improve overall dungeon cohesiveness
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This commit is contained in:
2025-09-08 22:42:42 -04:00
parent a3c54b1c82
commit 277a3ba718
2 changed files with 77 additions and 74 deletions

View File

@@ -3,10 +3,10 @@ import { callOllama } from "./ollamaClient.js";
// Utility: strip markdown artifacts // Utility: strip markdown artifacts
function cleanText(str) { function cleanText(str) {
return str return str
.replace(/^#+\s*/gm, "") // remove headers .replace(/^#+\s*/gm, "")
.replace(/\*\*(.*?)\*\*/g, "$1") // remove bold .replace(/\*\*(.*?)\*\*/g, "$1")
.replace(/[*_`]/g, "") // remove stray formatting .replace(/[*_`]/g, "")
.replace(/\s+/g, " ") // normalize whitespace .replace(/\s+/g, " ")
.trim(); .trim();
} }
@@ -53,85 +53,87 @@ Avoid repeating materials or adjectives. Absolutely do not use the words "Obsidi
const title = generatedTitles[Math.floor(Math.random() * generatedTitles.length)]; const title = generatedTitles[Math.floor(Math.random() * generatedTitles.length)];
console.log("Selected title:", title); console.log("Selected title:", title);
// Step 2: Flavor text // Step 2: Core Concepts
const flavorRaw = await callOllama( const coreConceptsRaw = await callOllama(
`Write a single evocative paragraph describing the location titled "${title}". Absolutely do not use the words "Obsidian" or "Clockwork" anywhere in the paragraph. `For a dungeon titled "${title}", generate three core concepts: a central conflict, a primary faction, and a major environmental hazard or dynamic element.
Do not include hooks, NPCs, treasure, or instructions. Do not use bullet points or em-dashes. Output plain text only, one paragraph. Maximum 4 sentences.`, Output as a numbered list with bolded headings. Plain text only. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.
undefined, 5, "Step 2: Flavor" Example:
1. **Central Conflict:** The dungeon's power source is failing, causing reality to warp.
2. **Primary Faction:** A group of rival cultists trying to seize control of the power source.
3. **Dynamic Element:** Zones of temporal distortion that cause random, brief time shifts.`,
undefined, 5, "Step 2: Core Concepts"
); );
const flavor = flavorRaw; const coreConcepts = coreConceptsRaw;
console.log("Flavor text:", flavor); console.log("Core Concepts:", coreConcepts);
// Step 3: Hooks & Rumors // Step 3: Flavor Text & Hooks
const hooksRumorsRaw = await callOllama( const flavorHooksRaw = await callOllama(
`Based only on this location's flavor: `Based on the title "${title}" and these core concepts:
${coreConcepts}
${flavor} Write a single evocative paragraph describing the location. Maximum 2 sentences. Maximum 100 words. Then, generate 3 short adventure hooks or rumors.
The hooks should reference the central conflict, faction, and dynamic element.
Generate 3 short adventure hooks or rumors (mix them naturally). Output two sections labeled "Description:" and "Hooks & Rumors:". Use a numbered list for the hooks. Plain text only. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
Output as a single numbered list, plain text only. Do not use em-dashes. undefined, 5, "Step 3: Flavor & Hooks"
Maximum 2 sentences per item. No explanations or extra text.`,
undefined, 5, "Step 3: Hooks & Rumors"
); );
const hooksRumors = parseList(hooksRumorsRaw); const [flavorSection, hooksSection] = flavorHooksRaw.split(/Hooks & Rumors[:\n]/i);
const flavor = cleanText(flavorSection.replace(/Description[:\n]*/i, ""));
const hooksRumors = parseList(hooksSection || "");
console.log("Flavor Text:", flavor);
console.log("Hooks & Rumors:", hooksRumors); console.log("Hooks & Rumors:", hooksRumors);
// Step 4: Rooms & Encounters // Step 4: Key Rooms
const roomsEncountersRaw = await callOllama( const keyRoomsRaw = await callOllama(
`Using the flavor and these hooks/rumors: `Based on the title "${title}", description "${flavor}", and these core concepts:
${coreConcepts}
Flavor: Generate two key rooms that define the dungeon's narrative arc.
${flavor} 1. **The Entrance/Start Room:** The first room the adventurers will enter. Give it a name and a description that sets the tone and introduces the environmental hazard.
2. **The Climax/Final Room:** The final room where the central conflict will be resolved. Give it a name and a description that includes the primary faction and the central conflict.
Hooks & Rumors: Output two numbered lists, labeled "Entrance Room:" and "Climax Room:". Plain text only. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
${hooksRumors.join("\n")} undefined, 5, "Step 4: Key Rooms"
Generate 5 rooms (name + short description) and 6 encounters (name + details).
Output two numbered lists, labeled "Rooms:" and "Encounters:". Plain text only. No extra explanation.`,
undefined, 5, "Step 4: Rooms & Encounters"
); );
const [roomsSection, encountersSection] = roomsEncountersRaw.split(/Encounters[:\n]/i); const [entranceSection, climaxSection] = keyRoomsRaw.split(/Climax Room[:\n]/i);
const rooms = parseObjects(roomsSection.replace(/Rooms[:\n]*/i, ""), "rooms", 120); const entranceRoom = parseObjects(entranceSection.replace(/Entrance Room[:\n]*/i, ""), "rooms")[0];
const encounters = parseObjects(encountersSection || "", "encounters", 120); const climaxRoom = parseObjects(climaxSection || "", "rooms")[0];
console.log("Entrance Room:", entranceRoom);
console.log("Climax Room:", climaxRoom);
// Step 5: Main Content (Rooms, Encounters, NPCs, Treasures)
const mainContentRaw = await callOllama(
`Based on the following dungeon elements and the need for narrative flow:
Title: "${title}"
Description: "${flavor}"
Core Concepts:
${coreConcepts}
Entrance Room: ${JSON.stringify(entranceRoom)}
Climax Room: ${JSON.stringify(climaxRoom)}
Generate the rest of the dungeon's content to fill the space between the entrance and the climax.
- **3 Intermediate Rooms:** Name and a description. Each description must be a maximum of 50 words and contain an environmental feature, a puzzle, or an element that connects to the core concepts or the final room.
- **4 Encounters:** Name and details. At least two encounters must be directly tied to the primary faction.
- **3 NPCs:** Proper name and a trait. One NPC should be a member of the primary faction, one should be a potential ally, and one should be a rival.
- **3 Treasures:** Name and a description that includes a danger or side-effect. Each treasure should be thematically tied to a specific encounter or room.
Output as four separate numbered lists, labeled "Intermediate Rooms:", "Encounters:", "NPCs:", and "Treasures:". Plain text only. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
undefined, 5, "Step 5: Main Content"
);
const [intermediateRoomsSection, encountersSection, npcsSection, treasureSection] = mainContentRaw.split(/Encounters[:\n]|NPCs[:\n]|Treasures?[:\n]/i);
const intermediateRooms = parseObjects(intermediateRoomsSection.replace(/Intermediate Rooms[:\n]*/i, ""), "rooms");
const rooms = [entranceRoom, ...intermediateRooms, climaxRoom];
const encounters = parseObjects(encountersSection || "", "encounters");
const npcs = parseObjects(npcsSection || "", "npcs");
const treasure = parseList(treasureSection || "");
console.log("Rooms:", rooms); console.log("Rooms:", rooms);
console.log("Encounters:", encounters); console.log("Encounters:", encounters);
// Step 5: Treasure & NPCs
const treasureNpcsRaw = await callOllama(
`Based only on these rooms and encounters:
${JSON.stringify({ rooms, encounters }, null, 2)}
Generate 3 treasures and 3 NPCs (name + trait, max 2 sentences each).
Each NPC has a proper name, not just a title.
Treasure should sometimes include a danger or side-effect.
Output numbered lists labeled "Treasure:" and "NPCs:". Plain text only, no extra text.`,
undefined, 5, "Step 5: Treasure & NPCs"
);
const [treasureSection, npcsSection] = treasureNpcsRaw.split(/NPCs[:\n]/i);
const treasure = parseList(treasureSection.replace(/Treasures?[:\n]*/i, ""));
const npcs = parseObjects(npcsSection || "", "npcs", 120);
console.log("Treasure:", treasure);
console.log("NPCs:", npcs); console.log("NPCs:", npcs);
console.log("Treasure:", treasure);
// Step 6: Plot Resolutions // Step 6: Player Choices and Consequences
const plotResolutionsRaw = await callOllama( const plotResolutionsRaw = await callOllama(
`Based on the following location's flavor and story hooks: `Based on all of the following elements, suggest 3 possible, non-conflicting story climaxes or plot resolutions for adventurers exploring this location. Each resolution must provide a meaningful choice with a tangible consequence, directly related to the Central Conflict, the Primary Faction, or the NPCs.
Flavor: Dungeon Elements:
${flavor} ${JSON.stringify({ title, flavor, hooksRumors, rooms, encounters, treasure, npcs, coreConcepts }, null, 2)}
Hooks & Rumors: Start each item with phrases like "The adventurers could" or "The PCs might". Deepen the narrative texture and allow for roleplay and tactical creativity. Keep each item short (max 2 sentences). Output as a numbered list, plain text only. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
${hooksRumors.join("\n")}
Major NPCs / Encounters:
${[...npcs.map(n => n.name), ...encounters.map(e => e.name)].join(", ")}
Suggest 3 possible, non-conflicting story climaxes or plot resolutions for adventurers exploring this location.
These are prompts and ideas for brainstorming the story's ending, not fixed outcomes. Give the players meaningful choices and agency.
Start each item with phrases like "The adventurers could" or "The PCs might" to emphasize their hypothetical nature.
Deepen the narrative texture and allow roleplay and tactical creativity.
Keep each item short (max 2 sentences). Output as a numbered list, plain text only.`,
undefined, 5, "Step 6: Plot Resolutions" undefined, 5, "Step 6: Plot Resolutions"
); );
const plotResolutions = parseList(plotResolutionsRaw); const plotResolutions = parseList(plotResolutionsRaw);

View File

@@ -14,7 +14,6 @@ async function upscaleImage(inputPath, outputPath, width, height) {
try { try {
await sharp(inputPath) await sharp(inputPath)
.resize(width, height, { kernel: 'lanczos3' }) .resize(width, height, { kernel: 'lanczos3' })
.blur(0.3)
.sharpen() .sharpen()
.png({ .png({
compressionLevel: 9, compressionLevel: 9,
@@ -38,13 +37,15 @@ async function generateVisualPrompt(flavor) {
Your output must be a simple list of visual tags describing only the most essential elements of the scene. Focus on the core subject and mood. Your output must be a simple list of visual tags describing only the most essential elements of the scene. Focus on the core subject and mood.
Rules: Rules:
- Describe a sparse scene with a single focal point or area. - Describe a sparse scene with a single focal point or landscape.
- Use only 3-5 key descriptive phrases or tags. - Use only 3-5 key descriptive phrases or tags.
- The entire output should be very short, 20-50 words maximum. - The entire output should be very short, 20-50 words maximum.
- Do NOT repeat wording from the input. - Do NOT repeat wording from the input.
- Focus only on visual content, not style, medium, or camera effects. - Describe only the visual elements of the image. Focus on colors, shapes, textures, and spatial relationships.
- Exclude any references to style, medium, camera effects, sounds, hypothetical scenarios, or physical sensations.
- Avoid describing fine details; focus on large forms and the overall impression. - Avoid describing fine details; focus on large forms and the overall impression.
- Do NOT include phrases like “an image of” or “a scene showing”. - Do NOT include phrases like “an image of” or “a scene showing”.
- Do NOT include the word "Obsidian" or "obsidian" at all.
Input: Input:
${flavor} ${flavor}
@@ -177,7 +178,7 @@ async function downloadImage(filename, localFilename) {
// 4c. Submit prompt and handle full image pipeline // 4c. Submit prompt and handle full image pipeline
async function generateImageViaComfyUI(prompt, filename) { async function generateImageViaComfyUI(prompt, filename) {
const negativePrompt = `heavy shading, deep blacks, cross-hatching, dark, gritty, shadow-filled, chiaroscuro, scratchy lines, photorealism, hyper-realistic, high detail, 3D render, CGI, polished, smooth shading, detailed textures, noisy, cluttered, blurry, text, logo, signature, watermark, artist name, branding, ugly, deformed, unnatural patterns, perfect curves, repetitive textures`; const negativePrompt = `heavy shading, deep blacks, dark, gritty, shadow-filled, chiaroscuro, scratchy lines, photorealism, hyper-realistic, high detail, 3D render, CGI, polished, smooth shading, detailed textures, noisy, cluttered, blurry, text, logo, signature, watermark, artist name, branding, ugly, deformed, unnatural patterns, perfect curves, repetitive textures`;
const workflow = buildComfyWorkflow(prompt, negativePrompt); const workflow = buildComfyWorkflow(prompt, negativePrompt);
try { try {