awacke1 commited on
Commit
2fc8747
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1 Parent(s): 1180fee

Update index.html

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Files changed (1) hide show
  1. index.html +108 -116
index.html CHANGED
@@ -230,15 +230,18 @@
230
  mesh.position.set(position.x, position.y, position.z);
231
  mesh.rotation.set(rotation.x, rotation.y, rotation.z);
232
  mesh.scale.set(scale.x, scale.y, scale.z);
233
- mesh.castShadow = true; mesh.receiveShadow = true;
 
234
  return mesh;
235
  }
236
 
237
  function createGroundPlane(material = groundMaterial, size = 20) {
238
  const groundGeo = new THREE.PlaneGeometry(size, size);
239
  const ground = new THREE.Mesh(groundGeo, material);
240
- ground.rotation.x = -Math.PI / 2; ground.position.y = -0.05;
241
- ground.receiveShadow = true; ground.castShadow = false;
 
 
242
  return ground;
243
  }
244
 
@@ -253,119 +256,119 @@
253
 
254
  function createCityGatesAssembly() {
255
  const group = new THREE.Group();
256
- const gh=4, gw=1.5, gd=0.8, ah=1, aw=3;
257
  const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
258
- group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 }));
259
  const trGeo = new THREE.BoxGeometry(gw, gh, gd);
260
- group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 }));
261
  const aGeo = new THREE.BoxGeometry(aw, ah, gd);
262
- group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 }));
263
- const cs=0.4;
264
- const cg = new THREE.BoxGeometry(cs, cs, gd*1.1);
265
- for(let i=-1; i<=1; i+=2){
266
- group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
267
- group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
268
  }
269
- group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));
270
  group.add(createGroundPlane(stoneMaterial));
271
  return group;
272
  }
273
 
274
  function createWeaponsmithAssembly() {
275
  const group = new THREE.Group();
276
- const bw=3, bh=2.5, bd=3.5;
277
  const bGeo = new THREE.BoxGeometry(bw, bh, bd);
278
- group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 }));
279
- const ch=3.5;
280
  const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
281
- group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));
282
  group.add(createGroundPlane());
283
  return group;
284
  }
285
 
286
  function createTempleAssembly() {
287
  const group = new THREE.Group();
288
- const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5;
289
  const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
290
- group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 }));
291
  const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
292
- const cPos = [{x:-bs/3, z:-bs/3}, {x:bs/3, z:-bs/3}, {x:-bs/3, z:bs/3}, {x:bs/3, z:bs/3}];
293
- cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z })));
294
- const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9);
295
- group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 }));
296
  group.add(createGroundPlane());
297
  return group;
298
  }
299
 
300
  function createResistanceMeetingAssembly() {
301
  const group = new THREE.Group();
302
- const tw=2, th=0.8, td=1, tt=0.1;
303
  const ttg = new THREE.BoxGeometry(tw, tt, td);
304
- group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 }));
305
- const lh=th-tt, ls=0.1;
306
- const lg=new THREE.BoxGeometry(ls, lh, ls);
307
- const lofW=tw/2-ls*1.5;
308
- const lofD=td/2-ls*1.5;
309
- group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD }));
310
- group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD }));
311
- group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD }));
312
- group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD }));
313
- const ss=0.4;
314
- const sg=new THREE.BoxGeometry(ss, ss*0.8, ss);
315
- group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 }));
316
- group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 }));
317
  group.add(createGroundPlane(stoneMaterial));
318
  return group;
319
  }
320
 
321
- function createForestAssembly(tc=10, a=10) {
322
  const group = new THREE.Group();
323
- const cT=(x,z)=>{
324
- const tg=new THREE.Group();
325
- const th=Math.random()*1.5+2;
326
- const tr=Math.random()*0.1+0.1;
327
- const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8);
328
- tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0}));
329
- const fr=th*0.4+0.2;
330
- const fGeo=new THREE.SphereGeometry(fr, 8, 6);
331
- tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0}));
332
- tg.position.set(x,0,z);
333
  return tg;
334
  };
335
- for(let i=0; i<tc; i++){
336
- const x=(Math.random()-0.5)*a;
337
- const z=(Math.random()-0.5)*a;
338
- if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z));
339
  }
340
- group.add(createGroundPlane(groundMaterial, a*1.1));
341
  return group;
342
  }
343
 
344
  function createRoadAmbushAssembly() {
345
  const group = new THREE.Group();
346
- const a=12;
347
  const fg = createForestAssembly(8, a);
348
  group.add(fg);
349
- const rw=3, rl=a*1.2;
350
- const rGeo=new THREE.PlaneGeometry(rw, rl);
351
- const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9});
352
- const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2});
353
- r.receiveShadow=true;
354
  group.add(r);
355
- const rkGeo=new THREE.SphereGeometry(0.5, 5, 4);
356
- const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
357
- group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI}));
358
- group.add(createMesh(rkGeo.clone().scale(0.8,0.8,0.8), rkMat, {x:-rw*0.8, y:0.2, z:-2}, {y:Math.random()*Math.PI}));
359
  return group;
360
  }
361
 
362
  function createForestEdgeAssembly() {
363
  const group = new THREE.Group();
364
- const a=15;
365
  const fg = createForestAssembly(15, a);
366
- const ttr=[];
367
  fg.children.forEach(c => {
368
- if(c.type === 'Group' && c.position.x > 0) ttr.push(c);
369
  });
370
  ttr.forEach(t => fg.remove(t));
371
  group.add(fg);
@@ -374,20 +377,20 @@
374
 
375
  function createPrisonerCellAssembly() {
376
  const group = new THREE.Group();
377
- const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25;
378
- const cfMat=stoneMaterial.clone();
379
  cfMat.color.setHex(0x555555);
380
  group.add(createGroundPlane(cfMat, cs));
381
- const wbGeo=new THREE.BoxGeometry(cs, wh, wt);
382
- group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2}));
383
- const wsGeo=new THREE.BoxGeometry(wt, wh, cs);
384
- group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0}));
385
- group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0}));
386
- const bGeo=new THREE.CylinderGeometry(br, br, wh, 8);
387
- const nb=Math.floor(cs/bsp);
388
- for(let i=0; i<nb; i++){
389
- const xp=-cs/2+(i+0.5)*bsp;
390
- group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2}));
391
  }
392
  return group;
393
  }
@@ -396,7 +399,7 @@
396
  const group = new THREE.Group();
397
  const boxGeo = new THREE.BoxGeometry(2, 2, 2);
398
  group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
399
- group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333})));
400
  return group;
401
  }
402
 
@@ -480,7 +483,7 @@
480
  return group;
481
  }
482
 
483
- function createOvergrownPathAssembly(treeCount=15, objectCount=30, creatureCount=0, lightIntensity=0.6) {
484
  const group = new THREE.Group();
485
  group.add(createGroundPlane(dirtMaterial, 15));
486
  const forest = createForestAssembly(treeCount, 10);
@@ -570,7 +573,7 @@
570
  return group;
571
  }
572
 
573
- function createMossyRavineAssembly(treeCount=10, objectCount=20, creatureCount=3, lightIntensity=0.5) {
574
  const group = new THREE.Group();
575
  group.add(createGroundPlane(groundMaterial, 20));
576
  const forest = createForestAssembly(treeCount, 15);
@@ -597,7 +600,7 @@
597
  return group;
598
  }
599
 
600
- function createRockyBadlandsAssembly(treeCount=5, objectCount=15, creatureCount=2, lightIntensity=1.2) {
601
  const group = new THREE.Group();
602
  group.add(createGroundPlane(crackedEarthMaterial, 25));
603
  const sparseVeg = createForestAssembly(treeCount, 20);
@@ -618,7 +621,7 @@
618
  return group;
619
  }
620
 
621
- function createMountainFortressAssembly(treeCount=3, objectCount=10, creatureCount=2, lightIntensity=0.8) {
622
  const group = new THREE.Group();
623
  group.add(createGroundPlane(stoneMaterial, 20));
624
  const wallGeo = new THREE.BoxGeometry(15, 3, 0.5);
@@ -643,17 +646,17 @@
643
 
644
  // Game Data
645
  const itemsData = {
646
- "Flaming Sword":{type:"weapon", description:"A fiery blade"},
647
- "Whispering Bow":{type:"weapon", description:"A silent bow"},
648
- "Guardian Shield":{type:"armor", description:"A protective shield"},
649
- "Healing Light Spell":{type:"spell", description:"Mends minor wounds"},
650
- "Shield of Faith Spell":{type:"spell", description:"Temporary shield"},
651
- "Binding Runes Scroll":{type:"spell", description:"Binds an enemy"},
652
- "Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"},
653
- "Poison Daggers":{type:"weapon", description:"Daggers with poison"},
654
- "Master Key":{type:"quest", description:"Unlocks many doors"},
655
- "Crude Dagger":{type:"weapon", description:"A roughly made dagger."},
656
- "Scout's Pouch":{type:"quest", description:"Contains odds and ends."}
657
  };
658
 
659
  const gameData = {
@@ -682,14 +685,14 @@
682
  "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
683
  "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
684
  "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
685
- "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
686
  "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
687
- "190": { title: "Over the Rocks", content:"<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{text:"Continue up the path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
688
- "191": { title: "Climb Fails", content:"<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{text:"Search for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
689
- "192": { title: "Detour Found", content:"<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{text:"Continue up the path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
690
- "21": { title: "Western Ridge", content:"<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{text:"Proceed carefully (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
691
- "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{text:"Look for an unguarded entrance", next: 99}], illustration:"approaching-dark-fortress-walls-guards"},
692
- "211": {title:"Lost Balance", content:"<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options:[{text:"Climb back up and find another way", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
693
  "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
694
  };
695
 
@@ -784,7 +787,7 @@
784
  const roll = Math.floor(Math.random() * 20) + 1;
785
  const totalResult = roll + modifier + accomplishmentBonus;
786
  const dc = check.dc;
787
- console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} + Acc: ${accomplishmentBonus} = ${rollResultMessage}`);
788
  if (totalResult >= dc) {
789
  nextPageId = optionNextPageId;
790
  rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
@@ -850,7 +853,7 @@
850
  renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>" + levelUpMessage);
851
  return;
852
  }
853
- renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage + levelUpMessage);
854
  }
855
 
856
  function renderPageInternal(pageId, pageData, message = "") {
@@ -884,7 +887,7 @@
884
  const button = document.createElement('button');
885
  button.classList.add('choice-button');
886
  button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
887
- button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? Ascendancy : 99 });
888
  choicesElement.appendChild(button);
889
  if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
890
  }
@@ -1018,15 +1021,4 @@
1018
  adjustLighting(illustrationKey);
1019
  } catch (error) {
1020
  console.error(`Error creating assembly for ${illustrationKey}:`, error);
1021
- currentAssemblyGroup = createErrorAssembly();
1022
- scene.add(currentAssemblyGroup);
1023
- }
1024
- }
1025
-
1026
- function adjustLighting(illustrationKey) {
1027
- scene.children.forEach(child => {
1028
- if (child.isLight && child !== scene.children.find(c => c.isAmbientLight)) {
1029
- scene.remove(child);
1030
- }
1031
- });
1032
- const ambient
 
230
  mesh.position.set(position.x, position.y, position.z);
231
  mesh.rotation.set(rotation.x, rotation.y, rotation.z);
232
  mesh.scale.set(scale.x, scale.y, scale.z);
233
+ mesh.castShadow = true;
234
+ mesh.receiveShadow = true;
235
  return mesh;
236
  }
237
 
238
  function createGroundPlane(material = groundMaterial, size = 20) {
239
  const groundGeo = new THREE.PlaneGeometry(size, size);
240
  const ground = new THREE.Mesh(groundGeo, material);
241
+ ground.rotation.x = -Math.PI / 2;
242
+ ground.position.y = -0.05;
243
+ ground.receiveShadow = true;
244
+ ground.castShadow = false;
245
  return ground;
246
  }
247
 
 
256
 
257
  function createCityGatesAssembly() {
258
  const group = new THREE.Group();
259
+ const gh = 4, gw = 1.5, gd = 0.8, ah = 1, aw = 3;
260
  const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
261
+ group.add(createMesh(tlGeo, stoneMaterial, { x: -(aw / 2 + gw / 2), y: gh / 2, z: 0 }));
262
  const trGeo = new THREE.BoxGeometry(gw, gh, gd);
263
+ group.add(createMesh(trGeo, stoneMaterial, { x: (aw / 2 + gw / 2), y: gh / 2, z: 0 }));
264
  const aGeo = new THREE.BoxGeometry(aw, ah, gd);
265
+ group.add(createMesh(aGeo, stoneMaterial, { x: 0, y: gh - ah / 2, z: 0 }));
266
+ const cs = 0.4;
267
+ const cg = new THREE.BoxGeometry(cs, cs, gd * 1.1);
268
+ for (let i = -1; i <= 1; i += 2) {
269
+ group.add(createMesh(cg.clone(), stoneMaterial, { x: -(aw / 2 + gw / 2) + i * cs * 0.7, y: gh + cs / 2, z: 0 }));
270
+ group.add(createMesh(cg.clone(), stoneMaterial, { x: (aw / 2 + gw / 2) + i * cs * 0.7, y: gh + cs / 2, z: 0 }));
271
  }
272
+ group.add(createMesh(cg.clone(), stoneMaterial, { x: 0, y: gh + ah - cs / 2, z: 0 }));
273
  group.add(createGroundPlane(stoneMaterial));
274
  return group;
275
  }
276
 
277
  function createWeaponsmithAssembly() {
278
  const group = new THREE.Group();
279
+ const bw = 3, bh = 2.5, bd = 3.5;
280
  const bGeo = new THREE.BoxGeometry(bw, bh, bd);
281
+ group.add(createMesh(bGeo, darkWoodMaterial, { x: 0, y: bh / 2, z: 0 }));
282
+ const ch = 3.5;
283
  const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
284
+ group.add(createMesh(cGeo, stoneMaterial, { x: bw * 0.3, y: ch / 2, z: -bd * 0.3 }));
285
  group.add(createGroundPlane());
286
  return group;
287
  }
288
 
289
  function createTempleAssembly() {
290
  const group = new THREE.Group();
291
+ const bs = 5, bsh = 0.5, ch = 3, cr = 0.25, rh = 0.5;
292
  const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
293
+ group.add(createMesh(bGeo, templeMaterial, { x: 0, y: bsh / 2, z: 0 }));
294
  const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
295
+ const cPos = [{ x: -bs / 3, z: -bs / 3 }, { x: bs / 3, z: -bs / 3 }, { x: -bs / 3, z: bs / 3 }, { x: bs / 3, z: bs / 3 }];
296
+ cPos.forEach(p => group.add(createMesh(cGeo.clone(), templeMaterial, { x: p.x, y: bsh + ch / 2, z: p.z })));
297
+ const rGeo = new THREE.BoxGeometry(bs * 0.9, rh, bs * 0.9);
298
+ group.add(createMesh(rGeo, templeMaterial, { x: 0, y: bsh + ch + rh / 2, z: 0 }));
299
  group.add(createGroundPlane());
300
  return group;
301
  }
302
 
303
  function createResistanceMeetingAssembly() {
304
  const group = new THREE.Group();
305
+ const tw = 2, th = 0.8, td = 1, tt = 0.1;
306
  const ttg = new THREE.BoxGeometry(tw, tt, td);
307
+ group.add(createMesh(ttg, woodMaterial, { x: 0, y: th - tt / 2, z: 0 }));
308
+ const lh = th - tt, ls = 0.1;
309
+ const lg = new THREE.BoxGeometry(ls, lh, ls);
310
+ const lofW = tw / 2 - ls * 1.5;
311
+ const lofD = td / 2 - ls * 1.5;
312
+ group.add(createMesh(lg, woodMaterial, { x: -lofW, y: lh / 2, z: -lofD }));
313
+ group.add(createMesh(lg.clone(), woodMaterial, { x: lofW, y: lh / 2, z: -lofD }));
314
+ group.add(createMesh(lg.clone(), woodMaterial, { x: -lofW, y: lh / 2, z: lofD }));
315
+ group.add(createMesh(lg.clone(), woodMaterial, { x: lofW, y: lh / 2, z: lofD }));
316
+ const ss = 0.4;
317
+ const sg = new THREE.BoxGeometry(ss, ss * 0.8, ss);
318
+ group.add(createMesh(sg, darkWoodMaterial, { x: -tw * 0.6, y: ss * 0.4, z: 0 }));
319
+ group.add(createMesh(sg.clone(), darkWoodMaterial, { x: tw * 0.6, y: ss * 0.4, z: 0 }));
320
  group.add(createGroundPlane(stoneMaterial));
321
  return group;
322
  }
323
 
324
+ function createForestAssembly(tc = 10, a = 10) {
325
  const group = new THREE.Group();
326
+ const cT = (x, z) => {
327
+ const tg = new THREE.Group();
328
+ const th = Math.random() * 1.5 + 2;
329
+ const tr = Math.random() * 0.1 + 0.1;
330
+ const tGeo = new THREE.CylinderGeometry(tr * 0.7, tr, th, 8);
331
+ tg.add(createMesh(tGeo, woodMaterial, { x: 0, y: th / 2, z: 0 }));
332
+ const fr = th * 0.4 + 0.2;
333
+ const fGeo = new THREE.SphereGeometry(fr, 8, 6);
334
+ tg.add(createMesh(fGeo, leafMaterial, { x: 0, y: th * 0.9, z: 0 }));
335
+ tg.position.set(x, 0, z);
336
  return tg;
337
  };
338
+ for (let i = 0; i < tc; i++) {
339
+ const x = (Math.random() - 0.5) * a;
340
+ const z = (Math.random() - 0.5) * a;
341
+ if (Math.sqrt(x * x + z * z) > 1.0) group.add(cT(x, z));
342
  }
343
+ group.add(createGroundPlane(groundMaterial, a * 1.1));
344
  return group;
345
  }
346
 
347
  function createRoadAmbushAssembly() {
348
  const group = new THREE.Group();
349
+ const a = 12;
350
  const fg = createForestAssembly(8, a);
351
  group.add(fg);
352
+ const rw = 3, rl = a * 1.2;
353
+ const rGeo = new THREE.PlaneGeometry(rw, rl);
354
+ const rMat = new THREE.MeshStandardMaterial({ color: 0x966F33, roughness: 0.9 });
355
+ const r = createMesh(rGeo, rMat, { x: 0, y: 0.01, z: 0 }, { x: -Math.PI / 2 });
356
+ r.receiveShadow = true;
357
  group.add(r);
358
+ const rkGeo = new THREE.SphereGeometry(0.5, 5, 4);
359
+ const rkMat = new THREE.MeshStandardMaterial({ color: 0x666666, roughness: 0.8 });
360
+ group.add(createMesh(rkGeo, rkMat, { x: rw * 0.7, y: 0.25, z: 1 }, { y: Math.random() * Math.PI }));
361
+ group.add(createMesh(rkGeo.clone().scale(0.8, 0.8, 0.8), rkMat, { x: -rw * 0.8, y: 0.2, z: -2 }, { y: Math.random() * Math.PI }));
362
  return group;
363
  }
364
 
365
  function createForestEdgeAssembly() {
366
  const group = new THREE.Group();
367
+ const a = 15;
368
  const fg = createForestAssembly(15, a);
369
+ const ttr = [];
370
  fg.children.forEach(c => {
371
+ if (c.type === 'Group' && c.position.x > 0) ttr.push(c);
372
  });
373
  ttr.forEach(t => fg.remove(t));
374
  group.add(fg);
 
377
 
378
  function createPrisonerCellAssembly() {
379
  const group = new THREE.Group();
380
+ const cs = 3, wh = 2.5, wt = 0.2, br = 0.05, bsp = 0.25;
381
+ const cfMat = stoneMaterial.clone();
382
  cfMat.color.setHex(0x555555);
383
  group.add(createGroundPlane(cfMat, cs));
384
+ const wbGeo = new THREE.BoxGeometry(cs, wh, wt);
385
+ group.add(createMesh(wbGeo, stoneMaterial, { x: 0, y: wh / 2, z: -cs / 2 }));
386
+ const wsGeo = new THREE.BoxGeometry(wt, wh, cs);
387
+ group.add(createMesh(wsGeo, stoneMaterial, { x: -cs / 2, y: wh / 2, z: 0 }));
388
+ group.add(createMesh(wsGeo.clone(), stoneMaterial, { x: cs / 2, y: wh / 2, z: 0 }));
389
+ const bGeo = new THREE.CylinderGeometry(br, br, wh, 8);
390
+ const nb = Math.floor(cs / bsp);
391
+ for (let i = 0; i < nb; i++) {
392
+ const xp = -cs / 2 + (i + 0.5) * bsp;
393
+ group.add(createMesh(bGeo.clone(), metalMaterial, { x: xp, y: wh / 2, z: cs / 2 }));
394
  }
395
  return group;
396
  }
 
399
  const group = new THREE.Group();
400
  const boxGeo = new THREE.BoxGeometry(2, 2, 2);
401
  group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
402
+ group.add(createGroundPlane(stoneMaterial.clone().set({ color: 0x333333 })));
403
  return group;
404
  }
405
 
 
483
  return group;
484
  }
485
 
486
+ function createOvergrownPathAssembly(treeCount = 15, objectCount = 30, creatureCount = 0, lightIntensity = 0.6) {
487
  const group = new THREE.Group();
488
  group.add(createGroundPlane(dirtMaterial, 15));
489
  const forest = createForestAssembly(treeCount, 10);
 
573
  return group;
574
  }
575
 
576
+ function createMossyRavineAssembly(treeCount = 10, objectCount = 20, creatureCount = 3, lightIntensity = 0.5) {
577
  const group = new THREE.Group();
578
  group.add(createGroundPlane(groundMaterial, 20));
579
  const forest = createForestAssembly(treeCount, 15);
 
600
  return group;
601
  }
602
 
603
+ function createRockyBadlandsAssembly(treeCount = 5, objectCount = 15, creatureCount = 2, lightIntensity = 1.2) {
604
  const group = new THREE.Group();
605
  group.add(createGroundPlane(crackedEarthMaterial, 25));
606
  const sparseVeg = createForestAssembly(treeCount, 20);
 
621
  return group;
622
  }
623
 
624
+ function createMountainFortressAssembly(treeCount = 3, objectCount = 10, creatureCount = 2, lightIntensity = 0.8) {
625
  const group = new THREE.Group();
626
  group.add(createGroundPlane(stoneMaterial, 20));
627
  const wallGeo = new THREE.BoxGeometry(15, 3, 0.5);
 
646
 
647
  // Game Data
648
  const itemsData = {
649
+ "Flaming Sword": { type: "weapon", description: "A fiery blade" },
650
+ "Whispering Bow": { type: "weapon", description: "A silent bow" },
651
+ "Guardian Shield": { type: "armor", description: "A protective shield" },
652
+ "Healing Light Spell": { type: "spell", description: "Mends minor wounds" },
653
+ "Shield of Faith Spell": { type: "spell", description: "Temporary shield" },
654
+ "Binding Runes Scroll": { type: "spell", description: "Binds an enemy" },
655
+ "Secret Tunnel Map": { type: "quest", description: "Shows a hidden path" },
656
+ "Poison Daggers": { type: "weapon", description: "Daggers with poison" },
657
+ "Master Key": { type: "quest", description: "Unlocks many doors" },
658
+ "Crude Dagger": { type: "weapon", description: "A roughly made dagger." },
659
+ "Scout's Pouch": { type: "quest", description: "Contains odds and ends." }
660
  };
661
 
662
  const gameData = {
 
685
  "32": { title: "No Easier Path", content: `<p>You scan the cliffs intently but find no obviously easier routes.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 } ], illustration: "scanning-sea-cliffs-no-other-paths-visible" },
686
  "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot a series of barely visible handholds and steps carved into the rock...</p><p>(+15 XP)</p>`, options: [ { text: "Use the hidden steps (Easier Dex Check)", check: { stat: 'dexterity', dc: 8, onFailure: 31 }, next: 30 } ], illustration: "close-up-handholds-carved-in-cliff-face", reward: { xp: 15 } },
687
  "35": { title: "Dark Cave", content: `<p>The cave smells of salt and decay. Water drips somewhere within.</p>`, options: [{ text: "Press deeper into the darkness", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" },
688
+ "40": { title: "Overgrown Shrine", content: `<p>Wildflowers grow thick around a small stone shrine. It feels ancient and neglected.</p>`, options: [{ text: "Examine the carvings (Intelligence Check)", check: { stat: 'intelligence', dc: 11, onFailure: 401 }, next: 400 } ], illustration: "overgrown-stone-shrine-wildflowers-close" },
689
  "41": { title: "Rocky Badlands", content: `<p>The green hills give way to cracked earth and jagged rock formations under a harsh sun.</p>`, options: [{ text: "Scout ahead", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
690
+ "190": { title: "Over the Rocks", content: "<p>With considerable effort, you manage to climb over the rockslide.</p><p>(+35 XP)</p>", options: [{ text: "Continue up the path", next: 22 }], illustration: "character-climbing-over-boulders", reward: { xp: 35 } },
691
+ "191": { title: "Climb Fails", content: "<p>The boulders are too unstable or sheer. You cannot climb them safely.</p>", options: [{ text: "Search for another way around", next: 192 }], illustration: "character-slipping-on-rockslide-boulders" },
692
+ "192": { title: "Detour Found", content: "<p>After some searching, you find a rough path leading around the rockslide, eventually rejoining the main trail.</p>", options: [{ text: "Continue up the path", next: 22 }], illustration: "rough-detour-path-around-rockslide" },
693
+ "21": { title: "Western Ridge", content: "<p>The ridge path is narrow and exposed, with strong winds threatening to push you off.</p>", options: [{ text: "Proceed carefully (Dexterity Check)", check: { stat: 'dexterity', dc: 14, onFailure: 211 }, next: 22 } ], illustration: "narrow-windy-mountain-ridge-path" },
694
+ "22": { title: "Fortress Approach", content: "<p>You've navigated the treacherous paths and now stand near the outer walls of the dark fortress. Guards patrol the battlements.</p>", options: [{ text: "Look for an unguarded entrance", next: 99 }], illustration: "approaching-dark-fortress-walls-guards" },
695
+ "211": { title: "Lost Balance", content: "<p>A strong gust of wind catches you off guard, sending you tumbling down a steep slope! You lose 10 HP.</p>", options: [{ text: "Climb back up and find another way", next: 17 }], illustration: "character-falling-off-windy-ridge", hpLoss: 10 },
696
  "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now).</p>", options: [{ text: "Restart", next: 1 }], illustration: "game-over-generic", gameOver: true }
697
  };
698
 
 
787
  const roll = Math.floor(Math.random() * 20) + 1;
788
  const totalResult = roll + modifier + accomplishmentBonus;
789
  const dc = check.dc;
790
+ console.log(`Check: ${check.stat} (DC ${dc}) | Roll: ${roll} + Mod: ${modifier} + Acc: ${accomplishmentBonus} = ${totalResult}`);
791
  if (totalResult >= dc) {
792
  nextPageId = optionNextPageId;
793
  rollResultMessage = `<p class="roll-success"><em>Check Success! (${totalResult} vs DC ${dc})</em></p>`;
 
853
  renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>" + levelUpMessage);
854
  return;
855
  }
856
+ renderPageInternal(nextPageId, nextPageData, rollResultMessage + levelUpMessage);
857
  }
858
 
859
  function renderPageInternal(pageId, pageData, message = "") {
 
887
  const button = document.createElement('button');
888
  button.classList.add('choice-button');
889
  button.textContent = pageData.gameOver ? "Restart Adventure" : "The End";
890
+ button.onclick = () => handleChoiceClick({ nextPage: pageData.gameOver ? 1 : 99 });
891
  choicesElement.appendChild(button);
892
  if (!pageData.gameOver) choicesElement.insertAdjacentHTML('afterbegin', '<p><i>The path ends here.</i></p>');
893
  }
 
1021
  adjustLighting(illustrationKey);
1022
  } catch (error) {
1023
  console.error(`Error creating assembly for ${illustrationKey}:`, error);
1024
+ current