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History/server/regions.ts
kamilkrzywda a129c2ab81
CI / build + unit + e2e (pull_request) Successful in 2m36s
v0.27.0 (#44): LLM-placed named map point markers
- 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

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// 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();
}