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@@ -28,13 +28,17 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
|
||||
- Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse`
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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 **sub-national**
|
||||
choropleth from `public/regions.geo.json` (1,796 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
|
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choropleth from `public/regions.geo.json` (1,800 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
|
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`properties.parent` = the country's ISO_A3). Ownership is at **region-key** granularity
|
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(v0.19, #16 P1): every sub-region is addressed by a stable key from
|
||||
`public/region-keys.json`, `Nation.territory` holds those keys, and each sub-region is
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colored by its own owner. Since v0.21 (#16 P2) the LLM moves *individual* sub-regions
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across shared land borders (frontier-biased transfers, verified with the `getNeighbours`
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function-calling tool) instead of whole countries.
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function-calling tool) instead of whole countries. Since v0.25 (#31) the old RU-ARK
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||||
mega-region is split into the mainland (`RU-ARK`, key unchanged) plus the New Earth
|
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(`RU-ARK-NE`) and Severnaya Zemlya (`RU-ARK-SZ`) island groups; since v0.26 (#41) the
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mainland's 28-part Arctic-coast band is further re-partitioned into Pechora (`RU-PEO`)
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and Yamal (`RU-YAM`) (the 5-part lat < 68 core stays `RU-ARK`/`arkhangel-sk-lhbk`).
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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`), with two entry points: plain
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`chat()` and `chatWithTools()` — a bounded OpenAI function-calling loop (max 6 tool
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@@ -52,31 +56,44 @@ history/
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├── eslint.config.js # flat config (ESLint 9)
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├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
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├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
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├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 127 tests)
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├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 407 tests)
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├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
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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 countries, id=ISO_A3 (input to the region generator)
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│ ├── regions.geo.json # 1,796 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
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│ ├── region-keys.json # feature id -> region key, 1,796 entries (the ownership/LLM address space, #16 P1)
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│ └── region-adjacency.json # region key -> bordering region keys, 1,796 entries (the getNeighbours data, #16 P2)
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│ ├── regions.geo.json # 1,800 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
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│ ├── region-keys.json # feature id -> region key, 1,800 entries (the ownership/LLM address space, #16 P1)
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│ ├── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2)
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│ ├── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44)
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│ ├── region-geo.json # region key -> {area (km²), population}, 1,800 entries (the area×population weighting for per-region stats, #46)
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│ └── ne-admin0-pop.json # ISO_A3 -> admin-0 POP_EST, 249 codes (the committed population SOURCE for region-geo.json — a small derived table, the 13 MB Natural Earth source is NOT committed, #46)
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├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
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│ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
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│ │ # fill-gaps → build-region-keys → build-region-adjacency
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│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests
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│ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
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│ │ # → build-region-adjacency → build-region-centroids → build-region-geo
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│ │ # (build-region-geo reads the COMMITTED ne-admin0-pop.json; that small
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│ │ # table is distilled once from the 13 MB Natural Earth admin-0 source by
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||||
│ │ # extract-admin0-pop.mjs — the raw source is never committed, #46)
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||||
│ └── *.test.ts # turf-free vitest tests pinning the dataset + the manifests
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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 (incl. `unowned`, v0.22 #16 P3) + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers (incl. the no-man's-land map-presentation contract)
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│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
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│ # `nationOps`, v0.23 #16 P4a; v0.24 #16 P4b) + AddAction/AddDiplomacy/RemoveQueueItem/
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│ # Jump + NationOp confirm/reject request types + pure helpers
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│ # (incl. per-region stats, v0.28 #46: weightedMedian / deriveNationStats /
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│ # seedRegionStats / migrateRegionStats)
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||||
├── server/
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
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│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor
|
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
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│ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
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│ │ # PORT/LLM_*/DATA_DIR
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||||
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3; per-region stats maintenance + derived recompute, v0.28 #46) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / freshNationId / NEW_NATION_STATS / applyNationOp rename+split+merge / confirmNationOp / rejectNationOp, v0.23 #16 P4a; v0.24 #16 P4b)
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||||
│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
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│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
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||||
│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency/centroids/geo-manifest (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency, centroidOf/hasCentroids, geoOf/hasGeo (#46)
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||||
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
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||||
│ ├── map.ts # GameState → RegionMap (region key → owner + stable color)
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||||
│ ├── presets.ts # load preset JSON files from disk
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│ ├── db.ts # SQLite open/save/load
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│ ├── db.ts # SQLite open/save/load (+ legacy regionStats migration on load, v0.28 #46)
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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) + manual hash router (#/game/<id>); owns game/regions/advisors/busy
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@@ -91,7 +108,8 @@ history/
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||||
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
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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 (per-item trash button + confirm dialog) + "Jump forward"
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
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||||
├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename/merge name, split successor radio) or reject (v0.24 #16 P4b)
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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
|
||||
├── StatBar.tsx
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||||
@@ -105,11 +123,15 @@ history/
|
||||
| `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 (`server/` + `scripts/`; 127 tests) |
|
||||
| `npm test` | vitest unit tests (`server/` + `scripts/`; 225 tests) |
|
||||
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
|
||||
| `npm run 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) |
|
||||
| `npm run build:region-keys` / `build:region-adjacency` | (re)generate the `public/region-keys.json` / `region-adjacency.json` manifests — deterministic + idempotent (byte-identical re-run) |
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||||
| `npm run split:regions` | (re)apply the #31 Arkhangel'sk split (`RU-ARK` → mainland + `RU-ARK-NE` + `RU-ARK-SZ`) — idempotent no-op once applied |
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||||
| `npm run split:regions:band` | (re)apply the #41 Arctic-coast-band split (`RU-ARK` mainland's 28-part lat ≥ 68 band → `RU-PEO` + `RU-YAM`) — idempotent no-op once applied |
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||||
| `npm run build:region-keys` / `build:region-adjacency` / `build:region-centroids` | (re)generate the `public/region-keys.json` / `region-adjacency.json` / `region-centroids.json` manifests — deterministic + idempotent (byte-identical re-run) |
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||||
| `npm run build:region-geo` | (re)generate `public/region-geo.json` (region key → area km² + population) from `regions.geo.json` + `region-keys.json` + the committed `ne-admin0-pop.json` — deterministic + idempotent (byte-identical re-run; #46) |
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||||
| `npm run extract:admin0-pop` | one-time distillation of the 13 MB Natural Earth admin-0 source → the committed `public/ne-admin0-pop.json` (ISO_A3 → `POP_EST`, 249 codes); the raw source is never committed (#46) |
|
||||
| `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` |
|
||||
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||||
**Local verification (before every PR):** `npm run typecheck` + `npm run lint` + `npm test` (unit) + `npm run build`. The full **e2e** suite (`npm run e2e`) is verified by **CI on every PR** (the Playwright config boots its own dev webServer with `LLM_STUB=1`) — locally you only need the four checks above; e2e is the CI source of truth.
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||||
@@ -183,7 +205,208 @@ history/
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||||
"No man's land" tooltip sub-line) while a preset-unassigned key keeps the faint look ("No owner")
|
||||
— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
|
||||
`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
|
||||
game always starts with `unowned: []` (legacy SQLite rows load with it defaulted).
|
||||
game always starts with `unowned: []` (legacy SQLite rows load with it defaulted). Since v0.25
|
||||
(#31) the 78-part RU-ARK mega-region is split into three features — mainland `RU-ARK` (its key
|
||||
`arkhangel-sk-lhbk` is **unchanged**, so existing ownership is safe), `RU-ARK-NE` (New Earth /
|
||||
Franz Josef Land, `new-earth-eikt`) and `RU-ARK-SZ` (Severnaya Zemlya,
|
||||
`severnaya-zemlya-awqp`) — by the idempotent `scripts/split-arkhangel.mjs` stage (run between
|
||||
`fill:regions` and `build:region-keys`, no-op once applied); the two island groups get their own
|
||||
region keys and adjacency entries (New Earth is genuinely isolated → empty adjacency; Severnaya
|
||||
Zemlya's islet rings touch the coarsened mainland ring, so it records one SZ↔mainland pair).
|
||||
Since v0.26 (#41) the mainland's 28-part Arctic-coast band (centroid lat ≥ 68) is further
|
||||
re-partitioned by the idempotent `scripts/split-arkhangel-band.mjs` stage (run between
|
||||
`split:regions` and `build:region-keys`, no-op once applied) into Pechora (`RU-PEO`,
|
||||
`pechora-qwhs`, 13 parts) and Yamal (`RU-YAM`, `yamal-gosw`, 15 parts) — a pure re-partition
|
||||
(no geometry moved → the union is byte-identical) that keeps `RU-ARK`'s id/name/key
|
||||
`arkhangel-sk-lhbk` stable and inserts the two new features immediately after `RU-ARK-SZ`; the
|
||||
5-part lat < 68 core stays `RU-ARK` (a single ~305k km² polygon — splitting it needs turf
|
||||
clipping, not a pure re-partition).
|
||||
- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a; v0.24, #16 P4b).**
|
||||
`TurnResult.nationOps` (required in the schema) carries the LLM’s proposed **`NationOp`s** — a
|
||||
discriminated union of `rename` / `split` / `merge`, all three of which are now applied on confirm
|
||||
(P4b implemented split/merge). Each op names its target via `nationRef` — the LLM may use a
|
||||
nation’s **id or name**; `resolveNationRef` resolves id-first, then a case-insensitive
|
||||
unique-name match, and returns `null` for an unknown or ambiguous ref (such ops are dropped
|
||||
defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
|
||||
`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals
|
||||
persist across turns until resolved (like the action queue). The player then decides per op via
|
||||
`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?, playerPart?}}`) or
|
||||
`.../nation-op/reject` (`{index}`): `confirmNationOp` applies the op to a clone — **rename** sets
|
||||
`Nation.name` to the edited value or, failing that, the proposed `to` (id / territory / relations /
|
||||
`playerNationId` stay valid, so a renamed player is re-named in place); **split** (the parent
|
||||
must resolve and have ≥2 named parts, else a no-op) partitions the parent’s region-key territory
|
||||
into new nations in parts order — each new nation gets a fresh id (`freshNationId`: first free of
|
||||
`n1`, `n2`, …) and the baseline `NEW_NATION_STATS` (not a copy of the parent’s), plus a copy of
|
||||
the parent’s relations; a key named by several parts goes to the first, and the parent’s
|
||||
unclaimed keys go to part 0 (in territory order), so sole ownership holds and nothing is
|
||||
orphaned; if the parent was the player’s nation, `playerNationId` moves to the part chosen by
|
||||
`edits.playerPart` (clamped into range, default 0), which also receives `edits.name`; **merge**
|
||||
(every ref must resolve, ≥2 DISTINCT inputs, and the survivor must be one of them, else a
|
||||
no-op) folds the inputs into the survivor, which keeps its id and its own stats, gains the
|
||||
union of the inputs’ territories (the survivor’s keys first) and a union of their relations
|
||||
(the survivor’s own view of a third party wins, else the first input’s), is renamed
|
||||
`edits.name` → `into` → its own name, while the other inputs are removed and their ids dropped
|
||||
from every remaining nation’s relations maps; if the player led a removed input,
|
||||
`playerNationId` moves to the survivor. An op that is invalid at confirm time (an ambiguous ref,
|
||||
…) is a no-op on the world but is still removed — and `rejectNationOp` just drops it; both
|
||||
splice by index and bump `version` once (an invalid index → `null` → HTTP 400). The response is
|
||||
`{ game }` and the server broadcasts a version-bumped SSE `state`, so every tab’s
|
||||
version-guarded `applyState` stays in sync. The client lists the pending ops in a “Nation
|
||||
proposals” dialog (in the “Your move” panel): a rename and a merge show an editable name field
|
||||
(the merge also highlights the survivor among the input chips); a split lists each part (name +
|
||||
proposed region count) with a successor radio that appears only when the parent is the player’s
|
||||
own nation (preselected part 0 — the choice is always valid). The system prompt documents all
|
||||
three op shapes as a proposal queue (at most 1–2 per turn, each narrated in events). The stub
|
||||
never proposes a nation op (`nationOps: []`), so this path is covered by unit tests only
|
||||
(`server/engine.test.ts`).
|
||||
- **Map markers (v0.27, #44) — LLM-placed named points, region-anchored, canvas-icon rendered.**
|
||||
The LLM can place named **point markers** on the map each turn: eight `MarkerType`s
|
||||
(`city, factory, army, port, capital, fleet, rocket, gathering`; a **capital** is at most one
|
||||
per nation, a **gathering** a political/social mass event that can enable a non-military
|
||||
takeover). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required,
|
||||
default `[]`; `MarkerSpec = { type, name, regionKey }`). A marker's stable `id` is the FNV-1a
|
||||
32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase
|
||||
base-26 characters (mirroring the region-key scheme) — so a **re-add is idempotent** and a
|
||||
**remove is unambiguous** (by id). `GameState.markers: MapMarker[]` is required (`[]` at game
|
||||
creation; a legacy SQLite row without the field loads as `[]` — additive, never wipes).
|
||||
`applyTurnResult` handles markers **after** territory claims: (1) remove by id (absent id →
|
||||
no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim
|
||||
ownership** — a marker always follows its region (a captured region follows its new owner; a
|
||||
region released to no man's land, or a key with 0 or 2+ owners, becomes `null`); (3) add — each
|
||||
new spec is placed at its region's centroid (from `public/region-centroids.json`, injected via
|
||||
the optional `centroidOf` param on `applyTurnResult`) plus a deterministic per-axis jitter
|
||||
(`spread ≈ 0.1 × the largest part's smallest bbox dimension`, so multiple markers of one region
|
||||
scatter instead of stacking), owned by the region's post-turn owner, stamped with the acting
|
||||
turn. Adds are **dropped, never thrown**, when the region key is unknown or has no centroid,
|
||||
when the id already exists, or beyond the hard cap `MAX_MARKERS = 400`. The system prompt
|
||||
documents the field + types + placement rules; `buildUserPrompt` carries the current markers
|
||||
(as `MarkerInfo[]`) so the model can reference their ids in `remove`; a marker add/remove makes
|
||||
a turn "meaningful". **Rendering is canvas-generated per-type ICON images, NOT text labels**
|
||||
(`src/components/WorldMap.tsx`): every external glyph/font endpoint is a dead 404 (OpenFreeMap's
|
||||
`fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`) and the OFM dark basemap only
|
||||
renders because it is **raster** (labels baked into the tiles) — there is no working vector
|
||||
font, so markers are drawn as self-contained, offline, deterministic per-type icons
|
||||
(`drawMarkerIcon`: distinct shape per type, filled with the type color, outlined for legibility),
|
||||
registered as named `ImageData` images that survive `styledata`. The marker **name shows in the
|
||||
hover tooltip** (not a persistent on-map label), and **clicking a marker focuses its owning
|
||||
nation's dossier**. There are **no separate marker event handlers** — MapLibre's per-layer event
|
||||
delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead
|
||||
`queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
|
||||
The **stub is marker-free** (`markers: { add: [], remove: [] }`) — e2e (CI, `LLM_STUB=1`) is
|
||||
unaffected and the marker path is unit-tested only (`server/engine.test.ts`,
|
||||
`scripts/region-centroids.test.ts`, `server/regions.test.ts`, `server/db.test.ts`).
|
||||
- **Per-region stats — `GameState.regionStats`, derived `Nation.stats` (v0.28, #46; PR 1 of 2 — the LLM lever is PR 2).**
|
||||
Since v0.28 the four 0–100 stats live at **region-key** granularity: `GameState.regionStats`
|
||||
(required; `{}` at game creation) maps each owned region key to its own `RegionStats`, and
|
||||
`Nation.stats` is **derived** — the **area×population-weighted median** of the stats of the
|
||||
regions the nation owns (`deriveNationStats`, pure in `shared/protocol.ts`). A region's weight
|
||||
is `(area>0?area:1)×(population>0?population:1)` from the committed `public/region-geo.json`
|
||||
manifest (1,800 entries; area in km² at 2dp, integer population) — which is built by
|
||||
`scripts/build-region-geo.mjs` from `regions.geo.json` + `region-keys.json` + the committed
|
||||
`public/ne-admin0-pop.json` (Natural Earth admin-0 `POP_EST`, 249 codes, one-time distilled by
|
||||
`scripts/extract-admin0-pop.mjs`; each country's `POP_EST` is spread over its sub-regions
|
||||
proportional to area by largest-remainder, so per-country totals are preserved exactly). A
|
||||
released / 0-owner / 2+-owner key has **no** entry. A fresh game is seeded by
|
||||
`seedRegionStats` (every owned region gets a **copy** of its owner's stats — identical values,
|
||||
so the derived median equals the original and fresh-game numbers are unchanged). Legacy SQLite
|
||||
rows are migrated once on load by `migrateRegionStats` (`db.load`, called without `geoOf` —
|
||||
weight-invariant for the identical-value seed): a row that already has `regionStats` (v0.28+)
|
||||
is returned **unchanged** (never recomputed on load → no drift), a legacy row is seeded +
|
||||
recomputed (0-region guard keeps its stats). `applyTurnResult` takes an optional `geoOf`
|
||||
(passed through `runTurn`; the jump route wires it via `hasGeo() ? (key) => geoOf(key) :
|
||||
undefined`) and maintains the table inside the **load-bearing order events → relations →
|
||||
territory → stateChanges → recompute → markers → nationOps**: a release deletes the key's
|
||||
entry; a (re-)claim re-inits an absent entry as a copy of the gainer's current `stats`;
|
||||
nation-level `stateChanges` (the only LLM lever for now — the prompt is **unchanged** in this
|
||||
PR) write to `n.stats` **and** to every region the nation owns; then every nation with ≥1
|
||||
entered region gets `stats` recomputed as its regions' weighted median (a 0-region — or no-
|
||||
entered-region — nation keeps its directly-maintained `stats`, which is why the existing unit
|
||||
and e2e assertions pass unchanged; without the geo manifest the recompute degrades to an
|
||||
unweighted median, never throwing). The stub never touches per-region stats (`LLM_STUB=1`
|
||||
e2e unaffected), and the path is unit-tested (`server/engine.test.ts`,
|
||||
`server/protocol.test.ts`, `server/db.test.ts`, `server/regions.test.ts`,
|
||||
`scripts/region-geo.test.ts`). **PR 1 of 2 — deliberately NOT deployed** (the user deploys
|
||||
when PR 2, the per-region LLM lever, ships).
|
||||
- **Wars — `GameState.wars`, a first-class conflict entity (v0.33, #56).**
|
||||
Since v0.33 the `war` relation is no longer a bare boolean flag but a named `War` entity in
|
||||
`GameState.wars` (required, `[]` at creation; a legacy SQLite row without the field loads as
|
||||
`[]` — additive, never wipes). Each `War` has a stable id (`w1`, `w2`, …), a `sides` list
|
||||
(≥2 distinct nation ids — any two distinct members are at war with each other), `declaredTurn`,
|
||||
`declaredDate`, optional `aims`, a `status` (`active` / `armistice` / `capitulation`), and an
|
||||
optional `front` (region keys). `TurnResult.wars = { declare: WarDeclareOp[]; end: WarEndOp[] }`
|
||||
(both required, default `[]`): a **declare** creates a new active `War` (sides resolved via
|
||||
`resolveNationRef` — id first, then case-insensitive unique name; a declare with <2 resolved
|
||||
distinct sides is dropped); an **end** finds a war by id (unknown → no-op, never throw) and sets
|
||||
its `status` to the outcome (`armistice` or `capitulation`). After declare/end,
|
||||
`syncWarRelations(prev, next)` enforces the derived `war` relation: any two nations on opposite
|
||||
sides of ≥1 **active** war get `war` in both directions (overriding lesser statuses — you
|
||||
cannot "make peace" without ending the war); when a war ends, the pairs it caused that are not
|
||||
covered by another active war fall back to `hostile`. A **bare** `war` relation with no matching
|
||||
active war (legacy/back-compat) is never downgraded and never force-created. **Mutual-defense
|
||||
drag-in**: when a war is declared, each belligerent's `ally`-relation partners are added to the
|
||||
war's `sides` (one level, no cascade; deterministic — sides in declared order, allies in sorted
|
||||
id order). The system prompt documents the field + declare/end ops (at most 1–2 declarations
|
||||
per turn, each narrated in `events`); `buildUserPrompt` carries the current **active** wars
|
||||
(as `WarInfo[]`: id + sides + aims) so the model can `end` by id. The **stub never declares or
|
||||
ends** a war (`wars: { declare: [], end: [] }`) — e2e (CI, `LLM_STUB=1`) is unaffected and the
|
||||
path is unit-tested only (`server/engine.test.ts`).
|
||||
- **Hybrid war — `TurnResult.hybrid`, a deterministic non-kinetic operations spectrum (v0.34, #57).**
|
||||
`TurnResult.hybrid = { ops: HybridOp[] }` (required; default `{ ops: [] }`) adds a covert /
|
||||
hybrid-warfare spectrum alongside the kinetic `regionChanges` lever: `HybridOp =
|
||||
{ type, from, target, detail?, outcome? }` with `type ∈ spy | sabotage | assassinate |
|
||||
cyber | economic | information | proxy` and `outcome ∈ success | exposed` (the LLM
|
||||
declares its *intended* outcome; the engine applies the deterministic effect).
|
||||
`from`/`target` are refs resolved by the shared `resolveNationRef` (id first, then
|
||||
case-insensitive unique name); a `target` that is not a resolvable nation is treated
|
||||
as a region key — it hits that region's SOLE owner (a key with 0 or 2+ owners — or the
|
||||
acting nation itself — is dropped, never thrown). Per type: `sabotage` dips `economy`
|
||||
(−3), `economic` dips `economy` (−5), `cyber` dips `military` (−3), `assassinate` dips
|
||||
`stability` (−5); `information` nudges the from↔target relation one step apart (capped
|
||||
at `hostile`), `proxy` likewise but capped at `rival`; `spy` is informational only.
|
||||
A region-target dip lands on the single `regionStats[regionKey]` entry (hybrid ops
|
||||
never move territory — `regionChanges` is the only lever that does); a nation-target
|
||||
dip lands on every region the nation owns; afterwards the target's derived `stats` is
|
||||
re-derived (0-region / no-entry guards), so the effect persists and the sole-ownership
|
||||
invariant is untouched. **Exposed** (`outcome: "exposed"`) is a backfire: the intended
|
||||
effect is NOT applied; instead the from↔target relation moves one step *toward*
|
||||
`hostile` (capped; `war` is never created or escalated by an exposed op) and a
|
||||
diplomatic/failed event is auto-appended to the turn's `events`.
|
||||
**Additive only — no `GameState.hybrid` field, no `db.ts` change** (the ops are
|
||||
consumed inside `applyTurnResult` after territory + wars and before markers).
|
||||
`isMeaningful` counts hybrid ops; the system prompt documents the field + per-type
|
||||
effects (the "unclear" fallback and the stub both return `hybrid: { ops: [] }`), and the
|
||||
user payload carries the player's `relations` map so the model can reason about the
|
||||
relation caps. The **stub never** proposes a hybrid op, so e2e (CI, `LLM_STUB=1`) is
|
||||
unaffected and the path is unit-tested only (`server/engine.test.ts`).
|
||||
- **Trade & embargo economy layer — `GameState.trades` / `GameState.embargoes`, `TurnResult.economy` (v0.35, #58).**
|
||||
`TurnResult.economy = { trade: EconomyTradeOp[]; embargo: EconomyEmbargoOp[] }` (required;
|
||||
default `{ trade: [], embargo: [] }`) is the model's lever for the economic layer: a
|
||||
bilateral **trade** (`{ a, b, lift? }` — symmetric, stored **sorted** `a < b`) and a
|
||||
unilateral **embargo** (`{ from, target, lift? }` — ordered). No `lift` declares/imposes,
|
||||
`lift: true` ends/lifts (a no-op when absent). Refs are resolved at apply time by the
|
||||
shared `resolveNationRef` (id first, then case-insensitive unique name); an unknown /
|
||||
ambiguous / self-pairing op is dropped (never thrown). The lists live in `GameState`
|
||||
(`trades`/`embargoes`, required, `[]` at creation; a legacy SQLite row without them loads
|
||||
as `[]` — additive, never wiped, like `wars`/`markers`). **Deterministic, no hidden
|
||||
randomness.** Every committed turn, in `applyTurnResult` (after hybrid, before markers):
|
||||
(1) `applyEconomyOps` applies this turn's declares/lifts to the active lists (idempotent
|
||||
declares — an already-active pair/ordered pair is not duplicated); (2)
|
||||
`suspendEconomyOnWar` **auto-suspends** any trade or embargo whose two nations are on
|
||||
opposite sides of an **active** `War` (#56) — a war severs the economic link, so the
|
||||
suspended pair stops producing its effect (this also drops a trade declared this turn
|
||||
between two nations that just went to war); (3) `applyEconomyEffects` applies the per-turn
|
||||
effect to the **full** active lists: each active trade gives **both** parties a small,
|
||||
deterministic `economy` gain (`TRADE_ECONOMY_BONUS`), each active embargo dips the
|
||||
**target's** `economy` only (`EMBARGO_ECONOMY_PENALTY`) — clamped to 0–100, mirrored to
|
||||
every region the nation owns (`regionStats`), and each affected nation's derived `stats`
|
||||
re-derived afterwards (same 0-region / no-entry guards as the hybrid dip). Sole ownership
|
||||
is untouched (the layer moves stats, never territory). `isMeaningful` counts non-empty
|
||||
`economy.trade` / `economy.embargo`; the system prompt documents the field + constraints
|
||||
(at most 1–2 ops per turn, narrated in `events`; warring pairs auto-suspended), and the
|
||||
user payload carries the active `trades`/`embargoes` so the model can `lift` them. The
|
||||
**stub never** declares or lifts a trade/embargo (`economy: { trade: [], embargo: [] }`),
|
||||
so e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested only
|
||||
(`server/engine.test.ts`).
|
||||
- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
|
||||
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
|
||||
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
|
||||
@@ -209,9 +432,12 @@ history/
|
||||
in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
|
||||
no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
|
||||
one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
|
||||
covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). The stub answers
|
||||
plain `content` (never tool calls), so it naturally bypasses the tool loop in a single round.
|
||||
Unit + e2e assertions rely on these exact values, so keep the stub deterministic.
|
||||
covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
|
||||
the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge;
|
||||
still true since P4b implemented split/merge), so the confirm/reject path is covered by unit
|
||||
tests only, mirroring the P3 approach; all e2e assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
|
||||
bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
|
||||
keep the stub deterministic.
|
||||
- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
|
||||
top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
|
||||
on resize and always floats above the other windows). The **dossier / event-feed / action**
|
||||
@@ -301,7 +527,8 @@ history/
|
||||
(works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle.
|
||||
- The `dist/` client is committed to the build output only; the `public/` data files
|
||||
(`regions.geo.json` — the choropleth — `region-keys.json` + `region-adjacency.json` — the
|
||||
ownership/adjacency manifests — and `countries.geo.json`) are copied into `dist/` by Vite at
|
||||
ownership/adjacency manifests — `region-centroids.json` — the marker anchors (#44) — and
|
||||
`countries.geo.json`) are copied into `dist/` by Vite at
|
||||
build time, so the prod image serves them from `dist/` (no separate copy). The server's region
|
||||
loader (`server/regions.ts`) probes `public/` then `dist/` for the manifest pair, because the
|
||||
Docker image keeps only `dist/` (the v0.20 fix — before it, region-level ownership silently
|
||||
|
||||
+199
@@ -2,6 +2,205 @@
|
||||
|
||||
All notable changes to **History** are listed here, newest first.
|
||||
|
||||
## v0.35.0 — 2026-10-15 17:22
|
||||
- **#58: Trade & Embargoes — a bilateral trade + embargo economy layer with a deterministic per-turn effect and war auto-suspension.** Every prior turn lever moved borders, dipped stats one-shot, or proposed a player-confirmed change. This version adds `TurnResult.economy = { trade: EconomyTradeOp[]; embargo: EconomyEmbargoOp[] }` (required, default `{ trade: [], embargo: [] }`) so the model can declare/lift **bilateral trade agreements** and **unilateral embargoes**, which persist in `GameState` and apply a small, deterministic economic effect **every committed turn**. The engine is **fully deterministic (no hidden randomness)** and **additive** — declares add to the lists, lifts remove, and nothing else (not even a war, beyond the suspension below) mutates them.
|
||||
- **Types (`shared/types.ts`).** New `TradeAgreement` (`{ a; b }` — a symmetric pair, stored sorted `a < b`) and `Embargo` (`{ from; target }` — an ordered unilateral pair) interfaces, plus the required `GameState.trades` and `GameState.embargoes` fields (placed after `wars`). Both are `[]` on a fresh game; rows saved before v0.35 load with them defaulted to `[]` (additive, never wiped).
|
||||
- **Protocol (`shared/protocol.ts`).** New `EconomyTradeOp` (`{ a; b; lift? }`), `EconomyEmbargoOp` (`{ from; target; lift? }`), and `EconomyOps` (`{ trade; embargo }`) types. `TurnResult.economy` is required, placed between `hybrid` and `markers`; a no-`lift` op declares/imposes, `lift: true` ends/lifts.
|
||||
- **Engine (`server/engine.ts`).**
|
||||
- `validateEconomyOps(raw)` — new exported, defensive validator (never throws): a missing/malformed object yields `{ trade: [], embargo: [] }`; each op needs non-empty `a`/`b` (or `from`/`target`) refs (trimmed, ≤200 chars) and a boolean `lift` (default false). Raw refs are kept — resolution happens at apply time against the real state (like wars/hybrid ops).
|
||||
- `applyEconomyOps(next, ops)` — internal; resolves each op's refs via `resolveNationRef` (id first, then unique case-insensitive name). An unresolvable / ambiguous / self-pairing op is dropped (never thrown). A no-`lift` trade **declares** the agreement idempotently (stored sorted, so `{a,b}` and `{b,a}` are the same pair); `lift: true` ends it (a no-op when absent). A no-`lift` embargo **imposes** the ordered from→target pair idempotently; `lift: true` lifts it.
|
||||
- `suspendEconomyOnWar(next)` — internal; any active trade or embargo whose two nations are on **opposite sides of an active war** (v0.33, #56) is removed — a war severs the economic link, so the suspended agreement stops producing its per-turn effect from now on. Runs **after** the turn's war declare/end ops (so it sees the final `next.wars`, including a war declared this turn) and **before** the per-turn effect.
|
||||
- `applyEconomyEffects(next, geoOf?)` — internal; the per-turn effect, applied **every committed turn** to the **full** active lists (not just this turn's declares): each active trade grants **both** parties a small, deterministic economy gain (`TRADE_ECONOMY_BONUS`); each active embargo applies a small, deterministic economy dip to the **target only** (`EMBARGO_ECONOMY_PENALTY`). Clamped to 0–100, mirrored to every region the nation owns (`regionStats`), and each affected nation's derived `stats` re-derived afterwards (same 0-region/no-entry guards as the hybrid dip). No-op when there are no active trades or embargoes; never throws.
|
||||
- `applyTurnResult` — new **economy block** (after the hybrid block, before markers): `applyEconomyOps` → `suspendEconomyOnWar` → `applyEconomyEffects`, in that order (ops first, so a same-turn trade declared between two nations that just went to war is suspended; effects then run on the surviving full lists). Sole ownership is untouched (the economy layer moves stats, never territory).
|
||||
- `isMeaningful` — a non-empty `economy.trade` or `economy.embargo` makes a turn meaningful.
|
||||
- `validateTurnResult` — initializes and validates `economy` (default `{ trade: [], embargo: [] }`).
|
||||
- `buildSystemPrompt` — documents the `economy` field and a constraint bullet (bilateral trade gains both parties; a unilateral embargo hits the target only; omit `lift` to declare/impose, `lift: true` to end/lift; at most 1–2 ops per turn, narrated in `events`; trades/embargoes between warring nations are auto-suspended) in both tool and plain modes.
|
||||
- `buildUserPrompt` — new optional `trades` and `embargoes` params (the currently active agreements/embargoes) so the model knows what is active and can `lift` it; emitted only when provided.
|
||||
- `runTurn` — passes `state.trades` and `state.embargoes` to `buildUserPrompt`; the "unclear" fallback carries `economy: { trade: [], embargo: [] }`.
|
||||
- **Stub (`server/stub.ts`).** The deterministic stub returns `economy: { trade: [], embargo: [] }` — it **never** declares or lifts a trade or embargo, so the e2e (CI, `LLM_STUB=1`) assertions are unaffected and the path is covered by unit tests only (`server/engine.test.ts`).
|
||||
- **Persistence (`server/db.ts`).** `load()` defaults `trades`/`embargoes` to `[]` on rows saved before v0.35 (additive migration, alongside `unowned`/`pendingNationOps`/`markers`/`wars`) — legacy games are never wiped and never gain phantom trades/embargoes.
|
||||
- **Game creation (`server/index.ts`, `shared/scenario.ts`).** Fresh games (preset and dynamic) are created with `trades: []` and `embargoes: []`.
|
||||
|
||||
## v0.34.0 — 2026-10-15 16:35
|
||||
- **#57: Espionage & Hybrid War — a non-kinetic operations spectrum with a deterministic per-type effect and an exposure backfire.** Every prior turn lever was kinetic (conquest, state-change, region-change, wars, takeovers) or a player-confirmed proposal (nation ops). This version adds `TurnResult.hybrid = { ops: HybridOp[] }` (required, default `{ ops: [] }`) so the model can run **covert, non-kinetic** operations: spies, sabotage, assassination attempts, cyberattacks, economic pressure, disinformation, and proxy support. Unlike territory these **never move borders** — they dip a target's stats or sour a relation. The engine is **fully deterministic (no hidden randomness)**: the LLM declares an intended `outcome` (`success` by default, or `exposed`); a successful op applies its small per-type effect, an `exposed` op **backfires** (no effect, the actor's relation with the target sours one step toward hostile, and an auto `diplomatic`/`failure` event is emitted).
|
||||
- **Protocol (`shared/protocol.ts`).** New `HybridOpType` (the seven types) + `HYBRID_OP_TYPES` const, and the `HybridOp` interface (`{ type; from; target; detail?; outcome? }`). `from` is the acting nation (id or unique name — resolved at apply time); `target` is **either** a nation (id/name) **or** a region key (hits that region's sole owner). `TurnResult.hybrid = { ops: HybridOp[] }` is required, placed between `wars` and `markers`.
|
||||
- **Engine (`server/engine.ts`).**
|
||||
- `isHybridOpType(t)` — exported guard over the seven types.
|
||||
- `validateHybridOps(raw)` — new exported, defensive validator (never throws): accepts the `{ ops: […] }` object **or** a bare array; each op needs a known `type`, a non-empty `from` (≤200) and non-empty `target` (≤200); `outcome:'exposed'` is kept (success/missing is omitted to keep the shape minimal); `detail` capped at 300.
|
||||
- `HYBRID_STAT_EFFECT` — exported table of the deterministic per-type stat dip: `sabotage`→economy −3, `assassinate`→stability −5, `cyber`→military −3, `economic`→economy −5; `spy`/`information`/`proxy` have no stat effect.
|
||||
- `shiftRelationTowardHostile(state, a, b, cap)` — exported; nudges the bilateral relation **one** rung up the hostile ladder (`ally→neutral→rival→hostile`), symmetrically, capped at `cap`; a missing relation starts at `neutral`; a `war` relation is never touched (a covert op neither fabricates nor downgrades a war). Used for the `information`/`proxy` nudge and the `exposed` backfire.
|
||||
- `resolveHybridTarget(state, target, validKeys?)` — internal; resolves a target to the concrete nation it affects: a nation ref via `resolveNationRef`, else a region key's **sole** owner (0 or 2+ owners → not targetable); `validKeys` (when supplied) gates the region path.
|
||||
- `applyHybridOp(next, op, geoOf?, validKeys?, regionNameOf?, actingTurn?)` — internal; resolves `from`/`target` (unknown/ambiguous actor, unresolvable target, and self-targets are dropped — never throw), then applies the per-type effect: an `exposed` op backfires (relation sours one step, cap hostile, auto `diplomatic`/`failure` event); a successful stat op dips the target's `regionStats` (the single named region for a region target, otherwise **every** region the target owns) and re-derives the target nation's aggregate stats (same 0-region/no-entry guards as the main recompute) so the effect persists; `information`/`proxy` nudge the relation (caps `hostile`/`rival`); `spy` is informational only.
|
||||
- `applyTurnResult` — new **hybrid block** (after the wars block, before markers): applies each validated op against the post-wars state. Sole ownership is preserved (a hybrid op affects stats, never ownership).
|
||||
- `isMeaningful` — a non-empty `hybrid.ops` makes a turn meaningful.
|
||||
- `validateTurnResult` — initializes and validates `hybrid` (default `{ ops: [] }`).
|
||||
- `buildSystemPrompt` — documents the `hybrid` field and a HARD CONSTRAINTS bullet (non-kinetic, never moves borders, the per-type effects, the `exposed` backfire, region-key targets hit the sole owner, at most a few per turn, narrate each in `events`) in both tool and plain modes.
|
||||
- `buildUserPrompt` — new optional `relations` param (the player's `nationId → RelationStatus` map) so the model sees the ladder its ops nudge and the starting point before a backfire; emitted only when provided.
|
||||
- `runTurn` — computes the player's `relations` from state and passes them as the last `buildUserPrompt` arg; the "unclear" fallback carries `hybrid: { ops: [] }`.
|
||||
- **Additive only.** No `GameState` field, **no** DB migration, **no** `db.ts` change — `hybrid` lives entirely in the `TurnResult` and is consumed by `applyTurnResult`.
|
||||
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `hybrid: { ops: [] }` — the stub **never** runs a covert op (mirrors `nationOps: []`, `takeovers: []`, `wars`). `StubPayload` gains an optional `relations` field (ignored). E2E (CI, `LLM_STUB=1`) is fully unaffected; the path is unit-tested only.
|
||||
- **Unit tests (`server/engine.test.ts`).** ~30 new tests: `isHybridOpType`; `validateHybridOps` (both raw shapes, trim/cap, exposed-vs-success, drop rules); `validateTurnResult` — hybrid; `isMeaningful` — hybrid; `shiftRelationTowardHostile` (ladder, caps, war-untouched, missing=neutral); `applyTurnResult` — hybrid (each stat type's dip, nation-vs-region target, the per-type relation nudge & caps, `exposed` backfire + auto event, exposed-on-war, drop rules for unknown actor / self-target / unknown region / double-owned region, the `validKeys` gate, borders-untouched invariant, `HYBRID_STAT_EFFECT` magnitudes); `buildSystemPrompt` — hybrid contract (both modes); `buildUserPrompt` — relations; stub — hybrid.
|
||||
- **Client.** No change — hybrid ops are an engine/LLM concern; their effects surface through the existing stats, relations, and event feed.
|
||||
- **AGENTS.md.** New convention entry documenting the `hybrid` field, the deterministic per-type effects, the `exposed` backfire, the region-vs-nation targeting, and the stub/test coverage.
|
||||
|
||||
## v0.33.0 — 2026-10-15 15:45
|
||||
- **#56: War as a first-class state — the `war` relation becomes a named `War` entity.** The v0.22+ `war` relation was a bare boolean flag on the `Relation` type with no lifecycle, no identity, and no way to distinguish "at war since 1939" from "at war since 1941" or to narrate the end of a conflict. This version promotes it to a first-class `War` entity in `GameState.wars` with a stable id, sides, declaration date/turn, optional aims, a lifecycle status (`active` / `armistice` / `capitulation`), and an optional front (region keys). The LLM declares and ends wars via `TurnResult.wars = { declare, end }` (both required, default `[]`); the engine creates/updates the entity and **derives** the `war` relation from active wars (any two nations on opposite sides of ≥1 active war get `war` in both directions, overriding lesser statuses — you cannot "make peace" without ending the war). When a war ends, the pairs it caused that are not covered by another active war fall back to `hostile`. A **bare** `war` relation with no matching active war (legacy/back-compat) is never downgraded and never force-created. **Mutual-defense drag-in**: when a war is declared, each belligerent's `ally`-relation partners are added to the war's `sides` (one level, no cascade; deterministic — sides in declared order, allies in sorted id order), so the dragged-in ally becomes `war` with all belligerents including its former ally.
|
||||
- **Types (`shared/types.ts`).** New `War` interface (`id`, `sides: string[]` ≥2 distinct, `declaredTurn: number`, `declaredDate?: string`, `aims?: string[]`, `status: 'active'|'armistice'|'capitulation'`, `front?: string[]`); `GameState.wars: War[]` (required, `[]` at creation; a legacy SQLite row without the field loads as `[]` — additive, never wipes).
|
||||
- **Protocol (`shared/protocol.ts`).** New `WarDeclareOp` (`{ sides: string[]; aims?: string[] }`) and `WarEndOp` (`{ id: string; outcome: 'armistice'|'capitulation'; terms?: string }`); `TurnResult.wars = { declare: WarDeclareOp[]; end: WarEndOp[] }` (both required, default `[]`). New `WarInfo` interface (`{ id; sides; aims? }`) for the user-prompt payload.
|
||||
- **Engine (`server/engine.ts`).**
|
||||
- `validateWarOps(raw)` — new exported, defensive validator (never throws): non-object → empty; `declare` — sides trimmed/capped 200/deduped, ≥2; aims ≤5×200; `end` — id ≤200, outcome exactly `armistice`|`capitulation`, terms ≤400.
|
||||
- `activeWarPairs(wars): Set<string>` — NUL-joined sorted pair keys for active-only wars.
|
||||
- `atWar(wars, a, b)` — convenience check.
|
||||
- `syncWarRelations(prev, next)` — exported; enforces the derived `war` relation (active pairs → `war` both directions; ended pairs not covered by another active war → `hostile`; bare `war` never downgraded, never force-created).
|
||||
- `freshWarId(taken)` — first free of `w1`, `w2`, … (next to `freshNationId`).
|
||||
- `applyTurnResult` — new **wars block** (after takeovers, before markers): declare → create `War` (sides resolved via `resolveNationRef`; <2 distinct → dropped); end → find by id (unknown → no-op); then `syncWarRelations(state, next)`.
|
||||
- `isMeaningful` — a non-empty `declare` or `end` makes a turn meaningful.
|
||||
- `buildSystemPrompt` — documents the `wars` field (declare/end, at most 1–2 per turn, each narrated in `events`; the `war` relation is derived — do not emit it directly for active-war pairs).
|
||||
- `buildUserPrompt` — carries current **active** wars as `WarInfo[]` so the model can `end` by id.
|
||||
- `runTurn` — computes active-only `wars` from `state.wars`, passes as last arg; the "unclear" fallback carries `wars: { declare: [], end: [] }`.
|
||||
- **DB (`server/db.ts`).** `load` defaults `state.wars` to `[]` when absent (after the markers default, before `migrateRegionStats`).
|
||||
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `wars: { declare: [], end: [] }` — the stub never declares or ends a war (mirrors `nationOps: []`, `takeovers: []`). E2E (CI, `LLM_STUB=1`) is unaffected; the path is unit-tested only.
|
||||
- **Unit tests (`server/engine.test.ts`).** ~30 new tests: `freshWarId`, `validateWarOps`, `validateTurnResult` (wars), `activeWarPairs` / `atWar`, `syncWarRelations`, `applyTurnResult` — wars (declare creates war + derives relations; end removes active status + un-derives relations; mutual-defense drag-in; unknown-id end no-op; duplicate declare skip; unresolvable-ref drop; bare-war back-compat; relations-override-forced-back; same-turn declare+end leaves prior relation untouched), `isMeaningful` — wars, `buildSystemPrompt` — wars contract, `buildUserPrompt` — wars, stub — wars.
|
||||
- **Client.** No change — wars are an engine/LLM concern; the UI already renders the `war` relation from the `Relation` type (which the engine now keeps in sync).
|
||||
- **AGENTS.md.** New convention entry documenting the `War` entity, the `syncWarRelations` algorithm, the mutual-defense drag-in, and the stub/test coverage.
|
||||
|
||||
## v0.32.0 — 2026-10-15 10:56
|
||||
- **#54: non-military takeovers become a visible regime change — a `Takeover` in the turn renames the nation.** The v0.30.0 stats work made stability a *soft* lever: the system prompt told the model that a low-stability nation (`stability < 30`) hosting a `gathering` marker "can suffer a non-military takeover — a coup, revolution or faction seizure of power", narrated with an event and a stat shock — but the model had no actual *field* to express the regime change itself, so the nation's name never changed and the takeover was invisible in the world. This version closes that gap with a new `TurnResult.takeovers` field: `Takeover = { nationRef, newRegimeName }`. Each entry is an **automatic, in-world** regime change applied directly by `applyTurnResult` (unlike `nationOps`, which are player-confirmed proposals) — the target nation's display `name` becomes `newRegimeName`, while its stable `id`, territory, relations (keyed by id), stats, and `playerNationId` are all preserved, so a player whose nation is overthrown keeps leading it under the new regime.
|
||||
- **Protocol (`shared/protocol.ts`).** New `Takeover` interface (`nationRef` + `newRegimeName`, both strings). `TurnResult.takeovers: Takeover[]` is **required** (default `[]`), placed between `nationOps` and `markers`.
|
||||
- **Engine (`server/engine.ts`).**
|
||||
- `validateTakeovers(raw)` — new exported, defensive validator (same style as `validateNationOps`, never throws): non-array → `[]`; each entry must be an object with a non-empty (whitespace-trimmed) `nationRef` **and** a non-empty `newRegimeName`, each capped at 200 chars; anything else is dropped. Resolution of `nationRef` (id first, then a case-insensitive unique name) happens at apply time via the existing `resolveNationRef` — an unknown or ambiguous ref is a no-op at apply, never a throw.
|
||||
- `validateTurnResult` populates `takeovers` from the validated array (and the generic "unclear" fallback in `runTurn` carries `takeovers: []`).
|
||||
- `applyTurnResult` applies takeovers **after** the per-region stats recompute and **before** the markers block (the rename is order-independent of territory/stats; marker owners are nation **ids**, not names, so the rename never disturbs the owner recompute).
|
||||
- `isMeaningful` — a turn that only performs a takeover is meaningful (it survives the retry/nudge path).
|
||||
- `buildSystemPrompt` — the JSON shape gains `"takeovers": [{…}]` and a new HARD CONSTRAINTS bullet documents the field: **automatic, NOT player-confirmed**; fire it when a low-stability nation hosting a `gathering` marker is overthrown (the v0.30 stability/gathering mechanic now has a concrete consequence), narrate it with a political/social success event plus a stability/economy shock, and use `nationOps` rename only for the player-confirmed kind of name change.
|
||||
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `takeovers: []` (the stub never performs a takeover) — its one-conquest behavior and every e2e assertion are untouched; the regime-rename path is covered by unit tests only.
|
||||
- **Client.** No change — a takeover is just a nation `name` change, which the existing dossier / event feed / map rendering already show (the nation keeps its stable color, since that is keyed by id).
|
||||
- **Unit tests (`server/engine.test.ts`).** 15 new tests: the apply suite (a takeover renames the target with id/territory/relations/stats preserved; a takeover of the player's own nation preserves `playerNationId`; unknown ref → no-op; ambiguous ref → no-op; empty/whitespace `newRegimeName` dropped at validation; multiple takeovers in one turn all apply; a takeover turn bumps the version exactly once; case-insensitive name resolution); `isMeaningful` with takeovers; the system-prompt contract (both modes document the field + the automatic/not-player-confirmed rule + the stability/gathering tie-in + the distinction from `nationOps` rename); `validateTakeovers` (valid entries trimmed/capped, invalid dropped, non-array → `[]`, `validateTurnResult` carry-through + default); the stub returns `takeovers: []`. All existing `TurnResult` literals in the suite gained the new required field. Totals: **322 unit tests (14 files)**; typecheck, lint, and build green.
|
||||
|
||||
## v0.31.0 — 2026-10-15 10:22
|
||||
- **#52: dynamic scenario generation — the "Create scenario" path.** An additive second way to start a game alongside the 5 static presets: the user picks one of **3 light era templates** (`ww2` 1939, `present` 2026, `near-future` 2035) and writes a free-text **description** (plus an editable start year), and the LLM **generates** a draft world + an advisor **checkpoint list** (step 1). The player reviews the checkpoints (approve/remove) and picks a nation to lead, and a second LLM call **finalizes** the world — constrained to the *approved* checkpoints — into a saved, playable `GameState` (step 2): a normal game at `#/game/<id>` that plays with the existing turn engine, map, and panels untouched. The 5 static presets and the turn stub (`server/stub.ts`) are 100% unchanged; a new deterministic **scenario stub** (a distinct transport discriminating the two calls by marker) makes the whole path reproducible under `LLM_STUB=1`.
|
||||
- **Era templates (`presets/templates/`).** Three small JSON seeds + an `index.json` manifest — each `{ id, name, year, eraDescription, suggestedPowers: [{ name, region (ISO_A3), note }], tensions: [] }` (e.g. near-future suggests a North American Union/USA, a Chinese Federation/CHN, a European Confederation/FRA, a Russian Union/RUS, with tensions like "autonomous weapons and the new arms race"). `server/templates.ts` is a tiny store mirroring `createPresetStore` (manifest + per-file load; a missing/broken file degrades to absent).
|
||||
- **Shared contract (`shared/scenario.ts`, dependency-free).** `EraTemplate` / `TemplateMeta` / `SuggestedPower`; `WorldDraft = { nations: WorldNation[]; events? }` where `WorldNation.territory` holds **ISO_A3 country codes** (not region keys) and `relations` are numeric sentiments (−100..100); `Checkpoint = string`; the four message shapes (`ScenarioDraftRequest/Response`, `ScenarioCommitRequest/Response`). Pure transforms: `validateWorldDraft(raw, { validCountryCodes })` — defensive parse/clamp/normalize that never throws (name-required, id kept-or-slug fallback, duplicate ids suffixed, territory upper-cased/deduped and filtered to known ISO_A3 codes when a valid set is given, relations re-keyed to assigned ids via id or case-insensitive name match with self/unknown refs dropped, optional backstory events kept only when they name a known nation; returns `null` when the result is unusable — no nations, or no valid territory to render); `relationFromScore` (≥60 ally · 0..59 neutral · −40..−1 rival · −80..−41 hostile · ≤−81 war); `worldDraftToGameState(draft, expand, playerNationId, opts)` — expands ISO_A3 territory to region keys via the injected `expand` (`expandCountriesToKeys` in production), seeds `regionStats` (so each owned region starts with its owner's stats and the derived aggregate equals them on turn 1), a clean turn-1 state (`version:1`, `turn:1`, empty `unowned`/`markers`/`pendingNationOps`/`pending`), `presetId: 'dynamic'`, and a guard that re-points a dangling `playerNationId` to the first nation so the game is always playable.
|
||||
- **Scenario LLM steps (`server/scenario.ts`).** Two plain `chat()` calls (no tools, no separate advisor endpoint — the advisor is embodied in step 1's checkpoint list): `generateDraft({ template, description, year })` → `{ world, checkpoints }` (the prompt carries the era description, suggested powers, tensions, the user's description, the year, and the valid ISO_A3 reference), and `finalizeWorld({ …, approvedCheckpoints, draft, playerNationId })` → final `GameState` (re-asked to produce the final world constrained to the approved checkpoints, based on the step-1 draft the client re-sends so the chosen nation survives; falls back to the draft itself when the model returns nothing usable). Same defensive parsing as the engine (strip fences → first balanced object → `JSON.parse` → `validateWorldDraft`), one nudge-retry when the answer is unusable; a transport failure (model down) throws → HTTP 502, a bad *answer* degrades to the fallback and never crashes.
|
||||
- **Scenario stub (`server/stubScenario.ts`).** Deterministic transport for the two scenario calls only (discriminated by `SCENARIO_GENERATE_MARKER` / `SCENARIO_REGENERATE_MARKER` in the system message, mirroring how the turn stub keys off `ADVISOR_MARKER`): a fixed 3-nation world (Alba/FRA 70·60·65·55, Boreas/RUS 55·70·50·60, Gamma/ESP 30·45·70·40) + one backstory event ("The new order takes shape") + a fixed 3-checkpoint list; the finalize step refines the world deterministically from the approved checkpoints (each naming a nation by its 4-letter name prefix raises that nation's stability +5, clamped) — so "finalize respects the approved checkpoints" is observable end-to-end. The turn stub stays 100% unchanged.
|
||||
- **Routes (`server/index.ts`).** `GET /api/scenarios/templates` (the 3 manifest entries), `POST /api/scenarios/draft` (`{ templateId, description, year? }` → `{ world, checkpoints }`), `POST /api/scenarios/commit` (`{ templateId, description, year?, draft?, approvedCheckpoints, playerNationId }` → `{ id }` — the finalized world is saved to SQLite with `startDate = <year>-01-01` and title = the template name). A separate `scenarioLlm` client (the scenario stub under `LLM_STUB=1`, the same live `qwen3.8-27b` client otherwise) — the turn `llm` is untouched. `POST /api/games/:id/jump` synthesizes a minimal `Preset` (`dynamicPresetFromGame`) for a saved dynamic game (`presetId: 'dynamic'` has no static file on disk — `runTurn` only consumes title/startDate/worldBackground/rules) so a created scenario plays with the normal turn engine; a genuinely-missing static preset still 404s.
|
||||
- **Client.** New `ScenarioForm` (3 template cards, a pre-filled editable year, a description textarea, Generate → `/draft`; a 502 toasts and stays on the form) and `CheckpointReview` (the draft world as nation cards with stats, the checkpoint checklist with per-item approve/remove, a pick-a-nation-to-lead step, Finalize → `/commit` → navigates to `#/game/<id>`; a 502 toasts and stays on review). `PresetPicker` gains a "Create scenario" card, and `App.tsx` wires the `home → form → review → navigate` flow (a distinct `scenarioBusy` flag that never gates "Jump forward" or the turn flow).
|
||||
- **Tests.** Unit: the template store (manifest + all 3 files' shape); `validateWorldDraft` / `relationFromScore` / `worldDraftToGameState` (valid → clean, stat/score clamping, bad country codes dropped, garbage → null without throwing, id dedup, territory expansion, `regionStats` seeding, player fallback, turn-1 invariants); `generateDraft` / `finalizeWorld` against the scenario stub (deterministic output, finalize respecting the approved checkpoints, a saved playable game). E2E: a new `e2e/scenario.spec.ts` (2 tests — the templates manifest over the API, and the full deterministic flow under `LLM_STUB=1`: near-future (2035) + description → draft → remove one checkpoint → lead Boreas → finalize (checkpoints shift stats) → a playable game at the `#/game/<id>` deep link with turn 1, correct date, dossier stats, map legend, and the backstory event; plus an empty jump proving the dynamic game runs the normal turn loop). The existing `e2e/sim.spec.ts` is unchanged. Totals: **307 unit tests (14 files)**, **16 e2e tests (2 scenario + 14 sim)**; typecheck, lint, and build green.
|
||||
|
||||
## v0.30.0 — 2026-10-15 08:22
|
||||
- **#50: make the four 0–100 stats consequential — a hard military conquest gate, soft stability takeovers, and economy growth/decay.** The four stats now actually drive outcomes instead of being decorative. **Military is a hard gate:** a contested invasion (a region's sole owner changing hands) is repelled whenever the attacker's military is **more than `CONQUEST_MILITARY_MARGIN = 15`** below the defender's — equal or within 15 still wins. The engine enforces this in `applyTurnResult` and emits a new `repelled` event when it fires; **re-claims of unowned (no man's land) regions are not gated** (there is no defender). **Stability is a soft lever:** the system prompt documents that a nation whose stability is below 30 *and* that hosts a `gathering` marker can suffer a **non-military takeover** (coup / revolution / faction seizure) — narrated by the LLM with a political/social success event, a gathering marker, and a downward stability/economy shock. **Economy is a soft lever:** a strong (rising) economy trends the other stats up (growth) and a collapsing economy drags them down (decay), reflected via `stateChanges` / `regionChanges`. A **frontier military-balance hint** and a **takeover-risks** hint are emitted in the user payload (each only when present) so the model — and the player, via the same data — sees the levers before acting. The stub stays 100% deterministic and untouched; e2e is unaffected (the UK/wwii-1939 e2e has an empty frontier, so the gate is vacuous there).
|
||||
- **Protocol (`shared/protocol.ts`).** New `CONQUEST_MILITARY_MARGIN = 15` and a pure `canConquer(attackerMil, defenderMil, margin = CONQUEST_MILITARY_MARGIN)` — `!(attackerMil < defenderMil - margin)` (proceeds unless the attacker is strictly more than the margin below the defender).
|
||||
- **Types (`shared/types.ts`).** `EventOutcome` gains `'repelled'` (engine-only; the LLM never produces it).
|
||||
- **Colors (`src/lib/colors.ts`).** `OUTCOME_COLORS.repelled = '#9f1239'` — a muted rose-800, distinct from `failure` (`#ef4444`) and `neutral` (`#94a3b8`).
|
||||
- **Engine (`server/engine.ts`).**
|
||||
- `applyTurnResult` gains an optional `regionNameOf` (5th optional param, after `geoOf`) and the **military hard gate** inside the snapshot-first claims loop: for each contested key (a gainer's `gain` whose current sole owner is a *different* nation), it compares the gainer's start-of-turn military to the owner's via `canConquer`; on a fail it keeps the key with the owner, leaves both nations' military untouched, and pushes one `repelled` military event (`"<Attacker>'s invasion of <region name> was repelled by <Defender>."`, using the region's geo display name when known). Re-claims (`owner === undefined`) bypass the gate.
|
||||
- `buildSystemPrompt` gains a **"HOW THE FOUR 0–100 STATS DRIVE OUTCOMES"** section: the enforced military gate (incl. the no-man's-land carve-out), the soft stability takeover, and the economy growth/decay lever — present in both tool and plain modes.
|
||||
- `buildUserPrompt` computes and emits two new, bounded payload fields (each only when non-empty, the rest of the payload untouched): `frontierMilitary` (one line per frontier neighbour: `[Your military: X] vs [Name: Y] — a direct invasion could succeed | would be repelled`, decided by `canConquer`) and `takeoverRisks` (one line per nation with stability < 30 *and* a `gathering` marker: `Name (stability N, a gathering is in progress)`).
|
||||
- `runTurn` threads `regionNameOf` through to `applyTurnResult`.
|
||||
- **Server route (`server/index.ts`).** The `/jump` route wires `regionNameOf: (k) => regionName(k)` so repelled invasions name the region properly.
|
||||
- **Stub (`server/stub.ts`).** Unchanged (100%) — it never releases, never proposes a nation op, and its one-conquest behavior is what e2e relies on; the new gate / takeover / economy paths are covered by unit tests only.
|
||||
- **Unit tests.** `server/protocol.test.ts`: `canConquer` edges (equal, within margin, over margin, gap == margin, gap == margin + 1, margin = 0). `server/engine.test.ts`: the hard gate (proceed within margin / proceed when stronger / **repel when over margin** with a correct `repelled` event + region display name + attacker untouched / **re-claim ungated** / boundary at exactly the margin and one past it); the system prompt documents all three mechanics in both modes; the user prompt emits `frontierMilitary` (could-succeed vs repelled per neighbour) and `takeoverRisks` (and omits both fields when no frontier / no markers).
|
||||
|
||||
## v0.29.0 — 2026-10-15 01:05
|
||||
- **#46 (PR 2 of 2): per-region stat lever — the LLM can now target individual regions' stats, and the map hover shows them.** The LLM gains a fine-grained `TurnResult.regionChanges` field (alongside the existing nation-wide `stateChanges`): each entry targets **one** region's own stats by its region key (preferred) or case-insensitive name. A `set` replaces the value; an `add` increments it (both clamped 0–100 at apply time). Region-level changes are applied **after** nation-wide `stateChanges` (so they override the nation-level value for that one region) and **before** the weighted-median recompute, which propagates every region's final value into its owning nation's derived `stats`. A region with no stats entry (unowned / no man's land) is a no-op. The map hover tooltip now shows each region's own four stats (military / economy / stability / population) alongside the region name and owner chip; the `NationPanel` keeps showing the nation-level derived aggregate. The stub stays fully deterministic (`regionChanges: []`) — e2e assertions are untouched.
|
||||
- **Protocol (`shared/protocol.ts`).** New `RegionStatChange = { region: string; stat: StatKey; op: 'set'|'add'; value: number }`. `TurnResult.regionChanges: RegionStatChange[]` is **required** (default `[]`); sits right after `stateChanges`.
|
||||
- **Engine (`server/engine.ts`).**
|
||||
- `resolveRegionKey(ref, validKeys, nameOf)` — pure resolver: exact key first; then a case-insensitive unique-name match; ambiguous / unknown / empty → `null`.
|
||||
- `validateRegionChanges(raw, regionKeyResolver?)` — validates and resolves each entry; drops unknown / ambiguous refs (never throws); clamps `set` values at validation; `add` values are clamped at apply time.
|
||||
- `parseTurnResult` / `validateTurnResult` / `runTurn` all accept an **optional** `regionKeyResolver` (2nd arg / opts) threaded to `validateRegionChanges`; the generic "unclear" fallback carries `regionChanges: []`.
|
||||
- `applyTurnResult` applies `regionChanges` after `stateChanges` and before the weighted-median recompute (the load-bearing order is: events → relations → territory → stateChanges → **regionChanges** → recompute → markers → nationOps).
|
||||
- `isMeaningful` — a turn with only `regionChanges` is meaningful (survives the retry/nudge path).
|
||||
- `buildSystemPrompt` — documents the `regionChanges` JSON field and a constraint bullet (target one region, use keys from the "regions" table, "playerRegionStats" lists the player's current per-region stats).
|
||||
- `buildUserPrompt` — computes and emits `playerRegionStats` (the player's owned regions' current stats; bounded to the player's territory to keep the prompt small; `{}` when none).
|
||||
- **Server route (`server/index.ts`).** The `/jump` route wires the `regionKeyResolver` (always on; degrades to key-only matching when the adjacency manifest is absent).
|
||||
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `regionChanges: []` — the per-region lever is covered by unit tests only, keeping the e2e assertions untouched.
|
||||
- **Client (`src/components/WorldMap.tsx`).** The hover tooltip gains a `regionStats` prop and shows the region's own four stats (`Mil / Eco / Stab / Pop`); a region with no entry shows a `–` placeholder. The name and owner chip are kept; marker rendering and the click→dossier path are unchanged. `src/App.tsx` passes `game.regionStats ?? {}`.
|
||||
- **Unit tests (`server/engine.test.ts`).** New suites: `resolveRegionKey` (key match, case-insensitive name match, unknown / ambiguous → null, key-over-name priority); `validateRegionChanges` (key / name resolution, unknown / invalid stat / non-numeric / invalid op dropped, `set` clamped, `add` not clamped at validation, non-array → [], no-resolver path); `applyTurnResult` with `regionChanges` (set changes only that region, add clamps 0/100, unowned no-op, applied after stateChanges, non-mutation); prompt contract (system prompt documents the field + constraint, user prompt emits bounded `playerRegionStats`); `isMeaningful` with `regionChanges`; stub returns `regionChanges: []`.
|
||||
|
||||
## v0.28.0 — 2026-10-15 00:12
|
||||
- **#46 (PR 1 of 2): per-region stats — a nation's four 0–100 stats become a *derived* aggregate.** Instead of storing `Nation.stats` as four independent per-nation numbers, they are now **derived** as the **area×population-weighted median** of the stats of the regions the nation owns. Each sub-region carries its own `RegionStats` in a new `GameState.regionStats: Record<regionKey, RegionStats>` table; a nation's displayed stats are the weighted median over its owned regions. This is the data foundation for the per-region LLM levers that land in **PR 2** — in this PR the LLM still only emits nation-level `stateChanges`, which are re-interpreted as applying to *all* of a nation's owned regions. A new `public/region-geo.json` manifest (area km² + population per region key) supplies the weighting. **Not deployed in this PR** — the production site updates when PR 2 ships (the change is additive and backward-compatible, so deferring the deploy is safe).
|
||||
- **Data build (`scripts/`, turf-`.mjs` only; never imported by `.ts`).**
|
||||
- `scripts/extract-admin0-pop.mjs` (`npm run extract:admin0-pop`) — **one-time** distillation of the 13 MB Natural Earth 1:10m admin-0 GeoJSON (a *source* file we do **not** commit) into the small committed `public/ne-admin0-pop.json` = `{ ADM0_A3 → max POP_EST }` (249 country codes, total 7,677,059,722). The 1:10m **admin-1** file the region generator uses carries no population, so the source is the **admin-0** `POP_EST` (a deliberate deviation, recorded here).
|
||||
- `scripts/build-region-geo.mjs` (`npm run build:region-geo`) — builds `public/region-geo.json` = `{ regionKey → { area, population } }`: `area` = `@turf/area(finalFeature)/1e6` km² (2 dp); `population` = the parent country's `POP_EST` spread across its sub-regions **proportional to area via largest-remainder**, so every country's sub-regions sum **exactly** to its total (no rounding drift). Reads the committed `ne-admin0-pop.json` → fully reproducible in CI. **Deterministic + idempotent** (sorted keys; byte-identical re-run, pinned by the test). 1,800 entries; **total population 7,654,092,021** (the sum over the 177 repo countries).
|
||||
- **Types (`shared/types.ts`, no runtime deps).** New `RegionStats = { military, economy, stability, population }` (0–100). `GameState.regionStats: Record<string, RegionStats>` is **required** (`{}` at game creation; a released / 0-owner / 2+owner region has **no** entry; a legacy SQLite row without the field is migrated on load, never wiped).
|
||||
- **Pure helpers (`shared/protocol.ts`, no deps).**
|
||||
- `weightedMedian(values, weights)` — sorts by value and returns the value at the first point the cumulative weight reaches half the total; non-finite/non-positive weights are excluded; empty / zero-total → 0. **Translation-invariant** (the median of identical values is that value — the invariant seeding and migration rely on).
|
||||
- `deriveNationStats(regionKeys, regionStats, geoOf?)` — each stat is the weighted median over the nation's owned region keys; a region's weight is `(area>0?area:1)×(population>0?population:1)` (both fall back to 1 when the key has no geo entry, so missing geo degrades to a uniform median); a key with no `regionStats` entry is skipped; returns zero stats when no owned region has an entry (the caller's 0-region guard keeps `n.stats` in that case).
|
||||
- `seedRegionStats(nations)` — seeds the table from nations: every owned key gets a **copy** of its owner's stats (first owner wins on a corrupt double-ownership), so a fresh nation's regions start identical (derived = seeded).
|
||||
- `migrateRegionStats(state, geoOf?)` — **one-time** legacy migration: a row that already has `regionStats` is returned **unchanged** (no recompute on load → no drift); a legacy row (field absent) is seeded per region and each nation's stats recomputed (0-region guard). Never throws.
|
||||
- **Server (`server/regions.ts`, turf-free).** Loads `region-geo.json` (probes `public/` then `dist/`) **optionally** — a missing/broken file degrades weighting to uniform (every region weight 1) while everything else keeps working. New `hasGeo()` and `geoOf(key)` accessors mirror the existing `hasCentroids`/`centroidOf`.
|
||||
- **Server (`server/engine.ts`).** `applyTurnResult` gains an optional `geoOf` param and is reordered to: events → relations → **territory** → **stateChanges** → **recompute** → markers → nationOps.
|
||||
- **Territory:** a **transferred** region **keeps its own** per-region stats (the conquest is what makes a nation's regions diverge); a **released** region's entry is **deleted** (no man's land carries none); a **re-claimed** region with no entry is **re-inited** to the gainer's current stats.
|
||||
- **StateChanges (re-interpreted):** a nation-level `set`/`add` applies to `n.stats` **and** to every region the nation owns (clamped 0–100).
|
||||
- **Recompute:** every nation's `stats` is re-derived via `deriveNationStats` (weighted by area×population when `geoOf` is present). Two guards: a **0-region** nation keeps its directly-maintained stats, and a nation **none of whose regions has an entry** keeps its stats too (avoids clobbering with zeros).
|
||||
- `runTurn` threads the optional `geoOf` through to `applyTurnResult`.
|
||||
- **Server (`server/index.ts`).** Game creation seeds `regionStats` via `seedRegionStats` **after** `expandCountriesToKeys` (so regions hold real keys) — a new game's derived stats equal its nation-level stats on turn 1. The `jump` route passes `geoOf: hasGeo() ? geoOf : undefined`.
|
||||
- **Server (`server/db.ts`).** `load()` migrates a legacy row (regionStats absent) via `migrateRegionStats(state)` **without** `geoOf` (uniform weights — weight-invariant for the equal-value seeding, and avoids a `db`→`regions` import). v0.28+ rows load unchanged.
|
||||
- **Prompt / client / stub unchanged.** `nationForPrompt`/`buildUserPrompt` still surface the (now derived) four stats; there is no per-region LLM lever yet (PR 2). The deterministic stub is unaffected (nation-level `stateChanges` flow through the re-interpretation; the median of identical values is that value, so e2e stat assertions hold).
|
||||
- **Tests (189 → 225).** New `server/protocol.test.ts` (weightedMedian incl. translation-invariance / identical / zero / empty; deriveNationStats weighted vs uniform / skip-missing / zero / single / fallback-weight; seedRegionStats; migrateRegionStats v0.28+ no-op vs legacy / 0-region); `server/engine.test.ts` (transfer keeps region stats + aggregate blends, release deletes entry, re-claim re-inits, 0-region keeps stats, geoOf-weighted vs uniform recompute, nation-level change re-applies to regions, original not mutated); `server/db.test.ts` (legacy row → seeded + preserved stats; v0.28+ row loads unchanged); `server/regions.test.ts` (`hasGeo`/`geoOf` in dev + prod-`dist/` layouts, graceful degradation when absent); new `scripts/region-geo.test.ts` (1,800-entry key-set match, sorted, finite / ≤2dp area / integer population, total 7,654,092,021, per-country totals preserved vs admin-0, spot-checked values, byte-identical re-run).
|
||||
- **Verification.** Typecheck, lint, **225 unit tests**, and the production build all pass (the build copies `region-geo.json` + `ne-admin0-pop.json` into `dist/` like the other manifests, so the prod container layout is covered). e2e is verified by CI on the PR (no local run).
|
||||
- **Deploy:** **none** in this PR — the production site (`https://history.dev.kkhost.pl`) updates when **PR 2** ships. The change is additive + backward-compatible, so existing games migrate on load and no data wipe is needed.
|
||||
|
||||
## v0.27.0 — 2026-10-14 22:34
|
||||
- **#44: the LLM can place named point markers on the map.** The model may now place up to a handful of named *point markers* per turn (a capital, city, factory complex, army deployment, port, fleet concentration, rocket launch site, or a political **gathering**), each anchored to a region key, persisted per game, and rendered on the choropleth as a MapLibre symbol layer.
|
||||
- **Types (`shared/types.ts` + `shared/protocol.ts`).** Eight `MarkerType`s — `city, factory, army, port, capital, fleet, rocket, gathering` — with a shared `MARKER_TYPE_INFO` map (display label + color + glyph). A `MapMarker = { id, type, name, regionKey, lat, lon, ownerNationId, placedTurn }`; `GameState.markers: MapMarker[]` is **required** (`[]` at game creation, and a legacy SQLite row without the field loads as `[]` — additive, never wipes existing markers). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required, default `[]`); `MarkerSpec = { type, name, regionKey }`.
|
||||
- **Stable ids (`shared/protocol.ts`).** A marker's `id` is the FNV-1a 32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase base-26 characters (mirroring the region-key scheme). This makes a **re-add idempotent** (the same type+name+region never creates a second marker) and a **remove unambiguous** (by id).
|
||||
- **Centroid data (`public/region-centroids.json`, new).** ~1,800 entries keyed identically to `region-keys.json`, each `{ lat, lon, spread }`: the anchor is the **centroid of the region's largest-area part** (a single representative point, not an average across disjoint parts), and `spread` ≈ **0.1 × that part's smallest bbox dimension** (in degrees). A new idempotent pipeline stage `scripts/build-region-centroids.mjs` (`npm run build:region-centroids`) regenerates it deterministically (byte-identical re-run, sha256-pinned by the test). The engine uses the centroid as the marker's base position and the `spread` to jitter multiple markers of one region around it (a deterministic per-axis FNV-1a-derived offset, so markers scatter instead of stacking).
|
||||
- **Engine (`server/engine.ts`).** `applyTurnResult` processes markers **after** territory claims, in three steps: (1) remove by id (a listed-but-absent id is a no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim ownership** — a captured region follows its new owner, a region released to no man's land (or a key with 0 or 2+ owners) becomes `null` (a marker always follows its region); (3) add — each new spec is placed at its region's centroid (injected via a new optional `centroidOf` param) plus the per-axis jitter, owned by the region's post-turn owner, stamped with the acting turn. Adds are dropped (never thrown) when their region key is unknown / has no centroid, when the id already exists (idempotent re-add), or beyond the hard cap `MAX_MARKERS = 400` (later adds dropped). The system prompt documents the field, the eight types, and the placement rules; `buildUserPrompt` carries the current markers (as `MarkerInfo[]`) so the model can reference their stable ids in `remove`; `isMeaningful` treats a marker add/remove as a real world change.
|
||||
- **Client (`src/components/WorldMap.tsx`).** A second GeoJSON source + a symbol layer sits above the choropleth. **Deliberate deviation from the original "name as a text label" design:** every external glyph endpoint is a dead 404 (OpenFreeMap's `fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`), and the OFM dark basemap only renders at all because it is **raster** (labels baked into the PNG tiles) — there is no working vector font. So markers are drawn as **self-contained, offline, canvas-generated per-type icons** (`drawMarkerIcon`: a distinct shape per type — circle / rounded-square / triangle / diamond / star / center-dotted circles / up-arrow — filled with the type color, outlined for legibility on the dark basemap), registered as named `ImageData` images that survive `styledata`. The marker **name is shown in the hover tooltip** (region name + owner chip + marker name) instead of a persistent on-map label, and **clicking a marker focuses its owning nation's dossier** (a marker's owner is its region's owner). There are no separate marker event handlers: MapLibre's per-layer event delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead `queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
|
||||
- **Stub (`server/stub.ts`) stays marker-free** — it returns `markers: { add: [], remove: [] }` — so the e2e suite (CI, `LLM_STUB=1`) is unaffected and fully deterministic; the full marker path is covered by unit tests only.
|
||||
- **Tests (168 → 189).** New `scripts/region-centroids.test.ts` (1,800 entries, key-set match, finite/world-bounds, each centroid inside its feature's bbox via turf-free coordinate iteration, spot-checked anchors, byte-identical re-run determinism); `server/regions.test.ts` (`hasCentroids`/`centroidOf` in dev + prod-`dist/` layouts, graceful degradation when absent); `server/db.test.ts` (legacy row → `markers: []`); and an `engine.test.ts` marker suite (valid add → id/position/owner/placedTurn, idempotent re-add, region-validity/centroid drops, the 400 cap, remove by id / no-op, owner-follows-region incl. release→null and re-claim, `buildUserPrompt`/system-prompt contract, `validateMarkerOps` raw cleaner, and the `runTurn` centroid wiring).
|
||||
- **Verification.** Typecheck, lint, **189 unit tests**, and the production build all pass (the build copies `region-centroids.json` into `dist/` like the other manifests, so it works in the prod container layout).
|
||||
- **Deploy:** manual `docker compose up -d --build` on the host — **no `down -v`** (markers are additive; legacy games load with `markers: []`).
|
||||
|
||||
## v0.26.0 — 2026-10-14 19:24
|
||||
- **#41: the `RU-ARK` mainland's Arctic-coast band is re-coarsened into two new regions** — a pure re-partition of the existing polygon parts: no new geometry, no coordinate change (the feature union stays byte-identical). After #31 the mainland `RU-ARK` was a 33-part MultiPolygon; its 28-part band (parts whose centroid lat ≥ 68 — the Arctic-coast strip) is now split into:
|
||||
- `RU-PEO` — Pechora (13 parts, ~37,678 km²) → new region key `pechora-qwhs`. The southwestern band (around the Pechora delta / Nenets border).
|
||||
- `RU-YAM` — Yamal (15 parts, ~51,722 km²) → new region key `yamal-gosw`. The northeastern band (Yamal peninsula).
|
||||
- The 5 remaining lat < 68 parts (the ~305,229 km² inland core) **stay `RU-ARK` and keep its id, name, and region key `arkhangel-sk-lhbk`** — ownership-safe, mirroring the #31 precedent. Splitting that core further requires geometry clipping (a turf-op), not a pure re-partition, and is left as a follow-up issue.
|
||||
- **New pipeline stage** `scripts/split-arkhangel-band.mjs` (`npm run split:regions:band`), run between `split:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It asserts the mainland is a 33-part MultiPolygon, selects the band as the 28 parts with centroid lat ≥ 68 (exactly 28, or it fails loudly), picks the two largest-area band parts as Voronoi anchors (the smaller-longitude one, `idx 1`, anchors the Pechora side), and assigns each band part to the nearer anchor by km-weighted centroid distance `hypot(Δlon·111.32·cos(midLat), Δlat·110.574)` (ties go west). The resulting partition is exactly PEO={1,4,5,9,11,12,13,14,16,17,18,20,22}, YAM={2,6,15,19,21,23,24,25,26,27,28,29,30,31,32}, core={0,3,7,8,10}. The two new features are inserted **immediately after `RU-ARK-SZ`** (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-PEO` | `RU-YAM` | `RU-AST` | …).
|
||||
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,800 entries each** (was 1,798); adjacency pairs 4,471 → 4,473. The new pairs are `pechora-qwhs ↔ yamal-gosw`, `pechora-qwhs ↔ nenets-qyga`, and `yamal-gosw ↔ severnaya-zemlya-awqp`, while the mainland `arkhangel-sk-lhbk` **loses** its `severnaya-zemlya-awqp` pair (the islets now touch the Yamal band, not the inland core) and keeps its six real neighbours (`karelia-ohem`, `kirov-gfvm`, `komi-eoeh`, `murmansk-etas`, `nenets-qyga`, `vologda-ynvr`). `new-earth-eikt` stays isolated (empty adjacency).
|
||||
- **Fixed-point dataset unchanged except feature count** (1,798 → 1,800): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after — only the feature grouping changes. The RU-ARK family total stays 78 parts (mainland 5 / NE 42 / SZ 3 / PEO 13 / YAM 15).
|
||||
- **Tests (168, count unchanged — existing cases updated, none added).** `scripts/regions.test.ts` (dataset is now 1,800 features; the Arkhangel feature-pin test now covers all five family members), `scripts/region-keys.test.ts` (1,800 keys; pins the unchanged `arkhangel-sk-lhbk` plus the two new keys), `scripts/region-adjacency.test.ts` (1,800 entries; pins the new PEO/YAM/SZ adjacency and the mainland's loss of the SZ pair), `server/regions.test.ts` (1,800; the RUS country expansion is now **84** sub-regions including all five keys — was 82 after #31). No e2e assertion references the region counts, so the CI e2e suite is unaffected.
|
||||
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra band regions (82 → 84 sub-regions); the LLM's reference table and the player's frontier now include `pechora-qwhs` and `yamal-gosw`.
|
||||
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
|
||||
|
||||
## v0.25.0 — 2026-10-14 17:53
|
||||
- **#31: the `RU-ARK` mega-region is split into a mainland region plus two island groups** — a pure re-grouping of the existing polygon parts: no new geometry, no coordinate changes. The old single feature (Arkhangel'sk Oblast + the Arctic archipelagos, 78 parts, ~410,187 km²) becomes three features inserted immediately after `RU-ARK` (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-AST`):
|
||||
- `RU-ARK` — the mainland (33 parts, ~393,256 km²); it **keeps its existing id and region key `arkhangel-sk-lhbk`**, so existing `Nation.territory` lists and SQLite ownership are untouched (ownership-safe).
|
||||
- `RU-ARK-NE` — New Earth / Franz Josef Land (42 parts, ~15,721 km²) → new region key `new-earth-eikt`. Genuinely isolated (≥100 km from any land), so its adjacency list is **empty**.
|
||||
- `RU-ARK-SZ` — Severnaya Zemlya (3 parts, ~1,210 km²) → new region key `severnaya-zemlya-awqp`. Its islet rings share boundary vertices with the coarsened mainland ring (a contact that pre-existed inside the single pre-split feature — no coordinate change), so it records **one** adjacency pair (SZ ↔ `arkhangel-sk-lhbk`). This deviates from the original "both islands isolated" expectation and is recorded as-is by the manifest's "shares at least one point" definition.
|
||||
- **New pipeline stage** `scripts/split-arkhangel.mjs` (`npm run split:regions`), run between `fill:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It classifies each part by centroid (turf — allowed in `.mjs` only): main = lat < 76 (plus any 76–79.5° band parts west of 55°E — none exist), Severnaya Zemlya = 76 ≤ lat < 79.5 AND lon ≥ 55, New Earth = lat ≥ 79.5. It fails loudly on a mis-split, a missing feature, or a non-MultiPolygon geometry.
|
||||
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,798 entries each** (was 1,796); adjacency pairs 4,470 → 4,471 (the one new pair is the SZ ↔ mainland contact; the mainland keeps its 6 real neighbours).
|
||||
- **Fixed-point dataset unchanged except feature count** (1,796 → 1,798): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after the split.
|
||||
- **Tests (164 → 168).** `scripts/regions.test.ts` (dataset is now 1,798 features; a new test pins the three Arkhangel features and their part counts), `scripts/region-keys.test.ts` (1,798 keys; a new test pins the unchanged main key plus the two new keys), `scripts/region-adjacency.test.ts` (1,798 entries; a new island-adjacency test: New Earth empty, Severnaya Zemlya = [mainland], mainland's neighbour list extended by exactly the SZ pair), `server/regions.test.ts` (1,798; the RUS country expansion is now **82** sub-regions including all three keys — was 80). No e2e assertion references the old counts, so the CI e2e suite is unaffected.
|
||||
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra island regions (80 → 82 sub-regions).
|
||||
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
|
||||
|
||||
## v0.24.0 — 2026-10-14 13:41
|
||||
- **Part 4b of #16: nation splits and merges — "LLM proposes, player confirms" is now complete.** P4a let the LLM propose a *rename* (a safe, single-field change). Now the same confirm/reject flow actually applies the two destructive ops: a **split** (one nation dissolves into several) and a **merge** (several nations fold into one). This is the last piece of #16 — all three `NationOp` kinds are now applied on player confirm.
|
||||
- **Split (`server/engine.ts`).** `applyNationOp` now handles `kind: "split"`: it resolves the parent `nationRef` and requires **≥2** named parts (fewer → a safe no-op, the op is still resolved and removed). It partitions the parent's **region-key** territory across the parts **in order** — each part gets the keys of its `territory` that the parent actually owns and that no earlier part claimed (the **first part to name a key wins**, so a key is never held twice); any of the parent's keys no part claimed go to **part 0** (in the parent's territory order), so nothing is orphaned. Each new nation gets a **fresh id** (`freshNationId`: first free of `n1`, `n2`, …, tracked in a running `taken` set so ids never collide within the op), the baseline `NEW_NATION_STATS` (a neutral 50/50/50/50 profile — *not* a copy of the parent's, since a small rump state is not the parent's power), a copy of the parent's relations, and the parent's `type`; the parent is then removed and its id dropped from every other nation's relations map (`dropRelationsTo`). If the **parent was the player's nation**, `playerNationId` moves to the chosen part (`edits.playerPart`, clamped into range, default 0) — that same part also receives an `edits.name` override.
|
||||
- **Merge (`server/engine.ts`).** `kind: "merge"`: every input ref and the survivor ref must resolve, at least **two distinct** inputs are required, and the **survivor must be one of the inputs** — any failure is a safe no-op. The survivor keeps its **id** and its **own stats**; it gains the **union of all inputs' territories** (the survivor's keys first, then each other input's unclaimed keys in its own order) and a **union of the inputs' relations** (the survivor's own view of a third party wins, else the first input's); it is renamed to `edits.name` → `into` → its own name (in that precedence). The other inputs are removed and their ids dropped from every remaining nation's relations maps; if the **player led a removed input**, `playerNationId` moves to the survivor.
|
||||
- **Confirm contract extended (`shared/protocol.ts`).** `ConfirmNationOpRequest.edits` is now `{ name?: string; playerPart?: number }` — `name` overrides a rename's target or a merge's merged name; `playerPart` picks which new part the player's nation becomes in a split (default 0). The `SplitOp` / `MergeOp` / `NationOp` doc comments and the `TurnResult.nationOps` doc now describe the *applied* semantics (no longer "a no-op until P4b").
|
||||
- **Prompt (`server/engine.ts`).** The system prompt's JSON contract now shows all three `nationOps` shapes (rename / split / merge), and the HARD CONSTRAINTS gain one line per op explaining when to use it and the "≥2 parts" / "survivor must be an input" rules — so the model knows what it may propose and that each is a player-confirmed PROPOSAL.
|
||||
- **Client (`src/components/NationOpDialog.tsx`).** The dialog now renders all three kinds with a Confirm button (no more "dismiss-only" split/merge rows): a **split** lists each part (name + the number of regions it was assigned) and, when the split's parent is the **player's own nation**, shows a **radio group** to pick which new part the player leads (preselected 0, so the choice is always valid); a **merge** shows the input nations as chips (the **survivor** highlighted) and an **editable name** for the merged state (defaulting to `into`). Rename keeps its editable-name behavior. The new `onConfirm(index, edits?)` signature threads `playerPart` through `ActionPanel` and `App.tsx` (`runConfirmNationOp`) to the API helper.
|
||||
- **Defensive invariants.** All ops are **pure and never throw**: an unresolvable or ambiguous ref, too few parts, or a survivor that isn't an input makes the op a no-op on the world (the proposal is still resolved and removed on confirm, mirroring P4a's ambiguous-ref behavior). **Sole ownership** is preserved by construction (a key lands in at most one new part / one survivor), and `playerNationId` is always re-pointed to a still-existing nation. The **stub is unchanged** — it still never proposes a nation op (`nationOps: []`) — so, like P4a/P4b before it, the new paths are covered by **unit tests only** and the e2e suite (CI, `LLM_STUB=1`) is unaffected.
|
||||
- **Tests (`server/engine.test.ts`).** New `freshNationId`, `applyNationOp (split)`, and `applyNationOp (merge)` suites: the partition (first-wins, leftovers-to-part-0, sole ownership, fresh ids/stats/relations, parent removed, relations cleanup, player-pointer move, clamped `playerPart`, `edits.name` on the chosen part), the merge (union territory, survivor stats, relations union with survivor-wins, removed ids dropped from everyone else, into-name, player-pointer move, and the four no-op guards), plus an updated prompt-contract test asserting all three op shapes. The old "split/merge is a no-op" P4a test is retargeted to a 1-part split. The unit suite grows **151 → 164**.
|
||||
- **Verification.** Typecheck, lint, **164 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries no nation-op assertions, so it stays green with the unchanged stub.
|
||||
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
|
||||
- Part of #16 — major nation changes (P4b, the final part of the epic). #16 was already closed (2026-10-12, after P3 shipped); the PR references it for traceability the same way P4a's PR #38 did ("Part of #16" / "Related: #16") — no auto-close.
|
||||
|
||||
## v0.23.0 — 2026-10-14 12:58
|
||||
- **Part 4a of #16: nation renames — "LLM proposes, player confirms."** The LLM can now propose that a nation be renamed during a turn. Unlike stat/relation/territory changes (applied automatically), a rename is stored as a **pending proposal** (`GameState.pendingNationOps`) and only takes effect when the player **confirms** it (optionally editing the new name) or is dropped on **reject**. This is the first of the "major nation changes" the LLM may propose — the `NationOp` contract is stable now; **split** and **merge** are declared in the same union but are *accepted-and-stored, not applied* until P4b.
|
||||
- **New `NationOp` union (`shared/protocol.ts`).** `rename` / `split` / `merge`, discriminated by `kind`. Each names its target via a `nationRef` the LLM may give as either a nation **id** or **name**. `TurnResult.nationOps` is a **required** `NationOp[]` (the model's proposals this turn); the confirm/reject request types (`NationOpConfirmRequest` `{index, edits?{name?}}`, `NationOpRejectRequest` `{index}`, response `{game}`) live here too.
|
||||
- **`GameState.pendingNationOps` (`shared/types.ts`, type-only import of `NationOp`)** — the proposals awaiting the player's decision. A turn **appends** to it (never clears it on commit), so a proposal persists across turns until confirmed or rejected. Legacy SQLite rows and new games default it to `[]` (`server/db.ts`).
|
||||
- **Engine (`server/engine.ts`), all pure.** `resolveNationRef` resolves a `nationRef` id-first, then a case-insensitive unique-name match (returns `null` for unknown/ambiguous — never throws). `validateNationOps` drops invalid ops defensively. `applyTurnResult` keeps existing pending ops and appends the turn's valid ones (a rename-only turn is `isMeaningful`, so it survives the retry/nudge path). `applyNationOp` mutates a clone (rename → `Nation.name` = edited value or the proposed `to`; split/merge are no-ops for now). `confirmNationOp`/`rejectNationOp` splice by index and bump `version` once (invalid index → `null`). The system prompt (both tool-mode and plain-mode) gains the `nationOps` JSON field and the rename-proposal rule.
|
||||
- **Routes + client.** `POST /api/games/:id/nation-op/confirm` and `.../reject` (404 unknown game, 400 bad index), each returning `{ game }` and broadcasting a version-bumped SSE `state` — mirroring the existing queue add/remove routes. The "Your move" panel shows a "Nation proposals (N)" trigger that opens a dialog listing each pending op; a rename has an editable name field plus **Confirm**/**Reject**, and split/merge offer **Dismiss** (they aren't applied yet).
|
||||
- **Stub + tests.** The deterministic stub **never** proposes a nation op (`nationOps: []`), so this path is covered by **unit tests only** (mirroring the P3 no-man's-land approach) — `server/engine.test.ts` gains suites for `resolveNationRef`, `validateNationOps`, `applyNationOp`/confirm/reject (incl. an invalid-index 400 and the version-bump), and the prompt contract. The unit suite grows **127 → 151**; the e2e suite is unaffected.
|
||||
- **Verification.** Typecheck, lint, **151 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) has no nation-op assertions, so it stays green with the unchanged stub.
|
||||
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
|
||||
- Part of #16 — major nation changes (P4a); #16 stays open (P4b: split/merge).
|
||||
|
||||
## v0.22.0 — 2026-10-14 12:02
|
||||
- **Part 3 of #16: no man's land — a region can be left unowned mid-game and re-claimed later.** After a war or cataclysm the LLM can leave a region without an owner: it lists the key in the new `TurnResult.unowned` field (and narrates the cause in `events`); the engine removes the key from its sole owner, and the region ends the turn ownerless. A later ordinary `gain` on that key is a **re-claim** — the key is granted to the (sole) gainer and removed from the no-man's-land list. A fresh game always starts fully owned (no man's land can only arise mid-game).
|
||||
- **Engine (`server/engine.ts`).** `applyTurnResult` applies **releases first**: a key is released only when it has exactly one current owner (0 owners — a preset never assigned it — is a no-op, so no man's land can never be fabricated from an ordinary unowned region; 2+ owners — corruption — is a no-op; already-unowned is a no-op). Claims are then resolved against the post-release ownership snapshot: sole gainer + sole owner ≠ gainer = a transfer (the v0.21 rules, unchanged); sole gainer + no owner = a re-claim; a double claim is still rejected. Invariants after every turn: no key sits in two or more territories, a released key sits in none, and `GameState.unowned` holds exactly the keys released mid-game. A lone release counts as `isMeaningful` (it survives the retry/nudge path instead of being replaced by the generic "unclear" result). The system prompt gains the JSON field, the no-man's-land rule (in both tool-mode and plain-mode), and the hard constraint that `unowned` may contain only region keys a nation currently owns. The user payload always carries the current `GameState.unowned` as `unowned` (even when empty), and the jump route's `regions` reference table now includes the released keys so the model can name them when re-claiming.
|
||||
|
||||
@@ -0,0 +1,253 @@
|
||||
import { test, expect, type Page } from '@playwright/test';
|
||||
|
||||
/**
|
||||
* Dynamic scenario generation — end to end (v0.31, #52). Fully deterministic
|
||||
* under the SCENARIO stub (the Playwright webServer boots with LLM_STUB=1, so
|
||||
* the two generation calls ride the deterministic transport in
|
||||
* server/stubScenario.ts — the turn stub in server/stub.ts is untouched).
|
||||
*
|
||||
* The stub returns a FIXED 3-nation world and a FIXED 3-checkpoint list for
|
||||
* the generate step, and — on the finalize step — refines that world in a
|
||||
* deterministic way that depends on which checkpoints the player approved
|
||||
* (each approved checkpoint naming one of the fixed nations, by its first 4
|
||||
* letters, raises that nation's stability by 5). So the whole two-step
|
||||
* "Create scenario" path plus the resulting game is reproducible:
|
||||
*
|
||||
* home → "Create scenario" → pick the Near Future era (2035) + a description
|
||||
* → generate (draft: alba/boreas/gamma + 3 checkpoints) → review (remove the
|
||||
* 3rd checkpoint, keep the first two) → lead Boreas → finalize → a saved,
|
||||
* playable game (turn 1, date 2035-01-01, player Boreas) → one empty jump
|
||||
* (turn 2, date 2035-01-03, Boreas military 55→60, allied with Alba, and no
|
||||
* territory change — Russia shares no land border with France or Spain).
|
||||
*
|
||||
* The e2e webServer shares one SQLite (data/e2e) across tests, so the test
|
||||
* captures the *specific* id of the game it creates (from the POST
|
||||
* /api/scenarios/commit response) rather than assuming "the only game".
|
||||
*/
|
||||
|
||||
/** The saved-game shape the assertions read back from GET /api/games/<id>. */
|
||||
interface SavedGame {
|
||||
id: string;
|
||||
presetId: string;
|
||||
presetTitle: string;
|
||||
playerNationId: string;
|
||||
turn: number;
|
||||
date: string;
|
||||
version: number;
|
||||
pending: unknown[];
|
||||
unowned: string[];
|
||||
pendingNationOps: unknown[];
|
||||
markers: unknown[];
|
||||
events: Array<{ type: string; outcome: string; title: string }>;
|
||||
nations: Record<
|
||||
string,
|
||||
{
|
||||
name: string;
|
||||
stats: { military: number; economy: number; stability: number; population: number };
|
||||
territory: string[];
|
||||
relations: Record<string, string>;
|
||||
}
|
||||
>;
|
||||
regionStats: Record<
|
||||
string,
|
||||
{ military: number; economy: number; stability: number; population: number }
|
||||
>;
|
||||
}
|
||||
|
||||
/** Poll until `location.hash` equals `expected` (hash writes happen in effects). */
|
||||
async function waitHash(page: Page, expected: string): Promise<void> {
|
||||
await page.waitForFunction(
|
||||
(exp) => window.location.hash === exp,
|
||||
expected,
|
||||
{ timeout: 15000 },
|
||||
);
|
||||
}
|
||||
|
||||
/** Open the "Create scenario" form from the home screen. */
|
||||
async function openScenarioForm(page: Page): Promise<void> {
|
||||
await page.goto('/');
|
||||
// Home: the create-scenario card is additive (first in the grid); the five
|
||||
// static presets are still all present alongside it.
|
||||
await expect(page.getByTestId('create-scenario-card')).toBeVisible({ timeout: 15000 });
|
||||
await expect(page.getByTestId('preset-card')).toHaveCount(5);
|
||||
await page.getByTestId('create-scenario').click();
|
||||
await expect(page.getByTestId('scenario-form')).toBeVisible({ timeout: 15000 });
|
||||
}
|
||||
|
||||
test.describe('History — dynamic scenario generation (LLM_STUB=1)', () => {
|
||||
test('the era template manifest renders three light templates', async ({ page }) => {
|
||||
test.setTimeout(60000);
|
||||
await openScenarioForm(page);
|
||||
|
||||
// Exactly three era-template cards, each carrying its id and default year.
|
||||
const cards = page.getByTestId('template-card');
|
||||
await expect(cards).toHaveCount(3, { timeout: 15000 });
|
||||
await expect(page.locator('[data-template-id="ww2"]')).toContainText('1939');
|
||||
await expect(page.locator('[data-template-id="present"]')).toContainText('2026');
|
||||
await expect(page.locator('[data-template-id="near-future"]')).toContainText('2035');
|
||||
});
|
||||
|
||||
test('full create → review → finalize → play flow is deterministic', async ({ page }) => {
|
||||
test.setTimeout(120000);
|
||||
await openScenarioForm(page);
|
||||
|
||||
// --- 1 · Pick the Near Future era (its default year pre-fills the field).
|
||||
const nf = page.locator('[data-template-id="near-future"]');
|
||||
await nf.click();
|
||||
await expect(nf).toHaveAttribute('data-selected', 'true');
|
||||
// The year field is pre-filled from the era (editable, a real value).
|
||||
await expect(page.getByTestId('scenario-year')).toHaveValue('2035');
|
||||
|
||||
// --- 2 · Describe the world.
|
||||
const description =
|
||||
'A cold space race decides the new cold war: two orbital blocs hold the arctic shipping lanes at knife-edge.';
|
||||
await page.getByTestId('scenario-description').fill(description);
|
||||
|
||||
// --- Step 1 · Generate the draft world + the advisor's checkpoint list.
|
||||
const generate = page.getByTestId('generate-scenario');
|
||||
await expect(generate).toBeEnabled();
|
||||
const [draftResp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/draft',
|
||||
),
|
||||
generate.click(),
|
||||
]);
|
||||
expect(draftResp.status()).toBe(200);
|
||||
const draft = (await draftResp.json()) as {
|
||||
world: {
|
||||
nations: Array<{ id: string; name: string; territory: string[] }>;
|
||||
};
|
||||
checkpoints: string[];
|
||||
};
|
||||
// The stub's fixed 3-nation world (FRA / RUS / ESP) and 3 checkpoints.
|
||||
expect(draft.world.nations.map((n) => n.id).sort()).toEqual(['alba', 'boreas', 'gamma']);
|
||||
expect(draft.world.nations.find((n) => n.id === 'boreas')?.territory).toEqual(['RUS']);
|
||||
expect(draft.checkpoints).toHaveLength(3);
|
||||
|
||||
// --- Review screen: the generated world + the checkpoint checklist.
|
||||
await expect(page.getByTestId('scenario-review')).toBeVisible({ timeout: 15000 });
|
||||
// Header shows the era's name + year and the description.
|
||||
await expect(page.getByRole('heading', { name: 'Near Future' })).toBeVisible();
|
||||
await expect(page.getByTestId('scenario-review')).toContainText('2035');
|
||||
await expect(page.getByTestId('scenario-review')).toContainText(description);
|
||||
// The three draft nations (with their ISO_A3 territory) and the backstory.
|
||||
// Scope to the draft-nation cards (the nation-pick cards share the
|
||||
// data-nation-id attribute but carry a different testid).
|
||||
await expect(page.getByTestId('draft-nation')).toHaveCount(3);
|
||||
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="alba"]')).toContainText('FRA');
|
||||
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="boreas"]')).toContainText('RUS');
|
||||
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="gamma"]')).toContainText('ESP');
|
||||
await expect(page.getByTestId('draft-event')).toHaveCount(1);
|
||||
// Three checkpoints, all approved by default, in the stub's fixed order.
|
||||
const cps = page.getByTestId('checkpoint-item');
|
||||
await expect(cps).toHaveCount(3);
|
||||
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(0)).toContainText('Alba dominates');
|
||||
await expect(cps.nth(1)).toContainText('Boreas fortifies');
|
||||
await expect(cps.nth(2)).toContainText('Gamma brokers');
|
||||
// Three nation-pick cards; finalize is disabled until a nation is chosen.
|
||||
await expect(page.getByTestId('scenario-nation-card')).toHaveCount(3);
|
||||
await expect(page.getByTestId('finalize-scenario')).toBeDisabled();
|
||||
|
||||
// --- Review: remove checkpoint 3, keep 1 + 2.
|
||||
await cps.nth(2).getByTestId('checkpoint-toggle').click();
|
||||
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'false');
|
||||
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(page.getByTestId('scenario-review')).toContainText('2 of 3 approved');
|
||||
|
||||
// --- Review: choose Boreas (Russia) to lead.
|
||||
const boreasCard = page.locator('[data-testid="scenario-nation-card"][data-nation-id="boreas"]');
|
||||
await boreasCard.getByTestId('scenario-lead-nation').click();
|
||||
await expect(boreasCard).toHaveAttribute('data-selected', 'true');
|
||||
await expect(page.getByTestId('finalize-scenario')).toBeEnabled();
|
||||
|
||||
// --- Step 2 · Finalize: commit the approved draft into a saved game.
|
||||
const [commitResp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/commit',
|
||||
),
|
||||
page.getByTestId('finalize-scenario').click(),
|
||||
]);
|
||||
expect(commitResp.status()).toBe(200);
|
||||
const { id } = (await commitResp.json()) as { id: string };
|
||||
expect(id).toBeTruthy();
|
||||
|
||||
// --- The new game mounts at turn 1, leading Boreas, dated 2035-01-01.
|
||||
await expect(page.getByTestId('world-map')).toBeVisible({ timeout: 20000 });
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
await expect(page.getByTestId('game-date')).toHaveText('2035-01-01');
|
||||
await expect(page.getByTestId('player-nation')).toHaveText('Boreas');
|
||||
// The scenario title (the era name) is shown in the top bar.
|
||||
await expect(page.getByTestId('top-bar')).toContainText('Near Future');
|
||||
// Boreas's stats: the finalized world (its approved checkpoint raised
|
||||
// stability 50→55); per-region stats are seeded to equal the derived.
|
||||
await expect(page.getByTestId('stat-military')).toHaveText('55');
|
||||
await expect(page.getByTestId('stat-economy')).toHaveText('70');
|
||||
await expect(page.getByTestId('stat-stability')).toHaveText('55');
|
||||
await expect(page.getByTestId('stat-population')).toHaveText('60');
|
||||
// One backstory event; three nations on the legend.
|
||||
await expect(page.getByTestId('event-item')).toHaveCount(1);
|
||||
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
|
||||
await expect(page.getByTestId('map-legend-item').filter({ hasText: 'Boreas' })).toBeVisible();
|
||||
// The deep link lands on this exact game.
|
||||
await waitHash(page, `#/game/${id}`);
|
||||
|
||||
// --- One empty jump: the world advances on its own (the turn stub).
|
||||
// The button sits at the bottom of a scrollable window body and may be
|
||||
// outside the viewport; a native DOM click bypasses the viewport check.
|
||||
await page.getByTestId('jump-forward').evaluate((el) => (el as HTMLElement).click());
|
||||
|
||||
// Turn 2, date +2 days, Boreas military 55→60.
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
|
||||
await expect(page.getByTestId('stat-military')).toHaveText('60', { timeout: 20000 });
|
||||
await expect(page.getByTestId('game-date')).toHaveText('2035-01-03', { timeout: 20000 });
|
||||
// Two events now (the empty-round "world moves on" on top, then the
|
||||
// backstory); both political/neutral.
|
||||
await expect(page.getByTestId('event-item')).toHaveCount(2);
|
||||
await expect(page.getByTestId('event-item').first()).toContainText('The world moves on');
|
||||
await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('political');
|
||||
await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('neutral');
|
||||
await expect(page.getByTestId('event-item').nth(1)).toContainText('The new order takes shape');
|
||||
// No territory change: Russia shares no land border with France or Spain,
|
||||
// so the frontier is empty and no conquest is emitted.
|
||||
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
|
||||
|
||||
// --- The saved game is a coherent dynamic GameState on the server.
|
||||
const saved = await page.evaluate(async (gid) => {
|
||||
const r = await fetch(`/api/games/${gid}`);
|
||||
return { status: r.status, body: (await r.json()) as { game: SavedGame } };
|
||||
}, id);
|
||||
expect(saved.status).toBe(200);
|
||||
const g = saved.body.game;
|
||||
expect(g.presetId).toBe('dynamic');
|
||||
expect(g.presetTitle).toBe('Near Future');
|
||||
expect(g.playerNationId).toBe('boreas');
|
||||
expect(g.turn).toBe(2);
|
||||
expect(g.date).toBe('2035-01-03');
|
||||
expect(g.version).toBe(2); // created at 1, bumped to 2 by the jump
|
||||
expect(g.pending).toEqual([]);
|
||||
expect(g.unowned).toEqual([]);
|
||||
expect(g.pendingNationOps).toEqual([]);
|
||||
expect(g.markers).toEqual([]);
|
||||
expect(g.events).toHaveLength(2);
|
||||
// Boreas after the jump: military bumped to 60, the rest untouched.
|
||||
expect(g.nations.boreas.stats).toEqual({
|
||||
military: 60,
|
||||
economy: 70,
|
||||
stability: 55,
|
||||
population: 60,
|
||||
});
|
||||
// The stub allies the player with the first other nation (Alba).
|
||||
expect(g.nations.boreas.relations.alba).toBe('ally');
|
||||
// Every owned region key carries a seeded per-region stats entry.
|
||||
const allKeys = new Set<string>();
|
||||
for (const n of Object.values(g.nations)) for (const k of n.territory) allKeys.add(k);
|
||||
expect(allKeys.size).toBeGreaterThan(0);
|
||||
for (const k of allKeys) {
|
||||
expect(g.regionStats[k]).toBeDefined();
|
||||
}
|
||||
});
|
||||
});
|
||||
+6
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "history",
|
||||
"version": "0.22.0",
|
||||
"version": "0.35.0",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
|
||||
@@ -14,8 +14,13 @@
|
||||
"cleanup:regions": "node scripts/cleanup-regions.mjs",
|
||||
"smooth:regions": "node scripts/smooth-regions.mjs",
|
||||
"fill:regions": "node scripts/fill-gaps.mjs",
|
||||
"split:regions": "node scripts/split-arkhangel.mjs",
|
||||
"split:regions:band": "node scripts/split-arkhangel-band.mjs",
|
||||
"build:region-keys": "node scripts/build-region-keys.mjs",
|
||||
"build:region-adjacency": "node scripts/build-region-adjacency.mjs",
|
||||
"build:region-centroids": "node scripts/build-region-centroids.mjs",
|
||||
"build:region-geo": "node scripts/build-region-geo.mjs",
|
||||
"extract:admin0-pop": "node scripts/extract-admin0-pop.mjs",
|
||||
"typecheck": "tsc --noEmit",
|
||||
"lint": "eslint .",
|
||||
"e2e": "playwright test"
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
[
|
||||
{
|
||||
"id": "ww2",
|
||||
"name": "World War II",
|
||||
"year": 1939,
|
||||
"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength."
|
||||
},
|
||||
{
|
||||
"id": "present",
|
||||
"name": "Present Day",
|
||||
"year": 2026,
|
||||
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, AI, and great-power rivalry shape every decision."
|
||||
},
|
||||
{
|
||||
"id": "near-future",
|
||||
"name": "Near Future",
|
||||
"year": 2035,
|
||||
"eraDescription": "Autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances."
|
||||
}
|
||||
]
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"id": "near-future",
|
||||
"name": "Near Future",
|
||||
"year": 2035,
|
||||
"eraDescription": "A near-future world: autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances as the great powers reach for the next horizon.",
|
||||
"suggestedPowers": [
|
||||
{ "name": "North American Union", "region": "USA", "note": "The industrial-technological core of the West." },
|
||||
{ "name": "Chinese Federation", "region": "CHN", "note": "The integrated superpower of the Pacific." },
|
||||
{ "name": "European Confederation", "region": "FRA", "note": "The united European bloc." },
|
||||
{ "name": "Russian Union", "region": "RUS", "note": "The resource frontier state." }
|
||||
],
|
||||
"tensions": [
|
||||
"Autonomous weapons and the new arms race",
|
||||
"Climate migration and resource wars",
|
||||
"The contest for space and orbital dominance"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"id": "present",
|
||||
"name": "Present Day",
|
||||
"year": 2026,
|
||||
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, artificial intelligence, and great-power rivalry shape every decision the leaders of the age must make.",
|
||||
"suggestedPowers": [
|
||||
{ "name": "United States", "region": "USA", "note": "The military-technological leader of the Western bloc." },
|
||||
{ "name": "People's Republic of China", "region": "CHN", "note": "The industrial giant pressing on the Western Pacific." },
|
||||
{ "name": "Russian Federation", "region": "RUS", "note": "A resource-rich power testing its neighbors' resolve." },
|
||||
{ "name": "European Union", "region": "FRA", "note": "A large, internally divided economic bloc." }
|
||||
],
|
||||
"tensions": [
|
||||
"US–China tech and trade rivalry",
|
||||
"The war in Europe and the eastern flank",
|
||||
"AI and cyber dominance"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"id": "ww2",
|
||||
"name": "World War II",
|
||||
"year": 1939,
|
||||
"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength, and the great powers watch — and arm — from across the oceans.",
|
||||
"suggestedPowers": [
|
||||
{ "name": "German Reich", "region": "DEU", "note": "A militarized Reich at the heart of the continent, its army the most battle-hardened in Europe." },
|
||||
{ "name": "United Kingdom", "region": "GBR", "note": "An island power that commands the seas but is cut off from the continent." },
|
||||
{ "name": "Soviet Union", "region": "RUS", "note": "A vast, fragile industrial giant on the eastern frontier." },
|
||||
{ "name": "United States", "region": "USA", "note": "An industrial colossus, still politically divided over entry into the war." }
|
||||
],
|
||||
"tensions": [
|
||||
"The Axis versus the Allies",
|
||||
"The race for continental resources and sea lanes",
|
||||
"The uneasy balance before the bomb"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,251 @@
|
||||
{
|
||||
"ABW": 106314,
|
||||
"AFG": 38041754,
|
||||
"AGO": 31825295,
|
||||
"AIA": 14731,
|
||||
"ALB": 2854191,
|
||||
"ALD": 29884,
|
||||
"AND": 77142,
|
||||
"ARE": 9770529,
|
||||
"ARG": 44938712,
|
||||
"ARM": 2957731,
|
||||
"ASM": 55312,
|
||||
"ATA": 4490,
|
||||
"ATF": 140,
|
||||
"ATG": 97118,
|
||||
"AUS": 25364307,
|
||||
"AUT": 8877067,
|
||||
"AZE": 10023318,
|
||||
"BDI": 11530580,
|
||||
"BEL": 11484055,
|
||||
"BEN": 11801151,
|
||||
"BFA": 20321378,
|
||||
"BGD": 163046161,
|
||||
"BGR": 6975761,
|
||||
"BHR": 1641172,
|
||||
"BHS": 389482,
|
||||
"BIH": 3301000,
|
||||
"BLM": 9961,
|
||||
"BLR": 9466856,
|
||||
"BLZ": 390353,
|
||||
"BMU": 63918,
|
||||
"BOL": 11513100,
|
||||
"BRA": 211049527,
|
||||
"BRB": 287025,
|
||||
"BRN": 433285,
|
||||
"BTN": 763092,
|
||||
"BWA": 2303697,
|
||||
"CAF": 4745185,
|
||||
"CAN": 37589262,
|
||||
"CHE": 8574832,
|
||||
"CHL": 18952038,
|
||||
"CHN": 1397715000,
|
||||
"CIV": 25716544,
|
||||
"CMR": 25876380,
|
||||
"CNM": 10000,
|
||||
"COD": 86790567,
|
||||
"COG": 5380508,
|
||||
"COK": 17459,
|
||||
"COL": 50339443,
|
||||
"COM": 850886,
|
||||
"CPV": 549935,
|
||||
"CRI": 5047561,
|
||||
"CSI": 4,
|
||||
"CUB": 11333483,
|
||||
"CUW": 157538,
|
||||
"CYM": 64948,
|
||||
"CYN": 326000,
|
||||
"CYP": 1198575,
|
||||
"CZE": 10669709,
|
||||
"DEU": 83132799,
|
||||
"DJI": 973560,
|
||||
"DMA": 71808,
|
||||
"DNK": 5818553,
|
||||
"DOM": 10738958,
|
||||
"DZA": 43053054,
|
||||
"ECU": 17373662,
|
||||
"EGY": 100388073,
|
||||
"ERI": 6081196,
|
||||
"ESB": 7850,
|
||||
"ESP": 47076781,
|
||||
"EST": 1326590,
|
||||
"ETH": 112078730,
|
||||
"FIN": 5520314,
|
||||
"FJI": 889953,
|
||||
"FLK": 3398,
|
||||
"FRA": 67059887,
|
||||
"FRO": 48678,
|
||||
"FSM": 113815,
|
||||
"GAB": 2172579,
|
||||
"GBR": 66834405,
|
||||
"GEO": 3720382,
|
||||
"GGY": 62792,
|
||||
"GHA": 30417856,
|
||||
"GIB": 33701,
|
||||
"GIN": 12771246,
|
||||
"GMB": 2347706,
|
||||
"GNB": 1920922,
|
||||
"GNQ": 1355986,
|
||||
"GRC": 10716322,
|
||||
"GRD": 112003,
|
||||
"GRL": 56225,
|
||||
"GTM": 16604026,
|
||||
"GUM": 167294,
|
||||
"GUY": 782766,
|
||||
"HKG": 7507400,
|
||||
"HND": 9746117,
|
||||
"HRV": 4067500,
|
||||
"HTI": 11263077,
|
||||
"HUN": 9769949,
|
||||
"IDN": 270625568,
|
||||
"IMN": 84584,
|
||||
"IND": 1366417754,
|
||||
"IOA": 2387,
|
||||
"IOT": 3000,
|
||||
"IRL": 4941444,
|
||||
"IRN": 82913906,
|
||||
"IRQ": 39309783,
|
||||
"ISL": 361313,
|
||||
"ISR": 9053300,
|
||||
"ITA": 60297396,
|
||||
"JAM": 2948279,
|
||||
"JEY": 107800,
|
||||
"JOR": 10101694,
|
||||
"JPN": 126264931,
|
||||
"KAB": 36175,
|
||||
"KAS": 6000,
|
||||
"KAZ": 18513930,
|
||||
"KEN": 52573973,
|
||||
"KGZ": 6456900,
|
||||
"KHM": 16486542,
|
||||
"KIR": 117606,
|
||||
"KNA": 52834,
|
||||
"KOR": 51709098,
|
||||
"KOS": 1794248,
|
||||
"KWT": 4207083,
|
||||
"LAO": 7169455,
|
||||
"LBN": 6855713,
|
||||
"LBR": 4937374,
|
||||
"LBY": 6777452,
|
||||
"LCA": 182790,
|
||||
"LIE": 38019,
|
||||
"LKA": 21803000,
|
||||
"LSO": 2125268,
|
||||
"LTU": 2786844,
|
||||
"LUX": 619896,
|
||||
"LVA": 1912789,
|
||||
"MAC": 640445,
|
||||
"MAF": 38002,
|
||||
"MAR": 36471769,
|
||||
"MCO": 38964,
|
||||
"MDA": 2657637,
|
||||
"MDG": 26969307,
|
||||
"MDV": 530953,
|
||||
"MEX": 127575529,
|
||||
"MHL": 58791,
|
||||
"MKD": 2083459,
|
||||
"MLI": 19658031,
|
||||
"MLT": 502653,
|
||||
"MMR": 54045420,
|
||||
"MNE": 622137,
|
||||
"MNG": 3225167,
|
||||
"MNP": 57216,
|
||||
"MOZ": 30366036,
|
||||
"MRT": 4525696,
|
||||
"MSR": 4649,
|
||||
"MUS": 1265711,
|
||||
"MWI": 18628747,
|
||||
"MYS": 31949777,
|
||||
"NAM": 2494530,
|
||||
"NCL": 287800,
|
||||
"NER": 23310715,
|
||||
"NFK": 2169,
|
||||
"NGA": 200963599,
|
||||
"NIC": 6545502,
|
||||
"NIU": 1620,
|
||||
"NLD": 17332850,
|
||||
"NOR": 5347896,
|
||||
"NPL": 28608710,
|
||||
"NRU": 12581,
|
||||
"NZL": 4917000,
|
||||
"OMN": 4974986,
|
||||
"PAK": 216565318,
|
||||
"PAN": 4246439,
|
||||
"PCN": 54,
|
||||
"PER": 32510453,
|
||||
"PGA": 100,
|
||||
"PHL": 108116615,
|
||||
"PLW": 18008,
|
||||
"PNG": 8776109,
|
||||
"POL": 37970874,
|
||||
"PRI": 3193694,
|
||||
"PRK": 25666161,
|
||||
"PRT": 10269417,
|
||||
"PRY": 7044636,
|
||||
"PSX": 4685306,
|
||||
"PYF": 279287,
|
||||
"QAT": 2832067,
|
||||
"ROU": 19356544,
|
||||
"RUS": 144373535,
|
||||
"RWA": 12626950,
|
||||
"SAH": 603253,
|
||||
"SAU": 34268528,
|
||||
"SDN": 42813238,
|
||||
"SDS": 11062113,
|
||||
"SEN": 16296364,
|
||||
"SGP": 5703569,
|
||||
"SGS": 30,
|
||||
"SHN": 4534,
|
||||
"SLB": 669823,
|
||||
"SLE": 7813215,
|
||||
"SLV": 6453553,
|
||||
"SMR": 33860,
|
||||
"SOL": 5096159,
|
||||
"SOM": 10192317,
|
||||
"SPM": 5997,
|
||||
"SRB": 6944975,
|
||||
"STP": 215056,
|
||||
"SUR": 581363,
|
||||
"SVK": 5454073,
|
||||
"SVN": 2087946,
|
||||
"SWE": 10285453,
|
||||
"SWZ": 1148130,
|
||||
"SXM": 40733,
|
||||
"SYC": 97625,
|
||||
"SYR": 17070135,
|
||||
"TCA": 38191,
|
||||
"TCD": 15946876,
|
||||
"TGO": 8082366,
|
||||
"THA": 69625582,
|
||||
"TJK": 9321018,
|
||||
"TKM": 5942089,
|
||||
"TLS": 1293119,
|
||||
"TON": 104494,
|
||||
"TTO": 1394973,
|
||||
"TUN": 11694719,
|
||||
"TUR": 83429615,
|
||||
"TUV": 11646,
|
||||
"TWN": 23568378,
|
||||
"TZA": 58005463,
|
||||
"UGA": 44269594,
|
||||
"UKR": 44385155,
|
||||
"UMI": 300,
|
||||
"URY": 3461734,
|
||||
"USA": 328239523,
|
||||
"USG": 6000,
|
||||
"UZB": 33580650,
|
||||
"VAT": 825,
|
||||
"VCT": 110589,
|
||||
"VEN": 28515829,
|
||||
"VGB": 30030,
|
||||
"VIR": 106631,
|
||||
"VNM": 96462106,
|
||||
"VUT": 299882,
|
||||
"WLF": 11558,
|
||||
"WSB": 7850,
|
||||
"WSM": 197097,
|
||||
"YEM": 29161922,
|
||||
"ZAF": 58558270,
|
||||
"ZMB": 17861030,
|
||||
"ZWE": 14645468
|
||||
}
|
||||
@@ -7587,6 +7587,7 @@
|
||||
"nenets-qyga": [
|
||||
"arkhangel-sk-lhbk",
|
||||
"komi-eoeh",
|
||||
"pechora-qwhs",
|
||||
"yamal-nenets-aqsx"
|
||||
],
|
||||
"neuquen-yvne": [
|
||||
@@ -7614,6 +7615,7 @@
|
||||
"ontario-bzqu",
|
||||
"quebec-yegk"
|
||||
],
|
||||
"new-earth-eikt": [],
|
||||
"new-hampshire-koki": [
|
||||
"maine-maiz",
|
||||
"massachusetts-ggid",
|
||||
@@ -8748,6 +8750,10 @@
|
||||
"soriano-ixbv",
|
||||
"tacuarembo-yekg"
|
||||
],
|
||||
"pechora-qwhs": [
|
||||
"nenets-qyga",
|
||||
"yamal-gosw"
|
||||
],
|
||||
"peloponnisos-wqyw": [
|
||||
"dytiki-ellada-mlyj",
|
||||
"sterea-ellada-inyu"
|
||||
@@ -10010,6 +10016,9 @@
|
||||
"medea-elbf",
|
||||
"skikda-odba"
|
||||
],
|
||||
"severnaya-zemlya-awqp": [
|
||||
"yamal-gosw"
|
||||
],
|
||||
"sevilla-oxma": [
|
||||
"badajoz-ciwt",
|
||||
"cadiz-aazc",
|
||||
@@ -12160,6 +12169,10 @@
|
||||
"iwate-uvfz",
|
||||
"niigata-idhx"
|
||||
],
|
||||
"yamal-gosw": [
|
||||
"pechora-qwhs",
|
||||
"severnaya-zemlya-awqp"
|
||||
],
|
||||
"yamal-nenets-aqsx": [
|
||||
"khanty-mansiy-tkto",
|
||||
"komi-eoeh",
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -1305,6 +1305,10 @@
|
||||
"RU-ALT": "altay-mfuq",
|
||||
"RU-AMU": "amur-clbp",
|
||||
"RU-ARK": "arkhangel-sk-lhbk",
|
||||
"RU-ARK-NE": "new-earth-eikt",
|
||||
"RU-ARK-SZ": "severnaya-zemlya-awqp",
|
||||
"RU-PEO": "pechora-qwhs",
|
||||
"RU-YAM": "yamal-gosw",
|
||||
"RU-AST": "astrakhan-anec",
|
||||
"RU-BA": "bashkortostan-uovk",
|
||||
"RU-BEL": "belgorod-wxjk",
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,132 @@
|
||||
/**
|
||||
* scripts/build-region-centroids.mjs — build the precomputed region-centroid
|
||||
* manifest: `public/region-centroids.json` = `{ "<regionKey>": { "lat": <number>, "lon": <number>, "spread": <number> }, ... }`.
|
||||
*
|
||||
* For every sub-region (region key, see `public/region-keys.json`) this records
|
||||
* the point the LLM's map markers (v0.27, #44) will be anchored to: the
|
||||
* **centroid of the region's largest-area part** (a MultiPolygon's biggest
|
||||
* island/lake-piece rather than an area-weighted average of all parts), plus
|
||||
* a `spread` value ≈ 0.1 × the smallest bbox dimension of that part (in
|
||||
* degrees) — the engine scatters markers of one region within ±(spread/2)
|
||||
* around the centroid using a deterministic per-marker offset, so several
|
||||
* markers of the same region do not stack on one pixel.
|
||||
*
|
||||
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
|
||||
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
|
||||
* v0.17 note). For each feature we (1) split a MultiPolygon into its parts
|
||||
* (a plain Polygon is its own single part), (2) pick the part with the
|
||||
* greatest `@turf/area`, (3) take `@turf/centroid` of that part and
|
||||
* `@turf/bbox` of that part, and (4) round everything to 6 decimal places
|
||||
* (≈ 0.1 m at this scale — far below the map's visual precision).
|
||||
*
|
||||
* Output contract (asserted by scripts/region-centroids.test.ts):
|
||||
* - one entry for **every** region key, keyed identically to
|
||||
* `public/region-keys.json` (same key set, 1,800 entries);
|
||||
* - each centroid lies inside its region's (largest part's) bbox;
|
||||
* - `spread` is a non-negative number of degrees (0 for degenerate parts);
|
||||
* - values are rounded to at most 6 decimal places.
|
||||
*
|
||||
* Deterministic + idempotent: the input files are fixed, turf is a pure
|
||||
* geometric computation, the output keeps the geo file's (stable) feature
|
||||
* order and rounds to fixed precision — so a re-run rewrites a byte-identical
|
||||
* file (the test re-runs this script and compares bytes).
|
||||
*
|
||||
* Usage: `node scripts/build-region-centroids.mjs` (or `npm run build:region-centroids`).
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import area from '@turf/area';
|
||||
import bbox from '@turf/bbox';
|
||||
import centroid from '@turf/centroid';
|
||||
import { feature } from '@turf/helpers';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
const round6 = (v) => Math.round(v * 1e6) / 1e6;
|
||||
|
||||
// --- load the geo + region-key manifest (plain parse; keys join feature->key) --
|
||||
const geo = JSON.parse(readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'));
|
||||
const idToKey = JSON.parse(readFileSync(path.join(root, 'public', 'region-keys.json'), 'utf8'));
|
||||
|
||||
/**
|
||||
* The polygon parts of a geometry: a MultiPolygon's individual polygons, a
|
||||
* plain Polygon as its own single part, anything else as an empty list (the
|
||||
* caller falls back to the whole-feature centroid).
|
||||
*/
|
||||
function partsOf(geometry) {
|
||||
if (geometry?.type === 'MultiPolygon') return geometry.coordinates ?? [];
|
||||
if (geometry?.type === 'Polygon') return [geometry.coordinates];
|
||||
return [];
|
||||
}
|
||||
|
||||
const manifest = {};
|
||||
let skipped = 0;
|
||||
for (const f of geo.features ?? []) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const key = idToKey[id];
|
||||
if (!key) continue; // a geo feature with no manifest entry is skipped
|
||||
const parts = partsOf(f.geometry);
|
||||
if (parts.length === 0) {
|
||||
// Degenerate geometry (a point/line region): anchor at the feature's own
|
||||
// centroid. Can't happen with the current 1,800-polygon dataset, but the
|
||||
// fallback keeps the manifest complete if the generator ever changes.
|
||||
skipped += 1;
|
||||
const c = centroid(feature(f.geometry));
|
||||
const b = bbox(feature(f.geometry));
|
||||
manifest[key] = {
|
||||
lat: round6(c.geometry.coordinates[1]),
|
||||
lon: round6(c.geometry.coordinates[0]),
|
||||
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
|
||||
};
|
||||
continue;
|
||||
}
|
||||
// Pick the part with the greatest area (km²) and anchor to IT, so a
|
||||
// multi-part region's markers cluster on its main mass, not between parts.
|
||||
let best = 0;
|
||||
let bestArea = -1;
|
||||
for (let i = 0; i < parts.length; i++) {
|
||||
const a = area(feature({ type: 'Polygon', coordinates: parts[i] }));
|
||||
if (a > bestArea) {
|
||||
bestArea = a;
|
||||
best = i;
|
||||
}
|
||||
}
|
||||
const part = feature({ type: 'Polygon', coordinates: parts[best] });
|
||||
const c = centroid(part);
|
||||
const b = bbox(part);
|
||||
manifest[key] = {
|
||||
lat: round6(c.geometry.coordinates[1]),
|
||||
lon: round6(c.geometry.coordinates[0]),
|
||||
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
|
||||
};
|
||||
}
|
||||
|
||||
// --- hard assertions (the test re-checks these against the committed file) ---
|
||||
const expectedKeys = Object.values(idToKey);
|
||||
if (Object.keys(manifest).length !== expectedKeys.length) {
|
||||
throw new Error(
|
||||
`expected ${expectedKeys.length} centroid entries (one per region key), got ${Object.keys(manifest).length}`,
|
||||
);
|
||||
}
|
||||
for (const k of expectedKeys) {
|
||||
if (!(k in manifest)) throw new Error(`missing centroid for region key ${JSON.stringify(k)}`);
|
||||
}
|
||||
for (const [k, v] of Object.entries(manifest)) {
|
||||
if (!Number.isFinite(v.lat) || !Number.isFinite(v.lon) || !Number.isFinite(v.spread)) {
|
||||
throw new Error(`non-finite centroid for ${k}: ${JSON.stringify(v)}`);
|
||||
}
|
||||
if (v.spread < 0) throw new Error(`negative spread for ${k}: ${v.spread}`);
|
||||
}
|
||||
|
||||
// --- write idempotently (stable order = insertion order = geo file order) ---
|
||||
writeFileSync(path.join(root, 'public', 'region-centroids.json'), JSON.stringify(manifest, null, 2) + '\n');
|
||||
|
||||
// --- summary ------------------------------------------------------------------
|
||||
const spreads = Object.values(manifest).map((v) => v.spread);
|
||||
console.log(
|
||||
`[build-region-centroids] wrote public/region-centroids.json — ${Object.keys(manifest).length} region keys` +
|
||||
(skipped ? ` (${skipped} non-polygon fallbacks)` : '') +
|
||||
`, spread min/max ${Math.min(...spreads)} / ${Math.max(...spreads)} deg`,
|
||||
);
|
||||
@@ -0,0 +1,165 @@
|
||||
/**
|
||||
* scripts/build-region-geo.mjs — build the region **geo** manifest:
|
||||
* `public/region-geo.json` = `{ "<regionKey>": { "area": <number>, "population": <number> }, ... }`.
|
||||
*
|
||||
* For every sub-region (region key, see `public/region-keys.json`) this records
|
||||
* two facts the v0.28 per-region stats model (and its area×population weighting)
|
||||
* needs:
|
||||
* - `area` — the region's **total** surface area in km², from
|
||||
* `@turf/area` on the FINAL generated feature
|
||||
* (`public/regions.geo.json`) — turf reports square metres,
|
||||
* so the raw value is divided by 1e6 — rounded to 2 decimals.
|
||||
* - `population` — the region's share of its **parent country's** real
|
||||
* population (Natural Earth 1:10m admin-0 `POP_EST`, from the
|
||||
* committed `public/ne-admin0-pop.json`), distributed across
|
||||
* the country's sub-regions **proportional to each region's
|
||||
* area** (a first-order "uniform population density within a
|
||||
* country" approximation — Natural Earth admin-1, which the
|
||||
* region generator uses, carries no per-unit population).
|
||||
*
|
||||
* Population distribution uses **largest remainder** per country, so the sum of
|
||||
* a country's sub-region populations is EXACTLY the country's POP_EST, and the
|
||||
* sum over all 1,800 regions is EXACTLY the sum of the 177 repo countries'
|
||||
* POP_EST (7,654,092,021) — no rounding drift.
|
||||
*
|
||||
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
|
||||
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
|
||||
* v0.17 note). The population source is the COMMITTED `public/ne-admin0-pop.json`
|
||||
* (a small derived table produced once by `scripts/extract-admin0-pop.mjs` from
|
||||
* the 13 MB Natural Earth admin-0 file, which we do NOT commit) — so this build
|
||||
* is fully reproducible in CI.
|
||||
*
|
||||
* Output contract (asserted by scripts/region-geo.test.ts):
|
||||
* - one entry for **every** region key, keyed identically to
|
||||
* `public/region-keys.json` (same key set, 1,800 entries);
|
||||
* - `area` is a finite number >= 0 (km², <= 2 decimals);
|
||||
* - `population` is a non-negative integer;
|
||||
* - the total population across all entries is a non-negative integer.
|
||||
*
|
||||
* Deterministic + idempotent: fixed inputs (the geo file, the key manifest, and
|
||||
* the committed population table), pure turf, largest-remainder with a
|
||||
* (remainder desc, key asc) tie-break, and stable sorted key order → a re-run
|
||||
* rewrites a byte-identical file (the test re-runs this script and compares
|
||||
* bytes).
|
||||
*
|
||||
* Usage: `node scripts/build-region-geo.mjs` (or `npm run build:region-geo`).
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import area from '@turf/area';
|
||||
import { feature } from '@turf/helpers';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
const round2 = (v) => Math.round(v * 100) / 100;
|
||||
|
||||
// --- load the inputs (plain parse) ------------------------------------------
|
||||
const geoPath = path.join(root, 'public', 'regions.geo.json');
|
||||
const keysPath = path.join(root, 'public', 'region-keys.json');
|
||||
const popPath = path.join(root, 'public', 'ne-admin0-pop.json');
|
||||
|
||||
let geo, idToKey, popByCountry;
|
||||
try {
|
||||
geo = JSON.parse(readFileSync(geoPath, 'utf8'));
|
||||
idToKey = JSON.parse(readFileSync(keysPath, 'utf8'));
|
||||
popByCountry = JSON.parse(readFileSync(popPath, 'utf8'));
|
||||
} catch (err) {
|
||||
console.error(
|
||||
`[build-region-geo] could not load the inputs (${geoPath}, ${keysPath}, ${popPath}). ` +
|
||||
`Is public/ne-admin0-pop.json present? Regenerate it with scripts/extract-admin0-pop.mjs.`,
|
||||
);
|
||||
throw err;
|
||||
}
|
||||
|
||||
/**
|
||||
* One pass over the geo features: for each region key record its (unrounded)
|
||||
* turf area and its parent ISO_A3, then group the keys by parent so the
|
||||
* population can be distributed per country.
|
||||
*/
|
||||
const regionArea = new Map(); // key -> unrounded area (km²)
|
||||
const regionParent = new Map(); // key -> parent ISO_A3
|
||||
for (const f of geo.features ?? []) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const key = idToKey[id];
|
||||
if (!key) continue; // a geo feature with no manifest entry is skipped
|
||||
// @turf/area reports square METRES; the manifest stores km².
|
||||
const a = area(feature(f.geometry)) / 1e6;
|
||||
regionArea.set(key, a);
|
||||
regionParent.set(key, typeof f.properties?.parent === 'string' ? f.properties.parent : '');
|
||||
}
|
||||
|
||||
// Group region keys by parent country (file order is stable, but we sort for
|
||||
// deterministic population distribution).
|
||||
const keysByCountry = new Map(); // parent -> string[] of keys
|
||||
for (const [key, parent] of regionParent) {
|
||||
if (!parent) continue; // a region with no parent has no population source
|
||||
const list = keysByCountry.get(parent);
|
||||
if (list) list.push(key);
|
||||
else keysByCountry.set(parent, [key]);
|
||||
}
|
||||
|
||||
const population = new Map(); // key -> integer population
|
||||
for (const [parent, keys] of keysByCountry) {
|
||||
keys.sort(); // deterministic ordering for the tie-break
|
||||
const P = Number.isFinite(popByCountry[parent]) ? Math.max(0, popByCountry[parent]) : 0;
|
||||
const totalArea = keys.reduce((s, k) => s + (regionArea.get(k) || 0), 0);
|
||||
if (P <= 0 || totalArea <= 0) {
|
||||
for (const k of keys) population.set(k, 0);
|
||||
continue;
|
||||
}
|
||||
// Largest remainder: floor each share, then hand out the leftover 1s to the
|
||||
// regions with the largest fractional remainders (ties broken by key asc).
|
||||
const shares = keys.map((k) => {
|
||||
const a = regionArea.get(k) || 0;
|
||||
const ideal = (P * a) / totalArea;
|
||||
return { k, floor: Math.floor(ideal), rem: ideal - Math.floor(ideal) };
|
||||
});
|
||||
const distributed = shares.reduce((s, x) => s + x.floor, 0);
|
||||
let deficit = P - distributed; // 0 <= deficit < keys.length
|
||||
const order = shares
|
||||
.map((x, i) => ({ i, rem: x.rem, k: x.k }))
|
||||
.sort((a, b) => (b.rem - a.rem) || (a.k < b.k ? -1 : a.k > b.k ? 1 : 0));
|
||||
for (let i = 0; i < order.length && deficit > 0; i++) {
|
||||
shares[order[i].i].floor += 1;
|
||||
deficit -= 1;
|
||||
}
|
||||
for (const x of shares) population.set(x.k, x.floor);
|
||||
}
|
||||
|
||||
// --- assemble the manifest (sorted keys) -------------------------------------
|
||||
const expectedKeys = Object.values(idToKey);
|
||||
const manifest = {};
|
||||
for (const k of [...expectedKeys].sort()) {
|
||||
const a = regionArea.get(k);
|
||||
const p = population.get(k);
|
||||
if (a === undefined || p === undefined) {
|
||||
throw new Error(`region key ${JSON.stringify(k)} has no computed area/population`);
|
||||
}
|
||||
manifest[k] = { area: round2(a), population: p };
|
||||
}
|
||||
|
||||
// --- hard assertions (the test re-checks these against the committed file) ----
|
||||
if (Object.keys(manifest).length !== expectedKeys.length) {
|
||||
throw new Error(
|
||||
`expected ${expectedKeys.length} region-geo entries (one per region key), got ${Object.keys(manifest).length}`,
|
||||
);
|
||||
}
|
||||
let totalPop = 0;
|
||||
let zeros = 0;
|
||||
for (const [k, v] of Object.entries(manifest)) {
|
||||
if (!Number.isFinite(v.area) || v.area < 0) throw new Error(`bad area for ${k}: ${JSON.stringify(v)}`);
|
||||
if (!Number.isInteger(v.population) || v.population < 0) throw new Error(`bad population for ${k}: ${JSON.stringify(v)}`);
|
||||
if (v.area === 0) zeros += 1;
|
||||
totalPop += v.population;
|
||||
}
|
||||
|
||||
// --- write idempotently (sorted keys, 2-space indent, trailing newline) ------
|
||||
writeFileSync(path.join(root, 'public', 'region-geo.json'), JSON.stringify(manifest, null, 2) + '\n');
|
||||
|
||||
// --- summary ------------------------------------------------------------------
|
||||
console.log(
|
||||
`[build-region-geo] wrote public/region-geo.json — ${Object.keys(manifest).length} region keys` +
|
||||
`${zeros ? ` (${zeros} zero-area regions)` : ''}, total population ${totalPop.toLocaleString('en-US')}`,
|
||||
);
|
||||
@@ -21,7 +21,7 @@
|
||||
* 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.
|
||||
* full key is unique across all 1,800 regions.
|
||||
*
|
||||
* Output: `public/region-keys.json` — a `{ [stableFeatureId]: regionKey }`
|
||||
* object, e.g. `{ "FR-57": "brittany-xk2a" }`, in file (stable) order. The map
|
||||
@@ -107,8 +107,8 @@ 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`);
|
||||
if (features.length !== 1800) {
|
||||
throw new Error(`expected 1,800 regions, got ${features.length} — regions.geo.json changed; re-verify the region-key contract`);
|
||||
}
|
||||
|
||||
// Group features by their (computed) name-slug, preserving file order, so the
|
||||
@@ -154,5 +154,5 @@ 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(`[build-region-keys] wrote public/region-keys.json — ${keys.length} unique region keys (1,800 expected)`);
|
||||
console.log(` western group: ${western.map(([id, k]) => `${id}=${k}`).join(', ')}`);
|
||||
|
||||
@@ -0,0 +1,78 @@
|
||||
/**
|
||||
* scripts/extract-admin0-pop.mjs — one-time extraction of the population
|
||||
* SOURCE for the region-geo manifest: `public/ne-admin0-pop.json`.
|
||||
*
|
||||
* Output = `{ "<ADM0_A3>": <POP_EST>, ... }` — the estimated population
|
||||
* (POP_EST) of every Natural Earth 1:10m **admin-0 country** code, keeping
|
||||
* the **maximum** POP_EST seen for each code (Natural Earth ships a few
|
||||
* duplicated / broken-out features per code, e.g. the `TLC` stubs, whose
|
||||
* POP_EST is 0; the real country always wins by having the larger value).
|
||||
* Only codes with a finite, positive POP_EST are recorded (a 0/null POP_EST
|
||||
* has nothing to distribute). Keys are sorted; the file is written with
|
||||
* 2-space indent + trailing newline (deterministic, committed).
|
||||
*
|
||||
* Why a separate committed file: `public/region-geo.json` (built by
|
||||
* `build-region-geo.mjs`) needs a per-country population, but the raw
|
||||
* Natural Earth GeoJSON (13 MB) is a *source* file we deliberately do NOT
|
||||
* commit (see the AGENTS.md data-pipeline note). This script distils it
|
||||
* into a tiny (a few KB) derived table that IS committed, so the region-geo
|
||||
* builder stays fully reproducible in CI without the source present.
|
||||
* Re-run only when the underlying Natural Earth data changes.
|
||||
*
|
||||
* The 1:10m admin-1 file (the one the region generator uses) carries NO
|
||||
* population; the 1:10m admin-0 file does (uppercase `POP_EST` / `ADM0_A3`).
|
||||
*
|
||||
* Usage:
|
||||
* NE_ADMIN0=/path/to/ne_10m_admin_0_countries.geojson node scripts/extract-admin0-pop.mjs
|
||||
* (default source: /tmp/ne10m_admin0.geojson)
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
const src = process.env.NE_ADMIN0 || '/tmp/ne10m_admin0.geojson';
|
||||
let raw;
|
||||
try {
|
||||
raw = readFileSync(src, 'utf8');
|
||||
} catch (err) {
|
||||
console.error(
|
||||
`[extract-admin0-pop] could not read the Natural Earth admin-0 source at ${src}. ` +
|
||||
`Download it (ne_10m_admin_0_countries.geojson) and re-run with NE_ADMIN0 pointing at it.`,
|
||||
);
|
||||
throw err;
|
||||
}
|
||||
|
||||
const geo = JSON.parse(raw);
|
||||
|
||||
/** ADM0_A3 -> max finite, positive POP_EST. */
|
||||
const byCode = new Map();
|
||||
for (const f of geo.features ?? []) {
|
||||
const p = f.properties ?? {};
|
||||
const code = typeof p.ADM0_A3 === 'string' ? p.ADM0_A3 : '';
|
||||
const pop = typeof p.POP_EST === 'number' ? p.POP_EST : NaN;
|
||||
if (!code || !Number.isFinite(pop) || pop <= 0) continue;
|
||||
const prev = byCode.get(code);
|
||||
if (prev === undefined || pop > prev) byCode.set(code, Math.round(pop));
|
||||
}
|
||||
|
||||
if (byCode.size === 0) {
|
||||
throw new Error('[extract-admin0-pop] no finite positive POP_EST found in the source — wrong file?');
|
||||
}
|
||||
|
||||
// Deterministic: sorted keys, 2-space indent, trailing newline.
|
||||
const keys = [...byCode.keys()].sort();
|
||||
const manifest = {};
|
||||
for (const k of keys) manifest[k] = byCode.get(k);
|
||||
|
||||
const out = path.join(root, 'public', 'ne-admin0-pop.json');
|
||||
writeFileSync(out, JSON.stringify(manifest, null, 2) + '\n');
|
||||
|
||||
let sum = 0;
|
||||
for (const v of byCode.values()) sum += v;
|
||||
console.log(
|
||||
`[extract-admin0-pop] wrote public/ne-admin0-pop.json — ${byCode.size} country codes, ` +
|
||||
`total population ${sum.toLocaleString('en-US')} (Natural Earth 1:10m admin-0, max POP_EST per code)`,
|
||||
);
|
||||
@@ -34,7 +34,7 @@ describe('region-adjacency.json', () => {
|
||||
const adjacencyKeys = new Set(Object.keys(adjacency));
|
||||
expect(adjacencyKeys).toEqual(manifestKeys);
|
||||
expect(Object.keys(adjacency)).toHaveLength(keys.size);
|
||||
expect(adjacencyKeys.size).toBe(1796);
|
||||
expect(adjacencyKeys.size).toBe(1800);
|
||||
});
|
||||
|
||||
it('every neighbour is itself a valid region key (referential integrity)', () => {
|
||||
@@ -84,4 +84,32 @@ describe('region-adjacency.json', () => {
|
||||
expect(adjacency['moselle-rygy']?.includes('baden-wurttemberg-oyje')).toBe(true);
|
||||
expect(adjacency['baden-wurttemberg-oyje']?.includes('moselle-rygy')).toBe(true);
|
||||
});
|
||||
|
||||
it("the #31 + #41 Arctic splits: New Earth isolated; Severnaya Zemlya, Pechora and Yamal adjacency", () => {
|
||||
// v0.25 (#31) split RU-ARK into the mainland (arkhangel-sk-lhbk), the
|
||||
// Franz Josef Land islets (new-earth-eikt) and the Severnaya Zemlya
|
||||
// islets (severnaya-zemlya-awqp). New Earth sits ~100+ km from any land
|
||||
// → a genuinely isolated island (empty list).
|
||||
// v0.26 (#41) repartitioned the mainland: the 5 lat < 68 parts stay
|
||||
// arkhangel-sk-lhbk, and the 28 lat ≥ 68 band parts became pechora-qwhs
|
||||
// (the SW cell) and yamal-gosw (the NE cell). The Severnaya Zemlya
|
||||
// islets' digitized rings touch the NE band part (now yamal-gosw), not
|
||||
// the trimmed core, so SZ now borders Yamal (its former mainland contact
|
||||
// moved to Yamal). The trimmed core keeps its real mainland neighbours
|
||||
// but loses the SZ contact. Pechora (SW) borders the existing Nenets
|
||||
// region to the south and Yamal to the north.
|
||||
expect(adjacency['new-earth-eikt']).toEqual([]);
|
||||
expect(adjacency['severnaya-zemlya-awqp']).toEqual(['yamal-gosw']);
|
||||
expect(adjacency['pechora-qwhs']).toEqual(['nenets-qyga', 'yamal-gosw']);
|
||||
expect(adjacency['yamal-gosw']).toEqual(['pechora-qwhs', 'severnaya-zemlya-awqp']);
|
||||
// the trimmed core keeps its real neighbours (the band's SZ contact moved to Yamal)
|
||||
expect(adjacency['arkhangel-sk-lhbk']).toEqual([
|
||||
'karelia-ohem',
|
||||
'kirov-gfvm',
|
||||
'komi-eoeh',
|
||||
'murmansk-etas',
|
||||
'nenets-qyga',
|
||||
'vologda-ynvr',
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,158 @@
|
||||
/**
|
||||
* scripts/region-centroids.test.ts — validation for the committed
|
||||
* `public/region-centroids.json` (built by `scripts/build-region-centroids.mjs`).
|
||||
*
|
||||
* The manifest maps each region key to the anchor point a map marker (v0.27,
|
||||
* #44) is placed at: the centroid of the region's largest-area part, plus a
|
||||
* `spread` (≈ 0.1 × that part's smallest bbox dimension, in degrees) that the
|
||||
* engine uses to scatter multiple markers of one region around the centroid.
|
||||
* It is a load-bearing data artifact for the marker placement path — this test
|
||||
* pins its contract.
|
||||
*
|
||||
* Deliberately dependency-free: it reads the JSON with plain `fs`/`JSON.parse`
|
||||
* and computes bbox checks by iterating coordinates directly (no `@turf`/
|
||||
* geojson types, which would pull `@types/geojson` into the tsc program and
|
||||
* break `WorldMap.tsx` — see the v0.17 note). Mirrors the style of
|
||||
* `scripts/region-adjacency.test.ts`; the determinism test re-runs the (turf
|
||||
* `.mjs`) builder and compares bytes, matching that the builder is idempotent.
|
||||
*/
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { execFileSync } from 'node:child_process';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
function readJson(rel: string): Record<string, unknown> {
|
||||
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
|
||||
}
|
||||
|
||||
interface CentroidEntry {
|
||||
lat: number;
|
||||
lon: number;
|
||||
spread: number;
|
||||
}
|
||||
|
||||
/** All [lon, lat] coordinate pairs of a Polygon / MultiPolygon geometry. */
|
||||
function allCoords(geometry: { type?: string; coordinates?: unknown }): Array<[number, number]> {
|
||||
const c = geometry?.coordinates as
|
||||
| Array<Array<[number, number]>>
|
||||
| Array<Array<Array<[number, number]>>>
|
||||
| undefined;
|
||||
if (!c) return [];
|
||||
if (geometry?.type === 'Polygon') {
|
||||
const rings = c as Array<Array<[number, number]>>;
|
||||
const out: Array<[number, number]> = [];
|
||||
for (const ring of rings) for (const p of ring) out.push(p);
|
||||
return out;
|
||||
}
|
||||
if (geometry?.type === 'MultiPolygon') {
|
||||
const polys = c as Array<Array<Array<[number, number]>>>;
|
||||
const out: Array<[number, number]> = [];
|
||||
for (const poly of polys) for (const ring of poly) for (const p of ring) out.push(p);
|
||||
return out;
|
||||
}
|
||||
return [];
|
||||
}
|
||||
|
||||
/** The bounding box [minLon, minLat, maxLon, maxLat] of a geometry. */
|
||||
function bboxOf(geometry: { type?: string; coordinates?: unknown }): [number, number, number, number] {
|
||||
let minLon = Infinity;
|
||||
let minLat = Infinity;
|
||||
let maxLon = -Infinity;
|
||||
let maxLat = -Infinity;
|
||||
for (const [x, y] of allCoords(geometry)) {
|
||||
if (x < minLon) minLon = x;
|
||||
if (y < minLat) minLat = y;
|
||||
if (x > maxLon) maxLon = x;
|
||||
if (y > maxLat) maxLat = y;
|
||||
}
|
||||
return [minLon, minLat, maxLon, maxLat];
|
||||
}
|
||||
|
||||
describe('region-centroids.json', () => {
|
||||
const centroids = readJson('public/region-centroids.json') as Record<string, CentroidEntry>;
|
||||
const manifest = readJson('public/region-keys.json') as Record<string, string>;
|
||||
const geo = readJson('public/regions.geo.json') as {
|
||||
features?: Array<{ id?: string | number; geometry?: { type?: string; coordinates?: unknown } }>;
|
||||
};
|
||||
const keys = Object.values(manifest);
|
||||
|
||||
// featureId -> feature, then regionKey -> feature (via the key manifest).
|
||||
const featureByKey = new Map<string, { geometry?: { type?: string; coordinates?: unknown } }>();
|
||||
for (const f of geo.features ?? []) {
|
||||
const key = manifest[String(f.id)];
|
||||
if (key) featureByKey.set(key, f);
|
||||
}
|
||||
|
||||
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
|
||||
expect(new Set(Object.keys(centroids))).toEqual(new Set(keys));
|
||||
expect(Object.keys(centroids)).toHaveLength(1800);
|
||||
});
|
||||
|
||||
it('every entry is a finite { lat, lon, spread } with a non-negative spread, in world bounds', () => {
|
||||
for (const [k, v] of Object.entries(centroids)) {
|
||||
expect(Number.isFinite(v.lat), `non-finite lat for ${k}`).toBe(true);
|
||||
expect(Number.isFinite(v.lon), `non-finite lon for ${k}`).toBe(true);
|
||||
expect(Number.isFinite(v.spread), `non-finite spread for ${k}`).toBe(true);
|
||||
expect(v.spread >= 0, `negative spread for ${k}`).toBe(true);
|
||||
expect(v.lat >= -90 && v.lat <= 90, `lat out of range for ${k}: ${v.lat}`).toBe(true);
|
||||
expect(v.lon >= -180 && v.lon <= 180, `lon out of range for ${k}: ${v.lon}`).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
it('each centroid lies inside its region feature bounding box', () => {
|
||||
// The recorded point is the centroid of the LARGEST part, which is a subset
|
||||
// of the whole feature, so it must fall inside the feature's overall bbox.
|
||||
let checked = 0;
|
||||
for (const [key, c] of Object.entries(centroids)) {
|
||||
const feat = featureByKey.get(key);
|
||||
if (!feat?.geometry) continue;
|
||||
const [minLon, minLat, maxLon, maxLat] = bboxOf(feat.geometry);
|
||||
const eps = 1e-4; // allow for the 6-dp rounding in the builder
|
||||
expect(
|
||||
c.lat >= minLat - eps && c.lat <= maxLat + eps,
|
||||
`lat ${c.lat} outside bbox [${minLat}, ${maxLat}] for ${key}`,
|
||||
).toBe(true);
|
||||
expect(
|
||||
c.lon >= minLon - eps && c.lon <= maxLon + eps,
|
||||
`lon ${c.lon} outside bbox [${minLon}, ${maxLon}] for ${key}`,
|
||||
).toBe(true);
|
||||
checked++;
|
||||
}
|
||||
expect(checked).toBe(1800);
|
||||
});
|
||||
|
||||
it('spot-checks a couple of well-known anchors land in the right place', () => {
|
||||
// Region keys are sub-national (states/provinces), so we spot-check a few
|
||||
// whose geography is unambiguous. A gross error in the centroid method
|
||||
// (e.g. averaging across all parts of a large multi-part region, or a
|
||||
// lon/lat swap) would land one of these far off.
|
||||
const near = (k: string, lat: number, lon: number, tol: number) => {
|
||||
const c = centroids[k];
|
||||
expect(c, `missing centroid for ${k}`).toBeDefined();
|
||||
expect(Math.abs(c!.lat - lat)).toBeLessThan(tol);
|
||||
expect(Math.abs(c!.lon - lon)).toBeLessThan(tol);
|
||||
};
|
||||
near('ain-lqtt', 46.16, 4.8, 0.5); // FR-01 — eastern France
|
||||
near('california-kikh', 36.87, -120.67, 0.7); // US-CA — central California
|
||||
near('alberta-zopq', 52.09, -116.94, 1.5); // CA-AB — Alberta (large province)
|
||||
near('acre-ekzw', -9.49, -71.11, 0.5); // BR-AC — western Brazil
|
||||
});
|
||||
|
||||
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
|
||||
const file = path.join(root, 'public', 'region-centroids.json');
|
||||
const before = readFileSync(file, 'utf8');
|
||||
// The builder is cwd-independent (it resolves the repo root from its own
|
||||
// location) and idempotent: same input files + pure turf + fixed rounding
|
||||
// + stable insertion order → identical bytes.
|
||||
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-centroids.mjs')], {
|
||||
cwd: root,
|
||||
stdio: 'pipe',
|
||||
});
|
||||
const after = readFileSync(file, 'utf8');
|
||||
expect(after).toBe(before);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,139 @@
|
||||
/**
|
||||
* scripts/region-geo.test.ts — validation for the committed
|
||||
* `public/region-geo.json` (built by `scripts/build-region-geo.mjs`).
|
||||
*
|
||||
* The manifest maps each region key to its { area (km²), population } — the
|
||||
* weighting source for the per-region stats model (v0.28, #46): a nation's
|
||||
* four 0–100 stats are derived as the area×population-weighted median of the
|
||||
* stats of the regions it owns. It is a load-bearing data artifact — this
|
||||
* test pins its contract.
|
||||
*
|
||||
* The `area` is the turf area of the region's final geometry (km², 2 dp); the
|
||||
* `population` is the country's Natural-Earth admin-0 `POP_EST` (from the
|
||||
* committed `public/ne-admin0-pop.json`) distributed across its sub-regions
|
||||
* proportional to area via largest-remainder, so every country's sub-regions
|
||||
* sum EXACTLY to the country's total (and the global total is the sum over the
|
||||
* 177 repo countries). This is a dependency-free test: it reads the JSON with
|
||||
* plain `fs`/`JSON.parse` (no `@turf`/geojson types, which would pull
|
||||
* `@types/geojson` into the tsc program and break `WorldMap.tsx` — see the
|
||||
* v0.17 note). The determinism test re-runs the (turf `.mjs`) builder and
|
||||
* compares bytes, matching that the builder is idempotent.
|
||||
*/
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { execFileSync } from 'node:child_process';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
function readJson(rel: string): Record<string, unknown> {
|
||||
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
|
||||
}
|
||||
|
||||
interface GeoEntry {
|
||||
area: number;
|
||||
population: number;
|
||||
}
|
||||
|
||||
// The 177 repo countries' admin-0 population totals (the committed derived
|
||||
// source). Only the countries actually present in the region dataset appear.
|
||||
const admin0 = readJson('public/ne-admin0-pop.json') as Record<string, number>;
|
||||
// feature id -> region key
|
||||
const manifest = readJson('public/region-keys.json') as Record<string, string>;
|
||||
// feature id -> { name, parent (ISO_A3) }
|
||||
const regGeo = readJson('public/regions.geo.json') as {
|
||||
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
|
||||
};
|
||||
|
||||
// region key -> parent ISO_A3 (via the key manifest + the geo feature parent).
|
||||
const keyToParent: Record<string, string> = {};
|
||||
for (const f of regGeo.features ?? []) {
|
||||
const key = manifest[String(f.id)];
|
||||
const parent = f.properties?.parent;
|
||||
if (key && parent) keyToParent[key] = parent;
|
||||
}
|
||||
|
||||
const geo = readJson('public/region-geo.json') as Record<string, GeoEntry>;
|
||||
const keys = Object.values(manifest);
|
||||
|
||||
describe('region-geo.json', () => {
|
||||
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
|
||||
expect(new Set(Object.keys(geo))).toEqual(new Set(keys));
|
||||
expect(Object.keys(geo)).toHaveLength(1800);
|
||||
});
|
||||
|
||||
it('is keyed in sorted (deterministic) order', () => {
|
||||
const ks = Object.keys(geo);
|
||||
expect(ks).toEqual([...ks].sort());
|
||||
});
|
||||
|
||||
it('every entry is a finite { area ≥ 0 with ≤ 2 dp, integer population ≥ 0 }', () => {
|
||||
for (const [k, v] of Object.entries(geo)) {
|
||||
expect(Number.isFinite(v.area), `non-finite area for ${k}`).toBe(true);
|
||||
expect(Number.isFinite(v.population), `non-finite population for ${k}`).toBe(true);
|
||||
expect(v.area >= 0, `negative area for ${k}: ${v.area}`).toBe(true);
|
||||
// area is recorded to at most 2 decimal places (km²)
|
||||
expect(Math.round(v.area * 100) / 100 === v.area, `area over 2dp for ${k}: ${v.area}`).toBe(true);
|
||||
expect(Number.isInteger(v.population), `non-integer population for ${k}: ${v.population}`).toBe(true);
|
||||
expect(v.population >= 0, `negative population for ${k}: ${v.population}`).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
it('the global population total equals the sum of the 177 repo countries\' admin-0 totals', () => {
|
||||
// The distribution preserved each country's total exactly, so the grand
|
||||
// total over all sub-regions is the sum over the repo countries only.
|
||||
const total = Object.values(geo).reduce((s, v) => s + v.population, 0);
|
||||
expect(total).toBe(7654092021);
|
||||
});
|
||||
|
||||
it('preserves each country\'s population total across its sub-regions (largest-remainder)', () => {
|
||||
// For every parent country present in the region dataset, the sum of its
|
||||
// sub-regions' populations must equal that country's admin-0 POP_EST
|
||||
// EXACTLY — this is the invariant the largest-remainder distribution
|
||||
// guarantees (no population is created or lost by the split).
|
||||
const byParent: Record<string, number> = {};
|
||||
for (const [k, v] of Object.entries(geo)) {
|
||||
const p = keyToParent[k];
|
||||
if (!p) throw new Error(`no parent for region key ${k}`);
|
||||
byParent[p] = (byParent[p] ?? 0) + v.population;
|
||||
}
|
||||
expect(Object.keys(byParent).length).toBe(177); // the 177 repo countries
|
||||
for (const [p, sum] of Object.entries(byParent)) {
|
||||
expect(admin0[p], `missing admin-0 population for ${p}`).toBeDefined();
|
||||
expect(sum, `population drift for ${p}: sub-regions ${sum} vs admin-0 ${admin0[p]}`).toBe(admin0[p]);
|
||||
}
|
||||
});
|
||||
|
||||
it('spot-checks well-known regions for exact area + population', () => {
|
||||
const is = (k: string, area: number, population: number) => {
|
||||
const v = geo[k];
|
||||
expect(v, `missing geo for ${k}`).toBeDefined();
|
||||
expect(v!.area, `area for ${k}`).toBe(area);
|
||||
expect(v!.population, `population for ${k}`).toBe(population);
|
||||
};
|
||||
is('california-kikh', 413329.21, 14184195); // US-CA
|
||||
is('arkhangel-sk-lhbk', 305257.7, 2579108); // RU-ARK mainland core
|
||||
is('pechora-qwhs', 37399.76, 315989); // RU-PEO (Arctic-coast band, #41)
|
||||
is('yamal-gosw', 50598.25, 427502); // RU-YAM (Arctic-coast band, #41)
|
||||
is('new-earth-eikt', 15721.27, 132828); // RU-ARK-NE (island group, #31)
|
||||
is('severnaya-zemlya-awqp', 1209.93, 10223); // RU-ARK-SZ (island group, #31)
|
||||
is('ain-lqtt', 22557.77, 2304126); // FR-01 (Ain)
|
||||
});
|
||||
|
||||
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
|
||||
const file = path.join(root, 'public', 'region-geo.json');
|
||||
const before = readFileSync(file, 'utf8');
|
||||
// The builder is cwd-independent (it resolves the repo root from its own
|
||||
// location) and idempotent: same input files (regions.geo.json +
|
||||
// region-keys.json + ne-admin0-pop.json) + pure turf + fixed 2-dp rounding
|
||||
// + stable (sorted) key order → identical bytes.
|
||||
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-geo.mjs')], {
|
||||
cwd: root,
|
||||
stdio: 'pipe',
|
||||
});
|
||||
const after = readFileSync(file, 'utf8');
|
||||
expect(after).toBe(before);
|
||||
});
|
||||
});
|
||||
@@ -33,13 +33,13 @@ describe('region-keys.json', () => {
|
||||
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 exactly 1,800 entries (one per region)', () => {
|
||||
expect(Object.keys(manifest)).toHaveLength(1800);
|
||||
});
|
||||
|
||||
it('has 1,796 unique keys (no collisions)', () => {
|
||||
it('has 1,800 unique keys (no collisions)', () => {
|
||||
expect(new Set(keys).size).toBe(keys.length);
|
||||
expect(new Set(keys).size).toBe(1796);
|
||||
expect(new Set(keys).size).toBe(1800);
|
||||
});
|
||||
|
||||
it('keys each end in -[a-z]{4} and contain at least one hyphen', () => {
|
||||
@@ -50,11 +50,26 @@ describe('region-keys.json', () => {
|
||||
}
|
||||
});
|
||||
|
||||
it("keeps RU-ARK's key stable across the #31 + #41 splits and mints the island and band keys", () => {
|
||||
// v0.25 (#31) split RU-ARK into main + RU-ARK-NE + RU-ARK-SZ, and v0.26
|
||||
// (#41) repartitioned the mainland into the core (RU-ARK) + RU-PEO +
|
||||
// RU-YAM. The MAIN feature keeps its id (and therefore its key — FNV-1a
|
||||
// of the id), which is what keeps existing Nation.territory / SQLite
|
||||
// ownership valid; the new features get fresh keys derived the same way
|
||||
// from their ids (no within-country name-collision salt needed — the
|
||||
// slugs are unique).
|
||||
expect(manifest['RU-ARK']).toBe('arkhangel-sk-lhbk'); // unchanged since v0.19
|
||||
expect(manifest['RU-ARK-NE']).toBe('new-earth-eikt');
|
||||
expect(manifest['RU-ARK-SZ']).toBe('severnaya-zemlya-awqp');
|
||||
expect(manifest['RU-PEO']).toBe('pechora-qwhs');
|
||||
expect(manifest['RU-YAM']).toBe('yamal-gosw');
|
||||
});
|
||||
|
||||
it('is a stable join: its keys are exactly the regions.geo.json feature ids', () => {
|
||||
// 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);
|
||||
expect(featureIds).toHaveLength(1800);
|
||||
const manifestIds = Object.keys(manifest);
|
||||
expect(new Set(manifestIds)).toEqual(new Set(featureIds));
|
||||
});
|
||||
|
||||
+70
-12
@@ -530,16 +530,22 @@ describe('regions.geo.json', () => {
|
||||
);
|
||||
});
|
||||
|
||||
it('is at the v0.17 fixed point: 1,796 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole (KZ-KZY)', () => {
|
||||
it('is at the v0.26 fixed point: 1,800 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole (KZ-KZY)', () => {
|
||||
// v0.17 (scripts/fill-gaps.mjs) APPENDED cleaned gap pieces to the v0.16
|
||||
// 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).
|
||||
// keeps the single KZ-KZY hole. The v0.25 Arkhangel'sk split (#31,
|
||||
// scripts/split-arkhangel.mjs) then repartitioned the 78 RU-ARK parts
|
||||
// across three features (RU-ARK + RU-ARK-NE + RU-ARK-SZ), and the v0.26
|
||||
// band split (#41, scripts/split-arkhangel-band.mjs) repartitioned the
|
||||
// 33-part mainland again into RU-ARK + RU-PEO + RU-YAM. Both are pure
|
||||
// re-groupings: no part/ring/vertex moves, so only the region count
|
||||
// changed (1,796 → 1,798 → 1,800); the part/ring/vertex totals, the
|
||||
// per-feature ids/names/parents, and the feature order (the new features
|
||||
// sit immediately after RU-ARK-SZ) are as pinned below. Pinning the
|
||||
// signature guards against a non-idempotent or destructive re-run; both
|
||||
// stages are byte-deterministic per input and idempotent (a second run
|
||||
// changes nothing).
|
||||
const polysOf = (g: Geometry) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
|
||||
let verts = 0,
|
||||
rings = 0,
|
||||
@@ -556,15 +562,67 @@ describe('regions.geo.json', () => {
|
||||
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(regions.features.length, 'region count').toBe(1800); // 1,796 + the #31 islands (+2) + the #41 band regions (+2)
|
||||
expect(parts, 'parts').toBe(11_794); // v0.16: 5,026 → +6,768 appended gap pieces; unchanged by the #31/#41 re-partitions
|
||||
expect(rings, 'rings').toBe(11_795); // every appended part is a single-ring polygon (+1 hole = KZ-KZY, pre-existing)
|
||||
expect(holes, 'holes').toBe(1); // the single KZ-KZY hole, unchanged
|
||||
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
|
||||
expect(verts, 'total vertices (incl. ring closure)').toBe(164_801); // v0.16: 111,175
|
||||
expect(verts, 'total vertices (incl. ring closure)').toBe(164_801); // v0.16: 111,175; unchanged by the #31/#41 re-partitions
|
||||
console.log(
|
||||
`\n v0.17 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`,
|
||||
`\n v0.26 fixed point: ${regions.features.length} regions (1,796 + the #31 islands + the #41 band), ` +
|
||||
`${parts} parts, ${rings} rings, ${holes} hole (KZ-KZY), ${verts} vertices — v0.17 topology preserved`,
|
||||
);
|
||||
});
|
||||
|
||||
it('has the five Arkhangel\'sk-family features: #31 islands + #41 band (RU-ARK, New Earth, Severnaya Zemlya, Pechora, Yamal)', () => {
|
||||
// v0.25 (#31): the ~411,500 km² RU-ARK mega-region (a 78-part MultiPolygon
|
||||
// mixing mainland and far-north islands) was repartitioned by part
|
||||
// centroid into the mainland (RU-ARK, keeps its id/name/key), the Franz
|
||||
// Josef Land islets (RU-ARK-NE "New Earth", centroid lat ≥ 79.5) and the
|
||||
// Severnaya Zemlya islets (RU-ARK-SZ, centroid 76–79.5° N, lon ≥ 55°E).
|
||||
// v0.26 (#41): the 33-part mainland (post-#31) was repartitioned again —
|
||||
// the 5 lat < 68 parts stay RU-ARK (id/name/key unchanged), and the 28
|
||||
// lat ≥ 68 "Arctic-coast band" parts split into RU-PEO "Pechora" (the SW
|
||||
// Voronoi cell, 13 parts) and RU-YAM "Yamal" (the NE Voronoi cell, 15
|
||||
// parts). Pure re-grouping: all five keep parent RUS and all 78 original
|
||||
// parts of the pre-#31 feature are accounted for, verbatim.
|
||||
const byId = new Map(regions.features.map((f) => [f.id, f]));
|
||||
const ark = byId.get('RU-ARK');
|
||||
const ne = byId.get('RU-ARK-NE');
|
||||
const sz = byId.get('RU-ARK-SZ');
|
||||
const peo = byId.get('RU-PEO');
|
||||
const yam = byId.get('RU-YAM');
|
||||
for (const f of [ark, ne, sz, peo, yam]) {
|
||||
expect(f, `${f?.id ?? '?'} exists`).toBeDefined();
|
||||
expect(f!.properties.parent, `${f!.id} parent`).toBe('RUS');
|
||||
expect(f!.geometry.type, `${f!.id} geometry`).toBe('MultiPolygon');
|
||||
}
|
||||
expect(ark!.properties.name, 'RU-ARK keeps its name').toBe("Arkhangel'sk");
|
||||
expect(ne!.properties.name, 'RU-ARK-NE name').toBe('New Earth');
|
||||
expect(sz!.properties.name, 'RU-ARK-SZ name').toBe('Severnaya Zemlya');
|
||||
expect(peo!.properties.name, 'RU-PEO name').toBe('Pechora');
|
||||
expect(yam!.properties.name, 'RU-YAM name').toBe('Yamal');
|
||||
// the 78 parts of the pre-split feature are all accounted for, verbatim
|
||||
const countParts = (f: (typeof regions.features)[number]) =>
|
||||
f.geometry.type === 'MultiPolygon' ? f.geometry.coordinates.length : 1;
|
||||
expect(
|
||||
countParts(ark!) + countParts(ne!) + countParts(sz!) + countParts(peo!) + countParts(yam!),
|
||||
'total parts across the five features',
|
||||
).toBe(78);
|
||||
// the #41 split: the mainland core keeps its 5 lat < 68 parts; the band's
|
||||
// 28 parts split 13 (Pechora) / 15 (Yamal)
|
||||
expect(countParts(ark!), 'RU-ARK core part count').toBe(5);
|
||||
expect(countParts(peo!), 'RU-PEO part count').toBe(13);
|
||||
expect(countParts(yam!), 'RU-YAM part count').toBe(15);
|
||||
// stable file order: RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM
|
||||
const idx = regions.features.findIndex((f) => f.id === 'RU-ARK');
|
||||
expect(regions.features[idx + 1]?.id).toBe('RU-ARK-NE');
|
||||
expect(regions.features[idx + 2]?.id).toBe('RU-ARK-SZ');
|
||||
expect(regions.features[idx + 3]?.id).toBe('RU-PEO');
|
||||
expect(regions.features[idx + 4]?.id).toBe('RU-YAM');
|
||||
console.log(
|
||||
`\n #31 + #41: RU-ARK ${countParts(ark!)} parts (core), RU-ARK-NE ${countParts(ne!)} (New Earth), ` +
|
||||
`RU-ARK-SZ ${countParts(sz!)} (Severnaya Zemlya), RU-PEO ${countParts(peo!)} (Pechora), RU-YAM ${countParts(yam!)} (Yamal)`,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -0,0 +1,247 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* scripts/split-arkhangel-band.mjs — split the RU-ARK Arctic-coast band into
|
||||
* two new regions, RU-PEO ("Pechora", the SW group) and RU-YAM ("Yamal", the
|
||||
* NE group) (issue #41, a follow-up to #31).
|
||||
*
|
||||
* The #31 split (`scripts/split-arkhangel.mjs`) left `RU-ARK` as a 33-part
|
||||
* MultiPolygon (~393,256 km²). Measured on that feature (centroid latitude /
|
||||
* planar area), the parts divide cleanly by centroid latitude:
|
||||
*
|
||||
* lat < 68 4 parts ~305,000 km² (Arkhangel'sk proper + 3 slivers)
|
||||
* 66 ≤ lat < 68 1 part ~47 km²
|
||||
* lat ≥ 68 28 parts ~88,000 km² (the "Arctic-coast band")
|
||||
*
|
||||
* The band is really *other* Arctic oblasts (Nenets / Pechora / Yamal / Taimyr
|
||||
* side) mis-lumped into Arkhangel'sk during the v0.14 coarsening. This stage
|
||||
* re-coarsens it: the 28 band parts are split into two new regions by a
|
||||
* Voronoi of the two band parts with the largest planar area (the SW anchor
|
||||
* vs the NE anchor), while the 5 lat < 68 parts stay in `RU-ARK`.
|
||||
*
|
||||
* RU-ARK (keeps its id and name) — the 5 lat < 68 parts (original order)
|
||||
* → still the `arkhangel-sk-lhbk` key
|
||||
* RU-PEO "Pechora" — the band's SW Voronoi cell (13 parts)
|
||||
* RU-YAM "Yamal" — the band's NE Voronoi cell (15 parts)
|
||||
*
|
||||
* Deterministic, turf-free threshold spec (all data-derived — no magic
|
||||
* coordinates; the same planar model the tests/adjacency build use):
|
||||
* 1. centroid of a part = the mean of its outer-ring vertices (verified to
|
||||
* give the same band assignment as turf's area-weighted centroid, 0 flips).
|
||||
* 2. band = the parts whose centroid lat ≥ 68 (asserted to be exactly 28).
|
||||
* 3. anchors = the 2 band parts with the largest planar area (≈ 47,223 and
|
||||
* ≈ 32,907 km², indices 2 and 1 in the 33-part feature); anchorW = the
|
||||
* anchor with the smaller centroid longitude.
|
||||
* 4. each non-anchor band part → the nearer anchor by km-weighted centroid
|
||||
* distance, `dist(a,b) = hypot(Δlon·111.32·cos(midLat), Δlat·110.574)`;
|
||||
* a tie → west (anchorW). Each anchor → its own group. This yields
|
||||
* PEO = {1,4,5,9,11,12,13,14,16,17,18,20,22} and
|
||||
* YAM = {2,6,15,19,21,23,24,25,26,27,28,29,30,31,32} (0-based indices).
|
||||
*
|
||||
* PURE REPARTITION — no geometry is created, moved, or altered: each part is
|
||||
* moved verbatim (same coordinates, same ring order) from the one feature to
|
||||
* the others. The union of the three output geometries is byte-identical to
|
||||
* the input feature's parts, so no border moves and no new overlap is
|
||||
* possible (the same guarantee as #31). `RU-ARK` keeps its stable feature id,
|
||||
* so its region key (`arkhangel-sk-lhbk`, FNV-1a of the id) and every existing
|
||||
* `Nation.territory` / SQLite ownership referencing it stays valid; the two
|
||||
* new ids (`RU-PEO`, `RU-YAM`) get their own keys derived by the same FNV-1a
|
||||
* rule in `scripts/build-region-keys.mjs` (`pechora-qwhs`, `yamal-gosw` —
|
||||
* run it after this stage).
|
||||
*
|
||||
* The new features are inserted immediately after `RU-ARK-SZ` (stable file
|
||||
* order, deterministic bytes: `RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM,
|
||||
* …`). Each new feature's `properties` copies `RU-ARK`'s (only `name` and
|
||||
* `parent` exist in this dataset) with `name` overridden; `parent` stays RUS.
|
||||
* Each feature's geometry is a MultiPolygon of its assigned parts (in
|
||||
* original order), or a single Polygon if it ended up with one part (it won't
|
||||
* here, but the builder handles it).
|
||||
*
|
||||
* Pipeline position: AFTER `split-arkhangel` and BEFORE `build-region-keys`
|
||||
* (the manifests must be rebuilt after any geo change):
|
||||
*
|
||||
* generate → coarsen → cleanup → smooth → fill-gaps → split-arkhangel
|
||||
* → **split-arkhangel-band** → build-region-keys → build-region-adjacency
|
||||
*
|
||||
* Idempotent: when RU-PEO and RU-YAM already exist the file is left untouched
|
||||
* (no write at all), so a full re-run of the pipeline reproduces byte-identical
|
||||
* output.
|
||||
*
|
||||
* Usage: node scripts/split-arkhangel-band.mjs [inFile [outFile]]
|
||||
* (or `npm run split:regions:band`)
|
||||
* inFile default: public/regions.geo.json
|
||||
* outFile default: inFile (edit in place)
|
||||
*
|
||||
* Deliberately turf-free: no `@turf/*` import (turf is only ever imported by
|
||||
* the geo-generator `.mjs` stages, never by this re-partition or by any `.ts`).
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
const inFile = process.argv[2] ?? path.join(root, 'public', 'regions.geo.json');
|
||||
const outFile = process.argv[3] ?? inFile;
|
||||
|
||||
// A part whose centroid lat is ≥ this is part of the Arctic-coast band; the
|
||||
// lat < 68 core stays in RU-ARK (issue #41).
|
||||
const BAND_MIN_LAT = 68;
|
||||
|
||||
// The post-#31 mainland feature is a 33-part MultiPolygon; any other shape
|
||||
// means the file is not the state this stage expects → fail loud.
|
||||
const EXPECTED_PARTS = 33;
|
||||
// The Arctic-coast band is exactly 28 of those parts (lat ≥ 68).
|
||||
const EXPECTED_BAND = 28;
|
||||
|
||||
// Planar km model (matches the test's area model and the adjacency build):
|
||||
// x = lon · 111.32 · cos(midLat), y = lat · 110.574.
|
||||
const KM_LON = 111.32;
|
||||
const KM_LAT = 110.574;
|
||||
const rad = (deg) => (deg * Math.PI) / 180;
|
||||
|
||||
/**
|
||||
* Mean of a part's outer-ring vertices — a turf-free centroid. Verified to give
|
||||
* the same band assignment as turf's area-weighted centroid (0 flips).
|
||||
*/
|
||||
function centroidOf(part) {
|
||||
const ring = part[0];
|
||||
let lon = 0;
|
||||
let lat = 0;
|
||||
for (const [lo, la] of ring) {
|
||||
lon += lo;
|
||||
lat += la;
|
||||
}
|
||||
return [lon / ring.length, lat / ring.length];
|
||||
}
|
||||
|
||||
/** Planar area of a part (km²), shoelace over its outer ring at its mean latitude. */
|
||||
function areaKm2(part) {
|
||||
const ring = part[0];
|
||||
let lat = 0;
|
||||
for (const [, la] of ring) lat += la;
|
||||
const midLat = lat / ring.length;
|
||||
const kx = KM_LON * Math.cos(rad(midLat));
|
||||
let a = 0;
|
||||
for (let i = 0; i < ring.length; i++) {
|
||||
const [lon1, lat1] = ring[i];
|
||||
const [lon2, lat2] = ring[(i + 1) % ring.length];
|
||||
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
|
||||
}
|
||||
return Math.abs(a / 2);
|
||||
}
|
||||
|
||||
/** Planar km distance between two centroids (midpoint-latitude weighted). */
|
||||
function kmDist(a, b) {
|
||||
const dLon = b[0] - a[0];
|
||||
const dLat = b[1] - a[1];
|
||||
const midLat = (a[1] + b[1]) / 2;
|
||||
return Math.hypot(dLon * KM_LON * Math.cos(rad(midLat)), dLat * KM_LAT);
|
||||
}
|
||||
|
||||
// --- load --------------------------------------------------------------------
|
||||
const geo = JSON.parse(readFileSync(inFile, 'utf8'));
|
||||
if (geo?.type !== 'FeatureCollection' || !Array.isArray(geo.features)) {
|
||||
throw new Error(`${inFile} is not a FeatureCollection`);
|
||||
}
|
||||
const features = geo.features;
|
||||
|
||||
// --- idempotency: already split? ----------------------------------------------
|
||||
const ids = new Set(features.map((f) => String(f.id ?? '')));
|
||||
if (ids.has('RU-PEO') && ids.has('RU-YAM')) {
|
||||
console.log(
|
||||
`[split-arkhangel-band] RU-PEO and RU-YAM already present — no-op (idempotent), ${inFile} left untouched`,
|
||||
);
|
||||
process.exit(0);
|
||||
}
|
||||
|
||||
// --- load + validate RU-ARK ---------------------------------------------------
|
||||
const idx = features.findIndex((f) => f.id === 'RU-ARK');
|
||||
if (idx < 0) throw new Error('RU-ARK not found in ' + inFile);
|
||||
const ark = features[idx];
|
||||
if (ark.geometry?.type !== 'MultiPolygon') {
|
||||
throw new Error(
|
||||
`RU-ARK geometry is ${ark.geometry?.type}, expected MultiPolygon (the 33-part post-#31 mainland)`,
|
||||
);
|
||||
}
|
||||
const parts = ark.geometry.coordinates;
|
||||
if (parts.length !== EXPECTED_PARTS) {
|
||||
throw new Error(`RU-ARK has ${parts.length} parts, expected ${EXPECTED_PARTS} (the post-#31 mainland)`);
|
||||
}
|
||||
|
||||
// --- band selection (centroid lat ≥ 68) and the lat < 68 core -----------------
|
||||
const partsByIndex = parts.map((p, i) => ({ i, c: centroidOf(p) }));
|
||||
const band = partsByIndex.filter((o) => o.c[1] >= BAND_MIN_LAT);
|
||||
if (band.length !== EXPECTED_BAND) {
|
||||
throw new Error(`expected exactly ${EXPECTED_BAND} Arctic-coast band parts (lat ≥ ${BAND_MIN_LAT}), found ${band.length}`);
|
||||
}
|
||||
const core = partsByIndex.filter((o) => o.c[1] < BAND_MIN_LAT);
|
||||
|
||||
// --- anchors: the two band parts with the largest planar area -----------------
|
||||
// (≈ 47,223 and ≈ 32,907 km², indices 2 and 1 in the 33-part feature).
|
||||
const byArea = [...band].sort((a, b) => areaKm2(parts[b.i]) - areaKm2(parts[a.i]));
|
||||
const big = byArea[0];
|
||||
const small = byArea[1];
|
||||
const anchorW = big.c[0] <= small.c[0] ? big : small; // the west (SW) anchor
|
||||
const anchorE = big.c[0] <= small.c[0] ? small : big; // the east (NE) anchor
|
||||
|
||||
// --- assignment (Voronoi by km-weighted centroid distance; tie → west) --------
|
||||
const peo = new Set([anchorW.i]);
|
||||
const yam = new Set([anchorE.i]);
|
||||
for (const o of band) {
|
||||
if (o.i === anchorW.i || o.i === anchorE.i) continue;
|
||||
const dW = kmDist(o.c, anchorW.c);
|
||||
const dE = kmDist(o.c, anchorE.c);
|
||||
(dW <= dE ? peo : yam).add(o.i); // a tie goes to the west (anchorW) group
|
||||
}
|
||||
|
||||
// --- rebuild geometries (parts verbatim, original order; MultiPolygon/Polygon) --
|
||||
const geom = (ps) =>
|
||||
ps.length > 1 ? { type: 'MultiPolygon', coordinates: ps } : { type: 'Polygon', coordinates: ps[0] };
|
||||
|
||||
const coreParts = [...core].sort((a, b) => a.i - b.i).map((o) => parts[o.i]);
|
||||
const peoParts = [...peo].sort((a, b) => a - b).map((i) => parts[i]);
|
||||
const yamParts = [...yam].sort((a, b) => a - b).map((i) => parts[i]);
|
||||
|
||||
ark.geometry = geom(coreParts);
|
||||
|
||||
const mkFeature = (id, name, ps) => ({
|
||||
type: 'Feature',
|
||||
id,
|
||||
// copy every property RU-ARK has (currently just { name, parent }), overriding name
|
||||
properties: { ...ark.properties, name },
|
||||
geometry: geom(ps),
|
||||
});
|
||||
const peoF = mkFeature('RU-PEO', 'Pechora', peoParts);
|
||||
const yamF = mkFeature('RU-YAM', 'Yamal', yamParts);
|
||||
|
||||
// --- report -------------------------------------------------------------------
|
||||
const km2 = (ps) => ps.reduce((s, p) => s + areaKm2(p), 0);
|
||||
console.log(`[split-arkhangel-band] input: ${inFile}`);
|
||||
console.log(
|
||||
` RU-ARK (core, lat < 68) ${coreParts.length} parts (of ${parts.length}), ≈ ${Math.round(km2(coreParts)).toLocaleString('en-US')} km²`,
|
||||
);
|
||||
console.log(
|
||||
` RU-PEO (Pechora, SW) ${peoParts.length} parts, ≈ ${Math.round(km2(peoParts)).toLocaleString('en-US')} km² [${[...peo].sort((a, b) => a - b).join(',')}]`,
|
||||
);
|
||||
console.log(
|
||||
` RU-YAM (Yamal, NE) ${yamParts.length} parts, ≈ ${Math.round(km2(yamParts)).toLocaleString('en-US')} km² [${[...yam].sort((a, b) => a - b).join(',')}]`,
|
||||
);
|
||||
if (peoParts.length === 0 || yamParts.length === 0) {
|
||||
throw new Error(
|
||||
`threshold mis-split: Pechora=${peoParts.length} parts, Yamal=${yamParts.length} parts — check the band before shipping`,
|
||||
);
|
||||
}
|
||||
|
||||
// --- insert at a stable position (immediately after RU-ARK-SZ) and write -------
|
||||
// RU-ARK-SZ must exist (the #31 split ran first); if it doesn't, this stage is
|
||||
// being run out of order → fail loud.
|
||||
const szIdx = features.findIndex((f) => f.id === 'RU-ARK-SZ');
|
||||
if (szIdx < 0) {
|
||||
throw new Error('RU-ARK-SZ not found — the #31 split (scripts/split-arkhangel.mjs) must run before this stage');
|
||||
}
|
||||
features.splice(szIdx + 1, 0, peoF, yamF);
|
||||
writeFileSync(outFile, JSON.stringify(geo));
|
||||
console.log(
|
||||
`[split-arkhangel-band] wrote ${outFile} — features ${features.length - 2} → ${features.length}` +
|
||||
` (order …, RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM, …)`,
|
||||
);
|
||||
@@ -0,0 +1,180 @@
|
||||
#!/usr/bin/env node
|
||||
/**
|
||||
* scripts/split-arkhangel.mjs — split the RU-ARK ("Arkhangel'sk") mega-region
|
||||
* into main + two detached island archipelagos (issue #31).
|
||||
*
|
||||
* `RU-ARK` is a 78-part MultiPolygon of ~411,500 km²: the Arkhangel'sk
|
||||
* mainland plus Arctic-coast mainland parts, tiny islets, AND two far-north
|
||||
* island groups that belong nowhere near the mainland — the Franz Josef Land
|
||||
* islets (New Earth, centroid lat ≥ 79.5) and the Severnaya Zemlya islets
|
||||
* (centroid lat 76–79.5, lon ≥ 55). This stage repartitions the existing
|
||||
* polygon parts between three features so each island group is its own
|
||||
* addressable sub-region:
|
||||
*
|
||||
* RU-ARK (keeps its id and name) — every part whose centroid has
|
||||
* lat < 76 (the mainland, Arctic-coast
|
||||
* mainland parts, islets, one south dot)
|
||||
* RU-ARK-NE "New Earth" — every part whose centroid has
|
||||
* lat ≥ 79.5 (the 42 Franz Josef Land
|
||||
* islets, ~15,700 km²)
|
||||
* RU-ARK-SZ "Severnaya Zemlya" — every part whose centroid has
|
||||
* 76 ≤ lat < 79.5 AND lon ≥ 55 (the 3
|
||||
* Severnaya Zemlya islets, ~1,200 km²)
|
||||
*
|
||||
* (Parts in the 76–79.5° band with lon < 55 would stay in RU-ARK; none exist
|
||||
* in the current dataset — the split is verified clean before it is written.)
|
||||
*
|
||||
* PURE REPARTITION — no geometry is created, moved, or altered: each part is
|
||||
* moved verbatim (same coordinates, same ring order) from the one feature to
|
||||
* the other. The union of the three output geometries is byte-identical to
|
||||
* the input feature's parts, so no border moves and no new overlap is
|
||||
* possible. RU-ARK keeps its stable feature id, so its region key
|
||||
* (`arkhangel-sk-lhbk`, FNV-1a of the id) and every existing
|
||||
* `Nation.territory` / SQLite ownership referencing it stays valid; the two
|
||||
* new ids (`RU-ARK-NE`, `RU-ARK-SZ`) get their own keys derived by the same
|
||||
* FNV-1a rule in `scripts/build-region-keys.mjs` (run it after this stage).
|
||||
*
|
||||
* The new features are inserted immediately after RU-ARK (stable file order,
|
||||
* deterministic bytes). Each new feature's `properties` copies RU-ARK's
|
||||
* (only `name` and `parent` exist in this dataset) with `name` overridden;
|
||||
* `parent` stays RUS. Each feature's geometry is a MultiPolygon of its
|
||||
* assigned parts, or a single Polygon if it ends up with one part.
|
||||
*
|
||||
* Pipeline position: between `fill-gaps` and `build-region-keys` (the
|
||||
* manifests must be rebuilt after any geo change):
|
||||
*
|
||||
* generate → coarsen → cleanup → smooth → fill-gaps → **split-arkhangel**
|
||||
* → build-region-keys → build-region-adjacency
|
||||
*
|
||||
* Idempotent: when RU-ARK-NE and RU-ARK-SZ already exist the file is left
|
||||
* untouched (no write at all), so a full re-run of the pipeline reproduces
|
||||
* byte-identical output.
|
||||
*
|
||||
* Usage: node scripts/split-arkhangel.mjs [inFile [outFile]]
|
||||
* (or `npm run split:regions`)
|
||||
* inFile default: public/regions.geo.json
|
||||
* outFile default: inFile (edit in place)
|
||||
*
|
||||
* `@turf/centroid` + `@turf/helpers` are used only to classify each part by
|
||||
* its centroid — the same measurement the split thresholds are defined in.
|
||||
* (Turf is allowed in .mjs scripts only; never imported by any .ts file.)
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import centroid from '@turf/centroid';
|
||||
import area from '@turf/area';
|
||||
import { polygon } from '@turf/helpers';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
const inFile = process.argv[2] ?? path.join(root, 'public', 'regions.geo.json');
|
||||
const outFile = process.argv[3] ?? inFile;
|
||||
|
||||
// The split thresholds (degrees), per issue #31.
|
||||
const NEW_EARTH_MIN_LAT = 79.5; // centroid lat ≥ this → New Earth (Franz Josef Land)
|
||||
const SZ_BAND_MIN_LAT = 76; // centroid lat ≥ this (and < NEW_EARTH_MIN_LAT)…
|
||||
const SZ_MIN_LON = 55; // …and centroid lon ≥ this → Severnaya Zemlya
|
||||
// (anything else — including the 76–79.5° band west of 55°E, of which the
|
||||
// current dataset has none — stays in the main Arkhangel'sk feature)
|
||||
|
||||
/** A GeoJSON polygon part as a turf Feature (for centroid/area only). */
|
||||
const partFeature = (part) => polygon(part);
|
||||
|
||||
/**
|
||||
* A part's centroid [lon, lat]. Strict by design: a centroid that cannot be
|
||||
* computed is a data error, not something to silently route to the mainland.
|
||||
*/
|
||||
function centroidOf(part) {
|
||||
try {
|
||||
return centroid(partFeature(part)).geometry.coordinates;
|
||||
} catch (err) {
|
||||
throw new Error(`cannot compute centroid for a RU-ARK part: ${err.message}`);
|
||||
}
|
||||
}
|
||||
|
||||
/** Classify a centroid [lon, lat] into one of the three output buckets. */
|
||||
function bucketOf([lon, lat]) {
|
||||
if (lat >= NEW_EARTH_MIN_LAT) return 'ne';
|
||||
if (lat >= SZ_BAND_MIN_LAT && lat < NEW_EARTH_MIN_LAT && lon >= SZ_MIN_LON) return 'sz';
|
||||
return 'main';
|
||||
}
|
||||
|
||||
// --- load --------------------------------------------------------------------
|
||||
const geo = JSON.parse(readFileSync(inFile, 'utf8'));
|
||||
if (geo?.type !== 'FeatureCollection' || !Array.isArray(geo.features)) {
|
||||
throw new Error(`${inFile} is not a FeatureCollection`);
|
||||
}
|
||||
const features = geo.features;
|
||||
|
||||
// --- idempotency: already split? ----------------------------------------------
|
||||
const ids = new Set(features.map((f) => String(f.id ?? '')));
|
||||
if (ids.has('RU-ARK-NE') && ids.has('RU-ARK-SZ')) {
|
||||
console.log(
|
||||
`[split-arkhangel] RU-ARK-NE and RU-ARK-SZ already present — no-op (idempotent), ${inFile} left untouched`,
|
||||
);
|
||||
process.exit(0);
|
||||
}
|
||||
|
||||
const idx = features.findIndex((f) => f.id === 'RU-ARK');
|
||||
if (idx < 0) {
|
||||
throw new Error('RU-ARK not found in ' + inFile);
|
||||
}
|
||||
const ark = features[idx];
|
||||
if (ark.geometry?.type !== 'MultiPolygon') {
|
||||
throw new Error(
|
||||
`RU-ARK geometry is ${ark.geometry?.type}, expected MultiPolygon (the split expects the pre-#31 mega-region)`,
|
||||
);
|
||||
}
|
||||
const parts = ark.geometry.coordinates;
|
||||
|
||||
// --- partition (stable: original part order is kept inside each bucket) -------
|
||||
const buckets = { main: [], ne: [], sz: [] };
|
||||
let bandWest = 0; // 76–79.5°-band parts west of 55°E (stay in main; 0 in the current data)
|
||||
for (const part of parts) {
|
||||
const [lon, lat] = centroidOf(part);
|
||||
if (lat >= SZ_BAND_MIN_LAT && lat < NEW_EARTH_MIN_LAT && lon < SZ_MIN_LON) bandWest += 1;
|
||||
buckets[bucketOf([lon, lat])].push(part);
|
||||
}
|
||||
|
||||
// --- rebuild geometries (parts verbatim; MultiPolygon, or Polygon if 1 part) --
|
||||
const geom = (ps) =>
|
||||
ps.length > 1
|
||||
? { type: 'MultiPolygon', coordinates: ps }
|
||||
: { type: 'Polygon', coordinates: ps[0] };
|
||||
|
||||
ark.geometry = geom(buckets.main);
|
||||
|
||||
const mkFeature = (id, name, ps) => ({
|
||||
type: 'Feature',
|
||||
id,
|
||||
// copy every property RU-ARK has (currently just { name, parent }), overriding name
|
||||
properties: { ...ark.properties, name },
|
||||
geometry: geom(ps),
|
||||
});
|
||||
const ne = mkFeature('RU-ARK-NE', 'New Earth', buckets.ne);
|
||||
const sz = mkFeature('RU-ARK-SZ', 'Severnaya Zemlya', buckets.sz);
|
||||
|
||||
// --- report -------------------------------------------------------------------
|
||||
const km2 = (ps) => ps.reduce((s, p) => s + area(partFeature(p)) * 1e-6, 0);
|
||||
console.log(`[split-arkhangel] input: ${inFile}`);
|
||||
console.log(
|
||||
` RU-ARK (main) ${buckets.main.length} parts (of ${parts.length}), ≈ ${Math.round(km2(buckets.main)).toLocaleString('en-US')} km²` +
|
||||
(bandWest ? ` — incl. ${bandWest} part(s) in the 76–79.5° band west of 55°E (kept in main)` : ''),
|
||||
);
|
||||
console.log(
|
||||
` RU-ARK-NE (New Earth) ${buckets.ne.length} parts, ≈ ${Math.round(km2(buckets.ne)).toLocaleString('en-US')} km²`,
|
||||
);
|
||||
console.log(
|
||||
` RU-ARK-SZ (Severnaya Zemlya) ${buckets.sz.length} parts, ≈ ${Math.round(km2(buckets.sz)).toLocaleString('en-US')} km²`,
|
||||
);
|
||||
if (buckets.ne.length === 0 || buckets.sz.length === 0) {
|
||||
throw new Error(
|
||||
`threshold mis-split: New Earth=${buckets.ne.length} parts, Severnaya Zemlya=${buckets.sz.length} parts — check the centroids before shipping`,
|
||||
);
|
||||
}
|
||||
|
||||
// --- insert at a stable position (immediately after RU-ARK) and write ---------
|
||||
features.splice(idx + 1, 0, ne, sz);
|
||||
writeFileSync(outFile, JSON.stringify(geo));
|
||||
console.log(`[split-arkhangel] wrote ${outFile} — features ${features.length - 2} → ${features.length}`);
|
||||
@@ -24,6 +24,18 @@ function makeState(id: string): GameState {
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
// (v0.28, #46) a v0.28+ save carries per-region stats; the fake 'GBR'
|
||||
// region here holds a copy of the uk's (single-region) stats.
|
||||
regionStats: {
|
||||
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
},
|
||||
// (v0.33.0, #56) no wars.
|
||||
wars: [],
|
||||
// (v0.35.0, #58) no active trades or embargoes.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
};
|
||||
}
|
||||
|
||||
@@ -85,6 +97,74 @@ describe('openDb', () => {
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
|
||||
const db = openDb(':memory:');
|
||||
const legacy = makeState('legacy');
|
||||
delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
|
||||
db.save(legacy);
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.pendingNationOps).toEqual([]);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.27 #44) a legacy row saved before the markers field existed loads with it defaulted to []', () => {
|
||||
const db = openDb(':memory:');
|
||||
const legacy = makeState('legacy');
|
||||
delete (legacy as { markers?: unknown[] }).markers; // a pre-v0.27 save (field absent)
|
||||
db.save(legacy);
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.markers).toEqual([]);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.28 #46) a legacy row saved before the regionStats field existed loads with it seeded per region and stats recomputed', () => {
|
||||
const db = openDb(':memory:');
|
||||
const legacy = makeState('legacy');
|
||||
delete (legacy as { regionStats?: Record<string, unknown> }).regionStats; // a pre-v0.28 save (field absent)
|
||||
db.save(legacy);
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
// each owned region is seeded with a copy of its owner's stats…
|
||||
expect(loaded!.regionStats).toEqual({
|
||||
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
});
|
||||
// …and a single-region nation's derived stats equal the seeded ones
|
||||
// (the weighted median of identical values is that value).
|
||||
expect(loaded!.nations.uk.stats).toEqual({ military: 80, economy: 70, stability: 60, population: 50 });
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.28 #46) a v0.28+ row (regionStats present) loads UNCHANGED — no recompute on load', () => {
|
||||
const db = openDb(':memory:');
|
||||
const s = makeState('current');
|
||||
// Diverge one region's stats from the nation level to prove load does not
|
||||
// recompute (a v0.28+ save keeps its stored derived stats exactly).
|
||||
s.regionStats = { GBR: { military: 99, economy: 70, stability: 60, population: 50 } };
|
||||
s.nations = { uk: { ...s.nations.uk, stats: { military: 42, economy: 70, stability: 60, population: 50 } } };
|
||||
db.save(s);
|
||||
const loaded = db.load('current');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.regionStats).toEqual({ GBR: { military: 99, economy: 70, stability: 60, population: 50 } });
|
||||
// the nation's stats are NOT recomputed from the region on load (they stay 42)
|
||||
expect(loaded!.nations.uk.stats.military).toBe(42);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.35.0 #58) a legacy row saved before the trades/embargoes fields existed loads with them defaulted to []', () => {
|
||||
const db = openDb(':memory:');
|
||||
const legacy = makeState('legacy');
|
||||
delete (legacy as { trades?: unknown[] }).trades; // a pre-v0.35 save (fields absent)
|
||||
delete (legacy as { embargoes?: unknown[] }).embargoes;
|
||||
db.save(legacy);
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.trades).toEqual([]);
|
||||
expect(loaded!.embargoes).toEqual([]);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('delete removes a game by id and reports absence otherwise', () => {
|
||||
const db = openDb(':memory:');
|
||||
db.save(makeState('a'));
|
||||
|
||||
+22
-1
@@ -2,6 +2,7 @@
|
||||
import { mkdirSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import Database from 'better-sqlite3';
|
||||
import { migrateRegionStats } from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
|
||||
export interface Db {
|
||||
@@ -39,10 +40,30 @@ export function openDb(filePath: string): Db {
|
||||
const row = byId.get(id) as { data: string } | undefined;
|
||||
if (!row) return null;
|
||||
try {
|
||||
const state = JSON.parse(row.data) as GameState;
|
||||
let state = JSON.parse(row.data) as GameState;
|
||||
// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
|
||||
// with it defaulted: a legacy game has no no-man's-land regions.
|
||||
if (state.unowned === undefined) state.unowned = [];
|
||||
// (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game
|
||||
// has none awaiting confirm/reject.
|
||||
if (state.pendingNationOps === undefined) state.pendingNationOps = [];
|
||||
// (v0.27, #44) Same for map markers: a legacy game has none placed.
|
||||
if (state.markers === undefined) state.markers = [];
|
||||
// (v0.33.0, #56) Same for named wars: a legacy game has none declared
|
||||
// (any pre-v0.33 `war` relation stays a bare/implicit relation — see
|
||||
// syncWarRelations, which never force-creates a War entity).
|
||||
if (state.wars === undefined) state.wars = [];
|
||||
// (v0.35.0, #58) Same for the trade & embargo economy layer: a
|
||||
// legacy game has no active trades or embargoes.
|
||||
if (state.trades === undefined) state.trades = [];
|
||||
if (state.embargoes === undefined) state.embargoes = [];
|
||||
// (v0.28, #46) Rows saved before per-region stats existed are migrated
|
||||
// ONCE at load time (and never re-migrated afterwards — the field is
|
||||
// then present): each owned region is seeded with a copy of its owner's
|
||||
// nation-level stats and the nations' stats are recomputed as the
|
||||
// (uniform-weight) area×population-weighted median, so no data is lost
|
||||
// and a single-region nation keeps exactly its old stats.
|
||||
state = migrateRegionStats(state);
|
||||
return state;
|
||||
} catch {
|
||||
return null;
|
||||
|
||||
+3075
-13
File diff suppressed because it is too large
Load Diff
+1712
-31
File diff suppressed because it is too large
Load Diff
+207
-7
@@ -8,20 +8,26 @@ import { existsSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
import { deepClone } from '../shared/protocol';
|
||||
import { deepClone, seedRegionStats } from '../shared/protocol';
|
||||
import type {
|
||||
AddActionRequest,
|
||||
AddDiplomacyRequest,
|
||||
ConfirmNationOpRequest,
|
||||
CreateGameRequest,
|
||||
RejectNationOpRequest,
|
||||
RemoveQueueItemRequest,
|
||||
} from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
import type { GameState, Preset } from '../shared/types';
|
||||
import type { WorldDraft } from '../shared/scenario';
|
||||
import { createLlmClient } from './llm';
|
||||
import { makeStubLlmClient } from './stub';
|
||||
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
|
||||
import { makeScenarioStubLlmClient } from './stubScenario';
|
||||
import { finalizeWorld, generateDraft } from './scenario';
|
||||
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
|
||||
import { buildRegionMap } from './map';
|
||||
import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
|
||||
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validCountryCodes, validKeys } from './regions';
|
||||
import { createPresetStore } from './presets';
|
||||
import { createTemplateStore } from './templates';
|
||||
import { openDb, type Db } from './db';
|
||||
|
||||
const here = fileURLToPath(new URL('.', import.meta.url));
|
||||
@@ -50,6 +56,8 @@ const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
|
||||
// the e2e config, so honor it as a fallback to keep all three in agreement.
|
||||
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
|
||||
const presetStore = createPresetStore(presetsDir);
|
||||
// (v0.31, #52) Era templates for the "Create scenario" path (presets/templates/).
|
||||
const templateStore = createTemplateStore(path.join(root, 'presets', 'templates'));
|
||||
// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
|
||||
// just means region expansion/reference degrade to the raw keys (server still boots).
|
||||
loadRegions(root);
|
||||
@@ -57,6 +65,10 @@ const db: Db = openDb(path.join(dataDir, 'history.db'));
|
||||
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
|
||||
const useStub = process.env.LLM_STUB === '1';
|
||||
const llm = useStub ? makeStubLlmClient() : createLlmClient();
|
||||
// (v0.31, #52) The scenario-generation LLM client: the deterministic scenario
|
||||
// stub under LLM_STUB=1 (a distinct transport from the turn stub, which stays
|
||||
// untouched), and the live client otherwise.
|
||||
const scenarioLlm = useStub ? makeScenarioStubLlmClient() : llm;
|
||||
|
||||
const app = express();
|
||||
app.use(express.json());
|
||||
@@ -93,6 +105,34 @@ function broadcast(id: string, event: string, data: unknown): void {
|
||||
|
||||
// --- Routes ---
|
||||
|
||||
/**
|
||||
* (v0.31, #52) Synthesize the minimal `Preset` the turn engine needs for a
|
||||
* dynamically generated game (`presetId: 'dynamic'` — there is no static preset
|
||||
* file on disk). `runTurn` only consumes `title` / `startDate` /
|
||||
* `worldBackground` / `simulationRules` (never `preset.nations`), so a generic
|
||||
* alternate-history background plus the standard rules is sufficient; `nations`
|
||||
* is carried from the saved world so the type is complete. `startDate` uses the
|
||||
* game's current date (GameState stores no separate start date) — it only feeds
|
||||
* the static "WORLD: <title> — <date>" header of the system prompt.
|
||||
*/
|
||||
function dynamicPresetFromGame(game: GameState): Preset {
|
||||
return {
|
||||
id: game.presetId,
|
||||
title: game.presetTitle,
|
||||
startDate: game.date,
|
||||
summary: game.presetTitle,
|
||||
worldBackground: `${game.presetTitle} is a dynamically generated alternate-history world. Keep every nation's stats, borders and relations internally consistent as the world evolves.`,
|
||||
simulationRules: [
|
||||
"Advance the shared world for ALL nations, not only the player's.",
|
||||
'Keep every stat value between 0 and 100.',
|
||||
'Only change borders when war or a decisive political shift justifies it.',
|
||||
'Prefer 1-4 events per turn; keep each narrative to 1-3 sentences.',
|
||||
'Use only nation ids and region keys that exist in the provided state.',
|
||||
],
|
||||
nations: Object.values(game.nations),
|
||||
};
|
||||
}
|
||||
|
||||
app.get('/api/health', (_req, res) => {
|
||||
res.json({ ok: true, stub: useStub, port: PORT });
|
||||
});
|
||||
@@ -128,11 +168,32 @@ app.post('/api/games', (req: Request, res) => {
|
||||
// starts with nothing released; this list grows as the LLM releases
|
||||
// regions and shrinks as they get re-claimed.
|
||||
unowned: [],
|
||||
// (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the
|
||||
// list grows as the LLM proposes renames (and, later, splits/merges) and
|
||||
// shrinks as the player confirms or rejects them.
|
||||
pendingNationOps: [],
|
||||
// (v0.27, #44) No markers on a fresh game; the LLM places them over time.
|
||||
markers: [],
|
||||
// (v0.28, #46) Per-region stats are seeded below, once territories hold
|
||||
// real region keys — each region starts as a copy of its owner's initial
|
||||
// stats, so the derived aggregate equals the nation's stats on turn 1.
|
||||
regionStats: {},
|
||||
// (v0.33.0, #56) No wars on a fresh game; the LLM declares them over time
|
||||
// (any preset-level `war` relation stays a bare/implicit one, not an
|
||||
// entity — see syncWarRelations).
|
||||
wars: [],
|
||||
// (v0.35.0, #58) No active trades or embargoes on a fresh game; the LLM
|
||||
// declares (and lifts) them over time via TurnResult.economy.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
};
|
||||
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
|
||||
// of all its sub-regions, so ownership (and the choropleth) is at region
|
||||
// granularity from the very first turn. Preset JSONs stay country-level.
|
||||
for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
|
||||
// (v0.28, #46): seed per-region stats AFTER the expansion so each owned
|
||||
// region key gets its owner's initial stats (see seedRegionStats).
|
||||
state.regionStats = seedRegionStats(state.nations);
|
||||
db.save(state);
|
||||
res.json({ game: state });
|
||||
});
|
||||
@@ -224,6 +285,38 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
|
||||
res.json({ game: next });
|
||||
});
|
||||
|
||||
// (v0.23, #16 P4a; v0.24, #16 P4b) Resolve a pending nation-op proposal
|
||||
// waiting in game.pendingNationOps: a rename takes effect (body.edits.name
|
||||
// may override the proposed name), a split partitions the nation's territory
|
||||
// into the proposed parts (body.edits.playerPart picks which part the player
|
||||
// leads, default 0), and a merge folds its inputs into the survivor
|
||||
// (body.edits.name may override the merged name). No LLM call, no turn
|
||||
// advance — same fast save → broadcast → respond order as /queue/remove.
|
||||
// The version bump lets "never go backwards" clients reconcile.
|
||||
app.post('/api/games/:id/nation-op/confirm', (req, res) => {
|
||||
const id = req.params.id;
|
||||
const game = db.load(id);
|
||||
if (!game) return res.status(404).json({ error: 'game not found' });
|
||||
const body = (req.body ?? {}) as ConfirmNationOpRequest;
|
||||
const next = confirmNationOp(game, body.index, body.edits);
|
||||
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
|
||||
db.save(next);
|
||||
broadcast(id, 'state', { state: next });
|
||||
res.json({ game: next });
|
||||
});
|
||||
|
||||
app.post('/api/games/:id/nation-op/reject', (req, res) => {
|
||||
const id = req.params.id;
|
||||
const game = db.load(id);
|
||||
if (!game) return res.status(404).json({ error: 'game not found' });
|
||||
const body = (req.body ?? {}) as RejectNationOpRequest;
|
||||
const next = rejectNationOp(game, body.index);
|
||||
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
|
||||
db.save(next);
|
||||
broadcast(id, 'state', { state: next });
|
||||
res.json({ game: next });
|
||||
});
|
||||
|
||||
// Jump forward: commit the whole pending round (or an empty one) to the model
|
||||
// in a single turn. applyTurnResult clears the pending queue on the returned
|
||||
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
|
||||
@@ -231,8 +324,14 @@ app.post('/api/games/:id/jump', async (req, res) => {
|
||||
const id = req.params.id;
|
||||
const game = db.load(id);
|
||||
if (!game) return res.status(404).json({ error: 'game not found' });
|
||||
const preset = presetStore.get(game.presetId);
|
||||
if (!preset) return res.status(404).json({ error: 'preset_missing' });
|
||||
let preset = presetStore.get(game.presetId);
|
||||
if (!preset) {
|
||||
// (v0.31, #52) A dynamically generated game has no static preset file:
|
||||
// synthesize one from the saved world so the turn engine can run. A
|
||||
// genuinely-missing static preset still 404s.
|
||||
if (game.presetId !== 'dynamic') return res.status(404).json({ error: 'preset_missing' });
|
||||
preset = dynamicPresetFromGame(game);
|
||||
}
|
||||
try {
|
||||
const { state, result } = await runTurn({
|
||||
llm,
|
||||
@@ -250,6 +349,27 @@ app.post('/api/games/:id/jump', async (req, res) => {
|
||||
// engine the resolver — the turn then runs with the LLM's getNeighbours
|
||||
// tool and the player-frontier prompt field (both switch off without it).
|
||||
getNeighbours: hasAdjacency() ? (keys) => neighboursOf(keys) : undefined,
|
||||
// (v0.27, #44) when the centroid manifest loaded, hand the engine the
|
||||
// resolver so a turn can place new map markers at their region's
|
||||
// centroid (without it, marker adds are dropped; existing markers are
|
||||
// still maintained).
|
||||
centroidOf: hasCentroids() ? (key) => centroidOf(key) : undefined,
|
||||
// (v0.28, #46) when the region-geo manifest (area + population) loaded,
|
||||
// hand the engine the resolver so the end-of-turn recompute weights each
|
||||
// owned region by area×population (without it the aggregate degrades to
|
||||
// an unweighted median — still region-consistent, just unweighted).
|
||||
geoOf: hasGeo() ? (key) => geoOf(key) : undefined,
|
||||
// (v0.29, #46 PR 2) region ref resolver: lets the model name a
|
||||
// regionChanges target by its human-readable name (resolved
|
||||
// case-insensitively against the region-key manifest) or its key;
|
||||
// unknown / ambiguous refs are dropped. Always on — the resolver is
|
||||
// pure (validKeys + regionName) and degrades to a key-only match when
|
||||
// the manifest is absent.
|
||||
regionKeyResolver: (ref) => resolveRegionKey(ref, validKeys(), (k) => regionName(k)),
|
||||
// (v0.30, #50) region display name for the engine's "invasion repelled"
|
||||
// event (geo properties.name, else the raw key). Always on — the
|
||||
// resolver is pure and degrades to the key when the manifest is absent.
|
||||
regionNameOf: (k) => regionName(k),
|
||||
});
|
||||
db.save(state);
|
||||
broadcast(id, 'turn', { state, result });
|
||||
@@ -279,6 +399,86 @@ app.post('/api/games/:id/advisor', async (req, res) => {
|
||||
}
|
||||
});
|
||||
|
||||
// --- Dynamic scenario generation (v0.31, #52) ---
|
||||
//
|
||||
// The additive "Create scenario" path. Step 1 (POST /draft) designs a draft
|
||||
// world + an advisor checkpoint list; the client shows both, the player
|
||||
// approves/removes checkpoints and picks a nation; step 2 (POST /commit)
|
||||
// finalizes the world (constrained to the approved checkpoints) into a saved,
|
||||
// playable game. Both steps ride the scenario LLM client (the deterministic
|
||||
// scenario stub under LLM_STUB=1, the live model otherwise). All existing
|
||||
// routes are untouched.
|
||||
|
||||
app.get('/api/scenarios/templates', (_req, res) => {
|
||||
res.json({ templates: templateStore.listMeta() });
|
||||
});
|
||||
|
||||
app.post('/api/scenarios/draft', async (req, res) => {
|
||||
const body = (req.body ?? {}) as { templateId?: string; description?: string; year?: number };
|
||||
const template = templateStore.get(body.templateId ?? '');
|
||||
if (!template) return res.status(400).json({ error: 'unknown template' });
|
||||
const description = typeof body.description === 'string' ? body.description.trim() : '';
|
||||
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
|
||||
const codes = validCountryCodes();
|
||||
try {
|
||||
const { world, checkpoints } = await generateDraft({
|
||||
llm: scenarioLlm,
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
// No region data → no code filtering (the draft keeps whatever codes the
|
||||
// model emitted; expansion degrades to the raw keys, like presets do).
|
||||
validCountryCodes: codes.size > 0 ? codes : undefined,
|
||||
});
|
||||
if (!world) return res.status(502).json({ error: 'generate: the model returned no usable world' });
|
||||
res.json({ world, checkpoints });
|
||||
} catch (e) {
|
||||
const msg = e instanceof Error ? e.message : String(e);
|
||||
res.status(502).json({ error: `generate failed: ${msg}` });
|
||||
}
|
||||
});
|
||||
|
||||
app.post('/api/scenarios/commit', async (req, res) => {
|
||||
const body = (req.body ?? {}) as {
|
||||
templateId?: string;
|
||||
description?: string;
|
||||
year?: number;
|
||||
draft?: WorldDraft;
|
||||
approvedCheckpoints?: string[];
|
||||
playerNationId?: string;
|
||||
};
|
||||
const template = templateStore.get(body.templateId ?? '');
|
||||
if (!template) return res.status(400).json({ error: 'unknown template' });
|
||||
const description = typeof body.description === 'string' ? body.description.trim() : '';
|
||||
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
|
||||
const approvedCheckpoints = Array.isArray(body.approvedCheckpoints)
|
||||
? body.approvedCheckpoints.filter((c): c is string => typeof c === 'string' && c.trim() !== '')
|
||||
: [];
|
||||
const playerNationId = typeof body.playerNationId === 'string' ? body.playerNationId : '';
|
||||
const codes = validCountryCodes();
|
||||
try {
|
||||
const state = await finalizeWorld({
|
||||
llm: scenarioLlm,
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
draft: body.draft,
|
||||
playerNationId,
|
||||
validCountryCodes: codes.size > 0 ? codes : undefined,
|
||||
expand: (cs) => expandCountriesToKeys(cs),
|
||||
id: randomUUID(),
|
||||
title: template.name,
|
||||
startDate: `${year}-01-01`,
|
||||
});
|
||||
db.save(state);
|
||||
res.json({ id: state.id });
|
||||
} catch (e) {
|
||||
const msg = e instanceof Error ? e.message : String(e);
|
||||
res.status(502).json({ error: `commit failed: ${msg}` });
|
||||
}
|
||||
});
|
||||
|
||||
// --- SSE stream ---
|
||||
app.get('/sse/:id', (req, res) => {
|
||||
const id = req.params.id;
|
||||
@@ -316,4 +516,4 @@ app.listen(PORT, () => {
|
||||
});
|
||||
|
||||
// Exported for tests (createApp is implicit via app; here we just expose handles).
|
||||
export { app, db, llm };
|
||||
export { app, db, llm, scenarioLlm, templateStore };
|
||||
|
||||
@@ -48,6 +48,15 @@ const state: GameState = {
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
// (v0.28, #46) the map is ownership-only; the region-stats table is unused here.
|
||||
regionStats: {},
|
||||
// (v0.33.0, #56) the map is ownership-only; wars are unused here.
|
||||
wars: [],
|
||||
// (v0.35.0, #58) the map is ownership-only; trades/embargoes are unused here.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative region key → owner source.
|
||||
|
||||
@@ -0,0 +1,262 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
canConquer,
|
||||
CONQUEST_MILITARY_MARGIN,
|
||||
deriveNationStats,
|
||||
migrateRegionStats,
|
||||
seedRegionStats,
|
||||
weightedMedian,
|
||||
} from '../shared/protocol';
|
||||
import type { GameState, Nation, NationStats } from '../shared/types';
|
||||
|
||||
// --- Test fixtures -----------------------------------------------------------
|
||||
|
||||
const S = (military: number, economy: number, stability: number, population: number): NationStats => ({
|
||||
military,
|
||||
economy,
|
||||
stability,
|
||||
population,
|
||||
});
|
||||
|
||||
function nation(id: string, name: string, stats: NationStats, territory: string[]): Nation {
|
||||
return { id, name, type: 'major', stats, territory, relations: {} };
|
||||
}
|
||||
|
||||
function mkState(
|
||||
nations: Record<string, Nation>,
|
||||
regionStats?: Record<string, unknown>,
|
||||
): GameState {
|
||||
const base: GameState = {
|
||||
id: 'g',
|
||||
presetId: 'p',
|
||||
presetTitle: 'P',
|
||||
playerNationId: Object.keys(nations)[0] ?? '',
|
||||
turn: 1,
|
||||
date: '1939-09-01',
|
||||
nations,
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
regionStats: {} as GameState['regionStats'],
|
||||
wars: [],
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
};
|
||||
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
|
||||
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
|
||||
return base;
|
||||
}
|
||||
|
||||
// --- weightedMedian ----------------------------------------------------------
|
||||
|
||||
describe('weightedMedian', () => {
|
||||
it('returns 0 for an empty input or zero total weight', () => {
|
||||
expect(weightedMedian([], [])).toBe(0);
|
||||
expect(weightedMedian([5, 6], [0, 0])).toBe(0); // zero weights
|
||||
expect(weightedMedian([5, 6], [NaN, -1])).toBe(0); // non-finite / non-positive → 0
|
||||
});
|
||||
|
||||
it('returns the single value when it is the only weighted input', () => {
|
||||
expect(weightedMedian([42], [7])).toBe(42);
|
||||
});
|
||||
|
||||
it('the median of a set of IDENTICAL values is that value (translation-invariant)', () => {
|
||||
// The invariant seeding + legacy migration rely on: equal values → that value,
|
||||
// regardless of the (arbitrary) weights.
|
||||
expect(weightedMedian([7, 7, 7], [1, 5, 9])).toBe(7);
|
||||
expect(weightedMedian([0, 0], [10, 20])).toBe(0);
|
||||
expect(weightedMedian([100, 100, 100], [1, 1, 1000])).toBe(100);
|
||||
// and a constant shift shifts the result by the same constant
|
||||
expect(weightedMedian([107, 107, 107], [1, 5, 9])).toBe(weightedMedian([7, 7, 7], [1, 5, 9]) + 100);
|
||||
});
|
||||
|
||||
it('picks the value at the first point the cumulative weight reaches half the total', () => {
|
||||
// two equal weights: the lower value is reached first (cum 1 of 2 ≥ 1)
|
||||
expect(weightedMedian([10, 20], [1, 1])).toBe(10);
|
||||
// an odd middle: the true middle value
|
||||
expect(weightedMedian([10, 20, 30], [1, 1, 1])).toBe(20);
|
||||
// the heavier value dominates
|
||||
expect(weightedMedian([10, 20], [1, 3])).toBe(20);
|
||||
expect(weightedMedian([10, 20], [3, 1])).toBe(10);
|
||||
});
|
||||
|
||||
it('treats non-finite or non-positive weights as excluded (0)', () => {
|
||||
// NaN weight on 10, positive on 20 → only 20 counts
|
||||
expect(weightedMedian([10, 20], [NaN, 1])).toBe(20);
|
||||
// negative weight on 20, positive on 10 → only 10 counts
|
||||
expect(weightedMedian([10, 20], [1, -5])).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
// --- deriveNationStats -------------------------------------------------------
|
||||
|
||||
describe('deriveNationStats', () => {
|
||||
const regionStats = {
|
||||
a: S(50, 50, 50, 50),
|
||||
b: S(90, 90, 90, 90),
|
||||
};
|
||||
const geo: Record<string, { area: number; population: number }> = { a: { area: 100, population: 1000 }, b: { area: 1000, population: 1000 } };
|
||||
|
||||
it('weights by area×population: the larger region dominates the aggregate', () => {
|
||||
// a: weight 100×1000=100000, b: weight 1000×1000=1000000 → b (90) dominates
|
||||
const out = deriveNationStats(['a', 'b'], regionStats, (k) => geo[k]);
|
||||
expect(out).toEqual(S(90, 90, 90, 90));
|
||||
});
|
||||
|
||||
it('degrades to a uniform (unweighted) median without geo: the lower value is reached first', () => {
|
||||
// equal weights 1,1 → the lower (a=50) is reached at half-total first
|
||||
const out = deriveNationStats(['a', 'b'], regionStats);
|
||||
expect(out).toEqual(S(50, 50, 50, 50));
|
||||
// same when geoOf is provided but returns undefined for the keys (missing geo)
|
||||
const out2 = deriveNationStats(['a', 'b'], regionStats, () => undefined);
|
||||
expect(out2).toEqual(S(50, 50, 50, 50));
|
||||
});
|
||||
|
||||
it('skips a region key that has no stats entry', () => {
|
||||
// b has no entry → only a is counted → a's (50) values
|
||||
const out = deriveNationStats(['a', 'b'], { a: S(50, 50, 50, 50) }, (k) => geo[k]);
|
||||
expect(out).toEqual(S(50, 50, 50, 50));
|
||||
});
|
||||
|
||||
it('returns zero stats when none of the owned regions has a stats entry', () => {
|
||||
const out = deriveNationStats(['a', 'b'], {}, (k) => geo[k]);
|
||||
expect(out).toEqual(S(0, 0, 0, 0));
|
||||
});
|
||||
|
||||
it('a single region yields exactly that region\'s stats (the seeding invariant)', () => {
|
||||
expect(deriveNationStats(['a'], regionStats, (k) => geo[k])).toEqual(S(50, 50, 50, 50));
|
||||
expect(deriveNationStats(['a'], regionStats)).toEqual(S(50, 50, 50, 50));
|
||||
});
|
||||
|
||||
it('treats zero/negative area or population as a fallback weight of 1', () => {
|
||||
// a has area 0 (weight falls back to 1×pop), b has full weight → b dominates
|
||||
const g: Record<string, { area: number; population: number }> = { a: { area: 0, population: 1000 }, b: { area: 1000, population: 1000 } };
|
||||
const out = deriveNationStats(['a', 'b'], regionStats, (k) => g[k]);
|
||||
expect(out).toEqual(S(90, 90, 90, 90));
|
||||
});
|
||||
});
|
||||
|
||||
// --- seedRegionStats ---------------------------------------------------------
|
||||
|
||||
describe('seedRegionStats', () => {
|
||||
it('copies each owner\'s stats to every region it owns', () => {
|
||||
const nations = {
|
||||
uk: nation('uk', 'UK', S(80, 70, 60, 50), ['k1', 'k2']),
|
||||
de: nation('de', 'DE', S(95, 70, 75, 90), ['k3']),
|
||||
};
|
||||
expect(seedRegionStats(nations)).toEqual({
|
||||
k1: S(80, 70, 60, 50),
|
||||
k2: S(80, 70, 60, 50),
|
||||
k3: S(95, 70, 75, 90),
|
||||
});
|
||||
});
|
||||
|
||||
it('gives the first owner\'s stats a key owned by two or more nations (corrupt)', () => {
|
||||
const nations = {
|
||||
a: nation('a', 'A', S(10, 10, 10, 10), ['k1']),
|
||||
b: nation('b', 'B', S(90, 90, 90, 90), ['k1']),
|
||||
};
|
||||
expect(seedRegionStats(nations)).toEqual({ k1: S(10, 10, 10, 10) });
|
||||
});
|
||||
|
||||
it('returns an empty table for nations with no territory', () => {
|
||||
const nations = { a: nation('a', 'A', S(10, 10, 10, 10), []) };
|
||||
expect(seedRegionStats(nations)).toEqual({});
|
||||
});
|
||||
});
|
||||
|
||||
// --- migrateRegionStats ------------------------------------------------------
|
||||
|
||||
describe('migrateRegionStats', () => {
|
||||
it('returns a v0.28+ row (regionStats present) UNCHANGED — same reference, no recompute', () => {
|
||||
const state = mkState(
|
||||
{ uk: nation('uk', 'UK', S(42, 70, 60, 50), ['k1']) },
|
||||
{ k1: S(99, 70, 60, 50) }, // deliberately divergent from the nation stats
|
||||
);
|
||||
const out = migrateRegionStats(state);
|
||||
expect(out).toBe(state); // same reference: untouched
|
||||
expect(out.regionStats).toEqual({ k1: S(99, 70, 60, 50) });
|
||||
expect(out.nations.uk.stats).toEqual(S(42, 70, 60, 50)); // NOT recomputed from the region
|
||||
});
|
||||
|
||||
it('migrates a legacy row (regionStats absent): seeds each owned region and preserves stats', () => {
|
||||
const state = mkState({
|
||||
uk: nation('uk', 'UK', S(80, 70, 60, 50), ['k1', 'k2', 'k3']),
|
||||
de: nation('de', 'DE', S(95, 70, 75, 90), ['k4']),
|
||||
});
|
||||
// sanity: we built a legacy row
|
||||
expect((state as { regionStats?: unknown }).regionStats).toBeUndefined();
|
||||
|
||||
const out = migrateRegionStats(state, (k) =>
|
||||
k === 'k1' ? { area: 100, population: 1000 }
|
||||
: k === 'k2' ? { area: 1, population: 1 }
|
||||
: k === 'k3' ? { area: 9, population: 9 }
|
||||
: { area: 50, population: 500 });
|
||||
// each owned region is seeded with a copy of its owner's stats…
|
||||
expect(out.regionStats).toEqual({
|
||||
k1: S(80, 70, 60, 50),
|
||||
k2: S(80, 70, 60, 50),
|
||||
k3: S(80, 70, 60, 50),
|
||||
k4: S(95, 70, 75, 90),
|
||||
});
|
||||
// …and the (multi-region) nation's stats are PRESERVED: the weighted median of
|
||||
// identical values is that value, regardless of the (uneven) weights.
|
||||
expect(out.nations.uk.stats).toEqual(S(80, 70, 60, 50));
|
||||
expect(out.nations.de.stats).toEqual(S(95, 70, 75, 90));
|
||||
// the original row is NOT mutated
|
||||
expect((state as { regionStats?: unknown }).regionStats).toBeUndefined();
|
||||
expect(state.nations.uk.stats).toEqual(S(80, 70, 60, 50));
|
||||
});
|
||||
|
||||
it('a legacy 0-region nation keeps its stats (no recompute, no entries)', () => {
|
||||
const state = mkState({
|
||||
uk: nation('uk', 'UK', S(80, 70, 60, 50), []),
|
||||
de: nation('de', 'DE', S(95, 70, 75, 90), ['k1']),
|
||||
});
|
||||
const out = migrateRegionStats(state);
|
||||
expect(out.nations.uk.stats).toEqual(S(80, 70, 60, 50)); // unchanged
|
||||
expect(out.nations.de.stats).toEqual(S(95, 70, 75, 90)); // single region → preserved
|
||||
expect(out.regionStats).toEqual({ k1: S(95, 70, 75, 90) });
|
||||
expect('uk' in (out.regionStats ?? {})).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// --- canConquer (v0.30, #50: the military hard gate) -------------------------
|
||||
|
||||
describe('canConquer', () => {
|
||||
it('the default margin constant is 15', () => {
|
||||
expect(CONQUEST_MILITARY_MARGIN).toBe(15);
|
||||
});
|
||||
|
||||
it('an attacker within the margin of the defender proceeds (gap == margin)', () => {
|
||||
// attacker 10, defender 25 → gap of 15 == margin → win (not more than 15 below)
|
||||
expect(canConquer(10, 25)).toBe(true);
|
||||
});
|
||||
|
||||
it('an attacker more than the margin below the defender is repelled (gap == margin+1)', () => {
|
||||
// attacker 9, defender 25 → gap of 16 > margin → repel
|
||||
expect(canConquer(9, 25)).toBe(false);
|
||||
});
|
||||
|
||||
it('an equal attacker proceeds', () => {
|
||||
expect(canConquer(50, 50)).toBe(true);
|
||||
});
|
||||
|
||||
it('an attacker within the margin (gap < margin) proceeds', () => {
|
||||
expect(canConquer(30, 40)).toBe(true); // gap 10
|
||||
expect(canConquer(14, 25)).toBe(true); // gap 11
|
||||
});
|
||||
|
||||
it('an attacker ahead of the defender always proceeds', () => {
|
||||
expect(canConquer(90, 10)).toBe(true);
|
||||
});
|
||||
|
||||
it('a margin of 0 means only an equal-or-ahead attacker proceeds', () => {
|
||||
expect(canConquer(50, 50, 0)).toBe(true); // equal
|
||||
expect(canConquer(51, 50, 0)).toBe(true); // ahead
|
||||
expect(canConquer(49, 50, 0)).toBe(false); // one below → repel
|
||||
});
|
||||
});
|
||||
+96
-4
@@ -5,8 +5,12 @@ import { tmpdir } from 'node:os';
|
||||
import path from 'node:path';
|
||||
import {
|
||||
allTerritoryKeys,
|
||||
centroidOf,
|
||||
expandCountriesToKeys,
|
||||
geoOf,
|
||||
hasAdjacency,
|
||||
hasCentroids,
|
||||
hasGeo,
|
||||
hasRegionData,
|
||||
loadRegions,
|
||||
neighboursOf,
|
||||
@@ -27,9 +31,9 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
expect(loadRegions(root)).toBe(true);
|
||||
});
|
||||
|
||||
it('loads the full manifest: 1,796 unique valid region keys', () => {
|
||||
it('loads the full manifest: 1,800 unique valid region keys', () => {
|
||||
expect(hasRegionData()).toBe(true);
|
||||
expect(validKeys().size).toBe(1796);
|
||||
expect(validKeys().size).toBe(1800);
|
||||
});
|
||||
|
||||
it('expands an ISO_A3 country to the region keys of all its sub-regions', () => {
|
||||
@@ -51,6 +55,21 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
expect(ref['aisne-gstu']).toBe('Aisne (FRA)');
|
||||
});
|
||||
|
||||
it('expands RUS to all 84 sub-regions after the #31 + #41 Arkhangel splits (no ownership gap at game init)', () => {
|
||||
// #31 split RU-ARK into the mainland + New Earth + Severnaya Zemlya; #41
|
||||
// repartitioned the mainland into the core (unchanged key) + Pechora +
|
||||
// Yamal. A fresh game's RUS territory (expanded from the preset's
|
||||
// country list) must contain all five sub-region keys — the main one
|
||||
// (ownership-safe, unchanged key) plus the island and band ones.
|
||||
const rus = expandCountriesToKeys(['RUS']);
|
||||
expect(rus).toHaveLength(84);
|
||||
expect(rus).toContain('arkhangel-sk-lhbk');
|
||||
expect(rus).toContain('new-earth-eikt');
|
||||
expect(rus).toContain('severnaya-zemlya-awqp');
|
||||
expect(rus).toContain('pechora-qwhs');
|
||||
expect(rus).toContain('yamal-gosw');
|
||||
});
|
||||
|
||||
it('referenceForKeys labels only known keys and omits unknown ones', () => {
|
||||
const ref = referenceForKeys(['ain-lqtt', 'not-a-real-key-xyz']);
|
||||
expect(ref['ain-lqtt']).toBe('Ain (FRA)');
|
||||
@@ -87,6 +106,14 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
// (v0.28, #46) unused here (allTerritoryKeys is ownership-only).
|
||||
regionStats: {},
|
||||
wars: [],
|
||||
// (v0.35.0, #58) unused here (allTerritoryKeys is ownership-only).
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
};
|
||||
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
|
||||
expect(allTerritoryKeys(state).size).toBe(58);
|
||||
@@ -117,6 +144,34 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
expect(neighboursOf([])).toEqual([]);
|
||||
});
|
||||
|
||||
it('(v0.27 #44) hasCentroids() is true and centroidOf resolves a real key to a plausible location', () => {
|
||||
expect(hasCentroids()).toBe(true);
|
||||
const ain = centroidOf('ain-lqtt');
|
||||
expect(ain).toBeDefined();
|
||||
expect(ain!.lat).toBeCloseTo(46.16, 1);
|
||||
expect(ain!.lon).toBeCloseTo(4.8, 1);
|
||||
expect(ain!.spread).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('(v0.27 #44) centroidOf returns undefined for an unknown key', () => {
|
||||
expect(centroidOf('not-a-real-key-xyz')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('(v0.28 #46) hasGeo() is true and geoOf resolves a real key to area + population', () => {
|
||||
expect(hasGeo()).toBe(true);
|
||||
const ain = geoOf('ain-lqtt');
|
||||
expect(ain).toBeDefined();
|
||||
expect(ain!.area).toBeGreaterThanOrEqual(0); // km²
|
||||
expect(ain!.population).toBeGreaterThanOrEqual(0);
|
||||
// exact spot-check values pinned from the committed manifest (Ain, FRA)
|
||||
expect(ain!.area).toBeCloseTo(22557.77, 1); // km²
|
||||
expect(ain!.population).toBe(2304126);
|
||||
});
|
||||
|
||||
it('(v0.28 #46) geoOf returns undefined for an unknown key', () => {
|
||||
expect(geoOf('not-a-real-key-xyz')).toBeUndefined();
|
||||
});
|
||||
|
||||
describe('graceful degradation with no region data', () => {
|
||||
beforeEach(() => resetRegions());
|
||||
|
||||
@@ -130,6 +185,12 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
// and no adjacency: the LLM tool / frontier field switch off
|
||||
expect(hasAdjacency()).toBe(false);
|
||||
expect(neighboursOf(['moselle-rygy'])).toEqual([]);
|
||||
// and no centroids: the marker-placement path degrades to a no-op
|
||||
expect(hasCentroids()).toBe(false);
|
||||
expect(centroidOf('ain-lqtt')).toBeUndefined();
|
||||
// and no region-geo: the per-region stats weighting degrades to uniform
|
||||
expect(hasGeo()).toBe(false);
|
||||
expect(geoOf('ain-lqtt')).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -165,13 +226,13 @@ describe('loadRegions resolves the manifest per environment (dev public/ vs prod
|
||||
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(validKeys().size).toBe(1800);
|
||||
expect(expandCountriesToKeys(['FRA'])).toHaveLength(42);
|
||||
});
|
||||
|
||||
it('still loads from public/ (the dev layout, the first candidate)', () => {
|
||||
expect(loadRegions(realRoot)).toBe(true);
|
||||
expect(validKeys().size).toBe(1796);
|
||||
expect(validKeys().size).toBe(1800);
|
||||
});
|
||||
|
||||
it('a dist/ WITHOUT the adjacency manifest degrades: hasAdjacency() false, neighboursOf []', () => {
|
||||
@@ -181,6 +242,37 @@ describe('loadRegions resolves the manifest per environment (dev public/ vs prod
|
||||
expect(loadRegions(prodRoot)).toBe(true);
|
||||
expect(hasAdjacency()).toBe(false);
|
||||
expect(neighboursOf(['moselle-rygy'])).toEqual([]);
|
||||
// and no centroids (not copied into this dist/) -> marker placement degrades
|
||||
expect(hasCentroids()).toBe(false);
|
||||
expect(centroidOf('ain-lqtt')).toBeUndefined();
|
||||
// and no region-geo (not copied into this dist/) -> stats weighting is uniform
|
||||
expect(hasGeo()).toBe(false);
|
||||
expect(geoOf('ain-lqtt')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('(v0.27 #44) a dist/ WITH the centroids manifest loads them (prod layout)', () => {
|
||||
copyFileSync(
|
||||
path.join(realRoot, 'public', 'region-centroids.json'),
|
||||
path.join(prodRoot, 'dist', 'region-centroids.json'),
|
||||
);
|
||||
expect(loadRegions(prodRoot)).toBe(true);
|
||||
expect(hasCentroids()).toBe(true);
|
||||
const ain = centroidOf('ain-lqtt');
|
||||
expect(ain).toBeDefined();
|
||||
expect(ain!.lat).toBeCloseTo(46.16, 1);
|
||||
});
|
||||
|
||||
it('(v0.28 #46) a dist/ WITH the region-geo manifest loads it (prod layout)', () => {
|
||||
copyFileSync(
|
||||
path.join(realRoot, 'public', 'region-geo.json'),
|
||||
path.join(prodRoot, 'dist', 'region-geo.json'),
|
||||
);
|
||||
expect(loadRegions(prodRoot)).toBe(true);
|
||||
expect(hasGeo()).toBe(true);
|
||||
const ain = geoOf('ain-lqtt');
|
||||
expect(ain).toBeDefined();
|
||||
expect(ain!.area).toBeCloseTo(22557.77, 1);
|
||||
expect(ain!.population).toBe(2304126);
|
||||
});
|
||||
|
||||
it('returns false and no data when neither public/ nor dist/ holds the files', () => {
|
||||
|
||||
+139
-6
@@ -2,7 +2,9 @@
|
||||
// (region-keys.json: stable feature id -> region key), the sub-national geo
|
||||
// (regions.geo.json: feature id -> { name, parent }), and — optionally — the
|
||||
// precomputed region-adjacency manifest (region-adjacency.json: region key ->
|
||||
// bordering region keys, built by scripts/build-region-adjacency.mjs) — all
|
||||
// bordering region keys, built by scripts/build-region-adjacency.mjs) and the
|
||||
// precomputed region-centroid manifest (region-centroids.json: region key ->
|
||||
// { lat, lon, spread }, built by scripts/build-region-centroids.mjs) — all
|
||||
// from public/ in dev (Vite serves it) or dist/ in prod (Vite copies
|
||||
// public/* -> dist/ at build, and the Docker image keeps only dist/) — and
|
||||
// joins them into the lookups the region-level ownership model needs:
|
||||
@@ -13,6 +15,10 @@
|
||||
// - neighboursOf(): the union of the bordering keys for a set of keys — the
|
||||
// data behind the LLM's getNeighbours tool and the player-frontier prompt
|
||||
// field (v0.21, #16 P2)
|
||||
// - centroidOf(): a region key's precomputed anchor point ({ lat, lon, spread })
|
||||
// — the data behind LLM-placed map markers (v0.27, #44)
|
||||
// - geoOf(): a region key's area (km²) + population (from region-geo.json)
|
||||
// — the weighting source for the per-region stats model (v0.28, #46)
|
||||
//
|
||||
// Deliberately turf-free: it reads the JSON files with plain JSON.parse and
|
||||
// never imports @turf/@types/geojson (importing one pulls @types/geojson into
|
||||
@@ -39,12 +45,17 @@ interface RegionData {
|
||||
validKeys: Set<string>;
|
||||
/** region key -> bordering region keys (from public/region-adjacency.json). */
|
||||
adjacency: Record<string, string[]>;
|
||||
/** region key -> anchor point (from public/region-centroids.json). */
|
||||
centroids: Record<string, { lat: number; lon: number; spread: number }>;
|
||||
/** region key -> { area (km²), population } (from public/region-geo.json, v0.28 #46). */
|
||||
geo: Record<string, { area: number; population: number }>;
|
||||
}
|
||||
|
||||
let data: RegionData | null = null;
|
||||
|
||||
/**
|
||||
* Load (or reload) the region-key manifest, geo, and adjacency. Idempotent.
|
||||
* Load (or reload) the region-key manifest, geo, adjacency, and centroids.
|
||||
* Idempotent.
|
||||
* The files are served to the client from `public/` in dev (Vite serves it
|
||||
* directly) and from `dist/` in prod (Vite copies `public/*` → `dist/` at build
|
||||
* and the Docker image keeps only `dist/`), so probe `public/` then `dist/`
|
||||
@@ -52,7 +63,10 @@ let data: RegionData | null = null;
|
||||
* key manifest + geo. The adjacency manifest is OPTIONAL: when it is missing
|
||||
* or broken, `adjacency` stays empty and `neighboursOf`/`hasAdjacency` simply
|
||||
* report "no adjacency" (the LLM tool and the frontier prompt field switch
|
||||
* off; everything else keeps working). Returns true when the core pair loaded
|
||||
* off; everything else keeps working). The centroid manifest is likewise
|
||||
* OPTIONAL (v0.27, #44): when missing or broken, `centroids` stays empty and
|
||||
* `centroidOf`/`hasCentroids` report "no centroids" (new map markers can't be
|
||||
* placed, but everything else keeps working). Returns true when the core pair loaded
|
||||
* cleanly; a missing/broken pair clears the data and returns false so the
|
||||
* server still boots and degrades gracefully (expansion becomes a no-op,
|
||||
* ownership falls back to the raw input keys).
|
||||
@@ -61,6 +75,8 @@ export function loadRegions(root: string): boolean {
|
||||
const keyFile = 'region-keys.json';
|
||||
const geoFile = 'regions.geo.json';
|
||||
const adjacencyFile = 'region-adjacency.json';
|
||||
const centroidsFile = 'region-centroids.json';
|
||||
const regionGeoFile = 'region-geo.json';
|
||||
const base = [
|
||||
path.join(root, 'public'), // dev: Vite serves public/ at /
|
||||
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir)
|
||||
@@ -74,13 +90,13 @@ export function loadRegions(root: string): boolean {
|
||||
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 {
|
||||
const geoJson = JSON.parse(readFileSync(geoPath, 'utf8')) as {
|
||||
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
|
||||
};
|
||||
const keyToInfo: Record<string, RegionInfo> = {};
|
||||
const keysByCountry: Record<string, string[]> = {};
|
||||
const validKeys = new Set<string>();
|
||||
for (const f of geo.features ?? []) {
|
||||
for (const f of geoJson.features ?? []) {
|
||||
const id = f.id == null ? '' : String(f.id);
|
||||
const key = idToKey[id];
|
||||
if (!key) continue; // a geo feature with no manifest entry is skipped
|
||||
@@ -105,7 +121,71 @@ export function loadRegions(root: string): boolean {
|
||||
}
|
||||
}
|
||||
|
||||
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency };
|
||||
// Centroids are optional too (v0.27, #44): a missing/broken file means
|
||||
// "no centroid data" — new markers can't be placed (their adds are
|
||||
// dropped), but everything else keeps working.
|
||||
let centroids: Record<string, { lat: number; lon: number; spread: number }> = {};
|
||||
const centroidsPath = path.join(base, centroidsFile);
|
||||
if (existsSync(centroidsPath)) {
|
||||
try {
|
||||
const raw = JSON.parse(readFileSync(centroidsPath, 'utf8')) as Record<
|
||||
string,
|
||||
{ lat?: unknown; lon?: unknown; spread?: unknown }
|
||||
>;
|
||||
// Keep only well-formed entries; a corrupt file degrades to "none".
|
||||
for (const [k, v] of Object.entries(raw)) {
|
||||
if (
|
||||
v &&
|
||||
typeof v.lat === 'number' &&
|
||||
typeof v.lon === 'number' &&
|
||||
typeof v.spread === 'number' &&
|
||||
Number.isFinite(v.lat) &&
|
||||
Number.isFinite(v.lon) &&
|
||||
Number.isFinite(v.spread)
|
||||
) {
|
||||
centroids[k] = { lat: v.lat, lon: v.lon, spread: v.spread };
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[regions] failed to load region-centroids.json, continuing without it', err);
|
||||
centroids = {};
|
||||
}
|
||||
}
|
||||
|
||||
// The region-geo manifest (v0.28, #46): area (km²) + population per region
|
||||
// key — the weighting source for the per-region stats model. OPTIONAL like
|
||||
// the others: a missing/broken file means "no geo data", and weighting
|
||||
// degrades to uniform (every region weight 1) while everything else keeps
|
||||
// working.
|
||||
let geo: Record<string, { area: number; population: number }> = {};
|
||||
const geoDataPath = path.join(base, regionGeoFile);
|
||||
if (existsSync(geoDataPath)) {
|
||||
try {
|
||||
const raw = JSON.parse(readFileSync(geoDataPath, 'utf8')) as Record<
|
||||
string,
|
||||
{ area?: unknown; population?: unknown }
|
||||
>;
|
||||
// Keep only well-formed entries; a corrupt file degrades to "none".
|
||||
for (const [k, v] of Object.entries(raw)) {
|
||||
if (
|
||||
v &&
|
||||
typeof v.area === 'number' &&
|
||||
Number.isFinite(v.area) &&
|
||||
v.area >= 0 &&
|
||||
typeof v.population === 'number' &&
|
||||
Number.isFinite(v.population) &&
|
||||
v.population >= 0
|
||||
) {
|
||||
geo[k] = { area: v.area, population: v.population };
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[regions] failed to load region-geo.json, continuing without it', err);
|
||||
geo = {};
|
||||
}
|
||||
}
|
||||
|
||||
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency, centroids, geo };
|
||||
return validKeys.size > 0;
|
||||
} catch (err) {
|
||||
console.error('[regions] failed to load region data', err);
|
||||
@@ -179,6 +259,18 @@ export function validKeys(): ReadonlySet<string> {
|
||||
return data ? data.validKeys : new Set<string>();
|
||||
}
|
||||
|
||||
/**
|
||||
* The set of ISO_A3 country codes that own at least one sub-region in the
|
||||
* manifest (the valid `territory` codes for a world draft, v0.31 #52). These
|
||||
* are the keys of `keysByCountry` — i.e. the distinct `properties.parent`
|
||||
* values in regions.geo.json. Empty when no region data is loaded; callers
|
||||
* pass it (or `undefined` to skip filtering) to `validateWorldDraft` so a
|
||||
* draft's territory is checked against real countries.
|
||||
*/
|
||||
export function validCountryCodes(): ReadonlySet<string> {
|
||||
return data ? new Set(Object.keys(data.keysByCountry)) : new Set<string>();
|
||||
}
|
||||
|
||||
/**
|
||||
* True when the region-adjacency manifest loaded with at least one entry.
|
||||
* Callers (the server's jump route) use this to decide whether to hand the
|
||||
@@ -189,6 +281,47 @@ export function hasAdjacency(): boolean {
|
||||
return data !== null && Object.keys(data.adjacency).length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* True when the region-centroid manifest loaded with at least one entry
|
||||
* (v0.27, #44). The server's jump route uses this to decide whether to hand
|
||||
* the engine a centroid resolver (which lets a turn place new map markers)
|
||||
* or skip marker placement (existing markers are still maintained).
|
||||
*/
|
||||
export function hasCentroids(): boolean {
|
||||
return data !== null && Object.keys(data.centroids).length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* True when the region-geo manifest loaded with at least one entry (v0.28,
|
||||
* #46). The server's jump route uses this to decide whether to hand the
|
||||
* engine a geo resolver (which weights the per-region stats derivation by
|
||||
* area×population) or fall back to a uniform (unweighted) median.
|
||||
*/
|
||||
export function hasGeo(): boolean {
|
||||
return data !== null && Object.keys(data.geo).length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* The precomputed anchor point for a region key: the centroid of its
|
||||
* largest-area part, plus a `spread` (≈ 0.1 × that part's smallest bbox
|
||||
* dimension, in degrees) the engine scatters markers within
|
||||
* ±(spread/2) of the centroid. `undefined` for an unknown key or when no
|
||||
* centroid data is loaded (v0.27, #44).
|
||||
*/
|
||||
export function centroidOf(key: string): { lat: number; lon: number; spread: number } | undefined {
|
||||
return data?.centroids[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* The precomputed area (km²) + population for a region key (v0.28, #46) — the
|
||||
* weighting source for the per-region stats model. `undefined` for an unknown
|
||||
* key or when no geo data is loaded (the derivation then falls back to a
|
||||
* uniform weight of 1 for that region).
|
||||
*/
|
||||
export function geoOf(key: string): { area: number; population: number } | undefined {
|
||||
return data?.geo[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* The union of the region keys that share a land border with any of the given
|
||||
* keys — deduplicated, the queried keys themselves excluded, and sorted for
|
||||
|
||||
@@ -0,0 +1,235 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
relationFromScore,
|
||||
validateWorldDraft,
|
||||
worldDraftToGameState,
|
||||
type WorldDraft,
|
||||
} from '../shared/scenario';
|
||||
import type { NationStats } from '../shared/types';
|
||||
|
||||
// A deterministic fake ISO_A3 -> region-key expander (two sub-regions per
|
||||
// country), standing in for server/regions.expandCountriesToKeys in these
|
||||
// pure-function tests.
|
||||
const fakeExpand = (countries: string[]): string[] =>
|
||||
countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
|
||||
|
||||
const S = (m: number, e: number, s: number, p: number): NationStats => ({
|
||||
military: m,
|
||||
economy: e,
|
||||
stability: s,
|
||||
population: p,
|
||||
});
|
||||
|
||||
describe('relationFromScore (v0.31.0, #52)', () => {
|
||||
it('maps the five sentiment bands to RelationStatus', () => {
|
||||
expect(relationFromScore(100)).toBe('ally');
|
||||
expect(relationFromScore(60)).toBe('ally');
|
||||
expect(relationFromScore(0)).toBe('neutral');
|
||||
expect(relationFromScore(30)).toBe('neutral');
|
||||
expect(relationFromScore(-1)).toBe('rival');
|
||||
expect(relationFromScore(-40)).toBe('rival');
|
||||
expect(relationFromScore(-41)).toBe('hostile');
|
||||
expect(relationFromScore(-80)).toBe('hostile');
|
||||
expect(relationFromScore(-81)).toBe('war');
|
||||
expect(relationFromScore(-100)).toBe('war');
|
||||
});
|
||||
|
||||
it('clamps out-of-range scores before banding', () => {
|
||||
expect(relationFromScore(250)).toBe('ally');
|
||||
expect(relationFromScore(-250)).toBe('war');
|
||||
});
|
||||
});
|
||||
|
||||
describe('validateWorldDraft (v0.31.0, #52)', () => {
|
||||
it('returns a clean draft from a valid payload', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'de', name: 'German Reich', type: 'major', stats: S(95, 70, 75, 90), territory: ['DEU'], relations: { uk: 80 } },
|
||||
{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: 80 } },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw);
|
||||
expect(d).not.toBeNull();
|
||||
const draft = d as WorldDraft;
|
||||
expect(draft.nations).toHaveLength(2);
|
||||
expect(draft.nations[0]).toMatchObject({ id: 'de', name: 'German Reich', type: 'major' });
|
||||
expect(draft.nations[0].stats).toEqual(S(95, 70, 75, 90));
|
||||
expect(draft.nations[0].territory).toEqual(['DEU']);
|
||||
expect(draft.nations[0].relations).toEqual({ uk: 80 });
|
||||
expect(draft.events).toBeUndefined();
|
||||
});
|
||||
|
||||
it('clamps out-of-range stat values to 0-100 and defaults missing to 50', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ name: 'Over', stats: { military: 150, economy: -20, stability: 7 }, territory: ['DEU'] },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.nations[0].stats).toEqual(S(100, 0, 7, 50)); // population missing -> 50
|
||||
});
|
||||
|
||||
it('upper-cases, de-dupes, and (given valid codes) filters territory to known ISO_A3', () => {
|
||||
const codes = new Set(['DEU', 'GBR', 'FRA']);
|
||||
const raw = {
|
||||
nations: [
|
||||
{
|
||||
name: 'Mixed',
|
||||
// lower-case, duplicated, and one unknown code (USA) to be dropped.
|
||||
territory: ['deu', 'DEU', 'usa', 'gbr'],
|
||||
},
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw, { validCountryCodes: codes }) as WorldDraft;
|
||||
expect(d.nations[0].territory).toEqual(['DEU', 'GBR']);
|
||||
});
|
||||
|
||||
it('keeps unknown codes when no validCountryCodes set is supplied', () => {
|
||||
const raw = { nations: [{ name: 'X', territory: ['AAA', 'BBB'] }] };
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.nations[0].territory).toEqual(['AAA', 'BBB']);
|
||||
});
|
||||
|
||||
it('resolves relation keys by id or (case-insensitive) name and drops self/unknown refs', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'de', name: 'Germany', territory: ['DEU'], relations: { 'United Kingdom': 55, de: 99, ghost: 10 } },
|
||||
{ id: 'uk', name: 'United Kingdom', territory: ['GBR'], relations: { de: -70 } },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
// de: the name-keyed ref resolves to uk, self (de) and unknown (ghost) dropped.
|
||||
expect(d.nations[0].relations).toEqual({ uk: 55 });
|
||||
// uk: the id-keyed ref to de is kept, clamped (already in range).
|
||||
expect(d.nations[1].relations).toEqual({ de: -70 });
|
||||
});
|
||||
|
||||
it('clamps relation scores to -100..100', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'a', name: 'A', territory: ['AAA'], relations: { b: 500 } },
|
||||
{ id: 'b', name: 'B', territory: ['BBB'], relations: { a: -500 } },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.nations[0].relations).toEqual({ b: 100 });
|
||||
expect(d.nations[1].relations).toEqual({ a: -100 });
|
||||
});
|
||||
|
||||
it('suffices duplicate ids until unique and derives ids from names', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'x', name: 'First', territory: ['AAA'] },
|
||||
{ id: 'x', name: 'Second', territory: ['BBB'] },
|
||||
{ name: 'United Kingdom', territory: ['GBR'] }, // no id -> slug
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
const ids = d.nations.map((n) => n.id);
|
||||
expect(ids).toEqual(['x', 'x-2', 'united-kingdom']);
|
||||
});
|
||||
|
||||
it('keeps backstory events that name a known nation and drops the rest', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'de', name: 'Germany', territory: ['DEU'] },
|
||||
{ id: 'uk', name: 'United Kingdom', territory: ['GBR'] },
|
||||
],
|
||||
events: [
|
||||
{ nation: 'de', type: 'military', title: 'Remilitarization', text: 't', outcome: 'success' },
|
||||
{ nation: 'United Kingdom', type: 'political', title: 'By-elections', text: 't', outcome: 'neutral' },
|
||||
{ nation: 'ghost', type: 'political', title: 'No owner', text: 't', outcome: 'neutral' },
|
||||
{ nation: 'de', type: 'political' }, // no title -> dropped
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.events).toHaveLength(2);
|
||||
expect(d.events?.[0]).toMatchObject({ nation: 'de', type: 'military', title: 'Remilitarization', outcome: 'success' });
|
||||
expect(d.events?.[1]).toMatchObject({ nation: 'uk', type: 'political', title: 'By-elections', outcome: 'neutral' });
|
||||
});
|
||||
|
||||
it('returns null (never throws) for unusable / garbage payloads', () => {
|
||||
expect(validateWorldDraft(null)).toBeNull();
|
||||
expect(validateWorldDraft('nope')).toBeNull();
|
||||
expect(validateWorldDraft([])).toBeNull();
|
||||
expect(validateWorldDraft({})).toBeNull();
|
||||
expect(validateWorldDraft({ nations: [] })).toBeNull();
|
||||
expect(validateWorldDraft({ nations: [{ name: 'No territory' }] })).toBeNull();
|
||||
expect(validateWorldDraft({ nations: [{}] })).toBeNull(); // no name
|
||||
expect(validateWorldDraft({ nations: [42] })).toBeNull(); // not an object
|
||||
// no nation owns a *valid* territory -> unusable.
|
||||
expect(
|
||||
validateWorldDraft(
|
||||
{ nations: [{ name: 'X', territory: ['ZZZ'] }] },
|
||||
{ validCountryCodes: new Set(['DEU']) },
|
||||
),
|
||||
).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('worldDraftToGameState (v0.31.0, #52)', () => {
|
||||
function draft(): WorldDraft {
|
||||
return {
|
||||
nations: [
|
||||
{ id: 'de', name: 'Germany', type: 'major', stats: S(90, 70, 75, 90), territory: ['DEU'], relations: { uk: 70 } },
|
||||
{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: -90 } },
|
||||
],
|
||||
events: [{ nation: 'de', type: 'political', title: 'The new order', text: 'A fresh map is drawn.', outcome: 'neutral' }],
|
||||
};
|
||||
}
|
||||
|
||||
it('expands ISO_A3 territory to region keys and seeds per-region stats', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'uk', {
|
||||
id: 'g1',
|
||||
title: 'Custom World',
|
||||
startDate: '1939-09-01',
|
||||
});
|
||||
expect(g.id).toBe('g1');
|
||||
expect(g.presetTitle).toBe('Custom World');
|
||||
expect(g.date).toBe('1939-09-01');
|
||||
expect(g.turn).toBe(1);
|
||||
expect(g.version).toBe(1);
|
||||
expect(g.playerNationId).toBe('uk');
|
||||
expect(g.unowned).toEqual([]);
|
||||
expect(g.markers).toEqual([]);
|
||||
expect(g.pendingNationOps).toEqual([]);
|
||||
expect(g.pending).toEqual([]);
|
||||
|
||||
// de owns DEU -> two region keys; uk owns GBR+IRL -> four.
|
||||
expect(g.nations.de.territory).toEqual(['DEU-a', 'DEU-b']);
|
||||
expect(g.nations.uk.territory).toEqual(['GBR-a', 'GBR-b', 'IRL-a', 'IRL-b']);
|
||||
|
||||
// Every owned region is seeded with a copy of its owner's stats.
|
||||
expect(g.regionStats['DEU-a']).toEqual(g.nations.de.stats);
|
||||
expect(g.regionStats['IRL-b']).toEqual(g.nations.uk.stats);
|
||||
// No entry for unowned regions.
|
||||
expect(g.regionStats['ZZZ-a']).toBeUndefined();
|
||||
});
|
||||
|
||||
it('maps numeric relations to RelationStatus', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'de');
|
||||
expect(g.nations.de.relations).toEqual({ uk: 'ally' }); // 70 -> ally
|
||||
expect(g.nations.uk.relations).toEqual({ de: 'war' }); // -90 -> war
|
||||
});
|
||||
|
||||
it('seeds the event feed from backstory events at turn 1 / startDate', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'de', { startDate: '2035-01-01' });
|
||||
expect(g.events).toHaveLength(1);
|
||||
expect(g.events[0]).toMatchObject({
|
||||
turn: 1,
|
||||
date: '2035-01-01',
|
||||
nation: 'de',
|
||||
type: 'political',
|
||||
title: 'The new order',
|
||||
outcome: 'neutral',
|
||||
});
|
||||
});
|
||||
|
||||
it('uses the defaults (empty id, Custom World, 1970-01-01) when options are omitted', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'de');
|
||||
expect(g.id).toBe('');
|
||||
expect(g.presetTitle).toBe('Custom World');
|
||||
expect(g.date).toBe('1970-01-01');
|
||||
expect(g.presetId).toBe('dynamic');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,335 @@
|
||||
// Unit tests for the dynamic scenario-generation LLM steps (v0.31, #52):
|
||||
// the prompt builders, the defensive parsers, generateDraft / finalizeWorld
|
||||
// over an injected LlmClient, and the deterministic scenario stub.
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
buildGeneratePrompt,
|
||||
buildRegeneratePrompt,
|
||||
finalizeWorld,
|
||||
generateDraft,
|
||||
parseGenerate,
|
||||
parseRegenerate,
|
||||
SCENARIO_GENERATE_MARKER,
|
||||
SCENARIO_REGENERATE_MARKER,
|
||||
} from './scenario';
|
||||
import { makeScenarioStubLlmClient, stubWorldFor } from './stubScenario';
|
||||
import type { EraTemplate, WorldDraft } from '../shared/scenario';
|
||||
import type { ChatMessage, LlmClient } from './llm';
|
||||
|
||||
const TEMPLATE: EraTemplate = {
|
||||
id: 'near-future',
|
||||
name: 'Near Future',
|
||||
year: 2035,
|
||||
eraDescription: 'A fractured, multipolar 2035.',
|
||||
suggestedPowers: [
|
||||
{ name: 'United States', region: 'USA', note: 'declining hegemon' },
|
||||
{ name: 'China', region: 'CHN', note: 'rising industrial power' },
|
||||
],
|
||||
tensions: ['Indo-Pacific standoff', 'Climate migration'],
|
||||
};
|
||||
|
||||
const VALID_CODES = new Set(['FRA', 'RUS', 'ESP', 'USA', 'CHN']);
|
||||
|
||||
/** A minimal LlmClient double whose chat() returns a canned string (or calls a handler). */
|
||||
function fakeClient(canned?: string | ((messages: ChatMessage[]) => string)): LlmClient {
|
||||
return {
|
||||
async chat(messages) {
|
||||
if (typeof canned === 'function') return canned(messages);
|
||||
return canned ?? '{"world":{"nations":[]},"checkpoints":[]}';
|
||||
},
|
||||
async listModels() {
|
||||
return [];
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
const GOOD_GENERATE = JSON.stringify({
|
||||
world: {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
type: 'major',
|
||||
stats: { military: 70, economy: 60, stability: 65, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: { boreas: -60 },
|
||||
},
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
type: 'major',
|
||||
stats: { military: 55, economy: 70, stability: 50, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: { alba: -60 },
|
||||
},
|
||||
],
|
||||
},
|
||||
checkpoints: ['Alba presses its advantage.', 'Boreas fortifies the north.'],
|
||||
});
|
||||
|
||||
const GOOD_REGENERATE = JSON.stringify({
|
||||
world: {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
type: 'major',
|
||||
stats: { military: 70, economy: 60, stability: 70, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: { boreas: -70 },
|
||||
},
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
type: 'major',
|
||||
stats: { military: 55, economy: 70, stability: 55, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: { alba: -70 },
|
||||
},
|
||||
],
|
||||
},
|
||||
});
|
||||
|
||||
describe('buildGeneratePrompt', () => {
|
||||
it('embeds the era, description, year and the valid country codes', () => {
|
||||
const { system, user } = buildGeneratePrompt(TEMPLATE, 'a cold war in space', 2041, VALID_CODES);
|
||||
expect(system).toContain(SCENARIO_GENERATE_MARKER);
|
||||
expect(system).toContain('"checkpoints"');
|
||||
expect(user).toContain('near-future');
|
||||
expect(user).toContain('a cold war in space');
|
||||
expect(user).toContain('2041');
|
||||
expect(user).toContain('CHN');
|
||||
expect(user).toContain('validCountryCodes');
|
||||
});
|
||||
|
||||
it('omits the code list when no valid codes are supplied', () => {
|
||||
const { system, user } = buildGeneratePrompt(TEMPLATE, 'desc', 2035, undefined);
|
||||
expect(system).toContain('standard ISO 3166-1 alpha-3');
|
||||
expect(user).not.toContain('validCountryCodes');
|
||||
});
|
||||
});
|
||||
|
||||
describe('buildRegeneratePrompt', () => {
|
||||
it('embeds the approved checkpoints and the draft when present', () => {
|
||||
const draft: WorldDraft = {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
stats: { military: 70, economy: 60, stability: 65, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: {},
|
||||
},
|
||||
],
|
||||
};
|
||||
const { system, user } = buildRegeneratePrompt(
|
||||
TEMPLATE,
|
||||
'desc',
|
||||
2035,
|
||||
['Alba presses its advantage.'],
|
||||
VALID_CODES,
|
||||
draft,
|
||||
);
|
||||
expect(system).toContain(SCENARIO_REGENERATE_MARKER);
|
||||
expect(user).toContain('approvedCheckpoints');
|
||||
expect(user).toContain('Alba presses its advantage.');
|
||||
expect(user).toContain('draft');
|
||||
expect(user).toContain('alba');
|
||||
});
|
||||
|
||||
it('omits the draft field when none is supplied', () => {
|
||||
const { user } = buildRegeneratePrompt(TEMPLATE, 'desc', 2035, [], VALID_CODES, undefined);
|
||||
expect(user).not.toContain('draft');
|
||||
});
|
||||
});
|
||||
|
||||
describe('parseGenerate / parseRegenerate (defensive)', () => {
|
||||
it('parses a valid generate answer into a world + checkpoints', () => {
|
||||
const { world, checkpoints } = parseGenerate(GOOD_GENERATE, VALID_CODES);
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations).toHaveLength(2);
|
||||
expect(world!.nations[0].id).toBe('alba');
|
||||
expect(world!.nations[0].territory).toEqual(['FRA']);
|
||||
expect(checkpoints).toEqual(['Alba presses its advantage.', 'Boreas fortifies the north.']);
|
||||
});
|
||||
|
||||
it('strips code fences and drops unknown country codes', () => {
|
||||
const raw = '```json\n' + GOOD_GENERATE + '\n```';
|
||||
const { world } = parseGenerate(raw, new Set(['FRA'])); // RUS not in the set
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations.find((n) => n.id === 'boreas')?.territory).toEqual([]);
|
||||
});
|
||||
|
||||
it('returns null world + empty checkpoints for garbage', () => {
|
||||
const { world, checkpoints } = parseGenerate('not json at all', VALID_CODES);
|
||||
expect(world).toBeNull();
|
||||
expect(checkpoints).toEqual([]);
|
||||
});
|
||||
|
||||
it('parses a valid regenerate answer (no checkpoints echoed)', () => {
|
||||
const world = parseRegenerate(GOOD_REGENERATE, VALID_CODES);
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations[0].stats.stability).toBe(70);
|
||||
});
|
||||
});
|
||||
|
||||
describe('generateDraft (injected client)', () => {
|
||||
it('returns a validated world + checkpoints from the model', async () => {
|
||||
const { world, checkpoints } = await generateDraft({
|
||||
llm: fakeClient(GOOD_GENERATE),
|
||||
template: TEMPLATE,
|
||||
description: 'a cold war in space',
|
||||
year: 2041,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations).toHaveLength(2);
|
||||
expect(checkpoints).toHaveLength(2);
|
||||
});
|
||||
|
||||
it('nudges once when the first answer is unusable', async () => {
|
||||
let call = 0;
|
||||
const client: LlmClient = {
|
||||
async chat() {
|
||||
call += 1;
|
||||
return call === 1 ? 'total garbage' : GOOD_GENERATE;
|
||||
},
|
||||
async listModels() {
|
||||
return [];
|
||||
},
|
||||
};
|
||||
const { world, checkpoints } = await generateDraft({
|
||||
llm: client,
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(call).toBe(2);
|
||||
expect(world).not.toBeNull();
|
||||
expect(checkpoints).toHaveLength(2);
|
||||
});
|
||||
|
||||
it('returns null world when even the nudge fails', async () => {
|
||||
const { world } = await generateDraft({
|
||||
llm: fakeClient('still no json'),
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(world).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('finalizeWorld (injected client)', () => {
|
||||
const expand = (countries: string[]) => countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
|
||||
|
||||
it('converts the finalized world to a playable GameState', async () => {
|
||||
const state = await finalizeWorld({
|
||||
llm: fakeClient(GOOD_REGENERATE),
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
approvedCheckpoints: ['Alba presses its advantage.'],
|
||||
playerNationId: 'alba',
|
||||
validCountryCodes: VALID_CODES,
|
||||
expand,
|
||||
id: 'g-1',
|
||||
title: 'Custom World',
|
||||
startDate: '2035-01-01',
|
||||
});
|
||||
expect(state.id).toBe('g-1');
|
||||
expect(state.presetId).toBe('dynamic');
|
||||
expect(state.playerNationId).toBe('alba');
|
||||
expect(state.turn).toBe(1);
|
||||
expect(state.date).toBe('2035-01-01');
|
||||
// FRA expands to two region keys; the per-region stats are seeded.
|
||||
expect(state.nations.alba.territory).toEqual(['FRA-a', 'FRA-b']);
|
||||
expect(state.regionStats['FRA-a']).toEqual(state.nations.alba.stats);
|
||||
});
|
||||
|
||||
it('falls back to the first nation when the model drops the player nation', async () => {
|
||||
// The regenerated world has no 'alba' — only 'boreas'.
|
||||
const dropped = JSON.stringify({
|
||||
world: {
|
||||
nations: [
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
stats: { military: 55, economy: 70, stability: 55, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: {},
|
||||
},
|
||||
],
|
||||
},
|
||||
});
|
||||
const state = await finalizeWorld({
|
||||
llm: fakeClient(dropped),
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
approvedCheckpoints: [],
|
||||
playerNationId: 'alba', // not in the world
|
||||
validCountryCodes: VALID_CODES,
|
||||
expand,
|
||||
});
|
||||
expect(state.playerNationId).toBe('boreas');
|
||||
});
|
||||
});
|
||||
|
||||
describe('scenario stub (deterministic, LLM_STUB=1)', () => {
|
||||
it('is deterministic: same input → same generate output', async () => {
|
||||
const llm = makeScenarioStubLlmClient();
|
||||
const a = await generateDraft({
|
||||
llm,
|
||||
template: TEMPLATE,
|
||||
description: 'd',
|
||||
year: 2035,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
const b = await generateDraft({
|
||||
llm,
|
||||
template: TEMPLATE,
|
||||
description: 'completely different description',
|
||||
year: 1999,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(a.world).toEqual(b.world);
|
||||
expect(a.checkpoints).toEqual(b.checkpoints);
|
||||
expect(a.world!.nations).toHaveLength(3);
|
||||
expect(a.checkpoints).toHaveLength(3);
|
||||
});
|
||||
|
||||
it('finalize respects the approved checkpoints (deterministically)', async () => {
|
||||
const baseline = stubWorldFor([]);
|
||||
const withAlba = stubWorldFor(['Alba dominates the western sea lanes.']);
|
||||
const albaBase = baseline.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
|
||||
const boreasBase = baseline.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
|
||||
const albaWith = withAlba.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
|
||||
const boreasWith = withAlba.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
|
||||
// Approving a checkpoint that names Alba raises Alba's stability only.
|
||||
expect(albaWith).toBe(albaBase + 5);
|
||||
expect(boreasWith).toBe(boreasBase);
|
||||
});
|
||||
|
||||
it('finalizeWorld over the stub returns a playable game honoring approvals', async () => {
|
||||
const llm = makeScenarioStubLlmClient();
|
||||
const state = await finalizeWorld({
|
||||
llm,
|
||||
template: TEMPLATE,
|
||||
description: 'd',
|
||||
year: 2035,
|
||||
approvedCheckpoints: ['Boreas fortifies its northern frontier.'],
|
||||
playerNationId: 'boreas',
|
||||
validCountryCodes: VALID_CODES,
|
||||
expand: (cs) => cs.flatMap((c) => [`${c}-a`]),
|
||||
id: 'stub-1',
|
||||
});
|
||||
expect(state.id).toBe('stub-1');
|
||||
expect(state.playerNationId).toBe('boreas');
|
||||
expect(state.nations.boreas.territory).toEqual(['RUS-a']);
|
||||
// The approved Boreas checkpoint raised its stability by 5 (50 → 55).
|
||||
expect(state.nations.boreas.stats.stability).toBe(55);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,390 @@
|
||||
// Dynamic scenario generation — the two LLM steps (v0.31, #52).
|
||||
//
|
||||
// This is the additive "Create scenario" path. Two plain `chat()` calls (no
|
||||
// tools, no separate advisor endpoint — the advisor is embodied in step 1's
|
||||
// checkpoint list):
|
||||
//
|
||||
// 1. `generateDraft` — from an era template + a free-text description + a
|
||||
// year, the model designs a draft {@link WorldDraft} (nations with ISO_A3
|
||||
// territory, stats, relations, optional backstory) AND an opening
|
||||
// checkpoint list (the advisor's briefing of the world's live tensions).
|
||||
//
|
||||
// 2. `finalizeWorld` — on commit, the model is re-asked to produce the
|
||||
// final world, constrained to the player's APPROVED checkpoints (and,
|
||||
// when the client re-sends the step-1 draft, based on it so the player's
|
||||
// chosen nation survives). The result is converted to a playable
|
||||
// {@link GameState} (region-key territory via the injected `expand`
|
||||
// resolver, per-region stats seeded) and returned for the caller to
|
||||
// persist — a normal game at `#/game/<id>`.
|
||||
//
|
||||
// Both steps are defensive like the rest of the engine: raw model output is
|
||||
// fence-stripped, the first balanced object is extracted, JSON.parsed, and
|
||||
// validated via the pure `validateWorldDraft` (which never throws and returns
|
||||
// `null` for unusable input). A transport-level failure (the model being down)
|
||||
// throws and is mapped to an HTTP 502 by the route; a bad *answer* degrades to
|
||||
// a null world, never a crash. The `LlmClient` is injected so unit tests and
|
||||
// the deterministic scenario stub (server/stubScenario.ts) can replace the
|
||||
// network call exactly like the turn path does.
|
||||
import type { LlmClient } from './llm';
|
||||
import { DEFAULT_MAX_TOKENS } from './llm';
|
||||
import type { EraTemplate, WorldDraft } from '../shared/scenario';
|
||||
import { validateWorldDraft } from '../shared/scenario';
|
||||
import type { GameState } from '../shared/types';
|
||||
import { worldDraftToGameState } from '../shared/scenario';
|
||||
|
||||
// --- Defensive parsing (shared with the engine's approach) --------------------
|
||||
|
||||
/** The system-prompt markers the deterministic scenario stub keys off. */
|
||||
export const SCENARIO_GENERATE_MARKER = '<<SCENARIO_GENERATE>>';
|
||||
export const SCENARIO_REGENERATE_MARKER = '<<SCENARIO_REGENERATE>>';
|
||||
|
||||
/** Strip a leading/trailing ``` code fence (mirrors engine.stripFence). */
|
||||
function stripFence(text: string): string {
|
||||
let t = text.trim();
|
||||
const lead = t.match(/^```[a-zA-Z]*\s*\n?/);
|
||||
if (lead) t = t.slice(lead[0].length);
|
||||
const tail = t.match(/\n?\s*```\s*$/);
|
||||
if (tail) t = t.slice(0, t.length - tail[0].length);
|
||||
return t.trim();
|
||||
}
|
||||
|
||||
/** Extract the first balanced `{ ... }` substring (string-aware). */
|
||||
function extractBalancedObject(text: string): string | null {
|
||||
const start = text.indexOf('{');
|
||||
if (start === -1) return null;
|
||||
let depth = 0;
|
||||
let inStr = false;
|
||||
let esc = false;
|
||||
for (let i = start; i < text.length; i++) {
|
||||
const c = text[i];
|
||||
if (inStr) {
|
||||
if (esc) esc = false;
|
||||
else if (c === '\\') esc = true;
|
||||
else if (c === '"') inStr = false;
|
||||
continue;
|
||||
}
|
||||
if (c === '"') inStr = true;
|
||||
else if (c === '{') depth++;
|
||||
else if (c === '}' && --depth === 0) return text.slice(start, i + 1);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Parse a raw top-level JSON object, or `null` when none is recoverable. */
|
||||
function parseObject(raw: string): Record<string, unknown> | null {
|
||||
const jsonText = extractBalancedObject(stripFence(raw));
|
||||
if (!jsonText) return null;
|
||||
try {
|
||||
const obj: unknown = JSON.parse(jsonText);
|
||||
return obj && typeof obj === 'object' && !Array.isArray(obj)
|
||||
? (obj as Record<string, unknown>)
|
||||
: null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Prompt building ------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The shared nation JSON contract text, embedded in both system prompts so the
|
||||
* model sees the exact shape it must emit. Mirrors the engine's strict "ONLY a
|
||||
* valid JSON object" style.
|
||||
*/
|
||||
const WORLD_SHAPE = [
|
||||
'{',
|
||||
' "world": {',
|
||||
' "nations": [',
|
||||
' {',
|
||||
' "id": "short-stable-id",',
|
||||
' "name": "Human readable name",',
|
||||
' "type": "major|minor|power|alliance|faction",',
|
||||
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
|
||||
' "territory": ["ISO_A3","ISO_A3"],',
|
||||
' "relations": {"<other nation id or name>": -100..100}',
|
||||
' }',
|
||||
' ],',
|
||||
' "events": [',
|
||||
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
|
||||
' ]',
|
||||
' },',
|
||||
' "checkpoints": ["short advisor checkpoint", "..."]',
|
||||
'}',
|
||||
].join('\n');
|
||||
|
||||
/**
|
||||
* The system prompt for step 1 (generate). Tells the model to design a fresh
|
||||
* world for the era AND to emit an opening advisor checkpoint list.
|
||||
*/
|
||||
export function buildGeneratePrompt(
|
||||
template: EraTemplate,
|
||||
description: string,
|
||||
year: number,
|
||||
validCountryCodes: ReadonlySet<string> | undefined,
|
||||
): { system: string; user: string } {
|
||||
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
|
||||
const system = [
|
||||
`${SCENARIO_GENERATE_MARKER} You are a world-builder for an alternate-history strategy game.`,
|
||||
'Given an era, a starting year, and the designer\'s description, create a plausible, self-consistent world of 3 to 8 nations for that moment in (or diverged from) history.',
|
||||
'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:',
|
||||
WORLD_SHAPE,
|
||||
'',
|
||||
'RULES',
|
||||
'- "nations": 3 to 8 nations, each with a short stable id, a human name, a type, and four 0-100 stats (military, economy, stability, population).',
|
||||
codes
|
||||
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
|
||||
codes.join(', ') +
|
||||
'. A nation may control several codes; together the nations should cover a plausible portion of the world.'
|
||||
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
|
||||
'- "relations": a nation\'s sentiment toward each other nation, an integer from -100 (warring) to +100 (allied). Omit or set 0 for neutrality.',
|
||||
'- "events" (optional): 1 to 4 short backstory events that already happened and set up the current tensions; each names one of the nations above.',
|
||||
'- "checkpoints": 3 to 6 short strings — the advisor\'s opening briefing of the world\'s live strategic questions (the pressures, rivalries, and opportunities the player should know before leading a nation). Keep each under 20 words.',
|
||||
'- Keep every stat value between 0 and 100. Do not invent nations outside the "nations" array.',
|
||||
].join('\n');
|
||||
const user = JSON.stringify(
|
||||
{
|
||||
era: {
|
||||
id: template.id,
|
||||
name: template.name,
|
||||
year,
|
||||
description: template.eraDescription,
|
||||
},
|
||||
suggestedPowers: template.suggestedPowers,
|
||||
tensions: template.tensions,
|
||||
description,
|
||||
year,
|
||||
...(codes ? { validCountryCodes: codes } : {}),
|
||||
},
|
||||
null,
|
||||
2,
|
||||
);
|
||||
return { system, user };
|
||||
}
|
||||
|
||||
/**
|
||||
* The system prompt for step 2 (regenerate/finalize). Same world contract, but
|
||||
* the model must now respect the player's APPROVED checkpoints (and, when a
|
||||
* draft is supplied, stay close to it so the player's chosen nation survives).
|
||||
*/
|
||||
export function buildRegeneratePrompt(
|
||||
template: EraTemplate,
|
||||
description: string,
|
||||
year: number,
|
||||
approvedCheckpoints: string[],
|
||||
validCountryCodes: ReadonlySet<string> | undefined,
|
||||
draft?: WorldDraft,
|
||||
): { system: string; user: string } {
|
||||
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
|
||||
const system = [
|
||||
`${SCENARIO_REGENERATE_MARKER} You are finalizing a world for an alternate-history strategy game.`,
|
||||
'A draft world was generated and the player has APPROVED a set of checkpoints that the final world MUST respect. Produce the final, playable world.',
|
||||
'Respond with ONLY a valid JSON object of exactly this shape (same as the draft, but the "checkpoints" field is NOT repeated — omit it). No prose, no commentary, no markdown fences, no trailing commas:',
|
||||
[
|
||||
'{',
|
||||
' "world": {',
|
||||
' "nations": [',
|
||||
' {',
|
||||
' "id": "short-stable-id",',
|
||||
' "name": "Human readable name",',
|
||||
' "type": "major|minor|power|alliance|faction",',
|
||||
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
|
||||
' "territory": ["ISO_A3","ISO_A3"],',
|
||||
' "relations": {"<other nation id or name>": -100..100}',
|
||||
' }',
|
||||
' ],',
|
||||
' "events": [',
|
||||
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
|
||||
' ]',
|
||||
' }',
|
||||
'}',
|
||||
].join('\n'),
|
||||
'',
|
||||
'RULES',
|
||||
'- Base the final world on the provided draft (the "draft" field of the user message) and keep the same nations — do not rename, drop, or invent nations beyond what the draft established, UNLESS an approved checkpoint demands it.',
|
||||
'- You MUST respect EVERY approved checkpoint (the "approvedCheckpoints" field of the user message): reflect each one in the nations\' stats, borders, relations, or backstory events.',
|
||||
codes
|
||||
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
|
||||
codes.join(', ') +
|
||||
'.'
|
||||
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
|
||||
'- Keep every stat value between 0 and 100.',
|
||||
].join('\n');
|
||||
const user = JSON.stringify(
|
||||
{
|
||||
era: {
|
||||
id: template.id,
|
||||
name: template.name,
|
||||
year,
|
||||
description: template.eraDescription,
|
||||
},
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
...(draft ? { draft } : {}),
|
||||
...(codes ? { validCountryCodes: codes } : {}),
|
||||
},
|
||||
null,
|
||||
2,
|
||||
);
|
||||
return { system, user };
|
||||
}
|
||||
|
||||
// --- Parsing the model's answers ----------------------------------------------
|
||||
|
||||
/** Parse the step-1 (generate) answer into a validated world + checkpoint list. */
|
||||
export function parseGenerate(
|
||||
raw: string,
|
||||
validCountryCodes?: ReadonlySet<string>,
|
||||
): { world: WorldDraft | null; checkpoints: string[] } {
|
||||
const obj = parseObject(raw);
|
||||
if (!obj) return { world: null, checkpoints: [] };
|
||||
const world = validateWorldDraft(obj.world, { validCountryCodes });
|
||||
const checkpoints: string[] = [];
|
||||
if (Array.isArray(obj.checkpoints)) {
|
||||
const seen = new Set<string>();
|
||||
for (const c of obj.checkpoints) {
|
||||
if (typeof c !== 'string') continue;
|
||||
const t = c.trim();
|
||||
if (t.length > 2 && !seen.has(t)) {
|
||||
seen.add(t);
|
||||
checkpoints.push(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
return { world, checkpoints: checkpoints.slice(0, 12) };
|
||||
}
|
||||
|
||||
/** Parse the step-2 (finalize) answer into a validated world (or null). */
|
||||
export function parseRegenerate(
|
||||
raw: string,
|
||||
validCountryCodes?: ReadonlySet<string>,
|
||||
): WorldDraft | null {
|
||||
const obj = parseObject(raw);
|
||||
if (!obj) return null;
|
||||
return validateWorldDraft(obj.world, { validCountryCodes });
|
||||
}
|
||||
|
||||
// --- Orchestration -------------------------------------------------------------
|
||||
|
||||
export interface GenerateDraftOptions {
|
||||
llm: LlmClient;
|
||||
template: EraTemplate;
|
||||
description: string;
|
||||
year: number;
|
||||
/** ISO_A3 codes to accept (undefined = no filtering). */
|
||||
validCountryCodes?: ReadonlySet<string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Step 1: ask the model to design a draft world + an advisor checkpoint list.
|
||||
* Throws only on a transport-level failure (the model is down) — a bad answer
|
||||
* yields `{ world: null, checkpoints: [] }` and is the caller's to surface as
|
||||
* an error, never a crash.
|
||||
*/
|
||||
export async function generateDraft(
|
||||
opts: GenerateDraftOptions,
|
||||
): Promise<{ world: WorldDraft | null; checkpoints: string[] }> {
|
||||
const { llm, template, description, year, validCountryCodes } = opts;
|
||||
const { system, user } = buildGeneratePrompt(template, description, year, validCountryCodes);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
|
||||
const out = await llm.chat(
|
||||
[{ role: 'system', content: system }, { role: 'user', content: user }],
|
||||
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
const parsed = parseGenerate(out, validCountryCodes);
|
||||
if (parsed.world) return parsed;
|
||||
// One nudge re-send with a fresh history, mirroring the engine's retry.
|
||||
const retry = await llm.chat(
|
||||
[
|
||||
{ role: 'system', content: system },
|
||||
{ role: 'user', content: user },
|
||||
{ role: 'assistant', content: '' },
|
||||
{ role: 'user', content: nudge },
|
||||
],
|
||||
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
return parseGenerate(retry, validCountryCodes);
|
||||
}
|
||||
|
||||
export interface FinalizeWorldOptions {
|
||||
llm: LlmClient;
|
||||
template: EraTemplate;
|
||||
description: string;
|
||||
year: number;
|
||||
approvedCheckpoints: string[];
|
||||
/** The step-1 draft (re-sent by the client) — the base the final world refines. */
|
||||
draft?: WorldDraft;
|
||||
/** The nation id the player will lead (kept in the final world when present). */
|
||||
playerNationId: string;
|
||||
/** ISO_A3 codes to accept (undefined = no filtering). */
|
||||
validCountryCodes?: ReadonlySet<string>;
|
||||
/** Expand ISO_A3 territory to sub-region keys (injected from server/regions). */
|
||||
expand: (countries: string[]) => string[];
|
||||
/** The new game's id (the route sets randomUUID()). */
|
||||
id?: string;
|
||||
/** The scenario title (becomes presetTitle; default 'Custom World'). */
|
||||
title?: string;
|
||||
/** The game's start date (YYYY-MM-DD, from the chosen year). */
|
||||
startDate?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Step 2: ask the model to produce the final world constrained to the approved
|
||||
* checkpoints, convert it to a playable {@link GameState}, and return it for the
|
||||
* caller to persist. Throws only on a transport-level failure; a bad answer
|
||||
* that still yields a usable world is committed, and if the final world drops
|
||||
* the player's chosen nation the conversion falls back to the first nation so
|
||||
* the game is always playable.
|
||||
*/
|
||||
export async function finalizeWorld(opts: FinalizeWorldOptions): Promise<GameState> {
|
||||
const {
|
||||
llm,
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
draft,
|
||||
playerNationId,
|
||||
validCountryCodes,
|
||||
expand,
|
||||
id,
|
||||
title,
|
||||
startDate,
|
||||
} = opts;
|
||||
const { system, user } = buildRegeneratePrompt(
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
validCountryCodes,
|
||||
draft,
|
||||
);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
|
||||
const out = await llm.chat(
|
||||
[{ role: 'system', content: system }, { role: 'user', content: user }],
|
||||
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
let world = parseRegenerate(out, validCountryCodes);
|
||||
if (!world) {
|
||||
const retry = await llm.chat(
|
||||
[
|
||||
{ role: 'system', content: system },
|
||||
{ role: 'user', content: user },
|
||||
{ role: 'assistant', content: '' },
|
||||
{ role: 'user', content: nudge },
|
||||
],
|
||||
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
world = parseRegenerate(retry, validCountryCodes);
|
||||
}
|
||||
if (!world) {
|
||||
// The model could not produce a usable final world. Rather than fail the
|
||||
// whole commit, fall back to the draft the player already approved (if any)
|
||||
// so the commit still yields a playable game.
|
||||
if (draft) world = draft;
|
||||
else throw new Error('finalize: the model returned no usable world');
|
||||
}
|
||||
return worldDraftToGameState(world, expand, playerNationId, { id, title, startDate });
|
||||
}
|
||||
+74
-1
@@ -3,7 +3,7 @@
|
||||
// speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport.
|
||||
import { createLlmClient, type ChatMessage, type Transport } from './llm';
|
||||
import { addDays, clampStat, type TerritoryChange, type TurnEventSpec, type TurnResult } from '../shared/protocol';
|
||||
import type { RoundItem } from '../shared/types';
|
||||
import type { RelationStatus, RoundItem } from '../shared/types';
|
||||
|
||||
export const ADVISOR_MARKER = '<<ADVISOR>>';
|
||||
|
||||
@@ -31,6 +31,42 @@ export interface StubPayload {
|
||||
* is covered by unit tests against applyTurnResult, not by the stub.
|
||||
*/
|
||||
unowned?: string[];
|
||||
/**
|
||||
* (v0.27, #44) Current map markers (`{ id, type, name, regionKey, owner }`),
|
||||
* emitted by the engine's user prompt. The stub ignores this field — it
|
||||
* never places or removes a marker (see deterministicTurn), so the marker
|
||||
* path is covered by unit tests against applyTurnResult, not by the stub.
|
||||
*/
|
||||
markers?: Array<{ id: string; type: string; name: string; regionKey: string; owner: string | null }>;
|
||||
/**
|
||||
* (v0.33.0, #56) Currently ACTIVE wars (`{ id, sides, aims? }`), emitted by
|
||||
* the engine's user prompt. The stub ignores this field — it never declares
|
||||
* or ends a war (see deterministicTurn), so the war path is covered by unit
|
||||
* tests against applyTurnResult, not by the stub.
|
||||
*/
|
||||
wars?: Array<{ id: string; sides: string[]; aims?: string[] }>;
|
||||
/**
|
||||
* (v0.34.0, #57) The player's current relations to every other nation
|
||||
* (`nationId -> RelationStatus`), emitted by the engine's user prompt. The
|
||||
* stub ignores this field — it never runs a hybrid op (see
|
||||
* deterministicTurn), so the hybrid path is covered by unit tests only.
|
||||
*/
|
||||
relations?: Record<string, RelationStatus>;
|
||||
/**
|
||||
* (v0.35.0, #58) The currently active bilateral trade agreements
|
||||
* (`{ a, b }` nation-id pairs), emitted by the engine's user prompt. The
|
||||
* stub ignores this field — it never declares, lifts or suspends a trade
|
||||
* (see deterministicTurn), so the trade path is covered by unit tests only.
|
||||
*/
|
||||
trades?: Array<{ a: string; b: string }>;
|
||||
/**
|
||||
* (v0.35.0, #58) The currently active unilateral embargoes
|
||||
* (`{ from, target }` nation-id pairs), emitted by the engine's user
|
||||
* prompt. The stub ignores this field — it never imposes, lifts or
|
||||
* suspends an embargo (see deterministicTurn), so the embargo path is
|
||||
* covered by unit tests only.
|
||||
*/
|
||||
embargoes?: Array<{ from: string; target: string }>;
|
||||
}
|
||||
|
||||
function truncate(s: string, n: number): string {
|
||||
@@ -57,6 +93,36 @@ function truncate(s: string, n: number): string {
|
||||
* always returns `unowned: []`) — e2e assertions rely on its fully-deterministic
|
||||
* one-conquest behavior, so the release/re-claim path is exercised by unit
|
||||
* tests only (see server/engine.test.ts).
|
||||
*
|
||||
* (v0.23, #16 P4a) The stub likewise NEVER proposes nation-management ops (it
|
||||
* always returns `nationOps: []`) — the propose→confirm/reject flow is
|
||||
* covered by unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.27, #44) The stub likewise NEVER places or removes a map marker (it
|
||||
* always returns `markers: { add: [], remove: [] }`) — the marker path is
|
||||
* covered by unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.29, #46 PR 2) The stub likewise NEVER changes per-region stats (it
|
||||
* always returns `regionChanges: []`) — the per-region lever is covered by
|
||||
* unit tests only (see server/engine.test.ts), keeping the e2e assertions
|
||||
* untouched.
|
||||
*
|
||||
* (v0.32.0, #54) The stub likewise NEVER performs a non-military takeover
|
||||
* (it always returns `takeovers: []`) — the regime-rename path is covered by
|
||||
* unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.33.0, #56) The stub likewise NEVER declares or ends a war (it always
|
||||
* returns `wars: { declare: [], end: [] }`) — the war path is covered by unit
|
||||
* tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.34.0, #57) The stub likewise NEVER runs a hybrid / covert op (it always
|
||||
* returns `hybrid: { ops: [] }`) — the hybrid-war path is covered by unit
|
||||
* tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.35.0, #58) The stub likewise NEVER declares, lifts or suspends a trade
|
||||
* or an embargo (it always returns `economy: { trade: [], embargo: [] }`) —
|
||||
* the trade & embargo economy path is covered by unit tests only, keeping
|
||||
* the e2e assertions untouched.
|
||||
*/
|
||||
export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
const state = p.state;
|
||||
@@ -118,9 +184,16 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
date: addDays(state?.date ?? '1939-09-01', 2),
|
||||
events,
|
||||
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
|
||||
regionChanges: [], // the stub never changes per-region stats (see doc comment)
|
||||
relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
|
||||
territoryChanges,
|
||||
unowned: [], // the stub never creates no man's land (see doc comment)
|
||||
nationOps: [], // the stub never proposes nation ops (see doc comment)
|
||||
takeovers: [], // the stub never performs a takeover (see doc comment)
|
||||
wars: { declare: [], end: [] }, // the stub never declares/ends wars (see doc comment)
|
||||
hybrid: { ops: [] }, // the stub never runs hybrid/covert ops (see doc comment)
|
||||
economy: { trade: [], embargo: [] }, // the stub never touches trades/embargoes (see doc comment)
|
||||
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
// Deterministic SCENARIO-generation stub (v0.31, #52).
|
||||
//
|
||||
// Distinct from the turn stub (server/stub.ts, which stays untouched): this one
|
||||
// answers the two scenario-generation LLM calls (see server/scenario.ts) so the
|
||||
// whole "Create scenario" path is reproducible under LLM_STUB=1 (unit tests and
|
||||
// the Playwright e2e). It speaks the OpenAI chat-completions wire shape, so it
|
||||
// plugs in as a Transport, and it discriminates the two calls by the markers
|
||||
// scenario.ts embeds in each system message (SCENARIO_GENERATE_MARKER for the
|
||||
// draft step, SCENARIO_REGENERATE_MARKER for the finalize step) — mirroring how
|
||||
// the turn stub discriminates the advisor call via ADVISOR_MARKER.
|
||||
//
|
||||
// The stub returns a fixed 3-nation world and a fixed checkpoint list for the
|
||||
// generate step, and — for the finalize step — the same world refined in a
|
||||
// simple, deterministic way that depends on the approved checkpoints, so the
|
||||
// "finalize respects approved checkpoints" behavior is observable end to end.
|
||||
import { createLlmClient, type ChatMessage, type LlmClient, type Transport } from './llm';
|
||||
import { SCENARIO_REGENERATE_MARKER } from './scenario';
|
||||
import type { WorldDraft } from '../shared/scenario';
|
||||
|
||||
/** A small fixed 3-nation world (ISO_A3 territory — FRA / RUS / ESP). */
|
||||
const WORLD: WorldDraft = {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
type: 'major',
|
||||
stats: { military: 70, economy: 60, stability: 65, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: { boreas: -60, gamma: 20 },
|
||||
},
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
type: 'major',
|
||||
stats: { military: 55, economy: 70, stability: 50, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: { alba: -60, gamma: 10 },
|
||||
},
|
||||
{
|
||||
id: 'gamma',
|
||||
name: 'Gamma',
|
||||
type: 'minor',
|
||||
stats: { military: 30, economy: 45, stability: 70, population: 40 },
|
||||
territory: ['ESP'],
|
||||
relations: { alba: 20, boreas: 10 },
|
||||
},
|
||||
],
|
||||
events: [
|
||||
{
|
||||
nation: 'alba',
|
||||
type: 'political',
|
||||
title: 'The new order takes shape',
|
||||
text: 'The three powers settle their borders after the great realignment.',
|
||||
outcome: 'neutral',
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
/** The advisor's opening checkpoint list (fixed, in order). */
|
||||
const CHECKPOINTS: string[] = [
|
||||
'Alba dominates the western sea lanes and presses its advantage.',
|
||||
'Boreas fortifies its northern frontier against a long winter.',
|
||||
'Gamma brokers a neutral corridor between the two rivals.',
|
||||
];
|
||||
|
||||
/**
|
||||
* Deterministically refine the fixed world to "respect" the approved
|
||||
* checkpoints: each approved checkpoint that names one of the fixed nations (by
|
||||
* the first 4 letters of the nation's name, case-insensitive) raises that
|
||||
* nation's stability by 5 (clamped at 100). Same input → same output, and the
|
||||
* result visibly depends on which checkpoints were approved.
|
||||
*/
|
||||
export function stubWorldFor(approved: string[]): WorldDraft {
|
||||
const nations = WORLD.nations.map((n) => ({
|
||||
...n,
|
||||
stats: { ...n.stats },
|
||||
relations: { ...n.relations },
|
||||
}));
|
||||
const lower = approved.map((c) => c.toLowerCase());
|
||||
for (const n of nations) {
|
||||
const key = n.name.toLowerCase().slice(0, 4);
|
||||
if (lower.some((c) => c.includes(key))) {
|
||||
n.stats.stability = Math.min(100, n.stats.stability + 5);
|
||||
}
|
||||
}
|
||||
return { nations, events: WORLD.events };
|
||||
}
|
||||
|
||||
export function makeScenarioStubTransport(): Transport {
|
||||
return async (_url, init) => {
|
||||
let content: string;
|
||||
try {
|
||||
const req = JSON.parse(String(init?.body ?? '{}')) as { messages?: ChatMessage[] };
|
||||
const sys = req.messages?.find((m) => m.role === 'system')?.content ?? '';
|
||||
const user = req.messages?.find((m) => m.role === 'user');
|
||||
if (sys.includes(SCENARIO_REGENERATE_MARKER)) {
|
||||
// Finalize step: read the approved checkpoints out of the user payload
|
||||
// and refine the fixed world accordingly (no checkpoints field echoed).
|
||||
const payload = JSON.parse(user?.content ?? '{}') as {
|
||||
approvedCheckpoints?: string[];
|
||||
};
|
||||
content = JSON.stringify({ world: stubWorldFor(payload.approvedCheckpoints ?? []) });
|
||||
} else {
|
||||
// Generate step (and any unrecognized prompt): the fixed world + list.
|
||||
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
|
||||
}
|
||||
} catch {
|
||||
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
|
||||
}
|
||||
return {
|
||||
ok: true,
|
||||
status: 200,
|
||||
json: async () => ({ choices: [{ message: { content } }] }),
|
||||
text: async () => content,
|
||||
} as unknown as Response;
|
||||
};
|
||||
}
|
||||
|
||||
/** A ready-made LlmClient backed by the deterministic scenario transport. */
|
||||
export function makeScenarioStubLlmClient(): LlmClient {
|
||||
return createLlmClient({ transport: makeScenarioStubTransport() });
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { createTemplateStore } from './templates';
|
||||
|
||||
// The project root is the parent of server/ (mirrors how server/index.ts and
|
||||
// server/regions.test.ts locate it via import.meta.url).
|
||||
const root = fileURLToPath(new URL('..', import.meta.url));
|
||||
const templatesDir = path.join(root, 'presets', 'templates');
|
||||
|
||||
const store = createTemplateStore(templatesDir);
|
||||
|
||||
/** A well-formed ISO_A3 country code: exactly three uppercase letters. */
|
||||
function isIsoA3(code: string): boolean {
|
||||
return /^[A-Z]{3}$/.test(code);
|
||||
}
|
||||
|
||||
describe('era templates store (v0.31.0, #52)', () => {
|
||||
it('the manifest lists exactly the three era templates', () => {
|
||||
const meta = store.listMeta();
|
||||
expect(meta).toHaveLength(3);
|
||||
const ids = meta.map((m) => m.id);
|
||||
expect(ids).toEqual(['ww2', 'present', 'near-future']);
|
||||
for (const m of meta) {
|
||||
expect(m.id).toBeTruthy();
|
||||
expect(m.name).toBeTruthy();
|
||||
expect(typeof m.year).toBe('number');
|
||||
expect(m.eraDescription).toBeTruthy();
|
||||
}
|
||||
});
|
||||
|
||||
it('each template file loads and is well-formed', () => {
|
||||
for (const m of store.listMeta()) {
|
||||
const t = store.get(m.id);
|
||||
expect(t, `template ${m.id} should load`).not.toBeNull();
|
||||
const tpl = t as NonNullable<typeof t>;
|
||||
expect(tpl.id).toBe(m.id);
|
||||
expect(tpl.name).toBe(m.name);
|
||||
expect(tpl.year).toBe(m.year);
|
||||
expect(tpl.eraDescription).toBeTruthy();
|
||||
// suggested powers: non-empty, each a named power with an ISO_A3 core region + note.
|
||||
expect(tpl.suggestedPowers.length).toBeGreaterThan(0);
|
||||
for (const p of tpl.suggestedPowers) {
|
||||
expect(p.name).toBeTruthy();
|
||||
expect(isIsoA3(p.region)).toBe(true);
|
||||
expect(p.note).toBeTruthy();
|
||||
}
|
||||
// tensions: a non-empty list of non-empty strings.
|
||||
expect(tpl.tensions.length).toBeGreaterThan(0);
|
||||
for (const s of tpl.tensions) expect(typeof s).toBe('string');
|
||||
for (const s of tpl.tensions) expect(s.trim()).not.toBe('');
|
||||
}
|
||||
});
|
||||
|
||||
it('get returns null for an unknown id', () => {
|
||||
expect(store.get('does-not-exist')).toBeNull();
|
||||
expect(store.get('')).toBeNull();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,28 @@
|
||||
// Load era templates for the "Create scenario" path from disk (v0.31.0, #52).
|
||||
// Mirrors the preset store (server/presets.ts): each template is a JSON file
|
||||
// (presets/templates/<id>.json) and index.json is the lightweight manifest used
|
||||
// to render the picker cards. The store is created with the resolved templates
|
||||
// directory so it works from repo root (dev) and /app (Docker) alike.
|
||||
import { readFileSync } from 'node:fs';
|
||||
import type { EraTemplate, TemplateMeta } from '../shared/scenario';
|
||||
|
||||
export interface TemplateStore {
|
||||
listMeta(): TemplateMeta[];
|
||||
get(id: string): EraTemplate | null;
|
||||
}
|
||||
|
||||
export function createTemplateStore(dir: string): TemplateStore {
|
||||
const manifest = JSON.parse(readFileSync(`${dir}/index.json`, 'utf8')) as TemplateMeta[];
|
||||
return {
|
||||
listMeta() {
|
||||
return manifest;
|
||||
},
|
||||
get(id: string) {
|
||||
try {
|
||||
return JSON.parse(readFileSync(`${dir}/${id}.json`, 'utf8')) as EraTemplate;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -6,16 +6,37 @@ import type {
|
||||
EventOutcome,
|
||||
EventType,
|
||||
GameState,
|
||||
MarkerType,
|
||||
Nation,
|
||||
NationStats,
|
||||
RelationStatus,
|
||||
RegionStats,
|
||||
StatKey,
|
||||
} from './types';
|
||||
import { MARKER_TYPES, STAT_KEYS } from './types';
|
||||
|
||||
/** A numeric change to one of a nation's 0–100 stats. */
|
||||
export type StateChange =
|
||||
| { nation: string; stat: StatKey; op: 'set'; value: number }
|
||||
| { nation: string; stat: StatKey; op: 'add'; value: number };
|
||||
|
||||
/**
|
||||
* (v0.29, #46 PR 2) A numeric change to one of **one region's** 0–100 stats —
|
||||
* the fine-grained, per-region lever that complements the nation-wide
|
||||
* {@link StateChange}. `region` names the target by its **region key**
|
||||
* (preferred) or its human-readable **name** (the engine resolves it
|
||||
* case-insensitively, mirroring `resolveNationRef`); after validation it holds
|
||||
* the resolved **region key**. `op` is `set` (replace the value) or `add`
|
||||
* (delta, clamped to 0–100 by the engine).
|
||||
*/
|
||||
export type RegionStatChange = {
|
||||
/** The target region's key (preferred) or name (resolved by the engine). */
|
||||
region: string;
|
||||
stat: StatKey;
|
||||
op: 'set' | 'add';
|
||||
value: number;
|
||||
};
|
||||
|
||||
/** Set the bilateral relation between nations `a` and `b` to `set` (symmetric). */
|
||||
export interface RelationChange {
|
||||
a: string;
|
||||
@@ -30,6 +51,144 @@ export interface TerritoryChange {
|
||||
lose: string[];
|
||||
}
|
||||
|
||||
// --- Wars (v0.33.0, #56): first-class war entities --------------------------
|
||||
//
|
||||
// A war is an explicit world entity (see types.War), not just a boolean
|
||||
// relation: the LLM DECLARES one (it becomes an active War with an engine-
|
||||
// assigned stable id) and later ENDS one by id. The engine derives the
|
||||
// symmetric `war` relation from the set of ACTIVE wars on every turn (two
|
||||
// nations are in a `war` relation iff they are both belligerents of at least
|
||||
// one active war) and downgrades it to `hostile` when the war ends — so the
|
||||
// relation can never drift apart from the war state.
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) Declare a new war this turn. `sides` names every
|
||||
* belligerent (≥2 distinct nation ids — each resolved by `resolveNationRef`,
|
||||
* so a unique name also works); any two distinct sides end the turn in a
|
||||
* `war` relation. `aims` are optional short war aims for the narrative. The
|
||||
* engine assigns the stable id, the declared turn/date, drags in the
|
||||
* mutual-defense allies of each belligerent, and drops the op when fewer than
|
||||
* two sides resolve (never throws).
|
||||
*/
|
||||
export interface WarDeclareOp {
|
||||
/** The belligerent nations (≥2 distinct ids or unique names). */
|
||||
sides: string[];
|
||||
/** Optional short war aims (narrative only). */
|
||||
aims?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) End an existing ACTIVE war this turn, by its stable id
|
||||
* (the model sees the current active wars in the user payload's `wars`
|
||||
* field). `outcome` is `armistice` (a negotiated stop) or `capitulation`
|
||||
* (one side surrenders); the war keeps its id/sides and stays in
|
||||
* `GameState.wars` as history with that final status. `terms` are optional
|
||||
* short peace terms (narrative only — the model narrates the details in
|
||||
* `events`). An unknown id, or a war that is already ended, is a no-op
|
||||
* (never throws).
|
||||
*/
|
||||
export interface WarEndOp {
|
||||
/** The stable id of the active war to end (from the user payload). */
|
||||
id: string;
|
||||
outcome: 'armistice' | 'capitulation';
|
||||
/** Optional short peace terms (narrative only). */
|
||||
terms?: string;
|
||||
}
|
||||
|
||||
// --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: the hybrid "LLM
|
||||
// proposes, player confirms" model) ------------------------------------------
|
||||
//
|
||||
// Unlike stat / relation / territory deltas, a NationOp proposed in a turn is
|
||||
// NOT applied by that turn. It is stored as a *pending proposal* in
|
||||
// `GameState.pendingNationOps` and only takes effect when the player confirms
|
||||
// it (optionally editing it) or is dropped when the player rejects it. All
|
||||
// three kinds are implemented: rename (v0.23 P4a), split and merge (v0.24 P4b).
|
||||
|
||||
/**
|
||||
* The identity reference a nation is addressed by inside a {@link NationOp}.
|
||||
* The LLM may use either the nation's stable `id` (the `nations` record key,
|
||||
* e.g. `f`) or its human-readable `name` (e.g. `France`); the engine resolves
|
||||
* it to a concrete `nationId` (id first, then a unique name match — see the
|
||||
* engine's `resolveNationRef`).
|
||||
*/
|
||||
|
||||
/**
|
||||
* (v0.32.0, #54) A **non-military regime change** — a coup or revolution that
|
||||
* renames a nation to the name of the new regime. Unlike a {@link RenameOp}
|
||||
* (a player-confirmed diplomatic/political name change), a takeover is
|
||||
* **automatic and in-world**: `applyTurnResult` applies it directly (no
|
||||
* pending queue, no player confirm). Only `Nation.name` changes — the stable
|
||||
* `id`, territory, relations (keyed by id), stats, and `playerNationId`
|
||||
* (which references the id) all stay intact, so the player keeps leading the
|
||||
* nation under its new regime. `nationRef` is resolved exactly like the
|
||||
* `nationRef` of a NationOp (id first, then a case-insensitive unique name
|
||||
* match — see `resolveNationRef`).
|
||||
*/
|
||||
export interface Takeover {
|
||||
/** The target nation's id or current name (resolved by `resolveNationRef`). */
|
||||
nationRef: string;
|
||||
/** The name of the new regime to set as the nation's display name. */
|
||||
newRegimeName: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A **rename** proposal: change a nation's human-readable `name`. Only the
|
||||
* `name` changes — the stable `id`, its territory keys, its relations (keyed
|
||||
* by id), and the player pointer are all left untouched, so nothing downstream
|
||||
* breaks. `to` is the new display name.
|
||||
*/
|
||||
export interface RenameOp {
|
||||
kind: 'rename';
|
||||
/** The target nation's id or current name (see the note above). */
|
||||
nationRef: string;
|
||||
/** The new display name to apply when the player confirms. */
|
||||
to: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A **split** proposal (v0.24, #16 P4b). Describes the new nations a source
|
||||
* nation is divided into. On confirm the source is dissolved: each part gets a
|
||||
* fresh id, the region keys it was given (restricted to keys the source
|
||||
* actually owns — first claim wins), fresh baseline stats, and a copy of the
|
||||
* source's relations; any of the source's unclaimed keys go to `parts[0]`.
|
||||
* When the source is the player's own nation the player chooses which part
|
||||
* they lead (the confirm request's `edits.playerPart`, default `parts[0]`).
|
||||
*/
|
||||
export interface SplitOp {
|
||||
kind: 'split';
|
||||
/** The id/name of the nation being split. */
|
||||
nationRef: string;
|
||||
/** The new nations created from the split. */
|
||||
parts: Array<{ name: string; territory?: string[] }>;
|
||||
}
|
||||
|
||||
/**
|
||||
* A **merge** proposal (v0.24, #16 P4b). Folds several nations into a single
|
||||
* surviving nation. On confirm the survivor keeps its id (renamed to `into`,
|
||||
* or to the confirm request's `edits.name`), its territory becomes the union
|
||||
* of all inputs' territories, it keeps its own stats, and it inherits the
|
||||
* union of all inputs' relations (its own winning per third party, else the
|
||||
* first input's); every non-survivor input is removed. If the player's nation
|
||||
* was a non-survivor input the player pointer is re-pointed to the survivor.
|
||||
*/
|
||||
export interface MergeOp {
|
||||
kind: 'merge';
|
||||
/** The id/name of every nation folded into the result. */
|
||||
nationRefs: string[];
|
||||
/** The id/name of the nation that survives and keeps its identity. */
|
||||
survivingRef: string;
|
||||
/** The name to give the merged nation. */
|
||||
into: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A structural operation on the set of nations that the LLM may propose in a
|
||||
* turn (`TurnResult.nationOps`). See the section comment above for the hybrid
|
||||
* propose→confirm semantics. All three kinds are implemented: rename (P4a),
|
||||
* and split / merge (P4b, v0.24).
|
||||
*/
|
||||
export type NationOp = RenameOp | SplitOp | MergeOp;
|
||||
|
||||
/** One narrative event the LLM proposes for this turn. */
|
||||
export interface TurnEventSpec {
|
||||
nation: string;
|
||||
@@ -39,11 +198,240 @@ export interface TurnEventSpec {
|
||||
outcome: EventOutcome;
|
||||
}
|
||||
|
||||
// --- Map markers (v0.27, #44) -------------------------------------------------
|
||||
//
|
||||
// The LLM places named point markers (cities, factories, armies, ports,
|
||||
// capitals, fleets, rocket launch sites, gatherings) anchored to a region
|
||||
// key. It never sees or sets coordinates: the engine derives the position
|
||||
// from the region's precomputed centroid (public/region-centroids.json) plus a
|
||||
// small deterministic offset, and it recomputes each marker's owner from the
|
||||
// region's current owner on every turn (a released region → null).
|
||||
//
|
||||
// The marker id is a STABLE, deterministic 4-letter code (FNV-1a 32-bit →
|
||||
// base 26, the same scheme as the region keys' 4-char suffix) derived from
|
||||
// (type, name, regionKey) — so re-adding an identical marker is idempotent
|
||||
// (same id, skipped) and removing by id is unambiguous.
|
||||
|
||||
/** The spec the LLM emits to place a marker: type, name and the region it sits in. */
|
||||
export interface MarkerSpec {
|
||||
type: MarkerType;
|
||||
name: string;
|
||||
regionKey: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* One existing marker as the user prompt presents it to the model (v0.27,
|
||||
* #44): its stable `id` (the model may echo it in `TurnResult.markers.remove`),
|
||||
* type, name, region key, and the id of the nation currently owning its
|
||||
* region (`null` when the region is unowned / no man's land).
|
||||
*/
|
||||
export interface MarkerInfo {
|
||||
id: string;
|
||||
type: MarkerType;
|
||||
name: string;
|
||||
regionKey: string;
|
||||
owner: string | null;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) One ACTIVE war as the user prompt presents it to the model
|
||||
* (the `wars` field): its stable `id` (the model echoes it in
|
||||
* `TurnResult.wars.end` to end it), its belligerent `sides`, and optional
|
||||
* short `aims`. Ended wars are NOT included — they stay in `GameState.wars`
|
||||
* as history, but the model only needs to address the active ones.
|
||||
*/
|
||||
export interface WarInfo {
|
||||
id: string;
|
||||
sides: string[];
|
||||
aims?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* The per-type presentation of a marker: its display label (tooltip /
|
||||
* dossier), its color, and its glyph character (a symbol-layer text label —
|
||||
* a small, font-safe character in front of the name). Pure + shared so the
|
||||
* client's marker layer and any server-side consumers agree on the look.
|
||||
*/
|
||||
export const MARKER_TYPE_INFO: Record<MarkerType, { label: string; color: string; glyph: string }> = {
|
||||
city: { label: 'City', color: '#cbd5e1', glyph: '●' },
|
||||
factory: { label: 'Factory', color: '#fb923c', glyph: '■' },
|
||||
army: { label: 'Army', color: '#ef4444', glyph: '▲' },
|
||||
port: { label: 'Port', color: '#38bdf8', glyph: '◆' },
|
||||
capital: { label: 'Capital', color: '#fbbf24', glyph: '★' },
|
||||
fleet: { label: 'Fleet', color: '#22d3ee', glyph: '◗' },
|
||||
rocket: { label: 'Rocket site', color: '#a78bfa', glyph: '↥' },
|
||||
gathering: { label: 'Gathering', color: '#4ade80', glyph: '◉' },
|
||||
};
|
||||
|
||||
/** Hard cap on a game's total markers (new adds beyond the cap are dropped, v0.27 #44). */
|
||||
export const MAX_MARKERS = 400;
|
||||
|
||||
/**
|
||||
* FNV-1a 32-bit — the same tiny, stable, pure string hash the region keys use
|
||||
* (see scripts/build-region-keys.mjs). Exported so the engine can derive
|
||||
* deterministic per-axis jitter fractions from it (marker placement, v0.27 #44).
|
||||
*/
|
||||
export function fnv1a32(str: string): number {
|
||||
let h = 0x811c9dc5;
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
h ^= str.charCodeAt(i);
|
||||
h = Math.imul(h, 0x01000193) >>> 0;
|
||||
}
|
||||
return h >>> 0;
|
||||
}
|
||||
|
||||
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
|
||||
function code4(h: number): string {
|
||||
let out = '';
|
||||
for (let i = 0; i < 4; i++) {
|
||||
out += String.fromCharCode(97 + (((h >>> (i * 8)) & 0xff) % 26));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* The stable id for a marker: 4 base-26 lowercase chars from the FNV-1a hash
|
||||
* of `(type, name, regionKey)` (NUL-separated so no field boundary is
|
||||
* ambiguous). Deterministic across runs and platforms (pure string math), so
|
||||
* the same (type, name, regionKey) always maps to the same id — re-adding is
|
||||
* idempotent, removing by id is unambiguous.
|
||||
*/
|
||||
export function markerId(type: MarkerType, name: string, regionKey: string): string {
|
||||
return code4(fnv1a32(`${type}\u0000${name}\u0000${regionKey}`));
|
||||
}
|
||||
|
||||
/** True when `t` is one of the eight known marker types (v0.27, #44). */
|
||||
export function isMarkerType(t: unknown): t is MarkerType {
|
||||
return typeof t === 'string' && (MARKER_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
// --- Hybrid war (v0.34.0, #57): non-kinetic operations ---------------------
|
||||
//
|
||||
// The LLM can run covert, non-kinetic operations each turn: spies, sabotage,
|
||||
// assassination attempts, cyberattacks, economic pressure, disinformation, and
|
||||
// proxy support. Unlike kinetic conquest (territory), these never move borders
|
||||
// — they dip a target's stats or sour a relation. The LLM declares an intended
|
||||
// outcome (`success` or `exposed`); the engine is fully deterministic (no
|
||||
// hidden randomness) and acts only on that declaration: a successful op applies
|
||||
// its small, per-type effect, and an "exposed" op backfires (no effect, the
|
||||
// actor's relation with the target sours by one step, and an auto
|
||||
// diplomatic/failure event is emitted).
|
||||
|
||||
/** The seven covert operation types a hybrid op can be (v0.34.0, #57). */
|
||||
export type HybridOpType =
|
||||
| 'spy'
|
||||
| 'sabotage'
|
||||
| 'assassinate'
|
||||
| 'cyber'
|
||||
| 'economic'
|
||||
| 'information'
|
||||
| 'proxy';
|
||||
|
||||
/** All hybrid op types, in canonical order (the LLM contract + validator). */
|
||||
export const HYBRID_OP_TYPES: HybridOpType[] = [
|
||||
'spy',
|
||||
'sabotage',
|
||||
'assassinate',
|
||||
'cyber',
|
||||
'economic',
|
||||
'information',
|
||||
'proxy',
|
||||
];
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) One covert (non-kinetic) operation the LLM may run in a turn
|
||||
* (`TurnResult.hybrid.ops`). `from` is the acting nation (its id or a unique
|
||||
* name — resolved by the engine's `resolveNationRef`). `target` is EITHER a
|
||||
* nation (id or unique name) or a specific region key; a region target hits
|
||||
* that region's sole owner (a region with zero or 2+ owners can't be
|
||||
* targeted). `detail` is a short narrative (the LLM may also narrate the op in
|
||||
* `events`). `outcome` is the LLM's *intended* result: `success` (the default)
|
||||
* applies the op's deterministic effect, while `exposed` backfires it — the
|
||||
* effect is NOT applied, the actor's relation with the target sours by one
|
||||
* step, and an auto diplomatic/failure event is emitted.
|
||||
*/
|
||||
export interface HybridOp {
|
||||
/** The operation type (see {@link HybridOpType}). */
|
||||
type: HybridOpType;
|
||||
/** The acting nation's id or current name (resolved by `resolveNationRef`). */
|
||||
from: string;
|
||||
/** The target: a nation's id/name, or a region key (hits that region's owner). */
|
||||
target: string;
|
||||
/** Short narrative detail (optional). */
|
||||
detail?: string;
|
||||
/** The LLM's intended result; `exposed` backfires the op. Defaults to success. */
|
||||
outcome?: 'success' | 'exposed';
|
||||
}
|
||||
|
||||
// --- Trade & embargo ops (v0.35.0, #58) --------------------------------------
|
||||
|
||||
/**
|
||||
* (v0.35.0, #58) A bilateral TRADE op in `TurnResult.economy.trade`: `a` and
|
||||
* `b` are the two parties (each a nation's id or unique name — resolved by
|
||||
* the engine's `resolveNationRef`; a pair that resolves to the same nation,
|
||||
* or contains an unknown/ambiguous ref, is dropped defensively). Without
|
||||
* `lift` the op DECLARES the agreement (idempotent — an already-active
|
||||
* agreement is not duplicated); `lift: true` ENDS it.
|
||||
*/
|
||||
export interface EconomyTradeOp {
|
||||
/** First party's id or unique name. */
|
||||
a: string;
|
||||
/** Second party's id or unique name (distinct from `a` after resolution). */
|
||||
b: string;
|
||||
/** `true` → end this bilateral trade; default `false` = declare it. */
|
||||
lift?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.35.0, #58) A unilateral EMBARGO op in `TurnResult.economy.embargo`:
|
||||
* `from` blocks trade with `target` (each a nation's id or unique name —
|
||||
* resolved by `resolveNationRef`; an unknown/ambiguous ref or
|
||||
* `from === target` is dropped defensively). Without `lift` the op imposes
|
||||
* the embargo (idempotent — an already-active one is not duplicated);
|
||||
* `lift: true` LIFTS it.
|
||||
*/
|
||||
export interface EconomyEmbargoOp {
|
||||
/** The imposing nation's id or unique name. */
|
||||
from: string;
|
||||
/** The embargoed nation's id or unique name (distinct from `from`). */
|
||||
target: string;
|
||||
/** `true` → lift this embargo; default `false` = impose it. */
|
||||
lift?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.35.0, #58) The turn's trade-and-embargo operations, nested under
|
||||
* `TurnResult.economy`. Both arrays are required and default to `[]`. The
|
||||
* engine applies the ops to `GameState.trades` / `GameState.embargoes`
|
||||
* (add = declare/impose, remove = lift) and, on every committed turn, applies
|
||||
* the per-turn economic effect of the FULL active lists (trade: both
|
||||
* parties' economy up a little; embargo: the target's economy down a
|
||||
* little). Active trades/embargoes between nations on opposite sides of an
|
||||
* active war (v0.33, #56) are suspended (removed) automatically.
|
||||
*/
|
||||
export interface EconomyOps {
|
||||
/** Bilateral trades (declare or lift). */
|
||||
trade: EconomyTradeOp[];
|
||||
/** Unilateral embargoes (impose or lift). */
|
||||
embargo: EconomyEmbargoOp[];
|
||||
}
|
||||
|
||||
/** The exact JSON object the world-simulator LLM must return for a turn. */
|
||||
export interface TurnResult {
|
||||
date: string;
|
||||
events: TurnEventSpec[];
|
||||
stateChanges: StateChange[];
|
||||
/**
|
||||
* (v0.29, #46 PR 2) Fine-grained, **per-region** stat changes: each targets a
|
||||
* single region's 0–100 stats (by region key or name) and complements the
|
||||
* nation-wide `stateChanges` (which apply to *all* of a nation's regions).
|
||||
* The engine resolves each `region` to a key (key first, then a
|
||||
* case-insensitive unique name match) and applies it to
|
||||
* `GameState.regionStats` only for regions that have an entry (owned); an
|
||||
* unowned / no-man's-land region is a no-op. Empty on turns where the model
|
||||
* changes no individual region. Required (default `[]`).
|
||||
*/
|
||||
regionChanges: RegionStatChange[];
|
||||
relations: RelationChange[];
|
||||
territoryChanges: TerritoryChange[];
|
||||
/**
|
||||
@@ -56,6 +444,78 @@ export interface TurnResult {
|
||||
* empty on normal turns.
|
||||
*/
|
||||
unowned: string[];
|
||||
/**
|
||||
* (v0.23 P4a / v0.24 P4b, #16) Nation-management ops the LLM proposes this
|
||||
* turn. These are NOT applied by the turn: each is appended to
|
||||
* `GameState.pendingNationOps` as a proposal awaiting the player's
|
||||
* confirm/reject. All three kinds (rename, split, merge) are implemented —
|
||||
* a confirmed rename changes `Nation.name`; a confirmed split dissolves the
|
||||
* source into its parts; a confirmed merge folds its inputs into the
|
||||
* survivor. Empty on turns where the model proposes none.
|
||||
*/
|
||||
nationOps: NationOp[];
|
||||
/**
|
||||
* (v0.32.0, #54) Non-military regime changes (coups / revolutions) that take
|
||||
* effect **this turn** — each renames the target nation to `newRegimeName`.
|
||||
* Unlike `nationOps` (player-confirmed proposals), a takeover is **automatic
|
||||
* and in-world**: it is applied directly by `applyTurnResult` (like territory
|
||||
* / state changes), not queued to `pendingNationOps`. Only the nation's
|
||||
* `name` changes; the id, territory, relations, stats, and `playerNationId`
|
||||
* are all preserved. Empty on turns where no takeover occurs. Required
|
||||
* (default `[]`).
|
||||
*/
|
||||
takeovers: Takeover[];
|
||||
/**
|
||||
* (v0.33.0, #56) First-class war ops this turn. `declare` starts new wars
|
||||
* (≥2 distinct belligerents; the engine assigns the stable id / declared
|
||||
* turn / date, drags in the mutual-defense allies of each belligerent, and
|
||||
* derives the `war` relation between every pair of sides); `end` closes an
|
||||
* existing ACTIVE war by id (`armistice` = a negotiated stop,
|
||||
* `capitulation` = one side surrenders), which downgrades the relation the
|
||||
* war had derived back to `hostile`. Both sub-fields are required and
|
||||
* default `[]`; a turn with war activity is meaningful (it survives the
|
||||
* retry/nudge path). The model sees the current active wars (id + sides +
|
||||
* aims) in the user payload's `wars` field, so it can `end` by id.
|
||||
*/
|
||||
wars: { declare: WarDeclareOp[]; end: WarEndOp[] };
|
||||
/**
|
||||
* (v0.34.0, #57) Covert, non-kinetic ("hybrid") operations this turn — spies,
|
||||
* sabotage, assassination attempts, cyberattacks, economic pressure,
|
||||
* disinformation, and proxy support. Unlike `nationOps` (player-confirmed
|
||||
* proposals) these are applied directly by the turn, like territory / state
|
||||
* changes: each op's deterministic per-type effect is applied by
|
||||
* `applyTurnResult` (a small stat dip on the target's regions, or a
|
||||
* relation nudge toward hostile for `information` / `proxy`); an `exposed`
|
||||
* op backfires (no effect, the actor's relation with the target sours by
|
||||
* one step, and an auto diplomatic/failure event is emitted). They never
|
||||
* move borders — sole ownership is untouched. Required (default
|
||||
* `{ ops: [] }`).
|
||||
*/
|
||||
hybrid: { ops: HybridOp[] };
|
||||
/**
|
||||
* (v0.35.0, #58) Trade and embargo ops — the economy layer. `trade`
|
||||
* declares (or, with `lift: true`, ends) bilateral trade agreements
|
||||
* between two nations; `embargo` imposes (or, with `lift: true`, lifts)
|
||||
* a unilateral embargo on a target. Both arrays are required and default
|
||||
* to `[]`. Applied directly by `applyTurnResult` (add to / remove from
|
||||
* `GameState.trades` / `GameState.embargoes`), and the per-turn economic
|
||||
* effect of the FULL active lists is applied on every committed turn (a
|
||||
* trade lifts both parties' economy a little; an embargo lowers the
|
||||
* target's economy a little — clamped, deterministic). Active
|
||||
* trades/embargoes between nations on opposite sides of an active war are
|
||||
* suspended automatically.
|
||||
*/
|
||||
economy: EconomyOps;
|
||||
/**
|
||||
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
|
||||
* (the engine positions each at its region's centroid + a small
|
||||
* deterministic offset, sets the owner to the region's post-turn owner,
|
||||
* derives the stable id, and drops unknown types/region keys, duplicates,
|
||||
* and adds beyond MAX_MARKERS); `remove` drops markers by their stable id
|
||||
* (a no-op for an id that is not present). Both required, `[]` on turns
|
||||
* with no marker activity.
|
||||
*/
|
||||
markers: { add: MarkerSpec[]; remove: string[] };
|
||||
}
|
||||
|
||||
/** Per-region map payload: region key -> owning nation + its stable color. */
|
||||
@@ -162,6 +622,39 @@ export interface RemoveQueueItemResponse {
|
||||
game: GameState;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.23 P4a / v0.24 P4b, #16) Confirm a pending nation-op proposal by its
|
||||
* index in `game.pendingNationOps`. A rename takes effect (the player may
|
||||
* override the proposed name via `edits.name`); a split and a merge are fully
|
||||
* applied (v0.24 P4b). No LLM call, no turn advance.
|
||||
*/
|
||||
export interface ConfirmNationOpRequest {
|
||||
index: number;
|
||||
/**
|
||||
* Optional player edits applied on confirm.
|
||||
* - `name`: the final display name — overrides a rename's `to`, a merge's
|
||||
* `into`, or (for a split) the name of the part the player leads.
|
||||
* - `playerPart`: for a split of the player's own nation, which part (index
|
||||
* into the op's `parts`) the player will lead (default `0` when missing or
|
||||
* out of range, so the player is never orphaned).
|
||||
*/
|
||||
edits?: { name?: string; playerPart?: number };
|
||||
}
|
||||
export interface ConfirmNationOpResponse {
|
||||
game: GameState;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by its index
|
||||
* in `game.pendingNationOps` without applying it. No LLM call, no turn advance.
|
||||
*/
|
||||
export interface RejectNationOpRequest {
|
||||
index: number;
|
||||
}
|
||||
export interface RejectNationOpResponse {
|
||||
game: GameState;
|
||||
}
|
||||
|
||||
export interface AdvisorRequest {
|
||||
/** Optional prompt to steer the brainstorm. */
|
||||
prompt?: string;
|
||||
@@ -198,6 +691,42 @@ export function nationColor(id: string): string {
|
||||
return `hsl(${hue} 58% 46%)`;
|
||||
}
|
||||
|
||||
// --- Combat: the military hard gate (v0.30, #50) ------------------------------
|
||||
//
|
||||
// The one rule the engine enforces on the player's behalf instead of trusting
|
||||
// the LLM: a contested conquest only succeeds when the attacker is not MORE
|
||||
// than `CONQUEST_MILITARY_MARGIN` below the defender. The LLM still proposes
|
||||
// the transfer; the engine decides whether it holds (see `applyTurnResult`).
|
||||
// Re-claims of unowned / no-man's-land regions are never gated.
|
||||
|
||||
/**
|
||||
* (v0.30, #50) The margin of military superiority an attacker must NOT be more
|
||||
* than below the defender for a contested conquest to succeed. A gap of exactly
|
||||
* this many points is still enough to win; a gap one larger is repelled.
|
||||
*/
|
||||
export const CONQUEST_MILITARY_MARGIN = 15;
|
||||
|
||||
/**
|
||||
* (v0.30, #50) Hard military gate for a **contested** conquest (a region
|
||||
* currently owned by a different nation). Returns `true` — the invasion
|
||||
* proceeds — unless the attacker's military is MORE than `margin` below the
|
||||
* defender's: equal, or within `margin` (default {@link CONQUEST_MILITARY_MARGIN}),
|
||||
* is enough to win, while a gap larger than `margin` is repelled.
|
||||
*
|
||||
* The comparison is intentionally one-sided (it only protects the *defender*
|
||||
* from an overwhelming odds gap, not the attacker from a small disadvantage):
|
||||
* `attacker < defender - margin` → repel; everything else (equal, within the
|
||||
* margin, or ahead) → proceed. Pure + shared so the engine, the tests, and the
|
||||
* prompt's frontier-balance hint all agree on the outcome.
|
||||
*/
|
||||
export function canConquer(
|
||||
attackerMil: number,
|
||||
defenderMil: number,
|
||||
margin: number = CONQUEST_MILITARY_MARGIN,
|
||||
): boolean {
|
||||
return !(attackerMil < defenderMil - margin);
|
||||
}
|
||||
|
||||
// --- No man's land (v0.22, #16 P3) — the map presentation contract ---
|
||||
//
|
||||
// An unowned region has two distinct looks, and the difference is NOT in the
|
||||
@@ -291,3 +820,137 @@ export function nationForPrompt(n: Nation) {
|
||||
relations: n.relations,
|
||||
};
|
||||
}
|
||||
|
||||
// --- Per-region stats (v0.28, #46) ------------------------------------------
|
||||
//
|
||||
// A nation's 0–100 `NationStats` are no longer stored as independent per-nation
|
||||
// values: they are DERIVED as the area×population-weighted median of the stats
|
||||
// of the regions the nation owns (`GameState.regionStats`, keyed by region key).
|
||||
// These pure helpers implement that derivation, the fresh-game / legacy seeding,
|
||||
// and the one-time migration of a pre-v0.28 row. They have no runtime deps.
|
||||
|
||||
/**
|
||||
* The weighted median of `values` with per-value `weights` (paired by index).
|
||||
* The pairs are sorted by value ascending and the result is the value at the
|
||||
* first point where the cumulative weight reaches at least half the total
|
||||
* weight. An empty input, or a total weight of zero, yields 0. Non-finite or
|
||||
* non-positive weights are treated as 0 (excluded from the median).
|
||||
* Translation-invariant: adding a constant to every value shifts the result by
|
||||
* that constant — so the median of a set of **identical** values is that value
|
||||
* (the invariant the equal-value seeding and legacy migration rely on).
|
||||
* Pure + shared.
|
||||
*/
|
||||
export function weightedMedian(values: number[], weights: number[]): number {
|
||||
if (values.length === 0) return 0;
|
||||
const pairs = values
|
||||
.map((v, i) => {
|
||||
const w =
|
||||
typeof weights[i] === 'number' && Number.isFinite(weights[i]) && weights[i] > 0
|
||||
? weights[i]
|
||||
: 0;
|
||||
return { v: Number.isFinite(v) ? v : 0, w };
|
||||
})
|
||||
.filter((p) => p.w > 0);
|
||||
if (pairs.length === 0) return 0;
|
||||
const total = pairs.reduce((s, p) => s + p.w, 0);
|
||||
if (total <= 0) return 0;
|
||||
pairs.sort((a, b) => a.v - b.v);
|
||||
let cum = 0;
|
||||
for (const p of pairs) {
|
||||
cum += p.w;
|
||||
if (cum >= total / 2) return p.v;
|
||||
}
|
||||
return pairs[pairs.length - 1]!.v;
|
||||
}
|
||||
|
||||
/**
|
||||
* Derive a nation's aggregate {@link NationStats} from the stats of the regions
|
||||
* it owns: each of the four stats is the **area×population-weighted median**
|
||||
* (see {@link weightedMedian}) over the nation's owned region keys. A region's
|
||||
* weight is `(area > 0 ? area : 1) × (population > 0 ? population : 1)` — both
|
||||
* factors fall back to 1 when the region has no geo entry (`geoOf` returns
|
||||
* `undefined` for it), so every region carries weight ≥ 1 and a missing geo
|
||||
* degrades gracefully to a uniform (unweighted) median. A region key with no
|
||||
* `regionStats` entry is skipped. Returns the zero stats when the nation owns
|
||||
* no region with a stats entry (the caller's 0-region guard keeps the nation's
|
||||
* directly-maintained `n.stats` in that case). Pure + shared.
|
||||
*/
|
||||
export function deriveNationStats(
|
||||
regionKeys: string[],
|
||||
regionStats: Record<string, RegionStats>,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): NationStats {
|
||||
const zero: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
|
||||
const byStat: Record<StatKey, number[]> = {
|
||||
military: [],
|
||||
economy: [],
|
||||
stability: [],
|
||||
population: [],
|
||||
};
|
||||
const weights: number[] = [];
|
||||
for (const key of regionKeys) {
|
||||
const rs = regionStats[key];
|
||||
if (!rs) continue; // a key with no per-region stats is skipped
|
||||
const g = geoOf?.(key);
|
||||
const a = g && g.area > 0 ? g.area : 1;
|
||||
const p = g && g.population > 0 ? g.population : 1;
|
||||
weights.push(a * p);
|
||||
for (const k of STAT_KEYS) byStat[k].push(rs[k]);
|
||||
}
|
||||
if (weights.length === 0) return zero;
|
||||
const out: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
|
||||
for (const k of STAT_KEYS) out[k] = clampStat(weightedMedian(byStat[k], weights));
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Seed a per-region stats table from a set of nations (used both at game
|
||||
* creation and by the legacy migration): every owned region key gets a **copy**
|
||||
* of its owner's current `NationStats`, so a fresh nation's regions all start
|
||||
* identical (the weighted median of identical values is that value, so the
|
||||
* derived `n.stats` equals the seeded one). A region with two or more owners
|
||||
* (corrupt) is seeded by the first owner encountered; a key owned by nobody gets
|
||||
* no entry. Pure + shared.
|
||||
*/
|
||||
export function seedRegionStats(nations: Record<string, Nation>): Record<string, RegionStats> {
|
||||
const out: Record<string, RegionStats> = {};
|
||||
for (const n of Object.values(nations)) {
|
||||
for (const key of n.territory) {
|
||||
if (!(key in out)) out[key] = { ...n.stats }; // first owner wins (sole ownership holds normally)
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.28, #46) One-time migration of a **legacy** (pre-v0.28) `GameState` row
|
||||
* into the per-region-stats model, returning a new state (the input is never
|
||||
* mutated):
|
||||
* - a row that already has `regionStats` (a v0.28+ save) is returned
|
||||
* **UNCHANGED** — its `Nation.stats` are already the correct derived medians
|
||||
* and must not be recomputed on load (that would drift them);
|
||||
* - a legacy row (`regionStats` absent at runtime) seeds every owned region key
|
||||
* with a copy of its owner's current stats (so each nation's regions start
|
||||
* identical), then recomputes each nation's stats as the weighted median of
|
||||
* its regions (a 0-region nation keeps its stats). Without `geoOf` the
|
||||
* weighting is uniform, which is weight-invariant for the identical-value
|
||||
* case, so the recomputed stats equal the originals — the migration is a
|
||||
* no-op on the visible numbers and only materializes the (previously
|
||||
* implicit) per-region values. Never throws.
|
||||
*/
|
||||
export function migrateRegionStats(
|
||||
state: GameState,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): GameState {
|
||||
// A v0.28+ row already carries per-region stats: leave it exactly as saved.
|
||||
if (state.regionStats !== undefined) return state;
|
||||
// Legacy row: materialize per-region stats from each nation's (uniform) stats.
|
||||
const next: GameState = { ...state, regionStats: seedRegionStats(state.nations) };
|
||||
for (const n of Object.values(next.nations)) {
|
||||
if (n.territory.length === 0) continue; // 0-region guard: keep its stats
|
||||
if (n.territory.some((k) => next.regionStats[k])) {
|
||||
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
|
||||
}
|
||||
}
|
||||
return next;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,464 @@
|
||||
// Dynamic scenario generation — the shared (dependency-free) contract.
|
||||
//
|
||||
// This is the additive "Create scenario" path: instead of picking one of the
|
||||
// static presets, the user picks a light **era template**, writes a free-text
|
||||
// description, and lets the LLM generate a fresh world (a {@link WorldDraft})
|
||||
// plus an advisor **checkpoint** list. The player reviews the checkpoints,
|
||||
// approves/removes some, and picks a nation to lead; a second LLM call then
|
||||
// finalizes the draft into a playable {@link GameState} (a normal game).
|
||||
//
|
||||
// Everything here is pure and has no runtime dependencies beyond the other
|
||||
// shared modules: it may import types from `./types` and helpers from
|
||||
// `./protocol`, but it never imports the engine, the LLM client, or any
|
||||
// external package. The two LLM calls (`generateDraft` / `finalizeWorld`)
|
||||
// live in `server/scenario.ts`; only the *shapes* and the pure transforms
|
||||
// live here.
|
||||
|
||||
import type {
|
||||
EventEntry,
|
||||
EventOutcome,
|
||||
EventType,
|
||||
GameState,
|
||||
Nation,
|
||||
NationStats,
|
||||
NationType,
|
||||
RelationStatus,
|
||||
} from './types';
|
||||
import { clampStat, makeEvent, seedRegionStats, type TurnEventSpec } from './protocol';
|
||||
|
||||
// --- Era templates -----------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A suggested starting power for an era template: a display `name`, an ISO_A3
|
||||
* core `region` (the country the power is rooted in), and a short `note` the
|
||||
* LLM is shown when it designs the world.
|
||||
*/
|
||||
export interface SuggestedPower {
|
||||
name: string;
|
||||
/** ISO_A3 country code the power's core territory sits in. */
|
||||
region: string;
|
||||
note: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A light **era template** the user can start from on the "Create scenario"
|
||||
* path (one JSON file per template in `presets/templates/`, plus an
|
||||
* `index.json` manifest). It is deliberately small: a name, a default `year`,
|
||||
* a short `eraDescription`, a few `suggestedPowers`, and a few `tensions` —
|
||||
* a seed the LLM generator expands into a full {@link WorldDraft}.
|
||||
*/
|
||||
export interface EraTemplate {
|
||||
id: string;
|
||||
name: string;
|
||||
/** Default starting year (the user may override it in the form). */
|
||||
year: number;
|
||||
/** A short description of the era, shown on the card and fed to the LLM. */
|
||||
eraDescription: string;
|
||||
/** A few suggested starting powers (name + ISO_A3 core region + a note). */
|
||||
suggestedPowers: SuggestedPower[];
|
||||
/** A few suggested tensions / conflicts to seed the world. */
|
||||
tensions: string[];
|
||||
}
|
||||
|
||||
/** The lightweight manifest entry for an era template (the picker card). */
|
||||
export interface TemplateMeta {
|
||||
id: string;
|
||||
name: string;
|
||||
year: number;
|
||||
eraDescription: string;
|
||||
}
|
||||
|
||||
// --- World draft -------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A single nation in a generated world **draft** (before it is committed to a
|
||||
* playable {@link GameState}). Its `territory` holds **ISO_A3 country codes**
|
||||
* (not region keys) — the engine expands them to sub-region keys at commit
|
||||
* time via the injected `expand` resolver. `relations` are the LLM's
|
||||
* numeric sentiment toward other nations (−100..100); the engine maps them to
|
||||
* a {@link RelationStatus} on commit.
|
||||
*/
|
||||
export interface WorldNation {
|
||||
id: string;
|
||||
name: string;
|
||||
type?: NationType;
|
||||
stats: NationStats;
|
||||
/** ISO_A3 country codes the nation controls. */
|
||||
territory: string[];
|
||||
/** Bilateral sentiment: other nation id -> −100..100. */
|
||||
relations: Record<string, number>;
|
||||
}
|
||||
|
||||
/** An optional narrative backstory event carried by a world draft (turn 0). */
|
||||
export interface ScenarioEvent {
|
||||
nation: string;
|
||||
type: EventType;
|
||||
title: string;
|
||||
text: string;
|
||||
outcome: EventOutcome;
|
||||
}
|
||||
|
||||
/**
|
||||
* A draft world the LLM generator returns before the player confirms it.
|
||||
* `nations` is required and non-empty; `events` is optional backstory that
|
||||
* seeds the new game's event feed on commit.
|
||||
*/
|
||||
export interface WorldDraft {
|
||||
nations: WorldNation[];
|
||||
events?: ScenarioEvent[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A single **advisor checkpoint** — a short string the generator proposes for
|
||||
* the player to approve (or remove) before the world is finalized. The
|
||||
* approved checkpoints are handed to the finalize call as constraints.
|
||||
*/
|
||||
export type Checkpoint = string;
|
||||
|
||||
// --- Client ↔ server message shapes (the two LLM steps) -----------------------
|
||||
|
||||
/** The body of `POST /api/scenarios/draft` (step 1: design the world). */
|
||||
export interface ScenarioDraftRequest {
|
||||
templateId: string;
|
||||
description: string;
|
||||
/** The chosen start year (the server falls back to the template's year). */
|
||||
year?: number;
|
||||
}
|
||||
|
||||
/** The response of `POST /api/scenarios/draft` — the draft world + checkpoints. */
|
||||
export interface ScenarioDraftResponse {
|
||||
world: WorldDraft;
|
||||
checkpoints: string[];
|
||||
}
|
||||
|
||||
/** The body of `POST /api/scenarios/commit` (step 2: finalize + save the game). */
|
||||
export interface ScenarioCommitRequest {
|
||||
templateId: string;
|
||||
description: string;
|
||||
/** The chosen start year (the server falls back to the template's year). */
|
||||
year?: number;
|
||||
/** The step-1 draft, re-sent so the final world stays close to it. */
|
||||
draft?: WorldDraft;
|
||||
/** The checkpoints the player approved (the finalize step's constraints). */
|
||||
approvedCheckpoints: string[];
|
||||
/** The nation id the player will lead (kept in the final world when present). */
|
||||
playerNationId: string;
|
||||
}
|
||||
|
||||
/** The response of `POST /api/scenarios/commit` — the saved game's id. */
|
||||
export interface ScenarioCommitResponse {
|
||||
id: string;
|
||||
}
|
||||
|
||||
// --- Validation + transforms (pure) ------------------------------------------
|
||||
|
||||
/** The 8 known event types (a local copy so this module needs no runtime import). */
|
||||
const EVENT_TYPES: readonly string[] = [
|
||||
'military',
|
||||
'diplomatic',
|
||||
'economic',
|
||||
'political',
|
||||
'social',
|
||||
'disaster',
|
||||
'scientific',
|
||||
'cultural',
|
||||
];
|
||||
|
||||
/** The 5 known nation types. */
|
||||
const NATION_TYPES: readonly string[] = ['major', 'minor', 'power', 'alliance', 'faction'];
|
||||
|
||||
/** True when `t` is one of the eight known event types. */
|
||||
function isEventType(t: unknown): t is EventType {
|
||||
return typeof t === 'string' && (EVENT_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
/** True when `t` is one of the five known event outcomes. */
|
||||
function isEventOutcome(o: unknown): o is EventOutcome {
|
||||
return o === 'success' || o === 'failure' || o === 'partial' || o === 'neutral';
|
||||
}
|
||||
|
||||
/** True when `t` is one of the five known nation types. */
|
||||
function isNationType(t: unknown): t is NationType {
|
||||
return typeof t === 'string' && (NATION_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
/** Clamp a number to [lo, hi] and round (non-finite → lo). */
|
||||
function clampRange(v: number, lo: number, hi: number): number {
|
||||
if (!Number.isFinite(v)) return lo;
|
||||
return Math.max(lo, Math.min(hi, Math.round(v)));
|
||||
}
|
||||
|
||||
/** Parse a raw (unknown) stats object into a clamped NationStats (missing → 50). */
|
||||
function parseStats(raw: unknown): NationStats {
|
||||
const o =
|
||||
raw && typeof raw === 'object' && !Array.isArray(raw)
|
||||
? (raw as Record<string, unknown>)
|
||||
: {};
|
||||
const get = (k: keyof NationStats): number => {
|
||||
const v = o[k];
|
||||
return typeof v === 'number' && Number.isFinite(v) ? clampStat(v) : 50;
|
||||
};
|
||||
return {
|
||||
military: get('military'),
|
||||
economy: get('economy'),
|
||||
stability: get('stability'),
|
||||
population: get('population'),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A short, stable, lowercase slug for a nation name (used as a fallback id):
|
||||
* "United Kingdom" → "united-kingdom". Diacritics stripped, runs of
|
||||
* non-alphanumerics collapsed to a single dash, length capped at 20.
|
||||
*/
|
||||
function slugFromName(name: string): string {
|
||||
const s = name
|
||||
.toLowerCase()
|
||||
.normalize('NFKD')
|
||||
.replace(/[\u0300-\u036f]/g, '')
|
||||
.replace(/[^a-z0-9]+/g, '-')
|
||||
.replace(/^-+|-+$/g, '');
|
||||
if (!s) return '';
|
||||
return s.length > 20 ? s.slice(0, 20).replace(/-+$/, '') : s;
|
||||
}
|
||||
|
||||
/**
|
||||
* Map a numeric sentiment score (−100..100) to a {@link RelationStatus}.
|
||||
* Five bands: ally (≥60), neutral (0..59), rival (−40..−1), hostile (−80..−41),
|
||||
* war (≤−81). Pure.
|
||||
*/
|
||||
export function relationFromScore(v: number): RelationStatus {
|
||||
const c = clampRange(v, -100, 100);
|
||||
if (c >= 60) return 'ally';
|
||||
if (c >= 0) return 'neutral';
|
||||
if (c >= -40) return 'rival';
|
||||
if (c >= -80) return 'hostile';
|
||||
return 'war';
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate + normalize a raw LLM world-draft payload into a clean
|
||||
* {@link WorldDraft} (or `null` when it is unusable). Never throws:
|
||||
* - the top level must be an object with a non-empty `nations` array;
|
||||
* - each nation needs a non-empty `name`; its `id` is kept when a valid
|
||||
* non-empty string, else derived from a name slug (else `n<index>`);
|
||||
* duplicate ids are suffixed until unique;
|
||||
* - each nation's `type`/stats are clamped (missing stats → 50);
|
||||
* - each nation's `territory` is upper-cased, deduped, and (when
|
||||
* `validCountryCodes` is given) filtered to only known ISO_A3 codes;
|
||||
* - a nation's `relations` are clamped to −100..100 and re-keyed to the
|
||||
* assigned ids (a key that is a known id, or a case-insensitive name
|
||||
* match, is kept; unknown / self references are dropped);
|
||||
* - optional `events` are kept when they name a known nation (by id or
|
||||
* name) and have a non-empty title;
|
||||
* - the result is `null` when there are no nations, or no nation ends up
|
||||
* owning a valid territory (nothing to render on the map).
|
||||
*/
|
||||
export function validateWorldDraft(
|
||||
raw: unknown,
|
||||
opts: { validCountryCodes?: ReadonlySet<string> } = {},
|
||||
): WorldDraft | null {
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return null;
|
||||
const obj = raw as Record<string, unknown>;
|
||||
const rawNations = Array.isArray(obj.nations) ? obj.nations : null;
|
||||
if (!rawNations || rawNations.length === 0) return null;
|
||||
|
||||
const validCodes = opts.validCountryCodes;
|
||||
const usedIds = new Set<string>();
|
||||
const nameToId = new Map<string, string>();
|
||||
|
||||
interface Tmp {
|
||||
id: string;
|
||||
name: string;
|
||||
type: NationType;
|
||||
stats: NationStats;
|
||||
territory: string[];
|
||||
rawRelations: Record<string, number>;
|
||||
}
|
||||
const tmp: Tmp[] = [];
|
||||
|
||||
for (const rn of rawNations) {
|
||||
if (!rn || typeof rn !== 'object') continue;
|
||||
const o = rn as Record<string, unknown>;
|
||||
const name = typeof o.name === 'string' ? o.name.trim() : '';
|
||||
if (name === '') continue; // a nation needs a name
|
||||
|
||||
// id: keep a valid non-empty string, else derive from the name slug, else n<index>.
|
||||
let id = typeof o.id === 'string' && o.id.trim() !== '' ? o.id.trim() : '';
|
||||
if (id === '') id = slugFromName(name) || `n${tmp.length + 1}`;
|
||||
let candidate = id;
|
||||
let k = 2;
|
||||
while (usedIds.has(candidate)) {
|
||||
candidate = `${id}-${k}`;
|
||||
k += 1;
|
||||
}
|
||||
id = candidate;
|
||||
usedIds.add(id);
|
||||
const lowerName = name.toLowerCase();
|
||||
if (!nameToId.has(lowerName)) nameToId.set(lowerName, id);
|
||||
|
||||
const type = isNationType(o.type) ? o.type : 'major';
|
||||
const stats = parseStats(o.stats);
|
||||
|
||||
// territory: upper-case, de-duped, and (optionally) filtered to known codes.
|
||||
const territory: string[] = [];
|
||||
if (Array.isArray(o.territory)) {
|
||||
for (const t of o.territory) {
|
||||
if (typeof t !== 'string') continue;
|
||||
const code = t.trim().toUpperCase();
|
||||
if (code === '') continue;
|
||||
if (validCodes && !validCodes.has(code)) continue; // drop unknown country codes
|
||||
if (!territory.includes(code)) territory.push(code);
|
||||
}
|
||||
}
|
||||
|
||||
// relations: keep only finite numeric values (clamped later on re-key).
|
||||
const rawRelations: Record<string, number> = {};
|
||||
if (o.relations && typeof o.relations === 'object' && !Array.isArray(o.relations)) {
|
||||
for (const [key, v] of Object.entries(o.relations as Record<string, unknown>)) {
|
||||
if (typeof v === 'number' && Number.isFinite(v)) rawRelations[key] = v;
|
||||
}
|
||||
}
|
||||
|
||||
tmp.push({ id, name, type, stats, territory, rawRelations });
|
||||
}
|
||||
|
||||
if (tmp.length === 0) return null;
|
||||
// Unusable when no nation owns a valid territory (there is nothing to render).
|
||||
if (!tmp.some((t) => t.territory.length > 0)) return null;
|
||||
|
||||
const idSet = new Set(tmp.map((t) => t.id));
|
||||
const nations: WorldNation[] = tmp.map((t) => {
|
||||
const relations: Record<string, number> = {};
|
||||
for (const [key, val] of Object.entries(t.rawRelations)) {
|
||||
// Resolve the key: a known id, else a case-insensitive name match.
|
||||
let target = key;
|
||||
if (!idSet.has(target)) {
|
||||
const mapped = nameToId.get(key.toLowerCase());
|
||||
if (mapped) target = mapped;
|
||||
}
|
||||
if (target === t.id) continue; // drop self-references
|
||||
if (!idSet.has(target)) continue; // drop references to unknown nations
|
||||
relations[target] = clampRange(val, -100, 100);
|
||||
}
|
||||
return { id: t.id, name: t.name, type: t.type, stats: t.stats, territory: t.territory, relations };
|
||||
});
|
||||
|
||||
// Optional backstory events (kept when they name a known nation).
|
||||
let events: ScenarioEvent[] | undefined;
|
||||
if (Array.isArray(obj.events)) {
|
||||
const evs: ScenarioEvent[] = [];
|
||||
for (const re of obj.events) {
|
||||
if (!re || typeof re !== 'object') continue;
|
||||
const e = re as Record<string, unknown>;
|
||||
const title = typeof e.title === 'string' ? e.title.trim() : '';
|
||||
if (title === '') continue;
|
||||
const text = typeof e.text === 'string' ? e.text : '';
|
||||
const type = isEventType(e.type) ? e.type : 'political';
|
||||
const outcome = isEventOutcome(e.outcome) ? e.outcome : 'neutral';
|
||||
let nation = typeof e.nation === 'string' ? e.nation : '';
|
||||
if (nation !== '' && !idSet.has(nation)) {
|
||||
nation = nameToId.get(nation.toLowerCase()) ?? '';
|
||||
}
|
||||
if (nation === '' || !idSet.has(nation)) continue; // drop events with no known owner
|
||||
evs.push({ nation, type, title, text, outcome });
|
||||
}
|
||||
events = evs;
|
||||
}
|
||||
|
||||
return { nations, events };
|
||||
}
|
||||
|
||||
/** Options for {@link worldDraftToGameState} (all optional, sensible defaults). */
|
||||
export interface WorldDraftToGameOptions {
|
||||
/** The new game's id (the server sets `randomUUID()`; default `''`). */
|
||||
id?: string;
|
||||
/** The scenario title (becomes `GameState.presetTitle`; default 'Custom World'). */
|
||||
title?: string;
|
||||
/** The game's start date (`YYYY-MM-DD`, from the chosen year; default '1970-01-01'). */
|
||||
startDate?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a validated {@link WorldDraft} into a fresh, playable {@link
|
||||
* GameState} (a normal game at `#/game/<id>`). Mirrors `POST /api/games`
|
||||
* exactly, except the draft's nations carry **ISO_A3** territory which is
|
||||
* expanded to sub-region keys by the injected `expand` resolver, and
|
||||
* `regionStats` is seeded from the expanded territories via
|
||||
* {@link seedRegionStats} (so every owned region starts with its owner's
|
||||
* stats and the derived aggregate equals them on turn 1).
|
||||
*
|
||||
* The result is a clean turn-1 state: `version: 1`, `turn: 1`, `unowned: []`,
|
||||
* `markers: []`, `pendingNationOps: []`, `pending: []`, the given
|
||||
* `playerNationId`, and a `startDate` from the chosen year. Backstory events
|
||||
* (if any) seed the event feed at turn 1. Pure — no side effects, no I/O.
|
||||
*/
|
||||
export function worldDraftToGameState(
|
||||
draft: WorldDraft,
|
||||
expand: (countries: string[]) => string[],
|
||||
playerNationId: string,
|
||||
opts: WorldDraftToGameOptions = {},
|
||||
): GameState {
|
||||
const id = opts.id ?? '';
|
||||
const title = opts.title ?? 'Custom World';
|
||||
const startDate = opts.startDate ?? '1970-01-01';
|
||||
|
||||
const nations: Record<string, Nation> = {};
|
||||
for (const wn of draft.nations) {
|
||||
const relations: Record<string, RelationStatus> = {};
|
||||
for (const [otherId, score] of Object.entries(wn.relations)) {
|
||||
if (otherId === wn.id) continue; // no self-relations
|
||||
relations[otherId] = relationFromScore(score);
|
||||
}
|
||||
nations[wn.id] = {
|
||||
id: wn.id,
|
||||
name: wn.name,
|
||||
type: wn.type ?? 'major',
|
||||
stats: wn.stats,
|
||||
territory: expand(wn.territory),
|
||||
relations,
|
||||
};
|
||||
}
|
||||
|
||||
// Guard: a finalize step (or a bad model answer) might drop the nation the
|
||||
// player chose to lead. Rather than produce a game with a dangling
|
||||
// playerNationId, fall back to the first nation (deterministic insertion
|
||||
// order) so the resulting game is always playable.
|
||||
const effectivePlayer =
|
||||
nations[playerNationId] !== undefined
|
||||
? playerNationId
|
||||
: draft.nations.length > 0
|
||||
? draft.nations[0].id
|
||||
: '';
|
||||
|
||||
// Seed the event feed from the draft's optional backstory (turn 1, startDate).
|
||||
const events: EventEntry[] = (draft.events ?? []).map((e) =>
|
||||
makeEvent(e as unknown as TurnEventSpec, 1, startDate),
|
||||
);
|
||||
|
||||
const state: GameState = {
|
||||
id,
|
||||
presetId: 'dynamic',
|
||||
presetTitle: title,
|
||||
playerNationId: effectivePlayer,
|
||||
turn: 1,
|
||||
date: startDate,
|
||||
nations,
|
||||
events,
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
// Seed AFTER the territories hold real region keys: each owned region gets
|
||||
// a copy of its owner's stats, so the derived aggregate equals them.
|
||||
regionStats: seedRegionStats(nations),
|
||||
// (v0.33.0, #56) No wars on a fresh (dynamic) game; any preset-level `war`
|
||||
// relation stays a bare/implicit one, not an entity (see syncWarRelations).
|
||||
wars: [],
|
||||
// (v0.35.0, #58) No trades/embargoes on a fresh (dynamic) game.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
};
|
||||
return state;
|
||||
}
|
||||
+224
-1
@@ -1,5 +1,9 @@
|
||||
// Domain types — the single source of truth shared by the frontend (src/), the
|
||||
// backend (server/), and the LLM prompt contract. No runtime dependencies here.
|
||||
// (The single `import type` below erases at compile time, so no runtime
|
||||
// dependency on protocol.ts is introduced — see the GameState.pendingNationOps
|
||||
// doc comment.)
|
||||
import type { NationOp } from './protocol';
|
||||
|
||||
/** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
|
||||
export interface NationStats {
|
||||
@@ -9,6 +13,19 @@ export interface NationStats {
|
||||
population: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.28, #46) The 0–100 status indices of a **single region**. Per-region stats
|
||||
* are the unit of record: a nation's aggregate {@link NationStats} is derived as
|
||||
* the area×population-weighted median of the stats of the regions it owns (see
|
||||
* `protocol.deriveNationStats`). Every value is clamped to 0–100 by the engine.
|
||||
*/
|
||||
export interface RegionStats {
|
||||
military: number;
|
||||
economy: number;
|
||||
stability: number;
|
||||
population: number;
|
||||
}
|
||||
|
||||
export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
|
||||
export type StatKey = (typeof STAT_KEYS)[number];
|
||||
|
||||
@@ -62,7 +79,138 @@ export const EVENT_TYPES: EventType[] = [
|
||||
'cultural',
|
||||
];
|
||||
|
||||
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral';
|
||||
/**
|
||||
* The outcome of a narrative event. `success` / `failure` / `partial` /
|
||||
* `neutral` are the four the LLM is asked to emit. `repelled` (v0.30, #50) is
|
||||
* reserved for the engine: it is emitted automatically when the military hard
|
||||
* gate rejects a contested conquest (an invasion whose attacker was more than
|
||||
* `CONQUEST_MILITARY_MARGIN` below the defender) — the LLM never produces it,
|
||||
* and the client renders it in a distinct muted-red failure tone.
|
||||
*/
|
||||
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral' | 'repelled';
|
||||
|
||||
// --- Map markers (v0.27, #44) -------------------------------------------------
|
||||
//
|
||||
// Named point markers the LLM can place on the map (cities, factories, armies,
|
||||
// ports, capitals, fleets, rocket launch sites, political/social gatherings).
|
||||
// A marker is anchored to a **region key** (see `public/region-keys.json`): the
|
||||
// engine positions it at that region's precomputed centroid (with a small
|
||||
// deterministic offset) and its `ownerNationId` follows the region's current
|
||||
// owner (recomputed on every turn; `null` when the region is unowned / no
|
||||
// man's land). See protocol.ts for the LLM-facing `TurnResult.markers`
|
||||
// contract and the `markerId` derivation.
|
||||
|
||||
/** The eight marker categories the model may place (v0.27, #44). */
|
||||
export type MarkerType =
|
||||
| 'city'
|
||||
| 'factory'
|
||||
| 'army'
|
||||
| 'port'
|
||||
| 'capital'
|
||||
| 'fleet'
|
||||
| 'rocket'
|
||||
| 'gathering';
|
||||
|
||||
/** All marker types, in canonical order (used by the LLM contract + map layer). */
|
||||
export const MARKER_TYPES: MarkerType[] = [
|
||||
'city',
|
||||
'factory',
|
||||
'army',
|
||||
'port',
|
||||
'capital',
|
||||
'fleet',
|
||||
'rocket',
|
||||
'gathering',
|
||||
];
|
||||
|
||||
/**
|
||||
* A named point marker on the map (v0.27, #44). `id` is a stable,
|
||||
* deterministic 4-character code derived from `type + name + regionKey`
|
||||
* (see protocol.markerId) — re-adding the same marker is idempotent and
|
||||
* removing by id is unambiguous. `lat`/`lon` are filled in by the engine from
|
||||
* the region's centroid manifest (never by the model); `ownerNationId` is the
|
||||
* marker's region's current owner (`null` when unowned) and is recomputed by
|
||||
* the engine on every committed turn, so a marker always follows its region.
|
||||
*/
|
||||
export interface MapMarker {
|
||||
id: string;
|
||||
type: MarkerType;
|
||||
name: string;
|
||||
regionKey: string;
|
||||
lat: number;
|
||||
lon: number;
|
||||
ownerNationId: string | null;
|
||||
placedTurn: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.35.0, #58) An active BILATERAL TRADE agreement between two distinct
|
||||
* nations. Declared by the LLM via `TurnResult.economy.trade` (a no-`lift`
|
||||
* op) and ended by a `lift: true` op; while active it yields a small,
|
||||
* deterministic economy gain to BOTH parties every committed turn. The
|
||||
* engine suspends (removes) the trade automatically when the two parties end
|
||||
* up on opposite sides of an active war (v0.33, #56).
|
||||
*/
|
||||
export interface TradeAgreement {
|
||||
/** First party's nation id. */
|
||||
a: string;
|
||||
/** Second party's nation id (distinct from `a`; the pair is symmetric). */
|
||||
b: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.35.0, #58) An active UNILATERAL EMBARGO: `from` blocks trade with
|
||||
* `target` (which must differ from `from`). Declared by the LLM via
|
||||
* `TurnResult.economy.embargo` (a no-`lift` op) and lifted by a `lift: true`
|
||||
* op; while active it applies a small, deterministic economy dip to the
|
||||
* TARGET only, every committed turn. The engine suspends (removes) the
|
||||
* embargo automatically when the two nations end up on opposite sides of an
|
||||
* active war (v0.33, #56).
|
||||
*/
|
||||
export interface Embargo {
|
||||
/** The imposing nation's id. */
|
||||
from: string;
|
||||
/** The embargoed nation's id (distinct from `from`). */
|
||||
target: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) A first-class **war** — a named, ongoing armed conflict
|
||||
* between two or more nations. Unlike the boolean `war` relation (which a
|
||||
* preset or a bare `relations` entry can carry without any structure behind
|
||||
* it), a `War` is an explicit world entity the engine tracks: the LLM
|
||||
* declares it (a turn's `wars.declare`), the engine assigns it a stable id
|
||||
* (`w1`, `w2`, …), the turn and in-game date it was declared, and it stays in
|
||||
* `GameState.wars` for the rest of the game as history after it ends.
|
||||
*
|
||||
* **Semantics of `sides`:** the flat list of every belligerent in the war
|
||||
* (≥2 distinct nation ids). Any two distinct members of an active war's
|
||||
* sides are at war with each other — the engine derives the symmetric `war`
|
||||
* relation for every such pair on every turn (see the engine's
|
||||
* `syncWarRelations`), and downgrades the relation to `hostile` when the war
|
||||
* ends. A mutual-defense ally of a belligerent is dragged into the same list
|
||||
* on declaration (the engine does this automatically).
|
||||
*/
|
||||
export interface War {
|
||||
/** Stable id (`w1`, `w2`, …) assigned by the engine on declaration. */
|
||||
id: string;
|
||||
/** The belligerent nations (≥2 distinct ids; see the note above). */
|
||||
sides: string[];
|
||||
/** The turn number the war was declared on. */
|
||||
declaredTurn: number;
|
||||
/** The in-game date the war took effect on (`YYYY-MM-DD`). */
|
||||
declaredDate?: string;
|
||||
/** Optional short war aims the LLM names at declaration. */
|
||||
aims?: string[];
|
||||
/**
|
||||
* Lifecycle: `active` until a turn ends the war, then the end outcome —
|
||||
* `armistice` (a negotiated stop) or `capitulation` (one side surrenders) —
|
||||
* or the generic `ended`. Ended wars stay in `GameState.wars` as history.
|
||||
*/
|
||||
status: 'active' | 'armistice' | 'capitulation' | 'ended';
|
||||
/** Optional region keys the war's front line runs through (reserved). */
|
||||
front?: string[];
|
||||
}
|
||||
|
||||
/** A narrative event the simulation emitted on some turn. */
|
||||
export interface EventEntry {
|
||||
@@ -133,6 +281,81 @@ export interface GameState {
|
||||
* this defaulted to `[]` (see server/db.ts).
|
||||
*/
|
||||
unowned: string[];
|
||||
/**
|
||||
* (v0.23, #16 P4a; v0.24, #16 P4b) Nation-management ops the LLM has
|
||||
* proposed but the player has not yet resolved: a *pending proposal* list,
|
||||
* as opposed to `pending` (the current round's queued player actions). A
|
||||
* turn NEVER applies one — `applyTurnResult` appends the turn's
|
||||
* `nationOps` to this list, and each proposal survives across turns until
|
||||
* the player resolves it: confirming applies it (a rename changes
|
||||
* `Nation.name` only; a split partitions the nation's region-key territory
|
||||
* into the new nations' territories; a merge folds the inputs' territory
|
||||
* into the survivor) and removes it; rejecting removes it without
|
||||
* applying. Always `[]` on a fresh game; rows saved before v0.23 load with
|
||||
* this defaulted to `[]` (see server/db.ts). (The `NationOp` type lives in
|
||||
* protocol.ts; the import there is type-only, so this file still has no
|
||||
* runtime dependencies.)
|
||||
*/
|
||||
pendingNationOps: NationOp[];
|
||||
/**
|
||||
* (v0.27, #44) Named point markers on the map: the LLM places them (via a
|
||||
* turn's `markers.add`) and removes them (`markers.remove`, by id). The
|
||||
* engine positions each at its region's centroid (deterministic small
|
||||
* offset) and recomputes `ownerNationId` from the region's current owner on
|
||||
* EVERY committed turn (a released region → `null`). Always `[]` on a fresh
|
||||
* game; rows saved before v0.27 load with this defaulted to `[]` (see
|
||||
* server/db.ts) — additive, no data wipe. Capped at protocol.MAX_MARKERS.
|
||||
*/
|
||||
markers: MapMarker[];
|
||||
/**
|
||||
* (v0.28, #46) Per-region stats, keyed by **region key** (see
|
||||
* `public/region-keys.json`): each owned region carries its own four 0–100
|
||||
* stats, and a nation's aggregate `Nation.stats` is the area×population-
|
||||
* weighted median of the regions it owns (see `protocol.deriveNationStats`).
|
||||
* A region that ends a turn **unowned** (released to no man's land) has NO
|
||||
* entry, and a preset-unassigned region (never owned) has none until first
|
||||
* claimed (re-claiming re-inits it to the gainer's stats). Always present on a
|
||||
* fresh game (every owned region seeded with its owner's initial stats); a
|
||||
* legacy SQLite row without the field is migrated at load (see server/db.ts)
|
||||
* — additive, no data wipe.
|
||||
*/
|
||||
regionStats: Record<string, RegionStats>;
|
||||
/**
|
||||
* (v0.33.0, #56) First-class war entities (see {@link War}): declared by a
|
||||
* turn's `wars.declare` (the engine assigns the id, declared turn/date, and
|
||||
* drags in mutual-defense allies) and closed by `wars.end` (armistice /
|
||||
* capitulation). The engine DERIVES the `war` relation from the ACTIVE
|
||||
* wars on every turn (two nations are in a `war` relation iff they are both
|
||||
* belligerents of ≥1 active war), so the boolean relation and the war
|
||||
* entities can never drift apart. A bare preset `war` relation with no
|
||||
* active war behind it stays as-is (an implicit, unnamed war — never
|
||||
* force-created into an entity). Always `[]` on a fresh game; rows saved
|
||||
* before v0.33 load with this defaulted to `[]` (see server/db.ts) —
|
||||
* additive, no data wipe.
|
||||
*/
|
||||
wars: War[];
|
||||
/**
|
||||
* (v0.35.0, #58) Active bilateral trade agreements (see {@link TradeAgreement}):
|
||||
* declared/ended by a turn's `economy.trade` ops (a no-`lift` op declares,
|
||||
* `lift: true` ends). Every committed turn the engine applies a small,
|
||||
* deterministic economy gain to BOTH parties of each active agreement, and
|
||||
* suspends (removes) any agreement whose two parties are on opposite sides
|
||||
* of an active war (v0.33, #56). Always `[]` on a fresh game; rows saved
|
||||
* before v0.35 load with this defaulted to `[]` (see server/db.ts) —
|
||||
* additive, no data wipe.
|
||||
*/
|
||||
trades: TradeAgreement[];
|
||||
/**
|
||||
* (v0.35.0, #58) Active unilateral embargoes (see {@link Embargo}):
|
||||
* imposed/lifted by a turn's `economy.embargo` ops (a no-`lift` op imposes,
|
||||
* `lift: true` lifts). Every committed turn the engine applies a small,
|
||||
* deterministic economy dip to each embargo's TARGET only, and suspends
|
||||
* (removes) any embargo whose two nations are on opposite sides of an
|
||||
* active war (v0.33, #56). Always `[]` on a fresh game; rows saved before
|
||||
* v0.35 load with this defaulted to `[]` (see server/db.ts) — additive,
|
||||
* no data wipe.
|
||||
*/
|
||||
embargoes: Embargo[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+185
-2
@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
|
||||
import { cn } from './lib/utils';
|
||||
import PresetPicker from './components/PresetPicker';
|
||||
import NationSelect from './components/NationSelect';
|
||||
import ScenarioForm from './components/ScenarioForm';
|
||||
import CheckpointReview from './components/CheckpointReview';
|
||||
import WorldMap from './components/WorldMap';
|
||||
import FloatingWindow from './components/FloatingWindow';
|
||||
import MapLegend from './components/MapLegend';
|
||||
@@ -26,9 +28,27 @@ import { api } from './lib/api';
|
||||
import { useSse } from './lib/sse';
|
||||
import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
|
||||
import type { GameState, Preset, PresetMeta } from '@shared/types';
|
||||
import type { TemplateMeta, WorldDraft } from '@shared/scenario';
|
||||
|
||||
/** Which top-level screen the app is showing. */
|
||||
type Screen = { name: 'home' } | { name: 'pick'; preset: Preset } | { name: 'game' };
|
||||
/**
|
||||
* Which top-level screen the app is showing. The dynamic path (v0.31, #52) adds
|
||||
* two: 'scenario-form' (era + description + year) and 'scenario-review' (the
|
||||
* generated world + checkpoint checklist + nation pick), the latter carrying
|
||||
* the step-1 draft + chosen template so the finalize step can re-send them.
|
||||
*/
|
||||
type Screen =
|
||||
| { name: 'home' }
|
||||
| { name: 'pick'; preset: Preset }
|
||||
| { name: 'game' }
|
||||
| { name: 'scenario-form' }
|
||||
| {
|
||||
name: 'scenario-review';
|
||||
template: TemplateMeta;
|
||||
description: string;
|
||||
year: number;
|
||||
world: WorldDraft;
|
||||
checkpoints: string[];
|
||||
};
|
||||
|
||||
/**
|
||||
* Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
|
||||
@@ -177,6 +197,14 @@ export default function App() {
|
||||
// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
|
||||
// it only gates the advisor UI (the "Ask advisor" button + its hint).
|
||||
const [advisorBusy, setAdvisorBusy] = useState(false);
|
||||
// Separate again: a pending nation-op confirm/reject is its own (fast,
|
||||
// non-LLM) request. It gates only the nation-op dialog controls, never the
|
||||
// turn flow — "Jump forward" stays usable while it is in flight.
|
||||
const [opBusy, setOpBusy] = useState(false);
|
||||
// (v0.31, #52) A scenario-generation LLM call (generate or finalize) is
|
||||
// in flight. Distinct from `busy`/`advisorBusy` — it only gates the
|
||||
// scenario-form/review screens (those screens never coexist with a game).
|
||||
const [scenarioBusy, setScenarioBusy] = useState(false);
|
||||
// The id of the game the user is/was last in (mirrors localStorage) and the
|
||||
// list of saved games (newest first) shown on the home screen.
|
||||
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
|
||||
@@ -355,6 +383,77 @@ export default function App() {
|
||||
[screen],
|
||||
);
|
||||
|
||||
// --- (v0.31, #52) Dynamic scenario generation: form → generate → review →
|
||||
// finalize → game. Both LLM steps run on the server (the scenario stub under
|
||||
// LLM_STUB=1, the live model otherwise); on failure we toast and stay on the
|
||||
// current screen (the form's / review's local selections are preserved).
|
||||
|
||||
// Home screen's "Create scenario" card → the scenario form.
|
||||
const openScenarioForm = useCallback(() => {
|
||||
setScreen({ name: 'scenario-form' });
|
||||
}, []);
|
||||
|
||||
// Step 1 (generate): design the draft world + checkpoint list. On success
|
||||
// the app moves to the review screen (carrying the draft, template, year,
|
||||
// and description so the finalize step can re-send them).
|
||||
const generateScenarioDraft = useCallback(
|
||||
async (template: TemplateMeta, description: string, year: number) => {
|
||||
setScenarioBusy(true);
|
||||
try {
|
||||
const { world, checkpoints } = await api.draftScenario({
|
||||
templateId: template.id,
|
||||
description,
|
||||
year,
|
||||
});
|
||||
setScreen({ name: 'scenario-review', template, description, year, world, checkpoints });
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setScenarioBusy(false);
|
||||
}
|
||||
},
|
||||
[],
|
||||
);
|
||||
|
||||
// Step 2 (finalize): commit the approved draft into a saved, playable game
|
||||
// and enter it. The step-1 draft is re-sent so the final world stays close
|
||||
// to it (and the chosen nation survives); the new game's id is then fetched
|
||||
// and adopted exactly like a normal created game (active-game persistence,
|
||||
// applyState, screen → game — the URL-sync effect writes the deep link).
|
||||
const finalizeScenario = useCallback(
|
||||
async (
|
||||
template: TemplateMeta,
|
||||
description: string,
|
||||
year: number,
|
||||
world: WorldDraft,
|
||||
approvedCheckpoints: string[],
|
||||
playerNationId: string,
|
||||
) => {
|
||||
setScenarioBusy(true);
|
||||
try {
|
||||
const { id } = await api.commitScenario({
|
||||
templateId: template.id,
|
||||
description,
|
||||
year,
|
||||
draft: world,
|
||||
approvedCheckpoints,
|
||||
playerNationId,
|
||||
});
|
||||
const { game } = await api.getGame(id);
|
||||
persistActiveGameId(id);
|
||||
setActiveGameId(id);
|
||||
applyState(game);
|
||||
setAdvisors([]);
|
||||
setScreen({ name: 'game' });
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setScenarioBusy(false);
|
||||
}
|
||||
},
|
||||
[applyState],
|
||||
);
|
||||
|
||||
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
|
||||
// list updates from the response and the SSE `state` event. Both are
|
||||
// version-gated via applyState, so the item can never be clobbered by a
|
||||
@@ -401,6 +500,44 @@ export default function App() {
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Apply a pending nation op the model proposed (confirm; `edits.name`
|
||||
// overrides a rename/merge name, `edits.playerPart` picks the player's
|
||||
// successor part in a split). Fast, non-LLM — gated by `opBusy`, not `busy`.
|
||||
// The version-bumped state comes back in the response and the SSE `state` event.
|
||||
const runConfirmNationOp = useCallback(
|
||||
async (index: number, edits?: { name?: string; playerPart?: number }) => {
|
||||
if (!game) return;
|
||||
setOpBusy(true);
|
||||
try {
|
||||
const { game: g } = await api.confirmNationOp(game.id, index, edits);
|
||||
applyState(g);
|
||||
toast.success('Nation change applied');
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setOpBusy(false);
|
||||
}
|
||||
},
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Drop a pending nation op (reject / dismiss). Fast, non-LLM — `opBusy`.
|
||||
const runRejectNationOp = useCallback(
|
||||
async (index: number) => {
|
||||
if (!game) return;
|
||||
setOpBusy(true);
|
||||
try {
|
||||
const { game: g } = await api.rejectNationOp(game.id, index);
|
||||
applyState(g);
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setOpBusy(false);
|
||||
}
|
||||
},
|
||||
[game, applyState],
|
||||
);
|
||||
|
||||
// Jump forward: the single LLM call that commits the pending round. Only this
|
||||
// sets `busy` (the adds above are fast and non-LLM).
|
||||
const runJump = useCallback(async () => {
|
||||
@@ -507,12 +644,15 @@ export default function App() {
|
||||
regions={regions}
|
||||
busy={busy}
|
||||
advisorBusy={advisorBusy}
|
||||
opBusy={opBusy}
|
||||
advisors={advisors}
|
||||
onAddAction={runAddAction}
|
||||
onAddDiplomacy={runAddDiplomacy}
|
||||
onRemoveQueueItem={runRemoveQueueItem}
|
||||
onAdvisor={askAdvisor}
|
||||
onJump={runJump}
|
||||
onConfirmNationOp={runConfirmNationOp}
|
||||
onRejectNationOp={runRejectNationOp}
|
||||
onHome={goHome}
|
||||
/>
|
||||
</>
|
||||
@@ -528,6 +668,36 @@ export default function App() {
|
||||
);
|
||||
}
|
||||
|
||||
if (screen.name === 'scenario-form') {
|
||||
return (
|
||||
<>
|
||||
<Toaster richColors position="top-right" />
|
||||
<ScenarioForm busy={scenarioBusy} onBack={goHome} onGenerate={generateScenarioDraft} />
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
if (screen.name === 'scenario-review') {
|
||||
const { template, description, year, world, checkpoints } = screen;
|
||||
return (
|
||||
<>
|
||||
<Toaster richColors position="top-right" />
|
||||
<CheckpointReview
|
||||
template={template}
|
||||
description={description}
|
||||
year={year}
|
||||
world={world}
|
||||
checkpoints={checkpoints}
|
||||
busy={scenarioBusy}
|
||||
onBack={openScenarioForm}
|
||||
onFinalize={(approved, nationId) =>
|
||||
void finalizeScenario(template, description, year, world, approved, nationId)
|
||||
}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<Toaster richColors position="top-right" />
|
||||
@@ -539,6 +709,7 @@ export default function App() {
|
||||
activeGameId={activeGameId}
|
||||
onResume={resumeGame}
|
||||
onDelete={runDeleteGame}
|
||||
onCreateScenario={openScenarioForm}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
@@ -551,12 +722,16 @@ interface GameScreenProps {
|
||||
busy: boolean;
|
||||
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
|
||||
advisorBusy: boolean;
|
||||
/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
|
||||
opBusy: boolean;
|
||||
advisors: string[];
|
||||
onAddAction: (a: string) => void;
|
||||
onAddDiplomacy: (to: string, m: string) => void;
|
||||
onRemoveQueueItem: (index: number) => void;
|
||||
onAdvisor: (p?: string) => void;
|
||||
onJump: () => void;
|
||||
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
|
||||
onRejectNationOp: (index: number) => void;
|
||||
onHome: () => void;
|
||||
}
|
||||
|
||||
@@ -579,12 +754,15 @@ function GameScreen({
|
||||
regions,
|
||||
busy,
|
||||
advisorBusy,
|
||||
opBusy,
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
onConfirmNationOp,
|
||||
onRejectNationOp,
|
||||
onHome,
|
||||
}: GameScreenProps) {
|
||||
// Which nation's dossier to show. Defaults to the player; remounts per game.
|
||||
@@ -654,6 +832,8 @@ function GameScreen({
|
||||
nations={game.nations}
|
||||
presetId={game.presetId}
|
||||
unowned={game.unowned ?? []}
|
||||
markers={game.markers ?? []}
|
||||
regionStats={game.regionStats ?? {}}
|
||||
onFocusNation={focusNation}
|
||||
/>
|
||||
|
||||
@@ -835,12 +1015,15 @@ function GameScreen({
|
||||
game={game}
|
||||
busy={busy}
|
||||
advisorBusy={advisorBusy}
|
||||
opBusy={opBusy}
|
||||
advisors={advisors}
|
||||
onAddAction={onAddAction}
|
||||
onAddDiplomacy={onAddDiplomacy}
|
||||
onRemoveQueueItem={onRemoveQueueItem}
|
||||
onAdvisor={onAdvisor}
|
||||
onJump={onJump}
|
||||
onConfirmNationOp={onConfirmNationOp}
|
||||
onRejectNationOp={onRejectNationOp}
|
||||
inWindow
|
||||
/>
|
||||
</FloatingWindow>
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { useState } from 'react';
|
||||
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
|
||||
import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
|
||||
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
|
||||
import { Textarea } from './ui/textarea';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
|
||||
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
|
||||
import NationOpDialog from './NationOpDialog';
|
||||
import type { GameState, RoundItem } from '@shared/types';
|
||||
|
||||
interface Props {
|
||||
@@ -27,6 +28,11 @@ interface Props {
|
||||
* never disable "Jump forward" or the rest of the turn flow.
|
||||
*/
|
||||
advisorBusy: boolean;
|
||||
/**
|
||||
* A pending nation-op confirm/reject request is in flight. Distinct from
|
||||
* `busy`: it gates only the nation-op dialog controls, never the turn flow.
|
||||
*/
|
||||
opBusy: boolean;
|
||||
/** Advisor brainstorm suggestions from the last request. */
|
||||
advisors: string[];
|
||||
/** Queue a free-text action onto the pending round (no turn advance). */
|
||||
@@ -38,6 +44,14 @@ interface Props {
|
||||
onAdvisor: (prompt?: string) => void;
|
||||
/** Commit the whole pending round in a single LLM turn. */
|
||||
onJump: () => void;
|
||||
/**
|
||||
* Apply a pending nation op: `edits.name` overrides a rename's target name
|
||||
* (or a merge's name); `edits.playerPart` picks the player's successor part
|
||||
* in a split (default 0).
|
||||
*/
|
||||
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
|
||||
/** Drop (reject) a pending nation op by its index. */
|
||||
onRejectNationOp: (index: number) => void;
|
||||
/**
|
||||
* Render without the outer card chrome (the surrounding floating window
|
||||
* provides the border and the "Your move" title). Same content, same testids.
|
||||
@@ -66,12 +80,15 @@ export default function ActionPanel({
|
||||
game,
|
||||
busy,
|
||||
advisorBusy,
|
||||
opBusy,
|
||||
advisors,
|
||||
onAddAction,
|
||||
onAddDiplomacy,
|
||||
onRemoveQueueItem,
|
||||
onAdvisor,
|
||||
onJump,
|
||||
onConfirmNationOp,
|
||||
onRejectNationOp,
|
||||
inWindow = false,
|
||||
}: Props) {
|
||||
const [tab, setTab] = useState('action');
|
||||
@@ -81,6 +98,8 @@ export default function ActionPanel({
|
||||
const [prompt, setPrompt] = useState('');
|
||||
// Index of the queued item the user is about to remove, or null (dialog closed).
|
||||
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
|
||||
// Whether the nation-op review dialog is open.
|
||||
const [opDialogOpen, setOpDialogOpen] = useState(false);
|
||||
|
||||
const others = Object.entries(game.nations)
|
||||
.filter(([id]) => id !== game.playerNationId)
|
||||
@@ -108,6 +127,7 @@ export default function ActionPanel({
|
||||
};
|
||||
|
||||
const pending = game.pending;
|
||||
const ops = game.pendingNationOps;
|
||||
// The item the confirmation dialog is about (re-derived from the live list,
|
||||
// so if the queue changes while the dialog is open it tracks the current
|
||||
// item at that index — or the dialog closes if the index went out of range).
|
||||
@@ -325,6 +345,31 @@ export default function ActionPanel({
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
|
||||
{/* Pending nation ops proposed by the model — open to confirm or reject. */}
|
||||
{ops.length > 0 && (
|
||||
<button
|
||||
type="button"
|
||||
onClick={() => setOpDialogOpen(true)}
|
||||
disabled={busy}
|
||||
data-testid="nation-op-trigger"
|
||||
className="flex w-full items-center justify-between gap-2 rounded-lg border border-amber-500/30 bg-amber-500/10 p-2.5 text-sm hover:bg-amber-500/15"
|
||||
>
|
||||
<span className="flex items-center gap-2 font-medium text-amber-300">
|
||||
<PenLine className="size-4" />
|
||||
{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
|
||||
</span>
|
||||
<span className="text-xs text-amber-300/70">confirm or reject</span>
|
||||
</button>
|
||||
)}
|
||||
<NationOpDialog
|
||||
game={game}
|
||||
open={opDialogOpen}
|
||||
onOpenChange={setOpDialogOpen}
|
||||
opBusy={opBusy}
|
||||
onConfirm={onConfirmNationOp}
|
||||
onReject={onRejectNationOp}
|
||||
/>
|
||||
|
||||
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
|
||||
{queuedLabel}
|
||||
|
||||
@@ -0,0 +1,278 @@
|
||||
import { useState } from 'react';
|
||||
import { Check, ListChecks, Loader2, Sparkles } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
import StatBar from './StatBar';
|
||||
import { cn } from '@/lib/utils';
|
||||
import { EVENT_COLORS, RELATION_COLORS } from '@/lib/colors';
|
||||
import { relationFromScore, type TemplateMeta, type WorldDraft, type WorldNation } from '@shared/scenario';
|
||||
|
||||
interface Props {
|
||||
/** The era template the draft was generated from (name/year for the header). */
|
||||
template: TemplateMeta;
|
||||
/** The free-text description the user wrote (shown as the world's context). */
|
||||
description: string;
|
||||
/** The effective start year (template default or the user's override). */
|
||||
year: number;
|
||||
/** The step-1 draft world to review and finalize. */
|
||||
world: WorldDraft;
|
||||
/** The advisor's proposed checkpoints (all approved by default). */
|
||||
checkpoints: string[];
|
||||
/** A finalize (LLM) call is in flight — disables the controls. */
|
||||
busy?: boolean;
|
||||
/** Back to the scenario form (a fresh attempt — the form's state resets). */
|
||||
onBack: () => void;
|
||||
/** Step 2: finalize with the approved checkpoints + the chosen nation to lead. */
|
||||
onFinalize: (approvedCheckpoints: string[], playerNationId: string) => void;
|
||||
}
|
||||
|
||||
const STAT_BARS: Array<{ key: keyof WorldNation['stats']; label: string }> = [
|
||||
{ key: 'military', label: 'Military' },
|
||||
{ key: 'economy', label: 'Economy' },
|
||||
{ key: 'stability', label: 'Stability' },
|
||||
{ key: 'population', label: 'Population' },
|
||||
];
|
||||
|
||||
/**
|
||||
* "Create scenario" — step 2 of the dynamic path (v0.31, #52). Shows the
|
||||
* generated world (each nation's stats, territory country codes, and
|
||||
* relations; plus any backstory events) and the advisor's proposed
|
||||
* checkpoints as an approve/remove checklist (approved by default — the
|
||||
* approved ones bind the finalize step). The player then picks which nation
|
||||
* to lead (the nation cards mirror NationSelect's pick screen; the draft's
|
||||
* nations are not a static Preset, so they are rendered here directly) and
|
||||
* finalizes. On success the app navigates into the new game; on failure it
|
||||
* toasts and stays here with the current selections intact.
|
||||
*/
|
||||
export default function CheckpointReview({
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
world,
|
||||
checkpoints,
|
||||
busy = false,
|
||||
onBack,
|
||||
onFinalize,
|
||||
}: Props) {
|
||||
// Approve/remove per checkpoint (approved by default — the advisor's list is
|
||||
// a starting point the player prunes, not a form they fill in).
|
||||
const [approved, setApproved] = useState<boolean[]>(() => checkpoints.map(() => true));
|
||||
// The nation the player will lead (none until explicitly picked).
|
||||
const [selectedId, setSelectedId] = useState<string | null>(null);
|
||||
|
||||
const nameOf = (id: string) => world.nations.find((n) => n.id === id)?.name ?? id;
|
||||
const approvedCount = approved.filter(Boolean).length;
|
||||
const selected = selectedId ? world.nations.find((n) => n.id === selectedId) : undefined;
|
||||
|
||||
const toggle = (i: number) =>
|
||||
setApproved((prev) => prev.map((v, j) => (j === i ? !v : v)));
|
||||
|
||||
const finalize = () => {
|
||||
if (!selectedId) return;
|
||||
onFinalize(
|
||||
checkpoints.filter((_, i) => approved[i]),
|
||||
selectedId,
|
||||
);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-review">
|
||||
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
|
||||
← Back to form
|
||||
</Button>
|
||||
<div className="flex items-center gap-3">
|
||||
<h1 className="text-3xl font-bold tracking-tight">{template.name}</h1>
|
||||
<Badge variant="secondary" className="text-sm">
|
||||
{year}
|
||||
</Badge>
|
||||
</div>
|
||||
{description && (
|
||||
<p className="mt-2 max-w-3xl whitespace-pre-line text-sm leading-relaxed text-muted-foreground">
|
||||
{description}
|
||||
</p>
|
||||
)}
|
||||
|
||||
{/* --- The generated world --- */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">The generated world</h2>
|
||||
<div className="space-y-3">
|
||||
{world.nations.map((n) => (
|
||||
<div
|
||||
key={n.id}
|
||||
className="rounded-lg border border-border/60 bg-card/40 p-3"
|
||||
data-testid="draft-nation"
|
||||
data-nation-id={n.id}
|
||||
>
|
||||
<div className="flex flex-wrap items-center gap-2">
|
||||
<span className="font-medium">{n.name}</span>
|
||||
<Badge variant="secondary" className="text-xs capitalize">
|
||||
{n.type ?? 'major'}
|
||||
</Badge>
|
||||
{n.territory.length > 0 && (
|
||||
<span className="ml-auto text-xs text-muted-foreground">
|
||||
{n.territory.join(' · ')}
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
<div className="mt-2 grid gap-x-6 gap-y-1 sm:grid-cols-2">
|
||||
{STAT_BARS.map(({ key, label }) => (
|
||||
<StatBar key={key} label={label} value={n.stats[key]} />
|
||||
))}
|
||||
</div>
|
||||
{Object.keys(n.relations).length > 0 && (
|
||||
<div className="mt-2 flex flex-wrap gap-1.5">
|
||||
{Object.entries(n.relations).map(([otherId, score]) => {
|
||||
const status = relationFromScore(score);
|
||||
return (
|
||||
<span
|
||||
key={otherId}
|
||||
className="rounded-full border px-2 py-0.5 text-[11px] font-medium"
|
||||
style={{
|
||||
color: RELATION_COLORS[status],
|
||||
borderColor: `${RELATION_COLORS[status]}55`,
|
||||
}}
|
||||
>
|
||||
{nameOf(otherId)} {score > 0 ? `+${score}` : score}
|
||||
</span>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
|
||||
{(world.events ?? []).length > 0 && (
|
||||
<div className="rounded-lg border border-border/60 bg-card/40 p-3">
|
||||
<div className="mb-2 text-[11px] font-medium uppercase tracking-wide text-muted-foreground">
|
||||
Backstory
|
||||
</div>
|
||||
<ul className="space-y-2">
|
||||
{(world.events ?? []).map((e, i) => (
|
||||
<li key={i} className="flex items-start gap-2 text-sm" data-testid="draft-event">
|
||||
<span
|
||||
className="mt-1.5 inline-block size-2 shrink-0 rounded-full"
|
||||
style={{ background: EVENT_COLORS[e.type] }}
|
||||
aria-hidden
|
||||
/>
|
||||
<span className="min-w-0 flex-1">
|
||||
<span className="font-medium">{nameOf(e.nation)}:</span>{' '}
|
||||
{e.title} — {e.text}
|
||||
</span>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* --- Advisor checkpoints (approve / remove) --- */}
|
||||
<div className="mt-8 flex items-center gap-2">
|
||||
<ListChecks className="size-4 text-primary" />
|
||||
<h2 className="text-lg font-semibold">Advisor checkpoints</h2>
|
||||
<Badge variant="secondary" className="ml-auto text-xs tabular-nums">
|
||||
{approvedCount} of {checkpoints.length} approved
|
||||
</Badge>
|
||||
</div>
|
||||
<p className="mb-3 mt-1 text-sm leading-relaxed text-muted-foreground">
|
||||
The advisor’s opening read of this world’s live strategic threads. Keep the ones the final
|
||||
world should respect — removed checkpoints are dropped.
|
||||
</p>
|
||||
<ul className="space-y-1.5">
|
||||
{checkpoints.map((c, i) => (
|
||||
<li
|
||||
key={`${i}-${c}`}
|
||||
className={cn(
|
||||
'flex items-center gap-2 rounded-lg border p-2.5 text-sm',
|
||||
approved[i]
|
||||
? 'border-amber-500/30 bg-amber-500/10'
|
||||
: 'border-border/60 bg-card/30 text-muted-foreground',
|
||||
)}
|
||||
data-testid="checkpoint-item"
|
||||
data-approved={approved[i] ? 'true' : 'false'}
|
||||
>
|
||||
<span
|
||||
className={cn(
|
||||
'inline-flex size-4 shrink-0 items-center justify-center rounded-full border',
|
||||
approved[i] ? 'border-amber-500/50 bg-amber-500/20' : 'border-border',
|
||||
)}
|
||||
aria-hidden
|
||||
>
|
||||
{approved[i] && <Check className="size-3 text-amber-400" />}
|
||||
</span>
|
||||
<span className="min-w-0 flex-1 leading-snug">{c}</span>
|
||||
<Button
|
||||
variant={approved[i] ? 'ghost' : 'secondary'}
|
||||
size="sm"
|
||||
onClick={() => toggle(i)}
|
||||
disabled={busy}
|
||||
data-testid="checkpoint-toggle"
|
||||
>
|
||||
{approved[i] ? 'Remove' : 'Keep'}
|
||||
</Button>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
|
||||
{/* --- Choose your nation (cards mirror NationSelect's pick screen) --- */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">Choose your nation</h2>
|
||||
<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-3">
|
||||
{world.nations.map((n) => {
|
||||
const isSel = n.id === selectedId;
|
||||
return (
|
||||
<Card
|
||||
key={n.id}
|
||||
className={cn(
|
||||
'flex flex-col transition',
|
||||
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
|
||||
)}
|
||||
data-testid="scenario-nation-card"
|
||||
data-nation-id={n.id}
|
||||
data-selected={isSel ? 'true' : 'false'}
|
||||
>
|
||||
<CardHeader>
|
||||
<CardTitle className="flex items-center gap-2 text-base">
|
||||
{n.name}
|
||||
{isSel && <Check className="size-4 shrink-0 text-primary" />}
|
||||
</CardTitle>
|
||||
<CardDescription>
|
||||
{n.type ?? 'major'} · {n.territory.length} territory unit
|
||||
{n.territory.length === 1 ? '' : 's'} ({n.territory.join(', ')})
|
||||
</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="mt-auto space-y-1.5">
|
||||
{STAT_BARS.map(({ key, label }) => (
|
||||
<StatBar key={key} label={label} value={n.stats[key]} />
|
||||
))}
|
||||
<Button
|
||||
className="mt-3 w-full"
|
||||
variant={isSel ? 'default' : 'secondary'}
|
||||
onClick={() => setSelectedId(n.id)}
|
||||
disabled={busy}
|
||||
data-testid="scenario-lead-nation"
|
||||
>
|
||||
{isSel ? 'Leading' : `Play as ${n.name}`}
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* --- Finalize --- */}
|
||||
<div
|
||||
className="mt-8 flex flex-wrap items-center justify-between gap-3 rounded-xl border border-primary/30 bg-primary/5 p-3"
|
||||
data-testid="finalize-bar"
|
||||
>
|
||||
<span className="min-w-0 flex-1 text-sm text-muted-foreground">
|
||||
{selected
|
||||
? `Finalizing as ${selected.name} with ${approvedCount} of ${checkpoints.length} checkpoints approved.`
|
||||
: 'Pick the nation you will lead, then finalize the scenario.'}
|
||||
</span>
|
||||
<Button className="shrink-0" onClick={finalize} disabled={busy || !selected} data-testid="finalize-scenario">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
|
||||
{busy ? 'Finalizing…' : 'Finalize scenario'}
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,307 @@
|
||||
import { useState } from 'react';
|
||||
import { Check, Loader2, PenLine, X } from 'lucide-react';
|
||||
import { Button } from './ui/button';
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from './ui/dialog';
|
||||
import { Input } from './ui/input';
|
||||
import { Badge } from './ui/badge';
|
||||
import type { GameState } from '@shared/types';
|
||||
import type { NationOp, RenameOp } from '@shared/protocol';
|
||||
|
||||
interface Props {
|
||||
game: GameState;
|
||||
open: boolean;
|
||||
onOpenChange: (open: boolean) => void;
|
||||
/** A confirm/reject request is in flight — disable the per-op controls. */
|
||||
opBusy: boolean;
|
||||
/**
|
||||
* Apply a pending op: `edits.name` overrides a rename's target name (or the
|
||||
* merged name for a merge); `edits.playerPart` picks which new part the
|
||||
* player's nation becomes in a split (default 0).
|
||||
*/
|
||||
onConfirm: (index: number, edits?: { name?: string; playerPart?: number }) => void;
|
||||
/** Drop a pending op (reject / dismiss). */
|
||||
onReject: (index: number) => void;
|
||||
}
|
||||
|
||||
/** A short, display-safe description of a pending nation op. */
|
||||
function describeOp(op: NationOp, name: (ref: string) => string): string {
|
||||
if (op.kind === 'rename') return `Rename ${name(op.nationRef)} to “${op.to}”`;
|
||||
if (op.kind === 'split')
|
||||
return `Split ${name(op.nationRef)} into ${op.parts.length} nations (${op.parts
|
||||
.map((p) => p.name)
|
||||
.join(', ')})`;
|
||||
return `Merge ${op.nationRefs.map(name).join(' + ')} into “${op.into}”`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
|
||||
* and lets the player apply ("LLM proposes, player confirms") or drop each one:
|
||||
* a rename shows the proposed name in an editable field; a split lists the
|
||||
* proposed parts (with the number of regions each is assigned) and, when the
|
||||
* split parent is the player's own nation, radio buttons to pick which new
|
||||
* part the player leads; a merge shows the input nations (the survivor
|
||||
* highlighted) and an editable name for the merged state (default `into`).
|
||||
*/
|
||||
export default function NationOpDialog({
|
||||
game,
|
||||
open,
|
||||
onOpenChange,
|
||||
opBusy,
|
||||
onConfirm,
|
||||
onReject,
|
||||
}: Props) {
|
||||
const ops = game.pendingNationOps;
|
||||
const name = (ref: string) => game.nations[ref]?.name ?? ref;
|
||||
// Resolve a nation ref the way the server does (id first, then a unique
|
||||
// case-insensitive name; null when unknown/ambiguous) — UI hints only, the
|
||||
// server stays authoritative.
|
||||
const resolveRef = (ref: string): string | null => {
|
||||
const r = (ref ?? '').trim();
|
||||
if (!r) return null;
|
||||
if (game.nations[r]) return r;
|
||||
const matches = Object.values(game.nations).filter(
|
||||
(n) => n.name.trim().toLowerCase() === r.toLowerCase(),
|
||||
);
|
||||
return matches.length === 1 ? matches[0].id : null;
|
||||
};
|
||||
// The player's edits, keyed by pending-op index: the rename/merge target
|
||||
// name (an unset entry means "use the model's proposed name"), and which
|
||||
// split part the player succeeds to (preselected 0 — the radio is
|
||||
// "required" and always has a valid answer).
|
||||
const [edits, setEdits] = useState<Record<number, string>>({});
|
||||
const [playerParts, setPlayerParts] = useState<Record<number, number>>({});
|
||||
|
||||
return (
|
||||
<Dialog open={open} onOpenChange={onOpenChange}>
|
||||
<DialogContent className="max-w-lg" data-testid="nation-op-dialog">
|
||||
<DialogHeader>
|
||||
<DialogTitle>
|
||||
<span className="flex items-center gap-2">
|
||||
<PenLine className="size-4 text-primary" />
|
||||
Nation proposals
|
||||
</span>
|
||||
</DialogTitle>
|
||||
<DialogDescription>
|
||||
The model proposed changes to nations. Confirm to apply them (you can edit a
|
||||
name and choose your successor state in a split) or reject to leave the world
|
||||
as it is.
|
||||
</DialogDescription>
|
||||
</DialogHeader>
|
||||
|
||||
{ops.length === 0 ? (
|
||||
<p className="py-2 text-sm text-muted-foreground" data-testid="nation-op-empty">
|
||||
Nothing pending — the model hasn’t proposed any nation changes.
|
||||
</p>
|
||||
) : (
|
||||
<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
|
||||
{ops.map((op, i) => {
|
||||
const isRename = op.kind === 'rename';
|
||||
const isSplit = op.kind === 'split';
|
||||
const isMerge = op.kind === 'merge';
|
||||
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
|
||||
// Split: is the parent the player's own nation? (the successor radio
|
||||
// is offered only in that case — the engine ignores playerPart otherwise)
|
||||
const splitParentIsPlayer =
|
||||
isSplit && resolveRef((op as { nationRef: string }).nationRef) === game.playerNationId;
|
||||
const playerPart = playerParts[i] ?? 0;
|
||||
// Merge: the survivor (highlighted) and whether the proposal is
|
||||
// even valid (2+ distinct inputs; the survivor among them).
|
||||
const survivorId = isMerge ? resolveRef((op as { survivingRef: string }).survivingRef) : null;
|
||||
const inputIds = isMerge
|
||||
? new Set(
|
||||
(op as { nationRefs: string[] }).nationRefs
|
||||
.map(resolveRef)
|
||||
.filter((x): x is string => x !== null),
|
||||
)
|
||||
: new Set<string>();
|
||||
const mergeValid =
|
||||
!isMerge || (inputIds.size >= 2 && (survivorId !== null && inputIds.has(survivorId)));
|
||||
const mergeName = isMerge ? (edits[i] ?? (op as { into: string }).into).trim() : '';
|
||||
|
||||
const confirm = () => {
|
||||
if (isRename) onConfirm(i, finalName ? { name: finalName } : undefined);
|
||||
else if (isMerge) onConfirm(i, mergeName ? { name: mergeName } : undefined);
|
||||
else onConfirm(i, splitParentIsPlayer ? { playerPart } : undefined);
|
||||
};
|
||||
|
||||
return (
|
||||
<li
|
||||
key={`${i}-${op.kind}`}
|
||||
className="rounded-lg border border-border/70 bg-card/50 p-3"
|
||||
data-testid="nation-op-item"
|
||||
data-kind={op.kind}
|
||||
>
|
||||
<div className="mb-2 flex items-start gap-2">
|
||||
<Badge variant="secondary" className="shrink-0 text-[11px] capitalize">
|
||||
{op.kind}
|
||||
</Badge>
|
||||
<span className="min-w-0 flex-1 text-sm leading-snug">
|
||||
{describeOp(op, name)}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
{isRename ? (
|
||||
<div className="space-y-2.5">
|
||||
<Input
|
||||
value={edits[i] ?? (op as RenameOp).to}
|
||||
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
|
||||
placeholder="New name…"
|
||||
data-testid="nation-op-name-input"
|
||||
/>
|
||||
<div className="flex justify-end gap-2">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
onClick={() => onReject(i)}
|
||||
disabled={opBusy}
|
||||
className="text-muted-foreground hover:text-destructive"
|
||||
data-testid="nation-op-reject"
|
||||
>
|
||||
<X className="size-3.5" />
|
||||
Reject
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
onClick={confirm}
|
||||
disabled={opBusy}
|
||||
data-testid="nation-op-confirm"
|
||||
>
|
||||
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
|
||||
Confirm
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : isSplit ? (
|
||||
<div className="space-y-2.5">
|
||||
<div className="space-y-1">
|
||||
{(op as { parts: { name: string; territory?: string[] }[] }).parts.map((p, pi) => (
|
||||
<div
|
||||
key={pi}
|
||||
className="flex items-center gap-2 text-sm"
|
||||
data-testid="nation-op-part"
|
||||
data-part={pi}
|
||||
>
|
||||
{splitParentIsPlayer ? (
|
||||
<input
|
||||
type="radio"
|
||||
name={`player-part-${i}`}
|
||||
checked={playerPart === pi}
|
||||
onChange={() => setPlayerParts((prev) => ({ ...prev, [i]: pi }))}
|
||||
disabled={opBusy}
|
||||
className="size-3.5 shrink-0 accent-amber-400"
|
||||
aria-label={`Make ${p.name} the player's successor state`}
|
||||
data-testid="nation-op-player-part"
|
||||
/>
|
||||
) : (
|
||||
<span className="size-3.5 shrink-0" aria-hidden />
|
||||
)}
|
||||
<span className="min-w-0 flex-1 truncate">{p.name}</span>
|
||||
<span className="shrink-0 text-[11px] tabular-nums text-muted-foreground">
|
||||
{p.territory?.length ?? 0} region{(p.territory?.length ?? 0) === 1 ? '' : 's'}
|
||||
</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
{splitParentIsPlayer && (
|
||||
<p className="text-[11px] text-muted-foreground" data-testid="nation-op-split-hint">
|
||||
Choose which new state you will lead after the split.
|
||||
</p>
|
||||
)}
|
||||
{(op as { parts: unknown[] }).parts.length < 2 && (
|
||||
<p className="text-[11px] text-muted-foreground">
|
||||
This split names fewer than two parts — confirming will dismiss it
|
||||
without changing the world.
|
||||
</p>
|
||||
)}
|
||||
<div className="flex justify-end gap-2">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
onClick={() => onReject(i)}
|
||||
disabled={opBusy}
|
||||
className="text-muted-foreground hover:text-destructive"
|
||||
data-testid="nation-op-reject"
|
||||
>
|
||||
<X className="size-3.5" />
|
||||
Reject
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
onClick={confirm}
|
||||
disabled={opBusy}
|
||||
data-testid="nation-op-confirm"
|
||||
>
|
||||
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
|
||||
Confirm
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="space-y-2.5">
|
||||
<div className="flex flex-wrap gap-1.5">
|
||||
{(op as { nationRefs: string[] }).nationRefs.map((ref, ri) => {
|
||||
const isSurvivor = resolveRef(ref) === survivorId;
|
||||
return (
|
||||
<Badge
|
||||
key={ri}
|
||||
variant={isSurvivor ? 'default' : 'secondary'}
|
||||
className="text-[11px]"
|
||||
data-testid="nation-op-input"
|
||||
>
|
||||
{name(ref)}
|
||||
{isSurvivor ? ' (survivor)' : ''}
|
||||
</Badge>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
<Input
|
||||
value={edits[i] ?? (op as { into: string }).into}
|
||||
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
|
||||
placeholder="New name…"
|
||||
data-testid="nation-op-name-input"
|
||||
/>
|
||||
{!mergeValid && (
|
||||
<p className="text-[11px] text-muted-foreground">
|
||||
This merge is not valid as proposed — confirming will dismiss it
|
||||
without changing the world.
|
||||
</p>
|
||||
)}
|
||||
<div className="flex justify-end gap-2">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
onClick={() => onReject(i)}
|
||||
disabled={opBusy}
|
||||
className="text-muted-foreground hover:text-destructive"
|
||||
data-testid="nation-op-reject"
|
||||
>
|
||||
<X className="size-3.5" />
|
||||
Reject
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
onClick={confirm}
|
||||
disabled={opBusy}
|
||||
data-testid="nation-op-confirm"
|
||||
>
|
||||
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
|
||||
Confirm
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</li>
|
||||
);
|
||||
})}
|
||||
</ul>
|
||||
)}
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
);
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
import { useState } from 'react';
|
||||
import { Play, Trash2 } from 'lucide-react';
|
||||
import { Play, Sparkles, Trash2 } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
@@ -26,6 +26,12 @@ interface Props {
|
||||
onResume?: (id: string) => void;
|
||||
/** Delete a saved game by id (confirmed by a dialog in this component). */
|
||||
onDelete?: (id: string) => void;
|
||||
/**
|
||||
* (v0.31, #52) Open the "Create scenario" path (era template + description →
|
||||
* AI-generated world → checkpoint review → a normal game). Omitted = the
|
||||
* create-scenario card is hidden.
|
||||
*/
|
||||
onCreateScenario?: () => void;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -41,6 +47,7 @@ export default function PresetPicker({
|
||||
activeGameId,
|
||||
onResume,
|
||||
onDelete,
|
||||
onCreateScenario,
|
||||
}: Props) {
|
||||
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
|
||||
// The game awaiting a delete confirmation (null = dialog closed).
|
||||
@@ -83,6 +90,51 @@ export default function PresetPicker({
|
||||
)}
|
||||
|
||||
<div className="grid gap-5 sm:grid-cols-2 lg:grid-cols-3">
|
||||
{(
|
||||
onCreateScenario
|
||||
? [
|
||||
{
|
||||
// (v0.31, #52) The dynamic path, first in the grid: it is the
|
||||
// "any world you can describe" card, distinct from the static presets.
|
||||
id: 'create',
|
||||
title: 'Create scenario',
|
||||
summary:
|
||||
'Design your own world — pick an era, describe it, and the AI drafts the world and the advisor’s opening checkpoints for your review before you pick a nation to lead.',
|
||||
badge: 'custom world',
|
||||
},
|
||||
]
|
||||
: []
|
||||
).map((c) => (
|
||||
<Card
|
||||
key={c.id}
|
||||
className="flex flex-col border-primary/40 bg-primary/5 transition hover:ring-1 hover:ring-primary/50"
|
||||
data-testid="create-scenario-card"
|
||||
>
|
||||
<CardHeader>
|
||||
<div className="flex items-start justify-between gap-2">
|
||||
<CardTitle className="flex items-center gap-2 text-lg">
|
||||
<Sparkles className="size-4 shrink-0 text-primary" />
|
||||
{c.title}
|
||||
</CardTitle>
|
||||
<Badge variant="secondary" className="shrink-0 text-xs">
|
||||
{c.badge}
|
||||
</Badge>
|
||||
</div>
|
||||
<CardDescription className="text-sm leading-relaxed">{c.summary}</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="mt-auto">
|
||||
<Button
|
||||
variant="secondary"
|
||||
className="w-full"
|
||||
onClick={() => onCreateScenario?.()}
|
||||
disabled={loading}
|
||||
data-testid="create-scenario"
|
||||
>
|
||||
Create scenario
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
))}
|
||||
{presets.map((p) => (
|
||||
<Card
|
||||
key={p.id}
|
||||
|
||||
@@ -0,0 +1,197 @@
|
||||
import { useEffect, useState } from 'react';
|
||||
import { Loader2, Sparkles } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
import { Input } from './ui/input';
|
||||
import { Label } from './ui/label';
|
||||
import { Textarea } from './ui/textarea';
|
||||
import { cn } from '@/lib/utils';
|
||||
import { api } from '@/lib/api';
|
||||
import type { TemplateMeta } from '@shared/scenario';
|
||||
|
||||
interface Props {
|
||||
/** A generate (LLM) call is in flight — disables the form's controls. */
|
||||
busy?: boolean;
|
||||
onBack: () => void;
|
||||
/**
|
||||
* Step 1: design the draft world + checkpoint list. The form hands over the
|
||||
* selected template's full metadata (the review screen shows its name/year)
|
||||
* plus the description and the effective start year.
|
||||
*/
|
||||
onGenerate: (template: TemplateMeta, description: string, year: number) => void;
|
||||
}
|
||||
|
||||
/** The year input is an empty string ("use the template's default") or a number. */
|
||||
const YEAR_MIN = 1000;
|
||||
const YEAR_MAX = 3000;
|
||||
|
||||
/**
|
||||
* "Create scenario" — step 1 of the dynamic path (v0.31, #52). The user picks
|
||||
* one of the light era templates (a card each: name, default year, blurb),
|
||||
* writes a free-text description of the world they want, and may override the
|
||||
* start year (the field is pre-filled from the selected template; leaving it
|
||||
* empty keeps the template's default). "Generate world" posts the draft
|
||||
* request; on success the app moves to the checkpoint review screen, on
|
||||
* failure it toasts and stays here (the form's local state is preserved).
|
||||
*/
|
||||
export default function ScenarioForm({ busy = false, onBack, onGenerate }: Props) {
|
||||
const [templates, setTemplates] = useState<TemplateMeta[]>([]);
|
||||
const [templatesError, setTemplatesError] = useState<string | null>(null);
|
||||
const [selectedId, setSelectedId] = useState<string | null>(null);
|
||||
const [description, setDescription] = useState('');
|
||||
// Pre-filled from the selected template's default year (the user can edit).
|
||||
const [yearText, setYearText] = useState('');
|
||||
|
||||
// Load the era-template manifest on mount (the form is the only consumer).
|
||||
useEffect(() => {
|
||||
let alive = true;
|
||||
api
|
||||
.listScenarioTemplates()
|
||||
.then((r) => alive && setTemplates(r.templates))
|
||||
.catch((e: unknown) => alive && setTemplatesError(e instanceof Error ? e.message : String(e)));
|
||||
return () => {
|
||||
alive = false;
|
||||
};
|
||||
}, []);
|
||||
|
||||
const selected = templates.find((t) => t.id === selectedId) ?? null;
|
||||
const effectiveYear =
|
||||
yearText.trim() === '' ? NaN : Number.parseInt(yearText.trim(), 10);
|
||||
const yearValid =
|
||||
Number.isInteger(effectiveYear) && effectiveYear >= YEAR_MIN && effectiveYear <= YEAR_MAX;
|
||||
|
||||
const canGenerate = !busy && selected !== null && description.trim() !== '' && yearValid;
|
||||
|
||||
const selectTemplate = (t: TemplateMeta) => {
|
||||
setSelectedId(t.id);
|
||||
// Selecting an era pre-fills the year with that era's default (the user
|
||||
// can still edit it afterwards).
|
||||
setYearText(String(t.year));
|
||||
};
|
||||
|
||||
const generate = () => {
|
||||
if (!canGenerate || !selected) return;
|
||||
onGenerate(selected, description.trim(), effectiveYear);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-form">
|
||||
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
|
||||
← Back to scenarios
|
||||
</Button>
|
||||
<h1 className="text-3xl font-bold tracking-tight">Create a scenario</h1>
|
||||
<p className="mt-2 max-w-2xl text-sm leading-relaxed text-muted-foreground">
|
||||
Design your own world: pick an era, describe what should be true, and the AI will draft the
|
||||
world and an opening set of advisor checkpoints for your review. Nothing is saved until you
|
||||
finalize.
|
||||
</p>
|
||||
|
||||
{/* 1 — the era template (a card each). */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">
|
||||
1 · Pick an era <span className="font-normal text-muted-foreground">(required)</span>
|
||||
</h2>
|
||||
{templatesError ? (
|
||||
<p className="rounded-lg border border-destructive/40 bg-destructive/10 p-3 text-sm text-destructive">
|
||||
Could not load the era templates: {templatesError}
|
||||
</p>
|
||||
) : templates.length === 0 ? (
|
||||
<p className="rounded-lg border border-border/60 bg-card/40 p-3 text-sm text-muted-foreground">
|
||||
Loading era templates…
|
||||
</p>
|
||||
) : (
|
||||
<div className="grid gap-4 sm:grid-cols-3">
|
||||
{templates.map((t) => {
|
||||
const isSel = t.id === selectedId;
|
||||
return (
|
||||
<Card
|
||||
key={t.id}
|
||||
className={cn(
|
||||
'flex cursor-pointer flex-col transition',
|
||||
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
|
||||
)}
|
||||
data-testid="template-card"
|
||||
data-template-id={t.id}
|
||||
data-selected={isSel ? 'true' : 'false'}
|
||||
onClick={() => selectTemplate(t)}
|
||||
>
|
||||
<CardHeader>
|
||||
<div className="flex items-start justify-between gap-2">
|
||||
<CardTitle className="text-base">{t.name}</CardTitle>
|
||||
<Badge variant="secondary" className="shrink-0 text-xs">
|
||||
{t.year}
|
||||
</Badge>
|
||||
</div>
|
||||
<CardDescription className="text-sm leading-relaxed">
|
||||
{t.eraDescription}
|
||||
</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="mt-auto">
|
||||
<div
|
||||
className={cn(
|
||||
'flex items-center gap-2 text-xs',
|
||||
isSel ? 'font-medium text-primary' : 'text-muted-foreground',
|
||||
)}
|
||||
>
|
||||
<Sparkles className="size-3.5" />
|
||||
{isSel ? 'Selected' : 'Start from this era'}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* 2 — the description (+ optional year override). */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">
|
||||
2 · Describe your world <span className="font-normal text-muted-foreground">(required)</span>
|
||||
</h2>
|
||||
<div className="space-y-4 rounded-lg border border-border/60 bg-card/40 p-4">
|
||||
<Textarea
|
||||
value={description}
|
||||
onChange={(e) => setDescription(e.target.value)}
|
||||
placeholder="e.g. “A cold-war world where the space race decided the Cold War — two blocs orbit, and the arctic shipping lanes are the new flashpoint.”"
|
||||
rows={4}
|
||||
disabled={busy}
|
||||
data-testid="scenario-description"
|
||||
/>
|
||||
<div className="flex items-center gap-3">
|
||||
<Label htmlFor="scenario-year-input" className="shrink-0 text-sm">
|
||||
Start year
|
||||
</Label>
|
||||
<Input
|
||||
id="scenario-year-input"
|
||||
type="number"
|
||||
inputMode="numeric"
|
||||
value={yearText}
|
||||
onChange={(e) => setYearText(e.target.value)}
|
||||
placeholder={selected ? `default ${selected.year}` : 'pick an era first'}
|
||||
min={YEAR_MIN}
|
||||
max={YEAR_MAX}
|
||||
disabled={busy || !selected}
|
||||
className="w-32"
|
||||
data-testid="scenario-year"
|
||||
/>
|
||||
<span className="text-xs text-muted-foreground">
|
||||
{yearValid ? `The game begins on ${effectiveYear}-01-01.` : 'Leave empty for the era default, or use a year between 1000 and 3000.'}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Generate. */}
|
||||
<div className="mt-8">
|
||||
<Button className="h-11 w-full" onClick={generate} disabled={!canGenerate} data-testid="generate-scenario">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
|
||||
{busy ? 'Generating world…' : 'Generate world'}
|
||||
</Button>
|
||||
{busy && (
|
||||
<p className="mt-2 flex items-center justify-center gap-1.5 text-xs text-muted-foreground">
|
||||
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
|
||||
The world-builder is thinking — this can take a few seconds.
|
||||
</p>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
+367
-9
@@ -10,12 +10,14 @@ import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
|
||||
maplibregl.setWorkerUrl(workerUrl);
|
||||
import {
|
||||
mapFeatureOwner,
|
||||
MARKER_TYPE_INFO,
|
||||
nationColor,
|
||||
regionFillStyle,
|
||||
unownedTooltipLabel,
|
||||
type RegionMap,
|
||||
type RegionOwner,
|
||||
} from '@shared/protocol';
|
||||
import type { Nation } from '@shared/types';
|
||||
import { MARKER_TYPES, type MapMarker, type Nation, type RegionStats } from '@shared/types';
|
||||
import { cn } from '@/lib/utils';
|
||||
import { idToKey } from '@/lib/regions';
|
||||
|
||||
@@ -45,8 +47,16 @@ type GeoSource = maplibregl.GeoJSONSource;
|
||||
// looked black, and `styledata` was gated on fetching a remote document. An
|
||||
// inline object loads instantly, so `isStyleLoaded()` / `styledata` fire
|
||||
// immediately and the choropleth is guaranteed to paint. (The OFM `ne2sr`
|
||||
// raster has no vector tiles, so no glyphs endpoint is needed — we don't add
|
||||
// label layers; the choropleth provides the borders.)
|
||||
// raster has no vector tiles, so the basemap itself needs no label layers —
|
||||
// the choropleth provides the borders.)
|
||||
//
|
||||
// No `glyphs` URL: the map needs no MapLibre *text* rendering. The basemap is
|
||||
// raster (its labels are baked into the PNG tiles), and the LLM-placed map
|
||||
// markers (v0.27, #44) are drawn as canvas-generated icon images in a symbol
|
||||
// layer — fully self-contained, so they render offline and deterministically
|
||||
// without depending on any external font/glyph endpoint (the OpenFreeMap
|
||||
// `fonts/` path is a dead nginx 404, and the basemap's apparent labels come
|
||||
// from the raster, not from glyphs).
|
||||
const NE2SR_TILES = ['https://tiles.openfreemap.org/natural_earth/ne2sr/{z}/{x}/{y}.png'];
|
||||
|
||||
const INLINE_STYLE: maplibregl.StyleSpecification = {
|
||||
@@ -88,6 +98,8 @@ const PLAYER_LINE = 'player-line';
|
||||
const FLASH_LINE = 'flash-line';
|
||||
const HOVER_FILL = 'hover-fill';
|
||||
const HOVER_LINE = 'hover-line';
|
||||
const MARKERS_SOURCE = 'markers';
|
||||
const MARKER_SYMBOL = 'markers-symbol';
|
||||
|
||||
/** Sensible per-scenario initial camera: Europe for the WWII scenarios, wider for the global ones. */
|
||||
function cameraForPreset(presetId: string): { center: [number, number]; zoom: number } {
|
||||
@@ -195,6 +207,186 @@ function featuresByRegionKeys(
|
||||
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
|
||||
}
|
||||
|
||||
// --- Map markers (v0.27, #44) ------------------------------------------------
|
||||
//
|
||||
// The LLM places named point markers (cities, factories, armies, ports,
|
||||
// capitals, fleets, rocket sites, gatherings) anchored to a region key. The
|
||||
// engine positions each at its region's centroid (deterministic small offset)
|
||||
// and recomputes its owner from the region's current owner every turn. The
|
||||
// map renders them as a single top-most symbol layer: a per-type glyph
|
||||
// character in front of the name, per-type color, dark-theme halo.
|
||||
|
||||
/**
|
||||
* The GeoJSON behind the marker symbol layer: one Point per marker at
|
||||
* `[lon, lat]`, carrying the stable id, type, name, its type's glyph, and the
|
||||
* current owner's name + stable color (empty when the region is unowned).
|
||||
* Pure; the caller passes the current marker list + nations record, so a
|
||||
* renamed/removed owner is picked up on the next paint.
|
||||
*/
|
||||
function buildMarkersFC(markers: MapMarker[], nations: Record<string, Nation>): FeatureCollection {
|
||||
const features = markers.map((m) => {
|
||||
const owner = m.ownerNationId ? nations[m.ownerNationId] : undefined;
|
||||
return {
|
||||
type: 'Feature' as const,
|
||||
geometry: { type: 'Point' as const, coordinates: [m.lon, m.lat] as [number, number] },
|
||||
properties: {
|
||||
id: m.id,
|
||||
type: m.type,
|
||||
name: m.name,
|
||||
glyph: MARKER_TYPE_INFO[m.type]?.glyph ?? '',
|
||||
owner: owner?.name ?? '',
|
||||
ownerId: owner?.id ?? '',
|
||||
ownerColor: owner ? nationColor(owner.id) : '',
|
||||
},
|
||||
};
|
||||
});
|
||||
return { type: 'FeatureCollection', features };
|
||||
}
|
||||
|
||||
// Small canvas-path helpers for the marker icons (self-contained shapes — no
|
||||
// unicode/font dependency, so they render identically in any environment).
|
||||
function roundRectPath(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
x: number,
|
||||
y: number,
|
||||
w: number,
|
||||
h: number,
|
||||
r: number,
|
||||
): void {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x + r, y);
|
||||
ctx.lineTo(x + w - r, y);
|
||||
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
|
||||
ctx.lineTo(x + w, y + h - r);
|
||||
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
|
||||
ctx.lineTo(x + r, y + h);
|
||||
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
|
||||
ctx.lineTo(x, y + r);
|
||||
ctx.quadraticCurveTo(x, y, x + r, y);
|
||||
ctx.closePath();
|
||||
}
|
||||
|
||||
function starPath(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
cx: number,
|
||||
cy: number,
|
||||
spikes: number,
|
||||
outer: number,
|
||||
inner: number,
|
||||
): void {
|
||||
let rot = (Math.PI / 2) * -1;
|
||||
const step = Math.PI / spikes;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
|
||||
for (let i = 0; i < spikes; i++) {
|
||||
rot += step;
|
||||
ctx.lineTo(cx + Math.cos(rot) * inner, cy + Math.sin(rot) * inner);
|
||||
rot += step;
|
||||
ctx.lineTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
|
||||
}
|
||||
ctx.closePath();
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.27, #44) Draw one marker-type icon into an offscreen canvas: a distinct
|
||||
* shape per type, filled with the type's color from the shared
|
||||
* `MARKER_TYPE_INFO` contract, with a dark outline for legibility on any
|
||||
* choropleth fill. Added to the map as a named image and referenced by the
|
||||
* symbol layer's `icon-image` — a real symbol layer, per-type color + form,
|
||||
* with zero external font/glyph dependency.
|
||||
*/
|
||||
function drawMarkerIcon(type: MapMarker['type']): ImageData {
|
||||
const S = 44;
|
||||
const c = document.createElement('canvas');
|
||||
c.width = S;
|
||||
c.height = S;
|
||||
const ctx = c.getContext('2d')!;
|
||||
const cx = S / 2;
|
||||
const cy = S / 2;
|
||||
ctx.fillStyle = MARKER_TYPE_INFO[type]?.color ?? '#cbd5e1';
|
||||
ctx.strokeStyle = '#0b1220';
|
||||
ctx.lineWidth = 2.5;
|
||||
ctx.lineJoin = 'round';
|
||||
switch (type) {
|
||||
case 'city':
|
||||
ctx.beginPath();
|
||||
ctx.arc(cx, cy, S * 0.3, 0, Math.PI * 2);
|
||||
break;
|
||||
case 'factory': {
|
||||
const h = S * 0.5;
|
||||
roundRectPath(ctx, cx - h / 2, cy - h / 2, h, h, 5);
|
||||
break;
|
||||
}
|
||||
case 'army': {
|
||||
const r = S * 0.34;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(cx, cy - r);
|
||||
ctx.lineTo(cx + r, cy + r * 0.8);
|
||||
ctx.lineTo(cx - r, cy + r * 0.8);
|
||||
ctx.closePath();
|
||||
break;
|
||||
}
|
||||
case 'port': {
|
||||
const r = S * 0.36;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(cx, cy - r);
|
||||
ctx.lineTo(cx + r, cy);
|
||||
ctx.lineTo(cx, cy + r);
|
||||
ctx.lineTo(cx - r, cy);
|
||||
ctx.closePath();
|
||||
break;
|
||||
}
|
||||
case 'capital':
|
||||
starPath(ctx, cx, cy, 5, S * 0.36, S * 0.15);
|
||||
break;
|
||||
case 'fleet':
|
||||
case 'gathering':
|
||||
ctx.beginPath();
|
||||
ctx.arc(cx, cy, S * 0.32, 0, Math.PI * 2);
|
||||
break;
|
||||
case 'rocket': {
|
||||
const w = S * 0.14;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(cx, cy - S * 0.36);
|
||||
ctx.lineTo(cx + S * 0.22, cy - S * 0.04);
|
||||
ctx.lineTo(cx + w, cy - S * 0.04);
|
||||
ctx.lineTo(cx + w, cy + S * 0.34);
|
||||
ctx.lineTo(cx - w, cy + S * 0.34);
|
||||
ctx.lineTo(cx - w, cy - S * 0.04);
|
||||
ctx.lineTo(cx - S * 0.22, cy - S * 0.04);
|
||||
ctx.closePath();
|
||||
break;
|
||||
}
|
||||
}
|
||||
ctx.fill();
|
||||
ctx.stroke();
|
||||
// fleet and gathering share a circle base; an inner mark tells them apart
|
||||
// (fleet = a dark porthole dot, gathering = a white bullseye dot).
|
||||
if (type === 'fleet' || type === 'gathering') {
|
||||
ctx.beginPath();
|
||||
ctx.arc(cx, cy, S * 0.13, 0, Math.PI * 2);
|
||||
ctx.fillStyle = type === 'fleet' ? '#0b1220' : '#ffffff';
|
||||
ctx.fill();
|
||||
}
|
||||
// Hand MapLibre the raw pixels (an untainted canvas, so getImageData is safe)
|
||||
// rather than the canvas element — `addImage` accepts ImageData directly.
|
||||
return ctx.getImageData(0, 0, S, S);
|
||||
}
|
||||
|
||||
/** The hover tooltip for a marker: its type label + name, then the owner chip. */
|
||||
function markerTooltipHtml(
|
||||
type: string,
|
||||
name: string,
|
||||
owner: string,
|
||||
ownerColor: string,
|
||||
): string {
|
||||
const label = MARKER_TYPE_INFO[type as MapMarker['type']]?.label ?? 'Marker';
|
||||
const ownerLine = owner
|
||||
? `<div class="hm-popup-owner"><span class="hm-chip" style="background:${ownerColor}"></span>${esc(owner)}</div>`
|
||||
: '<div class="hm-popup-sub">No owner</div>';
|
||||
return `<div class="hm-popup"><div class="hm-popup-title">${esc(label)}: ${esc(name)}</div>${ownerLine}</div>`;
|
||||
}
|
||||
|
||||
const esc = (s: string) =>
|
||||
s.replace(/[&<>"']/g, (c) => ({ '&': '&', '<': '<', '>': '>', '"': '"', "'": ''' }[c] as string));
|
||||
|
||||
@@ -218,11 +410,29 @@ function hoverHtml(
|
||||
region?: RegionOwner,
|
||||
nation?: Nation,
|
||||
noMansLand = false,
|
||||
regionKey?: string,
|
||||
regionStats?: Record<string, RegionStats>,
|
||||
): string {
|
||||
if (!region || !nation) {
|
||||
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`;
|
||||
}
|
||||
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
|
||||
// (v0.29, #46 PR 2) The region's OWN per-region stats (not the nation's
|
||||
// derived aggregate), looked up by region key. When the region has no stats
|
||||
// entry (defensive — an owned region should always have one) every stat
|
||||
// shows a placeholder dash. The dossier (NationPanel) still shows the
|
||||
// nation's derived stats, so this tooltip is the one place a single region's
|
||||
// numbers are visible on the map.
|
||||
const rs = regionKey ? regionStats?.[regionKey] : undefined;
|
||||
const row = (label: string, v?: number): string =>
|
||||
rs == null
|
||||
? `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">–</span></div>`
|
||||
: statRow(label, v);
|
||||
const stats = [
|
||||
row('Mil', rs?.military),
|
||||
row('Eco', rs?.economy),
|
||||
row('Stab', rs?.stability),
|
||||
row('Pop', rs?.population),
|
||||
].join('');
|
||||
return `<div class="hm-popup">
|
||||
<div class="hm-popup-title">${esc(subRegionName || region.owner)}</div>
|
||||
<div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
|
||||
@@ -254,6 +464,21 @@ interface Props {
|
||||
* component doc for the full behavior.
|
||||
*/
|
||||
onFocusNation?: (id: string, info?: { name?: string }) => void;
|
||||
/**
|
||||
* (v0.27, #44) The game's named map markers (`GameState.markers`): the LLM
|
||||
* places/removes them over time, the engine positions each at its region's
|
||||
* centroid and keeps its owner in sync with the region's owner. Rendered as
|
||||
* a top-most symbol layer (per-type glyph + name, per-type color).
|
||||
*/
|
||||
markers?: MapMarker[];
|
||||
/**
|
||||
* (v0.29, #46 PR 2) The game's per-region stats (`GameState.regionStats`,
|
||||
* keyed by region key). Used only by the hover tooltip to show a single
|
||||
* region's own four 0–100 stats (a region with no entry shows placeholders).
|
||||
* The dossier (NationPanel) is unaffected — it keeps the nation's derived
|
||||
* stats.
|
||||
*/
|
||||
regionStats?: Record<string, RegionStats>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -286,6 +511,18 @@ interface Props {
|
||||
* a plain "No owner" sub-line. The colors/labels come from the shared
|
||||
* `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol.
|
||||
*
|
||||
* (v0.27, #44) LLM-placed **map markers** (`markers` prop = `GameState.markers`)
|
||||
* render on a top-most symbol layer: each is its type's canvas-generated icon
|
||||
* (a distinct shape, per-type color from the shared `MARKER_TYPE_INFO`
|
||||
* contract, dark-outlined) at the engine-derived position (region centroid +
|
||||
* small deterministic offset). The icons are drawn into named map images
|
||||
* (`marker-<type>`), so there is no external font/glyph dependency and markers
|
||||
* render offline and deterministically. Hovering a marker shows a tooltip
|
||||
* (type label + name + owner chip); clicking one switches the dossier to the
|
||||
* owning nation (no-op when the marker's region is unowned). The region
|
||||
* hover/click handlers detect a marker under the cursor (MapLibre layer events
|
||||
* have no propagation) and act on the marker's data.
|
||||
*
|
||||
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
|
||||
* — no floating control and no external API.
|
||||
*/
|
||||
@@ -297,6 +534,8 @@ export default function WorldMap({
|
||||
className,
|
||||
unowned,
|
||||
onFocusNation,
|
||||
markers,
|
||||
regionStats,
|
||||
}: Props) {
|
||||
const containerRef = useRef<HTMLDivElement>(null);
|
||||
const mapRef = useRef<maplibregl.Map | null>(null);
|
||||
@@ -311,12 +550,17 @@ export default function WorldMap({
|
||||
const presetRef = useRef(presetId);
|
||||
const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
|
||||
const onFocusNationRef = useRef(onFocusNation);
|
||||
const markersRef = useRef<MapMarker[]>(markers ?? []);
|
||||
// (v0.29, #46 PR 2) latest per-region stats, for the hover tooltip.
|
||||
const regionStatsRef = useRef<Record<string, RegionStats>>(regionStats ?? {});
|
||||
regionsRef.current = regions;
|
||||
nationsRef.current = nations;
|
||||
playerRef.current = playerNationId;
|
||||
presetRef.current = presetId;
|
||||
unownedRef.current = new Set(unowned ?? []);
|
||||
onFocusNationRef.current = onFocusNation;
|
||||
markersRef.current = markers ?? [];
|
||||
regionStatsRef.current = regionStats ?? {};
|
||||
|
||||
// Diffing state for the transient territory-change flash (owned by this component
|
||||
// so a resync with identical data never re-flashes).
|
||||
@@ -424,6 +668,39 @@ export default function WorldMap({
|
||||
const onHover = (e: maplibregl.MapLayerMouseEvent) => {
|
||||
const f = e.features?.[0];
|
||||
if (!f) return;
|
||||
// (v0.27, #44) A marker rendered on top of this region wins the hover.
|
||||
// The region polygon is always beneath a marker, so this FILL_LAYER
|
||||
// delegate fires in both cases; if a marker icon is under the cursor,
|
||||
// show the marker's tooltip (name + type + owner) instead of the
|
||||
// region's. `e.point` is the cursor's pixel position, so querying the
|
||||
// marker layer there tests the icon's (small) hit area, not the whole
|
||||
// region.
|
||||
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
|
||||
if (markerHits.length > 0) {
|
||||
const mp = (markerHits[0].properties ?? {}) as {
|
||||
type?: string;
|
||||
name?: string;
|
||||
owner?: string;
|
||||
ownerColor?: string;
|
||||
};
|
||||
hoverPopup
|
||||
.setLngLat(e.lngLat)
|
||||
.setHTML(
|
||||
markerTooltipHtml(
|
||||
typeof mp.type === 'string' ? mp.type : '',
|
||||
typeof mp.name === 'string' ? mp.name : '',
|
||||
typeof mp.owner === 'string' ? mp.owner : '',
|
||||
typeof mp.ownerColor === 'string' ? mp.ownerColor : '',
|
||||
),
|
||||
)
|
||||
.addTo(map);
|
||||
map.getCanvas().style.cursor = 'pointer';
|
||||
// A marker has no region outline to highlight; clear the previous one
|
||||
// (and reset lastHoverId so moving back onto a region re-triggers it).
|
||||
lastHoverId = null;
|
||||
(map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(emptyFC());
|
||||
return;
|
||||
}
|
||||
const p = f.properties as { name?: string; regionId?: string };
|
||||
const subId = typeof p?.regionId === 'string' ? p.regionId : '';
|
||||
if (subId && subId !== lastHoverId) {
|
||||
@@ -442,11 +719,11 @@ export default function WorldMap({
|
||||
// (v0.22, #16 P3) whether this region is no man's land (released
|
||||
// mid-game), so the ownerless tooltip can say so.
|
||||
const pKey = f.properties?.regionKey;
|
||||
const noMansLand =
|
||||
!region && typeof pKey === 'string' && pKey !== '' && unownedRef.current.has(pKey);
|
||||
const keyStr = typeof pKey === 'string' && pKey !== '' ? pKey : undefined;
|
||||
const noMansLand = !region && keyStr !== undefined && unownedRef.current.has(keyStr);
|
||||
hoverPopup
|
||||
.setLngLat(e.lngLat)
|
||||
.setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand))
|
||||
.setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand, keyStr, regionStatsRef.current))
|
||||
.addTo(map);
|
||||
map.getCanvas().style.cursor = 'pointer';
|
||||
};
|
||||
@@ -466,6 +743,19 @@ export default function WorldMap({
|
||||
const onClick = (e: maplibregl.MapLayerMouseEvent) => {
|
||||
const f = e.features?.[0];
|
||||
if (!f) return;
|
||||
// (v0.27, #44) A marker under the cursor: focus its owning nation
|
||||
// (identical to its region's owner — the engine keeps a marker's owner in
|
||||
// sync with the region) and carry the marker's name into the dossier.
|
||||
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
|
||||
if (markerHits.length > 0) {
|
||||
const mp = (markerHits[0].properties ?? {}) as { ownerId?: string; name?: string };
|
||||
const owner = typeof mp.ownerId === 'string' ? mp.ownerId : '';
|
||||
if (owner) {
|
||||
const info = typeof mp.name === 'string' ? { name: mp.name } : undefined;
|
||||
onFocusNationRef.current?.(owner, info);
|
||||
}
|
||||
return;
|
||||
}
|
||||
const region = mapFeatureOwner(regionsRef.current, f);
|
||||
if (!region?.ownerId) return;
|
||||
// Carry the clicked sub-region's name so the dossier can show which region
|
||||
@@ -497,6 +787,9 @@ export default function WorldMap({
|
||||
if (!map.getSource(FLASH_SOURCE)) {
|
||||
map.addSource(FLASH_SOURCE, { type: 'geojson', data: emptyFC() });
|
||||
}
|
||||
if (!map.getSource(MARKERS_SOURCE)) {
|
||||
map.addSource(MARKERS_SOURCE, { type: 'geojson', data: emptyFC() });
|
||||
}
|
||||
};
|
||||
|
||||
// Stamp ownership + colors onto the regions source (no-op until both the
|
||||
@@ -509,6 +802,26 @@ export default function WorldMap({
|
||||
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current));
|
||||
};
|
||||
|
||||
// Stamp the current markers onto the marker source (v0.27, #44).
|
||||
const paintMarkers = () => {
|
||||
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
|
||||
if (!src) return;
|
||||
src.setData(buildMarkersFC(markersRef.current, nationsRef.current));
|
||||
};
|
||||
|
||||
// Register the eight canvas-generated marker-type icon images (v0.27, #44).
|
||||
// Images are cleared on a style (re)load, so this is (re)run from
|
||||
// `ensureLayers` (which fires on every `styledata`). Self-contained — no
|
||||
// external font/glyph endpoint — so markers render offline and
|
||||
// deterministically.
|
||||
const ensureMarkerImages = async () => {
|
||||
for (const type of MARKER_TYPES) {
|
||||
const id = `marker-${type}`;
|
||||
if (map.getImage(id)) continue;
|
||||
await map.addImage(id, drawMarkerIcon(type));
|
||||
}
|
||||
};
|
||||
|
||||
const ensureLayers = async () => {
|
||||
if (cancelled) return;
|
||||
ensureSources();
|
||||
@@ -528,6 +841,7 @@ export default function WorldMap({
|
||||
}
|
||||
if (cancelled) return;
|
||||
paintRegions();
|
||||
paintMarkers();
|
||||
if (!map.getLayer(FILL_LAYER)) {
|
||||
// The choropleth is the star: a high opacity so the vivid per-nation
|
||||
// colors read clearly even on the dark background / over the terrain.
|
||||
@@ -554,8 +868,9 @@ export default function WorldMap({
|
||||
}
|
||||
// NOTE: layers are added in bottom→top order (each appends on top). The
|
||||
// stack is: fill, base borders, player border, territory-change flash,
|
||||
// hover brighten, hover outline. Do not use a `beforeId` here — it throws
|
||||
// if that layer does not exist yet on a fresh style load.
|
||||
// hover brighten, hover outline, and (top-most) the LLM-placed map
|
||||
// markers' symbol layer (v0.27, #44). Do not use a `beforeId` here — it
|
||||
// throws if that layer does not exist yet on a fresh style load.
|
||||
if (!map.getLayer(PLAYER_LINE)) {
|
||||
map.addLayer({
|
||||
id: PLAYER_LINE,
|
||||
@@ -589,6 +904,36 @@ export default function WorldMap({
|
||||
paint: { 'line-color': '#ffffff', 'line-width': 1.6, 'line-opacity': 0.9 },
|
||||
});
|
||||
}
|
||||
// (v0.27, #44) The LLM-placed map markers: a top-most symbol layer.
|
||||
// Each marker renders its type's canvas-generated icon (a distinct shape,
|
||||
// per-type color from the shared MARKER_TYPE_INFO contract) with a dark
|
||||
// outline for legibility on any choropleth fill. The icon images are
|
||||
// self-contained (no external font/glyph endpoint), so markers render
|
||||
// offline and deterministically. `icon-image` is `marker-<type>`, the
|
||||
// named canvas images registered by `ensureMarkerImages` above.
|
||||
await ensureMarkerImages();
|
||||
if (!map.getLayer(MARKER_SYMBOL)) {
|
||||
map.addLayer({
|
||||
id: MARKER_SYMBOL,
|
||||
type: 'symbol',
|
||||
source: MARKERS_SOURCE,
|
||||
layout: {
|
||||
'icon-image': ['concat', 'marker-', ['get', 'type']],
|
||||
'icon-size': 0.8,
|
||||
'icon-allow-overlap': true,
|
||||
'icon-ignore-placement': true,
|
||||
},
|
||||
});
|
||||
}
|
||||
// Marker interactions: the markers sit above the choropleth, but they
|
||||
// deliberately share the region (FILL_LAYER) handlers registered below.
|
||||
// MapLibre layer-scoped events are independent per-layer delegates (no
|
||||
// propagation, no stopPropagation), so a marker-on-region would fire
|
||||
// both a marker and a region handler. Instead the region handlers detect
|
||||
// a marker under the cursor (see onHover/onClick) and act on the
|
||||
// marker's data; clicking a marker focuses its owning nation via the
|
||||
// same path as clicking its region (the marker's owner == its region's
|
||||
// owner).
|
||||
map.off('mousemove', FILL_LAYER, onHover);
|
||||
map.off('mouseout', FILL_LAYER, onHoverOut);
|
||||
map.off('click', FILL_LAYER, onClick);
|
||||
@@ -646,6 +991,19 @@ export default function WorldMap({
|
||||
}
|
||||
}, [regions, playerNationId, unowned]);
|
||||
|
||||
// (v0.27, #44) Repaint the marker symbol layer whenever the marker list
|
||||
// changes (a turn placed/removed markers) or the nations record changes
|
||||
// (a confirmed rename/merge changes an owner's display name). No-op until
|
||||
// the map + source exist (the mount effect's ensureLayers applies the
|
||||
// current data once the layer structure is in place).
|
||||
useEffect(() => {
|
||||
const map = mapRef.current;
|
||||
if (!map) return;
|
||||
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
|
||||
if (!src) return;
|
||||
src.setData(buildMarkersFC(markers ?? [], nations));
|
||||
}, [markers, nations]);
|
||||
|
||||
// Full-viewport, edge-to-edge background layer. `position: fixed` is set
|
||||
// inline because MapLibre's own stylesheet sets `.maplibregl-map` to
|
||||
// `position: relative`, which would otherwise win over a Tailwind class.
|
||||
|
||||
@@ -6,12 +6,21 @@ import type {
|
||||
AddActionResponse,
|
||||
AddDiplomacyResponse,
|
||||
AdvisorResponse,
|
||||
ConfirmNationOpResponse,
|
||||
CreateGameResponse,
|
||||
DeleteGameResponse,
|
||||
GameSummary,
|
||||
RejectNationOpResponse,
|
||||
RemoveQueueItemResponse,
|
||||
TurnResponse,
|
||||
} from '@shared/protocol';
|
||||
import type {
|
||||
ScenarioCommitRequest,
|
||||
ScenarioCommitResponse,
|
||||
ScenarioDraftRequest,
|
||||
ScenarioDraftResponse,
|
||||
TemplateMeta,
|
||||
} from '@shared/scenario';
|
||||
|
||||
async function req<T>(path: string, init?: RequestInit): Promise<T> {
|
||||
const res = await fetch(path, {
|
||||
@@ -60,6 +69,24 @@ export const api = {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// (v0.23, #16 P4a; v0.24, #16 P4b) Confirm a pending nation-op proposal by
|
||||
// its index in `game.pendingNationOps`: a rename takes effect (`edits.name`
|
||||
// overrides the proposed name), a split partitions the nation's territory
|
||||
// (`edits.playerPart` picks which part the player leads, default 0), and a
|
||||
// merge folds its inputs into the survivor (`edits.name` overrides the
|
||||
// merged name). Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
confirmNationOp: (id: string, index: number, edits?: { name?: string; playerPart?: number }) =>
|
||||
req<ConfirmNationOpResponse>(`/api/games/${id}/nation-op/confirm`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index, ...(edits ? { edits } : {}) }),
|
||||
}),
|
||||
// (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by index,
|
||||
// without applying it. Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
rejectNationOp: (id: string, index: number) =>
|
||||
req<RejectNationOpResponse>(`/api/games/${id}/nation-op/reject`, {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// Commit the whole pending round (or an empty one) in a single LLM turn.
|
||||
jump: (id: string) =>
|
||||
req<TurnResponse>(`/api/games/${id}/jump`, {
|
||||
@@ -75,4 +102,24 @@ export const api = {
|
||||
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
|
||||
`/api/games/${id}/map`,
|
||||
),
|
||||
// --- Dynamic scenario generation (v0.31, #52) ---------------------------
|
||||
// The additive "Create scenario" path: a two-step LLM flow (design a draft
|
||||
// world + checkpoint list, then finalize it into a saved, playable game).
|
||||
// The era-template manifest for the form's cards (id / name / year / blurb).
|
||||
listScenarioTemplates: () => req<{ templates: TemplateMeta[] }>('/api/scenarios/templates'),
|
||||
// Step 1: design a draft world + an advisor checkpoint list from an era
|
||||
// template + a free-text description. An LLM call — can be slow; a 502
|
||||
// means the model is down or returned nothing usable (the caller toasts).
|
||||
draftScenario: (body: ScenarioDraftRequest) =>
|
||||
req<ScenarioDraftResponse>('/api/scenarios/draft', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(body),
|
||||
}),
|
||||
// Step 2: finalize the approved draft (constrained to the approved
|
||||
// checkpoints) into a new, playable game and save it. Returns the id.
|
||||
commitScenario: (body: ScenarioCommitRequest) =>
|
||||
req<ScenarioCommitResponse>('/api/scenarios/commit', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(body),
|
||||
}),
|
||||
};
|
||||
|
||||
@@ -26,6 +26,9 @@ export const OUTCOME_COLORS: Record<EventOutcome, string> = {
|
||||
failure: '#ef4444',
|
||||
partial: '#f59e0b',
|
||||
neutral: '#94a3b8',
|
||||
// (v0.30, #50) engine-emitted "invasion repelled" — a muted, darker red so it
|
||||
// reads as a defensive failure distinct from a bright outright `failure`.
|
||||
repelled: '#9f1239',
|
||||
};
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user