1187 lines
54 KiB
JavaScript
1187 lines
54 KiB
JavaScript
import { callOllama } from "./ollamaClient.js";
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// Utility: strip markdown artifacts and clean up extra whitespace
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function cleanText(str) {
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if (!str) return "";
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return str
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.replace(/^#+\s*/gm, "")
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.replace(/\*\*(.*?)\*\*/g, "$1") // Removes bolding
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.replace(/[*_`]/g, "") // Removes other markdown
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.replace(/\s+/g, " ")
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.trim();
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}
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function parseList(raw) {
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if (!raw) return [];
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// Match all numbered items using a regex that captures the content
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// This handles both "1. Title" and "1) Title" formats, and works even if multiple titles are on one line
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// The regex captures everything after the number until the next number pattern or end of string
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// Using [\s\S] to match any character including newlines, but stop at the next number pattern
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const NUMBERED_ITEM_REGEX = /\d+[).]\s+([\s\S]+?)(?=\s*\d+[).]\s+|$)/g;
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const items = Array.from(raw.matchAll(NUMBERED_ITEM_REGEX))
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.map(match => match[1].trim())
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.filter(Boolean)
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.map(cleanText)
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.filter(Boolean);
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// Fallback: if regex didn't work, try the old method
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return items.length > 0
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? items
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: raw
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.split(/\n?\d+[).]\s+/)
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.map(line => cleanText(line))
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.filter(Boolean);
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}
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function parseObjects(raw, type = "rooms") {
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const cleanedRaw = raw.replace(/Intermediate Rooms:/i, "").replace(/Climax Room:/i, "").trim();
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const mapper = (entry) => {
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if (type === "encounters") {
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// For encounters, format is "Encounter Name: Location Name: details"
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const parts = entry.split(/:/);
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if (parts.length >= 3) {
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const name = parts[0].trim();
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// Skip placeholder names
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if (name.toLowerCase().includes('location name') || name.toLowerCase().includes('encounter name')) {
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return null;
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}
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return {
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name: name,
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details: parts.slice(1).join(":").trim()
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};
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} else if (parts.length === 2) {
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const name = parts[0].trim();
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if (name.toLowerCase().includes('location name') || name.toLowerCase().includes('encounter name')) {
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return null;
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}
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return {
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name: name,
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details: parts[1].trim()
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};
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}
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return null;
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}
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// For other types, use original logic
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if (type === "treasure") {
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const parts = entry.split(/[—]/);
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if (parts.length >= 2) {
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const cleanName = parts[0].trim();
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if (cleanName.toLowerCase().includes('treasure name') || cleanName.toLowerCase().includes('actual ')) {
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return null;
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}
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let desc = parts.slice(1).join(' ').trim();
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desc = desc.replace(/^description\s*:?\s*/i, '').trim();
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return { name: cleanName, description: desc };
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}
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}
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const [name, ...descParts] = entry.split(/[-–—:]/);
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const cleanName = name.trim();
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// Skip placeholder names
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if (cleanName.toLowerCase().includes('location name') ||
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cleanName.toLowerCase().includes('npc name') ||
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cleanName.toLowerCase().includes('treasure name') ||
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cleanName.toLowerCase().includes('actual ')) {
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return null;
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}
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let desc = descParts.join(" ").trim();
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if (type === "npcs") desc = desc.replace(/^description\s*:?\s*/i, '').trim();
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const obj = { name: cleanName };
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if (type === "rooms") return { ...obj, description: desc };
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if (type === "npcs") return { ...obj, trait: desc };
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if (type === "treasure") return { ...obj, description: desc };
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return null;
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};
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return cleanedRaw.split(/\n?\d+[).]\s+/).map(cleanText).filter(Boolean).map(mapper).filter(Boolean);
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}
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const parseEncounterText = (text, idx) => {
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// Handle "Encounter N Name Room Name Details" format
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const encounterMatch = text.match(/Encounter\s+(\d+)\s+(.+?)\s+(?:Room Name|Location)\s+(.+?)\s+Details\s+(.+)/i);
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if (encounterMatch) {
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const [, , name, location, details] = encounterMatch;
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return { name: name.trim(), details: `${location.trim()}: ${details.trim()}` };
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}
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// Handle "Encounter N Name: Location: Details" format
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const colonFormat = text.match(/Encounter\s+\d+\s+(.+?):\s*(.+?):\s*(.+)/i);
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if (colonFormat) {
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const [, name, location, details] = colonFormat;
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return { name: name.trim(), details: `${location.trim()}: ${details.trim()}` };
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}
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const match = text.match(/^(\d+)\s+(.+?)(?::\s*(.+))?$/);
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if (match) {
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const [, , name, details] = match;
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return name && details ? { name: name.trim(), details: details.trim() } : null;
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}
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const colonSplit = text.split(/[:]/);
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if (colonSplit.length > 1) {
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return {
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name: colonSplit[0].replace(/^\d+\s+|Encounter\s+\d+\s+/i, "").trim(),
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details: colonSplit.slice(1).join(":").trim()
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};
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}
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const nameMatch = text.match(/^\d+\s+([A-Z][a-z]+(?:\s+[A-Z][a-z]+)*)/);
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if (nameMatch) {
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return {
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name: nameMatch[1],
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details: text.replace(/^\d+\s+[A-Z][a-z]+(?:\s+[A-Z][a-z]+)*\s*/, "").trim()
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};
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}
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return { name: `Encounter ${idx + 1}`, details: text.replace(/^\d+\s+|Encounter\s+\d+\s+/i, "").trim() };
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};
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const splitCombinedEncounters = (encounters) => {
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if (encounters.length === 0) return [];
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const shouldSplit = encounters.length === 1 && (encounters[0].name === "1" || encounters[0].details?.match(/\d+\s+[A-Z]/) || encounters[0].details?.includes('Encounter'));
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if (!shouldSplit) return encounters;
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console.warn("Encounters appear combined, attempting to split...");
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const combinedText = encounters[0].details || "";
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const split = combinedText.split(/(?=Encounter\s+\d+|\d+\s+[A-Z][a-z])/i).filter(Boolean);
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return (split.length > 1 || (split.length === 1 && combinedText.length > 100))
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? split.map((text, idx) => parseEncounterText(text, idx)).filter(e => e?.name && e?.details?.length > 10)
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: encounters;
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};
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const splitCombinedNPCs = (npcs) => {
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const shouldSplit = npcs.length === 1 && npcs[0].trait?.length > 80;
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if (!shouldSplit) return npcs;
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console.warn("NPCs appear combined, attempting to split...");
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const split = npcs[0].trait.split(/(?=[A-Z][a-z]+\s+[A-Z][a-z]+\s*:)/).filter(Boolean);
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return split.length > 1
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? split.map(text => {
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const [name, ...traitParts] = text.split(/[:]/);
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return { name: name.trim(), trait: traitParts.join(":").trim() };
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}).filter(n => n.name && n.trait?.length > 10)
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: npcs;
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};
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const parseTreasureText = (text, idx, splitTreasures) => {
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if (idx === splitTreasures.length - 1 && text.length < 40) {
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return { name: splitTreasures[idx - 1]?.split(/\s+/).slice(-2).join(" ") || `Treasure ${idx}`, description: text };
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}
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const dashSplit = text.split(/[—]/);
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if (dashSplit.length === 2) return { name: dashSplit[0].trim(), description: dashSplit[1].trim() };
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if (text.length < 30 && /^[A-Z]/.test(text)) return { name: text.trim(), description: "" };
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return null;
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};
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const splitCombinedTreasures = (treasure) => {
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const shouldSplit = treasure.length === 1 && treasure[0].description?.length > 60;
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if (!shouldSplit) return treasure;
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console.warn("Treasures appear combined, attempting to split...");
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const split = treasure[0].description.split(/\s+—\s+/).filter(Boolean);
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if (split.length <= 1) return treasure;
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const parsed = split.map((text, idx) => parseTreasureText(text, idx, split)).filter(t => t?.name && t?.description);
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if (parsed.length > 0) return parsed;
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const nameDescPairs = treasure[0].description.match(/([A-Z][^—]+?)\s+—\s+([^—]+?)(?=\s+[A-Z][^—]+\s+—|$)/g);
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return nameDescPairs
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? nameDescPairs.map(pair => {
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const match = pair.match(/([^—]+)\s+—\s+(.+)/);
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return match ? { name: match[1].trim(), description: match[2].trim() } : null;
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}).filter(t => t)
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: treasure;
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};
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function extractCanonicalNames(dungeonData) {
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const names = {
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npcs: [],
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rooms: [],
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factions: []
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};
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// Extract NPC names
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if (dungeonData.npcs) {
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dungeonData.npcs.forEach(npc => {
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if (npc.name) names.npcs.push(npc.name.trim());
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});
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}
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// Extract room names
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if (dungeonData.rooms) {
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dungeonData.rooms.forEach(room => {
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if (room.name) names.rooms.push(room.name.trim());
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});
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}
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// Extract faction names from core concepts (if available)
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if (dungeonData.coreConcepts) {
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const factionMatch = dungeonData.coreConcepts.match(/Primary Faction[:\s]+([^.]+)/i);
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if (factionMatch) {
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names.factions.push(factionMatch[1].trim());
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}
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}
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return names;
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}
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function validateNameConsistency(dungeonData) {
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const canonicalNames = extractCanonicalNames(dungeonData);
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const fixes = [];
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// Fix NPC names in all text fields - ensure consistency across all references
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canonicalNames.npcs.forEach(canonicalName => {
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// Check and fix in flavor text
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if (dungeonData.flavor) {
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const original = dungeonData.flavor;
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// Use canonical name as the source of truth
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dungeonData.flavor = dungeonData.flavor.replace(new RegExp(canonicalName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'), 'gi'), canonicalName);
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if (original !== dungeonData.flavor) {
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fixes.push(`Fixed NPC name in flavor text: ${canonicalName}`);
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}
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}
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// Check and fix in hooks
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if (dungeonData.hooksRumors) {
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dungeonData.hooksRumors = dungeonData.hooksRumors.map(hook => {
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const original = hook;
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const fixed = hook.replace(new RegExp(canonicalName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'), 'gi'), canonicalName);
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if (original !== fixed) {
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fixes.push(`Fixed NPC name in hook: ${canonicalName}`);
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}
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return fixed;
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});
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}
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// Check and fix in encounters
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if (dungeonData.encounters) {
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dungeonData.encounters.forEach(encounter => {
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if (encounter.details) {
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const original = encounter.details;
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encounter.details = encounter.details.replace(new RegExp(canonicalName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'), 'gi'), canonicalName);
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if (original !== encounter.details) {
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fixes.push(`Fixed NPC name in encounter: ${canonicalName}`);
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}
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}
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});
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}
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// Check and fix in plot resolutions
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if (dungeonData.plotResolutions) {
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dungeonData.plotResolutions = dungeonData.plotResolutions.map(resolution => {
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const original = resolution;
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const fixed = resolution.replace(new RegExp(canonicalName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'), 'gi'), canonicalName);
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if (original !== fixed) {
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fixes.push(`Fixed NPC name in plot resolution: ${canonicalName}`);
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}
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return fixed;
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});
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}
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});
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// Fix room names in encounters and other text
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canonicalNames.rooms.forEach(canonicalRoom => {
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if (dungeonData.encounters) {
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dungeonData.encounters.forEach(encounter => {
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if (encounter.details) {
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const original = encounter.details;
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encounter.details = encounter.details.replace(new RegExp(canonicalRoom.replace(/[.*+?^${}()|[\]\\]/g, '\\$&'), 'gi'), canonicalRoom);
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if (original !== encounter.details) {
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fixes.push(`Fixed room name in encounter: ${canonicalRoom}`);
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}
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}
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});
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}
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});
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return fixes;
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}
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function standardizeEncounterLocations(encounters, rooms) {
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if (!encounters || !rooms) return { encounters, fixes: [] };
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const roomNames = rooms.map(r => r.name.trim());
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const fixes = [];
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const fixedEncounters = encounters.map(encounter => {
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if (!encounter.details) return encounter;
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let details = encounter.details.trim();
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const original = details;
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// Check if details start with a room name
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for (const roomName of roomNames) {
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// Check for room name at start (with or without colon)
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const roomNameRegex = new RegExp(`^${roomName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')}\\s*:?\\s*`, 'i');
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if (roomNameRegex.test(details)) {
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// Already has location, ensure format is "Location: Description"
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if (!details.match(new RegExp(`^${roomName.replace(/[.*+?^${}()|[\]\\]/g, '\\$&')}:`, 'i'))) {
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details = details.replace(roomNameRegex, `${roomName}: `);
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fixes.push(`Standardized location format for encounter: ${encounter.name}`);
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}
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break;
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}
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}
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if (original !== details) {
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encounter.details = details;
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}
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return encounter;
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});
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return { encounters: fixedEncounters, fixes };
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}
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// Content validation functions
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function validateContentCompleteness(dungeonData) {
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const issues = [];
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const checks = [
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['title', 0, 'Missing title'],
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['flavor', 20, 'Flavor text too short'],
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['hooksRumors', 4, 'Expected at least 4 hooks'],
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['rooms', 5, 'Expected at least 5 rooms'],
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['encounters', 6, 'Expected at least 6 encounters'],
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['npcs', 4, 'Expected at least 4 NPCs'],
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['treasure', 4, 'Expected at least 4 treasures'],
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['randomEvents', 6, 'Expected 6 random events'],
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['plotResolutions', 4, 'Expected at least 4 plot resolutions']
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];
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checks.forEach(([key, min, msg]) => {
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const val = dungeonData[key];
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if (!val || (Array.isArray(val) ? val.length < min : val.trim().length < min)) {
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issues.push(`${msg}${Array.isArray(val) ? `, got ${val?.length || 0}` : ''}`);
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}
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});
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// Check descriptions
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dungeonData.rooms?.forEach((r, i) => {
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if (!r.description || r.description.trim().length < 20) {
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issues.push(`Room ${i + 1} (${r.name}) description too short`);
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}
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});
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dungeonData.encounters?.forEach((e, i) => {
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if (!e.details || e.details.trim().length < 30) {
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issues.push(`Encounter ${i + 1} (${e.name}) details too short`);
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}
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});
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dungeonData.npcs?.forEach((n, i) => {
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if (!n.trait || n.trait.trim().length < 30) {
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issues.push(`NPC ${i + 1} (${n.name}) description too short`);
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}
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});
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return issues;
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}
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function validateContentQuality(dungeonData) {
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const issues = [];
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const vagueWords = /\b(some|various|several|many|few|things|stuff|items|objects)\b/gi;
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const checkVague = (text, ctx) => {
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if (!text) return;
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const matches = text.match(vagueWords);
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if (matches?.length > 2) {
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issues.push(`${ctx} contains vague language: "${matches.slice(0, 3).join('", "')}"`);
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}
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};
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checkVague(dungeonData.flavor, 'Flavor text');
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dungeonData.rooms?.forEach(r => checkVague(r.description, `Room "${r.name}"`));
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dungeonData.encounters?.forEach(e => checkVague(e.details, `Encounter "${e.name}"`));
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dungeonData.npcs?.forEach(n => checkVague(n.trait, `NPC "${n.name}"`));
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dungeonData.rooms?.forEach(r => {
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if (r.description?.length < 50) {
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issues.push(`Room "${r.name}" description too short`);
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}
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});
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return issues;
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}
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function validateContentStructure(dungeonData) {
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const issues = [];
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dungeonData.rooms?.forEach((r, i) => {
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if (!r.name?.trim()) issues.push(`Room ${i + 1} missing name`);
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if (r.name?.split(/\s+/).length > 6) issues.push(`Room "${r.name}" name too long`);
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});
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dungeonData.encounters?.forEach((e, i) => {
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if (!e.name?.trim()) issues.push(`Encounter ${i + 1} missing name`);
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if (e.name?.split(/\s+/).length > 6) issues.push(`Encounter "${e.name}" name too long`);
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if (e.details && !e.details.match(/^[^:]+:\s/)) {
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issues.push(`Encounter "${e.name}" details missing location prefix`);
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}
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});
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dungeonData.npcs?.forEach((n, i) => {
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if (!n.name?.trim()) issues.push(`NPC ${i + 1} missing name`);
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if (n.name?.split(/\s+/).length > 4) issues.push(`NPC "${n.name}" name too long`);
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});
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return issues;
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}
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function validateNarrativeCoherence(dungeonData) {
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const issues = [];
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const factionMatch = dungeonData.coreConcepts?.match(/Primary Faction[:\s]+([^.]+)/i);
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const factionName = factionMatch?.[1]?.trim();
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if (dungeonData.encounters && dungeonData.rooms) {
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const roomNames = dungeonData.rooms.map(r => r.name.trim().toLowerCase());
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dungeonData.encounters.forEach(e => {
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const locMatch = e.details?.match(/^([^:]+):/);
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if (locMatch) {
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const locName = locMatch[1].trim().toLowerCase();
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if (!roomNames.some(rn => locName.includes(rn) || rn.includes(locName))) {
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issues.push(`Encounter "${e.name}" references unknown location "${locMatch[1]}"`);
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}
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}
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});
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}
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if (factionName) {
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const factionLower = factionName.toLowerCase();
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let refs = 0;
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dungeonData.npcs?.forEach(n => {
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if (n.trait?.toLowerCase().includes(factionLower)) refs++;
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});
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dungeonData.encounters?.forEach(e => {
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if (e.details?.toLowerCase().includes(factionLower)) refs++;
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});
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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);
|
|
|
|
// 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(` ⚠ ${issue}`));
|
|
} else {
|
|
console.log("\n[Validation] Content quality checks passed");
|
|
}
|
|
|
|
return dungeonData;
|
|
}
|
|
|
|
export async function generateDungeon() {
|
|
// Step 1: Titles
|
|
const generatedTitles = await callOllama(
|
|
`Generate 50 short, punchy dungeon titles (max 5 words each), numbered as a plain text list.
|
|
Each title should come from a different style or theme. Make the set varied and evocative. For example:
|
|
|
|
- OSR / classic tabletop: gritty, mysterious, old-school
|
|
- Mörk Borg: dark, apocalyptic, foreboding
|
|
- Pulpy fantasy: adventurous, dramatic, larger-than-life
|
|
- Mildly sci-fi: alien, technological, strange
|
|
- Weird fantasy: uncanny, surreal, unsettling
|
|
- Whimsical: fun, quirky, playful
|
|
|
|
CRITICAL: Ensure all spelling is correct. Double-check all words before outputting.
|
|
Avoid repeating materials or adjectives. Absolutely do not use the words "Obsidian" or "Clockwork" in any title. Do not include explanations, markdown, or preambles. Do not include the style or theme in parenthesis. Only the 50 numbered titles.`,
|
|
undefined, 5, "Step 1: Titles"
|
|
);
|
|
console.log("Generated Titles:", generatedTitles);
|
|
const titlesList = parseList(generatedTitles);
|
|
const title = titlesList[Math.floor(Math.random() * titlesList.length)];
|
|
console.log("Selected title:", title);
|
|
|
|
// Step 2: Core Concepts
|
|
const coreConceptsRaw = await callOllama(
|
|
`For a dungeon titled "${title}", generate three core concepts: a central conflict, a primary faction, and a major environmental hazard or dynamic element.
|
|
Output as a numbered list with bolded headings. Plain text only. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.
|
|
Example:
|
|
1. **Central Conflict:** The dungeon's power source is failing, causing reality to warp.
|
|
2. **Primary Faction:** A group of rival cultists trying to seize control of the power source.
|
|
3. **Dynamic Element:** Zones of temporal distortion that cause random, brief time shifts.`,
|
|
undefined, 5, "Step 2: Core Concepts"
|
|
);
|
|
const coreConcepts = coreConceptsRaw;
|
|
console.log("Core Concepts:", coreConcepts);
|
|
|
|
// Step 3: Flavor Text & Hooks
|
|
const flavorHooksRaw = await callOllama(
|
|
`Based on the title "${title}" and these core concepts:
|
|
${coreConcepts}
|
|
Write a single evocative paragraph describing the location. Maximum 2 sentences. Maximum 50-60 words. Then, generate 4-5 short adventure hooks or rumors.
|
|
The hooks should reference the central conflict, faction, and dynamic element. Hooks should suggest different approaches (stealth, diplomacy, force, exploration) and create anticipation.
|
|
|
|
EXAMPLE OF GOOD HOOK:
|
|
"A merchant's cart was found abandoned near the entrance, its cargo of rare herbs scattered. The merchant's journal mentions strange lights in the depths and a warning about 'the watchers'."
|
|
|
|
CRITICAL: Hooks must be concise to fit in a single column on a one-page dungeon layout. Each hook must be 25-30 words maximum. Be specific with details, not vague.
|
|
CRITICAL: Ensure all spelling is correct. Double-check all words, especially proper nouns and technical terms.
|
|
Output two sections labeled "Description:" and "Hooks & Rumors:". Use a numbered list for the hooks. Plain text only. Do not use em-dashes (—) anywhere in the output. Absolutely do not use the word "Obsidian" or "obsidian" anywhere in the output.`,
|
|
undefined, 5, "Step 3: Flavor & Hooks"
|
|
);
|
|
const [flavorSection, hooksSection] = flavorHooksRaw.split(/Hooks & Rumors[:\n]/i);
|
|
let flavor = cleanText(flavorSection.replace(/Description[:\n]*/i, ""));
|
|
const words = flavor.split(/\s+/);
|
|
if (words.length > 60) flavor = words.slice(0, 60).join(' ') + '...';
|
|
let hooksRumors = parseList(hooksSection || "");
|
|
hooksRumors = hooksRumors.map(h => h.replace(/^[^:]+:\s*/, '').trim());
|
|
console.log("Flavor Text:", flavor);
|
|
console.log("Hooks & Rumors:", hooksRumors);
|
|
|
|
// Step 4: Key Rooms
|
|
const keyRoomsRaw = await callOllama(
|
|
`Based on the title "${title}", description "${flavor}", and these core concepts:
|
|
${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.
|
|
|
|
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 (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
|
|
- Tactical considerations and environmental factors that affect gameplay
|
|
|
|
EXACT FORMAT REQUIRED - each room on its own numbered line:
|
|
1. Room Name: Description text here.
|
|
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);
|
|
|
|
// Step 5: Main Content (Locations, Encounters, NPCs, Treasures, Random Events)
|
|
const mainContentRaw = await callOllama(
|
|
`Based on the following dungeon elements and the need for narrative flow:
|
|
Title: "${title}"
|
|
Description: "${flavor}"
|
|
Core Concepts:
|
|
${coreConcepts}
|
|
Entrance Room: ${JSON.stringify(entranceRoom)}
|
|
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 (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
|
|
- Tactical considerations (cover, elevation, movement restrictions, line of sight)
|
|
- Hidden aspects discoverable through interaction or investigation
|
|
Format as "Name: description" using colons, NOT em-dashes.
|
|
|
|
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)
|
|
- Include tactical considerations (positioning, line of sight, escape routes, bottlenecks, high ground)
|
|
- Offer multiple resolution options (combat, negotiation, stealth, puzzle-solving, environmental manipulation, timing-based solutions)
|
|
- Include consequences and outcomes tied to player choices
|
|
- Integrate with the environmental dynamic element from core concepts
|
|
- 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.
|
|
|
|
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
|
|
- Quirks or memorable traits
|
|
- Multiple interaction possibilities (negotiation, intimidation, help, betrayal)
|
|
- One NPC should be a key figure tied to the central conflict
|
|
- 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.
|
|
|
|
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
|
|
- Have potential for creative use beyond obvious purpose
|
|
- Some should be cursed, have activation requirements, or serve dual purposes
|
|
Format as "Name — Description" using em-dash.
|
|
|
|
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
|
|
- 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 (DO NOT use placeholder names like "Location Name", "NPC Name", or "Treasure Name" - use actual creative names):
|
|
Locations:
|
|
1. Actual Room Name: Description text.
|
|
2. Actual Room Name: Description text.
|
|
3. Actual Room Name: Description text.
|
|
|
|
Encounters:
|
|
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. 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. 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 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.
|
|
|
|
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"
|
|
);
|
|
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 ${intermediateRooms.length}, limiting to first 3`);
|
|
}
|
|
|
|
// Deduplicate rooms by name (case-insensitive), keeping first occurrence
|
|
const allRooms = [entranceRoom, ...limitedIntermediateRooms, climaxRoom].filter(Boolean);
|
|
const seenNames = new Set();
|
|
const rooms = allRooms.filter(room => {
|
|
if (!room || !room.name) return false;
|
|
const nameLower = room.name.toLowerCase().trim();
|
|
if (seenNames.has(nameLower)) {
|
|
console.warn(`Duplicate room name detected: "${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)
|
|
.forEach(([arr, expected, name]) => console.warn(`Expected at least ${expected} ${name} but got ${arr.length}`));
|
|
console.log("Rooms:", rooms);
|
|
console.log("Encounters:", encounters);
|
|
console.log("NPCs:", npcs);
|
|
console.log("Treasure:", treasure);
|
|
console.log("Random Events:", randomEvents);
|
|
|
|
// Step 6: Player Choices and Consequences
|
|
const npcNamesList = npcs.map(n => n.name).join(", ");
|
|
const factionName = coreConcepts.match(/Primary Faction[:\s]+([^.]+)/i)?.[1]?.trim() || "the primary faction";
|
|
|
|
const plotResolutionsRaw = await callOllama(
|
|
`Based on all of the following elements, suggest 4-5 possible, non-conflicting story climaxes or plot resolutions for adventurers exploring this location. Each resolution must provide a meaningful choice with a tangible consequence, directly related to the Central Conflict, the Primary Faction, or the NPCs.
|
|
|
|
Dungeon Elements:
|
|
${JSON.stringify({ title, flavor, hooksRumors, rooms, encounters, treasure, npcs, coreConcepts }, null, 2)}
|
|
|
|
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 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 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);
|
|
console.log("Plot Resolutions:", plotResolutions);
|
|
|
|
// Step 7: Validation and Content Fixing
|
|
console.log("\n[Validation] Running content validation and fixes...");
|
|
const dungeonData = {
|
|
title,
|
|
flavor,
|
|
map: "map.png",
|
|
hooksRumors,
|
|
rooms,
|
|
encounters,
|
|
treasure,
|
|
npcs,
|
|
plotResolutions,
|
|
randomEvents,
|
|
coreConcepts
|
|
};
|
|
|
|
const validatedData = validateAndFixContent(dungeonData);
|
|
|
|
console.log("\nDungeon generation complete!");
|
|
return validatedData;
|
|
}
|