Region-level ownership foundation (Part 1 of #16) (v0.19.0) #34
+26
-13
@@ -53,11 +53,12 @@ export function buildSystemPrompt(preset: Preset): string {
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' ],',
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' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
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' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],',
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' "territoryChanges": [{"nation":"<nationId>","gain":["<ISO_A3>"],"lose":["<ISO_A3>"]}]',
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' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}]',
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'}',
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'',
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'HARD CONSTRAINTS',
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'- Use only nation ids and ISO_A3 codes that exist in the provided state.',
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'- Use only nation ids and region keys that exist in the provided state.',
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'- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges.',
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'- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
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'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
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'- Keep every stat value between 0 and 100.',
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@@ -75,7 +76,11 @@ export function buildSystemPrompt(preset: Preset): string {
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* model to simulate the combined consequences of the whole batch (or to let the
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* world advance on its own when the batch is empty) and return one TurnResult.
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*/
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export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
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export function buildUserPrompt(
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state: GameState,
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items: RoundItem[],
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regionReference?: Record<string, string>,
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): string {
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const player = state.nations[state.playerNationId];
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const playerName = player?.name ?? state.playerNationId;
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const playerActions = items.map((i) =>
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@@ -88,7 +93,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
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)}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.`
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: 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.';
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const payload = {
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const payload: Record<string, unknown> = {
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state: {
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turn: state.turn,
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date: state.date,
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@@ -110,6 +115,7 @@ export function buildUserPrompt(state: GameState, items: RoundItem[]): string {
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pending: items,
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roundInstruction,
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};
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if (regionReference) payload.regions = regionReference;
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return JSON.stringify(payload, null, 2);
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}
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@@ -283,7 +289,7 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
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* Apply a TurnResult to a GameState immutably: advance the date/turn, append
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* events, apply stat changes (clamped), symmetric relations, and territory moves.
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*/
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export function applyTurnResult(state: GameState, result: TurnResult): GameState {
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export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet<string>): GameState {
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const next: GameState = JSON.parse(JSON.stringify(state));
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next.version = (state.version ?? 0) + 1; // every mutation is a new revision
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const actingTurn = state.turn; // this action resolves the current turn
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@@ -309,15 +315,18 @@ export function applyTurnResult(state: GameState, result: TurnResult): GameState
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for (const t of result.territoryChanges) {
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const n = next.nations[t.nation];
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if (!n) continue;
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for (const code of t.gain) {
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const valid = (k: string) => !validKeys || validKeys.has(k);
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for (const key of t.gain) {
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if (!valid(key)) continue; // ignore a key that is not a real region
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for (const other of Object.values(next.nations)) {
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const i = other.territory.indexOf(code);
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const i = other.territory.indexOf(key);
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if (i !== -1) other.territory.splice(i, 1);
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}
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if (!n.territory.includes(code)) n.territory.push(code);
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if (!n.territory.includes(key)) n.territory.push(key);
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}
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for (const code of t.lose) {
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const i = n.territory.indexOf(code);
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for (const key of t.lose) {
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if (!valid(key)) continue;
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const i = n.territory.indexOf(key);
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if (i !== -1) n.territory.splice(i, 1);
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}
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}
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@@ -367,10 +376,14 @@ export async function runTurn(opts: {
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preset: Preset;
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state: GameState;
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items: RoundItem[];
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/** Region reference table (key -> "name (parent)") to include in the user prompt. */
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regionReference?: Record<string, string>;
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/** Set of valid region keys; territory changes with other keys are ignored. */
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validRegionKeys?: ReadonlySet<string>;
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}): Promise<{ state: GameState; result: TurnResult }> {
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const { llm, preset, state, items } = opts;
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const { llm, preset, state, items, regionReference, validRegionKeys } = opts;
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const system = buildSystemPrompt(preset);
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const user = buildUserPrompt(state, items);
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const user = buildUserPrompt(state, items, regionReference);
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const nudge =
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'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
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@@ -398,7 +411,7 @@ export async function runTurn(opts: {
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};
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}
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return { state: applyTurnResult(state, result), result };
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return { state: applyTurnResult(state, result, validRegionKeys), result };
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}
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// --- Advisor (brainstorm) -----------------------------------------------------
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@@ -20,6 +20,7 @@ import { createLlmClient } from './llm';
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import { makeStubLlmClient } from './stub';
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import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine';
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import { buildRegionMap } from './map';
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import { allTerritoryKeys, expandCountriesToKeys, loadRegions, referenceForKeys, validKeys } from './regions';
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import { createPresetStore } from './presets';
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import { openDb, type Db } from './db';
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@@ -49,6 +50,9 @@ const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
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// the e2e config, so honor it as a fallback to keep all three in agreement.
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const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
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const presetStore = createPresetStore(presetsDir);
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// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
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// just means region expansion/reference degrade to the raw keys (server still boots).
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loadRegions(root);
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const db: Db = openDb(path.join(dataDir, 'history.db'));
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// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
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const useStub = process.env.LLM_STUB === '1';
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@@ -121,6 +125,10 @@ app.post('/api/games', (req: Request, res) => {
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pending: [],
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version: 1, // the first saved revision; every later mutation bumps it
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};
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// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
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// of all its sub-regions, so ownership (and the choropleth) is at region
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// granularity from the very first turn. Preset JSONs stay country-level.
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for (const n of Object.values(state.nations)) n.territory = expandCountriesToKeys(n.territory);
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db.save(state);
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res.json({ game: state });
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});
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@@ -227,6 +235,8 @@ app.post('/api/games/:id/jump', async (req, res) => {
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preset,
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state: game,
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items: game.pending,
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regionReference: referenceForKeys(allTerritoryKeys(game)),
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validRegionKeys: validKeys(),
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});
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db.save(state);
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broadcast(id, 'turn', { state, result });
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+7
-5
@@ -1,6 +1,8 @@
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// Build the choropleth payload from a GameState: every ISO_A3 region maps to its
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// owning nation plus that nation's stable color (see shared.nationColor). The
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// client merges this onto public/countries.geo.json and calls source.setData().
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// Build the choropleth payload from a GameState: every region key (see
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// public/region-keys.json) maps to its owning nation plus that nation's stable
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// color (see shared.nationColor). The client merges this onto the sub-national
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// regions.geo.json (resolving each feature by its own region key) and calls
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// source.setData(). Format-agnostic: it maps whatever keys sit in territory.
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import { nationColor, type RegionMap } from '../shared/protocol';
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import type { GameState } from '../shared/types';
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@@ -8,8 +10,8 @@ export function buildRegionMap(state: GameState): RegionMap {
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const map: RegionMap = {};
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for (const [id, nation] of Object.entries(state.nations)) {
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const color = nationColor(id);
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for (const code of nation.territory) {
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map[code] = { color, owner: nation.name, ownerId: id };
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for (const key of nation.territory) {
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map[key] = { color, owner: nation.name, ownerId: id };
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}
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}
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return map;
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@@ -0,0 +1,140 @@
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// Region-key data access (server). Loads the deterministic region-key manifest
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// (public/region-keys.json: stable feature id -> region key) and the sub-national
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// geo (public/regions.geo.json: feature id -> { name, parent }), then joins them
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// into the lookups the region-level ownership model (v0.19, #16 P1) needs:
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//
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// - expand a nation's ISO_A3 country list -> the region keys of all its sub-regions
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// - build the LLM "regions" reference table (key -> "name (parent ISO_A3)")
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// - the set of all valid region keys (to ignore hallucinated keys in applyTurnResult)
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//
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// Deliberately turf-free: it reads the two JSON files with plain JSON.parse and
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// never imports @turf/@types/geojson (importing one pulls @types/geojson into the
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// tsc program and breaks WorldMap.tsx; see the v0.17 changelog note). Loaded once
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// at boot; the accessors below are pure data reads thereafter.
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import { existsSync, readFileSync } from 'node:fs';
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import path from 'node:path';
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import type { GameState } from '../shared/types';
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/** { name, parent } for one sub-region, where parent is the ISO_A3 country. */
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interface RegionInfo {
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name: string;
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parent: string;
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}
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interface RegionData {
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/** stable feature id -> region key (from public/region-keys.json). */
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idToKey: Record<string, string>;
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/** region key -> { name, parent }. */
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keyToInfo: Record<string, RegionInfo>;
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/** ISO_A3 parent -> region keys of its sub-regions (file order, stable). */
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keysByCountry: Record<string, string[]>;
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/** the set of all region keys. */
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validKeys: Set<string>;
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}
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let data: RegionData | null = null;
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/**
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* Load (or reload) the region-key manifest + geo from `root`. Idempotent.
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* Returns true when both files loaded cleanly. A missing/broken file clears the
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* data and returns false, so the server still boots and degrades gracefully
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* (expansion becomes a no-op, ownership falls back to the raw input keys).
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*/
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export function loadRegions(root: string): boolean {
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const keyPath = path.join(root, 'public', 'region-keys.json');
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const geoPath = path.join(root, 'public', 'regions.geo.json');
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if (!existsSync(keyPath) || !existsSync(geoPath)) {
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data = null;
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return false;
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}
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try {
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const idToKey = JSON.parse(readFileSync(keyPath, 'utf8')) as Record<string, string>;
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const geo = JSON.parse(readFileSync(geoPath, 'utf8')) as {
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features?: Array<{ id?: string | number; properties?: { name?: string; parent?: string } }>;
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};
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const keyToInfo: Record<string, RegionInfo> = {};
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const keysByCountry: Record<string, string[]> = {};
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const validKeys = new Set<string>();
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for (const f of geo.features ?? []) {
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const id = f.id == null ? '' : String(f.id);
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const key = idToKey[id];
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if (!key) continue; // a geo feature with no manifest entry is skipped
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const name = typeof f.properties?.name === 'string' ? f.properties.name : '';
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const parent = typeof f.properties?.parent === 'string' ? f.properties.parent : '';
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keyToInfo[key] = { name, parent };
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validKeys.add(key);
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if (parent) (keysByCountry[parent] ??= []).push(key);
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}
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data = { idToKey, keyToInfo, keysByCountry, validKeys };
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return validKeys.size > 0;
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} catch (err) {
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console.error('[regions] failed to load region data', err);
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data = null;
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return false;
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}
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}
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/** Test/dev seam: drop the loaded data (the next accessors behave as "no data"). */
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export function resetRegions(): void {
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data = null;
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}
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/** True when the manifest + geo loaded cleanly. */
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export function hasRegionData(): boolean {
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return data !== null;
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}
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/**
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* Expand a nation's ISO_A3 country list to the region keys of all its sub-regions
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* (file order, deduped). This is what turns a preset's country-level territory
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* into region-level ownership at game creation. Returns the input unchanged when
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* no region data is loaded (graceful degradation — behaves like the old model).
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*/
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export function expandCountriesToKeys(countries: string[]): string[] {
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if (!data) return countries;
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const out: string[] = [];
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const seen = new Set<string>();
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for (const c of countries) {
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for (const key of data.keysByCountry[c] ?? []) {
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if (!seen.has(key)) {
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seen.add(key);
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out.push(key);
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}
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}
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}
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return out;
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}
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/**
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* Build the LLM reference table: region key -> "<name> (<parent ISO_A3>)", e.g.
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* `moselle-rygy -> "Moselle (FRA)"`. Only the given keys are included (the caller
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* passes the game's owned-region universe) so the prompt stays bounded.
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*/
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export function referenceForKeys(keys: Iterable<string>): Record<string, string> {
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const out: Record<string, string> = {};
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if (!data) return out;
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for (const key of keys) {
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const info = data.keyToInfo[key];
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if (info) out[key] = info.parent ? `${info.name} (${info.parent})` : info.name;
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}
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return out;
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}
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/** The region key's human name (for the dossier), or undefined if unknown. */
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export function regionName(key: string): string | undefined {
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return data?.keyToInfo[key]?.name;
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}
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/** The union of every nation's territory region keys (the game's region universe). */
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export function allTerritoryKeys(state: GameState): Set<string> {
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const out = new Set<string>();
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for (const n of Object.values(state.nations)) {
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for (const key of n.territory) out.add(key);
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}
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return out;
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}
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/** The set of all valid region keys (to ignore hallucinated keys in applyTurnResult). */
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export function validKeys(): ReadonlySet<string> {
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return data ? data.validKeys : new Set<string>();
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}
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+27
-20
@@ -23,7 +23,7 @@ export interface RelationChange {
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set: RelationStatus;
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}
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/** A nation gains/loses ISO_A3 regions this turn. */
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/** A nation gains/loses region keys (see `public/region-keys.json`) this turn. */
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export interface TerritoryChange {
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nation: string;
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gain: string[];
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@@ -48,26 +48,32 @@ export interface TurnResult {
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territoryChanges: TerritoryChange[];
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}
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/** Per-region map payload: ISO_A3 -> owning nation + its stable color. */
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/** Per-region map payload: region key -> owning nation + its stable color. */
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export interface RegionOwner {
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color: string;
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owner: string;
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ownerId: string;
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}
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/**
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* The authoritative ownership map: a **region key** (see `public/region-keys.json`)
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* -> the owning nation + its stable color. Owned at sub-region granularity (v0.19,
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* #16 P1); a key absent from this map is unowned (rendered grey).
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*/
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export type RegionMap = Record<string, RegionOwner>;
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/**
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* Look up the owner record from the authoritative RegionMap by a RegionMap key.
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* The RegionMap is keyed by the **parent country's** ISO_A3 code (ownership and
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* the LLM stay at country granularity — see #16), so `key` is a country code such
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* as `DEU`, never a sub-region id such as `DEU-03`. Returns `undefined` for an
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* empty/missing key or an unowned country.
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* The RegionMap is keyed by **region key** (see `public/region-keys.json`) — one
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* per owned sub-region (v0.19, #16 P1) — so `key` is a region key such as
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* `moselle-rygy`, never a raw feature id such as `FR-57` and never a
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* parent-country ISO_A3. Returns `undefined` for an empty/missing key or an
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* unowned region.
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*
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* Pure + shared: the primitive "key → owner" lookup. The *map feature → owner*
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* resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below,
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* which reads the feature's `properties.parent` — never the repacked top-level
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* `id` (MapLibre turns it into a numeric index, the "no owner" bug #6) and never
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* the sub-region id.
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* which reads the feature's stamped `properties.regionKey` — never the repacked
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* top-level `id` (MapLibre turns it into a numeric index, the "no owner" bug #6)
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* and never the sub-region id.
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*/
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export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined {
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if (!key) return undefined;
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@@ -76,22 +82,23 @@ export function regionOwner(regions: RegionMap, key: string | null | undefined):
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/**
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* Resolve the owning-nation record for a **rendered map feature** from the
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* authoritative RegionMap. The choropleth renders sub-national regions, but the
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* RegionMap is keyed by the *parent country's* ISO_A3 (not the sub-region's own
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* id), so a feature's owner is found via its `properties.parent` (the ISO_A3 the
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* client stamps from the GeoJSON `parent` property — see WorldMap) and then
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* `regionOwner`. This is the single shared source of truth for that resolution,
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* so the "use `parent`, never the sub-region `id`/repacked `feature.id`" rule
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* lives in one tested place rather than in the React component.
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* authoritative RegionMap. The choropleth renders sub-national regions, and the
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* RegionMap is now keyed by **region key** (one per sub-region, v0.19 #16 P1),
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* so a feature's owner is found via its `properties.regionKey` — the region key
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* the client stamps from `public/region-keys.json` by the feature's stable id
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* (see WorldMap) — and then `regionOwner`. This is the single shared source of
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* truth for that resolution, so the "use `regionKey`, never the sub-region `id`
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* / repacked `feature.id`" rule lives in one tested place rather than in the
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* React component.
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||||
*
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* Returns `undefined` for a missing feature/parent or an unowned country.
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* Returns `undefined` for a missing feature/regionKey or an unowned region.
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*/
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export function mapFeatureOwner(
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regions: RegionMap,
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||||
feature: { properties?: { parent?: unknown } } | null | undefined,
|
||||
feature: { properties?: { regionKey?: unknown } } | null | undefined,
|
||||
): RegionOwner | undefined {
|
||||
const parent = feature?.properties?.parent;
|
||||
return regionOwner(regions, typeof parent === 'string' ? parent : '');
|
||||
const regionKey = feature?.properties?.regionKey;
|
||||
return regionOwner(regions, typeof regionKey === 'string' ? regionKey : '');
|
||||
}
|
||||
|
||||
/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
|
||||
|
||||
+4
-2
@@ -26,8 +26,10 @@ export const RELATION_STATUSES: RelationStatus[] = [
|
||||
];
|
||||
|
||||
/**
|
||||
* A single nation in the world. `territory` holds ISO_A3 codes; the map colors
|
||||
* each of those regions with this nation's stable color (see protocol.nationColor).
|
||||
* A single nation in the world. `territory` holds **region keys** (see
|
||||
* `public/region-keys.json`) — one per owned sub-region, so the choropleth can
|
||||
* color individual sub-regions, not whole countries (v0.19, #16 P1). The map
|
||||
* resolves each sub-region's owner by its region key (see protocol.mapFeatureOwner).
|
||||
*/
|
||||
export interface Nation {
|
||||
id: string;
|
||||
|
||||
Reference in New Issue
Block a user