awacke1 commited on
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edaf0c0
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1 Parent(s): 7f369a4

Update index.html

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Files changed (1) hide show
  1. index.html +118 -220
index.html CHANGED
@@ -3,7 +3,7 @@
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  <head>
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  <meta charset="UTF-8">
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  <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>
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  body{font-family:'Courier New',monospace;background-color:#222;color:#eee;margin:0;padding:0;overflow:hidden;display:flex;flex-direction:column;height:100vh}
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  #game-container{display:flex;flex-grow:1;overflow:hidden}
@@ -32,8 +32,7 @@
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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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  .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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- .xp-gain{color:#7af;font-style:italic;font-size:0.9em;display:block;margin-top:0.5em;}
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- .level-up{color:#ffcc66;font-weight:bold;border:1px dashed #ffcc66;padding:5px;margin-bottom:1em;text-align:center;}
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  </style>
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  </head>
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  <body>
@@ -48,7 +47,7 @@
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  <div id="stats-inventory-container">
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  <div id="stats-display"></div>
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  <div id="inventory-display"></div>
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- </div>
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  <div id="choices-container">
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  <h3>What will you do?</h3>
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  <div id="choices"></div>
@@ -78,38 +77,33 @@
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  let scene, camera, renderer;
79
  let currentAssemblyGroup = null;
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81
- // --- Shared Materials (Add more as needed) ---
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  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
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  const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
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  const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
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  const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
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- const pineLeafMaterial = new THREE.MeshStandardMaterial({ color: 0x1A5A2A, roughness: 0.7, metalness: 0 }); // For variation
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- const gnarledWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x6B4F3A, roughness: 0.85, metalness: 0 }); // For variation
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  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 });
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  const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
92
  const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
 
 
 
93
 
94
  function initThreeJS() {
95
  if (!sceneContainer) { console.error("Scene container not found!"); return; }
96
  scene = new THREE.Scene();
97
  scene.background = new THREE.Color(0x222222);
98
- const width = sceneContainer.clientWidth;
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- const height = sceneContainer.clientHeight;
100
  camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
101
- camera.position.set(0, 2.5, 7);
102
- camera.lookAt(0, 0.5, 0);
103
  renderer = new THREE.WebGLRenderer({ antialias: true });
104
  renderer.setSize(width || 400, height || 300);
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- renderer.shadowMap.enabled = true;
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- renderer.shadowMap.type = THREE.PCFSoftShadowMap;
107
  sceneContainer.appendChild(renderer.domElement);
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- const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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- scene.add(ambientLight);
110
  const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
111
- directionalLight.position.set(8, 15, 10);
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- 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;
@@ -147,120 +141,70 @@
147
  return ground;
148
  }
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
  };
@@ -270,7 +214,7 @@
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
  }
@@ -279,35 +223,31 @@
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) {
@@ -317,29 +257,29 @@
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);
@@ -347,91 +287,72 @@
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 = "") {
@@ -446,59 +367,36 @@
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]); }
453
 
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) {
463
  case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
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', () => {
501
- console.log("DOM Ready.");
502
  try { initThreeJS(); startGame(); } catch (error) { console.error("Init failed:", error); storyTitleElement.textContent = "Error"; storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`; }
503
  });
504
 
 
3
  <head>
4
  <meta charset="UTF-8">
5
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
6
+ <title>Choose Your Own Procedural Adventure (Stable Base)</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}
 
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;} /* Style for XP messages */
 
36
  </style>
37
  </head>
38
  <body>
 
47
  <div id="stats-inventory-container">
48
  <div id="stats-display"></div>
49
  <div id="inventory-display"></div>
50
+ </div>
51
  <div id="choices-container">
52
  <h3>What will you do?</h3>
53
  <div id="choices"></div>
 
77
  let scene, camera, renderer;
78
  let currentAssemblyGroup = null;
79
 
 
80
  const stoneMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8, metalness: 0.1 });
81
  const woodMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.7, metalness: 0 });
82
  const darkWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x5C3D20, roughness: 0.7, metalness: 0 });
83
  const leafMaterial = new THREE.MeshStandardMaterial({ color: 0x2E8B57, roughness: 0.6, metalness: 0 });
 
 
84
  const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.9, metalness: 0 });
85
  const metalMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, metalness: 0.8, roughness: 0.3 });
86
  const templeMaterial = new THREE.MeshStandardMaterial({ color: 0xA99B78, roughness: 0.7, metalness: 0.1 });
87
  const errorMaterial = new THREE.MeshStandardMaterial({ color: 0xffa500, roughness: 0.5 });
88
  const gameOverMaterial = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.5 });
89
+ // Added materials for forest variation from previous step, keep them
90
+ const pineLeafMaterial = new THREE.MeshStandardMaterial({ color: 0x1A5A2A, roughness: 0.7, metalness: 0 });
91
+ const gnarledWoodMaterial = new THREE.MeshStandardMaterial({ color: 0x6B4F3A, roughness: 0.85, metalness: 0 });
92
 
93
  function initThreeJS() {
94
  if (!sceneContainer) { console.error("Scene container not found!"); return; }
95
  scene = new THREE.Scene();
96
  scene.background = new THREE.Color(0x222222);
97
+ const width = sceneContainer.clientWidth; const height = sceneContainer.clientHeight;
 
98
  camera = new THREE.PerspectiveCamera(75, (width / height) || 1, 0.1, 1000);
99
+ camera.position.set(0, 2.5, 7); camera.lookAt(0, 0.5, 0);
 
100
  renderer = new THREE.WebGLRenderer({ antialias: true });
101
  renderer.setSize(width || 400, height || 300);
102
+ renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap;
 
103
  sceneContainer.appendChild(renderer.domElement);
104
+ const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); scene.add(ambientLight);
 
105
  const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
106
+ directionalLight.position.set(8, 15, 10); directionalLight.castShadow = true;
 
107
  directionalLight.shadow.mapSize.width = 1024; directionalLight.shadow.mapSize.height = 1024;
108
  directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
109
  const shadowCamSize = 15;
 
141
  return ground;
142
  }
143
 
144
+ // --- Procedural Generation Functions (Using simpler, non-parameterized versions first) ---
145
  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; }
146
+ 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; }
147
+ 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; }
148
+ 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; }
149
+ 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; }
150
+ function createForestAssembly(params = {}) { // Kept params for potential future use, but using defaults now
151
+ const group = new THREE.Group(); const tc=10, a=10; // Use fixed values
152
+ 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; };
153
+ 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;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
154
  }
155
+ function createRoadAmbushAssembly() { const group = new THREE.Group(); const a=12; const fg = createForestAssembly(); 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; }
156
+ function createForestEdgeAssembly() { const group = new THREE.Group(); const a=15; const fg = createForestAssembly(); 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; }
157
+ 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; }
158
  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; }
159
  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; }
160
 
161
  // --- Game Data ---
162
  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."} };
163
+ const gameData = { // Using the expanded game data with ~20 pages and checks
164
+ "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" },
165
  "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" },
166
  "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" },
167
  "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" },
168
+ "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" },
169
+ "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" },
170
  "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" },
171
+ "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 class="xp-gain">(+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 } },
172
+ "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" },
173
+ "11": { title: "Hidden Evasion", content: `<p>You melt into the shadows as the goblins blunder past.</p><p class="xp-gain">(+30 XP)</p>`, options: [ { text: "Continue cautiously", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
174
+ "12": { title: "Ambush Victory!", content: `<p>You defeat the goblins! Found a Crude Dagger.</p><p class="xp-gain">(+50 XP)</p>`, options: [ { text: "Press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
175
+ "13": { title: "Daring Escape", content: `<p>With surprising agility, you tumble past the goblins!</p><p class="xp-gain">(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
176
+ "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"},
177
  "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" },
178
  "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" },
179
  "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" },
180
  "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" },
181
+ "18": { title: "Distant Observation", content: `<p>You notice what might be a less-guarded approach along the western ridge...</p><p class="xp-gain">(+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 } },
182
  "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" },
183
+ "20": { title: "Goat Trail", content: `<p>You discover a narrow trail barely wide enough for a mountain goat...</p><p class="xp-gain">(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
184
+ "30": { title: "Hidden Cove", content: `<p>Your careful descent brings you to a secluded cove. A dark cave entrance is visible...</p><p class="xp-gain">(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
185
  "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 },
186
  "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" },
187
+ "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 class="xp-gain">(+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 } },
188
+ "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay...</p>`, options: [{ text: "Press deeper into the darkness (End)", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
189
  "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" },
190
+ "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth...</p>`, options: [{ text: "Scout ahead (End)", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
191
+ "70": { title: "Statue Examined", content: `<p>The statue depicts a forgotten nature deity. You notice a small compartment at its base.</p><p class="xp-gain">(+10 XP)</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}},
192
  "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"},
193
+ "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" },
194
+ "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"},
195
+ "80": { title: "Bridge Crossed", content: `<p>You make it across the swaying bridge, your heart pounding.</p><p class="xp-gain">(+15 XP)</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"view-from-end-of-rope-bridge-forest", reward:{xp:15}},
196
  "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},
197
+ "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><p class="xp-gain">(+5 XP)</p>`, options: [{text:"Continue on the trail", next: 16}], illustration:"climbing-out-of-shallow-ravine-forest", reward:{xp:5}},
198
+ "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},
199
+ "190": { title: "Over the Rocks", content:"<p>With considerable effort, you clamber over the rockslide.</p><p class="xp-gain">(+35 XP)</p>`, options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
200
  "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"},
201
  "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"},
202
  "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" },
203
  "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"},
204
  "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},
205
+ "400": {title:"Shrine Secrets", content:"<p>The carvings depict ancient rituals. You find a loose stone revealing a Healing Poultice!</p><p class="xp-gain">(+20 XP)</p>", options:[{text:"Take the poultice and leave", next:4, addItem:"Healing Poultice"}], illustration:"close-up-shrine-carvings-hidden-compartment", reward:{xp:20}},
206
  "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"},
207
+ "700": {title:"Statue's Gift", content:"<p>The compartment clicks open, revealing a smooth, grey stone that feels strangely warm.</p><p class="xp-gain">(+30 XP)</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}},
208
 
209
  "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 }
210
  };
 
214
  currentPageId: 1,
215
  character: {
216
  name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
217
+ level: 1, xp: 0, xpToNextLevel: 100, availableStatPoints: 0, // Stat points for leveling
218
  stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
219
  inventory: []
220
  }
 
223
  // --- Game Logic Functions ---
224
  function startGame() {
225
  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: [] };
 
226
  gameState = { currentPageId: 1, character: { ...defaultChar } };
227
+ recalculateMaxHp();
228
+ gameState.character.stats.hp = gameState.character.stats.maxHp;
229
  renderPage(gameState.currentPageId);
230
  }
231
 
232
  function levelUpCharacter() {
233
  const char = gameState.character;
234
+ if (char.xp < char.xpToNextLevel) return false;
 
235
  char.level++;
236
  char.xp -= char.xpToNextLevel;
237
+ char.xpToNextLevel = Math.floor(char.xpToNextLevel * 1.5 + 50);
238
+ char.availableStatPoints += 1; // Gain 1 point
239
+ recalculateMaxHp();
240
+ char.stats.hp = char.stats.maxHp; // Full heal
241
+ console.log(`LEVEL UP! Reached Level ${char.level}.`);
242
+ // Later, add UI to spend points. For now, they just accumulate.
243
+ updateStatsDisplay(); // Update UI to show new level/XP/HP/Points
 
244
  return true;
245
  }
246
 
247
  function recalculateMaxHp() {
248
  const char = gameState.character;
249
  const conModifier = Math.floor((char.stats.constitution - 10) / 2);
250
+ char.stats.maxHp = 8 + (char.level * Math.max(1, 2 + conModifier)); // Recalculate Max HP
 
251
  }
252
 
253
  function handleChoiceClick(choiceData) {
 
257
  let rollResultMessage = "";
258
  let gainedXpThisTurn = 0;
259
  const check = choiceData.check;
260
+ const effect = choiceData.effect;
261
+
262
+ if (isNaN(optionNextPageId) && !check && !effect) { console.error("Invalid choice data:", choiceData); return; }
263
+
264
+ // --- Apply direct effects (like resting) ---
265
+ if (effect) {
266
+ if (effect.hpGain) {
267
+ const maxHeal = gameState.character.stats.maxHp - gameState.character.stats.hp;
268
+ const actualGain = Math.min(effect.hpGain, maxHeal);
269
+ if (actualGain > 0) {
270
+ gameState.character.stats.hp += actualGain;
271
+ rollResultMessage += `<p class="xp-gain">Rested and recovered ${actualGain} HP.</p>`;
272
+ console.log(`Recovered ${actualGain} HP.`);
273
+ } else {
274
+ rollResultMessage += `<p class="xp-gain">You rest, but gain no HP.</p>`;
275
+ }
276
+ }
277
+ // If effect determines next page, override default
278
+ if (effect.setNextPage !== undefined) nextPageId = effect.setNextPage;
279
+ // For simple rest, we still want to proceed, so no return here.
280
+ }
281
 
282
+ // --- Process Stat Check ---
283
  if (check) {
284
  const statValue = gameState.character.stats[check.stat] || 10;
285
  const modifier = Math.floor((statValue - 10) / 2);
 
287
  const totalResult = roll + modifier;
288
  const dc = check.dc;
289
  const successMargin = totalResult - dc;
 
290
  console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} = ${totalResult}`);
291
 
292
+ if (totalResult >= dc) { // Success
293
  nextPageId = optionNextPageId;
294
  rollResultMessage += `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
295
+ const marginBonus = Math.max(0, Math.floor(successMargin * 1.0)); // XP per point over DC
296
+ const oddsBonus = Math.max(0, Math.floor(dc * 0.5)); // XP for difficulty
 
297
  const checkBonusXp = marginBonus + oddsBonus;
298
+ if (checkBonusXp > 0) { gainedXpThisTurn += checkBonusXp; rollResultMessage += `<p class="xp-gain">+${checkBonusXp} bonus XP!</p>`; console.log(`Check bonus XP: ${checkBonusXp}`); }
299
+ } else { // Failure
 
 
 
 
300
  nextPageId = parseInt(check.onFailure);
301
  rollResultMessage += `<p class="roll-failure"><em>Check Failed! (${totalResult} vs DC ${dc})</em></p>`;
302
  if (isNaN(nextPageId)) { console.error("Invalid onFailure ID:", check.onFailure); nextPageId = 99; }
303
  }
304
  }
305
 
306
+ // --- Add immediate item from option ---
307
  if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
308
+ gameState.character.inventory.push(itemToAdd); console.log("Added item:", itemToAdd);
 
309
  }
310
 
311
+ // --- Move to Next Page & Process Landing ---
312
  gameState.currentPageId = nextPageId;
313
  const nextPageData = gameData[nextPageId];
314
 
315
  if (nextPageData) {
 
316
  if (nextPageData.hpLoss) {
317
  gameState.character.stats.hp -= nextPageData.hpLoss;
318
  console.log(`Lost ${nextPageData.hpLoss} HP.`);
319
+ // HP check is done after potential level up healing
320
  }
 
 
321
  if (nextPageData.reward) {
322
  if (nextPageData.reward.xp) { gainedXpThisTurn += nextPageData.reward.xp; console.log(`Base reward: +${nextPageData.reward.xp} XP.`); }
323
+ 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}.`); recalculateMaxHp(); } } // Recalc HP if CON changes
324
+ 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}`); }
325
  }
326
 
 
327
  if (gainedXpThisTurn > 0) {
328
  gameState.character.xp += gainedXpThisTurn;
329
+ console.log(`Total XP Gained: ${gainedXpThisTurn}. Current XP: ${gameState.character.xp}`);
330
+ if (!rollResultMessage.includes("bonus XP")) { // Avoid double message if check bonus already added
331
+ rollResultMessage += `<p class="xp-gain">You gained ${gainedXpThisTurn} XP.</p>`;
332
+ }
333
  }
334
 
 
335
  let leveledUp = false;
336
  while (gameState.character.xp >= gameState.character.xpToNextLevel) {
337
+ if (levelUpCharacter()) { leveledUp = true; } else { break; }
 
 
 
 
 
 
 
338
  }
339
+ if (leveledUp) { rollResultMessage += `<p class="level-up">LEVEL UP! You reached Level ${gameState.character.level}!</p>`; }
340
 
341
+ recalculateMaxHp(); // Ensure maxHP is current
342
+ gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Clamp HP
343
+ gameState.character.stats.hp = Math.max(0, gameState.character.stats.hp);
344
 
345
+ // Check for death *after* potential healing from level up
346
+ if (gameState.character.stats.hp <= 0) {
347
+ console.log("Player died!"); nextPageId = 99; // Force redirect
348
+ renderPageInternal(99, gameData[99], rollResultMessage + "<p class='roll-failure'><em>Your wounds overwhelm you...</em></p>"); return;
 
 
 
 
 
349
  }
350
 
351
  } else { // Invalid next page ID
352
  console.error(`Data for page ${nextPageId} not found!`);
353
+ renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>"); return;
 
354
  }
355
+ renderPageInternal(nextPageId, gameData[nextPageId] || gameData["99"], rollResultMessage);
356
  }
357
 
358
  function renderPageInternal(pageId, pageData, message = "") {
 
367
  if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) { requirementMet = false; button.title = `Requires: ${option.requireItem}`; button.disabled = true; }
368
  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); });
369
  } 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>'); }
370
+ updateScene(pageData.illustration || 'default', pageData.sceneParams);
371
  }
372
 
373
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
374
 
375
+ 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 title="Strength">Str: ${char.stats.strength}</span> <span title="Intelligence">Int: ${char.stats.intelligence}</span> <span title="Wisdom">Wis: ${char.stats.wisdom}</span> <span title="Dexterity">Dex: ${char.stats.dexterity}</span> <span title="Constitution">Con: ${char.stats.constitution}</span> <span title="Charisma">Cha: ${char.stats.charisma}</span>`; } // Added titles
376
  function updateInventoryDisplay() { let h='<strong>Inventory:</strong> '; if(gameState.character.inventory.length === 0){ h+='<em>Empty</em>'; } else { gameState.character.inventory.forEach(i=>{ const d=itemsData[i]||{type:'unknown',description:'???'}; const c=`item-${d.type||'unknown'}`; h+=`<span class="${c}" title="${d.description}">${i}</span>`; }); } inventoryElement.innerHTML = h; }
377
 
378
+ function updateScene(illustrationKey, sceneParams = {}) {
 
 
379
  if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
380
  currentAssemblyGroup = null; let assemblyFunction;
381
+ // Simple routing for now, using default for most new keys
382
  switch (illustrationKey) {
383
  case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
384
  case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
385
  case 'temple': assemblyFunction = createTempleAssembly; break;
386
  case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
387
+ case 'shadowwood-forest': case 'dark-forest-entrance-gnarled-roots-filtered-light': case 'overgrown-forest-path-glowing-fungi-vines': case 'forest-clearing-mossy-statue-weathered-stone': case 'narrow-game-trail-forest-rope-bridge-ravine': case 'forest-stream-crossing-dappled-sunlight-stones': case 'mossy-log-bridge-over-forest-stream': case 'dense-forest-undergrowth-shadows': assemblyFunction = createForestAssembly; break; // Group forest keys
388
+ case 'road-ambush': case 'two-goblins-ambush-forest-path-spears': assemblyFunction = createRoadAmbushAssembly; break; // Group ambush keys
389
+ case 'forest-edge': case 'forest-edge-view-rocky-foothills-distant-mountain-fortress': assemblyFunction = createForestEdgeAssembly; break; // Group edge keys
390
  case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
391
  case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
392
  case 'error': assemblyFunction = createErrorAssembly; break;
393
+ // Add more specific assignments if needed
394
+ default: assemblyFunction = createDefaultAssembly; break;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
395
  }
396
+ try { currentAssemblyGroup = assemblyFunction(sceneParams); scene.add(currentAssemblyGroup); } catch (error) { console.error(`Error creating assembly for ${illustrationKey}:`, error); currentAssemblyGroup = createErrorAssembly(); scene.add(currentAssemblyGroup); }
397
  }
398
 
399
  document.addEventListener('DOMContentLoaded', () => {
 
400
  try { initThreeJS(); startGame(); } catch (error) { console.error("Init failed:", error); storyTitleElement.textContent = "Error"; storyContentElement.innerHTML = `<p>Init Error. Check console.</p><pre>${error}</pre>`; }
401
  });
402