24 KiB
AGENTS.md — History
Guidance for AI agents (and humans) working in this repo.
What this is
A self-contained, AI-driven alternate-history simulator in the style of Pax Historia:
the LLM is the world engine. You pick a scenario (one of 5 seed presets) and a nation to lead,
then queue actions and diplomatic messages into a pending round; a single "Jump forward" sends
the whole batch to the model, which returns a structured TurnResult (events + stat/relation/territory
deltas) that the engine validates, clamps, and applies to the world state. A MapLibre choropleth
renders territorial ownership; the whole thing persists to SQLite and streams over SSE on a single port.
Change process (mandatory)
- Small, incremental, well-tested changes — work is done one change at a time, in smaller parts; each part is tested before moving on. Connected tasks that touch the same area of code MAY be done together on one branch/PR with a single version bump (e.g. two tweaks to the same panel).
- Gitea issue +
Fixes #Nin the PR — the PR references (and, viaFixes #N, closes) the Gitea issue(s) the work addresses (https://git.kkhost.pl, repoOpenCode/History). If the user has already filed issue(s) for the change, reference those directly in the PR — no separate changelog issue is created; only file a fresh issue when the work has none pre-filed (e.g. a fix originating purely from chat feedback).CHANGELOG.mdis always the durable changelog of what shipped. - Feature branch + PR — every change lands on a feature branch off
master(no direct pushes tomaster). Open a pull request againstmasteron Gitea; reference the issue in the PR description. - Changelog entry — every change is listed in
CHANGELOG.mdwith a version, date and time (format:## v<version> — YYYY-MM-DD HH:MM, then bullet points of what changed). - Version bump — the version is updated in
package.json. - CI must pass — branch protection on
masterrequires the CI status check to be green before merge. Merge via auto-merge (POST /repos/OpenCode/History/pulls/{n}/mergewith body{"do":"merge","merge_style":"merge","merge_when_checks_succeed":true}) so the PR merges by itself once CI is green. CI never deploys to production. - Tag + manual deploy after merge — once merged, tag the version on
master(e.g.v0.2.0). Production (https://history.dev.kkhost.pl) is updated manually afterwards on the host:docker compose up -d --build, then verify the site.
Stack
- TypeScript everywhere,
strict: true - 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 - Persistence:
better-sqlite3(one row per game, fullGameStateas JSON) - Map: MapLibre GL (
maplibre-gl) — remote OpenFreeMapdarkbasemap + a sub-national choropleth frompublic/regions.geo.json(1,796 sub-regions; featureid=<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 frompublic/region-keys.json,Nation.territoryholds 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 thegetNeighboursfunction-calling tool) instead of whole countries. - The LLM client is a thin OpenAI chat-completions wrapper over native
fetchwith an injectable transport (mirrorsmesh-bot/src/llm), with two entry points: plainchat()andchatWithTools()— a bounded OpenAI function-calling loop (max 6 tool rounds, then one forced no-tools request) sharing the same retry/backoff/reasoning_effortmachinery (see the LLM config note below). A deterministic stub transport (LLM_STUB=1) is used by all tests/e2e.
Layout
history/
├── AGENTS.md / README.md
├── Dockerfile # multi-stage node:22-slim → single-port prod image
├── docker-compose.yml # dev_net + 4 Traefik labels → history.dev.kkhost.pl
├── eslint.config.js # flat config (ESLint 9)
├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 105 tests)
├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest)
├── public/
│ ├── countries.geo.json # 177 countries, id=ISO_A3 (input to the region generator)
│ ├── regions.geo.json # 1,796 sub-regions, id=<ISO_A3>-<nn>, parent=ISO_A3 (the choropleth)
│ ├── region-keys.json # feature id -> region key, 1,796 entries (the ownership/LLM address space, #16 P1)
│ └── region-adjacency.json # region key -> bordering region keys, 1,796 entries (the getNeighbours data, #16 P2)
├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
│ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
│ │ # fill-gaps → build-region-keys → build-region-adjacency
│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests
├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── protocol.ts # LLM TurnResult schema + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers
├── server/
│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor
│ ├── 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
│ ├── db.ts # SQLite open/save/load
│ └── *.test.ts # unit tests (vitest)
└── src/
├── App.tsx # screen router (home → pick → game) + manual hash router (#/game/<id>); owns game/regions/advisors/busy
├── main.tsx # React root + ThemeProvider(dark)
├── index.css # Tailwind v4 + dark "command-center" theme
├── lib/
│ ├── api.ts # same-origin REST helper (no hardcoded origin — proxy/Traefik safe)
│ ├── sse.ts # useSse() hook (resync on connect; ref-based handlers)
│ ├── colors.ts # event/relation/outcome → color maps
│ └── utils.ts # cn()
└── components/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── 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"
├── 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
├── StatBar.tsx
└── ui/ # 14 shadcn/ui primitives
Commands (run from repo root)
| Command | What it does |
|---|---|
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 start |
run the compiled server (node server/dist/index.js) on :4321 |
npm test |
vitest unit tests (server/ + scripts/; 105 tests) |
npm run typecheck |
tsc --noEmit (strict) across src/server/shared/e2e/configs |
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 build:region-keys / build:region-adjacency |
(re)generate the public/region-keys.json / region-adjacency.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 |
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.
Conventions
- The server is authoritative. All world state lives in SQLite (
server/db.ts). The client renders state and sends intents (/api/games/:id/action|diplomacy|jump|advisor); it never computes outcomes.shared/protocol.tsis the single source of truth for the LLMTurnResultand the client↔server message shapes — change it there first, then update both sides. - No hardcoded origins. The client uses same-origin relative paths (
/api/...,/sse/...). In dev, Vite proxies them to :4321; in prod/Traefik they're the same origin. So the app works unchanged behind the proxy — never bake inhttp://host:port. - Hash-based routing (client-only). The active game's id lives in the URL fragment: home is
#/(a bare page with no hash is also home) and an active game is#/game/<id>. This is a manual hash sync inApp.tsx— no react-router, no server route (every non-API GET just servesindex.html), so it is Traefik/static-safe. A deep link opens that exact game and two tabs can run two different games (each has its own React state +useSse(game.id)). The URL hash takes precedence over the localStorage active-game id, which remains the fallback for a bare/load; a bad/missing id clears the hash to#/and falls back to home. - Batched round model. Actions and diplomatic messages are queued in
game.pendingviaPOST /actionandPOST /diplomacy(fast, no LLM call, no turn advance). A singlePOST /jump("Jump forward") commits the whole pending batch in one LLM turn:engine.runTurnsends the entirependingarray to the model, applies theTurnResult, clearspending, and advances the turn. An empty round (no items queued) is allowed and lets the world advance on its own. This design reduces LLM call frequency and makes each call a coherent batch of work. Queued items can be removed again viaPOST /queue/remove(by index — the client offers a trash button per row with a confirm dialog); like the adds it never advances the turn. - Advisor "thinking" state (separate from the turn
busy). The Advisor tab shows a thinking hint (mirroring the turn'ssim-hint) and disables its "Ask advisor" button while the advisor LLM call is in flight, and the top-barstatus-indicatorreads "Advisor thinking…". It is a distinctadvisorBusyflag inApp.tsxand must never gate "Jump forward" or the turn flow. - Monotonic
GameState.version— clients "never go backwards". Every mutation (queue add/remove, turn commit) bumpsstate.versionin the engine (queueRoundItem/removeRoundItem/applyTurnResult); it starts at 1 on game creation, is persisted in SQLite, and legacy games without the field are treated as version 0. ALL state ingestion on the client — SSEstate/turnevents, REST responses (add/remove/jump), and game loads — flows through the singleapplyStateinApp.tsx: a different game id is always adopted, the same game only when the incoming version is not older than the current one (compared inside the functionalsetGameupdater, so it can't act on a stale closure). This is what stops a late-arriving stale SSE snapshot from clobbering the UI (see Gotchas, #10). - Defensive turn handling, never crash.
engine.runTurnstrips fences, extracts the first balanced{...},JSON.parses, validates (ignores invalid ops, clamps stats to 0–100), retries once with a nudge if the result is empty/invalid, and if it's still unusable emits a generic "unclear" event and advances. Bad model output never throws; only a transport/network error (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 server'sRegionMapand 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.territoryholds region keys (<name-slug>-<4char>, e.g.moselle-rygy; the manifest ispublic/region-keys.json),server/regions.tsexpands each preset's country list to all its sub-regions' keys at game creation, andbuildRegionMapkeys the choroplethRegionMapby region key. Since v0.21 transfers are frontier-biased:applyTurnResultis 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 loneloseis a no-op, so a key can never be orphaned or duplicated), and the LLM can call thegetNeighbourstool (GET_NEIGHBOURS_TOOL+makeNeighboursExecutorinengine.ts, data frompublic/region-adjacency.jsonvianeighboursOf) to verify land borders before proposing a transfer; the user payload carries the player'sfrontier(the sorted other-nation keys bordering the player's territory, viaplayerFrontier). The tool path degrades gracefully: without the adjacency manifest (or with a client lackingchatWithTools), a turn runs the legacy plainchat()path and the tool/frontier simply switch off. - 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})inApp.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 authoritativeRegionMap(keyed by region key) via the feature's stampedproperties.regionKey, using the sharedmapFeatureOwner()helper (shared/protocol.ts) —WorldMapstamps each rendered feature with its key fromregion-keys.jsonwhen it builds the choropleth source. It must never be resolved from the feature's top-levelid(MapLibre repacks it into a numeric index — the "no owner" bug, #6) nor from the raw sub-regionid(not aRegionMapkey). 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.parentis static geographic-origin data — never use it for ownership or display. - Deterministic stub.
server/stub.tsanswers the model contract deterministically per queued round item: eachactionitem → one military/success event, eachdiplomacyitem → one diplomatic/partial event, an empty round → one political "The world moves on" event. The player nation'smilitaryis 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 thenationsrecord), and the date advances 2 days. Since v0.21 the stub also makes one contiguous conquest per turn: the player gainsfrontier[0](the first of the sortedfrontierlist from the prompt payload — stable) and that region's owner loses it; an empty frontier (no controllable border, e.g. the UK inwwii-1939) transfers nothing. The stub answers plaincontent(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
FloatingWindowoverlays. The 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 panels are free-floating by default (the same first-run positions as before) but can each be docked into a full-height left or right pane; the choice is persisted inlocalStorage(history.floatwin.v1.dock) and restored on reload, so the default "float" reproduces the original layout until the user docks something. The legend stays a small floating widget (not dockable). There is no "Map" window — the map is zoomed/panned directly (wheel/trackpad + drag). - Styling: Tailwind utility classes + shadcn/ui only; dark "command-center" theme (slate bg, amber
primary, cyan accent). No CSS beyond the Tailwind import in
src/index.css.
Deployment
- Single Docker container (multi-stage
node:22-slim): Express serves the built client,/api, and/sseon one internal port, 4321.server/index.tsfindRoot()resolves the project root sopresets/,dist/, and thedata/(SQLite) paths work from the container layout. - Proxied by the shared Traefik (
dev_traefik, see../PROXY.md) at https://history.dev.kkhost.pl → container port 4321.docker-compose.ymldeclaresdev_netas an external network and the 4 mandatory labels (traefik.enable, routerHost(...),entrypoints=web, serviceloadbalancer.server.port=4321). No TLS/certs in the labels — the external proxy terminates TLS and forwards plain HTTP on thewebentrypoint. - Game data persists on the
history-datavolume at/app/data.
LLM configuration (env)
| Var | Default | Notes |
|---|---|---|
LLM_API_BASE |
https://ai.kkhost.pl/v1 |
OpenAI-compatible vLLM base URL (no API key required) |
LLM_MODEL |
qwen3.8-27b |
vLLM reasoning model — CoT in reasoning, final answer in content |
LLM_TIMEOUT_MS |
180000 |
the 27B reasoning model can be slow |
LLM_MAX_TOKENS |
4000 |
max output tokens per request; with reasoning_effort:low a realistic turn uses ~800–1100, so 4000 is ~4× headroom and stays under the 90s proxy wall |
LLM_REASONING_EFFORT |
low |
sent as top-level reasoning_effort; cuts the model's CoT by ~85% (the 502 fix). Set to empty/off to not send the field at all |
LLM_STUB |
(unset = live) | 1 → deterministic stub transport (no model needed) |
Reasoning model:
qwen3.8-27bemits its chain-of-thought in the response'sreasoningfield and the final JSON answer incontent.server/llm.tstherefore sends top-levelreasoning_effort: "low"(LLM_REASONING_EFFORT) to cut the CoT by ~85% — small enough to fit themax_tokensbudget (LLM_MAX_TOKENS, default 4000) — and reads onlycontent, ignoringreasoning.chat()retries transient failures (timeout/abort, 5xx, network errors, null/emptycontent) 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. The same machinery backschatWithTools()(the function-calling loop used by turns when the region-adjacency manifest is loaded): afinish_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 onetoolresult message per call are appended to the history, and the loop re-sends until a finalcontent— maxDEFAULT_MAX_TOOL_ROUNDS = 6tool rounds, after which one last no-tools request forces the answer. |PORT|4321| single server port | |DATA_DIR|./data| wherehistory.dblives | |CLIENT_DIST|./dist| built client to serve (auto-found) |
Gotchas
- Stale SSE snapshots can arrive after a fresher REST response — the version guard is what
keeps the UI honest (#10). The SSE
stateevent sent on connect/resync is a snapshot taken at the moment the request is handled, and the SSE stream and the REST responses ride different connections (Vite proxy in dev, Traefik in prod) with no delivery-order guarantee. A snapshot taken just before a mutation is saved (e.g. the on-connect resync racing a quick "Add action") can reach the browser after that mutation's REST response. Pre-v0.4.0 the client applied any incoming state unconditionally, so a just-queued item could vanish ("add one: nothing happened, add another: both appears" — issue #10). Now every state carries a monotonicversionandApp.tsx'sapplyStatedrops same-game states whose version is older than the current one. Don't add unguardedsetGamecalls or remove the version comparison. - 502s were the reasoning model exhausting its output budget. The original client sent only
max_tokens: 4000;qwen3.8-27b's chain-of-thought alone often exceeded 4000 tokens, socontentcame backnull, which the client treated as fatal → HTTP 502 (~half of turns), with no retry and no logging. Fixed by sendingreasoning_effort: "low"(cuts the CoT ~85%), retrying transient failures (timeout/abort, 5xx, network errors, null/emptycontent) up to 3 attempts with 2s→3s backoff, and logging every LLM call. A realistic turn now takes ~11–16s; the effective ceiling is the upstream OpenResty ~90s timeout, not our 180sLLM_TIMEOUT_MS. - Live LLM is a runtime dependency. The live model is
qwen3.8-27bonhttps://ai.kkhost.pl/v1(a vLLM reasoning model, no API key). If that endpoint is down, turns return 502 (and the advisor degrades to a canned list). SetLLM_STUB=1for a fully functional offline instance. The map's remote OpenFreeMap style may fail to load without internet — the app still works, the choropleth just waits forstyledata. - Dev port override. Vite defaults to :5173 → proxies to :4321. Both are overridable via
VITE_PORT/HISTORY_API_PORT(the Playwright config reads them) so a run can dodge a port another project already holds. The client uses relative URLs, so it follows whichever port Vite binds. @sharedvs@alias.shared/lives at the repo root (a sibling ofsrc/), not undersrc/. Imports must use@shared/...(or../shared/fromserver/). A bare../shared/from insidesrc/resolves to the nonexistentsrc/shared/— this was a real bug thattypecheckcaught.better-sqlite3is the only native module; the Docker build relies on its prebuilt binary (works onnode:22-slim/glibc). It's the sole--externalin the tsup server bundle.- The
dist/client is committed to the build output only; thepublic/data files (regions.geo.json— the choropleth —region-keys.json+region-adjacency.json— the ownership/adjacency manifests — andcountries.geo.json) are copied intodist/by Vite at build time, so the prod image serves them fromdist/(no separate copy). The server's region loader (server/regions.ts) probespublic/thendist/for the manifest pair, because the Docker image keeps onlydist/(the v0.20 fix — before it, region-level ownership silently never activated in prod).