File size: 24,936 Bytes
f22aa2f
 
 
 
 
ddb7f9e
f22aa2f
 
 
1e5f49f
f22aa2f
 
 
 
 
 
 
 
 
44893d0
 
 
 
 
f22aa2f
 
 
 
 
 
1e5f49f
f22aa2f
44893d0
f22aa2f
 
 
 
44893d0
 
 
f22aa2f
1e5f49f
 
f22aa2f
1e5f49f
 
f22aa2f
 
 
1e5f49f
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ddb7f9e
f22aa2f
ddb7f9e
f22aa2f
44893d0
f22aa2f
44893d0
f22aa2f
 
1e5f49f
 
 
 
f22aa2f
 
1e5f49f
f22aa2f
 
 
44893d0
 
 
 
 
 
 
 
f22aa2f
44893d0
 
 
f22aa2f
 
 
 
 
 
 
 
 
 
 
44893d0
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
44893d0
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
44893d0
f22aa2f
 
 
 
44893d0
ddb7f9e
44893d0
ddb7f9e
f22aa2f
1e5f49f
 
f22aa2f
 
 
1e5f49f
44893d0
 
 
ddb7f9e
 
 
 
 
44893d0
1e5f49f
f22aa2f
 
ddb7f9e
 
f22aa2f
 
 
 
 
 
1e5f49f
44893d0
1e5f49f
 
f22aa2f
ddb7f9e
44893d0
f22aa2f
 
 
 
 
 
 
 
 
 
 
44893d0
f22aa2f
 
 
 
 
 
 
1e5f49f
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
44893d0
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
 
 
ddb7f9e
 
 
 
 
f22aa2f
44893d0
f22aa2f
 
 
 
 
 
 
 
 
 
 
1e5f49f
 
f22aa2f
 
 
 
44893d0
f22aa2f
 
 
 
1e5f49f
ddb7f9e
f22aa2f
 
 
 
1e5f49f
 
 
 
44893d0
f22aa2f
 
1e5f49f
f22aa2f
 
 
 
1e5f49f
f22aa2f
 
 
44893d0
 
 
 
f22aa2f
 
 
 
 
 
1e5f49f
f22aa2f
 
 
 
1e5f49f
f22aa2f
1e5f49f
ddb7f9e
44893d0
 
 
f22aa2f
ddb7f9e
f22aa2f
 
 
1e5f49f
f22aa2f
 
1e5f49f
44893d0
f22aa2f
 
 
1e5f49f
 
f22aa2f
44893d0
f22aa2f
1e5f49f
 
44893d0
 
f22aa2f
 
44893d0
1e5f49f
44893d0
1e5f49f
44893d0
1e5f49f
 
 
 
 
f22aa2f
1e5f49f
 
f22aa2f
 
 
ddb7f9e
f22aa2f
ddb7f9e
44893d0
ddb7f9e
 
44893d0
 
 
1e5f49f
f22aa2f
 
 
 
 
 
1e5f49f
f22aa2f
1e5f49f
44893d0
f22aa2f
 
44893d0
1e5f49f
 
 
f22aa2f
 
44893d0
f22aa2f
 
 
1e5f49f
f22aa2f
 
 
44893d0
1e5f49f
 
 
 
 
 
ddb7f9e
1e5f49f
f22aa2f
 
1e5f49f
 
 
 
 
44893d0
1e5f49f
 
f22aa2f
 
 
 
 
 
 
ddb7f9e
44893d0
 
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ddb7f9e
1e5f49f
f22aa2f
 
44893d0
 
 
 
 
ddb7f9e
 
f22aa2f
 
 
1e5f49f
f22aa2f
 
 
ddb7f9e
1e5f49f
f22aa2f
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>World Grid Test (Fixed Const Assignment)</title>
    <style>
        body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
        #game-container { display: flex; flex-grow: 1; overflow: hidden; }
        #scene-container { flex-grow: 3; position: relative; border-right: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; }
        #ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #2b2b2b; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
        #scene-container canvas { display: block; }
        #story-title { color: #f0c060; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 1px solid #555; font-size: 1.6em; text-shadow: 1px 1px 1px #000; }
        #story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
        #stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
        #stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
        #stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
        #stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
        #inventory-display em { color: #888; font-style: normal; }
        .item-quest { background-color: #666030; border-color: #999048;}
        .item-weapon { background-color: #663030; border-color: #994848;}
        .item-armor { background-color: #306630; border-color: #489948;}
        .item-consumable { background-color: #664430; border-color: #996648;}
        .item-unknown { background-color: #555; border-color: #777;}
        #choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
        #choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
        #choices { display: flex; flex-direction: column; gap: 12px; }
        .choice-button { display: block; width: 100%; padding: 12px 15px; margin-bottom: 0; background-color: #555; color: #eee; border: 1px solid #777; border-radius: 4px; cursor: pointer; text-align: left; font-family: 'Courier New', monospace; font-size: 1.05em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; }
        .choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
        .choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
        .message { padding: 8px 12px; margin-bottom: 1em; border-left-width: 3px; border-left-style: solid; font-size: 0.95em; background-color: rgba(255, 255, 255, 0.05); border-color: #666; color: #aaa;}
        .message-failure { color: #f88; border-left-color: #a44; }
        #action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: block; z-index: 10;}
    </style>
</head>
<body>
    <div id="game-container">
        <div id="scene-container">
             <div id="action-info">Initializing...</div>
        </div>
        <div id="ui-container">
            <h2 id="story-title">Initializing...</h2>
            <div id="story-content"><p>Loading assets...</p></div>
            <div id="stats-inventory-container">
                <div id="stats-display">HP: ?/? | XP: ?</div>
                <div id="inventory-display">Inventory: Empty</div>
            </div>
            <div id="choices-container">
                <h3>What will you do?</h3>
                <div id="choices">Loading...</div>
            </div>
        </div>
    </div>

    <script type="importmap">
        { "imports": {
                "three": "https://unpkg.com/[email protected]/build/three.module.js",
                "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
        }}
    </script>

    <script type="module">
        import * as THREE from 'three';
        import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

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

        let scene, camera, renderer, clock, controls;
        let worldGroup = null;
        let zoneGroups = {};
        let currentMessage = "";
        let currentLights = [];

        const MAT = {
            stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
            wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
            leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }),
            ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }),
            dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
            grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
            water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }),
            simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
        };

        let gameState = {};

        const itemsData = {
            "Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
            "Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }},
            "Goblin Ear": {type:"quest", description:"A gruesome trophy."},
            "Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
        };

        const zoneCreators = {};
        const MAP_ROWS = 3;
        const MAP_COLS = 4;

        function initThreeJS() {
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x1a1a1a);
            clock = new THREE.Clock();
            worldGroup = new THREE.Group();
            scene.add(worldGroup);

            const width = sceneContainer.clientWidth || 1;
            const height = sceneContainer.clientHeight || 1;
            camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
            camera.position.set(0, 6, 12);

            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(width, height);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            renderer.toneMapping = THREE.ACESFilmicToneMapping;
            renderer.outputColorSpace = THREE.SRGBColorSpace;
            sceneContainer.appendChild(renderer.domElement);

            controls = new OrbitControls(camera, renderer.domElement);
            controls.enableDamping = true;
            controls.dampingFactor = 0.1;
            controls.target.set(0, 1, 0);
            controls.maxPolarAngle = Math.PI / 2 - 0.05;

            window.addEventListener('resize', onWindowResize, false);
            setTimeout(onWindowResize, 50);
            animate();
        }

        function onWindowResize() {
             if (!renderer || !camera || !sceneContainer) return;
             const width = sceneContainer.clientWidth || 1;
             const height = sceneContainer.clientHeight || 1;
             camera.aspect = width / height;
             camera.updateProjectionMatrix();
             renderer.setSize(width, height);
        }

        function animate() {
            requestAnimationFrame(animate);
            controls.update();
            if (renderer && scene && camera) renderer.render(scene, camera);
        }

        function createMesh(geometry, material, pos = {x:0,y:0,z:0}, rot = {x:0,y:0,z:0}, scale = {x:1,y:1,z:1}) {
             const mesh = new THREE.Mesh(geometry, material);
             mesh.position.set(pos.x, pos.y, pos.z);
             mesh.rotation.set(rot.x, rot.y, rot.z);
             mesh.scale.set(scale.x, scale.y, scale.z);
             mesh.castShadow = true; mesh.receiveShadow = true;
             return mesh;
         }

        function createGround(material = MAT.ground, size = 20) {
             const geo = new THREE.PlaneGeometry(size, size);
             const ground = new THREE.Mesh(geo, material);
             ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
             ground.receiveShadow = true; ground.castShadow = false;
             ground.userData.isGround = true;
             return ground;
        }

        function setupLighting(type = 'default') {
             currentLights.forEach(light => {
                 if (light) scene.remove(light);
             });
             currentLights = [];

             let ambientIntensity = 0.5;
             let dirIntensity = 1.0;
             let dirColor = 0xffffff;
             let dirPosition = new THREE.Vector3(10, 15, 8);

             if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
             if (type === 'cave') {
                 ambientIntensity = 0.2; dirIntensity = 0;
                 const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
                 ptLight.position.set(0, 3, 0);
                 ptLight.castShadow = true;
                 ptLight.shadow.mapSize.set(512, 512);
                 // Will be added to zone group later
                 currentLights.push(ptLight);
            }
             if (type === 'ruins') { ambientIntensity = 0.4; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }

             const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
             scene.add(ambientLight);
             currentLights.push(ambientLight);

             if (dirIntensity > 0) {
                 const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
                 directionalLight.position.copy(dirPosition);
                 directionalLight.castShadow = true;
                 directionalLight.shadow.mapSize.set(1024, 1024);
                 directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
                 const sb = 20;
                 directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
                 directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
                 directionalLight.shadow.bias = -0.0005;
                 scene.add(directionalLight);
                 currentLights.push(directionalLight);
             }
        }

        function createFieldZone(zoneId) {
            const group = new THREE.Group();
            group.add(createGround(MAT.grass, 30));
            const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.5, 0);
            for(let i=0; i<5; i++) {
                 group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
            }
            group.visible = false;
            return { group, lighting: 'default', title: "Open Field", entryText: "You stand in an open, grassy field.", options: [], zoneId: zoneId };
        }

        function createForestZone(zoneId) {
             const group = new THREE.Group();
             group.add(createGround(MAT.ground, 30));
             const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
             const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
             for(let i=0; i<25; i++) {
                 const x = (Math.random() - 0.5) * 28;
                 const z = (Math.random() - 0.5) * 28;
                 if(Math.sqrt(x*x+z*z) < 1) continue;
                 const tree = new THREE.Group();
                 const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
                 const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
                 tree.add(trunk); tree.add(leaves);
                 tree.position.set(x, 0, z);
                 tree.rotation.y = Math.random() * Math.PI * 2;
                 group.add(tree);
             }
             group.visible = false;
             return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy.", options: [], zoneId: zoneId };
        }

        function createCaveZone(zoneId) {
            const group = new THREE.Group();
            group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
             const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
             const walls = createMesh(wallGeo, MAT.stone, {y: 4});
             walls.material.side = THREE.BackSide;
             group.add(walls);
             const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
             for(let i=0; i<15; i++){
                 const st = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 6 + Math.random()*2, z: (Math.random()-0.5)*16}, {x:Math.PI});
                 group.add(st);
             }
             // Add point light specific to cave if tracked
             const caveLight = currentLights.find(l => l && l.isPointLight);
             if (caveLight) {
                 group.add(caveLight);
             }
             group.visible = false;
             return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp in here. Water drips.", options: [], zoneId: zoneId };
         }

         function createRuinsZone(zoneId) {
             const group = new THREE.Group();
             group.add(createGround(MAT.dirt, 25));
             const wallGeo = new THREE.BoxGeometry(0.5, 2, 3);
             for(let i=0; i<8; i++) {
                 const wall = createMesh(wallGeo, MAT.stone,
                     {x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20},
                     {y: Math.random() * Math.PI}
                 );
                 wall.scale.y = 0.5 + Math.random() * 0.8;
                 wall.rotation.x = (Math.random()-0.5)*0.1;
                 wall.rotation.z = (Math.random()-0.5)*0.1;
                 group.add(wall);
             }
             group.visible = false;
             return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls.", options: [], zoneId: zoneId };
         }

        function getZoneId(row, col) { return `zone_${row}_${col}`; }

        function populateZoneCreators() {
            // No reassignment here! Just adding properties to existing const object.
            for (let r = 0; r < MAP_ROWS; r++) {
                for (let c = 0; c < MAP_COLS; c++) {
                    const zoneId = getZoneId(r, c);
                    let creatorFunc;
                    if (r === 0) creatorFunc = createForestZone;
                    else if (r === 1 && c % 2 === 0) creatorFunc = createFieldZone;
                    else if (r === 1 && c % 2 !== 0) creatorFunc = createRuinsZone;
                    else creatorFunc = createCaveZone;
                    zoneCreators[zoneId] = () => creatorFunc(zoneId);
                }
            }
             console.log("Zone creators populated.");
        }

        function getZoneNeighbors(zoneId) {
            const parts = zoneId.split('_');
            if (parts.length !== 3) return {};
            const r = parseInt(parts[1]);
            const c = parseInt(parts[2]);
            const neighbors = {};
            if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
            if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
            if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
            if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
            return neighbors;
        }

        function startGame() {
            const defaultChar = {
                name: "Player",
                stats: { hp: 20, maxHp: 20, xp: 0 },
                inventory: []
            };
            gameState = {
                currentZoneId: null,
                character: JSON.parse(JSON.stringify(defaultChar))
            };
            populateZoneCreators();
            zoneGroups = {};
             while(worldGroup.children.length > 0){
                 worldGroup.remove(worldGroup.children[0]);
             }
            console.log("Starting new game:", gameState);
            transitionToZone(getZoneId(1, 1));
        }

        function transitionToZone(newZoneId) {
             console.log(`Transitioning to ${newZoneId}`);
             currentMessage = "";

             if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
                 zoneGroups[gameState.currentZoneId].group.visible = false;
             }

             let zoneInfo;
             if (zoneGroups[newZoneId]) {
                 zoneInfo = zoneGroups[newZoneId];
                 zoneInfo.group.visible = true;
                 console.log(`Re-entering zone ${newZoneId}`);
             } else {
                 const creator = zoneCreators[newZoneId];
                 if (creator) {
                    zoneInfo = creator();
                    zoneGroups[newZoneId] = zoneInfo;
                    worldGroup.add(zoneInfo.group);
                    zoneInfo.group.visible = true;
                    console.log(`Created and entered zone ${newZoneId}`);
                 } else {
                    console.error(`No creator found for zone ID: ${newZoneId}, going to fallback`);
                     const fallbackId = getZoneId(1, 1);
                     if (!zoneGroups[fallbackId]) {
                         zoneGroups[fallbackId] = zoneCreators[fallbackId]();
                         worldGroup.add(zoneGroups[fallbackId].group);
                     }
                     zoneInfo = zoneGroups[fallbackId];
                     zoneInfo.group.visible = true;
                     newZoneId = fallbackId;
                     currentMessage = `<p class="message message-failure">Error: Invalid zone transition.</p>`;
                 }
             }

             gameState.currentZoneId = newZoneId;
             setupLighting(zoneInfo.lighting || 'default'); // Setup general lighting

              // Add zone-specific lights from setupLighting to the *current* zone's group
             currentLights.forEach(light => {
                if (light && light.isPointLight && !light.parent) { // If it's a point light tracked but not in scene
                    zoneInfo.group.add(light); // Add it to the now visible group
                }
             });

             camera.position.set(0, 6, 12);
             controls.target.set(0, 1, 0);
             controls.update();

             renderCurrentPageUI();
        }


        function renderCurrentPageUI() {
            const zoneInfo = zoneGroups[gameState.currentZoneId];
            const zoneId = gameState.currentZoneId;

            if (!zoneInfo) {
                console.error(`No zone info loaded for ${zoneId}`);
                storyTitleElement.textContent = "Error";
                storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone.</p>";
                choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZone('${getZoneId(1, 1)}')">Return to Start</button>`;
                updateStatsDisplay();
                updateInventoryDisplay();
                updateActionInfo();
                return;
            }

             storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
             storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
             choicesElement.innerHTML = '';

             const neighbors = getZoneNeighbors(zoneId);
             const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
             for(const dir in neighbors) {
                  const neighborId = neighbors[dir];
                  const button = document.createElement('button');
                  button.classList.add('choice-button');
                  button.textContent = `Go ${directions[dir]}`;
                  button.onclick = () => transitionToZone(neighborId); // Use transitionToZone directly
                  choicesElement.appendChild(button);
             }

             if (zoneInfo.options && zoneInfo.options.length > 0) {
                 zoneInfo.options.forEach(option => {
                     const button = document.createElement('button');
                     button.classList.add('choice-button');
                     button.textContent = option.text;
                     // Add onclick based on option.action later
                     choicesElement.appendChild(button);
                 });
             }

             updateStatsDisplay();
             updateInventoryDisplay();
             updateActionInfo();
        }

        window.transitionToZone = transitionToZone; // Make globally accessible


        function updateStatsDisplay() {
            const { hp, maxHp, xp } = gameState.character.stats;
            const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
            statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span>`;
        }

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

        function updateActionInfo() {
            if (!actionInfoElement) return; // Guard against element not existing yet
            actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
        }

        function pickupItem() { console.log("Pickup disabled."); }
        function placeItem() { console.log("Placement disabled."); }
        function togglePlacementMode() { console.log("Placement disabled.");}
        function startCombat(enemyTypeId) { console.log("Combat disabled."); }
        function handleCombatAction(action) { console.log("Combat disabled."); }
         window.startCombat = startCombat;
         window.handleCombatAction = handleCombatAction;


        document.addEventListener('DOMContentLoaded', () => {
             console.log("DOM Ready - Initializing World Grid Test.");
             try {
                 initThreeJS();
                 if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
                 startGame(); // Start game directly
                 console.log("Game world initialized and started.");
             } catch (error) {
                 console.error("Initialization failed:", error);
                 storyTitleElement.textContent = "Initialization Error";
                 storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`;
                 if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
                  document.getElementById('stats-inventory-container').style.display = 'none';
                  document.getElementById('choices-container').style.display = 'none';
             }
         });

    </script>
</body>
</html>