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scrollsmith/dungeonGenerator.js
Madison Grubb a3c54b1c82
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use sharp and improve prompting
2025-09-05 16:48:35 -04:00

143 lines
5.7 KiB
JavaScript

import { callOllama } from "./ollamaClient.js";
// Utility: strip markdown artifacts
function cleanText(str) {
return str
.replace(/^#+\s*/gm, "") // remove headers
.replace(/\*\*(.*?)\*\*/g, "$1") // remove bold
.replace(/[*_`]/g, "") // remove stray formatting
.replace(/\s+/g, " ") // normalize whitespace
.trim();
}
function parseList(raw) {
return raw
.split(/\n?\d+[).]\s+/)
.map(line => cleanText(line))
.filter(Boolean);
}
function parseObjects(raw, type = "rooms") {
return raw
.split(/\n?\d+[).]\s+/)
.map(entry => cleanText(entry))
.filter(Boolean)
.map(entry => {
const [name, ...descParts] = entry.split(/[-–—:]/);
const desc = descParts.join(" ").trim();
if (type === "rooms") return { name: name.trim(), description: desc };
if (type === "encounters") return { name: name.trim(), details: desc };
if (type === "npcs") return { name: name.trim(), trait: desc };
return entry;
});
}
export async function generateDungeon() {
// Step 1: Titles
const generatedTitlesRaw = await callOllama(
`Generate 50 short, punchy dungeon titles (max 5 words each), numbered as a plain text list.
Each title should come from a different style or theme. Make the set varied and evocative. For example:
- OSR / classic tabletop: gritty, mysterious, old-school
- Mörk Borg: dark, apocalyptic, foreboding
- Pulpy fantasy: adventurous, dramatic, larger-than-life
- Mildly sci-fi: alien, technological, strange
- Weird fantasy: uncanny, surreal, unsettling
- Whimsical: fun, quirky, playful
Avoid repeating materials or adjectives. Absolutely do not use the words "Obsidian" or "Clockwork" in any title. Do not include explanations, markdown, or preambles. Do not include the style or theme in parenthesis. Only the 50 numbered titles.`,
undefined, 5, "Step 1: Titles"
);
const generatedTitles = parseList(generatedTitlesRaw);
console.log("Generated Titles:", generatedTitles);
const title = generatedTitles[Math.floor(Math.random() * generatedTitles.length)];
console.log("Selected title:", title);
// Step 2: Flavor text
const flavorRaw = await callOllama(
`Write a single evocative paragraph describing the location titled "${title}". Absolutely do not use the words "Obsidian" or "Clockwork" anywhere in the paragraph.
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 2: Flavor"
);
const flavor = flavorRaw;
console.log("Flavor text:", flavor);
// Step 3: 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 3: Hooks & Rumors"
);
const hooksRumors = parseList(hooksRumorsRaw);
console.log("Hooks & Rumors:", hooksRumors);
// Step 4: 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 4: 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 5: 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 5: Treasure & NPCs"
);
const [treasureSection, npcsSection] = treasureNpcsRaw.split(/NPCs[:\n]/i);
const treasure = parseList(treasureSection.replace(/Treasures?[:\n]*/i, ""));
const npcs = parseObjects(npcsSection || "", "npcs", 120);
console.log("Treasure:", treasure);
console.log("NPCs:", npcs);
// Step 6: 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 6: Plot Resolutions"
);
const plotResolutions = parseList(plotResolutionsRaw);
console.log("Plot Resolutions:", plotResolutions);
console.log("\nDungeon generation complete!");
return { title, flavor, map: "map.png", hooksRumors, rooms, encounters, treasure, npcs, plotResolutions };
}