Files
scrollsmith/dungeonGenerator.js
keligrubb af315783e0
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cleanup everything lol
2025-09-01 16:53:37 -04:00

213 lines
7.9 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));
}
// --- Utility: strip markdown artifacts ---
function cleanText(str) {
return str
.replace(/^#+\s*/gm, "") // remove headers
.replace(/\*\*(.*?)\*\*/g, "$1") // remove bold
.replace(/[*_`]/g, "") // remove stray formatting
.replace(/\s+/g, " ") // normalize whitespace
.trim();
}
async function callOllama(prompt, model = "gemma3n:e4b", retries = 5, stepName = "unknown") {
for (let attempt = 1; attempt <= retries; attempt++) {
try {
const promptCharCount = prompt.length;
const promptWordCount = prompt.split(/\s+/).length;
console.log(`\n📤 [${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+/)
.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. Avoid the words "obsidian" and "clockwork". Do not include explanations, markdown, or preambles. 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. Avoid the words "obsidian" and "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:
${titles5.join("\n")}`,
undefined, 5, "Step 3: Final Title"
);
const title = cleanText(bestTitleRaw.split("\n")[0]);
console.log("🔹 Selected title:", title);
// --- Step 4: Flavor text ---
const flavorRaw = await callOllama(
`Write a single evocative paragraph describing the dungeon titled "${title}".
Do not include hooks, NPCs, treasure, or instructions. 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 dungeon flavor:
${flavor}
Generate 3 short adventure hooks or rumors (mix them naturally).
Output as a single numbered list, plain text only.
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 3 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).
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 dungeon 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 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.
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("\n🎉 Dungeon generation complete!");
return { title, flavor, map: "map.png", hooksRumors, rooms, encounters, treasure, npcs, plotResolutions };
}