awacke1 commited on
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7f369a4
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1 Parent(s): 6c1f7e8

Update index.html

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  1. index.html +285 -244
index.html CHANGED
@@ -5,117 +5,35 @@
5
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
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  <title>Choose Your Own Procedural Adventure</title>
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  <style>
8
- body {
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- font-family: 'Courier New', monospace;
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- background-color: #222;
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- color: #eee;
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- margin: 0;
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- padding: 0;
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- overflow: hidden;
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- display: flex;
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- flex-direction: column;
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- height: 100vh;
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- }
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-
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- #game-container {
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- display: flex;
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- flex-grow: 1;
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- overflow: hidden;
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- }
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-
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- #scene-container {
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- flex-grow: 3;
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- position: relative;
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- border-right: 2px solid #555;
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- min-width: 200px;
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- background-color: #1a1a1a;
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- height: 100%;
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- box-sizing: border-box;
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- }
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-
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- #ui-container {
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- flex-grow: 2;
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- padding: 20px;
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- overflow-y: auto;
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- background-color: #333;
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- min-width: 280px;
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- height: 100%;
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- box-sizing: border-box;
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- display: flex;
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- flex-direction: column;
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- }
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-
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- #scene-container canvas { display: block; }
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-
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- #story-title {
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- color: #ffcc66;
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- margin-top: 0;
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- margin-bottom: 15px;
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- border-bottom: 1px solid #555;
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- padding-bottom: 10px;
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- font-size: 1.4em;
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- }
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-
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- #story-content {
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- margin-bottom: 20px;
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- line-height: 1.6;
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- flex-grow: 1;
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- }
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- #story-content p { margin-bottom: 1em; }
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- #story-content p:last-child { margin-bottom: 0; }
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-
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- #stats-inventory-container {
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- margin-bottom: 20px;
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- padding-bottom: 15px;
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- border-bottom: 1px solid #555;
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- font-size: 0.9em;
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- }
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- #stats-display, #inventory-display {
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- margin-bottom: 10px;
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- line-height: 1.8;
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- }
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- #stats-display span, #inventory-display span {
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- display: inline-block;
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- background-color: #444;
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- padding: 3px 8px;
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- border-radius: 15px;
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- margin-right: 8px;
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- margin-bottom: 5px;
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- border: 1px solid #666;
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- white-space: nowrap;
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- }
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- #stats-display strong, #inventory-display strong { color: #aaa; margin-right: 5px; }
88
- #inventory-display em { color: #888; font-style: normal; }
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-
90
- #inventory-display .item-quest { background-color: #666030; border-color: #999048;}
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- #inventory-display .item-weapon { background-color: #663030; border-color: #994848;}
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- #inventory-display .item-armor { background-color: #306630; border-color: #489948;}
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- #inventory-display .item-spell { background-color: #303066; border-color: #484899;}
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- #inventory-display .item-unknown { background-color: #555; border-color: #777;}
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-
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- #choices-container {
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- margin-top: auto;
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- padding-top: 15px;
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- border-top: 1px solid #555;
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- }
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- #choices-container h3 { margin-top: 0; margin-bottom: 10px; color: #aaa; }
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- #choices { display: flex; flex-direction: column; gap: 10px; }
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-
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- .choice-button {
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- display: block; width: 100%; padding: 10px 12px; margin-bottom: 0;
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- background-color: #555; color: #eee; border: 1px solid #777;
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- border-radius: 5px; cursor: pointer; text-align: left;
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- font-family: 'Courier New', monospace; font-size: 1em;
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- transition: background-color 0.2s, border-color 0.2s;
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- box-sizing: border-box;
111
- }
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- .choice-button:hover:not(:disabled) { background-color: #d4a017; color: #222; border-color: #b8860b; }
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- .choice-button:disabled { background-color: #444; color: #888; cursor: not-allowed; border-color: #666; opacity: 0.7; }
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-
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- /* Optional Roll Result Styling */
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- .roll-success { color: #7f7; border-left: 3px solid #4a4; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
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- .roll-failure { color: #f77; border-left: 3px solid #a44; padding-left: 8px; margin-bottom: 1em; font-size: 0.9em; }
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-
119
  </style>
120
  </head>
121
  <body>
@@ -130,7 +48,7 @@
130
  <div id="stats-inventory-container">
131
  <div id="stats-display"></div>
132
  <div id="inventory-display"></div>
133
- </div>
134
  <div id="choices-container">
135
  <h3>What will you do?</h3>
136
  <div id="choices"></div>
@@ -149,8 +67,6 @@
149
 
150
  <script type="module">
151
  import * as THREE from 'three';
152
- // Optional: Add OrbitControls for debugging/viewing scene
153
- // import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
154
 
155
  const sceneContainer = document.getElementById('scene-container');
156
  const storyTitleElement = document.getElementById('story-title');
@@ -162,10 +78,13 @@
162
  let scene, camera, renderer;
163
  let currentAssemblyGroup = null;
164
 
 
165
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
166
  const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
167
  const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
168
  const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
 
 
169
  const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
170
  const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
171
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
@@ -191,11 +110,9 @@
191
  const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
192
  directionalLight.position.set(8, 15, 10);
193
  directionalLight.castShadow = true;
194
- directionalLight.shadow.mapSize.width = 1024;
195
- directionalLight.shadow.mapSize.height = 1024;
196
- directionalLight.shadow.camera.near = 0.5;
197
- directionalLight.shadow.camera.far = 50;
198
- const shadowCamSize = 15;
199
  directionalLight.shadow.camera.left = -shadowCamSize; directionalLight.shadow.camera.right = shadowCamSize;
200
  directionalLight.shadow.camera.top = shadowCamSize; directionalLight.shadow.camera.bottom = -shadowCamSize;
201
  scene.add(directionalLight);
@@ -206,28 +123,18 @@
206
 
207
  function onWindowResize() {
208
  if (!renderer || !camera || !sceneContainer) return;
209
- const width = sceneContainer.clientWidth;
210
- const height = sceneContainer.clientHeight;
211
- if (width > 0 && height > 0) {
212
- camera.aspect = width / height;
213
- camera.updateProjectionMatrix();
214
- renderer.setSize(width, height);
215
- }
216
  }
217
 
218
  function animate() {
219
  requestAnimationFrame(animate);
220
- // if (currentAssemblyGroup) { currentAssemblyGroup.rotation.y += 0.0005; } // Optional rotation
221
- if (renderer && scene && camera) {
222
- renderer.render(scene, camera);
223
- }
224
  }
225
 
226
  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 }) {
227
  const mesh = new THREE.Mesh(geometry, material);
228
- mesh.position.set(position.x, position.y, position.z);
229
- mesh.rotation.set(rotation.x, rotation.y, rotation.z);
230
- mesh.scale.set(scale.x, scale.y, scale.z);
231
  mesh.castShadow = true; mesh.receiveShadow = true;
232
  return mesh;
233
  }
@@ -242,54 +149,118 @@
242
 
243
  // --- Procedural Generation Functions ---
244
  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; }
245
- function createCityGatesAssembly() { const group = new THREE.Group(); const gh=4, gw=1.5, gd=0.8, ah=1, aw=3; const tlGeo = new THREE.BoxGeometry(gw, gh, gd); group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 })); const trGeo = new THREE.BoxGeometry(gw, gh, gd); group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 })); const aGeo = new THREE.BoxGeometry(aw, ah, gd); group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 })); const cs=0.4; const cg = new THREE.BoxGeometry(cs, cs, gd*1.1); for(let i=-1; i<=1; i+=2){ group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); } group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 })); group.add(createGroundPlane(stoneMaterial)); return group; }
246
- function createWeaponsmithAssembly() { const group = new THREE.Group(); const bw=3, bh=2.5, bd=3.5; const bGeo = new THREE.BoxGeometry(bw, bh, bd); group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 })); const ch=3.5; const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8); group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 })); group.add(createGroundPlane()); return group; }
247
- function createTempleAssembly() { const group = new THREE.Group(); const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5; const bGeo = new THREE.BoxGeometry(bs, bsh, bs); group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 })); const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12); const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}]; cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z }))); const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9); group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 })); group.add(createGroundPlane()); return group; }
248
- function createResistanceMeetingAssembly() { const group = new THREE.Group(); const tw=2, th=0.8, td=1, tt=0.1; const ttg = new THREE.BoxGeometry(tw, tt, td); group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 })); const lh=th-tt, ls=0.1; const lg=new THREE.BoxGeometry(ls, lh, ls); const lofW=tw/2-ls*1.5; const lofD=td/2-ls*1.5; group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD })); const ss=0.4; const sg=new THREE.BoxGeometry(ss, ss*0.8, ss); group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 })); group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 })); group.add(createGroundPlane(stoneMaterial)); return group; }
249
- function createForestAssembly(tc=10, a=10) { const group = new THREE.Group(); const cT=(x,z)=>{ const tg=new THREE.Group(); const th=Math.random()*1.5+2; const tr=Math.random()*0.1+0.1; const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8); tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0})); const fr=th*0.4+0.2; const fGeo=new THREE.SphereGeometry(fr, 8, 6); tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0})); tg.position.set(x,0,z); return tg; }; for(let i=0; i<tc; i++){ const x=(Math.random()-0.5)*a; const z=(Math.random()-0.5)*a; if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z)); } group.add(createGroundPlane(groundMaterial, a*1.1)); return group; }
250
- function createRoadAmbushAssembly() { const group = new THREE.Group(); const a=12; const fg = createForestAssembly(8, a); group.add(fg); const rw=3, rl=a*1.2; const rGeo=new THREE.PlaneGeometry(rw, rl); const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9}); const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2}); r.receiveShadow=true; group.add(r); const rkGeo=new THREE.SphereGeometry(0.5, 5, 4); const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8}); group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI})); group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI})); return group; }
251
- function createForestEdgeAssembly() { const group = new THREE.Group(); const a=15; const fg = createForestAssembly(15, a); const ttr=[]; fg.children.forEach(c => { if(c.type === 'Group' && c.position.x > 0) ttr.push(c); }); ttr.forEach(t => fg.remove(t)); group.add(fg); return group; }
252
- function createPrisonerCellAssembly() { const group = new THREE.Group(); const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25; const cfMat=stoneMaterial.clone(); cfMat.color.setHex(0x555555); group.add(createGroundPlane(cfMat, cs)); const wbGeo=new THREE.BoxGeometry(cs, wh, wt); group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2})); const wsGeo=new THREE.BoxGeometry(wt, wh, cs); group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0})); group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0})); const bGeo=new THREE.CylinderGeometry(br, br, wh, 8); const nb=Math.floor(cs/bsp); for(let i=0; i<nb; i++){ const xp=-cs/2+(i+0.5)*bsp; group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2})); } return group; }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
253
  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}))); return group; }
254
  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; }
255
 
256
  // --- Game Data ---
257
- const itemsData = { "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"}, "Crude Dagger":{type:"weapon", description:"A roughly made dagger."}, "Scout's Pouch":{type:"quest", description:"Contains odds and ends."} };
258
  const gameData = {
259
- "1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" },
260
- "2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you... It feels peaceful...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" },
261
- "3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs... A precarious-looking path descends...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
262
- "4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
263
- "5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" },
264
- "6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" },
265
- "7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (if possible)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
266
- "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
267
- "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" }, // Simplified options
268
- "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
269
- "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } }, // Added item directly
270
- "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
271
- "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
272
  "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
273
  "151": { title: "Splash!", content: `<p>You slip on the mossy log and tumble into the cold stream! You're soaked but unharmed.</p>`, options: [ { text: "Shake yourself off and continue", next: 16 } ], illustration: "character-splashing-into-stream-from-log" },
274
  "16": { title: "Edge of the Woods", content: `<p>You emerge from the Shadowwood... Before you lie rocky foothills...</p>`, options: [ { text: "Begin the ascent into the foothills", next: 17 }, { text: "Scan the fortress from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" },
275
  "17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous... The fortress looms larger now.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" },
276
- "18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p>(+30 XP)</p>`, options: [ { text: "Take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } },
277
  "19": { title: "Blocked Pass", content: `<p>The main path is blocked by a recent rockslide!</p>`, options: [ { text: "Try to climb over (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" },
278
- "20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p>(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
279
- "30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p>(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
280
- "31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard on the sandy cove floor. You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
281
- "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
282
- "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
283
- "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" }, // End of this branch for now
284
- "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
285
- "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" }, // End of this branch
286
- // Add pages 70-73, 80-82, 190-192, 21, 22, 400, 401 etc.
287
- "190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
288
- "191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
289
- "192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
290
- "21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
291
- "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // End for now
292
- "211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
 
 
 
 
 
 
 
 
 
 
293
 
294
  "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
295
  };
@@ -299,7 +270,7 @@
299
  currentPageId: 1,
300
  character: {
301
  name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
302
- level: 1, xp: 0, xpToNextLevel: 100,
303
  stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
304
  inventory: []
305
  }
@@ -307,79 +278,164 @@
307
 
308
  // --- Game Logic Functions ---
309
  function startGame() {
310
- const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
311
- gameState = { currentPageId: 1, character: { ...defaultChar } }; // Reset state
312
- // Potential load logic could go here later:
313
- // if (loadCharacter()) { console.log("Loaded saved game."); }
 
314
  renderPage(gameState.currentPageId);
315
  }
316
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
317
  function handleChoiceClick(choiceData) {
318
  const optionNextPageId = parseInt(choiceData.nextPage);
319
  const itemToAdd = choiceData.addItem;
320
  let nextPageId = optionNextPageId;
321
  let rollResultMessage = "";
322
- const check = choiceData.check; // Get check data if it exists
323
-
324
- if (isNaN(optionNextPageId) && !check) { console.error("Invalid choice data:", choiceData); return; }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
325
 
 
326
  if (check) {
327
  const statValue = gameState.character.stats[check.stat] || 10;
328
  const modifier = Math.floor((statValue - 10) / 2);
329
  const roll = Math.floor(Math.random() * 20) + 1;
330
  const totalResult = roll + modifier;
331
  const dc = check.dc;
 
 
332
  console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
333
- if (totalResult >= dc) {
334
- nextPageId = optionNextPageId; // Check succeeds, use original 'next'
335
- rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
336
- } else {
337
- nextPageId = parseInt(check.onFailure); // Check fails, use 'onFailure'
338
- rollResultMessage = `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
 
 
 
 
 
 
 
 
 
 
339
  if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
340
  }
341
  }
342
 
 
343
  if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
344
  gameState.character.inventory.push(itemToAdd);
345
  console.log("Added item:", itemToAdd);
346
  }
347
 
 
348
  gameState.currentPageId = nextPageId;
349
  const nextPageData = gameData[nextPageId];
350
 
351
  if (nextPageData) {
 
352
  if (nextPageData.hpLoss) {
353
  gameState.character.stats.hp -= nextPageData.hpLoss;
354
  console.log(`Lost ${nextPageData.hpLoss} HP.`);
355
- if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; /* Force redirect handled below */ }
356
  }
 
 
357
  if (nextPageData.reward) {
358
- if (nextPageData.reward.xp) { gameState.character.xp += nextPageData.reward.xp; console.log(`Gained ${nextPageData.reward.xp} XP! Total: ${gameState.character.xp}`); }
359
- if (nextPageData.reward.statIncrease) { const stat = nextPageData.reward.statIncrease.stat; const amount = nextPageData.reward.statIncrease.amount; if (gameState.character.stats.hasOwnProperty(stat)) { gameState.character.stats[stat] += amount; console.log(`Stat ${stat} increased by ${amount}.`); } }
360
- if(nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)){ gameState.character.inventory.push(nextPageData.reward.addItem); console.log(`Found item: ${nextPageData.reward.addItem}`); }
361
  }
362
- // Recalculate max HP based on CON after potential stat changes
363
- const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
364
- // Example Max HP calculation: Base + CON modifier per level
365
- gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level); // Adjust base 10 as needed
366
- gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Clamp HP
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
367
 
368
  // Handle forced game over from HP loss
369
  if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
370
  renderPageInternal(99, gameData[99], rollResultMessage);
371
  return;
372
  }
373
- } else {
 
374
  console.error(`Data for page ${nextPageId} not found!`);
375
  renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
376
  return;
377
  }
378
- renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
379
  }
380
 
381
  function renderPageInternal(pageId, pageData, message = "") {
382
- if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; } // Guard clause
383
  storyTitleElement.textContent = pageData.title || "Untitled Page";
384
  storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
385
  updateStatsDisplay(); updateInventoryDisplay();
@@ -388,9 +444,9 @@
388
  pageData.options.forEach(option => {
389
  const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = option.text; let requirementMet = true;
390
  if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { requirementMet = false; button.title = `Requires: ${option.requireItem}`; button.disabled = true; }
391
- if (requirementMet) { const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check }; button.onclick = () => handleChoiceClick(choiceData); } else { button.classList.add('disabled'); } choicesElement.appendChild(button); });
392
  } else { const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = pageData.gameOver ? "Restart Adventure" : "The End"; button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 }); choicesElement.appendChild(button); if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>'); }
393
- updateScene(pageData.illustration || 'default');
394
  }
395
 
396
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
@@ -398,8 +454,9 @@
398
  function updateStatsDisplay() { const char=gameState.character; statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`; }
399
  function updateInventoryDisplay() { let h='<strong>Inventory:</strong> '; if(gameState.character.inventory.length === 0){ h+='<em>Empty</em>'; } else { gameState.character.inventory.forEach(i=>{ const d=itemsData[i]||{type:'unknown',description:'???'}; const c=`item-${d.type||'unknown'}`; h+=`<span class="${c}" title="${d.description}">${i}</span>`; }); } inventoryElement.innerHTML = h; }
400
 
401
- function updateScene(illustrationKey) {
402
- // console.log(`Updating scene to: ${illustrationKey}`); // Minimal log
 
403
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
404
  currentAssemblyGroup = null; let assemblyFunction;
405
  switch (illustrationKey) {
@@ -407,53 +464,37 @@
407
  case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
408
  case 'temple': assemblyFunction = createTempleAssembly; break;
409
  case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
410
- case 'shadowwood-forest': assemblyFunction = createForestAssembly; break;
411
- case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
412
- case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
413
  case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
414
- case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break; // Added generic key
415
  case 'error': assemblyFunction = createErrorAssembly; break;
416
- case 'crossroads-signpost-sunny': // New keys added
417
- case 'rolling-green-hills-shepherd-distance':
418
- case 'windy-sea-cliffs-crashing-waves-path-down':
419
- case 'hilltop-view-overgrown-shrine-wildflowers':
420
- case 'dark-forest-entrance-gnarled-roots-filtered-light':
421
- case 'overgrown-forest-path-glowing-fungi-vines':
422
- case 'forest-clearing-mossy-statue-weathered-stone':
423
- case 'narrow-game-trail-forest-rope-bridge-ravine':
424
- case 'two-goblins-ambush-forest-path-spears':
425
- case 'forest-shadows-hiding-goblins-walking-past':
426
- case 'defeated-goblins-forest-path-loot':
427
- case 'blurred-motion-running-past-goblins-forest':
428
- case 'forest-stream-crossing-dappled-sunlight-stones':
429
- case 'mossy-log-bridge-over-forest-stream':
430
- case 'character-splashing-into-stream-from-log':
431
- case 'forest-edge-view-rocky-foothills-distant-mountain-fortress':
432
- case 'climbing-rocky-foothills-path-fortress-closer':
433
- case 'zoomed-view-mountain-fortress-western-ridge':
434
- case 'rockslide-blocking-mountain-path-boulders':
435
- case 'narrow-goat-trail-mountainside-fortress-view':
436
- case 'hidden-cove-beach-dark-cave-entrance':
437
- case 'character-fallen-at-bottom-of-cliff-path-cove':
438
- case 'scanning-sea-cliffs-no-other-paths-visible':
439
- case 'close-up-handholds-carved-in-cliff-face':
440
- case 'dark-cave-entrance-dripping-water':
441
- case 'overgrown-stone-shrine-wildflowers-close':
442
- case 'rocky-badlands-cracked-earth-harsh-sun':
443
- case 'character-climbing-over-boulders':
444
- case 'character-slipping-on-rockslide-boulders':
445
- case 'rough-detour-path-around-rockslide':
446
- case 'narrow-windy-mountain-ridge-path':
447
- case 'approaching-dark-fortress-walls-guards':
448
- case 'character-falling-off-windy-ridge':
449
- // Add specific assembly functions for these later or assign existing ones
450
- console.warn(`Assembly function not yet defined for: "${illustrationKey}". Using default.`);
451
- assemblyFunction = createDefaultAssembly; break;
452
  default:
453
- console.warn(`Unknown illustration key: "${illustrationKey}". Using default.`);
454
- assemblyFunction = createDefaultAssembly; break;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
455
  }
456
- try { currentAssemblyGroup = assemblyFunction(); scene.add(currentAssemblyGroup); } catch (error) { console.error(`Error creating assembly for ${illustrationKey}:`, error); currentAssemblyGroup = createErrorAssembly(); scene.add(currentAssemblyGroup); }
457
  }
458
 
459
  document.addEventListener('DOMContentLoaded', () => {
 
5
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
6
  <title>Choose Your Own Procedural Adventure</title>
7
  <style>
8
+ body{font-family:'Courier New',monospace;background-color:#222;color:#eee;margin:0;padding:0;overflow:hidden;display:flex;flex-direction:column;height:100vh}
9
+ #game-container{display:flex;flex-grow:1;overflow:hidden}
10
+ #scene-container{flex-grow:3;position:relative;border-right:2px solid #555;min-width:200px;background-color:#1a1a1a;height:100%;box-sizing:border-box}
11
+ #ui-container{flex-grow:2;padding:20px;overflow-y:auto;background-color:#333;min-width:280px;height:100%;box-sizing:border-box;display:flex;flex-direction:column}
12
+ #scene-container canvas{display:block}
13
+ #story-title{color:#ffcc66;margin-top:0;margin-bottom:15px;border-bottom:1px solid #555;padding-bottom:10px;font-size:1.4em}
14
+ #story-content{margin-bottom:20px;line-height:1.6;flex-grow:1}
15
+ #story-content p{margin-bottom:1em}
16
+ #story-content p:last-child{margin-bottom:0}
17
+ #stats-inventory-container{margin-bottom:20px;padding-bottom:15px;border-bottom:1px solid #555;font-size:0.9em}
18
+ #stats-display, #inventory-display{margin-bottom:10px;line-height:1.8}
19
+ #stats-display span, #inventory-display span{display:inline-block;background-color:#444;padding:3px 8px;border-radius:15px;margin-right:8px;margin-bottom:5px;border:1px solid #666;white-space:nowrap}
20
+ #stats-display strong, #inventory-display strong{color:#aaa;margin-right:5px}
21
+ #inventory-display em{color:#888;font-style:normal}
22
+ #inventory-display .item-quest{background-color:#666030;border-color:#999048}
23
+ #inventory-display .item-weapon{background-color:#663030;border-color:#994848}
24
+ #inventory-display .item-armor{background-color:#306630;border-color:#489948}
25
+ #inventory-display .item-spell{background-color:#303066;border-color:#484899}
26
+ #inventory-display .item-unknown{background-color:#555;border-color:#777}
27
+ #choices-container{margin-top:auto;padding-top:15px;border-top:1px solid #555}
28
+ #choices-container h3{margin-top:0;margin-bottom:10px;color:#aaa}
29
+ #choices{display:flex;flex-direction:column;gap:10px}
30
+ .choice-button{display:block;width:100%;padding:10px 12px;margin-bottom:0;background-color:#555;color:#eee;border:1px solid #777;border-radius:5px;cursor:pointer;text-align:left;font-family:'Courier New',monospace;font-size:1em;transition:background-color 0.2s,border-color 0.2s;box-sizing:border-box}
31
+ .choice-button:hover:not(:disabled){background-color:#d4a017;color:#222;border-color:#b8860b}
32
+ .choice-button:disabled{background-color:#444;color:#888;cursor:not-allowed;border-color:#666;opacity:0.7}
33
+ .roll-success{color:#7f7;border-left:3px solid #4a4;padding-left:8px;margin-bottom:1em;font-size:0.9em}
34
+ .roll-failure{color:#f77;border-left:3px solid #a44;padding-left:8px;margin-bottom:1em;font-size:0.9em}
35
+ .xp-gain{color:#7af;font-style:italic;font-size:0.9em;display:block;margin-top:0.5em;}
36
+ .level-up{color:#ffcc66;font-weight:bold;border:1px dashed #ffcc66;padding:5px;margin-bottom:1em;text-align:center;}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
37
  </style>
38
  </head>
39
  <body>
 
48
  <div id="stats-inventory-container">
49
  <div id="stats-display"></div>
50
  <div id="inventory-display"></div>
51
+ </div>
52
  <div id="choices-container">
53
  <h3>What will you do?</h3>
54
  <div id="choices"></div>
 
67
 
68
  <script type="module">
69
  import * as THREE from 'three';
 
 
70
 
71
  const sceneContainer = document.getElementById('scene-container');
72
  const storyTitleElement = document.getElementById('story-title');
 
78
  let scene, camera, renderer;
79
  let currentAssemblyGroup = null;
80
 
81
+ // --- Shared Materials (Add more as needed) ---
82
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
83
  const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
84
  const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
85
  const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
86
+ const pineLeafMaterial = new THREE.MeshStandardMaterial({ color: 0x1A5A2A, roughness: 0.7, metalness: 0 }); // For variation
87
+ const gnarledWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x6B4F3A, roughness: 0.85, metalness: 0 }); // For variation
88
  const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
89
  const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
90
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
 
110
  const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
111
  directionalLight.position.set(8, 15, 10);
112
  directionalLight.castShadow = true;
113
+ directionalLight.shadow.mapSize.width = 1024; directionalLight.shadow.mapSize.height = 1024;
114
+ directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
115
+ const shadowCamSize = 15;
 
 
116
  directionalLight.shadow.camera.left = -shadowCamSize; directionalLight.shadow.camera.right = shadowCamSize;
117
  directionalLight.shadow.camera.top = shadowCamSize; directionalLight.shadow.camera.bottom = -shadowCamSize;
118
  scene.add(directionalLight);
 
123
 
124
  function onWindowResize() {
125
  if (!renderer || !camera || !sceneContainer) return;
126
+ const width = sceneContainer.clientWidth; const height = sceneContainer.clientHeight;
127
+ if (width > 0 && height > 0) { camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); }
 
 
 
 
 
128
  }
129
 
130
  function animate() {
131
  requestAnimationFrame(animate);
132
+ if (renderer && scene && camera) { renderer.render(scene, camera); }
 
 
 
133
  }
134
 
135
  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 }) {
136
  const mesh = new THREE.Mesh(geometry, material);
137
+ 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);
 
 
138
  mesh.castShadow = true; mesh.receiveShadow = true;
139
  return mesh;
140
  }
 
149
 
150
  // --- Procedural Generation Functions ---
151
  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; }
152
+ function createCityGatesAssembly(params = {}) { const group = new THREE.Group(); const gh=params.height||4, gw=params.width||1.5, gd=params.depth||0.8, ah=1, aw=3; const tlGeo = new THREE.BoxGeometry(gw, gh, gd); group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 })); const trGeo = new THREE.BoxGeometry(gw, gh, gd); group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 })); const aGeo = new THREE.BoxGeometry(aw, ah, gd); group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 })); const cs=0.4; const cg = new THREE.BoxGeometry(cs, cs, gd*1.1); if(params.crenellations !== false){ for(let i=-1; i<=1; i+=2){ group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 })); } group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));} group.add(createGroundPlane(stoneMaterial)); return group; }
153
+ function createWeaponsmithAssembly(params = {}) { const group = new THREE.Group(); const bw=params.size||3, bh=2.5, bd=3.5; const mat = params.material === 'stone' ? stoneMaterial : darkWoodMaterial; const bGeo = new THREE.BoxGeometry(bw, bh, bd); group.add(createMesh(bGeo, mat, { x:0, y:bh/2, z:0 })); if(params.chimney !== false) { const ch=3.5; const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8); group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));} group.add(createGroundPlane()); return group; }
154
+ function createTempleAssembly() { /* ... (keep simple version) ... */ const group = new THREE.Group(); const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5; const bGeo = new THREE.BoxGeometry(bs, bsh, bs); group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 })); const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12); const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}]; cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z }))); const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9); group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 })); group.add(createGroundPlane()); return group; }
155
+ function createResistanceMeetingAssembly() { /* ... (keep simple version) ... */ const group = new THREE.Group(); const tw=2, th=0.8, td=1, tt=0.1; const ttg = new THREE.BoxGeometry(tw, tt, td); group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 })); const lh=th-tt, ls=0.1; const lg=new THREE.BoxGeometry(ls, lh, ls); const lofW=tw/2-ls*1.5; const lofD=td/2-ls*1.5; group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD })); group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD })); const ss=0.4; const sg=new THREE.BoxGeometry(ss, ss*0.8, ss); group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 })); group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 })); group.add(createGroundPlane(stoneMaterial)); return group; }
156
+ // Enhanced Forest Assembly with Parameters
157
+ function createForestAssembly(params = {}) {
158
+ const group = new THREE.Group();
159
+ const treeCount = params.count ?? 10; // Default 10 trees
160
+ const area = params.area ?? 10; // Default 10x10 area
161
+ const treeTypes = params.types ?? ['deciduous']; // Default type
162
+ const avgHeight = params.avgHeight ?? 2.5;
163
+ const foliageDensity = params.foliageDensity ?? 1.0; // Multiplier for foliage amount/size
164
+
165
+ const createTree = (x, z, type) => {
166
+ const treeGroup = new THREE.Group();
167
+ let trunkMat = woodMaterial; let leafMat = leafMaterial;
168
+ let trunkHeight = avgHeight + (Math.random() - 0.5) * avgHeight * 0.4; // +-20% height variation
169
+ let trunkRadius = trunkHeight * (0.05 + Math.random() * 0.05); // Radius scales slightly with height
170
+ let foliageRadius = trunkHeight * 0.4 * foliageDensity;
171
+
172
+ if (type === 'pine') {
173
+ leafMat = pineLeafMaterial;
174
+ trunkHeight *= 1.2; // Pines taller
175
+ trunkRadius *= 0.8; // Pines thinner
176
+ foliageRadius = trunkHeight * 0.25 * foliageDensity;
177
+ } else if (type === 'gnarled') {
178
+ trunkMat = gnarledWoodMaterial;
179
+ trunkHeight *= 0.8; // Gnarled shorter
180
+ trunkRadius *= 1.5; // Gnarled thicker
181
+ foliageRadius = trunkHeight * 0.5 * foliageDensity;
182
+ } // Add more types
183
+
184
+ const trunkGeo = new THREE.CylinderGeometry(trunkRadius * 0.7, trunkRadius, trunkHeight, 8);
185
+ treeGroup.add(createMesh(trunkGeo, trunkMat, { x: 0, y: trunkHeight / 2, z: 0 }));
186
+
187
+ if (type === 'pine') { // Pine foliage (cones)
188
+ const numCones = Math.max(2, Math.floor(3 * foliageDensity));
189
+ for(let i=0; i<numCones; i++){ const coneR = foliageRadius * (1.5 - i*0.3); const coneH = trunkHeight * 0.4 * (1 - i*0.1); const coneY = trunkHeight * 0.7 + i * coneH * 0.3; const coneGeo = new THREE.ConeGeometry(coneR, coneH, 8); treeGroup.add(createMesh(coneGeo, leafMat, { x: 0, y: coneY, z: 0 })); }
190
+ } else { // Deciduous/Gnarled foliage (spheres)
191
+ const foliageCount = Math.max(3, Math.floor((Math.random() * 4 + 4) * foliageDensity));
192
+ const sphereRadius = foliageRadius * 0.3 + Math.random() * 0.1;
193
+ const sphereGeo = new THREE.SphereGeometry(sphereRadius, 6, 5);
194
+ for (let i = 0; i < foliageCount; i++) { const offsetX = (Math.random() - 0.5) * foliageRadius * 1.5; const offsetY = Math.random() * foliageRadius * 0.8; const offsetZ = (Math.random() - 0.5) * foliageRadius * 1.5; treeGroup.add(createMesh(sphereGeo.clone(), leafMat, { x: offsetX, y: trunkHeight * 0.8 + offsetY, z: offsetZ })); }
195
+ }
196
+
197
+ treeGroup.position.set(x, 0, z);
198
+ treeGroup.rotation.y = Math.random() * Math.PI * 2;
199
+ return treeGroup;
200
+ };
201
+
202
+ for (let i = 0; i < treeCount; i++) {
203
+ const x = (Math.random() - 0.5) * area;
204
+ const z = (Math.random() - 0.5) * area;
205
+ const type = treeTypes[Math.floor(Math.random() * treeTypes.length)]; // Choose random type from allowed list
206
+ if (Math.sqrt(x*x + z*z) > 1.0) group.add(createTree(x, z, type));
207
+ }
208
+ group.add(createGroundPlane(groundMaterial, area * 1.1));
209
+ return group;
210
+ }
211
+ function createRoadAmbushAssembly(params={}) { const group = new THREE.Group(); const a=12; const fg = createForestAssembly({ count: 8, area: a, types: params.forestTypes ?? ['deciduous', 'pine'] }); group.add(fg); const rw=3, rl=a*1.2; const rGeo=new THREE.PlaneGeometry(rw, rl); const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9}); const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2}); r.receiveShadow=true; group.add(r); const rkGeo=new THREE.SphereGeometry(0.5, 5, 4); const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8}); group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI})); group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI})); return group; }
212
+ function createForestEdgeAssembly(params={}) { const group = new THREE.Group(); const a=15; const fg = createForestAssembly({ count: 15, area: a, types: params.forestTypes ?? ['deciduous', 'pine'] }); const ttr=[]; fg.children.forEach(c => { if(c.type === 'Group' && c.position.x > 0) ttr.push(c); }); ttr.forEach(t => fg.remove(t)); group.add(fg); return group; }
213
+ function createPrisonerCellAssembly() { /* ... (keep simple version) ... */ const group = new THREE.Group(); const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25; const cfMat=stoneMaterial.clone(); cfMat.color.setHex(0x555555); group.add(createGroundPlane(cfMat, cs)); const wbGeo=new THREE.BoxGeometry(cs, wh, wt); group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2})); const wsGeo=new THREE.BoxGeometry(wt, wh, cs); group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0})); group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0})); const bGeo=new THREE.CylinderGeometry(br, br, wh, 8); const nb=Math.floor(cs/bsp); for(let i=0; i<nb; i++){ const xp=-cs/2+(i+0.5)*bsp; group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2})); } return group; }
214
  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}))); return group; }
215
  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; }
216
 
217
  // --- Game Data ---
218
+ const itemsData = { "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"}, "Crude Dagger":{type:"weapon", description:"A roughly made dagger."}, "Scout's Pouch":{type:"quest", description:"Contains odds and ends."}, "Healing Poultice":{type:"spell", description:"Soothes wounds, heals 5 HP."} };
219
  const gameData = {
220
+ "1": { title: "The Crossroads", content: `<p>Dust swirls... Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 }, { text: "Rest and gather thoughts", next: 1, effect: { hpGain: 5 } } ], illustration: "crossroads-signpost-sunny" }, // Added Rest option
221
+ "2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you...</p>`, options: [ { text: "Follow the narrow path", next: 4 }, { text: "Head back to the crossroads", next: 1 } ], illustration: "rolling-green-hills-shepherd-distance" },
222
+ "3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs...</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 }, { text: "Return to the crossroads", next: 1 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
223
+ "4": { title: "Hill Path Overlook", content: `<p>The path crests a hill... you see a small, overgrown shrine...</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 }, { text: "Go back", next: 2 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
224
+ "5": { title: "Shadowwood Entrance", content: `<p>Sunlight struggles to pierce the dense canopy... How do you proceed?</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light", sceneParams: { types: ['deciduous', 'gnarled'], density: 1.2, avgHeight: 3.5 } }, // Example Scene Params
225
+ "6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible... You hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate", next: 10 }, { text: "Attempt to hide quietly (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines", sceneParams: { types: ['deciduous', 'gnarled'], density: 1.5 } },
226
+ "7": { title: "Tangled Undergrowth", content: `<p>Pushing through ferns... You stumble upon a small clearing containing a moss-covered, weathered stone statue...</p>`, options: [ { text: "Examine the statue closely (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and press on", next: 72 }, { text: "Leave a small offering (if possible)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
227
+ "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail... It leads towards a ravine spanned by a rickety rope bridge.</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search for another way across the ravine", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
228
+ "10": { title: "Goblin Ambush!", content: `<p>Two scraggly goblins leap out, brandishing crude spears!</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 101 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" }, // Failure dodge has consequence
229
+ "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
230
+ "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
231
+ "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
232
+ "14": { title: "Forest Stream Crossing", content: `<p>The path leads to a clear, shallow stream...</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?)", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones", sceneParams: { types: ['deciduous'], density: 0.8, avgHeight: 2.8 } }, // Different forest params
233
  "15": { title: "Log Bridge", content: `<p>Further upstream, a large, mossy log spans the stream.</p>`, options: [ { text: "Cross carefully on the log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Go back and wade instead", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
234
  "151": { title: "Splash!", content: `<p>You slip on the mossy log and tumble into the cold stream! You're soaked but unharmed.</p>`, options: [ { text: "Shake yourself off and continue", next: 16 } ], illustration: "character-splashing-into-stream-from-log" },
235
  "16": { title: "Edge of the Woods", content: `<p>You emerge from the Shadowwood... Before you lie rocky foothills...</p>`, options: [ { text: "Begin the ascent into the foothills", next: 17 }, { text: "Scan the fortress from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" },
236
  "17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous... The fortress looms larger now.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" },
237
+ "18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p>`, options: [ { text: "Take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } },
238
  "19": { title: "Blocked Pass", content: `<p>The main path is blocked by a recent rockslide!</p>`, options: [ { text: "Try to climb over (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" },
239
+ "20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
240
+ "30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
241
+ "31": { title: "Tumbled Down", content: `<p>You lose your footing... landing hard... You lose 5 HP. A dark cave entrance beckons.</p>`, options: [ { text: "Gingerly explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
242
+ "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Return to crossroads", next: 1} ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
243
+ "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
244
+ "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay...</p>`, options: [{ text: "Press deeper", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
245
+ "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine...</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 }, { text: "Leave it be", next: 4 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
246
+ "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth...</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
247
+ "70": { title: "Statue Examined", content: `<p>The statue depicts a forgotten nature deity. You notice a small compartment at its base.</p>`, options: [{text:"Try to open compartment (Strength Check?)", check:{stat:'strength', dc: 10, onFailure: 71}, next: 700}], illustration:"close-up-mossy-statue-compartment", reward:{xp:10}},
248
+ "71": { title: "Statue Unyielding", content: `<p>You examine the statue but learn little. It remains an imposing enigma.</p>`, options: [{text:"Press onward", next: 72}], illustration:"forest-clearing-mossy-statue-weathered-stone-shrug"},
249
+ "72": { title: "Deeper Woods", content: `<p>Leaving the statue behind, you push further into the increasingly dense woods.</p>`, options: [{text:"Continue", next: 14}], illustration:"dense-forest-undergrowth-shadows" }, // Connect back to main path
250
+ "73": { title: "Offering Made", content: `<p>You leave a small token. For a moment, you think you feel a sense of ancient approval.</p>`, options: [{text:"Press onward", next: 72}], illustration:"offering-at-base-of-mossy-statue"}, // Needs item check logic later
251
+ "80": { title: "Bridge Crossed", content: `<p>You make it across the swaying bridge, your heart pounding.</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"view-from-end-of-rope-bridge-forest", reward:{xp:15}}, // Connect to Level 3 start
252
+ "81": { title: "Bridge Collapse!", content: `<p>A frayed rope snaps! You plummet into the shallow ravine below, losing 8 HP!</p>`, options: [{text:"Climb out and find another way", next: 82}], illustration:"character-falling-from-broken-rope-bridge", hpLoss:8},
253
+ "82": { title: "Ravine Detour", content: `<p>You find a place where the ravine narrows and manage to climb down and back up the other side.</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"climbing-out-of-shallow-ravine-forest", reward:{xp:5}}, // Connect to Level 3 start
254
+ "101": { title:"Failed Dodge", content:"<p>You try to dodge, but a goblin spear trips you! You take 3 damage.</p>", options:[{text:"Get up and Fight!", next: 12}], illustration:"character-tripped-by-goblin-spear", hpLoss: 3}, // Consequence for failed dodge
255
+ "190": { title: "Over the Rocks", content:"<p>With considerable effort, you clamber over the rockslide.</p>`, options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
256
+ "191": { title: "Climb Fails", content:"<p>The boulders are too unstable. You cannot climb them safely.</p>`, options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
257
+ "192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide.</p>`, options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
258
+ "21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds...</p>`, options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
259
+ "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls...</p>`, options: [{text:"Look for an unguarded entrance (End of Demo)", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
260
+ "211": {title:"Lost Balance", content:"<p>A strong gust sends you tumbling down a steep slope! (-10 HP)</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
261
+ "400": {title:"Shrine Secrets", content:"<p>The carvings depict ancient rituals. You find a loose stone revealing a Healing Poultice!</p>", options:[{text:"Take the poultice and leave", next:4, addItem:"Healing Poultice"}], illustration:"close-up-shrine-carvings-hidden-compartment", reward:{xp:20}},
262
+ "401": {title:"Mysterious Carvings", content:"<p>The carvings are worn and indecipherable.</p>", options:[{text:"Leave the shrine", next:4}], illustration:"worn-stone-carvings-shrine"},
263
+ "700": {title:"Statue's Gift", content:"<p>The compartment clicks open, revealing a smooth, grey stone that feels strangely warm.</p>", options:[{text:"Take the stone and press on", next: 72, addItem:"Warm Stone"}], illustration:"hand-holding-warm-grey-stone-statue-base", reward:{xp:30}},
264
 
265
  "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
266
  };
 
270
  currentPageId: 1,
271
  character: {
272
  name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
273
+ level: 1, xp: 0, xpToNextLevel: 100, availableStatPoints: 0, // Added points back
274
  stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
275
  inventory: []
276
  }
 
278
 
279
  // --- Game Logic Functions ---
280
  function startGame() {
281
+ const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, availableStatPoints: 0, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
282
+ // TODO: Implement loadCharacter() here if needed
283
+ gameState = { currentPageId: 1, character: { ...defaultChar } };
284
+ recalculateMaxHp(); // Calculate initial HP correctly
285
+ gameState.character.stats.hp = gameState.character.stats.maxHp; // Start at full HP
286
  renderPage(gameState.currentPageId);
287
  }
288
 
289
+ function levelUpCharacter() {
290
+ const char = gameState.character;
291
+ if (char.xp < char.xpToNextLevel) return false; // Can't level up
292
+
293
+ char.level++;
294
+ char.xp -= char.xpToNextLevel;
295
+ char.xpToNextLevel = Math.floor(char.xpToNextLevel * 1.5 + 50); // Increase cost
296
+ char.availableStatPoints += 1; // Grant 1 stat point per level (adjust as needed)
297
+
298
+ recalculateMaxHp(); // Recalculate max HP based on new level/CON
299
+ char.stats.hp = char.stats.maxHp; // Full heal on level up
300
+
301
+ console.log(`LEVEL UP! Reached Level ${char.level}. Gained 1 stat point. HP fully restored.`);
302
+ // Return true to indicate level up happened
303
+ return true;
304
+ }
305
+
306
+ function recalculateMaxHp() {
307
+ const char = gameState.character;
308
+ const conModifier = Math.floor((char.stats.constitution - 10) / 2);
309
+ // Example: 8 Base HP + (Level * (2 + CON Modifier))
310
+ char.stats.maxHp = 8 + (char.level * Math.max(1, 2 + conModifier)); // Ensure at least 1 HP per level gain + base
311
+ }
312
+
313
  function handleChoiceClick(choiceData) {
314
  const optionNextPageId = parseInt(choiceData.nextPage);
315
  const itemToAdd = choiceData.addItem;
316
  let nextPageId = optionNextPageId;
317
  let rollResultMessage = "";
318
+ let gainedXpThisTurn = 0;
319
+ const check = choiceData.check;
320
+ const effect = choiceData.effect; // For simple effects like resting
321
+
322
+ if (isNaN(optionNextPageId) && !check && !effect) { console.error("Invalid choice data:", choiceData); return; }
323
+
324
+ // Apply simple effects first (like resting)
325
+ if (effect) {
326
+ if (effect.hpGain) {
327
+ const actualGain = Math.min(effect.hpGain, gameState.character.stats.maxHp - gameState.character.stats.hp);
328
+ if (actualGain > 0) {
329
+ gameState.character.stats.hp += actualGain;
330
+ rollResultMessage += `<p class="xp-gain">Rested and recovered ${actualGain} HP.</p>`; // Use xp-gain style
331
+ console.log(`Recovered ${actualGain} HP.`);
332
+ } else {
333
+ rollResultMessage += `<p class="xp-gain">You rest, but are already at full health.</p>`;
334
+ }
335
+ }
336
+ // If effect determines the next page, set it
337
+ if (effect.setNextPage) nextPageId = effect.setNextPage;
338
+ // If the effect should prevent further check/transition (e.g. use item UI) return here
339
+ // For resting, we still want to proceed to renderPageInternal
340
+ }
341
 
342
+ // Process Stat Check if defined
343
  if (check) {
344
  const statValue = gameState.character.stats[check.stat] || 10;
345
  const modifier = Math.floor((statValue - 10) / 2);
346
  const roll = Math.floor(Math.random() * 20) + 1;
347
  const totalResult = roll + modifier;
348
  const dc = check.dc;
349
+ const successMargin = totalResult - dc;
350
+
351
  console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
352
+
353
+ if (totalResult >= dc) { // --- SUCCESS ---
354
+ nextPageId = optionNextPageId;
355
+ rollResultMessage += `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
356
+ // Calculate Bonus XP based on margin and difficulty
357
+ const marginBonus = Math.max(0, Math.floor(successMargin * 1.0)); // e.g., 1 XP per point over DC
358
+ const oddsBonus = Math.max(0, Math.floor(dc * 0.5)); // e.g., 0.5 XP per DC point (beating odds)
359
+ const checkBonusXp = marginBonus + oddsBonus;
360
+ if (checkBonusXp > 0) {
361
+ gainedXpThisTurn += checkBonusXp;
362
+ rollResultMessage += `<p class="xp-gain">+${checkBonusXp} bonus XP for succeeding the check!</p>`;
363
+ console.log(`Check success bonus XP: ${checkBonusXp}`);
364
+ }
365
+ } else { // --- FAILURE ---
366
+ nextPageId = parseInt(check.onFailure);
367
+ rollResultMessage += `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
368
  if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
369
  }
370
  }
371
 
372
+ // Add immediate item if specified by the *option* itself
373
  if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
374
  gameState.character.inventory.push(itemToAdd);
375
  console.log("Added item:", itemToAdd);
376
  }
377
 
378
+ // --- Move to Next Page and Process Landing Effects ---
379
  gameState.currentPageId = nextPageId;
380
  const nextPageData = gameData[nextPageId];
381
 
382
  if (nextPageData) {
383
+ // Apply HP loss from landing page
384
  if (nextPageData.hpLoss) {
385
  gameState.character.stats.hp -= nextPageData.hpLoss;
386
  console.log(`Lost ${nextPageData.hpLoss} HP.`);
387
+ if (gameState.character.stats.hp <= 0) { gameState.character.stats.hp = 0; console.log("Player died!"); nextPageId = 99; /* Force redirect */ }
388
  }
389
+
390
+ // Apply Rewards from landing page
391
  if (nextPageData.reward) {
392
+ if (nextPageData.reward.xp) { gainedXpThisTurn += nextPageData.reward.xp; console.log(`Base reward: +${nextPageData.reward.xp} XP.`); }
393
+ if (nextPageData.reward.statIncrease) { /* ... handle stat increase ... */ const stat = nextPageData.reward.statIncrease.stat; const amount = nextPageData.reward.statIncrease.amount; if (gameState.character.stats.hasOwnProperty(stat)) { gameState.character.stats[stat] += amount; console.log(`Stat ${stat} increased by ${amount}.`); recalculateMaxHp(); } } // Recalc HP if CON changes
394
+ if (nextPageData.reward.addItem && !gameState.character.inventory.includes(nextPageData.reward.addItem)) { gameState.character.inventory.push(nextPageData.reward.addItem); console.log(`Found item: ${nextPageData.reward.addItem}`); }
395
  }
396
+
397
+ // Grant total accumulated XP for the turn
398
+ if (gainedXpThisTurn > 0) {
399
+ gameState.character.xp += gainedXpThisTurn;
400
+ console.log(`Total XP Gained this turn: ${gainedXpThisTurn}. Current XP: ${gameState.character.xp}`);
401
+ rollResultMessage += `<p class="xp-gain">You gained ${gainedXpThisTurn} XP.</p>`;
402
+ }
403
+
404
+ // Check for Level Up
405
+ let leveledUp = false;
406
+ while (gameState.character.xp >= gameState.character.xpToNextLevel) {
407
+ if (levelUpCharacter()) {
408
+ leveledUp = true;
409
+ } else {
410
+ break; // Should not happen if check is correct, but safety break
411
+ }
412
+ }
413
+ if (leveledUp) {
414
+ rollResultMessage += `<p class="level-up">LEVEL UP! You reached Level ${gameState.character.level}!</p>`;
415
+ }
416
+
417
+
418
+ // Clamp HP after potential losses/level up healing/CON changes
419
+ recalculateMaxHp(); // Ensure maxHP is up-to-date
420
+ gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
421
+ gameState.character.stats.hp = Math.max(0, gameState.character.stats.hp); // Ensure HP isn't negative
422
 
423
  // Handle forced game over from HP loss
424
  if (nextPageId === 99 && gameState.character.stats.hp <= 0) {
425
  renderPageInternal(99, gameData[99], rollResultMessage);
426
  return;
427
  }
428
+
429
+ } else { // Invalid next page ID
430
  console.error(`Data for page ${nextPageId} not found!`);
431
  renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
432
  return;
433
  }
434
+ renderPageInternal(nextPageId, gameData[nextPageId] || gameData["99"], rollResultMessage); // Use loaded pageData or fallback to 99
435
  }
436
 
437
  function renderPageInternal(pageId, pageData, message = "") {
438
+ if (!pageData) { console.error(`Render Error: No data for page ${pageId}`); return; }
439
  storyTitleElement.textContent = pageData.title || "Untitled Page";
440
  storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
441
  updateStatsDisplay(); updateInventoryDisplay();
 
444
  pageData.options.forEach(option => {
445
  const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = option.text; let requirementMet = true;
446
  if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { requirementMet = false; button.title = `Requires: ${option.requireItem}`; button.disabled = true; }
447
+ if (requirementMet) { const choiceData = { nextPage: option.next, addItem: option.addItem, check: option.check, effect: option.effect }; button.onclick = () => handleChoiceClick(choiceData); } else { button.classList.add('disabled'); } choicesElement.appendChild(button); });
448
  } else { const button = document.createElement('button'); button.classList.add('choice-button'); button.textContent = pageData.gameOver ? "Restart Adventure" : "The End"; button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 }); choicesElement.appendChild(button); if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>'); }
449
+ updateScene(pageData.illustration || 'default', pageData.sceneParams); // Pass sceneParams
450
  }
451
 
452
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
 
454
  function updateStatsDisplay() { const char=gameState.character; statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`; }
455
  function updateInventoryDisplay() { let h='<strong>Inventory:</strong> '; if(gameState.character.inventory.length === 0){ h+='<em>Empty</em>'; } else { gameState.character.inventory.forEach(i=>{ const d=itemsData[i]||{type:'unknown',description:'???'}; const c=`item-${d.type||'unknown'}`; h+=`<span class="${c}" title="${d.description}">${i}</span>`; }); } inventoryElement.innerHTML = h; }
456
 
457
+ // Update Scene to accept parameters
458
+ function updateScene(illustrationKey, sceneParams = {}) { // Added sceneParams argument
459
+ // console.log(`Updating scene to: ${illustrationKey} with params:`, sceneParams);
460
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
461
  currentAssemblyGroup = null; let assemblyFunction;
462
  switch (illustrationKey) {
 
464
  case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
465
  case 'temple': assemblyFunction = createTempleAssembly; break;
466
  case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
467
+ case 'shadowwood-forest': assemblyFunction = createForestAssembly; break; // Uses params
468
+ case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break; // Uses params
469
+ case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break; // Uses params
470
  case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
471
+ case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
472
  case 'error': assemblyFunction = createErrorAssembly; break;
473
+ // Add other specific keys here if they need unique assemblies
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
474
  default:
475
+ // Check if key matches a generic type that can use params
476
+ if (illustrationKey.includes('forest')) {
477
+ assemblyFunction = createForestAssembly;
478
+ } else if (illustrationKey.includes('hills')) {
479
+ // Could create a createHillsAssembly(params) function
480
+ assemblyFunction = createDefaultAssembly; // Fallback for now
481
+ } else if (illustrationKey.includes('cliffs')) {
482
+ // Could create createCliffsAssembly(params)
483
+ assemblyFunction = createDefaultAssembly; // Fallback for now
484
+ }
485
+ else { // Truly unknown or simple keys use default
486
+ assemblyFunction = createDefaultAssembly;
487
+ }
488
+ // console.warn(`Using default/generic assembly for key: "${illustrationKey}".`);
489
+ break;
490
+ }
491
+ try {
492
+ currentAssemblyGroup = assemblyFunction(sceneParams); // Pass params to function
493
+ scene.add(currentAssemblyGroup);
494
+ } catch (error) {
495
+ console.error(`Error creating assembly for ${illustrationKey}:`, error);
496
+ currentAssemblyGroup = createErrorAssembly(); scene.add(currentAssemblyGroup);
497
  }
 
498
  }
499
 
500
  document.addEventListener('DOMContentLoaded', () => {