fix validation
All checks were successful
ci/woodpecker/cron/ci Pipeline was successful

This commit is contained in:
2026-01-20 22:24:39 -05:00
parent e66df13edd
commit 5588108cb6

View File

@@ -448,6 +448,207 @@ function validateNarrativeCoherence(dungeonData) {
return issues; return issues;
} }
function fixStructureIssues(dungeonData) {
const fixes = [];
// Fix missing or invalid room names
if (dungeonData.rooms) {
dungeonData.rooms.forEach((room, i) => {
if (!room.name || !room.name.trim()) {
// Extract name from description if possible
const desc = room.description || '';
const nameMatch = desc.match(/^([A-Z][^.!?]{5,30}?)(?:\s|\.|:)/);
if (nameMatch) {
room.name = nameMatch[1].trim();
fixes.push(`Extracted room name from description: "${room.name}"`);
} else {
room.name = `Room ${i + 1}`;
fixes.push(`Added default name for room ${i + 1}`);
}
}
// Truncate overly long room names
const words = room.name.split(/\s+/);
if (words.length > 6) {
const original = room.name;
room.name = words.slice(0, 6).join(' ');
fixes.push(`Truncated room name: "${original}" -> "${room.name}"`);
}
});
}
// Fix missing or invalid encounter names
if (dungeonData.encounters) {
dungeonData.encounters.forEach((encounter, i) => {
if (!encounter.name || !encounter.name.trim()) {
// Extract name from details if possible
const details = encounter.details || '';
const nameMatch = details.match(/^([^:]+):\s*(.+)$/);
if (nameMatch) {
encounter.name = nameMatch[1].trim();
encounter.details = nameMatch[2].trim();
fixes.push(`Extracted encounter name from details: "${encounter.name}"`);
} else {
encounter.name = `Encounter ${i + 1}`;
fixes.push(`Added default name for encounter ${i + 1}`);
}
}
// Truncate overly long encounter names
const words = encounter.name.split(/\s+/);
if (words.length > 6) {
const original = encounter.name;
encounter.name = words.slice(0, 6).join(' ');
fixes.push(`Truncated encounter name: "${original}" -> "${encounter.name}"`);
}
});
}
// Fix missing or invalid NPC names
if (dungeonData.npcs) {
dungeonData.npcs.forEach((npc, i) => {
if (!npc.name || !npc.name.trim()) {
// Extract name from trait if possible
const trait = npc.trait || '';
const nameMatch = trait.match(/^([A-Z][a-z]+(?:\s+[A-Z][a-z]+){0,2})(?:\s|:)/);
if (nameMatch) {
npc.name = nameMatch[1].trim();
fixes.push(`Extracted NPC name from trait: "${npc.name}"`);
} else {
npc.name = `NPC ${i + 1}`;
fixes.push(`Added default name for NPC ${i + 1}`);
}
}
// Truncate overly long NPC names
const words = npc.name.split(/\s+/);
if (words.length > 4) {
const original = npc.name;
npc.name = words.slice(0, 4).join(' ');
fixes.push(`Truncated NPC name: "${original}" -> "${npc.name}"`);
}
});
}
return fixes;
}
function fixMissingContent(dungeonData) {
const fixes = [];
// Pad NPCs if needed
if (!dungeonData.npcs || dungeonData.npcs.length < 4) {
if (!dungeonData.npcs) dungeonData.npcs = [];
const factionName = dungeonData.coreConcepts?.match(/Primary Faction[:\s]+([^.]+)/i)?.[1]?.trim() || 'the primary faction';
while (dungeonData.npcs.length < 4) {
dungeonData.npcs.push({
name: `NPC ${dungeonData.npcs.length + 1}`,
trait: `A member of ${factionName.toLowerCase()} with unknown motives.`
});
fixes.push(`Added fallback NPC ${dungeonData.npcs.length}`);
}
}
// Pad encounters if needed
if (!dungeonData.encounters || dungeonData.encounters.length < 6) {
if (!dungeonData.encounters) dungeonData.encounters = [];
if (dungeonData.encounters.length > 0 && dungeonData.rooms && dungeonData.rooms.length > 0) {
const dynamicElement = dungeonData.coreConcepts?.match(/Dynamic Element[:\s]+([^.]+)/i)?.[1]?.trim() || 'strange occurrences';
const conflict = dungeonData.coreConcepts?.match(/Central Conflict[:\s]+([^.]+)/i)?.[1]?.trim() || 'a threat';
while (dungeonData.encounters.length < 6) {
const roomIndex = dungeonData.encounters.length % dungeonData.rooms.length;
const roomName = dungeonData.rooms[roomIndex]?.name || 'Unknown Location';
const fallbackNames = [
`${roomName} Guardian`,
`${roomName} Threat`,
`${roomName} Challenge`,
`${dynamicElement.split(' ')[0]} Manifestation`,
`${conflict.split(' ')[0]} Encounter`,
`${roomName} Hazard`
];
dungeonData.encounters.push({
name: fallbackNames[dungeonData.encounters.length % fallbackNames.length],
details: `${roomName}: An encounter related to ${dynamicElement.toLowerCase()} occurs here.`
});
fixes.push(`Added fallback encounter: "${dungeonData.encounters[dungeonData.encounters.length - 1].name}"`);
}
}
}
// Pad treasure if needed
if (!dungeonData.treasure || dungeonData.treasure.length < 4) {
if (!dungeonData.treasure) dungeonData.treasure = [];
while (dungeonData.treasure.length < 4) {
dungeonData.treasure.push({
name: `Treasure ${dungeonData.treasure.length + 1}`,
description: `A mysterious item found in the dungeon.`
});
fixes.push(`Added fallback treasure ${dungeonData.treasure.length}`);
}
}
// Pad random events if needed
if (!dungeonData.randomEvents || dungeonData.randomEvents.length < 6) {
if (!dungeonData.randomEvents) dungeonData.randomEvents = [];
if (dungeonData.randomEvents.length > 0 && dungeonData.coreConcepts) {
const dynamicElement = dungeonData.coreConcepts.match(/Dynamic Element[:\s]+([^.]+)/i)?.[1]?.trim() || 'strange occurrences';
const conflict = dungeonData.coreConcepts.match(/Central Conflict[:\s]+([^.]+)/i)?.[1]?.trim() || 'a mysterious threat';
const fallbackEvents = [
{ name: 'Environmental Shift', description: `The ${dynamicElement.toLowerCase()} causes unexpected changes in the environment.` },
{ name: 'Conflict Manifestation', description: `A sign of ${conflict.toLowerCase()} appears, requiring immediate attention.` },
{ name: 'Dungeon Shift', description: `The dungeon shifts, revealing a previously hidden passage or danger.` },
{ name: 'Faction Messenger', description: `An NPC from the primary faction appears with urgent information.` },
{ name: 'Power Fluctuation', description: `The power source fluctuates, creating temporary hazards or opportunities.` },
{ name: 'Echoes of the Past', description: `Echoes of past events manifest, providing clues or complications.` }
];
while (dungeonData.randomEvents.length < 6) {
dungeonData.randomEvents.push(fallbackEvents[dungeonData.randomEvents.length % fallbackEvents.length]);
fixes.push(`Added fallback random event: "${dungeonData.randomEvents[dungeonData.randomEvents.length - 1].name}"`);
}
}
}
// Pad plot resolutions if needed
if (!dungeonData.plotResolutions || dungeonData.plotResolutions.length < 4) {
if (!dungeonData.plotResolutions) dungeonData.plotResolutions = [];
while (dungeonData.plotResolutions.length < 4) {
dungeonData.plotResolutions.push(`The adventurers could resolve the central conflict through decisive action.`);
fixes.push(`Added fallback plot resolution ${dungeonData.plotResolutions.length}`);
}
}
return fixes;
}
function fixNarrativeCoherence(dungeonData) {
const fixes = [];
// Fix encounters referencing unknown locations
if (dungeonData.encounters && dungeonData.rooms) {
const roomNames = dungeonData.rooms.map(r => r.name.trim().toLowerCase());
dungeonData.encounters.forEach(encounter => {
if (!encounter.details) return;
const locationMatch = encounter.details.match(/^([^:]+):/);
if (locationMatch) {
const locName = locationMatch[1].trim().toLowerCase();
// Check if location matches any room name (fuzzy match)
const matches = roomNames.some(rn =>
locName === rn ||
locName.includes(rn) ||
rn.includes(locName) ||
locName.split(/\s+/).some(word => rn.includes(word))
);
if (!matches && roomNames.length > 0) {
// Assign to a random room
const roomIdx = Math.floor(Math.random() * roomNames.length);
const roomName = dungeonData.rooms[roomIdx].name;
encounter.details = encounter.details.replace(/^[^:]+:\s*/, `${roomName}: `);
fixes.push(`Fixed unknown location in encounter "${encounter.name}" to "${roomName}"`);
}
}
});
}
return fixes;
}
function validateAndFixContent(dungeonData) { function validateAndFixContent(dungeonData) {
const allFixes = []; const allFixes = [];
const allIssues = []; const allIssues = [];
@@ -456,6 +657,10 @@ function validateAndFixContent(dungeonData) {
const nameFixes = validateNameConsistency(dungeonData); const nameFixes = validateNameConsistency(dungeonData);
allFixes.push(...nameFixes); allFixes.push(...nameFixes);
// Fix structure issues (missing names, too long names)
const structureFixes = fixStructureIssues(dungeonData);
allFixes.push(...structureFixes);
// Standardize encounter locations and add missing ones // Standardize encounter locations and add missing ones
if (dungeonData.encounters && dungeonData.rooms) { if (dungeonData.encounters && dungeonData.rooms) {
const roomNames = dungeonData.rooms.map(r => r.name.trim()); const roomNames = dungeonData.rooms.map(r => r.name.trim());
@@ -475,7 +680,15 @@ function validateAndFixContent(dungeonData) {
allFixes.push(...locationResult.fixes); allFixes.push(...locationResult.fixes);
} }
// Run content validation // Fix narrative coherence issues
const coherenceFixes = fixNarrativeCoherence(dungeonData);
allFixes.push(...coherenceFixes);
// Fix missing content (pad arrays)
const contentFixes = fixMissingContent(dungeonData);
allFixes.push(...contentFixes);
// Run content validation (for reporting remaining issues)
const completenessIssues = validateContentCompleteness(dungeonData); const completenessIssues = validateContentCompleteness(dungeonData);
const qualityIssues = validateContentQuality(dungeonData); const qualityIssues = validateContentQuality(dungeonData);
const structureIssues = validateContentStructure(dungeonData); const structureIssues = validateContentStructure(dungeonData);
@@ -489,7 +702,7 @@ function validateAndFixContent(dungeonData) {
} }
if (allIssues.length > 0) { if (allIssues.length > 0) {
console.log("\n[Validation] Content quality issues found:"); console.log("\n[Validation] Content quality issues found (not auto-fixable):");
allIssues.forEach(issue => console.warn(`${issue}`)); allIssues.forEach(issue => console.warn(`${issue}`));
} else { } else {
console.log("\n[Validation] Content quality checks passed"); console.log("\n[Validation] Content quality checks passed");
@@ -743,6 +956,13 @@ Random Events:
CRITICAL: Every name must be unique and creative. Never use generic placeholders like "Location Name", "NPC Name", "Encounter Name", or "Treasure Name". Use actual descriptive names that fit the dungeon's theme. CRITICAL: Every name must be unique and creative. Never use generic placeholders like "Location Name", "NPC Name", "Encounter Name", or "Treasure Name". Use actual descriptive names that fit the dungeon's theme.
CRITICAL: Ensure all spelling is correct. Double-check all words, especially proper nouns, character names, and location names. Verify consistency of names across all sections. CRITICAL: Ensure all spelling is correct. Double-check all words, especially proper nouns, character names, and location names. Verify consistency of names across all sections.
CRITICAL: Location name matching - When writing encounters, the location name in the encounter details MUST exactly match one of the room names you've created (Entrance Room, Climax Room, or one of the 3 Locations). Double-check that every encounter location matches an actual room name.
CRITICAL: Avoid vague language - Do not use words like "some", "various", "several", "many", "few", "things", "stuff", "items", or "objects" without specific details. Be concrete and specific in all descriptions.
CRITICAL: All names required - Every room, encounter, NPC, and treasure MUST have a name. Do not leave names blank or use placeholders. If you cannot think of a name, create one based on the dungeon's theme.
CRITICAL: You MUST output exactly five separate sections with these exact labels on their own lines: CRITICAL: You MUST output exactly five separate sections with these exact labels on their own lines:
"Locations:" "Locations:"
"Encounters:" "Encounters:"