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

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

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

Fixes #52
2026-10-15 09:37:31 +00:00
kamilkrzywda 5d194636d0 Merge pull request 'feat(#50): make the four 0-100 stats consequential (v0.30.0)' (#51) from feat/50-stats-consequential into master
CI / build + unit + e2e (push) Successful in 2m10s
2026-10-15 10:26:45 +02:00
kamilkrzywda a93ece9474 feat(#50): make the four 0-100 stats consequential
CI / build + unit + e2e (pull_request) Successful in 2m8s
- Add a hard military conquest gate (canConquer, CONQUEST_MILITARY_MARGIN=15)
  enforced in applyTurnResult: a contested invasion is repelled when the
  attacker's military is more than 15 below the defender's; re-claims of
  unowned regions are never gated. Emits a new 'repelled' event.
- Document the soft levers in the system prompt: stability<30 + gathering
  marker -> non-military takeover; economy growth/decay drives other stats.
- Emit bounded frontierMilitary (per-neighbour balance) and takeoverRisks
  hints in the user payload (only when present).
- repelled outcome color (#9f1239); full unit test coverage; stub untouched.
- Bump to v0.30.0.

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

Fixes #46 (PR 2 of 2)
2026-10-15 01:06:53 +00:00
29 changed files with 3825 additions and 42 deletions
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All notable changes to **History** are listed here, newest first. All notable changes to **History** are listed here, newest first.
## 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 ## 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). - **#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`).** - **Data build (`scripts/`, turf-`.mjs` only; never imported by `.ts`).**
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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();
}
});
});
+1 -1
View File
@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.28.0", "version": "0.31.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).", "description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
+20
View File
@@ -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."
}
]
+17
View File
@@ -0,0 +1,17 @@
{
"id": "near-future",
"name": "Near Future",
"year": 2035,
"eraDescription": "A near-future world: autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances as the great powers reach for the next horizon.",
"suggestedPowers": [
{ "name": "North American Union", "region": "USA", "note": "The industrial-technological core of the West." },
{ "name": "Chinese Federation", "region": "CHN", "note": "The integrated superpower of the Pacific." },
{ "name": "European Confederation", "region": "FRA", "note": "The united European bloc." },
{ "name": "Russian Union", "region": "RUS", "note": "The resource frontier state." }
],
"tensions": [
"Autonomous weapons and the new arms race",
"Climate migration and resource wars",
"The contest for space and orbital dominance"
]
}
+17
View File
@@ -0,0 +1,17 @@
{
"id": "present",
"name": "Present Day",
"year": 2026,
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, artificial intelligence, and great-power rivalry shape every decision the leaders of the age must make.",
"suggestedPowers": [
{ "name": "United States", "region": "USA", "note": "The military-technological leader of the Western bloc." },
{ "name": "People's Republic of China", "region": "CHN", "note": "The industrial giant pressing on the Western Pacific." },
{ "name": "Russian Federation", "region": "RUS", "note": "A resource-rich power testing its neighbors' resolve." },
{ "name": "European Union", "region": "FRA", "note": "A large, internally divided economic bloc." }
],
"tensions": [
"US–China tech and trade rivalry",
"The war in Europe and the eastern flank",
"AI and cyber dominance"
]
}
+17
View File
@@ -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"
]
}
+561 -11
View File
@@ -1,8 +1,18 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import type { GameState, MarkerType, Nation, NationStats, Preset, RegionStats, RoundItem } from '../shared/types'; import type { GameState, MarkerType, Nation, NationStats, Preset, RegionStats, RoundItem } from '../shared/types';
import { makeEvent, markerId, MAX_MARKERS, seedRegionStats, type MarkerSpec, type NationOp, type TurnResult } from '../shared/protocol'; import {
CONQUEST_MILITARY_MARGIN,
makeEvent,
markerId,
MAX_MARKERS,
seedRegionStats,
type MarkerInfo,
type MarkerSpec,
type NationOp,
type TurnResult,
} from '../shared/protocol';
import type { LlmClient, ToolDefinition, WireMessage } from './llm'; import type { LlmClient, ToolDefinition, WireMessage } from './llm';
import { makeStubLlmClient } from './stub'; import { deterministicTurn, makeStubLlmClient } from './stub';
import { import {
applyNationOp, applyNationOp,
applyTurnResult, applyTurnResult,
@@ -20,9 +30,11 @@ import {
rejectNationOp, rejectNationOp,
removeRoundItem, removeRoundItem,
resolveNationRef, resolveNationRef,
resolveRegionKey,
runTurn, runTurn,
validateMarkerOps, validateMarkerOps,
validateNationOps, validateNationOps,
validateRegionChanges,
validateTurnResult, validateTurnResult,
} from './engine'; } from './engine';
@@ -548,6 +560,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [{ nation: 'de', type: 'political', title: 'Reunification', text: 'The nation is renamed.', outcome: 'success' }], events: [{ nation: 'de', type: 'political', title: 'Reunification', text: 'The nation is renamed.', outcome: 'success' }],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -568,6 +581,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -586,6 +600,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1042,6 +1057,7 @@ describe('applyTurnResult', () => {
date: '1939-09-03', date: '1939-09-03',
events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'success' }], events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'success' }],
stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 99 }], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 99 }],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1058,6 +1074,7 @@ describe('applyTurnResult', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1078,6 +1095,7 @@ describe('applyTurnResult', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
// 'wales-bbbb' is a real key (owned by uk in the fixture); 'not-a-region-xyz' // 'wales-bbbb' is a real key (owned by uk in the fixture); 'not-a-region-xyz'
// is not a real key at all. Both are proposed as a gain by DE. // is not a real key at all. Both are proposed as a gain by DE.
@@ -1102,6 +1120,7 @@ describe('applyTurnResult', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
// 'wales-bbbb' has a sole previous owner (uk) -> it transfers; 'POL' is // 'wales-bbbb' has a sole previous owner (uk) -> it transfers; 'POL' is
// owned by no one -> a re-claim (v0.22, #16 P3): DE gains it. It was never // owned by no one -> a re-claim (v0.22, #16 P3): DE gains it. It was never
@@ -1123,6 +1142,7 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
unowned: [], unowned: [],
nationOps: [], markers: { add: [], remove: [] }, nationOps: [], markers: { add: [], remove: [] },
@@ -1211,6 +1231,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1329,7 +1350,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
it('a lone release is meaningful (it survives the retry/nudge path)', () => { it('a lone release is meaningful (it survives the retry/nudge path)', () => {
expect( expect(
isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [], markers: { add: [], remove: [] } }), isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [], markers: { add: [], remove: [] } }),
).toBe(true); ).toBe(true);
}); });
@@ -1636,9 +1657,9 @@ describe('buildSystemPrompt (tool mode, v0.21 #16 P2)', () => {
describe('isMeaningful', () => { describe('isMeaningful', () => {
it('is true with an event, false when everything is empty', () => { it('is true with an event, false when everything is empty', () => {
expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(true); expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(true); expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(false); expect(isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(false);
}); });
it('(v0.23 #16 P4a) a turn that only proposes a nation-op is meaningful (it survives the retry/nudge path)', () => { it('(v0.23 #16 P4a) a turn that only proposes a nation-op is meaningful (it survives the retry/nudge path)', () => {
@@ -1647,6 +1668,7 @@ describe('isMeaningful', () => {
date: 'x', date: 'x',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1661,6 +1683,7 @@ describe('isMeaningful', () => {
date: 'x', date: 'x',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1688,6 +1711,7 @@ describe('markers (point placement, v0.27 #44)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1715,13 +1739,13 @@ describe('markers (point placement, v0.27 #44)', () => {
state.nations.uk.territory = ['moselle-rygy']; state.nations.uk.territory = ['moselle-rygy'];
const add = [mk('city', 'Strasbourg', 'moselle-rygy')]; const add = [mk('city', 'Strasbourg', 'moselle-rygy')];
const first = applyTurnResult(state, { const first = applyTurnResult(state, {
date: '1939-09-03', events: [], stateChanges: [], relations: [], territoryChanges: [], date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: [], nationOps: [], markers: { add, remove: [] }, unowned: [], nationOps: [], markers: { add, remove: [] },
}, undefined, centroidOf); }, undefined, centroidOf);
expect(first.markers).toHaveLength(1); expect(first.markers).toHaveLength(1);
// a second turn proposes the exact same marker again // a second turn proposes the exact same marker again
const second = applyTurnResult(first, { const second = applyTurnResult(first, {
date: '1939-09-05', events: [], stateChanges: [], relations: [], territoryChanges: [], date: '1939-09-05', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: [], nationOps: [], markers: { add, remove: [] }, unowned: [], nationOps: [], markers: { add, remove: [] },
}, undefined, centroidOf); }, undefined, centroidOf);
expect(second.markers).toHaveLength(1); expect(second.markers).toHaveLength(1);
@@ -1739,6 +1763,7 @@ describe('markers (point placement, v0.27 #44)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1780,6 +1805,7 @@ describe('markers (point placement, v0.27 #44)', () => {
date: '1939-09-03', date: '1939-09-03',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1808,7 +1834,7 @@ describe('markers (point placement, v0.27 #44)', () => {
{ id: idB, type: 'port', name: 'Dunkirk', regionKey: 'moselle-rygy', lat: 48, lon: 6, ownerNationId: 'uk', placedTurn: 1 }, { id: idB, type: 'port', name: 'Dunkirk', regionKey: 'moselle-rygy', lat: 48, lon: 6, ownerNationId: 'uk', placedTurn: 1 },
]; ];
const next = applyTurnResult(state, { const next = applyTurnResult(state, {
date: '1939-09-03', events: [], stateChanges: [], relations: [], territoryChanges: [], date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: [], nationOps: [], markers: { add: [], remove: [idA, 'zzzz-not-there'] }, unowned: [], nationOps: [], markers: { add: [], remove: [idA, 'zzzz-not-there'] },
}, undefined, centroidOf); }, undefined, centroidOf);
expect(next.markers).toHaveLength(1); expect(next.markers).toHaveLength(1);
@@ -1824,13 +1850,13 @@ describe('markers (point placement, v0.27 #44)', () => {
]; ];
// 1) uk releases the region → the marker becomes ownerless // 1) uk releases the region → the marker becomes ownerless
const released = applyTurnResult(state, { const released = applyTurnResult(state, {
date: '1939-09-03', events: [], stateChanges: [], relations: [], territoryChanges: [], date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: ['moselle-rygy'], nationOps: [], markers: { add: [], remove: [] }, unowned: ['moselle-rygy'], nationOps: [], markers: { add: [], remove: [] },
}, undefined, centroidOf); }, undefined, centroidOf);
expect(released.markers[0].ownerNationId).toBeNull(); expect(released.markers[0].ownerNationId).toBeNull();
// 2) de re-claims the region → the marker's owner follows to de // 2) de re-claims the region → the marker's owner follows to de
const reclaimed = applyTurnResult(released, { const reclaimed = applyTurnResult(released, {
date: '1939-09-05', events: [], stateChanges: [], relations: [], date: '1939-09-05', events: [], stateChanges: [], regionChanges: [], relations: [],
territoryChanges: [{ nation: 'de', gain: ['moselle-rygy'], lose: [] }], territoryChanges: [{ nation: 'de', gain: ['moselle-rygy'], lose: [] }],
unowned: [], nationOps: [], markers: { add: [], remove: [] }, unowned: [], nationOps: [], markers: { add: [], remove: [] },
}, undefined, centroidOf); }, undefined, centroidOf);
@@ -1975,6 +2001,7 @@ function mkTurnResult(partial: Partial<TurnResult>): TurnResult {
date: '1939-09-03', date: '1939-09-03',
events: partial.events ?? [], events: partial.events ?? [],
stateChanges: partial.stateChanges ?? [], stateChanges: partial.stateChanges ?? [],
regionChanges: partial.regionChanges ?? [],
relations: partial.relations ?? [], relations: partial.relations ?? [],
territoryChanges: partial.territoryChanges ?? [], territoryChanges: partial.territoryChanges ?? [],
unowned: partial.unowned ?? [], unowned: partial.unowned ?? [],
@@ -2120,3 +2147,526 @@ describe('applyTurnResult — per-region stats (v0.28, #46)', () => {
expect(JSON.stringify(state.regionStats)).toBe(beforeRegions); expect(JSON.stringify(state.regionStats)).toBe(beforeRegions);
}); });
}); });
// --- (v0.29, #46 PR 2) Per-region stat lever + region-stat hover ---
describe('resolveRegionKey (v0.29, #46 PR 2)', () => {
const keys = new Set(['aabb-1111', 'bccc-2222', 'cddd-3333']);
const nameOf = (k: string) =>
k === 'aabb-1111' ? 'Alpha' : k === 'bccc-2222' ? 'Beta' : k === 'cddd-3333' ? 'Gamma' : undefined;
it('an exact key match returns the key', () => {
expect(resolveRegionKey('aabb-1111', keys, nameOf)).toBe('aabb-1111');
});
it('a case-insensitive name match returns the key', () => {
expect(resolveRegionKey('alpha', keys, nameOf)).toBe('aabb-1111');
expect(resolveRegionKey('ALPHA', keys, nameOf)).toBe('aabb-1111');
expect(resolveRegionKey(' gamma ', keys, nameOf)).toBe('cddd-3333');
});
it('an unknown ref (not a key, no name match) returns null', () => {
expect(resolveRegionKey('not-a-key', keys, nameOf)).toBeNull();
});
it('an ambiguous name (two regions share it) returns null', () => {
const nameOf2 = (k: string) =>
k === 'aabb-1111' || k === 'bccc-2222' ? 'Twin' : undefined;
expect(resolveRegionKey('twin', keys, nameOf2)).toBeNull();
});
it('empty or whitespace ref returns null', () => {
expect(resolveRegionKey('', keys, nameOf)).toBeNull();
expect(resolveRegionKey(' ', keys, nameOf)).toBeNull();
});
it('a key that matches both a key and a different region\'s name prefers the key', () => {
// 'aabb-1111' is a valid key; nameOf maps 'bccc-2222' to 'Aabb-1111' (case-insensitive match)
const nameOf2 = (k: string) => (k === 'bccc-2222' ? 'Aabb-1111' : undefined);
expect(resolveRegionKey('aabb-1111', keys, nameOf2)).toBe('aabb-1111'); // key wins
});
});
describe('validateRegionChanges (v0.29, #46 PR 2)', () => {
const keys = new Set(['aabb-1111', 'bccc-2222']);
const nameOf = (k: string) =>
k === 'aabb-1111' ? 'Alpha' : k === 'bccc-2222' ? 'Beta' : undefined;
const resolver = (ref: string) => resolveRegionKey(ref, keys, nameOf);
it('a valid key ref is resolved and passed through', () => {
const out = validateRegionChanges(
[{ region: 'aabb-1111', stat: 'military', op: 'set', value: 50 }],
resolver,
);
expect(out).toEqual([{ region: 'aabb-1111', stat: 'military', op: 'set', value: 50 }]);
});
it('a case-insensitive name ref is resolved to the key', () => {
const out = validateRegionChanges(
[{ region: 'alpha', stat: 'economy', op: 'set', value: 30 }],
resolver,
);
expect(out).toEqual([{ region: 'aabb-1111', stat: 'economy', op: 'set', value: 30 }]);
});
it('an unknown ref (resolver returns null) is dropped', () => {
const out = validateRegionChanges(
[{ region: 'no-such-region', stat: 'military', op: 'set', value: 50 }],
resolver,
);
expect(out).toEqual([]);
});
it('an invalid stat is dropped', () => {
const out = validateRegionChanges(
[{ region: 'aabb-1111', stat: 'bogus', op: 'set', value: 50 }],
resolver,
);
expect(out).toEqual([]);
});
it('a non-numeric value is dropped', () => {
const out = validateRegionChanges(
[{ region: 'aabb-1111', stat: 'military', op: 'set', value: 'fifty' }],
resolver,
);
expect(out).toEqual([]);
});
it('a NaN value is dropped', () => {
const out = validateRegionChanges(
[{ region: 'aabb-1111', stat: 'military', op: 'set', value: NaN }],
resolver,
);
expect(out).toEqual([]);
});
it('an invalid op is dropped', () => {
const out = validateRegionChanges(
[{ region: 'aabb-1111', stat: 'military', op: 'multiply', value: 2 }],
resolver,
);
expect(out).toEqual([]);
});
it('a set value is clamped to 0-100 at validation', () => {
const out = validateRegionChanges(
[
{ region: 'aabb-1111', stat: 'military', op: 'set', value: 150 },
{ region: 'aabb-1111', stat: 'economy', op: 'set', value: -10 },
],
resolver,
);
expect(out).toEqual([
{ region: 'aabb-1111', stat: 'military', op: 'set', value: 100 },
{ region: 'aabb-1111', stat: 'economy', op: 'set', value: 0 },
]);
});
it('an add value is NOT clamped at validation (it is clamped at apply time)', () => {
const out = validateRegionChanges(
[{ region: 'aabb-1111', stat: 'military', op: 'add', value: 999 }],
resolver,
);
expect(out).toEqual([{ region: 'aabb-1111', stat: 'military', op: 'add', value: 999 }]);
});
it('non-array input returns []', () => {
expect(validateRegionChanges(null)).toEqual([]);
expect(validateRegionChanges('hello')).toEqual([]);
expect(validateRegionChanges(undefined)).toEqual([]);
});
it('non-object entries are skipped', () => {
const out = validateRegionChanges(
[null, 42, 'x', { region: 'aabb-1111', stat: 'military', op: 'set', value: 50 }],
resolver,
);
expect(out).toEqual([{ region: 'aabb-1111', stat: 'military', op: 'set', value: 50 }]);
});
it('without a resolver, the raw ref is kept (apply will no-op on a miss)', () => {
const out = validateRegionChanges(
[{ region: 'some-name', stat: 'military', op: 'set', value: 50 }],
);
expect(out).toEqual([{ region: 'some-name', stat: 'military', op: 'set', value: 50 }]);
});
});
describe('applyTurnResult — regionChanges (v0.29, #46 PR 2)', () => {
it('a set changes only that region\'s stats; the derived aggregate shifts', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), ['a', 'b']) },
{ a: RS(50, 50, 50, 50), b: RS(50, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({ regionChanges: [{ region: 'a', stat: 'military', op: 'set', value: 80 }] }),
);
// region a got the set; region b is untouched
expect(next.regionStats.a).toEqual(RS(80, 50, 50, 50));
expect(next.regionStats.b).toEqual(RS(50, 50, 50, 50));
// derived stats are the uniform median of a and b → military median(80,50)=50
expect(next.nations.uk.stats.military).toBe(50);
});
it('an add clamps to 0 and 100 at apply time', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(90, 50, 50, 50), ['a']) },
{ a: RS(90, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({
regionChanges: [
{ region: 'a', stat: 'military', op: 'add', value: 999 }, // 90+999 → clamps to 100
{ region: 'a', stat: 'economy', op: 'add', value: -999 }, // 50-999 → clamps to 0
],
}),
);
expect(next.regionStats.a.military).toBe(100);
expect(next.regionStats.a.economy).toBe(0);
});
it('a region with no stats entry (unowned / no man\'s land) is a no-op', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), ['a']) },
{ a: RS(50, 50, 50, 50) },
['ghost'], // ghost is unowned, has no entry
);
const next = applyTurnResult(
state,
mkTurnResult({ regionChanges: [{ region: 'ghost', stat: 'military', op: 'set', value: 99 }] }),
);
// ghost has no entry → no-op; a is unchanged; ghost does NOT gain an entry
expect(next.regionStats.a).toEqual(RS(50, 50, 50, 50));
expect(next.regionStats).not.toHaveProperty('ghost');
});
it('regionChanges are applied AFTER stateChanges (region-level overrides nation-level)', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), ['a']) },
{ a: RS(50, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({
stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 70 }],
regionChanges: [{ region: 'a', stat: 'military', op: 'set', value: 90 }],
}),
);
// stateChanges set all of uk's regions to 70; then regionChanges overwrote a to 90
expect(next.regionStats.a.military).toBe(90);
});
it('a nation-level add and a region-level set compose correctly', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), ['a', 'b']) },
{ a: RS(50, 50, 50, 50), b: RS(50, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({
stateChanges: [{ nation: 'uk', stat: 'economy', op: 'add', value: 10 }],
regionChanges: [{ region: 'a', stat: 'economy', op: 'set', value: 99 }],
}),
);
// stateChanges: both regions +10 → a=60, b=60
// regionChanges: a set to 99 → a=99, b=60
expect(next.regionStats.a.economy).toBe(99);
expect(next.regionStats.b.economy).toBe(60);
});
it('the original state is never mutated', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), ['a']) },
{ a: RS(50, 50, 50, 50) },
);
const before = JSON.stringify(state);
applyTurnResult(
state,
mkTurnResult({ regionChanges: [{ region: 'a', stat: 'military', op: 'set', value: 99 }] }),
);
expect(JSON.stringify(state)).toBe(before);
});
});
describe('prompt contract — regionChanges (v0.29, #46 PR 2)', () => {
it('the system prompt documents the regionChanges JSON field', () => {
const p = buildSystemPrompt(preset);
expect(p).toMatch(/"regionChanges": \[\{"region":"<region key or name>"/);
});
it('the system prompt has the per-region stat change constraint bullet', () => {
const p = buildSystemPrompt(preset);
expect(p).toMatch(/Per-region stat changes \("regionChanges"\) target ONE region/);
expect(p).toMatch(/"playerRegionStats"/);
});
it('the user prompt emits playerRegionStats bounded to the player territory', () => {
const state = mkTurnState(
{
uk: mkNation('uk', NS(50, 50, 50, 50), ['a', 'b']),
de: mkNation('de', NS(90, 90, 90, 90), ['c']),
},
{ a: RS(50, 50, 50, 50), b: RS(60, 60, 60, 60), c: RS(90, 90, 90, 90) },
);
const p = buildUserPrompt(state, []);
const payload = JSON.parse(p);
// only the player's regions are in playerRegionStats
expect(payload.playerRegionStats).toEqual({
a: RS(50, 50, 50, 50),
b: RS(60, 60, 60, 60),
});
// de's region c is NOT in playerRegionStats
expect(payload.playerRegionStats).not.toHaveProperty('c');
});
it('playerRegionStats is {} when the player has no regions with entries', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), []) },
{},
);
const p = buildUserPrompt(state, []);
const payload = JSON.parse(p);
expect(payload.playerRegionStats).toEqual({});
});
it('playerRegionStats omits a player region that has no stats entry', () => {
const state = mkTurnState(
{ uk: mkNation('uk', NS(50, 50, 50, 50), ['a', 'b']) },
{ a: RS(50, 50, 50, 50) }, // b has no entry
);
const p = buildUserPrompt(state, []);
const payload = JSON.parse(p);
expect(payload.playerRegionStats).toEqual({ a: RS(50, 50, 50, 50) });
expect(payload.playerRegionStats).not.toHaveProperty('b');
});
});
describe('isMeaningful — regionChanges (v0.29, #46 PR 2)', () => {
it('a turn with only regionChanges is meaningful', () => {
const result = mkTurnResult({
regionChanges: [{ region: 'a', stat: 'military', op: 'set', value: 90 }],
});
expect(isMeaningful(result)).toBe(true);
});
});
describe('stub — regionChanges (v0.29, #46 PR 2)', () => {
it('the deterministic stub returns regionChanges: []', () => {
const payload = {
state: {
turn: 1,
date: '1939-09-01',
playerNationId: 'uk',
nations: {
uk: { stats: { military: 50, economy: 50, stability: 50, population: 50 }, territory: ['a'] },
de: { stats: { military: 60, economy: 60, stability: 60, population: 60 }, territory: ['b'] },
},
},
pending: [{ kind: 'action' as const, text: 'test' }],
};
const result = deterministicTurn(payload);
expect(result.regionChanges).toEqual([]);
// all other required fields are present
expect(result).toHaveProperty('date');
expect(result).toHaveProperty('events');
expect(result).toHaveProperty('stateChanges');
expect(result).toHaveProperty('relations');
expect(result).toHaveProperty('territoryChanges');
expect(result).toHaveProperty('unowned');
expect(result).toHaveProperty('nationOps');
expect(result).toHaveProperty('markers');
});
});
describe('applyTurnResult — military hard gate (v0.30 #50)', () => {
it('an invasion whose attacker is MORE than the margin below the defender is REPELLED (key stays, a repelled event is emitted)', () => {
// uk owns 'a' (military 80). de (military 50) tries to gain 'a'.
// gap = 80 - 50 = 30 > 15 → repelled.
const state = mkTurnState(
{
uk: mkNation('uk', NS(80, 70, 60, 50), ['a']),
de: mkNation('de', NS(50, 50, 50, 50), ['b']),
},
{ a: RS(80, 70, 60, 50), b: RS(50, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({ territoryChanges: [{ nation: 'de', gain: ['a'], lose: [] }] }),
undefined,
undefined,
undefined,
(k) => (k === 'a' ? 'Region A' : undefined),
);
// the key stays with uk; de gains nothing
expect(next.nations.uk.territory).toEqual(['a']);
expect(next.nations.de.territory).toEqual(['b']);
// exactly one repelled event, concerning the attacker (de), military type
expect(next.events).toHaveLength(1);
expect(next.events[0]).toMatchObject({
nation: 'de',
type: 'military',
outcome: 'repelled',
title: 'Invasion repelled',
});
// the text names the attacker, the defender, and the region's display name
expect(next.events[0].text).toBe("DE's invasion of Region A was repelled by UK.");
// the attacker's military is NOT weakened by the failed attack
expect(next.nations.de.stats.military).toBe(50);
});
it('an invasion within the margin (gap <= 15) PROCEEDS (no repelled event)', () => {
// uk owns 'a' (military 80). de (military 66) tries to gain 'a'. gap = 14.
const state = mkTurnState(
{
uk: mkNation('uk', NS(80, 70, 60, 50), ['a']),
de: mkNation('de', NS(66, 50, 50, 50), ['b']),
},
{ a: RS(80, 70, 60, 50), b: RS(66, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({ territoryChanges: [{ nation: 'de', gain: ['a'], lose: [] }] }),
);
expect(next.nations.de.territory).toContain('a');
expect(next.nations.uk.territory).not.toContain('a');
expect(next.events).toHaveLength(0);
});
it('a STRONGER attacker (negative gap) proceeds', () => {
// uk owns 'a' (military 50). de (military 80) gains 'a'.
const state = mkTurnState(
{
uk: mkNation('uk', NS(50, 70, 60, 50), ['a']),
de: mkNation('de', NS(80, 50, 50, 50), ['b']),
},
{ a: RS(50, 70, 60, 50), b: RS(80, 50, 50, 50) },
);
const next = applyTurnResult(
state,
mkTurnResult({ territoryChanges: [{ nation: 'de', gain: ['a'], lose: [] }] }),
);
expect(next.nations.de.territory).toContain('a');
expect(next.events).toHaveLength(0);
});
it('a re-claim of an UNOWNED key is NOT gated (it always proceeds)', () => {
// 'a' is in no man's land. de (military 10) re-claims it even though uk
// (military 80) is far stronger — there is no defender, so the gate is bypassed.
const state = mkTurnState(
{
uk: mkNation('uk', NS(80, 70, 60, 50), ['b']),
de: mkNation('de', NS(10, 50, 50, 50), ['c']),
},
{ b: RS(80, 70, 60, 50), c: RS(10, 50, 50, 50) },
['a'],
);
const next = applyTurnResult(
state,
mkTurnResult({ territoryChanges: [{ nation: 'de', gain: ['a'], lose: [] }] }),
);
expect(next.nations.de.territory).toContain('a');
expect(next.unowned).toEqual([]); // 'a' leaves no man's land
expect(next.events).toHaveLength(0);
});
it('boundary: gap exactly CONQUEST_MILITARY_MARGIN proceeds; one more point is repelled', () => {
expect(CONQUEST_MILITARY_MARGIN).toBe(15);
// uk 65 vs de 50 → gap 15 (== margin) → proceeds
{
const state = mkTurnState(
{ uk: mkNation('uk', NS(65, 70, 60, 50), ['a']), de: mkNation('de', NS(50, 50, 50, 50), ['b']) },
{ a: RS(65, 70, 60, 50), b: RS(50, 50, 50, 50) },
);
const next = applyTurnResult(state, mkTurnResult({ territoryChanges: [{ nation: 'de', gain: ['a'], lose: [] }] }));
expect(next.nations.de.territory).toContain('a');
expect(next.events).toHaveLength(0);
}
// uk 66 vs de 50 → gap 16 (margin + 1) → repelled
{
const state = mkTurnState(
{ uk: mkNation('uk', NS(66, 70, 60, 50), ['a']), de: mkNation('de', NS(50, 50, 50, 50), ['b']) },
{ a: RS(66, 70, 60, 50), b: RS(50, 50, 50, 50) },
);
const next = applyTurnResult(state, mkTurnResult({ territoryChanges: [{ nation: 'de', gain: ['a'], lose: [] }] }));
expect(next.nations.uk.territory).toContain('a');
expect(next.events.some((e) => e.outcome === 'repelled')).toBe(true);
}
});
});
describe('buildSystemPrompt — stats mechanics (v0.30 #50)', () => {
it('both tool and plain modes document the hard gate, the stability takeover, and economy growth/decay', () => {
for (const useTools of [true, false]) {
const prompt = buildSystemPrompt(preset, useTools);
// section header + the military hard gate
expect(prompt).toMatch(/HOW THE FOUR 0-100 STATS DRIVE OUTCOMES/);
expect(prompt).toMatch(/MILITARY/);
expect(prompt).toMatch(/the engine ENFORCES/);
expect(prompt).toMatch(/MORE than 15 below the defender is REPELLED/);
expect(prompt).toMatch(/no man's land/);
// the soft stability takeover
expect(prompt).toMatch(/STABILITY/);
expect(prompt).toMatch(/stability is below 30/);
expect(prompt).toMatch(/gathering/);
expect(prompt).toMatch(/NON-military takeover/i);
// the economy growth / decay lever
expect(prompt).toMatch(/ECONOMY/);
expect(prompt).toMatch(/trend UP/);
expect(prompt).toMatch(/DECAY/);
}
});
});
describe('buildUserPrompt — frontier balance + takeover risks (v0.30 #50)', () => {
const pending: RoundItem[] = [{ kind: 'action', text: 'x' }];
it('emits a military-balance hint per frontier neighbour (repelled vs could succeed)', () => {
// player uk (military 50) borders de (60, within 15 → could succeed) and
// us (90, 40 above → repelled).
const state = mkTurnState(
{
uk: mkNation('uk', NS(50, 70, 60, 50), ['a']),
de: mkNation('de', NS(60, 70, 60, 50), ['b']),
us: mkNation('us', NS(90, 70, 60, 50), ['c']),
},
{ a: RS(50, 70, 60, 50), b: RS(60, 70, 60, 50), c: RS(90, 70, 60, 50) },
);
const prompt = buildUserPrompt(state, pending, undefined, ['b', 'c']);
expect(prompt).toMatch(/\[Your military: 50\] vs \[DE: 60\] — a direct invasion could succeed/);
expect(prompt).toMatch(/\[Your military: 50\] vs \[US: 90\] — a direct invasion would be repelled/);
});
it('does NOT emit the frontier military balance when no frontier is supplied', () => {
const state = mkTurnState({ uk: mkNation('uk', NS(50, 70, 60, 50), ['a']) }, { a: RS(50, 70, 60, 50) });
const prompt = buildUserPrompt(state, pending);
expect(prompt).not.toMatch(/frontierMilitary/);
});
it('emits takeover risks for low-stability nations that host a gathering (and not for others)', () => {
// de has stability 20 + a gathering marker → at risk. uk has stability 50 → not.
const markers: MarkerInfo[] = [
{ id: 'g1', type: 'gathering', name: 'Revolt', regionKey: 'b', owner: 'de' },
{ id: 'g2', type: 'gathering', name: 'Rally', regionKey: 'a', owner: 'uk' },
];
const state = mkTurnState(
{
uk: mkNation('uk', NS(50, 70, 50, 50), ['a']),
de: mkNation('de', NS(50, 70, 20, 50), ['b']),
},
{ a: RS(50, 70, 50, 50), b: RS(50, 70, 20, 50) },
);
const prompt = buildUserPrompt(state, pending, undefined, undefined, undefined, markers);
expect(prompt).toMatch(/takeoverRisks/);
expect(prompt).toMatch(/DE \(stability 20, a gathering is in progress\)/);
expect(prompt).not.toMatch(/UK \(stability/);
});
it('does NOT emit takeover risks when no markers exist', () => {
const state = mkTurnState({ uk: mkNation('uk', NS(50, 70, 20, 50), ['a']) }, { a: RS(50, 70, 20, 50) });
const prompt = buildUserPrompt(state, pending);
expect(prompt).not.toMatch(/takeoverRisks/);
});
});
+279 -15
View File
@@ -12,12 +12,14 @@ import type {
NationStats, NationStats,
Preset, Preset,
RelationStatus, RelationStatus,
RegionStats,
RoundItem, RoundItem,
StatKey, StatKey,
} from '../shared/types'; } from '../shared/types';
import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types'; import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
import { import {
addDays, addDays,
canConquer,
clampStat, clampStat,
deriveNationStats, deriveNationStats,
fnv1a32, fnv1a32,
@@ -30,6 +32,7 @@ import {
type MarkerInfo, type MarkerInfo,
type MarkerSpec, type MarkerSpec,
type NationOp, type NationOp,
type RegionStatChange,
type TurnEventSpec, type TurnEventSpec,
type TurnResult, type TurnResult,
} from '../shared/protocol'; } from '../shared/protocol';
@@ -187,6 +190,7 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
' {"nation":"<nationId>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences of narrative","outcome":"<success|failure|partial|neutral>"}', ' {"nation":"<nationId>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences of narrative","outcome":"<success|failure|partial|neutral>"}',
' ],', ' ],',
' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],', ' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
' "regionChanges": [{"region":"<region key or name>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],', ' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],',
' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}],', ' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}],',
' "unowned": ["<region key>"],', ' "unowned": ["<region key>"],',
@@ -198,6 +202,11 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
' "markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}', ' "markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}',
'}', '}',
'', '',
'HOW THE FOUR 0-100 STATS DRIVE OUTCOMES (military / economy / stability / population)',
'- MILITARY (the engine ENFORCES this rule, so weigh it before proposing a conquest): a nation can take a region by force only when its military is at least the defender\'s military minus 15 — equal, or within 15, is enough to win, but an attacker MORE than 15 below the defender is REPELLED and the region stays with its owner (a "repelled" event is recorded automatically; you cannot capture such a region that turn). Re-claiming an unowned (no man\'s land) region is never blocked this way.',
'- STABILITY (you drive this, no hard gate): a nation whose stability is below 30 AND that has a "gathering" marker on one of its regions can suffer a NON-military takeover — a coup, revolution or faction seizure of power. Narrate it with a political or social event (outcome "success"), a "gathering" marker on the region, and stateChanges that shock its stability and economy downward.',
'- ECONOMY (you drive this, no hard gate): economy drives long-term development — a strong economy lets a nation\'s other stats trend UP over time (small per-turn gains via stateChanges / regionChanges), while a weak economy lets them DECAY. Reflect that trend in the stat changes you make and narrate it.',
'',
'HARD CONSTRAINTS', 'HARD CONSTRAINTS',
'- Use only nation ids and region keys that exist in the provided state.', '- Use only nation ids and region keys that exist in the provided state.',
'- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges and unowned.', '- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges and unowned.',
@@ -210,6 +219,7 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
'- Prefer 1-4 events per turn; keep each text 1-3 sentences.', '- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.', '- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
'- Keep every stat value between 0 and 100.', '- Keep every stat value between 0 and 100.',
'- Per-region stat changes ("regionChanges") target ONE region\'s stats directly, by its region key (preferred) or name, and make that region differ from the rest of its nation (a garrisoned border province, a bombed-out city, an industrial heartland). A nation-wide "stateChanges" entry applies to ALL of a nation\'s regions; a "regionChanges" entry overrides it for that one region. The user message\'s "playerRegionStats" lists the player\'s own regions\' current stats; use region keys from the "regions" table.',
...territoryRules, ...territoryRules,
'- If a field is not relevant this turn, set it to an empty array.', '- If a field is not relevant this turn, set it to an empty array.',
].join('\n'); ].join('\n');
@@ -263,6 +273,76 @@ export function buildUserPrompt(
)}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.` )}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.`
: 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.'; : 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.';
// (v0.29, #46 PR 2) The player's own regions' current per-region stats, so the
// model can reason about — and target via `regionChanges` — the player's
// individual regions. Bounded to the player's territory (not the whole
// world's 1,800 regions) to keep the prompt small. Always emitted: {} when
// the player has no region with a stats entry yet.
const playerRegionStats: Record<string, RegionStats> = {};
if (state.regionStats) {
for (const key of player?.territory ?? []) {
const rs = state.regionStats[key];
if (rs) playerRegionStats[key] = rs;
}
}
// (v0.30, #50) A per-neighbor military-balance hint for the player's frontier,
// so the model — and, via the same data, the player — sees the hard gate
// before it fires: for each frontier neighbor, compare the player's derived
// military to the neighbor's and state whether a direct invasion would be
// repelled (via canConquer). Computed here (pure) from `state` + `frontier`;
// emitted only when a non-empty frontier is present, and the rest of the
// payload is left untouched.
let frontierMilitary: string[] | undefined;
if (frontier !== undefined && frontier.length > 0) {
const playerMil = player?.stats.military ?? 0;
const ownerByKey = new Map<string, string>(); // region key -> owning nation id
for (const n of Object.values(state.nations)) {
for (const k of n.territory) ownerByKey.set(k, n.id);
}
const byNeighbor = new Map<string, number>(); // neighbor id -> its military (deduped)
for (const k of frontier) {
const ownerId = ownerByKey.get(k);
if (!ownerId || ownerId === state.playerNationId) continue; // unowned / self: skip
const owner = state.nations[ownerId];
if (!owner) continue;
if (!byNeighbor.has(ownerId)) byNeighbor.set(ownerId, owner.stats.military);
}
if (byNeighbor.size > 0) {
frontierMilitary = [...byNeighbor.entries()].map(([ownerId, mil]) => {
const o = state.nations[ownerId];
const wins = canConquer(playerMil, mil);
return `[Your military: ${playerMil}] vs [${o?.name ?? ownerId}: ${mil}] — ${
wins ? 'a direct invasion could succeed' : 'a direct invasion would be repelled'
}`;
});
}
}
// (v0.30, #50) Bounded soft-lever hint: nations whose stability is below 30
// AND that currently have a "gathering" marker on one of their regions are
// the ones ripe for a NON-military takeover (a coup / revolution / faction
// seizure) — the model can act on them this turn. One line per matching
// nation, emitted only when there is at least one; the rest of the payload
// is left untouched. A soft nudge only — there is no hard gate behind it.
let takeoverRisks: string[] | undefined;
if (markers !== undefined && markers.length > 0) {
const risks = new Set<string>();
for (const m of markers) {
if (m.type !== 'gathering') continue;
const ownerId = m.owner;
if (!ownerId) continue;
const n = state.nations[ownerId];
if (n && n.stats.stability < 30) risks.add(n.id);
}
if (risks.size > 0) {
takeoverRisks = [...risks].map((id) => {
const n = state.nations[id];
return `${n?.name ?? id} (stability ${n?.stats.stability}, a gathering is in progress)`;
});
}
}
const payload: Record<string, unknown> = { const payload: Record<string, unknown> = {
state: { state: {
turn: state.turn, turn: state.turn,
@@ -284,9 +364,12 @@ export function buildUserPrompt(
playerActions, playerActions,
pending: items, pending: items,
roundInstruction, roundInstruction,
playerRegionStats,
}; };
if (regionReference) payload.regions = regionReference; if (regionReference) payload.regions = regionReference;
if (frontier !== undefined) payload.frontier = frontier; if (frontier !== undefined) payload.frontier = frontier;
if (frontierMilitary !== undefined) payload.frontierMilitary = frontierMilitary;
if (takeoverRisks !== undefined) payload.takeoverRisks = takeoverRisks;
if (noMansLand !== undefined) payload.unowned = noMansLand; if (noMansLand !== undefined) payload.unowned = noMansLand;
if (markers !== undefined) payload.markers = markers; if (markers !== undefined) payload.markers = markers;
return JSON.stringify(payload, null, 2); return JSON.stringify(payload, null, 2);
@@ -328,8 +411,13 @@ function extractBalancedObject(text: string): string | null {
/** /**
* Parse raw LLM output into a validated TurnResult, or null if unusable. Strips * Parse raw LLM output into a validated TurnResult, or null if unusable. Strips
* code fences, extracts the first balanced object, JSON.parse, then validates. * code fences, extracts the first balanced object, JSON.parse, then validates.
* (v0.29, #46 PR 2) The optional `regionKeyResolver` is threaded to
* `validateTurnResult` to resolve `regionChanges` refs to region keys.
*/ */
export function parseTurnResult(raw: string): TurnResult | null { export function parseTurnResult(
raw: string,
regionKeyResolver?: (ref: string) => string | null,
): TurnResult | null {
const cleaned = stripFence(raw); const cleaned = stripFence(raw);
const jsonText = extractBalancedObject(cleaned); const jsonText = extractBalancedObject(cleaned);
if (!jsonText) return null; if (!jsonText) return null;
@@ -339,7 +427,7 @@ export function parseTurnResult(raw: string): TurnResult | null {
} catch { } catch {
return null; return null;
} }
return validateTurnResult(obj); return validateTurnResult(obj, regionKeyResolver);
} }
function str(s: unknown, max = 0): string | null { function str(s: unknown, max = 0): string | null {
@@ -400,14 +488,23 @@ export function validateNationOps(raw: unknown): NationOp[] {
* Validate and normalize an arbitrary parsed object into a safe TurnResult. * Validate and normalize an arbitrary parsed object into a safe TurnResult.
* Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null * Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null
* only when the input is not even a plain object. * only when the input is not even a plain object.
*
* (v0.29, #46 PR 2) The optional `regionKeyResolver` resolves each
* `regionChanges` ref (key or name) to a concrete region key, dropping
* unknown/ambiguous refs; without it the refs are kept as-is (shape-only), so
* callers that build a TurnResult by hand (tests) need not supply it.
*/ */
export function validateTurnResult(input: unknown): TurnResult | null { export function validateTurnResult(
input: unknown,
regionKeyResolver?: (ref: string) => string | null,
): TurnResult | null {
if (typeof input !== 'object' || input === null || Array.isArray(input)) return null; if (typeof input !== 'object' || input === null || Array.isArray(input)) return null;
const o = input as Record<string, unknown>; const o = input as Record<string, unknown>;
const result: TurnResult = { const result: TurnResult = {
date: typeof o.date === 'string' ? o.date : '', date: typeof o.date === 'string' ? o.date : '',
events: [], events: [],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -507,6 +604,12 @@ export function validateTurnResult(input: unknown): TurnResult | null {
// moves (a new marker's owner is the region's post-turn owner). // moves (a new marker's owner is the region's post-turn owner).
result.markers = validateMarkerOps(o.markers); result.markers = validateMarkerOps(o.markers);
// (v0.29, #46 PR 2) Per-region stat changes: each targets a single region's
// stats (by key or name). Resolved to a key here when a resolver is
// supplied; applied by applyTurnResult after the nation-wide stateChanges
// and before the derived-stat recompute.
result.regionChanges = validateRegionChanges(o.regionChanges, regionKeyResolver);
return result; return result;
} }
@@ -547,6 +650,61 @@ export function validateMarkerOps(raw: unknown): { add: MarkerSpec[]; remove: st
return out; return out;
} }
/**
* (v0.29, #46 PR 2) Validate the raw `regionChanges` array of a turn into a
* safe {@link RegionStatChange} list — the fine-grained, per-region stat lever
* that complements the nation-wide `stateChanges`. Defensive like the rest of
* the parser — never throws. Each entry needs a non-empty `region` (the
* region's stable key, preferred, or its human-readable name — capped at 120
* chars), a known stat, a finite numeric `value`, and an op of `set` or `add`.
*
* When `regionKeyResolver` is provided, each `region` ref is resolved to a
* concrete region key (key first, then a unique case-insensitive name match —
* see {@link resolveRegionKey}) and the resolved key is stored; a ref that
* resolves to `null` (unknown or ambiguous) is dropped, exactly like an
* unresolvable nation ref. When the resolver is absent (pure unit tests), the
* ref is kept as-is (shape-only validation) — a name that is not a key simply
* no-ops later in `applyTurnResult` (its `regionStats` lookup misses). `set`
* values are clamped to 0–100 here; `add` deltas are clamped against the
* current value at apply time (they may legitimately exceed 100 in the raw
* input, since they are added to an existing 0–100 value).
*/
export function validateRegionChanges(
raw: unknown,
regionKeyResolver?: (ref: string) => string | null,
): RegionStatChange[] {
if (!Array.isArray(raw)) return [];
const out: RegionStatChange[] = [];
for (const e of raw) {
if (!e || typeof e !== 'object') continue;
const c = e as Record<string, unknown>;
const region = str(c.region, 120);
const stat = str(c.stat);
if (!region || !stat || !VALID_STATS.has(stat)) continue;
if (typeof c.value !== 'number' || !Number.isFinite(c.value)) continue;
if (c.op !== 'set' && c.op !== 'add') continue;
// Resolve the ref to a key when a resolver is available; drop it when the
// resolver says the ref is unknown or ambiguous (never throw). Without a
// resolver the ref is kept as-is (a name that is not a key no-ops later in
// applyTurnResult, whose regionStats lookup simply misses it).
let finalRegion: string;
if (regionKeyResolver) {
const resolved = regionKeyResolver(region);
if (resolved === null) continue; // unknown or ambiguous → drop
finalRegion = resolved;
} else {
finalRegion = region;
}
out.push({
region: finalRegion,
stat: stat as StatKey,
op: c.op,
value: c.op === 'set' ? clampStat(c.value) : c.value,
});
}
return out;
}
/** /**
* A turn is "meaningful" if it produced at least an event, a stat change, a * A turn is "meaningful" if it produced at least an event, a stat change, a
* no-man's-land release (v0.22 #16 P3: a release is a real world change even * no-man's-land release (v0.22 #16 P3: a release is a real world change even
@@ -559,6 +717,8 @@ export function isMeaningful(result: TurnResult): boolean {
return ( return (
result.events.length > 0 || result.events.length > 0 ||
result.stateChanges.length > 0 || result.stateChanges.length > 0 ||
// (v0.29, #46 PR 2) a per-region stat change is a real world change.
result.regionChanges.length > 0 ||
result.unowned.length > 0 || result.unowned.length > 0 ||
result.nationOps.length > 0 || result.nationOps.length > 0 ||
// (v0.27, #44) a marker placed or removed this turn is a real world change. // (v0.27, #44) a marker placed or removed this turn is a real world change.
@@ -600,6 +760,11 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
* area×population-weighted median of its regions' stats. Without it the * area×population-weighted median of its regions' stats. Without it the
* recompute degrades to an unweighted median (every region weight 1) — still * recompute degrades to an unweighted median (every region weight 1) — still
* region-consistent, just unweighted. The engine stays pure either way. * region-consistent, just unweighted. The engine stays pure either way.
*
* `regionNameOf` (v0.30, #50) resolves a region key to its human display name
* (from the geo `properties.name`, via server/regions.ts) for the text of the
* engine-emitted "invasion repelled" event; without it the event falls back to
* the raw key. Pure either way.
*/ */
export function applyTurnResult( export function applyTurnResult(
state: GameState, state: GameState,
@@ -607,6 +772,7 @@ export function applyTurnResult(
validKeys?: ReadonlySet<string>, validKeys?: ReadonlySet<string>,
centroidOf?: (key: string) => { lat: number; lon: number; spread: number } | undefined, centroidOf?: (key: string) => { lat: number; lon: number; spread: number } | undefined,
geoOf?: (key: string) => { area: number; population: number } | undefined, geoOf?: (key: string) => { area: number; population: number } | undefined,
regionNameOf?: (key: string) => string | undefined,
): GameState { ): GameState {
const next: GameState = JSON.parse(JSON.stringify(state)); const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1; // every mutation is a new revision next.version = (state.version ?? 0) + 1; // every mutation is a new revision
@@ -714,6 +880,34 @@ export function applyTurnResult(
const owner = ownerOf.get(key); // undefined: no owner; '': 2+ owners (corrupt) const owner = ownerOf.get(key); // undefined: no owner; '': 2+ owners (corrupt)
if (owner === '') continue; // pre-existing double ownership: never touched if (owner === '') continue; // pre-existing double ownership: never touched
if (owner !== undefined && owner === gainer) continue; // self-gain: no-op if (owner !== undefined && owner === gainer) continue; // self-gain: no-op
// (v0.30, #50) MILITARY HARD GATE: a CONTESTED conquest (the key has a
// different sole owner) only proceeds when the attacker's derived military
// is not MORE than CONQUEST_MILITARY_MARGIN below the defender's. A
// re-claim of an unowned key (owner === undefined) is never gated. On
// repel, the key stays with its owner, a "repelled" event is emitted (the
// engine's own narrative — the model never sees it as an input), and the
// gainer is untouched; the engine never throws.
if (
owner !== undefined &&
!canConquer(next.nations[gainer].stats.military, next.nations[owner].stats.military)
) {
next.events.push(
makeEvent(
{
nation: gainer,
type: 'military',
title: 'Invasion repelled',
text: `${next.nations[gainer].name}'s invasion of ${
regionNameOf?.(key) ?? key
} was repelled by ${next.nations[owner].name}.`,
outcome: 'repelled',
},
actingTurn,
next.date,
),
);
continue;
}
for (const n of Object.values(next.nations)) { for (const n of Object.values(next.nations)) {
const i = n.territory.indexOf(key); const i = n.territory.indexOf(key);
if (i !== -1) n.territory.splice(i, 1); if (i !== -1) n.territory.splice(i, 1);
@@ -761,6 +955,18 @@ export function applyTurnResult(
} }
n.stats[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(n.stats[c.stat] + c.value); n.stats[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(n.stats[c.stat] + c.value);
} }
// (v0.29, #46 PR 2) Fine-grained, per-region stat changes: each targets ONE
// region's own stats entry (by its resolved region key). Applied AFTER the
// nation-wide stateChanges (so a region-level change overrides the
// nation-level one for that single region) and BEFORE the weighted-median
// recompute below, which propagates every region's final value up into its
// owning nation's derived `stats`. A region with no stats entry (unowned /
// no man's land) is a no-op — there is nothing to change.
for (const c of result.regionChanges) {
const rs = next.regionStats[c.region];
if (!rs) continue; // no entry (unowned) → no-op
rs[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(rs[c.stat] + c.value);
}
for (const n of Object.values(next.nations)) { for (const n of Object.values(next.nations)) {
if (n.territory.length === 0) continue; // 0-region guard: no regions to aggregate if (n.territory.length === 0) continue; // 0-region guard: no regions to aggregate
if (!n.territory.some((k) => next.regionStats[k])) continue; // no entry: keep n.stats if (!n.territory.some((k) => next.regionStats[k])) continue; // no entry: keep n.stats
@@ -908,6 +1114,37 @@ export function resolveNationRef(state: GameState, ref: string): string | null {
return matches.length === 1 ? matches[0].id : null; return matches.length === 1 ? matches[0].id : null;
} }
/**
* (v0.29, #46 PR 2) Resolve a **region** reference (a `regionChanges` entry's
* `region` — the LLM may write either the region's stable **key** or its
* human-readable **name**) to a concrete region key: an exact key match wins,
* then a unique case-insensitive name match (via `nameOf`). Returns `null`
* when the reference is empty, unknown, or ambiguous (two or more regions
* share that name) — every caller treats `null` as "drop this change" and
* nothing here ever throws. Mirrors {@link resolveNationRef}. `validKeys` is
* the set of all region keys and `nameOf` maps a key to its human name (both
* supplied by server/regions.ts).
*/
export function resolveRegionKey(
ref: string,
validKeys: ReadonlySet<string>,
nameOf: (key: string) => string | undefined,
): string | null {
const r = (ref ?? '').trim();
if (!r) return null;
if (validKeys.has(r)) return r; // exact key first
const lower = r.toLowerCase();
let match: string | null = null;
for (const k of validKeys) {
const name = nameOf(k);
if (name && name.trim().toLowerCase() === lower) {
if (match !== null) return null; // ambiguous: two or more regions share the name
match = k;
}
}
return match;
}
/** /**
* Generate a fresh, unused nation id for a newly created nation (split * Generate a fresh, unused nation id for a newly created nation (split
* parts, v0.24 #16 P4b): the first free of `n1`, `n2`, ... The caller adds * parts, v0.24 #16 P4b): the first free of `n1`, `n2`, ... The caller adds
@@ -1177,8 +1414,25 @@ export async function runTurn(opts: {
* still region-consistent, just unweighted. * still region-consistent, just unweighted.
*/ */
geoOf?: (key: string) => { area: number; population: number } | undefined; geoOf?: (key: string) => { area: number; population: number } | undefined;
/**
* (v0.29, #46 PR 2) Region ref resolver: resolves a `regionChanges` entry's
* `region` (a region key, preferred, or a human-readable name) to a concrete
* region key, or `null` when the ref is unknown or ambiguous (two or more
* regions share the name) — the engine drops such entries. Present, the
* model may name a region by its name and it is resolved before apply;
* absent, refs are kept as-is (a name that is not a key simply no-ops in
* applyTurnResult's regionStats lookup).
*/
regionKeyResolver?: (ref: string) => string | null;
/**
* (v0.30, #50) Region-key -> human display name resolver (the geo
* `properties.name`, from server/regions.ts). Present, the engine's
* "invasion repelled" event names the region by its display name; absent,
* it falls back to the raw region key. Pure either way.
*/
regionNameOf?: (key: string) => string | undefined;
}): Promise<{ state: GameState; result: TurnResult }> { }): Promise<{ state: GameState; result: TurnResult }> {
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf } = opts; const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf, regionKeyResolver, regionNameOf } = opts;
const chatWithTools = llm.chatWithTools; const chatWithTools = llm.chatWithTools;
const useTools = getNeighbours !== undefined && chatWithTools !== undefined; const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
const system = buildSystemPrompt(preset, useTools); const system = buildSystemPrompt(preset, useTools);
@@ -1216,18 +1470,24 @@ export async function runTurn(opts: {
return llm.chat(history as ChatMessage[], { temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS }); return llm.chat(history as ChatMessage[], { temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS });
}; };
let result = parseTurnResult(await call([ let result = parseTurnResult(
{ role: 'system', content: system }, await call([
{ role: 'user', content: user },
]));
if (result === null || !isMeaningful(result)) {
result = parseTurnResult(await call([
{ role: 'system', content: system }, { role: 'system', content: system },
{ role: 'user', content: user }, { role: 'user', content: user },
{ role: 'assistant', content: '' }, ]),
{ role: 'user', content: nudge }, regionKeyResolver,
])); );
if (result === null || !isMeaningful(result)) {
result = parseTurnResult(
await call([
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
]),
regionKeyResolver,
);
} }
if (result === null || !isMeaningful(result)) { if (result === null || !isMeaningful(result)) {
@@ -1235,6 +1495,7 @@ export async function runTurn(opts: {
date: addDays(state.date, 2), date: addDays(state.date, 2),
events: [genericUnclearEvent(state)], events: [genericUnclearEvent(state)],
stateChanges: [], stateChanges: [],
regionChanges: [],
relations: [], relations: [],
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
@@ -1243,7 +1504,10 @@ export async function runTurn(opts: {
}; };
} }
return { state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf), result }; return {
state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf, regionNameOf),
result,
};
} }
// --- Advisor (brainstorm) ----------------------------------------------------- // --- Advisor (brainstorm) -----------------------------------------------------
+141 -6
View File
@@ -17,13 +17,17 @@ import type {
RejectNationOpRequest, RejectNationOpRequest,
RemoveQueueItemRequest, RemoveQueueItemRequest,
} from '../shared/protocol'; } 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 { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub'; import { makeStubLlmClient } from './stub';
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, 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 { buildRegionMap } from './map';
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, 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 { createPresetStore } from './presets';
import { createTemplateStore } from './templates';
import { openDb, type Db } from './db'; import { openDb, type Db } from './db';
const here = fileURLToPath(new URL('.', import.meta.url)); const here = fileURLToPath(new URL('.', import.meta.url));
@@ -52,6 +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. // the e2e config, so honor it as a fallback to keep all three in agreement.
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10); const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
const presetStore = createPresetStore(presetsDir); const presetStore = createPresetStore(presetsDir);
// (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 // 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). // just means region expansion/reference degrade to the raw keys (server still boots).
loadRegions(root); loadRegions(root);
@@ -59,6 +65,10 @@ const db: Db = openDb(path.join(dataDir, 'history.db'));
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model). // LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
const useStub = process.env.LLM_STUB === '1'; const useStub = process.env.LLM_STUB === '1';
const llm = useStub ? makeStubLlmClient() : createLlmClient(); 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(); const app = express();
app.use(express.json()); app.use(express.json());
@@ -95,6 +105,34 @@ function broadcast(id: string, event: string, data: unknown): void {
// --- Routes --- // --- 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) => { app.get('/api/health', (_req, res) => {
res.json({ ok: true, stub: useStub, port: PORT }); res.json({ ok: true, stub: useStub, port: PORT });
}); });
@@ -278,8 +316,14 @@ app.post('/api/games/:id/jump', async (req, res) => {
const id = req.params.id; const id = req.params.id;
const game = db.load(id); const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' }); if (!game) return res.status(404).json({ error: 'game not found' });
const preset = presetStore.get(game.presetId); let preset = presetStore.get(game.presetId);
if (!preset) return res.status(404).json({ error: 'preset_missing' }); 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 { try {
const { state, result } = await runTurn({ const { state, result } = await runTurn({
llm, llm,
@@ -307,6 +351,17 @@ app.post('/api/games/:id/jump', async (req, res) => {
// owned region by area×population (without it the aggregate degrades to // owned region by area×population (without it the aggregate degrades to
// an unweighted median — still region-consistent, just unweighted). // an unweighted median — still region-consistent, just unweighted).
geoOf: hasGeo() ? (key) => geoOf(key) : undefined, 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); db.save(state);
broadcast(id, 'turn', { state, result }); broadcast(id, 'turn', { state, result });
@@ -336,6 +391,86 @@ app.post('/api/games/:id/advisor', async (req, res) => {
} }
}); });
// --- Dynamic scenario generation (v0.31, #52) ---
//
// The additive "Create scenario" path. Step 1 (POST /draft) designs a draft
// world + an advisor checkpoint list; the client shows both, the player
// approves/removes checkpoints and picks a nation; step 2 (POST /commit)
// finalizes the world (constrained to the approved checkpoints) into a saved,
// playable game. Both steps ride the scenario LLM client (the deterministic
// scenario stub under LLM_STUB=1, the live model otherwise). All existing
// routes are untouched.
app.get('/api/scenarios/templates', (_req, res) => {
res.json({ templates: templateStore.listMeta() });
});
app.post('/api/scenarios/draft', async (req, res) => {
const body = (req.body ?? {}) as { templateId?: string; description?: string; year?: number };
const template = templateStore.get(body.templateId ?? '');
if (!template) return res.status(400).json({ error: 'unknown template' });
const description = typeof body.description === 'string' ? body.description.trim() : '';
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
const codes = validCountryCodes();
try {
const { world, checkpoints } = await generateDraft({
llm: scenarioLlm,
template,
description,
year,
// No region data → no code filtering (the draft keeps whatever codes the
// model emitted; expansion degrades to the raw keys, like presets do).
validCountryCodes: codes.size > 0 ? codes : undefined,
});
if (!world) return res.status(502).json({ error: 'generate: the model returned no usable world' });
res.json({ world, checkpoints });
} catch (e) {
const msg = e instanceof Error ? e.message : String(e);
res.status(502).json({ error: `generate failed: ${msg}` });
}
});
app.post('/api/scenarios/commit', async (req, res) => {
const body = (req.body ?? {}) as {
templateId?: string;
description?: string;
year?: number;
draft?: WorldDraft;
approvedCheckpoints?: string[];
playerNationId?: string;
};
const template = templateStore.get(body.templateId ?? '');
if (!template) return res.status(400).json({ error: 'unknown template' });
const description = typeof body.description === 'string' ? body.description.trim() : '';
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
const approvedCheckpoints = Array.isArray(body.approvedCheckpoints)
? body.approvedCheckpoints.filter((c): c is string => typeof c === 'string' && c.trim() !== '')
: [];
const playerNationId = typeof body.playerNationId === 'string' ? body.playerNationId : '';
const codes = validCountryCodes();
try {
const state = await finalizeWorld({
llm: scenarioLlm,
template,
description,
year,
approvedCheckpoints,
draft: body.draft,
playerNationId,
validCountryCodes: codes.size > 0 ? codes : undefined,
expand: (cs) => expandCountriesToKeys(cs),
id: randomUUID(),
title: template.name,
startDate: `${year}-01-01`,
});
db.save(state);
res.json({ id: state.id });
} catch (e) {
const msg = e instanceof Error ? e.message : String(e);
res.status(502).json({ error: `commit failed: ${msg}` });
}
});
// --- SSE stream --- // --- SSE stream ---
app.get('/sse/:id', (req, res) => { app.get('/sse/:id', (req, res) => {
const id = req.params.id; const id = req.params.id;
@@ -373,4 +508,4 @@ app.listen(PORT, () => {
}); });
// Exported for tests (createApp is implicit via app; here we just expose handles). // Exported for tests (createApp is implicit via app; here we just expose handles).
export { app, db, llm }; export { app, db, llm, scenarioLlm, templateStore };
+39
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@@ -1,5 +1,7 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import { import {
canConquer,
CONQUEST_MILITARY_MARGIN,
deriveNationStats, deriveNationStats,
migrateRegionStats, migrateRegionStats,
seedRegionStats, seedRegionStats,
@@ -218,3 +220,40 @@ describe('migrateRegionStats', () => {
expect('uk' in (out.regionStats ?? {})).toBe(false); 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
});
});
+12
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@@ -259,6 +259,18 @@ export function validKeys(): ReadonlySet<string> {
return data ? data.validKeys : new Set<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. * 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 * Callers (the server's jump route) use this to decide whether to hand the
+235
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@@ -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');
});
});
+335
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@@ -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);
});
});
+390
View File
@@ -0,0 +1,390 @@
// Dynamic scenario generation — the two LLM steps (v0.31, #52).
//
// This is the additive "Create scenario" path. Two plain `chat()` calls (no
// tools, no separate advisor endpoint — the advisor is embodied in step 1's
// checkpoint list):
//
// 1. `generateDraft` — from an era template + a free-text description + a
// year, the model designs a draft {@link WorldDraft} (nations with ISO_A3
// territory, stats, relations, optional backstory) AND an opening
// checkpoint list (the advisor's briefing of the world's live tensions).
//
// 2. `finalizeWorld` — on commit, the model is re-asked to produce the
// final world, constrained to the player's APPROVED checkpoints (and,
// when the client re-sends the step-1 draft, based on it so the player's
// chosen nation survives). The result is converted to a playable
// {@link GameState} (region-key territory via the injected `expand`
// resolver, per-region stats seeded) and returned for the caller to
// persist — a normal game at `#/game/<id>`.
//
// Both steps are defensive like the rest of the engine: raw model output is
// fence-stripped, the first balanced object is extracted, JSON.parsed, and
// validated via the pure `validateWorldDraft` (which never throws and returns
// `null` for unusable input). A transport-level failure (the model being down)
// throws and is mapped to an HTTP 502 by the route; a bad *answer* degrades to
// a null world, never a crash. The `LlmClient` is injected so unit tests and
// the deterministic scenario stub (server/stubScenario.ts) can replace the
// network call exactly like the turn path does.
import type { LlmClient } from './llm';
import { DEFAULT_MAX_TOKENS } from './llm';
import type { EraTemplate, WorldDraft } from '../shared/scenario';
import { validateWorldDraft } from '../shared/scenario';
import type { GameState } from '../shared/types';
import { worldDraftToGameState } from '../shared/scenario';
// --- Defensive parsing (shared with the engine's approach) --------------------
/** The system-prompt markers the deterministic scenario stub keys off. */
export const SCENARIO_GENERATE_MARKER = '<<SCENARIO_GENERATE>>';
export const SCENARIO_REGENERATE_MARKER = '<<SCENARIO_REGENERATE>>';
/** Strip a leading/trailing ``` code fence (mirrors engine.stripFence). */
function stripFence(text: string): string {
let t = text.trim();
const lead = t.match(/^```[a-zA-Z]*\s*\n?/);
if (lead) t = t.slice(lead[0].length);
const tail = t.match(/\n?\s*```\s*$/);
if (tail) t = t.slice(0, t.length - tail[0].length);
return t.trim();
}
/** Extract the first balanced `{ ... }` substring (string-aware). */
function extractBalancedObject(text: string): string | null {
const start = text.indexOf('{');
if (start === -1) return null;
let depth = 0;
let inStr = false;
let esc = false;
for (let i = start; i < text.length; i++) {
const c = text[i];
if (inStr) {
if (esc) esc = false;
else if (c === '\\') esc = true;
else if (c === '"') inStr = false;
continue;
}
if (c === '"') inStr = true;
else if (c === '{') depth++;
else if (c === '}' && --depth === 0) return text.slice(start, i + 1);
}
return null;
}
/** Parse a raw top-level JSON object, or `null` when none is recoverable. */
function parseObject(raw: string): Record<string, unknown> | null {
const jsonText = extractBalancedObject(stripFence(raw));
if (!jsonText) return null;
try {
const obj: unknown = JSON.parse(jsonText);
return obj && typeof obj === 'object' && !Array.isArray(obj)
? (obj as Record<string, unknown>)
: null;
} catch {
return null;
}
}
// --- Prompt building ------------------------------------------------------------
/**
* The shared nation JSON contract text, embedded in both system prompts so the
* model sees the exact shape it must emit. Mirrors the engine's strict "ONLY a
* valid JSON object" style.
*/
const WORLD_SHAPE = [
'{',
' "world": {',
' "nations": [',
' {',
' "id": "short-stable-id",',
' "name": "Human readable name",',
' "type": "major|minor|power|alliance|faction",',
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
' "territory": ["ISO_A3","ISO_A3"],',
' "relations": {"<other nation id or name>": -100..100}',
' }',
' ],',
' "events": [',
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
' ]',
' },',
' "checkpoints": ["short advisor checkpoint", "..."]',
'}',
].join('\n');
/**
* The system prompt for step 1 (generate). Tells the model to design a fresh
* world for the era AND to emit an opening advisor checkpoint list.
*/
export function buildGeneratePrompt(
template: EraTemplate,
description: string,
year: number,
validCountryCodes: ReadonlySet<string> | undefined,
): { system: string; user: string } {
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
const system = [
`${SCENARIO_GENERATE_MARKER} You are a world-builder for an alternate-history strategy game.`,
'Given an era, a starting year, and the designer\'s description, create a plausible, self-consistent world of 3 to 8 nations for that moment in (or diverged from) history.',
'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:',
WORLD_SHAPE,
'',
'RULES',
'- "nations": 3 to 8 nations, each with a short stable id, a human name, a type, and four 0-100 stats (military, economy, stability, population).',
codes
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
codes.join(', ') +
'. A nation may control several codes; together the nations should cover a plausible portion of the world.'
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
'- "relations": a nation\'s sentiment toward each other nation, an integer from -100 (warring) to +100 (allied). Omit or set 0 for neutrality.',
'- "events" (optional): 1 to 4 short backstory events that already happened and set up the current tensions; each names one of the nations above.',
'- "checkpoints": 3 to 6 short strings — the advisor\'s opening briefing of the world\'s live strategic questions (the pressures, rivalries, and opportunities the player should know before leading a nation). Keep each under 20 words.',
'- Keep every stat value between 0 and 100. Do not invent nations outside the "nations" array.',
].join('\n');
const user = JSON.stringify(
{
era: {
id: template.id,
name: template.name,
year,
description: template.eraDescription,
},
suggestedPowers: template.suggestedPowers,
tensions: template.tensions,
description,
year,
...(codes ? { validCountryCodes: codes } : {}),
},
null,
2,
);
return { system, user };
}
/**
* The system prompt for step 2 (regenerate/finalize). Same world contract, but
* the model must now respect the player's APPROVED checkpoints (and, when a
* draft is supplied, stay close to it so the player's chosen nation survives).
*/
export function buildRegeneratePrompt(
template: EraTemplate,
description: string,
year: number,
approvedCheckpoints: string[],
validCountryCodes: ReadonlySet<string> | undefined,
draft?: WorldDraft,
): { system: string; user: string } {
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
const system = [
`${SCENARIO_REGENERATE_MARKER} You are finalizing a world for an alternate-history strategy game.`,
'A draft world was generated and the player has APPROVED a set of checkpoints that the final world MUST respect. Produce the final, playable world.',
'Respond with ONLY a valid JSON object of exactly this shape (same as the draft, but the "checkpoints" field is NOT repeated — omit it). No prose, no commentary, no markdown fences, no trailing commas:',
[
'{',
' "world": {',
' "nations": [',
' {',
' "id": "short-stable-id",',
' "name": "Human readable name",',
' "type": "major|minor|power|alliance|faction",',
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
' "territory": ["ISO_A3","ISO_A3"],',
' "relations": {"<other nation id or name>": -100..100}',
' }',
' ],',
' "events": [',
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
' ]',
' }',
'}',
].join('\n'),
'',
'RULES',
'- Base the final world on the provided draft (the "draft" field of the user message) and keep the same nations — do not rename, drop, or invent nations beyond what the draft established, UNLESS an approved checkpoint demands it.',
'- You MUST respect EVERY approved checkpoint (the "approvedCheckpoints" field of the user message): reflect each one in the nations\' stats, borders, relations, or backstory events.',
codes
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
codes.join(', ') +
'.'
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
'- Keep every stat value between 0 and 100.',
].join('\n');
const user = JSON.stringify(
{
era: {
id: template.id,
name: template.name,
year,
description: template.eraDescription,
},
description,
year,
approvedCheckpoints,
...(draft ? { draft } : {}),
...(codes ? { validCountryCodes: codes } : {}),
},
null,
2,
);
return { system, user };
}
// --- Parsing the model's answers ----------------------------------------------
/** Parse the step-1 (generate) answer into a validated world + checkpoint list. */
export function parseGenerate(
raw: string,
validCountryCodes?: ReadonlySet<string>,
): { world: WorldDraft | null; checkpoints: string[] } {
const obj = parseObject(raw);
if (!obj) return { world: null, checkpoints: [] };
const world = validateWorldDraft(obj.world, { validCountryCodes });
const checkpoints: string[] = [];
if (Array.isArray(obj.checkpoints)) {
const seen = new Set<string>();
for (const c of obj.checkpoints) {
if (typeof c !== 'string') continue;
const t = c.trim();
if (t.length > 2 && !seen.has(t)) {
seen.add(t);
checkpoints.push(t);
}
}
}
return { world, checkpoints: checkpoints.slice(0, 12) };
}
/** Parse the step-2 (finalize) answer into a validated world (or null). */
export function parseRegenerate(
raw: string,
validCountryCodes?: ReadonlySet<string>,
): WorldDraft | null {
const obj = parseObject(raw);
if (!obj) return null;
return validateWorldDraft(obj.world, { validCountryCodes });
}
// --- Orchestration -------------------------------------------------------------
export interface GenerateDraftOptions {
llm: LlmClient;
template: EraTemplate;
description: string;
year: number;
/** ISO_A3 codes to accept (undefined = no filtering). */
validCountryCodes?: ReadonlySet<string>;
}
/**
* Step 1: ask the model to design a draft world + an advisor checkpoint list.
* Throws only on a transport-level failure (the model is down) — a bad answer
* yields `{ world: null, checkpoints: [] }` and is the caller's to surface as
* an error, never a crash.
*/
export async function generateDraft(
opts: GenerateDraftOptions,
): Promise<{ world: WorldDraft | null; checkpoints: string[] }> {
const { llm, template, description, year, validCountryCodes } = opts;
const { system, user } = buildGeneratePrompt(template, description, year, validCountryCodes);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
const out = await llm.chat(
[{ role: 'system', content: system }, { role: 'user', content: user }],
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
);
const parsed = parseGenerate(out, validCountryCodes);
if (parsed.world) return parsed;
// One nudge re-send with a fresh history, mirroring the engine's retry.
const retry = await llm.chat(
[
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
],
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
);
return parseGenerate(retry, validCountryCodes);
}
export interface FinalizeWorldOptions {
llm: LlmClient;
template: EraTemplate;
description: string;
year: number;
approvedCheckpoints: string[];
/** The step-1 draft (re-sent by the client) — the base the final world refines. */
draft?: WorldDraft;
/** The nation id the player will lead (kept in the final world when present). */
playerNationId: string;
/** ISO_A3 codes to accept (undefined = no filtering). */
validCountryCodes?: ReadonlySet<string>;
/** Expand ISO_A3 territory to sub-region keys (injected from server/regions). */
expand: (countries: string[]) => string[];
/** The new game's id (the route sets randomUUID()). */
id?: string;
/** The scenario title (becomes presetTitle; default 'Custom World'). */
title?: string;
/** The game's start date (YYYY-MM-DD, from the chosen year). */
startDate?: string;
}
/**
* Step 2: ask the model to produce the final world constrained to the approved
* checkpoints, convert it to a playable {@link GameState}, and return it for the
* caller to persist. Throws only on a transport-level failure; a bad answer
* that still yields a usable world is committed, and if the final world drops
* the player's chosen nation the conversion falls back to the first nation so
* the game is always playable.
*/
export async function finalizeWorld(opts: FinalizeWorldOptions): Promise<GameState> {
const {
llm,
template,
description,
year,
approvedCheckpoints,
draft,
playerNationId,
validCountryCodes,
expand,
id,
title,
startDate,
} = opts;
const { system, user } = buildRegeneratePrompt(
template,
description,
year,
approvedCheckpoints,
validCountryCodes,
draft,
);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
const out = await llm.chat(
[{ role: 'system', content: system }, { role: 'user', content: user }],
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
let world = parseRegenerate(out, validCountryCodes);
if (!world) {
const retry = await llm.chat(
[
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
],
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
world = parseRegenerate(retry, validCountryCodes);
}
if (!world) {
// The model could not produce a usable final world. Rather than fail the
// whole commit, fall back to the draft the player already approved (if any)
// so the commit still yields a playable game.
if (draft) world = draft;
else throw new Error('finalize: the model returned no usable world');
}
return worldDraftToGameState(world, expand, playerNationId, { id, title, startDate });
}
+6
View File
@@ -72,6 +72,11 @@ function truncate(s: string, n: number): string {
* (v0.27, #44) The stub likewise NEVER places or removes a map marker (it * (v0.27, #44) The stub likewise NEVER places or removes a map marker (it
* always returns `markers: { add: [], remove: [] }`) — the marker path is * always returns `markers: { add: [], remove: [] }`) — the marker path is
* covered by unit tests only, keeping the e2e assertions untouched. * 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.
*/ */
export function deterministicTurn(p: StubPayload): TurnResult { export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state; const state = p.state;
@@ -133,6 +138,7 @@ export function deterministicTurn(p: StubPayload): TurnResult {
date: addDays(state?.date ?? '1939-09-01', 2), date: addDays(state?.date ?? '1939-09-01', 2),
events, events,
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }], 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' }] : [], relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
territoryChanges, territoryChanges,
unowned: [], // the stub never creates no man's land (see doc comment) unowned: [], // the stub never creates no man's land (see doc comment)
+122
View File
@@ -0,0 +1,122 @@
// Deterministic SCENARIO-generation stub (v0.31, #52).
//
// Distinct from the turn stub (server/stub.ts, which stays untouched): this one
// answers the two scenario-generation LLM calls (see server/scenario.ts) so the
// whole "Create scenario" path is reproducible under LLM_STUB=1 (unit tests and
// the Playwright e2e). It speaks the OpenAI chat-completions wire shape, so it
// plugs in as a Transport, and it discriminates the two calls by the markers
// scenario.ts embeds in each system message (SCENARIO_GENERATE_MARKER for the
// draft step, SCENARIO_REGENERATE_MARKER for the finalize step) — mirroring how
// the turn stub discriminates the advisor call via ADVISOR_MARKER.
//
// The stub returns a fixed 3-nation world and a fixed checkpoint list for the
// generate step, and — for the finalize step — the same world refined in a
// simple, deterministic way that depends on the approved checkpoints, so the
// "finalize respects approved checkpoints" behavior is observable end to end.
import { createLlmClient, type ChatMessage, type LlmClient, type Transport } from './llm';
import { SCENARIO_REGENERATE_MARKER } from './scenario';
import type { WorldDraft } from '../shared/scenario';
/** A small fixed 3-nation world (ISO_A3 territory — FRA / RUS / ESP). */
const WORLD: WorldDraft = {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: { boreas: -60, gamma: 20 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 50, population: 60 },
territory: ['RUS'],
relations: { alba: -60, gamma: 10 },
},
{
id: 'gamma',
name: 'Gamma',
type: 'minor',
stats: { military: 30, economy: 45, stability: 70, population: 40 },
territory: ['ESP'],
relations: { alba: 20, boreas: 10 },
},
],
events: [
{
nation: 'alba',
type: 'political',
title: 'The new order takes shape',
text: 'The three powers settle their borders after the great realignment.',
outcome: 'neutral',
},
],
};
/** The advisor's opening checkpoint list (fixed, in order). */
const CHECKPOINTS: string[] = [
'Alba dominates the western sea lanes and presses its advantage.',
'Boreas fortifies its northern frontier against a long winter.',
'Gamma brokers a neutral corridor between the two rivals.',
];
/**
* Deterministically refine the fixed world to "respect" the approved
* checkpoints: each approved checkpoint that names one of the fixed nations (by
* the first 4 letters of the nation's name, case-insensitive) raises that
* nation's stability by 5 (clamped at 100). Same input → same output, and the
* result visibly depends on which checkpoints were approved.
*/
export function stubWorldFor(approved: string[]): WorldDraft {
const nations = WORLD.nations.map((n) => ({
...n,
stats: { ...n.stats },
relations: { ...n.relations },
}));
const lower = approved.map((c) => c.toLowerCase());
for (const n of nations) {
const key = n.name.toLowerCase().slice(0, 4);
if (lower.some((c) => c.includes(key))) {
n.stats.stability = Math.min(100, n.stats.stability + 5);
}
}
return { nations, events: WORLD.events };
}
export function makeScenarioStubTransport(): Transport {
return async (_url, init) => {
let content: string;
try {
const req = JSON.parse(String(init?.body ?? '{}')) as { messages?: ChatMessage[] };
const sys = req.messages?.find((m) => m.role === 'system')?.content ?? '';
const user = req.messages?.find((m) => m.role === 'user');
if (sys.includes(SCENARIO_REGENERATE_MARKER)) {
// Finalize step: read the approved checkpoints out of the user payload
// and refine the fixed world accordingly (no checkpoints field echoed).
const payload = JSON.parse(user?.content ?? '{}') as {
approvedCheckpoints?: string[];
};
content = JSON.stringify({ world: stubWorldFor(payload.approvedCheckpoints ?? []) });
} else {
// Generate step (and any unrecognized prompt): the fixed world + list.
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
}
} catch {
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
}
return {
ok: true,
status: 200,
json: async () => ({ choices: [{ message: { content } }] }),
text: async () => content,
} as unknown as Response;
};
}
/** A ready-made LlmClient backed by the deterministic scenario transport. */
export function makeScenarioStubLlmClient(): LlmClient {
return createLlmClient({ transport: makeScenarioStubTransport() });
}
+59
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@@ -0,0 +1,59 @@
import { describe, expect, it } from 'vitest';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { createTemplateStore } from './templates';
// The project root is the parent of server/ (mirrors how server/index.ts and
// server/regions.test.ts locate it via import.meta.url).
const root = fileURLToPath(new URL('..', import.meta.url));
const templatesDir = path.join(root, 'presets', 'templates');
const store = createTemplateStore(templatesDir);
/** A well-formed ISO_A3 country code: exactly three uppercase letters. */
function isIsoA3(code: string): boolean {
return /^[A-Z]{3}$/.test(code);
}
describe('era templates store (v0.31.0, #52)', () => {
it('the manifest lists exactly the three era templates', () => {
const meta = store.listMeta();
expect(meta).toHaveLength(3);
const ids = meta.map((m) => m.id);
expect(ids).toEqual(['ww2', 'present', 'near-future']);
for (const m of meta) {
expect(m.id).toBeTruthy();
expect(m.name).toBeTruthy();
expect(typeof m.year).toBe('number');
expect(m.eraDescription).toBeTruthy();
}
});
it('each template file loads and is well-formed', () => {
for (const m of store.listMeta()) {
const t = store.get(m.id);
expect(t, `template ${m.id} should load`).not.toBeNull();
const tpl = t as NonNullable<typeof t>;
expect(tpl.id).toBe(m.id);
expect(tpl.name).toBe(m.name);
expect(tpl.year).toBe(m.year);
expect(tpl.eraDescription).toBeTruthy();
// suggested powers: non-empty, each a named power with an ISO_A3 core region + note.
expect(tpl.suggestedPowers.length).toBeGreaterThan(0);
for (const p of tpl.suggestedPowers) {
expect(p.name).toBeTruthy();
expect(isIsoA3(p.region)).toBe(true);
expect(p.note).toBeTruthy();
}
// tensions: a non-empty list of non-empty strings.
expect(tpl.tensions.length).toBeGreaterThan(0);
for (const s of tpl.tensions) expect(typeof s).toBe('string');
for (const s of tpl.tensions) expect(s.trim()).not.toBe('');
}
});
it('get returns null for an unknown id', () => {
expect(store.get('does-not-exist')).toBeNull();
expect(store.get('')).toBeNull();
});
});
+28
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@@ -0,0 +1,28 @@
// Load era templates for the "Create scenario" path from disk (v0.31.0, #52).
// Mirrors the preset store (server/presets.ts): each template is a JSON file
// (presets/templates/<id>.json) and index.json is the lightweight manifest used
// to render the picker cards. The store is created with the resolved templates
// directory so it works from repo root (dev) and /app (Docker) alike.
import { readFileSync } from 'node:fs';
import type { EraTemplate, TemplateMeta } from '../shared/scenario';
export interface TemplateStore {
listMeta(): TemplateMeta[];
get(id: string): EraTemplate | null;
}
export function createTemplateStore(dir: string): TemplateStore {
const manifest = JSON.parse(readFileSync(`${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;
}
},
};
}
+64
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@@ -20,6 +20,23 @@ export type StateChange =
| { nation: string; stat: StatKey; op: 'set'; value: number } | { nation: string; stat: StatKey; op: 'set'; value: number }
| { nation: string; stat: StatKey; op: 'add'; 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). */ /** Set the bilateral relation between nations `a` and `b` to `set` (symmetric). */
export interface RelationChange { export interface RelationChange {
a: string; a: string;
@@ -217,6 +234,17 @@ export interface TurnResult {
date: string; date: string;
events: TurnEventSpec[]; events: TurnEventSpec[];
stateChanges: StateChange[]; 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[]; relations: RelationChange[];
territoryChanges: TerritoryChange[]; territoryChanges: TerritoryChange[];
/** /**
@@ -424,6 +452,42 @@ export function nationColor(id: string): string {
return `hsl(${hue} 58% 46%)`; return `hsl(${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 --- // --- 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 // An unowned region has two distinct looks, and the difference is NOT in the
+458
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@@ -0,0 +1,458 @@
// Dynamic scenario generation — the shared (dependency-free) contract.
//
// This is the additive "Create scenario" path: instead of picking one of the
// static presets, the user picks a light **era template**, writes a free-text
// description, and lets the LLM generate a fresh world (a {@link WorldDraft})
// plus an advisor **checkpoint** list. The player reviews the checkpoints,
// approves/removes some, and picks a nation to lead; a second LLM call then
// finalizes the draft into a playable {@link GameState} (a normal game).
//
// Everything here is pure and has no runtime dependencies beyond the other
// shared modules: it may import types from `./types` and helpers from
// `./protocol`, but it never imports the engine, the LLM client, or any
// external package. The two LLM calls (`generateDraft` / `finalizeWorld`)
// live in `server/scenario.ts`; only the *shapes* and the pure transforms
// live here.
import type {
EventEntry,
EventOutcome,
EventType,
GameState,
Nation,
NationStats,
NationType,
RelationStatus,
} from './types';
import { clampStat, makeEvent, seedRegionStats, type TurnEventSpec } from './protocol';
// --- Era templates -----------------------------------------------------------
/**
* A suggested starting power for an era template: a display `name`, an ISO_A3
* core `region` (the country the power is rooted in), and a short `note` the
* LLM is shown when it designs the world.
*/
export interface SuggestedPower {
name: string;
/** ISO_A3 country code the power's core territory sits in. */
region: string;
note: string;
}
/**
* A light **era template** the user can start from on the "Create scenario"
* path (one JSON file per template in `presets/templates/`, plus an
* `index.json` manifest). It is deliberately small: a name, a default `year`,
* a short `eraDescription`, a few `suggestedPowers`, and a few `tensions` —
* a seed the LLM generator expands into a full {@link WorldDraft}.
*/
export interface EraTemplate {
id: string;
name: string;
/** Default starting year (the user may override it in the form). */
year: number;
/** A short description of the era, shown on the card and fed to the LLM. */
eraDescription: string;
/** A few suggested starting powers (name + ISO_A3 core region + a note). */
suggestedPowers: SuggestedPower[];
/** A few suggested tensions / conflicts to seed the world. */
tensions: string[];
}
/** The lightweight manifest entry for an era template (the picker card). */
export interface TemplateMeta {
id: string;
name: string;
year: number;
eraDescription: string;
}
// --- World draft -------------------------------------------------------------
/**
* A single nation in a generated world **draft** (before it is committed to a
* playable {@link GameState}). Its `territory` holds **ISO_A3 country codes**
* (not region keys) — the engine expands them to sub-region keys at commit
* time via the injected `expand` resolver. `relations` are the LLM's
* numeric sentiment toward other nations (−100..100); the engine maps them to
* a {@link RelationStatus} on commit.
*/
export interface WorldNation {
id: string;
name: string;
type?: NationType;
stats: NationStats;
/** ISO_A3 country codes the nation controls. */
territory: string[];
/** Bilateral sentiment: other nation id -> −100..100. */
relations: Record<string, number>;
}
/** An optional narrative backstory event carried by a world draft (turn 0). */
export interface ScenarioEvent {
nation: string;
type: EventType;
title: string;
text: string;
outcome: EventOutcome;
}
/**
* A draft world the LLM generator returns before the player confirms it.
* `nations` is required and non-empty; `events` is optional backstory that
* seeds the new game's event feed on commit.
*/
export interface WorldDraft {
nations: WorldNation[];
events?: ScenarioEvent[];
}
/**
* A single **advisor checkpoint** — a short string the generator proposes for
* the player to approve (or remove) before the world is finalized. The
* approved checkpoints are handed to the finalize call as constraints.
*/
export type Checkpoint = string;
// --- Client ↔ server message shapes (the two LLM steps) -----------------------
/** The body of `POST /api/scenarios/draft` (step 1: design the world). */
export interface ScenarioDraftRequest {
templateId: string;
description: string;
/** The chosen start year (the server falls back to the template's year). */
year?: number;
}
/** The response of `POST /api/scenarios/draft` — the draft world + checkpoints. */
export interface ScenarioDraftResponse {
world: WorldDraft;
checkpoints: string[];
}
/** The body of `POST /api/scenarios/commit` (step 2: finalize + save the game). */
export interface ScenarioCommitRequest {
templateId: string;
description: string;
/** The chosen start year (the server falls back to the template's year). */
year?: number;
/** The step-1 draft, re-sent so the final world stays close to it. */
draft?: WorldDraft;
/** The checkpoints the player approved (the finalize step's constraints). */
approvedCheckpoints: string[];
/** The nation id the player will lead (kept in the final world when present). */
playerNationId: string;
}
/** The response of `POST /api/scenarios/commit` — the saved game's id. */
export interface ScenarioCommitResponse {
id: string;
}
// --- Validation + transforms (pure) ------------------------------------------
/** The 8 known event types (a local copy so this module needs no runtime import). */
const EVENT_TYPES: readonly string[] = [
'military',
'diplomatic',
'economic',
'political',
'social',
'disaster',
'scientific',
'cultural',
];
/** The 5 known nation types. */
const NATION_TYPES: readonly string[] = ['major', 'minor', 'power', 'alliance', 'faction'];
/** True when `t` is one of the eight known event types. */
function isEventType(t: unknown): t is EventType {
return typeof t === 'string' && (EVENT_TYPES as string[]).includes(t);
}
/** True when `t` is one of the five known event outcomes. */
function isEventOutcome(o: unknown): o is EventOutcome {
return o === 'success' || o === 'failure' || o === 'partial' || o === 'neutral';
}
/** True when `t` is one of the five known nation types. */
function isNationType(t: unknown): t is NationType {
return typeof t === 'string' && (NATION_TYPES as string[]).includes(t);
}
/** Clamp a number to [lo, hi] and round (non-finite → lo). */
function clampRange(v: number, lo: number, hi: number): number {
if (!Number.isFinite(v)) return lo;
return Math.max(lo, Math.min(hi, Math.round(v)));
}
/** Parse a raw (unknown) stats object into a clamped NationStats (missing → 50). */
function parseStats(raw: unknown): NationStats {
const o =
raw && typeof raw === 'object' && !Array.isArray(raw)
? (raw as Record<string, unknown>)
: {};
const get = (k: keyof NationStats): number => {
const v = o[k];
return typeof v === 'number' && Number.isFinite(v) ? clampStat(v) : 50;
};
return {
military: get('military'),
economy: get('economy'),
stability: get('stability'),
population: get('population'),
};
}
/**
* A short, stable, lowercase slug for a nation name (used as a fallback id):
* "United Kingdom" → "united-kingdom". Diacritics stripped, runs of
* non-alphanumerics collapsed to a single dash, length capped at 20.
*/
function slugFromName(name: string): string {
const s = name
.toLowerCase()
.normalize('NFKD')
.replace(/[\u0300-\u036f]/g, '')
.replace(/[^a-z0-9]+/g, '-')
.replace(/^-+|-+$/g, '');
if (!s) return '';
return s.length > 20 ? s.slice(0, 20).replace(/-+$/, '') : s;
}
/**
* Map a numeric sentiment score (−100..100) to a {@link RelationStatus}.
* Five bands: ally (≥60), neutral (0..59), rival (−40..−1), hostile (−80..−41),
* war (≤−81). Pure.
*/
export function relationFromScore(v: number): RelationStatus {
const c = clampRange(v, -100, 100);
if (c >= 60) return 'ally';
if (c >= 0) return 'neutral';
if (c >= -40) return 'rival';
if (c >= -80) return 'hostile';
return 'war';
}
/**
* Validate + normalize a raw LLM world-draft payload into a clean
* {@link WorldDraft} (or `null` when it is unusable). Never throws:
* - the top level must be an object with a non-empty `nations` array;
* - each nation needs a non-empty `name`; its `id` is kept when a valid
* non-empty string, else derived from a name slug (else `n<index>`);
* duplicate ids are suffixed until unique;
* - each nation's `type`/stats are clamped (missing stats → 50);
* - each nation's `territory` is upper-cased, deduped, and (when
* `validCountryCodes` is given) filtered to only known ISO_A3 codes;
* - a nation's `relations` are clamped to −100..100 and re-keyed to the
* assigned ids (a key that is a known id, or a case-insensitive name
* match, is kept; unknown / self references are dropped);
* - optional `events` are kept when they name a known nation (by id or
* name) and have a non-empty title;
* - the result is `null` when there are no nations, or no nation ends up
* owning a valid territory (nothing to render on the map).
*/
export function validateWorldDraft(
raw: unknown,
opts: { validCountryCodes?: ReadonlySet<string> } = {},
): WorldDraft | null {
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return null;
const obj = raw as Record<string, unknown>;
const rawNations = Array.isArray(obj.nations) ? obj.nations : null;
if (!rawNations || rawNations.length === 0) return null;
const validCodes = opts.validCountryCodes;
const usedIds = new Set<string>();
const nameToId = new Map<string, string>();
interface Tmp {
id: string;
name: string;
type: NationType;
stats: NationStats;
territory: string[];
rawRelations: Record<string, number>;
}
const tmp: Tmp[] = [];
for (const rn of rawNations) {
if (!rn || typeof rn !== 'object') continue;
const o = rn as Record<string, unknown>;
const name = typeof o.name === 'string' ? o.name.trim() : '';
if (name === '') continue; // a nation needs a name
// id: keep a valid non-empty string, else derive from the name slug, else n<index>.
let id = typeof o.id === 'string' && o.id.trim() !== '' ? o.id.trim() : '';
if (id === '') id = slugFromName(name) || `n${tmp.length + 1}`;
let candidate = id;
let k = 2;
while (usedIds.has(candidate)) {
candidate = `${id}-${k}`;
k += 1;
}
id = candidate;
usedIds.add(id);
const lowerName = name.toLowerCase();
if (!nameToId.has(lowerName)) nameToId.set(lowerName, id);
const type = isNationType(o.type) ? o.type : 'major';
const stats = parseStats(o.stats);
// territory: upper-case, de-duped, and (optionally) filtered to known codes.
const territory: string[] = [];
if (Array.isArray(o.territory)) {
for (const t of o.territory) {
if (typeof t !== 'string') continue;
const code = t.trim().toUpperCase();
if (code === '') continue;
if (validCodes && !validCodes.has(code)) continue; // drop unknown country codes
if (!territory.includes(code)) territory.push(code);
}
}
// relations: keep only finite numeric values (clamped later on re-key).
const rawRelations: Record<string, number> = {};
if (o.relations && typeof o.relations === 'object' && !Array.isArray(o.relations)) {
for (const [key, v] of Object.entries(o.relations as Record<string, unknown>)) {
if (typeof v === 'number' && Number.isFinite(v)) rawRelations[key] = v;
}
}
tmp.push({ id, name, type, stats, territory, rawRelations });
}
if (tmp.length === 0) return null;
// Unusable when no nation owns a valid territory (there is nothing to render).
if (!tmp.some((t) => t.territory.length > 0)) return null;
const idSet = new Set(tmp.map((t) => t.id));
const nations: WorldNation[] = tmp.map((t) => {
const relations: Record<string, number> = {};
for (const [key, val] of Object.entries(t.rawRelations)) {
// Resolve the key: a known id, else a case-insensitive name match.
let target = key;
if (!idSet.has(target)) {
const mapped = nameToId.get(key.toLowerCase());
if (mapped) target = mapped;
}
if (target === t.id) continue; // drop self-references
if (!idSet.has(target)) continue; // drop references to unknown nations
relations[target] = clampRange(val, -100, 100);
}
return { id: t.id, name: t.name, type: t.type, stats: t.stats, territory: t.territory, relations };
});
// Optional backstory events (kept when they name a known nation).
let events: ScenarioEvent[] | undefined;
if (Array.isArray(obj.events)) {
const evs: ScenarioEvent[] = [];
for (const re of obj.events) {
if (!re || typeof re !== 'object') continue;
const e = re as Record<string, unknown>;
const title = typeof e.title === 'string' ? e.title.trim() : '';
if (title === '') continue;
const text = typeof e.text === 'string' ? e.text : '';
const type = isEventType(e.type) ? e.type : 'political';
const outcome = isEventOutcome(e.outcome) ? e.outcome : 'neutral';
let nation = typeof e.nation === 'string' ? e.nation : '';
if (nation !== '' && !idSet.has(nation)) {
nation = nameToId.get(nation.toLowerCase()) ?? '';
}
if (nation === '' || !idSet.has(nation)) continue; // drop events with no known owner
evs.push({ nation, type, title, text, outcome });
}
events = evs;
}
return { nations, events };
}
/** Options for {@link worldDraftToGameState} (all optional, sensible defaults). */
export interface WorldDraftToGameOptions {
/** The new game's id (the server sets `randomUUID()`; default `''`). */
id?: string;
/** The scenario title (becomes `GameState.presetTitle`; default 'Custom World'). */
title?: string;
/** The game's start date (`YYYY-MM-DD`, from the chosen year; default '1970-01-01'). */
startDate?: string;
}
/**
* Convert a validated {@link WorldDraft} into a fresh, playable {@link
* GameState} (a normal game at `#/game/<id>`). Mirrors `POST /api/games`
* exactly, except the draft's nations carry **ISO_A3** territory which is
* expanded to sub-region keys by the injected `expand` resolver, and
* `regionStats` is seeded from the expanded territories via
* {@link seedRegionStats} (so every owned region starts with its owner's
* stats and the derived aggregate equals them on turn 1).
*
* The result is a clean turn-1 state: `version: 1`, `turn: 1`, `unowned: []`,
* `markers: []`, `pendingNationOps: []`, `pending: []`, the given
* `playerNationId`, and a `startDate` from the chosen year. Backstory events
* (if any) seed the event feed at turn 1. Pure — no side effects, no I/O.
*/
export function worldDraftToGameState(
draft: WorldDraft,
expand: (countries: string[]) => string[],
playerNationId: string,
opts: WorldDraftToGameOptions = {},
): GameState {
const id = opts.id ?? '';
const title = opts.title ?? 'Custom World';
const startDate = opts.startDate ?? '1970-01-01';
const nations: Record<string, Nation> = {};
for (const wn of draft.nations) {
const relations: Record<string, RelationStatus> = {};
for (const [otherId, score] of Object.entries(wn.relations)) {
if (otherId === wn.id) continue; // no self-relations
relations[otherId] = relationFromScore(score);
}
nations[wn.id] = {
id: wn.id,
name: wn.name,
type: wn.type ?? 'major',
stats: wn.stats,
territory: expand(wn.territory),
relations,
};
}
// Guard: a finalize step (or a bad model answer) might drop the nation the
// player chose to lead. Rather than produce a game with a dangling
// playerNationId, fall back to the first nation (deterministic insertion
// order) so the resulting game is always playable.
const effectivePlayer =
nations[playerNationId] !== undefined
? playerNationId
: draft.nations.length > 0
? draft.nations[0].id
: '';
// Seed the event feed from the draft's optional backstory (turn 1, startDate).
const events: EventEntry[] = (draft.events ?? []).map((e) =>
makeEvent(e as unknown as TurnEventSpec, 1, startDate),
);
const state: GameState = {
id,
presetId: 'dynamic',
presetTitle: title,
playerNationId: effectivePlayer,
turn: 1,
date: startDate,
nations,
events,
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
// Seed AFTER the territories hold real region keys: each owned region gets
// a copy of its owner's stats, so the derived aggregate equals them.
regionStats: seedRegionStats(nations),
};
return state;
}
+9 -1
View File
@@ -79,7 +79,15 @@ export const EVENT_TYPES: EventType[] = [
'cultural', '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) ------------------------------------------------- // --- Map markers (v0.27, #44) -------------------------------------------------
// //
+129 -2
View File
@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
import { cn } from './lib/utils'; import { cn } from './lib/utils';
import PresetPicker from './components/PresetPicker'; import PresetPicker from './components/PresetPicker';
import NationSelect from './components/NationSelect'; import NationSelect from './components/NationSelect';
import ScenarioForm from './components/ScenarioForm';
import CheckpointReview from './components/CheckpointReview';
import WorldMap from './components/WorldMap'; import WorldMap from './components/WorldMap';
import FloatingWindow from './components/FloatingWindow'; import FloatingWindow from './components/FloatingWindow';
import MapLegend from './components/MapLegend'; import MapLegend from './components/MapLegend';
@@ -26,9 +28,27 @@ import { api } from './lib/api';
import { useSse } from './lib/sse'; import { useSse } from './lib/sse';
import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol'; import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
import type { GameState, Preset, PresetMeta } from '@shared/types'; 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, * Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
@@ -181,6 +201,10 @@ export default function App() {
// non-LLM) request. It gates only the nation-op dialog controls, never the // non-LLM) request. It gates only the nation-op dialog controls, never the
// turn flow — "Jump forward" stays usable while it is in flight. // turn flow — "Jump forward" stays usable while it is in flight.
const [opBusy, setOpBusy] = useState(false); 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 // The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen. // list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId()); const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -359,6 +383,77 @@ export default function App() {
[screen], [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 // 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 // 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 // version-gated via applyState, so the item can never be clobbered by a
@@ -573,6 +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 ( return (
<> <>
<Toaster richColors position="top-right" /> <Toaster richColors position="top-right" />
@@ -584,6 +709,7 @@ export default function App() {
activeGameId={activeGameId} activeGameId={activeGameId}
onResume={resumeGame} onResume={resumeGame}
onDelete={runDeleteGame} onDelete={runDeleteGame}
onCreateScenario={openScenarioForm}
/> />
</> </>
); );
@@ -707,6 +833,7 @@ function GameScreen({
presetId={game.presetId} presetId={game.presetId}
unowned={game.unowned ?? []} unowned={game.unowned ?? []}
markers={game.markers ?? []} markers={game.markers ?? []}
regionStats={game.regionStats ?? {}}
onFocusNation={focusNation} onFocusNation={focusNation}
/> />
+278
View File
@@ -0,0 +1,278 @@
import { useState } from 'react';
import { Check, ListChecks, Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import StatBar from './StatBar';
import { cn } from '@/lib/utils';
import { EVENT_COLORS, RELATION_COLORS } from '@/lib/colors';
import { relationFromScore, type TemplateMeta, type WorldDraft, type WorldNation } from '@shared/scenario';
interface Props {
/** The era template the draft was generated from (name/year for the header). */
template: TemplateMeta;
/** The free-text description the user wrote (shown as the world's context). */
description: string;
/** The effective start year (template default or the user's override). */
year: number;
/** The step-1 draft world to review and finalize. */
world: WorldDraft;
/** The advisor's proposed checkpoints (all approved by default). */
checkpoints: string[];
/** A finalize (LLM) call is in flight — disables the controls. */
busy?: boolean;
/** Back to the scenario form (a fresh attempt — the form's state resets). */
onBack: () => void;
/** Step 2: finalize with the approved checkpoints + the chosen nation to lead. */
onFinalize: (approvedCheckpoints: string[], playerNationId: string) => void;
}
const STAT_BARS: Array<{ key: keyof WorldNation['stats']; label: string }> = [
{ key: 'military', label: 'Military' },
{ key: 'economy', label: 'Economy' },
{ key: 'stability', label: 'Stability' },
{ key: 'population', label: 'Population' },
];
/**
* "Create scenario" — step 2 of the dynamic path (v0.31, #52). Shows the
* generated world (each nation's stats, territory country codes, and
* relations; plus any backstory events) and the advisor's proposed
* checkpoints as an approve/remove checklist (approved by default — the
* approved ones bind the finalize step). The player then picks which nation
* to lead (the nation cards mirror NationSelect's pick screen; the draft's
* nations are not a static Preset, so they are rendered here directly) and
* finalizes. On success the app navigates into the new game; on failure it
* toasts and stays here with the current selections intact.
*/
export default function CheckpointReview({
template,
description,
year,
world,
checkpoints,
busy = false,
onBack,
onFinalize,
}: Props) {
// Approve/remove per checkpoint (approved by default — the advisor's list is
// a starting point the player prunes, not a form they fill in).
const [approved, setApproved] = useState<boolean[]>(() => checkpoints.map(() => true));
// The nation the player will lead (none until explicitly picked).
const [selectedId, setSelectedId] = useState<string | null>(null);
const nameOf = (id: string) => world.nations.find((n) => n.id === id)?.name ?? id;
const approvedCount = approved.filter(Boolean).length;
const selected = selectedId ? world.nations.find((n) => n.id === selectedId) : undefined;
const toggle = (i: number) =>
setApproved((prev) => prev.map((v, j) => (j === i ? !v : v)));
const finalize = () => {
if (!selectedId) return;
onFinalize(
checkpoints.filter((_, i) => approved[i]),
selectedId,
);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-review">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to form
</Button>
<div className="flex items-center gap-3">
<h1 className="text-3xl font-bold tracking-tight">{template.name}</h1>
<Badge variant="secondary" className="text-sm">
{year}
</Badge>
</div>
{description && (
<p className="mt-2 max-w-3xl whitespace-pre-line text-sm leading-relaxed text-muted-foreground">
{description}
</p>
)}
{/* --- The generated world --- */}
<h2 className="mb-3 mt-8 text-lg font-semibold">The generated world</h2>
<div className="space-y-3">
{world.nations.map((n) => (
<div
key={n.id}
className="rounded-lg border border-border/60 bg-card/40 p-3"
data-testid="draft-nation"
data-nation-id={n.id}
>
<div className="flex flex-wrap items-center gap-2">
<span className="font-medium">{n.name}</span>
<Badge variant="secondary" className="text-xs capitalize">
{n.type ?? 'major'}
</Badge>
{n.territory.length > 0 && (
<span className="ml-auto text-xs text-muted-foreground">
{n.territory.join(' · ')}
</span>
)}
</div>
<div className="mt-2 grid gap-x-6 gap-y-1 sm:grid-cols-2">
{STAT_BARS.map(({ key, label }) => (
<StatBar key={key} label={label} value={n.stats[key]} />
))}
</div>
{Object.keys(n.relations).length > 0 && (
<div className="mt-2 flex flex-wrap gap-1.5">
{Object.entries(n.relations).map(([otherId, score]) => {
const status = relationFromScore(score);
return (
<span
key={otherId}
className="rounded-full border px-2 py-0.5 text-[11px] font-medium"
style={{
color: RELATION_COLORS[status],
borderColor: `${RELATION_COLORS[status]}55`,
}}
>
{nameOf(otherId)} {score > 0 ? `+${score}` : score}
</span>
);
})}
</div>
)}
</div>
))}
{(world.events ?? []).length > 0 && (
<div className="rounded-lg border border-border/60 bg-card/40 p-3">
<div className="mb-2 text-[11px] font-medium uppercase tracking-wide text-muted-foreground">
Backstory
</div>
<ul className="space-y-2">
{(world.events ?? []).map((e, i) => (
<li key={i} className="flex items-start gap-2 text-sm" data-testid="draft-event">
<span
className="mt-1.5 inline-block size-2 shrink-0 rounded-full"
style={{ background: EVENT_COLORS[e.type] }}
aria-hidden
/>
<span className="min-w-0 flex-1">
<span className="font-medium">{nameOf(e.nation)}:</span>{' '}
{e.title} — {e.text}
</span>
</li>
))}
</ul>
</div>
)}
</div>
{/* --- Advisor checkpoints (approve / remove) --- */}
<div className="mt-8 flex items-center gap-2">
<ListChecks className="size-4 text-primary" />
<h2 className="text-lg font-semibold">Advisor checkpoints</h2>
<Badge variant="secondary" className="ml-auto text-xs tabular-nums">
{approvedCount} of {checkpoints.length} approved
</Badge>
</div>
<p className="mb-3 mt-1 text-sm leading-relaxed text-muted-foreground">
The advisor’s opening read of this world’s live strategic threads. Keep the ones the final
world should respect — removed checkpoints are dropped.
</p>
<ul className="space-y-1.5">
{checkpoints.map((c, i) => (
<li
key={`${i}-${c}`}
className={cn(
'flex items-center gap-2 rounded-lg border p-2.5 text-sm',
approved[i]
? 'border-amber-500/30 bg-amber-500/10'
: 'border-border/60 bg-card/30 text-muted-foreground',
)}
data-testid="checkpoint-item"
data-approved={approved[i] ? 'true' : 'false'}
>
<span
className={cn(
'inline-flex size-4 shrink-0 items-center justify-center rounded-full border',
approved[i] ? 'border-amber-500/50 bg-amber-500/20' : 'border-border',
)}
aria-hidden
>
{approved[i] && <Check className="size-3 text-amber-400" />}
</span>
<span className="min-w-0 flex-1 leading-snug">{c}</span>
<Button
variant={approved[i] ? 'ghost' : 'secondary'}
size="sm"
onClick={() => toggle(i)}
disabled={busy}
data-testid="checkpoint-toggle"
>
{approved[i] ? 'Remove' : 'Keep'}
</Button>
</li>
))}
</ul>
{/* --- Choose your nation (cards mirror NationSelect's pick screen) --- */}
<h2 className="mb-3 mt-8 text-lg font-semibold">Choose your nation</h2>
<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-3">
{world.nations.map((n) => {
const isSel = n.id === selectedId;
return (
<Card
key={n.id}
className={cn(
'flex flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="scenario-nation-card"
data-nation-id={n.id}
data-selected={isSel ? 'true' : 'false'}
>
<CardHeader>
<CardTitle className="flex items-center gap-2 text-base">
{n.name}
{isSel && <Check className="size-4 shrink-0 text-primary" />}
</CardTitle>
<CardDescription>
{n.type ?? 'major'} · {n.territory.length} territory unit
{n.territory.length === 1 ? '' : 's'} ({n.territory.join(', ')})
</CardDescription>
</CardHeader>
<CardContent className="mt-auto space-y-1.5">
{STAT_BARS.map(({ key, label }) => (
<StatBar key={key} label={label} value={n.stats[key]} />
))}
<Button
className="mt-3 w-full"
variant={isSel ? 'default' : 'secondary'}
onClick={() => setSelectedId(n.id)}
disabled={busy}
data-testid="scenario-lead-nation"
>
{isSel ? 'Leading' : `Play as ${n.name}`}
</Button>
</CardContent>
</Card>
);
})}
</div>
{/* --- Finalize --- */}
<div
className="mt-8 flex flex-wrap items-center justify-between gap-3 rounded-xl border border-primary/30 bg-primary/5 p-3"
data-testid="finalize-bar"
>
<span className="min-w-0 flex-1 text-sm text-muted-foreground">
{selected
? `Finalizing as ${selected.name} with ${approvedCount} of ${checkpoints.length} checkpoints approved.`
: 'Pick the nation you will lead, then finalize the scenario.'}
</span>
<Button className="shrink-0" onClick={finalize} disabled={busy || !selected} data-testid="finalize-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Finalizing…' : 'Finalize scenario'}
</Button>
</div>
</div>
);
}
+53 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react'; import { useState } from 'react';
import { Play, Trash2 } from 'lucide-react'; import { Play, Sparkles, Trash2 } from 'lucide-react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
@@ -26,6 +26,12 @@ interface Props {
onResume?: (id: string) => void; onResume?: (id: string) => void;
/** Delete a saved game by id (confirmed by a dialog in this component). */ /** Delete a saved game by id (confirmed by a dialog in this component). */
onDelete?: (id: string) => void; 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, activeGameId,
onResume, onResume,
onDelete, onDelete,
onCreateScenario,
}: Props) { }: Props) {
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined; const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
// The game awaiting a delete confirmation (null = dialog closed). // 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"> <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) => ( {presets.map((p) => (
<Card <Card
key={p.id} key={p.id}
+197
View File
@@ -0,0 +1,197 @@
import { useEffect, useState } from 'react';
import { Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import { Input } from './ui/input';
import { Label } from './ui/label';
import { Textarea } from './ui/textarea';
import { cn } from '@/lib/utils';
import { api } from '@/lib/api';
import type { TemplateMeta } from '@shared/scenario';
interface Props {
/** A generate (LLM) call is in flight — disables the form's controls. */
busy?: boolean;
onBack: () => void;
/**
* Step 1: design the draft world + checkpoint list. The form hands over the
* selected template's full metadata (the review screen shows its name/year)
* plus the description and the effective start year.
*/
onGenerate: (template: TemplateMeta, description: string, year: number) => void;
}
/** The year input is an empty string ("use the template's default") or a number. */
const YEAR_MIN = 1000;
const YEAR_MAX = 3000;
/**
* "Create scenario" — step 1 of the dynamic path (v0.31, #52). The user picks
* one of the light era templates (a card each: name, default year, blurb),
* writes a free-text description of the world they want, and may override the
* start year (the field is pre-filled from the selected template; leaving it
* empty keeps the template's default). "Generate world" posts the draft
* request; on success the app moves to the checkpoint review screen, on
* failure it toasts and stays here (the form's local state is preserved).
*/
export default function ScenarioForm({ busy = false, onBack, onGenerate }: Props) {
const [templates, setTemplates] = useState<TemplateMeta[]>([]);
const [templatesError, setTemplatesError] = useState<string | null>(null);
const [selectedId, setSelectedId] = useState<string | null>(null);
const [description, setDescription] = useState('');
// Pre-filled from the selected template's default year (the user can edit).
const [yearText, setYearText] = useState('');
// Load the era-template manifest on mount (the form is the only consumer).
useEffect(() => {
let alive = true;
api
.listScenarioTemplates()
.then((r) => alive && setTemplates(r.templates))
.catch((e: unknown) => alive && setTemplatesError(e instanceof Error ? e.message : String(e)));
return () => {
alive = false;
};
}, []);
const selected = templates.find((t) => t.id === selectedId) ?? null;
const effectiveYear =
yearText.trim() === '' ? NaN : Number.parseInt(yearText.trim(), 10);
const yearValid =
Number.isInteger(effectiveYear) && effectiveYear >= YEAR_MIN && effectiveYear <= YEAR_MAX;
const canGenerate = !busy && selected !== null && description.trim() !== '' && yearValid;
const selectTemplate = (t: TemplateMeta) => {
setSelectedId(t.id);
// Selecting an era pre-fills the year with that era's default (the user
// can still edit it afterwards).
setYearText(String(t.year));
};
const generate = () => {
if (!canGenerate || !selected) return;
onGenerate(selected, description.trim(), effectiveYear);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-form">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to scenarios
</Button>
<h1 className="text-3xl font-bold tracking-tight">Create a scenario</h1>
<p className="mt-2 max-w-2xl text-sm leading-relaxed text-muted-foreground">
Design your own world: pick an era, describe what should be true, and the AI will draft the
world and an opening set of advisor checkpoints for your review. Nothing is saved until you
finalize.
</p>
{/* 1 — the era template (a card each). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
1 · Pick an era <span className="font-normal text-muted-foreground">(required)</span>
</h2>
{templatesError ? (
<p className="rounded-lg border border-destructive/40 bg-destructive/10 p-3 text-sm text-destructive">
Could not load the era templates: {templatesError}
</p>
) : templates.length === 0 ? (
<p className="rounded-lg border border-border/60 bg-card/40 p-3 text-sm text-muted-foreground">
Loading era templates…
</p>
) : (
<div className="grid gap-4 sm:grid-cols-3">
{templates.map((t) => {
const isSel = t.id === selectedId;
return (
<Card
key={t.id}
className={cn(
'flex cursor-pointer flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="template-card"
data-template-id={t.id}
data-selected={isSel ? 'true' : 'false'}
onClick={() => selectTemplate(t)}
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="text-base">{t.name}</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{t.year}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">
{t.eraDescription}
</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<div
className={cn(
'flex items-center gap-2 text-xs',
isSel ? 'font-medium text-primary' : 'text-muted-foreground',
)}
>
<Sparkles className="size-3.5" />
{isSel ? 'Selected' : 'Start from this era'}
</div>
</CardContent>
</Card>
);
})}
</div>
)}
{/* 2 — the description (+ optional year override). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
2 · Describe your world <span className="font-normal text-muted-foreground">(required)</span>
</h2>
<div className="space-y-4 rounded-lg border border-border/60 bg-card/40 p-4">
<Textarea
value={description}
onChange={(e) => setDescription(e.target.value)}
placeholder="e.g. “A cold-war world where the space race decided the Cold War — two blocs orbit, and the arctic shipping lanes are the new flashpoint.”"
rows={4}
disabled={busy}
data-testid="scenario-description"
/>
<div className="flex items-center gap-3">
<Label htmlFor="scenario-year-input" className="shrink-0 text-sm">
Start year
</Label>
<Input
id="scenario-year-input"
type="number"
inputMode="numeric"
value={yearText}
onChange={(e) => setYearText(e.target.value)}
placeholder={selected ? `default ${selected.year}` : 'pick an era first'}
min={YEAR_MIN}
max={YEAR_MAX}
disabled={busy || !selected}
className="w-32"
data-testid="scenario-year"
/>
<span className="text-xs text-muted-foreground">
{yearValid ? `The game begins on ${effectiveYear}-01-01.` : 'Leave empty for the era default, or use a year between 1000 and 3000.'}
</span>
</div>
</div>
{/* Generate. */}
<div className="mt-8">
<Button className="h-11 w-full" onClick={generate} disabled={!canGenerate} data-testid="generate-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Generating world…' : 'Generate world'}
</Button>
{busy && (
<p className="mt-2 flex items-center justify-center gap-1.5 text-xs text-muted-foreground">
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
The world-builder is thinking — this can take a few seconds.
</p>
)}
</div>
</div>
);
}
+35 -5
View File
@@ -17,7 +17,7 @@ import {
type RegionMap, type RegionMap,
type RegionOwner, type RegionOwner,
} from '@shared/protocol'; } from '@shared/protocol';
import { MARKER_TYPES, type MapMarker, type Nation } from '@shared/types'; import { MARKER_TYPES, type MapMarker, type Nation, type RegionStats } from '@shared/types';
import { cn } from '@/lib/utils'; import { cn } from '@/lib/utils';
import { idToKey } from '@/lib/regions'; import { idToKey } from '@/lib/regions';
@@ -410,11 +410,29 @@ function hoverHtml(
region?: RegionOwner, region?: RegionOwner,
nation?: Nation, nation?: Nation,
noMansLand = false, noMansLand = false,
regionKey?: string,
regionStats?: Record<string, RegionStats>,
): string { ): string {
if (!region || !nation) { if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`; return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`;
} }
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join(''); // (v0.29, #46 PR 2) The region's OWN per-region stats (not the nation's
// derived aggregate), looked up by region key. When the region has no stats
// entry (defensive — an owned region should always have one) every stat
// shows a placeholder dash. The dossier (NationPanel) still shows the
// nation's derived stats, so this tooltip is the one place a single region's
// numbers are visible on the map.
const rs = regionKey ? regionStats?.[regionKey] : undefined;
const row = (label: string, v?: number): string =>
rs == null
? `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">–</span></div>`
: statRow(label, v);
const stats = [
row('Mil', rs?.military),
row('Eco', rs?.economy),
row('Stab', rs?.stability),
row('Pop', rs?.population),
].join('');
return `<div class="hm-popup"> return `<div class="hm-popup">
<div class="hm-popup-title">${esc(subRegionName || region.owner)}</div> <div class="hm-popup-title">${esc(subRegionName || region.owner)}</div>
<div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div> <div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
@@ -453,6 +471,14 @@ interface Props {
* a top-most symbol layer (per-type glyph + name, per-type color). * a top-most symbol layer (per-type glyph + name, per-type color).
*/ */
markers?: MapMarker[]; 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>;
} }
/** /**
@@ -509,6 +535,7 @@ export default function WorldMap({
unowned, unowned,
onFocusNation, onFocusNation,
markers, markers,
regionStats,
}: Props) { }: Props) {
const containerRef = useRef<HTMLDivElement>(null); const containerRef = useRef<HTMLDivElement>(null);
const mapRef = useRef<maplibregl.Map | null>(null); const mapRef = useRef<maplibregl.Map | null>(null);
@@ -524,6 +551,8 @@ export default function WorldMap({
const unownedRef = useRef<Set<string>>(new Set(unowned ?? [])); const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
const onFocusNationRef = useRef(onFocusNation); const onFocusNationRef = useRef(onFocusNation);
const markersRef = useRef<MapMarker[]>(markers ?? []); 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; regionsRef.current = regions;
nationsRef.current = nations; nationsRef.current = nations;
playerRef.current = playerNationId; playerRef.current = playerNationId;
@@ -531,6 +560,7 @@ export default function WorldMap({
unownedRef.current = new Set(unowned ?? []); unownedRef.current = new Set(unowned ?? []);
onFocusNationRef.current = onFocusNation; onFocusNationRef.current = onFocusNation;
markersRef.current = markers ?? []; markersRef.current = markers ?? [];
regionStatsRef.current = regionStats ?? {};
// Diffing state for the transient territory-change flash (owned by this component // Diffing state for the transient territory-change flash (owned by this component
// so a resync with identical data never re-flashes). // so a resync with identical data never re-flashes).
@@ -689,11 +719,11 @@ export default function WorldMap({
// (v0.22, #16 P3) whether this region is no man's land (released // (v0.22, #16 P3) whether this region is no man's land (released
// mid-game), so the ownerless tooltip can say so. // mid-game), so the ownerless tooltip can say so.
const pKey = f.properties?.regionKey; const pKey = f.properties?.regionKey;
const noMansLand = const keyStr = typeof pKey === 'string' && pKey !== '' ? pKey : undefined;
!region && typeof pKey === 'string' && pKey !== '' && unownedRef.current.has(pKey); const noMansLand = !region && keyStr !== undefined && unownedRef.current.has(keyStr);
hoverPopup hoverPopup
.setLngLat(e.lngLat) .setLngLat(e.lngLat)
.setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand)) .setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand, keyStr, regionStatsRef.current))
.addTo(map); .addTo(map);
map.getCanvas().style.cursor = 'pointer'; map.getCanvas().style.cursor = 'pointer';
}; };
+27
View File
@@ -14,6 +14,13 @@ import type {
RemoveQueueItemResponse, RemoveQueueItemResponse,
TurnResponse, TurnResponse,
} from '@shared/protocol'; } from '@shared/protocol';
import type {
ScenarioCommitRequest,
ScenarioCommitResponse,
ScenarioDraftRequest,
ScenarioDraftResponse,
TemplateMeta,
} from '@shared/scenario';
async function req<T>(path: string, init?: RequestInit): Promise<T> { async function req<T>(path: string, init?: RequestInit): Promise<T> {
const res = await fetch(path, { const res = await fetch(path, {
@@ -95,4 +102,24 @@ export const api = {
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>( req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
`/api/games/${id}/map`, `/api/games/${id}/map`,
), ),
// --- Dynamic scenario generation (v0.31, #52) ---------------------------
// The additive "Create scenario" path: a two-step LLM flow (design a draft
// world + checkpoint list, then finalize it into a saved, playable game).
// The era-template manifest for the form's cards (id / name / year / blurb).
listScenarioTemplates: () => req<{ templates: TemplateMeta[] }>('/api/scenarios/templates'),
// Step 1: design a draft world + an advisor checkpoint list from an era
// template + a free-text description. An LLM call — can be slow; a 502
// means the model is down or returned nothing usable (the caller toasts).
draftScenario: (body: ScenarioDraftRequest) =>
req<ScenarioDraftResponse>('/api/scenarios/draft', {
method: 'POST',
body: JSON.stringify(body),
}),
// Step 2: finalize the approved draft (constrained to the approved
// checkpoints) into a new, playable game and save it. Returns the id.
commitScenario: (body: ScenarioCommitRequest) =>
req<ScenarioCommitResponse>('/api/scenarios/commit', {
method: 'POST',
body: JSON.stringify(body),
}),
}; };
+3
View File
@@ -26,6 +26,9 @@ export const OUTCOME_COLORS: Record<EventOutcome, string> = {
failure: '#ef4444', failure: '#ef4444',
partial: '#f59e0b', partial: '#f59e0b',
neutral: '#94a3b8', 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',
}; };
/** /**