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123 lines
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5.1 KiB
Markdown
123 lines
No EOL
5.1 KiB
Markdown
# AI Diplomacy Animation Project
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## Key Information
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- This is a TypeScript project using Three.js for 3D visualization of Diplomacy game states
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- The application shows animated conversations between AI players and unit movements
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- It's built with Vite for fast development
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## Common Commands
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- `npm run dev` - Start the development server
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- `npm run build` - Build for production
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- `npm run lint` - Run TypeScript linting
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- `npm test` - Run unit tests with Vitest
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- `npm run test:ui` - Run tests with UI interface
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## Project Structure
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- `src/` - Source code
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- `main.ts` - Main entry point, handles game loop and UI events
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- `gameState.ts` - Central state management for the application
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- `config.ts` - Global configuration settings
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- `domElements/` - DOM manipulation and UI components
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- `map/` - Map rendering and manipulation
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- `units/` - Unit creation and animation
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- `types/` - TypeScript type definitions
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## Game Flow
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1. Load game data from JSON
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2. Display initial phase
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3. When Play is clicked:
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- Show messages sequentially, one word at a time
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- When all messages are displayed, animate unit movements
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- When animations complete, show phase summary (if available)
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- Advance to next phase and repeat
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## Power Name Display System
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The application now includes a dynamic power name display system:
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1. **Model Names**: If a `moments.json` file exists with a `power_models` key, the UI will display AI model names instead of generic power names (e.g., "o3" instead of "FRANCE")
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2. **Fallback**: If no model names are available, the system falls back to standard power names (AUSTRIA, ENGLAND, etc.)
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3. **Utility Function**: `getPowerDisplayName(power)` resolves the appropriate display name for any power
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4. **Game-Aware**: The system automatically adapts based on the currently loaded game's data
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## Agent State Display
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The game now includes agent state data that can be visualized:
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1. **Goals and Relationships**: Each power has strategic goals and relationships with other powers
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2. **Journal Entries**: Internal thoughts that help explain decision making
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### JSON Format Expectations:
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- Agent state is stored in the game JSON with the following structure:
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```json
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{
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"powers": {
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"FRANCE": {
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"goals": ["Secure Belgium", "Form alliance with Italy"],
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"relationships": {
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"GERMANY": "Enemy",
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"ITALY": "Ally",
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"ENGLAND": "Neutral",
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"AUSTRIA": "Neutral",
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"RUSSIA": "Unfriendly",
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"TURKEY": "Neutral"
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},
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"journal": ["Suspicious of England's fleet movements"]
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}
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}
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}
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```
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- Relationship status must be one of: "Enemy", "Unfriendly", "Neutral", "Friendly", "Ally"
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- The code handles case variations but the display should normalize to title case
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## Known Issues
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- Text-to-speech requires an ElevenLabs API key in `.env` file
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- Unit animations sometimes don't fire properly after messages
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- Debug mode may cause some animations to run too quickly
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## Data Format Notes
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- The game data's "orders" field can be either an array or an object in the JSON
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- The schema automatically converts object-format orders to array format for use in the code
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- When debugging order issues, check the format in the original JSON
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## Debug Tools
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The application includes a debug menu system (enabled when `config.isDebugMode` is true):
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### Debug Menu Structure
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- Located in `src/debug/` directory
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- `DebugMenu` class (`debugMenu.ts`) manages the collapsible menu system
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- Individual debug tools are implemented as separate modules and registered with the menu
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- Menu does not close when clicking outside (for better UX during debugging)
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### Available Debug Tools
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#### Province Highlighting (`provinceHighlight.ts`)
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- Allows highlighting specific provinces on the map by name
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- Input validation with visual feedback for invalid province names
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- Supports Enter key and button click to trigger highlighting
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#### Next Moment Display (`nextMoment.ts`)
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- Shows the next chronological moment that will occur in the game
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- Displays current phase, next phase, and next moment information
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- Uses phase name parsing to determine chronological order
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- Finds the next moment across all phases, not just the immediate next phase
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- Shows moment category, phase name, and interest score
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- Color-coded by importance (red for high scores ≥9, blue for others)
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### Phase Name Format
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Phase names follow the format: `[Season][Year][Phase]`
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- Seasons: Spring (S) → Fall (F) → Winter (W)
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- Phases within each season: Move (M) → Retreat (R) → Adjustment (A)
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- Example: `W1901R` = Winter 1901 Retreat phase
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- Phase parsing logic is implemented in `types/moments.ts` with Zod schemas
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### Adding New Debug Tools
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1. Create a new file in `src/debug/` directory
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2. Implement an init function that takes the DebugMenu instance
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3. Use `debugMenu.addDebugTool(title, htmlContent, beforeSection?)` to add to menu
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4. Register the tool in the DebugMenu's `initTools()` method
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5. Add any update functions to `updateTools()` method if needed
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## Code Style Preferences
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- Use descriptive function and variable names
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- Add JSDoc comments for all exported functions
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- Log important state transitions to console
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- Use TypeScript types for all parameters and return values |