Files
scrollsmith/dungeonGenerator.js
Madison Grubb fad007ab1f
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increase encounter count by 3
2025-09-04 22:54:52 -04:00

166 lines
6.4 KiB
JavaScript

import { callOllama } from "./ollamaClient.js";
// 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();
}
function parseList(raw) {
return raw
.split(/\n?\d+[).]\s+/)
.map(line => cleanText(line))
.filter(Boolean);
}
function parseObjects(raw, type = "rooms") {
return raw
.split(/\n?\d+[).]\s+/)
.map(entry => cleanText(entry))
.filter(Boolean)
.map(entry => {
const [name, ...descParts] = entry.split(/[-–—:]/);
const desc = descParts.join(" ").trim();
if (type === "rooms") return { name: name.trim(), description: desc };
if (type === "encounters") return { name: name.trim(), details: desc };
if (type === "npcs") return { name: name.trim(), trait: desc };
return entry;
});
}
export async function generateDungeon() {
console.log("Starting compact dungeon generation with debug logs...\n");
// 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:
- 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
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);
// 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. 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);
// 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:
${titles5.join("\n")}`,
undefined, 5, "Step 3: Final Title"
);
const title = cleanText(bestTitleRaw.split("\n")[0]);
console.log("Selected title:", title);
// Step 4: Flavor text
const flavorRaw = await callOllama(
`Write a single evocative paragraph describing the location titled "${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);
// Step 5: Hooks & Rumors
const hooksRumorsRaw = await callOllama(
`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. 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);
// Step 6: Rooms & Encounters
const roomsEncountersRaw = await callOllama(
`Using the flavor and these hooks/rumors:
Flavor:
${flavor}
Hooks & Rumors:
${hooksRumors.join("\n")}
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);
// 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);
// Step 8: Plot Resolutions
const plotResolutionsRaw = await callOllama(
`Based on the following location's flavor and story hooks:
Flavor:
${flavor}
Hooks & Rumors:
${hooksRumors.join("\n")}
Major NPCs / Encounters:
${[...npcs.map(n => n.name), ...encounters.map(e => e.name)].join(", ")}
Suggest 3 possible, non-conflicting story climaxes or plot resolutions for adventurers exploring this location.
These are prompts and ideas for brainstorming the story's ending, not fixed outcomes. Give the players meaningful choices and agency.
Start each item with phrases like "The adventurers could" or "The PCs might" to emphasize their hypothetical nature.
Deepen the narrative texture and allow roleplay and tactical creativity.
Keep each item short (max 2 sentences). Output as a numbered list, plain text only.`,
undefined, 5, "Step 8: Plot Resolutions"
);
const plotResolutions = parseList(plotResolutionsRaw, 180);
console.log("Plot Resolutions:", plotResolutions);
console.log("\nDungeon generation complete!");
return { title, flavor, map: "map.png", hooksRumors, rooms, encounters, treasure, npcs, plotResolutions };
}