File size: 62,515 Bytes
1aff277
 
 
 
 
9c3a2d1
1aff277
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
 
1aff277
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
9c3a2d1
 
1aff277
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
 
1aff277
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
9c3a2d1
 
1aff277
 
9c3a2d1
 
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
 
 
1aff277
9c3a2d1
1aff277
9c3a2d1
 
 
1aff277
 
 
9c3a2d1
1aff277
9c3a2d1
1aff277
9c3a2d1
 
 
1aff277
 
 
9c3a2d1
 
 
1aff277
9c3a2d1
 
 
 
1aff277
9c3a2d1
1aff277
9c3a2d1
 
 
1aff277
9c3a2d1
 
1aff277
9c3a2d1
1aff277
9c3a2d1
1aff277
9c3a2d1
 
 
1aff277
9c3a2d1
 
 
 
 
 
 
1aff277
9c3a2d1
1aff277
9c3a2d1
 
 
1aff277
9c3a2d1
1aff277
 
 
9c3a2d1
 
 
1aff277
9c3a2d1
1aff277
9c3a2d1
 
 
1aff277
 
 
9c3a2d1
 
1aff277
 
 
9c3a2d1
 
 
1aff277
 
 
9c3a2d1
 
1aff277
9c3a2d1
 
 
1aff277
 
 
 
9c3a2d1
 
 
 
 
 
 
 
 
 
1aff277
9c3a2d1
 
 
 
 
 
1aff277
9c3a2d1
 
 
 
 
1aff277
 
 
9c3a2d1
 
 
 
1aff277
 
9c3a2d1
 
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
9c3a2d1
 
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
 
1aff277
 
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
9c3a2d1
 
1aff277
 
 
9c3a2d1
 
 
 
1aff277
 
 
 
9c3a2d1
1aff277
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
 
9c3a2d1
1aff277
9c3a2d1
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1aff277
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
9c3a2d1
 
 
1aff277
9c3a2d1
 
 
 
 
 
 
1aff277
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
9c3a2d1
 
1aff277
 
9c3a2d1
 
 
 
 
 
1aff277
9c3a2d1
 
 
 
 
 
1aff277
 
9c3a2d1
 
1aff277
9c3a2d1
 
1aff277
9c3a2d1
 
 
 
 
 
 
 
 
 
 
1aff277
9c3a2d1
 
 
 
1aff277
9c3a2d1
 
1aff277
9c3a2d1
 
 
 
 
1aff277
9c3a2d1
1aff277
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
9c3a2d1
 
 
1aff277
 
 
9c3a2d1
 
1aff277
 
 
9c3a2d1
1aff277
9c3a2d1
1aff277
 
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
9c3a2d1
1aff277
 
9c3a2d1
 
 
 
 
1aff277
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
9c3a2d1
1aff277
9c3a2d1
 
 
 
1aff277
 
9c3a2d1
 
 
 
 
 
 
 
 
 
 
 
 
1aff277
9c3a2d1
1aff277
 
9c3a2d1
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1aff277
9c3a2d1
 
 
 
 
 
 
1aff277
 
9c3a2d1
1aff277
 
 
 
 
 
 
9c3a2d1
 
 
 
 
 
 
 
 
 
 
 
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
9c3a2d1
 
1aff277
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
9c3a2d1
 
1aff277
9c3a2d1
1aff277
9c3a2d1
1aff277
 
 
 
 
9c3a2d1
 
1aff277
 
 
 
 
 
9c3a2d1
 
 
1aff277
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
9c3a2d1
 
 
1aff277
 
 
 
 
9c3a2d1
1aff277
 
9c3a2d1
1aff277
9c3a2d1
 
1aff277
9c3a2d1
1aff277
 
9c3a2d1
1aff277
 
9c3a2d1
1aff277
 
 
 
9c3a2d1
 
 
1aff277
9c3a2d1
 
1aff277
 
 
9c3a2d1
 
1aff277
 
 
 
 
 
 
9c3a2d1
1aff277
9c3a2d1
 
 
 
1aff277
 
9c3a2d1
 
1aff277
 
9c3a2d1
1aff277
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
 
1aff277
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
1aff277
 
 
 
 
9c3a2d1
1aff277
 
 
 
9c3a2d1
1aff277
 
 
 
 
 
 
 
 
 
 
 
9c3a2d1
 
 
 
1aff277
 
 
 
 
 
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
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Wacky D&D Shapes Adventure! (Var Fix)</title>
    <style>
        /* --- Base Styles (Same as before) --- */
        body { font-family: 'Verdana', sans-serif; background-color: #2a3a4a; color: #f0f0f0; 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: 3px solid #506070; min-width: 250px; background-color: #101820; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; }
        #ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #3a4a5a; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
        #scene-container canvas { display: block; }
        #story-title { color: #ffd700; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 2px solid #506070; font-size: 1.8em; font-weight: bold; text-shadow: 1px 1px 2px #111; }
        #story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; color: #e8e8e8;}
        #stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #506070; border-radius: 5px; background-color: #4a5a6a; 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: #5a6a7a; padding: 4px 10px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #7a8a9a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.2); }
        #stats-display strong, #inventory-display strong { color: #e0e0e0; margin-right: 6px; font-weight:bold; }
        #inventory-display em { color: #aabbcc; font-style: normal; }
        .item-tool { background-color: #a0522d; border-color: #cd853f; color: #fff;}
        .item-key { background-color: #ffd700; border-color: #f0e68c; color: #333;}
        .item-treasure { background-color: #20b2aa; border-color: #48d1cc; color: #fff;}
        .item-food { background-color: #ff6347; border-color: #fa8072; color: #fff;}
        .item-quest { background-color: #da70d6; border-color: #ee82ee; color: #fff;}
        .item-unknown { background-color: #778899; border-color: #b0c4de;}
        #choices-container { margin-top: auto; padding-top: 20px; border-top: 2px solid #506070; }
        #choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #e0e0e0; font-size: 1.2em; font-weight: bold;}
        #choices { display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 15px;}
        #action-choices { display: flex; flex-direction: column; gap: 12px; margin-top: 15px; border-top: 1px dashed #607080; padding-top: 15px;}
        .choice-button { display: block; width: 100%; padding: 13px 16px; margin-bottom: 0; background-color: #607080; color: #fff; border: 1px solid #8090a0; border-radius: 5px; cursor: pointer; text-align: center; font-family: 'Verdana', sans-serif; font-size: 1.0em; font-weight: bold; transition: background-color 0.2s, transform 0.1s; box-sizing: border-box; letter-spacing: 0.5px; }
        .choice-button.action { text-align: left; grid-column: span 2;}
        .choice-button:hover:not(:disabled) { background-color: #ffc107; color: #222; border-color: #ffca2c; transform: translateY(-1px); }
        .choice-button:disabled { background-color: #4e5a66; color: #8a9aab; cursor: not-allowed; border-color: #607080; opacity: 0.6; transform: none; box-shadow: none;}
        .choice-button[title]:disabled::after { content: ' (' attr(title) ')'; font-style: italic; font-size: 0.9em; margin-left: 5px; }
        .message { padding: 8px 12px; margin: 10px 0; border-left-width: 4px; border-left-style: solid; font-size: 1em; background-color: rgba(0, 0, 0, 0.1); border-radius: 3px; }
        .message-info { color: #ccc; border-left-color: #666; }
        .message-item { color: #9cf; border-left-color: #48a; }
        .message-xp { color: #af8; border-left-color: #6a4; }
        .message-warning { color: #f99; border-left-color: #c66; }
        .message-success { color: #8f8; border-left-color: #4a4; }
        .message-failure { color: #f88; border-left-color: #a44; }
        .message-combat { color: #f98; border-left-color: #c64; font-weight: bold;}
        .combat-button { background-color: #a33; border-color: #c66; color: #fff; font-weight: bold; text-align: center;}
        .combat-button:hover:not(:disabled) { background-color: #d44; border-color: #f88;}
        #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">Loading Stats...</div>
                <div id="inventory-display">Inventory: ...</div>
            </div>
            <div id="choices-container">
                <h3>Navigation</h3>
                <div id="choices">Loading...</div>
                <div id="action-choices"></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'; // Re-added controls
        import { FontLoader } from 'three/addons/loaders/FontLoader.js';
        import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';

        console.log("Script module execution started.");

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

        console.log("DOM elements obtained.");

        // --- Core Three.js Variables ---
        let scene, camera, renderer, clock, controls, raycaster, mouse; // Added controls, raycaster, mouse back
        let currentSceneGroup = null;
        let currentLights = [];
        let threeFont = null;
        let currentMessage = "";
        let activeTimeouts = []; // Clear timeouts on scene change

        // --- Materials ---
        const MAT = {
            stone_grey: new THREE.MeshStandardMaterial({ color: 0x8a8a8a, roughness: 0.8 }),
            stone_brown: new THREE.MeshStandardMaterial({ color: 0x9d8468, roughness: 0.85 }),
            wood_light: new THREE.MeshStandardMaterial({ color: 0xcdaa7d, roughness: 0.7 }),
            wood_dark: new THREE.MeshStandardMaterial({ color: 0x6f4e2d, roughness: 0.75 }),
            leaf_green: new THREE.MeshStandardMaterial({ color: 0x4caf50, roughness: 0.6, side: THREE.DoubleSide }),
            leaf_autumn: new THREE.MeshStandardMaterial({ color: 0xffa040, roughness: 0.65, side: THREE.DoubleSide }),
            ground_dirt: new THREE.MeshStandardMaterial({ color: 0x8b5e3c, roughness: 0.9 }),
            ground_grass: new THREE.MeshStandardMaterial({ color: 0x558b2f, roughness: 0.85 }),
            metal_shiny: new THREE.MeshStandardMaterial({ color: 0xc0c0c0, roughness: 0.2, metalness: 0.8 }),
            metal_rusty: new THREE.MeshStandardMaterial({ color: 0xb7410e, roughness: 0.9, metalness: 0.2 }),
            crystal_blue: new THREE.MeshStandardMaterial({ color: 0x87cefa, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x205080, emissiveIntensity: 0.4 }),
            crystal_red: new THREE.MeshStandardMaterial({ color: 0xff7f7f, roughness: 0.1, metalness: 0.1, transparent: true, opacity: 0.8, emissive:0x802020, emissiveIntensity: 0.4 }),
            bright_yellow: new THREE.MeshStandardMaterial({ color: 0xffeb3b, roughness: 0.6 }),
            deep_purple: new THREE.MeshStandardMaterial({ color: 0x9c27b0, roughness: 0.7 }),
            sky_blue: new THREE.MeshStandardMaterial({ color: 0x03a9f4, roughness: 0.5 }),
            town_wood: new THREE.MeshStandardMaterial({ color: 0xae8a63, roughness: 0.7 }),
            town_roof: new THREE.MeshStandardMaterial({ color: 0x8b4513, roughness: 0.8 }),
            goblin_skin: new THREE.MeshStandardMaterial({ color: 0x8FBC8F, roughness: 0.8 }),
            text_material: new THREE.MeshBasicMaterial({ color: 0xffddaa, transparent: true }), // Make text transparent for fade
        };

        // --- Game State ---
        let gameState = {};

        // --- Item Data ---
        const itemsData = {
            "Sturdy Stick": {type:"tool", description:"Surprisingly pointy."},
            "Wobbly Key": {type:"key", description:"Might fit a wobbly lock?"},
            "Goblin's Favorite Sock": {type:"quest", description:"Smells... unique."},
            "Shiny Rock": {type:"treasure", description:"Distractingly shiny."},
            "Suspicious Mushroom": {type:"food", description:"Maybe... just maybe..."},
            "Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."}
        };

        // --- Enemy Data ---
         const enemyData = {
            'goblin': { name: "Grumpy Goblin", hp: 12, defense: 12, attackBonus: 1, damageDice: 4, xp: 25, drops: ["Goblin's Favorite Sock", "Shiny Rock"] },
            'skeleton': { name: "Clattering Skeleton", hp: 10, defense: 13, attackBonus: 2, damageDice: 4, xp: 20, drops: ["Ancient Coin"] }, // Added skeleton
            'spider': { name: "Hairy Spider", hp: 15, defense: 11, attackBonus: 2, damageDice: 3, xp: 25, drops: ["Cave Crystal"] } // Adjusted spider
        };

        // --- Procedural Shapes ---
        const SHAPE_GENERATORS = {
            'pointy_cone': (size) => new THREE.ConeGeometry(size * 0.5, size * 1.2, 6 + Math.floor(Math.random() * 5)),
            'round_blob': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8),
            'spinny_torus': (size) => new THREE.TorusGeometry(size * 0.5, size * 0.15, 8, 16),
            'boxy_chunk': (size) => new THREE.BoxGeometry(size, size * (0.8 + Math.random() * 0.4), size * (0.8 + Math.random() * 0.4)),
            'spiky_ball': (size) => new THREE.IcosahedronGeometry(size * 0.7, 0),
            'flat_plate': (size) => new THREE.BoxGeometry(size * 1.5, size * 0.1, size * 1.5),
            'tall_cylinder': (size) => new THREE.CylinderGeometry(size * 0.3, size * 0.3, size * 2.0, 8),
            'knotty_thing': (size) => new THREE.TorusKnotGeometry(size * 0.4, size * 0.1, 50, 8),
            'gem_shape': (size) => new THREE.OctahedronGeometry(size * 0.6, 0),
            'basic_tetra': (size) => new THREE.TetrahedronGeometry(size * 0.7, 0),
            'squashed_ball': (size) => new THREE.SphereGeometry(size * 0.6, 12, 8).scale(1, 0.6, 1),
            'holed_box': (size) => {
                 const shape = new THREE.Shape();
                 shape.moveTo(-size/2, -size/2); shape.lineTo(-size/2, size/2); shape.lineTo(size/2, size/2); shape.lineTo(size/2, -size/2); shape.closePath();
                 const hole = new THREE.Path();
                 hole.absellipse(0, 0, size*0.2, size*0.2, 0, Math.PI*2, false);
                 shape.holes.push(hole);
                 return new THREE.ExtrudeGeometry(shape, {depth: size*0.3, bevelEnabled: false});
            }
        };
        const shapeKeys = Object.keys(SHAPE_GENERATORS);

        // --- Game Data (More Pages) ---
         const gameData = {
            1: { // Snoring Meadows (Start)
                title: "Snoring Meadows",
                content: "<p>You wake with a start! Not from a nightmare, but because the grass around you is... snoring softly? Weird. A path leads North into the Wiggly Woods and East towards some noisy-looking Clanky Caves.</p>",
                options: [
                    { text: "Venture into Wiggly Woods", next: 2 },
                    { text: "Investigate Clanky Caves", next: 5 },
                    { text: "Poke the snoring grass? (WIS Check DC 10)", check: { stat: 'wisdom', dc: 10, next: 10, onFailure: 11 } }
                ],
                assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
            },
            2: { // Wiggly Woods Entrance
                title: "Wiggly Woods",
                content: "<p>Whoa! These trees are doing the wiggle! It's quite groovy, but makes walking tricky. A particularly grumpy-looking Goblin blocks the path deeper (North).</p>",
                options: [
                    { text: "Politely ask the Goblin to move", next: 3 },
                    { text: "Try to wiggle past (DEX Check DC 12)", check: { stat: 'dexterity', dc: 12, next: 4, onFailure: 3 } }, // Fail leads to talk
                    { text: "Wiggle back to the Meadows (South)", next: 1 }
                ],
                assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple], arrangement: 'cluster', clusterRadius: 10 }
            },
             3: { // Confront Goblin
                title: "Grumpy Goblin Guard",
                content: "<p>'Oi! Wiggler!' the Goblin shouts, adjusting his single, smelly sock. 'Dis MY patch o' wiggles! Whatcha want?' He doesn't look like he enjoys conversation. Or baths.</p>",
                options: [
                    { text: "'Just passing through!' (CHA Check DC 14)", check: { stat: 'charisma', dc: 14, next: 4, onFailure: 12 } },
                    { text: "Offer 'Shiny Rock' as tribute", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 15} },
                    { text: "Prepare for a Wobbly Tussle!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
                    { text: "'Nevermind!' (Retreat)", next: 2 }
                ],
                assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
            },
             4: { // Past Goblin
                title: "Further Into the Woods",
                content: "<p>You made it past the grumpy guardian! The woods get thicker here, but you see a strange, perfectly Square Clearing to the North.</p>",
                options: [
                    { text: "Investigate the Square Clearing (North)", next: 7 },
                    { text: "Go Back Past Goblin Spot (South)", next: 2 } // Assume goblin is gone/pacified
                ],
                 assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'round_blob'], accents: ['leaf_green'], count: 25, scaleRange: [1.0, 2.8], colorTheme: [MAT.wood_light, MAT.leaf_green, MAT.stone_brown], arrangement: 'scatter' }
            },
            5: { // Cave Entrance
                 title: "Clanky Caves Entrance",
                 content: "<p>CLANK! WHOOSH! A rusty metal sign hangs crookedly: 'Clanky Caves - Enter At Yer Own Risk & Volume Level'. It smells faintly of oil and... ozone?</p>",
                 options: [ { text: "Bravely Enter!", next: 8 }, { text: "Nope Out (West)", next: 1 } ],
                 assemblyParams: { baseShape: 'stone_grey', baseSize: 20, mainShapes: ['spiky_ball', 'spinny_torus', 'holed_box'], accents: ['metal_rusty'], count: 25, scaleRange: [0.5, 1.8], colorTheme: [MAT.stone_grey, MAT.metal_rusty, MAT.metal_shiny], arrangement: 'cluster', clusterRadius: 8 }
             },
             6: { // Placeholder - Reached from old page 3, needs rewrite
                title: "Gem Patch Revisited",
                content: "<p>You return to the shiny spot. The remaining gems twinkle invitingly.</p>",
                options: [ { text: "Go Back to Meadow Path", next: 1 } ], // Simple exit
                 assemblyParams: { baseShape: 'ground_grass', baseSize: 15, mainShapes: ['gem_shape', 'basic_tetra'], accents: ['pointy_cone'], count: 30, scaleRange: [0.2, 0.7], colorTheme: [MAT.crystal_blue, MAT.crystal_red, MAT.stone_grey], arrangement: 'patch', patchPos: {x:0, y:0.1, z:0}, patchRadius: 5 }
             },
             7: { // Square Clearing
                 title: "The Square Clearing",
                 content: "<p>Wow, they weren't kidding. Everything is suspiciously square - the rocks, the flowers... In the center sits a locked chest, also square, with a distinctly wobbly keyhole.</p>",
                 options: [
                     { text: "Try Wobbly Key", requires: "Wobbly Key", consume: true, next: 13 },
                     { text: "Try Sturdy Stick (Strength Check DC 13 to pry)", requires: "Sturdy Stick", check: { stat: 'strength', dc: 13, next: 14, onFailure: 14 } }, // Fail still goes to 14 but maybe adds message
                     { text: "Leave the Creepy Clearing (South)", next: 4 }
                 ],
                 assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: ['basic_tetra'], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
             },
             8: { // Inside Clanky Caves
                  title: "Clanky Caves - Junction",
                  content: "<p>Clank! Whirr! Sproing! It's a cacophony! Gears spin wildly, pistons pump uselessly. Passages lead West (Clankier?) and East (Quieter?).</p>",
                  options: [ { text: "Go West (More Clanks!)", next: 9 }, { text: "Go East (Less Clanky?)", next: 5 } ],
                  assemblyParams: { baseShape: 'stone_grey', baseSize: 25, mainShapes: ['spinny_torus', 'holed_box', 'tall_cylinder'], accents: ['metal_shiny', 'basic_tetra'], count: 30, scaleRange: [0.6, 2.0], colorTheme: [MAT.stone_grey, MAT.metal_shiny, MAT.metal_rusty, MAT.bright_yellow], arrangement: 'cluster', clusterRadius: 10 }
             },
             9: { // Deeper Cave / Sprocket Stash
                  title: "Sprocket Stash",
                  content: "<p>Jackpot! A huge pile of Shiny Sprockets! They spin hypnotically. Also, some weird purple mushrooms pulse nearby.</p>",
                  options: [ { text: "Grab a Sprocket!", reward: { addItem: "Shiny Sprocket", xp: 10 }, next: 9 }, { text: "Lick a Mushroom? (CON Check DC 11)", check: {stat:'constitution', dc: 11, next: 15, onFailure: 16 } }, { text: "Go Back East", next: 8 } ],
                  assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape', 'pointy_cone'], accents: ['spinny_torus', 'metal_shiny'], count: 25, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
             },
             10: { // Success poking grass
                 title: "Grass Tickled!",
                 content: "<p>Hehe! The blade of grass giggles (yes, really!) and spits out a very Wobbly Key!</p>",
                 options: [ { text: "Nab the Key!", reward: { addItem: "Wobbly Key", xp: 5 }, next: 1 } ],
                 assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
             },
             11: { // Fail poking grass
                 title: "Grass Annoyed!",
                 content: "<p>The snoring grass grumbles and rolls over, hiding whatever might have been there. Maybe try again later?</p>",
                 options: [ { text: "Okay, okay, sorry!", next: 1 } ],
                 assemblyParams: { baseShape: 'ground_grass', baseSize: 30, mainShapes: ['squashed_ball', 'pointy_cone'], accents: [], count: 30, scaleRange: [0.5, 1.2], colorTheme: [MAT.grass, MAT.leaf_green, MAT.sky_blue], arrangement: 'scatter' }
             },
              12: { // Fail charisma check on goblin
                 title: "Goblin Scowls",
                 content: "<p>'Bah! Words are cheap!' The goblin tightens his grip on the spear. 'Try again, maybe with shiny stuff?'</p>",
                 options: [
                     { text: "Attack!", action: 'triggerCombat', enemy: 'goblin', nextOnWin: 4, nextOnLoss: 98 },
                     { text: "Offer 'Shiny Rock'", requires: "Shiny Rock", consume: true, next: 4, reward: {xp: 10} },
                     { text: "Flee!", next: 2 }
                 ],
                  assemblyParams: { baseShape: 'ground_dirt', baseSize: 25, mainShapes: ['tall_cylinder', 'knotty_thing'], accents: ['leaf_autumn', 'basic_tetra'], count: 20, scaleRange: [1.0, 3.0], colorTheme: [MAT.wood_dark, MAT.leaf_autumn, MAT.deep_purple, MAT.goblin_skin], arrangement: 'cluster', clusterRadius: 10 }
            },
             13: { // Open chest with key
                 title: "Wobbly Chest Opens!",
                 content: "<p>Wiggle, jiggle... click! The key works! Inside is... a single, slightly Suspicious Mushroom. Huh.</p>",
                 options: [ { text: "Take the Mushroom", reward: { addItem: "Suspicious Mushroom", xp: 15 }, next: 7 } ],
                 assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
            },
             14: { // Whack chest / Fail Str check
                 title: "Thwack! Ow.",
                 content: "<p>You whack the chest. It remains stubbornly square and closed. Your stick might have a splinter. The lock still wobbles mockingly.</p>",
                 options: [ { text: "Try Wobbly Key", requires: "Wobbly Key", consume: true, next: 13 }, { text: "Leave it", next: 7 } ],
                 assemblyParams: { baseShape: 'ground_grass', baseSize: 20, mainShapes: ['boxy_chunk', 'holed_box'], accents: [], count: 15, scaleRange: [0.8, 1.5], colorTheme: [MAT.stone_brown, MAT.grass, MAT.stone_grey], arrangement: 'patch', patchRadius: 8 }
            },
             15: { // Success licking Mushroom
                 title: "Tingly!",
                 content: "<p>You lick the mushroom. It tastes like purple and static! You feel... stronger! (+1 Strength!)</p>",
                 options: [ { text: "Whoa! Go Back.", next: 8 } ],
                 reward: { statGain: { strength: 1 }, xp: 5 }, // Example stat gain
                 assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
            },
             16: { // Fail licking Mushroom
                 title: "Blech!",
                 content: "<p>You lick the mushroom. It tastes like old socks and regret. Your tongue feels fuzzy. (-1 Charisma temporarily? TBC)</p>",
                 options: [ { text: "Ugh! Go Back.", next: 8 } ],
                 // Add temporary effect later if needed
                 assemblyParams: { baseShape: 'stone_grey', baseSize: 15, mainShapes: ['gem_shape'], accents: ['spinny_torus', 'metal_shiny'], count: 20, scaleRange: [0.4, 1.0], colorTheme: [MAT.metal_shiny, MAT.bright_yellow, MAT.deep_purple], arrangement: 'patch', patchRadius: 4 }
            },
            98: { // Lose combat
                title: "Bonked!",
                content: "<p>Ouch! That hurt. You wake up back in the Snoring Meadows, feeling rather silly.</p>",
                options: [ { text: "Try again?", next: 1 } ],
                assemblyParams: { baseShape: 'ground_grass', count: 5, mainShapes:['round_blob'], colorTheme:[MAT.grass]}
            },
            99: { // Generic End/TBC
                title: "To Be Continued... Maybe!",
                content: "<p>That's the end of this particular wacky path. Was there a point? Who knows! Adventure!</p>",
                options: [ { text: "Start Over?", next: 1 } ],
                assemblyParams: { baseShape: 'flat_plate', baseSize: 10, mainShapes: ['basic_tetra'], count: 5, scaleRange: [1, 2], colorTheme: [MAT.sky_blue, MAT.bright_yellow], arrangement: 'center_stack', stackHeight: 3 }
            }
        };

        // --- Core Functions ---

        function initThreeJS() {
            console.log("initThreeJS started.");
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0x2a3a4a);
            clock = new THREE.Clock();
            raycaster = new THREE.Raycaster();
            mouse = new THREE.Vector2();

            const width = sceneContainer.clientWidth || 1;
            const height = sceneContainer.clientHeight || 1;
            camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
            camera.position.set(0, 8, 15);
            camera.lookAt(0, 1, 0);

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

            // Controls removed for page-based navigation focus
            // controls = new OrbitControls(camera, renderer.domElement);

            window.addEventListener('resize', onWindowResize, false);
            renderer.domElement.addEventListener('click', onMouseClick, false);
            setTimeout(onWindowResize, 100);
            animate();
            console.log("initThreeJS finished.");
        }

        function loadFontAndStart() {
             console.log("Loading font...");
             const loader = new FontLoader();
             // Ensure the path to the font is correct or use a reliable CDN
             loader.load('https://unpkg.com/[email protected]/examples/fonts/helvetiker_regular.typeface.json', function (font) {
                 threeFont = font;
                 console.log("Font loaded.");
                 startGame();
             }, undefined, function (error) {
                 console.error('Font loading failed:', error);
                 threeFont = null;
                 startGame();
             });
        }


        function onWindowResize() {
             if (!renderer || !camera || !sceneContainer) return;
             const width = sceneContainer.clientWidth || 1;
             const height = sceneContainer.clientHeight || 1;
             if (width > 0 && height > 0) {
                camera.aspect = width / height;
                camera.updateProjectionMatrix();
                renderer.setSize(width, height);
             }
        }

         function onMouseClick( event ) {
             const rect = renderer.domElement.getBoundingClientRect();
             mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
             mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
             pickupItem(); // Only use click for pickup now
         }


        function animate() {
            requestAnimationFrame(animate);
            const delta = clock.getDelta();
            const time = clock.getElapsedTime();
            // controls?.update(); // Controls removed

            if (currentSceneGroup) {
                currentSceneGroup.traverse(obj => {
                     if (obj.userData.update) obj.userData.update(time, delta);
                 });
            }

            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 setupLighting(type = 'default') { // Simplified lighting
            currentLights.forEach(light => { if (light.parent) light.parent.remove(light); if(scene.children.includes(light)) scene.remove(light); });
            currentLights = [];

            const ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
            scene.add(ambientLight);
            currentLights.push(ambientLight);

            const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
            directionalLight.position.set(8, 15, 10);
            directionalLight.castShadow = true;
            directionalLight.shadow.mapSize.set(1024, 1024);
             directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
            const sb = 25;
            directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
            directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
            directionalLight.shadow.bias = -0.001; // Adjusted bias slightly
            scene.add(directionalLight);
            currentLights.push(directionalLight);
        }

        function createProceduralAssembly(params) {
            console.log("Creating procedural assembly with params:", params);
            const group = new THREE.Group();
            const {
                baseShape = 'ground_grass', baseSize = 20,
                mainShapes = ['boxy_chunk'], accents = ['pointy_cone'],
                count = 10, scaleRange = [0.5, 1.5],
                colorTheme = [MAT.stone_grey, MAT.wood_light, MAT.leaf_green],
                arrangement = 'scatter',
                stackHeight = 5,
                clusterRadius = 5,
                patchPos = {x:0, y:0, z:0}, patchRadius = 3
            } = params;

            let baseMesh;
            if (baseShape.startsWith('ground_')) {
                const groundMat = MAT[baseShape] || MAT.ground_grass;
                const groundGeo = new THREE.PlaneGeometry(baseSize, baseSize);
                baseMesh = new THREE.Mesh(groundGeo, groundMat);
                baseMesh.rotation.x = -Math.PI / 2; baseMesh.position.y = 0;
                baseMesh.receiveShadow = true; baseMesh.castShadow = false;
                baseMesh.userData.isGround = true;
                group.add(baseMesh);
            } else {
                const baseGeoFunc = SHAPE_GENERATORS[baseShape] || SHAPE_GENERATORS['flat_plate'];
                const baseGeo = baseGeoFunc(baseSize);
                baseMesh = createMesh(baseGeo, colorTheme[0] || MAT.stone_grey, {y:0.1});
                baseMesh.receiveShadow = true; baseMesh.castShadow = false;
                 baseMesh.userData.isGround = true;
                group.add(baseMesh);
            }

            const allShapes = [...mainShapes, ...accents];
            let lastY = 0.1;
            let stackCount = 0;

            for (let i = 0; i < count; i++) {
                if(allShapes.length === 0) break;
                const shapeKey = allShapes[Math.floor(Math.random() * allShapes.length)];
                const geoFunc = SHAPE_GENERATORS[shapeKey];
                if (!geoFunc) { console.warn(`Shape generator missing: ${shapeKey}`); continue; }

                const scaleFactor = scaleRange[0] + Math.random() * (scaleRange[1] - scaleRange[0]);
                const geometry = geoFunc(scaleFactor);
                if (!geometry) { console.warn(`Geometry creation failed for ${shapeKey}`); continue; } // Check geometry creation

                const material = colorTheme[Math.floor(Math.random() * colorTheme.length)];
                const mesh = createMesh(geometry, material);

                 try {
                     geometry.computeBoundingBox();
                 } catch(e) { console.error("Error computing bounding box", e, geometry); continue; }

                 let height = 0;
                 if (geometry.boundingBox) {
                    height = (geometry.boundingBox.max.y - geometry.boundingBox.min.y) * mesh.scale.y;
                 } else {
                    height = scaleFactor;
                 }
                 height = Math.max(0.1, height);


                let position = { x:0, y:0, z:0 };
                let isValidPosition = false;

                switch(arrangement) {
                     case 'stack':
                         if (stackCount < stackHeight) {
                             position.y = lastY + height / 2;
                             position.x = (Math.random() - 0.5) * 0.5 * scaleFactor;
                             position.z = (Math.random() - 0.5) * 0.5 * scaleFactor;
                             lastY += height * 0.9;
                             stackCount++; isValidPosition = true;
                         } break;
                     case 'center_stack':
                          if (stackCount < stackHeight) {
                             position.y = lastY + height / 2;
                             lastY += height * 0.95;
                             stackCount++; isValidPosition = true;
                          } break;
                     case 'cluster':
                         const angle = Math.random() * Math.PI * 2;
                         const radius = Math.random() * clusterRadius;
                         position.x = Math.cos(angle) * radius;
                         position.z = Math.sin(angle) * radius;
                         position.y = height / 2; isValidPosition = true; break;
                      case 'patch':
                          const pAngle = Math.random() * Math.PI * 2;
                          const pRadius = Math.random() * patchRadius;
                          position.x = patchPos.x + Math.cos(pAngle) * pRadius;
                          position.z = patchPos.z + Math.sin(pAngle) * pRadius;
                          position.y = (patchPos.y || 0) + height / 2; isValidPosition = true; break;
                     case 'scatter': default:
                         position.x = (Math.random() - 0.5) * baseSize * 0.8;
                         position.z = (Math.random() - 0.5) * baseSize * 0.8;
                         position.y = height / 2; isValidPosition = true; break;
                }

                if (!isValidPosition) continue;

                 mesh.position.set(position.x, position.y, position.z);
                 mesh.rotation.set(
                    Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI),
                    Math.random() * Math.PI * 2,
                    Math.random() * (arrangement.includes('stack') ? 0.2 : Math.PI)
                );

                if (Math.random() < 0.3) {
                     mesh.userData.rotSpeed = (Math.random() - 0.5) * 0.4;
                     mesh.userData.bobSpeed = 1 + Math.random();
                     mesh.userData.bobAmount = 0.05 + Math.random() * 0.05;
                     mesh.userData.startY = mesh.position.y;
                     mesh.userData.update = (time, delta) => {
                         mesh.rotation.y += mesh.userData.rotSpeed * delta;
                         mesh.position.y = mesh.userData.startY + Math.sin(time * mesh.userData.bobSpeed) * mesh.userData.bobAmount;
                     };
                }
                group.add(mesh);
            }
            console.log(`Assembly created with ${group.children.length -1} procedural objects.`);
            return group;
        }

        function updateScene(assemblyParams) {
             console.log("updateScene called");
             activeTimeouts.forEach(id => clearTimeout(id)); // Clear pending timeouts
             activeTimeouts = [];

             if (currentSceneGroup) {
                 scene.remove(currentSceneGroup); // Remove group cleanly
                 // Dispose geometries in the removed group
                 currentSceneGroup.traverse(child => {
                     if (child.isMesh && child.geometry) {
                         child.geometry.dispose();
                     }
                 });
                currentSceneGroup = null;
             }
             setupLighting('default');

             if (!assemblyParams) {
                 console.warn("No assemblyParams provided, creating default scene.");
                 assemblyParams = { baseShape: 'ground_dirt', count: 5, mainShapes: ['boxy_chunk'] };
             }

             try {
                 currentSceneGroup = createProceduralAssembly(assemblyParams);
                 scene.add(currentSceneGroup);
                 console.log("New scene group added.");
             } catch (error) {
                 console.error("Error creating procedural assembly:", error);
             }
         }


        function startGame() {
            console.log("startGame called.");
            const defaultChar = {
                name: "Player",
                stats: { hp: 25, maxHp: 25, xp: 0, strength: 12, dexterity: 11, constitution: 13, intelligence: 9, wisdom: 10, charisma: 8 },
                inventory: ["Sturdy Stick"]
            };
            gameState = {
                currentPageId: 1,
                character: JSON.parse(JSON.stringify(defaultChar)),
                combat: null
            };
            renderPage(gameState.currentPageId);
            console.log("startGame finished.");
        }

        function handleChoiceClick(option) { // Renamed parameter for clarity
             console.log("Choice clicked:", option);
             currentMessage = "";

             // Check requirements first
             if (option.requires && !gameState.character.inventory.includes(option.requires)) {
                 currentMessage = `<p class="message message-warning">You need a ${option.requires} for that!</p>`;
                 renderPage(gameState.currentPageId); // Re-render current page with message
                 return;
             }

             // Consume item if required and successful (or if action doesn't fail)
             let consumedItem = false;
             if (option.requires && option.consume) {
                 gameState.character.inventory = gameState.character.inventory.filter(i => i !== option.requires);
                 currentMessage += `<p class="message message-item">Used your ${option.requires}.</p>`;
                 consumedItem = true; // Mark as consumed
             }

             // Handle different action types
             if (option.action === 'triggerCombat' && option.enemy) {
                 startCombat(option.enemy, option.nextOnWin, option.nextOnLoss);
                 // Combat flow handles the next steps and UI render
             } else if (option.check) {
                 performSkillCheck(option.check, option.next, option.onFailure);
                 // Skill check flow handles the next steps and UI render
             } else if (option.next) {
                 // Simple navigation or action leading to next page
                 let nextPageId = parseInt(option.next);
                 const targetPageData = gameData[nextPageId];

                 if (!targetPageData) {
                     console.error(`Invalid next page ID: ${nextPageId}`);
                     currentMessage += `<p class="message message-warning">That path is mysteriously blocked!</p>`;
                     nextPageId = gameState.currentPageId; // Stay on current page
                 }

                 // Apply rewards associated *with this specific choice*
                 if (option.reward) {
                     applyReward(option.reward);
                 }

                 gameState.currentPageId = nextPageId;
                 renderPage(nextPageId); // Render the next page

             } else {
                 console.warn("Choice has no action or next page:", option);
                 currentMessage += `<p class="message message-info">Nothing seems to happen...</p>`;
                 renderPage(gameState.currentPageId); // Re-render current page
             }
        }
         window.handleChoiceClick = handleChoiceClick; // Expose for inline handlers

        function performSkillCheck(checkData, successPageId, failurePageId) {
             const {stat, dc} = checkData;
             const baseStat = gameState.character.stats[stat] || 10;
             const modifier = Math.floor((baseStat - 10) / 2);
             const roll = Math.floor(Math.random() * 20) + 1;
             const total = roll + modifier;
             const success = roll === 20 || (roll !== 1 && total >= dc); // Nat 20 success, Nat 1 fail

             console.log(`Skill Check ${stat}: Roll ${roll} + Mod ${modifier} = ${total} vs DC ${dc}`);
             currentMessage += `<p class="message message-info"><em>Rolling ${stat}... (Rolled ${total} vs DC ${dc})</em></p>`;
             displayDiceRoll(roll, success);

             if (success) {
                 currentMessage += `<p class="message message-success"><em>Success!</em></p>`;
                 gameState.currentPageId = successPageId;
             } else {
                 currentMessage += `<p class="message message-failure"><em>Failed!</em></p>`;
                 gameState.currentPageId = failurePageId;
             }

             // Add delay before showing result page
             activeTimeouts.push(setTimeout(() => renderPage(gameState.currentPageId), 2600)); // Longer delay
        }

        function applyReward(rewardData) {
             // Refactored reward application
             if(!rewardData) return;
             if(rewardData.addItem && itemsData[rewardData.addItem]) {
                 if (!gameState.character.inventory.includes(rewardData.addItem)) {
                     gameState.character.inventory.push(rewardData.addItem);
                     currentMessage += `<p class="message message-item">You got a ${rewardData.addItem}!</p>`;
                 } else {
                      currentMessage += `<p class="message message-info">You found another ${rewardData.addItem}.</p>`;
                 }
             }
             if(rewardData.xp) {
                 gameState.character.stats.xp += rewardData.xp;
                 currentMessage += `<p class="message message-xp">Gained ${rewardData.xp} XP!</p>`;
             }
              if(rewardData.hpGain) {
                 gameState.character.stats.hp = Math.min(gameState.character.stats.maxHp, gameState.character.stats.hp + rewardData.hpGain);
                 currentMessage += `<p class="message message-success">Recovered ${rewardData.hpGain} HP.</p>`;
             }
             if(rewardData.statGain) {
                 for (const stat in rewardData.statGain) {
                     if (gameState.character.stats.hasOwnProperty(stat)) {
                         const increase = rewardData.statGain[stat];
                         gameState.character.stats[stat] += increase;
                         currentMessage += `<p class="message message-success">${stat.charAt(0).toUpperCase() + stat.slice(1)} increased by ${increase}!</p>`;
                          if (stat === 'maxHp' && increase > 0) { // Also heal when maxHP increases
                               gameState.character.stats.hp += increase;
                          }
                          // Potentially recalculate maxHP if constitution changes (add recalculateMaxHp function if needed)
                     }
                 }
             }
        }

        function renderPage(pageId) {
             console.log(`Rendering page ${pageId}`);
             const pageData = gameData[pageId];

             if (!pageData) { /* Error handling */ console.error(`No page data for ID: ${pageId}`); return; }

             storyTitleElement.textContent = pageData.title || "An Unnamed Place";
             storyContentElement.innerHTML = currentMessage + (pageData.content || "<p>...</p>");
             choicesElement.innerHTML = '';
             actionChoicesElement.innerHTML = '';

             // Navigation Buttons - Always show 4, disable if no exit
             const neighbors = {}; // For page-based, neighbours aren't fixed grid, maybe infer from options? Or ignore for now.
             const navOptions = pageData.options.filter(opt => opt.text.toLowerCase().includes("go ")); // Basic filter for nav text
             ['North', 'South', 'East', 'West'].forEach(dir => {
                  const button = document.createElement('button');
                  button.classList.add('choice-button');
                  button.textContent = `Go ${dir}`;
                  // Find if an option corresponds to this direction (simplistic check)
                  const matchingOption = pageData.options.find(opt => opt.text.toLowerCase().includes(`(${dir.toLowerCase()})`) || opt.text.toLowerCase().includes(`go ${dir.toLowerCase()}`));
                  if (matchingOption) {
                      button.onclick = () => handleChoiceClick(matchingOption);
                      // Check requirements for this specific nav option
                      if (matchingOption.requires && !gameState.character.inventory.includes(matchingOption.requires)) {
                          button.disabled = true;
                           button.title = `Requires: ${matchingOption.requires}`;
                      }
                  } else {
                      button.disabled = true; // Disable if no matching option found
                  }
                  choicesElement.appendChild(button);
             });


             // Action Buttons (Non-navigational)
             if (pageData.options) {
                  pageData.options.filter(opt => !opt.text.toLowerCase().includes("go ")).forEach(option => { // Filter out nav buttons
                      const button = document.createElement('button');
                      button.classList.add('choice-button', 'action');
                       if (option.action === 'triggerCombat') button.classList.add('combat-button'); // Style combat triggers
                      button.textContent = option.text;

                      let requirementMet = true;
                      if (option.requires && !gameState.character.inventory.includes(option.requires)) {
                          requirementMet = false;
                          button.title = `Requires: ${option.requires}`;
                      }
                      button.disabled = !requirementMet;

                      button.onclick = () => handleChoiceClick(option);
                      actionChoicesElement.appendChild(button);
                  });
              }
               if (actionChoicesElement.innerHTML === '') {
                 actionChoicesElement.innerHTML = '<p><i>Nothing else seems possible here.</i></p>';
             }

             // Combat UI
              if (gameState.combat?.active) {
                 actionChoicesElement.innerHTML += `
                     <div id="combat-ui">
                         <p class="message message-combat">Fighting ${gameState.combat.enemyName}! (Enemy HP: ${gameState.combat.enemyHp})</p>
                         <button class="choice-button combat-button action" onclick="handleCombatAction('attack')">Attack!</button>
                         </div>`;
             }


             updateStatsDisplay();
             updateInventoryDisplay();
             updateActionInfo();
             updateScene(pageData.assemblyParams);
        }

        function updateStatsDisplay() {
            if (!gameState.character || !statsElement) return;
            const stats = gameState.character.stats;
            const hpColor = stats.hp / stats.maxHp < 0.3 ? '#f88' : (stats.hp / stats.maxHp < 0.6 ? '#fd5' : '#8f8');
            const statBonus = (statVal) => {
               const mod = Math.floor((statVal - 10) / 2);
               return `${statVal} (${mod >= 0 ? '+' : ''}${mod})`;
            };
            statsElement.innerHTML = `<strong>Stats:</strong>
                <span style="color:${hpColor}">HP: ${stats.hp}/${stats.maxHp}</span> <span>XP: ${stats.xp}</span><br>
                <span>Str: ${statBonus(stats.strength)}</span> <span>Dex: ${statBonus(stats.dexterity)}</span> <span>Con: ${statBonus(stats.constitution)}</span>
                <span>Int: ${statBonus(stats.intelligence)}</span> <span>Wis: ${statBonus(stats.wisdom)}</span> <span>Cha: ${statBonus(stats.charisma)}</span>`;
        }

        function updateInventoryDisplay() {
             if (!gameState.character || !inventoryElement) return;
             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 || !gameState ) return;
            const mode = gameState.combat?.active ? "Combat!" : "Exploring";
            actionInfoElement.textContent = `Location: ${gameData[gameState.currentPageId]?.title || 'Unknown'} | ${mode}`;
        }

        // --- Combat & Item Functions ---
        function startCombat(enemyTypeId, nextOnWin, nextOnLoss) {
            const enemyBase = enemyData[enemyTypeId];
            if (!enemyBase) { console.error("Unknown enemy type:", enemyTypeId); return; }
            gameState.combat = {
                active: true, enemyId: enemyTypeId, enemyName: enemyBase.name,
                enemyHp: enemyBase.hp, enemyMaxHp: enemyBase.hp,
                enemyDefense: enemyBase.defense, enemyAttackBonus: enemyBase.attackBonus || 2,
                enemyDamageDice: enemyBase.damageDice || 4, enemyXp: enemyBase.xp,
                enemyDrops: enemyBase.drops || [],
                nextOnWin: nextOnWin, nextOnLoss: nextOnLoss
            };
            currentMessage = `<p class="message message-combat">Watch out! A ${enemyBase.name} attacks!</p>`;
            renderPage(gameState.currentPageId); // Re-render to show combat UI
        }

        function handleCombatAction(action) {
            if (!gameState.combat?.active) return;
            currentMessage = "";

            if (action === 'attack') {
                // Player Attack
                const playerRoll = Math.floor(Math.random() * 20) + 1;
                const playerAtkBonus = Math.floor((gameState.character.stats.strength - 10) / 2);
                const playerTotalAttack = playerRoll + playerAtkBonus;
                const playerHit = playerRoll === 20 || (playerRoll !== 1 && playerTotalAttack >= gameState.combat.enemyDefense);
                displayDiceRoll(playerRoll, playerHit);

                if (playerHit) {
                    const weapon = gameState.character.inventory.find(i => itemsData[i]?.type === 'weapon');
                    const baseDamage = itemsData[weapon]?.baseDamage || 2; // Use weapon or 1d2 for unarmed
                    const damageRoll = Math.max(1, Math.floor(Math.random() * baseDamage) + 1 + playerAtkBonus); // Add STR mod to damage
                    gameState.combat.enemyHp -= damageRoll;
                    currentMessage += `<p class="message message-success">You hit for ${damageRoll} damage! (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
                } else {
                    currentMessage += `<p class="message message-failure">You missed. (Rolled ${playerTotalAttack} vs AC ${gameState.combat.enemyDefense})</p>`;
                }

                // Check Enemy Defeat
                if (gameState.combat.enemyHp <= 0) {
                    currentMessage += `<p class="message message-success"><b>You defeated the ${gameState.combat.enemyName}!</b></p>`;
                    applyReward({ xp: gameState.combat.enemyXp }); // Apply XP reward
                    // Handle Drops
                    if (gameState.combat.enemyDrops.length > 0) {
                        const droppedItemName = gameState.combat.enemyDrops[Math.floor(Math.random() * gameState.combat.enemyDrops.length)];
                        dropItemInScene(droppedItemName, new THREE.Vector3(Math.random()*2-1, 0.2, Math.random()*2-1));
                        currentMessage += `<p class="message message-item"><em>The ${gameState.combat.enemyName} dropped a ${droppedItemName}! Click it to pick up.</em></p>`;
                    }
                    const winPage = gameState.combat.nextOnWin;
                    gameState.combat = null;
                    gameState.currentPageId = winPage;
                    setTimeout(() => renderPage(gameState.currentPageId), 500); // Short delay after win message
                    return;
                }

                // Enemy Attack (if enemy still alive)
                const enemyRoll = Math.floor(Math.random() * 20) + 1;
                const enemyTotalAttack = enemyRoll + gameState.combat.enemyAttackBonus;
                const playerAC = 10 + Math.floor((gameState.character.stats.dexterity - 10) / 2);
                const enemyHit = enemyRoll === 20 || (enemyRoll !== 1 && enemyTotalAttack >= playerAC);

                activeTimeouts.push( setTimeout(() => displayDiceRoll(enemyRoll, enemyHit), 600) ); // Display enemy roll slightly later

                if (enemyHit) {
                    const damageRoll = Math.max(1, Math.floor(Math.random() * gameState.combat.enemyDamageDice) + 1);
                    gameState.character.stats.hp -= damageRoll;
                    currentMessage += `<p class="message message-failure">The ${gameState.combat.enemyName} hits you for ${damageRoll} damage! (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
                    if (gameState.character.stats.hp <= 0) {
                        currentMessage += `<p class="message message-failure"><b>You have been defeated!</b></p>`;
                        const lossPage = gameState.combat.nextOnLoss;
                        gameState.combat = null;
                        gameState.currentPageId = lossPage;
                        activeTimeouts.push( setTimeout(() => renderPage(gameState.currentPageId), 2600) ); // Delay transition
                        return;
                    }
                } else {
                    currentMessage += `<p class="message message-info">The ${gameState.combat.enemyName} misses you. (Rolled ${enemyTotalAttack} vs AC ${playerAC})</p>`;
                }
                 activeTimeouts.push( setTimeout(() => renderPage(gameState.currentPageId), 2600) ); // Re-render UI after delay
            }
        }
        window.handleCombatAction = handleCombatAction;

         function displayDiceRoll(result, success) {
             if (!threeFont) { return; }
             activeTimeouts.forEach(timeoutId => clearTimeout(timeoutId)); activeTimeouts = [];
             scene.children.filter(c => c.userData?.isDiceRoll).forEach(c => scene.remove(c));

             const textGeo = new TextGeometry(result.toString(), { font: threeFont, size: 1.0, height: 0.1, curveSegments: 4 });
             textGeo.computeBoundingBox(); textGeo.center(); // Center geometry
             const textMat = MAT.text_material.clone();
             textMat.color.setHex(success ? 0x88ff88 : 0xff8888);
             textMat.opacity = 1.0; // Start fully opaque

             const textMesh = new THREE.Mesh(textGeo, textMat);
             textMesh.userData.isDiceRoll = true;

             const distance = 5; // Distance in front of camera
             const cameraDirection = camera.getWorldDirection(new THREE.Vector3());
             const textPos = camera.position.clone().add(cameraDirection.multiplyScalar(distance));
             textMesh.position.copy(textPos);
             textMesh.position.y += 1.2; // Position slightly higher
             textMesh.quaternion.copy(camera.quaternion); // Face camera

             scene.add(textMesh);

             const duration = 2.5;
             const fadeStart = 1.5; // Start fading after 1.5s
             const startTime = clock.getElapsedTime();
             textMesh.userData.startTime = startTime;
             textMesh.userData.update = (time) => {
                 const elapsed = time - textMesh.userData.startTime;
                 if (elapsed >= duration) {
                     if (textMesh.parent) textMesh.parent.remove(textMesh);
                     delete textMesh.userData.update;
                     // Remove from timeout tracking - not strictly needed as it stops updating
                 } else {
                     textMesh.position.y += 0.015; // Float up
                     if (elapsed > fadeStart) {
                        textMesh.material.opacity = 1.0 - ((elapsed - fadeStart) / (duration - fadeStart));
                     }
                 }
             };
         }


         function dropItemInScene(itemName, positionOffset = new THREE.Vector3(0, 0, 0)) {
            const currentGroup = currentSceneGroup; // Drop relative to current scene group
            if (!currentGroup || !itemsData[itemName]) return;

            const itemDef = itemsData[itemName];
            const itemGeo = new THREE.BoxGeometry(0.4, 0.4, 0.4);
            const itemMat = MAT.simple.clone();
             if(itemDef.type === 'weapon') itemMat.color.setHex(0xcc6666);
             else if(itemDef.type === 'consumable') itemMat.color.setHex(0xcc9966);
             else if(itemDef.type === 'quest') itemMat.color.setHex(0xcccc66);
             else itemMat.color.setHex(0xaaaaee);

            const dropPos = new THREE.Vector3(positionOffset.x, 0.2, positionOffset.z);
            const droppedMesh = createMesh(itemGeo, itemMat, dropPos);
            droppedMesh.userData = { isPickupable: true, itemName: itemName, description: `Dropped ${itemName}` };
            currentGroup.add(droppedMesh); // Add item to the current scene group
            console.log(`Dropped ${itemName} in scene`);
        }

        function pickupItem() {
            if (gameState.combat?.active) return;

            raycaster.setFromCamera(mouse, camera);
            const currentGroup = currentSceneGroup;
            if (!currentGroup) return;

            const pickupables = [];
            currentGroup.traverseVisible(child => { // Only check visible objects
                if (child.userData.isPickupable) pickupables.push(child);
            });

            const intersects = raycaster.intersectObjects(pickupables, false);

            if (intersects.length > 0) {
                 const clickedObject = intersects[0].object;
                 const itemName = clickedObject.userData.itemName;

                 if (itemName && itemsData[itemName]) {
                      console.log(`Picked up: ${itemName}`);
                      currentMessage = `<p class="message message-item"><em>Picked up: ${itemName}</em></p>`;

                      if (!gameState.character.inventory.includes(itemName)) {
                           gameState.character.inventory.push(itemName);
                       } else {
                           currentMessage += `<p class="message message-info"><em>(You already have a ${itemName})</em></p>`;
                       }

                       if(clickedObject.parent) clickedObject.parent.remove(clickedObject);
                       if(clickedObject.geometry) clickedObject.geometry.dispose();

                       renderCurrentPageUI();
                  }
             }
        }

        // --- Initialization ---
        document.addEventListener('DOMContentLoaded', () => {
             console.log("DOM Ready - Initializing Wacky D&D Shapes Adventure!");
             try {
                 initThreeJS();
                 if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
                 loadFontAndStart(); // Load font, then start game
                 console.log("Initialization sequence 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><p style="color:yellow;">Check console (F12) for details.</p>`;
                 if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
                  const statsInvContainer = document.getElementById('stats-inventory-container');
                  const choicesCont = document.getElementById('choices-container');
                  if (statsInvContainer) statsInvContainer.style.display = 'none';
                  if (choicesCont) choicesCont.style.display = 'none';
             }
         });

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