kamilkrzywda 15a1642eec refactor(#74) P4: wire engine/stub/db through the ABILITIES registry
Behavior-preserving rewire: every per-ability code path now iterates the
ordered ABILITIES registry instead of hand-enumerating the eight fields.

- engine.ts: buildSystemPrompt (schema lines + constraint bullets),
  buildUserPrompt (payload keys at their historical positions),
  validateTurnResult (per-field validate), applyTurnResult (ordered apply
  block), isMeaningful, and the runTurn "unclear" fallback all drive off
  ABILITIES. The eight moved ability bodies (~1,249 lines) are deleted;
  the names the engine and its tests import are re-exported from
  ./abilities.
- abilities/types.ts: Ability.stub is a zero-arg method (the stub has no
  GameState/AbilityCtx to pass; it needs none) — all eight implementations
  were already arg-less.
- stub.ts: deterministicTurn fills the eight ability fields from the
  registry (each contributes its inert default), between the core fields
  and markers — JSON output stays byte-identical (verified against
  origin/master).
- db.ts: the legacy-row migration for ability-owned GameState fields
  (wars/trades/embargoes/industry) iterates the registry's stateFields,
  only-if-undefined, instead of a hardcoded field list.

No client changes, no new deps, no shared/ runtime deps. typecheck + lint
+ 511 unit tests green; stub JSON byte-identical to origin/master.

Fixes #74
2026-10-16 07:23:11 +00:00

History

A self-contained, AI-driven alternate-history simulator in the spirit of Pax Historia — the LLM is the world engine. Pick one of five seed scenarios, choose 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 who owns what; everything persists to SQLite and streams over SSE on a single port.

┌────────────┐   /api + /sse   ┌──────────────────────────────┐   OpenAI chat   ┌──────────────┐
│  React 19  │ ───────────────▶│  Express  (one process/port) │ ───────────────▶│  LLM / stub  │
│  client    │  (same-origin)  │  /api · /sse · static · SPA  │ ◀───────────────│  27B model   │
└────────────┘                 │  SQLite (better-sqlite3)     │   TurnResult    └──────────────┘
                               └──────────────────────────────┘

The five scenarios

Id Name Year Nations
wwii-1939 World War II 1939 7 (Allies vs Axis)
coldwar-1955 Cold War 1955 7 (bloc + non-aligned)
modern-2025 Modern World 2025 8 (great powers)
no-wwii-1940 No World War II 1940 6 (divided Europe)
aegis-2400 Aegis 2400 6 (far-future star systems)

Quickstart (dev)

npm install
npm run dev        # Express on :4321 + Vite on :5173 (proxies /api and /sse)

Open http://localhost:5173.

The dev server talks to a live LLM by default (LLM_API_BASE / LLM_MODEL). To run fully offline with the deterministic stub, set LLM_STUB=1:

LLM_STUB=1 npm run dev

Quickstart (Docker + Traefik)

docker compose up -d --build

The single container listens on 4321 and is routed by the shared Traefik to https://history.dev.kkhost.pl. Game state persists on the history-data volume at /app/data. To make a deployed instance playable without a live model:

docker compose up -d --build --force-recreate  # after uncommenting LLM_STUB=1 in docker-compose.yml

Configuration (env)

Var Default Notes
LLM_API_BASE http://192.168.1.70:1111/v1 OpenAI-compatible base URL
LLM_MODEL qwen3.8-27b model id sent in the request body
LLM_TIMEOUT_MS 180000 a local 27B model can be slow
LLM_STUB (unset = live) 1 → deterministic stub transport (no model required)
PORT 4321 the single server port (client + /api + /sse)
DATA_DIR ./data where history.db lives
CLIENT_DIST (auto) built client to serve (auto-found next to the bundle)
VITE_PORT 5173 dev-only: Vite client port (e2e uses it to dodge collisions)
HISTORY_API_PORT 4321 dev-only: the port the Vite proxy targets

Scripts

Command What it does
npm run dev Express (tsx watch, :4321) + Vite (:5173) concurrently
npm run build vite build → dist/, then tsup server/index.ts → server/dist/index.js
npm start run the compiled server (node server/dist/index.js)
npm test vitest unit tests in server/ (19)
npm run typecheck tsc --noEmit (strict) across the whole tree
npm run lint ESLint (flat config)
npm run e2e Playwright, fully deterministic (LLM_STUB=1); runs in CI on every PR

Change process

Changes follow a mandatory PR-based workflow (full rules in AGENTS.md): work on a feature branch off master (no direct pushes), add a CHANGELOG.md entry and bump the package.json version, open a PR to master, and let CI pass (typecheck → lint → unit → build → e2e) before auto-merging. After merge, tag the version and deploy manually (docker compose up -d --build).

Design notes

  • Server is authoritative. All world state lives in SQLite; the client only renders state and sends intents (action / diplomacy / jump / advisor). Actions and diplomatic messages are queued into game.pending (no LLM call, no turn advance); a single jump ("Jump forward") commits the whole batch in one LLM turn. The engine never trusts raw model output — it strips fences, extracts the first balanced {…}, JSON.parses, ignores invalid ops, clamps stats to 0–100, retries once with a nudge, and if still unusable emits a generic "unclear" event and advances. Bad model output never crashes; only a network failure (model down) surfaces as a 502 toast.
  • No hardcoded origins. The client uses same-origin relative paths, so the identical build runs in dev (Vite proxy), in Docker, and behind Traefik without change.
  • One source of truth. shared/protocol.ts defines the LLM TurnResult, the client↔server messages, and the pure helpers (nationColor, clampStat, addDays, …).

See AGENTS.md for the full layout, conventions, and gotchas.

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