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Author SHA1 Message Date
Madison Grubb
27dfed05ac improve image gen prompting. increase cfg from 1->3 to make prompt follow more aggressively
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2025-09-04 23:09:57 -04:00
Madison Grubb
714d0351ea fix png compression 2025-09-04 23:02:28 -04:00
Madison Grubb
f0e9ebccb9 cleanup console logs a little bit
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2025-09-04 22:59:37 -04:00
Madison Grubb
fad007ab1f increase encounter count by 3
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2025-09-04 22:54:52 -04:00
Madison Grubb
438943b032 cleanup template more for imagen
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2025-09-04 22:52:23 -04:00
Madison Grubb
50e240f314 fix name of file
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2025-09-04 22:48:57 -04:00
Madison Grubb
df08a6bf42 add png compression to save space
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2025-09-04 22:48:11 -04:00
Madison Grubb
f51a5a6e0c shrink image more. improve prompts
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2025-09-04 22:38:03 -04:00
Madison Grubb
1e1bee6d05 add env var for comfyui in ci
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2025-09-04 22:18:14 -04:00
Madison Grubb
1e1d745e55 rework to allow for image gen
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2025-09-04 16:52:13 -04:00
11 changed files with 394 additions and 140 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
*.pdf
*.png
.env
node_modules/**

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@@ -30,6 +30,8 @@ steps:
from_secret: OLLAMA_API_URL
OLLAMA_API_KEY:
from_secret: OLLAMA_API_KEY
COMFYUI_URL:
from_secret: COMFYUI_URL
commands:
- npm ci
- npm start

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@@ -22,12 +22,13 @@ Scrollsmith is a Node.js tool for generating Dungeons & Dragons one-page dungeon
- Node.js 22+
- Ollama server running and accessible
- Nextcloud (optional) for PDF uploads
- Gitea Releases (optional) for PDF uploads
- `.env` file with:
```env
OLLAMA_API_URL=http://localhost:3000/api/chat/completions
OLLAMA_API_KEY=your_api_key_here
COMFYUI_URL=http://192.168.1.124:8188
````
---

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@@ -1,11 +1,6 @@
const OLLAMA_API_URL = process.env.OLLAMA_API_URL;
const OLLAMA_API_KEY = process.env.OLLAMA_API_KEY;
import { callOllama } from "./ollamaClient.js";
async function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
// --- Utility: strip markdown artifacts ---
// Utility: strip markdown artifacts
function cleanText(str) {
return str
.replace(/^#+\s*/gm, "") // remove headers
@@ -15,51 +10,6 @@ function cleanText(str) {
.trim();
}
async function callOllama(prompt, model = "gemma3n:e4b", retries = 5, stepName = "unknown") {
for (let attempt = 1; attempt <= retries; attempt++) {
try {
const promptCharCount = prompt.length;
const promptWordCount = prompt.split(/\s+/).length;
console.log(`\n📤 [${stepName}] Sending prompt (attempt ${attempt}/${retries})`);
console.log(` Prompt: ${promptCharCount} chars, ~${promptWordCount} words`);
const response = await fetch(OLLAMA_API_URL, {
method: "POST",
headers: {
"Authorization": `Bearer ${OLLAMA_API_KEY}`,
"Content-Type": "application/json",
},
body: JSON.stringify({
model,
messages: [{ role: "user", content: prompt }],
}),
});
if (!response.ok) throw new Error(`Ollama request failed: ${response.status} ${response.statusText}`);
const data = await response.json();
const rawText = data.choices?.[0]?.message?.content;
if (!rawText) throw new Error("No response from Ollama");
const cleaned = cleanText(rawText);
console.log(`✅ [${stepName}] Received: ${rawText.length} chars, ~${rawText.split(/\s+/).length} words`);
console.log(`--- Raw output ---\n${rawText}\n`);
console.log(`--- Cleaned output ---\n${cleaned}\n`);
return cleaned;
} catch (err) {
console.warn(`⚠️ [${stepName}] Attempt ${attempt} failed: ${err.message}`);
if (attempt === retries) throw err;
const delay = 1000 * Math.pow(2, attempt) + Math.random() * 500;
console.log(` Retrying in ${Math.round(delay / 1000)}s...`);
await sleep(delay);
}
}
}
function parseList(raw) {
return raw
.split(/\n?\d+[).]\s+/)
@@ -83,9 +33,9 @@ function parseObjects(raw, type = "rooms") {
}
export async function generateDungeon() {
console.log("🏗️ Starting compact dungeon generation with debug logs...\n");
console.log("Starting compact dungeon generation with debug logs...\n");
// --- Step 1: Titles ---
// Step 1: Titles
const titles10Raw = await callOllama(
`Generate 10 short, punchy dungeon titles (max 5 words each), numbered as a plain text list.
Each title should come from a different style or theme. Make the set varied and evocative. For example:
@@ -97,25 +47,25 @@ Each title should come from a different style or theme. Make the set varied and
- Weird fantasy: uncanny, surreal, unsettling
- Whimsical: fun, quirky, playful
Avoid repeating materials or adjectives. Avoid the words "obsidian" and "clockwork". Do not include explanations, markdown, or preambles. Only the 10 numbered titles.`,
Avoid repeating materials or adjectives. Do not include any titles with the words "Obsidian" or "Clockwork". Do not include explanations, markdown, or preambles. Do not include the style or theme in parenthesis. Only the 10 numbered titles.`,
undefined, 5, "Step 1: Titles"
);
const titles10 = parseList(titles10Raw, 30);
console.log("🔹 Parsed titles10:", titles10);
console.log("Parsed titles10:", titles10);
// --- Step 2: Narrow to 5 ---
// Step 2: Narrow to 5
const titles5Raw = await callOllama(
`Here are 10 dungeon titles:
${titles10.join("\n")}
Randomly select 3 of the titles from the above list and create 2 additional unique titles. Avoid the words "obsidian" and "clockwork".
Randomly select 3 of the titles from the above list and create 2 additional unique titles. Do not include any titles with the words "Obsidian" or "Clockwork".
Output exactly 5 titles as a numbered list, plain text only. No explanations.`,
undefined, 5, "Step 2: Narrow Titles"
);
const titles5 = parseList(titles5Raw, 30);
console.log("🔹 Parsed titles5:", titles5);
console.log("Parsed titles5:", titles5);
// --- Step 3: Final title ---
// Step 3: Final title
const bestTitleRaw = await callOllama(
`From the following 5 dungeon titles, randomly select only one of them.
Output only the title, no explanation, no numbering, no extra text:
@@ -124,32 +74,32 @@ ${titles5.join("\n")}`,
undefined, 5, "Step 3: Final Title"
);
const title = cleanText(bestTitleRaw.split("\n")[0]);
console.log("🔹 Selected title:", title);
console.log("Selected title:", title);
// --- Step 4: Flavor text ---
// Step 4: Flavor text
const flavorRaw = await callOllama(
`Write a single evocative paragraph describing the dungeon titled "${title}".
Do not include hooks, NPCs, treasure, or instructions. Output plain text only, one paragraph. Maximum 4 sentences.`,
`Write a single evocative paragraph describing the location titled "${title}".
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.`,
undefined, 5, "Step 4: Flavor"
);
const flavor = flavorRaw;
console.log("🔹 Flavor text:", flavor);
console.log("Flavor text:", flavor);
// --- Step 5: Hooks & Rumors ---
// Step 5: Hooks & Rumors
const hooksRumorsRaw = await callOllama(
`Based only on this dungeon flavor:
`Based only on this location's flavor:
${flavor}
Generate 3 short adventure hooks or rumors (mix them naturally).
Output as a single numbered list, plain text only.
Output as a single numbered list, plain text only. Do not use em-dashes.
Maximum 2 sentences per item. No explanations or extra text.`,
undefined, 5, "Step 5: Hooks & Rumors"
);
const hooksRumors = parseList(hooksRumorsRaw, 120);
console.log("🔹 Hooks & Rumors:", hooksRumors);
console.log("Hooks & Rumors:", hooksRumors);
// --- Step 6: Rooms & Encounters ---
// Step 6: Rooms & Encounters
const roomsEncountersRaw = await callOllama(
`Using the flavor and these hooks/rumors:
@@ -159,35 +109,37 @@ ${flavor}
Hooks & Rumors:
${hooksRumors.join("\n")}
Generate 5 rooms (name + short description) and 3 encounters (name + details).
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 6: Rooms & Encounters"
);
const [roomsSection, encountersSection] = roomsEncountersRaw.split(/Encounters[:\n]/i);
const rooms = parseObjects(roomsSection.replace(/Rooms[:\n]*/i, ""), "rooms", 120);
const encounters = parseObjects(encountersSection || "", "encounters", 120);
console.log("🔹 Rooms:", rooms);
console.log("🔹 Encounters:", encounters);
console.log("Rooms:", rooms);
console.log("Encounters:", encounters);
// --- Step 7: Treasure & NPCs ---
// Step 7: 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 7: Treasure & NPCs"
);
const [treasureSection, npcsSection] = treasureNpcsRaw.split(/NPCs[:\n]/i);
const treasure = parseList(treasureSection.replace(/Treasures?[:\n]*/i, ""), 120);
const npcs = parseObjects(npcsSection || "", "npcs", 120);
console.log("🔹 Treasure:", treasure);
console.log("🔹 NPCs:", npcs);
console.log("Treasure:", treasure);
console.log("NPCs:", npcs);
// --- Step 8: Plot Resolutions ---
// Step 8: Plot Resolutions
const plotResolutionsRaw = await callOllama(
`Based on the following dungeon flavor and story hooks:
`Based on the following location's flavor and story hooks:
Flavor:
${flavor}
@@ -198,15 +150,16 @@ ${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 dungeon.
These are prompts and ideas for brainstorming the dungeon's ending, not fixed outcomes.
Start each item with phrases like "The adventurers could..." or "The PCs might..." to emphasize their hypothetical nature.
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 8: Plot Resolutions"
);
const plotResolutions = parseList(plotResolutionsRaw, 180);
console.log("🔹 Plot Resolutions:", plotResolutions);
console.log("Plot Resolutions:", plotResolutions);
console.log("\n🎉 Dungeon generation complete!");
console.log("\nDungeon generation complete!");
return { title, flavor, map: "map.png", hooksRumors, rooms, encounters, treasure, npcs, plotResolutions };
}

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@@ -11,9 +11,9 @@ export function dungeonTemplate(data) {
];
const headingFonts = [
"'Cinzel Decorative', cursive",
"'MedievalSharp', cursive",
"'Metamorphous', cursive",
"'Cinzel', serif",
"'MedievalSharp', serif",
"'Cormorant Garamond', serif",
"'Playfair Display', serif"
];
@@ -25,10 +25,10 @@ export function dungeonTemplate(data) {
];
const quoteFonts = [
"'Walter Turncoat', cursive",
"'Playfair Display', serif",
"'Uncial Antiqua', serif",
"'Beth Ellen', cursive",
"'Pinyon Script', cursive"
"'Libre Baskerville', serif",
"'Merriweather', serif"
];
const bodyFont = pickRandom(bodyFonts);
@@ -100,9 +100,25 @@ export function dungeonTemplate(data) {
table tr:hover { background: rgba(0, 0, 0, 0.05); }
.map-page {
page-break-before: always;
text-align: center;
display: flex;
align-items: center;
justify-content: center;
padding: 1.5cm;
height: calc(100vh - 3cm);
box-sizing: border-box;
background: #f5f5f5;
}
.map-page img {
max-width: 100%;
max-height: 100%;
height: auto;
width: auto;
border-radius: 0.2cm;
object-fit: contain;
box-shadow:
0 0 20px 15px #f5f5f5 inset,
0 0 5px 2px rgba(0, 0, 0, 0.05);
}
.map-page img { max-width: 100%; max-height: 27cm; border: 2px solid #1a1a1a; border-radius: 0.2cm; }
footer {
text-align: center; font-size: 0.65em; color: #555; margin-top: 0.5em; font-style: italic;
}
@@ -141,8 +157,7 @@ export function dungeonTemplate(data) {
</div>
<div class="map-page">
<h2>Dungeon Map</h2>
<img src="file://${data.map}" alt="Dungeon Map">
<img src="${data.map}" alt="Dungeon Map">
</div>
<footer>Generated with Scrollsmith • © ${new Date().getFullYear()}</footer>

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@@ -1,12 +1,20 @@
import puppeteer from "puppeteer";
import { dungeonTemplate } from "./dungeonTemplate.js";
export async function generateDungeonPDF(data, outputPath = "dungeon.pdf") {
import fs from 'fs/promises';
export async function generatePDF(data, outputPath = "dungeon.pdf") {
const browser = await puppeteer.launch({
args: ['--no-sandbox', '--disable-setuid-sandbox']
});
const page = await browser.newPage();
// Convert image to base64
const imageBuffer = await fs.readFile(data.map);
const base64Image = `data:image/png;base64,${imageBuffer.toString("base64")}`;
data.map = base64Image;
const html = dungeonTemplate(data);
await page.setContent(html, { waitUntil: "networkidle0" });

207
imageGenerator.js Normal file
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@@ -0,0 +1,207 @@
import path from "path";
import { mkdir, writeFile } from "fs/promises";
import { fileURLToPath } from "url";
import { callOllama } from "./ollamaClient.js";
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const COMFYUI_URL = process.env.COMFYUI_URL || "http://localhost:8188";
// Drawing style prefix
const STYLE_PREFIX = `clean line art, minimalist sketch, concept art sketch, black and white line drawing, lots of white space, sparse shading, simple hatching, very low detail, subtle color accent`;
// 1. Generate engineered visual prompt
async function generateVisualPrompt(flavor) {
const rawPrompt = await callOllama(
`You are a prompt engineer specializing in visual prompts for AI image generation. Your goal is to translate fantasy flavor text into a sparse, minimalist scene description.
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:
- Describe a sparse scene with a single focal point or area.
- Use only 3-5 key descriptive phrases or tags.
- The entire output should be very short, 20-50 words maximum.
- Do NOT repeat wording from the input.
- Focus only on visual content, not style, medium, or camera effects.
- Avoid describing fine details; focus on large forms and the overall impression.
- Do NOT include phrases like “an image of” or “a scene showing”.
Input:
${flavor}
Output:`,
"gemma3n:e4b", 3, "Generate Visual Prompt"
);
return `${STYLE_PREFIX}, ${rawPrompt.trim().replace(/\n/g, " ")}`;
}
// 2. Save image buffer
async function saveImage(buffer, filename) {
const filepath = path.join(__dirname, filename);
await mkdir(__dirname, { recursive: true });
await writeFile(filepath, buffer);
console.log(`Saved image: ${filepath}`);
return filepath;
}
// 3. Build workflow payload
function buildComfyWorkflow(promptText, negativeText = "") {
return {
"3": {
"inputs": {
"seed": Math.floor(Math.random() * 100000),
"steps": 4,
"cfg": 3,
"sampler_name": "euler",
"scheduler": "simple",
"denoise": 1,
"model": ["4", 0],
"positive": ["6", 0],
"negative": ["7", 0],
"latent_image": ["5", 0]
},
"class_type": "KSampler"
},
"4": {
"inputs": {
"unet_name": "flux1-schnell-fp8.safetensors",
"weight_dtype": "fp8_e4m3fn"
},
"class_type": "UNETLoader"
},
"5": {
"inputs": {
"width": 640,
"height": 448,
"batch_size": 1
},
"class_type": "EmptyLatentImage"
},
"6": {
"inputs": {
"text": promptText,
"clip": ["10", 0]
},
"class_type": "CLIPTextEncode"
},
"7": {
"inputs": {
"text": negativeText,
"clip": ["10", 0]
},
"class_type": "CLIPTextEncode"
},
"10": {
"inputs": {
"clip_name1": "clip_l.safetensors",
"clip_name2": "t5xxl_fp8_e4m3fn.safetensors",
"type": "flux"
},
"class_type": "DualCLIPLoader"
},
"11": {
"inputs": {
"vae_name": "ae.safetensors"
},
"class_type": "VAELoader"
},
"8": {
"inputs": {
"samples": ["3", 0],
"vae": ["11", 0]
},
"class_type": "VAEDecode"
},
"9": {
"inputs": {
"filename_prefix": "ComfyUI_Flux",
"images": ["8", 0]
},
"class_type": "SaveImage"
}
};
}
// 4a. Wait for ComfyUI to finish image generation
async function waitForImage(promptId, timeout = 900000) {
const start = Date.now();
while (Date.now() - start < timeout) {
const res = await fetch(`${COMFYUI_URL}/history`);
const data = await res.json();
const historyEntry = data[promptId];
if (historyEntry?.outputs) {
const images = Object.values(historyEntry.outputs).flatMap(o => o.images || []);
if (images.length > 0) return images.map(i => i.filename);
}
await new Promise(resolve => setTimeout(resolve, 1000));
}
throw new Error("Timed out waiting for ComfyUI image result.");
}
// 4b. Download image from ComfyUI server
async function downloadImage(filename, localFilename) {
const url = `${COMFYUI_URL}/view?filename=${filename}`;
const res = await fetch(url);
if (!res.ok) throw new Error(`Failed to fetch image: ${res.statusText}`);
const buffer = Buffer.from(await res.arrayBuffer());
return await saveImage(buffer, localFilename);
}
// 4c. Submit prompt and handle full image pipeline
async function generateImageViaComfyUI(prompt, filename) {
const negativePrompt = `heavy shading, deep blacks, cross-hatching, dark, gritty, shadow-filled, chiaroscuro, scratchy lines, photorealism, hyper-realistic, high detail, 3D render, CGI, polished, smooth shading, detailed textures, noisy, cluttered, blurry, text, logo, signature, watermark`;
const workflow = buildComfyWorkflow(prompt, negativePrompt);
try {
console.log("Submitting prompt to ComfyUI...");
const res = await fetch(`${COMFYUI_URL}/prompt`, {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify({ prompt: workflow })
});
if (!res.ok) {
throw new Error(`ComfyUI error: ${res.statusText}`);
}
const { prompt_id } = await res.json();
console.log("Waiting for image result...");
const filenames = await waitForImage(prompt_id);
if (filenames.length === 0) throw new Error("No image generated");
const comfyFilename = filenames[0];
console.log("Downloading image...");
const filepath = await downloadImage(comfyFilename, filename);
return filepath;
} catch (err) {
console.error("Error generating image:", err.message);
return null;
}
}
// 5. Main export
export async function generateDungeonImages({ flavor }) {
console.log("Generating dungeon image...");
const finalPrompt = await generateVisualPrompt(flavor);
console.log("Engineered visual prompt:\n", finalPrompt);
const filename = `dungeon.png`;
const filepath = await generateImageViaComfyUI(finalPrompt, filename);
if (!filepath) {
throw new Error("Failed to generate dungeon image.");
}
return filepath;
}

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@@ -1,6 +1,7 @@
import 'dotenv/config';
import { generateDungeonPDF } from "./generateDungeon.js";
import { generateDungeon } from "./dungeonGenerator.js";
import { generateDungeonImages } from "./imageGenerator.js";
import { generatePDF } from "./generatePDF.js";
// Utility to create a filesystem-safe filename from the dungeon title
function slugify(text) {
@@ -12,17 +13,19 @@ function slugify(text) {
(async () => {
try {
// Generate dungeon JSON from Ollama
// Generate the dungeon data
const dungeonData = await generateDungeon();
// Optional: replace the map placeholder with your local map path
// dungeonData.map = "/absolute/path/to/dungeon-map.png";
// Generate dungeon map image (uses dungeonData.flavor)
const mapPath = await generateDungeonImages(dungeonData);
// Generate a safe filename based on the dungeon's title
dungeonData.map = mapPath;
// Generate PDF filename based on the title
const filename = `${slugify(dungeonData.title)}.pdf`;
// Generate PDF
await generateDungeonPDF(dungeonData, filename);
// Generate the PDF using full dungeon data (including map)
await generatePDF(dungeonData, filename);
console.log(`Dungeon PDF successfully generated: ${filename}`);
} catch (err) {

78
ollamaClient.js Normal file
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@@ -0,0 +1,78 @@
const OLLAMA_API_URL = process.env.OLLAMA_API_URL;
const OLLAMA_API_KEY = process.env.OLLAMA_API_KEY;
async function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
// Utility: strip markdown artifacts
function cleanText(str) {
return str
.replace(/^#+\s*/gm, "") // remove headers
.replace(/\*\*(.*?)\*\*/g, "$1") // remove bold
.replace(/[*_`]/g, "") // remove stray formatting
.replace(/\s+/g, " ") // normalize whitespace
.trim();
}
export async function callOllama(prompt, model = "gemma3n:e4b", retries = 5, stepName = "unknown") {
const isUsingOpenWebUI = !!OLLAMA_API_KEY;
for (let attempt = 1; attempt <= retries; attempt++) {
try {
const promptCharCount = prompt.length;
const promptWordCount = prompt.split(/\s+/).length;
console.log(`\n[${stepName}] Sending prompt (attempt ${attempt}/${retries})`);
console.log(`Prompt: ${promptCharCount} chars, ~${promptWordCount} words`);
const headers = { "Content-Type": "application/json" };
if (isUsingOpenWebUI) {
headers["Authorization"] = `Bearer ${OLLAMA_API_KEY}`;
}
const body = isUsingOpenWebUI
? {
model,
messages: [{ role: "user", content: prompt }],
}
: {
model,
messages: [{ role: "user", content: prompt }],
stream: false,
};
const response = await fetch(OLLAMA_API_URL, {
method: "POST",
headers,
body: JSON.stringify(body),
});
if (!response.ok) throw new Error(`Ollama request failed: ${response.status} ${response.statusText}`);
const data = await response.json();
const rawText = isUsingOpenWebUI
? data.choices?.[0]?.message?.content
: data.message?.content;
if (!rawText) throw new Error("No response from Ollama");
const cleaned = cleanText(rawText);
console.log(`[${stepName}] Received: ${rawText.length} chars, ~${rawText.split(/\s+/).length} words`);
console.log(`Raw output:\n${rawText}\n`);
console.log(`Cleaned output:\n${cleaned}\n`);
return cleaned;
} catch (err) {
console.warn(`[${stepName}] Attempt ${attempt} failed: ${err.message}`);
if (attempt === retries) throw err;
const delay = 1000 * Math.pow(2, attempt) + Math.random() * 500;
console.log(`Retrying in ${Math.round(delay / 1000)}s...`);
await sleep(delay);
}
}
}

58
package-lock.json generated
View File

@@ -1,11 +1,11 @@
{
"name": "auto-dm",
"name": "scrollsmith",
"version": "1.0.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "auto-dm",
"name": "scrollsmith",
"version": "1.0.0",
"license": "SEE LICENSE IN README.md",
"dependencies": {
@@ -42,9 +42,9 @@
}
},
"node_modules/@eslint-community/eslint-utils": {
"version": "4.7.0",
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