kamilkrzywda b237fe8dd4
CI / build + unit + e2e (pull_request) Successful in 2m11s
feat: Resources & Industry — per-region resource profiles + industry LLM lever (v0.36.0, #59)
- scripts/build-region-resources.mjs: deterministic, idempotent builder →
  public/region-resources.json (1,800 entries; FNV-1a hash × area factor, 0–1, 2dp)
- server/regions.ts: hasResources()/resourceOf() optional-manifest loader
- shared/types.ts: RegionResources, IndustryType/INDUSTRY_TYPES, IndustryProject,
  GameState.industry
- shared/protocol.ts: IndustryOps, TurnResult.industry, deriveNationResources
  (area×population-weighted average, 2dp)
- server/engine.ts: isIndustryType, validateIndustryOps, applyIndustryOps
  (per-region SET, first-declared-type wins), applyIndustryEffects
  (INDUSTRY_ECONOMY_BONUS=1, +1 when region industry≥0.5; sole-owner only;
  0/2+ owner regions kept but no boost; re-derive after), system+user prompt
  contract lines, runTurn resourceOf opt, nationResources in user payload
- server/db.ts: legacy-row industry default migration
- server/stub.ts: industry:{projects:[]} in stub result; resources/industry
  in StubPayload (never read)
- server/index.ts: resourceOf wired to jump route
- All test fixtures updated; new describe blocks in engine.test.ts,
  protocol.test.ts, regions.test.ts, db.test.ts
- CHANGELOG.md v0.36.0, AGENTS.md docs, package.json 0.36.0

Fixes #59
2026-10-15 18:23:05 +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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