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Author SHA1 Message Date
kamilkrzywda 38d3202472 Merge pull request 'feat(#54): non-military takeovers — automatic regime rename (v0.32.0)' (#55) from feat/54-takeover-consequence into master
CI / build + unit + e2e (push) Successful in 1m55s
2026-10-15 13:01:31 +02:00
kamilkrzywda 58c56024bc chore(#54): v0.32.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 2m40s
2026-10-15 10:58:23 +00:00
kamilkrzywda 3c187c6901 feat(#54): non-military takeovers — automatic regime rename (TurnResult.takeovers) 2026-10-15 10:58:23 +00:00
kamilkrzywda 8eea17148b Merge pull request 'feat(#52): dynamic scenario generation (v0.31.0)' (#53) from feat/52-dynamic-scenarios into master
CI / build + unit + e2e (push) Successful in 2m4s
2026-10-15 12:29:48 +02:00
kamilkrzywda 073e916767 chore(#52): v0.31.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 1m52s
2026-10-15 10:27:41 +00:00
kamilkrzywda 396702b9da feat(#52): dynamic scenario client (form → review → finalize) + e2e
Additive 'Create scenario' path (v0.31): the home screen's create-scenario
card opens a ScenarioForm (pick one of 3 light era templates + a free-text
description + an editable, era-prefilled start year) whose 'Generate world'
posts the draft request; the CheckpointReview screen shows the generated
world (per-nation stats/territory/relations + backstory) and the advisor's
checkpoint list as an approve/remove checklist, then the player picks a
nation to lead and finalizes into a saved, playable game. Both LLM steps ride
the scenario client (deterministic stub under LLM_STUB=1); a failure toasts
and stays on the current screen. The turn stub and static presets are
untouched. New e2e covers the full deterministic flow (near-future 2035,
remove checkpoint 3, lead Boreas, finalize, one empty jump) and the 3-template
manifest.
2026-10-15 10:21:53 +00:00
kamilkrzywda 832957c635 feat(#52): wire /api/scenarios routes + dynamic-game jump preset
- GET /api/scenarios/templates: the 3 era templates (templateStore from
  presets/templates/).
- POST /api/scenarios/draft: generateDraft (template + description + year) ->
  { world, checkpoints } (502 on transport failure / unusable world).
- POST /api/scenarios/commit: finalizeWorld (constrained to approved
  checkpoints, optionally based on the re-sent draft) -> saved GameState,
  returns { id } (a normal game at #/game/<id>).
- scenarioLlm: the deterministic scenario stub under LLM_STUB=1 (distinct
  from the untouched turn stub), the live client otherwise.
- jump route: synthesize a minimal Preset for dynamic games (presetId
  'dynamic', no static file) so their turns run; genuinely-missing static
  presets still 404.

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

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

Fixes #52
2026-10-15 09:37:31 +00:00
kamilkrzywda 5d194636d0 Merge pull request 'feat(#50): make the four 0-100 stats consequential (v0.30.0)' (#51) from feat/50-stats-consequential into master
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
28 changed files with 3614 additions and 33 deletions
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All notable changes to **History** are listed here, newest first.
## v0.32.0 — 2026-10-15 10:56
- **#54: non-military takeovers become a visible regime change — a `Takeover` in the turn renames the nation.** The v0.30.0 stats work made stability a *soft* lever: the system prompt told the model that a low-stability nation (`stability < 30`) hosting a `gathering` marker "can suffer a non-military takeover — a coup, revolution or faction seizure of power", narrated with an event and a stat shock — but the model had no actual *field* to express the regime change itself, so the nation's name never changed and the takeover was invisible in the world. This version closes that gap with a new `TurnResult.takeovers` field: `Takeover = { nationRef, newRegimeName }`. Each entry is an **automatic, in-world** regime change applied directly by `applyTurnResult` (unlike `nationOps`, which are player-confirmed proposals) — the target nation's display `name` becomes `newRegimeName`, while its stable `id`, territory, relations (keyed by id), stats, and `playerNationId` are all preserved, so a player whose nation is overthrown keeps leading it under the new regime.
- **Protocol (`shared/protocol.ts`).** New `Takeover` interface (`nationRef` + `newRegimeName`, both strings). `TurnResult.takeovers: Takeover[]` is **required** (default `[]`), placed between `nationOps` and `markers`.
- **Engine (`server/engine.ts`).**
- `validateTakeovers(raw)` — new exported, defensive validator (same style as `validateNationOps`, never throws): non-array → `[]`; each entry must be an object with a non-empty (whitespace-trimmed) `nationRef` **and** a non-empty `newRegimeName`, each capped at 200 chars; anything else is dropped. Resolution of `nationRef` (id first, then a case-insensitive unique name) happens at apply time via the existing `resolveNationRef` — an unknown or ambiguous ref is a no-op at apply, never a throw.
- `validateTurnResult` populates `takeovers` from the validated array (and the generic "unclear" fallback in `runTurn` carries `takeovers: []`).
- `applyTurnResult` applies takeovers **after** the per-region stats recompute and **before** the markers block (the rename is order-independent of territory/stats; marker owners are nation **ids**, not names, so the rename never disturbs the owner recompute).
- `isMeaningful` — a turn that only performs a takeover is meaningful (it survives the retry/nudge path).
- `buildSystemPrompt` — the JSON shape gains `"takeovers": [{…}]` and a new HARD CONSTRAINTS bullet documents the field: **automatic, NOT player-confirmed**; fire it when a low-stability nation hosting a `gathering` marker is overthrown (the v0.30 stability/gathering mechanic now has a concrete consequence), narrate it with a political/social success event plus a stability/economy shock, and use `nationOps` rename only for the player-confirmed kind of name change.
- **Stub (`server/stub.ts`).** `deterministicTurn` returns `takeovers: []` (the stub never performs a takeover) — its one-conquest behavior and every e2e assertion are untouched; the regime-rename path is covered by unit tests only.
- **Client.** No change — a takeover is just a nation `name` change, which the existing dossier / event feed / map rendering already show (the nation keeps its stable color, since that is keyed by id).
- **Unit tests (`server/engine.test.ts`).** 15 new tests: the apply suite (a takeover renames the target with id/territory/relations/stats preserved; a takeover of the player's own nation preserves `playerNationId`; unknown ref → no-op; ambiguous ref → no-op; empty/whitespace `newRegimeName` dropped at validation; multiple takeovers in one turn all apply; a takeover turn bumps the version exactly once; case-insensitive name resolution); `isMeaningful` with takeovers; the system-prompt contract (both modes document the field + the automatic/not-player-confirmed rule + the stability/gathering tie-in + the distinction from `nationOps` rename); `validateTakeovers` (valid entries trimmed/capped, invalid dropped, non-array → `[]`, `validateTurnResult` carry-through + default); the stub returns `takeovers: []`. All existing `TurnResult` literals in the suite gained the new required field. Totals: **322 unit tests (14 files)**; typecheck, lint, and build green.
## v0.31.0 — 2026-10-15 10:22
- **#52: dynamic scenario generation — the "Create scenario" path.** An additive second way to start a game alongside the 5 static presets: the user picks one of **3 light era templates** (`ww2` 1939, `present` 2026, `near-future` 2035) and writes a free-text **description** (plus an editable start year), and the LLM **generates** a draft world + an advisor **checkpoint list** (step 1). The player reviews the checkpoints (approve/remove) and picks a nation to lead, and a second LLM call **finalizes** the world — constrained to the *approved* checkpoints — into a saved, playable `GameState` (step 2): a normal game at `#/game/<id>` that plays with the existing turn engine, map, and panels untouched. The 5 static presets and the turn stub (`server/stub.ts`) are 100% unchanged; a new deterministic **scenario stub** (a distinct transport discriminating the two calls by marker) makes the whole path reproducible under `LLM_STUB=1`.
- **Era templates (`presets/templates/`).** Three small JSON seeds + an `index.json` manifest — each `{ id, name, year, eraDescription, suggestedPowers: [{ name, region (ISO_A3), note }], tensions: [] }` (e.g. near-future suggests a North American Union/USA, a Chinese Federation/CHN, a European Confederation/FRA, a Russian Union/RUS, with tensions like "autonomous weapons and the new arms race"). `server/templates.ts` is a tiny store mirroring `createPresetStore` (manifest + per-file load; a missing/broken file degrades to absent).
- **Shared contract (`shared/scenario.ts`, dependency-free).** `EraTemplate` / `TemplateMeta` / `SuggestedPower`; `WorldDraft = { nations: WorldNation[]; events? }` where `WorldNation.territory` holds **ISO_A3 country codes** (not region keys) and `relations` are numeric sentiments (−100..100); `Checkpoint = string`; the four message shapes (`ScenarioDraftRequest/Response`, `ScenarioCommitRequest/Response`). Pure transforms: `validateWorldDraft(raw, { validCountryCodes })` — defensive parse/clamp/normalize that never throws (name-required, id kept-or-slug fallback, duplicate ids suffixed, territory upper-cased/deduped and filtered to known ISO_A3 codes when a valid set is given, relations re-keyed to assigned ids via id or case-insensitive name match with self/unknown refs dropped, optional backstory events kept only when they name a known nation; returns `null` when the result is unusable — no nations, or no valid territory to render); `relationFromScore` (≥60 ally · 0..59 neutral · −40..−1 rival · −80..−41 hostile · ≤−81 war); `worldDraftToGameState(draft, expand, playerNationId, opts)` — expands ISO_A3 territory to region keys via the injected `expand` (`expandCountriesToKeys` in production), seeds `regionStats` (so each owned region starts with its owner's stats and the derived aggregate equals them on turn 1), a clean turn-1 state (`version:1`, `turn:1`, empty `unowned`/`markers`/`pendingNationOps`/`pending`), `presetId: 'dynamic'`, and a guard that re-points a dangling `playerNationId` to the first nation so the game is always playable.
- **Scenario LLM steps (`server/scenario.ts`).** Two plain `chat()` calls (no tools, no separate advisor endpoint — the advisor is embodied in step 1's checkpoint list): `generateDraft({ template, description, year })` → `{ world, checkpoints }` (the prompt carries the era description, suggested powers, tensions, the user's description, the year, and the valid ISO_A3 reference), and `finalizeWorld({ …, approvedCheckpoints, draft, playerNationId })` → final `GameState` (re-asked to produce the final world constrained to the approved checkpoints, based on the step-1 draft the client re-sends so the chosen nation survives; falls back to the draft itself when the model returns nothing usable). Same defensive parsing as the engine (strip fences → first balanced object → `JSON.parse` → `validateWorldDraft`), one nudge-retry when the answer is unusable; a transport failure (model down) throws → HTTP 502, a bad *answer* degrades to the fallback and never crashes.
- **Scenario stub (`server/stubScenario.ts`).** Deterministic transport for the two scenario calls only (discriminated by `SCENARIO_GENERATE_MARKER` / `SCENARIO_REGENERATE_MARKER` in the system message, mirroring how the turn stub keys off `ADVISOR_MARKER`): a fixed 3-nation world (Alba/FRA 70·60·65·55, Boreas/RUS 55·70·50·60, Gamma/ESP 30·45·70·40) + one backstory event ("The new order takes shape") + a fixed 3-checkpoint list; the finalize step refines the world deterministically from the approved checkpoints (each naming a nation by its 4-letter name prefix raises that nation's stability +5, clamped) — so "finalize respects the approved checkpoints" is observable end-to-end. The turn stub stays 100% unchanged.
- **Routes (`server/index.ts`).** `GET /api/scenarios/templates` (the 3 manifest entries), `POST /api/scenarios/draft` (`{ templateId, description, year? }` → `{ world, checkpoints }`), `POST /api/scenarios/commit` (`{ templateId, description, year?, draft?, approvedCheckpoints, playerNationId }` → `{ id }` — the finalized world is saved to SQLite with `startDate = <year>-01-01` and title = the template name). A separate `scenarioLlm` client (the scenario stub under `LLM_STUB=1`, the same live `qwen3.8-27b` client otherwise) — the turn `llm` is untouched. `POST /api/games/:id/jump` synthesizes a minimal `Preset` (`dynamicPresetFromGame`) for a saved dynamic game (`presetId: 'dynamic'` has no static file on disk — `runTurn` only consumes title/startDate/worldBackground/rules) so a created scenario plays with the normal turn engine; a genuinely-missing static preset still 404s.
- **Client.** New `ScenarioForm` (3 template cards, a pre-filled editable year, a description textarea, Generate → `/draft`; a 502 toasts and stays on the form) and `CheckpointReview` (the draft world as nation cards with stats, the checkpoint checklist with per-item approve/remove, a pick-a-nation-to-lead step, Finalize → `/commit` → navigates to `#/game/<id>`; a 502 toasts and stays on review). `PresetPicker` gains a "Create scenario" card, and `App.tsx` wires the `home → form → review → navigate` flow (a distinct `scenarioBusy` flag that never gates "Jump forward" or the turn flow).
- **Tests.** Unit: the template store (manifest + all 3 files' shape); `validateWorldDraft` / `relationFromScore` / `worldDraftToGameState` (valid → clean, stat/score clamping, bad country codes dropped, garbage → null without throwing, id dedup, territory expansion, `regionStats` seeding, player fallback, turn-1 invariants); `generateDraft` / `finalizeWorld` against the scenario stub (deterministic output, finalize respecting the approved checkpoints, a saved playable game). E2E: a new `e2e/scenario.spec.ts` (2 tests — the templates manifest over the API, and the full deterministic flow under `LLM_STUB=1`: near-future (2035) + description → draft → remove one checkpoint → lead Boreas → finalize (checkpoints shift stats) → a playable game at the `#/game/<id>` deep link with turn 1, correct date, dossier stats, map legend, and the backstory event; plus an empty jump proving the dynamic game runs the normal turn loop). The existing `e2e/sim.spec.ts` is unchanged. Totals: **307 unit tests (14 files)**, **16 e2e tests (2 scenario + 14 sim)**; typecheck, lint, and build green.
## v0.30.0 — 2026-10-15 08:22
- **#50: make the four 0–100 stats consequential — a hard military conquest gate, soft stability takeovers, and economy growth/decay.** The four stats now actually drive outcomes instead of being decorative. **Military is a hard gate:** a contested invasion (a region's sole owner changing hands) is repelled whenever the attacker's military is **more than `CONQUEST_MILITARY_MARGIN = 15`** below the defender's — equal or within 15 still wins. The engine enforces this in `applyTurnResult` and emits a new `repelled` event when it fires; **re-claims of unowned (no man's land) regions are not gated** (there is no defender). **Stability is a soft lever:** the system prompt documents that a nation whose stability is below 30 *and* that hosts a `gathering` marker can suffer a **non-military takeover** (coup / revolution / faction seizure) — narrated by the LLM with a political/social success event, a gathering marker, and a downward stability/economy shock. **Economy is a soft lever:** a strong (rising) economy trends the other stats up (growth) and a collapsing economy drags them down (decay), reflected via `stateChanges` / `regionChanges`. A **frontier military-balance hint** and a **takeover-risks** hint are emitted in the user payload (each only when present) so the model — and the player, via the same data — sees the levers before acting. The stub stays 100% deterministic and untouched; e2e is unaffected (the UK/wwii-1939 e2e has an empty frontier, so the gate is vacuous there).
- **Protocol (`shared/protocol.ts`).** New `CONQUEST_MILITARY_MARGIN = 15` and a pure `canConquer(attackerMil, defenderMil, margin = CONQUEST_MILITARY_MARGIN)` — `!(attackerMil < defenderMil - margin)` (proceeds unless the attacker is strictly more than the margin below the defender).
- **Types (`shared/types.ts`).** `EventOutcome` gains `'repelled'` (engine-only; the LLM never produces it).
- **Colors (`src/lib/colors.ts`).** `OUTCOME_COLORS.repelled = '#9f1239'` — a muted rose-800, distinct from `failure` (`#ef4444`) and `neutral` (`#94a3b8`).
- **Engine (`server/engine.ts`).**
- `applyTurnResult` gains an optional `regionNameOf` (5th optional param, after `geoOf`) and the **military hard gate** inside the snapshot-first claims loop: for each contested key (a gainer's `gain` whose current sole owner is a *different* nation), it compares the gainer's start-of-turn military to the owner's via `canConquer`; on a fail it keeps the key with the owner, leaves both nations' military untouched, and pushes one `repelled` military event (`"<Attacker>'s invasion of <region name> was repelled by <Defender>."`, using the region's geo display name when known). Re-claims (`owner === undefined`) bypass the gate.
- `buildSystemPrompt` gains a **"HOW THE FOUR 0–100 STATS DRIVE OUTCOMES"** section: the enforced military gate (incl. the no-man's-land carve-out), the soft stability takeover, and the economy growth/decay lever — present in both tool and plain modes.
- `buildUserPrompt` computes and emits two new, bounded payload fields (each only when non-empty, the rest of the payload untouched): `frontierMilitary` (one line per frontier neighbour: `[Your military: X] vs [Name: Y] — a direct invasion could succeed | would be repelled`, decided by `canConquer`) and `takeoverRisks` (one line per nation with stability < 30 *and* a `gathering` marker: `Name (stability N, a gathering is in progress)`).
- `runTurn` threads `regionNameOf` through to `applyTurnResult`.
- **Server route (`server/index.ts`).** The `/jump` route wires `regionNameOf: (k) => regionName(k)` so repelled invasions name the region properly.
- **Stub (`server/stub.ts`).** Unchanged (100%) — it never releases, never proposes a nation op, and its one-conquest behavior is what e2e relies on; the new gate / takeover / economy paths are covered by unit tests only.
- **Unit tests.** `server/protocol.test.ts`: `canConquer` edges (equal, within margin, over margin, gap == margin, gap == margin + 1, margin = 0). `server/engine.test.ts`: the hard gate (proceed within margin / proceed when stronger / **repel when over margin** with a correct `repelled` event + region display name + attacker untouched / **re-claim ungated** / boundary at exactly the margin and one past it); the system prompt documents all three mechanics in both modes; the user prompt emits `frontierMilitary` (could-succeed vs repelled per neighbour) and `takeoverRisks` (and omits both fields when no frontier / no markers).
## v0.29.0 — 2026-10-15 01:05
- **#46 (PR 2 of 2): per-region stat lever — the LLM can now target individual regions' stats, and the map hover shows them.** The LLM gains a fine-grained `TurnResult.regionChanges` field (alongside the existing nation-wide `stateChanges`): each entry targets **one** region's own stats by its region key (preferred) or case-insensitive name. A `set` replaces the value; an `add` increments it (both clamped 0–100 at apply time). Region-level changes are applied **after** nation-wide `stateChanges` (so they override the nation-level value for that one region) and **before** the weighted-median recompute, which propagates every region's final value into its owning nation's derived `stats`. A region with no stats entry (unowned / no man's land) is a no-op. The map hover tooltip now shows each region's own four stats (military / economy / stability / population) alongside the region name and owner chip; the `NationPanel` keeps showing the nation-level derived aggregate. The stub stays fully deterministic (`regionChanges: []`) — e2e assertions are untouched.
- **Protocol (`shared/protocol.ts`).** New `RegionStatChange = { region: string; stat: StatKey; op: 'set'|'add'; value: number }`. `TurnResult.regionChanges: RegionStatChange[]` is **required** (default `[]`); sits right after `stateChanges`.
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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",
"version": "0.29.0",
"version": "0.32.0",
"private": true,
"type": "module",
"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"
]
}
+506 -21
View File
@@ -1,6 +1,16 @@
import { describe, expect, it } from 'vitest';
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 { deterministicTurn, makeStubLlmClient } from './stub';
import {
@@ -25,6 +35,7 @@ import {
validateMarkerOps,
validateNationOps,
validateRegionChanges,
validateTakeovers,
validateTurnResult,
} from './engine';
@@ -532,7 +543,7 @@ describe('validateNationOps (v0.23 #16 P4a)', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'France', to: 'French Republic' }], markers: { add: [], remove: [] },
nationOps: [{ kind: 'rename', nationRef: 'France', to: 'French Republic' }], takeovers: [], markers: { add: [], remove: [] },
});
expect(withOps).not.toBeNull();
expect(withOps!.nationOps).toEqual([{ kind: 'rename', nationRef: 'France', to: 'French Republic' }]);
@@ -554,7 +565,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], markers: { add: [], remove: [] },
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], markers: { add: [], remove: [] },
});
expect(next.nations.de.name).toBe('DE'); // still the old name
expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
@@ -575,7 +586,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'us', to: 'USA' }], markers: { add: [], remove: [] }, // new proposal this turn
nationOps: [{ kind: 'rename', nationRef: 'us', to: 'USA' }], takeovers: [], markers: { add: [], remove: [] }, // new proposal this turn
});
expect(next.pendingNationOps).toEqual([
{ kind: 'rename', nationRef: 'de', to: 'Reich' }, // the old one survived
@@ -594,7 +605,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], markers: { add: [], remove: [] },
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], markers: { add: [], remove: [] },
});
expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
});
@@ -1051,7 +1062,7 @@ describe('applyTurnResult', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [], markers: { add: [], remove: [] },
nationOps: [], takeovers: [], markers: { add: [], remove: [] },
};
applyTurnResult(state, result);
expect(JSON.stringify(state)).toBe(snapshot);
@@ -1068,7 +1079,7 @@ describe('applyTurnResult', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [], markers: { add: [], remove: [] },
nationOps: [], takeovers: [], markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
expect(next.pending).toEqual([]);
@@ -1091,7 +1102,7 @@ describe('applyTurnResult', () => {
// is not a real key at all. Both are proposed as a gain by DE.
territoryChanges: [{ nation: 'de', gain: ['wales-bbbb', 'not-a-region-xyz'], lose: [] }],
unowned: [],
nationOps: [], markers: { add: [], remove: [] },
nationOps: [], takeovers: [], markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result, new Set(['wales-bbbb']));
// the valid key was gained (taken from its sole previous owner); the bogus one was ignored
@@ -1117,7 +1128,7 @@ describe('applyTurnResult', () => {
// released (not in state.unowned), so it does not enter GameState.unowned.
territoryChanges: [{ nation: 'de', gain: ['POL', 'wales-bbbb'], lose: [] }],
unowned: [],
nationOps: [], markers: { add: [], remove: [] },
nationOps: [], takeovers: [], markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result); // no validKeys -> nothing filtered
expect(next.nations.de.territory).toContain('wales-bbbb');
@@ -1135,7 +1146,7 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => {
regionChanges: [],
relations: [],
unowned: [],
nationOps: [], markers: { add: [], remove: [] },
nationOps: [], takeovers: [], markers: { add: [], remove: [] },
};
it('a double claim (two different gainers, one key) is rejected: the key stays with its original owner', () => {
@@ -1225,7 +1236,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [], markers: { add: [], remove: [] },
nationOps: [], takeovers: [], markers: { add: [], remove: [] },
};
it('a release removes the key from its sole owner and marks it in GameState.unowned', () => {
@@ -1340,7 +1351,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
it('a lone release is meaningful (it survives the retry/nudge path)', () => {
expect(
isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [], markers: { add: [], remove: [] } }),
isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [], takeovers: [], markers: { add: [], remove: [] } }),
).toBe(true);
});
@@ -1647,9 +1658,9 @@ describe('buildSystemPrompt (tool mode, v0.21 #16 P2)', () => {
describe('isMeaningful', () => {
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: [], regionChanges: [], 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: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], markers: { add: [], remove: [] } })).toBe(false);
expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], markers: { add: [], remove: [] } })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], markers: { add: [], remove: [] } })).toBe(true);
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], 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)', () => {
@@ -1662,7 +1673,7 @@ describe('isMeaningful', () => {
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], markers: { add: [], remove: [] },
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], markers: { add: [], remove: [] },
}),
).toBe(true);
});
@@ -1678,10 +1689,202 @@ describe('isMeaningful', () => {
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [],
markers: { add: [{ type: 'city', name: 'Lyon', regionKey: 'rhone-rhne' }], remove: [] },
}),
).toBe(true);
});
it('(v0.32.0 #54) a turn that only performs a takeover is meaningful (it survives the retry/nudge path)', () => {
expect(
isMeaningful({
date: 'x',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'de', newRegimeName: 'The Reich' }],
markers: { add: [], remove: [] },
}),
).toBe(true);
});
});
describe('takeovers (regime change, v0.32.0 #54)', () => {
it('a takeover renames the target nation; id, territory, relations, and stats are preserved', () => {
const state = baseState();
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'de', newRegimeName: 'The Reich' }],
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
expect(next.nations.de.name).toBe('The Reich');
// id is preserved
expect(next.nations.de.id).toBe('de');
// territory is preserved
expect(next.nations.de.territory).toEqual(['DEU']);
// relations are preserved (keyed by id, not name)
expect(next.nations.de.relations).toEqual({});
// stats are preserved
expect(next.nations.de.stats.military).toBe(95);
// other nations are untouched
expect(next.nations.uk.name).toBe('UK');
expect(next.nations.us.name).toBe('US');
});
it('a takeover of the player\'s own nation preserves playerNationId (player keeps leading it)', () => {
const state = baseState(); // playerNationId is 'uk'
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'uk', newRegimeName: 'The Commonwealth' }],
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
expect(next.playerNationId).toBe('uk'); // player still leads it
expect(next.nations.uk.name).toBe('The Commonwealth');
expect(next.nations.uk.id).toBe('uk');
});
it('an unknown nationRef → no-op (nation unchanged, no throw)', () => {
const state = baseState();
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'nonexistent', newRegimeName: 'New Name' }],
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
// no nation was renamed
expect(next.nations.uk.name).toBe('UK');
expect(next.nations.us.name).toBe('US');
expect(next.nations.de.name).toBe('DE');
});
it('an ambiguous nationRef (two nations share the name) → no-op', () => {
const state = baseState();
// make two nations share the same name
state.nations.us.name = 'UK'; // now both 'uk' and 'us' are named 'UK'
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'UK', newRegimeName: 'The Empire' }],
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
// neither was renamed (ambiguous)
expect(next.nations.uk.name).toBe('UK');
expect(next.nations.us.name).toBe('UK');
});
it('an empty/whitespace newRegimeName → no-op', () => {
const state = baseState();
// validateTakeovers drops entries with empty newRegimeName, so the validated
// result has no takeovers → applyTurnResult is a no-op.
const validated = validateTurnResult({
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'de', newRegimeName: ' ' }],
markers: { add: [], remove: [] },
});
expect(validated!.takeovers).toEqual([]);
const next = applyTurnResult(state, validated!);
expect(next.nations.de.name).toBe('DE');
});
it('multiple takeovers in one turn all apply', () => {
const state = baseState();
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [
{ nationRef: 'uk', newRegimeName: 'The Commonwealth' },
{ nationRef: 'de', newRegimeName: 'The Reich' },
],
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
expect(next.nations.uk.name).toBe('The Commonwealth');
expect(next.nations.de.name).toBe('The Reich');
expect(next.nations.us.name).toBe('US'); // untouched
});
it('a takeover turn bumps the version once (same as any other turn)', () => {
const state = baseState(); // version 1
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'de', newRegimeName: 'The Reich' }],
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
expect(next.version).toBe(2); // exactly one bump for the whole turn
});
it('a takeover via case-insensitive name resolution works', () => {
const state = baseState();
const result: TurnResult = {
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'De', newRegimeName: 'The Reich' }], // 'De' → resolves to 'de' by name
markers: { add: [], remove: [] },
};
const next = applyTurnResult(state, result);
expect(next.nations.de.name).toBe('The Reich');
});
});
describe('markers (point placement, v0.27 #44)', () => {
@@ -1706,6 +1909,7 @@ describe('markers (point placement, v0.27 #44)', () => {
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [],
markers: { add: [mk('city', 'Strasbourg', 'moselle-rygy')], remove: [] },
};
const next = applyTurnResult(state, result, undefined, centroidOf);
@@ -1730,13 +1934,13 @@ describe('markers (point placement, v0.27 #44)', () => {
const add = [mk('city', 'Strasbourg', 'moselle-rygy')];
const first = applyTurnResult(state, {
date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: [], nationOps: [], markers: { add, remove: [] },
unowned: [], nationOps: [], takeovers: [], markers: { add, remove: [] },
}, undefined, centroidOf);
expect(first.markers).toHaveLength(1);
// a second turn proposes the exact same marker again
const second = applyTurnResult(first, {
date: '1939-09-05', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: [], nationOps: [], markers: { add, remove: [] },
unowned: [], nationOps: [], takeovers: [], markers: { add, remove: [] },
}, undefined, centroidOf);
expect(second.markers).toHaveLength(1);
expect(second.markers[0].id).toBe(first.markers[0].id); // stable id, no second copy
@@ -1758,6 +1962,7 @@ describe('markers (point placement, v0.27 #44)', () => {
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [],
markers: {
add: [
{ type: 'city', name: 'Good', regionKey: 'moselle-rygy' }, // valid + centroid → kept
@@ -1800,6 +2005,7 @@ describe('markers (point placement, v0.27 #44)', () => {
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [],
markers: {
add: [
{ type: 'city', name: 'NewA', regionKey: 'new-a' },
@@ -1825,7 +2031,7 @@ describe('markers (point placement, v0.27 #44)', () => {
];
const next = applyTurnResult(state, {
date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: [], nationOps: [], markers: { add: [], remove: [idA, 'zzzz-not-there'] },
unowned: [], nationOps: [], takeovers: [], markers: { add: [], remove: [idA, 'zzzz-not-there'] },
}, undefined, centroidOf);
expect(next.markers).toHaveLength(1);
expect(next.markers[0].id).toBe(idB); // only A removed; the bogus id was a no-op
@@ -1841,14 +2047,14 @@ describe('markers (point placement, v0.27 #44)', () => {
// 1) uk releases the region → the marker becomes ownerless
const released = applyTurnResult(state, {
date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
unowned: ['moselle-rygy'], nationOps: [], markers: { add: [], remove: [] },
unowned: ['moselle-rygy'], nationOps: [], takeovers: [], markers: { add: [], remove: [] },
}, undefined, centroidOf);
expect(released.markers[0].ownerNationId).toBeNull();
// 2) de re-claims the region → the marker's owner follows to de
const reclaimed = applyTurnResult(released, {
date: '1939-09-05', events: [], stateChanges: [], regionChanges: [], relations: [],
territoryChanges: [{ nation: 'de', gain: ['moselle-rygy'], lose: [] }],
unowned: [], nationOps: [], markers: { add: [], remove: [] },
unowned: [], nationOps: [], takeovers: [], markers: { add: [], remove: [] },
}, undefined, centroidOf);
expect(reclaimed.markers[0].ownerNationId).toBe('de');
});
@@ -1996,6 +2202,7 @@ function mkTurnResult(partial: Partial<TurnResult>): TurnResult {
territoryChanges: partial.territoryChanges ?? [],
unowned: partial.unowned ?? [],
nationOps: partial.nationOps ?? [],
takeovers: partial.takeovers ?? [],
markers: partial.markers ?? { add: [], remove: [] },
};
}
@@ -2470,3 +2677,281 @@ describe('stub — regionChanges (v0.29, #46 PR 2)', () => {
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/);
});
});
describe('buildSystemPrompt — takeovers contract (v0.32.0 #54)', () => {
it('both modes document the takeovers field and the automatic (NOT player-confirmed) rule', () => {
for (const p of [buildSystemPrompt(preset), buildSystemPrompt(preset, true)]) {
// the JSON shape carries the field in both modes
expect(p).toMatch(
/"takeovers": \[\{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"\}\]/,
);
// the rule: a takeover is an automatic in-world regime change, not a proposal
expect(p).toMatch(/Takeover \(automatic, NOT player-confirmed\)/);
// and it is tied to the stability + gathering mechanic
expect(p).toMatch(/low-stability nation/);
expect(p).toMatch(/gathering/);
// and it is distinguished from the player-confirmed nationOps rename
expect(p).toMatch(/use "nationOps" rename only for a diplomatic\/political name change/);
}
});
});
describe('validateTakeovers (v0.32.0 #54)', () => {
it('parses valid entries (trimmed, capped) and drops invalid ones', () => {
const takeovers = validateTakeovers([
{ nationRef: ' de ', newRegimeName: 'The Reich' },
{ nationRef: 'uk', newRegimeName: ' ' }, // empty name -> dropped
{ nationRef: '', newRegimeName: 'X' }, // empty ref -> dropped
{ newRegimeName: 'no ref' }, // missing nationRef -> dropped
{ nationRef: 'us' }, // missing newRegimeName -> dropped
'not-an-object',
null,
42,
]);
expect(takeovers).toEqual([{ nationRef: 'de', newRegimeName: 'The Reich' }]);
});
it('caps both fields at 200 characters', () => {
const long = 'x'.repeat(250);
const takeovers = validateTakeovers([{ nationRef: long, newRegimeName: long }]);
expect(takeovers).toEqual([{ nationRef: 'x'.repeat(200), newRegimeName: 'x'.repeat(200) }]);
});
it('returns [] for non-array input and is never thrown by', () => {
expect(validateTakeovers(undefined)).toEqual([]);
expect(validateTakeovers('nope')).toEqual([]);
expect(validateTakeovers({})).toEqual([]);
});
it('validateTurnResult carries validated takeovers through (and defaults to [] when absent)', () => {
const withTakeovers = validateTurnResult({
date: '1939-09-03',
events: [],
stateChanges: [],
regionChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [{ nationRef: 'de', newRegimeName: 'The Reich' }, { nationRef: 'bad', newRegimeName: '' }],
markers: { add: [], remove: [] },
});
expect(withTakeovers).not.toBeNull();
// the valid one survives, the empty-name one is dropped
expect(withTakeovers!.takeovers).toEqual([{ nationRef: 'de', newRegimeName: 'The Reich' }]);
const without = validateTurnResult({ date: '1939-09-03', events: [], stateChanges: [] });
expect(without).not.toBeNull();
expect(without!.takeovers).toEqual([]);
});
});
describe('stub — takeovers (v0.32.0 #54)', () => {
it('the deterministic stub returns takeovers: [] (it never performs a takeover)', () => {
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.takeovers).toEqual([]);
expect(result).toHaveProperty('takeovers');
});
});
+169 -2
View File
@@ -19,6 +19,7 @@ import type {
import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
import {
addDays,
canConquer,
clampStat,
deriveNationStats,
fnv1a32,
@@ -32,6 +33,7 @@ import {
type MarkerSpec,
type NationOp,
type RegionStatChange,
type Takeover,
type TurnEventSpec,
type TurnResult,
} from '../shared/protocol';
@@ -198,9 +200,15 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
' {"kind":"split","nationRef":"<nation id or name>","parts":[{"name":"<new name>","territory":["<region key>"]}]}',
' {"kind":"merge","nationRefs":["<id>","<id>"],"survivingRef":"<id of the surviving nation>","into":"<new name>"}',
' ],',
' "takeovers": [{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"}],',
' "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',
'- 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.',
@@ -210,6 +218,7 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
'- Rename: add {"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"} for a revolution, regime change or reunification that changes a nation\'s name.',
'- Split: add {"kind":"split","nationRef":"<nation id or name>","parts":[{"name":"<new name>","territory":["<region key>"]}, ...]} when a state breaks up (dissolution, secession). Use at least 2 parts and assign each of the nation\'s region keys to at most one part — any key you leave unassigned goes to the first part.',
'- Merge: add {"kind":"merge","nationRefs":["<id or name>","<id or name>"],"survivingRef":"<id or name of the surviving nation>","into":"<new name>"} when states reunify or one is absorbed. Use at least 2 input nations and "survivingRef" must name one of them — the survivor keeps its id and its stats.',
'- Takeover (automatic, NOT player-confirmed): add {"takeovers":[{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"}]} when a low-stability nation (e.g. stability < 30) hosting a "gathering" marker is overthrown in a coup or revolution. This renames the nation to the new regime (e.g. "France" → "Vichy Regime"). Also emit a narrative "event" (political or social, outcome "success") and a stability/economy shock via "stateChanges". A takeover is an automatic in-world regime change — use "nationOps" rename only for a diplomatic/political name change that the player must confirm.',
'- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
'- Keep every stat value between 0 and 100.',
@@ -280,6 +289,63 @@ export function buildUserPrompt(
}
}
// (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> = {
state: {
turn: state.turn,
@@ -305,6 +371,8 @@ export function buildUserPrompt(
};
if (regionReference) payload.regions = regionReference;
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 (markers !== undefined) payload.markers = markers;
return JSON.stringify(payload, null, 2);
@@ -444,6 +512,7 @@ export function validateTurnResult(
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [],
markers: { add: [], remove: [] },
};
@@ -534,6 +603,10 @@ export function validateTurnResult(
// list for the player to confirm/reject.
result.nationOps = validateNationOps(o.nationOps);
// (v0.32.0, #54) Non-military regime changes (takeovers) — applied directly
// by applyTurnResult (automatic, not player-confirmed).
result.takeovers = validateTakeovers(o.takeovers);
// (v0.27, #44) Map-marker ops: new placements (validated here) and
// removals by stable id. Applied by applyTurnResult after the territory
// moves (a new marker's owner is the region's post-turn owner).
@@ -640,6 +713,29 @@ export function validateRegionChanges(
return out;
}
/**
* (v0.32.0, #54) Validate the raw `takeovers` array of a turn into a safe
* {@link Takeover} list — the non-military regime-change lever (a coup or
* revolution that renames a nation to its new regime name). Defensive like
* the rest of the parser — never throws. Each entry needs a non-empty
* `nationRef` (the target nation's id or name — capped at 200 chars) and a
* non-empty `newRegimeName` (capped at 200 chars). Resolution of `nationRef`
* to a concrete nation id happens at apply time (`resolveNationRef`), not
* here. Entries with either field missing or whitespace-only are dropped.
*/
export function validateTakeovers(raw: unknown): Takeover[] {
if (!Array.isArray(raw)) return [];
const out: Takeover[] = [];
for (const e of raw) {
if (!e || typeof e !== 'object') continue;
const o = e as Record<string, unknown>;
const nationRef = str(o.nationRef, 200);
const newRegimeName = str(o.newRegimeName, 200);
if (nationRef && newRegimeName) out.push({ nationRef, newRegimeName });
}
return out;
}
/**
* 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
@@ -656,6 +752,8 @@ export function isMeaningful(result: TurnResult): boolean {
result.regionChanges.length > 0 ||
result.unowned.length > 0 ||
result.nationOps.length > 0 ||
// (v0.32.0, #54) a takeover is a real world change (regime rename).
result.takeovers.length > 0 ||
// (v0.27, #44) a marker placed or removed this turn is a real world change.
result.markers.add.length > 0 ||
result.markers.remove.length > 0
@@ -695,6 +793,11 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
* area×population-weighted median of its regions' stats. Without it the
* recompute degrades to an unweighted median (every region weight 1) — still
* 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(
state: GameState,
@@ -702,6 +805,7 @@ export function applyTurnResult(
validKeys?: ReadonlySet<string>,
centroidOf?: (key: string) => { lat: number; lon: number; spread: number } | undefined,
geoOf?: (key: string) => { area: number; population: number } | undefined,
regionNameOf?: (key: string) => string | undefined,
): GameState {
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
@@ -809,6 +913,34 @@ export function applyTurnResult(
const owner = ownerOf.get(key); // undefined: no owner; '': 2+ owners (corrupt)
if (owner === '') continue; // pre-existing double ownership: never touched
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)) {
const i = n.territory.indexOf(key);
if (i !== -1) n.territory.splice(i, 1);
@@ -874,6 +1006,30 @@ export function applyTurnResult(
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
// --- Takeovers (v0.32.0, #54): non-military regime changes (coups /
// revolutions) that rename a nation to its new regime. Applied AFTER the
// per-region recompute (the rename doesn't depend on territory or stats,
// so it is order-independent with respect to those steps) and BEFORE the
// markers block (a marker's owner is a nation id, not a name, so the
// rename does not affect the owner recompute).
//
// For each takeover:
// 1. Resolve the target nation via `resolveNationRef` (id first, then
// case-insensitive unique name). Skip (no-op) if `null` — an
// unknown or ambiguous ref is silently dropped, never thrown.
// 2. Rename the resolved nation: set `n.name = newRegimeName`. Only
// the display name changes — the stable id, territory, relations
// (keyed by id), stats, and `playerNationId` (which references the
// id, not the name) are all preserved. The player keeps leading an
// overthrown nation under its new regime.
for (const t of result.takeovers) {
const id = resolveNationRef(next, t.nationRef);
if (id === null) continue; // unknown / ambiguous ref: no-op
const n = next.nations[id];
if (!n) continue; // defensive: id resolved but nation missing (corrupt state)
n.name = t.newRegimeName;
}
// --- Map markers (v0.27, #44) ---
//
// Markers are anchored to a region key and are processed against the FINAL
@@ -1325,8 +1481,15 @@ export async function runTurn(opts: {
* 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 }> {
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf, regionKeyResolver } = opts;
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf, regionKeyResolver, regionNameOf } = opts;
const chatWithTools = llm.chatWithTools;
const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
const system = buildSystemPrompt(preset, useTools);
@@ -1394,11 +1557,15 @@ export async function runTurn(opts: {
territoryChanges: [],
unowned: [],
nationOps: [],
takeovers: [],
markers: { add: [], remove: [] },
};
}
return { state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf), result };
return {
state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf, regionNameOf),
result,
};
}
// --- Advisor (brainstorm) -----------------------------------------------------
+133 -5
View File
@@ -17,13 +17,17 @@ import type {
RejectNationOpRequest,
RemoveQueueItemRequest,
} from '../shared/protocol';
import type { GameState } from '../shared/types';
import type { GameState, Preset } from '../shared/types';
import type { WorldDraft } from '../shared/scenario';
import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub';
import { makeScenarioStubLlmClient } from './stubScenario';
import { finalizeWorld, generateDraft } from './scenario';
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
import { buildRegionMap } from './map';
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validKeys } from './regions';
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validCountryCodes, validKeys } from './regions';
import { createPresetStore } from './presets';
import { createTemplateStore } from './templates';
import { openDb, type Db } from './db';
const here = fileURLToPath(new URL('.', import.meta.url));
@@ -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.
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
const presetStore = createPresetStore(presetsDir);
// (v0.31, #52) Era templates for the "Create scenario" path (presets/templates/).
const templateStore = createTemplateStore(path.join(root, 'presets', 'templates'));
// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
// just means region expansion/reference degrade to the raw keys (server still boots).
loadRegions(root);
@@ -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).
const useStub = process.env.LLM_STUB === '1';
const llm = useStub ? makeStubLlmClient() : createLlmClient();
// (v0.31, #52) The scenario-generation LLM client: the deterministic scenario
// stub under LLM_STUB=1 (a distinct transport from the turn stub, which stays
// untouched), and the live client otherwise.
const scenarioLlm = useStub ? makeScenarioStubLlmClient() : llm;
const app = express();
app.use(express.json());
@@ -95,6 +105,34 @@ function broadcast(id: string, event: string, data: unknown): void {
// --- Routes ---
/**
* (v0.31, #52) Synthesize the minimal `Preset` the turn engine needs for a
* dynamically generated game (`presetId: 'dynamic'` — there is no static preset
* file on disk). `runTurn` only consumes `title` / `startDate` /
* `worldBackground` / `simulationRules` (never `preset.nations`), so a generic
* alternate-history background plus the standard rules is sufficient; `nations`
* is carried from the saved world so the type is complete. `startDate` uses the
* game's current date (GameState stores no separate start date) — it only feeds
* the static "WORLD: <title> — <date>" header of the system prompt.
*/
function dynamicPresetFromGame(game: GameState): Preset {
return {
id: game.presetId,
title: game.presetTitle,
startDate: game.date,
summary: game.presetTitle,
worldBackground: `${game.presetTitle} is a dynamically generated alternate-history world. Keep every nation's stats, borders and relations internally consistent as the world evolves.`,
simulationRules: [
"Advance the shared world for ALL nations, not only the player's.",
'Keep every stat value between 0 and 100.',
'Only change borders when war or a decisive political shift justifies it.',
'Prefer 1-4 events per turn; keep each narrative to 1-3 sentences.',
'Use only nation ids and region keys that exist in the provided state.',
],
nations: Object.values(game.nations),
};
}
app.get('/api/health', (_req, res) => {
res.json({ ok: true, stub: useStub, port: PORT });
});
@@ -278,8 +316,14 @@ app.post('/api/games/:id/jump', async (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const preset = presetStore.get(game.presetId);
if (!preset) return res.status(404).json({ error: 'preset_missing' });
let preset = presetStore.get(game.presetId);
if (!preset) {
// (v0.31, #52) A dynamically generated game has no static preset file:
// synthesize one from the saved world so the turn engine can run. A
// genuinely-missing static preset still 404s.
if (game.presetId !== 'dynamic') return res.status(404).json({ error: 'preset_missing' });
preset = dynamicPresetFromGame(game);
}
try {
const { state, result } = await runTurn({
llm,
@@ -314,6 +358,10 @@ app.post('/api/games/:id/jump', async (req, res) => {
// pure (validKeys + regionName) and degrades to a key-only match when
// the manifest is absent.
regionKeyResolver: (ref) => resolveRegionKey(ref, validKeys(), (k) => regionName(k)),
// (v0.30, #50) region display name for the engine's "invasion repelled"
// event (geo properties.name, else the raw key). Always on — the
// resolver is pure and degrades to the key when the manifest is absent.
regionNameOf: (k) => regionName(k),
});
db.save(state);
broadcast(id, 'turn', { state, result });
@@ -343,6 +391,86 @@ app.post('/api/games/:id/advisor', async (req, res) => {
}
});
// --- Dynamic scenario generation (v0.31, #52) ---
//
// The additive "Create scenario" path. Step 1 (POST /draft) designs a draft
// world + an advisor checkpoint list; the client shows both, the player
// approves/removes checkpoints and picks a nation; step 2 (POST /commit)
// finalizes the world (constrained to the approved checkpoints) into a saved,
// playable game. Both steps ride the scenario LLM client (the deterministic
// scenario stub under LLM_STUB=1, the live model otherwise). All existing
// routes are untouched.
app.get('/api/scenarios/templates', (_req, res) => {
res.json({ templates: templateStore.listMeta() });
});
app.post('/api/scenarios/draft', async (req, res) => {
const body = (req.body ?? {}) as { templateId?: string; description?: string; year?: number };
const template = templateStore.get(body.templateId ?? '');
if (!template) return res.status(400).json({ error: 'unknown template' });
const description = typeof body.description === 'string' ? body.description.trim() : '';
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
const codes = validCountryCodes();
try {
const { world, checkpoints } = await generateDraft({
llm: scenarioLlm,
template,
description,
year,
// No region data → no code filtering (the draft keeps whatever codes the
// model emitted; expansion degrades to the raw keys, like presets do).
validCountryCodes: codes.size > 0 ? codes : undefined,
});
if (!world) return res.status(502).json({ error: 'generate: the model returned no usable world' });
res.json({ world, checkpoints });
} catch (e) {
const msg = e instanceof Error ? e.message : String(e);
res.status(502).json({ error: `generate failed: ${msg}` });
}
});
app.post('/api/scenarios/commit', async (req, res) => {
const body = (req.body ?? {}) as {
templateId?: string;
description?: string;
year?: number;
draft?: WorldDraft;
approvedCheckpoints?: string[];
playerNationId?: string;
};
const template = templateStore.get(body.templateId ?? '');
if (!template) return res.status(400).json({ error: 'unknown template' });
const description = typeof body.description === 'string' ? body.description.trim() : '';
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
const approvedCheckpoints = Array.isArray(body.approvedCheckpoints)
? body.approvedCheckpoints.filter((c): c is string => typeof c === 'string' && c.trim() !== '')
: [];
const playerNationId = typeof body.playerNationId === 'string' ? body.playerNationId : '';
const codes = validCountryCodes();
try {
const state = await finalizeWorld({
llm: scenarioLlm,
template,
description,
year,
approvedCheckpoints,
draft: body.draft,
playerNationId,
validCountryCodes: codes.size > 0 ? codes : undefined,
expand: (cs) => expandCountriesToKeys(cs),
id: randomUUID(),
title: template.name,
startDate: `${year}-01-01`,
});
db.save(state);
res.json({ id: state.id });
} catch (e) {
const msg = e instanceof Error ? e.message : String(e);
res.status(502).json({ error: `commit failed: ${msg}` });
}
});
// --- SSE stream ---
app.get('/sse/:id', (req, res) => {
const id = req.params.id;
@@ -380,4 +508,4 @@ app.listen(PORT, () => {
});
// Exported for tests (createApp is implicit via app; here we just expose handles).
export { app, db, llm };
export { app, db, llm, scenarioLlm, templateStore };
+39
View File
@@ -1,5 +1,7 @@
import { describe, expect, it } from 'vitest';
import {
canConquer,
CONQUEST_MILITARY_MARGIN,
deriveNationStats,
migrateRegionStats,
seedRegionStats,
@@ -218,3 +220,40 @@ describe('migrateRegionStats', () => {
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
View File
@@ -259,6 +259,18 @@ export function validKeys(): ReadonlySet<string> {
return data ? data.validKeys : new Set<string>();
}
/**
* The set of ISO_A3 country codes that own at least one sub-region in the
* manifest (the valid `territory` codes for a world draft, v0.31 #52). These
* are the keys of `keysByCountry` — i.e. the distinct `properties.parent`
* values in regions.geo.json. Empty when no region data is loaded; callers
* pass it (or `undefined` to skip filtering) to `validateWorldDraft` so a
* draft's territory is checked against real countries.
*/
export function validCountryCodes(): ReadonlySet<string> {
return data ? new Set(Object.keys(data.keysByCountry)) : new Set<string>();
}
/**
* True when the region-adjacency manifest loaded with at least one entry.
* Callers (the server's jump route) use this to decide whether to hand the
+235
View File
@@ -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');
});
});
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// Unit tests for the dynamic scenario-generation LLM steps (v0.31, #52):
// the prompt builders, the defensive parsers, generateDraft / finalizeWorld
// over an injected LlmClient, and the deterministic scenario stub.
import { describe, expect, it } from 'vitest';
import {
buildGeneratePrompt,
buildRegeneratePrompt,
finalizeWorld,
generateDraft,
parseGenerate,
parseRegenerate,
SCENARIO_GENERATE_MARKER,
SCENARIO_REGENERATE_MARKER,
} from './scenario';
import { makeScenarioStubLlmClient, stubWorldFor } from './stubScenario';
import type { EraTemplate, WorldDraft } from '../shared/scenario';
import type { ChatMessage, LlmClient } from './llm';
const TEMPLATE: EraTemplate = {
id: 'near-future',
name: 'Near Future',
year: 2035,
eraDescription: 'A fractured, multipolar 2035.',
suggestedPowers: [
{ name: 'United States', region: 'USA', note: 'declining hegemon' },
{ name: 'China', region: 'CHN', note: 'rising industrial power' },
],
tensions: ['Indo-Pacific standoff', 'Climate migration'],
};
const VALID_CODES = new Set(['FRA', 'RUS', 'ESP', 'USA', 'CHN']);
/** A minimal LlmClient double whose chat() returns a canned string (or calls a handler). */
function fakeClient(canned?: string | ((messages: ChatMessage[]) => string)): LlmClient {
return {
async chat(messages) {
if (typeof canned === 'function') return canned(messages);
return canned ?? '{"world":{"nations":[]},"checkpoints":[]}';
},
async listModels() {
return [];
},
};
}
const GOOD_GENERATE = JSON.stringify({
world: {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: { boreas: -60 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 50, population: 60 },
territory: ['RUS'],
relations: { alba: -60 },
},
],
},
checkpoints: ['Alba presses its advantage.', 'Boreas fortifies the north.'],
});
const GOOD_REGENERATE = JSON.stringify({
world: {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 70, population: 55 },
territory: ['FRA'],
relations: { boreas: -70 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 55, population: 60 },
territory: ['RUS'],
relations: { alba: -70 },
},
],
},
});
describe('buildGeneratePrompt', () => {
it('embeds the era, description, year and the valid country codes', () => {
const { system, user } = buildGeneratePrompt(TEMPLATE, 'a cold war in space', 2041, VALID_CODES);
expect(system).toContain(SCENARIO_GENERATE_MARKER);
expect(system).toContain('"checkpoints"');
expect(user).toContain('near-future');
expect(user).toContain('a cold war in space');
expect(user).toContain('2041');
expect(user).toContain('CHN');
expect(user).toContain('validCountryCodes');
});
it('omits the code list when no valid codes are supplied', () => {
const { system, user } = buildGeneratePrompt(TEMPLATE, 'desc', 2035, undefined);
expect(system).toContain('standard ISO 3166-1 alpha-3');
expect(user).not.toContain('validCountryCodes');
});
});
describe('buildRegeneratePrompt', () => {
it('embeds the approved checkpoints and the draft when present', () => {
const draft: WorldDraft = {
nations: [
{
id: 'alba',
name: 'Alba',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: {},
},
],
};
const { system, user } = buildRegeneratePrompt(
TEMPLATE,
'desc',
2035,
['Alba presses its advantage.'],
VALID_CODES,
draft,
);
expect(system).toContain(SCENARIO_REGENERATE_MARKER);
expect(user).toContain('approvedCheckpoints');
expect(user).toContain('Alba presses its advantage.');
expect(user).toContain('draft');
expect(user).toContain('alba');
});
it('omits the draft field when none is supplied', () => {
const { user } = buildRegeneratePrompt(TEMPLATE, 'desc', 2035, [], VALID_CODES, undefined);
expect(user).not.toContain('draft');
});
});
describe('parseGenerate / parseRegenerate (defensive)', () => {
it('parses a valid generate answer into a world + checkpoints', () => {
const { world, checkpoints } = parseGenerate(GOOD_GENERATE, VALID_CODES);
expect(world).not.toBeNull();
expect(world!.nations).toHaveLength(2);
expect(world!.nations[0].id).toBe('alba');
expect(world!.nations[0].territory).toEqual(['FRA']);
expect(checkpoints).toEqual(['Alba presses its advantage.', 'Boreas fortifies the north.']);
});
it('strips code fences and drops unknown country codes', () => {
const raw = '```json\n' + GOOD_GENERATE + '\n```';
const { world } = parseGenerate(raw, new Set(['FRA'])); // RUS not in the set
expect(world).not.toBeNull();
expect(world!.nations.find((n) => n.id === 'boreas')?.territory).toEqual([]);
});
it('returns null world + empty checkpoints for garbage', () => {
const { world, checkpoints } = parseGenerate('not json at all', VALID_CODES);
expect(world).toBeNull();
expect(checkpoints).toEqual([]);
});
it('parses a valid regenerate answer (no checkpoints echoed)', () => {
const world = parseRegenerate(GOOD_REGENERATE, VALID_CODES);
expect(world).not.toBeNull();
expect(world!.nations[0].stats.stability).toBe(70);
});
});
describe('generateDraft (injected client)', () => {
it('returns a validated world + checkpoints from the model', async () => {
const { world, checkpoints } = await generateDraft({
llm: fakeClient(GOOD_GENERATE),
template: TEMPLATE,
description: 'a cold war in space',
year: 2041,
validCountryCodes: VALID_CODES,
});
expect(world).not.toBeNull();
expect(world!.nations).toHaveLength(2);
expect(checkpoints).toHaveLength(2);
});
it('nudges once when the first answer is unusable', async () => {
let call = 0;
const client: LlmClient = {
async chat() {
call += 1;
return call === 1 ? 'total garbage' : GOOD_GENERATE;
},
async listModels() {
return [];
},
};
const { world, checkpoints } = await generateDraft({
llm: client,
template: TEMPLATE,
description: 'x',
year: 2035,
validCountryCodes: VALID_CODES,
});
expect(call).toBe(2);
expect(world).not.toBeNull();
expect(checkpoints).toHaveLength(2);
});
it('returns null world when even the nudge fails', async () => {
const { world } = await generateDraft({
llm: fakeClient('still no json'),
template: TEMPLATE,
description: 'x',
year: 2035,
validCountryCodes: VALID_CODES,
});
expect(world).toBeNull();
});
});
describe('finalizeWorld (injected client)', () => {
const expand = (countries: string[]) => countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
it('converts the finalized world to a playable GameState', async () => {
const state = await finalizeWorld({
llm: fakeClient(GOOD_REGENERATE),
template: TEMPLATE,
description: 'x',
year: 2035,
approvedCheckpoints: ['Alba presses its advantage.'],
playerNationId: 'alba',
validCountryCodes: VALID_CODES,
expand,
id: 'g-1',
title: 'Custom World',
startDate: '2035-01-01',
});
expect(state.id).toBe('g-1');
expect(state.presetId).toBe('dynamic');
expect(state.playerNationId).toBe('alba');
expect(state.turn).toBe(1);
expect(state.date).toBe('2035-01-01');
// FRA expands to two region keys; the per-region stats are seeded.
expect(state.nations.alba.territory).toEqual(['FRA-a', 'FRA-b']);
expect(state.regionStats['FRA-a']).toEqual(state.nations.alba.stats);
});
it('falls back to the first nation when the model drops the player nation', async () => {
// The regenerated world has no 'alba' — only 'boreas'.
const dropped = JSON.stringify({
world: {
nations: [
{
id: 'boreas',
name: 'Boreas',
stats: { military: 55, economy: 70, stability: 55, population: 60 },
territory: ['RUS'],
relations: {},
},
],
},
});
const state = await finalizeWorld({
llm: fakeClient(dropped),
template: TEMPLATE,
description: 'x',
year: 2035,
approvedCheckpoints: [],
playerNationId: 'alba', // not in the world
validCountryCodes: VALID_CODES,
expand,
});
expect(state.playerNationId).toBe('boreas');
});
});
describe('scenario stub (deterministic, LLM_STUB=1)', () => {
it('is deterministic: same input → same generate output', async () => {
const llm = makeScenarioStubLlmClient();
const a = await generateDraft({
llm,
template: TEMPLATE,
description: 'd',
year: 2035,
validCountryCodes: VALID_CODES,
});
const b = await generateDraft({
llm,
template: TEMPLATE,
description: 'completely different description',
year: 1999,
validCountryCodes: VALID_CODES,
});
expect(a.world).toEqual(b.world);
expect(a.checkpoints).toEqual(b.checkpoints);
expect(a.world!.nations).toHaveLength(3);
expect(a.checkpoints).toHaveLength(3);
});
it('finalize respects the approved checkpoints (deterministically)', async () => {
const baseline = stubWorldFor([]);
const withAlba = stubWorldFor(['Alba dominates the western sea lanes.']);
const albaBase = baseline.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
const boreasBase = baseline.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
const albaWith = withAlba.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
const boreasWith = withAlba.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
// Approving a checkpoint that names Alba raises Alba's stability only.
expect(albaWith).toBe(albaBase + 5);
expect(boreasWith).toBe(boreasBase);
});
it('finalizeWorld over the stub returns a playable game honoring approvals', async () => {
const llm = makeScenarioStubLlmClient();
const state = await finalizeWorld({
llm,
template: TEMPLATE,
description: 'd',
year: 2035,
approvedCheckpoints: ['Boreas fortifies its northern frontier.'],
playerNationId: 'boreas',
validCountryCodes: VALID_CODES,
expand: (cs) => cs.flatMap((c) => [`${c}-a`]),
id: 'stub-1',
});
expect(state.id).toBe('stub-1');
expect(state.playerNationId).toBe('boreas');
expect(state.nations.boreas.territory).toEqual(['RUS-a']);
// The approved Boreas checkpoint raised its stability by 5 (50 → 55).
expect(state.nations.boreas.stats.stability).toBe(55);
});
});
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// 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 });
}
+5
View File
@@ -77,6 +77,10 @@ function truncate(s: string, n: number): string {
* always returns `regionChanges: []`) — the per-region lever is covered by
* unit tests only (see server/engine.test.ts), keeping the e2e assertions
* untouched.
*
* (v0.32.0, #54) The stub likewise NEVER performs a non-military takeover
* (it always returns `takeovers: []`) — the regime-rename path is covered by
* unit tests only, keeping the e2e assertions untouched.
*/
export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state;
@@ -143,6 +147,7 @@ export function deterministicTurn(p: StubPayload): TurnResult {
territoryChanges,
unowned: [], // the stub never creates no man's land (see doc comment)
nationOps: [], // the stub never proposes nation ops (see doc comment)
takeovers: [], // the stub never performs a takeover (see doc comment)
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
};
}
+122
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@@ -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;
}
},
};
}
+66
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@@ -68,6 +68,25 @@ export interface TerritoryChange {
* engine's `resolveNationRef`).
*/
/**
* (v0.32.0, #54) A **non-military regime change** — a coup or revolution that
* renames a nation to the name of the new regime. Unlike a {@link RenameOp}
* (a player-confirmed diplomatic/political name change), a takeover is
* **automatic and in-world**: `applyTurnResult` applies it directly (no
* pending queue, no player confirm). Only `Nation.name` changes — the stable
* `id`, territory, relations (keyed by id), stats, and `playerNationId`
* (which references the id) all stay intact, so the player keeps leading the
* nation under its new regime. `nationRef` is resolved exactly like the
* `nationRef` of a NationOp (id first, then a case-insensitive unique name
* match — see `resolveNationRef`).
*/
export interface Takeover {
/** The target nation's id or current name (resolved by `resolveNationRef`). */
nationRef: string;
/** The name of the new regime to set as the nation's display name. */
newRegimeName: string;
}
/**
* A **rename** proposal: change a nation's human-readable `name`. Only the
* `name` changes — the stable `id`, its territory keys, its relations (keyed
@@ -267,6 +286,17 @@ export interface TurnResult {
* survivor. Empty on turns where the model proposes none.
*/
nationOps: NationOp[];
/**
* (v0.32.0, #54) Non-military regime changes (coups / revolutions) that take
* effect **this turn** — each renames the target nation to `newRegimeName`.
* Unlike `nationOps` (player-confirmed proposals), a takeover is **automatic
* and in-world**: it is applied directly by `applyTurnResult` (like territory
* / state changes), not queued to `pendingNationOps`. Only the nation's
* `name` changes; the id, territory, relations, stats, and `playerNationId`
* are all preserved. Empty on turns where no takeover occurs. Required
* (default `[]`).
*/
takeovers: Takeover[];
/**
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
* (the engine positions each at its region's centroid + a small
@@ -452,6 +482,42 @@ export function nationColor(id: string): string {
return `hsl(${hue} 58% 46%)`;
}
// --- Combat: the military hard gate (v0.30, #50) ------------------------------
//
// The one rule the engine enforces on the player's behalf instead of trusting
// the LLM: a contested conquest only succeeds when the attacker is not MORE
// than `CONQUEST_MILITARY_MARGIN` below the defender. The LLM still proposes
// the transfer; the engine decides whether it holds (see `applyTurnResult`).
// Re-claims of unowned / no-man's-land regions are never gated.
/**
* (v0.30, #50) The margin of military superiority an attacker must NOT be more
* than below the defender for a contested conquest to succeed. A gap of exactly
* this many points is still enough to win; a gap one larger is repelled.
*/
export const CONQUEST_MILITARY_MARGIN = 15;
/**
* (v0.30, #50) Hard military gate for a **contested** conquest (a region
* currently owned by a different nation). Returns `true` — the invasion
* proceeds — unless the attacker's military is MORE than `margin` below the
* defender's: equal, or within `margin` (default {@link CONQUEST_MILITARY_MARGIN}),
* is enough to win, while a gap larger than `margin` is repelled.
*
* The comparison is intentionally one-sided (it only protects the *defender*
* from an overwhelming odds gap, not the attacker from a small disadvantage):
* `attacker < defender - margin` → repel; everything else (equal, within the
* margin, or ahead) → proceed. Pure + shared so the engine, the tests, and the
* prompt's frontier-balance hint all agree on the outcome.
*/
export function canConquer(
attackerMil: number,
defenderMil: number,
margin: number = CONQUEST_MILITARY_MARGIN,
): boolean {
return !(attackerMil < defenderMil - margin);
}
// --- No man's land (v0.22, #16 P3) — the map presentation contract ---
//
// An unowned region has two distinct looks, and the difference is NOT in the
+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',
];
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) -------------------------------------------------
//
+128 -2
View File
@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
import { cn } from './lib/utils';
import PresetPicker from './components/PresetPicker';
import NationSelect from './components/NationSelect';
import ScenarioForm from './components/ScenarioForm';
import CheckpointReview from './components/CheckpointReview';
import WorldMap from './components/WorldMap';
import FloatingWindow from './components/FloatingWindow';
import MapLegend from './components/MapLegend';
@@ -26,9 +28,27 @@ import { api } from './lib/api';
import { useSse } from './lib/sse';
import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
import type { GameState, Preset, PresetMeta } from '@shared/types';
import type { TemplateMeta, WorldDraft } from '@shared/scenario';
/** Which top-level screen the app is showing. */
type Screen = { name: 'home' } | { name: 'pick'; preset: Preset } | { name: 'game' };
/**
* Which top-level screen the app is showing. The dynamic path (v0.31, #52) adds
* two: 'scenario-form' (era + description + year) and 'scenario-review' (the
* generated world + checkpoint checklist + nation pick), the latter carrying
* the step-1 draft + chosen template so the finalize step can re-send them.
*/
type Screen =
| { name: 'home' }
| { name: 'pick'; preset: Preset }
| { name: 'game' }
| { name: 'scenario-form' }
| {
name: 'scenario-review';
template: TemplateMeta;
description: string;
year: number;
world: WorldDraft;
checkpoints: string[];
};
/**
* Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
@@ -181,6 +201,10 @@ export default function App() {
// non-LLM) request. It gates only the nation-op dialog controls, never the
// turn flow — "Jump forward" stays usable while it is in flight.
const [opBusy, setOpBusy] = useState(false);
// (v0.31, #52) A scenario-generation LLM call (generate or finalize) is
// in flight. Distinct from `busy`/`advisorBusy` — it only gates the
// scenario-form/review screens (those screens never coexist with a game).
const [scenarioBusy, setScenarioBusy] = useState(false);
// The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -359,6 +383,77 @@ export default function App() {
[screen],
);
// --- (v0.31, #52) Dynamic scenario generation: form → generate → review →
// finalize → game. Both LLM steps run on the server (the scenario stub under
// LLM_STUB=1, the live model otherwise); on failure we toast and stay on the
// current screen (the form's / review's local selections are preserved).
// Home screen's "Create scenario" card → the scenario form.
const openScenarioForm = useCallback(() => {
setScreen({ name: 'scenario-form' });
}, []);
// Step 1 (generate): design the draft world + checkpoint list. On success
// the app moves to the review screen (carrying the draft, template, year,
// and description so the finalize step can re-send them).
const generateScenarioDraft = useCallback(
async (template: TemplateMeta, description: string, year: number) => {
setScenarioBusy(true);
try {
const { world, checkpoints } = await api.draftScenario({
templateId: template.id,
description,
year,
});
setScreen({ name: 'scenario-review', template, description, year, world, checkpoints });
} catch (e) {
toastError(e);
} finally {
setScenarioBusy(false);
}
},
[],
);
// Step 2 (finalize): commit the approved draft into a saved, playable game
// and enter it. The step-1 draft is re-sent so the final world stays close
// to it (and the chosen nation survives); the new game's id is then fetched
// and adopted exactly like a normal created game (active-game persistence,
// applyState, screen → game — the URL-sync effect writes the deep link).
const finalizeScenario = useCallback(
async (
template: TemplateMeta,
description: string,
year: number,
world: WorldDraft,
approvedCheckpoints: string[],
playerNationId: string,
) => {
setScenarioBusy(true);
try {
const { id } = await api.commitScenario({
templateId: template.id,
description,
year,
draft: world,
approvedCheckpoints,
playerNationId,
});
const { game } = await api.getGame(id);
persistActiveGameId(id);
setActiveGameId(id);
applyState(game);
setAdvisors([]);
setScreen({ name: 'game' });
} catch (e) {
toastError(e);
} finally {
setScenarioBusy(false);
}
},
[applyState],
);
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
// list updates from the response and the SSE `state` event. Both are
// version-gated via applyState, so the item can never be clobbered by a
@@ -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 (
<>
<Toaster richColors position="top-right" />
@@ -584,6 +709,7 @@ export default function App() {
activeGameId={activeGameId}
onResume={resumeGame}
onDelete={runDeleteGame}
onCreateScenario={openScenarioForm}
/>
</>
);
+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 { Play, Trash2 } from 'lucide-react';
import { Play, Sparkles, Trash2 } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
@@ -26,6 +26,12 @@ interface Props {
onResume?: (id: string) => void;
/** Delete a saved game by id (confirmed by a dialog in this component). */
onDelete?: (id: string) => void;
/**
* (v0.31, #52) Open the "Create scenario" path (era template + description →
* AI-generated world → checkpoint review → a normal game). Omitted = the
* create-scenario card is hidden.
*/
onCreateScenario?: () => void;
}
/**
@@ -41,6 +47,7 @@ export default function PresetPicker({
activeGameId,
onResume,
onDelete,
onCreateScenario,
}: Props) {
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
// The game awaiting a delete confirmation (null = dialog closed).
@@ -83,6 +90,51 @@ export default function PresetPicker({
)}
<div className="grid gap-5 sm:grid-cols-2 lg:grid-cols-3">
{(
onCreateScenario
? [
{
// (v0.31, #52) The dynamic path, first in the grid: it is the
// "any world you can describe" card, distinct from the static presets.
id: 'create',
title: 'Create scenario',
summary:
'Design your own world — pick an era, describe it, and the AI drafts the world and the advisor’s opening checkpoints for your review before you pick a nation to lead.',
badge: 'custom world',
},
]
: []
).map((c) => (
<Card
key={c.id}
className="flex flex-col border-primary/40 bg-primary/5 transition hover:ring-1 hover:ring-primary/50"
data-testid="create-scenario-card"
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="flex items-center gap-2 text-lg">
<Sparkles className="size-4 shrink-0 text-primary" />
{c.title}
</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{c.badge}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">{c.summary}</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<Button
variant="secondary"
className="w-full"
onClick={() => onCreateScenario?.()}
disabled={loading}
data-testid="create-scenario"
>
Create scenario
</Button>
</CardContent>
</Card>
))}
{presets.map((p) => (
<Card
key={p.id}
+197
View File
@@ -0,0 +1,197 @@
import { useEffect, useState } from 'react';
import { Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import { Input } from './ui/input';
import { Label } from './ui/label';
import { Textarea } from './ui/textarea';
import { cn } from '@/lib/utils';
import { api } from '@/lib/api';
import type { TemplateMeta } from '@shared/scenario';
interface Props {
/** A generate (LLM) call is in flight — disables the form's controls. */
busy?: boolean;
onBack: () => void;
/**
* Step 1: design the draft world + checkpoint list. The form hands over the
* selected template's full metadata (the review screen shows its name/year)
* plus the description and the effective start year.
*/
onGenerate: (template: TemplateMeta, description: string, year: number) => void;
}
/** The year input is an empty string ("use the template's default") or a number. */
const YEAR_MIN = 1000;
const YEAR_MAX = 3000;
/**
* "Create scenario" — step 1 of the dynamic path (v0.31, #52). The user picks
* one of the light era templates (a card each: name, default year, blurb),
* writes a free-text description of the world they want, and may override the
* start year (the field is pre-filled from the selected template; leaving it
* empty keeps the template's default). "Generate world" posts the draft
* request; on success the app moves to the checkpoint review screen, on
* failure it toasts and stays here (the form's local state is preserved).
*/
export default function ScenarioForm({ busy = false, onBack, onGenerate }: Props) {
const [templates, setTemplates] = useState<TemplateMeta[]>([]);
const [templatesError, setTemplatesError] = useState<string | null>(null);
const [selectedId, setSelectedId] = useState<string | null>(null);
const [description, setDescription] = useState('');
// Pre-filled from the selected template's default year (the user can edit).
const [yearText, setYearText] = useState('');
// Load the era-template manifest on mount (the form is the only consumer).
useEffect(() => {
let alive = true;
api
.listScenarioTemplates()
.then((r) => alive && setTemplates(r.templates))
.catch((e: unknown) => alive && setTemplatesError(e instanceof Error ? e.message : String(e)));
return () => {
alive = false;
};
}, []);
const selected = templates.find((t) => t.id === selectedId) ?? null;
const effectiveYear =
yearText.trim() === '' ? NaN : Number.parseInt(yearText.trim(), 10);
const yearValid =
Number.isInteger(effectiveYear) && effectiveYear >= YEAR_MIN && effectiveYear <= YEAR_MAX;
const canGenerate = !busy && selected !== null && description.trim() !== '' && yearValid;
const selectTemplate = (t: TemplateMeta) => {
setSelectedId(t.id);
// Selecting an era pre-fills the year with that era's default (the user
// can still edit it afterwards).
setYearText(String(t.year));
};
const generate = () => {
if (!canGenerate || !selected) return;
onGenerate(selected, description.trim(), effectiveYear);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-form">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to scenarios
</Button>
<h1 className="text-3xl font-bold tracking-tight">Create a scenario</h1>
<p className="mt-2 max-w-2xl text-sm leading-relaxed text-muted-foreground">
Design your own world: pick an era, describe what should be true, and the AI will draft the
world and an opening set of advisor checkpoints for your review. Nothing is saved until you
finalize.
</p>
{/* 1 — the era template (a card each). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
1 · Pick an era <span className="font-normal text-muted-foreground">(required)</span>
</h2>
{templatesError ? (
<p className="rounded-lg border border-destructive/40 bg-destructive/10 p-3 text-sm text-destructive">
Could not load the era templates: {templatesError}
</p>
) : templates.length === 0 ? (
<p className="rounded-lg border border-border/60 bg-card/40 p-3 text-sm text-muted-foreground">
Loading era templates…
</p>
) : (
<div className="grid gap-4 sm:grid-cols-3">
{templates.map((t) => {
const isSel = t.id === selectedId;
return (
<Card
key={t.id}
className={cn(
'flex cursor-pointer flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="template-card"
data-template-id={t.id}
data-selected={isSel ? 'true' : 'false'}
onClick={() => selectTemplate(t)}
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="text-base">{t.name}</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{t.year}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">
{t.eraDescription}
</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<div
className={cn(
'flex items-center gap-2 text-xs',
isSel ? 'font-medium text-primary' : 'text-muted-foreground',
)}
>
<Sparkles className="size-3.5" />
{isSel ? 'Selected' : 'Start from this era'}
</div>
</CardContent>
</Card>
);
})}
</div>
)}
{/* 2 — the description (+ optional year override). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
2 · Describe your world <span className="font-normal text-muted-foreground">(required)</span>
</h2>
<div className="space-y-4 rounded-lg border border-border/60 bg-card/40 p-4">
<Textarea
value={description}
onChange={(e) => setDescription(e.target.value)}
placeholder="e.g. “A cold-war world where the space race decided the Cold War — two blocs orbit, and the arctic shipping lanes are the new flashpoint.”"
rows={4}
disabled={busy}
data-testid="scenario-description"
/>
<div className="flex items-center gap-3">
<Label htmlFor="scenario-year-input" className="shrink-0 text-sm">
Start year
</Label>
<Input
id="scenario-year-input"
type="number"
inputMode="numeric"
value={yearText}
onChange={(e) => setYearText(e.target.value)}
placeholder={selected ? `default ${selected.year}` : 'pick an era first'}
min={YEAR_MIN}
max={YEAR_MAX}
disabled={busy || !selected}
className="w-32"
data-testid="scenario-year"
/>
<span className="text-xs text-muted-foreground">
{yearValid ? `The game begins on ${effectiveYear}-01-01.` : 'Leave empty for the era default, or use a year between 1000 and 3000.'}
</span>
</div>
</div>
{/* Generate. */}
<div className="mt-8">
<Button className="h-11 w-full" onClick={generate} disabled={!canGenerate} data-testid="generate-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Generating world…' : 'Generate world'}
</Button>
{busy && (
<p className="mt-2 flex items-center justify-center gap-1.5 text-xs text-muted-foreground">
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
The world-builder is thinking — this can take a few seconds.
</p>
)}
</div>
</div>
);
}
+27
View File
@@ -14,6 +14,13 @@ import type {
RemoveQueueItemResponse,
TurnResponse,
} from '@shared/protocol';
import type {
ScenarioCommitRequest,
ScenarioCommitResponse,
ScenarioDraftRequest,
ScenarioDraftResponse,
TemplateMeta,
} from '@shared/scenario';
async function req<T>(path: string, init?: RequestInit): Promise<T> {
const res = await fetch(path, {
@@ -95,4 +102,24 @@ export const api = {
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
`/api/games/${id}/map`,
),
// --- Dynamic scenario generation (v0.31, #52) ---------------------------
// The additive "Create scenario" path: a two-step LLM flow (design a draft
// world + checkpoint list, then finalize it into a saved, playable game).
// The era-template manifest for the form's cards (id / name / year / blurb).
listScenarioTemplates: () => req<{ templates: TemplateMeta[] }>('/api/scenarios/templates'),
// Step 1: design a draft world + an advisor checkpoint list from an era
// template + a free-text description. An LLM call — can be slow; a 502
// means the model is down or returned nothing usable (the caller toasts).
draftScenario: (body: ScenarioDraftRequest) =>
req<ScenarioDraftResponse>('/api/scenarios/draft', {
method: 'POST',
body: JSON.stringify(body),
}),
// Step 2: finalize the approved draft (constrained to the approved
// checkpoints) into a new, playable game and save it. Returns the id.
commitScenario: (body: ScenarioCommitRequest) =>
req<ScenarioCommitResponse>('/api/scenarios/commit', {
method: 'POST',
body: JSON.stringify(body),
}),
};
+3
View File
@@ -26,6 +26,9 @@ export const OUTCOME_COLORS: Record<EventOutcome, string> = {
failure: '#ef4444',
partial: '#f59e0b',
neutral: '#94a3b8',
// (v0.30, #50) engine-emitted "invasion repelled" — a muted, darker red so it
// reads as a defensive failure distinct from a bright outright `failure`.
repelled: '#9f1239',
};
/**