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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>World Grid + Interaction</title>
    <style>
        /* Styles from previous version (unchanged) */
        body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
        #game-container { display: flex; flex-grow: 1; overflow: hidden; }
        #scene-container { flex-grow: 3; position: relative; border-right: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: crosshair; } /* Changed cursor */
        #ui-container { flex-grow: 2; padding: 25px; overflow-y: auto; background-color: #2b2b2b; min-width: 320px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
        #scene-container canvas { display: block; }
        #story-title { color: #f0c060; margin: 0 0 15px 0; padding-bottom: 10px; border-bottom: 1px solid #555; font-size: 1.6em; text-shadow: 1px 1px 1px #000; }
        #story-content { margin-bottom: 25px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; }
        #stats-inventory-container { margin-bottom: 25px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
        #stats-display, #inventory-display { margin-bottom: 10px; line-height: 1.8; }
        #stats-display span, #inventory-display .item-tag { display: inline-block; background-color: #484848; padding: 3px 9px; border-radius: 15px; margin: 0 8px 5px 0; border: 1px solid #6a6a6a; white-space: nowrap; box-shadow: inset 0 1px 2px rgba(0,0,0,0.3); }
        #inventory-display .item-tag { cursor: pointer; transition: background-color 0.2s, border-color 0.2s; } /* Make clickable */
        #inventory-display .item-tag:hover { background-color: #6a6a6a; }
        #inventory-display .item-tag.placing { background-color: #a07030; border-color: #c89040; color: #fff; box-shadow: 0 0 5px #ffc040;} /* Highlight placing item */
        #stats-display strong, #inventory-display strong { color: #ccc; margin-right: 6px; }
        #inventory-display em { color: #888; font-style: normal; }
        .item-quest { background-color: #666030; border-color: #999048;}
        .item-weapon { background-color: #663030; border-color: #994848;}
        .item-armor { background-color: #306630; border-color: #489948;}
        .item-consumable { background-color: #664430; border-color: #996648;}
        .item-unknown { background-color: #555; border-color: #777;}
        #choices-container { margin-top: auto; padding-top: 20px; border-top: 1px solid #555; }
        #choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
        #choices { display: flex; flex-direction: column; gap: 12px; }
        .choice-button { display: block; width: 100%; padding: 12px 15px; margin-bottom: 0; background-color: #555; color: #eee; border: 1px solid #777; border-radius: 4px; cursor: pointer; text-align: left; font-family: 'Courier New', monospace; font-size: 1.05em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; }
        .choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
        .choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
        .message { padding: 8px 12px; margin-bottom: 1em; border-left-width: 3px; border-left-style: solid; font-size: 0.95em; background-color: rgba(255, 255, 255, 0.05); border-color: #666; color: #aaa;}
        .message-failure { color: #f88; border-left-color: #a44; }
        .message-item { color: #8bf; border-left-color: #46a; }
        #action-info { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.7); color: #ffcc66; padding: 5px 10px; border-radius: 3px; font-size: 0.9em; display: block; z-index: 10;}
    </style>
</head>
<body>
    <div id="game-container">
        <div id="scene-container">
             <div id="action-info">Initializing...</div>
        </div>
        <div id="ui-container">
            <h2 id="story-title">Initializing...</h2>
            <div id="story-content"><p>Loading assets...</p></div>
            <div id="stats-inventory-container">
                <div id="stats-display">HP: ?/? | XP: ?</div>
                <div id="inventory-display">Inventory: Empty</div>
            </div>
            <div id="choices-container">
                <h3>What will you do?</h3>
                <div id="choices">Loading...</div>
            </div>
        </div>
    </div>

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

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

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

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

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

        let scene, camera, renderer, clock, controls, raycaster, mouse; // Added controls back
        let worldGroup = null;
        let zoneGroups = {};
        let currentMessage = "";
        let currentLights = [];
        let currentPlacingItem = null; // Added back for placement mode

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

        let gameState = {};

        const itemsData = {
            "Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3},
            "Rock": {type:"unknown", description:"A simple rock."},
            "Torch": {type:"consumable", description:"Provides light."},
            "Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard."} // Example item
        };

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

        function initThreeJS() {
            console.log("initThreeJS started.");
            try {
                scene = new THREE.Scene();
                scene.background = new THREE.Color(0x1a1a1a);
                clock = new THREE.Clock();
                raycaster = new THREE.Raycaster(); // Initialize raycaster
                mouse = new THREE.Vector2(); // Initialize mouse vector
                worldGroup = new THREE.Group();
                scene.add(worldGroup);
                console.log("Scene and worldGroup created.");

                const width = sceneContainer.clientWidth || 300;
                const height = sceneContainer.clientHeight || 200;
                console.log(`Renderer dimensions: ${width}x${height}`);

                camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
                camera.position.set(0, 6, 12);
                camera.lookAt(0, 1, 0);
                console.log("Camera created.");

                renderer = new THREE.WebGLRenderer({ antialias: true });
                renderer.setSize(width, height);
                renderer.shadowMap.enabled = true;
                renderer.shadowMap.type = THREE.PCFSoftShadowMap;
                sceneContainer.appendChild(renderer.domElement);
                console.log("Renderer created and appended.");

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

                window.addEventListener('resize', onWindowResize, false);
                renderer.domElement.addEventListener('mousemove', onMouseMove, false); // Added back
                renderer.domElement.addEventListener('click', onMouseClick, false); // Added back
                setTimeout(onWindowResize, 100);
                animate();
                console.log("initThreeJS finished successfully.");
            } catch (error) {
                 console.error("Error during initThreeJS:", error);
                 throw error;
            }
        }

        function onWindowResize() {
             console.log("onWindowResize called.");
             if (!renderer || !camera || !sceneContainer) return;
             const width = sceneContainer.clientWidth || 300;
             const height = sceneContainer.clientHeight || 200;
             if (width > 0 && height > 0) {
                 camera.aspect = width / height;
                 camera.updateProjectionMatrix();
                 renderer.setSize(width, height);
                 console.log(`Resized renderer to ${width}x${height}`);
             } else {
                 console.warn("Skipping resize, zero dimensions detected.");
             }
        }

        function onMouseMove( event ) { // Added back
            const rect = renderer.domElement.getBoundingClientRect();
            mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1;
            mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1;
        }

        function onMouseClick( event ) { // Added back
             console.log(`Mouse click detected. Placing item: ${currentPlacingItem}`);
             if (currentPlacingItem) {
                 placeItem();
             } else {
                 pickupItem();
             }
        }

        let frameCount = 0;
        function animate() {
            frameCount++;
            // if(frameCount % 300 === 0) console.log("Animate loop running..."); // Reduce logging frequency
            requestAnimationFrame(animate);
            controls.update(); // Update controls
            if (renderer && scene && camera) renderer.render(scene, camera);
        }

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

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

        function setupLighting(type = 'default') {
             console.log(`Setting up lighting for type: ${type}`);
             currentLights.forEach(light => {
                 if (light && light.parent) light.parent.remove(light);
                 if (light && scene.children.includes(light)) scene.remove(light);
             });
             currentLights = [];

             let ambientIntensity = 0.5;
             let dirIntensity = 1.0;
             let dirColor = 0xffffff;
             let dirPosition = new THREE.Vector3(10, 15, 7);

             if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
             if (type === 'cave') { ambientIntensity = 0.2; dirIntensity = 0; }
             if (type === 'ruins') { ambientIntensity = 0.4; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }

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

             if (dirIntensity > 0) {
                 const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
                 directionalLight.position.copy(dirPosition);
                 directionalLight.castShadow = true;
                 directionalLight.shadow.mapSize.set(1024, 1024);
                 directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 50;
                 const sb = 20;
                 directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
                 directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
                 directionalLight.shadow.bias = -0.0005;
                 scene.add(directionalLight);
                 currentLights.push(directionalLight);
             }
              if (type === 'cave') { // Add cave light specifically here, track it
                 const ptLight = new THREE.PointLight(0xffaa55, 1.5, 12, 1);
                 ptLight.position.set(0, 3, 0); // Position relative to zone origin
                 ptLight.castShadow = true;
                 ptLight.shadow.mapSize.set(512, 512);
                 currentLights.push(ptLight); // Add to list, will be added to group in transition
             }
             console.log(`Lighting setup complete. Lights tracked: ${currentLights.length}`);
        }

        // --- Zone Creation Functions ---
        function createFieldZone(zoneId) {
            console.log(`Creating zone: ${zoneId} (Field)`);
            const group = new THREE.Group();
            group.add(createGround(MAT.grass, 30));
            const rockGeo = new THREE.IcosahedronGeometry(0.8, 0);
            for(let i=0; i<5; i++) {
                 const rock = createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.4, z: (Math.random()-0.5)*25});
                 rock.userData = { isPickupable: true, itemName: "Rock", description: "A field rock." }; // Make rocks pickupable
                 group.add(rock);
            }
            group.visible = false;
            return { group, lighting: 'default', title: "Open Field", entryText: `You are in ${zoneId}. It's grassy. Some rocks litter the ground.`, options: [], zoneId: zoneId };
        }

        function createForestZone(zoneId) {
             console.log(`Creating zone: ${zoneId} (Forest)`);
             const group = new THREE.Group();
             group.add(createGround(MAT.ground, 30));
             const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
             const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
             for(let i=0; i<25; i++) {
                 const x = (Math.random() - 0.5) * 28;
                 const z = (Math.random() - 0.5) * 28;
                 if(Math.sqrt(x*x+z*z) < 1) continue;
                 const tree = new THREE.Group();
                 const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
                 const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
                 tree.add(trunk); tree.add(leaves);
                 tree.position.set(x, 0, z);
                 tree.rotation.y = Math.random() * Math.PI * 2;
                 group.add(tree);
             }
              const swordGeo = new THREE.BoxGeometry(0.1, 1, 0.05);
              const sword = createMesh(swordGeo, MAT.metal, {x: 3, y: 0.5, z: 4}, {z: Math.PI / 4});
              sword.userData = { isPickupable: true, itemName: "Rusty Sword", description: "An old sword sticking out of the ground."};
              group.add(sword); // Add pickupable sword

             group.visible = false;
             return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy.", options: [], zoneId: zoneId };
        }

        function createCaveZone(zoneId) {
             console.log(`Creating zone: ${zoneId} (Cave)`);
            const group = new THREE.Group();
            group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
             const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
             const walls = createMesh(wallGeo, MAT.stone, {y: 4});
             walls.material.side = THREE.BackSide;
             group.add(walls);
             const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
             for(let i=0; i<15; i++){
                 const st = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 6 + Math.random()*2, z: (Math.random()-0.5)*16}, {x:Math.PI});
                 group.add(st);
             }
             const crystalGeo = new THREE.IcosahedronGeometry(0.3, 0);
             const crystal = createMesh(crystalGeo, MAT.simple.clone().set({color:0xaaaaff, emissive: 0x333399}), {x: 0, y: 0.3, z: -4});
             crystal.userData = { isPickupable: true, itemName: "Cave Crystal", description: "A glowing crystal."};
             group.add(crystal); // Add pickupable crystal

             group.visible = false;
             return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp in here. Water drips.", options: [], zoneId: zoneId };
         }

         function createRuinsZone(zoneId) {
             console.log(`Creating zone: ${zoneId} (Ruins)`);
             const group = new THREE.Group();
             group.add(createGround(MAT.dirt, 25));
             const wallGeo = new THREE.BoxGeometry(0.5, 2, 3);
             for(let i=0; i<8; i++) {
                 const wall = createMesh(wallGeo, MAT.stone,
                     {x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20},
                     {y: Math.random() * Math.PI}
                 );
                 wall.scale.y = 0.5 + Math.random() * 0.8;
                 wall.rotation.x = (Math.random()-0.5)*0.1;
                 wall.rotation.z = (Math.random()-0.5)*0.1;
                 group.add(wall);
             }
              const torchGeo = new THREE.CylinderGeometry(0.05, 0.05, 0.6, 6);
              const torch = createMesh(torchGeo, MAT.wood, {x: -2, y: 0.3, z: 3}, {z: -Math.PI / 6});
              torch.userData = { isPickupable: true, itemName: "Torch", description: "An unlit torch lies in the rubble."};
              group.add(torch); // Add pickupable torch

             group.visible = false;
             return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls.", options: [], zoneId: zoneId };
         }


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

        function populateZoneCreators() {
            console.log("Populating zone creators...");
            // zoneCreators = {}; // Removed reassignment
            for (let r = 0; r < MAP_ROWS; r++) {
                for (let c = 0; c < MAP_COLS; c++) {
                    const zoneId = getZoneId(r, c);
                    let creatorFunc;
                    if (r === 0) creatorFunc = createForestZone;
                    else if (r === 1 && c % 2 === 0) creatorFunc = createFieldZone;
                    else if (r === 1 && c % 2 !== 0) creatorFunc = createRuinsZone;
                    else creatorFunc = createCaveZone;
                    zoneCreators[zoneId] = () => creatorFunc(zoneId);
                }
            }
             console.log(`Zone creators populated with ${Object.keys(zoneCreators).length} entries.`);
        }

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

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

        function transitionToZone(newZoneId) {
             console.log(`Attempting transition to ${newZoneId}`);
             currentMessage = "";
             currentPlacingItem = null; // Cancel placement on zone change

             if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
                 console.log(`Hiding old zone: ${gameState.currentZoneId}`);
                 zoneGroups[gameState.currentZoneId].group.visible = false;
             } else {
                 console.log("No current zone to hide.");
             }

             let zoneInfo;
             if (zoneGroups[newZoneId]) {
                 zoneInfo = zoneGroups[newZoneId];
                 zoneInfo.group.visible = true;
                 console.log(`Re-entering cached zone ${newZoneId}`);
             } else {
                 const creator = zoneCreators[newZoneId];
                 if (creator) {
                    try {
                        zoneInfo = creator();
                        zoneGroups[newZoneId] = zoneInfo;
                        worldGroup.add(zoneInfo.group);
                        zoneInfo.group.visible = true;
                        console.log(`Created and entered new zone ${newZoneId}`);
                    } catch (creationError) {
                         console.error(`Error creating zone ${newZoneId}:`, creationError);
                         currentMessage = `<p class="message message-failure">Error creating zone ${newZoneId}.</p>`;
                         renderCurrentPageUI();
                         return;
                    }
                 } else {
                    console.error(`No creator found for zone ID: ${newZoneId}, critical error.`);
                    currentMessage = `<p class="message message-failure">Error: Zone creator missing for ${newZoneId}. Cannot proceed.</p>`;
                    storyTitleElement.textContent = "Fatal Error";
                    storyContentElement.innerHTML = currentMessage;
                    choicesElement.innerHTML = '';
                    return;
                 }
             }

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

             // Add relevant tracked lights (like cave point light) to the new zone group
             const currentZoneGroup = zoneInfo.group;
             currentLights.forEach(light => {
                 if (light && light.isPointLight && zoneInfo.lighting === 'cave') { // Example: only add point lights to caves
                     if (light.parent) light.parent.remove(light); // Remove from old parent if any
                     currentZoneGroup.add(light);
                     console.log("Added point light to cave group:", newZoneId);
                 }
                 // Ensure other lights (ambient, directional) are in the main scene, not the group
                 else if (light && !light.isPointLight && !light.parent) {
                     scene.add(light);
                 }
             });

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

             console.log(`Transition to ${newZoneId} complete. Rendering UI.`);
             renderCurrentPageUI();
        }


        function renderCurrentPageUI() {
            console.log(`renderCurrentPageUI called for zone: ${gameState.currentZoneId}`);
            const zoneInfo = zoneGroups[gameState.currentZoneId];
            const zoneId = gameState.currentZoneId;

            if (!storyTitleElement || !storyContentElement || !choicesElement || !statsElement || !inventoryElement || !actionInfoElement) {
                console.error("Crucial UI element missing!"); return;
            }
            if (!zoneInfo || !zoneInfo.group) {
                console.error(`No zone info or group loaded for ${zoneId}`);
                storyTitleElement.textContent = "Error";
                storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone data.</p>";
                choicesElement.innerHTML = `<button class="choice-button" onclick="transitionToZoneWrapper('${getZoneId(1, 1)}')">Return to Start</button>`;
                updateStatsDisplay(); updateInventoryDisplay(); updateActionInfo(); return;
            }
            console.log(`Rendering UI for zone ${zoneId} with title "${zoneInfo.title}"`);

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

             const neighbors = getZoneNeighbors(zoneId);
             const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
             let addedChoices = 0;
             console.log("Adding neighbor buttons:", neighbors);
             for(const dir in neighbors) {
                  const neighborId = neighbors[dir];
                  const button = document.createElement('button');
                  button.classList.add('choice-button');
                  button.textContent = `Go ${directions[dir]}`;
                  button.addEventListener('click', () => transitionToZone(neighborId)); // Use event listener
                  choicesElement.appendChild(button);
                  addedChoices++;
             }

             if (zoneInfo.options && zoneInfo.options.length > 0) {
                 console.log("Adding zone specific options");
                 zoneInfo.options.forEach(option => {
                     const button = document.createElement('button');
                     button.classList.add('choice-button');
                     button.textContent = option.text;
                     button.addEventListener('click', () => console.log("Zone action TBC:", option.action));
                     choicesElement.appendChild(button);
                     addedChoices++;
                 });
             }

             if (addedChoices === 0 && choicesElement.innerHTML === '') { // Check if empty after adding
                 choicesElement.innerHTML = '<p><i>No exits or actions defined here yet.</i></p>';
             }

             console.log("Updating stats, inventory, action info...");
             updateStatsDisplay();
             updateInventoryDisplay();
             updateActionInfo();
             console.log("renderCurrentPageUI finished.");
        }

        function transitionToZoneWrapper(zoneId) { // Keep wrapper for potential inline use later
            transitionToZone(zoneId);
        }
        window.transitionToZoneWrapper = transitionToZoneWrapper;


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

        function updateInventoryDisplay() { // Added back placement functionality
             if (!gameState.character || !inventoryElement) return;
             let invHtml = '<strong>Inventory:</strong> ';
             if (gameState.character.inventory.length === 0) {
                 invHtml += '<em>Empty</em>';
             } else {
                 gameState.character.inventory.forEach(item => {
                     const itemDef = itemsData[item] || { type: 'unknown', description: '???' };
                     const itemClass = `item-${itemDef.type || 'unknown'}`;
                     const placingClass = (item === currentPlacingItem) ? ' placing' : ''; // Highlight item being placed
                     invHtml += `<span class="item-tag ${itemClass}${placingClass}" title="Click to Place: ${itemDef.description}" data-itemname="${item}">${item}</span>`;
                 });
             }
             inventoryElement.innerHTML = invHtml;

             // Re-attach click listeners for placement mode
             inventoryElement.querySelectorAll('.item-tag').forEach(tag => {
                 tag.addEventListener('click', (event) => {
                     event.stopPropagation(); // Prevent click from triggering pickup if UI overlaps canvas
                     togglePlacementMode(tag.dataset.itemname);
                 });
             });
        }

        function updateActionInfo() { // Updated Action Info
            if (!actionInfoElement || !gameState ) return;
            if (currentPlacingItem) {
                actionInfoElement.textContent = `Placing: ${currentPlacingItem} (Click ground)`;
            } else {
                actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'} | Mode: Explore (Click items)`;
            }
            actionInfoElement.style.display = 'block';
        }

        // --- Pickup/Placement Functions (Restored) ---
        function pickupItem() {
            if (currentPlacingItem) return; // Don't pick up while placing

            raycaster.setFromCamera(mouse, camera);
            const currentGroup = zoneGroups[gameState.currentZoneId]?.group;
            if (!currentGroup) return;

            const pickupables = [];
            currentGroup.traverseVisible(child => {
                if (child.userData.isPickupable) {
                     pickupables.push(child);
                }
            });

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

            if (intersects.length > 0) {
                 // Basic outline/highlight effect could go here if desired
                 const clickedObject = intersects[0].object;
                 const itemName = clickedObject.userData.itemName;

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

                      if (!gameState.character.inventory.includes(itemName)) {
                           gameState.character.inventory.push(itemName);
                       } else {
                           currentMessage += `<p class="message message-info"><em>(Cannot carry more ${itemName})</em></p>`;
                       }

                       clickedObject.visible = false; // Hide the object
                       clickedObject.userData.isPickupable = false; // Mark as picked up
                       // Optionally remove from scene: clickedObject.parent.remove(clickedObject);

                       renderCurrentPageUI(); // Update inventory and messages
                  }
             }
        }

         function togglePlacementMode(itemName) { // Added back
             if (!itemName || !gameState.character.inventory.includes(itemName)) return;
             if (currentPlacingItem === itemName) {
                 currentPlacingItem = null;
                 console.log("Placement cancelled.");
             } else {
                 currentPlacingItem = itemName;
                 console.log(`Ready to place: ${itemName}`);
             }
             updateInventoryDisplay(); // Update highlighting
             updateActionInfo();
         }

         function placeItem() { // Added back
             if (!currentPlacingItem) return;

             raycaster.setFromCamera(mouse, camera);
             const currentGroup = zoneGroups[gameState.currentZoneId]?.group;
             if (!currentGroup) return;

             const grounds = [];
             currentGroup.traverseVisible(child => { if(child.userData.isGround) grounds.push(child); });

             const intersects = raycaster.intersectObjects(grounds);

             if (intersects.length > 0) {
                 const point = intersects[0].point;
                 const itemName = currentPlacingItem;
                 const itemDef = itemsData[itemName];

                 console.log(`Placing ${itemName} at ${point.x.toFixed(1)}, ${point.z.toFixed(1)}`);

                 // Create a visual representation of the item
                 const itemGeo = new THREE.BoxGeometry(0.5, 0.5, 0.5);
                 const itemMat = MAT.simple.clone();
                 if(itemDef?.type === 'weapon') itemMat.color.setHex(0xaa4444);
                 else if(itemDef?.type === 'consumable') itemMat.color.setHex(0xaa7744);
                 else itemMat.color.setHex(0x8888aa);

                 const placedMesh = createMesh(itemGeo, itemMat, {x: point.x, y: 0.25, z: point.z}); // Place slightly above ground
                 placedMesh.userData = {
                     isPlacedItem: true,
                     itemName: itemName,
                     isPickupable: true, // Allow picking it back up
                     description: `Placed ${itemName}`
                 };
                 currentGroup.add(placedMesh);

                 gameState.character.inventory = gameState.character.inventory.filter(i => i !== itemName); // Remove from inventory
                 currentMessage = `<p class="message message-item"><em>Placed ${itemName}.</em></p>`;
                 currentPlacingItem = null; // Exit placement mode
                 renderCurrentPageUI(); // Update UI

             } else {
                 console.log("Placement click missed ground.");
                 currentMessage = `<p class="message message-failure"><em>Cannot place item there.</em></p>`;
                 currentPlacingItem = null;
                 renderCurrentPageUI();
             }
         }

        // --- Combat/Checks (Placeholders) ---
        function startCombat(enemyTypeId) { console.log("Combat disabled."); }
        function handleCombatAction(action) { console.log("Combat disabled."); }
         window.startCombat = startCombat;
         window.handleCombatAction = handleCombatAction;


        // --- Initialization ---
        document.addEventListener('DOMContentLoaded', () => {
             console.log("DOM Ready - Initializing World Grid + Interaction.");
             try {
                 initThreeJS();
                 if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
                 // Font not needed currently, start game directly
                 startGame();
                 console.log("Game world initialized and started.");
             } catch (error) {
                 console.error("Initialization failed:", error);
                 storyTitleElement.textContent = "Initialization Error";
                 storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre><p style="color:yellow;">Check console (F12) for details.</p>`;
                 if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
                  const statsInvContainer = document.getElementById('stats-inventory-container');
                  const choicesCont = document.getElementById('choices-container');
                  if (statsInvContainer) statsInvContainer.style.display = 'none';
                  if (choicesCont) choicesCont.style.display = 'none';
             }
         });

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