Files
scrollsmith/dungeonGenerator.js
keligrubb 102710947b
All checks were successful
ci/woodpecker/push/ci Pipeline was successful
fix linting errors
2025-08-30 21:55:15 -04:00

163 lines
5.6 KiB
JavaScript

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));
}
async function callOllama(prompt, model = "gemma3n:e4b", retries = 6, stepName = "unknown") {
for (let attempt = 1; attempt <= retries; attempt++) {
try {
console.log(`\n📤 [${stepName}] Sending prompt (attempt ${attempt}/${retries})...`);
console.log(` Prompt length: ${prompt.length} chars, ~${prompt.split(/\s+/).length} 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 API request failed: ${response.status} ${response.statusText}`);
}
const data = await response.json();
const text = data.choices?.[0]?.message?.content;
if (!text) throw new Error("No response from Ollama");
console.log(`✅ [${stepName}] Success — received ${text.length} chars`);
return text.trim();
} catch (err) {
console.warn(`⚠️ [${stepName}] Failed (attempt ${attempt}/${retries}): ${err.message}`);
if (attempt === retries) throw err;
const delay = Math.pow(2, attempt) * 1000 + Math.random() * 1000;
console.log(` Retrying in ${Math.round(delay / 1000)}s...`);
await sleep(delay);
}
}
}
function parseList(raw) {
return raw
.split("\n")
.map(line => line.replace(/^\d+[).\s-]*/, "").trim())
.filter(line => line.length > 0);
}
function parseObjects(raw, type = "rooms") {
return raw
.split("\n")
.map(line => line.replace(/^\d+[).\s-]*/, "").trim())
.filter(line => line.length > 0)
.map(entry => {
if (type === "rooms") {
const [name, ...descParts] = entry.split(/[-–—:]/);
return { name: name.trim(), description: descParts.join(" ").trim() };
}
if (type === "encounters") {
const [name, ...detailParts] = entry.split(/[-–—:]/);
return { name: name.trim(), details: detailParts.join(" ").trim() };
}
if (type === "npcs") {
const [name, ...traitParts] = entry.split(/[-–—:]/);
return { name: name.trim(), trait: traitParts.join(" ").trim() };
}
return entry;
});
}
export async function generateDungeon() {
console.log("🏗️ Starting staged dungeon generation...\n");
// Step 1: Generate 10 titles
const titlesRaw = await callOllama(
"Generate 10 unique creative dungeon titles. Output as a numbered list only.",
"gemma3n:e4b",
6,
"Step 1: Titles (10)"
);
const titles10 = parseList(titlesRaw);
// Step 2: Pick top 3, add 2 new
const titles3plusRaw = await callOllama(
`Here are 10 dungeon titles:\n${titles10.join("\n")}\n\nSelect the 3 strongest titles and add 2 new original ones. Output 5 titles as a numbered list.`,
"gemma3n:e4b",
6,
"Step 2: Narrow (5)"
);
const titles5 = parseList(titles3plusRaw);
// Step 3: Pick single best
const bestTitleRaw = await callOllama(
`Here are 5 dungeon titles:\n${titles5.join("\n")}\n\nPick the single strongest title. Output only the title.`,
"gemma3n:e4b",
6,
"Step 3: Final Title"
);
const title = bestTitleRaw.split("\n")[0].trim();
// Step 4: Flavor text
const flavor = await callOllama(
`Write one evocative paragraph of flavor text for a dungeon titled "${title}". Do not include hooks, NPCs, or treasure.`,
"gemma3n:e4b",
6,
"Step 4: Flavor"
);
// Step 5: Hooks & rumors
const hooksRumorsRaw = await callOllama(
`Based only on this dungeon flavor:\n${flavor}\n\nGenerate 3 adventure hooks and 3 rumors. Output as two numbered lists: first "Hooks", then "Rumors".`,
"gemma3n:e4b",
6,
"Step 5: Hooks & Rumors"
);
const [hooksSection, rumorsSection] = hooksRumorsRaw.split(/Rumors[:\n]/i);
const hooks = parseList(hooksSection.replace(/Hooks[:\n]*/i, ""));
const rumors = parseList(rumorsSection || "");
// Step 6: Rooms & encounters
const roomsEncountersRaw = await callOllama(
`Based on this flavor:\n${flavor}\n\nAnd these hooks and rumors:\n${hooks.join("\n")}\n${rumors.join("\n")}\n\nGenerate:\n- 5 rooms with names and short descriptions\n- 3 encounters with names and details.\nOutput as two numbered lists labeled "Rooms" and "Encounters".`,
"gemma3n:e4b",
6,
"Step 6: Rooms & Encounters"
);
const [roomsSection, encountersSection] = roomsEncountersRaw.split(/Encounters[:\n]/i);
const rooms = parseObjects(roomsSection.replace(/Rooms[:\n]*/i, ""), "rooms");
const encounters = parseObjects(encountersSection || "", "encounters");
// Step 7: Treasure & NPCs
const treasureNpcsRaw = await callOllama(
`Based only on these rooms and encounters:\n${JSON.stringify({ rooms, encounters }, null, 2)}\n\nGenerate:\n- 3 treasures (list)\n- 3 NPCs (name + trait).\nOutput as two numbered lists labeled "Treasure" and "NPCs".`,
"gemma3n:e4b",
6,
"Step 7: Treasure & NPCs"
);
const [treasureSection, npcsSection] = treasureNpcsRaw.split(/NPCs[:\n]/i);
const treasure = parseList(treasureSection.replace(/Treasure[:\n]*/i, ""));
const npcs = parseObjects(npcsSection || "", "npcs");
// Step 8: Assemble JSON in code
const dungeon = {
title,
flavor: flavor.trim(),
map: "map.png",
hooks,
rumors,
rooms,
encounters,
treasure,
npcs
};
console.log("\n🎉 Dungeon generation complete!");
return dungeon;
}