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History/src/components/NationOpDialog.tsx
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import { useState } from 'react';
import { Check, Loader2, PenLine, X } from 'lucide-react';
import { Button } from './ui/button';
import {
Dialog,
DialogContent,
DialogDescription,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import { Input } from './ui/input';
import { Badge } from './ui/badge';
import type { GameState } from '@shared/types';
import type { NationOp, RenameOp } from '@shared/protocol';
interface Props {
game: GameState;
open: boolean;
onOpenChange: (open: boolean) => void;
/** A confirm/reject request is in flight — disable the per-op controls. */
opBusy: boolean;
/**
* Apply a pending op: `edits.name` overrides a rename's target name (or the
* merged name for a merge); `edits.playerPart` picks which new part the
* player's nation becomes in a split (default 0).
*/
onConfirm: (index: number, edits?: { name?: string; playerPart?: number }) => void;
/** Drop a pending op (reject / dismiss). */
onReject: (index: number) => void;
}
/** A short, display-safe description of a pending nation op. */
function describeOp(op: NationOp, name: (ref: string) => string): string {
if (op.kind === 'rename') return `Rename ${name(op.nationRef)} to “${op.to}”`;
if (op.kind === 'split')
return `Split ${name(op.nationRef)} into ${op.parts.length} nations (${op.parts
.map((p) => p.name)
.join(', ')})`;
return `Merge ${op.nationRefs.map(name).join(' + ')} into “${op.into}”`;
}
/**
* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
* and lets the player apply ("LLM proposes, player confirms") or drop each one:
* a rename shows the proposed name in an editable field; a split lists the
* proposed parts (with the number of regions each is assigned) and, when the
* split parent is the player's own nation, radio buttons to pick which new
* part the player leads; a merge shows the input nations (the survivor
* highlighted) and an editable name for the merged state (default `into`).
*/
export default function NationOpDialog({
game,
open,
onOpenChange,
opBusy,
onConfirm,
onReject,
}: Props) {
const ops = game.pendingNationOps;
const name = (ref: string) => game.nations[ref]?.name ?? ref;
// Resolve a nation ref the way the server does (id first, then a unique
// case-insensitive name; null when unknown/ambiguous) — UI hints only, the
// server stays authoritative.
const resolveRef = (ref: string): string | null => {
const r = (ref ?? '').trim();
if (!r) return null;
if (game.nations[r]) return r;
const matches = Object.values(game.nations).filter(
(n) => n.name.trim().toLowerCase() === r.toLowerCase(),
);
return matches.length === 1 ? matches[0].id : null;
};
// The player's edits, keyed by pending-op index: the rename/merge target
// name (an unset entry means "use the model's proposed name"), and which
// split part the player succeeds to (preselected 0 — the radio is
// "required" and always has a valid answer).
const [edits, setEdits] = useState<Record<number, string>>({});
const [playerParts, setPlayerParts] = useState<Record<number, number>>({});
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-lg" data-testid="nation-op-dialog">
<DialogHeader>
<DialogTitle>
<span className="flex items-center gap-2">
<PenLine className="size-4 text-primary" />
Nation proposals
</span>
</DialogTitle>
<DialogDescription>
The model proposed changes to nations. Confirm to apply them (you can edit a
name and choose your successor state in a split) or reject to leave the world
as it is.
</DialogDescription>
</DialogHeader>
{ops.length === 0 ? (
<p className="py-2 text-sm text-muted-foreground" data-testid="nation-op-empty">
Nothing pending — the model hasn’t proposed any nation changes.
</p>
) : (
<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
{ops.map((op, i) => {
const isRename = op.kind === 'rename';
const isSplit = op.kind === 'split';
const isMerge = op.kind === 'merge';
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
// Split: is the parent the player's own nation? (the successor radio
// is offered only in that case — the engine ignores playerPart otherwise)
const splitParentIsPlayer =
isSplit && resolveRef((op as { nationRef: string }).nationRef) === game.playerNationId;
const playerPart = playerParts[i] ?? 0;
// Merge: the survivor (highlighted) and whether the proposal is
// even valid (2+ distinct inputs; the survivor among them).
const survivorId = isMerge ? resolveRef((op as { survivingRef: string }).survivingRef) : null;
const inputIds = isMerge
? new Set(
(op as { nationRefs: string[] }).nationRefs
.map(resolveRef)
.filter((x): x is string => x !== null),
)
: new Set<string>();
const mergeValid =
!isMerge || (inputIds.size >= 2 && (survivorId !== null && inputIds.has(survivorId)));
const mergeName = isMerge ? (edits[i] ?? (op as { into: string }).into).trim() : '';
const confirm = () => {
if (isRename) onConfirm(i, finalName ? { name: finalName } : undefined);
else if (isMerge) onConfirm(i, mergeName ? { name: mergeName } : undefined);
else onConfirm(i, splitParentIsPlayer ? { playerPart } : undefined);
};
return (
<li
key={`${i}-${op.kind}`}
className="rounded-lg border border-border/70 bg-card/50 p-3"
data-testid="nation-op-item"
data-kind={op.kind}
>
<div className="mb-2 flex items-start gap-2">
<Badge variant="secondary" className="shrink-0 text-[11px] capitalize">
{op.kind}
</Badge>
<span className="min-w-0 flex-1 text-sm leading-snug">
{describeOp(op, name)}
</span>
</div>
{isRename ? (
<div className="space-y-2.5">
<Input
value={edits[i] ?? (op as RenameOp).to}
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
placeholder="New name…"
data-testid="nation-op-name-input"
/>
<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>
) : isSplit ? (
<div className="space-y-2.5">
<div className="space-y-1">
{(op as { parts: { name: string; territory?: string[] }[] }).parts.map((p, pi) => (
<div
key={pi}
className="flex items-center gap-2 text-sm"
data-testid="nation-op-part"
data-part={pi}
>
{splitParentIsPlayer ? (
<input
type="radio"
name={`player-part-${i}`}
checked={playerPart === pi}
onChange={() => setPlayerParts((prev) => ({ ...prev, [i]: pi }))}
disabled={opBusy}
className="size-3.5 shrink-0 accent-amber-400"
aria-label={`Make ${p.name} the player's successor state`}
data-testid="nation-op-player-part"
/>
) : (
<span className="size-3.5 shrink-0" aria-hidden />
)}
<span className="min-w-0 flex-1 truncate">{p.name}</span>
<span className="shrink-0 text-[11px] tabular-nums text-muted-foreground">
{p.territory?.length ?? 0} region{(p.territory?.length ?? 0) === 1 ? '' : 's'}
</span>
</div>
))}
</div>
{splitParentIsPlayer && (
<p className="text-[11px] text-muted-foreground" data-testid="nation-op-split-hint">
Choose which new state you will lead after the split.
</p>
)}
{(op as { parts: unknown[] }).parts.length < 2 && (
<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"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
) : (
<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>
);
})}
</ul>
)}
</DialogContent>
</Dialog>
);
}