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import * as THREE from 'three';
// Optional: Add OrbitControls for debugging/viewing scene
// import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

// --- DOM Elements ---
const sceneContainer = document.getElementById('scene-container');
const storyTitleElement = document.getElementById('story-title');
const storyContentElement = document.getElementById('story-content');
const choicesElement = document.getElementById('choices');
const statsElement = document.getElementById('stats-display');
const inventoryElement = document.getElementById('inventory-display');

// --- Three.js Setup ---
let scene, camera, renderer; // Basic scene objects
let currentAssemblyGroup = null; // Group to hold the current scene's objects
// let controls; // Optional OrbitControls

// --- Shared Materials (Define common materials here for reuse) ---
const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 }); // SeaGreen
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 }); // DarkOliveGreen
const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
const fabricMaterial = new THREE.MeshStandardMaterial({ color: 0x696969, roughness: 0.9, metalness: 0 }); // DimGray
const waterMaterial = new THREE.MeshStandardMaterial({ color: 0x60A3D9, roughness: 0.2, metalness: 0.1, transparent: true, opacity: 0.7 });
const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 }); // Light stone/sandstone
const fireMaterial = new THREE.MeshStandardMaterial({ color: 0xFF4500, emissive: 0xff6600, roughness: 0.5, metalness: 0 }); // OrangeRed emissive
const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 }); // Orange
const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 }); // Red


function initThreeJS() {
    // Scene
    scene = new THREE.Scene();
    scene.background = new THREE.Color(0x222222); // Match body background
    // scene.fog = new THREE.Fog(0x222222, 8, 20); // Optional: Add fog for depth

    // Camera
    camera = new THREE.PerspectiveCamera(75, sceneContainer.clientWidth / sceneContainer.clientHeight, 0.1, 1000);
    camera.position.set(0, 2.5, 7); // Adjusted camera position for better view
    camera.lookAt(0, 0, 0);

    // Renderer
    renderer = new THREE.WebGLRenderer({ antialias: true });
    renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
    renderer.shadowMap.enabled = true; // Enable shadows
    renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
    sceneContainer.appendChild(renderer.domElement);

    // Basic Lighting
    const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); // Soft white light
    scene.add(ambientLight);
    const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
    directionalLight.position.set(8, 15, 10);
    directionalLight.castShadow = true; // Enable shadow casting
    // Configure shadow properties (optional, adjust for quality/performance)
    directionalLight.shadow.mapSize.width = 1024;
    directionalLight.shadow.mapSize.height = 1024;
    directionalLight.shadow.camera.near = 0.5;
    directionalLight.shadow.camera.far = 50;
    directionalLight.shadow.camera.left = -15;
    directionalLight.shadow.camera.right = 15;
    directionalLight.shadow.camera.top = 15;
    directionalLight.shadow.camera.bottom = -15;
    scene.add(directionalLight);
    // const lightHelper = new THREE.DirectionalLightHelper(directionalLight, 5); // Helper to visualize light
    // scene.add(lightHelper);
    // const shadowCameraHelper = new THREE.CameraHelper(directionalLight.shadow.camera); // Helper for shadow camera
    // scene.add(shadowCameraHelper);


    // REMOVED: Basic Object (Placeholder) - Will be added dynamically

    // Optional Controls
    // controls = new OrbitControls(camera, renderer.domElement);
    // controls.enableDamping = true;
    // controls.target.set(0, 1, 0); // Adjust target if needed

    // Handle Resize
    window.addEventListener('resize', onWindowResize, false);

    // Start Animation Loop
    animate();
}

// --- Helper function to create meshes ---
function createMesh(geometry, material, position = { x: 0, y: 0, z: 0 }, rotation = { x: 0, y: 0, z: 0 }, scale = { x: 1, y: 1, z: 1 }) {
    const mesh = new THREE.Mesh(geometry, material);
    mesh.position.set(position.x, position.y, position.z);
    mesh.rotation.set(rotation.x, rotation.y, rotation.z);
    mesh.scale.set(scale.x, scale.y, scale.z);
    mesh.castShadow = true;
    mesh.receiveShadow = true;
    return mesh;
}

// --- Procedural Generation Functions ---

function createGroundPlane(material = groundMaterial, size = 20) {
    const groundGeo = new THREE.PlaneGeometry(size, size);
    const ground = new THREE.Mesh(groundGeo, material);
    ground.rotation.x = -Math.PI / 2; // Rotate flat
    ground.position.y = -0.05; // Slightly below origin
    ground.receiveShadow = true;
    return ground;
}

function createDefaultAssembly() {
    const group = new THREE.Group();
    const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16);
    group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 }));
    group.add(createGroundPlane());
    return group;
}

function createCityGatesAssembly() {
    const group = new THREE.Group();
    const gateWallHeight = 4;
    const gateWallWidth = 1.5;
    const gateWallDepth = 0.8;
    const archHeight = 1;
    const archWidth = 3;

    // Left Tower
    const towerLeftGeo = new THREE.BoxGeometry(gateWallWidth, gateWallHeight, gateWallDepth);
    group.add(createMesh(towerLeftGeo, stoneMaterial, { x: -(archWidth / 2 + gateWallWidth / 2), y: gateWallHeight / 2, z: 0 }));

    // Right Tower
    const towerRightGeo = new THREE.BoxGeometry(gateWallWidth, gateWallHeight, gateWallDepth);
    group.add(createMesh(towerRightGeo, stoneMaterial, { x: (archWidth / 2 + gateWallWidth / 2), y: gateWallHeight / 2, z: 0 }));

    // Arch Top
    const archGeo = new THREE.BoxGeometry(archWidth, archHeight, gateWallDepth);
    group.add(createMesh(archGeo, stoneMaterial, { x: 0, y: gateWallHeight - archHeight / 2, z: 0 }));

    // Optional: Add crenellations (battlements)
    const crenellationSize = 0.4;
    for (let i = -2; i <= 2; i += 1) {
        const crenGeo = new THREE.BoxGeometry(crenellationSize, crenellationSize, gateWallDepth * 1.1);
        group.add(createMesh(crenGeo, stoneMaterial, { x: -(archWidth / 2 + gateWallWidth / 2) + i * crenellationSize * 1.5, y: gateWallHeight + crenellationSize / 2, z: 0 }));
        group.add(createMesh(crenGeo, stoneMaterial, { x: (archWidth / 2 + gateWallWidth / 2) + i * crenellationSize * 1.5, y: gateWallHeight + crenellationSize / 2, z: 0 }));
    }

    group.add(createGroundPlane(stoneMaterial)); // Stone ground
    return group;
}

function createWeaponsmithAssembly() {
    const group = new THREE.Group();
    const buildingWidth = 3;
    const buildingHeight = 2.5;
    const buildingDepth = 3.5;
    const roofHeight = 1;

    // Main Building
    const buildingGeo = new THREE.BoxGeometry(buildingWidth, buildingHeight, buildingDepth);
    group.add(createMesh(buildingGeo, darkWoodMaterial, { x: 0, y: buildingHeight / 2, z: 0 }));

    // Roof (simple triangular prism shape made of two planes)
    const roofGeo = new THREE.PlaneGeometry(buildingWidth * 1.1, Math.sqrt(Math.pow(buildingDepth / 2, 2) + Math.pow(roofHeight, 2)));
    const roofLeft = createMesh(roofGeo, woodMaterial, { x: 0, y: buildingHeight + roofHeight / 2, z: -buildingDepth / 4 }, { x: 0, y: 0, z: Math.atan2(roofHeight, buildingDepth / 2) });
    const roofRight = createMesh(roofGeo, woodMaterial, { x: 0, y: buildingHeight + roofHeight / 2, z: buildingDepth / 4 }, { x: 0, y: Math.PI, z: -Math.atan2(roofHeight, buildingDepth / 2) });
    group.add(roofLeft);
    group.add(roofRight);
     // Add gable ends (triangles)
    const gableShape = new THREE.Shape();
    gableShape.moveTo(-buildingWidth/2, buildingHeight);
    gableShape.lineTo(buildingWidth/2, buildingHeight);
    gableShape.lineTo(0, buildingHeight + roofHeight);
    gableShape.closePath();
    const gableGeo = new THREE.ShapeGeometry(gableShape);
    group.add(createMesh(gableGeo, woodMaterial, {x: 0, y: 0, z: buildingDepth/2}, {x: 0, y: 0, z: 0}));
    group.add(createMesh(gableGeo, woodMaterial, {x: 0, y: 0, z: -buildingDepth/2}, {x: 0, y: Math.PI, z: 0}));


    // Forge/Chimney (simple representation)
    const forgeHeight = 3;
    const forgeGeo = new THREE.CylinderGeometry(0.3, 0.4, forgeHeight, 8);
    group.add(createMesh(forgeGeo, stoneMaterial, { x: buildingWidth * 0.3, y: forgeHeight / 2, z: -buildingDepth * 0.3 }));

    // Anvil (simple block)
    const anvilGeo = new THREE.BoxGeometry(0.4, 0.5, 0.7);
    group.add(createMesh(anvilGeo, metalMaterial, { x: -buildingWidth * 0.2, y: 0.25, z: buildingDepth * 0.2 }));


    group.add(createGroundPlane());
    return group;
}

function createTempleAssembly() {
    const group = new THREE.Group();
    const baseSize = 5;
    const baseHeight = 0.5;
    const columnHeight = 3;
    const columnRadius = 0.25;
    const roofHeight = 1;

    // Base Platform
    const baseGeo = new THREE.BoxGeometry(baseSize, baseHeight, baseSize);
    group.add(createMesh(baseGeo, templeMaterial, { x: 0, y: baseHeight / 2, z: 0 }));

    // Columns (example: 4 columns)
    const colPositions = [
        { x: -baseSize / 3, z: -baseSize / 3 },
        { x: baseSize / 3, z: -baseSize / 3 },
        { x: -baseSize / 3, z: baseSize / 3 },
        { x: baseSize / 3, z: baseSize / 3 },
    ];
    const colGeo = new THREE.CylinderGeometry(columnRadius, columnRadius, columnHeight, 12);
    colPositions.forEach(pos => {
        group.add(createMesh(colGeo, templeMaterial, { x: pos.x, y: baseHeight + columnHeight / 2, z: pos.z }));
    });

    // Simple Roof Slab
    const roofGeo = new THREE.BoxGeometry(baseSize * 0.8, roofHeight / 2, baseSize * 0.8);
    group.add(createMesh(roofGeo, templeMaterial, { x: 0, y: baseHeight + columnHeight + roofHeight / 4, z: 0 }));

    // Optional: Pyramid roof top
    const pyramidGeo = new THREE.ConeGeometry(baseSize * 0.5, roofHeight * 1.5, 4); // 4 sides for pyramid
    group.add(createMesh(pyramidGeo, templeMaterial, { x: 0, y: baseHeight + columnHeight + roofHeight *0.75, z: 0 }, { x: 0, y: Math.PI / 4, z: 0 })); // Rotate for alignment


    group.add(createGroundPlane());
    return group;
}

function createResistanceMeetingAssembly() {
    const group = new THREE.Group();
    const tableWidth = 2;
    const tableHeight = 0.8;
    const tableDepth = 1;
    const tableThickness = 0.1;

    // Table Top
    const tableTopGeo = new THREE.BoxGeometry(tableWidth, tableThickness, tableDepth);
    group.add(createMesh(tableTopGeo, woodMaterial, { x: 0, y: tableHeight - tableThickness / 2, z: 0 }));

    // Table Legs
    const legHeight = tableHeight - tableThickness;
    const legSize = 0.1;
    const legGeo = new THREE.BoxGeometry(legSize, legHeight, legSize);
    const legOffsetW = tableWidth / 2 - legSize * 1.5;
    const legOffsetD = tableDepth / 2 - legSize * 1.5;
    group.add(createMesh(legGeo, woodMaterial, { x: -legOffsetW, y: legHeight / 2, z: -legOffsetD }));
    group.add(createMesh(legGeo, woodMaterial, { x: legOffsetW, y: legHeight / 2, z: -legOffsetD }));
    group.add(createMesh(legGeo, woodMaterial, { x: -legOffsetW, y: legHeight / 2, z: legOffsetD }));
    group.add(createMesh(legGeo, woodMaterial, { x: legOffsetW, y: legHeight / 2, z: legOffsetD }));

    // Simple Stools/Boxes for people to sit on
    const stoolSize = 0.4;
    const stoolGeo = new THREE.BoxGeometry(stoolSize, stoolSize * 0.8, stoolSize);
    group.add(createMesh(stoolGeo, darkWoodMaterial, { x: -tableWidth * 0.6, y: stoolSize * 0.4, z: 0 }));
    group.add(createMesh(stoolGeo, darkWoodMaterial, { x: tableWidth * 0.6, y: stoolSize * 0.4, z: 0 }));
    group.add(createMesh(stoolGeo, darkWoodMaterial, { x: 0, y: stoolSize * 0.4, z: -tableDepth * 0.7 }));

    // Dim room feeling - maybe add simple walls
    const wallHeight = 3;
    const wallThickness = 0.2;
    const roomSize = 5;
    const wallBackGeo = new THREE.BoxGeometry(roomSize, wallHeight, wallThickness);
    group.add(createMesh(wallBackGeo, stoneMaterial, { x: 0, y: wallHeight / 2, z: -roomSize / 2 }, {}));
    const wallLeftGeo = new THREE.BoxGeometry(wallThickness, wallHeight, roomSize);
    group.add(createMesh(wallLeftGeo, stoneMaterial, { x: -roomSize / 2, y: wallHeight / 2, z: 0 }, {}));


    group.add(createGroundPlane(stoneMaterial)); // Stone floor
    return group;
}

function createForestAssembly(treeCount = 15, area = 10) {
    const group = new THREE.Group();

    // Tree generation function
    const createTree = (x, z) => {
        const treeGroup = new THREE.Group();
        const trunkHeight = Math.random() * 2 + 2; // Random height between 2 and 4
        const trunkRadius = Math.random() * 0.15 + 0.1; // Random radius
        const trunkGeo = new THREE.CylinderGeometry(trunkRadius * 0.7, trunkRadius, trunkHeight, 8);
        treeGroup.add(createMesh(trunkGeo, woodMaterial, { x: 0, y: trunkHeight / 2, z: 0 }));

        // Foliage (simple sphere or cone)
        const foliageType = Math.random();
        const foliageHeight = trunkHeight * (Math.random() * 0.5 + 0.8); // Relative to trunk
        if (foliageType < 0.6) { // Sphere foliage
            const foliageRadius = trunkHeight * 0.4;
            const foliageGeo = new THREE.SphereGeometry(foliageRadius, 8, 6);
            treeGroup.add(createMesh(foliageGeo, leafMaterial, { x: 0, y: trunkHeight * 0.9 + foliageRadius * 0.5, z: 0 }));
        } else { // Cone foliage
            const foliageRadius = trunkHeight * 0.5;
            const coneGeo = new THREE.ConeGeometry(foliageRadius, foliageHeight, 8);
             treeGroup.add(createMesh(coneGeo, leafMaterial, { x: 0, y: trunkHeight * 0.9 + foliageHeight * 0.5, z: 0 }));
        }
        treeGroup.position.set(x, 0, z); // Set position for the whole tree
         // Slight random rotation for variation
        treeGroup.rotation.y = Math.random() * Math.PI * 2;
        return treeGroup;
    };

    // Scatter trees
    for (let i = 0; i < treeCount; i++) {
        const x = (Math.random() - 0.5) * area;
        const z = (Math.random() - 0.5) * area;
        // Basic check to avoid trees too close to the center (optional)
        if (Math.sqrt(x*x + z*z) > 1.5) {
            group.add(createTree(x, z));
        }
    }

    group.add(createGroundPlane()); // Forest floor
    return group;
}

function createRoadAmbushAssembly() {
     const group = new THREE.Group();
     const area = 12;

     // Add some forest elements
     const forestGroup = createForestAssembly(10, area);
     group.add(forestGroup); // Reuse forest generation

     // Add a simple road (a flat, wider plane)
     const roadWidth = 3;
     const roadLength = area * 1.5;
     const roadGeo = new THREE.PlaneGeometry(roadWidth, roadLength);
     const roadMaterial = new THREE.MeshStandardMaterial({ color: 0x966F33, roughness: 0.9 }); // Muddy brown
     const road = createMesh(roadGeo, roadMaterial, {x: 0, y: 0.01, z: 0}, {x: -Math.PI / 2}); // Slightly above ground
     road.receiveShadow = true; // Ensure road receives shadows too
     group.add(road);

     // Add some rocks/bushes for cover (simple spheres/low boxes)
     const rockGeo = new THREE.SphereGeometry(0.5, 5, 4);
     const rockMaterial = new THREE.MeshStandardMaterial({ color: 0x666666, roughness: 0.8 });
     group.add(createMesh(rockGeo, rockMaterial, {x: roadWidth * 0.7, y: 0.25, z: 1}, {y: Math.random() * Math.PI}));
     group.add(createMesh(rockGeo, rockMaterial, {x: -roadWidth * 0.8, y: 0.3, z: -2}, {y: Math.random() * Math.PI, x: Math.random()*0.2}));
     group.add(createMesh(new THREE.SphereGeometry(0.7, 5, 4), rockMaterial, {x: roadWidth * 0.9, y: 0.35, z: -3}, {y: Math.random() * Math.PI}));

    // Suggestion: You could add simple cylinder/box figures near cover later for the ambushers

     // Ground plane is added by createForestAssembly

     return group;
}

function createForestEdgeAssembly() {
    const group = new THREE.Group();
    const area = 15;

    // Dense forest on one side
    const forestGroup = new THREE.Group();
     for (let i = 0; i < 20; i++) { // More trees, denser area
        const x = (Math.random() - 0.9) * area / 2; // Skew to one side (negative X)
        const z = (Math.random() - 0.5) * area;
        forestGroup.add(createForestAssembly(1, 0).children[0].position.set(x,0,z)); // Add single tree procedurally
    }
    group.add(forestGroup);


    // Open plains on the other side (just ground)
    group.add(createGroundPlane(groundMaterial, area * 1.2)); // Larger ground plane

    return group;
}

function createPrisonerCellAssembly() {
    const group = new THREE.Group();
    const cellSize = 3;
    const wallHeight = 2.5;
    const wallThickness = 0.2;
    const barRadius = 0.04;
    const barSpacing = 0.2;

    // Floor
    group.add(createGroundPlane(stoneMaterial, cellSize));

    // Back Wall
    const wallBackGeo = new THREE.BoxGeometry(cellSize, wallHeight, wallThickness);
    group.add(createMesh(wallBackGeo, stoneMaterial, { x: 0, y: wallHeight / 2, z: -cellSize / 2 }));

    // Left Wall
    const wallSideGeo = new THREE.BoxGeometry(wallThickness, wallHeight, cellSize);
    group.add(createMesh(wallSideGeo, stoneMaterial, { x: -cellSize / 2, y: wallHeight / 2, z: 0 }));

    // Right Wall (Partial or Full)
     group.add(createMesh(wallSideGeo, stoneMaterial, { x: cellSize / 2, y: wallHeight / 2, z: 0 }));

    // Ceiling (optional)
    // const ceilingGeo = new THREE.BoxGeometry(cellSize, wallThickness, cellSize);
    // group.add(createMesh(ceilingGeo, stoneMaterial, { x: 0, y: wallHeight, z: 0 }));


    // Bars for the front
    const barGeo = new THREE.CylinderGeometry(barRadius, barRadius, wallHeight, 8);
    const numBars = Math.floor(cellSize / barSpacing);
    for (let i = 0; i <= numBars; i++) {
        const xPos = -cellSize / 2 + i * barSpacing;
         group.add(createMesh(barGeo, metalMaterial, { x: xPos, y: wallHeight / 2, z: cellSize / 2 }));
    }
     // Horizontal bars (top/bottom)
    const horizBarGeo = new THREE.BoxGeometry(cellSize, barRadius * 2, barRadius * 2);
    group.add(createMesh(horizBarGeo, metalMaterial, {x: 0, y: wallHeight - barRadius, z: cellSize/2}));
    group.add(createMesh(horizBarGeo, metalMaterial, {x: 0, y: barRadius, z: cellSize/2}));


    return group;
}

function createGameOverAssembly() {
     const group = new THREE.Group();
     const boxGeo = new THREE.BoxGeometry(2, 2, 2);
     group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
     group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333}))); // Darker ground
     return group;
}

function createErrorAssembly() {
     const group = new THREE.Group();
     const coneGeo = new THREE.ConeGeometry( 0.8, 1.5, 8 );
     group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 }));
     group.add(createGroundPlane());
     return group;
}


function onWindowResize() {
    if (!renderer || !camera) return;
    camera.aspect = sceneContainer.clientWidth / sceneContainer.clientHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(sceneContainer.clientWidth, sceneContainer.clientHeight);
}

function animate() {
    requestAnimationFrame(animate);

    // Optional: Add subtle animation to the entire assembly
    if (currentAssemblyGroup) {
         // Example: Very slow rotation
         // currentAssemblyGroup.rotation.y += 0.0005;
    }

    // if (controls) controls.update(); // If using OrbitControls

    if (renderer && scene && camera) {
        renderer.render(scene, camera);
    }
}

// --- Game Data (Ported from Python, simplified for now) ---
const gameData = {
    "1": {
        title: "The Beginning",
        content: `<p>The Evil Power Master has been terrorizing the land... You stand at the entrance to Silverhold, ready to begin your quest.</p><p>How will you prepare?</p>`,
        options: [
            { text: "Visit the local weaponsmith", next: 2, /* addItem: "..." */ },
            { text: "Seek wisdom at the temple", next: 3, /* addItem: "..." */ },
            { text: "Meet the resistance leader", next: 4, /* addItem: "..." */ }
        ],
        illustration: "city-gates" // Key for Three.js scene
    },
    "2": {
        title: "The Weaponsmith",
        content: `<p>Gorn the weaponsmith welcomes you. "You'll need more than common steel," he says, offering weapons.</p>`,
        options: [
            { text: "Take the Flaming Sword", next: 5, addItem: "Flaming Sword" },
            { text: "Choose the Whispering Bow", next: 5, addItem: "Whispering Bow" },
            { text: "Select the Guardian Shield", next: 5, addItem: "Guardian Shield" }
        ],
        illustration: "weaponsmith"
    },
    "3": {
        title: "The Ancient Temple",
        content: `<p>High Priestess Alara greets you. "Prepare your mind and spirit." She offers to teach you a secret art.</p>`,
        options: [
            { text: "Learn Healing Light", next: 5, addItem: "Healing Light Spell" },
            { text: "Master Shield of Faith", next: 5, addItem: "Shield of Faith Spell" },
            { text: "Study Binding Runes", next: 5, addItem: "Binding Runes Scroll" }
        ],
        illustration: "temple"
    },
    "4": {
        title: "The Resistance Leader",
        content: `<p>Lyra, the resistance leader, shows you a map. "His fortress has three possible entry points." She offers an item.</p>`,
        options: [
            { text: "Take the Secret Tunnel Map", next: 5, addItem: "Secret Tunnel Map" },
            { text: "Accept Poison Daggers", next: 5, addItem: "Poison Daggers" },
            { text: "Choose the Master Key", next: 5, addItem: "Master Key" }
        ],
        illustration: "resistance-meeting"
    },
    "5": {
        title: "The Journey Begins",
        content: `<p>You leave Silverhold and enter the corrupted Shadowwood Forest. Strange sounds echo. Which path will you take?</p>`,
        options: [
            { text: "Take the main road", next: 6 }, // Leads to page 6 (Ambush)
            { text: "Follow the river path", next: 7 }, // Leads to page 7 (River Spirit) - NEEDS 3D Scene
            { text: "Brave the ruins shortcut", next: 8 } // Leads to page 8 (Ruins) - NEEDS 3D Scene
        ],
        illustration: "shadowwood-forest" // Key for Three.js scene
        // Add more pages here...
    },
     // Add placeholder pages 6, 7, 8 etc. to continue the story
     "6": {
        title: "Ambush!",
        content: "<p>Scouts jump out from behind rocks and trees! 'Surrender!'</p>",
        options: [{ text: "Fight!", next: 9 }, { text: "Try to flee!", next: 10 }], // Example links
        illustration: "road-ambush"
     },
     "7": { // Placeholder - NEEDS 3D Scene function
        title: "River Path",
        content: "<p>You follow the winding river. The water seems unnaturally dark.</p>",
        options: [{ text: "Continue along the river", next: 11 }, { text: "Investigate strange glow", next: 12 }],
        illustration: "river-spirit" // Needs createRiverSpiritAssembly()
     },
      "8": { // Placeholder - NEEDS 3D Scene function
        title: "Ancient Ruins",
        content: "<p>Crumbling stones and overgrown vines mark ancient ruins. It feels watched.</p>",
        options: [{ text: "Search the main structure", next: 13 }, { text: "Look for hidden passages", next: 14 }],
        illustration: "ancient-ruins" // Needs createRuinsAssembly()
     },
     "9": { // Example continuation
        title: "Victory!",
        content: "<p>You defeat the scouts and retrieve some basic supplies. The forest edge is near.</p>",
        options: [{ text: "Proceed to the fortress plains", next: 15 }],
        illustration: "forest-edge"
     },
     "10": { // Example continuation
        title: "Captured!",
        content: "<p>Your attempt to flee fails! You are knocked out and awaken in a dark, damp cell.</p>",
        options: [{ text: "Wait and observe", next: 20 }], // Go to prison observation page
        illustration: "prisoner-cell"
     },
     // ... Add many more pages based on your Python data ...
      "15": { // Placeholder for plains
        title: "Fortress Plains",
        content: "<p>You emerge from the forest onto windswept plains. The dark fortress looms ahead.</p>",
        options: [{ text: "Approach the main gate", next: 30 }, { text: "Scout the perimeter", next: 31 }],
        illustration: "fortress-plains" // Needs createFortressPlainsAssembly()
     },
     "20": { // Placeholder for cell observation
        title: "Inside the Cell",
        content: "<p>The cell is small and cold. You hear guards patrolling outside.</p>",
        options: [{ text: "Look for weaknesses in the bars", next: 21 }, { text: "Try to talk to a guard", next: 22 }],
        illustration: "prisoner-cell" // Reuse cell
     },
     // Game Over placeholder
     "99": {
       title: "Game Over",
       content: "<p>Your adventure ends here.</p>",
       options: [{ text: "Restart", next: 1 }], // Link back to start
       illustration: "game-over",
       gameOver: true
     }
};

const itemsData = { // Simplified item data
    "Flaming Sword": { type: "weapon", description: "A fiery blade" },
    "Whispering Bow": { type: "weapon", description: "A silent bow" },
    "Guardian Shield": { type: "armor", description: "A protective shield" },
    "Healing Light Spell": { type: "spell", description: "Mends minor wounds" },
    "Shield of Faith Spell": { type: "spell", description: "Temporary shield" },
    "Binding Runes Scroll": { type: "spell", description: "Binds an enemy" },
    "Secret Tunnel Map": { type: "quest", description: "Shows a hidden path" },
    "Poison Daggers": { type: "weapon", description: "Daggers with poison" },
    "Master Key": { type: "quest", description: "Unlocks many doors" },
    // Add other items...
};

// --- Game State ---
let gameState = {
    currentPageId: 1,
    inventory: [],
    stats: {
        courage: 7,
        wisdom: 5,
        strength: 6,
        hp: 30,
        maxHp: 30
    }
};

// --- Game Logic Functions ---

function startGame() {
    gameState = { // Reset state
        currentPageId: 1,
        inventory: [],
        stats: { courage: 7, wisdom: 5, strength: 6, hp: 30, maxHp: 30 }
    };
    renderPage(gameState.currentPageId);
}

function renderPage(pageId) {
    const page = gameData[pageId];
    if (!page) {
        console.error(`Error: Page data not found for ID: ${pageId}`);
        storyTitleElement.textContent = "Error";
        storyContentElement.innerHTML = "<p>Could not load page data. Adventure halted.</p>";
        choicesElement.innerHTML = '<button class="choice-button" onclick="handleChoiceClick({ nextPage: 1 })">Restart</button>'; // Provide restart option
        updateScene('error'); // Show error scene
        return;
    }

    // Update UI
    storyTitleElement.textContent = page.title || "Untitled Page";
    storyContentElement.innerHTML = page.content || "<p>...</p>";
    updateStatsDisplay();
    updateInventoryDisplay();

    // Update Choices
    choicesElement.innerHTML = ''; // Clear old choices
    if (page.options && page.options.length > 0) {
        page.options.forEach(option => {
            const button = document.createElement('button');
            button.classList.add('choice-button');
            button.textContent = option.text;

            // Check requirements (basic check for now)
            let requirementMet = true;
            if (option.requireItem && !gameState.inventory.includes(option.requireItem)) {
                requirementMet = false;
                button.title = `Requires: ${option.requireItem}`; // Tooltip
                button.disabled = true;
            }
            // Add requireAnyItem check here later if needed

            if (requirementMet) {
                // Store data needed for handling the choice using dataset
                const choiceData = { nextPage: option.next }; // Always include next page
                 if (option.addItem) {
                    choiceData.addItem = option.addItem;
                 }
                  // Add other potential effects as data attributes if needed (e.g., data-stat-change="strength:1")

                // Use an event listener instead of inline onclick for better practice
                button.addEventListener('click', () => handleChoiceClick(choiceData));

            } else {
                 button.classList.add('disabled'); // Style disabled buttons
            }

            choicesElement.appendChild(button);
        });
    } else if (page.gameOver) {
         const button = document.createElement('button');
         button.classList.add('choice-button');
         button.textContent = "Restart Adventure";
         button.addEventListener('click', () => handleChoiceClick({ nextPage: 1 })); // Restart goes to page 1
         choicesElement.appendChild(button);
    } else {
        // Handle dead ends where no options are defined and it's not game over
        choicesElement.innerHTML = '<p><i>There are no further paths from here.</i></p>';
         const button = document.createElement('button');
         button.classList.add('choice-button');
         button.textContent = "Restart Adventure";
         button.addEventListener('click', () => handleChoiceClick({ nextPage: 1 })); // Restart goes to page 1
         choicesElement.appendChild(button);
    }


    // Update 3D Scene
    updateScene(page.illustration || 'default');
}


// Modified handleChoiceClick to accept an object
function handleChoiceClick(choiceData) {
    const nextPageId = parseInt(choiceData.nextPage); // Ensure it's a number
    const itemToAdd = choiceData.addItem;
    // Add other potential effects from choiceData here (e.g., stat changes tied to the *choice itself*)

    if (isNaN(nextPageId)) {
        console.error("Invalid nextPageId:", choiceData.nextPage);
        return;
    }

    // --- Process Effects of Making the Choice ---
    // Add item if specified and not already present
    if (itemToAdd && !gameState.inventory.includes(itemToAdd)) {
        gameState.inventory.push(itemToAdd);
        console.log("Added item:", itemToAdd);
    }
    // Add stat changes/hp loss *linked to the choice itself* here if needed

    // --- Move to Next Page and Process Landing Effects ---
    gameState.currentPageId = nextPageId;

    const nextPageData = gameData[nextPageId];
    if (nextPageData) {
        // Apply HP loss defined on the *landing* page
        if (nextPageData.hpLoss) {
            gameState.stats.hp -= nextPageData.hpLoss;
            console.log(`Lost ${nextPageData.hpLoss} HP.`);
            if (gameState.stats.hp <= 0) {
                console.log("Player died from HP loss!");
                gameState.stats.hp = 0;
                renderPage(99); // Go to a specific game over page ID
                return; // Stop further processing
            }
        }
        // Apply stat increase defined on the *landing* page
        if (nextPageData.statIncrease) {
            const stat = nextPageData.statIncrease.stat;
            const amount = nextPageData.statIncrease.amount;
            if (gameState.stats.hasOwnProperty(stat)) {
                gameState.stats[stat] += amount;
                console.log(`Stat ${stat} increased by ${amount}.`);
            }
        }
         // Check if landing page is game over
         if (nextPageData.gameOver) {
             console.log("Reached Game Over page.");
             renderPage(nextPageId);
             return;
         }

    } else {
        console.error(`Data for page ${nextPageId} not found!`);
        // Optionally go to an error page or restart
        renderPage(99); // Go to game over page as fallback
        return;
    }


    // Render the new page
    renderPage(nextPageId);
}


function updateStatsDisplay() {
    let statsHTML = '<strong>Stats:</strong> ';
    statsHTML += `<span>HP: ${gameState.stats.hp}/${gameState.stats.maxHp}</span>`;
    statsHTML += `<span>Str: ${gameState.stats.strength}</span>`;
    statsHTML += `<span>Wis: ${gameState.stats.wisdom}</span>`;
    statsHTML += `<span>Cor: ${gameState.stats.courage}</span>`;
    statsElement.innerHTML = statsHTML;
}

function updateInventoryDisplay() {
    let inventoryHTML = '<strong>Inventory:</strong> ';
    if (gameState.inventory.length === 0) {
        inventoryHTML += '<em>Empty</em>';
    } else {
        gameState.inventory.forEach(item => {
            const itemInfo = itemsData[item] || { type: 'unknown', description: '???' };
            // Add class based on item type for styling
            const itemClass = `item-${itemInfo.type || 'unknown'}`;
            inventoryHTML += `<span class="${itemClass}" title="${itemInfo.description}">${item}</span>`;
        });
    }
    inventoryElement.innerHTML = inventoryHTML;
}


function updateScene(illustrationKey) {
    console.log("Updating scene for:", illustrationKey);

    // 1. Remove the old assembly if it exists
    if (currentAssemblyGroup) {
        scene.remove(currentAssemblyGroup);
        // Optional: Dispose of geometries and materials if scenes get complex
        // currentAssemblyGroup.traverse(child => {
        //     if (child.isMesh) {
        //         if(child.geometry) child.geometry.dispose();
        //         // Dispose materials carefully if they are shared!
        //         // If not shared: if(child.material) child.material.dispose();
        //     }
        // });
    }
    currentAssemblyGroup = null; // Reset the reference

    // 2. Select the generation function based on the key
    let assemblyFunction;
    switch (illustrationKey) {
        case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
        case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
        case 'temple': assemblyFunction = createTempleAssembly; break;
        case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
        case 'shadowwood-forest': assemblyFunction = createForestAssembly; break;
        case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
        case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
        case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
        case 'game-over': assemblyFunction = createGameOverAssembly; break;
        case 'error': assemblyFunction = createErrorAssembly; break;

        // --- Add cases for new/missing scenes ---
        // case 'river-spirit': assemblyFunction = createRiverSpiritAssembly; break; // TODO
        // case 'ancient-ruins': assemblyFunction = createRuinsAssembly; break; // TODO
        // case 'fortress-plains': assemblyFunction = createFortressPlainsAssembly; break; // TODO

        default:
            console.warn(`No specific assembly function found for key: ${illustrationKey}. Using default.`);
            assemblyFunction = createDefaultAssembly;
            break;
    }

    // 3. Create the new assembly
    try {
         currentAssemblyGroup = assemblyFunction();
    } catch (error) {
        console.error(`Error creating assembly for key ${illustrationKey}:`, error);
        currentAssemblyGroup = createErrorAssembly(); // Show error scene on generation failure
    }


    // 4. Add the new assembly to the scene
    if (currentAssemblyGroup) {
        scene.add(currentAssemblyGroup);
         // Optional: Slightly randomize overall rotation/position for non-fixed scenes like forests
         if (['shadowwood-forest', 'road-ambush', 'forest-edge'].includes(illustrationKey)) {
             currentAssemblyGroup.rotation.y = Math.random() * 0.1 - 0.05; // Small random Y rotation
         }
    } else {
        console.error(`Assembly function for ${illustrationKey} did not return a group.`);
        currentAssemblyGroup = createErrorAssembly(); // Fallback
        scene.add(currentAssemblyGroup);
    }
}


// --- Initialization ---
initThreeJS();
startGame(); // Start the game after setting up Three.js

// Removed global handleChoiceClick - now using event listeners in renderPage
// window.handleChoiceClick = handleChoiceClick;