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6 Commits

Author SHA1 Message Date
07128c3529 cleanup the title generation naming
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2026-01-22 22:08:27 -05:00
5588108cb6 fix validation
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2026-01-20 22:24:39 -05:00
e66df13edd cleanup title and formatting 2026-01-20 22:14:33 -05:00
96223b81e6 more tweaks
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2026-01-19 22:37:53 -05:00
9332ac6f94 improvements
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2026-01-18 23:02:18 -05:00
c54b1a6082 add capability to use default model if a default is provided via api
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2026-01-16 22:18:31 -05:00
6 changed files with 1018 additions and 149 deletions

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@@ -12,10 +12,27 @@ function cleanText(str) {
}
function parseList(raw) {
return raw
.split(/\n?\d+[).]\s+/)
.map(line => cleanText(line))
if (!raw) return [];
// Match all numbered items using a regex that captures the content
// This handles both "1. Title" and "1) Title" formats, and works even if multiple titles are on one line
// The regex captures everything after the number until the next number pattern or end of string
// Using [\s\S] to match any character including newlines, but stop at the next number pattern
const NUMBERED_ITEM_REGEX = /\d+[).]\s+([\s\S]+?)(?=\s*\d+[).]\s+|$)/g;
const items = Array.from(raw.matchAll(NUMBERED_ITEM_REGEX))
.map(match => match[1].trim())
.filter(Boolean)
.map(cleanText)
.filter(Boolean);
// Fallback: if regex didn't work, try the old method
return items.length > 0
? items
: raw
.split(/\n?\d+[).]\s+/)
.map(line => cleanText(line))
.filter(Boolean);
}
function parseObjects(raw, type = "rooms") {
@@ -23,35 +40,75 @@ function parseObjects(raw, type = "rooms") {
const mapper = (entry) => {
if (type === "encounters") {
// For encounters, format is "Encounter Name: Location Name: details"
// We want to keep the encounter name separate and preserve the location:details structure
const parts = entry.split(/:/);
if (parts.length >= 3) {
// Format: "Encounter Name: Location Name: details"
const name = parts[0].trim();
// Skip placeholder names
if (name.toLowerCase().includes('location name') || name.toLowerCase().includes('encounter name')) {
return null;
}
return {
name: parts[0].trim(),
details: parts.slice(1).join(":").trim() // Keep "Location Name: details"
name: name,
details: parts.slice(1).join(":").trim()
};
} else if (parts.length === 2) {
// Format: "Encounter Name: details" (fallback)
const name = parts[0].trim();
if (name.toLowerCase().includes('location name') || name.toLowerCase().includes('encounter name')) {
return null;
}
return {
name: parts[0].trim(),
name: name,
details: parts[1].trim()
};
}
return null;
}
// For other types, use original logic
if (type === "treasure") {
const parts = entry.split(/[—]/);
if (parts.length >= 2) {
const cleanName = parts[0].trim();
if (cleanName.toLowerCase().includes('treasure name') || cleanName.toLowerCase().includes('actual ')) {
return null;
}
let desc = parts.slice(1).join(' ').trim();
desc = desc.replace(/^description\s*:?\s*/i, '').trim();
return { name: cleanName, description: desc };
}
}
const [name, ...descParts] = entry.split(/[-–—:]/);
const desc = descParts.join(" ").trim();
const obj = { name: name.trim() };
const cleanName = name.trim();
// Skip placeholder names
if (cleanName.toLowerCase().includes('location name') ||
cleanName.toLowerCase().includes('npc name') ||
cleanName.toLowerCase().includes('treasure name') ||
cleanName.toLowerCase().includes('actual ')) {
return null;
}
let desc = descParts.join(" ").trim();
if (type === "npcs") desc = desc.replace(/^description\s*:?\s*/i, '').trim();
const obj = { name: cleanName };
if (type === "rooms") return { ...obj, description: desc };
if (type === "npcs") return { ...obj, trait: desc };
if (type === "treasure") return { ...obj, description: desc };
return entry;
return null;
};
return cleanedRaw.split(/\n?\d+[).]\s+/).map(cleanText).filter(Boolean).map(mapper);
return cleanedRaw.split(/\n?\d+[).]\s+/).map(cleanText).filter(Boolean).map(mapper).filter(Boolean);
}
const parseEncounterText = (text, idx) => {
// Handle "Encounter N Name Room Name Details" format
const encounterMatch = text.match(/Encounter\s+(\d+)\s+(.+?)\s+(?:Room Name|Location)\s+(.+?)\s+Details\s+(.+)/i);
if (encounterMatch) {
const [, , name, location, details] = encounterMatch;
return { name: name.trim(), details: `${location.trim()}: ${details.trim()}` };
}
// Handle "Encounter N Name: Location: Details" format
const colonFormat = text.match(/Encounter\s+\d+\s+(.+?):\s*(.+?):\s*(.+)/i);
if (colonFormat) {
const [, name, location, details] = colonFormat;
return { name: name.trim(), details: `${location.trim()}: ${details.trim()}` };
}
const match = text.match(/^(\d+)\s+(.+?)(?::\s*(.+))?$/);
if (match) {
const [, , name, details] = match;
@@ -60,7 +117,7 @@ const parseEncounterText = (text, idx) => {
const colonSplit = text.split(/[:]/);
if (colonSplit.length > 1) {
return {
name: colonSplit[0].replace(/^\d+\s+/, "").trim(),
name: colonSplit[0].replace(/^\d+\s+|Encounter\s+\d+\s+/i, "").trim(),
details: colonSplit.slice(1).join(":").trim()
};
}
@@ -71,17 +128,18 @@ const parseEncounterText = (text, idx) => {
details: text.replace(/^\d+\s+[A-Z][a-z]+(?:\s+[A-Z][a-z]+)*\s*/, "").trim()
};
}
return { name: `Encounter ${idx + 1}`, details: text.replace(/^\d+\s+/, "").trim() };
return { name: `Encounter ${idx + 1}`, details: text.replace(/^\d+\s+|Encounter\s+\d+\s+/i, "").trim() };
};
const splitCombinedEncounters = (encounters) => {
const shouldSplit = encounters.length === 1 && (encounters[0].name === "1" || encounters[0].details.match(/\d+\s+[A-Z]/));
if (encounters.length === 0) return [];
const shouldSplit = encounters.length === 1 && (encounters[0].name === "1" || encounters[0].details?.match(/\d+\s+[A-Z]/) || encounters[0].details?.includes('Encounter'));
if (!shouldSplit) return encounters;
console.warn("Encounters appear combined, attempting to split...");
const combinedText = encounters[0].details || "";
const split = combinedText.split(/(?=\d+\s+[A-Z][a-z])/).filter(Boolean);
const split = combinedText.split(/(?=Encounter\s+\d+|\d+\s+[A-Z][a-z])/i).filter(Boolean);
return (split.length > 1 || (split.length === 1 && combinedText.length > 100))
? split.map(parseEncounterText).filter(e => e?.name && e?.details?.length > 10)
? split.map((text, idx) => parseEncounterText(text, idx)).filter(e => e?.name && e?.details?.length > 10)
: encounters;
};
@@ -264,48 +322,415 @@ function standardizeEncounterLocations(encounters, rooms) {
return { encounters: fixedEncounters, fixes };
}
// Content validation functions
function validateContentCompleteness(dungeonData) {
const issues = [];
const checks = [
['title', 0, 'Missing title'],
['flavor', 20, 'Flavor text too short'],
['hooksRumors', 4, 'Expected at least 4 hooks'],
['rooms', 5, 'Expected at least 5 rooms'],
['encounters', 6, 'Expected at least 6 encounters'],
['npcs', 4, 'Expected at least 4 NPCs'],
['treasure', 4, 'Expected at least 4 treasures'],
['randomEvents', 6, 'Expected 6 random events'],
['plotResolutions', 4, 'Expected at least 4 plot resolutions']
];
checks.forEach(([key, min, msg]) => {
const val = dungeonData[key];
if (!val || (Array.isArray(val) ? val.length < min : val.trim().length < min)) {
issues.push(`${msg}${Array.isArray(val) ? `, got ${val?.length || 0}` : ''}`);
}
});
// Check descriptions
dungeonData.rooms?.forEach((r, i) => {
if (!r.description || r.description.trim().length < 20) {
issues.push(`Room ${i + 1} (${r.name}) description too short`);
}
});
dungeonData.encounters?.forEach((e, i) => {
if (!e.details || e.details.trim().length < 30) {
issues.push(`Encounter ${i + 1} (${e.name}) details too short`);
}
});
dungeonData.npcs?.forEach((n, i) => {
if (!n.trait || n.trait.trim().length < 30) {
issues.push(`NPC ${i + 1} (${n.name}) description too short`);
}
});
return issues;
}
function validateContentQuality(dungeonData) {
const issues = [];
const vagueWords = /\b(some|various|several|many|few|things|stuff|items|objects)\b/gi;
const checkVague = (text, ctx) => {
if (!text) return;
const matches = text.match(vagueWords);
if (matches?.length > 2) {
issues.push(`${ctx} contains vague language: "${matches.slice(0, 3).join('", "')}"`);
}
};
checkVague(dungeonData.flavor, 'Flavor text');
dungeonData.rooms?.forEach(r => checkVague(r.description, `Room "${r.name}"`));
dungeonData.encounters?.forEach(e => checkVague(e.details, `Encounter "${e.name}"`));
dungeonData.npcs?.forEach(n => checkVague(n.trait, `NPC "${n.name}"`));
dungeonData.rooms?.forEach(r => {
if (r.description?.length < 50) {
issues.push(`Room "${r.name}" description too short`);
}
});
return issues;
}
function validateContentStructure(dungeonData) {
const issues = [];
dungeonData.rooms?.forEach((r, i) => {
if (!r.name?.trim()) issues.push(`Room ${i + 1} missing name`);
if (r.name?.split(/\s+/).length > 6) issues.push(`Room "${r.name}" name too long`);
});
dungeonData.encounters?.forEach((e, i) => {
if (!e.name?.trim()) issues.push(`Encounter ${i + 1} missing name`);
if (e.name?.split(/\s+/).length > 6) issues.push(`Encounter "${e.name}" name too long`);
if (e.details && !e.details.match(/^[^:]+:\s/)) {
issues.push(`Encounter "${e.name}" details missing location prefix`);
}
});
dungeonData.npcs?.forEach((n, i) => {
if (!n.name?.trim()) issues.push(`NPC ${i + 1} missing name`);
if (n.name?.split(/\s+/).length > 4) issues.push(`NPC "${n.name}" name too long`);
});
return issues;
}
function validateNarrativeCoherence(dungeonData) {
const issues = [];
const factionMatch = dungeonData.coreConcepts?.match(/Primary Faction[:\s]+([^.]+)/i);
const factionName = factionMatch?.[1]?.trim();
if (dungeonData.encounters && dungeonData.rooms) {
const roomNames = dungeonData.rooms.map(r => r.name.trim().toLowerCase());
dungeonData.encounters.forEach(e => {
const locMatch = e.details?.match(/^([^:]+):/);
if (locMatch) {
const locName = locMatch[1].trim().toLowerCase();
if (!roomNames.some(rn => locName.includes(rn) || rn.includes(locName))) {
issues.push(`Encounter "${e.name}" references unknown location "${locMatch[1]}"`);
}
}
});
}
if (factionName) {
const factionLower = factionName.toLowerCase();
let refs = 0;
dungeonData.npcs?.forEach(n => {
if (n.trait?.toLowerCase().includes(factionLower)) refs++;
});
dungeonData.encounters?.forEach(e => {
if (e.details?.toLowerCase().includes(factionLower)) refs++;
});
if (refs < 2) {
issues.push(`Faction "${factionName}" poorly integrated (${refs} references)`);
}
}
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) {
const allFixes = [];
const allIssues = [];
// Validate name consistency
const nameFixes = validateNameConsistency(dungeonData);
allFixes.push(...nameFixes);
// Standardize encounter locations
// Fix structure issues (missing names, too long names)
const structureFixes = fixStructureIssues(dungeonData);
allFixes.push(...structureFixes);
// Standardize encounter locations and add missing ones
if (dungeonData.encounters && dungeonData.rooms) {
const roomNames = dungeonData.rooms.map(r => r.name.trim());
dungeonData.encounters.forEach((encounter, idx) => {
if (!encounter.details) return;
// If encounter doesn't start with a location, assign one
if (!encounter.details.match(/^[^:]+:\s/)) {
// Assign to a random room, or cycle through rooms
const roomIdx = idx % roomNames.length;
const roomName = roomNames[roomIdx];
encounter.details = `${roomName}: ${encounter.details}`;
allFixes.push(`Added location "${roomName}" to encounter "${encounter.name}"`);
}
});
const locationResult = standardizeEncounterLocations(dungeonData.encounters, dungeonData.rooms);
dungeonData.encounters = locationResult.encounters;
allFixes.push(...locationResult.fixes);
}
// 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 qualityIssues = validateContentQuality(dungeonData);
const structureIssues = validateContentStructure(dungeonData);
const coherenceIssues = validateNarrativeCoherence(dungeonData);
allIssues.push(...completenessIssues, ...qualityIssues, ...structureIssues, ...coherenceIssues);
if (allFixes.length > 0) {
console.log("\n[Validation] Applied fixes:");
allFixes.forEach(fix => console.log(` - ${fix}`));
}
if (allIssues.length > 0) {
console.log("\n[Validation] Content quality issues found (not auto-fixable):");
allIssues.forEach(issue => console.warn(`${issue}`));
} else {
console.log("\n[Validation] Content quality checks passed");
}
return dungeonData;
}
export async function generateDungeon() {
// Step 1: Titles
const generatedTitlesRaw = await callOllama(
const generatedTitles = await callOllama(
`Generate 50 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:
- OSR / classic tabletop: gritty, mysterious, old-school
- Mörk Borg: dark, apocalyptic, foreboding
- Pulpy fantasy: adventurous, dramatic, larger-than-life
- Mildly sci-fi: alien, technological, strange
- Weird fantasy: uncanny, surreal, unsettling
- Whimsical: fun, quirky, playful
CRITICAL: Ensure all spelling is correct. Double-check all words before outputting.
Avoid repeating materials or adjectives. Absolutely do not use the words "Obsidian" or "Clockwork" in any title. Do not include explanations, markdown, or preambles. Do not include the style or theme in parenthesis. Only the 50 numbered titles.`,
Each title should come from a different style or theme. Make the set varied and evocative. For example:
- OSR / classic tabletop: gritty, mysterious, old-school
- Mörk Borg: dark, apocalyptic, foreboding
- Pulpy fantasy: adventurous, dramatic, larger-than-life
- Mildly sci-fi: alien, technological, strange
- Weird fantasy: uncanny, surreal, unsettling
- Whimsical: fun, quirky, playful
CRITICAL: Ensure all spelling is correct. Double-check all words before outputting.
Avoid repeating materials or adjectives. Absolutely do not use the words "Obsidian" or "Clockwork" in any title. Do not include explanations, markdown, or preambles. Do not include the style or theme in parenthesis. Only the 50 numbered titles.`,
undefined, 5, "Step 1: Titles"
);
const generatedTitles = parseList(generatedTitlesRaw);
console.log("Generated Titles:", generatedTitles);
const title = generatedTitles[Math.floor(Math.random() * generatedTitles.length)];
const titlesList = parseList(generatedTitles);
const title = titlesList[Math.floor(Math.random() * titlesList.length)];
console.log("Selected title:", title);
// Step 2: Core Concepts
@@ -325,16 +750,23 @@ Example:
const flavorHooksRaw = await callOllama(
`Based on the title "${title}" and these core concepts:
${coreConcepts}
Write a single evocative paragraph describing the location. Maximum 2 sentences. Maximum 100 words. Then, generate 4-5 short adventure hooks or rumors.
Write a single evocative paragraph describing the location. Maximum 2 sentences. Maximum 50-60 words. Then, generate 4-5 short adventure hooks or rumors.
The hooks should reference the central conflict, faction, and dynamic element. Hooks should suggest different approaches (stealth, diplomacy, force, exploration) and create anticipation.
CRITICAL: Hooks must be concise to fit in a single column on a one-page dungeon layout. Each hook must be a maximum of 35 words.
EXAMPLE OF GOOD HOOK:
"A merchant's cart was found abandoned near the entrance, its cargo of rare herbs scattered. The merchant's journal mentions strange lights in the depths and a warning about 'the watchers'."
CRITICAL: Hooks must be concise to fit in a single column on a one-page dungeon layout. Each hook must be 25-30 words maximum. Be specific with details, not vague.
CRITICAL: Ensure all spelling is correct. Double-check all words, especially proper nouns and technical terms.
Output two sections labeled "Description:" and "Hooks & Rumors:". Use a numbered list for the hooks. Plain text only. Do not use em-dashes (—) anywhere in the output. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
undefined, 5, "Step 3: Flavor & Hooks"
);
const [flavorSection, hooksSection] = flavorHooksRaw.split(/Hooks & Rumors[:\n]/i);
const flavor = cleanText(flavorSection.replace(/Description[:\n]*/i, ""));
const hooksRumors = parseList(hooksSection || "");
let flavor = cleanText(flavorSection.replace(/Description[:\n]*/i, ""));
const words = flavor.split(/\s+/);
if (words.length > 60) flavor = words.slice(0, 60).join(' ') + '...';
let hooksRumors = parseList(hooksSection || "");
hooksRumors = hooksRumors.map(h => h.replace(/^[^:]+:\s*/, '').trim());
console.log("Flavor Text:", flavor);
console.log("Hooks & Rumors:", hooksRumors);
@@ -345,13 +777,16 @@ ${coreConcepts}
Generate two key rooms that define the dungeon's narrative arc.
CRITICAL: These rooms need rich environmental and tactical details with multiple interaction possibilities.
1. Entrance Room: Give it a name (max 5 words) and a description (30-40 words) that includes:
EXAMPLE OF GOOD ROOM DESCRIPTION:
"Chamber of Echoes: Flickering torchlight casts dancing shadows across moss-covered walls. A constant dripping echoes from stalactites overhead, and the air smells of damp earth and ozone. Three stone pillars provide cover, while a raised dais in the center offers high ground. A rusted lever on the west wall controls a hidden portcullis. The floor is slick with moisture, making movement difficult."
1. Entrance Room: Give it a name (max 5 words) and a description (25-35 words) that MUST include:
- Immediate observable features and environmental details (lighting, sounds, smells, textures, temperature, visibility)
- Interactable elements that players can use (levers, objects, portals, mechanisms, environmental hazards)
- Tactical considerations (cover, elevation, movement restrictions, line of sight)
- Sets the tone and introduces the environmental hazard/dynamic element
2. Climax Room: Give it a name (max 5 words) and a description (35-45 words) that includes:
2. Climax Room: Give it a name (max 5 words) and a description (25-35 words) that MUST include:
- Connection to the primary faction and the central conflict
- Rich environmental and tactical details
- Multiple approach options or solutions
@@ -362,12 +797,36 @@ EXACT FORMAT REQUIRED - each room on its own numbered line:
2. Room Name: Description text here.
CRITICAL: Ensure all spelling is correct. Double-check all words before outputting.
CRITICAL: Be specific and concrete. Avoid vague words like "some", "various", "several" without details.
Output ONLY the two numbered items, one per line. Use colons (:) to separate room names from descriptions, not em-dashes. Do not use em-dashes (—) anywhere. Do not combine items. Do not use bolded headings. Do not include any intro or other text. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
undefined, 5, "Step 4: Key Rooms"
);
const [entranceSection, climaxSection] = keyRoomsRaw.split(/\n?2[).] /); // Split on "2. " to separate the two rooms
const entranceRoom = parseObjects(entranceSection, "rooms")[0];
const climaxRoom = parseObjects(`1. ${climaxSection}`, "rooms")[0]; // Prepend "1. " to make parsing consistent
// Fix placeholder names by extracting from description
const fixRoomName = (room) => {
if (!room) return room;
if (room.name && (room.name.toLowerCase().includes('room name') || room.name.toLowerCase() === 'room name')) {
// Extract room name from description (first 2-4 words before "Description" or similar)
const desc = room.description || '';
const nameMatch = desc.match(/^([^:]+?)(?:\s+Description|\s*:)/i) || desc.match(/^([A-Z][^.!?]{5,40}?)(?:\s+is\s|\.)/);
if (nameMatch) {
room.name = nameMatch[1].trim().replace(/^(The|A|An)\s+/i, '').trim();
room.description = desc.replace(new RegExp(`^${nameMatch[1]}\\s*(Description|:)?\\s*`, 'i'), '').trim();
} else {
// Fallback: use first few words of description
const words = desc.split(/\s+/).slice(0, 4).join(' ');
room.name = words.replace(/^(The|A|An)\s+/i, '').trim();
}
}
return room;
};
if (entranceRoom) fixRoomName(entranceRoom);
if (climaxRoom) fixRoomName(climaxRoom);
console.log("Entrance Room:", entranceRoom);
console.log("Climax Room:", climaxRoom);
@@ -383,7 +842,7 @@ Climax Room: ${JSON.stringify(climaxRoom)}
Generate the rest of the dungeon's content to fill the space between the entrance and the climax. CRITICAL: All content must fit on a single one-page dungeon layout with three columns. Keep descriptions rich and evocative with tactical/environmental details.
- **Strictly 3 Locations (EXACTLY 3, no more, no less):** Each with a name (max 6 words) and a description (30-40 words). Each room must include:
- **Strictly 3 Locations (EXACTLY 3, no more, no less):** Each with a name (max 6 words) and a description (25-35 words). Each room MUST include:
- Rich environmental features that affect gameplay (lighting, sounds, smells, textures, temperature, visibility)
- Interactable elements that players can use (levers, objects, portals, mechanisms, environmental hazards)
- Multiple approaches or solutions to challenges in the room
@@ -391,7 +850,10 @@ Generate the rest of the dungeon's content to fill the space between the entranc
- Hidden aspects discoverable through interaction or investigation
Format as "Name: description" using colons, NOT em-dashes.
- **Strictly 6 Encounters:** Numbered 1-6 (for d6 rolling). Name (max 6 words) and details (2-3 sentences MAX, approximately 30-50 words). Each encounter must:
EXAMPLE LOCATION:
"Whispering Gallery: Dim phosphorescent fungi line the walls, casting an eerie green glow. The air hums with a low-frequency vibration that makes conversation difficult. Two collapsed pillars create natural cover, while a narrow ledge 10 feet up offers a sniper position. A hidden pressure plate near the entrance triggers a portcullis trap."
- **Strictly 6 Encounters:** Numbered 1-6 (for d6 rolling). Name (max 6 words) and details (2 sentences MAX, approximately 25-40 words). Each encounter MUST:
- Start with the room/location name followed by a colon, then the details (e.g., "Location Name: Details text")
- The location name must match one of the actual room names from this dungeon
- Include environmental hazards/opportunities (cover, elevation, traps, interactable objects, terrain features)
@@ -402,7 +864,10 @@ Generate the rest of the dungeon's content to fill the space between the entranc
- At least two encounters must be directly tied to the primary faction
Format as "Name: Location Name: details" using colons, NOT em-dashes. CRITICAL: Always start encounter details with the location name and a colon.
- **Strictly 4-5 NPCs:** Proper name (max 4 words) and a description (60-80 words). Each NPC must include:
EXAMPLE ENCOUNTER:
"Guardian Golem: Chamber of Echoes: The golem activates when the lever is pulled, blocking the exit. It's vulnerable to water damage from the dripping stalactites. Players can use the pillars for cover or try to disable it by breaking the rune on its back. If defeated peacefully, it reveals a hidden passage."
- **Strictly 4-5 NPCs:** Proper name (max 4 words) and a description (50-65 words). Each NPC MUST include:
- Clear motivation or goal
- Relationship to primary faction
- How they can help or hinder the party
@@ -412,7 +877,10 @@ Generate the rest of the dungeon's content to fill the space between the entranc
- One should be a member of the primary faction, one should be a potential ally, one should be a rival
Format as "Name: description" using colons, NOT em-dashes.
- **Strictly 4-5 Treasures:** Name (max 5 words) and a description (40-50 words). Each treasure must:
EXAMPLE NPC:
"Kaelen the Warden: A former guard who was left behind when the faction retreated. He knows the secret passages but demands the party help him escape. He's paranoid and checks over his shoulder constantly. Can be bribed with food or convinced through shared stories of betrayal. Will turn on the party if he thinks they're working with the faction."
- **Strictly 4-5 Treasures:** Name (max 5 words) and a description (30-40 words). Each treasure MUST:
- Include a clear danger or side-effect
- Be connected to a specific encounter, NPC, or room
- Have story significance beyond just value
@@ -420,64 +888,241 @@ Generate the rest of the dungeon's content to fill the space between the entranc
- Some should be cursed, have activation requirements, or serve dual purposes
Format as "Name — Description" using em-dash.
- **Strictly 1 Random Events Table:** A d6 table (exactly 6 entries) with random events/wandering encounters. Each entry should:
EXAMPLE TREASURE:
"Whispering Blade — This dagger amplifies the wielder's voice to a deafening roar when drawn. Found in the Guardian Golem's chamber, it was used to command the construct. The blade is cursed: each use permanently reduces the wielder's hearing. Can be used to shatter glass or stun enemies, but the curse cannot be removed."
- **Strictly 1 Random Events Table:** A d6 table (EXACTLY 6 entries, no more, no less) with random events/wandering encounters. Each entry MUST:
- Have a short, evocative event name (max 4 words)
- Provide interesting complications or opportunities (not just combat)
- Tie to the core concepts and dynamic element
- Add replayability and surprise
Format as numbered 1-6 list under "Random Events:" label.
- Description should be 15-20 words maximum
- Be UNIQUE and DIFFERENT from each other (no duplicates or generic placeholders)
- Be SPECIFIC to this dungeon's theme, conflict, and dynamic element
Format as numbered 1-6 list under "Random Events:" label. Each event must be formatted as "Event Name: Description text" using colons, NOT em-dashes.
CRITICAL: Each item must be on its own numbered line. DO NOT combine multiple items into a single numbered entry.
EXACT FORMAT REQUIRED:
EXACT FORMAT REQUIRED (DO NOT use placeholder names like "Location Name", "NPC Name", or "Treasure Name" - use actual creative names):
Locations:
1. Location Name: Description text.
2. Location Name: Description text.
3. Location Name: Description text.
1. Actual Room Name: Description text.
2. Actual Room Name: Description text.
3. Actual Room Name: Description text.
Encounters:
1. Encounter Name: Location Name: Details text.
2. Encounter Name: Location Name: Details text.
3. Encounter Name: Location Name: Details text.
4. Encounter Name: Location Name: Details text.
5. Encounter Name: Location Name: Details text.
6. Encounter Name: Location Name: Details text.
1. Actual Encounter Name: Actual Room Name: Details text.
2. Actual Encounter Name: Actual Room Name: Details text.
3. Actual Encounter Name: Actual Room Name: Details text.
4. Actual Encounter Name: Actual Room Name: Details text.
5. Actual Encounter Name: Actual Room Name: Details text.
6. Actual Encounter Name: Actual Room Name: Details text.
NPCs:
1. NPC Name: Description text.
2. NPC Name: Description text.
3. NPC Name: Description text.
4. NPC Name: Description text.
1. Actual Character Name: Description text.
2. Actual Character Name: Description text.
3. Actual Character Name: Description text.
4. Actual Character Name: Description text.
Treasures:
1. Treasure Name — Description text.
2. Treasure Name — Description text.
3. Treasure Name — Description text.
4. Treasure Name — Description text.
1. Actual Item Name — Description text.
2. Actual Item Name — Description text.
3. Actual Item Name — Description text.
4. Actual Item Name — Description text.
Random Events:
1. Event description.
2. Event description.
3. Event description.
4. Event description.
5. Event description.
6. Event description.
1. Event Name: Event description.
2. Event Name: Event description.
3. Event Name: Event description.
4. Event Name: Event description.
5. Event Name: Event description.
6. Event Name: Event description.
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.
Output as five separate numbered lists with these exact labels: "Locations:", "Encounters:", "NPCs:", "Treasures:", and "Random Events:". Each item must be on its own line starting with a number. Do not combine items. Do not use any bolding, preambles, or extra text. Do not use em-dashes (—) in encounters or NPCs, only use colons for those sections. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
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:
"Locations:"
"Encounters:"
"NPCs:"
"Treasures:"
"Random Events:"
Each section must start with its label on its own line, followed by numbered items. Do NOT combine sections. Do NOT embed encounters in location descriptions. Each item must be on its own numbered line. Do not use any bolding, preambles, or extra text. Do not use em-dashes (—) in encounters or NPCs, only use colons for those sections. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
undefined, 5, "Step 5: Main Content"
);
const [intermediateRoomsSection, encountersSection, npcsSection, treasureSection, randomEventsSection] = mainContentRaw.split(/Encounters:|NPCs:|Treasures?:|Random Events:/i);
let [intermediateRoomsSection, encountersSection, npcsSection, treasureSection, randomEventsSection] = mainContentRaw.split(/Encounters:|NPCs:|Treasures?:|Random Events:/i);
// Ensure random events section is properly extracted (handle case where label might be missing)
if (!randomEventsSection && mainContentRaw.toLowerCase().includes('random')) {
const randomMatch = mainContentRaw.match(/Random Events?[:\s]*\n?([^]*?)(?=Locations?:|Encounters?:|NPCs?:|Treasures?:|$)/i);
if (randomMatch) {
randomEventsSection = randomMatch[1];
}
}
// Ensure NPCs section is properly extracted
if (!npcsSection && mainContentRaw.toLowerCase().includes('npc')) {
const npcMatch = mainContentRaw.match(/NPCs?[:\s]*\n?([^]*?)(?=Treasures?:|Random Events?:|Locations?:|Encounters?:|$)/i);
if (npcMatch) {
npcsSection = npcMatch[1];
}
}
// If sections are missing, try to extract from combined output
if (!encountersSection && intermediateRoomsSection.includes('Encounter')) {
const encounterMatches = intermediateRoomsSection.match(/Encounter\s+\d+[^]*?(?=Encounter\s+\d+|NPCs?:|Treasures?:|Random Events?:|Location \d+|$)/gi);
if (encounterMatches && encounterMatches.length > 0) {
encountersSection = encounterMatches.map((m, i) => {
// Convert "Encounter N Name Room Name Location Details" to "N. Name: Location: Details"
const match = m.match(/Encounter\s+(\d+)\s+(.+?)\s+(?:Room Name|Location)\s+(.+?)\s+Details\s+(.+)/i);
if (match) {
const [, num, name, location, details] = match;
return `${num}. ${name.trim()}: ${location.trim()}: ${details.trim().substring(0, 200)}`;
}
// Try format without "Room Name"
const simpleMatch = m.match(/Encounter\s+(\d+)\s+(.+?)\s+([A-Z][^:]+?)\s+Details\s+(.+)/i);
if (simpleMatch) {
const [, num, name, location, details] = simpleMatch;
return `${num}. ${name.trim()}: ${location.trim()}: ${details.trim().substring(0, 200)}`;
}
return `${i + 1}. ${m.trim()}`;
}).join('\n');
intermediateRoomsSection = intermediateRoomsSection.replace(/Encounter\s+\d+[^]*?(?=Encounter\s+\d+|NPCs?:|Treasures?:|Random Events?:|Location \d+|$)/gi, '');
}
}
const intermediateRooms = parseObjects(intermediateRoomsSection.replace(/Locations:/i, ""), "rooms");
// Limit to exactly 3 intermediate rooms to ensure total of 5 rooms (entrance + 3 intermediate + climax)
const limitedIntermediateRooms = intermediateRooms.slice(0, 3);
if (intermediateRooms.length > 3) {
console.warn(`Expected exactly 3 intermediate locations but got ${intermediateRooms.length}, limiting to first 3`);
}
const rooms = [entranceRoom, ...limitedIntermediateRooms, climaxRoom];
const encounters = splitCombinedEncounters(parseObjects(encountersSection || "", "encounters"));
const npcs = splitCombinedNPCs(parseObjects(npcsSection || "", "npcs"));
const treasure = splitCombinedTreasures(parseObjects(treasureSection || "", "treasure"));
const randomEvents = parseList(randomEventsSection || "");
// Deduplicate rooms by name (case-insensitive), keeping first occurrence
const allRooms = [entranceRoom, ...limitedIntermediateRooms, climaxRoom].filter(Boolean);
const seenNames = new Set();
const rooms = allRooms.filter(room => {
if (!room || !room.name) return false;
const nameLower = room.name.toLowerCase().trim();
if (seenNames.has(nameLower)) {
console.warn(`Duplicate room name detected: "${room.name}", skipping duplicate`);
return false;
}
seenNames.add(nameLower);
return true;
});
let encounters = splitCombinedEncounters(parseObjects(encountersSection || "", "encounters"));
let npcs = parseObjects(npcsSection || "", "npcs");
const treasure = parseObjects(treasureSection || "", "treasure");
// Pad NPCs to at least 4 if needed (only if we have some NPCs already)
if (npcs.length > 0 && npcs.length < 4) {
const factionName = coreConcepts.match(/Primary Faction[:\s]+([^.]+)/i)?.[1]?.trim() || 'the primary faction';
while (npcs.length < 4) {
npcs.push({
name: `NPC ${npcs.length + 1}`,
trait: `A member of ${factionName.toLowerCase()} with unknown motives.`
});
}
}
// Pad encounters to exactly 6 (only pad if we have at least 1 real encounter)
if (encounters.length > 0 && encounters.length < 6) {
const dynamicElement = coreConcepts.match(/Dynamic Element[:\s]+([^.]+)/i)?.[1]?.trim() || 'strange occurrences';
const conflict = coreConcepts.match(/Central Conflict[:\s]+([^.]+)/i)?.[1]?.trim() || 'a threat';
while (encounters.length < 6) {
const roomIndex = encounters.length % rooms.length;
const roomName = rooms[roomIndex]?.name || 'Unknown Location';
// Use more descriptive fallback names based on room and theme
const fallbackNames = [
`${roomName} Guardian`,
`${roomName} Threat`,
`${roomName} Challenge`,
`${dynamicElement.split(' ')[0]} Manifestation`,
`${conflict.split(' ')[0]} Encounter`,
`${roomName} Hazard`
];
encounters.push({
name: fallbackNames[encounters.length % fallbackNames.length],
details: `An encounter related to ${dynamicElement.toLowerCase()} occurs here.`
});
}
} else if (encounters.length === 0) {
// If no encounters at all, create 6 basic ones
const dynamicElement = coreConcepts.match(/Dynamic Element[:\s]+([^.]+)/i)?.[1]?.trim() || 'strange occurrences';
for (let i = 0; i < 6; i++) {
const roomIndex = i % rooms.length;
const roomName = rooms[roomIndex]?.name || 'Unknown Location';
encounters.push({
name: `${roomName} Encounter`,
details: `An encounter related to ${dynamicElement.toLowerCase()} occurs here.`
});
}
}
let randomEvents = parseList(randomEventsSection || "");
// Parse events into objects with name and description
randomEvents = randomEvents
.filter(e =>
e &&
e.toLowerCase() !== 'a random event occurs' &&
e.toLowerCase() !== 'a random event occurs.' &&
!e.toLowerCase().includes('placeholder') &&
e.length > 10
)
.map((e, index) => {
// Strip numbered prefixes like "Event 1:", "Random Event:", etc.
let cleaned = e.replace(/^(Event\s+\d+[:\s]+|Random\s+Event[:\s]+|Random\s+Events?[:\s]+)/i, '').trim();
// Parse "Event Name: Description" format
const colonMatch = cleaned.match(/^([^:]+):\s*(.+)$/);
if (colonMatch) {
const name = colonMatch[1].trim();
const description = colonMatch[2].trim();
// Skip if name looks like a placeholder
if (name.toLowerCase().includes('event name') || name.toLowerCase().includes('placeholder')) {
return null;
}
return { name, description };
}
// Fallback: if no colon, use first few words as name
const words = cleaned.split(/\s+/);
if (words.length > 3) {
return {
name: words.slice(0, 2).join(' '),
description: words.slice(2).join(' ')
};
}
// Last resort: use as description with generic name
return { name: `Event ${index + 1}`, description: cleaned };
})
.filter(Boolean); // Remove null entries
randomEvents = randomEvents.slice(0, 6);
// Generate context-aware fallbacks if needed (only if we have some events already)
if (randomEvents.length > 0 && randomEvents.length < 6) {
const dynamicElement = coreConcepts.match(/Dynamic Element[:\s]+([^.]+)/i)?.[1]?.trim() || 'strange occurrences';
const conflict = 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 (randomEvents.length < 6) {
randomEvents.push(fallbackEvents[randomEvents.length % fallbackEvents.length]);
}
}
[[encounters, 6, 'encounters'], [npcs, 4, 'NPCs'], [treasure, 4, 'treasures'], [randomEvents, 6, 'random events']]
.filter(([arr, expected]) => arr.length < expected && arr.length > 0)
@@ -501,15 +1146,18 @@ ${JSON.stringify({ title, flavor, hooksRumors, rooms, encounters, treasure, npcs
CRITICAL: This content must fit in a single column on a one-page dungeon layout. Keep descriptions meaningful but concise.
Start each item with phrases like "The adventurers could" or "The adventurers might". Do not use "PCs" or "player characters" - always use "adventurers" instead.
EXAMPLE PLOT RESOLUTION:
"The adventurers could ally with the primary faction, gaining access to their resources but becoming enemies of the rival group. This choice unlocks new areas but closes off diplomatic solutions with other NPCs."
IMPORTANT: When referencing NPCs, use these exact names with correct spelling: ${npcNamesList}. When referencing the faction, use: ${factionName}. Ensure all names are spelled consistently and correctly.
CRITICAL: Double-check all spelling before outputting. Verify all proper nouns match exactly as provided above.
Each resolution should:
Each resolution MUST:
- Offer meaningful choice with clear consequences
- Integrate NPCs, faction dynamics, and player actions
- Include failure states or unexpected outcomes as options
- Reflect different approaches players might take
Keep each item to 1-2 sentences MAX (approximately 20-30 words). Be extremely concise. Output as a numbered list, plain text only. Do not use em-dashes (—) anywhere in the output. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
Keep each item to 1-2 sentences MAX (approximately 15-25 words). Be extremely concise. Output as a numbered list, plain text only. Do not use em-dashes (—) anywhere in the output. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
undefined, 5, "Step 6: Plot Resolutions"
);
const plotResolutions = parseList(plotResolutionsRaw);

View File

@@ -2,6 +2,18 @@ function pickRandom(arr) {
return arr[Math.floor(Math.random() * arr.length)];
}
function escapeHtml(text) {
if (!text) return '';
const map = {
'&': '&amp;',
'<': '&lt;',
'>': '&gt;',
'"': '&quot;',
"'": '&#039;'
};
return String(text).replace(/[&<>"']/g, m => map[m]);
}
export function dungeonTemplate(data) {
const bodyFonts = [
"'Lora', serif",
@@ -51,15 +63,15 @@ export function dungeonTemplate(data) {
padding: 0;
font-family: ${bodyFont};
color: #1a1a1a;
font-size: 0.65em;
line-height: 1.2em;
font-size: 0.7em;
line-height: 1.35em;
}
.content-page {
height: 100vh;
box-sizing: border-box;
padding: 1.2cm;
page-break-after: always;
overflow: hidden;
overflow: visible;
break-inside: avoid;
}
h1 {
@@ -79,7 +91,7 @@ export function dungeonTemplate(data) {
font-family: ${quoteFont};
margin: 0.3em 0 0.6em;
font-size: 0.85em;
line-height: 1.2em;
line-height: 1.35em;
}
.columns {
display: grid;
@@ -90,18 +102,19 @@ export function dungeonTemplate(data) {
.col {
display: flex;
flex-direction: column;
gap: 0.15em;
gap: 0.25em;
overflow-wrap: break-word;
word-break: break-word;
word-break: normal;
hyphens: auto;
}
.section-block {
break-inside: avoid;
page-break-inside: avoid;
margin-bottom: 0.25em;
margin-bottom: 0.3em;
}
h2 {
font-family: ${headingFont};
font-size: 0.95em;
font-size: 1.05em;
margin: 0.2em 0 0.2em;
color: #1a1a1a;
border-bottom: 1px solid #1a1a1a;
@@ -116,29 +129,29 @@ export function dungeonTemplate(data) {
page-break-inside: avoid;
}
.room h3 {
margin: 0.15em 0 0.08em;
font-size: 0.85em;
margin: 0.08em 0 0.03em;
font-size: 0.9em;
font-weight: bold;
color: #1a1a1a;
}
.room p {
margin: 0 0 0.35em;
margin: 0 0 0.15em;
font-size: 0.8em;
font-weight: normal;
line-height: 1.25em;
}
.encounter, .npc, .treasure, .plot-resolution {
margin: 0 0 0.3em;
margin: 0 0 0.25em;
break-inside: avoid;
page-break-inside: avoid;
font-size: 0.8em;
line-height: 1.25em;
font-size: 0.85em;
line-height: 1.3em;
}
.random-events {
margin: 0.2em 0;
break-inside: avoid;
page-break-inside: avoid;
font-size: 0.8em;
font-size: 0.85em;
}
.random-events table {
margin-top: 0.15em;
@@ -150,7 +163,7 @@ export function dungeonTemplate(data) {
width: 100%;
border-collapse: collapse;
margin: 0.2em 0;
font-size: 0.8em;
font-size: 0.85em;
break-inside: avoid;
page-break-inside: avoid;
border: 1px solid #1a1a1a;
@@ -165,12 +178,13 @@ export function dungeonTemplate(data) {
font-weight: bold;
}
table td {
padding: 0.2em 0.3em;
padding: 0.25em 0.4em;
vertical-align: top;
line-height: 1.3em;
border-bottom: 1px solid #1a1a1a;
word-wrap: break-word;
overflow-wrap: break-word;
word-break: normal;
}
table tr:last-child td {
border-bottom: 1px solid #1a1a1a;
@@ -183,14 +197,15 @@ export function dungeonTemplate(data) {
}
.encounters-table td:nth-child(2) {
font-weight: bold;
width: 25%;
min-width: 20%;
max-width: 30%;
padding-right: 0.5em;
border-right: 1px solid #1a1a1a;
}
.encounters-table td:nth-child(3) {
width: auto;
font-size: 0.75em;
line-height: 1.2em;
font-size: 0.8em;
line-height: 1.3em;
}
.map-page {
display: flex;
@@ -213,15 +228,15 @@ export function dungeonTemplate(data) {
}
li {
margin: 0.08em 0;
font-size: 0.8em;
line-height: 1.25em;
font-size: 0.85em;
line-height: 1.3em;
}
</style>
</head>
<body>
<div class="content-page">
<h1>${data.title}</h1>
${data.flavor ? `<p class="flavor">${data.flavor}</p>` : ''}
<h1>${escapeHtml(data.title)}</h1>
${data.flavor ? `<p class="flavor">${escapeHtml(data.flavor)}</p>` : ''}
<div class="columns">
<div class="col">
@@ -229,7 +244,7 @@ export function dungeonTemplate(data) {
<div class="section-block">
<h2>Hooks & Rumors</h2>
<ul>
${data.hooksRumors.map(hook => `<li>${hook}</li>`).join('')}
${data.hooksRumors.map(hook => `<li>${escapeHtml(hook)}</li>`).join('')}
</ul>
</div>
` : ''}
@@ -237,14 +252,54 @@ export function dungeonTemplate(data) {
${data.randomEvents && data.randomEvents.length > 0 ? `
<div class="section-block random-events">
<h2>Random Events (d6)</h2>
<table>
<table class="encounters-table">
<tbody>
${data.randomEvents.map((event, index) => `
${data.randomEvents.map((event, index) => {
// Handle both object format {name, description} and string format
let eventName = '';
let eventDesc = '';
if (typeof event === 'object' && event.name && event.description) {
eventName = event.name;
eventDesc = event.description;
} else if (typeof event === 'string') {
// Try to parse "Event Name: Description" format
const colonMatch = event.match(/^([^:]+):\s*(.+)$/);
if (colonMatch) {
eventName = colonMatch[1].trim();
eventDesc = colonMatch[2].trim();
} else {
// Fallback: use first few words as name, rest as description
const words = event.split(/\s+/);
if (words.length > 3) {
eventName = words.slice(0, 2).join(' ');
eventDesc = words.slice(2).join(' ');
} else {
eventName = `Event ${index + 1}`;
eventDesc = event;
}
}
} else {
eventName = `Event ${index + 1}`;
eventDesc = String(event || '');
}
// Truncate description to prevent overflow (similar to encounters)
if (eventDesc.length > 200) {
eventDesc = eventDesc.substring(0, 197).trim();
const lastPeriod = eventDesc.lastIndexOf('.');
if (lastPeriod > 150) {
eventDesc = eventDesc.substring(0, lastPeriod + 1);
} else {
eventDesc += '...';
}
}
return `
<tr>
<td>${index + 1}</td>
<td>${event}</td>
<td><strong>${escapeHtml(eventName)}</strong></td>
<td>${escapeHtml(eventDesc)}</td>
</tr>
`).join('')}
`;
}).join('')}
</tbody>
</table>
</div>
@@ -253,12 +308,30 @@ export function dungeonTemplate(data) {
${data.rooms && data.rooms.length > 0 ? `
<div class="section-block">
<h2>Locations</h2>
${data.rooms.map(room => `
${data.rooms.map(room => {
let desc = room.description || '';
// Truncate to 1 sentence max to prevent overflow
const sentences = desc.match(/[^.!?]+[.!?]+/g) || [desc];
if (sentences.length > 1) {
desc = sentences.slice(0, 1).join(' ').trim();
}
// Also limit by character count (~100 chars for tighter fit)
if (desc.length > 100) {
desc = desc.substring(0, 97).trim();
const lastPeriod = desc.lastIndexOf('.');
if (lastPeriod > 70) {
desc = desc.substring(0, lastPeriod + 1);
} else {
desc += '...';
}
}
return `
<div class="room">
<h3>${room.name}</h3>
<p>${room.description}</p>
<h3>${escapeHtml(room.name)}</h3>
<p>${escapeHtml(desc)}</p>
</div>
`).join('')}
`;
}).join('')}
</div>
` : ''}
</div>
@@ -270,21 +343,33 @@ export function dungeonTemplate(data) {
<table class="encounters-table">
<tbody>
${data.encounters.map((encounter, index) => {
// Truncate details to 2-3 sentences max to prevent overflow
// Truncate details to 4 sentences max to prevent overflow
let details = encounter.details || '';
// Remove location prefix from details if present (format: "Location Name: details")
details = details.replace(/^[^:]+:\s*/, '');
// Split into sentences and keep only first 3
const sentences = details.match(/[^.!?]+[.!?]+/g) || [details];
if (sentences.length > 3) {
details = sentences.slice(0, 3).join(' ').trim();
// Remove encounter name if it appears at start
if (details.toLowerCase().startsWith(encounter.name.toLowerCase())) {
details = details.substring(encounter.name.length).replace(/^:\s*/, '').trim();
}
// Also limit by character count as fallback (max ~250 chars)
if (details.length > 250) {
details = details.substring(0, 247).trim();
// Remove location prefix if present (format: "Location Name: description")
// Handle multiple colons - strip the first one that looks like a location
const locationMatch = details.match(/^([^:]+):\s*(.+)$/);
if (locationMatch) {
const potentialLocation = locationMatch[1].trim();
// If it looks like a location name (capitalized, not too long), remove it
if (potentialLocation.length > 3 && potentialLocation.length < 50 && /^[A-Z]/.test(potentialLocation)) {
details = locationMatch[2].trim();
}
}
// Split into sentences and keep only first 4
const sentences = details.match(/[^.!?]+[.!?]+/g) || [details];
if (sentences.length > 4) {
details = sentences.slice(0, 4).join(' ').trim();
}
// Also limit by character count as fallback (max ~350 chars)
if (details.length > 350) {
details = details.substring(0, 347).trim();
// Try to end at a sentence boundary
const lastPeriod = details.lastIndexOf('.');
if (lastPeriod > 200) {
if (lastPeriod > 280) {
details = details.substring(0, lastPeriod + 1);
} else {
details += '...';
@@ -293,8 +378,8 @@ export function dungeonTemplate(data) {
return `
<tr>
<td>${index + 1}</td>
<td><strong>${encounter.name}</strong></td>
<td>${details}</td>
<td><strong>${escapeHtml(encounter.name)}</strong></td>
<td>${escapeHtml(details)}</td>
</tr>
`;
}).join('')}
@@ -302,28 +387,44 @@ export function dungeonTemplate(data) {
</table>
</div>
` : ''}
</div>
<div class="col">
${data.treasure && data.treasure.length > 0 ? `
<div class="section-block">
<h2>Treasure</h2>
${data.treasure.map(item => `
<div class="treasure">
${typeof item === 'object' && item.name ? `<strong>${item.name}</strong> — ${item.description}` : item}
</div>
`).join('')}
${data.treasure.map(item => {
if (typeof item === 'object' && item.name && item.description) {
return `<div class="treasure"><strong>${escapeHtml(item.name)}</strong> — ${escapeHtml(item.description)}</div>`;
} else if (typeof item === 'string') {
// Handle string format "Name — Description"
const parts = item.split(/[—–-]/);
if (parts.length >= 2) {
return `<div class="treasure"><strong>${escapeHtml(parts[0].trim())}</strong> — ${escapeHtml(parts.slice(1).join(' ').trim())}</div>`;
}
return `<div class="treasure">${escapeHtml(item)}</div>`;
}
return '';
}).filter(Boolean).join('')}
</div>
` : ''}
</div>
<div class="col">
${data.npcs && data.npcs.length > 0 ? `
<div class="section-block">
<h2>NPCs</h2>
${data.npcs.map(npc => `
<div class="npc">
<strong>${npc.name}</strong>: ${npc.trait}
</div>
`).join('')}
${data.npcs.map(npc => {
if (typeof npc === 'object' && npc.name && npc.trait) {
return `<div class="npc"><strong>${escapeHtml(npc.name)}</strong>: ${escapeHtml(npc.trait)}</div>`;
} else if (typeof npc === 'string') {
// Handle string format "Name: Description"
const parts = npc.split(/:/);
if (parts.length >= 2) {
return `<div class="npc"><strong>${escapeHtml(parts[0].trim())}</strong>: ${escapeHtml(parts.slice(1).join(':').trim())}</div>`;
}
return `<div class="npc">${escapeHtml(npc)}</div>`;
}
return '';
}).filter(Boolean).join('')}
</div>
` : ''}
@@ -331,19 +432,19 @@ export function dungeonTemplate(data) {
<div class="section-block">
<h2>Plot Resolutions</h2>
${data.plotResolutions.map(resolution => {
// Truncate to 1-2 sentences max to prevent overflow
// Truncate to 1 sentence max to prevent overflow (more aggressive)
let text = resolution || '';
// Split into sentences and keep only first 2
// Split into sentences and keep only first 1
const sentences = text.match(/[^.!?]+[.!?]+/g) || [text];
if (sentences.length > 2) {
text = sentences.slice(0, 2).join(' ').trim();
if (sentences.length > 1) {
text = sentences.slice(0, 1).join(' ').trim();
}
// Also limit by character count as fallback (max ~150 chars)
if (text.length > 150) {
text = text.substring(0, 147).trim();
// Also limit by character count as fallback (max ~120 chars for tighter fit)
if (text.length > 120) {
text = text.substring(0, 117).trim();
// Try to end at a sentence boundary
const lastPeriod = text.lastIndexOf('.');
if (lastPeriod > 100) {
if (lastPeriod > 90) {
text = text.substring(0, lastPeriod + 1);
} else {
text += '...';
@@ -351,7 +452,7 @@ export function dungeonTemplate(data) {
}
return `
<div class="plot-resolution">
${text}
${escapeHtml(text)}
</div>
`;
}).join('')}

View File

@@ -2,7 +2,7 @@ import "dotenv/config";
import { generateDungeon } from "./dungeonGenerator.js";
import { generateDungeonImages } from "./imageGenerator.js";
import { generatePDF } from "./generatePDF.js";
import { OLLAMA_MODEL } from "./ollamaClient.js";
import { OLLAMA_MODEL, initializeModel } from "./ollamaClient.js";
// Utility to create a filesystem-safe filename from the dungeon title
function slugify(text) {
@@ -18,6 +18,9 @@ function slugify(text) {
throw new Error("OLLAMA_API_URL environment variable is required");
}
console.log("Using Ollama API URL:", process.env.OLLAMA_API_URL);
// Initialize model (will fetch default from API or use fallback)
await initializeModel();
console.log("Using Ollama model:", OLLAMA_MODEL);
// Generate the dungeon data

View File

@@ -1,6 +1,31 @@
const OLLAMA_API_URL = process.env.OLLAMA_API_URL;
const OLLAMA_API_KEY = process.env.OLLAMA_API_KEY;
export const OLLAMA_MODEL = process.env.OLLAMA_MODEL || "gemma3:latest";
export let OLLAMA_MODEL = process.env.OLLAMA_MODEL || "gemma3:latest";
export async function initializeModel() {
if (process.env.OLLAMA_MODEL) return;
try {
const isOpenWebUI = OLLAMA_API_URL?.includes("/api/chat/completions");
const baseUrl = OLLAMA_API_URL?.replace(/\/api\/.*$/, "");
const url = isOpenWebUI ? `${baseUrl}/api/v1/models` : `${baseUrl}/api/tags`;
const headers = isOpenWebUI && OLLAMA_API_KEY
? { "Authorization": `Bearer ${OLLAMA_API_KEY}` }
: {};
const res = await fetch(url, { headers });
if (res.ok) {
const data = await res.json();
const model = isOpenWebUI
? data.data?.[0]?.id || data.data?.[0]?.name
: data.models?.[0]?.name;
if (model) {
OLLAMA_MODEL = model;
console.log(`Using default model: ${model}`);
}
}
} catch {
console.warn(`Could not fetch default model, using: ${OLLAMA_MODEL}`);
}
}
function cleanText(str) {
return str

View File

@@ -5,6 +5,7 @@
"type": "module",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1",
"test:integration": "node --test test/integration.test.js",
"lint": "eslint .",
"start": "node index.js"
},

91
test/integration.test.js Normal file
View File

@@ -0,0 +1,91 @@
import { test } from "node:test";
import assert from "node:assert";
import { generateDungeon } from "../dungeonGenerator.js";
import { generatePDF } from "../generatePDF.js";
import fs from "fs/promises";
import path from "path";
const OLLAMA_API_URL = process.env.OLLAMA_API_URL;
test("Integration tests", { skip: !OLLAMA_API_URL }, async (t) => {
let dungeonData;
await t.test("Generate dungeon", async () => {
dungeonData = await generateDungeon();
assert(dungeonData, "Dungeon data should be generated");
});
await t.test("Title is 2-4 words, no colons", () => {
assert(dungeonData.title, "Title should exist");
const words = dungeonData.title.split(/\s+/);
assert(words.length >= 2 && words.length <= 4, `Title should be 2-4 words, got ${words.length}: "${dungeonData.title}"`);
assert(!dungeonData.title.includes(":"), `Title should not contain colons: "${dungeonData.title}"`);
});
await t.test("Flavor text is ≤60 words", () => {
assert(dungeonData.flavor, "Flavor text should exist");
const words = dungeonData.flavor.split(/\s+/);
assert(words.length <= 60, `Flavor text should be ≤60 words, got ${words.length}`);
});
await t.test("Hooks have no title prefixes", () => {
assert(dungeonData.hooksRumors, "Hooks should exist");
dungeonData.hooksRumors.forEach((hook, i) => {
assert(!hook.match(/^[^:]+:\s/), `Hook ${i + 1} should not have title prefix: "${hook}"`);
});
});
await t.test("Exactly 6 random events", () => {
assert(dungeonData.randomEvents, "Random events should exist");
assert.strictEqual(dungeonData.randomEvents.length, 6, `Should have exactly 6 random events, got ${dungeonData.randomEvents.length}`);
});
await t.test("Encounter details don't include encounter name", () => {
assert(dungeonData.encounters, "Encounters should exist");
dungeonData.encounters.forEach((encounter) => {
if (encounter.details) {
const detailsLower = encounter.details.toLowerCase();
const nameLower = encounter.name.toLowerCase();
assert(!detailsLower.startsWith(nameLower), `Encounter "${encounter.name}" details should not start with encounter name: "${encounter.details}"`);
}
});
});
await t.test("Treasure uses em-dash format, no 'description' text", () => {
assert(dungeonData.treasure, "Treasure should exist");
dungeonData.treasure.forEach((item, i) => {
if (typeof item === "object" && item.description) {
assert(!item.description.toLowerCase().startsWith("description"), `Treasure ${i + 1} description should not start with 'description': "${item.description}"`);
}
});
});
await t.test("NPCs have no 'description' text", () => {
assert(dungeonData.npcs, "NPCs should exist");
dungeonData.npcs.forEach((npc, i) => {
if (npc.trait) {
assert(!npc.trait.toLowerCase().startsWith("description"), `NPC ${i + 1} trait should not start with 'description': "${npc.trait}"`);
}
});
});
await t.test("PDF fits on one page", async () => {
const testPdfPath = path.join(process.cwd(), "test-output.pdf");
try {
await generatePDF(dungeonData, testPdfPath);
const pdfBuffer = await fs.readFile(testPdfPath);
// Check PDF page count by counting "%%EOF" markers (rough estimate)
const pdfText = pdfBuffer.toString("binary");
const pageCount = (pdfText.match(/\/Type\s*\/Page[^s]/g) || []).length;
// Should be 1 page for content, or 2 if map exists
const expectedPages = dungeonData.map ? 2 : 1;
assert(pageCount <= expectedPages, `PDF should have ≤${expectedPages} page(s), got ${pageCount}`);
} finally {
try {
await fs.unlink(testPdfPath);
} catch {
// Ignore cleanup errors
}
}
});
});