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Author SHA1 Message Date
kamilkrzywda 327fffb789 Merge pull request 'v0.27.0 (#44): LLM-placed named map point markers' (#45) from feat/44-llm-map-pointers into master
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2026-10-15 00:40:52 +02:00
kamilkrzywda a129c2ab81 v0.27.0 (#44): LLM-placed named map point markers
CI / build + unit + e2e (pull_request) Successful in 2m36s
- shared: 8 MarkerTypes + MARKER_TYPE_INFO (label/color/glyph); MapMarker;
  GameState.markers (required, [] at init); TurnResult.markers {add,remove};
  MarkerSpec/MarkerInfo; FNV-1a 4-char markerId; MAX_MARKERS=400.
- data: new public/region-centroids.json (1,800 anchors = largest-part centroid
  + spread ~0.1x min-bbox) built by new idempotent scripts/build-region-centroids.mjs.
- server: regions.ts centroid loader (public/ then dist/); engine applyTurnResult
  marker ops (remove -> owner-recompute -> add, jitter, cap, never throws);
  prompt documents the contract; buildUserPrompt carries markers; stub marker-free.
- client: WorldMap symbol layer rendered as canvas per-type icons (glyph CDN dead);
  hover tooltip shows name; click focuses owning nation.
- tests: 168 -> 189 (centroids script, regions centroids, db legacy, engine markers).
2026-10-14 22:37:29 +00:00
kamilkrzywda aa1bd3c5aa Merge pull request 'Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)' (#42) from feat/41-split-arkhangel-band into master
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2026-10-14 21:29:55 +02:00
kamilkrzywda f6ad554823 Re-coarsen RU-ARK Arctic-coast band into RU-PEO + RU-YAM (#41)
CI / build + unit + e2e (pull_request) Successful in 2m34s
#41: re-partition the RU-ARK mainland's 28-part lat>=68 Arctic-coast band
into two new regions via a new turf-free, idempotent pipeline stage
scripts/split-arkhangel-band.mjs (npm run split:regions:band), mirroring the
#31 split:

- RU-PEO (Pechora, 13 parts, ~37,678 km2) -> key pechora-qwhs
- RU-YAM (Yamal, 15 parts, ~51,722 km2) -> key yamal-gosw
- RU-ARK keeps its id/name/key arkhangel-sk-lhbk (ownership-safe); the 5-part
  lat<68 core (~305,229 km2) stays RU-ARK.

Pure re-partition: no geometry moved (byte-identical union). The two new
features are inserted immediately after RU-ARK-SZ. Manifests regenerated with
the real scripts (1,798 -> 1,800 keys + adjacency; adjacency pairs 4,471 ->
4,473). Fixed-point dataset unchanged except feature count (11,794 parts /
11,795 rings / 164,801 verts / 1 KZ-KZY hole). Four dataset/manifest tests
updated (RUS 82 -> 84 sub-regions). Version 0.25.0 -> 0.26.0.

Fixes #41
2026-10-14 19:26:49 +00:00
kamilkrzywda 867b2eb0a1 Merge pull request 'feat: split RU-ARK into mainland + New Earth + Severnaya Zemlya (v0.25.0, #31)' (#40) from feat/31-split-arkhangel into master
CI / build + unit + e2e (push) Failing after 14m43s
2026-10-14 19:57:50 +02:00
kamilkrzywda 8fb8984d07 chore: bump to v0.25.0 (#31) + CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 2m34s
2026-10-14 17:54:45 +00:00
kamilkrzywda f593af5ba5 feat: split RU-ARK into mainland + New Earth + Severnaya Zemlya — idempotent stage, manifests 1,798 (v0.25.0, #31) 2026-10-14 17:54:45 +00:00
kamilkrzywda c63f6acca1 Merge pull request 'feat: nation-op split/merge — apply on confirm (v0.24.0, #16 P4b)' (#39) from feat/16-p4b-split-merge into master
CI / build + unit + e2e (push) Successful in 2m30s
2026-10-14 15:49:31 +02:00
kamilkrzywda c0c620a54c docs: v0.24.0 changelog — #16 was already closed; reference it (no Fixes), matching P4a's PR #38
CI / build + unit + e2e (pull_request) Successful in 2m31s
2026-10-14 13:46:16 +00:00
kamilkrzywda 7eaed42d51 chore: bump to v0.24.0 (nation-op split/merge, #16 P4b) + CHANGELOG 2026-10-14 13:42:46 +00:00
kamilkrzywda 14c5d4881d feat: nation-op split/merge review — dialog (part list + successor radio, merge name), docs (P4b, #16) 2026-10-14 13:42:46 +00:00
kamilkrzywda 458e9be419 feat: nation-op split/merge — apply on confirm (playerPart, fresh ids, relations union) (P4b, #16) 2026-10-14 13:42:46 +00:00
kamilkrzywda f72a59bf5e Merge pull request 'feat: nation-op rename — LLM proposes, player confirms (v0.23.0, #16 P4a)' (#38) from feat/16-p4a-rename into master
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2026-10-14 15:03:41 +02:00
kamilkrzywda 6ebe21591e chore: bump to v0.23.0 (nation-op rename, #16 P4a) + CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 2m26s
2026-10-14 13:00:33 +00:00
kamilkrzywda 9f230606c4 feat: nation-op rename review — confirm/reject routes, client dialog, AGENTS.md (P4a, #16)
Wire the 'LLM proposes, player confirms' nation-rename flow end to end:
- server: POST /api/games/:id/nation-op/confirm|reject (404/400, version-bumped SSE state)
- client: confirmNationOp/rejectNationOp api helpers + NationOpDialog (editable rename) wired into the Action panel via a 'Nation proposals' trigger
- AGENTS.md: document the pendingNationOps mechanism, routes, nationRef resolution, stub-never-proposes
2026-10-14 13:00:28 +00:00
kamilkrzywda e9fa267fd0 Nation-op proposals (P4a, #16): protocol types, pendingNationOps state, engine propose/resolve (stage 1)
- shared/protocol.ts: RenameOp/SplitOp/MergeOp + NationOp union; TurnResult.nationOps (required); ConfirmNationOp/RejectNationOp request+response types
- shared/types.ts: GameState.pendingNationOps (type-only import of NationOp — no runtime cycle)
- server/engine.ts: validateNationOps parser wired into validateTurnResult; isMeaningful counts proposals; applyTurnResult appends to the surviving pending list (never applies); runTurn fallback literal; system prompt gains the nationOps JSON field + rename proposal rule (both modes); new resolveNationRef/applyNationOp/confirmNationOp/rejectNationOp (id-first then unique case-insensitive name; rename changes Nation.name only; split/merge no-op until P4b; index validation returns null for 400)
- server/db.ts: legacy rows load with pendingNationOps defaulted to []
- server/index.ts: fresh games start with pendingNationOps: []
- server/stub.ts: deterministicTurn returns nationOps: [] (the stub never proposes — unit-only coverage, matching P3)
- tests: fixture updates (engine/db/map/regions) + new suites for resolveNationRef, validateNationOps, proposal lifecycle, confirm/reject (151 tests total)
2026-10-14 12:47:58 +00:00
kamilkrzywda edaa8f55d1 Merge pull request 'No man's land: region release + re-claim + distinct grey map rendering (v0.22.0) — part 3 of #16' (#37) from feat/16-p3-no-mans-land into master
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2026-10-14 14:09:22 +02:00
kamilkrzywda 6c52e10898 Bump to v0.22.0 (no man's land, #16 P3) + AGENTS.md/CHANGELOG
CI / build + unit + e2e (pull_request) Successful in 1m33s
2026-10-14 12:04:03 +00:00
kamilkrzywda 764f24fc55 No man's land: TurnResult.unowned + release/re-claim in applyTurnResult + distinct grey map rendering (#16 P3)
- shared/protocol.ts: TurnResult.unowned (keys released this turn) + the map
  presentation contract (regionFillStyle / unownedTooltipLabel, hue-less grey)
- shared/types.ts: required GameState.unowned (cumulative mid-game releases;
  [] at init, distinct from preset-unassigned regions)
- server/engine.ts: applyTurnResult applies releases first (sole-owner only,
  never fabricating no man's land from unassigned keys), then claims against
  the post-release snapshot (gain on an ownerless key = re-claim); lone
  release is isMeaningful; prompts + user payload carry the unowned field
- server/stub.ts: unchanged behavior (never releases; e2e stays stable)
- server/db.ts: legacy rows load with unowned defaulted to []
- server/index.ts: create-game sets []; jump reference table includes
  released keys so the model can name them for re-claim
- WorldMap/App: unowned prop -> visible grey + 'No man's land' tooltip
- unit tests: 105 -> 127 (release/re-claim suites, presentation contract,
  legacy-row normalization)
2026-10-14 12:04:03 +00:00
kamilkrzywda cb426273a9 Merge pull request 'Region transfers along real borders + getNeighbours LLM tool (v0.21.0) — part 2 of #16' (#36) from feat/16-p2-region-transfers into master
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2026-10-14 12:51:30 +02:00
kamilkrzywda 0b999f1448 Bump to v0.21.0 (region transfers + getNeighbours tool, #16 P2)
CI / build + unit + e2e (pull_request) Successful in 1m34s
2026-10-14 10:48:28 +00:00
kamilkrzywda 5abbebc58f LLM getNeighbours tool + contiguous region transfers (Stage 2 of #16 P2)
- llm.ts: LlmClient.chatWithTools — bounded OpenAI function-calling loop
  (default 6 tool rounds, then one forced no-tools request); shares the
  retry/backoff/reasoning-effort machinery with chat(); tools are only
  added to the request body when non-empty, so plain chat() bodies and
  their tests are unchanged; a tool-call response is a success (never a
  truncation); malformed tool arguments become an error tool-message.
- engine.ts: GET_NEIGHBOURS_TOOL + makeNeighboursExecutor (degrades
  unknown tools/args/keys without throwing); playerFrontier (sorted,
  deduped, other-nation-owned only); buildSystemPrompt gains a tool
  variant (contiguity rules, frontier hint) used only when the tool is
  actually sent; buildUserPrompt emits a frontier field whenever a
  resolver is given; runTurn takes getNeighbours and uses
  chatWithTools when both the resolver and the client's capability are
  present, falling back to plain chat() otherwise.
- applyTurnResult: snapshot-first sole-ownership algorithm — a region
  key transfers only with exactly one claimant and exactly one previous
  owner (different from the gainer); double claims and pre-existing
  double ownership are left untouched; lone losses are no-ops; every
  key has 0 or 2+ -> 1 owner post-turn, never orphaned or duplicated.
- stub.ts: deterministic one-region contiguous conquest per turn from
  the prompt's frontier field (bypasses the tool loop; empty frontier
  -> no transfer, all existing assertions stay stable).
- regions.ts: optional region-adjacency.json load; hasAdjacency() and
  neighboursOf(keys) (union, deduped, queried excluded, sorted).
- index.ts: jump route passes the adjacency resolver when loaded.
- tests: chatWithTools protocol (echo, executor args, bounded rounds,
  malformed args, retry), tool-path runTurn wiring + fallback,
  playerFrontier, executor, applyTurnResult invariants, neighboursOf/
  hasAdjacency (105 unit tests, 14 e2e — all green).
2026-10-14 10:37:25 +00:00
kamilkrzywda f53f9072f4 Build region-adjacency manifest (Stage 1 of #16 P2)
Generate public/region-adjacency.json: regionKey -> neighbourKeys, built
from regions.geo.json (bbox proximity reject + @turf/boolean-intersects
arbitration; symmetric, deduped, no self-refs). Deterministic + idempotent.

This is the data backing the LLM's getNeighbours tool (Stage 2) which lets
it move contiguous frontier regions instead of whole countries.
2026-10-14 10:05:06 +00:00
kamilkrzywda 6f14a4e4c0 Merge pull request 'Fix: region loader finds the manifest in prod (dist/) — completes P1 region ownership (v0.20.0)' (#35) from fix/16-p1-region-keys-prod into master
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Merge v0.20.0: region loader prod-path fix (completes #16 P1)
2026-10-14 11:35:22 +02:00
kamilkrzywda 6949739956 Bump to v0.20.0 (region loader prod-path fix)
CI / build + unit + e2e (pull_request) Successful in 1m31s
2026-10-14 09:32:29 +00:00
kamilkrzywda cf7d3cb122 Fix region loader to find the manifest in prod (dist/) — dev-vs-prod path (v0.20.0, completes #16 P1)
v0.19.0's region-level ownership did not activate in the production image:
server/regions.ts loadRegions only looked in public/, but the Docker image keeps
only dist/ (Vite copies public/* -> dist/ at build), so the loader found nothing
and expandCountriesToKeys degraded to a no-op — fresh games kept raw ISO_A3 codes
instead of region keys (the client's own /region-keys.json fetch still worked,
since the client is served from dist/).

loadRegions now probes public/ (dev) then dist/ (prod, == clientDir) and uses the
first directory holding both files. A new test covers the prod-only (dist/), dev
(public/), and empty-root (no data) layouts.
2026-10-14 09:32:29 +00:00
kamilkrzywda 99ee93f6da Merge pull request 'Region-level ownership foundation (Part 1 of #16) (v0.19.0)' (#34) from feat/16-p1-region-ownership into master
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Merge v0.19.0: region-level ownership (Part 1 of #16)
2026-10-14 11:18:12 +02:00
kamilkrzywda b9ac79c57f Bump to v0.19.0: region-level ownership (Part 1 of #16)
CI / build + unit + e2e (pull_request) Successful in 1m36s
Version 0.19.0 + changelog. Breaking: pre-v0.19 saved games are dropped
(territory now holds region keys, not ISO_A3 codes) — deploy wipes the
history-data volume.
2026-10-14 09:15:33 +00:00
kamilkrzywda 1c64aa1da4 Tests: region-key contract (map rewrite + regions loader + engine) (v0.19 P1 of #16)
- map.test.ts: rewrite the fixture for region keys; the #6 regression guard now
  proves the owner resolves via properties.regionKey while the repacked numeric
  feature.id and the sub-region regionId do not.
- regions.test.ts (new): the loader sees 1,796 valid keys; FRA expands to its
  42 sub-region keys (all valid, all labelled '… (FRA)'); allTerritoryKeys
  unions correctly; and with no data it degrades to the raw input.
- engine.test.ts: buildUserPrompt includes a regions table only when provided;
  applyTurnResult with a validKeys set applies real keys and ignores bogus ones,
  and without one applies all (the legacy/unit path).
2026-10-14 09:14:24 +00:00
kamilkrzywda 29927bae34 Flip the client to region-key resolution + region names in the dossier (v0.19 P1 of #16)
- src/lib/regions.ts (new): cached, turf-free same-origin fetches of
  /region-keys.json (feature id -> key) and /regions.geo.json (id -> name) so
  WorldMap and NationPanel share one fetch each.
- WorldMap.tsx: stamps each feature's properties.regionKey (from the manifest,
  by its stable id) and resolves owner / flash / hover / click from that key via
  the shared mapFeatureOwner; the per-region flash lights the exact sub-region
  whose owner changed; click carries only the sub-region name.
- NationPanel.tsx: territory chips show the region's human name (falling back
  to the raw key) with the key in the title / data-attr.
- App.tsx: the selected-region dossier label drops the now-unused parent code.
2026-10-14 09:14:17 +00:00
kamilkrzywda 325bdc5255 Flip ownership to region keys: shared contract + server (v0.19 P1 of #16)
The single source of truth now keys ownership by region key (one per owned
sub-region) instead of a parent-country ISO_A3:

- shared/types.ts, shared/protocol.ts: TerritoryChange / RegionMap / regionOwner
  doc flips; mapFeatureOwner now reads the feature's stamped properties.regionKey
  (never the repacked numeric feature.id, nor the sub-region id — the #6 guard).
- server/regions.ts (new, turf-free): loads region-keys.json + regions.geo.json
  once at boot; expands a nation's ISO_A3 list to its sub-regions' keys, builds
  the LLM 'regions' reference table (key -> "name (parent)"), and exposes the
  set of valid keys. Degrades gracefully when the files are missing.
- server/engine.ts: buildSystemPrompt instructs the model to use region keys;
  buildUserPrompt gains an optional regionReference table; applyTurnResult gains
  an optional validKeys set so hallucinated keys are ignored.
- server/index.ts: loads region data at boot; expands each nation's country list
  to region keys at game creation; the jump route passes the reference + valid
  keys through runTurn.

The stub is unchanged (it emits an empty, region-key-conformant territoryChanges).
2026-10-14 09:14:10 +00:00
kamilkrzywda 2cfa2f78f9 Add region-keys.test.ts: 1,796 unique <slug>-<4char> keys, geo-id join (v0.19 P1 of #16) 2026-10-14 08:32:36 +00:00
kamilkrzywda 2b84c34f41 Add region-key manifest (build:region-keys) + public/region-keys.json (v0.19 P1 of #16)
Deterministic <name-slug>-<4char> key per sub-region: name via NFKD strip +
fold table (ə ø ð đ œ ł) + a-z0-9 collapse; 4-char from FNV-1a of the stable
feature id, salted on within-slug collision so all 1,796 keys are unique.
Builtins only (no @turf). Idempotent (byte-identical on re-run).
2026-10-14 08:32:36 +00:00
kamilkrzywda 9c29779572 Merge pull request 'Region hover/selected shows current owner, not stale parent-country code (v0.18.0)' (#33) from fix/region-display-owner into master
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2026-10-13 21:15:45 +02:00
kamilkrzywda 3cd8dcecfa Stop printing the static parent-country code in the region hover tooltip and dossier label (v0.18.0)
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2026-10-13 18:58:43 +00:00
kamilkrzywda acb4f0800f Merge pull request 'Fill no-one's-land gaps between merged sub-regions (v0.17.0)' (#32) from feat/fill-gaps into master
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2026-10-13 17:48:17 +02:00
kamilkrzywda b1081eefde Fill no-one's-land gaps between merged sub-regions (v0.17.0)
CI / build + unit + e2e (pull_request) Successful in 2m19s
Part of #16
2026-10-13 15:18:31 +00:00
kamilkrzywda e92bf47d7d Merge pull request 'Smooth jagged sub-national region boundaries (v0.16.0)' (#30) from feat/smooth-regions into master
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2026-10-13 11:53:58 +02:00
kamilkrzywda f1cc4fbc10 Smooth jagged sub-national region boundaries (v0.16.0)
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Part of #16
2026-10-13 09:42:44 +00:00
kamilkrzywda 97702940cd Merge pull request 'Clean up holes/gaps in sub-national regions (v0.15.0)' (#29) from feat/cleanup-regions into master
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2026-10-12 16:00:44 +02:00
kamilkrzywda 8eedc37e05 Clean up holes/gaps in sub-national regions (v0.15.0)
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Part of #16
2026-10-12 13:51:47 +00:00
kamilkrzywda 69782aad69 Merge pull request 'Coarsen sub-national regions to a ~100km floor (v0.14.0)' (#28) from feat/coarsen-regions into master
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2026-10-12 11:59:39 +02:00
kamilkrzywda 7bf11fa5b9 Coarsen sub-national regions to ~100km floor (v0.14.0)
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Part of #16
2026-10-12 09:52:52 +00:00
kamilkrzywda db46e1a5ec Merge pull request 'Use real historical sub-national regions instead of the geometric grid (v0.13.0)' (#27) from feat/historical-regions into master
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2026-10-12 10:43:09 +02:00
kamilkrzywda 99188b5b15 Replace geometric sub-regions with real historical regions (v0.13.0)
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Part of #16
2026-10-12 08:33:07 +00:00
kamilkrzywda 0ebdb36daa Merge pull request 'Switch map to sub-national regions (v0.12.0)' (#26) from feat/sub-national-map into master
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2026-10-12 03:13:22 +02:00
kamilkrzywda 06cdbf3d81 Switch map to sub-national regions (v0.12.0)
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Part of #16
2026-10-12 01:07:33 +00:00
kamilkrzywda 344b5b4a5e Merge pull request 'Add sub-national regional dataset + generator (v0.11.0)' (#25) from feat/sub-national-regions into master
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2026-10-12 02:47:21 +02:00
kamilkrzywda d5285ce28d Add sub-national regional dataset + generator (v0.11.0)
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Fixes #16
2026-10-12 00:33:11 +00:00
kamilkrzywda 8252b665b5 Merge pull request 'Fix map coastal-water bleed-through and border lines (v0.10.0)' (#24) from feat/map-border-style into master
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2026-10-11 23:32:46 +02:00
kamilkrzywda 7d50cba061 Fix map coastal-water bleed-through and border lines (v0.10.0)
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Fixes #2
2026-10-11 21:26:25 +00:00
kamilkrzywda e70f65f112 Merge pull request 'Reduce turn latency: cap recent events (10→5) + concise-reasoning constraint (v0.9.0)' (#23) from feat/turn-latency-hardening into master
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2026-10-11 23:03:53 +02:00
kamilkrzywda e38cc5933f Reduce turn latency: cap recent events (10→5) + concise-reasoning constraint (v0.9.0)
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Fixes #22
2026-10-11 20:59:18 +00:00
kamilkrzywda 858b901b8d Merge pull request 'v0.8.0 — remove a saved game & redirect on missing/deleted game (#20)' (#21) from feat/delete-saved-games into master
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2026-10-11 22:35:58 +02:00
kamilkrzywda 17d6cecab9 feat: remove a saved game & redirect on missing/deleted game (#20)
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- DELETE /api/games/:id route + Db.delete() (404 when absent)
- PresetPicker: per-saved-game trash button + confirm dialog (Cancel/Delete)
- App: runDeleteGame; useSse onError -> goHome on 'deleted'/'not found'
  (a deleted/missing game now returns the live tab and any deep link home)
- DeleteGameResponse in shared/protocol.ts; api.deleteGame()
- unit test (Db.delete) + 2 e2e tests (home-screen delete; in-flight delete
  returns the active tab home and a fresh deep link lands on home)
- version 0.7.0 -> 0.8.0 + changelog

Fixes #20
2026-10-11 20:32:55 +00:00
kamilkrzywda f05ddb304d Merge pull request 'v0.7.0 — map click → dossier target; fix "no owner"' (#19) from map-click-dossier into master
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2026-10-11 21:30:38 +02:00
kamilkrzywda eadae4dc4f map: click a region to switch the dossier to its owner; fix "no owner" (v0.7.0)
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2026-10-11 19:22:33 +00:00
49 changed files with 35049 additions and 231 deletions
+201 -19
View File
@@ -27,11 +27,24 @@ renders territorial ownership; the whole thing persists to SQLite and streams ov
- Frontend: React 19 + Vite 6 + Tailwind CSS v4 (`@tailwindcss/vite`, no config file) + shadcn/ui - Frontend: React 19 + Vite 6 + Tailwind CSS v4 (`@tailwindcss/vite`, no config file) + shadcn/ui
- Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse` - Backend: Node 22 + Express — one process serving the built client, `/api` (REST), and `/sse`
- Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON) - Persistence: `better-sqlite3` (one row per game, full `GameState` as JSON)
- Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a country choropleth - Map: MapLibre GL (`maplibre-gl`) — remote OpenFreeMap `dark` basemap + a **sub-national**
from `public/countries.geo.json` (`id` = ISO_A3) choropleth from `public/regions.geo.json` (1,800 sub-regions; feature `id` = `<ISO_A3>-<nn>`,
`properties.parent` = the country's ISO_A3). Ownership is at **region-key** granularity
(v0.19, #16 P1): every sub-region is addressed by a stable key from
`public/region-keys.json`, `Nation.territory` holds those keys, and each sub-region is
colored by its own owner. Since v0.21 (#16 P2) the LLM moves *individual* sub-regions
across shared land borders (frontier-biased transfers, verified with the `getNeighbours`
function-calling tool) instead of whole countries. Since v0.25 (#31) the old RU-ARK
mega-region is split into the mainland (`RU-ARK`, key unchanged) plus the New Earth
(`RU-ARK-NE`) and Severnaya Zemlya (`RU-ARK-SZ`) island groups; since v0.26 (#41) the
mainland's 28-part Arctic-coast band is further re-partitioned into Pechora (`RU-PEO`)
and Yamal (`RU-YAM`) (the 5-part lat < 68 core stays `RU-ARK`/`arkhangel-sk-lhbk`).
- The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an - The LLM client is a thin OpenAI chat-completions wrapper over native `fetch` with an
**injectable transport** (mirrors `mesh-bot/src/llm`). A deterministic **stub** transport **injectable transport** (mirrors `mesh-bot/src/llm`), with two entry points: plain
(`LLM_STUB=1`) is used by all tests/e2e. `chat()` and `chatWithTools()` — a bounded OpenAI function-calling loop (max 6 tool
rounds, then one forced no-tools request) sharing the same retry/backoff/
`reasoning_effort` machinery (see the LLM config note below). A deterministic **stub**
transport (`LLM_STUB=1`) is used by all tests/e2e.
## Layout ## Layout
@@ -43,21 +56,35 @@ history/
├── eslint.config.js # flat config (ESLint 9) ├── eslint.config.js # flat config (ESLint 9)
├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/ ├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases ├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
├── vitest.config.ts # unit tests (server/**/*.test.ts) ├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 189 tests)
├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1) ├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
├── index.html ├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest) ├── presets/ # 5 scenario JSON files + index.json (manifest)
├── public/ ├── public/
│ └── countries.geo.json # 177 features, id=ISO_A3 (committed; Vite copies to dist/) │ ├── countries.geo.json # 177 countries, id=ISO_A3 (input to the region generator)
│ ├── regions.geo.json # 1,800 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
│ ├── region-keys.json # feature id -> region key, 1,800 entries (the ownership/LLM address space, #16 P1)
│ ├── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2)
│ └── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44)
├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
│ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
│ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
│ │ # → build-region-adjacency → build-region-centroids
│ └── *.test.ts # turf-free vitest tests pinning the dataset + the manifests
├── shared/ # NO runtime deps — the single source of truth ├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …) │ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers │ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
│ # `nationOps`, v0.23 #16 P4a; v0.24 #16 P4b) + AddAction/AddDiplomacy/RemoveQueueItem/
│ # Jump + NationOp confirm/reject request types + pure helpers
├── server/ ├── server/
│ ├── index.ts # Express: /api/* (action|diplomacy|queue/remove|jump|advisor|games|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR │ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
│ ├── engine.ts # pure: buildPrompt / parse+validate / applyTurnResult / runTurn / queueRoundItem / removeRoundItem / advisor │ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
│ ├── llm.ts # LlmClient (injectable transport, retry+backoff, logging) + env config │ │ # PORT/LLM_*/DATA_DIR
│ ├── stub.ts # deterministic LLM transport (tests/e2e) + ADVISOR_MARKER │ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / freshNationId / NEW_NATION_STATS / applyNationOp rename+split+merge / confirmNationOp / rejectNationOp, v0.23 #16 P4a; v0.24 #16 P4b)
│ ├── map.ts # GameState → RegionMap (ISO_A3 → owner + stable color) │ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
│ ├── map.ts # GameState → RegionMap (region key → owner + stable color)
│ ├── presets.ts # load preset JSON files from disk │ ├── presets.ts # load preset JSON files from disk
│ ├── db.ts # SQLite open/save/load │ ├── db.ts # SQLite open/save/load
│ └── *.test.ts # unit tests (vitest) │ └── *.test.ts # unit tests (vitest)
@@ -72,9 +99,10 @@ history/
│ └── utils.ts # cn() │ └── utils.ts # cn()
└── components/ └── components/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens ├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click popup + player highlight ├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier ├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" ├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename/merge name, split successor radio) or reject (v0.24 #16 P4b)
├── EventFeed.tsx # scrolling event log (newest first) ├── EventFeed.tsx # scrolling event log (newest first)
├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set ├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
├── StatBar.tsx ├── StatBar.tsx
@@ -88,10 +116,13 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently | | `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` | | `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 | | `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests in `server/` (39 tests) | | `npm test` | vitest unit tests (`server/` + `scripts/`; 189 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs | | `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config | | `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) | | `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
| `npm run split:regions` | (re)apply the #31 Arkhangel'sk split (`RU-ARK` → mainland + `RU-ARK-NE` + `RU-ARK-SZ`) — idempotent no-op once applied |
| `npm run split:regions:band` | (re)apply the #41 Arctic-coast-band split (`RU-ARK` mainland's 28-part lat ≥ 68 band → `RU-PEO` + `RU-YAM`) — idempotent no-op once applied |
| `npm run build:region-keys` / `build:region-adjacency` / `build:region-centroids` | (re)generate the `public/region-keys.json` / `region-adjacency.json` / `region-centroids.json` manifests — deterministic + idempotent (byte-identical re-run) |
| `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` | | `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` |
**Local verification (before every PR):** `npm run typecheck` + `npm run lint` + `npm test` (unit) + `npm run build`. The full **e2e** suite (`npm run e2e`) is verified by **CI on every PR** (the Playwright config boots its own dev webServer with `LLM_STUB=1`) — locally you only need the four checks above; e2e is the CI source of truth. **Local verification (before every PR):** `npm run typecheck` + `npm run lint` + `npm test` (unit) + `npm run build`. The full **e2e** suite (`npm run e2e`) is verified by **CI on every PR** (the Playwright config boots its own dev webServer with `LLM_STUB=1`) — locally you only need the four checks above; e2e is the CI source of truth.
@@ -140,13 +171,152 @@ history/
(model down) surfaces as an HTTP 502 to the client (shown as a toast). (model down) surfaces as an HTTP 502 to the client (shown as a toast).
- **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the - **Stable per-nation colors.** `shared.nationColor(id)` hashes a nation id → hue, shared by the
server's `RegionMap` and any client coloring so the choropleth always agrees. server's `RegionMap` and any client coloring so the choropleth always agrees.
- **Region-level territory (v0.19/v0.21, #16 P1+P2).** Since v0.19 ownership lives at sub-region
granularity: `Nation.territory` holds **region keys** (`<name-slug>-<4char>`, e.g. `moselle-rygy`;
the manifest is `public/region-keys.json`), `server/regions.ts` expands each preset's country list
to all its sub-regions' keys at game creation, and `buildRegionMap` keys the choropleth `RegionMap`
by region key. Since v0.21 transfers are **frontier-biased**: `applyTurnResult` is snapshot-first
and enforces **sole ownership** (a key transfers only when exactly one nation claims it to gain,
it has exactly one current owner, and the owner is not the gainer — a double claim is rejected and
a lone `lose` is a no-op, so a key can never be orphaned or duplicated), and the LLM can call the
`getNeighbours` tool (`GET_NEIGHBOURS_TOOL` + `makeNeighboursExecutor` in `engine.ts`, data from
`public/region-adjacency.json` via `neighboursOf`) to verify land borders before proposing a
transfer; the user payload carries the player's `frontier` (the sorted other-nation keys bordering
the player's territory, via `playerFrontier`). The tool path degrades gracefully: without the
adjacency manifest (or with a client lacking `chatWithTools`), a turn runs the legacy plain
`chat()` path and the tool/frontier simply switch off. Since v0.22 (#16 P3) a key may also end
a turn **unowned** — "no man's land": `TurnResult.unowned` lists keys released this turn;
`applyTurnResult` applies releases FIRST (a key leaves its sole owner — only a key with exactly
one current owner can be released; a never-assigned or corrupt key is a no-op), then claims
against the post-release snapshot, so a `gain` on an ownerless key is a **re-claim** (granted to
the sole gainer and removed from the cumulative `GameState.unowned` list). The user payload
carries the current `GameState.unowned` as `unowned`, and the jump route's `regions` reference
table includes those keys so the model can name them when re-claiming. The map renders a
released key in the distinct visible grey (`NO_MANS_LAND_FILL` in `shared/protocol.ts`, with a
"No man's land" tooltip sub-line) while a preset-unassigned key keeps the faint look ("No owner")
— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
game always starts with `unowned: []` (legacy SQLite rows load with it defaulted). Since v0.25
(#31) the 78-part RU-ARK mega-region is split into three features — mainland `RU-ARK` (its key
`arkhangel-sk-lhbk` is **unchanged**, so existing ownership is safe), `RU-ARK-NE` (New Earth /
Franz Josef Land, `new-earth-eikt`) and `RU-ARK-SZ` (Severnaya Zemlya,
`severnaya-zemlya-awqp`) — by the idempotent `scripts/split-arkhangel.mjs` stage (run between
`fill:regions` and `build:region-keys`, no-op once applied); the two island groups get their own
region keys and adjacency entries (New Earth is genuinely isolated → empty adjacency; Severnaya
Zemlya's islet rings touch the coarsened mainland ring, so it records one SZ↔mainland pair).
Since v0.26 (#41) the mainland's 28-part Arctic-coast band (centroid lat ≥ 68) is further
re-partitioned by the idempotent `scripts/split-arkhangel-band.mjs` stage (run between
`split:regions` and `build:region-keys`, no-op once applied) into Pechora (`RU-PEO`,
`pechora-qwhs`, 13 parts) and Yamal (`RU-YAM`, `yamal-gosw`, 15 parts) — a pure re-partition
(no geometry moved → the union is byte-identical) that keeps `RU-ARK`'s id/name/key
`arkhangel-sk-lhbk` stable and inserts the two new features immediately after `RU-ARK-SZ`; the
5-part lat < 68 core stays `RU-ARK` (a single ~305k km² polygon — splitting it needs turf
clipping, not a pure re-partition).
- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a; v0.24, #16 P4b).**
`TurnResult.nationOps` (required in the schema) carries the LLM’s proposed **`NationOp`s** — a
discriminated union of `rename` / `split` / `merge`, all three of which are now applied on confirm
(P4b implemented split/merge). Each op names its target via `nationRef` — the LLM may use a
nation’s **id or name**; `resolveNationRef` resolves id-first, then a case-insensitive
unique-name match, and returns `null` for an unknown or ambiguous ref (such ops are dropped
defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals
persist across turns until resolved (like the action queue). The player then decides per op via
`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?, playerPart?}}`) or
`.../nation-op/reject` (`{index}`): `confirmNationOp` applies the op to a clone — **rename** sets
`Nation.name` to the edited value or, failing that, the proposed `to` (id / territory / relations /
`playerNationId` stay valid, so a renamed player is re-named in place); **split** (the parent
must resolve and have ≥2 named parts, else a no-op) partitions the parent’s region-key territory
into new nations in parts order — each new nation gets a fresh id (`freshNationId`: first free of
`n1`, `n2`, …) and the baseline `NEW_NATION_STATS` (not a copy of the parent’s), plus a copy of
the parent’s relations; a key named by several parts goes to the first, and the parent’s
unclaimed keys go to part 0 (in territory order), so sole ownership holds and nothing is
orphaned; if the parent was the player’s nation, `playerNationId` moves to the part chosen by
`edits.playerPart` (clamped into range, default 0), which also receives `edits.name`; **merge**
(every ref must resolve, ≥2 DISTINCT inputs, and the survivor must be one of them, else a
no-op) folds the inputs into the survivor, which keeps its id and its own stats, gains the
union of the inputs’ territories (the survivor’s keys first) and a union of their relations
(the survivor’s own view of a third party wins, else the first input’s), is renamed
`edits.name` → `into` → its own name, while the other inputs are removed and their ids dropped
from every remaining nation’s relations maps; if the player led a removed input,
`playerNationId` moves to the survivor. An op that is invalid at confirm time (an ambiguous ref,
…) is a no-op on the world but is still removed — and `rejectNationOp` just drops it; both
splice by index and bump `version` once (an invalid index → `null` → HTTP 400). The response is
`{ game }` and the server broadcasts a version-bumped SSE `state`, so every tab’s
version-guarded `applyState` stays in sync. The client lists the pending ops in a “Nation
proposals” dialog (in the “Your move” panel): a rename and a merge show an editable name field
(the merge also highlights the survivor among the input chips); a split lists each part (name +
proposed region count) with a successor radio that appears only when the parent is the player’s
own nation (preselected part 0 — the choice is always valid). The system prompt documents all
three op shapes as a proposal queue (at most 1–2 per turn, each narrated in events). The stub
never proposes a nation op (`nationOps: []`), so this path is covered by unit tests only
(`server/engine.test.ts`).
- **Map markers (v0.27, #44) — LLM-placed named points, region-anchored, canvas-icon rendered.**
The LLM can place named **point markers** on the map each turn: eight `MarkerType`s
(`city, factory, army, port, capital, fleet, rocket, gathering`; a **capital** is at most one
per nation, a **gathering** a political/social mass event that can enable a non-military
takeover). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required,
default `[]`; `MarkerSpec = { type, name, regionKey }`). A marker's stable `id` is the FNV-1a
32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase
base-26 characters (mirroring the region-key scheme) — so a **re-add is idempotent** and a
**remove is unambiguous** (by id). `GameState.markers: MapMarker[]` is required (`[]` at game
creation; a legacy SQLite row without the field loads as `[]` — additive, never wipes).
`applyTurnResult` handles markers **after** territory claims: (1) remove by id (absent id →
no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim
ownership** — a marker always follows its region (a captured region follows its new owner; a
region released to no man's land, or a key with 0 or 2+ owners, becomes `null`); (3) add — each
new spec is placed at its region's centroid (from `public/region-centroids.json`, injected via
the optional `centroidOf` param on `applyTurnResult`) plus a deterministic per-axis jitter
(`spread ≈ 0.1 × the largest part's smallest bbox dimension`, so multiple markers of one region
scatter instead of stacking), owned by the region's post-turn owner, stamped with the acting
turn. Adds are **dropped, never thrown**, when the region key is unknown or has no centroid,
when the id already exists, or beyond the hard cap `MAX_MARKERS = 400`. The system prompt
documents the field + types + placement rules; `buildUserPrompt` carries the current markers
(as `MarkerInfo[]`) so the model can reference their ids in `remove`; a marker add/remove makes
a turn "meaningful". **Rendering is canvas-generated per-type ICON images, NOT text labels**
(`src/components/WorldMap.tsx`): every external glyph/font endpoint is a dead 404 (OpenFreeMap's
`fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`) and the OFM dark basemap only
renders because it is **raster** (labels baked into the tiles) — there is no working vector
font, so markers are drawn as self-contained, offline, deterministic per-type icons
(`drawMarkerIcon`: distinct shape per type, filled with the type color, outlined for legibility),
registered as named `ImageData` images that survive `styledata`. The marker **name shows in the
hover tooltip** (not a persistent on-map label), and **clicking a marker focuses its owning
nation's dossier**. There are **no separate marker event handlers** — MapLibre's per-layer event
delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead
`queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
The **stub is marker-free** (`markers: { add: [], remove: [] }`) — e2e (CI, `LLM_STUB=1`) is
unaffected and the marker path is unit-tested only (`server/engine.test.ts`,
`scripts/region-centroids.test.ts`, `server/regions.test.ts`, `server/db.test.ts`).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
clicked for a small dossier label); the manual "Inspect" selector and a map click both set the
same target and stay in sync (a manual pick clears the label). Ownership is resolved from the
authoritative `RegionMap` (keyed by **region key**) via the feature's stamped
`properties.regionKey`, using the shared `mapFeatureOwner()` helper (`shared/protocol.ts`) —
`WorldMap` stamps each rendered feature with its key from `region-keys.json` when it builds the
choropleth source. It must **never** be resolved from the feature's top-level `id` (MapLibre
repacks it into a numeric index — the "no owner" bug, #6) nor from the raw sub-region `id` (not a
`RegionMap` key). A sub-region whose key has no owner leaves the current dossier target
unchanged — never a broken dossier. The hover path (a non-closeable tooltip showing the region
name + owner chip + key stats) uses the same resolution. `properties.parent` is static
geographic-origin data — never use it for ownership or display.
- **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per - **Deterministic stub.** `server/stub.ts` answers the model contract deterministically per
queued round item: each `action` item → one military/success event, each `diplomacy` item → one queued round item: each `action` item → one military/success event, each `diplomacy` item → one
diplomatic/partial event, an empty round → one political "The world moves on" event. The player diplomatic/partial event, an empty round → one political "The world moves on" event. The player
nation's `military` is set to `(current + 5)` (clamped) once per committed turn (not per item), nation's `military` is set to `(current + 5)` (clamped) once per committed turn (not per item),
the player is allied with the first other nation (by key order in the `nations` record), and the the player is allied with the first other nation (by key order in the `nations` record), and the
date advances 2 days. Unit + e2e assertions rely on these exact values, so keep the stub date advances 2 days. Since v0.21 the stub also makes **one contiguous conquest per turn**: the
deterministic. player gains `frontier[0]` (the first of the sorted `frontier` list from the prompt payload —
stable) and that region's owner loses it; an empty frontier (no controllable border, e.g. the UK
in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge;
still true since P4b implemented split/merge), so the confirm/reject path is covered by unit
tests only, mirroring the P3 approach; all e2e assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
keep the stub deterministic.
- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The - **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
on resize and always floats above the other windows). The **dossier / event-feed / action** on resize and always floats above the other windows). The **dossier / event-feed / action**
@@ -189,6 +359,12 @@ history/
> ignoring `reasoning`. `chat()` retries transient failures (timeout/abort, 5xx, network > ignoring `reasoning`. `chat()` retries transient failures (timeout/abort, 5xx, network
> errors, null/empty `content`) up to 3 attempts with 2s→3s backoff and logs every call > errors, null/empty `content`) up to 3 attempts with 2s→3s backoff and logs every call
> (`[llm] chat ok` / `[llm] chat failed`). No auth header is sent — the endpoint requires no key. > (`[llm] chat ok` / `[llm] chat failed`). No auth header is sent — the endpoint requires no key.
> The same machinery backs `chatWithTools()` (the function-calling loop used by turns when the
> region-adjacency manifest is loaded): a `finish_reason: "tool_calls"` response is a *successful*
> round (never a truncation error), each requested tool call is run through the injected executor,
> the assistant tool-call message plus one `tool` result message per call are appended to the
> history, and the loop re-sends until a final `content` — max `DEFAULT_MAX_TOOL_ROUNDS = 6`
> tool rounds, after which one last *no-tools* request forces the answer.
| `PORT` | `4321` | single server port | | `PORT` | `4321` | single server port |
| `DATA_DIR` | `./data` | where `history.db` lives | | `DATA_DIR` | `./data` | where `history.db` lives |
| `CLIENT_DIST` | `./dist` | built client to serve (auto-found) | | `CLIENT_DIST` | `./dist` | built client to serve (auto-found) |
@@ -228,5 +404,11 @@ history/
caught. caught.
- **`better-sqlite3`** is the only native module; the Docker build relies on its prebuilt binary - **`better-sqlite3`** is the only native module; the Docker build relies on its prebuilt binary
(works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle. (works on `node:22-slim`/glibc). It's the sole `--external` in the tsup server bundle.
- The `dist/` client is committed to the build output only; `public/countries.geo.json` is copied - The `dist/` client is committed to the build output only; the `public/` data files
into `dist/` by Vite at build time, so the prod image serves it from `dist/` (no separate copy). (`regions.geo.json` — the choropleth — `region-keys.json` + `region-adjacency.json` — the
ownership/adjacency manifests — `region-centroids.json` — the marker anchors (#44) — and
`countries.geo.json`) are copied into `dist/` by Vite at
build time, so the prod image serves them from `dist/` (no separate copy). The server's region
loader (`server/regions.ts`) probes `public/` then `dist/` for the manifest pair, because the
Docker image keeps only `dist/` (the v0.20 fix — before it, region-level ownership silently
never activated in prod).
+175
View File
@@ -2,6 +2,181 @@
All notable changes to **History** are listed here, newest first. All notable changes to **History** are listed here, newest first.
## v0.27.0 — 2026-10-14 22:34
- **#44: the LLM can place named point markers on the map.** The model may now place up to a handful of named *point markers* per turn (a capital, city, factory complex, army deployment, port, fleet concentration, rocket launch site, or a political **gathering**), each anchored to a region key, persisted per game, and rendered on the choropleth as a MapLibre symbol layer.
- **Types (`shared/types.ts` + `shared/protocol.ts`).** Eight `MarkerType`s — `city, factory, army, port, capital, fleet, rocket, gathering` — with a shared `MARKER_TYPE_INFO` map (display label + color + glyph). A `MapMarker = { id, type, name, regionKey, lat, lon, ownerNationId, placedTurn }`; `GameState.markers: MapMarker[]` is **required** (`[]` at game creation, and a legacy SQLite row without the field loads as `[]` — additive, never wipes existing markers). `TurnResult.markers = { add: MarkerSpec[]; remove: string[] }` (both required, default `[]`); `MarkerSpec = { type, name, regionKey }`.
- **Stable ids (`shared/protocol.ts`).** A marker's `id` is the FNV-1a 32-bit hash of `` `${type}\u0000${name}\u0000${regionKey}` `` rendered as four lowercase base-26 characters (mirroring the region-key scheme). This makes a **re-add idempotent** (the same type+name+region never creates a second marker) and a **remove unambiguous** (by id).
- **Centroid data (`public/region-centroids.json`, new).** ~1,800 entries keyed identically to `region-keys.json`, each `{ lat, lon, spread }`: the anchor is the **centroid of the region's largest-area part** (a single representative point, not an average across disjoint parts), and `spread` ≈ **0.1 × that part's smallest bbox dimension** (in degrees). A new idempotent pipeline stage `scripts/build-region-centroids.mjs` (`npm run build:region-centroids`) regenerates it deterministically (byte-identical re-run, sha256-pinned by the test). The engine uses the centroid as the marker's base position and the `spread` to jitter multiple markers of one region around it (a deterministic per-axis FNV-1a-derived offset, so markers scatter instead of stacking).
- **Engine (`server/engine.ts`).** `applyTurnResult` processes markers **after** territory claims, in three steps: (1) remove by id (a listed-but-absent id is a no-op); (2) **recompute every surviving marker's `ownerNationId` from the final post-claim ownership** — a captured region follows its new owner, a region released to no man's land (or a key with 0 or 2+ owners) becomes `null` (a marker always follows its region); (3) add — each new spec is placed at its region's centroid (injected via a new optional `centroidOf` param) plus the per-axis jitter, owned by the region's post-turn owner, stamped with the acting turn. Adds are dropped (never thrown) when their region key is unknown / has no centroid, when the id already exists (idempotent re-add), or beyond the hard cap `MAX_MARKERS = 400` (later adds dropped). The system prompt documents the field, the eight types, and the placement rules; `buildUserPrompt` carries the current markers (as `MarkerInfo[]`) so the model can reference their stable ids in `remove`; `isMeaningful` treats a marker add/remove as a real world change.
- **Client (`src/components/WorldMap.tsx`).** A second GeoJSON source + a symbol layer sits above the choropleth. **Deliberate deviation from the original "name as a text label" design:** every external glyph endpoint is a dead 404 (OpenFreeMap's `fonts/{stack}/{range}.pbf` and `demotiles.maplibre.org/font/…`), and the OFM dark basemap only renders at all because it is **raster** (labels baked into the PNG tiles) — there is no working vector font. So markers are drawn as **self-contained, offline, canvas-generated per-type icons** (`drawMarkerIcon`: a distinct shape per type — circle / rounded-square / triangle / diamond / star / center-dotted circles / up-arrow — filled with the type color, outlined for legibility on the dark basemap), registered as named `ImageData` images that survive `styledata`. The marker **name is shown in the hover tooltip** (region name + owner chip + marker name) instead of a persistent on-map label, and **clicking a marker focuses its owning nation's dossier** (a marker's owner is its region's owner). There are no separate marker event handlers: MapLibre's per-layer event delegates fire independently (no `stopPropagation`), so the region hover/click handlers instead `queryRenderedFeatures` the marker layer under the cursor and act on the marker when present.
- **Stub (`server/stub.ts`) stays marker-free** — it returns `markers: { add: [], remove: [] }` — so the e2e suite (CI, `LLM_STUB=1`) is unaffected and fully deterministic; the full marker path is covered by unit tests only.
- **Tests (168 → 189).** New `scripts/region-centroids.test.ts` (1,800 entries, key-set match, finite/world-bounds, each centroid inside its feature's bbox via turf-free coordinate iteration, spot-checked anchors, byte-identical re-run determinism); `server/regions.test.ts` (`hasCentroids`/`centroidOf` in dev + prod-`dist/` layouts, graceful degradation when absent); `server/db.test.ts` (legacy row → `markers: []`); and an `engine.test.ts` marker suite (valid add → id/position/owner/placedTurn, idempotent re-add, region-validity/centroid drops, the 400 cap, remove by id / no-op, owner-follows-region incl. release→null and re-claim, `buildUserPrompt`/system-prompt contract, `validateMarkerOps` raw cleaner, and the `runTurn` centroid wiring).
- **Verification.** Typecheck, lint, **189 unit tests**, and the production build all pass (the build copies `region-centroids.json` into `dist/` like the other manifests, so it works in the prod container layout).
- **Deploy:** manual `docker compose up -d --build` on the host — **no `down -v`** (markers are additive; legacy games load with `markers: []`).
## v0.26.0 — 2026-10-14 19:24
- **#41: the `RU-ARK` mainland's Arctic-coast band is re-coarsened into two new regions** — a pure re-partition of the existing polygon parts: no new geometry, no coordinate change (the feature union stays byte-identical). After #31 the mainland `RU-ARK` was a 33-part MultiPolygon; its 28-part band (parts whose centroid lat ≥ 68 — the Arctic-coast strip) is now split into:
- `RU-PEO` — Pechora (13 parts, ~37,678 km²) → new region key `pechora-qwhs`. The southwestern band (around the Pechora delta / Nenets border).
- `RU-YAM` — Yamal (15 parts, ~51,722 km²) → new region key `yamal-gosw`. The northeastern band (Yamal peninsula).
- The 5 remaining lat < 68 parts (the ~305,229 km² inland core) **stay `RU-ARK` and keep its id, name, and region key `arkhangel-sk-lhbk`** — ownership-safe, mirroring the #31 precedent. Splitting that core further requires geometry clipping (a turf-op), not a pure re-partition, and is left as a follow-up issue.
- **New pipeline stage** `scripts/split-arkhangel-band.mjs` (`npm run split:regions:band`), run between `split:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It asserts the mainland is a 33-part MultiPolygon, selects the band as the 28 parts with centroid lat ≥ 68 (exactly 28, or it fails loudly), picks the two largest-area band parts as Voronoi anchors (the smaller-longitude one, `idx 1`, anchors the Pechora side), and assigns each band part to the nearer anchor by km-weighted centroid distance `hypot(Δlon·111.32·cos(midLat), Δlat·110.574)` (ties go west). The resulting partition is exactly PEO={1,4,5,9,11,12,13,14,16,17,18,20,22}, YAM={2,6,15,19,21,23,24,25,26,27,28,29,30,31,32}, core={0,3,7,8,10}. The two new features are inserted **immediately after `RU-ARK-SZ`** (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-PEO` | `RU-YAM` | `RU-AST` | …).
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,800 entries each** (was 1,798); adjacency pairs 4,471 → 4,473. The new pairs are `pechora-qwhs ↔ yamal-gosw`, `pechora-qwhs ↔ nenets-qyga`, and `yamal-gosw ↔ severnaya-zemlya-awqp`, while the mainland `arkhangel-sk-lhbk` **loses** its `severnaya-zemlya-awqp` pair (the islets now touch the Yamal band, not the inland core) and keeps its six real neighbours (`karelia-ohem`, `kirov-gfvm`, `komi-eoeh`, `murmansk-etas`, `nenets-qyga`, `vologda-ynvr`). `new-earth-eikt` stays isolated (empty adjacency).
- **Fixed-point dataset unchanged except feature count** (1,798 → 1,800): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after — only the feature grouping changes. The RU-ARK family total stays 78 parts (mainland 5 / NE 42 / SZ 3 / PEO 13 / YAM 15).
- **Tests (168, count unchanged — existing cases updated, none added).** `scripts/regions.test.ts` (dataset is now 1,800 features; the Arkhangel feature-pin test now covers all five family members), `scripts/region-keys.test.ts` (1,800 keys; pins the unchanged `arkhangel-sk-lhbk` plus the two new keys), `scripts/region-adjacency.test.ts` (1,800 entries; pins the new PEO/YAM/SZ adjacency and the mainland's loss of the SZ pair), `server/regions.test.ts` (1,800; the RUS country expansion is now **84** sub-regions including all five keys — was 82 after #31). No e2e assertion references the region counts, so the CI e2e suite is unaffected.
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra band regions (82 → 84 sub-regions); the LLM's reference table and the player's frontier now include `pechora-qwhs` and `yamal-gosw`.
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
## v0.25.0 — 2026-10-14 17:53
- **#31: the `RU-ARK` mega-region is split into a mainland region plus two island groups** — a pure re-grouping of the existing polygon parts: no new geometry, no coordinate changes. The old single feature (Arkhangel'sk Oblast + the Arctic archipelagos, 78 parts, ~410,187 km²) becomes three features inserted immediately after `RU-ARK` (stable file order: `RU-ARK` | `RU-ARK-NE` | `RU-ARK-SZ` | `RU-AST`):
- `RU-ARK` — the mainland (33 parts, ~393,256 km²); it **keeps its existing id and region key `arkhangel-sk-lhbk`**, so existing `Nation.territory` lists and SQLite ownership are untouched (ownership-safe).
- `RU-ARK-NE` — New Earth / Franz Josef Land (42 parts, ~15,721 km²) → new region key `new-earth-eikt`. Genuinely isolated (≥100 km from any land), so its adjacency list is **empty**.
- `RU-ARK-SZ` — Severnaya Zemlya (3 parts, ~1,210 km²) → new region key `severnaya-zemlya-awqp`. Its islet rings share boundary vertices with the coarsened mainland ring (a contact that pre-existed inside the single pre-split feature — no coordinate change), so it records **one** adjacency pair (SZ ↔ `arkhangel-sk-lhbk`). This deviates from the original "both islands isolated" expectation and is recorded as-is by the manifest's "shares at least one point" definition.
- **New pipeline stage** `scripts/split-arkhangel.mjs` (`npm run split:regions`), run between `fill:regions` and `build:region-keys`: deterministic and **idempotent** (a second run is a no-op that writes nothing). It classifies each part by centroid (turf — allowed in `.mjs` only): main = lat < 76 (plus any 76–79.5° band parts west of 55°E — none exist), Severnaya Zemlya = 76 ≤ lat < 79.5 AND lon ≥ 55, New Earth = lat ≥ 79.5. It fails loudly on a mis-split, a missing feature, or a non-MultiPolygon geometry.
- **Manifests regenerated** with the real scripts and remain deterministic/idempotent (byte-identical re-run): `public/region-keys.json` and `public/region-adjacency.json` are now **1,798 entries each** (was 1,796); adjacency pairs 4,470 → 4,471 (the one new pair is the SZ ↔ mainland contact; the mainland keeps its 6 real neighbours).
- **Fixed-point dataset unchanged except feature count** (1,796 → 1,798): the part/ring/vertex totals (11,794 / 11,795 / 164,801) and the single hole (KZ-KZY) are identical before and after the split.
- **Tests (164 → 168).** `scripts/regions.test.ts` (dataset is now 1,798 features; a new test pins the three Arkhangel features and their part counts), `scripts/region-keys.test.ts` (1,798 keys; a new test pins the unchanged main key plus the two new keys), `scripts/region-adjacency.test.ts` (1,798 entries; a new island-adjacency test: New Earth empty, Severnaya Zemlya = [mainland], mainland's neighbour list extended by exactly the SZ pair), `server/regions.test.ts` (1,798; the RUS country expansion is now **82** sub-regions including all three keys — was 80). No e2e assertion references the old counts, so the CI e2e suite is unaffected.
- **LLM/engine/stub unchanged.** At game creation RUS simply auto-owns the two extra island regions (80 → 82 sub-regions).
- Deployed to `https://history.dev.kkhost.pl` with the authorized **clean data wipe** (`docker compose down -v` → `up -d --build`; the alpha `history-data` volume was destroyed, resetting all saved games).
## v0.24.0 — 2026-10-14 13:41
- **Part 4b of #16: nation splits and merges — "LLM proposes, player confirms" is now complete.** P4a let the LLM propose a *rename* (a safe, single-field change). Now the same confirm/reject flow actually applies the two destructive ops: a **split** (one nation dissolves into several) and a **merge** (several nations fold into one). This is the last piece of #16 — all three `NationOp` kinds are now applied on player confirm.
- **Split (`server/engine.ts`).** `applyNationOp` now handles `kind: "split"`: it resolves the parent `nationRef` and requires **≥2** named parts (fewer → a safe no-op, the op is still resolved and removed). It partitions the parent's **region-key** territory across the parts **in order** — each part gets the keys of its `territory` that the parent actually owns and that no earlier part claimed (the **first part to name a key wins**, so a key is never held twice); any of the parent's keys no part claimed go to **part 0** (in the parent's territory order), so nothing is orphaned. Each new nation gets a **fresh id** (`freshNationId`: first free of `n1`, `n2`, …, tracked in a running `taken` set so ids never collide within the op), the baseline `NEW_NATION_STATS` (a neutral 50/50/50/50 profile — *not* a copy of the parent's, since a small rump state is not the parent's power), a copy of the parent's relations, and the parent's `type`; the parent is then removed and its id dropped from every other nation's relations map (`dropRelationsTo`). If the **parent was the player's nation**, `playerNationId` moves to the chosen part (`edits.playerPart`, clamped into range, default 0) — that same part also receives an `edits.name` override.
- **Merge (`server/engine.ts`).** `kind: "merge"`: every input ref and the survivor ref must resolve, at least **two distinct** inputs are required, and the **survivor must be one of the inputs** — any failure is a safe no-op. The survivor keeps its **id** and its **own stats**; it gains the **union of all inputs' territories** (the survivor's keys first, then each other input's unclaimed keys in its own order) and a **union of the inputs' relations** (the survivor's own view of a third party wins, else the first input's); it is renamed to `edits.name` → `into` → its own name (in that precedence). The other inputs are removed and their ids dropped from every remaining nation's relations maps; if the **player led a removed input**, `playerNationId` moves to the survivor.
- **Confirm contract extended (`shared/protocol.ts`).** `ConfirmNationOpRequest.edits` is now `{ name?: string; playerPart?: number }` — `name` overrides a rename's target or a merge's merged name; `playerPart` picks which new part the player's nation becomes in a split (default 0). The `SplitOp` / `MergeOp` / `NationOp` doc comments and the `TurnResult.nationOps` doc now describe the *applied* semantics (no longer "a no-op until P4b").
- **Prompt (`server/engine.ts`).** The system prompt's JSON contract now shows all three `nationOps` shapes (rename / split / merge), and the HARD CONSTRAINTS gain one line per op explaining when to use it and the "≥2 parts" / "survivor must be an input" rules — so the model knows what it may propose and that each is a player-confirmed PROPOSAL.
- **Client (`src/components/NationOpDialog.tsx`).** The dialog now renders all three kinds with a Confirm button (no more "dismiss-only" split/merge rows): a **split** lists each part (name + the number of regions it was assigned) and, when the split's parent is the **player's own nation**, shows a **radio group** to pick which new part the player leads (preselected 0, so the choice is always valid); a **merge** shows the input nations as chips (the **survivor** highlighted) and an **editable name** for the merged state (defaulting to `into`). Rename keeps its editable-name behavior. The new `onConfirm(index, edits?)` signature threads `playerPart` through `ActionPanel` and `App.tsx` (`runConfirmNationOp`) to the API helper.
- **Defensive invariants.** All ops are **pure and never throw**: an unresolvable or ambiguous ref, too few parts, or a survivor that isn't an input makes the op a no-op on the world (the proposal is still resolved and removed on confirm, mirroring P4a's ambiguous-ref behavior). **Sole ownership** is preserved by construction (a key lands in at most one new part / one survivor), and `playerNationId` is always re-pointed to a still-existing nation. The **stub is unchanged** — it still never proposes a nation op (`nationOps: []`) — so, like P4a/P4b before it, the new paths are covered by **unit tests only** and the e2e suite (CI, `LLM_STUB=1`) is unaffected.
- **Tests (`server/engine.test.ts`).** New `freshNationId`, `applyNationOp (split)`, and `applyNationOp (merge)` suites: the partition (first-wins, leftovers-to-part-0, sole ownership, fresh ids/stats/relations, parent removed, relations cleanup, player-pointer move, clamped `playerPart`, `edits.name` on the chosen part), the merge (union territory, survivor stats, relations union with survivor-wins, removed ids dropped from everyone else, into-name, player-pointer move, and the four no-op guards), plus an updated prompt-contract test asserting all three op shapes. The old "split/merge is a no-op" P4a test is retargeted to a 1-part split. The unit suite grows **151 → 164**.
- **Verification.** Typecheck, lint, **164 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries no nation-op assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — major nation changes (P4b, the final part of the epic). #16 was already closed (2026-10-12, after P3 shipped); the PR references it for traceability the same way P4a's PR #38 did ("Part of #16" / "Related: #16") — no auto-close.
## v0.23.0 — 2026-10-14 12:58
- **Part 4a of #16: nation renames — "LLM proposes, player confirms."** The LLM can now propose that a nation be renamed during a turn. Unlike stat/relation/territory changes (applied automatically), a rename is stored as a **pending proposal** (`GameState.pendingNationOps`) and only takes effect when the player **confirms** it (optionally editing the new name) or is dropped on **reject**. This is the first of the "major nation changes" the LLM may propose — the `NationOp` contract is stable now; **split** and **merge** are declared in the same union but are *accepted-and-stored, not applied* until P4b.
- **New `NationOp` union (`shared/protocol.ts`).** `rename` / `split` / `merge`, discriminated by `kind`. Each names its target via a `nationRef` the LLM may give as either a nation **id** or **name**. `TurnResult.nationOps` is a **required** `NationOp[]` (the model's proposals this turn); the confirm/reject request types (`NationOpConfirmRequest` `{index, edits?{name?}}`, `NationOpRejectRequest` `{index}`, response `{game}`) live here too.
- **`GameState.pendingNationOps` (`shared/types.ts`, type-only import of `NationOp`)** — the proposals awaiting the player's decision. A turn **appends** to it (never clears it on commit), so a proposal persists across turns until confirmed or rejected. Legacy SQLite rows and new games default it to `[]` (`server/db.ts`).
- **Engine (`server/engine.ts`), all pure.** `resolveNationRef` resolves a `nationRef` id-first, then a case-insensitive unique-name match (returns `null` for unknown/ambiguous — never throws). `validateNationOps` drops invalid ops defensively. `applyTurnResult` keeps existing pending ops and appends the turn's valid ones (a rename-only turn is `isMeaningful`, so it survives the retry/nudge path). `applyNationOp` mutates a clone (rename → `Nation.name` = edited value or the proposed `to`; split/merge are no-ops for now). `confirmNationOp`/`rejectNationOp` splice by index and bump `version` once (invalid index → `null`). The system prompt (both tool-mode and plain-mode) gains the `nationOps` JSON field and the rename-proposal rule.
- **Routes + client.** `POST /api/games/:id/nation-op/confirm` and `.../reject` (404 unknown game, 400 bad index), each returning `{ game }` and broadcasting a version-bumped SSE `state` — mirroring the existing queue add/remove routes. The "Your move" panel shows a "Nation proposals (N)" trigger that opens a dialog listing each pending op; a rename has an editable name field plus **Confirm**/**Reject**, and split/merge offer **Dismiss** (they aren't applied yet).
- **Stub + tests.** The deterministic stub **never** proposes a nation op (`nationOps: []`), so this path is covered by **unit tests only** (mirroring the P3 no-man's-land approach) — `server/engine.test.ts` gains suites for `resolveNationRef`, `validateNationOps`, `applyNationOp`/confirm/reject (incl. an invalid-index 400 and the version-bump), and the prompt contract. The unit suite grows **127 → 151**; the e2e suite is unaffected.
- **Verification.** Typecheck, lint, **151 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) has no nation-op assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — major nation changes (P4a); #16 stays open (P4b: split/merge).
## v0.22.0 — 2026-10-14 12:02
- **Part 3 of #16: no man's land — a region can be left unowned mid-game and re-claimed later.** After a war or cataclysm the LLM can leave a region without an owner: it lists the key in the new `TurnResult.unowned` field (and narrates the cause in `events`); the engine removes the key from its sole owner, and the region ends the turn ownerless. A later ordinary `gain` on that key is a **re-claim** — the key is granted to the (sole) gainer and removed from the no-man's-land list. A fresh game always starts fully owned (no man's land can only arise mid-game).
- **Engine (`server/engine.ts`).** `applyTurnResult` applies **releases first**: a key is released only when it has exactly one current owner (0 owners — a preset never assigned it — is a no-op, so no man's land can never be fabricated from an ordinary unowned region; 2+ owners — corruption — is a no-op; already-unowned is a no-op). Claims are then resolved against the post-release ownership snapshot: sole gainer + sole owner ≠ gainer = a transfer (the v0.21 rules, unchanged); sole gainer + no owner = a re-claim; a double claim is still rejected. Invariants after every turn: no key sits in two or more territories, a released key sits in none, and `GameState.unowned` holds exactly the keys released mid-game. A lone release counts as `isMeaningful` (it survives the retry/nudge path instead of being replaced by the generic "unclear" result). The system prompt gains the JSON field, the no-man's-land rule (in both tool-mode and plain-mode), and the hard constraint that `unowned` may contain only region keys a nation currently owns. The user payload always carries the current `GameState.unowned` as `unowned` (even when empty), and the jump route's `regions` reference table now includes the released keys so the model can name them when re-claiming.
- **New required `GameState.unowned` field** (`shared/types.ts`): the cumulative list of keys released mid-game. A no-man's-land region is **distinct from a preset-unassigned region** — the presets assign only ~25–30% of the 1,796 sub-regions (e.g. `wwii-1939` starts with 411 owned / 1,385 unowned), so ~1,300 ownerless regions exist at init; those keep the existing faint look, and only `GameState.unowned` keys get the distinct one. Legacy SQLite rows saved before v0.22 load with the field defaulted to `[]` (`server/db.ts`), and game creation sets it to `[]`.
- **Map presentation (a new contract in `shared/protocol.ts`).** `regionFillStyle(owner, isNoMansLand)` + `unownedTooltipLabel` decide the look: an owned region is unchanged (nation color + `OWNED_STROKE`); a released region gets the distinct visible grey `NO_MANS_LAND_FILL = '#3f3f46'` (hue-less by construction, so it can never collide with a nation's `hsl(h 58% 46%)` color) with a brighter border (`NO_MANS_LAND_STROKE`) and the tooltip sub-line "No man's land"; every other ownerless region keeps the faint `rgba(148,163,184,0.05)` fill and "No owner". The client (`WorldMap`, via a new `unowned` prop from `App.tsx`) is the sole consumer of the distinction — the `RegionMap` simply has no entry for an unowned key (`buildRegionMap` is unchanged). Clicking a no-man's-land region does not change the dossier (there is no owner to focus), and a release/re-claim flashes like any other ownership change.
- **Stub + tests.** The deterministic stub is deliberately **unchanged** — it never releases a region (it always returns `unowned: []` and ignores the payload's `unowned` field), because its one-conquest behavior is what the e2e assertions rely on; the release/re-claim path is therefore covered by **unit tests only** (a new `applyTurnResult (no man's land)` suite: release, re-claim, release+claim of the same key, a double claim on a released key, the four no-op release cases, a legacy state without the field, and a `runTurn` end-to-end test with a narrated release; new `buildUserPrompt`/`buildSystemPrompt` contract tests; a presentation-contract suite in `server/map.test.ts`; a legacy-row normalization test in `server/db.test.ts`). The unit suite grows **105 → 127**.
- **No data-format wipe.** The `GameState` shape only gains a field that legacy rows load with, so existing saves remain compatible: the deploy is a plain `up -d --build` (no `down -v`).
- **Verification.** Typecheck, lint, **127 unit tests**, and the production build all pass. The e2e suite (CI, `LLM_STUB=1`) carries no map-color/no-man's-land assertions, so it stays green with the unchanged stub.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — no man's land (P3); #16 stays open.
## v0.21.0 — 2026-10-14 10:37
- **Part 2 of #16: territory now moves region-by-region along real land borders, and the LLM can verify borders with a live tool.** v0.19 made ownership region-keyed, but the model's `territoryChanges` were still applied wholesale — any key could jump to any nation, effectively moving whole countries. Now:
- **Region-adjacency manifest (Stage 1).** `scripts/build-region-adjacency.mjs` (`npm run build:region-adjacency`) computes which of the 1,796 sub-regions share a land border: per candidate pair, a cheap bbox-proximity prefilter (0.05° gap reject) then a `@turf/boolean-intersects` arbiter. The output `public/region-adjacency.json` is symmetric and deduped — **1,796 entries, 4,470 border pairs (8,940 directed), max degree 19; 1,727 regions have ≥1 neighbour, 69 don't** — and is deterministic/idempotent (sha256 `e9f1d475…`; re-running is byte-identical). Vite copies it into `dist/` for prod; `server/regions.ts` loads it (turf-free — plain `JSON.parse`, no `@turf` import in any `.ts`) and degrades gracefully when it is missing.
- **`getNeighbours` LLM tool (Stage 2).** `server/llm.ts` gains `LlmClient.chatWithTools` — a bounded OpenAI function-calling loop: on a `finish_reason: "tool_calls"` response the client runs the injected executor for every call, appends the assistant tool-call message plus one `tool` result message per call, and re-sends until a final `content` (max **6** tool rounds, then one last *no-tools* request forces the answer). It shares the retry/backoff/`reasoning_effort: "low"` machinery with `chat()`; a tool-call round is a success (never treated as truncation); malformed tool arguments become an `{"error":"invalid tool arguments…"}` tool message, so a bad model reply can never throw. `tools` is included in the request body only when non-empty, so plain `chat()` bodies (and their tests) are unchanged.
- **Engine wiring.** `runTurn` takes an optional `getNeighbours` resolver — the server's jump route passes one only when the manifest loaded (`hasAdjacency()`). With both the resolver and a `chatWithTools`-capable client, the turn runs the tool path: the system prompt gains the contiguity rules (a nation may only GAIN a key that borders its own territory; every key has exactly one owner) and advertises the tool; the user payload gains a `frontier` field — the player's `playerFrontier`, the sorted/deduped set of *other-nation* keys bordering the player's territory (the natural targets of a player-led conquest). Without the manifest, or with a minimal chat-only client, the turn falls back to the legacy plain `chat()` path — everything keeps working, the tool/frontier simply switch off.
- **Sole-ownership enforcement.** `applyTurnResult` now applies territory snapshot-first: before mutating anything it computes each key's current owner, and a key transfers only when (a) exactly one nation claims to gain it (a double claim is rejected — the key stays), (b) it has exactly one current owner (pre-existing double ownership is never touched), and (c) the owner is not the gainer (self-gain is a no-op). A transfer removes the key from all nations first, then grants it to the gainer; lone `lose` entries are no-ops. Every key therefore ends the turn with exactly one owner — it can never be orphaned or duplicated, and a bad model answer degrades to "no transfer", never to a corrupt map.
- **Deterministic stub.** The stub now makes one contiguous conquest per turn: the player gains `frontier[0]` (sorted → stable) and its owner loses it. It answers plain content (no tool calls), so it naturally bypasses the tool loop in a single round; with an empty frontier (no controllable border — e.g. the UK in `wwii-1939`, whose only external neighbour is Ireland) nothing transfers and every existing e2e assertion stays stable.
- **No data-format change — no save wipe.** The `TerritoryChange` wire shape is unchanged and saved games load as-is, so the deploy is a plain rebuild (no `down -v`).
- **Verification.** Typecheck, lint, **105 unit tests** (79 baseline + 26 new: tool-loop protocol — echo, parsed executor args, bounded rounds, malformed args, retry; engine tool-path wiring + fallback; `playerFrontier`; executor degradation; sole-ownership invariants; `neighboursOf`/`hasAdjacency`), the production build, and all **14 e2e** tests pass.
- **Deploy:** manual `docker compose up -d --build` on the host (no `down -v`).
- Part of #16 — P3 (region rename/split/merge) and P4 follow; #16 stays open.
## v0.20.0 — 2026-10-14 09:30
- **Fixed: v0.19.0's region-level ownership did not activate in the production image.** The server-side region loader (`server/regions.ts`) only looked for the manifest + geo in `public/`, but in the Docker image Vite copies `public/*` → `dist/` and no `public/` directory is kept — so `loadRegions` found nothing, `expandCountriesToKeys` degraded to a no-op, and freshly-created games kept raw ISO_A3 codes (`DEU`, `GBR,IRL,IND`, …) instead of expanding to region keys. The choropleth therefore still rendered whole-country ownership and the model's region-key contract was inactive in prod (the client's own `/region-keys.json` fetch still worked, because the client is served from `dist/`). `loadRegions` now probes `public/` (dev) then `dist/` (prod, == `clientDir`) and uses the first directory holding both files, so one build works in both environments. A new test covers the prod-only (`dist/`), dev (`public/`), and empty-root (no data) layouts.
- **Deploy:** `docker compose down -v` (drops the `history-data` volume — pre-v0.19 saves were already dropped by v0.19.0 and are dropped again here) then `up -d --build`.
## v0.19.0 — 2026-10-14 09:14
- **Region-level ownership foundation (Part 1 of #16): internal territory ownership flips from whole countries to individual sub-regions.** Previously a nation owned *whole countries* (a `territory` list of ISO_A3 codes) and every sub-region of a country shared the parent's color, so a single region could never change owner independently. Now each owned sub-region is addressed by a stable **region key** — `<name-slug>-<4char>`, e.g. `moselle-rygy`, `ain-lqtt`, `western-alun` — generated deterministically by `scripts/build-region-keys.mjs` into `public/region-keys.json` (**1,796 unique keys** over the 1,796 sub-regions). A key is a slug of the region's name (NFKD, diacritics stripped, lowercased, non-alphanumerics → `-`) plus a 4-character hash of the feature's stable id, salted on within-country name collisions, so it is stable, human-readable, and globally unique (a "western" collision group yields `western-alun` / `western-qwvr` / `western-adsp` / …; an accented name like Shkodër becomes `shkoder-gmnr`).
- **The map, the model, and the LLM all now reason in region keys.** `Nation.territory` and the `RegionMap` are keyed by region key; the choropleth resolves each sub-region's owner by its stamped `properties.regionKey` (never the repacked numeric feature `id`, never the raw sub-region id — the #6 guard, now region-keyed). A new `server/regions.ts` (turf-free) loads the manifest + geo once at boot and **expands each nation's country list to all its sub-regions' keys at game creation**, so a fresh game shows every sub-region in its owner's color — visually identical to the old whole-country choropleth, but each sub-region is now individually addressable. The LLM prompt gains a `regions` reference table (region key → "<name> (parent ISO_A3)"), and `applyTurnResult` ignores any territory key not in the valid set, so a hallucinated key can't corrupt ownership.
- **The dossier shows region names.** NationPanel's territory chips display each sub-region's human name (e.g. "Ain", "Wales", "Moselle") with the raw key in the tooltip / data attribute, instead of bare codes.
- **⚠ Breaking — pre-v0.19 saved games are dropped.** The `territory` field's meaning changed from ISO_A3 country codes to region keys, so a game saved before this version can't be read by it. Deploy runs `docker compose down -v` (dropping the `history-data` volume) then `up -d --build`; there is no migration — start fresh after deploying.
- **Supersedes the abandoned `feat/sub-region-territory` branch**, which prototyped raw feature-id keys (`DEU-03`); this version uses the slugged, human-readable key scheme instead.
- **Verification.** Typecheck, lint, and the unit suite (now **71 tests across 7 files**: +`server/regions.test.ts`, a rewritten `server/map.test.ts`, +2 in `engine.test.ts`) all pass; the production build is clean. The deterministic `LLM_STUB` and the format-agnostic e2e suite (legend/stats/dates) are unchanged. **#16 stays open** — P2 (LLM tools / function-calling for reliable region ops) and the no-man's-land rename/split/merge phases follow.
## v0.18.0 — 2026-10-13 18:54
- **Fixed a stale-owner display bug: the region hover tooltip and the dossier "Selected" label no longer print the static parent-country code (e.g. "FRA").** The GeoJSON `properties.parent` is a *static geographic-origin* field that never updates when a country is taken, yet it was rendered in the hover tooltip (as a sub-line and as a title fallback) and in the dossier's `Selected:` label (as a `(FRA)` suffix) — so a sub-region of a transferred country still displayed the old country's code next to the (correct) new owner. The tooltip now shows only the region name + the live owner chip (from the RegionMap) + key stats, and the dossier label shows only the region name. Ownership resolution still keys on `properties.parent` (unchanged) — only the display of it was removed.
## v0.17.0 — 2026-10-13 15:13
- **Filled the no-one's-land left between merged sub-regions (Part of #16).** The v0.14 coarsening's boolean dissolves left slivers of each country's landmass inside no region — measured at **≈ 3.90M km² globally** (the union of a country's regions covered only ~98% of its landmass). The new `scripts/fill-gaps.mjs` (`npm run fill:regions`) closes them: per country it computes the gap (`landmass − union(its regions)`, `@turf/difference`+`union`), drops slivers < **25 km²** (66,637 of them — sub-pixel on the map), and assigns each remaining piece to the **nearest region** (centroid distance) as an appended MultiPolygon part. **2,696,811 km²** of no-one's-land was filled into **1,575 regions** (+6,768 parts: 5,026 → 11,794), leaving **63,889 km²** residual (**98.4% reduction** — the rest is coastline digitization fuzz and 14 tiny border-band overlap artifacts, see below). The named "messy" regions absorb their surroundings: **SI-048 Kočevje (SVN) 16,692 → 19,816 km² (57 → 90 parts)**, **MK-36 Kavadarci (MKD) 21,297 → 25,190 km² (8 → 17)**, **AZ-AGC Ağcabədi (AZE) 18,657 → 32,065 km² (7 → 14)**; the biggest single fills are **AQ-X01~ (Antarctica) +195,351 km²**, **CA-NU (Nunavut) +143,447**, **AQ-X02~ +142,615**, **CL-MA (Magallanes) +81,806**, **US-AK (Alaska) +63,830**, **CA-NT (NWT) +46,333**, **GL-UO (Kommuneqarfiup) +41,971**, **RU-KAM (Kamchatka) +41,911**.
- **Correct, not just greedy: clipping, hole policy, dedup.** Each gap piece is clipped sequentially against (a) all *other countries'* regions, (b) its own country's existing regions, and (c) pieces already appended (bbox-touching) — so a piece straddling a border is split, and no piece can double-cover another region's area (**1,149,841 km² of foreign overhang removed** this way; 0 clip failures). **FR-57 Moselle (FRA) gains nothing on purpose**: its apparent gap was a cross-border phantom consumed by the neighbor clip — correct behavior. Holes follow a keep-or-drop policy: a gap hole whose centroid matches a **pre-existing hole** (within 10 km) or lies inside another country's landmass is kept, otherwise it's a phantom and dropped — so the **KZ-KZY Aral hole survives** (5,858 km² planar, the file's only hole; 5,875 km² of water kept open). A global dedup set guarantees each cleaned piece is appended at most once.
- **The dataset contract is untouched.** Still **1,796 regions** with identical `id` / `properties.name` / `properties.parent` and order — the fill only *appends* parts; all **177 countries** covered; the single KZ-KZY hole intact. **14 genuinely new overlap pairs** remain (13 same-country border bands + 1 cross CN-FJ×TW-KIN) — a known polychip artifact of filling right up to a shared boundary (the pre-fill file already carried 3,690 pre-existing pairs), and they are sub-pixel at map scale, so they're accepted. The file grows **2,289,528 → 3,399,806 bytes (2.29 → 3.40 MB)** — under the 5 MB guard, so no Douglas–Peucker pass is needed.
- **Deterministic + idempotent.** Fixed 25 km² threshold, deterministic ordering (centroid → area → id), 4-dp rounding (same convention as the other scripts). A fresh run on the pristine v0.16 file reproduces the shipped byte-for-byte (sha256 `87f44198…`), and re-running on the filled file is a no-op (byte-identical output).
- **Tests** — `scripts/regions.test.ts` (now 9 tests): the v0.16 fixed-point pin is updated to the v0.17 topology (1,796 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole); a new test asserts the **only** hole in the file is KZ-KZY and sits in a realistic 5,000–7,000 km² band; a new **grid-sampled per-country coverage** test (25×25 grid per country, inline even-odd ray cast) asserts no significant no-one's-land remains — median 1.8% / p90 6.1% / max 26.4% (BRN, a coastline-denseness artifact, not a real gap), with thresholds at 5% / 15% / 40% and ≤3 countries above 20%. The planar sum band's upper bound widens 175% → **190%**: the fill only adds area *inside* each country, so it can't shrink the pre-existing admin-1 over-extension tail (Vanuatu 178.9%, Solomon Is. 133% — tiny island nations whose admin-1 polygons extend beyond their own country polygon), while the old under-fill tail is gone (minimum is now Brunei at 78.8%, was ~52%).
- **Type-check gotcha (why the test stays turf-free):** the project keeps `@types/geojson` **out of the tsc program** (tsconfig `types: ["vite/client", "node"]`). maplibre-gl's d.ts references the `GeoJSON` UMD global *without importing it*, so under `skipLibCheck` the reference degrades to `any` and `WorldMap.tsx`'s deliberately-minimal `GeoFeature` (with `geometry: unknown`) passes. The moment anything (e.g. a test importing `@turf/turf`) pulls `@types/geojson` into the program, those references typecheck for real and `WorldMap.tsx` fails with 7 errors. The v0.14–0.16 scripts are `.mjs` (never typechecked) for exactly this reason; the new test uses an inline ray cast instead of a geometry library, and `@turf/*` (a new devDependency, 137 packages including the meta `@turf/turf`) is only ever *run* by the `.mjs` scripts.
- Part of #16
## v0.16.0 — 2026-10-13 09:37
- **Smoothed the jagged sub-national region boundaries with Douglas–Peucker vertex-thinning (Part of #16).** The v0.14 coarsening (boolean dissolve) and Natural Earth's 1:10m digitization left some boundaries overly jagged — the worst being regions the dissolve split into many small zig-zag fragments, e.g. **SI-048 Kocevje (Slovenia, 57 parts)** and **MK-36 Kavadartsi (N. Macedonia, 8 parts)**. The new `scripts/smooth-regions.mjs` (`npm run smooth:regions`) runs `@turf/simplify` (Ramer–Douglas–Peucker, tolerance ~**50 m**) over **every ring of every polygon**, dropping the redundant "in-between" vertices of a shallow zig-zag while keeping the overall shape.
- **Vertex-thinning only — no topology change.** DP only removes points: it never moves a border, never merges/dissolves a part, and never creates or removes a ring. So the dataset contract is fully preserved — still **1,796 regions** with identical `id` / `properties.name` / `properties.parent`, all **177 countries** covered, the same **5,026 parts / 5,027 rings**, the single **KZ-KZY** hole, and all **83 islands**. The 18 degenerate 3-point "micro-dot" rings (Ragged Island, the Paracels, …) are kept verbatim (`@turf/simplify` requires ≥4 pts and would otherwise throw).
- **A gentle pass, reported honestly.** At 50 m the dataset is already fairly smooth (the v0.14 dissolve produced low-vertex, widely-spaced boundaries — median consecutive-vertex spacing ~18 km), so this is a light cleanup: **111,891 → 111,175 vertices (716 removed, 0.64%)** across **542 of 1,796** regions. **Kocelje 612 → 599** and **Kavadartsi 169 → 163** verts; both keep their exact part count (the "mess" there is fragmentation, which thinning — under the no-topology-change constraint — does not fix). The file shrinks **2,302,473 → 2,289,528 bytes (2.29 MB)**. Bump `TOLERANCE_M` to 100 / 200 m and re-run for a stronger pass (100 m → 974 removed; 200 m → 1,312 removed) — the pass stays idempotent either way.
- **The "messy" regions are really fragmentation artifacts, not fine jaggedness.** Ranking by **part density** (parts packed per unit area) rather than raw part count — which is dominated by legitimate *dispersed* archipelagos (Nunavut 213, Alaska 159, Antarctica 135, British Columbia 84) — surfaces the genuinely messy **coherent regions the dissolve left fragmented**: **SI-048 Kocevje (SVN, 57 parts in ~16,600 km²)**, **GR-H Stereá Elláda / Central Greece (GRC, 53 parts)**, **KR-46 South Jeolla (KOR, 28 parts)**, **SE-C Uppsala (SWE, 19 parts)**, **HR-13 Zadarska (HRV, 17 parts)**, plus the milder Balkan **MK-36 Kavadartsi (MKD, 8 parts)**. These real land regions (the Balkan ones in particular) ended up as many scattered fragments — the "similar shape problems".
- **Deterministic + idempotent.** One `@turf/simplify` pass at a fixed tolerance, then 4-dp rounding (the same convention as the other scripts). The output already sits at the pass's fixed point, so re-running on the smoothed file is byte-identical (sha256 `70a43541…`, verified across repeated runs); `public/regions.geo.json` and the built `dist/regions.geo.json` are sha256-identical.
- **Tests.** `scripts/regions.test.ts` gains an eighth test pinning the v0.16 fixed point: 1,796 regions, 5,026 parts, 5,027 rings, the single KZ-KZY hole, and exactly **111,175** vertices (8 tests total). All prior assertions (well-formed, unique ids, 177-country coverage, area floor, holes, coverage band) pass unchanged on the smoothed dataset.
- Part of #16
## v0.15.0 — 2026-10-12 13:49
- **Filled the small holes left by the v0.14 coarsening (Part of #16).** The coarsened `public/regions.geo.json` still carried **2,245 tiny enclosed holes** (all < 500 km² in practice) — unfilled patches left by the boolean dissolves and Natural Earth's own digitization, which showed up as "holes in regions". The new `scripts/cleanup-regions.mjs` (`npm run cleanup:regions`) drops every inner ring smaller than the 1,000 km² threshold so each region becomes solid: across **498 features, 56,484 km²** of artifact area was filled, removing the visible unfilled dots.
- **Real water is kept, not erased.** Any enclosed hole ≥ 1,000 km² survives as a hole. In this dataset the genuinely large lakes (the Great Lakes, the Caspian, the Aral, Lake Superior) had already been dissolved by the v0.14 coarsening, so none remain to preserve; the only surviving hole is a single medium one — **KZ-KZY (Kyzylorda, Kazakhstan) at 5,858 km²**, a real water body in the Aral basin — which is kept. The 1,000 km² threshold sits comfortably between the tiny artifacts (all < 500) and any genuine lake, so it fills exactly the artifacts and nothing else.
- **The dataset contract is untouched.** Still **1,796 regions** with identical `id`s / `properties.name` / `properties.parent` (0 mismatches), all **177 countries** still covered, the ~100 km floor and the island exemption intact — only inner rings were dropped, never a feature or its identity. The file shrinks 2,431 → **2,249 KB (2.20 MB)** (fewer inner rings).
- **Deterministic + idempotent.** Fixed threshold, deterministic planar geometry, 4-dp rounding; re-running on the cleaned file rewrites a byte-identical file (sha256-verified). Bridging very-close MultiPolygon parts is available behind an opt-in `--bridge` flag but is **off by default**, because the union it performs can itself mint new medium-sized holes — counter to the fill-holes goal — so the shipped run is the clean hole-fill only.
- **Tests.** `scripts/regions.test.ts` gains a seventh test asserting that no enclosed hole below the cleanup threshold remains and that only a handful of real water bodies survive (57 tests total). `public/regions.geo.json` and the built `dist/regions.geo.json` are sha256-identical.
- Part of #16.
## v0.14.0 — 2026-10-12 09:51
- **Coarsened the sub-national choropleth dataset to a ~100 km floor (Part of #16).** `public/regions.geo.json` shrinks from 4,138 real administrative regions to **1,796** (2,342 merges): every region smaller than ~100×100 km (10,000 km²) that has a same-country neighbor within 0.2° (≈22 km) of its bounding box is **dissolved into its nearest such neighbor** (nearest by centroid distance; ties → larger area, then id). Standalone cities and micro-districts collapse into the region around them: `US-DC` (191 km²) into Maryland, `FR-75` Paris (59 km²) into Hauts-de-Seine, the UK's 232 admin-1 districts down to **16** regions, and all of North Macedonia's 85 municipalities into one whole-country region.
- **Islands are exempt.** A region with no same-country neighbor within 0.2° keeps its shape whatever its size — **83** such small islands survive in the final set (Corsica, the Kerguelen/Crozet archipelagos, the Bahamas districts, Lord Howe, …) and the coarsening's fixed point leaves **0** non-island regions below the floor.
- **Real dissolve, not overlap.** Each merge is a real boolean union (`@turf/union`, polygon clipping) that removes the shared boundary between the merged region and its host, yielding one clean polygon — the final dataset has **0** fallback (non-dissolved) unions. Passes iterate smallest-area-first to a fixed point (2 passes on the v0.13 data, ~7 s); the output is sorted by (parent, id) at 4-dp precision and is byte-reproducible: re-running on the coarsened file reaches the fixed point immediately and rewrites an identical file (sha256-verified).
- **Numbers.** Per-country region count: min 1 / median 7 / max 80 (Russia; was 1 / 15 / 232 — the UK). Region areas: median 23,933 km²; smallest ≈0 (degenerate micro-dots like Ragged Island and the Paracel Islands, kept as islands); largest is Antarctica itself (≈21.8M km² in the planar model, exempt — it wraps a full 360°). 158 of the 177 countries had at least one merge. The file is 2,431 KB (2.37 MB) — under the 5 MB guard, so no Douglas–Peucker pass was needed.
- **Tooling + tests.** New `scripts/coarsen-regions.mjs` (`npm run coarsen:regions`) performs the merge in place; `scripts/regions.test.ts` gains a sixth test asserting that below-floor non-island regions stay under 1% of the dataset (currently 0) alongside the existing well-formed / unique-id / 177-country coverage / area / coverage-band checks (56 tests total). The map's data contract is unchanged (`properties.parent` → RegionMap), so `WorldMap.tsx`, `App.tsx`, `shared/protocol.ts`, and `server/map.ts` all keep working as-is.
- Part of #16.
## v0.13.0 — 2026-10-12 08:30
- **Replaced the geometric sub-region grid with real named sub-national administrative regions (#16, PR 2).** The choropleth source `public/regions.geo.json` now contains real named administrative regions — states, provinces, governorates, oblasts, … (Natural Earth admin-1, 1:10m) — instead of the abstract ~100–200 km geometric grid. Each region keeps a stable `id` and a `name`. The map's data contract is **unchanged** (`properties.parent` → the parent country's ISO_A3, `properties.name` → the region name), so no change to the map code or the LLM contract: `WorldMap.tsx`, `App.tsx`, `shared/protocol.ts`, and `server/map.ts` all keep working as-is.
- **Generator rewritten** — `scripts/generate-regions.mjs` (same path, dependency-free, `npm run generate:regions`) now groups the admin-1 features by their `adm0_a3` (the parent's ISO_A3), keeps only parents in the 177-country set, and id's each region with its ISO 3166-2 code when present (e.g. `US-CA`, `FR-75`, `RU-MOW`) else `<ISO_A3>-<nn>`; within a country, ids are disambiguated with a `-2/-3/…` suffix on collision (ISO 3166-2 codes are not always unique within a country — e.g. all nine of Bosnia's entities report `BA-BIH`). A country with no admin-1 data would collapse to one whole-country region `<ISO_A3>-01` (0 are needed at 1:10m, which covers all 177). Coordinates are rounded to 4 decimal places, and the file is Douglas–Peucker-simplified only if it exceeds the ~8 MB guard. Output is sorted by (parent, id) and fully deterministic.
- **The dataset is 4,138 regions covering all 177 countries**, 2,831 KB (2.76 MB) after Douglas–Peucker (the 4-dp base is ~23 MB). Per-country region count: min 1 / median 15 / max 232 (United Kingdom). There are **0 whole-country fallbacks** — 1:10m admin-1 covers every one of the 177 (the five single-region countries are SOL, SAH, CYN, PRI, FLK). Samples: `US-CA` California and `US-NY` New York (US); `FR-75` Paris and `FR-13` Bouches-du-Rhône (France); `RU-MOW` Moskovskaya (Russia).
- **Validation test updated** — `scripts/regions.test.ts` was rewritten for the new dataset: well-formed features, globally unique ids, all 177 countries covered (≥1 region each), sane region areas (median ≥ 100 km², no non-Antarctica region ≥ 5,000,000 km² — Antarctica is exempt because its full-360° wrap ring breaks the planar area model), and each country's region area summing to within [40%, 175%] of its own area (median within [70%, 130%] — the band is wider than a naive [40%, 110%] because Natural Earth's admin-1 polygons are digitized independently of the admin-0 country polygons and are not clipped to them). Runs in O(total vertices).
- Part of #16.
## v0.12.0 — 2026-10-12 01:03
- **Map now renders the sub-national regional dataset (#16, PR 2).** The choropleth source switches from `public/countries.geo.json` (177 countries) to `public/regions.geo.json` (**2,597 sub-regions**): each country is subdivided into ~100–200 km regions, shown as a finer choropleth with thin internal border lines. The MapLibre source/layer ids are renamed `countries`/`countries-fill`/`countries-line` → `regions`/`regions-fill`/`regions-line`, and the border line is thinned to `0.75` (from `1.25`) so the subdivision reads within each country.
- **Ownership stays at country granularity.** A nation still owns whole countries, so every sub-region of a country shares that country's owning-nation color (the fill is "same colors as the country map, but subdivided"). The owner of a sub-region is resolved from the RegionMap via the feature's `properties.parent` (the parent country's ISO_A3) — never the sub-region id (`FRA-03`) nor the repacked top-level `feature.id`. Clicking a sub-region switches the dossier to its parent country's owning nation (unchanged behavior); the hover tooltip now also shows the sub-region name + its parent country; a small "Selected …" label appears in the dossier after a map click.
- **New shared helper `mapFeatureOwner(regions, feature)`** in `@shared/protocol` — the single source of truth for resolving a rendered map feature's owner via `properties.parent` → `RegionMap[parent]` (built on the existing `regionOwner` key lookup). The territory-change **flash** now expands a changed country to **all** of its sub-regions (via the new `featuresByParents`), so a whole-country transfer still pulses correctly at the finer resolution.
- **No ownership-model or LLM change** — `buildRegionMap`/`RegionMap` remain ISO_A3-keyed and the engine still references whole countries; this PR only changes what the map draws. Sub-region-level ownership (individual regions changing hands) is PR 3.
- **Tests** — new `mapFeatureOwner` unit tests and an updated #6 regression guard pinning the sub-region feature shape (numeric `id`, `regionId` = sub-region code, `parent` = ISO_A3) and proving resolution via `parent` while the sub-region id and repacked id do not resolve (55 unit tests). The e2e suite needed no changes: it asserts on the legend (derived from the ISO_A3 RegionMap) and screen structure, not on map geometry.
- Part of #16.
## v0.11.0 — 2026-10-12 00:31
- **Sub-national region dataset + generator (#16, foundation only — no app behavior change).** A new dependency-free `scripts/generate-regions.mjs` (run via `npm run generate:regions`) splits each of the 177 countries in `public/countries.geo.json` into adaptive ~100–200 km sub-national regions on a regular lat/lon grid clipped to the country (Sutherland–Hodgman), and writes the committed `public/regions.geo.json` (**2,597 regions**, ~755 KB). Each region is id'd `<ISO_A3>-<nn>` (nn = 1..k in row-major order, capped at 36 per country) with `properties = { name, parent }`, so downstream work can map any region back to its parent nation. Antimeridian countries are handled three ways: small island groups (Fiji) stay a single whole-country region; large ones (Russia) are tiled in shifted [0,360) longitude space with output rings split at ±180°; and the full-360° Antarctic wrap ring becomes two hemispheric wedges. The output is fully deterministic — the same input yields a byte-identical file (verified by sha256).
- **Validation test** — new self-contained `scripts/regions.test.ts` (picked up by `npm test`) reads the two GeoJSON files once each and asserts: the file is a well-formed FeatureCollection; every region is a valid feature whose id matches `^[A-Z]{3}-\d+$` and whose `parent` is a real country id; every country has 1–36 regions (≥2 for any country larger than 50,000 km²); every region has a sane area (≥ 200 km², with a microstate exemption, and < 5,000,000 km²); and each country's regions sum to 45–108% of its own area (the measured range is ~[64%, 105%] — Antarctica's wedges under-fill, Norway's high-latitude fjord coast over-fills by 0.1%). No change to the running app, the LLM contract, or the map — this is purely the dataset + tooling that later PRs for #16 build on.
- Fixes #16.
## v0.10.0 — 2026-10-11 21:25
- **Fix world map style (#2)** — made the choropleth fill fully opaque (`fill-opacity` 0.85 → 1.0) and darkened the Natural Earth terrain raster (`raster-opacity` 0.5 → 0.15), so the raster's flat water tint and fine 1:10m coastline no longer bleed through countries and compete with the borders.
- **Strengthened country border lines** — border width 0.7 → 1.25, and the per-region stroke alphas raised (owned 0.10 → 0.30, unowned 0.06 → 0.14) so the vector borders read clearly as the dominant edge, with owned regions still more prominent than unowned ones.
- Fixes #2.
## v0.9.0 — 2026-10-11 20:57
- **Reduced turn latency (prompt-level):** capped `recentEvents` in the turn prompt from the last 10 to the last 5 events, and added a HARD CONSTRAINT asking the reasoning model to keep its internal analysis brief before emitting the JSON. This shortens the chain-of-thought (the 170–223s turn driver) and lowers the risk of exhausting the 4000-token output budget before the answer (the original 502 failure mode). Reasoning stays enabled (`reasoning_effort: low`); the deterministic stub, the `TurnResult` contract, `max_tokens`, and `reasoning_effort` are all unchanged.
## v0.8.0 — 2026-10-11 20:29
- **Remove a saved game (#20)** — every saved game now has a delete control: a trash button on its card in the home screen's "Saved games" section opens a confirmation dialog ("Delete this game?" showing the scenario/turn/date) with Cancel and a destructive Delete. The new `DELETE /api/games/:id` route removes the game's row from SQLite and returns `{ deleted: true }` (404 if the id is unknown).
- **Redirect on a missing/deleted game (#20)** — loading a non-existent game id no longer leaves you stranded. A deep link to a missing game already fell back to home, and now a game that disappears *while its tab is open* (deleted from another tab or the same session) is pushed home too: the server broadcasts an SSE `error` event on delete, and the client's `useSse` gains an `onError` handler that returns the tab to the home screen (matching the existing "game not found" connect behavior).
- `PresetPicker` gained an `onDelete` prop, a per-card `data-game-id` attribute, the delete button, and the confirm dialog; `api.deleteGame(id)`, `Db.delete(id)`, and the shared `DeleteGameResponse` type were added to support it.
- **Unit + e2e tests** — new `Db.delete` test (removes by id; reports absence for unknown / already-gone ids) and two e2e specs: (a) deleting a saved game from the home screen (open → cancel leaves it; confirm removes the card, the response is `{deleted:true}`, and a follow-up `GET` is 404), and (b) deleting an open game (the live tab is pushed home via the SSE error, and a fresh deep-link to the deleted id lands on home).
## v0.7.0 — 2026-10-11 19:17
- Clicking a map region now switches the selected dossier to that region's owning nation instead of opening a popup (#7). The closeable click popup is gone; a hover tooltip (owner + key stats) is kept. The manual "Inspect" selector still works and stays in sync — both it and a map click drive the same dossier target.
- Fixed: a clicked owned region no longer reports "no owner" (#6). Root cause: MapLibre repacks a GeoJSON source's top-level `id` (the ISO_A3 string) into a numeric index when it stores the source, so the feature a click/hover handler receives has a *number* for `id` — the old `regions[f.id]` lookup resolved to nothing, and the popup read "No owner" even for owned regions (the choropleth fill still worked because it is stamped from the original `id` before `setData`). Fix: `applyRegions` now stamps the stable ISO_A3 code into `properties.regionId` (and `ownerId`), which survives into the rendered features, and both the click and hover handlers resolve the owning nation from that code via the authoritative RegionMap — never from the repacked `feature.id`.
- Unowned regions (no entry in the RegionMap) do not change the dossier when clicked — the current target is left in place (a deliberate, non-crashing choice rather than a special "unowned" dossier state).
- New shared helper `regionOwner(regions, isoA3)` in `@shared/protocol` (the pure, single source of truth for "ISO_A3 → owner record").
- **Unit tests** — new `regionOwner` tests (owned → owner record, unowned → undefined, empty/missing → undefined) plus a #6 regression guard that pins the exact MapLibre-repacked feature shape (numeric `id`, ISO_A3 in `properties.regionId`) and asserts resolution via `properties.regionId` works while the old `feature.id` path fails (44 tests, up from 39).
## v0.6.0 — 2026-10-11 18:27 ## v0.6.0 — 2026-10-11 18:27
- Advisor fetches now show a "thinking" indicator (mirroring the turn's "Simulating…" hint) while the model responds, and the Ask-advisor button disables during the fetch; the top-bar status shows "Advisor thinking…" in the meantime. Fixes #15. - Advisor fetches now show a "thinking" indicator (mirroring the turn's "Simulating…" hint) while the model responds, and the Ask-advisor button disables during the fetch; the top-bar status shows "Advisor thinking…" in the meantime. Fixes #15.
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@@ -560,3 +560,86 @@ test.describe('History — Advisor thinking indicator (#15)', () => {
await expect(page.getByTestId('status-indicator')).toHaveText(/Idle/); await expect(page.getByTestId('status-indicator')).toHaveText(/Idle/);
}); });
}); });
/**
* Remove a saved game (#20): a saved game can be deleted from the home screen
* (with a confirmation dialog), and loading a non-existent / deleted game id
* (directly or via a stale open tab) returns the user to the home screen.
*/
test.describe('History — remove a saved game & redirect (#20)', () => {
test('deleting a saved game from the home screen removes it (with confirmation)', async ({
page,
}) => {
test.setTimeout(90000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
// Back to the home screen, where the just-created game appears in "Saved games".
await page.getByTestId('back-to-scenarios').click();
await expect(page.getByTestId('saved-games')).toBeVisible({ timeout: 15000 });
const card = page.locator(`[data-game-id="${id}"]`);
await expect(card).toBeVisible();
// Opening the confirm dialog…
await card.getByTestId('delete-game').click();
const dialog = page.getByTestId('delete-game-confirm-dialog');
await expect(dialog).toBeVisible();
// …and cancelling leaves the game in place.
await page.getByTestId('delete-game-cancel').click();
await expect(dialog).toHaveCount(0);
await expect(card).toBeVisible();
// Confirming the delete removes it: the DELETE succeeds, the card disappears,
// and a subsequent fetch reports the game gone.
await card.getByTestId('delete-game').click();
await expect(page.getByTestId('delete-game-confirm-dialog')).toBeVisible();
const [resp] = await Promise.all([
page.waitForResponse(
(r) =>
r.request().method() === 'DELETE' &&
new URL(r.url()).pathname === `/api/games/${id}`,
),
page.getByTestId('delete-game-confirm').click(),
]);
expect((await resp.json()) as { deleted: boolean }).toEqual({ deleted: true });
await expect(page.getByTestId('delete-game-confirm-dialog')).toHaveCount(0);
await expect(card).toHaveCount(0);
// The game is gone from the server too.
const status = await page.evaluate(async (gid) => {
const r = await fetch(`/api/games/${gid}`);
return r.status;
}, id);
expect(status).toBe(404);
});
test('deleting an open game sends the active tab home; a deep link lands on home', async ({
page,
context,
}) => {
test.setTimeout(90000);
const id = await createUkGame(page);
await expect(page.getByTestId('world-map')).toBeVisible();
await expect(page.getByTestId('turn-count')).toHaveText('1');
const origin = await page.evaluate(() => location.origin);
// Delete the game straight through the API while its tab is open. The server
// broadcasts an SSE `error` and the client's useSse onError handler returns
// this live tab to the home screen.
const delStatus = await page.evaluate(
async (gid) => (await fetch(`/api/games/${gid}`, { method: 'DELETE' })).status,
id,
);
expect(delStatus).toBe(200);
await expect(page.getByTestId('preset-card').first()).toBeVisible({ timeout: 20000 });
await waitHash(page, '#/');
// A brand-new page deep-linking to the now-deleted id also lands on home.
const page2 = await context.newPage();
await page2.goto(`${origin}/#/game/${id}`);
await expect(page2.getByTestId('preset-card').first()).toBeVisible({ timeout: 20000 });
await waitHash(page2, '#/');
await page2.close();
});
});
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@@ -30,6 +30,7 @@ export default tseslint.config(
'vitest.config.ts', 'vitest.config.ts',
'playwright.config.ts', 'playwright.config.ts',
'scripts/**/*.mjs', 'scripts/**/*.mjs',
'scripts/**/*.ts',
], ],
languageOptions: { globals: { ...globals.node, ...globals.es2022 } }, languageOptions: { globals: { ...globals.node, ...globals.es2022 } },
rules: { rules: {
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+20 -1
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@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.6.0", "version": "0.27.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).", "description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
@@ -9,6 +9,16 @@
"build": "vite build && tsup server/index.ts --format esm --target node22 --out-dir server/dist --external better-sqlite3", "build": "vite build && tsup server/index.ts --format esm --target node22 --out-dir server/dist --external better-sqlite3",
"start": "node server/dist/index.js", "start": "node server/dist/index.js",
"test": "vitest run", "test": "vitest run",
"generate:regions": "node scripts/generate-regions.mjs",
"coarsen:regions": "node scripts/coarsen-regions.mjs",
"cleanup:regions": "node scripts/cleanup-regions.mjs",
"smooth:regions": "node scripts/smooth-regions.mjs",
"fill:regions": "node scripts/fill-gaps.mjs",
"split:regions": "node scripts/split-arkhangel.mjs",
"split:regions:band": "node scripts/split-arkhangel-band.mjs",
"build:region-keys": "node scripts/build-region-keys.mjs",
"build:region-adjacency": "node scripts/build-region-adjacency.mjs",
"build:region-centroids": "node scripts/build-region-centroids.mjs",
"typecheck": "tsc --noEmit", "typecheck": "tsc --noEmit",
"lint": "eslint .", "lint": "eslint .",
"e2e": "playwright test" "e2e": "playwright test"
@@ -38,6 +48,15 @@
"@eslint/js": "^9.20.0", "@eslint/js": "^9.20.0",
"@playwright/test": "^1.62.1", "@playwright/test": "^1.62.1",
"@tailwindcss/vite": "^4.1.4", "@tailwindcss/vite": "^4.1.4",
"@turf/area": "^7.4.0",
"@turf/bbox": "^7.4.0",
"@turf/boolean-point-in-polygon": "^7.4.0",
"@turf/centroid": "^7.4.0",
"@turf/difference": "^7.4.0",
"@turf/distance": "^7.4.0",
"@turf/simplify": "^7.4.0",
"@turf/turf": "^7.4.0",
"@turf/union": "^7.4.0",
"@types/better-sqlite3": "^7.6.13", "@types/better-sqlite3": "^7.6.13",
"@types/express": "^4.17.25", "@types/express": "^4.17.25",
"@types/node": "^22.13.0", "@types/node": "^22.13.0",
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@@ -0,0 +1,133 @@
/**
* scripts/build-region-adjacency.mjs — build the precomputed region-adjacency
* manifest: `public/region-adjacency.json` = `{ "<regionKey>": ["<neighbourKey>", ...], ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* which *other* sub-regions it **borders** — i.e. shares an edge or a point with.
* The result is the data behind the model's `getNeighbours` tool (P2 of #16):
* given a set of region keys, the engine returns the union of their adjacency
* entries (excluding the queried keys), so the LLM can plan *frontier-biased,
* contiguous* territory transfers (a nation realistically gains/loses a region
* it already abuts) instead of whole countries.
*
* Method — bounding-box-pruned polygon intersection (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). For each unordered pair of regions (i < j) we first do a cheap
* bbox-proximity reject with a small gap tolerance (adjacent regions' bboxes
* touch, so their gap is ≈0), and only for the survivors do we run
* `@turf/boolean-intersects`, which returns true exactly when the two
* (Multi)Polygons share at least one point (edge or corner touch, or overlap).
* A hit adds each key to the other's set — adjacency is recorded **symmetrically**
* and **deduplicated** (a neighbour appears once even if the pair shares several
* disjoint border segments).
*
* Output contract (asserted by scripts/region-adjacency.test.ts):
* - one entry for **every** region key (including regions with no bordering
* neighbours, e.g. isolated islands — their list is simply empty);
* - adjacency is symmetric (A ∈ B's list ⟺ B ∈ A's list);
* - no key lists itself.
*
* Deterministic + idempotent: the input files are fixed, the intersection test
* is a pure geometric computation, and the output is written with keys and
* neighbour lists both sorted — so a re-run rewrites a byte-identical file.
*
* Usage: `node scripts/build-region-adjacency.mjs` (or `npm run build:region-adjacency`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import bbox from '@turf/bbox';
import booleanIntersects from '@turf/boolean-intersects';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
// "Close enough" bbox gap (degrees) for the cheap reject. Adjacent regions'
// bboxes touch (gap ≈ 0); a small tolerance absorbs 4-dp coordinate rounding
// and digitization fuzz. It only prunes work — it never affects correctness,
// because `booleanIntersects` is the final arbiter (a pair is a neighbour only
// if the polygons actually share a point).
const GAP_DEG = 0.05; // ≈ 5.5 km
// --- load the geo + region-key manifest (plain parse; keys join feature->key) --
const geo = JSON.parse(readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'));
const idToKey = JSON.parse(readFileSync(path.join(root, 'public', 'region-keys.json'), 'utf8'));
// Region records in stable file order, keyed by their region key.
const regions = [];
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
regions.push({ key, feature: feature(f.geometry), bbox: bbox(f.geometry) });
}
if (regions.length === 0) {
throw new Error('no regions with valid region keys — check regions.geo.json / region-keys.json');
}
// bboxes are flat [minX, minY, maxX, maxY] (turf's BBox type).
function bboxesClose(a, b) {
return (
a[0] <= b[2] + GAP_DEG && // a.w <= b.e + gap
b[0] <= a[2] + GAP_DEG && // b.w <= a.e + gap
a[1] <= b[3] + GAP_DEG && // a.s <= b.n + gap
b[1] <= a[3] + GAP_DEG // b.s <= a.n + gap
);
}
// key -> set of neighbouring keys (deduped; a pair sharing several segments is
// recorded once).
const adj = new Map();
for (const r of regions) adj.set(r.key, new Set());
let pairChecks = 0;
let intersections = 0;
for (let i = 0; i < regions.length; i++) {
for (let j = i + 1; j < regions.length; j++) {
if (!bboxesClose(regions[i].bbox, regions[j].bbox)) continue; // cheap reject
pairChecks++;
let touches = false;
try {
touches = booleanIntersects(regions[i].feature, regions[j].feature);
} catch {
touches = false; // a degenerate geometry pair is treated as non-adjacent
}
if (touches) {
intersections++;
adj.get(regions[i].key).add(regions[j].key);
adj.get(regions[j].key).add(regions[i].key);
}
}
}
// --- write idempotently: keys sorted, neighbour lists sorted ------------------
// Every region key gets an entry (an isolated island's list is simply empty).
const manifest = {};
for (const key of [...adj.keys()].sort()) {
manifest[key] = [...adj.get(key)].sort();
}
// Self-reference guard (can't happen — we only ever add the *other* region — but
// assert it so a future regression is loud rather than silent).
for (const [k, list] of Object.entries(manifest)) {
if (list.includes(k)) throw new Error(`region ${k} lists itself as a neighbour`);
}
writeFileSync(path.join(root, 'public', 'region-adjacency.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
const totalEntries = Object.values(manifest).reduce((n, l) => n + l.length, 0);
const withNeighbours = Object.values(manifest).filter((l) => l.length > 0).length;
const maxDegree = Math.max(0, ...Object.values(manifest).map((l) => l.length));
console.log(
`[build-region-adjacency] wrote public/region-adjacency.json — ${Object.keys(manifest).length} region keys, ` +
`${totalEntries / 2} border pairs (${totalEntries} directed entries), max degree ${maxDegree}, ` +
`${withNeighbours} with ≥1 neighbour (${pairChecks} bbox-close pairs tested, ${intersections} intersect)`,
);
// A couple of human-checkable examples (highest-degree regions, stable order).
const byDegree = Object.entries(manifest).sort((a, b) => b[1].length - a[1].length || a[0].localeCompare(b[0]));
for (const [k, list] of byDegree.slice(0, 3)) {
console.log(` e.g. ${k} (deg ${list.length}) → ${list.slice(0, 4).join(', ')}${list.length > 4 ? ', …' : ''}`);
}
+132
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@@ -0,0 +1,132 @@
/**
* scripts/build-region-centroids.mjs — build the precomputed region-centroid
* manifest: `public/region-centroids.json` = `{ "<regionKey>": { "lat": <number>, "lon": <number>, "spread": <number> }, ... }`.
*
* For every sub-region (region key, see `public/region-keys.json`) this records
* the point the LLM's map markers (v0.27, #44) will be anchored to: the
* **centroid of the region's largest-area part** (a MultiPolygon's biggest
* island/lake-piece rather than an area-weighted average of all parts), plus
* a `spread` value ≈ 0.1 × the smallest bbox dimension of that part (in
* degrees) — the engine scatters markers of one region within ±(spread/2)
* around the centroid using a deterministic per-marker offset, so several
* markers of the same region do not stack on one pixel.
*
* Method — plain turf on the pre-generated geo file (turf is allowed in .mjs
* scripts; it is deliberately kept OUT of the TS typecheck program, see the
* v0.17 note). For each feature we (1) split a MultiPolygon into its parts
* (a plain Polygon is its own single part), (2) pick the part with the
* greatest `@turf/area`, (3) take `@turf/centroid` of that part and
* `@turf/bbox` of that part, and (4) round everything to 6 decimal places
* (≈ 0.1 m at this scale — far below the map's visual precision).
*
* Output contract (asserted by scripts/region-centroids.test.ts):
* - one entry for **every** region key, keyed identically to
* `public/region-keys.json` (same key set, 1,800 entries);
* - each centroid lies inside its region's (largest part's) bbox;
* - `spread` is a non-negative number of degrees (0 for degenerate parts);
* - values are rounded to at most 6 decimal places.
*
* Deterministic + idempotent: the input files are fixed, turf is a pure
* geometric computation, the output keeps the geo file's (stable) feature
* order and rounds to fixed precision — so a re-run rewrites a byte-identical
* file (the test re-runs this script and compares bytes).
*
* Usage: `node scripts/build-region-centroids.mjs` (or `npm run build:region-centroids`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import area from '@turf/area';
import bbox from '@turf/bbox';
import centroid from '@turf/centroid';
import { feature } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const round6 = (v) => Math.round(v * 1e6) / 1e6;
// --- load the geo + region-key manifest (plain parse; keys join feature->key) --
const geo = JSON.parse(readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'));
const idToKey = JSON.parse(readFileSync(path.join(root, 'public', 'region-keys.json'), 'utf8'));
/**
* The polygon parts of a geometry: a MultiPolygon's individual polygons, a
* plain Polygon as its own single part, anything else as an empty list (the
* caller falls back to the whole-feature centroid).
*/
function partsOf(geometry) {
if (geometry?.type === 'MultiPolygon') return geometry.coordinates ?? [];
if (geometry?.type === 'Polygon') return [geometry.coordinates];
return [];
}
const manifest = {};
let skipped = 0;
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
const parts = partsOf(f.geometry);
if (parts.length === 0) {
// Degenerate geometry (a point/line region): anchor at the feature's own
// centroid. Can't happen with the current 1,800-polygon dataset, but the
// fallback keeps the manifest complete if the generator ever changes.
skipped += 1;
const c = centroid(feature(f.geometry));
const b = bbox(feature(f.geometry));
manifest[key] = {
lat: round6(c.geometry.coordinates[1]),
lon: round6(c.geometry.coordinates[0]),
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
};
continue;
}
// Pick the part with the greatest area (km²) and anchor to IT, so a
// multi-part region's markers cluster on its main mass, not between parts.
let best = 0;
let bestArea = -1;
for (let i = 0; i < parts.length; i++) {
const a = area(feature({ type: 'Polygon', coordinates: parts[i] }));
if (a > bestArea) {
bestArea = a;
best = i;
}
}
const part = feature({ type: 'Polygon', coordinates: parts[best] });
const c = centroid(part);
const b = bbox(part);
manifest[key] = {
lat: round6(c.geometry.coordinates[1]),
lon: round6(c.geometry.coordinates[0]),
spread: round6(Math.min(b[2] - b[0], b[3] - b[1]) * 0.1),
};
}
// --- hard assertions (the test re-checks these against the committed file) ---
const expectedKeys = Object.values(idToKey);
if (Object.keys(manifest).length !== expectedKeys.length) {
throw new Error(
`expected ${expectedKeys.length} centroid entries (one per region key), got ${Object.keys(manifest).length}`,
);
}
for (const k of expectedKeys) {
if (!(k in manifest)) throw new Error(`missing centroid for region key ${JSON.stringify(k)}`);
}
for (const [k, v] of Object.entries(manifest)) {
if (!Number.isFinite(v.lat) || !Number.isFinite(v.lon) || !Number.isFinite(v.spread)) {
throw new Error(`non-finite centroid for ${k}: ${JSON.stringify(v)}`);
}
if (v.spread < 0) throw new Error(`negative spread for ${k}: ${v.spread}`);
}
// --- write idempotently (stable order = insertion order = geo file order) ---
writeFileSync(path.join(root, 'public', 'region-centroids.json'), JSON.stringify(manifest, null, 2) + '\n');
// --- summary ------------------------------------------------------------------
const spreads = Object.values(manifest).map((v) => v.spread);
console.log(
`[build-region-centroids] wrote public/region-centroids.json — ${Object.keys(manifest).length} region keys` +
(skipped ? ` (${skipped} non-polygon fallbacks)` : '') +
`, spread min/max ${Math.min(...spreads)} / ${Math.max(...spreads)} deg`,
);
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/**
* scripts/build-region-keys.mjs — build the deterministic region-key manifest.
*
* Region ownership flips from whole-country (ISO_A3) to individual sub-region
* granularity, but the LLM and the persisted `Nation.territory` list need a
* *stable, human-readable, globally unique* identifier per sub-region. Raw
* feature ids (`FR-57`) are opaque to the model, so we mint a readable key of
* the form:
*
* <name-slug>-<4char> e.g. brittany-xk2a, western-alun
*
* where:
* - <name-slug> = properties.name → NFKD → strip combining marks → lowercase
* → a tiny fold table for the handful of letters NFKD does NOT decompose
* (ə ø ð đ œ ł, the only non-folding letters present in this dataset)
* → every non-alphanumeric run collapsed to a single '-' → leading/trailing
* '-' trimmed.
* - <4char> = a deterministic 4-letter lowercase code derived from the
* feature's stable id (FNV-1a 32-bit → 4 base-26 chars). It is stable
* (same id → same code on every run) because the key is persisted in
* SQLite and shown to the LLM. Within any name-slug group (e.g. the six
* regions all named "Western") the 4-char codes are made distinct by
* re-deriving with a deterministic salt on collision, which guarantees the
* full key is unique across all 1,800 regions.
*
* Output: `public/region-keys.json` — a `{ [stableFeatureId]: regionKey }`
* object, e.g. `{ "FR-57": "brittany-xk2a" }`, in file (stable) order. The map
* is looked up by the client (`WorldMap`) and the server (`map`/`presets`/
* `engine`) to join a sub-region's stable id to its readable key.
*
* Builtins only — deliberately NO `@turf`/geojson import (importing one pulls
* `@types/geojson` into the tsc program and breaks `WorldMap.tsx`; see the
* v0.17 changelog note). Reads the geo file with plain `JSON.parse`.
*
* Idempotent: a re-run rewrites a byte-identical file (no timestamps, no
* randomness, stable feature order, deterministic hash).
*
* Usage: `node scripts/build-region-keys.mjs` (or `npm run build:region-keys`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
/**
* Letters present in the dataset that NFKD does NOT decompose, and their
* single/multi-letter ASCII equivalents, so their slugs aren't hyphen-soup.
* Kept deliberately tiny + deterministic (only the six that actually occur).
*/
const FOLD = {
'ə': 'a', // schwa
'ø': 'o', // o-stroke
'ð': 'd', // eth
'đ': 'dj', // d-stroke
'œ': 'oe', // oe ligature
'ł': 'l', // l-stroke
};
/**
* Readable slug from a region name. NFKD decomposes + we strip the combining
* marks, lowercase, fold the non-decomposing letters, collapse every other
* non-alphanumeric run to one hyphen, and trim leading/trailing hyphens.
*/
function slug(name) {
let s = name.normalize('NFKD').replace(/[\u0300-\u036f]/g, '');
s = s.toLowerCase();
s = [...s].map((ch) => FOLD[ch] ?? ch).join('');
s = s.replace(/[^a-z0-9]+/g, '-');
s = s.replace(/^-+|-+$/g, '');
return s;
}
/** FNV-1a 32-bit — a tiny, stable, pure string hash. */
function fnv1a32(str) {
let h = 0x811c9dc5;
for (let i = 0; i < str.length; i++) {
h ^= str.charCodeAt(i);
h = (h * 0x01000193) >>> 0;
}
return h >>> 0;
}
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
function code4(h) {
let out = '';
for (let i = 0; i < 4; i++) {
out += String.fromCharCode(97 + ((((h >>> (i * 8)) & 0xff) % 26)));
}
return out;
}
/** The 4-char code for an id, deterministically salted on within-group collision. */
function codeFor(id, used) {
let code = code4(fnv1a32(id));
let attempt = 0;
while (used.has(code)) {
attempt += 1;
code = code4(fnv1a32(`${id}#${attempt}`));
}
return code;
}
// --- load the region geo (plain parse; no geojson types) ---
const geoFile = path.join(root, 'public', 'regions.geo.json');
const geo = JSON.parse(readFileSync(geoFile, 'utf8'));
const features = Array.isArray(geo?.features) ? geo.features : [];
if (features.length !== 1800) {
throw new Error(`expected 1,800 regions, got ${features.length} — regions.geo.json changed; re-verify the region-key contract`);
}
// Group features by their (computed) name-slug, preserving file order, so the
// within-slug 4-char uniqueness resolution below is deterministic.
const groups = new Map(); // slug -> array of { id }
for (const f of features) {
const id = f.id == null ? '' : String(f.id);
const name = f.properties?.name;
if (!id || typeof name !== 'string') {
throw new Error(`region with id ${JSON.stringify(id)} has no usable name`);
}
const s = slug(name);
if (!groups.has(s)) groups.set(s, []);
groups.get(s).push({ id });
}
// Assign keys, resolving 4-char collisions within each slug group.
const manifest = {};
for (const [s, ids] of groups) {
const used = new Set();
for (const { id } of ids) {
manifest[id] = `${s}-${codeFor(id, used)}`;
used.add(manifest[id].slice(-4));
}
}
// --- hard assertions (the test re-checks these against the committed file) ---
const keys = Object.values(manifest);
if (new Set(keys).size !== keys.length) {
throw new Error(`region-key collision: ${keys.length} keys but only ${new Set(keys).size} unique`);
}
const KEY_RE = /^[a-z0-9]+(?:-[a-z0-9]+)*-[a-z]{4}$/;
for (const k of keys) {
if (!KEY_RE.test(k) || !k.includes('-')) {
throw new Error(`malformed region key: ${JSON.stringify(k)}`);
}
}
// --- write idempotently (stable order = insertion order = file order) ---
const out = JSON.stringify(manifest, null, 2) + '\n';
writeFileSync(path.join(root, 'public', 'region-keys.json'), out);
const western = Object.entries(manifest)
.filter(([, k]) => k.startsWith('western-'))
.sort((a, b) => a[0] < b[0] ? -1 : 1);
console.log(`[build-region-keys] wrote public/region-keys.json — ${keys.length} unique region keys (1,800 expected)`);
console.log(` western group: ${western.map(([id, k]) => `${id}=${k}`).join(', ')}`);
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#!/usr/bin/env node
/**
* scripts/cleanup-regions.mjs — removes the small holes left by coarsening.
*
* Run: npm run cleanup:regions (in place on public/regions.geo.json)
* node scripts/cleanup-regions.mjs [out] [src] [--bridge]
*
* The v0.14 coarsening produced a clean 1,796-region dataset, but small
* unfilled patches ("holes") remain inside regions — artifacts of the boolean
* dissolves and Natural Earth's own digitization. This fixes that in place,
* WITHOUT touching the dataset's contract (the region count, the `id`s, the
* `properties = { name, parent }`, the ~100 km floor and the island exemption
* are all preserved — only inner rings are dropped).
*
* ENCLOSED HOLES — every hole (inner ring) whose area is < HOLE_AREA_MAX_KM2
* is dropped, so the region fills in to be solid. Any larger hole (a genuine
* water body) is kept. NOTE: the big real lakes (Great Lakes, Caspian, Aral,
* Lake Superior, …) were already dissolved by the v0.14 coarsening, so they
* are not present as holes here; the only hole above the threshold in this
* dataset is a single medium one (~5,858 km2, kept). A 1,000 km2 threshold
* is comfortably above the 2,252 tiny artifact holes (all < 500 km2) and
* comfortably below any large real lake, so it fills exactly the artifacts.
*
* BRIDGING (opt-in, `--bridge`) — a MultiPolygon whose separate parts sit
* only a short distance apart (a thin gap across a strait, a nearby island)
* leaves a visible crack of background. This joins each such close pair with
* a small connector polygon and a boolean union, closing the crack while
* genuinely far parts (islands, separated territories) stay separate. It is
* OFF by default: the union itself can mint new (medium) holes, which is
* counter to the primary "fill holes" goal, so the default run is the
* clean, deterministic hole-fill only.
*
* Deterministic + idempotent: fixed threshold, deterministic planar geometry,
* 4-dp rounding. Re-running on an already-clean file rewrites the same file
* (no small holes remain to fill; the kept holes are above the threshold).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { union } from '@turf/union';
import { featureCollection } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const DEFAULT_FILE = path.join(root, 'public', 'regions.geo.json');
// positional args (out, src) plus named flags; keep the two orthogonal
const args = process.argv.slice(2).filter((a) => !a.startsWith('-'));
const flags = process.argv.slice(2).filter((a) => a.startsWith('-'));
const BRIDGE = flags.includes('--bridge');
const OUT = args[0] ? path.resolve(args[0]) : DEFAULT_FILE;
const SRC = args[1] ? path.resolve(args[1]) : DEFAULT_FILE;
// --- parameters ---------------------------------------------------------------
const HOLE_AREA_MAX_KM2 = 1000; // fill enclosed holes smaller than this (keep real lakes)
const BRIDGE_MAX_KM = 30; // bridge part-gaps smaller than this …
const BRIDGE_MIN_KM = 0.3; // … but only real gaps (a pair in (BRIDGE_MIN, BRIDGE_MAX))
const BRIDGE_EXT_KM = 2; // extend each bridge end into its part (ensures union overlap)
const BRIDGE_HW_MIN_KM = 2; // minimum half-width of a connector
const BRIDGE_HW_MAX_KM = 20; // cap so a connector never becomes a big blob
const R4 = 4; // coordinate precision (decimal places)
const SLIVER_EPS_KM2 = 1e-6; // drop only truly-degenerate (≈zero-area) parts
// --- area model (identical to coarsen-regions.mjs / regions.test.ts) -----------
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg) => (deg * Math.PI) / 180;
function ringAreaKm2(ring) {
let lat = 0;
for (const [, la] of ring) lat += la;
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
let a = 0;
const n = ring.length;
for (let i = 0; i < n; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % n];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
function geomAreaKm2(geom) {
if (!geom) return 0;
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
let total = 0;
for (const poly of polys) total += ringAreaKm2(poly[0]);
return total;
}
// --- rounding / normalization (same conventions as coarsen-regions.mjs) --------
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
function roundRing(ring, N = R4) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
if (out.length > 1 && out[0][0] === out[out.length - 1][0] && out[0][1] === out[out.length - 1][1]) out.pop();
if (out.length < 3) return out;
return [...out, [...out[0]]];
}
function roundAll(geom) {
if (!geom || (geom.type !== 'Polygon' && geom.type !== 'MultiPolygon')) return null;
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
.map((poly) => poly.map((ring) => roundRing(ring)))
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
if (!polys.length) return null;
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
function normalizeGeom(geom) {
const rounded = roundAll(geom);
if (!rounded) return null;
const all = rounded.type === 'Polygon' ? [rounded.coordinates] : rounded.coordinates;
const kept = all.filter((poly) => ringAreaKm2(poly[0]) >= SLIVER_EPS_KM2);
const polys = kept.length ? kept : all;
if (polys.length === 1 && rounded.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
// --- closest-point measurement (decimated planar point↔segment, ~km) ----------
function toXY(ring) {
let lat = 0;
for (const [, la] of ring) lat += la;
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
return ring.map(([lon, lat]) => [lon * kx, lat * KM_LAT]);
}
function dec(pts, maxN = 200) {
if (pts.length <= maxN) return pts;
const step = Math.ceil(pts.length / maxN);
const out = [];
for (let i = 0; i < pts.length; i += step) out.push(pts[i]);
return out;
}
/**
* Closest point-pair between two planar rings: returns { d, p, q } with p on A,
* q on B and d = |p-q| in km (both on the decimated rings — a good-enough
* approximation for bridging; a tiny offset is corrected by the extension).
*/
function ringClosest(AX, BX) {
const A = dec(AX), B = dec(BX);
let best = Infinity, bestP = null, bestQ = null;
for (const p of A) {
for (let i = 0; i < B.length - 1; i++) {
const a = B[i], b = B[i + 1];
const dx = b[0] - a[0], dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
let t = l2 === 0 ? 0 : ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
const c = [a[0] + t * dx, a[1] + t * dy];
const dd = Math.hypot(p[0] - c[0], p[1] - c[1]);
if (dd < best) { best = dd; bestP = p; bestQ = c; }
}
}
for (const p of B) {
for (let i = 0; i < A.length - 1; i++) {
const a = A[i], b = A[i + 1];
const dx = b[0] - a[0], dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
let t = l2 === 0 ? 0 : ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
const c = [a[0] + t * dx, a[1] + t * dy];
const dd = Math.hypot(p[0] - c[0], p[1] - c[1]);
if (dd < best) { best = dd; bestP = c; bestQ = p; }
}
}
return { d: best, p: bestP, q: bestQ };
}
/**
* Build a thin connector (a quad in lon/lat) between two closest points p, q
* (both in planar km). The connector is extended a little into each part so the
* boolean union joins them, and its half-width is wide enough to span the local
* gap (capped so it never becomes a big blob).
*/
function makeBridgeRing(p, q) {
const gap = Math.hypot(q[0] - p[0], q[1] - p[1]);
if (gap < 1e-3) return null; // coincident → nothing to bridge
const midLat = (p[1] / KM_LAT + q[1] / KM_LAT) / 2;
const kx = KM_LON * Math.cos(rad(midLat));
const ux = (q[0] - p[0]) / gap, uy = (q[1] - p[1]) / gap; // unit p→q
const nx = -uy, ny = ux; // perpendicular
const hw = Math.min(BRIDGE_HW_MAX_KM, Math.max(BRIDGE_HW_MIN_KM, gap / 2));
const ext = BRIDGE_EXT_KM;
const pExt = [p[0] - ux * ext, p[1] - uy * ext];
const qExt = [q[0] + ux * ext, q[1] + uy * ext];
const toLL = ([x, y]) => [rN(x / kx, R4), rN(y / KM_LAT, R4)];
const c1 = toLL([pExt[0] + nx * hw, pExt[1] + ny * hw]);
const c2 = toLL([qExt[0] + nx * hw, qExt[1] + ny * hw]);
const c3 = toLL([qExt[0] - nx * hw, qExt[1] - ny * hw]);
const c4 = toLL([pExt[0] - nx * hw, pExt[1] - ny * hw]);
return [c1, c2, c3, c4, c1];
}
/** Bridge all close pairs of a MultiPolygon and union everything into one shape. */
function bridgeParts(geom) {
const parts = geom.coordinates;
const partsXY = parts.map((p) => toXY(p[0]));
const bridges = [];
let bridgedPairs = 0;
for (let i = 0; i < partsXY.length; i++) {
for (let j = i + 1; j < partsXY.length; j++) {
const { d, p, q } = ringClosest(partsXY[i], partsXY[j]);
if (d > BRIDGE_MIN_KM && d < BRIDGE_MAX_KM) {
const ring = makeBridgeRing(p, q);
if (ring) { bridges.push(ring); bridgedPairs++; }
}
}
}
if (!bridges.length) return { geom, bridgedPairs: 0, changed: false };
// union: original parts (as Polygons) + connector rings (as Polygons)
const feats = parts.map((poly) => ({ type: 'Feature', geometry: { type: 'Polygon', coordinates: poly } }));
for (const ring of bridges) feats.push({ type: 'Feature', geometry: { type: 'Polygon', coordinates: [ring] } });
let u;
try {
u = union(featureCollection(feats));
} catch (e) {
console.error(` [warn] bridge union failed: ${e.message}`);
return { geom, bridgedPairs: 0, changed: false };
}
const norm = u ? normalizeGeom(u.geometry) : null;
// Guard: a good bridge only adds a little area. Reject the union if it lost
// area (< 0.8×, a bad union that ate parts) or over-filled (> 1.3×, e.g. many
// overlapping bridges in a dense archipelago) — keep the original instead.
if (norm) {
const na = geomAreaKm2(norm);
const oa = geomAreaKm2(geom);
if (oa > 0 && (na < 0.8 * oa || na > 1.3 * oa)) {
return { geom, bridgedPairs: 0, changed: false };
}
}
return { geom: norm ?? geom, bridgedPairs, changed: true, bridgedParts: u ? (u.geometry.type === 'Polygon' ? 1 : u.geometry.coordinates.length) : parts.length };
}
// --- main ----------------------------------------------------------------------
function main() {
const t0 = Date.now();
const fc = JSON.parse(readFileSync(SRC, 'utf8'));
const inKB = (Buffer.byteLength(readFileSync(SRC)) / 1024).toFixed(0);
console.log(`input: ${fc.features.length} regions (${inKB} KB) from ${SRC}`);
console.log(`mode: holes <${HOLE_AREA_MAX_KM2} km2 filled, larger kept${BRIDGE ? `; + bridging part-gaps in (${BRIDGE_MIN_KM}, ${BRIDGE_MAX_KM}) km` : ''}`);
// diagnostics
let holesFilled = 0, holesFilledArea = 0, holesKept = 0, holesKeptArea = 0, featuresTouchedHole = 0;
let bridgedFeatures = 0, bridgedPairs = 0, partsBefore = 0, partsAfter = 0, areaBefore = 0, areaAfter = 0;
const bridgeSamples = [];
const keptHoleSamples = [];
const outFeatures = [];
for (const f of fc.features) {
let geom = f.geometry;
// ---- Opt-in: bridge close parts (additive connector + union) ----
if (BRIDGE && geom.type === 'MultiPolygon' && geom.coordinates.length >= 2) {
const before = { parts: geom.coordinates.length, area: geomAreaKm2(geom) };
const res = bridgeParts(geom);
if (res.changed) {
geom = res.geom;
bridgedFeatures++;
bridgedPairs += res.bridgedPairs;
partsBefore += before.parts;
partsAfter += geom.type === 'Polygon' ? 1 : geom.coordinates.length;
areaBefore += before.area;
areaAfter += geomAreaKm2(geom);
if (bridgeSamples.length < 20)
bridgeSamples.push(`${f.id} ${f.properties.name} (${f.properties.parent}): ${before.parts}p→${geom.type === 'Polygon' ? 1 : geom.coordinates.length}p, ${res.bridgedPairs} bridge(s), ${Math.round(before.area)}→${Math.round(geomAreaKm2(geom))} km2`);
}
}
// ---- Fill small enclosed holes: drop inner rings < threshold, keep larger ----
const isMulti = geom.type === 'MultiPolygon';
const polys = isMulti ? geom.coordinates : [geom.coordinates];
let touchedHole = false;
const newPolys = polys.map((poly) => {
const kept = [poly[0]]; // outer ring always kept
for (let i = 1; i < poly.length; i++) {
const area = ringAreaKm2(poly[i]);
if (area < 1e-6) continue; // degenerate — drop
if (area < HOLE_AREA_MAX_KM2) {
holesFilled++; holesFilledArea += area; touchedHole = true; // fill (drop)
} else {
holesKept++; holesKeptArea += area;
kept.push(poly[i]); // a genuine water body — keep the hole
if (keptHoleSamples.length < 20) keptHoleSamples.push(`${f.id}(${f.properties.parent}) ${Math.round(area)} km2`);
}
}
return kept;
});
if (touchedHole) featuresTouchedHole++;
const rebuilt = isMulti
? { type: 'MultiPolygon', coordinates: newPolys }
: { type: 'Polygon', coordinates: newPolys[0] };
// normalize (round 4dp, drop degenerate). NEVER drop a feature: if nothing
// usable survives (a degenerate 3-pt 0-area micro-dot), keep the
// hole-filled (rebuilt) geometry, else the untouched original.
const norm = normalizeGeom(rebuilt);
outFeatures.push({ type: 'Feature', id: f.id, properties: { name: f.properties.name, parent: f.properties.parent }, geometry: norm ?? rebuilt ?? geom });
}
const out = { type: 'FeatureCollection', features: outFeatures };
const json = JSON.stringify(out);
const outKB = (Buffer.byteLength(json) / 1024).toFixed(0);
writeFileSync(OUT, json + '\n');
console.log(`\n--- RESULTS ---`);
console.log(`regions: ${fc.features.length} → ${out.features.length} (should be unchanged)`);
console.log(`file: ${inKB} KB → ${outKB} KB (${(outKB / 1024).toFixed(2)} MB)`);
console.log(`\nENCLOSED HOLES:`);
console.log(` filled ${holesFilled} holes (${Math.round(holesFilledArea).toLocaleString('en-US')} km2) in ${featuresTouchedHole} features`);
console.log(` kept ${holesKept} hole(s) (${Math.round(holesKeptArea).toLocaleString('en-US')} km2) as real water`);
if (keptHoleSamples.length) console.log(` kept-hole list: ${keptHoleSamples.join(', ')}`);
if (BRIDGE) {
console.log(`\nBRIDGING (part-gaps):`);
console.log(` bridged ${bridgedFeatures} features (${bridgedPairs} close pairs): parts ${partsBefore} → ${partsAfter}, area ${Math.round(areaBefore).toLocaleString('en-US')} → ${Math.round(areaAfter).toLocaleString('en-US')} km2`);
for (const s of bridgeSamples) console.log(` ${s}`);
} else {
console.log(`\nbridging: skipped (pass --bridge to enable)`);
}
console.log(`\nwrote ${OUT}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
}
main();
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@@ -0,0 +1,612 @@
#!/usr/bin/env node
/**
* scripts/coarsen-regions.mjs — coarsens the committed `public/regions.geo.json`
* in place, so the map is genuinely coarser, not just finer-grained.
*
* Rule (per user request: "focus on joining cities to the region around it.
* Regions shouldn't be smaller than around 100x100km, excluding islands"):
*
* FLOOR — no region should be smaller than ~100×100 km = 10,000 km²,
* EXCEPT islands.
* ISLAND — a region is an island if it has NO same-country neighbor: no
* other region with the same `properties.parent` whose bounding box
* is within CLOSE_DEG (≈≤22 km) of its own. Small islands stay
* as-is regardless of size (Corsica, the Hawaiian counties,
* Okinawa, the Faroes, island micro-states, …).
* MERGE — a region that is small (area < FLOOR) AND not an island is
* merged into its NEAREST same-country neighbor (nearest by
* centroid distance; tie-break → larger area, then lexicographic
* id). Standalone cities (FR-75 Paris, the Latvian/Slovenian
* municipalities, the UK's 231 micro-districts) collapse into the
* region around them.
* DISSOLVE— the merge is a real boolean union (`@turf/union`, polygon-
* clipping): the shared boundary between the merged region and its
* host is removed, producing a single clean polygon — not two
* overlapping shapes. (Fallback if the union fails on a pair:
* combine the rings into a MultiPolygon without dissolving; the
* count of such fallbacks is reported.)
* ITERATE — passes run smallest-area-first (small regions merge into their
* neighbors, which grow and then absorb more). After each pass the
* area/neighbor/centroid metrics are recomputed; it stops at the
* fixed point (no small non-island region left) or at MAX_ITER.
* IDENTITY— the host (the region merged INTO) keeps its own `id` and
* `name`; the absorbed region's id is dropped. `properties.parent`
* is unchanged, so the map code (WorldMap/App/protocol/map.ts)
* keeps working untouched.
*
* Deterministic: fixed processing order (area, then id), deterministic
* neighbor choice (distance, then -area, then id), deterministic boolean
* union. Re-running on the coarsened file reaches the fixed point
* immediately and rewrites a byte-identical file.
*
* Area model: the SAME planar approximation the validation test uses
* (`scripts/regions.test.ts`) — `x = lon·111.32·cos(midLat)`,
* `y = lat·110.574` km, shoelace per OUTER ring (holes ignored), each ring at
* its own mean latitude — so the script's merge decisions and the test's
* assertions measure the same quantity.
*
* Longitude handling: every ring is unwrapped to a continuous [0,360)-derived
* space before its bbox/centroid is computed (the shortest-difference
* "np.unwrap" scheme), which makes the one full-360° antimeridian-wrapping
* feature (Antarctica's mainland ring) and any seam-straddling ring behave
* correctly; cross-feature longitude gaps use the 360°-cyclic minimum.
*
* Output: features sorted by (parent, id) (the same comparator as
* `scripts/generate-regions.mjs`), coordinates rounded to 4 decimal places,
* single line of JSON + trailing newline. If the file would exceed the
* ~5 MB guard, a light Douglas–Peucker pass (tolerances escalated through a
* small table) brings it under ~4 MB before writing.
*
* Run: `npm run coarsen:regions`
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { union } from '@turf/union';
import { feature, featureCollection } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const FILE = path.join(root, 'public', 'regions.geo.json');
// --- parameters ---------------------------------------------------------------
const AREA_FLOOR_KM2 = 10_000; // ~100×100 km floor for non-island regions
const CLOSE_DEG = 0.2; // "spatially close" bbox gap (both lat and lon ≤ this; ≈≤22 km)
const MAX_ITER = 20; // safety cap on fixed-point passes (spec: ~15)
const SIZE_GUARD_KB = 5_120; // keep the committed file under ~5 MB
const SIZE_TARGET_KB = 4_096; // …and land under ~4 MB once simplified
const DP_STEPS = [0.05, 0.1, 0.2, 0.3, 0.5, 0.75, 1.0]; // Douglas–Peucker tolerances (degrees)
const R4 = 4; // coordinate precision (decimal places, ≈11 m)
const SLIVER_EPS_KM2 = 1e-6; // drop only truly-degenerate (≈zero-area) clipper slivers
// --- area model (identical to scripts/regions.test.ts) -------------------------
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg) => (deg * Math.PI) / 180;
/** Shoelace area (km²) of one ring, measured at the ring's own mean latitude. */
function ringAreaKm2(ring) {
let lat = 0;
for (const [, la] of ring) lat += la;
const kx = KM_LON * Math.cos(rad(ring.length ? lat / ring.length : 0));
let a = 0;
const n = ring.length;
for (let i = 0; i < n; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % n];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
/** Sum of a geometry's outer-ring areas (holes are lakes — ignored by design). */
function geomAreaKm2(geom) {
if (!geom) return 0;
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
let total = 0;
for (const poly of polys) total += ringAreaKm2(poly[0]);
return total;
}
// --- longitude unwrapping (antimeridian-safe) ----------------------------------
/**
* Unwrap a ring's longitudes to a continuous real line (the "np.unwrap"
* shortest-difference scheme, anchored at the first vertex's [0,360) value).
* Returns { lons, full } — `full` when the unwrapped span is ≥ 300°, i.e. the
* ring is a full-360° antimeridian band (Antarctica's mainland ring).
*/
function unwrapRing(ring) {
const n = ring.length;
const norm = (x) => ((x % 360) + 360) % 360; // → [0,360)
const u = new Array(n);
u[0] = norm(ring[0][0]);
for (let i = 1; i < n; i++) {
// The PREVIOUS unwrapped value may lie outside [0,360) (it accumulates),
// so normalize it back before measuring the difference; otherwise a bogus
// ~180° jump is inserted and the ring's span balloons to ~180°.
const a = norm(u[i - 1]);
const b = norm(ring[i][0]);
const d = (((b - a) % 360) + 540) % 360 - 180; // shortest signed diff in (-180, 180]
u[i] = u[i - 1] + d;
}
let min = Infinity;
let max = -Infinity;
for (const v of u) {
if (v < min) min = v;
if (v > max) max = v;
}
return { lons: u, full: max - min >= 300 };
}
/**
* Cyclic 1-D gap (degrees) between two tight longitude intervals in their own
* unwrapped [0,360)-derived spaces. Tries the three 360° shifts of `b` so
* different unwrap anchors reconcile; a `full` interval is close to everything.
*/
function lonGap(intA, intB) {
if (intA.full || intB.full) return 0;
let best = Infinity;
for (const k of [-1, 0, 1]) {
const a2 = intB.a + 360 * k;
const b2 = intB.b + 360 * k;
const gap = intA.b < a2 ? a2 - intA.b : b2 < intA.a ? intA.a - b2 : 0;
if (gap < best) best = gap;
}
return best;
}
// --- geometry helpers ----------------------------------------------------------
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
/** Round a ring to 4 dp, drop consecutive duplicates, and (re-)close it. */
function roundRing(ring, N = R4) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
if (
out.length > 1 &&
out[0][0] === out[out.length - 1][0] &&
out[0][1] === out[out.length - 1][1]
)
out.pop();
if (out.length < 3) return out; // degenerate; caller drops it
return [...out, [...out[0]]];
}
/**
* Round every ring of a geometry to 4 dp, drop degenerate rings (<3 pts) and
* empty polygons, keep the Polygon/MultiPolygon type (a single-part
* MultiPolygon collapses to Polygon). Returns null if nothing usable survived.
*/
function roundAll(geom) {
if (!geom || (geom.type !== 'Polygon' && geom.type !== 'MultiPolygon')) return null;
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
.map((poly) => poly.map((ring) => roundRing(ring)))
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
if (!polys.length) return null;
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
/**
* Normalize a union output (or fallback MultiPolygon): roundAll, then drop
* truly-degenerate (≈zero-area, < SLIVER_EPS_KM2) polygons the clipper can
* leave behind at shared boundaries. It never drops *every* part — a merge of
* two sub-resolution (zero-area) micro-regions must still collapse into one
* (degenerate) region rather than vanish. Returns null only when the input
* itself had no usable ring (e.g. `null`).
*/
function normalizeGeom(geom) {
const rounded = roundAll(geom);
if (!rounded) return null;
const all = rounded.type === 'Polygon' ? [rounded.coordinates] : rounded.coordinates;
const kept = all.filter((poly) => ringAreaKm2(poly[0]) >= SLIVER_EPS_KM2);
const polys = kept.length ? kept : all;
if (polys.length === 1 && rounded.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
/** Douglas–Peucker of an OPEN point sequence (keeps endpoints). */
function dpOpen(pts, tol) {
if (pts.length < 3) return pts;
let maxD = 0;
let idx = 0;
const a = pts[0];
const b = pts[pts.length - 1];
for (let i = 1; i < pts.length - 1; i++) {
const dx = b[0] - a[0];
const dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
let t = l2 === 0 ? 0 : ((pts[i][0] - a[0]) * dx + (pts[i][1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
const d = Math.hypot(pts[i][0] - (a[0] + t * dx), pts[i][1] - (a[1] + t * dy));
if (d > maxD) {
maxD = d;
idx = i;
}
}
if (maxD > tol) {
const left = dpOpen(pts.slice(0, idx + 1), tol);
const right = dpOpen(pts.slice(idx), tol);
return left.concat(right.slice(1));
}
return [a, b];
}
/** Douglas–Peucker a CLOSED ring at tolerance `tol` (0 = skip). */
function dpRing(ring, tol) {
if (tol <= 0 || ring.length < 4) return ring;
let pts = ring;
if (pts[0][0] === pts[pts.length - 1][0] && pts[0][1] === pts[pts.length - 1][1]) pts = pts.slice(0, -1);
const s = dpOpen(pts, tol);
if (s.length < 3) return ring;
return [...s, [...s[0]]];
}
/** Round (and optionally DP-simplify) every ring of a geometry. */
function transformGeom(geom, tol) {
const polys = (geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates)
.map((poly) => poly.map((ring) => roundRing(ring, R4)).map((ring) => (tol > 0 ? dpRing(ring, tol) : ring)))
.filter((poly) => poly.length >= 1 && poly.every((r) => r.length >= 3));
if (!polys.length) return null;
if (polys.length === 1 && geom.type === 'Polygon') return { type: 'Polygon', coordinates: polys[0] };
return { type: 'MultiPolygon', coordinates: polys };
}
// --- region record -------------------------------------------------------------
/**
* A region under management. `lonInt` is the tight longitude interval in
* [0,360)-derived unwrapped space (or `full` for a 360° band); `(clat, clon)`
* is the area-weighted centroid of the LARGEST outer ring (the region's
* "location"), unwrapped for its ring then wrapped to [-180,180) for
* cyclic-distance use.
*/
class Region {
constructor(f) {
this.id = f.id;
this.name = f.properties.name;
this.parent = f.properties.parent;
this.geom = f.geometry;
this.rawGeom = null; // last pre-normalization union output (safety net for build())
this.dead = false;
this.metrics();
}
metrics() {
this.area = geomAreaKm2(this.geom);
const polys = this.geom.type === 'Polygon' ? [this.geom.coordinates] : this.geom.coordinates;
let latMin = Infinity;
let latMax = -Infinity;
let lonA = Infinity;
let lonB = -Infinity;
let lonFull = false;
let bestRing = null;
let bestArea = -1;
for (const poly of polys) {
const outer = poly[0];
for (const [, la] of outer) {
if (la < latMin) latMin = la;
if (la > latMax) latMax = la;
}
const { lons, full } = unwrapRing(outer);
if (full) lonFull = true;
let a = Infinity;
let b = -Infinity;
for (const v of lons) {
if (v < a) a = v;
if (v > b) b = v;
}
lonA = Math.min(lonA, a);
lonB = Math.max(lonB, b);
const ar = ringAreaKm2(outer);
if (ar > bestArea) {
bestArea = ar;
bestRing = outer;
}
}
this.lonInt = { a: lonA, b: lonB, full: lonFull };
this.latMin = latMin;
this.latMax = latMax;
// area-weighted centroid of the largest outer ring, in unwrapped space
const { lons } = unwrapRing(bestRing);
const lats = bestRing.map((p) => p[1]);
const n = bestRing.length;
let A = 0;
let cx = 0;
let cy = 0;
for (let i = 0; i < n; i++) {
const x1 = lons[i];
const y1 = lats[i];
const x2 = lons[(i + 1) % n];
const y2 = lats[(i + 1) % n];
const f = x1 * y2 - x2 * y1;
A += f;
cx += (x1 + x2) * f;
cy += (y1 + y2) * f;
}
A /= 2;
if (Math.abs(A) > 1e-9) {
cx /= 6 * A;
cy /= 6 * A;
} else {
cx = (lonA + lonB) / 2;
cy = (latMin + latMax) / 2;
}
this.clon = (((cx + 180) % 360) + 360) % 360 - 180;
this.clat = cy;
}
/** Cyclic planar distance (km) to another region's centroid. */
distKm(o) {
let dlon = Math.abs(this.clon - o.clon) % 360;
if (dlon > 180) dlon = 360 - dlon;
const midLat = rad((this.clat + o.clat) / 2);
return Math.hypot(dlon * KM_LON * Math.cos(midLat), (this.clat - o.clat) * KM_LAT);
}
/** Bounding-box closeness to another same-space region (see CLOSE_DEG). */
closeTo(o) {
const latGap = this.latMax < o.latMin ? o.latMin - this.latMax : o.latMax < this.latMin ? this.latMin - o.latMax : 0;
if (latGap > CLOSE_DEG) return false;
return lonGap(this.lonInt, o.lonInt) <= CLOSE_DEG;
}
}
/**
* A "degenerate" region is a zero-area artifact: after 4-dp rounding its only
* ring has <3 distinct points (a line/point, e.g. a micro-municipality that
* v0.13's Douglas–Peucker collapsed to `[A, B, A]`). It contributes no area,
* so it can never be dissolved by the clipper (which returns null) nor kept
* through ring-dropping (which loses the 2-point ring). Merging one is purely
* an absorption: the host keeps its own geometry.
*/
const isDegenerate = (r) => r.area < SLIVER_EPS_KM2;
// --- main ----------------------------------------------------------------------
function main() {
const fc0 = JSON.parse(readFileSync(FILE, 'utf8'));
const regions = fc0.features.map((f) => new Region(f));
const byParent = new Map();
for (const r of regions) {
if (!byParent.has(r.parent)) byParent.set(r.parent, []);
byParent.get(r.parent).push(r);
}
const t0 = Date.now();
console.log(`input: ${fc0.features.length} regions across ${byParent.size} countries (${(Buffer.byteLength(readFileSync(FILE)) / 1024).toFixed(0)} KB)`);
console.log(`parameters: floor ${AREA_FLOOR_KM2.toLocaleString('en-US')} km2, close ${CLOSE_DEG} deg, max ${MAX_ITER} passes`);
const merges = []; // { from, fromName, fromArea, to, toName, toAreaAfter }
let fallbackUnions = 0;
// The fixed-point loop. Each pass: every region that is small AND has a
// close same-country neighbor merges into the nearest such neighbor
// (nearest by centroid distance; tie → larger area → lexicographic id).
for (let pass = 0; pass < MAX_ITER; pass++) {
let skippedIsland = 0;
let skippedGrew = 0;
const items = [];
for (const r of regions) {
if (r.dead || r.area >= AREA_FLOOR_KM2) continue;
const siblings = byParent.get(r.parent);
for (const s of siblings) {
if (s !== r && !s.dead && r.closeTo(s)) {
items.push(r);
break;
}
}
}
if (!items.length) {
console.log(`after pass ${pass}: fixed point reached (no small non-island regions left)`);
break;
}
items.sort((a, b) => (a.area !== b.area ? a.area - b.area : a.id < b.id ? -1 : 1));
let merged = 0;
for (const r of items) {
if (r.dead) continue;
if (r.area >= AREA_FLOOR_KM2) {
skippedGrew++;
continue; // absorbed a smaller region earlier this pass and crossed the floor
}
const siblings = byParent.get(r.parent);
// Close same-country neighbors as of NOW (mid-pass): some may have died
// earlier in this pass.
const close = [];
for (const s of siblings) if (s !== r && !s.dead && r.closeTo(s)) close.push(s);
if (!close.length) {
skippedIsland++;
continue; // lost its last close neighbor this pass → island now → exempt
}
// Prefer a REAL (non-degenerate) host so real regions dissolve cleanly;
// fall back to any close neighbor only when no real one is nearby.
const realCands = close.filter((s) => !isDegenerate(s));
const pool = realCands.length ? realCands : close;
let host = null;
for (const s of pool) {
if (
!host ||
r.distKm(s) < r.distKm(host) ||
(r.distKm(s) === r.distKm(host) &&
(s.area !== host.area ? s.area > host.area : s.id < host.id))
)
host = s;
}
if (isDegenerate(r)) {
// r is a zero-area artifact (line/point): it contributes no area, so the
// merge is a pure absorption — the host keeps its own geometry (a real
// host is untouched; if the host is also degenerate a cluster of dots
// collapses to one). Never route degenerate input through the clipper
// (returns null) or ring-dropping (would lose the 2-point ring the map
// already renders).
r.dead = true;
merged++;
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
continue;
}
if (isDegenerate(host)) {
// r is real but the chosen host is a zero-area artifact: the host takes
// on r's geometry (keeping its own id/name). No clipper needed.
host.geom = r.geom;
host.rawGeom = r.geom;
host.metrics();
r.dead = true;
merged++;
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
continue;
}
// Both real: dissolve via a boolean union; the host keeps its id/name
// and the item vanishes. @turf/union@7 dispatches through geomEach, which
// only understands a FeatureCollection / single Feature / bare geometry —
// a raw array of features has no `.type` and throws "Unknown Geometry
// Type". Wrap it.
let unionGeom = null;
let rawUnion = null;
try {
const u = union(featureCollection([feature(r.geom), feature(host.geom)]));
rawUnion = u ? u.geometry : null;
unionGeom = normalizeGeom(rawUnion);
} catch (err) {
console.error(` [warn] union failed for ${r.id} into ${host.id} (${err.message}); combining without dissolve`);
fallbackUnions++;
}
if (!unionGeom) {
// fallback: no dissolve — keep both shapes in one MultiPolygon
const polys = [...(r.geom.type === 'Polygon' ? [r.geom.coordinates] : r.geom.coordinates), ...(host.geom.type === 'Polygon' ? [host.geom.coordinates] : host.geom.coordinates)];
rawUnion = { type: 'MultiPolygon', coordinates: polys };
unionGeom = normalizeGeom(rawUnion);
if (!unionGeom) fallbackUnions++;
}
if (!unionGeom) {
console.error(` [error] could not merge ${r.id} into ${host.id}; leaving ${r.id} as-is`);
continue;
}
host.geom = unionGeom;
host.rawGeom = rawUnion;
host.metrics();
r.dead = true;
merged++;
merges.push({ from: r.id, fromName: r.name, fromArea: r.area, to: host.id, toName: host.name, toAreaAfter: host.area });
}
const alive = regions.filter((r) => !r.dead).length;
console.log(
`pass ${pass + 1}: ${items.length} small non-island region(s) → ${merged} merged` +
` (${skippedGrew} crossed the floor, ${skippedIsland} became island) → ${alive} regions remain`,
);
if (merged === 0) {
// items exist but nothing could merge (all became islands this pass) → stable
console.log(`pass ${pass + 1}: no merges possible — stable state`);
break;
}
}
// --- assemble output ----------------------------------------------------------
const alive = regions.filter((r) => !r.dead);
const sortById = (a, b) =>
a.parent !== b.parent ? (a.parent < b.parent ? -1 : 1) : a.id.localeCompare(b.id, 'en', { numeric: true });
alive.sort(sortById);
const build = (tol) => {
const feats = [];
for (const r of alive) {
// Never drop a region: if the simplified/normalized geometry degenerated,
// fall back to the raw (pre-normalization) union output, then to the
// untouched input geometry.
const g =
transformGeom(r.geom, tol) ??
(r.rawGeom ? transformGeom(r.rawGeom, 0) ?? r.rawGeom : r.geom);
feats.push({ type: 'Feature', id: r.id, properties: { name: r.name, parent: r.parent }, geometry: g });
}
return { type: 'FeatureCollection', features: feats };
};
let out = build(0);
let json = JSON.stringify(out);
let sizeKB = Buffer.byteLength(json) / 1024;
console.log(`\ncoarsened: ${fc0.features.length} → ${out.features.length} regions (${fc0.features.length - out.features.length} merged away)`);
let usedTol = 0;
if (sizeKB > SIZE_GUARD_KB) {
for (const t of DP_STEPS) {
out = build(t);
json = JSON.stringify(out);
sizeKB = Buffer.byteLength(json) / 1024;
usedTol = t;
console.log(`DP ${t}: ${sizeKB.toFixed(1)} KB`);
if (sizeKB < SIZE_TARGET_KB) break;
}
}
writeFileSync(FILE, json + '\n');
// --- summary -------------------------------------------------------------------
const areaOf = new Map();
const counts = new Map();
let maxA = 0;
let maxR = null;
for (const f of out.features) {
const a = geomAreaKm2(f.geometry);
areaOf.set(f.id, a);
counts.set(f.properties.parent, (counts.get(f.properties.parent) ?? 0) + 1);
if (a > maxA) {
maxA = a;
maxR = f;
}
}
const ccounts = [...counts.values()].sort((a, b) => a - b);
const median =
ccounts.length % 2 ? ccounts[(ccounts.length - 1) / 2] : (ccounts[ccounts.length / 2 - 1] + ccounts[ccounts.length / 2]) / 2;
const maxCountry = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
// islands = small regions with no close same-country neighbor in the FINAL set
const finalByParent = new Map();
for (const f of out.features) {
if (!finalByParent.has(f.properties.parent)) finalByParent.set(f.properties.parent, []);
finalByParent.get(f.properties.parent).push(f);
}
// rebuild final metrics (light: only need island flag on the < FLOOR set)
const finalRegions = out.features.map((f) => new Region(f));
const finalByParent2 = new Map();
for (const r of finalRegions) {
if (!finalByParent2.has(r.parent)) finalByParent2.set(r.parent, []);
finalByParent2.get(r.parent).push(r);
}
let smallIslands = 0;
let smallNonIslands = 0;
const islandSamples = [];
for (const r of finalRegions) {
if (r.area >= AREA_FLOOR_KM2) continue;
let hasNeighbor = false;
for (const s of finalByParent2.get(r.parent)) {
if (s !== r && r.closeTo(s)) {
hasNeighbor = true;
break;
}
}
if (hasNeighbor) smallNonIslands++;
else {
smallIslands++;
if (islandSamples.length < 12) islandSamples.push(`${r.id} ${r.name} (${Math.round(r.area)} km2)`);
}
}
console.log(`wrote ${FILE} — ${sizeKB.toFixed(1)} KB (${(sizeKB / 1024).toFixed(2)} MB)` + (usedTol ? ` [DP @ ${usedTol}°]` : ''));
console.log(`per-country count: min ${ccounts[0]} / median ${median} / max ${ccounts[ccounts.length - 1]} (max: ${maxCountry[0]})`);
console.log(`max region: ${maxR.id} (${maxR.properties.name}) ≈ ${Math.round(maxA).toLocaleString('en-US')} km2`);
console.log(`small (<${AREA_FLOOR_KM2.toLocaleString('en-US')} km2) in final set: ${smallIslands + smallNonIslands} — ${smallIslands} islands (exempt) / ${smallNonIslands} non-island residuals`);
if (islandSamples.length) console.log(`island samples: ${islandSamples.join(', ')}`);
console.log(`fallback (non-dissolved) unions: ${fallbackUnions}`);
console.log(`merge log (${merges.length} merges): first 15:`);
for (const m of merges.slice(0, 15)) {
console.log(` ${m.from} (${m.fromName}, ${Math.round(m.fromArea)} km2) → ${m.to} (${m.toName}, now ${Math.round(m.toAreaAfter)} km2)`);
}
const logPath = '/tmp/opencode/coarsen-log.txt';
writeFileSync(logPath, merges.map((m) => `${m.from}\t${m.fromName}\t${Math.round(m.fromArea)}\t${m.to}\t${m.toName}\t${Math.round(m.toAreaAfter)}`).join('\n') + '\n');
console.log(`full merge log → ${logPath}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
}
main();
+364
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#!/usr/bin/env node
/**
* Fill "no-one's-land" gaps left in `public/regions.geo.json` by the v0.14 coarsening merge.
*
* For each country, the gap = (country landmass) − (union of the country's sub-regions):
* area inside the country's authoritative landmass that no sub-region covers. Each gap
* fragment is assigned to the **nearest** sub-region (centroid haversine distance) and
* appended to it as extra polygon part(s). A fragment is only added if:
*
* • it is not a sub-tiny sliver (≥ GAP_MIN_KM2),
* • it does not fall inside an existing region's *hole* (water) — this keeps the
* Aral-basin hole in KZ-KZY open,
* • it is not byte-identical to a part the file already contains (polyclip sometimes
* re-emits a region's own outer ring with a phantom sliver hole; once the hole is
* cleaned the piece equals the existing part, and appending it would only grow the
* file on every re-run),
* • it has been clipped against every region of *other* countries (and against pieces
* already appended this run) that touch its bbox, so it never overlaps an existing
* region — no new cross-border overlaps are introduced.
*
* Holes found in gap fragments are kept only when they are real: pre-existing region
* holes (matched by centroid) or enclaves of another country (e.g. Lesotho inside ZAF,
* so the ZAF fragment stays a ring and never covers the LSO region); every other hole
* is a polyclip phantom and is dropped.
*
* Standard GeoJSON (`{type, coordinates}`) throughout — the same shape the file and
* MapLibre already use, and what @turf v7 expects.
*
* Usage: node scripts/fill-gaps.mjs [inFile [outFile]]
* inFile default: public/regions.geo.json
* outFile default: inFile (edit in place)
* Env: GAP_MIN_KM2 (default 25) — gap fragments below this area are ignored slivers.
*
* Deterministic: same input → same output. Re-running on an already-filled file is a
* no-op (every re-discovered fragment is either a sub-threshold sliver, a phantom that
* byte-matches an existing part, or already covered by the enlarged union), so the
* result is idempotent.
*/
import fs from "node:fs";
import difference from "@turf/difference";
import union from "@turf/union";
import centroid from "@turf/centroid";
import bbox from "@turf/bbox";
import area from "@turf/area";
import booleanPointInPolygon from "@turf/boolean-point-in-polygon";
import distance from "@turf/distance";
import { feature, featureCollection, multiPolygon, polygon, point } from "@turf/helpers";
const GAP_MIN_KM2 = Number(process.env.GAP_MIN_KM2 ?? 25);
const RING_MIN_KM2 = 1e-4; // drop degenerate (numerical-noise) rings
// --------------------------------------------------------------------------- helpers
/**
* Round coordinates in place to 6 decimals (file convention). Accepts either a single
* ring (array of positions) or a polygon part (array of rings) and detects the depth.
*/
function roundCoords(coords) {
const isRing = Array.isArray(coords[0]) && Array.isArray(coords[0][0]) ? false : true;
const rings = isRing ? [coords] : coords;
for (const ring of rings) for (const c of ring) {
c[0] = Number(c[0].toFixed(6));
c[1] = Number(c[1].toFixed(6));
}
return coords;
}
/** Area (km²) of a closed ring, 0 when degenerate/NaN. */
function ringKm2(ring) {
if (!isValidRing(ring)) return 0;
try { return area(polygon([ring])) * 1e-6; } catch { return 0; }
}
/** A valid GeoJSON ring: ≥4 closed positions, each [finiteNumber, finiteNumber]. */
function isValidRing(ring) {
if (!Array.isArray(ring) || ring.length < 4) return false;
for (const c of ring) {
if (!Array.isArray(c) || c.length < 2) return false;
if (typeof c[0] !== "number" || !Number.isFinite(c[0])) return false;
if (typeof c[1] !== "number" || !Number.isFinite(c[1])) return false;
}
return true;
}
// Module-level refs populated in main before use (see keepHole).
let preHoleCentroids = []; // centroids of holes present in the input file (kept verbatim)
let otherLandmasses = []; // { iso, feature } for every country landmass
/**
* Is this hole a "real" one that must be preserved? Kept when it is a pre-existing
* region hole (centroid match, e.g. the Aral) or lies inside another country's
* landmass (enclave, e.g. Lesotho). Otherwise it is a polyclip phantom → dropped.
*/
function keepHole(hole, currentIso) {
const hKm2 = ringKm2(hole);
if (!(hKm2 >= RING_MIN_KM2)) return false; // degenerate / NaN
const cm = centroid(polygon([hole])).geometry.coordinates;
if (preHoleCentroids.some((p) => distance(cm, p) < 10)) return true;
if (otherLandmasses.some((l) => l.iso !== currentIso && booleanPointInPolygon(point(cm), l.feature))) return true;
return false;
}
/**
* Clean a GeoJSON polygon part (`[outerRing, ...holeRings]`): round coordinates, keep
* only real holes (see keepHole). Returns the cleaned part, or null if the outer ring
* is degenerate.
*/
function cleanPolygonPart(part, currentIso) {
if (!Array.isArray(part) || part.length === 0) return null;
const outer = part[0];
if (!isValidRing(outer)) return null;
const outerKm2 = ringKm2(outer);
if (!(outerKm2 >= RING_MIN_KM2)) return null; // covers NaN too
const holes = part.slice(1).filter((h) => isValidRing(h) && keepHole(h, currentIso));
roundCoords([outer, ...holes]);
return [outer, ...holes];
}
/** Split a geometry (Polygon|MultiPolygon) into cleaned polygon parts. */
function partsOf(geom, iso) {
if (!geom) return [];
const raw = geom.type === "MultiPolygon" ? geom.coordinates : [geom.coordinates];
const out = [];
for (const p of raw) { const c = cleanPolygonPart(p, iso); if (c) out.push(c); }
return out;
}
/** Rebuild a geometry (NOT a feature) from cleaned parts. */
function toGeometry(parts) {
// turf helpers return Features; take their .geometry ({type, coordinates}).
return parts.length > 1 ? multiPolygon(parts).geometry : polygon(parts[0]).geometry;
}
/** Bbox of a polygon part, as [west, south, east, north]. */
function partBBox(part) { return bbox(polygon(part)); }
function bBoxesOverlap(a, b) {
return !(a[2] < b[0] || a[0] > b[2] || a[3] < b[1] || a[1] > b[3]);
}
/** Sample points along a part's outer ring (start + every ~max(1, n/16)th vertex). */
function samplePoints(part, maxN = 16) {
const ring = part[0];
const n = ring.length;
if (n <= maxN) return ring;
const step = Math.ceil(n / maxN);
const out = [ring[0]];
for (let i = step; i < n; i += step) out.push(ring[i]);
return out;
}
// Module-level list of pre-existing region holes (water guard), built in main.
let holeRings = []; // { bbox, poly }
/** Does a gap piece overlap any pre-existing region hole (water)? */
function overlapsAnyHole(piece, pieceCm) {
const pBBox = partBBox(piece);
const candidates = holeRings.filter((h) => bBoxesOverlap(pBBox, h.bbox));
if (candidates.length === 0) return false;
const pts = [pieceCm, ...samplePoints(piece)];
return candidates.some((h) => pts.some((p) => booleanPointInPolygon(point(p), h.poly)));
}
// --------------------------------------------------------------------------- main
const inFile = process.argv[2] ?? "public/regions.geo.json";
const outFile = process.argv[3] ?? inFile;
const geo = JSON.parse(fs.readFileSync(inFile, "utf8"));
const countries = JSON.parse(fs.readFileSync(new URL("../public/countries.geo.json", import.meta.url), "utf8"));
otherLandmasses = countries.features.map((f) => ({ iso: f.id, feature: f }));
const features = geo.features;
const regionsByParent = new Map();
for (const f of features) {
const p = f.properties.parent;
if (!regionsByParent.has(p)) regionsByParent.set(p, []);
regionsByParent.get(p).push(f);
}
// Region inner-ring (hole) list for the water-hole guard; also the centroids of every
// pre-existing hole (so the hole policy never destroys one, e.g. KZ-KZY's Aral hole).
for (const f of features) {
const parts = f.geometry.type === "MultiPolygon" ? f.geometry.coordinates : [f.geometry.coordinates];
for (const p of parts) for (const h of p.slice(1)) {
if (Array.isArray(h) && h.length >= 4 && ringKm2(h) >= RING_MIN_KM2) {
const poly = polygon([h]);
holeRings.push({ bbox: bbox(poly), poly });
preHoleCentroids.push(centroid(poly).geometry.coordinates);
}
}
}
// Every part already in the input file (string key) — used to skip phantom pieces that
// re-emiss an existing part byte-for-byte.
const existingPartSet = new Set();
for (const f of features) {
const parts = f.geometry.type === "MultiPolygon" ? f.geometry.coordinates : [f.geometry.coordinates];
for (const p of parts) existingPartSet.add(JSON.stringify(p));
}
// All regions with bboxes, for cross-border clipping.
const allRegions = features.map((f) => ({
feature: f,
parent: f.properties.parent,
bbox: bbox(feature(f.geometry)),
}));
console.log(`input: ${inFile}`);
console.log(`regions: ${features.length} countries(with regions): ${regionsByParent.size} region holes: ${holeRings.length}`);
// Per-region running totals for the report.
const added = new Map(); // feature -> { km2, parts }
let totalSliverKm2 = 0, totalWaterKm2 = 0, totalFilledKm2 = 0, totalDupN = 0, totalClippedKm2 = 0, totalClipFailN = 0;
// Pieces already appended this run (any country) — later pieces clip against these so
// appended pieces never overlap each other either.
const appendedSoFar = []; // { parent, bbox, part }
for (const [iso, countryRegions] of regionsByParent) {
const landmass = countries.features.find((c) => c.id === iso);
if (!landmass) continue; // no authoritative landmass → nothing to fill against
const feats = countryRegions.map((r) => feature(r.geometry));
let unionGeom, diffGeom;
try {
// A country with a single sub-region has no union to compute: it IS the union.
unionGeom = countryRegions.length === 1
? countryRegions[0].geometry
: union(featureCollection(feats)).geometry;
diffGeom = difference(featureCollection([landmass, { ...landmass, geometry: unionGeom }])).geometry;
} catch (e) {
console.log(`${iso}\tSKIPPED (${unionGeom ? "difference" : "union"} failed: ${e.message})`);
continue;
}
if (!diffGeom) continue;
const rawPieces = partsOf(diffGeom, iso); // cleaned gap fragments inside the landmass
// Pass 1: filter (sliver / water / duplicate) and clip against foreign territory.
const fillable = [];
let sliverKm2 = 0, waterKm2 = 0, dupN = 0, clippedKm2 = 0, sliverN = 0, waterN = 0, clipFailN = 0;
for (const piece of rawPieces) {
const piecePoly = polygon(piece);
const aKm2 = area(piecePoly) * 1e-6;
if (aKm2 < GAP_MIN_KM2) { sliverKm2 += aKm2; sliverN++; continue; }
const pieceCm = centroid(piecePoly).geometry.coordinates;
if (overlapsAnyHole(piece, pieceCm)) { waterKm2 += aKm2; waterN++; continue; }
if (existingPartSet.has(JSON.stringify(piece))) { dupN++; continue; }
// Clip: remove any part of this piece that ANY existing region (own or foreign
// country) or an already-appended piece claims. Clipped *sequentially* against
// each touching target (more robust than one big union-difference): a target that
// fails to clip is skipped and counted, not allowed to abort the whole piece.
// Clipping against the country's OWN regions as well as foreign ones is what kills
// the same-country overlaps: the gap is `landmass − union(own regions)`, and
// polychip's difference can leave thin slivers of an own region inside that "gap";
// re-differencing each fragment against the individual regions (simpler operands
// than the big union) strips them out. Both operands are built as proper Features
// carrying a real geometry — never `feature()` on an already-Feature object (that
// double-wraps the geometry into the Feature itself and breaks polychip).
const pBBox = partBBox(piece);
const targets = [
...allRegions.filter((r) => bBoxesOverlap(r.bbox, pBBox)).map((r) => ({ feature: r.feature, bbox: r.bbox })),
...appendedSoFar.filter((a) => bBoxesOverlap(a.bbox, pBBox)).map((a) => ({ feature: polygon(a.part), bbox: a.bbox })),
];
if (targets.length === 0) {
fillable.push({ piece, aKm2, cm: pieceCm });
continue;
}
let cur = { type: "Feature", properties: {}, geometry: piecePoly.geometry };
let curBBox = pBBox;
let covered = false;
for (const t of targets) {
if (!bBoxesOverlap(curBBox, t.bbox)) continue;
let d;
try {
d = difference(featureCollection([cur, t.feature]));
} catch {
clipFailN++; // clip against this target failed: keep current (safe fallback)
continue;
}
if (!d || !d.geometry) { covered = true; break; } // piece fully covered by this target
cur = { type: "Feature", properties: {}, geometry: d.geometry };
curBBox = bbox(cur);
}
if (covered || !cur.geometry) { clippedKm2 += aKm2; continue; } // fully covered by foreign territory
const kept = [];
for (const cp of partsOf(cur.geometry, iso)) {
const cpArea = area(polygon(cp)) * 1e-6;
if (cpArea < GAP_MIN_KM2) { sliverKm2 += cpArea; sliverN++; continue; }
if (existingPartSet.has(JSON.stringify(cp))) { dupN++; continue; }
kept.push({ piece: cp, aKm2: cpArea, cm: centroid(polygon(cp)).geometry.coordinates });
}
clippedKm2 += Math.max(0, aKm2 - kept.reduce((s, k) => s + k.aKm2, 0));
fillable.push(...kept);
}
// Pass 2: nearest-region assignment and append.
const regionInfo = countryRegions.map((r) => {
const f = feature(r.geometry);
return { r, cm: centroid(f).geometry.coordinates, areaKm2: area(f) * 1e-6 };
});
let realKm2 = 0;
for (const { piece, aKm2, cm } of fillable) {
// Nearest region by centroid haversine distance; tie → larger area, then lexicographic id.
let best = null;
for (const info of regionInfo) {
const d = distance(cm, info.cm);
if (
best === null ||
d < best.d ||
(d === best.d && (info.areaKm2 > best.areaKm2 || (info.areaKm2 === best.areaKm2 && info.r.id < best.id)))
) best = { info, d };
}
if (!best) continue; // no regions at all (should not happen)
realKm2 += aKm2;
const target = best.info.r;
const parts = (target.geometry.type === "MultiPolygon" ? target.geometry.coordinates : [target.geometry.coordinates]).concat([piece]);
target.geometry = toGeometry(parts);
const a = added.get(target) ?? { km2: 0, parts: 0 };
a.km2 += aKm2; a.parts += 1;
added.set(target, a);
appendedSoFar.push({ parent: iso, bbox: partBBox(piece), part: piece });
}
totalSliverKm2 += sliverKm2;
totalWaterKm2 += waterKm2;
totalFilledKm2 += realKm2;
totalDupN += dupN;
totalClippedKm2 += clippedKm2;
totalClipFailN += clipFailN;
// Verify the fill for countries we actually changed: recompute the residual gap.
let afterKm2 = null;
if (realKm2 > 0) {
try {
const u2 = countryRegions.length === 1
? countryRegions[0].geometry
: union(featureCollection(countryRegions.map((r) => feature(r.geometry)))).geometry;
afterKm2 = area(difference(featureCollection([landmass, { ...landmass, geometry: u2 }]))) * 1e-6;
} catch { afterKm2 = null; }
}
console.log(
`${iso}\tregions=${countryRegions.length}\tgap-before=${(area(diffGeom) * 1e-6).toFixed(0)}` +
(afterKm2 === null ? "" : `\tgap-after=${afterKm2.toFixed(0)}`) +
`\tfilled=${realKm2.toFixed(0)}\tslivers=${sliverN}(${sliverKm2.toFixed(0)})\twater-skipped=${waterN}(${waterKm2.toFixed(0)})` +
`\tdup-skipped=${dupN}${clippedKm2 > 0 ? `\tforeign-overlap-removed=${clippedKm2.toFixed(0)}` : ""}${clipFailN > 0 ? `\tclip-failed=${clipFailN}` : ""}`,
);
}
const totalAddedKm2 = [...added.values()].reduce((s, a) => s + a.km2, 0);
const totalAddedParts = [...added.values()].reduce((s, a) => s + a.parts, 0);
console.log(`\nfilled ${totalAddedKm2.toFixed(0)} km² into ${added.size} regions (+${totalAddedParts} parts)`);
console.log(
`totals: filled=${totalFilledKm2.toFixed(0)} slivers-ignored=${totalSliverKm2.toFixed(0)} water-kept-open=${totalWaterKm2.toFixed(0)}` +
` duplicate-phantoms-skipped=${totalDupN} foreign-overlap-removed=${totalClippedKm2.toFixed(0)} clip-failed=${totalClipFailN}`,
);
fs.writeFileSync(outFile, JSON.stringify(geo));
console.log(`wrote ${outFile}`);
+252
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#!/usr/bin/env node
/**
* scripts/generate-regions.mjs — dependency-free generator for `public/regions.geo.json`.
*
* Builds the sub-national region choropleth from REAL named administrative
* regions (Natural Earth admin-1: states, provinces, governorates, oblasts, …)
* instead of the old geometric grid the user rejected ("some stupid geometric
* grid" — it looked abstract, not like recognizable territories).
*
* Sources (both GeoJSON):
* (a) the Natural Earth admin-1 file — real, named sub-national boundaries.
* It is read from a NON-committed temp path (default /tmp/ne10m_admin1.geojson,
* override with the NE_ADMIN1 env var) so the repo only stores the derived
* output, not the 40 MB source. Natural Earth is public domain (CC0).
* (b) the committed `public/countries.geo.json` (177 countries) — the
* authoritative ISO_A3 set, the country names, and the whole-country
* geometries used as the fallback for any country with no admin-1 data.
*
* Output contract (UNCHANGED from the old generator, so `WorldMap.tsx`,
* `App.tsx`, `shared/protocol.ts` and `server/map.ts` all keep working —
* ownership is resolved via `properties.parent`, the parent country's ISO_A3):
* - a GeoJSON FeatureCollection
* - each feature: a unique top-level `id`, `properties = { name, parent }`
* (`parent` = the country ISO_A3 = the RegionMap key; `name` = the region's
* human name), and a Polygon/MultiPolygon geometry.
*
* For each country in `countries.geo.json` (in file order, deterministic):
* - if it has admin-1 sub-regions -> emit each as a feature, in the source
* file's order. Region `id` = its ISO 3166-2 code (e.g. `US-CA`, `FR-75`,
* `RU-MOW`) when present, else `<ISO_A3>-<nn>` (1-based index in file
* order). Because ISO 3166-2 codes are not always unique WITHIN a country
* (e.g. all nine of Bosnia's entities report `BA-BIH`), ids are
* disambiguated with a `-2/-3/…` suffix on collision (BA-BIH, BA-BIH-2, …).
* - if it has none (tiny / not covered by admin-1) -> emit ONE whole-country
* region: `id = <ISO_A3>-01`, `name` = the country's name, geometry = the
* country's geometry.
*
* Every coordinate is rounded to 4 decimal places (0.0001° ≈ 11 m). If the
* resulting file exceeds ~8 MB, a light Douglas–Peucker pass (0.05°, escalating
* through a small table if still too big) trims it under the guard while keeping
* shapes recognizable, and the before/after sizes are reported. Features are
* sorted by (parent, id). Fully deterministic: same inputs -> same bytes.
*
* Run: `npm run generate:regions`
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
// --- parameters ----------------------------------------------------------------
const SIZE_GUARD_KB = 8192; // ~8 MB file-size guard (task spec)
const SIZE_TARGET_KB = 6144; // land under ~6 MB once simplified (margin under the guard)
const DP_STEPS = [0.05, 0.1, 0.2, 0.3, 0.5, 0.75, 1.0]; // Douglas–Peucker tolerances (degrees)
const R4 = 4; // base coordinate precision (decimal places, ≈11 m)
// Natural Earth admin-1 source (NON-committed temp file; override with NE_ADMIN1).
const INPUT = process.env.NE_ADMIN1 || '/tmp/ne10m_admin1.geojson';
// --- small geo helpers ---------------------------------------------------------
const rN = (v, N) => Math.round(v * Math.pow(10, N)) / Math.pow(10, N);
/** Round a ring to N decimals, drop consecutive duplicates, and close it. */
function roundRing(ring, N) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
// drop a trailing point equal to the first (a redundant close), then re-close
if (
out.length > 1 &&
out[0][0] === out[out.length - 1][0] &&
out[0][1] === out[out.length - 1][1]
)
out.pop();
if (out.length < 3) return out; // degenerate; caller drops it
return [...out, [...out[0]]];
}
/** Perpendicular distance (degrees) from point p to the segment a→b. */
function perpDist(p, a, b) {
const dx = b[0] - a[0];
const dy = b[1] - a[1];
const l2 = dx * dx + dy * dy;
if (l2 === 0) return Math.hypot(p[0] - a[0], p[1] - a[1]);
let t = ((p[0] - a[0]) * dx + (p[1] - a[1]) * dy) / l2;
t = Math.max(0, Math.min(1, t));
return Math.hypot(p[0] - (a[0] + t * dx), p[1] - (a[1] + t * dy));
}
/** Douglas–Peucker simplification of an OPEN point sequence (keeps endpoints). */
function dpOpen(pts, tol) {
if (pts.length < 3) return pts;
let maxD = 0;
let idx = 0;
const a = pts[0];
const b = pts[pts.length - 1];
for (let i = 1; i < pts.length - 1; i++) {
const d = perpDist(pts[i], a, b);
if (d > maxD) {
maxD = d;
idx = i;
}
}
if (maxD > tol) {
const left = dpOpen(pts.slice(0, idx + 1), tol);
const right = dpOpen(pts.slice(idx), tol);
return left.concat(right.slice(1));
}
return [a, b];
}
/** Douglas–Peucker a CLOSED ring (first == last) at tolerance `tol` (0 = skip). */
function dpRing(ring, tol) {
if (tol <= 0 || ring.length < 3) return ring;
let pts = ring;
if (
pts[0][0] === pts[pts.length - 1][0] &&
pts[0][1] === pts[pts.length - 1][1]
)
pts = pts.slice(0, -1);
const simplified = dpOpen(pts, tol);
return [...simplified, [...simplified[0]]];
}
/** Round (and optionally simplify) every ring of a Polygon/MultiPolygon geometry. */
function transformGeom(geom, tol) {
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
const out = polys
.map((poly) => poly.map((ring) => roundRing(ring, R4)).map((ring) => (tol > 0 ? dpRing(ring, tol) : ring)))
.filter((poly) => poly.length >= 1 && poly.every((ring) => ring.length >= 3));
if (!out.length) return geom; // nothing survived simplification — keep the rounded original
if (geom.type === 'Polygon') return { type: 'Polygon', coordinates: out[0] };
return { type: 'MultiPolygon', coordinates: out };
}
// --- main ----------------------------------------------------------------------
function main() {
const countries = JSON.parse(readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'));
const admin1 = JSON.parse(readFileSync(INPUT, 'utf8'));
const cset = new Set(countries.features.map((c) => c.id));
// Group admin-1 features by parent ISO_A3 (their `adm0_a3`), in file order,
// keeping only parents that are one of our 177 countries.
const byParent = new Map();
for (const f of admin1.features) {
const p = f.properties.adm0_a3;
if (typeof p === 'string' && cset.has(p)) {
if (!byParent.has(p)) byParent.set(p, []);
byParent.get(p).push(f);
}
}
// Build the base specs (raw geometry + unique id + name + parent) in
// countries.geo.json file order, then per-region source order — deterministic.
const specs = [];
const seenIds = new Set();
const nextId = (base) => {
let id = base;
let k = 1;
while (seenIds.has(id)) {
k += 1;
id = `${base}-${k}`;
}
seenIds.add(id);
return id;
};
let fallbackCount = 0;
const fallbackCountries = [];
for (const c of countries.features) {
const regs = byParent.get(c.id) ?? [];
if (regs.length) {
let nn = 0;
for (const r of regs) {
nn += 1;
const iso = r.properties.iso_3166_2;
const base = typeof iso === 'string' && iso ? iso : `${c.id}-${String(nn).padStart(2, '0')}`;
const name = typeof r.properties.name === 'string' && r.properties.name ? r.properties.name : c.properties.name;
specs.push({ id: nextId(base), name, parent: c.id, geom: r.geometry });
}
} else {
fallbackCount += 1;
fallbackCountries.push(c.id);
specs.push({ id: nextId(`${c.id}-01`), name: c.properties.name, parent: c.id, geom: c.geometry });
}
}
const sortById = (a, b) => (a.properties.parent !== b.properties.parent ? (a.properties.parent < b.properties.parent ? -1 : 1) : a.id.localeCompare(b.id, 'en', { numeric: true }));
const build = (tol) => {
const fc = {
type: 'FeatureCollection',
features: specs.map((s) => ({
type: 'Feature',
id: s.id,
properties: { name: s.name, parent: s.parent },
geometry: transformGeom(s.geom, tol),
})),
};
fc.features.sort(sortById);
return fc;
};
// Base: 4 decimal places, no simplification.
let fc = build(0);
let json = JSON.stringify(fc);
let sizeKB = Buffer.byteLength(json) / 1024;
console.log(`base (4dp, no DP): ${sizeKB.toFixed(1)} KB (${fc.features.length} features)`);
// File-size guard: if the base is over the guard, simplify until it is under
// the target (or we exhaust the tolerance table).
let usedTol = 0;
if (sizeKB > SIZE_GUARD_KB) {
for (const t of DP_STEPS) {
fc = build(t);
json = JSON.stringify(fc);
sizeKB = Buffer.byteLength(json) / 1024;
usedTol = t;
console.log(`DP ${t}: ${sizeKB.toFixed(1)} KB`);
if (sizeKB < SIZE_TARGET_KB) break;
}
}
writeFileSync(path.join(root, 'public', 'regions.geo.json'), json + '\n');
// --- summary ----------------------------------------------------------------
const counts = new Map();
for (const f of fc.features) counts.set(f.properties.parent, (counts.get(f.properties.parent) ?? 0) + 1);
const sortedCounts = [...counts.values()].sort((a, b) => a - b);
const median =
sortedCounts.length % 2
? sortedCounts[Math.floor(sortedCounts.length / 2)]
: (sortedCounts[sortedCounts.length / 2 - 1] + sortedCounts[sortedCounts.length / 2]) / 2;
const maxCountry = [...counts.entries()].sort((a, b) => b[1] - a[1])[0];
const maxCountryName = countries.features.find((c) => c.id === maxCountry[0])?.properties.name ?? '';
const finalKB = Buffer.byteLength(json) / 1024;
console.log(`\nwrote public/regions.geo.json — ${finalKB.toFixed(1)} KB (${(finalKB / 1024).toFixed(2)} MB)`);
console.log(`features: ${fc.features.length} total across ${counts.size} of ${countries.features.length} countries`);
console.log(`per-country count: min ${sortedCounts[0]} / median ${median} / max ${sortedCounts[sortedCounts.length - 1]}`);
console.log(`max-count country: ${maxCountry[0]} (${maxCountryName}) with ${maxCountry[1]}`);
if (usedTol) console.log(`simplification: Douglas–Peucker @ ${usedTol}° (base was ${SIZE_GUARD_KB}+ KB)`);
console.log(`whole-country fallback: ${fallbackCount} ${fallbackCount ? `(${fallbackCountries.join(', ')})` : '(none)'}`);
}
main();
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/**
* scripts/region-adjacency.test.ts — validation for the committed
* `public/region-adjacency.json` (built by `scripts/build-region-adjacency.mjs`).
*
* The manifest maps each region key to the list of region keys it **borders**
* (shares an edge/point with). It is the data behind the model's `getNeighbours`
* tool (v0.21, #16 P2), so it is a load-bearing data artifact — this test pins
* its contract.
*
* Deliberately dependency-free: it reads the JSON with plain `fs`/`JSON.parse`
* and never imports `@turf`/geojson types (importing one pulls `@types/geojson`
* into the tsc program and breaks `WorldMap.tsx`; see the v0.17 changelog note).
* Mirrors the style of `scripts/region-keys.test.ts`.
*/
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
describe('region-adjacency.json', () => {
const adjacency = readJson('public/region-adjacency.json') as Record<string, string[]>;
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const keys = new Set(Object.values(manifest));
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
const manifestKeys = new Set(Object.values(manifest));
const adjacencyKeys = new Set(Object.keys(adjacency));
expect(adjacencyKeys).toEqual(manifestKeys);
expect(Object.keys(adjacency)).toHaveLength(keys.size);
expect(adjacencyKeys.size).toBe(1800);
});
it('every neighbour is itself a valid region key (referential integrity)', () => {
for (const [key, neighbours] of Object.entries(adjacency)) {
for (const n of neighbours) {
expect(keys.has(n), `neighbour ${n} of ${key} is not a valid region key`).toBe(true);
}
}
});
it('no region lists itself as a neighbour', () => {
for (const [key, neighbours] of Object.entries(adjacency)) {
expect(neighbours.includes(key), `${key} lists itself`).toBe(false);
}
});
it('adjacency is symmetric (A ∈ B ⟺ B ∈ A)', () => {
let checked = 0;
for (const [a, aList] of Object.entries(adjacency)) {
const aSet = new Set(aList);
for (const b of aList) {
const bList = adjacency[b];
expect(Array.isArray(bList), `${b} has no adjacency entry`).toBe(true);
// A lists B, so B must list A.
expect(bList!.includes(a), `${a} → ${b} but ${b} does not list ${a}`).toBe(true);
checked++;
}
// And the converse: every neighbour B of A must be a key (implied above) —
// also assert no *missing* reverse entry by checking the full set equality.
const bSet = new Set(aSet);
for (const b of aList) bSet.add(b);
// Symmetry means a's set equals the set of {b : a ∈ b}.
const reverse = Object.entries(adjacency)
.filter(([, list]) => list.includes(a))
.map(([k]) => k);
expect(new Set(reverse).size, `asymmetric degree for ${a}`).toBe(aList.length);
expect(new Set(aList).size).toBe(aSet.size); // no duplicate neighbours
}
expect(checked).toBeGreaterThan(0);
});
it('spot-checks known real bordering pairs', () => {
// Brazil ↔ Peru (Acre borders Loreto) — a real, unambiguous land border.
expect(adjacency['acre-ekzw']?.includes('loreto-ipkx')).toBe(true);
expect(adjacency['loreto-ipkx']?.includes('acre-ekzw')).toBe(true);
// France ↔ Germany (Moselle borders Baden-Württemberg) — another real border.
expect(adjacency['moselle-rygy']?.includes('baden-wurttemberg-oyje')).toBe(true);
expect(adjacency['baden-wurttemberg-oyje']?.includes('moselle-rygy')).toBe(true);
});
it("the #31 + #41 Arctic splits: New Earth isolated; Severnaya Zemlya, Pechora and Yamal adjacency", () => {
// v0.25 (#31) split RU-ARK into the mainland (arkhangel-sk-lhbk), the
// Franz Josef Land islets (new-earth-eikt) and the Severnaya Zemlya
// islets (severnaya-zemlya-awqp). New Earth sits ~100+ km from any land
// → a genuinely isolated island (empty list).
// v0.26 (#41) repartitioned the mainland: the 5 lat < 68 parts stay
// arkhangel-sk-lhbk, and the 28 lat ≥ 68 band parts became pechora-qwhs
// (the SW cell) and yamal-gosw (the NE cell). The Severnaya Zemlya
// islets' digitized rings touch the NE band part (now yamal-gosw), not
// the trimmed core, so SZ now borders Yamal (its former mainland contact
// moved to Yamal). The trimmed core keeps its real mainland neighbours
// but loses the SZ contact. Pechora (SW) borders the existing Nenets
// region to the south and Yamal to the north.
expect(adjacency['new-earth-eikt']).toEqual([]);
expect(adjacency['severnaya-zemlya-awqp']).toEqual(['yamal-gosw']);
expect(adjacency['pechora-qwhs']).toEqual(['nenets-qyga', 'yamal-gosw']);
expect(adjacency['yamal-gosw']).toEqual(['pechora-qwhs', 'severnaya-zemlya-awqp']);
// the trimmed core keeps its real neighbours (the band's SZ contact moved to Yamal)
expect(adjacency['arkhangel-sk-lhbk']).toEqual([
'karelia-ohem',
'kirov-gfvm',
'komi-eoeh',
'murmansk-etas',
'nenets-qyga',
'vologda-ynvr',
]);
});
});
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/**
* scripts/region-centroids.test.ts — validation for the committed
* `public/region-centroids.json` (built by `scripts/build-region-centroids.mjs`).
*
* The manifest maps each region key to the anchor point a map marker (v0.27,
* #44) is placed at: the centroid of the region's largest-area part, plus a
* `spread` (≈ 0.1 × that part's smallest bbox dimension, in degrees) that the
* engine uses to scatter multiple markers of one region around the centroid.
* It is a load-bearing data artifact for the marker placement path — this test
* pins its contract.
*
* Deliberately dependency-free: it reads the JSON with plain `fs`/`JSON.parse`
* and computes bbox checks by iterating coordinates directly (no `@turf`/
* geojson types, which would pull `@types/geojson` into the tsc program and
* break `WorldMap.tsx` — see the v0.17 note). Mirrors the style of
* `scripts/region-adjacency.test.ts`; the determinism test re-runs the (turf
* `.mjs`) builder and compares bytes, matching that the builder is idempotent.
*/
import { readFileSync } from 'node:fs';
import { execFileSync } from 'node:child_process';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
interface CentroidEntry {
lat: number;
lon: number;
spread: number;
}
/** All [lon, lat] coordinate pairs of a Polygon / MultiPolygon geometry. */
function allCoords(geometry: { type?: string; coordinates?: unknown }): Array<[number, number]> {
const c = geometry?.coordinates as
| Array<Array<[number, number]>>
| Array<Array<Array<[number, number]>>>
| undefined;
if (!c) return [];
if (geometry?.type === 'Polygon') {
const rings = c as Array<Array<[number, number]>>;
const out: Array<[number, number]> = [];
for (const ring of rings) for (const p of ring) out.push(p);
return out;
}
if (geometry?.type === 'MultiPolygon') {
const polys = c as Array<Array<Array<[number, number]>>>;
const out: Array<[number, number]> = [];
for (const poly of polys) for (const ring of poly) for (const p of ring) out.push(p);
return out;
}
return [];
}
/** The bounding box [minLon, minLat, maxLon, maxLat] of a geometry. */
function bboxOf(geometry: { type?: string; coordinates?: unknown }): [number, number, number, number] {
let minLon = Infinity;
let minLat = Infinity;
let maxLon = -Infinity;
let maxLat = -Infinity;
for (const [x, y] of allCoords(geometry)) {
if (x < minLon) minLon = x;
if (y < minLat) minLat = y;
if (x > maxLon) maxLon = x;
if (y > maxLat) maxLat = y;
}
return [minLon, minLat, maxLon, maxLat];
}
describe('region-centroids.json', () => {
const centroids = readJson('public/region-centroids.json') as Record<string, CentroidEntry>;
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const geo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number; geometry?: { type?: string; coordinates?: unknown } }>;
};
const keys = Object.values(manifest);
// featureId -> feature, then regionKey -> feature (via the key manifest).
const featureByKey = new Map<string, { geometry?: { type?: string; coordinates?: unknown } }>();
for (const f of geo.features ?? []) {
const key = manifest[String(f.id)];
if (key) featureByKey.set(key, f);
}
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
expect(new Set(Object.keys(centroids))).toEqual(new Set(keys));
expect(Object.keys(centroids)).toHaveLength(1800);
});
it('every entry is a finite { lat, lon, spread } with a non-negative spread, in world bounds', () => {
for (const [k, v] of Object.entries(centroids)) {
expect(Number.isFinite(v.lat), `non-finite lat for ${k}`).toBe(true);
expect(Number.isFinite(v.lon), `non-finite lon for ${k}`).toBe(true);
expect(Number.isFinite(v.spread), `non-finite spread for ${k}`).toBe(true);
expect(v.spread >= 0, `negative spread for ${k}`).toBe(true);
expect(v.lat >= -90 && v.lat <= 90, `lat out of range for ${k}: ${v.lat}`).toBe(true);
expect(v.lon >= -180 && v.lon <= 180, `lon out of range for ${k}: ${v.lon}`).toBe(true);
}
});
it('each centroid lies inside its region feature bounding box', () => {
// The recorded point is the centroid of the LARGEST part, which is a subset
// of the whole feature, so it must fall inside the feature's overall bbox.
let checked = 0;
for (const [key, c] of Object.entries(centroids)) {
const feat = featureByKey.get(key);
if (!feat?.geometry) continue;
const [minLon, minLat, maxLon, maxLat] = bboxOf(feat.geometry);
const eps = 1e-4; // allow for the 6-dp rounding in the builder
expect(
c.lat >= minLat - eps && c.lat <= maxLat + eps,
`lat ${c.lat} outside bbox [${minLat}, ${maxLat}] for ${key}`,
).toBe(true);
expect(
c.lon >= minLon - eps && c.lon <= maxLon + eps,
`lon ${c.lon} outside bbox [${minLon}, ${maxLon}] for ${key}`,
).toBe(true);
checked++;
}
expect(checked).toBe(1800);
});
it('spot-checks a couple of well-known anchors land in the right place', () => {
// Region keys are sub-national (states/provinces), so we spot-check a few
// whose geography is unambiguous. A gross error in the centroid method
// (e.g. averaging across all parts of a large multi-part region, or a
// lon/lat swap) would land one of these far off.
const near = (k: string, lat: number, lon: number, tol: number) => {
const c = centroids[k];
expect(c, `missing centroid for ${k}`).toBeDefined();
expect(Math.abs(c!.lat - lat)).toBeLessThan(tol);
expect(Math.abs(c!.lon - lon)).toBeLessThan(tol);
};
near('ain-lqtt', 46.16, 4.8, 0.5); // FR-01 — eastern France
near('california-kikh', 36.87, -120.67, 0.7); // US-CA — central California
near('alberta-zopq', 52.09, -116.94, 1.5); // CA-AB — Alberta (large province)
near('acre-ekzw', -9.49, -71.11, 0.5); // BR-AC — western Brazil
});
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
const file = path.join(root, 'public', 'region-centroids.json');
const before = readFileSync(file, 'utf8');
// The builder is cwd-independent (it resolves the repo root from its own
// location) and idempotent: same input files + pure turf + fixed rounding
// + stable insertion order → identical bytes.
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-centroids.mjs')], {
cwd: root,
stdio: 'pipe',
});
const after = readFileSync(file, 'utf8');
expect(after).toBe(before);
});
});
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/**
* scripts/region-keys.test.ts — validation for the committed `public/region-keys.json`.
*
* The manifest maps each sub-region's **stable feature id** (from
* `public/regions.geo.json`) to a deterministic, human-readable, globally
* unique region key of the form `<name-slug>-<4char>` (built by
* `scripts/build-region-keys.mjs`). Region-level ownership (v0.19) keys both
* `Nation.territory` and the `RegionMap` on these keys, so the manifest is a
* load-bearing data artifact — this test pins its contract.
*
* Deliberately dependency-free: it reads both JSON files with plain
* `fs`/`JSON.parse` and never imports `@turf`/geojson types (importing one
* pulls `@types/geojson` into the tsc program and breaks `WorldMap.tsx`; see
* the v0.17 changelog note). Mirrors the style of `scripts/regions.test.ts`.
*/
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
function readJson(rel: string): Record<string, unknown> {
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
}
describe('region-keys.json', () => {
const manifest = readJson('public/region-keys.json') as Record<string, string>;
const geo = readJson('public/regions.geo.json') as {
features?: Array<{ id?: string | number }>;
};
const keys = Object.values(manifest);
const featureIds = (geo.features ?? []).map((f) => String(f.id));
it('has exactly 1,800 entries (one per region)', () => {
expect(Object.keys(manifest)).toHaveLength(1800);
});
it('has 1,800 unique keys (no collisions)', () => {
expect(new Set(keys).size).toBe(keys.length);
expect(new Set(keys).size).toBe(1800);
});
it('keys each end in -[a-z]{4} and contain at least one hyphen', () => {
const ending = /-[a-z]{4}$/;
for (const k of keys) {
expect(k, `key does not end in -[a-z]{4}: ${k}`).toMatch(ending);
expect(k, `key has no hyphen: ${k}`).toContain('-');
}
});
it("keeps RU-ARK's key stable across the #31 + #41 splits and mints the island and band keys", () => {
// v0.25 (#31) split RU-ARK into main + RU-ARK-NE + RU-ARK-SZ, and v0.26
// (#41) repartitioned the mainland into the core (RU-ARK) + RU-PEO +
// RU-YAM. The MAIN feature keeps its id (and therefore its key — FNV-1a
// of the id), which is what keeps existing Nation.territory / SQLite
// ownership valid; the new features get fresh keys derived the same way
// from their ids (no within-country name-collision salt needed — the
// slugs are unique).
expect(manifest['RU-ARK']).toBe('arkhangel-sk-lhbk'); // unchanged since v0.19
expect(manifest['RU-ARK-NE']).toBe('new-earth-eikt');
expect(manifest['RU-ARK-SZ']).toBe('severnaya-zemlya-awqp');
expect(manifest['RU-PEO']).toBe('pechora-qwhs');
expect(manifest['RU-YAM']).toBe('yamal-gosw');
});
it('is a stable join: its keys are exactly the regions.geo.json feature ids', () => {
// The manifest is looked up by feature id, so its key set must line up
// 1:1 with the geo file (catches drift if the geo is regenerated without
// rebuilding the keys).
expect(featureIds).toHaveLength(1800);
const manifestIds = Object.keys(manifest);
expect(new Set(manifestIds)).toEqual(new Set(featureIds));
});
});
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/**
* scripts/regions.test.ts — validation for the committed `public/regions.geo.json`.
*
* The dataset is REAL named sub-national administrative regions (Natural
* Earth admin-1: states, provinces, governorates, oblasts, …) that the
* coarsening step (`scripts/coarsen-regions.mjs`, v0.14) has merged down to a
* ~100×100 km (10,000 km²) floor: every small non-island region was dissolved
* into its nearest same-country neighbor, so the only regions left below the
* floor are islands (no same-country sibling nearby). One feature per named
* region, each carrying `properties = { name, parent }` where `parent` is the
* country's ISO_A3 (the RegionMap key the map resolves ownership through).
* Tiny or uncovered countries collapse to a single whole-country region
* (`<ISO_A3>-01`).
*
* v0.17 (`scripts/fill-gaps.mjs`) additionally fills the no-one's-land left
* between merged sub-regions: per country, the uncovered slivers of the
* country's landmass (≥ 25 km²) were added as extra parts of the nearest
* region, so the regions now cover the landmass almost completely (the
* sampling test below measures that per country).
*
* This test is self-contained (no import of the generator) and deliberately
* dependency-free — it re-implements the same planar area model the
* generator/analysis use, so the area-based assertions measure the same
* quantity:
*
* x = lon · 111.32 · cos(midLat), y = lat · 110.574 (km)
*
* with a shoelace per OUTER ring, each ring measured at its own mean latitude.
* Outer rings only — a region's inner rings (holes) are lakes and are ignored
* by design, the same way the coverage band already absorbed them.
*
* No geojson/@turf types are imported: the project keeps `@types/geojson`
* OUT of the tsc program (see tsconfig `types`) so maplibre-gl's d.ts stays
* in its loose (skipLibCheck) mode; the one coverage test below uses an
* inline even-odd ray cast instead of a geometry library.
*
* It reads each file exactly once and runs in O(total vertices).
*/
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { describe, expect, it } from 'vitest';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
// --- area model (planar approximation; matches scripts/generate-regions.mjs) --
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg: number) => (deg * Math.PI) / 180;
type Ring = [number, number][];
type Geometry =
| { type: 'Polygon'; coordinates: Ring[] }
| { type: 'MultiPolygon'; coordinates: Ring[][] };
function ringAreaKm2(ring: Ring, midLat: number): number {
const kx = KM_LON * Math.cos(rad(midLat));
let a = 0;
const n = ring.length;
for (let i = 0; i < n; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % n];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
function outerRings(geom: Geometry): Ring[] {
if (geom.type === 'Polygon') return [geom.coordinates[0]];
if (geom.type === 'MultiPolygon') return geom.coordinates.map((p) => p[0]);
return [];
}
/** Sum of a feature's outer-ring areas, each ring at its own mean latitude. */
function featureAreaKm2(geom: Geometry): number {
let total = 0;
for (const ring of outerRings(geom)) {
let lat = 0;
for (const [, la] of ring) lat += la;
total += ringAreaKm2(ring, ring.length ? lat / ring.length : 0);
}
return total;
}
function median(nums: number[]): number {
if (!nums.length) return 0;
const s = [...nums].sort((a, b) => a - b);
const m = Math.floor(s.length / 2);
return s.length % 2 ? s[m] : (s[m - 1] + s[m]) / 2;
}
/** Raw min/max bbox [w, s, e, n] of a geometry (all coordinates). */
function rawBBox(geom: Geometry): [number, number, number, number] {
const polys = geom.type === 'Polygon' ? [geom.coordinates] : geom.coordinates;
let w = Infinity, s = Infinity, e = -Infinity, n = -Infinity;
for (const poly of polys)
for (const ring of poly)
for (const [lo, la] of ring) {
if (lo < w) w = lo;
if (lo > e) e = lo;
if (la < s) s = la;
if (la > n) n = la;
}
return [w, s, e, n];
}
/**
* Even-odd ray cast: is `[lon, lat]` inside `ring`? Planar, in raw lon/lat
* space (no antimeridian handling — the polygons and the sample points live
* in the same unwrapped space, so containment is mathematically consistent
* even for countries that cross the date line). Used only as a fast,
* deterministic coverage proxy (see the sampling test), never for areas.
*/
function pointInRing(pt: [number, number], ring: Ring): boolean {
const [x, y] = pt;
let inside = false;
for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
const [xi, yi] = ring[i];
const [xj, yj] = ring[j];
if (yi > y !== yj > y && x < ((xj - xi) * (y - yi)) / (yj - yi) + xi) inside = !inside;
}
return inside;
}
/** Is a point inside a (Multi)Polygon: inside the outer ring, outside all holes. */
function pointInGeom(pt: [number, number], geom: Geometry): boolean {
if (geom.type === 'Polygon') {
if (!pointInRing(pt, geom.coordinates[0])) return false;
return geom.coordinates.slice(1).every((h) => !pointInRing(pt, h));
}
if (geom.type === 'MultiPolygon')
return geom.coordinates.some((p) => pointInGeom(pt, { type: 'Polygon', coordinates: p }));
return false;
}
// ------------------------------------------------------------------------------
interface RegionFeature {
type: 'Feature';
id: string;
properties: { name: string; parent: string };
geometry: Geometry;
}
interface CountryFeature {
type: 'Feature';
id: string;
properties: { name: string };
geometry: Geometry;
}
// Read each file exactly once.
const regions = JSON.parse(
readFileSync(path.join(root, 'public', 'regions.geo.json'), 'utf8'),
) as { type: 'FeatureCollection'; features: RegionFeature[] };
const countries = JSON.parse(
readFileSync(path.join(root, 'public', 'countries.geo.json'), 'utf8'),
) as { type: 'FeatureCollection'; features: CountryFeature[] };
// Precompute once (O(total vertices)).
const countryIds = new Set(countries.features.map((c) => c.id));
const countryArea = new Map<string, number>();
for (const c of countries.features) countryArea.set(c.id, featureAreaKm2(c.geometry));
const regionArea = new Map<string, number>();
for (const f of regions.features) regionArea.set(f.id, featureAreaKm2(f.geometry));
const sumByParent = new Map<string, number>();
for (const f of regions.features)
sumByParent.set(f.properties.parent, (sumByParent.get(f.properties.parent) ?? 0) + (regionArea.get(f.id) ?? 0));
const countByParent = new Map<string, number>();
for (const f of regions.features)
countByParent.set(f.properties.parent, (countByParent.get(f.properties.parent) ?? 0) + 1);
// Raw bboxes for the sampling test's cheap reject (O(total vertices)).
const regionBB = new Map<string, [number, number, number, number]>();
for (const f of regions.features) regionBB.set(f.id, rawBBox(f.geometry));
// --- island/close-neighbor helpers (mirror scripts/coarsen-regions.mjs) ------
interface LonInt {
a: number;
b: number;
full: boolean;
}
interface RegionBBox {
latMin: number;
latMax: number;
lon: LonInt;
}
const COARSE_FLOOR_KM2 = 10_000; // the coarsener's ~100×100 km floor
const CLOSE_DEG = 0.2; // "spatially close" bbox gap (both lat and lon ≤ this)
/**
* Unwrap a ring's longitudes to a continuous line (np.unwrap shortest-diff
* scheme, anchored at the first vertex's [0,360) value). `full` when the
* unwrapped span is ≥ 300° (a full-360° antimeridian band, e.g. Antarctica).
* Must stay in sync with the coarsening script.
*/
function unwrapRing(ring: Ring) {
const n = ring.length;
const norm = (x: number) => ((x % 360) + 360) % 360;
const u: number[] = new Array(n);
u[0] = norm(ring[0][0]);
for (let i = 1; i < n; i++) {
// the previous UNWRAPPED value may lie outside [0,360); normalize it
// before measuring the shortest signed difference, or a bogus ~180° jump
// is inserted and the ring's span balloons.
const a = norm(u[i - 1]);
const b = norm(ring[i][0]);
const d = (((b - a) % 360) + 540) % 360 - 180;
u[i] = u[i - 1] + d;
}
let min = Infinity;
let max = -Infinity;
for (const v of u) {
if (v < min) min = v;
if (v > max) max = v;
}
return { lons: u, full: max - min >= 300 };
}
/**
* Cyclic 1-D gap (degrees) between two tight longitude intervals in their own
* unwrapped spaces; a `full` interval is close to everything.
*/
function lonGap(intA: LonInt, intB: LonInt): number {
if (intA.full || intB.full) return 0;
let best = Infinity;
for (const k of [-1, 0, 1]) {
const a2 = intB.a + 360 * k;
const b2 = intB.b + 360 * k;
const gap = intA.b < a2 ? a2 - intA.b : b2 < intA.a ? intA.a - b2 : 0;
if (gap < best) best = gap;
}
return best;
}
// Per-region bbox in antimeridian-safe unwrapped longitude space.
const regionBBox = new Map<string, RegionBBox>();
for (const f of regions.features) {
const polys = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
let latMin = Infinity;
let latMax = -Infinity;
let a = Infinity;
let b = -Infinity;
let full = false;
for (const poly of polys) {
const outer = poly[0];
for (const [, la] of outer) {
if (la < latMin) latMin = la;
if (la > latMax) latMax = la;
}
const { lons, full: fl } = unwrapRing(outer);
if (fl) full = true;
for (const v of lons) {
if (v < a) a = v;
if (v > b) b = v;
}
}
regionBBox.set(f.id, { latMin, latMax, lon: { a, b, full } });
}
/** Bounding-box closeness (same definition the coarsening script uses). */
function bboxesClose(x: RegionBBox, y: RegionBBox): boolean {
const latGap = x.latMax < y.latMin ? y.latMin - x.latMax : y.latMax < x.latMin ? x.latMin - y.latMax : 0;
if (latGap > CLOSE_DEG) return false;
return lonGap(x.lon, y.lon) <= CLOSE_DEG;
}
describe('regions.geo.json', () => {
it('is a valid GeoJSON FeatureCollection of well-formed features', () => {
expect(regions.type).toBe('FeatureCollection');
expect(Array.isArray(regions.features)).toBe(true);
expect(regions.features.length).toBeGreaterThan(0);
for (const f of regions.features) {
expect(f.type, `${f.id ?? '?'}: not a Feature`).toBe('Feature');
expect(typeof f.id, `${f.id ?? '?'}: id must be a string`).toBe('string');
expect(f.id.length, `${f.id ?? '?'}: empty id`).toBeGreaterThan(0);
expect(typeof f.properties?.name, `${f.id}: missing name`).toBe('string');
expect(f.properties.name.length, `${f.id}: empty name`).toBeGreaterThan(0);
expect(typeof f.properties.parent, `${f.id}: missing parent`).toBe('string');
expect(countryIds.has(f.properties.parent), `${f.id}: unknown parent ${f.properties.parent}`).toBe(true);
const g = f.geometry;
expect(
!!g && (g.type === 'Polygon' || g.type === 'MultiPolygon'),
`${f.id}: bad geometry type ${g?.type}`,
).toBe(true);
if (g) {
const polys = g.type === 'Polygon' ? [g.coordinates] : g.coordinates;
for (const poly of polys)
for (const ring of poly)
expect(ring.length, `${f.id}: ring with ${ring.length} pts`).toBeGreaterThanOrEqual(3);
}
}
});
it('has globally unique feature ids (ISO 3166-2 disambiguated on within-country collision)', () => {
const seen = new Set<string>();
const dups = new Set<string>();
for (const f of regions.features) {
if (seen.has(f.id)) dups.add(f.id);
seen.add(f.id);
}
expect(
dups.size,
`duplicate ids: ${[...dups].slice(0, 10).join(', ')}`,
).toBe(0);
expect(seen.size).toBe(regions.features.length);
});
it('covers every one of the 177 countries with at least one region', () => {
const counts = countries.features.map((c) => countByParent.get(c.id) ?? 0);
for (const c of countries.features) {
expect(countByParent.get(c.id) ?? 0, `country ${c.id} has no regions`).toBeGreaterThanOrEqual(1);
}
const min = Math.min(...counts);
const max = Math.max(...counts);
const med = median(counts);
const maxCountry = [...countByParent.entries()].sort((a, b) => b[1] - a[1])[0];
const maxCountryName = countries.features.find((c) => c.id === maxCountry[0])?.properties.name ?? '';
console.log(
`\n per-country region count: min ${min} / median ${med} / max ${max}` +
` (max: ${maxCountry[0]} ${maxCountryName} with ${maxCountry[1]})`,
);
});
it('has sane region areas: median >= 100 km2, and no non-Antarctica region >= 5,000,000 km2', () => {
const areas = regions.features.map((f) => regionArea.get(f.id) ?? 0);
const med = median(areas);
const maxRegion = regions.features.reduce((m, f) => ((regionArea.get(f.id) ?? 0) > (regionArea.get(m.id) ?? 0) ? f : m));
const minRegion = regions.features.reduce((m, f) => ((regionArea.get(f.id) ?? 0) < (regionArea.get(m.id) ?? 0) ? f : m));
const tiny = areas.filter((a) => a < 1).length;
// Antarctica (ATA) is a full-360° wrap ring, so the planar model can't
// measure it (it reports ~21.8M km2 for a ~14M km2 landmass) — exempt it.
for (const f of regions.features) {
if (f.properties.parent === 'ATA') continue;
const a = regionArea.get(f.id) ?? 0;
expect(a < 5_000_000, `${f.id}: area ${Math.round(a).toLocaleString('en-US')} km2 is absurdly large`).toBe(true);
}
expect(med, `median region area ${med.toFixed(1)} km2 is too small`).toBeGreaterThanOrEqual(100);
console.log(
`\n region area: min ${minRegion.id} (${minRegion.properties.name}) ≈ ${(regionArea.get(minRegion.id) ?? 0).toExponential(2)} km2` +
` / median ${med.toLocaleString('en-US')} km2` +
` / max ${maxRegion.id} (${maxRegion.properties.name}) ≈ ${Math.round(regionArea.get(maxRegion.id) ?? 0).toLocaleString('en-US')} km2` +
` — ${tiny} regions < 1 km2 (legit micro-regions: tiny islands, small urban districts, degenerate disputed enclaves)`,
);
});
it('leaves only islands below the ~10,000 km2 coarsening floor (non-island small regions merged)', () => {
// v0.14 coarsening: every region smaller than the floor that has a
// same-country sibling within CLOSE_DEG of its bbox is dissolved into its
// nearest such neighbor, so a below-floor region may only survive if it
// is an island. Count the non-island residuals below the floor and allow
// a small tolerance band (strictly < 1% of all regions) — the coarsener's
// fixed point leaves none, and this catches a regression in the merge
// logic (e.g. a broken neighbor test that exempts land regions) without
// being brittle to one or two borderline cases.
const smallNonIslands: string[] = [];
let smallIslands = 0;
let smallTotal = 0;
for (const f of regions.features) {
const a = regionArea.get(f.id) ?? 0;
if (a >= COARSE_FLOOR_KM2) continue;
smallTotal++;
const bb = regionBBox.get(f.id)!;
let hasNeighbor = false;
for (const g of regions.features) {
if (g.id === f.id || g.properties.parent !== f.properties.parent) continue;
if (bboxesClose(bb, regionBBox.get(g.id)!)) {
hasNeighbor = true;
break;
}
}
if (hasNeighbor) {
smallNonIslands.push(`${f.id} (${Math.round(a)} km2)`);
} else smallIslands++;
}
const frac = regions.features.length ? smallNonIslands.length / regions.features.length : 0;
expect(
frac < 0.01,
`${smallNonIslands.length} non-island region(s) below the ${COARSE_FLOOR_KM2} km2 floor ` +
`(${(100 * frac).toFixed(2)}% of all regions): ${smallNonIslands.slice(0, 10).join(', ')}`,
).toBe(true);
console.log(
`\n below-floor regions: ${smallTotal} — ${smallIslands} islands (exempt, no same-country neighbor within ${CLOSE_DEG}°)` +
` / ${smallNonIslands.length} non-island residuals (must stay < 1% of all regions)`,
);
});
it('leaves exactly one enclosed hole: KZ-KZY (the real Aral Sea), still large', () => {
// v0.15 filled every small hole; v0.16 smoothing never touches holes; and
// v0.17's gap-filler explicitly keeps the Aral hole (its centroid matches a
// pre-existing hole and it lies inside another country's landmass) while
// dropping phantom holes. So the whole file must contain exactly one hole,
// on KZ-KZY, at a realistic size (~5,860 km2 planar; the real Aral has
// shrunk to roughly this by the 2020s) — no new holes of any size.
let holes = 0;
let maxHole = 0;
const holeIds: string[] = [];
let kzkzyHoleArea = 0;
for (const f of regions.features) {
const polys = f.geometry.type === 'Polygon' ? [f.geometry.coordinates] : f.geometry.coordinates;
for (const poly of polys) {
for (let i = 1; i < poly.length; i++) {
holes++;
let lat = 0;
for (const [, la] of poly[i]) lat += la;
const area = ringAreaKm2(poly[i], poly[i].length ? lat / poly[i].length : 0);
if (area > maxHole) maxHole = area;
holeIds.push(f.id);
if (f.id === 'KZ-KZY') kzkzyHoleArea = area;
}
}
}
expect(holes, `expected exactly 1 hole (KZ-KZY), found ${holes}: ${[...new Set(holeIds)].join(', ')}`).toBe(1);
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
expect(
kzkzyHoleArea >= 5_000 && kzkzyHoleArea <= 7_000,
`KZ-KZY hole is ${Math.round(kzkzyHoleArea).toLocaleString('en-US')} km2 — outside the 5,000–7,000 km2 Aral band`,
).toBe(true);
console.log(
`\n holes: exactly 1 (KZ-KZY ≈ ${Math.round(kzkzyHoleArea).toLocaleString('en-US')} km2) — the Aral hole survived v0.17's fill`,
);
});
it('sums to within [40%, 190%] of each country area (median in [70%, 130%])', () => {
// The band is a planar-approximation sanity check. It is wider than a naive
// [40%, 110%] because Natural Earth's admin-1 polygons are digitized
// independently of the admin-0 country polygons (they are NOT clipped to
// them). v0.17's gap fill removed the large UNDER-fills (the old minimum
// was Brunei at ~52% — its regions now cover the landmass, ≈ 79%), but
// the OVER-fill tail is a pre-existing admin-1 artifact: a few tiny island
// nations (Vanuatu 178.9%, Solomon Is. 133%, Bahamas 129%) have admin-1
// polygons that extend beyond their own country polygon, and the fill
// only added area *inside* the country, so it can't shrink that tail.
// The band brackets the measured [78.8%, 178.9%] with margin while still
// catching a genuinely missing or doubled-up region.
const ratios: number[] = [];
let minRatio = Infinity;
let maxRatio = -Infinity;
let minId = '';
let maxId = '';
for (const c of countries.features) {
const ca = countryArea.get(c.id) ?? 0;
if (ca <= 0) continue;
const ratio = (sumByParent.get(c.id) ?? 0) / ca;
ratios.push(ratio);
if (ratio < minRatio) { minRatio = ratio; minId = c.id; }
if (ratio > maxRatio) { maxRatio = ratio; maxId = c.id; }
expect(
ratio >= 0.4 && ratio <= 1.9,
`${c.id}: coverage ${(100 * ratio).toFixed(1)}% is outside [40%, 190%]`,
).toBe(true);
}
const medRatio = median(ratios);
expect(
medRatio >= 0.7 && medRatio <= 1.3,
`median coverage ${(100 * medRatio).toFixed(1)}% is outside [70%, 130%]`,
).toBe(true);
console.log(
`\n coverage range: min ${minId} ${(100 * minRatio).toFixed(1)}%` +
` / median ${(100 * medRatio).toFixed(1)}%` +
` / max ${maxId} ${(100 * maxRatio).toFixed(1)}% (band 40–190%)`,
);
});
it('covers each country\'s landmass with no significant no-one\'s-land (v0.17 gap fill, grid-sampled)', () => {
// The v0.17 fill (scripts/fill-gaps.mjs) assigned every uncovered sliver of
// each country's landmass (≥ 25 km²) to its nearest region, so the residual
// no-one's-land per country should be small everywhere. Measuring the
// exact union is too slow, so this samples a 25×25 grid over each
// country's raw bbox (skipping points outside the country polygon) and
// counts the fraction of in-land sample points that fall in NONE of the
// country's regions — a fast, deterministic proxy (same planar space,
// inline even-odd ray cast; antimeridian-safe because points and polygons
// share the raw coordinate space). Sampling over-counts coastline
// mismatch (admin-0 vs admin-1 edges), so the thresholds are generous:
// they catch a real regression (a whole sliver left unfilled) without
// being brittle to digitization fuzz.
const N = 25;
const results: { id: string; name: string; frac: number; land: number }[] = [];
for (const c of countries.features) {
const [w, s, e, n] = rawBBox(c.geometry);
if (e - w < 0.01 || n - s < 0.01) continue; // degenerate (point-like) country
const regs = regions.features.filter((f) => f.properties.parent === c.id);
let land = 0;
let uncov = 0;
for (let i = 0; i < N; i++) {
const la = s + ((i + 0.5) / N) * (n - s);
for (let j = 0; j < N; j++) {
const lo = w + ((j + 0.5) / N) * (e - w);
const pt: [number, number] = [lo, la];
if (!pointInGeom(pt, c.geometry)) continue;
land++;
// cheap bbox reject first, then the full containment test
if (!regs.some((f) => {
const [rw, rs, re, rn] = regionBB.get(f.id)!;
if (lo < rw || lo > re || la < rs || la > rn) return false;
return pointInGeom(pt, f.geometry);
}))
uncov++;
}
}
if (land >= 4) results.push({ id: c.id, name: c.properties.name, frac: uncov / land, land });
}
expect(results.length, `only ${results.length} countries sampled (expected ~176)`).toBeGreaterThanOrEqual(150);
const fracs = results.map((r) => r.frac).sort((a, b) => a - b);
const med = median(fracs);
const p90 = fracs[Math.floor(fracs.length * 0.9)];
const worst = results.reduce((m, r) => (r.frac > m.frac ? r : m));
const over20 = results.filter((r) => r.frac > 0.2).sort((a, b) => b.frac - a.frac);
expect(
med <= 0.05,
`median country gap ${(100 * med).toFixed(1)}% > 5% — significant no-one's-land remains`,
).toBe(true);
expect(
p90 <= 0.15,
`p90 country gap ${(100 * p90).toFixed(1)}% > 15% — many countries have real gaps`,
).toBe(true);
expect(
worst.frac <= 0.4,
`worst country ${worst.id} (${worst.name}) gap ${(100 * worst.frac).toFixed(1)}% > 40%`,
).toBe(true);
expect(
over20.length <= 3,
`${over20.length} countries with > 20% gap: ${over20.map((r) => `${r.id} ${(100 * r.frac).toFixed(1)}%`).join(', ')}`,
).toBe(true);
console.log(
`\n no-one's-land (grid-sampled, N=${N}): median ${(100 * med).toFixed(1)}% / p90 ${(100 * p90).toFixed(1)}%` +
` / max ${worst.id} (${worst.name}) ${(100 * worst.frac).toFixed(1)}%` +
(over20.length ? ` — >20%: ${over20.map((r) => `${r.id} ${(100 * r.frac).toFixed(1)}%`).join(', ')}` : ' — no country > 20%'),
);
});
it('is at the v0.26 fixed point: 1,800 regions, 11,794 parts, 11,795 rings, 164,801 vertices, 1 hole (KZ-KZY)', () => {
// v0.17 (scripts/fill-gaps.mjs) APPENDED cleaned gap pieces to the v0.16
// fixed point: it never moves an existing border, merges a part, or
// removes a ring — it only adds new parts (+6,768: 5,026 → 11,794) and
// keeps the single KZ-KZY hole. The v0.25 Arkhangel'sk split (#31,
// scripts/split-arkhangel.mjs) then repartitioned the 78 RU-ARK parts
// across three features (RU-ARK + RU-ARK-NE + RU-ARK-SZ), and the v0.26
// band split (#41, scripts/split-arkhangel-band.mjs) repartitioned the
// 33-part mainland again into RU-ARK + RU-PEO + RU-YAM. Both are pure
// re-groupings: no part/ring/vertex moves, so only the region count
// changed (1,796 → 1,798 → 1,800); the part/ring/vertex totals, the
// per-feature ids/names/parents, and the feature order (the new features
// sit immediately after RU-ARK-SZ) are as pinned below. Pinning the
// signature guards against a non-idempotent or destructive re-run; both
// stages are byte-deterministic per input and idempotent (a second run
// changes nothing).
const polysOf = (g: Geometry) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
let verts = 0,
rings = 0,
parts = 0,
holes = 0;
const holeIds: string[] = [];
for (const f of regions.features) {
const polys = polysOf(f.geometry);
parts += polys.length;
for (const poly of polys) {
rings += poly.length;
holes += Math.max(0, poly.length - 1);
if (poly.length > 1) holeIds.push(f.id);
for (const ring of poly) verts += ring.length;
}
}
expect(regions.features.length, 'region count').toBe(1800); // 1,796 + the #31 islands (+2) + the #41 band regions (+2)
expect(parts, 'parts').toBe(11_794); // v0.16: 5,026 → +6,768 appended gap pieces; unchanged by the #31/#41 re-partitions
expect(rings, 'rings').toBe(11_795); // every appended part is a single-ring polygon (+1 hole = KZ-KZY, pre-existing)
expect(holes, 'holes').toBe(1); // the single KZ-KZY hole, unchanged
expect(holeIds, 'the one remaining hole is KZ-KZY').toEqual(['KZ-KZY']);
expect(verts, 'total vertices (incl. ring closure)').toBe(164_801); // v0.16: 111,175; unchanged by the #31/#41 re-partitions
console.log(
`\n v0.26 fixed point: ${regions.features.length} regions (1,796 + the #31 islands + the #41 band), ` +
`${parts} parts, ${rings} rings, ${holes} hole (KZ-KZY), ${verts} vertices — v0.17 topology preserved`,
);
});
it('has the five Arkhangel\'sk-family features: #31 islands + #41 band (RU-ARK, New Earth, Severnaya Zemlya, Pechora, Yamal)', () => {
// v0.25 (#31): the ~411,500 km² RU-ARK mega-region (a 78-part MultiPolygon
// mixing mainland and far-north islands) was repartitioned by part
// centroid into the mainland (RU-ARK, keeps its id/name/key), the Franz
// Josef Land islets (RU-ARK-NE "New Earth", centroid lat ≥ 79.5) and the
// Severnaya Zemlya islets (RU-ARK-SZ, centroid 76–79.5° N, lon ≥ 55°E).
// v0.26 (#41): the 33-part mainland (post-#31) was repartitioned again —
// the 5 lat < 68 parts stay RU-ARK (id/name/key unchanged), and the 28
// lat ≥ 68 "Arctic-coast band" parts split into RU-PEO "Pechora" (the SW
// Voronoi cell, 13 parts) and RU-YAM "Yamal" (the NE Voronoi cell, 15
// parts). Pure re-grouping: all five keep parent RUS and all 78 original
// parts of the pre-#31 feature are accounted for, verbatim.
const byId = new Map(regions.features.map((f) => [f.id, f]));
const ark = byId.get('RU-ARK');
const ne = byId.get('RU-ARK-NE');
const sz = byId.get('RU-ARK-SZ');
const peo = byId.get('RU-PEO');
const yam = byId.get('RU-YAM');
for (const f of [ark, ne, sz, peo, yam]) {
expect(f, `${f?.id ?? '?'} exists`).toBeDefined();
expect(f!.properties.parent, `${f!.id} parent`).toBe('RUS');
expect(f!.geometry.type, `${f!.id} geometry`).toBe('MultiPolygon');
}
expect(ark!.properties.name, 'RU-ARK keeps its name').toBe("Arkhangel'sk");
expect(ne!.properties.name, 'RU-ARK-NE name').toBe('New Earth');
expect(sz!.properties.name, 'RU-ARK-SZ name').toBe('Severnaya Zemlya');
expect(peo!.properties.name, 'RU-PEO name').toBe('Pechora');
expect(yam!.properties.name, 'RU-YAM name').toBe('Yamal');
// the 78 parts of the pre-split feature are all accounted for, verbatim
const countParts = (f: (typeof regions.features)[number]) =>
f.geometry.type === 'MultiPolygon' ? f.geometry.coordinates.length : 1;
expect(
countParts(ark!) + countParts(ne!) + countParts(sz!) + countParts(peo!) + countParts(yam!),
'total parts across the five features',
).toBe(78);
// the #41 split: the mainland core keeps its 5 lat < 68 parts; the band's
// 28 parts split 13 (Pechora) / 15 (Yamal)
expect(countParts(ark!), 'RU-ARK core part count').toBe(5);
expect(countParts(peo!), 'RU-PEO part count').toBe(13);
expect(countParts(yam!), 'RU-YAM part count').toBe(15);
// stable file order: RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM
const idx = regions.features.findIndex((f) => f.id === 'RU-ARK');
expect(regions.features[idx + 1]?.id).toBe('RU-ARK-NE');
expect(regions.features[idx + 2]?.id).toBe('RU-ARK-SZ');
expect(regions.features[idx + 3]?.id).toBe('RU-PEO');
expect(regions.features[idx + 4]?.id).toBe('RU-YAM');
console.log(
`\n #31 + #41: RU-ARK ${countParts(ark!)} parts (core), RU-ARK-NE ${countParts(ne!)} (New Earth), ` +
`RU-ARK-SZ ${countParts(sz!)} (Severnaya Zemlya), RU-PEO ${countParts(peo!)} (Pechora), RU-YAM ${countParts(yam!)} (Yamal)`,
);
});
});
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#!/usr/bin/env node
/**
* scripts/smooth-regions.mjs — smooths jagged sub-national region boundaries.
*
* Run: npm run smooth:regions (in place on public/regions.geo.json)
* node scripts/smooth-regions.mjs [out] [src]
*
* The v0.14 coarsening (boolean dissolve) and Natural Earth's 1:10m digitization
* left some sub-national boundaries overly jagged — the worst being coastal /
* borderland regions that the dissolve split into many small, zig-zag fragments
* (e.g. SI-048 Kocevje, Slovenia, 57 parts; MK-36 Kavadartsi, N. Macedonia, 8
* parts). This cleans the jaggedness in place with **Douglas–Peucker
* vertex-thinning** (`@turf/simplify`), applied to every ring of every polygon.
*
* DOUGLAS–PEUCKER — `@turf/simplify` keeps a vertex only when it deviates from
* the chord joining its kept neighbours by more than the tolerance, removing
* the redundant "in-between" points of a shallow zig-zag. The tolerance is
* expressed in the GeoJSON degree space (its distance metric treats 1° lon
* == 1° lat); TOLERANCE_M (metres) is converted with the same ~111 km/° the
* area model uses, so TOLERANCE_M = 50 is a gentle ~50 m pass. Bump it to
* 100 / 200 for a stronger pass and re-run — the pass is idempotent either way.
*
* VERTEX-THINNING ONLY — DP only removes points. It never moves a border,
* never merges/dissolves regions or parts, and never creates or removes a
* ring, so topology is preserved exactly: the region count, every `id`,
* `properties.name`/`properties.parent`, the part count of every feature, the
* single real hole (KZ-KZY), and all 83 islands are all unchanged. Only the
* redundant vertices along each ring are dropped.
*
* Deterministic + idempotent: one @turf/simplify pass at a fixed tolerance, then
* 4-dp rounding (the same convention as the other scripts). Because the output
* is already at the tolerance's fixed point, re-running on the smoothed file
* yields a byte-identical file (sha256-verified). The 18 degenerate 3-point
* micro-rings (the ~0-area "dots" like Ragged Island / the Paracels) are kept
* verbatim — @turf/simplify requires ≥4 points and would otherwise throw — so
* no ring is ever dropped and every feature keeps its exact part/ring count.
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { simplify } from '@turf/simplify';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const DEFAULT_FILE = path.join(root, 'public', 'regions.geo.json');
const args = process.argv.slice(2).filter((a) => !a.startsWith('-'));
const OUT = args[0] ? path.resolve(args[0]) : DEFAULT_FILE;
const SRC = args[1] ? path.resolve(args[1]) : DEFAULT_FILE;
// --- parameters ---------------------------------------------------------------
const TOLERANCE_M = 50; // DP tolerance in metres — ~50 m is gentle (bump to 100/200 for more)
const M_PER_DEG = 111_000; // ~111 km per degree (same scale as the area model's 111.32/110.574)
const TOL_DEG = TOLERANCE_M / M_PER_DEG; // @turf/simplify works in degree space → ≈ 0.00045°
const R4 = 4; // coordinate precision (decimal places) — same as the other scripts
// --- rounding / normalization (same conventions as the other scripts) ----------
const rN = (v, N) => Math.round(v * 10 ** N) / 10 ** N;
function roundRing(ring, N = R4) {
const out = [];
for (const [x, y] of ring) {
const p = [rN(x, N), rN(y, N)];
const last = out[out.length - 1];
if (!last || last[0] !== p[0] || last[1] !== p[1]) out.push(p);
}
if (out.length > 1 && out[0][0] === out[out.length - 1][0] && out[0][1] === out[out.length - 1][1]) out.pop();
if (out.length < 3) return ring; // degenerate — keep verbatim, never corrupt a ring
return [...out, [...out[0]]];
}
// --- tiny geometry helpers -----------------------------------------------------
const polysOf = (g) => (g.type === 'Polygon' ? [g.coordinates] : g.coordinates);
const ringsOf = (g) => polysOf(g).flatMap((p) => p);
const countVerts = (g) => ringsOf(g).reduce((s, r) => s + r.length, 0);
const countParts = (g) => (g.type === 'Polygon' ? 1 : g.coordinates.length);
const countRings = (g) => ringsOf(g).length;
const countHoles = (g) => polysOf(g).reduce((s, p) => s + Math.max(0, p.length - 1), 0);
/**
* Smooth one closed ring with a single @turf/simplify (Douglas–Peucker) pass.
* Only removes vertices — never adds, never drops the ring. Degenerate rings
* (<4 pts) are returned verbatim (simplify would throw); a ring DP would
* over-collapse below a valid 4-pt ring is kept as-is; any error keeps the
* original. Never throws.
*/
function smoothRing(ring) {
if (!Array.isArray(ring) || ring.length < 4) return ring; // keep degenerate verbatim
try {
const feat = { type: 'Feature', geometry: { type: 'Polygon', coordinates: [ring] } };
const next = simplify(feat, { tolerance: TOL_DEG }).geometry.coordinates[0];
if (!Array.isArray(next) || next.length < 4) return ring; // over-collapsed — keep original
const closed =
next[next.length - 1][0] === next[0][0] && next[next.length - 1][1] === next[0][1]
? next
: [...next, [next[0][0], next[0][1]]];
const rounded = roundRing(closed);
return rounded.length >= 4 ? rounded : ring;
} catch {
return ring;
}
}
/** Smooth every ring of a geometry. Never drops a ring or a part. */
function smoothGeom(geom) {
const newPolys = polysOf(geom).map((poly) => poly.map(smoothRing));
if (geom.type === 'Polygon' && newPolys.length === 1) return { type: 'Polygon', coordinates: newPolys[0] };
return { type: 'MultiPolygon', coordinates: newPolys };
}
// --- main ----------------------------------------------------------------------
function main() {
const t0 = Date.now();
const rawIn = readFileSync(SRC);
const fc = JSON.parse(rawIn);
const inBytes = Buffer.byteLength(rawIn);
console.log(`input: ${fc.features.length} regions (${(inBytes / 1024).toFixed(0)} KB) from ${SRC}`);
console.log(`mode: Douglas–Peucker via @turf/simplify, tolerance ${TOLERANCE_M} m (≈ ${TOL_DEG}°)`);
// before stats
let vb = 0, hb = 0, pb = 0, rb = 0, degenerate = 0;
for (const f of fc.features) {
vb += countVerts(f.geometry);
hb += countHoles(f.geometry);
pb += countParts(f.geometry);
rb += countRings(f.geometry);
for (const r of ringsOf(f.geometry)) if (r.length < 4) degenerate++;
}
const outFeatures = fc.features.map((f) => {
const g = smoothGeom(f.geometry);
return { type: 'Feature', id: f.id, properties: { name: f.properties.name, parent: f.properties.parent }, geometry: g };
});
const out = { type: 'FeatureCollection', features: outFeatures };
// after stats + change count (compare against the original, in order)
let va = 0, ha = 0, pa = 0, ra = 0, changed = 0;
for (let i = 0; i < out.features.length; i++) {
const f = out.features[i];
va += countVerts(f.geometry);
ha += countHoles(f.geometry);
pa += countParts(f.geometry);
ra += countRings(f.geometry);
if (JSON.stringify(f.geometry) !== JSON.stringify(fc.features[i].geometry)) changed++;
}
const afterVerts = new Map(out.features.map((f) => [f.id, countVerts(f.geometry)]));
const json = JSON.stringify(out);
writeFileSync(OUT, json + '\n');
const outBytes = Buffer.byteLength(json) + 1;
console.log(`\n--- RESULTS ---`);
console.log(`regions: ${fc.features.length} → ${out.features.length} (unchanged)`);
console.log(`vertices (incl. ring closure): ${vb} → ${va} removed ${vb - va} (${(100 * (vb - va) / vb).toFixed(2)}%)`);
console.log(`rings: ${rb} → ${ra} parts: ${pb} → ${pa} holes: ${hb} → ${ha} (all unchanged)`);
console.log(`regions whose geometry changed: ${changed} / ${fc.features.length}`);
console.log(`degenerate rings (<4 pts, kept verbatim): ${degenerate}`);
console.log(`file: ${(inBytes / 1024).toFixed(0)} KB → ${(outBytes / 1024).toFixed(0)} KB (${(outBytes / 1024 / 1024).toFixed(2)} MB)`);
// Diagnose the "messy" regions: the real problem is fragmentation — the
// dissolve left coherent regions as many disconnected parts. Rank by part
// count (then total vertices) so these surface; Kocelje/Kavadartsi are here.
const messy = fc.features
.map((f) => ({
id: f.id,
name: f.properties.name,
parent: f.properties.parent,
parts: countParts(f.geometry),
vb: countVerts(f.geometry),
}))
.sort((a, b) => b.parts - a.parts || b.vb - a.vb)
.slice(0, 15);
console.log(`\nMOST-MESSY (top ${messy.length} by fragmentation = parts, then vertices):`);
console.log(` id name country parts verts verts(after)`);
for (const m of messy)
console.log(` ${m.id.padEnd(10)} ${m.name.slice(0, 37).padEnd(38)} ${m.parent.padEnd(7)} ${String(m.parts).padStart(4)} ${String(m.vb).padStart(5)} ${String(afterVerts.get(m.id)).padStart(5)}`);
console.log(`\nwrote ${OUT}; elapsed ${((Date.now() - t0) / 1000).toFixed(1)}s`);
}
main();
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#!/usr/bin/env node
/**
* scripts/split-arkhangel-band.mjs — split the RU-ARK Arctic-coast band into
* two new regions, RU-PEO ("Pechora", the SW group) and RU-YAM ("Yamal", the
* NE group) (issue #41, a follow-up to #31).
*
* The #31 split (`scripts/split-arkhangel.mjs`) left `RU-ARK` as a 33-part
* MultiPolygon (~393,256 km²). Measured on that feature (centroid latitude /
* planar area), the parts divide cleanly by centroid latitude:
*
* lat < 68 4 parts ~305,000 km² (Arkhangel'sk proper + 3 slivers)
* 66 ≤ lat < 68 1 part ~47 km²
* lat ≥ 68 28 parts ~88,000 km² (the "Arctic-coast band")
*
* The band is really *other* Arctic oblasts (Nenets / Pechora / Yamal / Taimyr
* side) mis-lumped into Arkhangel'sk during the v0.14 coarsening. This stage
* re-coarsens it: the 28 band parts are split into two new regions by a
* Voronoi of the two band parts with the largest planar area (the SW anchor
* vs the NE anchor), while the 5 lat < 68 parts stay in `RU-ARK`.
*
* RU-ARK (keeps its id and name) — the 5 lat < 68 parts (original order)
* → still the `arkhangel-sk-lhbk` key
* RU-PEO "Pechora" — the band's SW Voronoi cell (13 parts)
* RU-YAM "Yamal" — the band's NE Voronoi cell (15 parts)
*
* Deterministic, turf-free threshold spec (all data-derived — no magic
* coordinates; the same planar model the tests/adjacency build use):
* 1. centroid of a part = the mean of its outer-ring vertices (verified to
* give the same band assignment as turf's area-weighted centroid, 0 flips).
* 2. band = the parts whose centroid lat ≥ 68 (asserted to be exactly 28).
* 3. anchors = the 2 band parts with the largest planar area (≈ 47,223 and
* ≈ 32,907 km², indices 2 and 1 in the 33-part feature); anchorW = the
* anchor with the smaller centroid longitude.
* 4. each non-anchor band part → the nearer anchor by km-weighted centroid
* distance, `dist(a,b) = hypot(Δlon·111.32·cos(midLat), Δlat·110.574)`;
* a tie → west (anchorW). Each anchor → its own group. This yields
* PEO = {1,4,5,9,11,12,13,14,16,17,18,20,22} and
* YAM = {2,6,15,19,21,23,24,25,26,27,28,29,30,31,32} (0-based indices).
*
* PURE REPARTITION — no geometry is created, moved, or altered: each part is
* moved verbatim (same coordinates, same ring order) from the one feature to
* the others. The union of the three output geometries is byte-identical to
* the input feature's parts, so no border moves and no new overlap is
* possible (the same guarantee as #31). `RU-ARK` keeps its stable feature id,
* so its region key (`arkhangel-sk-lhbk`, FNV-1a of the id) and every existing
* `Nation.territory` / SQLite ownership referencing it stays valid; the two
* new ids (`RU-PEO`, `RU-YAM`) get their own keys derived by the same FNV-1a
* rule in `scripts/build-region-keys.mjs` (`pechora-qwhs`, `yamal-gosw` —
* run it after this stage).
*
* The new features are inserted immediately after `RU-ARK-SZ` (stable file
* order, deterministic bytes: `RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM,
* …`). Each new feature's `properties` copies `RU-ARK`'s (only `name` and
* `parent` exist in this dataset) with `name` overridden; `parent` stays RUS.
* Each feature's geometry is a MultiPolygon of its assigned parts (in
* original order), or a single Polygon if it ended up with one part (it won't
* here, but the builder handles it).
*
* Pipeline position: AFTER `split-arkhangel` and BEFORE `build-region-keys`
* (the manifests must be rebuilt after any geo change):
*
* generate → coarsen → cleanup → smooth → fill-gaps → split-arkhangel
* → **split-arkhangel-band** → build-region-keys → build-region-adjacency
*
* Idempotent: when RU-PEO and RU-YAM already exist the file is left untouched
* (no write at all), so a full re-run of the pipeline reproduces byte-identical
* output.
*
* Usage: node scripts/split-arkhangel-band.mjs [inFile [outFile]]
* (or `npm run split:regions:band`)
* inFile default: public/regions.geo.json
* outFile default: inFile (edit in place)
*
* Deliberately turf-free: no `@turf/*` import (turf is only ever imported by
* the geo-generator `.mjs` stages, never by this re-partition or by any `.ts`).
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const inFile = process.argv[2] ?? path.join(root, 'public', 'regions.geo.json');
const outFile = process.argv[3] ?? inFile;
// A part whose centroid lat is ≥ this is part of the Arctic-coast band; the
// lat < 68 core stays in RU-ARK (issue #41).
const BAND_MIN_LAT = 68;
// The post-#31 mainland feature is a 33-part MultiPolygon; any other shape
// means the file is not the state this stage expects → fail loud.
const EXPECTED_PARTS = 33;
// The Arctic-coast band is exactly 28 of those parts (lat ≥ 68).
const EXPECTED_BAND = 28;
// Planar km model (matches the test's area model and the adjacency build):
// x = lon · 111.32 · cos(midLat), y = lat · 110.574.
const KM_LON = 111.32;
const KM_LAT = 110.574;
const rad = (deg) => (deg * Math.PI) / 180;
/**
* Mean of a part's outer-ring vertices — a turf-free centroid. Verified to give
* the same band assignment as turf's area-weighted centroid (0 flips).
*/
function centroidOf(part) {
const ring = part[0];
let lon = 0;
let lat = 0;
for (const [lo, la] of ring) {
lon += lo;
lat += la;
}
return [lon / ring.length, lat / ring.length];
}
/** Planar area of a part (km²), shoelace over its outer ring at its mean latitude. */
function areaKm2(part) {
const ring = part[0];
let lat = 0;
for (const [, la] of ring) lat += la;
const midLat = lat / ring.length;
const kx = KM_LON * Math.cos(rad(midLat));
let a = 0;
for (let i = 0; i < ring.length; i++) {
const [lon1, lat1] = ring[i];
const [lon2, lat2] = ring[(i + 1) % ring.length];
a += lon1 * kx * (lat2 * KM_LAT) - lon2 * kx * (lat1 * KM_LAT);
}
return Math.abs(a / 2);
}
/** Planar km distance between two centroids (midpoint-latitude weighted). */
function kmDist(a, b) {
const dLon = b[0] - a[0];
const dLat = b[1] - a[1];
const midLat = (a[1] + b[1]) / 2;
return Math.hypot(dLon * KM_LON * Math.cos(rad(midLat)), dLat * KM_LAT);
}
// --- load --------------------------------------------------------------------
const geo = JSON.parse(readFileSync(inFile, 'utf8'));
if (geo?.type !== 'FeatureCollection' || !Array.isArray(geo.features)) {
throw new Error(`${inFile} is not a FeatureCollection`);
}
const features = geo.features;
// --- idempotency: already split? ----------------------------------------------
const ids = new Set(features.map((f) => String(f.id ?? '')));
if (ids.has('RU-PEO') && ids.has('RU-YAM')) {
console.log(
`[split-arkhangel-band] RU-PEO and RU-YAM already present — no-op (idempotent), ${inFile} left untouched`,
);
process.exit(0);
}
// --- load + validate RU-ARK ---------------------------------------------------
const idx = features.findIndex((f) => f.id === 'RU-ARK');
if (idx < 0) throw new Error('RU-ARK not found in ' + inFile);
const ark = features[idx];
if (ark.geometry?.type !== 'MultiPolygon') {
throw new Error(
`RU-ARK geometry is ${ark.geometry?.type}, expected MultiPolygon (the 33-part post-#31 mainland)`,
);
}
const parts = ark.geometry.coordinates;
if (parts.length !== EXPECTED_PARTS) {
throw new Error(`RU-ARK has ${parts.length} parts, expected ${EXPECTED_PARTS} (the post-#31 mainland)`);
}
// --- band selection (centroid lat ≥ 68) and the lat < 68 core -----------------
const partsByIndex = parts.map((p, i) => ({ i, c: centroidOf(p) }));
const band = partsByIndex.filter((o) => o.c[1] >= BAND_MIN_LAT);
if (band.length !== EXPECTED_BAND) {
throw new Error(`expected exactly ${EXPECTED_BAND} Arctic-coast band parts (lat ≥ ${BAND_MIN_LAT}), found ${band.length}`);
}
const core = partsByIndex.filter((o) => o.c[1] < BAND_MIN_LAT);
// --- anchors: the two band parts with the largest planar area -----------------
// (≈ 47,223 and ≈ 32,907 km², indices 2 and 1 in the 33-part feature).
const byArea = [...band].sort((a, b) => areaKm2(parts[b.i]) - areaKm2(parts[a.i]));
const big = byArea[0];
const small = byArea[1];
const anchorW = big.c[0] <= small.c[0] ? big : small; // the west (SW) anchor
const anchorE = big.c[0] <= small.c[0] ? small : big; // the east (NE) anchor
// --- assignment (Voronoi by km-weighted centroid distance; tie → west) --------
const peo = new Set([anchorW.i]);
const yam = new Set([anchorE.i]);
for (const o of band) {
if (o.i === anchorW.i || o.i === anchorE.i) continue;
const dW = kmDist(o.c, anchorW.c);
const dE = kmDist(o.c, anchorE.c);
(dW <= dE ? peo : yam).add(o.i); // a tie goes to the west (anchorW) group
}
// --- rebuild geometries (parts verbatim, original order; MultiPolygon/Polygon) --
const geom = (ps) =>
ps.length > 1 ? { type: 'MultiPolygon', coordinates: ps } : { type: 'Polygon', coordinates: ps[0] };
const coreParts = [...core].sort((a, b) => a.i - b.i).map((o) => parts[o.i]);
const peoParts = [...peo].sort((a, b) => a - b).map((i) => parts[i]);
const yamParts = [...yam].sort((a, b) => a - b).map((i) => parts[i]);
ark.geometry = geom(coreParts);
const mkFeature = (id, name, ps) => ({
type: 'Feature',
id,
// copy every property RU-ARK has (currently just { name, parent }), overriding name
properties: { ...ark.properties, name },
geometry: geom(ps),
});
const peoF = mkFeature('RU-PEO', 'Pechora', peoParts);
const yamF = mkFeature('RU-YAM', 'Yamal', yamParts);
// --- report -------------------------------------------------------------------
const km2 = (ps) => ps.reduce((s, p) => s + areaKm2(p), 0);
console.log(`[split-arkhangel-band] input: ${inFile}`);
console.log(
` RU-ARK (core, lat < 68) ${coreParts.length} parts (of ${parts.length}), ≈ ${Math.round(km2(coreParts)).toLocaleString('en-US')} km²`,
);
console.log(
` RU-PEO (Pechora, SW) ${peoParts.length} parts, ≈ ${Math.round(km2(peoParts)).toLocaleString('en-US')} km² [${[...peo].sort((a, b) => a - b).join(',')}]`,
);
console.log(
` RU-YAM (Yamal, NE) ${yamParts.length} parts, ≈ ${Math.round(km2(yamParts)).toLocaleString('en-US')} km² [${[...yam].sort((a, b) => a - b).join(',')}]`,
);
if (peoParts.length === 0 || yamParts.length === 0) {
throw new Error(
`threshold mis-split: Pechora=${peoParts.length} parts, Yamal=${yamParts.length} parts — check the band before shipping`,
);
}
// --- insert at a stable position (immediately after RU-ARK-SZ) and write -------
// RU-ARK-SZ must exist (the #31 split ran first); if it doesn't, this stage is
// being run out of order → fail loud.
const szIdx = features.findIndex((f) => f.id === 'RU-ARK-SZ');
if (szIdx < 0) {
throw new Error('RU-ARK-SZ not found — the #31 split (scripts/split-arkhangel.mjs) must run before this stage');
}
features.splice(szIdx + 1, 0, peoF, yamF);
writeFileSync(outFile, JSON.stringify(geo));
console.log(
`[split-arkhangel-band] wrote ${outFile} — features ${features.length - 2} → ${features.length}` +
` (order …, RU-ARK, RU-ARK-NE, RU-ARK-SZ, RU-PEO, RU-YAM, …)`,
);
+180
View File
@@ -0,0 +1,180 @@
#!/usr/bin/env node
/**
* scripts/split-arkhangel.mjs — split the RU-ARK ("Arkhangel'sk") mega-region
* into main + two detached island archipelagos (issue #31).
*
* `RU-ARK` is a 78-part MultiPolygon of ~411,500 km²: the Arkhangel'sk
* mainland plus Arctic-coast mainland parts, tiny islets, AND two far-north
* island groups that belong nowhere near the mainland — the Franz Josef Land
* islets (New Earth, centroid lat ≥ 79.5) and the Severnaya Zemlya islets
* (centroid lat 76–79.5, lon ≥ 55). This stage repartitions the existing
* polygon parts between three features so each island group is its own
* addressable sub-region:
*
* RU-ARK (keeps its id and name) — every part whose centroid has
* lat < 76 (the mainland, Arctic-coast
* mainland parts, islets, one south dot)
* RU-ARK-NE "New Earth" — every part whose centroid has
* lat ≥ 79.5 (the 42 Franz Josef Land
* islets, ~15,700 km²)
* RU-ARK-SZ "Severnaya Zemlya" — every part whose centroid has
* 76 ≤ lat < 79.5 AND lon ≥ 55 (the 3
* Severnaya Zemlya islets, ~1,200 km²)
*
* (Parts in the 76–79.5° band with lon < 55 would stay in RU-ARK; none exist
* in the current dataset — the split is verified clean before it is written.)
*
* PURE REPARTITION — no geometry is created, moved, or altered: each part is
* moved verbatim (same coordinates, same ring order) from the one feature to
* the other. The union of the three output geometries is byte-identical to
* the input feature's parts, so no border moves and no new overlap is
* possible. RU-ARK keeps its stable feature id, so its region key
* (`arkhangel-sk-lhbk`, FNV-1a of the id) and every existing
* `Nation.territory` / SQLite ownership referencing it stays valid; the two
* new ids (`RU-ARK-NE`, `RU-ARK-SZ`) get their own keys derived by the same
* FNV-1a rule in `scripts/build-region-keys.mjs` (run it after this stage).
*
* The new features are inserted immediately after RU-ARK (stable file order,
* deterministic bytes). Each new feature's `properties` copies RU-ARK's
* (only `name` and `parent` exist in this dataset) with `name` overridden;
* `parent` stays RUS. Each feature's geometry is a MultiPolygon of its
* assigned parts, or a single Polygon if it ends up with one part.
*
* Pipeline position: between `fill-gaps` and `build-region-keys` (the
* manifests must be rebuilt after any geo change):
*
* generate → coarsen → cleanup → smooth → fill-gaps → **split-arkhangel**
* → build-region-keys → build-region-adjacency
*
* Idempotent: when RU-ARK-NE and RU-ARK-SZ already exist the file is left
* untouched (no write at all), so a full re-run of the pipeline reproduces
* byte-identical output.
*
* Usage: node scripts/split-arkhangel.mjs [inFile [outFile]]
* (or `npm run split:regions`)
* inFile default: public/regions.geo.json
* outFile default: inFile (edit in place)
*
* `@turf/centroid` + `@turf/helpers` are used only to classify each part by
* its centroid — the same measurement the split thresholds are defined in.
* (Turf is allowed in .mjs scripts only; never imported by any .ts file.)
*/
import { readFileSync, writeFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import centroid from '@turf/centroid';
import area from '@turf/area';
import { polygon } from '@turf/helpers';
const here = path.dirname(fileURLToPath(import.meta.url));
const root = path.resolve(here, '..');
const inFile = process.argv[2] ?? path.join(root, 'public', 'regions.geo.json');
const outFile = process.argv[3] ?? inFile;
// The split thresholds (degrees), per issue #31.
const NEW_EARTH_MIN_LAT = 79.5; // centroid lat ≥ this → New Earth (Franz Josef Land)
const SZ_BAND_MIN_LAT = 76; // centroid lat ≥ this (and < NEW_EARTH_MIN_LAT)…
const SZ_MIN_LON = 55; // …and centroid lon ≥ this → Severnaya Zemlya
// (anything else — including the 76–79.5° band west of 55°E, of which the
// current dataset has none — stays in the main Arkhangel'sk feature)
/** A GeoJSON polygon part as a turf Feature (for centroid/area only). */
const partFeature = (part) => polygon(part);
/**
* A part's centroid [lon, lat]. Strict by design: a centroid that cannot be
* computed is a data error, not something to silently route to the mainland.
*/
function centroidOf(part) {
try {
return centroid(partFeature(part)).geometry.coordinates;
} catch (err) {
throw new Error(`cannot compute centroid for a RU-ARK part: ${err.message}`);
}
}
/** Classify a centroid [lon, lat] into one of the three output buckets. */
function bucketOf([lon, lat]) {
if (lat >= NEW_EARTH_MIN_LAT) return 'ne';
if (lat >= SZ_BAND_MIN_LAT && lat < NEW_EARTH_MIN_LAT && lon >= SZ_MIN_LON) return 'sz';
return 'main';
}
// --- load --------------------------------------------------------------------
const geo = JSON.parse(readFileSync(inFile, 'utf8'));
if (geo?.type !== 'FeatureCollection' || !Array.isArray(geo.features)) {
throw new Error(`${inFile} is not a FeatureCollection`);
}
const features = geo.features;
// --- idempotency: already split? ----------------------------------------------
const ids = new Set(features.map((f) => String(f.id ?? '')));
if (ids.has('RU-ARK-NE') && ids.has('RU-ARK-SZ')) {
console.log(
`[split-arkhangel] RU-ARK-NE and RU-ARK-SZ already present — no-op (idempotent), ${inFile} left untouched`,
);
process.exit(0);
}
const idx = features.findIndex((f) => f.id === 'RU-ARK');
if (idx < 0) {
throw new Error('RU-ARK not found in ' + inFile);
}
const ark = features[idx];
if (ark.geometry?.type !== 'MultiPolygon') {
throw new Error(
`RU-ARK geometry is ${ark.geometry?.type}, expected MultiPolygon (the split expects the pre-#31 mega-region)`,
);
}
const parts = ark.geometry.coordinates;
// --- partition (stable: original part order is kept inside each bucket) -------
const buckets = { main: [], ne: [], sz: [] };
let bandWest = 0; // 76–79.5°-band parts west of 55°E (stay in main; 0 in the current data)
for (const part of parts) {
const [lon, lat] = centroidOf(part);
if (lat >= SZ_BAND_MIN_LAT && lat < NEW_EARTH_MIN_LAT && lon < SZ_MIN_LON) bandWest += 1;
buckets[bucketOf([lon, lat])].push(part);
}
// --- rebuild geometries (parts verbatim; MultiPolygon, or Polygon if 1 part) --
const geom = (ps) =>
ps.length > 1
? { type: 'MultiPolygon', coordinates: ps }
: { type: 'Polygon', coordinates: ps[0] };
ark.geometry = geom(buckets.main);
const mkFeature = (id, name, ps) => ({
type: 'Feature',
id,
// copy every property RU-ARK has (currently just { name, parent }), overriding name
properties: { ...ark.properties, name },
geometry: geom(ps),
});
const ne = mkFeature('RU-ARK-NE', 'New Earth', buckets.ne);
const sz = mkFeature('RU-ARK-SZ', 'Severnaya Zemlya', buckets.sz);
// --- report -------------------------------------------------------------------
const km2 = (ps) => ps.reduce((s, p) => s + area(partFeature(p)) * 1e-6, 0);
console.log(`[split-arkhangel] input: ${inFile}`);
console.log(
` RU-ARK (main) ${buckets.main.length} parts (of ${parts.length}), ≈ ${Math.round(km2(buckets.main)).toLocaleString('en-US')} km²` +
(bandWest ? ` — incl. ${bandWest} part(s) in the 76–79.5° band west of 55°E (kept in main)` : ''),
);
console.log(
` RU-ARK-NE (New Earth) ${buckets.ne.length} parts, ≈ ${Math.round(km2(buckets.ne)).toLocaleString('en-US')} km²`,
);
console.log(
` RU-ARK-SZ (Severnaya Zemlya) ${buckets.sz.length} parts, ≈ ${Math.round(km2(buckets.sz)).toLocaleString('en-US')} km²`,
);
if (buckets.ne.length === 0 || buckets.sz.length === 0) {
throw new Error(
`threshold mis-split: New Earth=${buckets.ne.length} parts, Severnaya Zemlya=${buckets.sz.length} parts — check the centroids before shipping`,
);
}
// --- insert at a stable position (immediately after RU-ARK) and write ---------
features.splice(idx + 1, 0, ne, sz);
writeFileSync(outFile, JSON.stringify(geo));
console.log(`[split-arkhangel] wrote ${outFile} — features ${features.length - 2} → ${features.length}`);
+51
View File
@@ -23,6 +23,9 @@ function makeState(id: string): GameState {
events: [], events: [],
pending: [], pending: [],
version: 1, version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
}; };
} }
@@ -72,4 +75,52 @@ describe('openDb', () => {
expect(db.load('missing')).toBeNull(); expect(db.load('missing')).toBeNull();
db.close(); db.close();
}); });
it('(v0.22 #16 P3) a legacy row saved before the unowned field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { unowned?: string[] }).unowned; // a pre-v0.22 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.unowned).toEqual([]);
db.close();
});
it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.pendingNationOps).toEqual([]);
db.close();
});
it('(v0.27 #44) a legacy row saved before the markers field existed loads with it defaulted to []', () => {
const db = openDb(':memory:');
const legacy = makeState('legacy');
delete (legacy as { markers?: unknown[] }).markers; // a pre-v0.27 save (field absent)
db.save(legacy);
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.markers).toEqual([]);
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:');
db.save(makeState('a'));
db.save(makeState('b'));
expect(db.delete('nope')).toBe(false); // unknown id
expect(db.delete('a')).toBe(true); // removes a
expect(db.load('a')).toBeNull();
expect(db.load('b')?.id).toBe('b');
expect([...db.listIds()].sort()).toEqual(['b']);
expect(db.delete('a')).toBe(false); // already gone
db.close();
});
}); });
+15 -1
View File
@@ -8,6 +8,7 @@ export interface Db {
save(state: GameState): void; save(state: GameState): void;
load(id: string): GameState | null; load(id: string): GameState | null;
listIds(): string[]; listIds(): string[];
delete(id: string): boolean;
close(): void; close(): void;
} }
@@ -29,6 +30,7 @@ export function openDb(filePath: string): Db {
); );
const byId = db.prepare('SELECT data FROM games WHERE id = ?'); const byId = db.prepare('SELECT data FROM games WHERE id = ?');
const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC'); const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC');
const del = db.prepare('DELETE FROM games WHERE id = ?');
return { return {
save(state) { save(state) {
upsert.run(state.id, JSON.stringify(state), new Date().toISOString()); upsert.run(state.id, JSON.stringify(state), new Date().toISOString());
@@ -37,7 +39,16 @@ export function openDb(filePath: string): Db {
const row = byId.get(id) as { data: string } | undefined; const row = byId.get(id) as { data: string } | undefined;
if (!row) return null; if (!row) return null;
try { try {
return JSON.parse(row.data) as GameState; const state = JSON.parse(row.data) as GameState;
// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
// with it defaulted: a legacy game has no no-man's-land regions.
if (state.unowned === undefined) state.unowned = [];
// (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game
// has none awaiting confirm/reject.
if (state.pendingNationOps === undefined) state.pendingNationOps = [];
// (v0.27, #44) Same for map markers: a legacy game has none placed.
if (state.markers === undefined) state.markers = [];
return state;
} catch { } catch {
return null; return null;
} }
@@ -45,6 +56,9 @@ export function openDb(filePath: string): Db {
listIds() { listIds() {
return (all.all() as { id: string }[]).map((r) => r.id); return (all.all() as { id: string }[]).map((r) => r.id);
}, },
delete(id) {
return del.run(id).changes > 0;
},
close() { close() {
db.close(); db.close();
}, },
+1487 -10
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File diff suppressed because it is too large Load Diff
+820 -36
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File diff suppressed because it is too large Load Diff
+80 -1
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@@ -12,14 +12,17 @@ import { deepClone } from '../shared/protocol';
import type { import type {
AddActionRequest, AddActionRequest,
AddDiplomacyRequest, AddDiplomacyRequest,
ConfirmNationOpRequest,
CreateGameRequest, CreateGameRequest,
RejectNationOpRequest,
RemoveQueueItemRequest, RemoveQueueItemRequest,
} from '../shared/protocol'; } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
import { createLlmClient } from './llm'; import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub'; import { makeStubLlmClient } from './stub';
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine'; import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, runTurn } from './engine';
import { buildRegionMap } from './map'; import { buildRegionMap } from './map';
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, hasAdjacency, hasCentroids, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
import { createPresetStore } from './presets'; import { createPresetStore } from './presets';
import { openDb, type Db } from './db'; import { openDb, type Db } from './db';
@@ -49,6 +52,9 @@ const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
// the e2e config, so honor it as a fallback to keep all three in agreement. // the e2e config, so honor it as a fallback to keep all three in agreement.
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10); const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
const presetStore = createPresetStore(presetsDir); const presetStore = createPresetStore(presetsDir);
// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
// just means region expansion/reference degrade to the raw keys (server still boots).
loadRegions(root);
const db: Db = openDb(path.join(dataDir, 'history.db')); const db: Db = openDb(path.join(dataDir, 'history.db'));
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model). // LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
const useStub = process.env.LLM_STUB === '1'; const useStub = process.env.LLM_STUB === '1';
@@ -120,7 +126,21 @@ app.post('/api/games', (req: Request, res) => {
events: [], events: [],
pending: [], pending: [],
version: 1, // the first saved revision; every later mutation bumps it version: 1, // the first saved revision; every later mutation bumps it
// (v0.22, #16 P3) No man's land can only arise mid-game — a fresh game
// starts with nothing released; this list grows as the LLM releases
// regions and shrinks as they get re-claimed.
unowned: [],
// (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the
// list grows as the LLM proposes renames (and, later, splits/merges) and
// shrinks as the player confirms or rejects them.
pendingNationOps: [],
// (v0.27, #44) No markers on a fresh game; the LLM places them over time.
markers: [],
}; };
// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
// of all its sub-regions, so ownership (and the choropleth) is at region
// granularity from the very first turn. Preset JSONs stay country-level.
for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
db.save(state); db.save(state);
res.json({ game: state }); res.json({ game: state });
}); });
@@ -156,6 +176,17 @@ app.get('/api/games/:id/map', (req, res) => {
res.json({ regions: buildRegionMap(game) }); res.json({ regions: buildRegionMap(game) });
}); });
// Delete a saved game entirely. Fast, non-LLM. 404 if it doesn't exist; on
// success broadcast an SSE `error` to any other open tab watching it so it
// returns home (see the `event: error` handling in src/lib/sse.ts).
app.delete('/api/games/:id', (req, res) => {
const id = req.params.id;
const removed = db.delete(id);
if (!removed) return res.status(404).json({ error: 'game not found' });
broadcast(id, 'error', { message: 'game deleted' });
res.json({ deleted: true });
});
// Queue a free-text player action onto the pending round. No LLM call and no // Queue a free-text player action onto the pending round. No LLM call and no
// turn advance — the round is only committed (in one turn) by "Jump forward". // turn advance — the round is only committed (in one turn) by "Jump forward".
app.post('/api/games/:id/action', (req, res) => { app.post('/api/games/:id/action', (req, res) => {
@@ -201,6 +232,38 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
res.json({ game: next }); res.json({ game: next });
}); });
// (v0.23, #16 P4a; v0.24, #16 P4b) Resolve a pending nation-op proposal
// waiting in game.pendingNationOps: a rename takes effect (body.edits.name
// may override the proposed name), a split partitions the nation's territory
// into the proposed parts (body.edits.playerPart picks which part the player
// leads, default 0), and a merge folds its inputs into the survivor
// (body.edits.name may override the merged name). No LLM call, no turn
// advance — same fast save → broadcast → respond order as /queue/remove.
// The version bump lets "never go backwards" clients reconcile.
app.post('/api/games/:id/nation-op/confirm', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const body = (req.body ?? {}) as ConfirmNationOpRequest;
const next = confirmNationOp(game, body.index, body.edits);
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
app.post('/api/games/:id/nation-op/reject', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const body = (req.body ?? {}) as RejectNationOpRequest;
const next = rejectNationOp(game, body.index);
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
// Jump forward: commit the whole pending round (or an empty one) to the model // Jump forward: commit the whole pending round (or an empty one) to the model
// in a single turn. applyTurnResult clears the pending queue on the returned // in a single turn. applyTurnResult clears the pending queue on the returned
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors. // state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
@@ -216,6 +279,22 @@ app.post('/api/games/:id/jump', async (req, res) => {
preset, preset,
state: game, state: game,
items: game.pending, items: game.pending,
// (v0.22, #16 P3) the region reference table must also cover released
// (no-man's-land) keys — they belong to no nation's territory, but the
// model needs their names to re-claim them.
regionReference: referenceForKeys(
new Set([...allTerritoryKeys(game), ...(game.unowned ?? [])]),
),
validRegionKeys: validKeys(),
// v0.21 (#16 P2): when the region-adjacency manifest loaded, hand the
// engine the resolver — the turn then runs with the LLM's getNeighbours
// tool and the player-frontier prompt field (both switch off without it).
getNeighbours: hasAdjacency() ? (keys) => neighboursOf(keys) : undefined,
// (v0.27, #44) when the centroid manifest loaded, hand the engine the
// resolver so a turn can place new map markers at their region's
// centroid (without it, marker adds are dropped; existing markers are
// still maintained).
centroidOf: hasCentroids() ? (key) => centroidOf(key) : undefined,
}); });
db.save(state); db.save(state);
broadcast(id, 'turn', { state, result }); broadcast(id, 'turn', { state, result });
+179
View File
@@ -208,3 +208,182 @@ describe('createLlmClient (injectable transport)', () => {
); );
}); });
}); });
describe('createLlmClient.chatWithTools (function-calling loop, v0.21 #16 P2)', () => {
const tool = {
type: 'function' as const,
function: {
name: 'getNeighbours',
description: 'list bordering region keys',
parameters: { type: 'object' },
},
};
function toolCallResponse(id: string, name: string, args: string) {
return json({
choices: [
{
finish_reason: 'tool_calls',
message: {
content: null,
tool_calls: [{ id, type: 'function', function: { name, arguments: args } }],
},
},
],
});
}
function contentResponse(content: string) {
return json({ choices: [{ finish_reason: 'stop', message: { content } }] });
}
it('sends tools in the first request; echoes the assistant tool_calls + tool result; the executor gets parsed args', async () => {
const sent: string[] = [];
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
if (sent.length === 1) return toolCallResponse('call_1', 'getNeighbours', '{"regionKeys":["a"]}');
return contentResponse('final answer');
};
const executorCalls: Array<{ name: string; args: Record<string, unknown> }> = [];
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
(name, args) => {
executorCalls.push({ name, args });
return JSON.stringify({ neighbours: ['b'] });
},
);
expect(out).toBe('final answer');
expect(sent).toHaveLength(2);
// request 1: the tools array is present, history is just the initial message
const body1 = JSON.parse(sent[0]);
expect(body1.tools).toEqual([tool]);
expect(body1.messages).toEqual([{ role: 'user', content: 'hi' }]);
// request 2: the assistant tool-call and the tool result are echoed back
const body2 = JSON.parse(sent[1]);
expect(body2.tools).toEqual([tool]);
expect(body2.messages).toEqual([
{ role: 'user', content: 'hi' },
{
role: 'assistant',
content: null,
tool_calls: [
{
id: 'call_1',
type: 'function',
function: { name: 'getNeighbours', arguments: '{"regionKeys":["a"]}' },
},
],
},
{ role: 'tool', tool_call_id: 'call_1', content: JSON.stringify({ neighbours: ['b'] }) },
]);
// the executor received the parsed (object) arguments, not the raw string
expect(executorCalls).toEqual([{ name: 'getNeighbours', args: { regionKeys: ['a'] } }]);
});
it('a content-only response ends in one round (the executor is never called)', async () => {
const sent: string[] = [];
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
return contentResponse('done');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => {
throw new Error('the executor must not be called');
},
);
expect(out).toBe('done');
expect(sent).toHaveLength(1);
});
it('bounds the tool rounds: maxRounds tool-call rounds, then one final no-tools request', async () => {
const sent: string[] = [];
let n = 0;
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
n += 1;
if (n <= 2) return toolCallResponse(`call_${n}`, 'getNeighbours', '{}');
return contentResponse('committed');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => JSON.stringify({ neighbours: [] }),
{ maxRounds: 2 },
);
expect(out).toBe('committed');
expect(sent).toHaveLength(3); // 2 tool rounds + the forced final request
expect(JSON.parse(sent[2]).tools).toBeUndefined(); // the final request has no tools
});
it('malformed tool arguments produce an "invalid tool arguments" tool message (no throw)', async () => {
const sent: string[] = [];
let n = 0;
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
n += 1;
if (n === 1) return toolCallResponse('call_1', 'getNeighbours', '{not valid json');
return contentResponse('recovered');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => {
throw new Error('the executor must not be called on malformed args');
},
);
expect(out).toBe('recovered');
const body2 = JSON.parse(sent[1]);
const toolMsg = body2.messages.find((m: { role?: string }) => m.role === 'tool');
expect(toolMsg).toBeDefined();
expect(toolMsg.content).toMatch(/invalid tool arguments/);
});
it('retries a tool-call round on transient failure and still resolves the tool (500 → tool_calls → content)', async () => {
const sent: string[] = [];
let n = 0;
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
n += 1;
if (n === 1) return httpError(500);
if (n === 2) return toolCallResponse('call_1', 'getNeighbours', '{"regionKeys":["a"]}');
return contentResponse('ok');
};
const llm = createLlmClient({
transport,
apiBase: 'http://x/v1',
model: 'm',
retryBaseDelayMs: 1,
});
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => JSON.stringify({ neighbours: [] }),
);
expect(out).toBe('ok');
expect(sent).toHaveLength(3);
});
it('a tool-call response is never treated as a truncation failure (content null is fine)', async () => {
const sent: string[] = [];
const transport = async (_url: string, init?: RequestInit) => {
sent.push(String(init?.body ?? ''));
if (sent.length === 1) return toolCallResponse('call_1', 'getNeighbours', '{}');
return contentResponse('ok');
};
const llm = createLlmClient({ transport, apiBase: 'http://x/v1', model: 'm' });
const out = await llm.chatWithTools!(
[{ role: 'user', content: 'hi' }],
[tool],
() => JSON.stringify({ neighbours: [] }),
);
expect(out).toBe('ok');
expect(sent).toHaveLength(2); // no retry of the first (successful) round
});
});
+189 -9
View File
@@ -23,12 +23,55 @@
// to 3 total attempts and 2s→3s backoff (±20% jitter). HTTP 4xx is a // to 3 total attempts and 2s→3s backoff (±20% jitter). HTTP 4xx is a
// deterministic client error and throws immediately, with no retry. Every // deterministic client error and throws immediately, with no retry. Every
// call is logged: one line on success, one on final failure. // call is logged: one line on success, one on final failure.
//
// Function calling: `chatWithTools()` extends `chat()` with the OpenAI tool
// loop. When the model answers with `finish_reason: "tool_calls"`, the client
// runs the provided executor for every requested call, appends the assistant
// tool-call message plus one `tool` result message per call, and re-sends the
// growing history until the model produces a final `content`. The loop is
// bounded to DEFAULT_MAX_TOOL_ROUNDS (6) tool rounds; if the budget is spent
// without a final answer, one last *no-tools* request forces the model to
// commit. The same retry/backoff/reasoning-effort machinery applies per
// request, so an injectable transport only has to forward `tools` in the body
// and accept `assistant`/`tool` messages in the history. The deterministic
// stub answers plain `content` (no tool calls) and therefore bypasses the
// loop in a single round.
export interface ChatMessage { export interface ChatMessage {
role: 'system' | 'user' | 'assistant'; role: 'system' | 'user' | 'assistant';
content: string; content: string;
} }
/** One OpenAI-style function call the model requests (`finish_reason: "tool_calls"`). */
export interface ToolCallSpec {
id: string;
type: 'function';
function: { name: string; arguments: string };
}
/** A function the model may call (one OpenAI `tools` entry). */
export interface ToolDefinition {
type: 'function';
function: {
name: string;
description?: string;
parameters?: Record<string, unknown>;
};
}
/**
* The full message vocabulary a request can carry: plain chat messages, plus
* assistant messages that request tool calls and the `tool` results that
* answer them (the OpenAI function-calling wire shape).
*/
export type WireMessage =
| ChatMessage
| { role: 'assistant'; content: string | null; tool_calls: ToolCallSpec[] }
| { role: 'tool'; tool_call_id: string; content: string };
/** Executes one tool call; the returned string is fed back to the model as the `tool` result. */
export type ToolExecutor = (name: string, args: Record<string, unknown>) => string;
/** A network call. The default implementation is native fetch. */ /** A network call. The default implementation is native fetch. */
export type Transport = (url: string, init?: RequestInit) => Promise<Response>; export type Transport = (url: string, init?: RequestInit) => Promise<Response>;
@@ -39,6 +82,18 @@ export interface ChatOptions {
export interface LlmClient { export interface LlmClient {
chat(messages: ChatMessage[], opts?: ChatOptions): Promise<string>; chat(messages: ChatMessage[], opts?: ChatOptions): Promise<string>;
/**
* The function-calling variant of chat() — see the file header for the loop
* semantics (bounded tool rounds, then a forced final answer). Optional on
* the interface: minimal test doubles may omit it, and callers (the
* engine's runTurn) fall back to chat() when it is absent.
*/
chatWithTools?(
messages: WireMessage[],
tools: ToolDefinition[],
executeTool: ToolExecutor,
opts?: ChatOptions & { maxRounds?: number },
): Promise<string>;
listModels(): Promise<string[]>; listModels(): Promise<string[]>;
} }
@@ -63,9 +118,17 @@ export const DEFAULT_MAX_TOKENS = 4000;
*/ */
export const DEFAULT_REASONING_EFFORT = 'low'; export const DEFAULT_REASONING_EFFORT = 'low';
/** Total attempts `chat()` makes before giving up (1 initial + 2 retries). */ /** Total attempts per request (chat / chatWithTools) before giving up (1 initial + 2 retries). */
export const MAX_ATTEMPTS = 3; export const MAX_ATTEMPTS = 3;
/**
* Max tool-call rounds (assistant tool_calls → tool results) a chatWithTools
* loop may make before a final no-tools request forces the answer. Keeps a
* turn bounded even if the model keeps asking for data; a realistic turn uses
* 0–2 rounds.
*/
export const DEFAULT_MAX_TOOL_ROUNDS = 6;
/** Base retry backoff: retry 1 waits 2000ms, retry 2 waits 3000ms, each ±20% jitter. */ /** Base retry backoff: retry 1 waits 2000ms, retry 2 waits 3000ms, each ±20% jitter. */
const RETRY_BASE_DELAY_MS = 2000; const RETRY_BASE_DELAY_MS = 2000;
@@ -154,6 +217,30 @@ function isNetworkError(err: unknown): boolean {
); );
} }
/** Parse the wire `tool_calls` array into validated ToolCallSpecs (malformed entries are dropped). */
function parseToolCalls(raw: unknown): ToolCallSpec[] {
if (!Array.isArray(raw)) return [];
const out: ToolCallSpec[] = [];
for (const tc of raw) {
if (!tc || typeof tc !== 'object') continue;
const t = tc as Record<string, unknown>;
const fn = t.function as Record<string, unknown> | undefined;
if (!fn || typeof fn.name !== 'string' || fn.name === '') continue;
const argumentsText =
typeof fn.arguments === 'string'
? fn.arguments
: fn.arguments != null
? JSON.stringify(fn.arguments)
: '{}';
out.push({
id: typeof t.id === 'string' && t.id !== '' ? t.id : `call_${out.length}`,
type: 'function',
function: { name: fn.name, arguments: argumentsText },
});
}
return out;
}
/** One transport attempt, classified as success / retryable / fatal. */ /** One transport attempt, classified as success / retryable / fatal. */
interface Attempt { interface Attempt {
status?: number; status?: number;
@@ -161,6 +248,7 @@ interface Attempt {
retryable: boolean; retryable: boolean;
content?: string; content?: string;
finishReason?: string | null; finishReason?: string | null;
toolCalls?: ToolCallSpec[];
} }
export function createLlmClient(deps: LlmClientDeps = {}): LlmClient { export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
@@ -179,7 +267,7 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
/** /**
* One POST to /chat/completions. Classifies the outcome: * One POST to /chat/completions. Classifies the outcome:
* - success → content + finish_reason * - success → content and/or tool_calls
* - retryable → timeout/abort, HTTP 5xx, network error, null/empty content * - retryable → timeout/abort, HTTP 5xx, network error, null/empty content
* - fatal → HTTP 4xx (deterministic client error) or an unexpected throw * - fatal → HTTP 4xx (deterministic client error) or an unexpected throw
*/ */
@@ -213,12 +301,27 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
const body = (await res.json()) as { const body = (await res.json()) as {
choices?: { choices?: {
finish_reason?: string | null; finish_reason?: string | null;
message?: { content?: string; reasoning?: string | null }; message?: { content?: string; reasoning?: string | null; tool_calls?: unknown };
}[]; }[];
}; };
const choice = body.choices?.[0];
const message = choice?.message;
// A tool-call round is a SUCCESS even though `content` is null there: the
// model is asking for data, not failing (never treat it as truncation).
const toolCalls = parseToolCalls(message?.tool_calls);
if (toolCalls.length > 0) {
return {
status: res.status,
retryable: false,
content:
typeof message?.content === 'string' && message.content !== '' ? message.content : undefined,
finishReason: choice?.finish_reason ?? null,
toolCalls,
};
}
// The reasoning model can exhaust its output budget on the CoT and return // The reasoning model can exhaust its output budget on the CoT and return
// a null `content` — treat that as a retryable truncation, not a success. // a null `content` — treat that as a retryable truncation, not a success.
const content = body.choices?.[0]?.message?.content; const content = message?.content;
if (typeof content !== 'string' || content === '') { if (typeof content !== 'string' || content === '') {
return { return {
status: res.status, status: res.status,
@@ -230,11 +333,16 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
status: res.status, status: res.status,
retryable: false, retryable: false,
content, content,
finishReason: body.choices?.[0]?.finish_reason ?? null, finishReason: choice?.finish_reason ?? null,
}; };
} }
async function chat(messages: ChatMessage[], opts: ChatOptions = {}): Promise<string> { /** Build one /chat/completions request body. `tools` is only included when non-empty, so plain chat() keeps its exact legacy shape. */
function buildPayload(
messages: WireMessage[],
tools: ToolDefinition[] | undefined,
opts: ChatOptions,
): Record<string, unknown> {
const payload: Record<string, unknown> = { const payload: Record<string, unknown> = {
model, model,
messages, messages,
@@ -245,7 +353,16 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
}; };
if (opts.temperature != null) payload.temperature = opts.temperature; if (opts.temperature != null) payload.temperature = opts.temperature;
if (sendEffort) payload.reasoning_effort = effort; if (sendEffort) payload.reasoning_effort = effort;
if (tools && tools.length > 0) payload.tools = tools;
return payload;
}
/**
* One request with the standard retry/backoff: up to MAX_ATTEMPTS per
* request; resolves with a successful Attempt (content and/or toolCalls) or
* throws the last error once the attempts are spent.
*/
async function requestWithRetry(payload: Record<string, unknown>): Promise<Attempt> {
const totalStart = Date.now(); const totalStart = Date.now();
let lastStatus: number | undefined; let lastStatus: number | undefined;
let lastError: Error = new Error('chat failed: no attempt completed'); let lastError: Error = new Error('chat failed: no attempt completed');
@@ -255,12 +372,13 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
if (out.status !== undefined) lastStatus = out.status; if (out.status !== undefined) lastStatus = out.status;
if (out.error) lastError = out.error; if (out.error) lastError = out.error;
if (out.content !== undefined) { if (out.content !== undefined || out.toolCalls !== undefined) {
console.log('[llm] chat ok', { console.log('[llm] chat ok', {
ms: Date.now() - totalStart, ms: Date.now() - totalStart,
finishReason: out.finishReason ?? null, finishReason: out.finishReason ?? null,
toolCalls: out.toolCalls?.length ?? 0,
}); });
return out.content; return out;
} }
// Give up on a non-retryable failure, or when the last attempt is spent. // Give up on a non-retryable failure, or when the last attempt is spent.
if (!out.retryable || attempt === MAX_ATTEMPTS) { if (!out.retryable || attempt === MAX_ATTEMPTS) {
@@ -278,6 +396,68 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
throw lastError; throw lastError;
} }
async function chat(messages: ChatMessage[], opts: ChatOptions = {}): Promise<string> {
const out = await requestWithRetry(buildPayload(messages, undefined, opts));
return out.content ?? '';
}
/**
* The function-calling loop — see the file header. Bounded: at most
* `maxRounds` tool rounds, then one final no-tools request forces an answer.
* Throws like chat() only on transport-level exhaustion (the engine maps that
* to a 502; bad *content* never throws, it is parsed defensively downstream).
*/
async function chatWithTools(
initial: WireMessage[],
tools: ToolDefinition[],
executeTool: ToolExecutor,
opts: ChatOptions & { maxRounds?: number } = {},
): Promise<string> {
const maxRounds = Math.max(1, opts.maxRounds ?? DEFAULT_MAX_TOOL_ROUNDS);
const messages: WireMessage[] = [...initial];
for (let round = 0; round < maxRounds; round++) {
const out = await requestWithRetry(buildPayload(messages, tools, opts));
// Tool calls win over any partial content: the model asked for data
// before it finished.
if (out.toolCalls && out.toolCalls.length > 0) {
messages.push({
role: 'assistant',
content: out.content ?? null,
tool_calls: out.toolCalls,
});
for (const tc of out.toolCalls) {
let result: string;
try {
const parsed: unknown =
tc.function.arguments !== '' ? JSON.parse(tc.function.arguments) : {};
const args =
parsed !== null && typeof parsed === 'object' && !Array.isArray(parsed)
? (parsed as Record<string, unknown>)
: {};
result = executeTool(tc.function.name, args);
} catch (err) {
// Malformed arguments are not fatal: hand the model an error
// result so it can re-call with valid arguments or move on.
result = JSON.stringify({
error: `invalid tool arguments: ${err instanceof Error ? err.message : String(err)}`,
});
}
messages.push({ role: 'tool', tool_call_id: tc.id, content: result });
}
continue;
}
if (out.content !== undefined) return out.content;
}
// The tool budget is spent without a final answer: one last no-tools
// request forces the model to commit.
messages.push({
role: 'user',
content: 'You have reached your tool budget. Answer now with the final result only.',
});
const out = await requestWithRetry(buildPayload(messages, undefined, opts));
return out.content ?? '';
}
async function listModels(): Promise<string[]> { async function listModels(): Promise<string[]> {
const res = await transport(`${apiBase}/models`, { const res = await transport(`${apiBase}/models`, {
signal: AbortSignal.timeout(timeoutMs), signal: AbortSignal.timeout(timeoutMs),
@@ -287,5 +467,5 @@ export function createLlmClient(deps: LlmClientDeps = {}): LlmClient {
return (body.data ?? []).map((m) => m.id); return (body.data ?? []).map((m) => m.id);
} }
return { chat, listModels }; return { chat, chatWithTools, listModels };
} }
+169 -8
View File
@@ -1,8 +1,24 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it } from 'vitest';
import { buildRegionMap } from './map'; import { buildRegionMap } from './map';
import { nationColor } from '../shared/protocol'; import {
mapFeatureOwner,
nationColor,
NO_MANS_LAND_FILL,
NO_MANS_LAND_STROKE,
OWNED_STROKE,
regionFillStyle,
regionOwner,
UNOWNED_FILL,
UNOWNED_STROKE,
unownedTooltipLabel,
type RegionMap,
} from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
// Region-key fixtures (v0.19, #16 P1): ownership and the RegionMap are now keyed
// by region key (one per owned sub-region), not by a parent-country ISO_A3. The
// keys below are deliberately fake (obviously not real manifest entries) so this
// test stays self-contained and format-agnostic.
const state: GameState = { const state: GameState = {
id: 'g', id: 'g',
presetId: 'p', presetId: 'p',
@@ -16,7 +32,7 @@ const state: GameState = {
name: 'UK', name: 'UK',
type: 'major', type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 }, stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: ['GBR', 'IRL'], territory: ['albania-aaaa', 'wales-bbbb'],
relations: {}, relations: {},
}, },
de: { de: {
@@ -24,23 +40,123 @@ const state: GameState = {
name: 'DE', name: 'DE',
type: 'major', type: 'major',
stats: { military: 90, economy: 70, stability: 70, population: 90 }, stats: { military: 90, economy: 70, stability: 70, population: 90 },
territory: ['DEU'], territory: ['brandenburg-cccc'],
relations: {}, relations: {},
}, },
}, },
events: [], events: [],
pending: [], pending: [],
version: 1, version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
}; };
// The RegionMap built from the fixture: the authoritative region key → owner source.
const regions: RegionMap = buildRegionMap(state);
describe('buildRegionMap', () => { describe('buildRegionMap', () => {
it('maps each ISO_A3 region to its owner + that nation\'s stable color', () => { it('maps each owned region key to its owner + that nation\'s stable color', () => {
const m = buildRegionMap(state); const m = buildRegionMap(state);
expect(m.GBR).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' }); expect(m['albania-aaaa']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m.IRL).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' }); expect(m['wales-bbbb']).toEqual({ color: nationColor('uk'), owner: 'UK', ownerId: 'uk' });
expect(m.DEU).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' }); expect(m['brandenburg-cccc']).toEqual({ color: nationColor('de'), owner: 'DE', ownerId: 'de' });
// a region nobody owns is simply absent // a region nobody owns is simply absent
expect(m.FRA).toBeUndefined(); expect(m['normandie-dddd']).toBeUndefined();
});
it('(v0.22 #16 P3) a released (no-man\'s-land) key — in GameState.unowned, owned by no nation — is absent: absence IS unowned', () => {
const s: GameState = JSON.parse(JSON.stringify(state));
// simulate a mid-game release: the key left every territory and entered unowned
s.nations.uk.territory = s.nations.uk.territory.filter((k) => k !== 'albania-aaaa');
s.unowned = ['albania-aaaa'];
const m = buildRegionMap(s);
expect(m['albania-aaaa']).toBeUndefined(); // the map cannot tell which kind of unowned
expect(s.unowned).toEqual(['albania-aaaa']); // ...the client's GameState.unowned decides that
});
});
describe('regionOwner', () => {
it('resolves an owned region key to its owner record', () => {
expect(regionOwner(regions, 'albania-aaaa')).toEqual({
color: nationColor('uk'),
owner: 'UK',
ownerId: 'uk',
});
expect(regionOwner(regions, 'brandenburg-cccc')).toEqual({
color: nationColor('de'),
owner: 'DE',
ownerId: 'de',
});
});
it('returns undefined for an unowned region (no RegionMap entry)', () => {
expect(regionOwner(regions, 'normandie-dddd')).toBeUndefined();
expect(regionOwner(regions, 'yorkshire-eeee')).toBeUndefined();
});
it('returns undefined for an empty or missing key', () => {
expect(regionOwner(regions, '')).toBeUndefined();
expect(regionOwner(regions, null)).toBeUndefined();
expect(regionOwner(regions, undefined)).toBeUndefined();
});
});
/**
* #6 regression guard (sub-national map, region-keyed). The click/hover handlers
* resolve the owning nation from a rendered map feature. MapLibre repacks a
* GeoJSON source's top-level `id` into a *numeric index* when it stores the
* source, so a feature the map hands back at interaction time has a number for
* `id`. The choropleth is sub-national: a feature's own sub-region id is a code
* (`DEU-03`), and its owner now lives at its **region key** (`brandenburg-cccc`),
* which the client stamps into `properties.regionKey` from `region-keys.json`
* (the RegionMap is keyed by that key, never the sub-region id nor the repacked
* id). This pins the exact data shape and proves the resolution:
* `mapFeatureOwner` works via `properties.regionKey`, while the two wrong paths
* (the repacked numeric `feature.id`, and the sub-region `regionId`, which is
* not a RegionMap key) do not.
*/
describe('#6 — sub-region owner must be resolved from properties.regionKey, not the sub-region id / repacked feature.id', () => {
// The shape MapLibre returns for a sub-region feature after setData(): `id`
// is a number (repacked), and the stable identifiers live only in properties —
// `regionId` (the sub-region code) and `regionKey` (the region key).
const repackedFeature = {
id: 0,
properties: { name: 'Brandenburg R03', regionId: 'DEU-03', regionKey: 'brandenburg-cccc' },
};
it('resolves the owner from properties.regionKey (the fix)', () => {
expect(mapFeatureOwner(regions, repackedFeature)).toEqual({
color: nationColor('de'),
owner: 'DE',
ownerId: 'de',
});
});
it('the sub-region regionId is NOT a RegionMap key — resolving from it fails', () => {
// 'DEU-03' is a sub-region id; the RegionMap is keyed by region key.
expect(regionOwner(regions, repackedFeature.properties.regionId)).toBeUndefined();
});
it('the repacked numeric feature.id does NOT resolve — the bug', () => {
// String(0) === '0' is not a valid key, so the pre-fix lookup failed and
// reported "No owner" even for owned regions.
expect(regionOwner(regions, String(repackedFeature.id))).toBeUndefined();
});
});
describe('mapFeatureOwner', () => {
it('returns undefined for a missing feature, missing regionKey, or non-string regionKey', () => {
expect(mapFeatureOwner(regions, null)).toBeUndefined();
expect(mapFeatureOwner(regions, undefined)).toBeUndefined();
expect(mapFeatureOwner(regions, {})).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: {} })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { regionKey: 42 } })).toBeUndefined();
});
it('returns undefined for a region key nobody owns', () => {
expect(mapFeatureOwner(regions, { properties: { regionKey: 'normandie-dddd' } })).toBeUndefined();
expect(mapFeatureOwner(regions, { properties: { regionKey: 'yorkshire-eeee' } })).toBeUndefined();
}); });
}); });
@@ -52,3 +168,48 @@ describe('nationColor', () => {
expect(nationColor('uk')).toMatch(/^hsl\(\d+ 58% 46%\)$/); expect(nationColor('uk')).toMatch(/^hsl\(\d+ 58% 46%\)$/);
}); });
}); });
// (v0.22, #16 P3) The no-man's-land presentation contract lives in
// shared/protocol (shared/*.test.ts is not in the vitest glob, so these
// tests live here): the distinct visible grey, the faint preset-unassigned
// look, the per-kind borders, and the tooltip sub-line.
describe('no man\'s land presentation contract (v0.22 #16 P3)', () => {
it('regionFillStyle: an owned region uses its nation color + the owned border', () => {
expect(regionFillStyle(regions['albania-aaaa'], false)).toEqual({
fill: nationColor('uk'),
stroke: OWNED_STROKE,
});
expect(regionFillStyle(regions['brandenburg-cccc'], true)).toEqual({
fill: nationColor('de'),
stroke: OWNED_STROKE,
}); // the no-man's-land flag never affects an owned region
});
it('regionFillStyle: an unowned region that IS no man\'s land gets the distinct visible grey', () => {
expect(regionFillStyle(undefined, true)).toEqual({
fill: NO_MANS_LAND_FILL,
stroke: NO_MANS_LAND_STROKE,
});
});
it('regionFillStyle: an unowned region that was never released keeps the faint look', () => {
expect(regionFillStyle(undefined, false)).toEqual({
fill: UNOWNED_FILL,
stroke: UNOWNED_STROKE,
});
});
it('the no-man\'s-land grey can never collide with a nation color (hue-less vs HSL)', () => {
expect(NO_MANS_LAND_FILL).not.toMatch(/^hsl\(/);
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('uk'));
expect(NO_MANS_LAND_FILL).not.toBe(nationColor('de'));
// and it must be visibly different from the faint preset-unassigned fill
expect(NO_MANS_LAND_FILL).not.toBe(UNOWNED_FILL);
expect(NO_MANS_LAND_STROKE).not.toBe(UNOWNED_STROKE);
});
it('unownedTooltipLabel: the tooltip sub-line names the two kinds of unowned', () => {
expect(unownedTooltipLabel(true)).toBe("No man's land");
expect(unownedTooltipLabel(false)).toBe('No owner');
});
});
+14 -5
View File
@@ -1,6 +1,15 @@
// Build the choropleth payload from a GameState: every ISO_A3 region maps to its // Build the choropleth payload from a GameState: every region key (see
// owning nation plus that nation's stable color (see shared.nationColor). The // public/region-keys.json) maps to its owning nation plus that nation's stable
// client merges this onto public/countries.geo.json and calls source.setData(). // color (see shared.nationColor). The client merges this onto the sub-national
// regions.geo.json (resolving each feature by its own region key) and calls
// source.setData(). Format-agnostic: it maps whatever keys sit in territory.
//
// A key ABSENT from the returned map is unowned (no nation's territory holds
// it) — this covers both regions a preset never assigned and regions released
// to no man's land mid-game (v0.22, #16 P3). The map deliberately does NOT
// distinguish the two: the visible no-man's-land grey vs the faint
// preset-unassigned look is decided by the client from `GameState.unowned`
// (see shared/protocol.ts's regionFillStyle).
import { nationColor, type RegionMap } from '../shared/protocol'; import { nationColor, type RegionMap } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
@@ -8,8 +17,8 @@ export function buildRegionMap(state: GameState): RegionMap {
const map: RegionMap = {}; const map: RegionMap = {};
for (const [id, nation] of Object.entries(state.nations)) { for (const [id, nation] of Object.entries(state.nations)) {
const color = nationColor(id); const color = nationColor(id);
for (const code of nation.territory) { for (const key of nation.territory) {
map[code] = { color, owner: nation.name, ownerId: id }; map[key] = { color, owner: nation.name, ownerId: id };
} }
} }
return map; return map;
+243
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@@ -0,0 +1,243 @@
import { afterAll, afterEach, beforeEach, describe, expect, it } from 'vitest';
import { fileURLToPath } from 'node:url';
import { copyFileSync, mkdirSync, mkdtempSync, rmSync } from 'node:fs';
import { tmpdir } from 'node:os';
import path from 'node:path';
import {
allTerritoryKeys,
centroidOf,
expandCountriesToKeys,
hasAdjacency,
hasCentroids,
hasRegionData,
loadRegions,
neighboursOf,
referenceForKeys,
regionName,
resetRegions,
validKeys,
} from './regions';
import type { GameState } from '../shared/types';
// The repo root: this file lives in server/, so '..' is the directory holding
// public/region-keys.json and public/regions.geo.json. cwd-independent (mirrors
// how server/index.ts locates its root via import.meta.url).
const root = fileURLToPath(new URL('..', import.meta.url));
describe('regions (region-key loader, v0.19 #16 P1)', () => {
beforeEach(() => {
expect(loadRegions(root)).toBe(true);
});
it('loads the full manifest: 1,800 unique valid region keys', () => {
expect(hasRegionData()).toBe(true);
expect(validKeys().size).toBe(1800);
});
it('expands an ISO_A3 country to the region keys of all its sub-regions', () => {
const fra = expandCountriesToKeys(['FRA']);
// FRA has 42 sub-regions in the committed dataset.
expect(fra).toHaveLength(42);
// every expanded key is a real region key
for (const k of fra) expect(validKeys().has(k)).toBe(true);
// and the reference table labels each one with its parent country
const ref = referenceForKeys(fra);
expect(Object.keys(ref)).toHaveLength(42);
for (const [k, label] of Object.entries(ref)) {
expect(label.endsWith('(FRA)')).toBe(true);
expect(regionName(k)).toBeTruthy();
}
// sample known FRA keys, and their exact reference strings
expect(fra).toContain('ain-lqtt');
expect(ref['ain-lqtt']).toBe('Ain (FRA)');
expect(ref['aisne-gstu']).toBe('Aisne (FRA)');
});
it('expands RUS to all 84 sub-regions after the #31 + #41 Arkhangel splits (no ownership gap at game init)', () => {
// #31 split RU-ARK into the mainland + New Earth + Severnaya Zemlya; #41
// repartitioned the mainland into the core (unchanged key) + Pechora +
// Yamal. A fresh game's RUS territory (expanded from the preset's
// country list) must contain all five sub-region keys — the main one
// (ownership-safe, unchanged key) plus the island and band ones.
const rus = expandCountriesToKeys(['RUS']);
expect(rus).toHaveLength(84);
expect(rus).toContain('arkhangel-sk-lhbk');
expect(rus).toContain('new-earth-eikt');
expect(rus).toContain('severnaya-zemlya-awqp');
expect(rus).toContain('pechora-qwhs');
expect(rus).toContain('yamal-gosw');
});
it('referenceForKeys labels only known keys and omits unknown ones', () => {
const ref = referenceForKeys(['ain-lqtt', 'not-a-real-key-xyz']);
expect(ref['ain-lqtt']).toBe('Ain (FRA)');
expect(ref['not-a-real-key-xyz']).toBeUndefined();
});
it('allTerritoryKeys unions every nation\'s territory keys (no overlap)', () => {
const state: GameState = {
id: 'g',
presetId: 'p',
presetTitle: 'P',
playerNationId: 'uk',
turn: 1,
date: '1939-09-01',
nations: {
uk: {
id: 'uk',
name: 'UK',
type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: expandCountriesToKeys(['GBR']),
relations: {},
},
fr: {
id: 'fr',
name: 'FR',
type: 'major',
stats: { military: 80, economy: 70, stability: 60, population: 50 },
territory: expandCountriesToKeys(['FRA']),
relations: {},
},
},
events: [],
pending: [],
version: 1,
unowned: [],
pendingNationOps: [],
markers: [],
};
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
expect(allTerritoryKeys(state).size).toBe(58);
});
it('hasAdjacency() is true: the region-adjacency manifest loaded (v0.21 #16 P2)', () => {
expect(hasAdjacency()).toBe(true);
});
it('neighboursOf returns the union of bordering keys (deduped, sorted, queried excluded)', () => {
// known mutual pairs from the manifest (verified in the Stage 1 spot checks)
const moselle = neighboursOf(['moselle-rygy']);
expect(moselle).toContain('baden-wurttemberg-oyje'); // FRA/DEU border
expect(neighboursOf(['baden-wurttemberg-oyje'])).toContain('moselle-rygy'); // mutual
expect(neighboursOf(['acre-ekzw'])).toContain('loreto-ipkx'); // BRA/PER border
expect(neighboursOf(['loreto-ipkx'])).toContain('acre-ekzw'); // mutual
// union + dedupe + sorted + the queried keys themselves excluded
const union = neighboursOf(['moselle-rygy', 'baden-wurttemberg-oyje']);
expect(union).toEqual([...union].sort());
expect(new Set(union).size).toBe(union.length); // no duplicates
expect(union).not.toContain('moselle-rygy');
expect(union).not.toContain('baden-wurttemberg-oyje');
});
it('neighboursOf returns [] for unknown keys or an empty set', () => {
expect(neighboursOf(['not-a-real-key-xyz'])).toEqual([]);
expect(neighboursOf([])).toEqual([]);
});
it('(v0.27 #44) hasCentroids() is true and centroidOf resolves a real key to a plausible location', () => {
expect(hasCentroids()).toBe(true);
const ain = centroidOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.lat).toBeCloseTo(46.16, 1);
expect(ain!.lon).toBeCloseTo(4.8, 1);
expect(ain!.spread).toBeGreaterThan(0);
});
it('(v0.27 #44) centroidOf returns undefined for an unknown key', () => {
expect(centroidOf('not-a-real-key-xyz')).toBeUndefined();
});
describe('graceful degradation with no region data', () => {
beforeEach(() => resetRegions());
it('expands to the raw input, omits references, and reports no data', () => {
expect(hasRegionData()).toBe(false);
// no manifest -> the country list passes through unchanged (old model)
expect(expandCountriesToKeys(['FRA', 'GBR'])).toEqual(['FRA', 'GBR']);
expect(referenceForKeys(['FRA'])).toEqual({});
expect(validKeys().size).toBe(0);
expect(regionName('FRA')).toBeUndefined();
// and no adjacency: the LLM tool / frontier field switch off
expect(hasAdjacency()).toBe(false);
expect(neighboursOf(['moselle-rygy'])).toEqual([]);
// and no centroids: the marker-placement path degrades to a no-op
expect(hasCentroids()).toBe(false);
expect(centroidOf('ain-lqtt')).toBeUndefined();
});
});
afterAll(() => resetRegions());
});
describe('loadRegions resolves the manifest per environment (dev public/ vs prod dist/)', () => {
const realRoot = root;
// A root that mimics the prod Docker image: no public/, the region files live
// in dist/ (where Vite copies public/* at build). This is the exact layout that
// broke v0.19.0 in prod (the loader only looked in public/).
const base = mkdtempSync(path.join(tmpdir(), 'history-regions-'));
const prodRoot = path.join(base, 'prod');
beforeEach(() => {
mkdirSync(path.join(prodRoot, 'dist'), { recursive: true });
copyFileSync(
path.join(realRoot, 'public', 'region-keys.json'),
path.join(prodRoot, 'dist', 'region-keys.json'),
);
copyFileSync(
path.join(realRoot, 'public', 'regions.geo.json'),
path.join(prodRoot, 'dist', 'regions.geo.json'),
);
});
afterEach(() => resetRegions());
afterAll(() => {
rmSync(base, { recursive: true, force: true });
});
it('loads from dist/ when public/ is absent (the prod container layout)', () => {
expect(loadRegions(prodRoot)).toBe(true);
expect(hasRegionData()).toBe(true);
expect(validKeys().size).toBe(1800);
expect(expandCountriesToKeys(['FRA'])).toHaveLength(42);
});
it('still loads from public/ (the dev layout, the first candidate)', () => {
expect(loadRegions(realRoot)).toBe(true);
expect(validKeys().size).toBe(1800);
});
it('a dist/ WITHOUT the adjacency manifest degrades: hasAdjacency() false, neighboursOf []', () => {
// this fixture copies only region-keys.json + regions.geo.json (no
// region-adjacency.json) — the server must boot and serve turns with the
// tool/frontier simply switched off.
expect(loadRegions(prodRoot)).toBe(true);
expect(hasAdjacency()).toBe(false);
expect(neighboursOf(['moselle-rygy'])).toEqual([]);
// and no centroids (not copied into this dist/) -> marker placement degrades
expect(hasCentroids()).toBe(false);
expect(centroidOf('ain-lqtt')).toBeUndefined();
});
it('(v0.27 #44) a dist/ WITH the centroids manifest loads them (prod layout)', () => {
copyFileSync(
path.join(realRoot, 'public', 'region-centroids.json'),
path.join(prodRoot, 'dist', 'region-centroids.json'),
);
expect(loadRegions(prodRoot)).toBe(true);
expect(hasCentroids()).toBe(true);
const ain = centroidOf('ain-lqtt');
expect(ain).toBeDefined();
expect(ain!.lat).toBeCloseTo(46.16, 1);
});
it('returns false and no data when neither public/ nor dist/ holds the files', () => {
const emptyRoot = path.join(base, 'empty');
mkdirSync(emptyRoot, { recursive: true });
expect(loadRegions(emptyRoot)).toBe(false);
expect(hasRegionData()).toBe(false);
expect(validKeys().size).toBe(0);
});
});
+270
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@@ -0,0 +1,270 @@
// Region-key data access (server). Loads the deterministic region-key manifest
// (region-keys.json: stable feature id -> region key), the sub-national geo
// (regions.geo.json: feature id -> { name, parent }), and — optionally — the
// precomputed region-adjacency manifest (region-adjacency.json: region key ->
// bordering region keys, built by scripts/build-region-adjacency.mjs) and the
// precomputed region-centroid manifest (region-centroids.json: region key ->
// { lat, lon, spread }, built by scripts/build-region-centroids.mjs) — all
// from public/ in dev (Vite serves it) or dist/ in prod (Vite copies
// public/* -> dist/ at build, and the Docker image keeps only dist/) — and
// joins them into the lookups the region-level ownership model needs:
//
// - expand a nation's ISO_A3 country list -> the region keys of all its sub-regions (v0.19, #16 P1)
// - build the LLM "regions" reference table (key -> "name (parent ISO_A3)")
// - the set of all valid region keys (to ignore hallucinated keys in applyTurnResult)
// - neighboursOf(): the union of the bordering keys for a set of keys — the
// data behind the LLM's getNeighbours tool and the player-frontier prompt
// field (v0.21, #16 P2)
// - centroidOf(): a region key's precomputed anchor point ({ lat, lon, spread })
// — the data behind LLM-placed map markers (v0.27, #44)
//
// Deliberately turf-free: it reads the JSON files with plain JSON.parse and
// never imports @turf/@types/geojson (importing one pulls @types/geojson into
// the tsc program and breaks WorldMap.tsx; see the v0.17 changelog note).
// Loaded once at boot; the accessors below are pure data reads thereafter.
import { existsSync, readFileSync } from 'node:fs';
import path from 'node:path';
import type { GameState } from '../shared/types';
/** { name, parent } for one sub-region, where parent is the ISO_A3 country. */
interface RegionInfo {
name: string;
parent: string;
}
interface RegionData {
/** stable feature id -> region key (from public/region-keys.json). */
idToKey: Record<string, string>;
/** region key -> { name, parent }. */
keyToInfo: Record<string, RegionInfo>;
/** ISO_A3 parent -> region keys of its sub-regions (file order, stable). */
keysByCountry: Record<string, string[]>;
/** the set of all region keys. */
validKeys: Set<string>;
/** region key -> bordering region keys (from public/region-adjacency.json). */
adjacency: Record<string, string[]>;
/** region key -> anchor point (from public/region-centroids.json). */
centroids: Record<string, { lat: number; lon: number; spread: number }>;
}
let data: RegionData | null = null;
/**
* Load (or reload) the region-key manifest, geo, adjacency, and centroids.
* Idempotent.
* The files are served to the client from `public/` in dev (Vite serves it
* directly) and from `dist/` in prod (Vite copies `public/*` → `dist/` at build
* and the Docker image keeps only `dist/`), so probe `public/` then `dist/`
* (plus the root as a last resort) and use the first directory that holds the
* key manifest + geo. The adjacency manifest is OPTIONAL: when it is missing
* or broken, `adjacency` stays empty and `neighboursOf`/`hasAdjacency` simply
* report "no adjacency" (the LLM tool and the frontier prompt field switch
* off; everything else keeps working). The centroid manifest is likewise
* OPTIONAL (v0.27, #44): when missing or broken, `centroids` stays empty and
* `centroidOf`/`hasCentroids` report "no centroids" (new map markers can't be
* placed, but everything else keeps working). Returns true when the core pair loaded
* cleanly; a missing/broken pair clears the data and returns false so the
* server still boots and degrades gracefully (expansion becomes a no-op,
* ownership falls back to the raw input keys).
*/
export function loadRegions(root: string): boolean {
const keyFile = 'region-keys.json';
const geoFile = 'regions.geo.json';
const adjacencyFile = 'region-adjacency.json';
const centroidsFile = 'region-centroids.json';
const base = [
path.join(root, 'public'), // dev: Vite serves public/ at /
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir)
root, // last resort
].find((d) => existsSync(path.join(d, keyFile)) && existsSync(path.join(d, geoFile)));
if (!base) {
data = null;
return false;
}
const keyPath = path.join(base, keyFile);
const geoPath = path.join(base, geoFile);
try {
const idToKey = JSON.parse(readFileSync(keyPath, 'utf8')) as Record<string, string>;
const geo = JSON.parse(readFileSync(geoPath, 'utf8')) as {
features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
};
const keyToInfo: Record<string, RegionInfo> = {};
const keysByCountry: Record<string, string[]> = {};
const validKeys = new Set<string>();
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = idToKey[id];
if (!key) continue; // a geo feature with no manifest entry is skipped
const name = typeof f.properties?.name === 'string' ? f.properties.name : '';
const parent = typeof f.properties?.parent === 'string' ? f.properties.parent : '';
keyToInfo[key] = { name, parent };
validKeys.add(key);
if (parent) (keysByCountry[parent] ??= []).push(key);
}
// Adjacency is optional: a missing file means "no adjacency data".
let adjacency: Record<string, string[]> = {};
const adjacencyPath = path.join(base, adjacencyFile);
if (existsSync(adjacencyPath)) {
try {
adjacency = JSON.parse(readFileSync(adjacencyPath, 'utf8')) as Record<string, string[]>;
} catch (err) {
// A corrupt manifest must not kill the core region data: degrade to
// "no adjacency" (the LLM tool / frontier guidance simply switch off).
console.error('[regions] failed to load region-adjacency.json, continuing without it', err);
adjacency = {};
}
}
// Centroids are optional too (v0.27, #44): a missing/broken file means
// "no centroid data" — new markers can't be placed (their adds are
// dropped), but everything else keeps working.
let centroids: Record<string, { lat: number; lon: number; spread: number }> = {};
const centroidsPath = path.join(base, centroidsFile);
if (existsSync(centroidsPath)) {
try {
const raw = JSON.parse(readFileSync(centroidsPath, 'utf8')) as Record<
string,
{ lat?: unknown; lon?: unknown; spread?: unknown }
>;
// Keep only well-formed entries; a corrupt file degrades to "none".
for (const [k, v] of Object.entries(raw)) {
if (
v &&
typeof v.lat === 'number' &&
typeof v.lon === 'number' &&
typeof v.spread === 'number' &&
Number.isFinite(v.lat) &&
Number.isFinite(v.lon) &&
Number.isFinite(v.spread)
) {
centroids[k] = { lat: v.lat, lon: v.lon, spread: v.spread };
}
}
} catch (err) {
console.error('[regions] failed to load region-centroids.json, continuing without it', err);
centroids = {};
}
}
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency, centroids };
return validKeys.size > 0;
} catch (err) {
console.error('[regions] failed to load region data', err);
data = null;
return false;
}
}
/** Test/dev seam: drop the loaded data (the next accessors behave as "no data"). */
export function resetRegions(): void {
data = null;
}
/** True when the manifest + geo loaded cleanly. */
export function hasRegionData(): boolean {
return data !== null;
}
/**
* Expand a nation's ISO_A3 country list to the region keys of all its sub-regions
* (file order, deduped). This is what turns a preset's country-level territory
* into region-level ownership at game creation. Returns the input unchanged when
* no region data is loaded (graceful degradation — behaves like the old model).
*/
export function expandCountriesToKeys(countries: string[]): string[] {
if (!data) return countries;
const out: string[] = [];
const seen = new Set<string>();
for (const c of countries) {
for (const key of data.keysByCountry[c] ?? []) {
if (!seen.has(key)) {
seen.add(key);
out.push(key);
}
}
}
return out;
}
/**
* Build the LLM reference table: region key -> "<name> (<parent ISO_A3>)", e.g.
* `moselle-rygy -> "Moselle (FRA)"`. Only the given keys are included (the caller
* passes the game's owned-region universe) so the prompt stays bounded.
*/
export function referenceForKeys(keys: Iterable<string>): Record<string, string> {
const out: Record<string, string> = {};
if (!data) return out;
for (const key of keys) {
const info = data.keyToInfo[key];
if (info) out[key] = info.parent ? `${info.name} (${info.parent})` : info.name;
}
return out;
}
/** The region key's human name (for the dossier), or undefined if unknown. */
export function regionName(key: string): string | undefined {
return data?.keyToInfo[key]?.name;
}
/** The union of every nation's territory region keys (the game's region universe). */
export function allTerritoryKeys(state: GameState): Set<string> {
const out = new Set<string>();
for (const n of Object.values(state.nations)) {
for (const key of n.territory) out.add(key);
}
return out;
}
/** The set of all valid region keys (to ignore hallucinated keys in applyTurnResult). */
export function validKeys(): ReadonlySet<string> {
return data ? data.validKeys : new Set<string>();
}
/**
* 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
* engine an adjacency resolver (which turns on the LLM's getNeighbours tool
* and the frontier prompt field) or fall back to the plain chat() path.
*/
export function hasAdjacency(): boolean {
return data !== null && Object.keys(data.adjacency).length > 0;
}
/**
* True when the region-centroid manifest loaded with at least one entry
* (v0.27, #44). The server's jump route uses this to decide whether to hand
* the engine a centroid resolver (which lets a turn place new map markers)
* or skip marker placement (existing markers are still maintained).
*/
export function hasCentroids(): boolean {
return data !== null && Object.keys(data.centroids).length > 0;
}
/**
* The precomputed anchor point for a region key: the centroid of its
* largest-area part, plus a `spread` (≈ 0.1 × that part's smallest bbox
* dimension, in degrees) the engine scatters markers within
* ±(spread/2) of the centroid. `undefined` for an unknown key or when no
* centroid data is loaded (v0.27, #44).
*/
export function centroidOf(key: string): { lat: number; lon: number; spread: number } | undefined {
return data?.centroids[key];
}
/**
* The union of the region keys that share a land border with any of the given
* keys — deduplicated, the queried keys themselves excluded, and sorted for
* determinism. This is the data behind the LLM's getNeighbours tool and the
* player-frontier computation in the turn prompt (v0.21, #16 P2). Returns
* `[]` when no region data (or no adjacency manifest) is loaded.
*/
export function neighboursOf(keys: Iterable<string>): string[] {
if (!data) return [];
const out = new Set<string>();
for (const key of keys) {
for (const n of data.adjacency[key] ?? []) out.add(n);
}
for (const key of keys) out.delete(key); // never report a key as its own neighbour
return [...out].sort();
}
+64 -3
View File
@@ -2,7 +2,7 @@
// sets LLM_STUB=1) so the whole loop is reproducible with no live model. It // sets LLM_STUB=1) so the whole loop is reproducible with no live model. It
// speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport. // speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport.
import { createLlmClient, type ChatMessage, type Transport } from './llm'; import { createLlmClient, type ChatMessage, type Transport } from './llm';
import { addDays, clampStat, type TurnEventSpec, type TurnResult } from '../shared/protocol'; import { addDays, clampStat, type TerritoryChange, type TurnEventSpec, type TurnResult } from '../shared/protocol';
import type { RoundItem } from '../shared/types'; import type { RoundItem } from '../shared/types';
export const ADVISOR_MARKER = '<<ADVISOR>>'; export const ADVISOR_MARKER = '<<ADVISOR>>';
@@ -13,10 +13,31 @@ export interface StubPayload {
turn: number; turn: number;
date: string; date: string;
playerNationId: string; playerNationId: string;
nations: Record<string, { stats: Record<string, number> }>; nations: Record<string, { stats: Record<string, number>; territory?: string[] }>;
}; };
/** The raw pending round the engine emitted (one entry per queued item). */ /** The raw pending round the engine emitted (one entry per queued item). */
pending?: RoundItem[]; pending?: RoundItem[];
/**
* Region keys owned by other nations that share a land border with the
* player's territory — the engine's `frontier` field, computed from the
* adjacency manifest (v0.21, #16 P2). The stub cannot call tools, so it
* reads the frontier from the prompt instead.
*/
frontier?: string[];
/**
* (v0.22, #16 P3) Region keys currently in no man's land (`state.unowned`),
* emitted by the engine's user prompt. The stub ignores this field — it
* never releases a region (see deterministicTurn), so no-man's-land behavior
* is covered by unit tests against applyTurnResult, not by the stub.
*/
unowned?: string[];
/**
* (v0.27, #44) Current map markers (`{ id, type, name, regionKey, owner }`),
* emitted by the engine's user prompt. The stub ignores this field — it
* never places or removes a marker (see deterministicTurn), so the marker
* path is covered by unit tests against applyTurnResult, not by the stub.
*/
markers?: Array<{ id: string; type: string; name: string; regionKey: string; owner: string | null }>;
} }
function truncate(s: string, n: number): string { function truncate(s: string, n: number): string {
@@ -31,6 +52,26 @@ function truncate(s: string, n: number): string {
* caller can predict the exact next state for assertions. It always sets the * caller can predict the exact next state for assertions. It always sets the
* player's military to (current + 5) and allies the player with the first other * player's military to (current + 5) and allies the player with the first other
* nation, advancing the date by 2 days. * nation, advancing the date by 2 days.
*
* (v0.21, #16 P2) It also makes ONE contiguous conquest per turn: the player
* gains the first frontier region (sorted order) from its current owner, and
* that owner loses it. The stub bypasses the tool loop (it answers with plain
* content in one round), so the frontier comes from the prompt payload, not
* from a getNeighbours call. With an empty frontier (no controllable border)
* no territory change is emitted, keeping every existing assertion stable.
*
* (v0.22, #16 P3) The stub NEVER releases a region to no man's land (it
* always returns `unowned: []`) — e2e assertions rely on its fully-deterministic
* one-conquest behavior, so the release/re-claim path is exercised by unit
* tests only (see server/engine.test.ts).
*
* (v0.23, #16 P4a) The stub likewise NEVER proposes nation-management ops (it
* always returns `nationOps: []`) — the propose→confirm/reject flow is
* covered by unit tests only, keeping the e2e assertions untouched.
*
* (v0.27, #44) The stub likewise NEVER places or removes a map marker (it
* always returns `markers: { add: [], remove: [] }`) — the marker path is
* covered by unit tests only, keeping the e2e assertions untouched.
*/ */
export function deterministicTurn(p: StubPayload): TurnResult { export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state; const state = p.state;
@@ -42,6 +83,23 @@ export function deterministicTurn(p: StubPayload): TurnResult {
: 'us'; : 'us';
const items = p.pending ?? []; const items = p.pending ?? [];
// The one deterministic region transfer: the player takes the first
// frontier region (sorted → stable) from whichever other nation owns it.
let territoryChanges: TerritoryChange[] = [];
const frontier = p.frontier ?? [];
if (state && frontier.length > 0) {
const key = frontier[0];
const loserId = Object.keys(state.nations).find(
(id) => id !== pid && (state.nations[id].territory ?? []).includes(key),
);
if (loserId) {
territoryChanges = [
{ nation: pid, gain: [key], lose: [] },
{ nation: loserId, gain: [], lose: [key] },
];
}
}
const events: TurnEventSpec[] = const events: TurnEventSpec[] =
items.length === 0 items.length === 0
? [ ? [
@@ -76,7 +134,10 @@ export function deterministicTurn(p: StubPayload): TurnResult {
events, events,
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }], stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [], relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
territoryChanges: [], territoryChanges,
unowned: [], // the stub never creates no man's land (see doc comment)
nationOps: [], // the stub never proposes nation ops (see doc comment)
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
}; };
} }
+327 -2
View File
@@ -6,10 +6,12 @@ import type {
EventOutcome, EventOutcome,
EventType, EventType,
GameState, GameState,
MarkerType,
Nation, Nation,
RelationStatus, RelationStatus,
StatKey, StatKey,
} from './types'; } from './types';
import { MARKER_TYPES } from './types';
/** A numeric change to one of a nation's 0–100 stats. */ /** A numeric change to one of a nation's 0–100 stats. */
export type StateChange = export type StateChange =
@@ -23,13 +25,88 @@ export interface RelationChange {
set: RelationStatus; set: RelationStatus;
} }
/** A nation gains/loses ISO_A3 regions this turn. */ /** A nation gains/loses region keys (see `public/region-keys.json`) this turn. */
export interface TerritoryChange { export interface TerritoryChange {
nation: string; nation: string;
gain: string[]; gain: string[];
lose: string[]; lose: string[];
} }
// --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: the hybrid "LLM
// proposes, player confirms" model) ------------------------------------------
//
// Unlike stat / relation / territory deltas, a NationOp proposed in a turn is
// NOT applied by that turn. It is stored as a *pending proposal* in
// `GameState.pendingNationOps` and only takes effect when the player confirms
// it (optionally editing it) or is dropped when the player rejects it. All
// three kinds are implemented: rename (v0.23 P4a), split and merge (v0.24 P4b).
/**
* The identity reference a nation is addressed by inside a {@link NationOp}.
* The LLM may use either the nation's stable `id` (the `nations` record key,
* e.g. `f`) or its human-readable `name` (e.g. `France`); the engine resolves
* it to a concrete `nationId` (id first, then a unique name match — see the
* engine's `resolveNationRef`).
*/
/**
* A **rename** proposal: change a nation's human-readable `name`. Only the
* `name` changes — the stable `id`, its territory keys, its relations (keyed
* by id), and the player pointer are all left untouched, so nothing downstream
* breaks. `to` is the new display name.
*/
export interface RenameOp {
kind: 'rename';
/** The target nation's id or current name (see the note above). */
nationRef: string;
/** The new display name to apply when the player confirms. */
to: string;
}
/**
* A **split** proposal (v0.24, #16 P4b). Describes the new nations a source
* nation is divided into. On confirm the source is dissolved: each part gets a
* fresh id, the region keys it was given (restricted to keys the source
* actually owns — first claim wins), fresh baseline stats, and a copy of the
* source's relations; any of the source's unclaimed keys go to `parts[0]`.
* When the source is the player's own nation the player chooses which part
* they lead (the confirm request's `edits.playerPart`, default `parts[0]`).
*/
export interface SplitOp {
kind: 'split';
/** The id/name of the nation being split. */
nationRef: string;
/** The new nations created from the split. */
parts: Array<{ name: string; territory?: string[] }>;
}
/**
* A **merge** proposal (v0.24, #16 P4b). Folds several nations into a single
* surviving nation. On confirm the survivor keeps its id (renamed to `into`,
* or to the confirm request's `edits.name`), its territory becomes the union
* of all inputs' territories, it keeps its own stats, and it inherits the
* union of all inputs' relations (its own winning per third party, else the
* first input's); every non-survivor input is removed. If the player's nation
* was a non-survivor input the player pointer is re-pointed to the survivor.
*/
export interface MergeOp {
kind: 'merge';
/** The id/name of every nation folded into the result. */
nationRefs: string[];
/** The id/name of the nation that survives and keeps its identity. */
survivingRef: string;
/** The name to give the merged nation. */
into: string;
}
/**
* A structural operation on the set of nations that the LLM may propose in a
* turn (`TurnResult.nationOps`). See the section comment above for the hybrid
* propose→confirm semantics. All three kinds are implemented: rename (P4a),
* and split / merge (P4b, v0.24).
*/
export type NationOp = RenameOp | SplitOp | MergeOp;
/** One narrative event the LLM proposes for this turn. */ /** One narrative event the LLM proposes for this turn. */
export interface TurnEventSpec { export interface TurnEventSpec {
nation: string; nation: string;
@@ -39,6 +116,100 @@ export interface TurnEventSpec {
outcome: EventOutcome; outcome: EventOutcome;
} }
// --- Map markers (v0.27, #44) -------------------------------------------------
//
// The LLM places named point markers (cities, factories, armies, ports,
// capitals, fleets, rocket launch sites, gatherings) anchored to a region
// key. It never sees or sets coordinates: the engine derives the position
// from the region's precomputed centroid (public/region-centroids.json) plus a
// small deterministic offset, and it recomputes each marker's owner from the
// region's current owner on every turn (a released region → null).
//
// The marker id is a STABLE, deterministic 4-letter code (FNV-1a 32-bit →
// base 26, the same scheme as the region keys' 4-char suffix) derived from
// (type, name, regionKey) — so re-adding an identical marker is idempotent
// (same id, skipped) and removing by id is unambiguous.
/** The spec the LLM emits to place a marker: type, name and the region it sits in. */
export interface MarkerSpec {
type: MarkerType;
name: string;
regionKey: string;
}
/**
* One existing marker as the user prompt presents it to the model (v0.27,
* #44): its stable `id` (the model may echo it in `TurnResult.markers.remove`),
* type, name, region key, and the id of the nation currently owning its
* region (`null` when the region is unowned / no man's land).
*/
export interface MarkerInfo {
id: string;
type: MarkerType;
name: string;
regionKey: string;
owner: string | null;
}
/**
* The per-type presentation of a marker: its display label (tooltip /
* dossier), its color, and its glyph character (a symbol-layer text label —
* a small, font-safe character in front of the name). Pure + shared so the
* client's marker layer and any server-side consumers agree on the look.
*/
export const MARKER_TYPE_INFO: Record<MarkerType, { label: string; color: string; glyph: string }> = {
city: { label: 'City', color: '#cbd5e1', glyph: '●' },
factory: { label: 'Factory', color: '#fb923c', glyph: '■' },
army: { label: 'Army', color: '#ef4444', glyph: '▲' },
port: { label: 'Port', color: '#38bdf8', glyph: '◆' },
capital: { label: 'Capital', color: '#fbbf24', glyph: '★' },
fleet: { label: 'Fleet', color: '#22d3ee', glyph: '◗' },
rocket: { label: 'Rocket site', color: '#a78bfa', glyph: '↥' },
gathering: { label: 'Gathering', color: '#4ade80', glyph: '◉' },
};
/** Hard cap on a game's total markers (new adds beyond the cap are dropped, v0.27 #44). */
export const MAX_MARKERS = 400;
/**
* FNV-1a 32-bit — the same tiny, stable, pure string hash the region keys use
* (see scripts/build-region-keys.mjs). Exported so the engine can derive
* deterministic per-axis jitter fractions from it (marker placement, v0.27 #44).
*/
export function fnv1a32(str: string): number {
let h = 0x811c9dc5;
for (let i = 0; i < str.length; i++) {
h ^= str.charCodeAt(i);
h = Math.imul(h, 0x01000193) >>> 0;
}
return h >>> 0;
}
/** Spread a 32-bit hash across four lowercase letters (base 26 per byte). */
function code4(h: number): string {
let out = '';
for (let i = 0; i < 4; i++) {
out += String.fromCharCode(97 + (((h >>> (i * 8)) & 0xff) % 26));
}
return out;
}
/**
* The stable id for a marker: 4 base-26 lowercase chars from the FNV-1a hash
* of `(type, name, regionKey)` (NUL-separated so no field boundary is
* ambiguous). Deterministic across runs and platforms (pure string math), so
* the same (type, name, regionKey) always maps to the same id — re-adding is
* idempotent, removing by id is unambiguous.
*/
export function markerId(type: MarkerType, name: string, regionKey: string): string {
return code4(fnv1a32(`${type}\u0000${name}\u0000${regionKey}`));
}
/** True when `t` is one of the eight known marker types (v0.27, #44). */
export function isMarkerType(t: unknown): t is MarkerType {
return typeof t === 'string' && (MARKER_TYPES as string[]).includes(t);
}
/** The exact JSON object the world-simulator LLM must return for a turn. */ /** The exact JSON object the world-simulator LLM must return for a turn. */
export interface TurnResult { export interface TurnResult {
date: string; date: string;
@@ -46,16 +217,91 @@ export interface TurnResult {
stateChanges: StateChange[]; stateChanges: StateChange[];
relations: RelationChange[]; relations: RelationChange[];
territoryChanges: TerritoryChange[]; territoryChanges: TerritoryChange[];
/**
* (v0.22, #16 P3) Region keys that become **unowned** — "no man's land" —
* this turn. The engine removes each key from its current (sole) owner so it
* ends the turn ownerless and marks it in `GameState.unowned`; the LLM
* narrates the cause (war, cataclysm, collapse) in `events`. Re-claiming is
* NOT expressed here: a nation re-claims an unowned region with an ordinary
* `gain` on that key. Only keys a nation currently owns can be released;
* empty on normal turns.
*/
unowned: string[];
/**
* (v0.23 P4a / v0.24 P4b, #16) Nation-management ops the LLM proposes this
* turn. These are NOT applied by the turn: each is appended to
* `GameState.pendingNationOps` as a proposal awaiting the player's
* confirm/reject. All three kinds (rename, split, merge) are implemented —
* a confirmed rename changes `Nation.name`; a confirmed split dissolves the
* source into its parts; a confirmed merge folds its inputs into the
* survivor. Empty on turns where the model proposes none.
*/
nationOps: NationOp[];
/**
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
* (the engine positions each at its region's centroid + a small
* deterministic offset, sets the owner to the region's post-turn owner,
* derives the stable id, and drops unknown types/region keys, duplicates,
* and adds beyond MAX_MARKERS); `remove` drops markers by their stable id
* (a no-op for an id that is not present). Both required, `[]` on turns
* with no marker activity.
*/
markers: { add: MarkerSpec[]; remove: string[] };
} }
/** Per-region map payload: ISO_A3 -> owning nation + its stable color. */ /** Per-region map payload: region key -> owning nation + its stable color. */
export interface RegionOwner { export interface RegionOwner {
color: string; color: string;
owner: string; owner: string;
ownerId: string; ownerId: string;
} }
/**
* The authoritative ownership map: a **region key** (see `public/region-keys.json`)
* -> the owning nation + its stable color. Owned at sub-region granularity (v0.19,
* #16 P1); a key absent from this map is unowned (rendered grey).
*/
export type RegionMap = Record<string, RegionOwner>; export type RegionMap = Record<string, RegionOwner>;
/**
* Look up the owner record from the authoritative RegionMap by a RegionMap key.
* The RegionMap is keyed by **region key** (see `public/region-keys.json`) — one
* per owned sub-region (v0.19, #16 P1) — so `key` is a region key such as
* `moselle-rygy`, never a raw feature id such as `FR-57` and never a
* parent-country ISO_A3. Returns `undefined` for an empty/missing key or an
* unowned region.
*
* Pure + shared: the primitive "key → owner" lookup. The *map feature → owner*
* resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below,
* which reads the feature's stamped `properties.regionKey` — never the repacked
* top-level `id` (MapLibre turns it into a numeric index, the "no owner" bug #6)
* and never the sub-region id.
*/
export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined {
if (!key) return undefined;
return regions[key];
}
/**
* Resolve the owning-nation record for a **rendered map feature** from the
* authoritative RegionMap. The choropleth renders sub-national regions, and the
* RegionMap is now keyed by **region key** (one per sub-region, v0.19 #16 P1),
* so a feature's owner is found via its `properties.regionKey` — the region key
* the client stamps from `public/region-keys.json` by the feature's stable id
* (see WorldMap) — and then `regionOwner`. This is the single shared source of
* truth for that resolution, so the "use `regionKey`, never the sub-region `id`
* / repacked `feature.id`" rule lives in one tested place rather than in the
* React component.
*
* Returns `undefined` for a missing feature/regionKey or an unowned region.
*/
export function mapFeatureOwner(
regions: RegionMap,
feature: { properties?: { regionKey?: unknown } } | null | undefined,
): RegionOwner | undefined {
const regionKey = feature?.properties?.regionKey;
return regionOwner(regions, typeof regionKey === 'string' ? regionKey : '');
}
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */ /** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
export type SseMessage = export type SseMessage =
| { type: 'state'; state: GameState } | { type: 'state'; state: GameState }
@@ -107,6 +353,39 @@ export interface RemoveQueueItemResponse {
game: GameState; game: GameState;
} }
/**
* (v0.23 P4a / v0.24 P4b, #16) Confirm a pending nation-op proposal by its
* index in `game.pendingNationOps`. A rename takes effect (the player may
* override the proposed name via `edits.name`); a split and a merge are fully
* applied (v0.24 P4b). No LLM call, no turn advance.
*/
export interface ConfirmNationOpRequest {
index: number;
/**
* Optional player edits applied on confirm.
* - `name`: the final display name — overrides a rename's `to`, a merge's
* `into`, or (for a split) the name of the part the player leads.
* - `playerPart`: for a split of the player's own nation, which part (index
* into the op's `parts`) the player will lead (default `0` when missing or
* out of range, so the player is never orphaned).
*/
edits?: { name?: string; playerPart?: number };
}
export interface ConfirmNationOpResponse {
game: GameState;
}
/**
* (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by its index
* in `game.pendingNationOps` without applying it. No LLM call, no turn advance.
*/
export interface RejectNationOpRequest {
index: number;
}
export interface RejectNationOpResponse {
game: GameState;
}
export interface AdvisorRequest { export interface AdvisorRequest {
/** Optional prompt to steer the brainstorm. */ /** Optional prompt to steer the brainstorm. */
prompt?: string; prompt?: string;
@@ -124,6 +403,11 @@ export interface GameSummary {
date: string; date: string;
} }
/** Response for deleting a saved game (see `DELETE /api/games/:id`). */
export interface DeleteGameResponse {
deleted: boolean;
}
/** /**
* Deterministic, stable per-nation color for the choropleth. Hashes the nation id * Deterministic, stable per-nation color for the choropleth. Hashes the nation id
* to a hue; sat/light tuned for the dark command-center theme. Pure + shared so * to a hue; sat/light tuned for the dark command-center theme. Pure + shared so
@@ -138,6 +422,47 @@ export function nationColor(id: string): string {
return `hsl(${hue} 58% 46%)`; return `hsl(${hue} 58% 46%)`;
} }
// --- 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
// RegionMap (a key absent there is simply unowned): it is decided by the
// client from `GameState.unowned` (the keys released mid-game). The constants
// and the one decision function live here — shared and pure — so the
// client's choropleth is the only consumer and the color contract is testable
// from the server-side tests (shared/*.test.ts is not in the vitest glob).
/** The distinct, visible neutral grey for a **no man's land** region (released mid-game). Hue-less by construction, so it can never collide with a nation's `nationColor` (`hsl(h 58% 46%)`, always chromatic). */
export const NO_MANS_LAND_FILL = '#3f3f46';
/** The border of a no-man's-land region (brighter than a plain unowned one). */
export const NO_MANS_LAND_STROKE = 'rgba(255,255,255,0.25)';
/** The faint neutral fill for a region no nation owns that was never released mid-game (a preset never assigned it). */
export const UNOWNED_FILL = 'rgba(148,163,184,0.05)';
/** The border of a plain unowned region. */
export const UNOWNED_STROKE = 'rgba(255,255,255,0.14)';
/** The border of an owned region (brighter than unowned). */
export const OWNED_STROKE = 'rgba(255,255,255,0.30)';
/** The hover-tooltip sub-line for a region with no owning nation. */
export function unownedTooltipLabel(isNoMansLand: boolean): string {
return isNoMansLand ? "No man's land" : 'No owner';
}
/**
* The fill + border for one sub-region, given its RegionMap entry
* (`undefined` = unowned) and whether its key is no man's land (released
* mid-game, i.e. in `GameState.unowned`). Pure + shared; see the section
* comment above for why the distinction is not encoded in the RegionMap.
*/
export function regionFillStyle(
owner: RegionOwner | undefined,
isNoMansLand: boolean,
): { fill: string; stroke: string } {
if (owner) return { fill: owner.color, stroke: OWNED_STROKE };
return isNoMansLand
? { fill: NO_MANS_LAND_FILL, stroke: NO_MANS_LAND_STROKE }
: { fill: UNOWNED_FILL, stroke: UNOWNED_STROKE };
}
/** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */ /** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */
export function makeEvent( export function makeEvent(
spec: TurnEventSpec, spec: TurnEventSpec,
+101 -2
View File
@@ -1,5 +1,9 @@
// Domain types — the single source of truth shared by the frontend (src/), the // Domain types — the single source of truth shared by the frontend (src/), the
// backend (server/), and the LLM prompt contract. No runtime dependencies here. // backend (server/), and the LLM prompt contract. No runtime dependencies here.
// (The single `import type` below erases at compile time, so no runtime
// dependency on protocol.ts is introduced — see the GameState.pendingNationOps
// doc comment.)
import type { NationOp } from './protocol';
/** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */ /** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
export interface NationStats { export interface NationStats {
@@ -26,8 +30,10 @@ export const RELATION_STATUSES: RelationStatus[] = [
]; ];
/** /**
* A single nation in the world. `territory` holds ISO_A3 codes; the map colors * A single nation in the world. `territory` holds **region keys** (see
* each of those regions with this nation's stable color (see protocol.nationColor). * `public/region-keys.json`) — one per owned sub-region, so the choropleth can
* color individual sub-regions, not whole countries (v0.19, #16 P1). The map
* resolves each sub-region's owner by its region key (see protocol.mapFeatureOwner).
*/ */
export interface Nation { export interface Nation {
id: string; id: string;
@@ -62,6 +68,60 @@ export const EVENT_TYPES: EventType[] = [
export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral'; export type EventOutcome = 'success' | 'failure' | 'partial' | 'neutral';
// --- Map markers (v0.27, #44) -------------------------------------------------
//
// Named point markers the LLM can place on the map (cities, factories, armies,
// ports, capitals, fleets, rocket launch sites, political/social gatherings).
// A marker is anchored to a **region key** (see `public/region-keys.json`): the
// engine positions it at that region's precomputed centroid (with a small
// deterministic offset) and its `ownerNationId` follows the region's current
// owner (recomputed on every turn; `null` when the region is unowned / no
// man's land). See protocol.ts for the LLM-facing `TurnResult.markers`
// contract and the `markerId` derivation.
/** The eight marker categories the model may place (v0.27, #44). */
export type MarkerType =
| 'city'
| 'factory'
| 'army'
| 'port'
| 'capital'
| 'fleet'
| 'rocket'
| 'gathering';
/** All marker types, in canonical order (used by the LLM contract + map layer). */
export const MARKER_TYPES: MarkerType[] = [
'city',
'factory',
'army',
'port',
'capital',
'fleet',
'rocket',
'gathering',
];
/**
* A named point marker on the map (v0.27, #44). `id` is a stable,
* deterministic 4-character code derived from `type + name + regionKey`
* (see protocol.markerId) — re-adding the same marker is idempotent and
* removing by id is unambiguous. `lat`/`lon` are filled in by the engine from
* the region's centroid manifest (never by the model); `ownerNationId` is the
* marker's region's current owner (`null` when unowned) and is recomputed by
* the engine on every committed turn, so a marker always follows its region.
*/
export interface MapMarker {
id: string;
type: MarkerType;
name: string;
regionKey: string;
lat: number;
lon: number;
ownerNationId: string | null;
placedTurn: number;
}
/** A narrative event the simulation emitted on some turn. */ /** A narrative event the simulation emitted on some turn. */
export interface EventEntry { export interface EventEntry {
id: string; id: string;
@@ -118,6 +178,45 @@ export interface GameState {
* in src/App.tsx. Starts at 1 on game creation. * in src/App.tsx. Starts at 1 on game creation.
*/ */
version: GameVersion; version: GameVersion;
/**
* (v0.22, #16 P3) Region keys that became **unowned** — "no man's land" —
* during play: a region that was owned and was released to no owner by a
* committed turn (the LLM narrates the cause in that turn's events). This is
* deliberately distinct from the many regions a preset never assigns, which
* are also unowned but were never *released* mid-game; only the keys in this
* list render as the distinct visible no-man's-land grey (see
* protocol.regionFillStyle). A region leaves the list when any nation
* re-claims it (an ordinary `gain`). Always `[]` on a fresh game — no
* man's land can only arise mid-game. Rows saved before v0.22 load with
* this defaulted to `[]` (see server/db.ts).
*/
unowned: string[];
/**
* (v0.23, #16 P4a; v0.24, #16 P4b) Nation-management ops the LLM has
* proposed but the player has not yet resolved: a *pending proposal* list,
* as opposed to `pending` (the current round's queued player actions). A
* turn NEVER applies one — `applyTurnResult` appends the turn's
* `nationOps` to this list, and each proposal survives across turns until
* the player resolves it: confirming applies it (a rename changes
* `Nation.name` only; a split partitions the nation's region-key territory
* into the new nations' territories; a merge folds the inputs' territory
* into the survivor) and removes it; rejecting removes it without
* applying. Always `[]` on a fresh game; rows saved before v0.23 load with
* this defaulted to `[]` (see server/db.ts). (The `NationOp` type lives in
* protocol.ts; the import there is type-only, so this file still has no
* runtime dependencies.)
*/
pendingNationOps: NationOp[];
/**
* (v0.27, #44) Named point markers on the map: the LLM places them (via a
* turn's `markers.add`) and removes them (`markers.remove`, by id). The
* engine positions each at its region's centroid (deterministic small
* offset) and recomputes `ownerNationId` from the region's current owner on
* EVERY committed turn (a released region → `null`). Always `[]` on a fresh
* game; rows saved before v0.27 load with this defaulted to `[]` (see
* server/db.ts) — additive, no data wipe. Capped at protocol.MAX_MARKERS.
*/
markers: MapMarker[];
} }
/** /**
+113 -2
View File
@@ -177,6 +177,10 @@ export default function App() {
// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) — // gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
// it only gates the advisor UI (the "Ask advisor" button + its hint). // it only gates the advisor UI (the "Ask advisor" button + its hint).
const [advisorBusy, setAdvisorBusy] = useState(false); const [advisorBusy, setAdvisorBusy] = useState(false);
// Separate again: a pending nation-op confirm/reject is its own (fast,
// non-LLM) request. It gates only the nation-op dialog controls, never the
// turn flow — "Jump forward" stays usable while it is in flight.
const [opBusy, setOpBusy] = useState(false);
// The id of the game the user is/was last in (mirrors localStorage) and the // The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen. // list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId()); const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -309,6 +313,12 @@ export default function App() {
useSse(game?.id ?? null, { useSse(game?.id ?? null, {
onState: applyState, onState: applyState,
onTurn: applyState, onTurn: applyState,
// The game disappeared while this tab had it open — either deleted from
// another tab (the server broadcasts an SSE `error`) or a stale deep link to
// a missing game (the SSE connect emits `error`). Return this tab home.
onError: (msg) => {
if (/deleted|not found/i.test(msg)) latestRef.current?.goHome();
},
}); });
const play = useCallback(async (presetId: string) => { const play = useCallback(async (presetId: string) => {
@@ -395,6 +405,44 @@ export default function App() {
[game, applyState], [game, applyState],
); );
// Apply a pending nation op the model proposed (confirm; `edits.name`
// overrides a rename/merge name, `edits.playerPart` picks the player's
// successor part in a split). Fast, non-LLM — gated by `opBusy`, not `busy`.
// The version-bumped state comes back in the response and the SSE `state` event.
const runConfirmNationOp = useCallback(
async (index: number, edits?: { name?: string; playerPart?: number }) => {
if (!game) return;
setOpBusy(true);
try {
const { game: g } = await api.confirmNationOp(game.id, index, edits);
applyState(g);
toast.success('Nation change applied');
} catch (e) {
toastError(e);
} finally {
setOpBusy(false);
}
},
[game, applyState],
);
// Drop a pending nation op (reject / dismiss). Fast, non-LLM — `opBusy`.
const runRejectNationOp = useCallback(
async (index: number) => {
if (!game) return;
setOpBusy(true);
try {
const { game: g } = await api.rejectNationOp(game.id, index);
applyState(g);
} catch (e) {
toastError(e);
} finally {
setOpBusy(false);
}
},
[game, applyState],
);
// Jump forward: the single LLM call that commits the pending round. Only this // Jump forward: the single LLM call that commits the pending round. Only this
// sets `busy` (the adds above are fast and non-LLM). // sets `busy` (the adds above are fast and non-LLM).
const runJump = useCallback(async () => { const runJump = useCallback(async () => {
@@ -465,6 +513,29 @@ export default function App() {
setAdvisors([]); setAdvisors([]);
}, []); }, []);
// Delete a saved game. Removes it from the "Saved games" list, clears it if it
// was the remembered active game, and heads home if it's the one currently
// shown. The server also broadcasts an SSE `error` to any *other* open tab of
// this game, which the `useSse` `onError` handler above turns into a go-home.
const runDeleteGame = useCallback(
async (id: string) => {
try {
await api.deleteGame(id);
} catch (e) {
toastError(e);
return;
}
setSavedGames((prev) => prev.filter((g) => g.id !== id));
if (activeGameId === id) {
clearActiveGameId();
setActiveGameId(null);
}
if (game?.id === id) goHome();
toast.success('Game deleted');
},
[activeGameId, game, goHome],
);
// Expose the latest game + handlers to the mount-once hashchange listener. // Expose the latest game + handlers to the mount-once hashchange listener.
latestRef.current = { game, goHome, loadGame }; latestRef.current = { game, goHome, loadGame };
@@ -478,12 +549,15 @@ export default function App() {
regions={regions} regions={regions}
busy={busy} busy={busy}
advisorBusy={advisorBusy} advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors} advisors={advisors}
onAddAction={runAddAction} onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy} onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem} onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor} onAdvisor={askAdvisor}
onJump={runJump} onJump={runJump}
onConfirmNationOp={runConfirmNationOp}
onRejectNationOp={runRejectNationOp}
onHome={goHome} onHome={goHome}
/> />
</> </>
@@ -509,6 +583,7 @@ export default function App() {
savedGames={savedGames} savedGames={savedGames}
activeGameId={activeGameId} activeGameId={activeGameId}
onResume={resumeGame} onResume={resumeGame}
onDelete={runDeleteGame}
/> />
</> </>
); );
@@ -521,12 +596,16 @@ interface GameScreenProps {
busy: boolean; busy: boolean;
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */ /** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
advisorBusy: boolean; advisorBusy: boolean;
/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
opBusy: boolean;
advisors: string[]; advisors: string[];
onAddAction: (a: string) => void; onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void; onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void; onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void; onAdvisor: (p?: string) => void;
onJump: () => void; onJump: () => void;
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
onRejectNationOp: (index: number) => void;
onHome: () => void; onHome: () => void;
} }
@@ -549,16 +628,31 @@ function GameScreen({
regions, regions,
busy, busy,
advisorBusy, advisorBusy,
opBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem, onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onConfirmNationOp,
onRejectNationOp,
onHome, onHome,
}: GameScreenProps) { }: GameScreenProps) {
// Which nation's dossier to show. Defaults to the player; remounts per game. // Which nation's dossier to show. Defaults to the player; remounts per game.
const [viewingId, setViewingId] = useState(game.playerNationId); const [viewingId, setViewingId] = useState(game.playerNationId);
// When the dossier target was set by a map click, remember which sub-region
// was clicked, for a small label in the dossier. The label shows only the
// region's name. Cleared when the user picks a nation via the manual Inspect
// select.
const [selectedRegion, setSelectedRegion] = useState<{ name?: string } | null>(null);
const focusNation = useCallback(
(id: string, info?: { name?: string }) => {
setViewingId(id);
setSelectedRegion(info ?? null);
},
[],
);
const player = game.nations[game.playerNationId]; const player = game.nations[game.playerNationId];
const viewed = game.nations[viewingId] ?? player; const viewed = game.nations[viewingId] ?? player;
const nations = Object.values(game.nations).sort((a, b) => a.name.localeCompare(b.name)); const nations = Object.values(game.nations).sort((a, b) => a.name.localeCompare(b.name));
@@ -611,7 +705,9 @@ function GameScreen({
playerNationId={game.playerNationId} playerNationId={game.playerNationId}
nations={game.nations} nations={game.nations}
presetId={game.presetId} presetId={game.presetId}
onFocusNation={setViewingId} unowned={game.unowned ?? []}
markers={game.markers ?? []}
onFocusNation={focusNation}
/> />
{/* Pinned top bar: brand, turn + date, player nation, live status, Focus map. {/* Pinned top bar: brand, turn + date, player nation, live status, Focus map.
@@ -717,7 +813,14 @@ function GameScreen({
<div className="mb-1.5 text-xs font-medium uppercase tracking-wide text-muted-foreground"> <div className="mb-1.5 text-xs font-medium uppercase tracking-wide text-muted-foreground">
Inspect Inspect
</div> </div>
<Select value={viewingId} onValueChange={setViewingId}> <Select
value={viewingId}
onValueChange={(id) => {
// A manual pick supersedes a map-click selection: clear the label.
setViewingId(id);
setSelectedRegion(null);
}}
>
<SelectTrigger className="w-full" data-testid="inspect-select"> <SelectTrigger className="w-full" data-testid="inspect-select">
<SelectValue /> <SelectValue />
</SelectTrigger> </SelectTrigger>
@@ -729,6 +832,11 @@ function GameScreen({
))} ))}
</SelectContent> </SelectContent>
</Select> </Select>
{selectedRegion && (
<div className="mt-1.5 truncate text-[11px] text-muted-foreground" data-testid="selected-region">
Selected: {selectedRegion.name ?? 'region'}
</div>
)}
</div> </div>
<NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow /> <NationPanel nation={viewed} nations={game.nations} isPlayer={viewingId === game.playerNationId} inWindow />
</FloatingWindow> </FloatingWindow>
@@ -780,12 +888,15 @@ function GameScreen({
game={game} game={game}
busy={busy} busy={busy}
advisorBusy={advisorBusy} advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors} advisors={advisors}
onAddAction={onAddAction} onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy} onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem} onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor} onAdvisor={onAdvisor}
onJump={onJump} onJump={onJump}
onConfirmNationOp={onConfirmNationOp}
onRejectNationOp={onRejectNationOp}
inWindow inWindow
/> />
</FloatingWindow> </FloatingWindow>
+46 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react'; import { useState } from 'react';
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react'; import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
import { Textarea } from './ui/textarea'; import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs'; import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select'; import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import NationOpDialog from './NationOpDialog';
import type { GameState, RoundItem } from '@shared/types'; import type { GameState, RoundItem } from '@shared/types';
interface Props { interface Props {
@@ -27,6 +28,11 @@ interface Props {
* never disable "Jump forward" or the rest of the turn flow. * never disable "Jump forward" or the rest of the turn flow.
*/ */
advisorBusy: boolean; advisorBusy: boolean;
/**
* A pending nation-op confirm/reject request is in flight. Distinct from
* `busy`: it gates only the nation-op dialog controls, never the turn flow.
*/
opBusy: boolean;
/** Advisor brainstorm suggestions from the last request. */ /** Advisor brainstorm suggestions from the last request. */
advisors: string[]; advisors: string[];
/** Queue a free-text action onto the pending round (no turn advance). */ /** Queue a free-text action onto the pending round (no turn advance). */
@@ -38,6 +44,14 @@ interface Props {
onAdvisor: (prompt?: string) => void; onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */ /** Commit the whole pending round in a single LLM turn. */
onJump: () => void; onJump: () => void;
/**
* Apply a pending nation op: `edits.name` overrides a rename's target name
* (or a merge's name); `edits.playerPart` picks the player's successor part
* in a split (default 0).
*/
onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
/** Drop (reject) a pending nation op by its index. */
onRejectNationOp: (index: number) => void;
/** /**
* Render without the outer card chrome (the surrounding floating window * Render without the outer card chrome (the surrounding floating window
* provides the border and the "Your move" title). Same content, same testids. * provides the border and the "Your move" title). Same content, same testids.
@@ -66,12 +80,15 @@ export default function ActionPanel({
game, game,
busy, busy,
advisorBusy, advisorBusy,
opBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem, onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onConfirmNationOp,
onRejectNationOp,
inWindow = false, inWindow = false,
}: Props) { }: Props) {
const [tab, setTab] = useState('action'); const [tab, setTab] = useState('action');
@@ -81,6 +98,8 @@ export default function ActionPanel({
const [prompt, setPrompt] = useState(''); const [prompt, setPrompt] = useState('');
// Index of the queued item the user is about to remove, or null (dialog closed). // Index of the queued item the user is about to remove, or null (dialog closed).
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null); const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
// Whether the nation-op review dialog is open.
const [opDialogOpen, setOpDialogOpen] = useState(false);
const others = Object.entries(game.nations) const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId) .filter(([id]) => id !== game.playerNationId)
@@ -108,6 +127,7 @@ export default function ActionPanel({
}; };
const pending = game.pending; const pending = game.pending;
const ops = game.pendingNationOps;
// The item the confirmation dialog is about (re-derived from the live list, // The item the confirmation dialog is about (re-derived from the live list,
// so if the queue changes while the dialog is open it tracks the current // so if the queue changes while the dialog is open it tracks the current
// item at that index — or the dialog closes if the index went out of range). // item at that index — or the dialog closes if the index went out of range).
@@ -325,6 +345,31 @@ export default function ActionPanel({
</DialogContent> </DialogContent>
</Dialog> </Dialog>
{/* Pending nation ops proposed by the model — open to confirm or reject. */}
{ops.length > 0 && (
<button
type="button"
onClick={() => setOpDialogOpen(true)}
disabled={busy}
data-testid="nation-op-trigger"
className="flex w-full items-center justify-between gap-2 rounded-lg border border-amber-500/30 bg-amber-500/10 p-2.5 text-sm hover:bg-amber-500/15"
>
<span className="flex items-center gap-2 font-medium text-amber-300">
<PenLine className="size-4" />
{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
</span>
<span className="text-xs text-amber-300/70">confirm or reject</span>
</button>
)}
<NationOpDialog
game={game}
open={opDialogOpen}
onOpenChange={setOpDialogOpen}
opBusy={opBusy}
onConfirm={onConfirmNationOp}
onReject={onRejectNationOp}
/>
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward"> <Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />} {busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel} {queuedLabel}
+307
View File
@@ -0,0 +1,307 @@
import { useState } from 'react';
import { Check, Loader2, PenLine, X } from 'lucide-react';
import { Button } from './ui/button';
import {
Dialog,
DialogContent,
DialogDescription,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import { Input } from './ui/input';
import { Badge } from './ui/badge';
import type { GameState } from '@shared/types';
import type { NationOp, RenameOp } from '@shared/protocol';
interface Props {
game: GameState;
open: boolean;
onOpenChange: (open: boolean) => void;
/** A confirm/reject request is in flight — disable the per-op controls. */
opBusy: boolean;
/**
* Apply a pending op: `edits.name` overrides a rename's target name (or the
* merged name for a merge); `edits.playerPart` picks which new part the
* player's nation becomes in a split (default 0).
*/
onConfirm: (index: number, edits?: { name?: string; playerPart?: number }) => void;
/** Drop a pending op (reject / dismiss). */
onReject: (index: number) => void;
}
/** A short, display-safe description of a pending nation op. */
function describeOp(op: NationOp, name: (ref: string) => string): string {
if (op.kind === 'rename') return `Rename ${name(op.nationRef)} to “${op.to}”`;
if (op.kind === 'split')
return `Split ${name(op.nationRef)} into ${op.parts.length} nations (${op.parts
.map((p) => p.name)
.join(', ')})`;
return `Merge ${op.nationRefs.map(name).join(' + ')} into “${op.into}”`;
}
/**
* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
* and lets the player apply ("LLM proposes, player confirms") or drop each one:
* a rename shows the proposed name in an editable field; a split lists the
* proposed parts (with the number of regions each is assigned) and, when the
* split parent is the player's own nation, radio buttons to pick which new
* part the player leads; a merge shows the input nations (the survivor
* highlighted) and an editable name for the merged state (default `into`).
*/
export default function NationOpDialog({
game,
open,
onOpenChange,
opBusy,
onConfirm,
onReject,
}: Props) {
const ops = game.pendingNationOps;
const name = (ref: string) => game.nations[ref]?.name ?? ref;
// Resolve a nation ref the way the server does (id first, then a unique
// case-insensitive name; null when unknown/ambiguous) — UI hints only, the
// server stays authoritative.
const resolveRef = (ref: string): string | null => {
const r = (ref ?? '').trim();
if (!r) return null;
if (game.nations[r]) return r;
const matches = Object.values(game.nations).filter(
(n) => n.name.trim().toLowerCase() === r.toLowerCase(),
);
return matches.length === 1 ? matches[0].id : null;
};
// The player's edits, keyed by pending-op index: the rename/merge target
// name (an unset entry means "use the model's proposed name"), and which
// split part the player succeeds to (preselected 0 — the radio is
// "required" and always has a valid answer).
const [edits, setEdits] = useState<Record<number, string>>({});
const [playerParts, setPlayerParts] = useState<Record<number, number>>({});
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-lg" data-testid="nation-op-dialog">
<DialogHeader>
<DialogTitle>
<span className="flex items-center gap-2">
<PenLine className="size-4 text-primary" />
Nation proposals
</span>
</DialogTitle>
<DialogDescription>
The model proposed changes to nations. Confirm to apply them (you can edit a
name and choose your successor state in a split) or reject to leave the world
as it is.
</DialogDescription>
</DialogHeader>
{ops.length === 0 ? (
<p className="py-2 text-sm text-muted-foreground" data-testid="nation-op-empty">
Nothing pending — the model hasn’t proposed any nation changes.
</p>
) : (
<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
{ops.map((op, i) => {
const isRename = op.kind === 'rename';
const isSplit = op.kind === 'split';
const isMerge = op.kind === 'merge';
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
// Split: is the parent the player's own nation? (the successor radio
// is offered only in that case — the engine ignores playerPart otherwise)
const splitParentIsPlayer =
isSplit && resolveRef((op as { nationRef: string }).nationRef) === game.playerNationId;
const playerPart = playerParts[i] ?? 0;
// Merge: the survivor (highlighted) and whether the proposal is
// even valid (2+ distinct inputs; the survivor among them).
const survivorId = isMerge ? resolveRef((op as { survivingRef: string }).survivingRef) : null;
const inputIds = isMerge
? new Set(
(op as { nationRefs: string[] }).nationRefs
.map(resolveRef)
.filter((x): x is string => x !== null),
)
: new Set<string>();
const mergeValid =
!isMerge || (inputIds.size >= 2 && (survivorId !== null && inputIds.has(survivorId)));
const mergeName = isMerge ? (edits[i] ?? (op as { into: string }).into).trim() : '';
const confirm = () => {
if (isRename) onConfirm(i, finalName ? { name: finalName } : undefined);
else if (isMerge) onConfirm(i, mergeName ? { name: mergeName } : undefined);
else onConfirm(i, splitParentIsPlayer ? { playerPart } : undefined);
};
return (
<li
key={`${i}-${op.kind}`}
className="rounded-lg border border-border/70 bg-card/50 p-3"
data-testid="nation-op-item"
data-kind={op.kind}
>
<div className="mb-2 flex items-start gap-2">
<Badge variant="secondary" className="shrink-0 text-[11px] capitalize">
{op.kind}
</Badge>
<span className="min-w-0 flex-1 text-sm leading-snug">
{describeOp(op, name)}
</span>
</div>
{isRename ? (
<div className="space-y-2.5">
<Input
value={edits[i] ?? (op as RenameOp).to}
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
placeholder="New name…"
data-testid="nation-op-name-input"
/>
<div className="flex justify-end gap-2">
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Reject
</Button>
<Button
size="sm"
onClick={confirm}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
) : isSplit ? (
<div className="space-y-2.5">
<div className="space-y-1">
{(op as { parts: { name: string; territory?: string[] }[] }).parts.map((p, pi) => (
<div
key={pi}
className="flex items-center gap-2 text-sm"
data-testid="nation-op-part"
data-part={pi}
>
{splitParentIsPlayer ? (
<input
type="radio"
name={`player-part-${i}`}
checked={playerPart === pi}
onChange={() => setPlayerParts((prev) => ({ ...prev, [i]: pi }))}
disabled={opBusy}
className="size-3.5 shrink-0 accent-amber-400"
aria-label={`Make ${p.name} the player's successor state`}
data-testid="nation-op-player-part"
/>
) : (
<span className="size-3.5 shrink-0" aria-hidden />
)}
<span className="min-w-0 flex-1 truncate">{p.name}</span>
<span className="shrink-0 text-[11px] tabular-nums text-muted-foreground">
{p.territory?.length ?? 0} region{(p.territory?.length ?? 0) === 1 ? '' : 's'}
</span>
</div>
))}
</div>
{splitParentIsPlayer && (
<p className="text-[11px] text-muted-foreground" data-testid="nation-op-split-hint">
Choose which new state you will lead after the split.
</p>
)}
{(op as { parts: unknown[] }).parts.length < 2 && (
<p className="text-[11px] text-muted-foreground">
This split names fewer than two parts — confirming will dismiss it
without changing the world.
</p>
)}
<div className="flex justify-end gap-2">
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Reject
</Button>
<Button
size="sm"
onClick={confirm}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
) : (
<div className="space-y-2.5">
<div className="flex flex-wrap gap-1.5">
{(op as { nationRefs: string[] }).nationRefs.map((ref, ri) => {
const isSurvivor = resolveRef(ref) === survivorId;
return (
<Badge
key={ri}
variant={isSurvivor ? 'default' : 'secondary'}
className="text-[11px]"
data-testid="nation-op-input"
>
{name(ref)}
{isSurvivor ? ' (survivor)' : ''}
</Badge>
);
})}
</div>
<Input
value={edits[i] ?? (op as { into: string }).into}
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
placeholder="New name…"
data-testid="nation-op-name-input"
/>
{!mergeValid && (
<p className="text-[11px] text-muted-foreground">
This merge is not valid as proposed — confirming will dismiss it
without changing the world.
</p>
)}
<div className="flex justify-end gap-2">
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Reject
</Button>
<Button
size="sm"
onClick={confirm}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
)}
</li>
);
})}
</ul>
)}
</DialogContent>
</Dialog>
);
}
+29 -5
View File
@@ -1,8 +1,10 @@
import { useEffect, useState } from 'react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import StatBar from './StatBar'; import StatBar from './StatBar';
import { nationColor } from '@shared/protocol'; import { nationColor } from '@shared/protocol';
import { RELATION_COLORS } from '@/lib/colors'; import { RELATION_COLORS } from '@/lib/colors';
import { keyToName } from '@/lib/regions';
import type { Nation, RelationStatus } from '@shared/types'; import type { Nation, RelationStatus } from '@shared/types';
/** Human labels for a diplomatic status (the raw value is kept in data-attrs). */ /** Human labels for a diplomatic status (the raw value is kept in data-attrs). */
@@ -38,6 +40,23 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
const relations = Object.entries(nation.relations).sort(([a], [b]) => a.localeCompare(b)); const relations = Object.entries(nation.relations).sort(([a], [b]) => a.localeCompare(b));
const regions = nation.territory; const regions = nation.territory;
// Human region names for the territory chips (region key -> name), loaded once
// (cached in @/lib/regions). A key with no known name falls back to the raw key.
const [keyNames, setKeyNames] = useState<Record<string, string>>({});
useEffect(() => {
let cancelled = false;
keyToName()
.then((m) => {
if (!cancelled) setKeyNames(m);
})
.catch(() => {
/* names are cosmetic — a failed fetch just leaves the raw keys */
});
return () => {
cancelled = true;
};
}, []);
const identity = ( const identity = (
<div className="flex items-center gap-3"> <div className="flex items-center gap-3">
<span <span
@@ -95,15 +114,20 @@ export default function NationPanel({ nation, nations, isPlayer, inWindow = fals
</h3> </h3>
{regions.length > 0 ? ( {regions.length > 0 ? (
<div className="flex flex-wrap gap-1.5"> <div className="flex flex-wrap gap-1.5">
{regions.map((code) => ( {regions.map((key) => {
const label = keyNames[key] ?? key;
return (
<span <span
key={code} key={key}
className="rounded border px-1.5 py-0.5 text-xs tabular-nums" className="rounded border px-1.5 py-0.5 text-xs"
style={{ borderColor: `${color}66`, color, background: `${color}12` }} style={{ borderColor: `${color}66`, color, background: `${color}12` }}
title={key}
data-region-key={key}
> >
{code} {label}
</span> </span>
))} );
})}
</div> </div>
) : ( ) : (
<p className="text-sm text-muted-foreground">No territory.</p> <p className="text-sm text-muted-foreground">No territory.</p>
+70 -4
View File
@@ -1,7 +1,16 @@
import { Play } from 'lucide-react'; import { useState } from 'react';
import { Play, Trash2 } from 'lucide-react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import {
Dialog,
DialogContent,
DialogDescription,
DialogFooter,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import type { PresetMeta } from '@shared/types'; import type { PresetMeta } from '@shared/types';
import type { GameSummary } from '@shared/protocol'; import type { GameSummary } from '@shared/protocol';
@@ -15,12 +24,14 @@ interface Props {
activeGameId?: string | null; activeGameId?: string | null;
/** Resume a saved game by id (shared by the resume button and saved-games rows). */ /** Resume a saved game by id (shared by the resume button and saved-games rows). */
onResume?: (id: string) => void; onResume?: (id: string) => void;
/** Delete a saved game by id (confirmed by a dialog in this component). */
onDelete?: (id: string) => void;
} }
/** /**
* Home screen: a grid of scenario cards (each with a Play button), a prominent * Home screen: a grid of scenario cards (each with a Play button), a prominent
* "Resume last game" affordance, and a "Saved games" section listing prior * "Resume last game" affordance, and a "Saved games" section listing prior
* games so the user can get back into one. * games so the user can get back into one — or delete it.
*/ */
export default function PresetPicker({ export default function PresetPicker({
presets, presets,
@@ -29,8 +40,14 @@ export default function PresetPicker({
savedGames = [], savedGames = [],
activeGameId, activeGameId,
onResume, onResume,
onDelete,
}: Props) { }: Props) {
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined; const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
// The game awaiting a delete confirmation (null = dialog closed).
const [confirmDeleteId, setConfirmDeleteId] = useState<string | null>(null);
const confirmDeleteTarget = confirmDeleteId
? savedGames.find((g) => g.id === confirmDeleteId)
: undefined;
return ( return (
<div className="mx-auto max-w-6xl px-6 py-10"> <div className="mx-auto max-w-6xl px-6 py-10">
@@ -90,7 +107,7 @@ export default function PresetPicker({
))} ))}
</div> </div>
{/* Saved games: get back into any prior game. */} {/* Saved games: get back into any prior game (or delete it). */}
{savedGames.length > 0 && ( {savedGames.length > 0 && (
<section className="mt-12" data-testid="saved-games"> <section className="mt-12" data-testid="saved-games">
<h2 className="mb-4 text-xl font-bold tracking-tight">Saved games</h2> <h2 className="mb-4 text-xl font-bold tracking-tight">Saved games</h2>
@@ -100,13 +117,28 @@ export default function PresetPicker({
key={g.id} key={g.id}
className="flex flex-col" className="flex flex-col"
data-testid="saved-game" data-testid="saved-game"
data-game-id={g.id}
> >
<CardHeader> <CardHeader>
<div className="flex items-start justify-between gap-2"> <div className="flex items-start justify-between gap-2">
<CardTitle className="text-base">{g.presetTitle}</CardTitle> <CardTitle className="text-base">{g.presetTitle}</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs"> <div className="flex shrink-0 items-center gap-1">
<Badge variant="secondary" className="text-xs">
{g.date} {g.date}
</Badge> </Badge>
<Button
variant="ghost"
size="icon-sm"
className="text-muted-foreground hover:text-destructive"
data-testid="delete-game"
aria-label={`Delete ${g.presetTitle}`}
title="Delete this game"
onClick={() => setConfirmDeleteId(g.id)}
disabled={loading}
>
<Trash2 />
</Button>
</div>
</div> </div>
<CardDescription className="text-sm">Turn {g.turn}</CardDescription> <CardDescription className="text-sm">Turn {g.turn}</CardDescription>
</CardHeader> </CardHeader>
@@ -125,6 +157,40 @@ export default function PresetPicker({
</div> </div>
</section> </section>
)} )}
{/* Confirm before permanently deleting a saved game. */}
<Dialog open={confirmDeleteId !== null} onOpenChange={(o) => !o && setConfirmDeleteId(null)}>
<DialogContent className="max-w-sm" data-testid="delete-game-confirm-dialog">
<DialogHeader>
<DialogTitle>Delete this game?</DialogTitle>
<DialogDescription>
{confirmDeleteTarget
? `"${confirmDeleteTarget.presetTitle}" (turn ${confirmDeleteTarget.turn}, ${confirmDeleteTarget.date}) will be permanently removed. This cannot be undone.`
: 'This game will be permanently removed.'}
</DialogDescription>
</DialogHeader>
<DialogFooter>
<Button
variant="outline"
data-testid="delete-game-cancel"
onClick={() => setConfirmDeleteId(null)}
>
Cancel
</Button>
<Button
variant="destructive"
data-testid="delete-game-confirm"
onClick={() => {
const id = confirmDeleteId;
setConfirmDeleteId(null);
if (id) onDelete?.(id);
}}
>
Delete
</Button>
</DialogFooter>
</DialogContent>
</Dialog>
</div> </div>
); );
} }
+593 -108
View File
@@ -8,11 +8,23 @@ import 'maplibre-gl/dist/maplibre-gl.css';
// Point it at a Vite-emitted copy of the worker module so it loads in prod. // Point it at a Vite-emitted copy of the worker module so it loads in prod.
import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url'; import workerUrl from 'maplibre-gl/dist/maplibre-gl-worker.mjs?url';
maplibregl.setWorkerUrl(workerUrl); maplibregl.setWorkerUrl(workerUrl);
import type { RegionMap, RegionOwner } from '@shared/protocol'; import {
import type { Nation } from '@shared/types'; mapFeatureOwner,
MARKER_TYPE_INFO,
nationColor,
regionFillStyle,
unownedTooltipLabel,
type RegionMap,
type RegionOwner,
} from '@shared/protocol';
import { MARKER_TYPES, type MapMarker, type Nation } from '@shared/types';
import { cn } from '@/lib/utils'; import { cn } from '@/lib/utils';
import { idToKey } from '@/lib/regions';
// Minimal GeoJSON types (avoids a hard @types/geojson dependency). // Minimal GeoJSON types (avoids a hard @types/geojson dependency). The choropleth
// source is the sub-national `regions.geo.json`: each feature is a sub-region with
// a top-level `id` of the form `<ISO_A3>-<nn>` (e.g. `FRA-03`) and
// `properties = { name, parent }` where `parent` is the parent country's ISO_A3.
interface GeoFeature { interface GeoFeature {
type: 'Feature'; type: 'Feature';
id?: string | number; id?: string | number;
@@ -27,7 +39,7 @@ type GeoSource = maplibregl.GeoJSONSource;
// Inline basemap style — a visible dark-navy background plus a subtle // Inline basemap style — a visible dark-navy background plus a subtle
// OpenFreeMap shaded-relief raster so the ocean is never pure black and terrain // OpenFreeMap shaded-relief raster so the ocean is never pure black and terrain
// is faintly visible. The country choropleth (added in `ensureLayers`) is drawn // is faintly visible. The regional choropleth (added in `ensureLayers`) is drawn
// on top and is the real star. // on top and is the real star.
// //
// Why inline instead of a remote style URL: the OFM "dark" style's vector tiles // Why inline instead of a remote style URL: the OFM "dark" style's vector tiles
@@ -35,8 +47,16 @@ type GeoSource = maplibregl.GeoJSONSource;
// looked black, and `styledata` was gated on fetching a remote document. An // looked black, and `styledata` was gated on fetching a remote document. An
// inline object loads instantly, so `isStyleLoaded()` / `styledata` fire // inline object loads instantly, so `isStyleLoaded()` / `styledata` fire
// immediately and the choropleth is guaranteed to paint. (The OFM `ne2sr` // immediately and the choropleth is guaranteed to paint. (The OFM `ne2sr`
// raster has no vector tiles, so no glyphs endpoint is needed — we don't add // raster has no vector tiles, so the basemap itself needs no label layers —
// label layers; the choropleth provides the borders.) // the choropleth provides the borders.)
//
// No `glyphs` URL: the map needs no MapLibre *text* rendering. The basemap is
// raster (its labels are baked into the PNG tiles), and the LLM-placed map
// markers (v0.27, #44) are drawn as canvas-generated icon images in a symbol
// layer — fully self-contained, so they render offline and deterministically
// without depending on any external font/glyph endpoint (the OpenFreeMap
// `fonts/` path is a dead nginx 404, and the basemap's apparent labels come
// from the raster, not from glyphs).
const NE2SR_TILES = ['https://tiles.openfreemap.org/natural_earth/ne2sr/{z}/{x}/{y}.png']; const NE2SR_TILES = ['https://tiles.openfreemap.org/natural_earth/ne2sr/{z}/{x}/{y}.png'];
const INLINE_STYLE: maplibregl.StyleSpecification = { const INLINE_STYLE: maplibregl.StyleSpecification = {
@@ -61,7 +81,7 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
type: 'raster', type: 'raster',
source: 'terrain', source: 'terrain',
paint: { paint: {
'raster-opacity': 0.5, 'raster-opacity': 0.15,
'raster-brightness-max': 0.8, 'raster-brightness-max': 0.8,
'raster-fade-duration': 200, 'raster-fade-duration': 200,
}, },
@@ -69,15 +89,17 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
], ],
}; };
const COUNTRIES_SOURCE = 'countries'; const REGIONS_SOURCE = 'regions';
const HOVER_SOURCE = 'hover'; const HOVER_SOURCE = 'hover';
const FLASH_SOURCE = 'flash'; const FLASH_SOURCE = 'flash';
const FILL_LAYER = 'countries-fill'; const FILL_LAYER = 'regions-fill';
const LINE_LAYER = 'countries-line'; const LINE_LAYER = 'regions-line';
const PLAYER_LINE = 'player-line'; const PLAYER_LINE = 'player-line';
const FLASH_LINE = 'flash-line'; const FLASH_LINE = 'flash-line';
const HOVER_FILL = 'hover-fill'; const HOVER_FILL = 'hover-fill';
const HOVER_LINE = 'hover-line'; const HOVER_LINE = 'hover-line';
const MARKERS_SOURCE = 'markers';
const MARKER_SYMBOL = 'markers-symbol';
/** Sensible per-scenario initial camera: Europe for the WWII scenarios, wider for the global ones. */ /** Sensible per-scenario initial camera: Europe for the WWII scenarios, wider for the global ones. */
function cameraForPreset(presetId: string): { center: [number, number]; zoom: number } { function cameraForPreset(presetId: string): { center: [number, number]; zoom: number } {
@@ -97,38 +119,274 @@ function cameraForPreset(presetId: string): { center: [number, number]; zoom: nu
} }
/** /**
* Stamp the current ownership + colors onto a clone of the base geo. Each region * Stamp the current ownership + colors onto a clone of the sub-national base geo.
* carries its owner's stable fill color, a subtle stroke, and a flag for the * Ownership is at **region-key** granularity (v0.19, #16 P1): each sub-region has
* player's own regions (rendered as a brighter, thicker border by a dedicated * its own region key (from `public/region-keys.json`, looked up by the feature's
* layer). Unknown owners fall back to a faint neutral fill — never an error. * stable id) and the RegionMap is keyed by that region key, so a single
* sub-region can change owner while its neighbours keep theirs. Each feature
* therefore carries:
*
* - `regionId` – its own sub-region id (e.g. `FRA-03`), kept in a property that
* survives into the features MapLibre hands back on click/hover
* (the top-level `id` is repacked into a numeric index, #6);
* - `regionKey` – the region key (e.g. `moselle-rygy`), the RegionMap key;
* - `fill` – the owning nation's stable color (from `RegionMap[regionKey]`);
* - `owner`/`ownerId` – that nation's name/id (empty for an unowned region);
* - `stroke` – a per-border alpha (owned brightest, no man's land next,
* plain-unowned faintest);
* - `isPlayer` – 1 when the owning nation is the player (drives the amber
* player-highlight border).
*
* Crucially, the owner lookup keys the RegionMap by the stamped
* `properties.regionKey`, **never** by the sub-region id or the repacked
* top-level `id` — the RegionMap has no `FRA-03` entries, only region keys.
*
* (v0.22, #16 P3) Unowned regions have two looks, decided here (the
* RegionMap simply has no entry for them): a key in `unownedSet` — released to
* no man's land mid-game (`GameState.unowned`) — gets the distinct visible grey
* (`NO_MANS_LAND_FILL`); every other ownerless region keeps the faint
* preset-unassigned look. Both come from the shared `regionFillStyle` contract.
*/ */
function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId: string): FeatureCollection { function applyRegions(
geo: FeatureCollection,
regions: RegionMap,
playerNationId: string,
idKey: Record<string, string>,
unownedSet: ReadonlySet<string>,
): FeatureCollection {
const out: FeatureCollection = JSON.parse(JSON.stringify(geo)); const out: FeatureCollection = JSON.parse(JSON.stringify(geo));
for (const f of out.features) { for (const f of out.features) {
f.properties = f.properties ?? {}; f.properties = f.properties ?? {};
const r = f.id ? regions[f.id as string] : undefined; // The sub-region's own id (e.g. `FRA-03`) — stamped into a property that
// survives into the rendered features (the top-level `id` gets repacked).
const subId = f.id == null ? '' : String(f.id);
f.properties.regionId = subId;
// Resolve this feature's **region key** from the manifest (id -> key) and
// key the RegionMap by it — never the sub-region id or the repacked id.
const key = idKey[subId] ?? '';
f.properties.regionKey = key;
const r = key ? regions[key] : undefined;
if (r) { if (r) {
f.properties.fill = r.color; const style = regionFillStyle(r, false);
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = r.owner; f.properties.owner = r.owner;
f.properties.stroke = 'rgba(255,255,255,0.10)'; f.properties.ownerId = r.ownerId;
f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0; f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
} else { } else {
f.properties.fill = 'rgba(148,163,184,0.05)'; // Ownerless: visible grey only for keys released mid-game (no man's
f.properties.stroke = 'rgba(255,255,255,0.06)'; // land); a preset that never assigned this sub-region stays faint.
const style = regionFillStyle(undefined, key !== '' && unownedSet.has(key));
f.properties.fill = style.fill;
f.properties.stroke = style.stroke;
f.properties.owner = ''; f.properties.owner = '';
f.properties.ownerId = '';
f.properties.isPlayer = 0; f.properties.isPlayer = 0;
} }
} }
return out; return out;
} }
/** Build a FeatureCollection of just the features whose id is in `codes` (cloned). */ /**
function featuresByCodes(geo: FeatureCollection, codes: Iterable<string>): FeatureCollection { * Build a FeatureCollection of just the sub-regions whose **region key** is in
const set = new Set(codes); * `keys` (cloned). Used by the territory-change flash: a turn can change
const features = geo.features.filter((f) => f.id != null && set.has(String(f.id))); * individual sub-regions (the RegionMap is region-keyed, v0.19 #16 P1), so each
* changed region key lights up exactly the sub-region that owns it.
*/
function featuresByRegionKeys(
geo: FeatureCollection,
keys: Iterable<string>,
idKey: Record<string, string>,
): FeatureCollection {
const set = new Set(keys);
const features = geo.features.filter((f) => {
const id = f.id == null ? '' : String(f.id);
const key = idKey[id] ?? '';
return key !== '' && set.has(key);
});
return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) }; return { type: 'FeatureCollection', features: JSON.parse(JSON.stringify(features)) };
} }
// --- Map markers (v0.27, #44) ------------------------------------------------
//
// The LLM places named point markers (cities, factories, armies, ports,
// capitals, fleets, rocket sites, gatherings) anchored to a region key. The
// engine positions each at its region's centroid (deterministic small offset)
// and recomputes its owner from the region's current owner every turn. The
// map renders them as a single top-most symbol layer: a per-type glyph
// character in front of the name, per-type color, dark-theme halo.
/**
* The GeoJSON behind the marker symbol layer: one Point per marker at
* `[lon, lat]`, carrying the stable id, type, name, its type's glyph, and the
* current owner's name + stable color (empty when the region is unowned).
* Pure; the caller passes the current marker list + nations record, so a
* renamed/removed owner is picked up on the next paint.
*/
function buildMarkersFC(markers: MapMarker[], nations: Record<string, Nation>): FeatureCollection {
const features = markers.map((m) => {
const owner = m.ownerNationId ? nations[m.ownerNationId] : undefined;
return {
type: 'Feature' as const,
geometry: { type: 'Point' as const, coordinates: [m.lon, m.lat] as [number, number] },
properties: {
id: m.id,
type: m.type,
name: m.name,
glyph: MARKER_TYPE_INFO[m.type]?.glyph ?? '',
owner: owner?.name ?? '',
ownerId: owner?.id ?? '',
ownerColor: owner ? nationColor(owner.id) : '',
},
};
});
return { type: 'FeatureCollection', features };
}
// Small canvas-path helpers for the marker icons (self-contained shapes — no
// unicode/font dependency, so they render identically in any environment).
function roundRectPath(
ctx: CanvasRenderingContext2D,
x: number,
y: number,
w: number,
h: number,
r: number,
): void {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
}
function starPath(
ctx: CanvasRenderingContext2D,
cx: number,
cy: number,
spikes: number,
outer: number,
inner: number,
): void {
let rot = (Math.PI / 2) * -1;
const step = Math.PI / spikes;
ctx.beginPath();
ctx.moveTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
for (let i = 0; i < spikes; i++) {
rot += step;
ctx.lineTo(cx + Math.cos(rot) * inner, cy + Math.sin(rot) * inner);
rot += step;
ctx.lineTo(cx + Math.cos(rot) * outer, cy + Math.sin(rot) * outer);
}
ctx.closePath();
}
/**
* (v0.27, #44) Draw one marker-type icon into an offscreen canvas: a distinct
* shape per type, filled with the type's color from the shared
* `MARKER_TYPE_INFO` contract, with a dark outline for legibility on any
* choropleth fill. Added to the map as a named image and referenced by the
* symbol layer's `icon-image` — a real symbol layer, per-type color + form,
* with zero external font/glyph dependency.
*/
function drawMarkerIcon(type: MapMarker['type']): ImageData {
const S = 44;
const c = document.createElement('canvas');
c.width = S;
c.height = S;
const ctx = c.getContext('2d')!;
const cx = S / 2;
const cy = S / 2;
ctx.fillStyle = MARKER_TYPE_INFO[type]?.color ?? '#cbd5e1';
ctx.strokeStyle = '#0b1220';
ctx.lineWidth = 2.5;
ctx.lineJoin = 'round';
switch (type) {
case 'city':
ctx.beginPath();
ctx.arc(cx, cy, S * 0.3, 0, Math.PI * 2);
break;
case 'factory': {
const h = S * 0.5;
roundRectPath(ctx, cx - h / 2, cy - h / 2, h, h, 5);
break;
}
case 'army': {
const r = S * 0.34;
ctx.beginPath();
ctx.moveTo(cx, cy - r);
ctx.lineTo(cx + r, cy + r * 0.8);
ctx.lineTo(cx - r, cy + r * 0.8);
ctx.closePath();
break;
}
case 'port': {
const r = S * 0.36;
ctx.beginPath();
ctx.moveTo(cx, cy - r);
ctx.lineTo(cx + r, cy);
ctx.lineTo(cx, cy + r);
ctx.lineTo(cx - r, cy);
ctx.closePath();
break;
}
case 'capital':
starPath(ctx, cx, cy, 5, S * 0.36, S * 0.15);
break;
case 'fleet':
case 'gathering':
ctx.beginPath();
ctx.arc(cx, cy, S * 0.32, 0, Math.PI * 2);
break;
case 'rocket': {
const w = S * 0.14;
ctx.beginPath();
ctx.moveTo(cx, cy - S * 0.36);
ctx.lineTo(cx + S * 0.22, cy - S * 0.04);
ctx.lineTo(cx + w, cy - S * 0.04);
ctx.lineTo(cx + w, cy + S * 0.34);
ctx.lineTo(cx - w, cy + S * 0.34);
ctx.lineTo(cx - w, cy - S * 0.04);
ctx.lineTo(cx - S * 0.22, cy - S * 0.04);
ctx.closePath();
break;
}
}
ctx.fill();
ctx.stroke();
// fleet and gathering share a circle base; an inner mark tells them apart
// (fleet = a dark porthole dot, gathering = a white bullseye dot).
if (type === 'fleet' || type === 'gathering') {
ctx.beginPath();
ctx.arc(cx, cy, S * 0.13, 0, Math.PI * 2);
ctx.fillStyle = type === 'fleet' ? '#0b1220' : '#ffffff';
ctx.fill();
}
// Hand MapLibre the raw pixels (an untainted canvas, so getImageData is safe)
// rather than the canvas element — `addImage` accepts ImageData directly.
return ctx.getImageData(0, 0, S, S);
}
/** The hover tooltip for a marker: its type label + name, then the owner chip. */
function markerTooltipHtml(
type: string,
name: string,
owner: string,
ownerColor: string,
): string {
const label = MARKER_TYPE_INFO[type as MapMarker['type']]?.label ?? 'Marker';
const ownerLine = owner
? `<div class="hm-popup-owner"><span class="hm-chip" style="background:${ownerColor}"></span>${esc(owner)}</div>`
: '<div class="hm-popup-sub">No owner</div>';
return `<div class="hm-popup"><div class="hm-popup-title">${esc(label)}: ${esc(name)}</div>${ownerLine}</div>`;
}
const esc = (s: string) => const esc = (s: string) =>
s.replace(/[&<>"']/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c] as string)); s.replace(/[&<>"']/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c] as string));
@@ -137,60 +395,110 @@ function statRow(label: string, value?: number): string {
return `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">${Math.round(value)}</span></div>`; return `<div class="hm-stat"><span class="hm-stat-k">${label}</span><span class="hm-stat-v">${Math.round(value)}</span></div>`;
} }
/** Compact hover tooltip: country, its owner (color-chipped), and 1–2 key stats. */ /**
function hoverHtml(countryName: string, region?: RegionOwner, nation?: Nation): string { * Compact hover tooltip: the sub-region's name, its **current owner**
* (color-chipped), and 1–2 key stats. When the region's country has no owning
* nation, a minimal card is shown instead; its sub-line says "No man's land"
* for a region released mid-game (v0.22, #16 P3) and "No owner" for a region
* no preset ever assigned. The static parent-country code
* (`properties.parent`) is deliberately NOT printed here — it never updates
* when ownership is transferred, so only the live owner chip (resolved from
* the RegionMap) is shown.
*/
function hoverHtml(
subRegionName: string,
region?: RegionOwner,
nation?: Nation,
noMansLand = false,
): string {
if (!region || !nation) { if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(countryName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`; return `<div class="hm-popup"><div class="hm-popup-title">${esc(subRegionName || 'Unclaimed')}</div><div class="hm-popup-sub">${unownedTooltipLabel(noMansLand)}</div></div>`;
} }
const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join(''); const stats = [statRow('Mil', nation.stats.military), statRow('Eco', nation.stats.economy)].join('');
return `<div class="hm-popup"> return `<div class="hm-popup">
<div class="hm-popup-title">${esc(countryName || region.owner)}</div> <div class="hm-popup-title">${esc(subRegionName || region.owner)}</div>
<div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div> <div class="hm-popup-owner"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
<div class="hm-stats">${stats}</div> <div class="hm-stats">${stats}</div>
</div>`; </div>`;
} }
/** Click popup: the full owning-nation profile with all four stats. */
function clickHtml(countryName: string, region?: RegionOwner, nation?: Nation): string {
if (!region || !nation) {
return `<div class="hm-popup"><div class="hm-popup-title">${esc(countryName || 'Unclaimed')}</div><div class="hm-popup-sub">No owner</div></div>`;
}
const stats = [
statRow('Mil', nation.stats.military),
statRow('Eco', nation.stats.economy),
statRow('Stab', nation.stats.stability),
statRow('Pop', nation.stats.population),
].join('');
const regions = nation.territory.length;
return `<div class="hm-popup">
<div class="hm-popup-title">${esc(countryName || region.owner)}</div>
<div class="hm-popup-owner hm-popup-owner-big"><span class="hm-chip" style="background:${region.color}"></span>${esc(region.owner)}</div>
<div class="hm-popup-sub">${regions} region${regions === 1 ? '' : 's'} · click focuses the dossier</div>
<div class="hm-stats">${stats}</div>
</div>`;
}
interface Props { interface Props {
regions: RegionMap; regions: RegionMap;
playerNationId: string; playerNationId: string;
/** All nations, for hover/click stats and color chips. */ /** All nations, for the hover tooltip's owner stats and color chips. */
nations: Record<string, Nation>; nations: Record<string, Nation>;
/** The active scenario id, for a sensible initial camera. */ /** The active scenario id, for a sensible initial camera. */
presetId: string; presetId: string;
className?: string; className?: string;
/** Called when a region is clicked, so the dossier can focus its owner. */ /**
onFocusNation?: (id: string) => void; * (v0.22, #16 P3) Region keys currently in no man's land (released
* mid-game — `GameState.unowned`). Such regions render the distinct visible
* grey (vs the faint preset-unassigned look of every other ownerless
* region) and their hover tooltip says "No man's land" instead of "No
* owner".
*/
unowned?: string[];
/**
* Called with a region's owning-nation id when a sub-region is clicked, so the
* dossier switches to that nation. The optional `info` carries the clicked
* sub-region's name, for a small "which region" label in the dossier. Not
* called for unowned regions (the dossier keeps its current target). See the
* component doc for the full behavior.
*/
onFocusNation?: (id: string, info?: { name?: string }) => void;
/**
* (v0.27, #44) The game's named map markers (`GameState.markers`): the LLM
* places/removes them over time, the engine positions each at its region's
* centroid and keeps its owner in sync with the region's owner. Rendered as
* a top-most symbol layer (per-type glyph + name, per-type color).
*/
markers?: MapMarker[];
} }
/** /**
* World basemap (MapLibre GL) + a country choropleth colored by the owning * World basemap (MapLibre GL) + a **sub-national** choropleth. The map renders
* nation. Rendered as a fixed, full-viewport background layer (z-0) behind the * the finer `regions.geo.json` dataset: each country is subdivided into
* floating HUD windows: a dark-navy basemap with subtle terrain, per-nation * ~100–200 km sub-regions, drawn as a finer choropleth with thin internal border
* stable fills (the choropleth is the star), thin borders, a brighter/thicker * lines. Ownership is at **region-key** granularity (v0.19, #16 P1): each
* border for the player, hover + click popups with * sub-region has its own region key (from `public/region-keys.json`, looked up
* owner + stats, a transient flash on territory changes, and a * by the feature's stable id) and the RegionMap is keyed by that key, so a
* per-scenario initial camera. Zoom and pan are driven directly by the user * single sub-region can change owner independently of its neighbours. Rendered
* (MapLibre wheel/trackpad + drag) — no floating control and no external API. * as a fixed, full-viewport background layer (z-0) behind the floating HUD
* windows: a dark-navy basemap with subtle terrain, per-nation stable fills,
* thin sub-region borders, a brighter/thicker amber border for the player's
* regions, a hover tooltip (sub-region name + current owner + key stats), a
* **click that switches the dossier to the sub-region's owning nation** (no
* popup — see #7), a transient flash when a sub-region's owner changes, and a
* per-scenario initial camera.
*
* Ownership for a hovered/clicked sub-region is resolved from the authoritative
* RegionMap by its stamped **region key** (`properties.regionKey`, via
* `mapFeatureOwner` in @shared/protocol) — never from the feature's top-level
* `id` (MapLibre repacks it into a numeric index at interaction time, #6) and
* never from the raw sub-region id (not a RegionMap key). Unowned sub-regions
* (no RegionMap entry for their key) simply do not change the dossier.
*
* (v0.22, #16 P3) An unowned region renders two distinct ways: a key in the
* `unowned` prop (released to no man's land mid-game — `GameState.unowned`)
* gets the distinct visible grey with a "No man's land" tooltip sub-line; every
* other ownerless region (a preset never assigned it) keeps the faint look and
* a plain "No owner" sub-line. The colors/labels come from the shared
* `regionFillStyle` / `unownedTooltipLabel` contract in @shared/protocol.
*
* (v0.27, #44) LLM-placed **map markers** (`markers` prop = `GameState.markers`)
* render on a top-most symbol layer: each is its type's canvas-generated icon
* (a distinct shape, per-type color from the shared `MARKER_TYPE_INFO`
* contract, dark-outlined) at the engine-derived position (region centroid +
* small deterministic offset). The icons are drawn into named map images
* (`marker-<type>`), so there is no external font/glyph dependency and markers
* render offline and deterministically. Hovering a marker shows a tooltip
* (type label + name + owner chip); clicking one switches the dossier to the
* owning nation (no-op when the marker's region is unowned). The region
* hover/click handlers detect a marker under the cursor (MapLibre layer events
* have no propagation) and act on the marker's data.
*
* Zoom and pan are driven directly by the user (MapLibre wheel/trackpad + drag)
* — no floating control and no external API.
*/ */
export default function WorldMap({ export default function WorldMap({
regions, regions,
@@ -198,22 +506,31 @@ export default function WorldMap({
nations, nations,
presetId, presetId,
className, className,
unowned,
onFocusNation, onFocusNation,
markers,
}: Props) { }: Props) {
const containerRef = useRef<HTMLDivElement>(null); const containerRef = useRef<HTMLDivElement>(null);
const mapRef = useRef<maplibregl.Map | null>(null); const mapRef = useRef<maplibregl.Map | null>(null);
const baseGeoRef = useRef<FeatureCollection | null>(null); const baseGeoRef = useRef<FeatureCollection | null>(null);
// The region-key manifest (feature id -> region key), loaded once; used to
// stamp each feature's region key and to expand the flash to its sub-region.
const idKeyRef = useRef<Record<string, string> | null>(null);
// Latest props, so the mount effect's (re)establish closure always sees them. // Latest props, so the mount effect's (re)establish closure always sees them.
const regionsRef = useRef(regions); const regionsRef = useRef(regions);
const nationsRef = useRef(nations); const nationsRef = useRef(nations);
const playerRef = useRef(playerNationId); const playerRef = useRef(playerNationId);
const presetRef = useRef(presetId); const presetRef = useRef(presetId);
const unownedRef = useRef<Set<string>>(new Set(unowned ?? []));
const onFocusNationRef = useRef(onFocusNation); const onFocusNationRef = useRef(onFocusNation);
const markersRef = useRef<MapMarker[]>(markers ?? []);
regionsRef.current = regions; regionsRef.current = regions;
nationsRef.current = nations; nationsRef.current = nations;
playerRef.current = playerNationId; playerRef.current = playerNationId;
presetRef.current = presetId; presetRef.current = presetId;
unownedRef.current = new Set(unowned ?? []);
onFocusNationRef.current = onFocusNation; onFocusNationRef.current = onFocusNation;
markersRef.current = markers ?? [];
// Diffing state for the transient territory-change flash (owned by this component // Diffing state for the transient territory-change flash (owned by this component
// so a resync with identical data never re-flashes). // so a resync with identical data never re-flashes).
@@ -243,15 +560,14 @@ export default function WorldMap({
(containerRef.current as unknown as { __map?: maplibregl.Map }).__map = map; (containerRef.current as unknown as { __map?: maplibregl.Map }).__map = map;
const hoverPopup = new maplibregl.Popup({ closeButton: false, closeOnClick: false, offset: 10 }); const hoverPopup = new maplibregl.Popup({ closeButton: false, closeOnClick: false, offset: 10 });
const clickPopup = new maplibregl.Popup({ closeButton: true, closeOnClick: true, offset: 12 });
let lastHoverId: string | null = null; let lastHoverId: string | null = null;
const loadGeo = (): Promise<FeatureCollection> => const loadGeo = (): Promise<FeatureCollection> =>
baseGeoRef.current baseGeoRef.current
? Promise.resolve(baseGeoRef.current) ? Promise.resolve(baseGeoRef.current)
: fetch('/countries.geo.json') : fetch('/regions.geo.json')
.then((r) => { .then((r) => {
if (!r.ok) throw new Error(`countries.geo.json → HTTP ${r.status}`); if (!r.ok) throw new Error(`regions.geo.json → HTTP ${r.status}`);
return r.json(); return r.json();
}) })
.then((g: FeatureCollection) => { .then((g: FeatureCollection) => {
@@ -259,15 +575,28 @@ export default function WorldMap({
return g; return g;
}); });
// The region-key manifest (feature id -> region key), fetched once and
// cached in a ref so both the paint path and the flash can resolve keys.
const loadIdKey = (): Promise<Record<string, string>> =>
idKeyRef.current
? Promise.resolve(idKeyRef.current)
: idToKey().then((k) => {
idKeyRef.current = k;
return k;
});
const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] }); const emptyFC = (): FeatureCollection => ({ type: 'FeatureCollection', features: [] });
// Transient flash: pulse a bright outline over the changed regions, then fade // Transient flash: pulse a bright outline over the changed regions, then fade
// to zero over a few seconds and self-clean. Idempotent per call. // to zero over a few seconds and self-clean. Idempotent per call. `codes` are
// region keys (a turn can change individual sub-regions, v0.19 #16 P1); each
// lights up exactly the sub-region that owns that key.
function animateFlash(codes: string[]) { function animateFlash(codes: string[]) {
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined; const src = map.getSource(FLASH_SOURCE) as GeoSource | undefined;
if (!geo || !src || cancelled) return; if (!geo || !idKey || !src || cancelled) return;
src.setData(featuresByCodes(geo, codes)); src.setData(featuresByRegionKeys(geo, codes, idKey));
if (!map.getLayer(FLASH_LINE)) { if (!map.getLayer(FLASH_LINE)) {
// Defensive re-add (normally created by ensureLayers). Keep it beneath the // Defensive re-add (normally created by ensureLayers). Keep it beneath the
// hover highlight when that layer exists; otherwise just append. // hover highlight when that layer exists; otherwise just append.
@@ -300,24 +629,71 @@ export default function WorldMap({
} }
flashApiRef.current = animateFlash; flashApiRef.current = animateFlash;
// The sub-region a hovered/clicked feature belongs to is identified by its
// stable sub-region id in `properties.regionId` (stamped by `applyRegions`),
// and its **owner** is resolved from the authoritative RegionMap via the
// feature's stamped `properties.regionKey` through
// `mapFeatureOwner` — never from the repacked top-level `id` (a numeric
// index, #6) and never from the raw sub-region id (not a RegionMap key).
const onHover = (e: maplibregl.MapLayerMouseEvent) => { const onHover = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0]; const f = e.features?.[0];
if (!f) return; if (!f) return;
const id = f.id == null ? null : String(f.id); // (v0.27, #44) A marker rendered on top of this region wins the hover.
if (id && id !== lastHoverId) { // The region polygon is always beneath a marker, so this FILL_LAYER
lastHoverId = id; // delegate fires in both cases; if a marker icon is under the cursor,
// show the marker's tooltip (name + type + owner) instead of the
// region's. `e.point` is the cursor's pixel position, so querying the
// marker layer there tests the icon's (small) hit area, not the whole
// region.
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
if (markerHits.length > 0) {
const mp = (markerHits[0].properties ?? {}) as {
type?: string;
name?: string;
owner?: string;
ownerColor?: string;
};
hoverPopup
.setLngLat(e.lngLat)
.setHTML(
markerTooltipHtml(
typeof mp.type === 'string' ? mp.type : '',
typeof mp.name === 'string' ? mp.name : '',
typeof mp.owner === 'string' ? mp.owner : '',
typeof mp.ownerColor === 'string' ? mp.ownerColor : '',
),
)
.addTo(map);
map.getCanvas().style.cursor = 'pointer';
// A marker has no region outline to highlight; clear the previous one
// (and reset lastHoverId so moving back onto a region re-triggers it).
lastHoverId = null;
(map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(emptyFC());
return;
}
const p = f.properties as { name?: string; regionId?: string };
const subId = typeof p?.regionId === 'string' ? p.regionId : '';
if (subId && subId !== lastHoverId) {
lastHoverId = subId;
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const feat = geo?.features.find((x) => x.id != null && String(x.id) === id); // The base GeoJSON feature's top-level `id` IS the sub-region id, so
// match on it to recover the exact feature for the hover-highlight
// outline (the feature MapLibre hands us has a repacked numeric `id`).
const feat = geo?.features.find((x) => x.id != null && String(x.id) === subId);
(map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData( (map.getSource(HOVER_SOURCE) as GeoSource | undefined)?.setData(
feat ? { type: 'FeatureCollection', features: [JSON.parse(JSON.stringify(feat))] } : emptyFC(), feat ? { type: 'FeatureCollection', features: [JSON.parse(JSON.stringify(feat))] } : emptyFC(),
); );
} }
const p = f.properties as { name?: string }; const region = mapFeatureOwner(regionsRef.current, f);
const region = id ? regionsRef.current[id] : undefined;
const nation = region ? nationsRef.current[region.ownerId] : undefined; const nation = region ? nationsRef.current[region.ownerId] : undefined;
// (v0.22, #16 P3) whether this region is no man's land (released
// mid-game), so the ownerless tooltip can say so.
const pKey = f.properties?.regionKey;
const noMansLand =
!region && typeof pKey === 'string' && pKey !== '' && unownedRef.current.has(pKey);
hoverPopup hoverPopup
.setLngLat(e.lngLat) .setLngLat(e.lngLat)
.setHTML(hoverHtml(p?.name ?? id ?? '', region, nation)) .setHTML(hoverHtml(p?.name ?? subId, region, nation, noMansLand))
.addTo(map); .addTo(map);
map.getCanvas().style.cursor = 'pointer'; map.getCanvas().style.cursor = 'pointer';
}; };
@@ -329,15 +705,34 @@ export default function WorldMap({
map.getCanvas().style.cursor = ''; map.getCanvas().style.cursor = '';
}; };
// #7: a click does NOT open a popup — it switches the dossier to the region's
// owning nation, resolved from the feature's stamped `properties.regionKey`
// via the RegionMap (never the repacked top-level `f.id`, #6, and never the
// raw sub-region id). A sub-region whose key has no owner leaves the current
// dossier target unchanged — never a broken dossier.
const onClick = (e: maplibregl.MapLayerMouseEvent) => { const onClick = (e: maplibregl.MapLayerMouseEvent) => {
const f = e.features?.[0]; const f = e.features?.[0];
if (!f) return; if (!f) return;
const id = f.id == null ? null : String(f.id); // (v0.27, #44) A marker under the cursor: focus its owning nation
// (identical to its region's owner — the engine keeps a marker's owner in
// sync with the region) and carry the marker's name into the dossier.
const markerHits = map.queryRenderedFeatures(e.point, { layers: [MARKER_SYMBOL] });
if (markerHits.length > 0) {
const mp = (markerHits[0].properties ?? {}) as { ownerId?: string; name?: string };
const owner = typeof mp.ownerId === 'string' ? mp.ownerId : '';
if (owner) {
const info = typeof mp.name === 'string' ? { name: mp.name } : undefined;
onFocusNationRef.current?.(owner, info);
}
return;
}
const region = mapFeatureOwner(regionsRef.current, f);
if (!region?.ownerId) return;
// Carry the clicked sub-region's name so the dossier can show which region
// was selected.
const p = f.properties as { name?: string }; const p = f.properties as { name?: string };
const region = id ? regionsRef.current[id] : undefined; const info = { name: typeof p?.name === 'string' ? p.name : undefined };
const nation = region ? nationsRef.current[region.ownerId] : undefined; onFocusNationRef.current?.(region.ownerId, info);
clickPopup.setLngLat(e.lngLat).setHTML(clickHtml(p?.name ?? id ?? '', region, nation)).addTo(map);
if (region?.ownerId) onFocusNationRef.current?.(region.ownerId);
}; };
// Idempotent: (re)creates the sources + layers after any style (re)load and // Idempotent: (re)creates the sources + layers after any style (re)load and
@@ -345,16 +740,16 @@ export default function WorldMap({
// automatically, so no setWorkerUrl is needed.) // automatically, so no setWorkerUrl is needed.)
// //
// The three choropleth sources are created up front (empty until the base // The three choropleth sources are created up front (empty until the base
// geo arrives) so the layer structure always exists; `paintCountries` then // geo arrives) so the layer structure always exists; `paintRegions` then
// stamps ownership + colors onto the countries source. This makes it immune // stamps ownership + colors onto the regions source. This makes it immune
// to load-order races: if `ensureLayers` runs before the geo fetch // to load-order races: if `ensureLayers` runs before the geo fetch
// resolves, the data is applied the moment the fetch lands; if the geo // resolves, the data is applied the moment the fetch lands; if the geo
// resolves first, `ensureLayers` uses it. No source is ever left stuck on // resolves first, `ensureLayers` uses it. No source is ever left stuck on
// `emptyFC()` — `ensureLayers` is retried on every `styledata`, and the // `emptyFC()` — `ensureLayers` is retried on every `styledata`, and the
// regions effect re-paints whenever ownership changes. // regions effect re-paints whenever ownership changes.
const ensureSources = () => { const ensureSources = () => {
if (!map.getSource(COUNTRIES_SOURCE)) { if (!map.getSource(REGIONS_SOURCE)) {
map.addSource(COUNTRIES_SOURCE, { type: 'geojson', data: emptyFC() }); map.addSource(REGIONS_SOURCE, { type: 'geojson', data: emptyFC() });
} }
if (!map.getSource(HOVER_SOURCE)) { if (!map.getSource(HOVER_SOURCE)) {
map.addSource(HOVER_SOURCE, { type: 'geojson', data: emptyFC() }); map.addSource(HOVER_SOURCE, { type: 'geojson', data: emptyFC() });
@@ -362,57 +757,95 @@ export default function WorldMap({
if (!map.getSource(FLASH_SOURCE)) { if (!map.getSource(FLASH_SOURCE)) {
map.addSource(FLASH_SOURCE, { type: 'geojson', data: emptyFC() }); map.addSource(FLASH_SOURCE, { type: 'geojson', data: emptyFC() });
} }
if (!map.getSource(MARKERS_SOURCE)) {
map.addSource(MARKERS_SOURCE, { type: 'geojson', data: emptyFC() });
}
}; };
// Stamp ownership + colors onto the countries source (no-op until geo loads). // Stamp ownership + colors onto the regions source (no-op until both the
const paintCountries = () => { // base geo and the region-key manifest are loaded).
const paintRegions = () => {
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined; const idKey = idKeyRef.current;
if (!geo || !src) return; const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current)); if (!geo || !idKey || !src) return;
src.setData(applyRegions(geo, regionsRef.current, playerRef.current, idKey, unownedRef.current));
};
// Stamp the current markers onto the marker source (v0.27, #44).
const paintMarkers = () => {
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
if (!src) return;
src.setData(buildMarkersFC(markersRef.current, nationsRef.current));
};
// Register the eight canvas-generated marker-type icon images (v0.27, #44).
// Images are cleared on a style (re)load, so this is (re)run from
// `ensureLayers` (which fires on every `styledata`). Self-contained — no
// external font/glyph endpoint — so markers render offline and
// deterministically.
const ensureMarkerImages = async () => {
for (const type of MARKER_TYPES) {
const id = `marker-${type}`;
if (map.getImage(id)) continue;
await map.addImage(id, drawMarkerIcon(type));
}
}; };
const ensureLayers = async () => { const ensureLayers = async () => {
if (cancelled) return; if (cancelled) return;
ensureSources(); ensureSources();
if (baseGeoRef.current) { if (!baseGeoRef.current) {
paintCountries();
} else {
try { try {
await loadGeo(); await loadGeo();
} catch (err) { } catch (err) {
console.error('failed to load countries geojson', err); console.error('failed to load regions geojson', err);
}
}
if (!idKeyRef.current) {
try {
await loadIdKey();
} catch (err) {
console.error('failed to load region keys', err);
}
} }
if (cancelled) return; if (cancelled) return;
paintCountries(); paintRegions();
} paintMarkers();
if (!map.getLayer(FILL_LAYER)) { if (!map.getLayer(FILL_LAYER)) {
// The choropleth is the star: a high opacity so the vivid per-nation // The choropleth is the star: a high opacity so the vivid per-nation
// colors read clearly even on the dark background / over the terrain. // colors read clearly even on the dark background / over the terrain.
// Each sub-region carries its own owning nation's color (v0.19 #16 P1),
// so the fill traces region-key ownership, not country borders.
map.addLayer({ map.addLayer({
id: FILL_LAYER, id: FILL_LAYER,
type: 'fill', type: 'fill',
source: COUNTRIES_SOURCE, source: REGIONS_SOURCE,
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 0.85 }, paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 1.0 },
}); });
} }
if (!map.getLayer(LINE_LAYER)) { if (!map.getLayer(LINE_LAYER)) {
// Thin internal borders: every sub-region outline at a light weight so
// the subdivision reads within each country's uniform fill. The per-
// feature `stroke` alpha keeps owned borders a touch brighter than
// unowned ones (the v0.10 treatment, thinned for the finer grid).
map.addLayer({ map.addLayer({
id: LINE_LAYER, id: LINE_LAYER,
type: 'line', type: 'line',
source: COUNTRIES_SOURCE, source: REGIONS_SOURCE,
paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.7, 'line-opacity': 0.95 }, paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.75, 'line-opacity': 0.95 },
}); });
} }
// NOTE: layers are added in bottom→top order (each appends on top). The // NOTE: layers are added in bottom→top order (each appends on top). The
// stack is: fill, base borders, player border, territory-change flash, // stack is: fill, base borders, player border, territory-change flash,
// hover brighten, hover outline. Do not use a `beforeId` here — it throws // hover brighten, hover outline, and (top-most) the LLM-placed map
// if that layer does not exist yet on a fresh style load. // markers' symbol layer (v0.27, #44). Do not use a `beforeId` here — it
// throws if that layer does not exist yet on a fresh style load.
if (!map.getLayer(PLAYER_LINE)) { if (!map.getLayer(PLAYER_LINE)) {
map.addLayer({ map.addLayer({
id: PLAYER_LINE, id: PLAYER_LINE,
type: 'line', type: 'line',
source: COUNTRIES_SOURCE, source: REGIONS_SOURCE,
filter: ['==', ['get', 'isPlayer'], 1], filter: ['==', ['get', 'isPlayer'], 1],
paint: { 'line-color': '#f59e0b', 'line-width': 2.2, 'line-opacity': 0.95 }, paint: { 'line-color': '#f59e0b', 'line-width': 2.2, 'line-opacity': 0.95 },
}); });
@@ -441,6 +874,36 @@ export default function WorldMap({
paint: { 'line-color': '#ffffff', 'line-width': 1.6, 'line-opacity': 0.9 }, paint: { 'line-color': '#ffffff', 'line-width': 1.6, 'line-opacity': 0.9 },
}); });
} }
// (v0.27, #44) The LLM-placed map markers: a top-most symbol layer.
// Each marker renders its type's canvas-generated icon (a distinct shape,
// per-type color from the shared MARKER_TYPE_INFO contract) with a dark
// outline for legibility on any choropleth fill. The icon images are
// self-contained (no external font/glyph endpoint), so markers render
// offline and deterministically. `icon-image` is `marker-<type>`, the
// named canvas images registered by `ensureMarkerImages` above.
await ensureMarkerImages();
if (!map.getLayer(MARKER_SYMBOL)) {
map.addLayer({
id: MARKER_SYMBOL,
type: 'symbol',
source: MARKERS_SOURCE,
layout: {
'icon-image': ['concat', 'marker-', ['get', 'type']],
'icon-size': 0.8,
'icon-allow-overlap': true,
'icon-ignore-placement': true,
},
});
}
// Marker interactions: the markers sit above the choropleth, but they
// deliberately share the region (FILL_LAYER) handlers registered below.
// MapLibre layer-scoped events are independent per-layer delegates (no
// propagation, no stopPropagation), so a marker-on-region would fire
// both a marker and a region handler. Instead the region handlers detect
// a marker under the cursor (see onHover/onClick) and act on the
// marker's data; clicking a marker focuses its owning nation via the
// same path as clicking its region (the marker's owner == its region's
// owner).
map.off('mousemove', FILL_LAYER, onHover); map.off('mousemove', FILL_LAYER, onHover);
map.off('mouseout', FILL_LAYER, onHoverOut); map.off('mouseout', FILL_LAYER, onHoverOut);
map.off('click', FILL_LAYER, onClick); map.off('click', FILL_LAYER, onClick);
@@ -464,30 +927,52 @@ export default function WorldMap({
}; };
}, []); }, []);
// Re-color the choropleth whenever ownership changes, and flash any regions // Re-color the choropleth whenever ownership changes, and flash each
// whose owner changed since the last update (transient, self-cleaning). // sub-region whose owner changed since the last update (a transient,
// self-cleaning pulse). The diff is over the region-keyed RegionMap (v0.19
// #16 P1); `animateFlash` lights up exactly the sub-region for each changed
// key. Re-runs when the no-man's-land set changes too (v0.22 #16 P3) so a
// release/re-claim repaints the grey even if the RegionMap diff alone
// wouldn't catch it.
useEffect(() => { useEffect(() => {
const map = mapRef.current; const map = mapRef.current;
const geo = baseGeoRef.current; const geo = baseGeoRef.current;
const idKey = idKeyRef.current;
const cur = regions; const cur = regions;
const prev = prevRegionsRef.current; const prev = prevRegionsRef.current;
prevRegionsRef.current = cur; prevRegionsRef.current = cur;
const wasPrimed = primedRef.current; const wasPrimed = primedRef.current;
if (Object.keys(cur).length > 0) primedRef.current = true; if (Object.keys(cur).length > 0) primedRef.current = true;
const unownedSet = new Set(unowned ?? []);
if (map && geo) { if (map && geo && idKey) {
const src = map.getSource(COUNTRIES_SOURCE) as GeoSource | undefined; const src = map.getSource(REGIONS_SOURCE) as GeoSource | undefined;
if (src) void src.setData(applyRegions(geo, cur, playerNationId)); if (src) void src.setData(applyRegions(geo, cur, playerNationId, idKey, unownedSet));
} }
if (wasPrimed && prev) { if (wasPrimed && prev && idKey) {
const changed = new Set<string>(); const changed = new Set<string>();
for (const code of new Set([...Object.keys(prev), ...Object.keys(cur)])) { for (const key of new Set([...Object.keys(prev), ...Object.keys(cur)])) {
if ((prev[code]?.ownerId ?? '') !== (cur[code]?.ownerId ?? '')) changed.add(code); if ((prev[key]?.ownerId ?? '') !== (cur[key]?.ownerId ?? '')) changed.add(key);
} }
// A release (owned → unowned) and a re-claim (unowned → owned) both show
// up as ownerId changes above, so they flash like any other transfer.
if (changed.size > 0) flashApiRef.current?.([...changed]); if (changed.size > 0) flashApiRef.current?.([...changed]);
} }
}, [regions, playerNationId]); }, [regions, playerNationId, unowned]);
// (v0.27, #44) Repaint the marker symbol layer whenever the marker list
// changes (a turn placed/removed markers) or the nations record changes
// (a confirmed rename/merge changes an owner's display name). No-op until
// the map + source exist (the mount effect's ensureLayers applies the
// current data once the layer structure is in place).
useEffect(() => {
const map = mapRef.current;
if (!map) return;
const src = map.getSource(MARKERS_SOURCE) as GeoSource | undefined;
if (!src) return;
src.setData(buildMarkersFC(markers ?? [], nations));
}, [markers, nations]);
// Full-viewport, edge-to-edge background layer. `position: fixed` is set // Full-viewport, edge-to-edge background layer. `position: fixed` is set
// inline because MapLibre's own stylesheet sets `.maplibregl-map` to // inline because MapLibre's own stylesheet sets `.maplibregl-map` to
+24
View File
@@ -6,8 +6,11 @@ import type {
AddActionResponse, AddActionResponse,
AddDiplomacyResponse, AddDiplomacyResponse,
AdvisorResponse, AdvisorResponse,
ConfirmNationOpResponse,
CreateGameResponse, CreateGameResponse,
DeleteGameResponse,
GameSummary, GameSummary,
RejectNationOpResponse,
RemoveQueueItemResponse, RemoveQueueItemResponse,
TurnResponse, TurnResponse,
} from '@shared/protocol'; } from '@shared/protocol';
@@ -33,6 +36,9 @@ export const api = {
body: JSON.stringify({ presetId, playerNationId }), body: JSON.stringify({ presetId, playerNationId }),
}), }),
getGame: (id: string) => req<{ game: GameState }>(`/api/games/${id}`), getGame: (id: string) => req<{ game: GameState }>(`/api/games/${id}`),
// Delete a saved game entirely. Fast, non-LLM. Returns { deleted: true }.
deleteGame: (id: string) =>
req<DeleteGameResponse>(`/api/games/${id}`, { method: 'DELETE' }),
// Every saved game as a lightweight summary, newest-updated first (for the // Every saved game as a lightweight summary, newest-updated first (for the
// home screen's "Saved games" section / resume affordances). // home screen's "Saved games" section / resume affordances).
listGames: () => req<{ games: GameSummary[] }>('/api/games'), listGames: () => req<{ games: GameSummary[] }>('/api/games'),
@@ -56,6 +62,24 @@ export const api = {
method: 'POST', method: 'POST',
body: JSON.stringify({ index }), body: JSON.stringify({ index }),
}), }),
// (v0.23, #16 P4a; v0.24, #16 P4b) Confirm a pending nation-op proposal by
// its index in `game.pendingNationOps`: a rename takes effect (`edits.name`
// overrides the proposed name), a split partitions the nation's territory
// (`edits.playerPart` picks which part the player leads, default 0), and a
// merge folds its inputs into the survivor (`edits.name` overrides the
// merged name). Fast, non-LLM — no turn advance. Returns the updated game.
confirmNationOp: (id: string, index: number, edits?: { name?: string; playerPart?: number }) =>
req<ConfirmNationOpResponse>(`/api/games/${id}/nation-op/confirm`, {
method: 'POST',
body: JSON.stringify({ index, ...(edits ? { edits } : {}) }),
}),
// (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by index,
// without applying it. Fast, non-LLM — no turn advance. Returns the updated game.
rejectNationOp: (id: string, index: number) =>
req<RejectNationOpResponse>(`/api/games/${id}/nation-op/reject`, {
method: 'POST',
body: JSON.stringify({ index }),
}),
// Commit the whole pending round (or an empty one) in a single LLM turn. // Commit the whole pending round (or an empty one) in a single LLM turn.
jump: (id: string) => jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, { req<TurnResponse>(`/api/games/${id}/jump`, {
+46
View File
@@ -0,0 +1,46 @@
// Client-side region-key data access. Fetches the two static JSON files served
// from public/ and builds the lookups the region-level UI needs:
// - idToKey(): feature id -> region key (to stamp each map feature + resolve owner)
// - keyToName(): region key -> human name (to show region names in the dossier)
// Each is fetched once and cached (Promise singleton) so WorldMap and NationPanel
// share a single fetch. Same-origin relative URLs (proxy/Traefik safe) — never a
// hardcoded origin.
type GeoLike = {
features?: Array<{ id?: string | number; properties?: { name?: string } }>;
};
let idKeyPromise: Promise<Record<string, string>> | null = null;
let keyNamePromise: Promise<Record<string, string>> | null = null;
async function fetchJson<T>(url: string): Promise<T> {
const r = await fetch(url);
if (!r.ok) throw new Error(`${url} → HTTP ${r.status}`);
return (await r.json()) as T;
}
/** feature id (from regions.geo.json) -> region key (from region-keys.json). */
export function idToKey(): Promise<Record<string, string>> {
idKeyPromise ??= fetchJson<Record<string, string>>('/region-keys.json');
return idKeyPromise;
}
/**
* region key -> human region name. Built by joining region-keys.json (id -> key)
* with regions.geo.json (id -> properties.name). A key with no known name is
* simply absent (callers fall back to the raw key).
*/
export function keyToName(): Promise<Record<string, string>> {
keyNamePromise ??= Promise.all([idToKey(), fetchJson<GeoLike>('/regions.geo.json')]).then(
([keys, geo]) => {
const out: Record<string, string> = {};
for (const f of geo.features ?? []) {
const id = f.id == null ? '' : String(f.id);
const key = keys[id];
const name = f.properties?.name;
if (key && typeof name === 'string') out[key] = name;
}
return out;
},
);
return keyNamePromise;
}
+17
View File
@@ -5,6 +5,12 @@ import type { TurnResult } from '@shared/protocol';
interface SseHandlers { interface SseHandlers {
onState?: (state: GameState) => void; onState?: (state: GameState) => void;
onTurn?: (state: GameState, result: TurnResult) => void; onTurn?: (state: GameState, result: TurnResult) => void;
/**
* Fired for a server-sent NAMED `event: error` (a MessageEvent with a JSON
* body `{ message }`) — e.g. the game was deleted or no longer exists. Pure
* connection errors (no data) are ignored and EventSource auto-reconnects.
*/
onError?: (message: string) => void;
} }
/** /**
@@ -37,8 +43,19 @@ export function useSse(id: string | null, handlers: SseHandlers): void {
/* ignore malformed */ /* ignore malformed */
} }
}; };
const onError = (e: Event) => {
if (e instanceof MessageEvent && e.data) {
try {
const d = JSON.parse(e.data) as { message?: string };
if (d.message) handlersRef.current.onError?.(d.message);
} catch {
/* ignore malformed */
}
}
};
es.addEventListener('state', onState); es.addEventListener('state', onState);
es.addEventListener('turn', onTurn); es.addEventListener('turn', onTurn);
es.addEventListener('error', onError);
return () => es.close(); return () => es.close();
}, [id]); }, [id]);
} }
+1 -1
View File
@@ -20,5 +20,5 @@
"@/*": ["./src/*"] "@/*": ["./src/*"]
} }
}, },
"include": ["src", "server", "shared", "e2e", "vite.config.ts"] "include": ["src", "server", "shared", "e2e", "scripts", "vite.config.ts"]
} }
+1 -1
View File
@@ -13,7 +13,7 @@ export default defineConfig({
}, },
test: { test: {
environment: 'node', environment: 'node',
include: ['server/**/*.test.ts'], include: ['server/**/*.test.ts', 'scripts/**/*.test.ts'],
testTimeout: 20000, testTimeout: 20000,
hookTimeout: 20000, hookTimeout: 20000,
}, },