feat: nation-op split/merge — apply on confirm (v0.24.0, #16 P4b) #39
@@ -68,13 +68,13 @@ history/
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├── shared/ # NO runtime deps — the single source of truth
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│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
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│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
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│ # `nationOps`, v0.23 #16 P4a) + AddAction/AddDiplomacy/RemoveQueueItem/
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│ # `nationOps`, v0.23 #16 P4a; v0.24 #16 P4b) + AddAction/AddDiplomacy/RemoveQueueItem/
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│ # Jump + NationOp confirm/reject request types + pure helpers
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├── server/
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│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
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│ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
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│ │ # PORT/LLM_*/DATA_DIR
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│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / applyNationOp / confirmNationOp / rejectNationOp, v0.23 #16 P4a)
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│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / freshNationId / NEW_NATION_STATS / applyNationOp rename+split+merge / confirmNationOp / rejectNationOp, v0.23 #16 P4a; v0.24 #16 P4b)
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│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
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│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
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│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
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@@ -96,7 +96,7 @@ history/
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├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
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├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
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├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
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├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename) or reject (v0.23 #16 P4a)
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├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename/merge name, split successor radio) or reject (v0.24 #16 P4b)
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├── EventFeed.tsx # scrolling event log (newest first)
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├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
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├── StatBar.tsx
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@@ -189,24 +189,44 @@ history/
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— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
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`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
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game always starts with `unowned: []` (legacy SQLite rows load with it defaulted).
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- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a).** `TurnResult.nationOps` (required
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in the schema) carries the LLM’s proposed **`NationOp`s** — a discriminated union of `rename` /
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`split` / `merge`. `rename` is fully applied; `split` and `merge` are **declared shapes only**
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(accepted and stored as pending, but a no-op until P4b implements them). Each op names its target
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via `nationRef` — the LLM may use a nation’s **id or name**; `resolveNationRef` resolves id-first,
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then a case-insensitive unique-name match, and returns `null` for an unknown or ambiguous ref (such
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ops are dropped defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
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`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals persist
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across turns until resolved (like the action queue). The player then decides per op via
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`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?}}`) or `.../nation-op/reject`
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(`{index}`): `confirmNationOp` applies the op to a clone (a rename sets `Nation.name` to the edited
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value or, failing that, the proposed `to`; id / territory / relations / `playerNationId` stay valid,
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so a renamed player is re-named in place) and `rejectNationOp` just drops it — both splice by index
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and bump `version` once (an invalid index → `null` → HTTP 400). The response is `{ game }` and the
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server broadcasts a version-bumped SSE `state`, so every tab’s version-guarded `applyState` stays in
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sync. The client lists the pending ops in a “Nation proposals” dialog (in the “Your move” panel) with
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an editable rename name plus Confirm / Reject. The stub never proposes a nation op (`nationOps: []`),
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so this path is covered by unit tests only (`server/engine.test.ts`).
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- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a; v0.24, #16 P4b).**
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`TurnResult.nationOps` (required in the schema) carries the LLM’s proposed **`NationOp`s** — a
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discriminated union of `rename` / `split` / `merge`, all three of which are now applied on confirm
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(P4b implemented split/merge). Each op names its target via `nationRef` — the LLM may use a
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nation’s **id or name**; `resolveNationRef` resolves id-first, then a case-insensitive
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unique-name match, and returns `null` for an unknown or ambiguous ref (such ops are dropped
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defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
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`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals
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persist across turns until resolved (like the action queue). The player then decides per op via
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`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?, playerPart?}}`) or
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`.../nation-op/reject` (`{index}`): `confirmNationOp` applies the op to a clone — **rename** sets
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`Nation.name` to the edited value or, failing that, the proposed `to` (id / territory / relations /
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`playerNationId` stay valid, so a renamed player is re-named in place); **split** (the parent
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must resolve and have ≥2 named parts, else a no-op) partitions the parent’s region-key territory
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into new nations in parts order — each new nation gets a fresh id (`freshNationId`: first free of
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`n1`, `n2`, …) and the baseline `NEW_NATION_STATS` (not a copy of the parent’s), plus a copy of
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the parent’s relations; a key named by several parts goes to the first, and the parent’s
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unclaimed keys go to part 0 (in territory order), so sole ownership holds and nothing is
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orphaned; if the parent was the player’s nation, `playerNationId` moves to the part chosen by
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`edits.playerPart` (clamped into range, default 0), which also receives `edits.name`; **merge**
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(every ref must resolve, ≥2 DISTINCT inputs, and the survivor must be one of them, else a
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no-op) folds the inputs into the survivor, which keeps its id and its own stats, gains the
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union of the inputs’ territories (the survivor’s keys first) and a union of their relations
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(the survivor’s own view of a third party wins, else the first input’s), is renamed
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`edits.name` → `into` → its own name, while the other inputs are removed and their ids dropped
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from every remaining nation’s relations maps; if the player led a removed input,
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`playerNationId` moves to the survivor. An op that is invalid at confirm time (an ambiguous ref,
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…) is a no-op on the world but is still removed — and `rejectNationOp` just drops it; both
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splice by index and bump `version` once (an invalid index → `null` → HTTP 400). The response is
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`{ game }` and the server broadcasts a version-bumped SSE `state`, so every tab’s
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version-guarded `applyState` stays in sync. The client lists the pending ops in a “Nation
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proposals” dialog (in the “Your move” panel): a rename and a merge show an editable name field
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(the merge also highlights the survivor among the input chips); a split lists each part (name +
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proposed region count) with a successor radio that appears only when the parent is the player’s
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own nation (preselected part 0 — the choice is always valid). The system prompt documents all
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three op shapes as a proposal queue (at most 1–2 per turn, each narrated in events). The stub
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never proposes a nation op (`nationOps: []`), so this path is covered by unit tests only
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(`server/engine.test.ts`).
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- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -233,9 +253,9 @@ history/
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no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
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one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
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covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
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the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge), so
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the confirm/reject path is covered by unit tests only, mirroring the P3 approach; all e2e
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assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
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the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge;
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still true since P4b implemented split/merge), so the confirm/reject path is covered by unit
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tests only, mirroring the P3 approach; all e2e assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
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bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
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keep the stub deterministic.
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- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
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+6
-5
@@ -405,11 +405,12 @@ export default function App() {
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[game, applyState],
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);
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// Apply a pending nation op the model proposed (confirm, with an optional
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// rename-name edit). Fast, non-LLM — gated by `opBusy`, not `busy`. The
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// version-bumped state comes back in the response and the SSE `state` event.
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// Apply a pending nation op the model proposed (confirm; `edits.name`
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// overrides a rename/merge name, `edits.playerPart` picks the player's
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// successor part in a split). Fast, non-LLM — gated by `opBusy`, not `busy`.
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// The version-bumped state comes back in the response and the SSE `state` event.
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const runConfirmNationOp = useCallback(
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async (index: number, edits?: { name?: string }) => {
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async (index: number, edits?: { name?: string; playerPart?: number }) => {
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if (!game) return;
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setOpBusy(true);
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try {
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@@ -603,7 +604,7 @@ interface GameScreenProps {
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onRemoveQueueItem: (index: number) => void;
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onAdvisor: (p?: string) => void;
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onJump: () => void;
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onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
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onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
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onRejectNationOp: (index: number) => void;
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onHome: () => void;
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}
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@@ -44,8 +44,12 @@ interface Props {
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onAdvisor: (prompt?: string) => void;
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/** Commit the whole pending round in a single LLM turn. */
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onJump: () => void;
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/** Apply a pending nation op; `edits.name` optionally overrides a rename. */
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onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
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/**
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* Apply a pending nation op: `edits.name` overrides a rename's target name
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* (or a merge's name); `edits.playerPart` picks the player's successor part
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* in a split (default 0).
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*/
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onConfirmNationOp: (index: number, edits?: { name?: string; playerPart?: number }) => void;
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/** Drop (reject) a pending nation op by its index. */
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onRejectNationOp: (index: number) => void;
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/**
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@@ -19,8 +19,12 @@ interface Props {
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onOpenChange: (open: boolean) => void;
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/** A confirm/reject request is in flight — disable the per-op controls. */
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opBusy: boolean;
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/** Apply a pending op; `edits.name` optionally overrides a rename's target name. */
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onConfirm: (index: number, edits?: { name?: string }) => void;
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/**
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* Apply a pending op: `edits.name` overrides a rename's target name (or the
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* merged name for a merge); `edits.playerPart` picks which new part the
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* player's nation becomes in a split (default 0).
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*/
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onConfirm: (index: number, edits?: { name?: string; playerPart?: number }) => void;
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/** Drop a pending op (reject / dismiss). */
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onReject: (index: number) => void;
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}
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@@ -37,10 +41,12 @@ function describeOp(op: NationOp, name: (ref: string) => string): string {
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/**
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* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
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* and lets the player apply ("LLM proposes, player confirms") or drop each one.
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* A rename shows the model's proposed name in an editable field (so the player
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* can tweak it before confirming); split and merge are declared but not yet
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* applied (P4b) — they can be dismissed but not confirmed.
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* and lets the player apply ("LLM proposes, player confirms") or drop each one:
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* a rename shows the proposed name in an editable field; a split lists the
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* proposed parts (with the number of regions each is assigned) and, when the
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* split parent is the player's own nation, radio buttons to pick which new
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* part the player leads; a merge shows the input nations (the survivor
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* highlighted) and an editable name for the merged state (default `into`).
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*/
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export default function NationOpDialog({
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game,
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@@ -52,9 +58,24 @@ export default function NationOpDialog({
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}: Props) {
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const ops = game.pendingNationOps;
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const name = (ref: string) => game.nations[ref]?.name ?? ref;
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// The player's edit to a rename's target name, keyed by pending-op index.
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// An unset entry means "use the model's proposed name" (`op.to`).
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// Resolve a nation ref the way the server does (id first, then a unique
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// case-insensitive name; null when unknown/ambiguous) — UI hints only, the
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// server stays authoritative.
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const resolveRef = (ref: string): string | null => {
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const r = (ref ?? '').trim();
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if (!r) return null;
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if (game.nations[r]) return r;
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const matches = Object.values(game.nations).filter(
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(n) => n.name.trim().toLowerCase() === r.toLowerCase(),
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);
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return matches.length === 1 ? matches[0].id : null;
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};
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// The player's edits, keyed by pending-op index: the rename/merge target
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// name (an unset entry means "use the model's proposed name"), and which
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// split part the player succeeds to (preselected 0 — the radio is
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// "required" and always has a valid answer).
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const [edits, setEdits] = useState<Record<number, string>>({});
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const [playerParts, setPlayerParts] = useState<Record<number, number>>({});
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return (
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<Dialog open={open} onOpenChange={onOpenChange}>
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@@ -68,7 +89,8 @@ export default function NationOpDialog({
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</DialogTitle>
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<DialogDescription>
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The model proposed changes to nations. Confirm to apply them (you can edit a
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rename) or reject to leave the world as it is.
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name and choose your successor state in a split) or reject to leave the world
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as it is.
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</DialogDescription>
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</DialogHeader>
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@@ -80,7 +102,34 @@ export default function NationOpDialog({
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<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
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{ops.map((op, i) => {
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const isRename = op.kind === 'rename';
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const isSplit = op.kind === 'split';
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const isMerge = op.kind === 'merge';
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const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
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// Split: is the parent the player's own nation? (the successor radio
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// is offered only in that case — the engine ignores playerPart otherwise)
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const splitParentIsPlayer =
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isSplit && resolveRef((op as { nationRef: string }).nationRef) === game.playerNationId;
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const playerPart = playerParts[i] ?? 0;
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// Merge: the survivor (highlighted) and whether the proposal is
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// even valid (2+ distinct inputs; the survivor among them).
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const survivorId = isMerge ? resolveRef((op as { survivingRef: string }).survivingRef) : null;
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const inputIds = isMerge
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? new Set(
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(op as { nationRefs: string[] }).nationRefs
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.map(resolveRef)
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.filter((x): x is string => x !== null),
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)
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: new Set<string>();
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const mergeValid =
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!isMerge || (inputIds.size >= 2 && (survivorId !== null && inputIds.has(survivorId)));
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const mergeName = isMerge ? (edits[i] ?? (op as { into: string }).into).trim() : '';
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const confirm = () => {
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if (isRename) onConfirm(i, finalName ? { name: finalName } : undefined);
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else if (isMerge) onConfirm(i, mergeName ? { name: mergeName } : undefined);
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else onConfirm(i, splitParentIsPlayer ? { playerPart } : undefined);
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};
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return (
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<li
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key={`${i}-${op.kind}`}
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@@ -96,6 +145,7 @@ export default function NationOpDialog({
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{describeOp(op, name)}
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</span>
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</div>
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|
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{isRename ? (
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<div className="space-y-2.5">
|
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<Input
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@@ -118,7 +168,72 @@ export default function NationOpDialog({
|
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</Button>
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<Button
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size="sm"
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onClick={() => onConfirm(i, finalName ? { name: finalName } : undefined)}
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onClick={confirm}
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disabled={opBusy}
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data-testid="nation-op-confirm"
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>
|
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{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
|
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Confirm
|
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</Button>
|
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</div>
|
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</div>
|
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) : isSplit ? (
|
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<div className="space-y-2.5">
|
||||
<div className="space-y-1">
|
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{(op as { parts: { name: string; territory?: string[] }[] }).parts.map((p, pi) => (
|
||||
<div
|
||||
key={pi}
|
||||
className="flex items-center gap-2 text-sm"
|
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data-testid="nation-op-part"
|
||||
data-part={pi}
|
||||
>
|
||||
{splitParentIsPlayer ? (
|
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<input
|
||||
type="radio"
|
||||
name={`player-part-${i}`}
|
||||
checked={playerPart === pi}
|
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onChange={() => setPlayerParts((prev) => ({ ...prev, [i]: pi }))}
|
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disabled={opBusy}
|
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className="size-3.5 shrink-0 accent-amber-400"
|
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aria-label={`Make ${p.name} the player's successor state`}
|
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data-testid="nation-op-player-part"
|
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/>
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) : (
|
||||
<span className="size-3.5 shrink-0" aria-hidden />
|
||||
)}
|
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<span className="min-w-0 flex-1 truncate">{p.name}</span>
|
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<span className="shrink-0 text-[11px] tabular-nums text-muted-foreground">
|
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{p.territory?.length ?? 0} region{(p.territory?.length ?? 0) === 1 ? '' : 's'}
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</span>
|
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</div>
|
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))}
|
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</div>
|
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{splitParentIsPlayer && (
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<p className="text-[11px] text-muted-foreground" data-testid="nation-op-split-hint">
|
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Choose which new state you will lead after the split.
|
||||
</p>
|
||||
)}
|
||||
{(op as { parts: unknown[] }).parts.length < 2 && (
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||||
<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"
|
||||
>
|
||||
@@ -128,21 +243,57 @@ export default function NationOpDialog({
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="flex items-center justify-between gap-2">
|
||||
<span className="text-[11px] text-muted-foreground">
|
||||
{op.kind === 'split' ? 'Split' : 'Merge'} isn’t available yet — dismiss to ignore it.
|
||||
</span>
|
||||
<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" />
|
||||
Dismiss
|
||||
</Button>
|
||||
<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>
|
||||
|
||||
+7
-4
@@ -62,10 +62,13 @@ export const api = {
|
||||
method: 'POST',
|
||||
body: JSON.stringify({ index }),
|
||||
}),
|
||||
// (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in
|
||||
// `game.pendingNationOps` (a rename takes effect; `edits.name` overrides the
|
||||
// proposed name). Fast, non-LLM — no turn advance. Returns the updated game.
|
||||
confirmNationOp: (id: string, index: number, edits?: { name?: string }) =>
|
||||
// (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 } : {}) }),
|
||||
|
||||
Reference in New Issue
Block a user