This commit is contained in:
@@ -5,9 +5,12 @@ async function sleep(ms) {
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return new Promise(resolve => setTimeout(resolve, ms));
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}
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async function callOllama(prompt, model = "gemma3n:e4b", retries = 6) {
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async function callOllama(prompt, model = "gemma3n:e4b", retries = 6, stepName = "unknown") {
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for (let attempt = 1; attempt <= retries; attempt++) {
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try {
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console.log(`\n📤 [${stepName}] Sending prompt (attempt ${attempt}/${retries})...`);
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console.log(` Prompt length: ${prompt.length} chars, ~${prompt.split(/\s+/).length} words`);
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const response = await fetch(OLLAMA_API_URL, {
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method: "POST",
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headers: {
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@@ -27,103 +30,133 @@ async function callOllama(prompt, model = "gemma3n:e4b", retries = 6) {
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const data = await response.json();
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const text = data.choices?.[0]?.message?.content;
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if (!text) throw new Error("No response from Ollama");
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return text;
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console.log(`✅ [${stepName}] Success — received ${text.length} chars`);
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return text.trim();
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} catch (err) {
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console.warn(`⚠️ Ollama call failed (attempt ${attempt}/${retries}): ${err.message}`);
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console.warn(`⚠️ [${stepName}] Failed (attempt ${attempt}/${retries}): ${err.message}`);
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if (attempt === retries) throw err;
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// Exponential backoff with jitter
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const delay = Math.pow(2, attempt) * 1000; // 2^attempt seconds
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const jitter = Math.random() * 1000; // up to 1 second extra
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await sleep(delay + jitter);
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const delay = Math.pow(2, attempt) * 1000 + Math.random() * 1000;
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console.log(` Retrying in ${Math.round(delay / 1000)}s...`);
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await sleep(delay);
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}
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}
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}
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function parseList(raw) {
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return raw
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.split("\n")
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.map(line => line.replace(/^\d+[\).\s-]*/, "").trim())
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.filter(line => line.length > 0);
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}
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/**
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* Three-pass dungeon generation with full resiliency and JSON retry
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*/
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export async function generateDungeon() {
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console.log("🏗️ Starting dungeon generation...");
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let draft, refined, jsonText;
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// Draft Pass
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try {
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console.log("📝 Draft pass...");
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const draftPrompt = `
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Generate a Dungeons & Dragons one-page dungeon concept.
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Include a title, flavor text, hooks, rumors, rooms, encounters, treasure, and NPCs.
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Output in readable text (not JSON). Focus on interesting ideas and adventure hooks.
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`;
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draft = await callOllama(draftPrompt);
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console.log("✅ Draft pass complete.");
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} catch (err) {
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console.error("❌ Draft pass failed:", err);
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throw new Error("Dungeon generation failed at draft step");
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}
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// Refine Pass
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try {
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console.log("🔧 Refine pass...");
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const refinePrompt = `
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Here is a draft dungeon description:
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${draft}
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Please carefully proofread this dungeon and improve it for professionalism and clarity:
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- Fix any spelling, grammar, or phrasing issues
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- Flesh out any vague or unclear descriptions
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- Add richer flavor text to rooms, encounters, and NPCs
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- Ensure all hooks, rumors, and treasures are compelling and well-explained
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- Make the dungeon read as a polished, professional one-page adventure
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Keep the output as readable text format, not JSON.
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`;
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refined = await callOllama(refinePrompt);
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console.log("✅ Refine pass complete.");
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} catch (err) {
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console.warn("⚠️ Refine pass failed, using draft as fallback:", err.message);
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refined = draft;
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}
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// JSON Pass with retries
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const jsonPrompt = `
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Convert the following improved dungeon description into strictly valid JSON.
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Use the following fields:
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- title
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- flavor
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- map (just a placeholder string like "map.png")
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- hooks (array of strings)
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- rumors (array of strings)
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- rooms (array of objects with "name" and "description")
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- encounters (array of objects with "name" and "details")
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- treasure (array of strings)
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- npcs (array of objects with "name" and "trait")
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Do not include any commentary, only output valid JSON.
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Dungeon description:
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${refined}
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`;
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const maxJsonRetries = 5;
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for (let attempt = 1; attempt <= maxJsonRetries; attempt++) {
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try {
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console.log(`📦 JSON pass (attempt ${attempt}/${maxJsonRetries})...`);
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jsonText = await callOllama(jsonPrompt, "gemma3n:e4b", 6);
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const cleaned = jsonText.replace(/```json|```/g, "").trim();
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const result = JSON.parse(cleaned);
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console.log("🎉 Dungeon generation complete!");
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return result;
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} catch (err) {
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console.warn(`⚠️ JSON parse failed (attempt ${attempt}/${maxJsonRetries}): ${err.message}`);
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if (attempt === maxJsonRetries) {
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console.error("❌ JSON pass ultimately failed. Raw output:", jsonText);
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throw new Error("Dungeon generation failed at JSON step");
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function parseObjects(raw, type = "rooms") {
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return raw
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.split("\n")
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.map(line => line.replace(/^\d+[\).\s-]*/, "").trim())
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.filter(line => line.length > 0)
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.map(entry => {
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if (type === "rooms") {
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const [name, ...descParts] = entry.split(/[-–—:]/);
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return { name: name.trim(), description: descParts.join(" ").trim() };
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}
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await sleep(1000 * attempt);
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}
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}
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if (type === "encounters") {
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const [name, ...detailParts] = entry.split(/[-–—:]/);
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return { name: name.trim(), details: detailParts.join(" ").trim() };
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}
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if (type === "npcs") {
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const [name, ...traitParts] = entry.split(/[-–—:]/);
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return { name: name.trim(), trait: traitParts.join(" ").trim() };
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}
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return entry;
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});
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}
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export async function generateDungeon() {
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console.log("🏗️ Starting staged dungeon generation...\n");
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// Step 1: Generate 10 titles
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const titlesRaw = await callOllama(
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"Generate 10 unique creative dungeon titles. Output as a numbered list only.",
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"gemma3n:e4b",
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6,
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"Step 1: Titles (10)"
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);
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const titles10 = parseList(titlesRaw);
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// Step 2: Pick top 3, add 2 new
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const titles3plusRaw = await callOllama(
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`Here are 10 dungeon titles:\n${titles10.join("\n")}\n\nSelect the 3 strongest titles and add 2 new original ones. Output 5 titles as a numbered list.`,
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"gemma3n:e4b",
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6,
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"Step 2: Narrow (5)"
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);
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const titles5 = parseList(titles3plusRaw);
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// Step 3: Pick single best
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const bestTitleRaw = await callOllama(
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`Here are 5 dungeon titles:\n${titles5.join("\n")}\n\nPick the single strongest title. Output only the title.`,
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"gemma3n:e4b",
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6,
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"Step 3: Final Title"
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);
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const title = bestTitleRaw.split("\n")[0].trim();
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// Step 4: Flavor text
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const flavor = await callOllama(
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`Write one evocative paragraph of flavor text for a dungeon titled "${title}". Do not include hooks, NPCs, or treasure.`,
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"gemma3n:e4b",
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6,
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"Step 4: Flavor"
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);
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// Step 5: Hooks & rumors
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const hooksRumorsRaw = await callOllama(
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`Based only on this dungeon flavor:\n${flavor}\n\nGenerate 3 adventure hooks and 3 rumors. Output as two numbered lists: first "Hooks", then "Rumors".`,
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"gemma3n:e4b",
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6,
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"Step 5: Hooks & Rumors"
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);
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const [hooksSection, rumorsSection] = hooksRumorsRaw.split(/Rumors[:\n]/i);
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const hooks = parseList(hooksSection.replace(/Hooks[:\n]*/i, ""));
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const rumors = parseList(rumorsSection || "");
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// Step 6: Rooms & encounters
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const roomsEncountersRaw = await callOllama(
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`Based on this flavor:\n${flavor}\n\nAnd these hooks and rumors:\n${hooks.join("\n")}\n${rumors.join("\n")}\n\nGenerate:\n- 5 rooms with names and short descriptions\n- 3 encounters with names and details.\nOutput as two numbered lists labeled "Rooms" and "Encounters".`,
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"gemma3n:e4b",
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6,
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"Step 6: Rooms & Encounters"
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);
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const [roomsSection, encountersSection] = roomsEncountersRaw.split(/Encounters[:\n]/i);
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const rooms = parseObjects(roomsSection.replace(/Rooms[:\n]*/i, ""), "rooms");
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const encounters = parseObjects(encountersSection || "", "encounters");
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// Step 7: Treasure & NPCs
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const treasureNpcsRaw = await callOllama(
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`Based only on these rooms and encounters:\n${JSON.stringify({ rooms, encounters }, null, 2)}\n\nGenerate:\n- 3 treasures (list)\n- 3 NPCs (name + trait).\nOutput as two numbered lists labeled "Treasure" and "NPCs".`,
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"gemma3n:e4b",
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6,
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"Step 7: Treasure & NPCs"
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);
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const [treasureSection, npcsSection] = treasureNpcsRaw.split(/NPCs[:\n]/i);
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const treasure = parseList(treasureSection.replace(/Treasure[:\n]*/i, ""));
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const npcs = parseObjects(npcsSection || "", "npcs");
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// Step 8: Assemble JSON in code
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const dungeon = {
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title,
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flavor: flavor.trim(),
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map: "map.png",
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hooks,
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rumors,
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rooms,
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encounters,
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treasure,
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npcs
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};
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console.log("\n🎉 Dungeon generation complete!");
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return dungeon;
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}
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