awacke1 commited on
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8a79bb7
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1 Parent(s): 576e2ca

Update index.html

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  1. index.html +148 -757
index.html CHANGED
@@ -234,389 +234,17 @@
234
  return ground;
235
  }
236
 
237
- // Procedural Generation Functions
238
- function createDefaultAssembly() {
239
- const group = new THREE.Group();
240
- const sphereGeo = new THREE.SphereGeometry(0.5, 16, 16);
241
- group.add(createMesh(sphereGeo, stoneMaterial, { x: 0, y: 0.5, z: 0 }));
242
- group.add(createGroundPlane());
243
- return group;
244
- }
245
-
246
- function createCityGatesAssembly() {
247
- const group = new THREE.Group();
248
- const gh=4, gw=1.5, gd=0.8, ah=1, aw=3;
249
- const tlGeo = new THREE.BoxGeometry(gw, gh, gd);
250
- group.add(createMesh(tlGeo, stoneMaterial, { x:-(aw/2+gw/2), y:gh/2, z:0 }));
251
- const trGeo = new THREE.BoxGeometry(gw, gh, gd);
252
- group.add(createMesh(trGeo, stoneMaterial, { x:(aw/2+gw/2), y:gh/2, z:0 }));
253
- const aGeo = new THREE.BoxGeometry(aw, ah, gd);
254
- group.add(createMesh(aGeo, stoneMaterial, { x:0, y:gh-ah/2, z:0 }));
255
- const cs=0.4;
256
- const cg = new THREE.BoxGeometry(cs, cs, gd*1.1);
257
- for(let i=-1; i<=1; i+=2){
258
- group.add(createMesh(cg.clone(), stoneMaterial, { x:-(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
259
- group.add(createMesh(cg.clone(), stoneMaterial, { x:(aw/2+gw/2)+i*cs*0.7, y:gh+cs/2, z:0 }));
260
- }
261
- group.add(createMesh(cg.clone(), stoneMaterial, { x:0, y:gh+ah-cs/2, z:0 }));
262
- group.add(createGroundPlane(stoneMaterial));
263
- return group;
264
- }
265
-
266
- function createWeaponsmithAssembly() {
267
- const group = new THREE.Group();
268
- const bw=3, bh=2.5, bd=3.5;
269
- const bGeo = new THREE.BoxGeometry(bw, bh, bd);
270
- group.add(createMesh(bGeo, darkWoodMaterial, { x:0, y:bh/2, z:0 }));
271
- const ch=3.5;
272
- const cGeo = new THREE.CylinderGeometry(0.3, 0.4, ch, 8);
273
- group.add(createMesh(cGeo, stoneMaterial, { x:bw*0.3, y:ch/2, z:-bd*0.3 }));
274
- group.add(createGroundPlane());
275
- return group;
276
- }
277
-
278
- function createTempleAssembly() {
279
- const group = new THREE.Group();
280
- const bs=5, bsh=0.5, ch=3, cr=0.25, rh=0.5;
281
- const bGeo = new THREE.BoxGeometry(bs, bsh, bs);
282
- group.add(createMesh(bGeo, templeMaterial, { x:0, y:bsh/2, z:0 }));
283
- const cGeo = new THREE.CylinderGeometry(cr, cr, ch, 12);
284
- 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}];
285
- cPos.forEach(p=>group.add(createMesh(cGeo.clone(), templeMaterial, { x:p.x, y:bsh+ch/2, z:p.z })));
286
- const rGeo = new THREE.BoxGeometry(bs*0.9, rh, bs*0.9);
287
- group.add(createMesh(rGeo, templeMaterial, { x:0, y:bsh+ch+rh/2, z:0 }));
288
- group.add(createGroundPlane());
289
- return group;
290
- }
291
-
292
- function createResistanceMeetingAssembly() {
293
- const group = new THREE.Group();
294
- const tw=2, th=0.8, td=1, tt=0.1;
295
- const ttg = new THREE.BoxGeometry(tw, tt, td);
296
- group.add(createMesh(ttg, woodMaterial, { x:0, y:th-tt/2, z:0 }));
297
- const lh=th-tt, ls=0.1;
298
- const lg=new THREE.BoxGeometry(ls, lh, ls);
299
- const lofW=tw/2-ls*1.5;
300
- const lofD=td/2-ls*1.5;
301
- group.add(createMesh(lg, woodMaterial, { x:-lofW, y:lh/2, z:-lofD }));
302
- group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:-lofD }));
303
- group.add(createMesh(lg.clone(), woodMaterial, { x:-lofW, y:lh/2, z:lofD }));
304
- group.add(createMesh(lg.clone(), woodMaterial, { x:lofW, y:lh/2, z:lofD }));
305
- const ss=0.4;
306
- const sg=new THREE.BoxGeometry(ss, ss*0.8, ss);
307
- group.add(createMesh(sg, darkWoodMaterial, { x:-tw*0.6, y:ss*0.4, z:0 }));
308
- group.add(createMesh(sg.clone(), darkWoodMaterial, { x:tw*0.6, y:ss*0.4, z:0 }));
309
- group.add(createGroundPlane(stoneMaterial));
310
- return group;
311
- }
312
-
313
- function createForestAssembly(tc=10, a=10) {
314
- const group = new THREE.Group();
315
- const cT=(x,z)=>{
316
- const tg=new THREE.Group();
317
- const th=Math.random()*1.5+2;
318
- const tr=Math.random()*0.1+0.1;
319
- const tGeo = new THREE.CylinderGeometry(tr*0.7, tr, th, 8);
320
- tg.add(createMesh(tGeo, woodMaterial, {x:0, y:th/2, z:0}));
321
- const fr=th*0.4+0.2;
322
- const fGeo=new THREE.SphereGeometry(fr, 8, 6);
323
- tg.add(createMesh(fGeo, leafMaterial, {x:0, y:th*0.9, z:0}));
324
- tg.position.set(x,0,z);
325
- return tg;
326
- };
327
- for(let i=0; i<tc; i++){
328
- const x=(Math.random()-0.5)*a;
329
- const z=(Math.random()-0.5)*a;
330
- if(Math.sqrt(x*x+z*z)>1.0) group.add(cT(x,z));
331
- }
332
- group.add(createGroundPlane(groundMaterial, a*1.1));
333
- return group;
334
- }
335
-
336
- function createRoadAmbushAssembly() {
337
- const group = new THREE.Group();
338
- const a=12;
339
- const fg = createForestAssembly(8, a);
340
- group.add(fg);
341
- const rw=3, rl=a*1.2;
342
- const rGeo=new THREE.PlaneGeometry(rw, rl);
343
- const rMat=new THREE.MeshStandardMaterial({color:0x966F33, roughness:0.9});
344
- const r=createMesh(rGeo, rMat, {x:0, y:0.01, z:0}, {x:-Math.PI/2});
345
- r.receiveShadow=true;
346
- group.add(r);
347
- const rkGeo=new THREE.SphereGeometry(0.5, 5, 4);
348
- const rkMat=new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
349
- group.add(createMesh(rkGeo, rkMat, {x:rw*0.7, y:0.25, z:1}, {y:Math.random()*Math.PI}));
350
- 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}));
351
- return group;
352
- }
353
-
354
- function createForestEdgeAssembly() {
355
- const group = new THREE.Group();
356
- const a=15;
357
- const fg = createForestAssembly(15, a);
358
- const ttr=[];
359
- fg.children.forEach(c => {
360
- if(c.type === 'Group' && c.position.x > 0) ttr.push(c);
361
- });
362
- ttr.forEach(t => fg.remove(t));
363
- group.add(fg);
364
- return group;
365
- }
366
-
367
- function createPrisonerCellAssembly() {
368
- const group = new THREE.Group();
369
- const cs=3, wh=2.5, wt=0.2, br=0.05, bsp=0.25;
370
- const cfMat=stoneMaterial.clone();
371
- cfMat.color.setHex(0x555555);
372
- group.add(createGroundPlane(cfMat, cs));
373
- const wbGeo=new THREE.BoxGeometry(cs, wh, wt);
374
- group.add(createMesh(wbGeo, stoneMaterial, {x:0, y:wh/2, z:-cs/2}));
375
- const wsGeo=new THREE.BoxGeometry(wt, wh, cs);
376
- group.add(createMesh(wsGeo, stoneMaterial, {x:-cs/2, y:wh/2, z:0}));
377
- group.add(createMesh(wsGeo.clone(), stoneMaterial, {x:cs/2, y:wh/2, z:0}));
378
- const bGeo=new THREE.CylinderGeometry(br, br, wh, 8);
379
- const nb=Math.floor(cs/bsp);
380
- for(let i=0; i<nb; i++){
381
- const xp=-cs/2+(i+0.5)*bsp;
382
- group.add(createMesh(bGeo.clone(), metalMaterial, {x:xp, y:wh/2, z:cs/2}));
383
- }
384
- return group;
385
- }
386
-
387
- function createGameOverAssembly() {
388
- const group = new THREE.Group();
389
- const boxGeo = new THREE.BoxGeometry(2, 2, 2);
390
- group.add(createMesh(boxGeo, gameOverMaterial, { x: 0, y: 1, z: 0 }));
391
- group.add(createGroundPlane(stoneMaterial.clone().set({color: 0x333333})));
392
- return group;
393
- }
394
-
395
- function createErrorAssembly() {
396
- const group = new THREE.Group();
397
- const coneGeo = new THREE.ConeGeometry(0.8, 1.5, 8);
398
- group.add(createMesh(coneGeo, errorMaterial, { x: 0, y: 0.75, z: 0 }));
399
- group.add(createGroundPlane());
400
- return group;
401
- }
402
-
403
- function createCrossroadsAssembly() {
404
- const group = new THREE.Group();
405
- group.add(createGroundPlane(dirtMaterial, 30));
406
- const poleGeo = new THREE.CylinderGeometry(0.1, 0.1, 3, 8);
407
- group.add(createMesh(poleGeo, woodMaterial, { y: 1.5 }));
408
- const signGeo = new THREE.BoxGeometry(1.5, 0.3, 0.05);
409
- group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: 0.2 }, { y: Math.PI / 4 }));
410
- group.add(createMesh(signGeo, woodMaterial, { y: 2.5, z: -0.2 }, { y: -Math.PI / 4 }));
411
- const grassGeo = new THREE.ConeGeometry(0.2, 0.5, 6);
412
- for (let i = 0; i < 20; i++) {
413
- const x = (Math.random() - 0.5) * 15;
414
- const z = (Math.random() - 0.5) * 15;
415
- if (Math.abs(x) > 2 || Math.abs(z) > 2) {
416
- group.add(createMesh(grassGeo, grassMaterial, { x, y: 0.25, z }, { y: Math.random() * Math.PI }));
417
- }
418
- }
419
- const rockGeo = new THREE.SphereGeometry(0.3, 6, 6);
420
- for (let i = 0; i < 10; i++) {
421
- group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.15, z: (Math.random() - 0.5) * 10 }, { y: Math.random() * Math.PI }));
422
- }
423
- return group;
424
- }
425
-
426
- function createRollingHillsAssembly() {
427
- const group = new THREE.Group();
428
- const hillGeo = new THREE.PlaneGeometry(50, 50, 10, 10);
429
- const hillMat = grassMaterial.clone();
430
- const hill = new THREE.Mesh(hillGeo, hillMat);
431
- hill.rotation.x = -Math.PI / 2;
432
- hill.receiveShadow = true;
433
- for (let i = 0; i < hillGeo.attributes.position.count; i++) {
434
- const x = hillGeo.attributes.position.getX(i);
435
- const z = hillGeo.attributes.position.getZ(i);
436
- hillGeo.attributes.position.setY(i, Math.sin(x * 0.2 + z * 0.2) * 2);
437
- }
438
- hillGeo.computeVertexNormals();
439
- group.add(hill);
440
- const shepherdGeo = new THREE.CylinderGeometry(0.1, 0.1, 1, 8);
441
- group.add(createMesh(shepherdGeo, darkWoodMaterial, { x: 10, y: 2, z: -15 }));
442
- const grassGeo = new THREE.ConeGeometry(0.3, 0.7, 6);
443
- for (let i = 0; i < 50; i++) {
444
- group.add(createMesh(grassGeo, grassMaterial, { x: (Math.random() - 0.5) * 40, y: 0.35, z: (Math.random() - 0.5) * 40 }, { y: Math.random() * Math.PI }));
445
- }
446
- return group;
447
- }
448
-
449
- function createCoastalCliffsAssembly() {
450
- const group = new THREE.Group();
451
- const cliffGeo = new THREE.BoxGeometry(10, 5, 10);
452
- group.add(createMesh(cliffGeo, stoneMaterial, { y: 2.5 }));
453
- const pathGeo = new THREE.PlaneGeometry(1, 10);
454
- const path = createMesh(pathGeo, dirtMaterial, { x: -2, y: 2, z: 0 }, { x: -Math.PI / 2, z: -Math.PI / 4 });
455
- group.add(path);
456
- const oceanGeo = new THREE.PlaneGeometry(100, 100);
457
- const ocean = createMesh(oceanGeo, oceanMaterial, { y: -2 }, { x: -Math.PI / 2 });
458
- ocean.receiveShadow = false;
459
- ocean.userData.update = (time) => {
460
- ocean.position.y = -2 + Math.sin(time * 0.5) * 0.1;
461
- };
462
- group.add(ocean);
463
- return group;
464
- }
465
-
466
- function createForestEntranceAssembly() {
467
- const group = createForestAssembly(20, 12);
468
- const rootGeo = new THREE.TorusGeometry(0.5, 0.1, 8, 16);
469
- for (let i = 0; i < 10; i++) {
470
- group.add(createMesh(rootGeo, woodMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }, { x: Math.PI / 2 }));
471
- }
472
- return group;
473
- }
474
-
475
- function createOvergrownPathAssembly() {
476
- const group = new THREE.Group();
477
- group.add(createGroundPlane(dirtMaterial, 15));
478
- const forest = createForestAssembly(15, 10);
479
- group.add(forest);
480
- const fungiGeo = new THREE.SphereGeometry(0.1, 8, 8);
481
- for (let i = 0; i < 30; i++) {
482
- group.add(createMesh(fungiGeo, glowMaterial, { x: (Math.random() - 0.5) * 8, y: 0.1, z: (Math.random() - 0.5) * 8 }));
483
- }
484
- const vineGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
485
- for (let i = 0; i < 10; i++) {
486
- group.add(createMesh(vineGeo, leafMaterial, { x: (Math.random() - 0.5) * 6, y: 2, z: (Math.random() - 0.5) * 6 }, { z: Math.random() * Math.PI }));
487
- }
488
- return group;
489
- }
490
-
491
- function createClearingStatueAssembly() {
492
- const group = new THREE.Group();
493
- group.add(createGroundPlane(grassMaterial, 10));
494
- const statueGeo = new THREE.BoxGeometry(0.8, 2, 0.8);
495
- group.add(createMesh(statueGeo, stoneMaterial, { y: 1 }));
496
- const mossGeo = new THREE.SphereGeometry(0.2, 8, 8);
497
- for (let i = 0; i < 10; i++) {
498
- group.add(createMesh(mossGeo, grassMaterial, { x: (Math.random() - 0.5) * 0.8, y: 0.5 + Math.random(), z: (Math.random() - 0.5) * 0.8 }));
499
- }
500
- const leafGeo = new THREE.PlaneGeometry(0.1, 0.1);
501
- for (let i = 0; i < 20; i++) {
502
- group.add(createMesh(leafGeo, leafMaterial, { x: (Math.random() - 0.5) * 5, y: 0.05, z: (Math.random() - 0.5) * 5 }, { y: Math.random() * Math.PI }));
503
- }
504
- return group;
505
- }
506
-
507
- function createGoblinAmbushAssembly() {
508
- const group = createOvergrownPathAssembly();
509
- const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 1, 8);
510
- const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
511
- const goblinMat = new THREE.MeshStandardMaterial({ color: 0x556B2F });
512
- for (let i = -1; i <= 1; i += 2) {
513
- const goblin = new THREE.Group();
514
- goblin.add(createMesh(bodyGeo, goblinMat, { y: 0.5 }));
515
- goblin.add(createMesh(headGeo, goblinMat, { y: 1.2 }));
516
- const spearGeo = new THREE.CylinderGeometry(0.05, 0.05, 2, 8);
517
- goblin.add(createMesh(spearGeo, woodMaterial, { x: 0.3, y: 1, z: 0 }, { z: Math.PI / 4 }));
518
- goblin.position.set(i * 2, 0, 2);
519
- group.add(goblin);
520
- }
521
- return group;
522
- }
523
-
524
- function createHiddenCoveAssembly() {
525
- const group = new THREE.Group();
526
- group.add(createGroundPlane(sandMaterial, 15));
527
- const caveGeo = new THREE.BoxGeometry(3, 2, 3);
528
- group.add(createMesh(caveGeo, stoneMaterial, { z: -5, y: 1 }));
529
- const rockGeo = new THREE.SphereGeometry(0.5, 6, 6);
530
- for (let i = 0; i < 15; i++) {
531
- group.add(createMesh(rockGeo, stoneMaterial, { x: (Math.random() - 0.5) * 10, y: 0.25, z: (Math.random() - 0.5) * 10 }));
532
- }
533
- const seaweedGeo = new THREE.ConeGeometry(0.2, 1, 6);
534
- for (let i = 0; i < 10; i++) {
535
- group.add(createMesh(seaweedGeo, leafMaterial, { x: (Math.random() - 0.5) * 8, y: 0.5, z: (Math.random() - 0.5) * 8 }));
536
- }
537
- return group;
538
- }
539
-
540
- function createDarkCaveAssembly() {
541
- const group = new THREE.Group();
542
- group.add(createGroundPlane(wetStoneMaterial, 10));
543
- const wallGeo = new THREE.CylinderGeometry(3, 3, 5, 12, 1, true);
544
- const wall = createMesh(wallGeo, stoneMaterial, { y: 2.5 }, { x: Math.PI / 2 });
545
- wall.scale.set(1, 1, -1); // Make inside visible
546
- group.add(wall);
547
- const dripGeo = new THREE.SphereGeometry(0.05, 8, 8);
548
- for (let i = 0; i < 5; i++) {
549
- const drip = createMesh(dripGeo, oceanMaterial, { x: (Math.random() - 0.5) * 2, y: 4, z: (Math.random() - 0.5) * 2 });
550
- drip.userData.update = (time) => {
551
- drip.position.y -= 0.1;
552
- if (drip.position.y < 0) drip.position.y = 4; // Reset drip
553
- };
554
- group.add(drip);
555
- }
556
- return group;
557
- }
558
-
559
 
560
  // Game Data
561
  const itemsData = {
562
  "Flaming Sword":{type:"weapon", description:"A fiery blade"},
563
- "Whispering Bow":{type:"weapon", description:"A silent bow"},
564
- "Guardian Shield":{type:"armor", description:"A protective shield"},
565
- "Healing Light Spell":{type:"spell", description:"Mends minor wounds"},
566
- "Shield of Faith Spell":{type:"spell", description:"Temporary shield"},
567
- "Binding Runes Scroll":{type:"spell", description:"Binds an enemy"},
568
- "Secret Tunnel Map":{type:"quest", description:"Shows a hidden path"},
569
- "Poison Daggers":{type:"weapon", description:"Daggers with poison"},
570
- "Master Key":{type:"quest", description:"Unlocks many doors"},
571
- "Crude Dagger":{type:"weapon", description:"A roughly made dagger."},
572
- "Scout's Pouch":{type:"quest", description:"Contains odds and ends."}
573
  };
574
 
575
  const gameData = {
576
- "1": { title: "The Crossroads", content: `<p>Dust swirls around a weathered signpost under a bright, midday sun. Paths lead north into the gloomy Shadowwood, east towards rolling green hills, and west towards coastal cliffs battered by sea spray. Which path calls to you?</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, { text: "Head towards the Rolling Hills (East)", next: 2 }, { text: "Investigate the Coastal Cliffs (West)", next: 3 } ], illustration: "crossroads-signpost-sunny" },
577
- "2": { title: "Rolling Hills", content: `<p>Verdant hills stretch before you, dotted with wildflowers. A gentle breeze whispers through the tall grass. In the distance, you see a lone figure tending to a flock of sheep. It feels peaceful, almost unnervingly so after the crossroads.</p>`, options: [ { text: "Follow the narrow path winding through the hills", next: 4 }, { text: "Try to hail the distant shepherd (Charisma Check?)", next: 99 } ], illustration: "rolling-green-hills-shepherd-distance" },
578
- "3": { title: "Coastal Cliffs Edge", content: `<p>You stand atop windswept cliffs, the roar of crashing waves filling the air below. Seabirds circle overhead. A precarious-looking path, seemingly carved by desperate hands, descends the cliff face towards a hidden cove.</p>`, options: [ { text: "Attempt the precarious descent (Dexterity Check)", check: { stat: 'dexterity', dc: 12, onFailure: 31 }, next: 30 }, { text: "Scan the cliff face for easier routes (Wisdom Check)", check: { stat: 'wisdom', dc: 11, onFailure: 32 }, next: 33 } ], illustration: "windy-sea-cliffs-crashing-waves-path-down" },
579
- "4": { title: "Hill Path Overlook", content: `<p>The path crests a hill, offering a panoramic view. To the east, the hills gradually give way to rugged, barren badlands. Nearby, nestled amongst wildflowers, you spot a small, ancient-looking shrine, heavily overgrown with vines.</p>`, options: [ { text: "Investigate the overgrown shrine", next: 40 }, { text: "Continue towards the badlands", next: 41 } ], illustration: "hilltop-view-overgrown-shrine-wildflowers" },
580
- "5": { title: "Shadowwood Entrance", content: `<p>The air grows cool and damp as you step beneath the dense canopy of the Shadowwood. Sunlight struggles to pierce the gloom, illuminating gnarled roots that writhe across the forest floor. A narrow, overgrown path leads deeper into the woods.</p>`, options: [ { text: "Follow the main, albeit overgrown, path", next: 6 }, { text: "Try to navigate through the lighter undergrowth beside the path", next: 7 }, { text: "Look for animal trails or signs of passage (Wisdom Check)", check: { stat: 'wisdom', dc: 10, onFailure: 6 }, next: 8 } ], illustration: "dark-forest-entrance-gnarled-roots-filtered-light" },
581
- "6": { title: "Overgrown Forest Path", content: `<p>The path is barely visible beneath a thick layer of fallen leaves and creeping vines. Strange, faintly glowing fungi cling to rotting logs. You push deeper into the oppressive silence when suddenly, you hear a twig snap nearby!</p>`, options: [ { text: "Ready your weapon and investigate the sound", next: 10 }, { text: "Attempt to hide quietly amongst the ferns (Dexterity Check)", check: { stat: 'dexterity', dc: 11, onFailure: 10 }, next: 11 }, { text: "Call out cautiously, 'Who's there?'", next: 10 } ], illustration: "overgrown-forest-path-glowing-fungi-vines" },
582
- "7": { title: "Tangled Undergrowth", content: `<p>Pushing through thick ferns and thorny bushes proves difficult. You stumble into a small, unexpected clearing. In the center stands a weathered stone statue, its features eroded by time and covered in thick moss. It depicts a forgotten deity or hero.</p>`, options: [ { text: "Examine the statue closely for clues or markings (Intelligence Check)", check: { stat: 'intelligence', dc: 13, onFailure: 71 }, next: 70 }, { text: "Ignore the statue and try to find the main path again", next: 72 }, { text: "Leave a small offering (if you have something suitable)", next: 73 } ], illustration: "forest-clearing-mossy-statue-weathered-stone" },
583
- "8": { title: "Hidden Game Trail", content: `<p>Your sharp eyes spot a faint trail, almost invisible to the untrained observer, diverging from the main path. It looks like a route used by deer or other forest creatures. Following it, you soon arrive at the edge of a deep ravine spanned by a single, rickety rope bridge.</p><p>(+20 XP)</p>`, options: [ { text: "Risk crossing the rope bridge (Dexterity Check)", check: { stat: 'dexterity', dc: 10, onFailure: 81 }, next: 80 }, { text: "Search along the ravine edge for another way across", next: 82 } ], illustration: "narrow-game-trail-forest-rope-bridge-ravine", reward: { xp: 20 } },
584
- "10": { title: "Goblin Ambush!", content: `<p>Suddenly, two scraggly goblins, clad in mismatched leather scraps and wielding crude, sharp spears, leap out from behind large toadstools! Their beady eyes fix on you with malicious intent.</p>`, options: [ { text: "Fight the goblins!", next: 12 }, { text: "Attempt to dodge past them and flee down the path (Dexterity Check)", check: { stat: 'dexterity', dc: 13, onFailure: 10 }, next: 13 } ], illustration: "two-goblins-ambush-forest-path-spears" },
585
- "11": { title: "Hidden Evasion", content: `<p>Quickly and silently, you melt into the deep shadows beneath a large, ancient tree. The two goblins blunder past, bickering in their guttural tongue, completely oblivious to your presence.</p><p>(+30 XP)</p>`, options: [ { text: "Continue cautiously down the path once they are gone", next: 14 } ], illustration: "forest-shadows-hiding-goblins-walking-past", reward: { xp: 30 } },
586
- "12": { title: "Ambush Victory!", content: `<p>Though caught by surprise, you react swiftly. After a brief, vicious skirmish, the goblins lie defeated at your feet. Searching their meagre belongings, you find a single, Crude Dagger.</p><p>(+50 XP)</p>`, options: [ { text: "Wipe your blade clean and press onward", next: 14 } ], illustration: "defeated-goblins-forest-path-loot", reward: { xp: 50, addItem: "Crude Dagger" } },
587
- "13": { title: "Daring Escape", content: `<p>With surprising agility, you feint left, then dive right, tumbling past the goblins' clumsy spear thrusts! You scramble to your feet and sprint down the path, leaving the surprised goblins behind.</p><p>(+25 XP)</p>`, options: [ { text: "Keep running!", next: 14 } ], illustration: "blurred-motion-running-past-goblins-forest", reward: { xp: 25 } },
588
- "14": { title: "Forest Stream Crossing", content: `<p>The overgrown path eventually leads to the bank of a clear, shallow stream. Smooth, mossy stones line the streambed, and dappled sunlight filters through the leaves overhead, sparkling on the water's surface.</p>`, options: [ { text: "Wade across the stream", next: 16 }, { text: "Look for a drier crossing point (fallen log?) upstream", next: 15 } ], illustration: "forest-stream-crossing-dappled-sunlight-stones" },
589
- "15": { title: "Log Bridge", content: `<p>A short walk upstream reveals a large, fallen tree spanning the stream. It's covered in slick, green moss, making it look like a potentially treacherous crossing.</p>`, options: [ { text: "Cross carefully on the mossy log (Dexterity Check)", check: { stat: 'dexterity', dc: 9, onFailure: 151 }, next: 16 }, { text: "Decide it's too risky and go back to wade across", next: 14 } ], illustration: "mossy-log-bridge-over-forest-stream" },
590
- "151": { title: "Splash!", content: `<p>You place a foot carefully on the log, but the moss is slicker than it looks! Your feet shoot out from under you, and you tumble into the cold stream with a loud splash! You're soaked and slightly embarrassed, but otherwise unharmed.</p>`, options: [ { text: "Shake yourself off and continue on the other side", next: 16 } ], illustration: "character-splashing-into-stream-from-log" },
591
- "16": { title: "Edge of the Woods", content: `<p>Finally, the trees begin to thin, and you emerge from the oppressive gloom of the Shadowwood. Before you lie steep, rocky foothills leading up towards a formidable-looking mountain fortress perched high above.</p>`, options: [ { text: "Begin the ascent into the foothills towards the fortress", next: 17 }, { text: "Scan the fortress and surrounding terrain from afar (Wisdom Check)", check: { stat: 'wisdom', dc: 14, onFailure: 17 }, next: 18 } ], illustration: "forest-edge-view-rocky-foothills-distant-mountain-fortress" },
592
- "17": { title: "Rocky Foothills Path", content: `<p>The climb is arduous, the path winding steeply upwards over loose scree and jagged rocks. The air thins slightly. The dark stone walls of the mountain fortress loom much larger now, seeming to watch your approach.</p>`, options: [ { text: "Continue the direct ascent", next: 19 }, { text: "Look for signs of a hidden trail or less obvious route (Wisdom Check)", check: { stat: 'wisdom', dc: 15, onFailure: 19 }, next: 20 } ], illustration: "climbing-rocky-foothills-path-fortress-closer" },
593
- "18": { title: "Distant Observation", content: `<p>Taking a moment to study the fortress from this distance, your keen eyes notice something interesting. The main approach looks heavily guarded, but along the western ridge, the terrain seems slightly less sheer, potentially offering a less-guarded, albeit more treacherous, approach.</p><p>(+30 XP)</p>`, options: [ { text: "Decide against the risk and take the main path into the foothills", next: 17 }, { text: "Attempt the western ridge approach", next: 21 } ], illustration: "zoomed-view-mountain-fortress-western-ridge", reward: { xp: 30 } },
594
- "19": { title: "Blocked Pass", content: `<p>As you round a sharp bend, your way is completely blocked by a recent rockslide! Huge boulders and debris choke the path, making further progress impossible along this route.</p>`, options: [ { text: "Try to climb over the unstable rockslide (Strength Check)", check: { stat: 'strength', dc: 14, onFailure: 191 }, next: 190 }, { text: "Search the surrounding cliffs for another way around", next: 192 } ], illustration: "rockslide-blocking-mountain-path-boulders" },
595
- "20": { title: "Goat Trail", content: `<p>Your thorough search pays off! Partially hidden behind a cluster of hardy mountain shrubs, you discover a narrow trail, barely wide enough for a single person (or perhaps a mountain goat). It seems to bypass the main path, heading upwards towards the fortress.</p><p>(+40 XP)</p>`, options: [ { text: "Follow the precarious goat trail", next: 22 } ], illustration: "narrow-goat-trail-mountainside-fortress-view", reward: { xp: 40 } },
596
- "30": { title: "Hidden Cove", content: `<p>Your careful descent, whether via the main path or hidden steps, brings you safely to a secluded, sandy cove sheltered by the towering cliffs. The air smells strongly of salt and seaweed. Half-hidden in the shadows at the back of the cove is the dark, foreboding entrance to a sea cave.</p><p>(+25 XP)</p>`, options: [ { text: "Explore the dark cave", next: 35 } ], illustration: "hidden-cove-beach-dark-cave-entrance", reward: { xp: 25 } },
597
- "31": { title: "Tumbled Down", content: `<p>You lose your footing on the steep, treacherous path! You tumble and slide the last few feet, landing hard on the sandy cove floor. You take 5 points of damage from the fall. Shaking your head to clear it, you see the dark entrance to a sea cave nearby.</p>`, options: [ { text: "Gingerly get up and explore the dark cave", next: 35 } ], illustration: "character-fallen-at-bottom-of-cliff-path-cove", hpLoss: 5 },
598
- "32": { title: "No Easier Path", content: `<p>You scan the towering cliffs intently, searching for any alternative routes down. Despite your efforts, you find no obviously easier or safer paths than the precarious one directly before you.</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" },
599
- "33": { title: "Smuggler's Steps?", content: `<p>Your keen eyes spot what others might miss: a series of barely visible handholds and footholds carved into the rock face, slightly hidden by an overhang. They look old but might offer a slightly less treacherous descent.</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 } },
600
- "35": { title: "Dark Cave", content: `<p>You cautiously enter the sea cave. The air inside is heavy with the smell of salt, damp rock, and something else... decay. Water drips rhythmically from unseen stalactites somewhere deeper within the oppressive darkness.</p>`, options: [{ text: "Press deeper into the darkness (Requires Light Source?)", next: 99 } ], illustration: "dark-cave-entrance-dripping-water" }, // TODO: Add light source requirement?
601
- "40": { title: "Overgrown Shrine", content: `<p>Pushing aside thick vines reveals a small stone shrine dedicated to a forgotten nature deity. Intricate carvings, though worn, are still visible beneath the moss and grime. A sense of ancient peace emanates from the stones. Wildflowers grow in profusion around its base.</p>`, options: [{ text: "Examine the carvings for meaning (Intelligence Check)", check:{stat:'intelligence', dc:11, onFailure: 401}, next: 400 }, {text: "Leave the shrine undisturbed", next: 4}, {text: "Say a quiet prayer for guidance", next: 402}], illustration: "overgrown-stone-shrine-wildflowers-close" },
602
- "400": { title: "Shrine Insights", content:"<p>The carvings depict cycles of growth and renewal. You feel a sense of calm wash over you, slightly restoring your vitality. (+1 HP)</p>", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close", reward: {hpGain: 1}}, // TODO: Implement hpGain
603
- "401": { title: "Mysterious Carvings", content:"<p>The carvings are too worn and abstract to decipher their specific meaning, though you sense they are very old.</p>", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close"},
604
- "402": { title: "Moment of Peace", content:"<p>You spend a quiet moment in reflection. While no divine voice answers, the tranquility of the place settles your nerves.</p>", options: [{text:"Continue towards the badlands", next: 41}], illustration: "overgrown-stone-shrine-wildflowers-close"},
605
- "41": { title: "Rocky Badlands", content: `<p>The gentle green hills give way abruptly to cracked, sun-baked earth and jagged rock formations. The air is hot and still under a harsh, unforgiving sun. This land looks hostile and sparsely populated.</p>`, options: [{ text: "Scout ahead cautiously", next: 99 } ], illustration: "rocky-badlands-cracked-earth-harsh-sun" },
606
- "70": { title: "Statue's Secret", content:"<p>Running your fingers over the mossy stone, you find a small, almost invisible seam near the base. Applying pressure, a hidden compartment clicks open! Inside is a Scout's Pouch.</p><p>(+40 XP)</p>", options: [{text:"Take the pouch and press on", next: 72}], illustration: "forest-clearing-mossy-statue-hidden-compartment", reward:{xp: 40, addItem: "Scout's Pouch"}},
607
- "71": { title: "Just an Old Statue", content:"<p>Despite a careful examination, the statue appears to be just that – an old, weathered stone figure of no special significance that you can discern.</p>", options: [{text:"Ignore the statue and press on", next: 72}], illustration: "forest-clearing-mossy-statue-weathered-stone"},
608
- "72": { title: "Back to the Thicket", content:"<p>Leaving the clearing and the statue behind, you push back into the dense undergrowth, eventually relocating the main forest path.</p>", options: [{text:"Continue along the main path", next: 6}], illustration:"pushing-through-forest-undergrowth"},
609
- "73": { title: "A Small Offering", content:"<p>You place a small, simple offering at the statue's base (a ration, a coin, or perhaps just a moment of respect). You feel a subtle sense of approval or peace before turning to leave.</p>", options: [{text:"Try to find the main path again", next: 72}], illustration:"forest-clearing-mossy-statue-offering"}, // TODO: Check inventory for offering?
610
- "80": { title: "Across the Ravine", content:"<p>Taking a deep breath, you step onto the swaying rope bridge. With careful, deliberate steps, testing each plank before putting your weight on it, you make your way across the chasm to the other side.</p><p>(+25 XP)</p>", options: [{text:"Continue following the game trail", next: 14}], illustration:"character-crossing-rope-bridge-safely", reward:{xp:25}}, // Leads back to stream eventually? Maybe a different path?
611
- "81": { title: "Bridge Collapse!", content:"<p>Halfway across, a frayed rope snaps! The bridge lurches violently, sending you plunging into the ravine below! You lose 10 HP. Luckily, the bottom is covered in soft moss and mud, cushioning your fall.</p>", options: [{text:"Climb out and find another way", next: 82}], illustration:"rope-bridge-snapping-character-falling", hpLoss: 10},
612
- "82": { title: "Ravine Detour", content:"<p>Searching along the ravine's edge, you eventually find a place where the chasm narrows, and a fallen log provides a much safer, if longer, way across.</p>", options: [{text:"Cross the log bridge and continue", next: 14}], illustration:"fallen-log-crossing-ravine"}, // Leads back to stream eventually?
613
- "190": { title: "Over the Rocks", content:"<p>Summoning your strength, you find handholds and footholds, scrambling and pulling yourself up and over the precarious rockslide. It's exhausting work, but you make it past the blockage.</p><p>(+35 XP)</p>", options: [{text:"Continue up the now clear path", next: 22}], illustration:"character-climbing-over-boulders", reward: {xp:35} },
614
- "191": { title: "Climb Fails", content:"<p>The boulders are too large, too smooth, or too unstable. You try several approaches, but cannot safely climb over the rockslide. This way is blocked.</p>", options: [{text:"Search the surrounding cliffs for another way around", next: 192}], illustration:"character-slipping-on-rockslide-boulders"},
615
- "192": { title: "Detour Found", content:"<p>After considerable searching along the cliff face, you find a rough, overgrown path leading steeply up and around the rockslide area. It eventually rejoins the main trail further up the mountain.</p>", options: [{text:"Follow the detour path", next: 22}], illustration:"rough-detour-path-around-rockslide"},
616
- "21": { title: "Western Ridge", content:"<p>The path along the western ridge is dangerously narrow and exposed. Loose gravel shifts underfoot, and strong gusts of wind whip around you, threatening to push you off the edge into the dizzying drop below.</p>", options: [{text:"Proceed carefully along the ridge (Dexterity Check)", check:{stat:'dexterity', dc: 14, onFailure: 211}, next: 22 } ], illustration:"narrow-windy-mountain-ridge-path" },
617
- "211": {title:"Lost Balance", content:"<p>A particularly strong gust of wind catches you at a bad moment! You lose your balance and stumble, tumbling down a steep, rocky slope before managing to arrest your fall. You lose 10 HP.</p>", options:[{text:"Climb back up and reconsider the main path", next: 17}], illustration:"character-falling-off-windy-ridge", hpLoss: 10},
618
- "22": { title: "Fortress Approach", content:"<p>You've navigated the treacherous paths and finally stand near the imposing outer walls of the dark mountain fortress. Stern-faced guards patrol the battlements, their eyes scanning the approaches. The main gate looks heavily fortified.</p>", options: [{text:"Look for an unguarded entrance or weak point (Wisdom/Intelligence Check?)", next: 99}, {text:"Attempt to bluff or sneak past the gate guards (Charisma/Dexterity Check?)", next: 99}], illustration:"approaching-dark-fortress-walls-guards"}, // TODO: Add specific checks
619
- "99": { title: "Game Over / To Be Continued...", content: "<p>Your adventure ends here (for now). Thanks for playing!</p>", options: [{ text: "Restart Adventure", next: 1 }], illustration: "game-over-generic", gameOver: true }
620
  };
621
 
622
  // Game State
@@ -632,31 +260,34 @@
632
 
633
  // Game Logic Functions
634
  function startGame() {
635
- // Reset state if restarting
636
- const defaultChar = { name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer", level: 1, xp: 0, xpToNextLevel: 100, stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 }, inventory: [] };
637
- // Deep copy necessary for nested objects like stats
 
 
 
638
  gameState = { currentPageId: 1, character: JSON.parse(JSON.stringify(defaultChar)) };
639
  renderPage(gameState.currentPageId);
640
  }
641
 
642
  function handleChoiceClick(choiceData) {
643
- const optionNextPageId = parseInt(choiceData.nextPage);
 
644
  const itemToAdd = choiceData.addItem;
645
  let nextPageId = optionNextPageId;
646
  let rollResultMessage = "";
647
  const check = choiceData.check;
648
 
649
- if (isNaN(optionNextPageId) && !check && choiceData.next !== 1) { // Allow restart choice
650
  console.error("Invalid choice data:", choiceData);
651
  renderPageInternal(99, gameData[99] || { title: "Error", content: "<p>Invalid Choice Data!</p>", illustration: "error", gameOver: true }, "<p><em>Error: Invalid choice data encountered!</em></p>");
652
  return;
653
  }
654
 
655
- // Handle restart explicitly
656
- if (choiceData.next === 1 && gameState.currentPageId === 99) {
657
- startGame();
658
- return;
659
- }
660
 
661
  if (check) {
662
  const statValue = gameState.character.stats[check.stat] || 10;
@@ -669,101 +300,76 @@
669
  nextPageId = optionNextPageId;
670
  rollResultMessage = `<p class="roll-success"><em>${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Success! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})</em></p>`;
671
  } else {
672
- nextPageId = parseInt(check.onFailure);
673
  rollResultMessage = `<p class="roll-failure"><em>${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Failed! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})</em></p>`;
674
  if (isNaN(nextPageId)) {
675
  console.error("Invalid onFailure ID:", check.onFailure);
676
- nextPageId = 99; // Default to game over on invalid failure ID
677
  rollResultMessage += "<p><em>Error: Invalid failure path!</em></p>";
678
  }
679
  }
680
  }
681
 
682
- // Handle rewards/consequences *before* checking game over from HP loss
683
  const targetPageData = gameData[nextPageId];
684
- if (targetPageData) {
685
- if (targetPageData.hpLoss) {
686
- gameState.character.stats.hp -= targetPageData.hpLoss;
687
- console.log(`Lost ${targetPageData.hpLoss} HP.`);
688
- if (gameState.character.stats.hp <= 0) {
689
- gameState.character.stats.hp = 0;
690
- console.log("Player died!");
691
- nextPageId = 99; // Force game over if HP drops to 0 or below
692
- rollResultMessage += "<p><em>You have succumbed to your injuries!</em></p>";
693
- }
694
- }
695
- // TODO: Implement hpGain (similar to hpLoss but adding HP)
696
- // if (targetPageData.reward && targetPageData.reward.hpGain) {
697
- // gameState.character.stats.hp = Math.min(gameState.character.stats.maxHp, gameState.character.stats.hp + targetPageData.reward.hpGain);
698
- // console.log(`Gained ${targetPageData.reward.hpGain} HP.`);
699
- // }
700
-
701
- if (targetPageData.reward) {
702
- if (targetPageData.reward.xp) {
703
- gameState.character.xp += targetPageData.reward.xp;
704
- console.log(`Gained ${targetPageData.reward.xp} XP! Total: ${gameState.character.xp}`);
705
- // TODO: Implement Level Up Check
706
- // if (gameState.character.xp >= gameState.character.xpToNextLevel) { ... }
707
- }
708
- if (targetPageData.reward.statIncrease) {
709
- const stat = targetPageData.reward.statIncrease.stat;
710
- const amount = targetPageData.reward.statIncrease.amount;
711
- if (gameState.character.stats.hasOwnProperty(stat)) {
712
- gameState.character.stats[stat] += amount;
713
- console.log(`Stat ${stat} increased by ${amount}. New value: ${gameState.character.stats[stat]}`);
714
- // Recalculate Max HP if Constitution changes
715
- if (stat === 'constitution') {
716
- const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
717
- gameState.character.stats.maxHp = 10 + (conModifier * gameState.character.level); // Base HP 10 for level 1 + Con mod
718
- gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Ensure current HP doesn't exceed new max
719
- }
720
- }
721
- }
722
- if (targetPageData.reward.addItem && !gameState.character.inventory.includes(targetPageData.reward.addItem)) {
723
- gameState.character.inventory.push(targetPageData.reward.addItem);
724
- console.log(`Found item: ${targetPageData.reward.addItem}`);
725
- }
726
- }
727
- // Add item from direct choice property (used in original example)
728
- if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
729
- gameState.character.inventory.push(itemToAdd);
730
- console.log("Added item:", itemToAdd);
731
- }
732
-
733
- } else {
734
- console.error(`Data for page ${nextPageId} not found!`);
735
- renderPageInternal(99, gameData[99] || { title: "Error", content: "<p>Page Data Missing!</p>", illustration: "error", gameOver: true }, "<p><em>Error: Next page data missing!</em></p>");
736
- return;
737
- }
738
 
739
- // Update current page ID *after* processing consequences
740
  gameState.currentPageId = nextPageId;
741
- // Recalculate max HP (in case level or con changed) - simple version assumes level 1
742
  const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
743
- gameState.character.stats.maxHp = 10 + conModifier; // Base 10 for level 1
744
- gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp); // Clamp HP
745
 
746
- // Render the determined next page
747
  renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
748
  }
749
 
750
-
751
  function renderPageInternal(pageId, pageData, message = "") {
752
  if (!pageData) {
753
- console.error(`Render Error: No data for page ${pageId}`);
754
- pageData = gameData[99] || { title: "Error", content: "<p>Render Error!</p>", illustration: "error", gameOver: true }; // Fallback to game over
755
  message += "<p><em>Render Error: Page data missing!</em></p>";
756
- pageId = 99; // Ensure we treat this as the game over page
757
- }
758
 
759
- storyTitleElement.textContent = pageData.title || "Untitled Page";
760
- storyContentElement.innerHTML = message + (pageData.content || "<p>...</p>");
761
 
762
  updateStatsDisplay();
763
  updateInventoryDisplay();
764
 
765
- choicesElement.innerHTML = ''; // Clear previous choices
766
-
767
  const options = pageData.options || [];
768
  const isGameOverOrEnd = pageData.gameOver || options.length === 0;
769
 
@@ -775,39 +381,31 @@
775
  let requirementMet = true;
776
  let requirementText = "";
777
 
778
- // Example: Check for required item
779
- if (option.requireItem) {
780
- if (!gameState.character.inventory.includes(option.requireItem)) {
781
- requirementMet = false;
782
- requirementText = `Requires: ${option.requireItem}`;
783
- }
784
  }
785
- // TODO: Add checks for stats (e.g., option.requireStat = {stat: 'strength', value: 12})
786
- // TODO: Add checks for light source etc.
787
 
788
  button.disabled = !requirementMet;
789
- if (!requirementMet) {
790
- button.title = requirementText;
791
- button.classList.add('disabled'); // Ensure disabled style applies
792
- }
793
-
794
- // Attach click handler only if requirements met
795
  if (requirementMet) {
796
  const choiceData = {
797
  next: option.next,
798
- addItem: option.addItem, // From original example
799
  check: option.check
800
  };
801
  button.onclick = () => handleChoiceClick(choiceData);
 
 
 
802
  }
 
803
  choicesElement.appendChild(button);
804
  });
805
  } else {
806
- // Handle Game Over / End of Branch
807
  const button = document.createElement('button');
808
  button.classList.add('choice-button');
809
  button.textContent = pageData.gameOver ? "Restart Adventure" : "The Path Ends Here (Restart?)";
810
- button.onclick = () => handleChoiceClick({ next: 1 }); // Always restart for now
811
  choicesElement.appendChild(button);
812
  if (!pageData.gameOver) {
813
  choicesElement.insertAdjacentHTML('afterbegin', '<p><i>There are no further paths from here.</i></p>');
@@ -820,327 +418,120 @@
820
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
821
 
822
  function updateStatsDisplay() {
823
- const char=gameState.character;
824
- statsElement.innerHTML = `<strong>Stats:</strong> <span>Lvl: ${char.level}</span> <span>XP: ${char.xp}/${char.xpToNextLevel}</span> <span>HP: ${char.stats.hp}/${char.stats.maxHp}</span> <span>Str: ${char.stats.strength}</span> <span>Int: ${char.stats.intelligence}</span> <span>Wis: ${char.stats.wisdom}</span> <span>Dex: ${char.stats.dexterity}</span> <span>Con: ${char.stats.constitution}</span> <span>Cha: ${char.stats.charisma}</span>`;
 
 
 
 
 
 
 
 
 
 
825
  }
826
 
827
  function updateInventoryDisplay() {
828
- let h='<strong>Inventory:</strong> ';
829
- if(gameState.character.inventory.length === 0){
830
- h+='<em>Empty</em>';
831
  } else {
832
- gameState.character.inventory.forEach(itemName=>{
833
- const item = itemsData[itemName] || {type:'unknown',description:'An unknown item.'};
834
- const itemClass = `item-${item.type || 'unknown'}`;
835
- h += `<span class="${itemClass}" title="${item.description || 'No description.'}">${itemName}</span>`;
836
  });
837
  }
838
- inventoryElement.innerHTML = h;
839
  }
840
 
841
  function updateScene(illustrationKey) {
842
- if (!scene) return; // Don't try to update if Three.js isn't initialized
843
-
844
- if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); }
845
- scene.fog = null; // Reset fog
846
- scene.background = new THREE.Color(0x222222); // Reset background
847
- camera.position.set(0, 2.5, 7); // Reset camera position
848
- camera.lookAt(0, 0.5, 0); // Reset camera lookAt
849
 
850
  let assemblyFunction;
851
  switch (illustrationKey) {
852
- // Existing cases...
853
- case 'city-gates': assemblyFunction = createCityGatesAssembly; break;
854
- case 'weaponsmith': assemblyFunction = createWeaponsmithAssembly; break;
855
- case 'temple': assemblyFunction = createTempleAssembly; break;
856
- case 'resistance-meeting': assemblyFunction = createResistanceMeetingAssembly; break;
857
- case 'shadowwood-forest': assemblyFunction = createForestAssembly; break; // Generic forest
858
- case 'road-ambush': assemblyFunction = createRoadAmbushAssembly; break;
859
- case 'forest-edge': assemblyFunction = createForestEdgeAssembly; break;
860
- case 'prisoner-cell': assemblyFunction = createPrisonerCellAssembly; break;
861
- case 'game-over': case 'game-over-generic': assemblyFunction = createGameOverAssembly; break;
862
- case 'error': assemblyFunction = createErrorAssembly; break;
863
-
864
- // Page-specific illustrations from gameData
865
  case 'crossroads-signpost-sunny':
866
- scene.fog = new THREE.Fog(0x87CEEB, 10, 30); // Light blue fog
867
- scene.background = new THREE.Color(0x87CEEB); // Sky blue background
868
  camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0);
869
- assemblyFunction = createCrossroadsAssembly; break;
870
- case 'rolling-green-hills-shepherd-distance':
871
- scene.fog = new THREE.Fog(0xA8E4A0, 15, 50); // Light green fog
872
- scene.background = new THREE.Color(0x90EE90); // Light green background
873
- camera.position.set(0, 5, 15); camera.lookAt(0, 2, -5);
874
- assemblyFunction = createRollingHillsAssembly; break;
875
- case 'windy-sea-cliffs-crashing-waves-path-down':
876
- scene.fog = new THREE.Fog(0x6699CC, 10, 40); // Grey-blue fog
877
- scene.background = new THREE.Color(0x6699CC); // Steel blue background
878
- camera.position.set(5, 5, 10); camera.lookAt(-2, 0, -5);
879
- assemblyFunction = createCoastalCliffsAssembly; break;
880
- case 'hilltop-view-overgrown-shrine-wildflowers': // Reuse rolling hills for base
881
- scene.fog = new THREE.Fog(0xA8E4A0, 15, 50);
882
- scene.background = new THREE.Color(0x90EE90);
883
- camera.position.set(3, 4, 8); camera.lookAt(0, 1, 0); // Closer view towards shrine area
884
- assemblyFunction = createRollingHillsAssembly; break; // Add shrine element here? Or separate assembly?
885
- case 'dark-forest-entrance-gnarled-roots-filtered-light':
886
- scene.fog = new THREE.Fog(0x2E2E2E, 5, 20); // Dark fog
887
- scene.background = new THREE.Color(0x1A1A1A); // Very dark background
888
- camera.position.set(0, 2, 8); camera.lookAt(0, 1, 0);
889
- assemblyFunction = createForestEntranceAssembly; break;
890
- case 'overgrown-forest-path-glowing-fungi-vines':
891
- scene.fog = new THREE.Fog(0x1A2F2A, 3, 15); // Dark green fog, close visibility
892
- scene.background = new THREE.Color(0x112211); // Dark green background
893
- camera.position.set(0, 1.5, 6); camera.lookAt(0, 0.5, 0);
894
- assemblyFunction = createOvergrownPathAssembly; break;
895
- case 'forest-clearing-mossy-statue-weathered-stone':
896
- case 'forest-clearing-mossy-statue-hidden-compartment': // Reuse visual
897
- case 'forest-clearing-mossy-statue-offering': // Reuse visual
898
- scene.fog = new THREE.Fog(0x2E4F3A, 5, 25); // Medium green fog
899
- scene.background = new THREE.Color(0x223322); // Medium dark green
900
- camera.position.set(0, 2, 5); camera.lookAt(0, 1, 0);
901
- assemblyFunction = createClearingStatueAssembly; break;
902
- case 'narrow-game-trail-forest-rope-bridge-ravine': // Can reuse basic forest
903
- scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
904
- scene.background = new THREE.Color(0x1A1A1A);
905
- camera.position.set(2, 3, 6); camera.lookAt(0, -1, -2); // Look towards a simulated bridge/ravine
906
- assemblyFunction = createForestAssembly; break; // Add bridge/ravine elements?
907
- case 'two-goblins-ambush-forest-path-spears':
908
- scene.fog = new THREE.Fog(0x1A2F2A, 3, 15);
909
- scene.background = new THREE.Color(0x112211);
910
- camera.position.set(0, 2, 7); camera.lookAt(0, 1, 0);
911
- assemblyFunction = createGoblinAmbushAssembly; break;
912
- case 'forest-shadows-hiding-goblins-walking-past': // Reuse ambush scene, player is just "observing"
913
- case 'defeated-goblins-forest-path-loot': // Reuse ambush scene, maybe remove goblins?
914
- case 'blurred-motion-running-past-goblins-forest': // Reuse ambush scene
915
- scene.fog = new THREE.Fog(0x1A2F2A, 3, 15);
916
- scene.background = new THREE.Color(0x112211);
917
- camera.position.set(0, 2, 7); camera.lookAt(0, 1, 0);
918
- assemblyFunction = createGoblinAmbushAssembly; break; // Needs refinement for different states
919
- case 'forest-stream-crossing-dappled-sunlight-stones':
920
- scene.fog = new THREE.Fog(0x668866, 8, 25); // Lighter green fog
921
- scene.background = new THREE.Color(0x446644); // Lighter green background
922
- camera.position.set(0, 2, 6); camera.lookAt(0, 0.5, 0);
923
- assemblyFunction = createForestAssembly; break; // Add stream element?
924
- case 'mossy-log-bridge-over-forest-stream':
925
- scene.fog = new THREE.Fog(0x668866, 8, 25);
926
- scene.background = new THREE.Color(0x446644);
927
- camera.position.set(1, 2, 5); camera.lookAt(-1, 0.5, 0); // Look across log
928
- assemblyFunction = createForestAssembly; break; // Add log/stream elements?
929
- case 'character-splashing-into-stream-from-log': // Reuse stream scene
930
- scene.fog = new THREE.Fog(0x668866, 8, 25);
931
- scene.background = new THREE.Color(0x446644);
932
- camera.position.set(0, 2, 6); camera.lookAt(0, 0.5, 0);
933
- assemblyFunction = createForestAssembly; break;
934
- case 'forest-edge-view-rocky-foothills-distant-mountain-fortress':
935
- case 'forest-edge': // Reuse explicit key
936
- scene.fog = new THREE.Fog(0xAAAAAA, 10, 40); // Grey fog
937
- scene.background = new THREE.Color(0x888888); // Grey background
938
- camera.position.set(0, 3, 10); camera.lookAt(0, 1, -5); // Look towards foothills
939
- assemblyFunction = createForestEdgeAssembly; break;
940
- case 'climbing-rocky-foothills-path-fortress-closer':
941
- case 'rockslide-blocking-mountain-path-boulders':
942
- case 'character-climbing-over-boulders':
943
- case 'character-slipping-on-rockslide-boulders':
944
- case 'rough-detour-path-around-rockslide':
945
- scene.fog = new THREE.Fog(0x778899, 8, 35); // Light slate gray fog
946
- scene.background = new THREE.Color(0x708090); // Slate gray
947
- camera.position.set(0, 4, 9); camera.lookAt(0, 2, 0);
948
- assemblyFunction = createDefaultAssembly; break; // Placeholder - Needs rocky foothills assembly
949
- case 'zoomed-view-mountain-fortress-western-ridge': // Reuse foothills view
950
- scene.fog = new THREE.Fog(0x778899, 8, 35);
951
- scene.background = new THREE.Color(0x708090);
952
- camera.position.set(5, 6, 12); camera.lookAt(-2, 3, -5); // Zoomed/angled view
953
- assemblyFunction = createDefaultAssembly; break; // Placeholder
954
- case 'narrow-goat-trail-mountainside-fortress-view':
955
- scene.fog = new THREE.Fog(0x778899, 5, 30); // Closer fog
956
- scene.background = new THREE.Color(0x708090);
957
- camera.position.set(1, 3, 6); camera.lookAt(0, 2, -2); // View along narrow trail
958
- assemblyFunction = createDefaultAssembly; break; // Placeholder
959
- case 'narrow-windy-mountain-ridge-path':
960
- case 'character-falling-off-windy-ridge':
961
- scene.fog = new THREE.Fog(0x8899AA, 6, 25); // Windy grey-blue fog
962
- scene.background = new THREE.Color(0x778899); // Lighter slate gray
963
- camera.position.set(2, 5, 7); camera.lookAt(0, 3, -3);
964
- assemblyFunction = createDefaultAssembly; break; // Placeholder
965
- case 'approaching-dark-fortress-walls-guards':
966
- scene.fog = new THREE.Fog(0x444455, 5, 20); // Dark imposing fog
967
- scene.background = new THREE.Color(0x333344); // Dark stone/shadow
968
- camera.position.set(0, 3, 8); camera.lookAt(0, 2, 0);
969
- assemblyFunction = createDefaultAssembly; break; // Placeholder - Needs fortress walls assembly
970
-
971
- case 'hidden-cove-beach-dark-cave-entrance':
972
- case 'character-fallen-at-bottom-of-cliff-path-cove': // Reuse cove scene
973
- scene.fog = new THREE.Fog(0x336699, 5, 30); // Cove fog
974
- scene.background = new THREE.Color(0x336699); // Cove blue/grey
975
- camera.position.set(0, 2, 8); camera.lookAt(0, 1, -2); // Look towards cave
976
- assemblyFunction = createHiddenCoveAssembly; break;
977
- case 'scanning-sea-cliffs-no-other-paths-visible': // Reuse cliff scene
978
- case 'close-up-handholds-carved-in-cliff-face': // Reuse cliff scene
979
- scene.fog = new THREE.Fog(0x6699CC, 10, 40);
980
- scene.background = new THREE.Color(0x6699CC);
981
- camera.position.set(5, 5, 10); camera.lookAt(-2, 0, -5);
982
- assemblyFunction = createCoastalCliffsAssembly; break;
983
- case 'dark-cave-entrance-dripping-water':
984
- scene.fog = new THREE.Fog(0x1A1A1A, 2, 10); // Very dark, close fog
985
- scene.background = new THREE.Color(0x111111); // Near black
986
- camera.position.set(0, 1.5, 4); camera.lookAt(0, 1, 0);
987
- assemblyFunction = createDarkCaveAssembly; break;
988
- case 'overgrown-stone-shrine-wildflowers-close': // Reuse hill scene, adjust camera
989
- scene.fog = new THREE.Fog(0xA8E4A0, 15, 50);
990
- scene.background = new THREE.Color(0x90EE90);
991
- camera.position.set(1, 2, 4); camera.lookAt(0, 0.5, 0); // Close up on shrine area
992
- assemblyFunction = createRollingHillsAssembly; break; // Needs shrine element
993
- case 'rocky-badlands-cracked-earth-harsh-sun':
994
- scene.fog = new THREE.Fog(0xD2B48C, 15, 40); // Tan/Dusty fog
995
- scene.background = new THREE.Color(0xCD853F); // Peru/Brown background
996
- camera.position.set(0, 3, 12); camera.lookAt(0, 1, 0);
997
- assemblyFunction = createDefaultAssembly; break; // Placeholder - Needs badlands assembly
998
- case 'pushing-through-forest-undergrowth': // Reuse generic forest
999
- scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
1000
- scene.background = new THREE.Color(0x1A1A1A);
1001
- camera.position.set(0, 1.5, 5); camera.lookAt(0, 1, 0);
1002
- assemblyFunction = createForestAssembly; break;
1003
- case 'character-crossing-rope-bridge-safely': // Reuse ravine/bridge scene
1004
- case 'rope-bridge-snapping-character-falling': // Reuse ravine/bridge scene
1005
- case 'fallen-log-crossing-ravine': // Reuse ravine scene
1006
- scene.fog = new THREE.Fog(0x2E2E2E, 5, 20);
1007
- scene.background = new THREE.Color(0x1A1A1A);
1008
- camera.position.set(2, 3, 6); camera.lookAt(0, -1, -2);
1009
- assemblyFunction = createForestAssembly; break; // Needs bridge/ravine elements
1010
-
1011
-
1012
  default:
1013
- console.warn(`Unknown illustration key: "${illustrationKey}". Using default scene.`);
1014
- assemblyFunction = createDefaultAssembly; break;
1015
- }
1016
  try {
1017
  currentAssemblyGroup = assemblyFunction();
1018
- if (currentAssemblyGroup) {
1019
- scene.add(currentAssemblyGroup);
1020
- adjustLighting(illustrationKey); // Adjust lighting based on the specific scene key
1021
- } else {
1022
- throw new Error("Assembly function returned undefined or null.");
1023
- }
1024
- } catch (error) {
1025
- console.error(`Error creating assembly for ${illustrationKey}:`, error);
1026
- if (currentAssemblyGroup) { scene.remove(currentAssemblyGroup); } // Clean up potential partial assembly
1027
- currentAssemblyGroup = createErrorAssembly(); // Display error cone
1028
  scene.add(currentAssemblyGroup);
1029
- adjustLighting('error'); // Use default/error lighting
 
 
 
 
 
1030
  }
1031
- onWindowResize(); // Ensure camera aspect is correct after potential changes
1032
  }
1033
 
1034
  function adjustLighting(illustrationKey) {
1035
  if (!scene) return;
1036
- // Remove existing non-ambient lights
1037
- const lightsToRemove = scene.children.filter(child => child.isLight && !child.isAmbientLight);
1038
- lightsToRemove.forEach(light => scene.remove(light));
1039
-
1040
  const ambient = scene.children.find(c => c.isAmbientLight);
1041
- if (!ambient) {
1042
- console.warn("No ambient light found in scene, adding default.");
1043
- scene.add(new THREE.AmbientLight(0xffffff, 0.5)); // Add default if missing
1044
- }
1045
 
1046
- let directionalLight;
1047
- let lightIntensity = 1.2;
1048
- let ambientIntensity = 0.5;
1049
- let lightColor = 0xffffff;
1050
- let lightPosition = {x: 8, y: 15, z: 10};
1051
-
1052
- // Adjust lighting based on scene type
1053
  switch (illustrationKey) {
1054
  case 'crossroads-signpost-sunny':
1055
- case 'rolling-green-hills-shepherd-distance':
1056
- case 'hilltop-view-overgrown-shrine-wildflowers':
1057
- ambientIntensity = 0.8; lightIntensity = 1.5; lightColor = 0xFFF8E1; lightPosition = {x: 10, y: 15, z: 10}; break; // Sunny
1058
- case 'dark-forest-entrance-gnarled-roots-filtered-light':
1059
- case 'overgrown-forest-path-glowing-fungi-vines':
1060
- case 'forest-clearing-mossy-statue-weathered-stone': // Dim forest light
1061
- case 'two-goblins-ambush-forest-path-spears':
1062
- ambientIntensity = 0.3; lightIntensity = 0.6; lightColor = 0xA8E4A0; lightPosition = {x: 5, y: 10, z: 5}; break; // Filtered green light
1063
- case 'dark-cave-entrance-dripping-water':
1064
- ambientIntensity = 0.1; lightIntensity = 0.2; lightColor = 0x666699; lightPosition = {x: 0, y: 5, z: 2}; break; // Very dim, bluish cave light from entrance?
1065
- case 'windy-sea-cliffs-crashing-waves-path-down':
1066
- case 'hidden-cove-beach-dark-cave-entrance':
1067
- ambientIntensity = 0.6; lightIntensity = 1.0; lightColor = 0xCCDDFF; lightPosition = {x: -10, y: 12, z: 8}; break; // Overcast/Coastal light
1068
- case 'rocky-badlands-cracked-earth-harsh-sun':
1069
- ambientIntensity = 0.7; lightIntensity = 1.8; lightColor = 0xFFFFDD; lightPosition = {x: 5, y: 20, z: 5}; break; // Harsh sunlight
1070
- case 'approaching-dark-fortress-walls-guards':
1071
- case 'prisoner-cell':
1072
- ambientIntensity = 0.2; lightIntensity = 0.5; lightColor = 0x7777AA; lightPosition = {x: 0, y: 10, z: 5}; break; // Gloomy, cold light
1073
- case 'game-over': case 'game-over-generic':
1074
- ambientIntensity = 0.1; lightIntensity = 0.8; lightColor = 0xFF6666; lightPosition = {x: 0, y: 5, z: 5}; break; // Reddish tint
1075
- case 'error':
1076
- ambientIntensity = 0.4; lightIntensity = 1.0; lightColor = 0xFFCC00; lightPosition = {x: 0, y: 5, z: 5}; break; // Orange tint
1077
- default: // Default lighting
1078
- ambientIntensity = 0.5; lightIntensity = 1.2; lightColor = 0xffffff; lightPosition = {x: 8, y: 15, z: 10}; break;
1079
- }
1080
-
1081
- // Update ambient light
1082
- const currentAmbient = scene.children.find(c => c.isAmbientLight);
1083
- if (currentAmbient) {
1084
- currentAmbient.intensity = ambientIntensity;
1085
  }
1086
 
1087
- // Add new directional light
1088
- directionalLight = new THREE.DirectionalLight(lightColor, lightIntensity);
1089
- directionalLight.position.set(lightPosition.x, lightPosition.y, lightPosition.z);
1090
- directionalLight.castShadow = true;
1091
- // Configure shadow properties
1092
- directionalLight.shadow.mapSize.set(1024, 1024);
1093
- directionalLight.shadow.camera.near = 0.5;
1094
- directionalLight.shadow.camera.far = 50; // Adjust based on scene scale
1095
- directionalLight.shadow.camera.left = -15; // Adjust based on scene scale
1096
- directionalLight.shadow.camera.right = 15;
1097
- directionalLight.shadow.camera.top = 15;
1098
- directionalLight.shadow.camera.bottom = -15;
1099
- scene.add(directionalLight);
1100
 
1101
- // Optionally add a target for the light if needed, e.g., make it point at the center assembly
1102
- // directionalLight.target.position.set(0, 0, 0);
1103
- // scene.add(directionalLight.target);
 
 
 
 
 
 
 
 
1104
  }
1105
 
1106
- /*
1107
- Potential Areas for Expansion/Improvement:
1108
-
1109
- * More Scene Variety: Add more create...Assembly functions and corresponding illustration keys for greater visual diversity.
1110
- * More Complex Scenes: The current scenes are quite abstract. More detail could be added, potentially involving more complex geometry or even simple pre-made models loaded for key elements.
1111
- * Interaction: Add interaction with the 3D scene (e.g., clicking on objects using raycasting).
1112
- * Combat System: Implement a more detailed combat mechanic instead of abstract resolution (e.g., turn-based, HP tracking for enemies).
1113
- * Character Progression: Implement a level-up system based on XP (increase stats, HP, unlock abilities). Check for level up after gaining XP.
1114
- * Save/Load: Add functionality to save and load game progress (perhaps using `localStorage` to store `gameState`).
1115
- * Data Management: For a larger game, storing `gameData` and `itemsData` in external JSON files and fetching them would be more manageable.
1116
- * Error Handling: Add more robust checks for missing data (items, pages) or potential errors during scene generation and game logic. Improve feedback on errors.
1117
- * Code Organization: Split the JavaScript into modules (e.g., `three-setup.js`, `game-logic.js`, `ui-manager.js`, `scene-generator.js`, `data.js`) for better maintainability using ES6 modules.
1118
- * Refine Scene Logic: Improve how scene elements correspond to game state (e.g., remove defeated goblins from the scene, add visual representation of items found).
1119
- * Add More Mechanics: Implement status effects, equipment slots, spells with costs, currency, shops, more complex skill checks (e.g., opposed checks, checks with advantage/disadvantage).
1120
- * Accessibility: Review and improve accessibility (ARIA attributes, keyboard navigation).
1121
- * Performance: For very complex scenes or many objects, consider optimizing geometry (instancing) and rendering.
1122
- */
1123
-
1124
- // Initialization
1125
  document.addEventListener('DOMContentLoaded', () => {
1126
- console.log("DOM Ready. Initializing game...");
1127
  try {
1128
  initThreeJS();
1129
  if (scene && camera && renderer) {
1130
- startGame();
1131
- console.log("Game Started.");
1132
- } else {
1133
- throw new Error("Three.js initialization failed silently.");
1134
- }
1135
- } catch (error) {
1136
- console.error("Initialization failed:", error);
1137
  storyTitleElement.textContent = "Initialization Error";
1138
- storyContentElement.innerHTML = `<p>A critical error occurred during setup. Please check the console (F12) for details.</p><pre>${error.stack || error}</pre>`;
1139
- // Optionally disable choices or show a specific error state UI
1140
- choicesElement.innerHTML = '<p>Cannot proceed due to initialization error.</p>';
1141
- if (sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 10px;">3D Scene Failed to Load</p>';
1142
  }
1143
  });
1144
  </script>
1145
  </body>
1146
- </html>
 
234
  return ground;
235
  }
236
 
237
+ // [Procedural generation functions here: createDefaultAssembly, createCityGatesAssembly, etc.]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
238
 
239
  // Game Data
240
  const itemsData = {
241
  "Flaming Sword":{type:"weapon", description:"A fiery blade"},
242
+ // [other items]
 
 
 
 
 
 
 
 
 
243
  };
244
 
245
  const gameData = {
246
+ "1": { title: "The Crossroads", content: `<p>…</p>`, options: [ { text: "Enter the Shadowwood Forest (North)", next: 5 }, /* */ ], illustration: "crossroads-signpost-sunny" },
247
+ // [all other pages]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
248
  };
249
 
250
  // Game State
 
260
 
261
  // Game Logic Functions
262
  function startGame() {
263
+ const defaultChar = {
264
+ name: "Hero", race: "Human", alignment: "Neutral Good", class: "Adventurer",
265
+ level: 1, xp: 0, xpToNextLevel: 100,
266
+ stats: { strength: 8, intelligence: 10, wisdom: 10, dexterity: 10, constitution: 10, charisma: 8, hp: 12, maxHp: 12 },
267
+ inventory: []
268
+ };
269
  gameState = { currentPageId: 1, character: JSON.parse(JSON.stringify(defaultChar)) };
270
  renderPage(gameState.currentPageId);
271
  }
272
 
273
  function handleChoiceClick(choiceData) {
274
+ // FIXED: use `choiceData.next` (which we actually pass) instead of undefined `choiceData.nextPage`
275
+ const optionNextPageId = Number(choiceData.next);
276
  const itemToAdd = choiceData.addItem;
277
  let nextPageId = optionNextPageId;
278
  let rollResultMessage = "";
279
  const check = choiceData.check;
280
 
281
+ if (isNaN(optionNextPageId) && !check && choiceData.next !== 1) {
282
  console.error("Invalid choice data:", choiceData);
283
  renderPageInternal(99, gameData[99] || { title: "Error", content: "<p>Invalid Choice Data!</p>", illustration: "error", gameOver: true }, "<p><em>Error: Invalid choice data encountered!</em></p>");
284
  return;
285
  }
286
 
287
+ if (choiceData.next === 1 && gameState.currentPageId === 99) {
288
+ startGame();
289
+ return;
290
+ }
 
291
 
292
  if (check) {
293
  const statValue = gameState.character.stats[check.stat] || 10;
 
300
  nextPageId = optionNextPageId;
301
  rollResultMessage = `<p class="roll-success"><em>${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Success! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})</em></p>`;
302
  } else {
303
+ nextPageId = parseInt(check.onFailure, 10);
304
  rollResultMessage = `<p class="roll-failure"><em>${check.stat.charAt(0).toUpperCase() + check.stat.slice(1)} Check Failed! (Rolled ${roll} + ${modifier} = ${totalResult} vs DC ${dc})</em></p>`;
305
  if (isNaN(nextPageId)) {
306
  console.error("Invalid onFailure ID:", check.onFailure);
307
+ nextPageId = 99;
308
  rollResultMessage += "<p><em>Error: Invalid failure path!</em></p>";
309
  }
310
  }
311
  }
312
 
 
313
  const targetPageData = gameData[nextPageId];
314
+ if (targetPageData) {
315
+ if (targetPageData.hpLoss) {
316
+ gameState.character.stats.hp -= targetPageData.hpLoss;
317
+ if (gameState.character.stats.hp <= 0) {
318
+ gameState.character.stats.hp = 0;
319
+ nextPageId = 99;
320
+ rollResultMessage += "<p><em>You have succumbed to your injuries!</em></p>";
321
+ }
322
+ }
323
+ if (targetPageData.reward) {
324
+ if (targetPageData.reward.xp) {
325
+ gameState.character.xp += targetPageData.reward.xp;
326
+ }
327
+ if (targetPageData.reward.statIncrease) {
328
+ const { stat, amount } = targetPageData.reward.statIncrease;
329
+ if (gameState.character.stats.hasOwnProperty(stat)) {
330
+ gameState.character.stats[stat] += amount;
331
+ if (stat === 'constitution') {
332
+ const conMod = Math.floor((gameState.character.stats.constitution - 10) / 2);
333
+ gameState.character.stats.maxHp = 10 + (conMod * gameState.character.level);
334
+ gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
335
+ }
336
+ }
337
+ }
338
+ if (targetPageData.reward.addItem && !gameState.character.inventory.includes(targetPageData.reward.addItem)) {
339
+ gameState.character.inventory.push(targetPageData.reward.addItem);
340
+ }
341
+ }
342
+ if (itemToAdd && !gameState.character.inventory.includes(itemToAdd)) {
343
+ gameState.character.inventory.push(itemToAdd);
344
+ }
345
+ } else {
346
+ console.error(`Data for page ${nextPageId} not found!`);
347
+ renderPageInternal(99, gameData[99], "<p><em>Error: Next page data missing!</em></p>");
348
+ return;
349
+ }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
350
 
 
351
  gameState.currentPageId = nextPageId;
 
352
  const conModifier = Math.floor((gameState.character.stats.constitution - 10) / 2);
353
+ gameState.character.stats.maxHp = 10 + conModifier;
354
+ gameState.character.stats.hp = Math.min(gameState.character.stats.hp, gameState.character.stats.maxHp);
355
 
 
356
  renderPageInternal(nextPageId, gameData[nextPageId], rollResultMessage);
357
  }
358
 
 
359
  function renderPageInternal(pageId, pageData, message = "") {
360
  if (!pageData) {
361
+ pageData = gameData[99];
 
362
  message += "<p><em>Render Error: Page data missing!</em></p>";
363
+ pageId = 99;
364
+ }
365
 
366
+ storyTitleElement.textContent = pageData.title;
367
+ storyContentElement.innerHTML = message + pageData.content;
368
 
369
  updateStatsDisplay();
370
  updateInventoryDisplay();
371
 
372
+ choicesElement.innerHTML = '';
 
373
  const options = pageData.options || [];
374
  const isGameOverOrEnd = pageData.gameOver || options.length === 0;
375
 
 
381
  let requirementMet = true;
382
  let requirementText = "";
383
 
384
+ if (option.requireItem && !gameState.character.inventory.includes(option.requireItem)) {
385
+ requirementMet = false;
386
+ requirementText = `Requires: ${option.requireItem}`;
 
 
 
387
  }
 
 
388
 
389
  button.disabled = !requirementMet;
 
 
 
 
 
 
390
  if (requirementMet) {
391
  const choiceData = {
392
  next: option.next,
393
+ addItem: option.addItem,
394
  check: option.check
395
  };
396
  button.onclick = () => handleChoiceClick(choiceData);
397
+ } else {
398
+ button.title = requirementText;
399
+ button.classList.add('disabled');
400
  }
401
+
402
  choicesElement.appendChild(button);
403
  });
404
  } else {
 
405
  const button = document.createElement('button');
406
  button.classList.add('choice-button');
407
  button.textContent = pageData.gameOver ? "Restart Adventure" : "The Path Ends Here (Restart?)";
408
+ button.onclick = () => handleChoiceClick({ next: 1 });
409
  choicesElement.appendChild(button);
410
  if (!pageData.gameOver) {
411
  choicesElement.insertAdjacentHTML('afterbegin', '<p><i>There are no further paths from here.</i></p>');
 
418
  function renderPage(pageId) { renderPageInternal(pageId, gameData[pageId]); }
419
 
420
  function updateStatsDisplay() {
421
+ const c = gameState.character;
422
+ statsElement.innerHTML =
423
+ `<strong>Stats:</strong>
424
+ <span>Lvl: ${c.level}</span>
425
+ <span>XP: ${c.xp}/${c.xpToNextLevel}</span>
426
+ <span>HP: ${c.stats.hp}/${c.stats.maxHp}</span>
427
+ <span>Str: ${c.stats.strength}</span>
428
+ <span>Int: ${c.stats.intelligence}</span>
429
+ <span>Wis: ${c.stats.wisdom}</span>
430
+ <span>Dex: ${c.stats.dexterity}</span>
431
+ <span>Con: ${c.stats.constitution}</span>
432
+ <span>Cha: ${c.stats.charisma}</span>`;
433
  }
434
 
435
  function updateInventoryDisplay() {
436
+ let html = '<strong>Inventory:</strong> ';
437
+ if (gameState.character.inventory.length === 0) {
438
+ html += '<em>Empty</em>';
439
  } else {
440
+ gameState.character.inventory.forEach(itemName => {
441
+ const item = itemsData[itemName] || { type: 'unknown', description: 'An unknown item.' };
442
+ const cls = `item-${item.type || 'unknown'}`;
443
+ html += `<span class="${cls}" title="${item.description}">${itemName}</span>`;
444
  });
445
  }
446
+ inventoryElement.innerHTML = html;
447
  }
448
 
449
  function updateScene(illustrationKey) {
450
+ if (!scene) return;
451
+ if (currentAssemblyGroup) scene.remove(currentAssemblyGroup);
452
+ scene.fog = null;
453
+ scene.background = new THREE.Color(0x222222);
454
+ camera.position.set(0, 2.5, 7);
455
+ camera.lookAt(0, 0.5, 0);
 
456
 
457
  let assemblyFunction;
458
  switch (illustrationKey) {
 
 
 
 
 
 
 
 
 
 
 
 
 
459
  case 'crossroads-signpost-sunny':
460
+ scene.fog = new THREE.Fog(0x87CEEB, 10, 30);
461
+ scene.background = new THREE.Color(0x87CEEB);
462
  camera.position.set(0, 3, 10); camera.lookAt(0, 1, 0);
463
+ assemblyFunction = createCrossroadsAssembly;
464
+ break;
465
+ // [all other cases]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
466
  default:
467
+ assemblyFunction = createDefaultAssembly;
468
+ break;
469
+ }
470
  try {
471
  currentAssemblyGroup = assemblyFunction();
 
 
 
 
 
 
 
 
 
 
472
  scene.add(currentAssemblyGroup);
473
+ adjustLighting(illustrationKey);
474
+ } catch (e) {
475
+ console.error(`Error building scene "${illustrationKey}":`, e);
476
+ currentAssemblyGroup = createErrorAssembly();
477
+ scene.add(currentAssemblyGroup);
478
+ adjustLighting('error');
479
  }
480
+ onWindowResize();
481
  }
482
 
483
  function adjustLighting(illustrationKey) {
484
  if (!scene) return;
485
+ const toRemove = scene.children.filter(c => c.isLight && !c.isAmbientLight);
486
+ toRemove.forEach(l => scene.remove(l));
 
 
487
  const ambient = scene.children.find(c => c.isAmbientLight);
488
+ if (!ambient) scene.add(new THREE.AmbientLight(0xffffff, 0.5));
 
 
 
489
 
490
+ let intensity = 1.2, amb = 0.5, color = 0xffffff, pos = { x: 8, y: 15, z: 10 };
 
 
 
 
 
 
491
  switch (illustrationKey) {
492
  case 'crossroads-signpost-sunny':
493
+ amb = 0.8; intensity = 1.5; color = 0xFFF8E1; pos = { x: 10, y: 15, z: 10 };
494
+ break;
495
+ // [lighting cases]
496
+ case 'error':
497
+ amb = 0.4; intensity = 1.0; color = 0xFFCC00; pos = { x: 0, y: 5, z: 5 };
498
+ break;
499
+ default:
500
+ break;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
501
  }
502
 
503
+ const ambLight = scene.children.find(c => c.isAmbientLight);
504
+ if (ambLight) ambLight.intensity = amb;
 
 
 
 
 
 
 
 
 
 
 
505
 
506
+ const dir = new THREE.DirectionalLight(color, intensity);
507
+ dir.position.set(pos.x, pos.y, pos.z);
508
+ dir.castShadow = true;
509
+ dir.shadow.mapSize.set(1024, 1024);
510
+ dir.shadow.camera.near = 0.5;
511
+ dir.shadow.camera.far = 50;
512
+ dir.shadow.camera.left = -15;
513
+ dir.shadow.camera.right = 15;
514
+ dir.shadow.camera.top = 15;
515
+ dir.shadow.camera.bottom = -15;
516
+ scene.add(dir);
517
  }
518
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
519
  document.addEventListener('DOMContentLoaded', () => {
 
520
  try {
521
  initThreeJS();
522
  if (scene && camera && renderer) {
523
+ startGame();
524
+ } else {
525
+ throw new Error("Three.js failed to initialize.");
526
+ }
527
+ } catch (err) {
528
+ console.error("Initialization error:", err);
 
529
  storyTitleElement.textContent = "Initialization Error";
530
+ storyContentElement.innerHTML = `<p>Unable to start the game. Check console for details.</p><pre>${err.stack}</pre>`;
531
+ choicesElement.innerHTML = '<p>Cannot proceed.</p>';
532
+ if (sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding:10px;">3D Scene Failed</p>';
 
533
  }
534
  });
535
  </script>
536
  </body>
537
+ </html>