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"
|
||||
onPointerDown={onHandleDown}
|
||||
onPointerMove={onHandleMove}
|
||||
onPointerUp={endDrag}
|
||||
onPointerCancel={endDrag}
|
||||
className={cn(
|
||||
'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',
|
||||
isFloating && 'cursor-grab active:cursor-grabbing',
|
||||
)}
|
||||
{...titleBarHandlers}
|
||||
>
|
||||
{titleIcon && (
|
||||
<span className="shrink-0 text-muted-foreground" aria-hidden>
|
||||
@@ -302,6 +383,49 @@ export default function FloatingWindow({
|
||||
{title}
|
||||
</span>
|
||||
{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 && (
|
||||
<button
|
||||
type="button"
|
||||
@@ -315,9 +439,7 @@ export default function FloatingWindow({
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
{children != null && (
|
||||
<div className={cn('min-h-0', collapsed && 'hidden', bodyClassName)}>{children}</div>
|
||||
)}
|
||||
{children != null && <div className={bodyClass}>{children}</div>}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
import { useEffect, useState } from 'react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
import StatBar from './StatBar';
|
||||
import { nationColor } from '@shared/protocol';
|
||||
import { RELATION_COLORS } from '@/lib/colors';
|
||||
import { keyToName } from '@/lib/regions';
|
||||
import type { Nation, RelationStatus } from '@shared/types';
|
||||
|
||||
/** Human labels for a diplomatic status (the raw value is kept in data-attrs). */
|
||||
@@ -38,6 +40,23 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
|
||||
const relations = Object.entries(nation.relations).sort(([a], [b]) => a.localeCompare(b));
|
||||
const regions = nation.territory;
|
||||
|
||||
// Human region names for the territory chips (region key -> name), loaded once
|
||||
// (cached in @/lib/regions). A key with no known name falls back to the raw key.
|
||||
const [keyNames, setKeyNames] = useState<Record<string, string>>({});
|
||||
useEffect(() => {
|
||||
let cancelled = false;
|
||||
keyToName()
|
||||
.then((m) => {
|
||||
if (!cancelled) setKeyNames(m);
|
||||
})
|
||||
.catch(() => {
|
||||
/* names are cosmetic — a failed fetch just leaves the raw keys */
|
||||
});
|
||||
return () => {
|
||||
cancelled = true;
|
||||
};
|
||||
}, []);
|
||||
|
||||
const identity = (
|
||||
<div className="flex items-center gap-3">
|
||||
<span
|
||||
@@ -95,15 +114,20 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
|
||||
</h3>
|
||||
{regions.length > 0 ? (
|
||||
<div className="flex flex-wrap gap-1.5">
|
||||
{regions.map((code) => (
|
||||
{regions.map((key) => {
|
||||
const label = keyNames[key] ?? key;
|
||||
return (
|
||||
<span
|
||||
key={code}
|
||||
className="rounded border px-1.5 py-0.5 text-xs tabular-nums"
|
||||
key={key}
|
||||
className="rounded border px-1.5 py-0.5 text-xs"
|
||||
style={{ borderColor: `${color}66`, color, background: `${color}12` }}
|
||||
title={key}
|
||||
data-region-key={key}
|
||||
>
|
||||
{code}
|
||||
{label}
|
||||
</span>
|
||||
))}
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : (
|
||||
<p className="text-sm text-muted-foreground">No territory.</p>
|
||||
|
||||
@@ -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 { Button } from './ui/button';
|
||||
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 { GameSummary } from '@shared/protocol';
|
||||
|
||||
@@ -15,12 +24,14 @@ interface Props {
|
||||
activeGameId?: string | null;
|
||||
/** Resume a saved game by id (shared by the resume button and saved-games rows). */
|
||||
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
|
||||
* "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({
|
||||
presets,
|
||||
@@ -29,8 +40,14 @@ export default function PresetPicker({
|
||||
savedGames = [],
|
||||
activeGameId,
|
||||
onResume,
|
||||
onDelete,
|
||||
}: Props) {
|
||||
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 (
|
||||
<div className="mx-auto max-w-6xl px-6 py-10">
|
||||
@@ -90,7 +107,7 @@ export default function PresetPicker({
|
||||
))}
|
||||
</div>
|
||||
|
||||
{/* Saved games: get back into any prior game. */}
|
||||
{/* Saved games: get back into any prior game (or delete it). */}
|
||||
{savedGames.length > 0 && (
|
||||
<section className="mt-12" data-testid="saved-games">
|
||||
<h2 className="mb-4 text-xl font-bold tracking-tight">Saved games</h2>
|
||||
@@ -100,13 +117,28 @@ export default function PresetPicker({
|
||||
key={g.id}
|
||||
className="flex flex-col"
|
||||
data-testid="saved-game"
|
||||
data-game-id={g.id}
|
||||
>
|
||||
<CardHeader>
|
||||
<div className="flex items-start justify-between gap-2">
|
||||
<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}
|
||||
</Badge>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="icon-sm"
|
||||
className="text-muted-foreground hover:text-destructive"
|
||||
data-testid="delete-game"
|
||||
aria-label={`Delete ${g.presetTitle}`}
|
||||
title="Delete this game"
|
||||
onClick={() => setConfirmDeleteId(g.id)}
|
||||
disabled={loading}
|
||||
>
|
||||
<Trash2 />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
<CardDescription className="text-sm">Turn {g.turn}</CardDescription>
|
||||
</CardHeader>
|
||||
@@ -125,6 +157,40 @@ export default function PresetPicker({
|
||||
</div>
|
||||
</section>
|
||||
)}
|
||||
|
||||
{/* Confirm before permanently deleting a saved game. */}
|
||||
<Dialog open={confirmDeleteId !== null} onOpenChange={(o) => !o && setConfirmDeleteId(null)}>
|
||||
<DialogContent className="max-w-sm" data-testid="delete-game-confirm-dialog">
|
||||
<DialogHeader>
|
||||
<DialogTitle>Delete this game?</DialogTitle>
|
||||
<DialogDescription>
|
||||
{confirmDeleteTarget
|
||||
? `"${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>
|
||||
);
|
||||
}
|
||||
|
||||
+202
-125
@@ -8,11 +8,15 @@ import 'maplibre-gl/dist/maplibre-gl.css';
|
||||
// Point it at a Vite-emitted copy of the worker module so it loads in prod.
|
||||
import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
|
||||
maplibregl.setWorkerUrl(workerUrl);
|
||||
import type { RegionMap, RegionOwner } from '@shared/protocol';
|
||||
import { mapFeatureOwner, type RegionMap, type RegionOwner } from '@shared/protocol';
|
||||
import type { Nation } from '@shared/types';
|
||||
import { cn } from '@/lib/utils';
|
||||
import { idToKey } from '@/lib/regions';
|
||||
|
||||
// Minimal GeoJSON types (avoids a hard @types/geojson dependency).
|
||||
// Minimal GeoJSON types (avoids a hard @types/geojson dependency). The choropleth
|
||||
// source is the sub-national `regions.geo.json`: each feature is a sub-region with
|
||||
// a top-level `id` of the form `<ISO_A3>-<nn>` (e.g. `FRA-03`) and
|
||||
// `properties = { name, parent }` where `parent` is the parent country's ISO_A3.
|
||||
interface GeoFeature {
|
||||
type: 'Feature';
|
||||
id?: string | number;
|
||||
@@ -27,7 +31,7 @@ type GeoSource = maplibregl.GeoJSONSource;
|
||||
|
||||
// Inline basemap style — a visible dark-navy background plus a subtle
|
||||
// OpenFreeMap shaded-relief raster so the ocean is never pure black and terrain
|
||||
// is faintly visible. The country choropleth (added in `ensureLayers`) is drawn
|
||||
// is faintly visible. The regional choropleth (added in `ensureLayers`) is drawn
|
||||
// on top and is the real star.
|
||||
//
|
||||
// Why inline instead of a remote style URL: the OFM "dark" style's vector tiles
|
||||
@@ -61,7 +65,7 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
|
||||
type: 'raster',
|
||||
source: 'terrain',
|
||||
paint: {
|
||||
'raster-opacity': 0.5,
|
||||
'raster-opacity': 0.15,
|
||||
'raster-brightness-max': 0.8,
|
||||
'raster-fade-duration': 200,
|
||||
},
|
||||
@@ -69,11 +73,11 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
|
||||
],
|
||||
};
|
||||
|
||||
const COUNTRIES_SOURCE = 'countries';
|
||||
const REGIONS_SOURCE = 'regions';
|
||||
const HOVER_SOURCE = 'hover';
|
||||
const FLASH_SOURCE = 'flash';
|
||||
const FILL_LAYER = 'countries-fill';
|
||||
const LINE_LAYER = 'countries-line';
|
||||
const FILL_LAYER = 'regions-fill';
|
||||
const LINE_LAYER = 'regions-line';
|
||||
const PLAYER_LINE = 'player-line';
|
||||
const FLASH_LINE = 'flash-line';
|
||||
const HOVER_FILL = 'hover-fill';
|
||||
@@ -97,35 +101,79 @@ function cameraForPreset(presetId: string): { center: [number, number]; zoom: nu
|
||||
}
|
||||
|
||||
/**
|
||||
* Stamp the current ownership + colors onto a clone of the base geo. Each region
|
||||
* carries its owner's stable fill color, a subtle stroke, and a flag for the
|
||||
* player's own regions (rendered as a brighter, thicker border by a dedicated
|
||||
* layer). Unknown owners fall back to a faint neutral fill — never an error.
|
||||
* Stamp the current ownership + colors onto a clone of the sub-national base geo.
|
||||
* Ownership is at **region-key** granularity (v0.19, #16 P1): each sub-region has
|
||||
* its own region key (from `public/region-keys.json`, looked up by the feature's
|
||||
* stable id) and the RegionMap is keyed by that region key, so a single
|
||||
* sub-region can change owner while its neighbours keep theirs. Each feature
|
||||
* therefore carries:
|
||||
*
|
||||
* - `regionId` – its own sub-region id (e.g. `FRA-03`), kept in a property that
|
||||
* survives into the features MapLibre hands back on click/hover
|
||||
* (the top-level `id` is repacked into a numeric index, #6);
|
||||
* - `regionKey` – the region key (e.g. `moselle-rygy`), the RegionMap key;
|
||||
* - `fill` – the owning nation's stable color (from `RegionMap[regionKey]`);
|
||||
* - `owner`/`ownerId` – that nation's name/id (empty for an unowned region);
|
||||
* - `stroke` – a per-border alpha (owned 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 the stamped
|
||||
* `properties.regionKey`, **never** by the sub-region id or the repacked
|
||||
* top-level `id` — the RegionMap has no `FRA-03` entries, only region keys.
|
||||
*/
|
||||
function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId: string): FeatureCollection {
|
||||
function applyRegions(
|
||||
geo: FeatureCollection,
|
||||
regions: RegionMap,
|
||||
playerNationId: string,
|
||||
idKey: Record<string, string>,
|
||||
): FeatureCollection {
|
||||
const out: FeatureCollection = JSON.parse(JSON.stringify(geo));
|
||||
for (const f of out.features) {
|
||||
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;
|
||||
// Resolve this feature's **region key** from the manifest (id -> key) and
|
||||
// key the RegionMap by it — never the sub-region id or the repacked id.
|
||||
const key = idKey[subId] ?? '';
|
||||
f.properties.regionKey = key;
|
||||
const r = key ? regions[key] : undefined;
|
||||
if (r) {
|
||||
f.properties.fill = r.color;
|
||||
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;
|
||||
} else {
|
||||
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.ownerId = '';
|
||||
f.properties.isPlayer = 0;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Build a FeatureCollection of just the features whose id is in `codes` (cloned). */
|
||||
function featuresByCodes(geo: FeatureCollection, codes: Iterable<string>): FeatureCollection {
|
||||
const set = new Set(codes);
|
||||
const features = geo.features.filter((f) => f.id != null && set.has(String(f.id)));
|
||||
/**
|
||||
* Build a FeatureCollection of just the sub-regions whose **region key** is in
|
||||
* `keys` (cloned). Used by the territory-change flash: a turn can change
|
||||
* individual sub-regions (the RegionMap is region-keyed, v0.19 #16 P1), so each
|
||||
* changed region key lights up exactly the sub-region that owns it.
|
||||
*/
|
||||
function featuresByRegionKeys(
|
||||
geo: FeatureCollection,
|
||||
keys: Iterable<string>,
|
||||
idKey: Record<string, string>,
|
||||
): FeatureCollection {
|
||||
const set = new Set(keys);
|
||||
const features = geo.features.filter((f) => {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const key = idKey[id] ?? '';
|
||||
return key !== '' && set.has(key);
|
||||
});
|
||||
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
|
||||
}
|
||||
|
||||
@@ -137,72 +185,69 @@ function statRow(label: string, value?: number): string {
|
||||
return `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">${Math.round(value)}</span></div>`;
|
||||
}
|
||||
|
||||
/** Compact hover tooltip: country, its owner (color-chipped), and 1–2 key stats. */
|
||||
function hoverHtml(countryName: string, region?: RegionOwner, nation?: Nation): string {
|
||||
/**
|
||||
* Compact hover tooltip: the sub-region's name, its **current owner**
|
||||
* (color-chipped), and 1–2 key stats. When the region's country has no owning
|
||||
* nation, a minimal "No owner" card is shown instead. The static
|
||||
* parent-country code (`properties.parent`) is deliberately NOT printed here —
|
||||
* it never updates when ownership is transferred, so only the live owner chip
|
||||
* (resolved from the RegionMap) is shown.
|
||||
*/
|
||||
function hoverHtml(subRegionName: string, region?: RegionOwner, nation?: Nation): string {
|
||||
if (!region || !nation) {
|
||||
return `<div class="hm-popup"><div class="hm-popup-title">${esc(countryName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
|
||||
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
|
||||
}
|
||||
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
|
||||
return `<div class="hm-popup">
|
||||
<div class="hm-popup-title">${esc(countryName || region.owner)}</div>
|
||||
<div class="hm-popup-title">${esc(subRegionName || region.owner)}</div>
|
||||
<div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
|
||||
<div class="hm-stats">${stats}</div>
|
||||
</div>`;
|
||||
}
|
||||
|
||||
/** 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 {
|
||||
regions: RegionMap;
|
||||
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>;
|
||||
/** The active scenario id, for a sensible initial camera. */
|
||||
presetId: 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`
|
||||
* on unmount), so the floating zoom control can drive it.
|
||||
* Called with a region's owning-nation id when a sub-region is clicked, so the
|
||||
* dossier switches to that nation. The optional `info` carries the clicked
|
||||
* sub-region's name, for a small "which region" label in the dossier. Not
|
||||
* called for unowned regions (the dossier keeps its current target). See the
|
||||
* component doc for the full behavior.
|
||||
*/
|
||||
onMapReady?: (api: MapApi | null) => void;
|
||||
onFocusNation?: (id: string, info?: { name?: string }) => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* World basemap (MapLibre GL) + a country choropleth colored by the owning
|
||||
* nation. Rendered as a fixed, full-viewport background layer (z-0) behind the
|
||||
* floating HUD windows: a dark-navy basemap with subtle terrain, per-nation
|
||||
* stable fills (the choropleth is the star), thin borders, a brighter/thicker
|
||||
* border for the player, hover + click popups with
|
||||
* owner + stats, a transient flash on territory changes, and a
|
||||
* per-scenario initial camera. It exposes a tiny zoom/pan API so the floating
|
||||
* zoom control can drive it (no MapLibre navigation controls are shown).
|
||||
* World basemap (MapLibre GL) + a **sub-national** choropleth. The map renders
|
||||
* the finer `regions.geo.json` dataset: each country is subdivided into
|
||||
* ~100–200 km sub-regions, drawn as a finer choropleth with thin internal border
|
||||
* lines. Ownership is at **region-key** granularity (v0.19, #16 P1): each
|
||||
* sub-region has its own region key (from `public/region-keys.json`, looked up
|
||||
* by the feature's stable id) and the RegionMap is keyed by that key, so a
|
||||
* single sub-region can change owner independently of its neighbours. Rendered
|
||||
* as a fixed, full-viewport background layer (z-0) behind the floating HUD
|
||||
* windows: a dark-navy basemap with subtle terrain, per-nation stable fills,
|
||||
* thin sub-region borders, a brighter/thicker amber border for the player's
|
||||
* regions, a hover tooltip (sub-region name + current owner + key stats), a
|
||||
* **click that switches the dossier to the sub-region's owning nation** (no
|
||||
* popup — see #7), a transient flash when a sub-region's owner changes, and a
|
||||
* per-scenario initial camera.
|
||||
*
|
||||
* Ownership for a hovered/clicked sub-region is resolved from the authoritative
|
||||
* RegionMap by its stamped **region key** (`properties.regionKey`, via
|
||||
* `mapFeatureOwner` in @shared/protocol) — never from the feature's top-level
|
||||
* `id` (MapLibre repacks it into a numeric index at interaction time, #6) and
|
||||
* never from the raw sub-region id (not a RegionMap key). Unowned sub-regions
|
||||
* (no RegionMap entry for their key) simply do not change the dossier.
|
||||
*
|
||||
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
|
||||
* — no floating control and no external API.
|
||||
*/
|
||||
export default function WorldMap({
|
||||
regions,
|
||||
@@ -211,24 +256,24 @@ export default function WorldMap({
|
||||
presetId,
|
||||
className,
|
||||
onFocusNation,
|
||||
onMapReady,
|
||||
}: Props) {
|
||||
const containerRef = useRef<HTMLDivElement>(null);
|
||||
const mapRef = useRef<maplibregl.Map | null>(null);
|
||||
const baseGeoRef = useRef<FeatureCollection | null>(null);
|
||||
// The region-key manifest (feature id -> region key), loaded once; used to
|
||||
// stamp each feature's region key and to expand the flash to its sub-region.
|
||||
const idKeyRef = useRef<Record<string, string> | null>(null);
|
||||
// Latest props, so the mount effect's (re)establish closure always sees them.
|
||||
const regionsRef = useRef(regions);
|
||||
const nationsRef = useRef(nations);
|
||||
const playerRef = useRef(playerNationId);
|
||||
const presetRef = useRef(presetId);
|
||||
const onFocusNationRef = useRef(onFocusNation);
|
||||
const onMapReadyRef = useRef(onMapReady);
|
||||
regionsRef.current = regions;
|
||||
nationsRef.current = nations;
|
||||
playerRef.current = playerNationId;
|
||||
presetRef.current = presetId;
|
||||
onFocusNationRef.current = onFocusNation;
|
||||
onMapReadyRef.current = onMapReady;
|
||||
|
||||
// Diffing state for the transient territory-change flash (owned by this component
|
||||
// so a resync with identical data never re-flashes).
|
||||
@@ -257,27 +302,15 @@ export default function WorldMap({
|
||||
// Purely for testability; has no effect on rendering or behavior.
|
||||
(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 clickPopup = new maplibregl.Popup({ closeButton: true, closeOnClick: true, offset: 12 });
|
||||
let lastHoverId: string | null = null;
|
||||
|
||||
const loadGeo = (): Promise<FeatureCollection> =>
|
||||
baseGeoRef.current
|
||||
? Promise.resolve(baseGeoRef.current)
|
||||
: fetch('/countries.geo.json')
|
||||
: fetch('/regions.geo.json')
|
||||
.then((r) => {
|
||||
if (!r.ok) throw new Error(`countries.geo.json → HTTP ${r.status}`);
|
||||
if (!r.ok) throw new Error(`regions.geo.json → HTTP ${r.status}`);
|
||||
return r.json();
|
||||
})
|
||||
.then((g: FeatureCollection) => {
|
||||
@@ -285,15 +318,28 @@ export default function WorldMap({
|
||||
return g;
|
||||
});
|
||||
|
||||
// The region-key manifest (feature id -> region key), fetched once and
|
||||
// cached in a ref so both the paint path and the flash can resolve keys.
|
||||
const loadIdKey = (): Promise<Record<string, string>> =>
|
||||
idKeyRef.current
|
||||
? Promise.resolve(idKeyRef.current)
|
||||
: idToKey().then((k) => {
|
||||
idKeyRef.current = k;
|
||||
return k;
|
||||
});
|
||||
|
||||
const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] });
|
||||
|
||||
// Transient flash: pulse a bright outline over the changed regions, then fade
|
||||
// to zero over a few seconds and self-clean. Idempotent per call.
|
||||
// to zero over a few seconds and self-clean. Idempotent per call. `codes` are
|
||||
// region keys (a turn can change individual sub-regions, v0.19 #16 P1); each
|
||||
// lights up exactly the sub-region that owns that key.
|
||||
function animateFlash(codes: string[]) {
|
||||
const geo = baseGeoRef.current;
|
||||
const idKey = idKeyRef.current;
|
||||
const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined;
|
||||
if (!geo || !src || cancelled) return;
|
||||
src.setData(featuresByCodes(geo, codes));
|
||||
if (!geo || !idKey || !src || cancelled) return;
|
||||
src.setData(featuresByRegionKeys(geo, codes, idKey));
|
||||
if (!map.getLayer(FLASH_LINE)) {
|
||||
// Defensive re-add (normally created by ensureLayers). Keep it beneath the
|
||||
// hover highlight when that layer exists; otherwise just append.
|
||||
@@ -326,24 +372,33 @@ export default function WorldMap({
|
||||
}
|
||||
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 stamped `properties.regionKey` through
|
||||
// `mapFeatureOwner` — never from the repacked top-level `id` (a numeric
|
||||
// index, #6) and never from the raw sub-region id (not a RegionMap key).
|
||||
const onHover = (e: maplibregl.MapLayerMouseEvent) => {
|
||||
const f = e.features?.[0];
|
||||
if (!f) return;
|
||||
const id = f.id == null ? null : String(f.id);
|
||||
if (id && id !== lastHoverId) {
|
||||
lastHoverId = id;
|
||||
const p = f.properties as { name?: string; regionId?: string };
|
||||
const subId = typeof p?.regionId === 'string' ? p.regionId : '';
|
||||
if (subId && subId !== lastHoverId) {
|
||||
lastHoverId = subId;
|
||||
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(
|
||||
feat ? { type: 'FeatureCollection', features: [JSON.parse(JSON.stringify(feat))] } : emptyFC(),
|
||||
);
|
||||
}
|
||||
const p = f.properties as { name?: string };
|
||||
const region = id ? regionsRef.current[id] : undefined;
|
||||
const region = mapFeatureOwner(regionsRef.current, f);
|
||||
const nation = region ? nationsRef.current[region.ownerId] : undefined;
|
||||
hoverPopup
|
||||
.setLngLat(e.lngLat)
|
||||
.setHTML(hoverHtml(p?.name ?? id ?? '', region, nation))
|
||||
.setHTML(hoverHtml(p?.name ?? subId, region, nation))
|
||||
.addTo(map);
|
||||
map.getCanvas().style.cursor = 'pointer';
|
||||
};
|
||||
@@ -355,15 +410,21 @@ export default function WorldMap({
|
||||
map.getCanvas().style.cursor = '';
|
||||
};
|
||||
|
||||
// #7: a click does NOT open a popup — it switches the dossier to the region's
|
||||
// owning nation, resolved from the feature's stamped `properties.regionKey`
|
||||
// via the RegionMap (never the repacked top-level `f.id`, #6, and never the
|
||||
// raw sub-region id). A sub-region whose key has no owner leaves the current
|
||||
// dossier target unchanged — never a broken dossier.
|
||||
const onClick = (e: maplibregl.MapLayerMouseEvent) => {
|
||||
const f = e.features?.[0];
|
||||
if (!f) return;
|
||||
const id = f.id == null ? null : String(f.id);
|
||||
const region = mapFeatureOwner(regionsRef.current, f);
|
||||
if (!region?.ownerId) return;
|
||||
// Carry the clicked sub-region's name so the dossier can show which region
|
||||
// was selected.
|
||||
const p = f.properties as { name?: string };
|
||||
const region = id ? regionsRef.current[id] : undefined;
|
||||
const nation = region ? nationsRef.current[region.ownerId] : undefined;
|
||||
clickPopup.setLngLat(e.lngLat).setHTML(clickHtml(p?.name ?? id ?? '', region, nation)).addTo(map);
|
||||
if (region?.ownerId) onFocusNationRef.current?.(region.ownerId);
|
||||
const info = { name: typeof p?.name === 'string' ? p.name : undefined };
|
||||
onFocusNationRef.current?.(region.ownerId, info);
|
||||
};
|
||||
|
||||
// Idempotent: (re)creates the sources + layers after any style (re)load and
|
||||
@@ -371,16 +432,16 @@ export default function WorldMap({
|
||||
// automatically, so no setWorkerUrl is needed.)
|
||||
//
|
||||
// The three choropleth sources are created up front (empty until the base
|
||||
// geo arrives) so the layer structure always exists; `paintCountries` then
|
||||
// stamps ownership + colors onto the countries source. This makes it immune
|
||||
// geo arrives) so the layer structure always exists; `paintRegions` then
|
||||
// stamps ownership + colors onto the regions source. This makes it immune
|
||||
// to load-order races: if `ensureLayers` runs before the geo fetch
|
||||
// resolves, the data is applied the moment the fetch lands; if the geo
|
||||
// resolves first, `ensureLayers` uses it. No source is ever left stuck on
|
||||
// `emptyFC()` — `ensureLayers` is retried on every `styledata`, and the
|
||||
// regions effect re-paints whenever ownership changes.
|
||||
const ensureSources = () => {
|
||||
if (!map.getSource(COUNTRIES_SOURCE)) {
|
||||
map.addSource(COUNTRIES_SOURCE, { type: 'geojson', data: emptyFC() });
|
||||
if (!map.getSource(REGIONS_SOURCE)) {
|
||||
map.addSource(REGIONS_SOURCE, { type: 'geojson', data: emptyFC() });
|
||||
}
|
||||
if (!map.getSource(HOVER_SOURCE)) {
|
||||
map.addSource(HOVER_SOURCE, { type: 'geojson', data: emptyFC() });
|
||||
@@ -390,44 +451,57 @@ export default function WorldMap({
|
||||
}
|
||||
};
|
||||
|
||||
// Stamp ownership + colors onto the countries source (no-op until geo loads).
|
||||
const paintCountries = () => {
|
||||
// Stamp ownership + colors onto the regions source (no-op until both the
|
||||
// base geo and the region-key manifest are loaded).
|
||||
const paintRegions = () => {
|
||||
const geo = baseGeoRef.current;
|
||||
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined;
|
||||
if (!geo || !src) return;
|
||||
src.setData(applyRegions(geo, regionsRef.current, playerRef.current));
|
||||
const idKey = idKeyRef.current;
|
||||
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
|
||||
if (!geo || !idKey || !src) return;
|
||||
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey));
|
||||
};
|
||||
|
||||
const ensureLayers = async () => {
|
||||
if (cancelled) return;
|
||||
ensureSources();
|
||||
if (baseGeoRef.current) {
|
||||
paintCountries();
|
||||
} else {
|
||||
if (!baseGeoRef.current) {
|
||||
try {
|
||||
await loadGeo();
|
||||
} catch (err) {
|
||||
console.error('failed to load countries geojson', err);
|
||||
console.error('failed to load regions geojson', err);
|
||||
}
|
||||
}
|
||||
if (!idKeyRef.current) {
|
||||
try {
|
||||
await loadIdKey();
|
||||
} catch (err) {
|
||||
console.error('failed to load region keys', err);
|
||||
}
|
||||
}
|
||||
if (cancelled) return;
|
||||
paintCountries();
|
||||
}
|
||||
paintRegions();
|
||||
if (!map.getLayer(FILL_LAYER)) {
|
||||
// The choropleth is the star: a high opacity so the vivid per-nation
|
||||
// colors read clearly even on the dark background / over the terrain.
|
||||
// Each sub-region carries its own owning nation's color (v0.19 #16 P1),
|
||||
// so the fill traces region-key ownership, not country borders.
|
||||
map.addLayer({
|
||||
id: FILL_LAYER,
|
||||
type: 'fill',
|
||||
source: COUNTRIES_SOURCE,
|
||||
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 0.85 },
|
||||
source: REGIONS_SOURCE,
|
||||
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 1.0 },
|
||||
});
|
||||
}
|
||||
if (!map.getLayer(LINE_LAYER)) {
|
||||
// Thin internal borders: every sub-region outline at a light weight so
|
||||
// the subdivision reads within each country's uniform fill. The per-
|
||||
// feature `stroke` alpha keeps owned borders a touch brighter than
|
||||
// unowned ones (the v0.10 treatment, thinned for the finer grid).
|
||||
map.addLayer({
|
||||
id: LINE_LAYER,
|
||||
type: 'line',
|
||||
source: COUNTRIES_SOURCE,
|
||||
paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.7, 'line-opacity': 0.95 },
|
||||
source: REGIONS_SOURCE,
|
||||
paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.75, 'line-opacity': 0.95 },
|
||||
});
|
||||
}
|
||||
// NOTE: layers are added in bottom→top order (each appends on top). The
|
||||
@@ -438,7 +512,7 @@ export default function WorldMap({
|
||||
map.addLayer({
|
||||
id: PLAYER_LINE,
|
||||
type: 'line',
|
||||
source: COUNTRIES_SOURCE,
|
||||
source: REGIONS_SOURCE,
|
||||
filter: ['==', ['get', 'isPlayer'], 1],
|
||||
paint: { 'line-color': '#f59e0b', 'line-width': 2.2, 'line-opacity': 0.95 },
|
||||
});
|
||||
@@ -482,7 +556,6 @@ export default function WorldMap({
|
||||
cancelled = true;
|
||||
cancelAnimationFrame(flashRaf);
|
||||
flashApiRef.current = null;
|
||||
onMapReadyRef.current?.(null);
|
||||
map.remove();
|
||||
mapRef.current = null;
|
||||
if (containerRef.current) {
|
||||
@@ -491,26 +564,30 @@ export default function WorldMap({
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Re-color the choropleth whenever ownership changes, and flash any regions
|
||||
// whose owner changed since the last update (transient, self-cleaning).
|
||||
// Re-color the choropleth whenever ownership changes, and flash each
|
||||
// sub-region whose owner changed since the last update (a transient,
|
||||
// self-cleaning pulse). The diff is over the region-keyed RegionMap (v0.19
|
||||
// #16 P1); `animateFlash` lights up exactly the sub-region for each changed
|
||||
// key.
|
||||
useEffect(() => {
|
||||
const map = mapRef.current;
|
||||
const geo = baseGeoRef.current;
|
||||
const idKey = idKeyRef.current;
|
||||
const cur = regions;
|
||||
const prev = prevRegionsRef.current;
|
||||
prevRegionsRef.current = cur;
|
||||
const wasPrimed = primedRef.current;
|
||||
if (Object.keys(cur).length > 0) primedRef.current = true;
|
||||
|
||||
if (map && geo) {
|
||||
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined;
|
||||
if (src) void src.setData(applyRegions(geo, cur, playerNationId));
|
||||
if (map && geo && idKey) {
|
||||
const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
|
||||
if (src) void src.setData(applyRegions(geo, cur, playerNationId, idKey));
|
||||
}
|
||||
|
||||
if (wasPrimed && prev) {
|
||||
if (wasPrimed && prev && idKey) {
|
||||
const changed = new Set<string>();
|
||||
for (const code of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
|
||||
if ((prev[code]?.ownerId ?? '') !== (cur[code]?.ownerId ?? '')) changed.add(code);
|
||||
for (const key of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
|
||||
if ((prev[key]?.ownerId ?? '') !== (cur[key]?.ownerId ?? '')) changed.add(key);
|
||||
}
|
||||
if (changed.size > 0) flashApiRef.current?.([...changed]);
|
||||
}
|
||||
|
||||
@@ -7,7 +7,9 @@ import type {
|
||||
AddDiplomacyResponse,
|
||||
AdvisorResponse,
|
||||
CreateGameResponse,
|
||||
DeleteGameResponse,
|
||||
GameSummary,
|
||||
RemoveQueueItemResponse,
|
||||
TurnResponse,
|
||||
} from '@shared/protocol';
|
||||
|
||||
@@ -32,6 +34,9 @@ export const api = {
|
||||
body: JSON.stringify({ presetId, playerNationId }),
|
||||
}),
|
||||
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/${id}`, { method: 'DELETE' }),
|
||||
// Every saved game as a lightweight summary, newest-updated first (for the
|
||||
// home screen's "Saved games" section / resume affordances).
|
||||
listGames: () => req<{ games: GameSummary[] }>('/api/games'),
|
||||
@@ -48,6 +53,13 @@ export const api = {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ to, message }),
|
||||
}),
|
||||
// Remove one queued item from the pending round, by its index in `game.pending`.
|
||||
// Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
removeQueueItem: (id: string, index: number) =>
|
||||
req<RemoveQueueItemResponse>(`/api/games/${id}/queue/remove`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// Commit the whole pending round (or an empty one) in a single LLM turn.
|
||||
jump: (id: string) =>
|
||||
req<TurnResponse>(`/api/games/${id}/jump`, {
|
||||
|
||||
@@ -0,0 +1,46 @@
|
||||
// Client-side region-key data access. Fetches the two static JSON files served
|
||||
// from public/ and builds the lookups the region-level UI needs:
|
||||
// - idToKey(): feature id -> region key (to stamp each map feature + resolve owner)
|
||||
// - keyToName(): region key -> human name (to show region names in the dossier)
|
||||
// Each is fetched once and cached (Promise singleton) so WorldMap and NationPanel
|
||||
// share a single fetch. Same-origin relative URLs (proxy/Traefik safe) — never a
|
||||
// hardcoded origin.
|
||||
type GeoLike = {
|
||||
features?: Array<{ id?: string | number; properties?: { name?: string } }>;
|
||||
};
|
||||
|
||||
let idKeyPromise: Promise<Record<string, string>> | null = null;
|
||||
let keyNamePromise: Promise<Record<string, string>> | null = null;
|
||||
|
||||
async function fetchJson<T>(url: string): Promise<T> {
|
||||
const r = await fetch(url);
|
||||
if (!r.ok) throw new Error(`${url} → HTTP ${r.status}`);
|
||||
return (await r.json()) as T;
|
||||
}
|
||||
|
||||
/** feature id (from regions.geo.json) -> region key (from region-keys.json). */
|
||||
export function idToKey(): Promise<Record<string, string>> {
|
||||
idKeyPromise ??= fetchJson<Record<string, string>>('/region-keys.json');
|
||||
return idKeyPromise;
|
||||
}
|
||||
|
||||
/**
|
||||
* region key -> human region name. Built by joining region-keys.json (id -> key)
|
||||
* with regions.geo.json (id -> properties.name). A key with no known name is
|
||||
* simply absent (callers fall back to the raw key).
|
||||
*/
|
||||
export function keyToName(): Promise<Record<string, string>> {
|
||||
keyNamePromise ??= Promise.all([idToKey(), fetchJson<GeoLike>('/regions.geo.json')]).then(
|
||||
([keys, geo]) => {
|
||||
const out: Record<string, string> = {};
|
||||
for (const f of geo.features ?? []) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const key = keys[id];
|
||||
const name = f.properties?.name;
|
||||
if (key && typeof name === 'string') out[key] = name;
|
||||
}
|
||||
return out;
|
||||
},
|
||||
);
|
||||
return keyNamePromise;
|
||||
}
|
||||
@@ -5,6 +5,12 @@ import type { TurnResult } from '@shared/protocol';
|
||||
interface SseHandlers {
|
||||
onState?: (state: GameState) => 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 */
|
||||
}
|
||||
};
|
||||
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('turn', onTurn);
|
||||
es.addEventListener('error', onError);
|
||||
return () => es.close();
|
||||
}, [id]);
|
||||
}
|
||||
|
||||
+1
-1
@@ -20,5 +20,5 @@
|
||||
"@/*": ["./src/*"]
|
||||
}
|
||||
},
|
||||
"include": ["src", "server", "shared", "e2e", "vite.config.ts"]
|
||||
"include": ["src", "server", "shared", "e2e", "scripts", "vite.config.ts"]
|
||||
}
|
||||
|
||||
+1
-1
@@ -13,7 +13,7 @@ export default defineConfig({
|
||||
},
|
||||
test: {
|
||||
environment: 'node',
|
||||
include: ['server/**/*.test.ts'],
|
||||
include: ['server/**/*.test.ts', 'scripts/**/*.test.ts'],
|
||||
testTimeout: 20000,
|
||||
hookTimeout: 20000,
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user