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1
+ <!DOCTYPE html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="UTF-8">
5
+ <meta name="viewport" content="width=device-width, initial-scale=1.0">
6
+ <title>Enhanced CYOA - 3D Interaction & Skills</title>
7
+ <style>
8
+ body { font-family: 'Courier New', monospace; background-color: #111; color: #eee; margin: 0; padding: 0; overflow: hidden; display: flex; flex-direction: column; height: 100vh; }
9
+ #game-container { display: flex; flex-grow: 1; overflow: hidden; }
10
+ #scene-container { flex-grow: 3; position: relative; border-right: 2px solid #444; min-width: 250px; background-color: #000; height: 100%; box-sizing: border-box; overflow: hidden; cursor: default; }
11
+ #ui-container { flex-grow: 2; padding: 20px; overflow-y: auto; background-color: #2b2b2b; min-width: 350px; height: 100%; box-sizing: border-box; display: flex; flex-direction: column; }
12
+ #scene-container canvas { display: block; }
13
+ #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; }
14
+ #story-content { margin-bottom: 20px; line-height: 1.7; flex-grow: 1; font-size: 1.1em; min-height: 100px; /* Ensure space */}
15
+ #stats-inventory-container { margin-bottom: 15px; padding: 15px; border: 1px solid #444; border-radius: 4px; background-color: #333; font-size: 0.95em; }
16
+ #stats-display, #inventory-display, #history-log { margin-bottom: 10px; line-height: 1.8; }
17
+ #history-log { max-height: 150px; overflow-y: auto; border-top: 1px dashed #555; padding-top: 10px; font-size: 0.9em; color: #aaa; }
18
+ #history-log strong { color: #ccc; }
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+ #history-log div { margin-bottom: 4px; }
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+ #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); }
21
+ #stats-display strong, #inventory-display strong { color: #bbb; margin-right: 6px; }
22
+ #inventory-display em { color: #888; font-style: normal; }
23
+ .item-quest { background-color: #666030; border-color: #999048;}
24
+ .item-weapon { background-color: #663030; border-color: #994848;}
25
+ .item-armor { background-color: #306630; border-color: #489948;}
26
+ .item-consumable { background-color: #664430; border-color: #996648;}
27
+ .item-unknown { background-color: #555; border-color: #777;}
28
+ #choices-container { margin-top: auto; padding-top: 15px; border-top: 1px solid #555; }
29
+ #choices-container h3 { margin-top: 0; margin-bottom: 12px; color: #ccc; font-size: 1.1em; }
30
+ #choices { display: flex; flex-direction: column; gap: 10px; }
31
+ .choice-button { display: block; width: 100%; padding: 10px 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: 1.0em; transition: background-color 0.2s, border-color 0.2s, box-shadow 0.1s; box-sizing: border-box; }
32
+ .choice-button:hover:not(:disabled) { background-color: #e0b050; color: #111; border-color: #c89040; box-shadow: 0 0 5px rgba(255, 200, 100, 0.5); }
33
+ .choice-button:disabled { background-color: #404040; color: #777; cursor: not-allowed; border-color: #555; opacity: 0.7; }
34
+ .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;}
35
+ .message-success { color: #8f8; border-left-color: #4a4; }
36
+ .message-failure { color: #f88; border-left-color: #a44; }
37
+ .message-info { color: #8af; border-left-color: #46a; }
38
+ #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;}
39
+ /* Placement Preview Style */
40
+ .placement-preview { opacity: 0.6; /* Make it semi-transparent */ }
41
+ </style>
42
+ </head>
43
+ <body>
44
+ <div id="game-container">
45
+ <div id="scene-container">
46
+ <div id="action-info">Initializing...</div>
47
+ </div>
48
+ <div id="ui-container">
49
+ <h2 id="story-title">Initializing...</h2>
50
+ <div id="story-content"><p>Loading assets...</p></div>
51
+ <div id="stats-inventory-container">
52
+ <div id="stats-display">HP: ?/? | XP: ? | STR: ? | DEX: ? | INT: ?</div>
53
+ <div id="inventory-display">Inventory: Empty</div>
54
+ <div id="history-log"><strong>History:</strong><div>Game Started.</div></div>
55
+ </div>
56
+ <div id="choices-container">
57
+ <h3>What will you do?</h3>
58
+ <div id="choices">Loading...</div>
59
+ </div>
60
+ </div>
61
+ </div>
62
+
63
+ <script type="importmap">
64
+ { "imports": {
65
+ "three": "https://unpkg.com/[email protected]/build/three.module.js",
66
+ "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
67
+ }}
68
+ </script>
69
+
70
+ <script type="module">
71
+ import * as THREE from 'three';
72
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
73
+
74
+ // --- DOM Elements ---
75
+ const sceneContainer = document.getElementById('scene-container');
76
+ const storyTitleElement = document.getElementById('story-title');
77
+ const storyContentElement = document.getElementById('story-content');
78
+ const choicesElement = document.getElementById('choices');
79
+ const statsElement = document.getElementById('stats-display');
80
+ const inventoryElement = document.getElementById('inventory-display');
81
+ const historyElement = document.getElementById('history-log');
82
+ const actionInfoElement = document.getElementById('action-info');
83
+
84
+ // --- Three.js Variables ---
85
+ let scene, camera, renderer, clock, controls, raycaster, mouse;
86
+ let worldGroup = null;
87
+ let zoneGroups = {}; // Stores { group, lighting, title, entryText, options, zoneId, items: [], interactables: [] }
88
+ let currentLights = [];
89
+ let playerAvatar = null;
90
+
91
+ // --- Game State Variables ---
92
+ let gameState = {};
93
+ let currentMessage = "";
94
+ let placementMode = false;
95
+ let itemToPlace = null; // The name (key) of the item being placed
96
+ let previewMesh = null;
97
+
98
+ // --- Constants ---
99
+ const MAP_ROWS = 5; // Increased for more zones
100
+ const MAP_COLS = 4;
101
+ const PLAYER_HEIGHT = 1.0; // For avatar y-position
102
+
103
+ // --- Materials ---
104
+ const MAT = {
105
+ stone: new THREE.MeshStandardMaterial({ color: 0x777788, roughness: 0.85 }),
106
+ wood: new THREE.MeshStandardMaterial({ color: 0x9F6633, roughness: 0.75 }),
107
+ leaf: new THREE.MeshStandardMaterial({ color: 0x3E9B4E, roughness: 0.6, side: THREE.DoubleSide }),
108
+ ground: new THREE.MeshStandardMaterial({ color: 0x556B2F, roughness: 0.95 }),
109
+ dirt: new THREE.MeshStandardMaterial({ color: 0x8B5E3C, roughness: 0.9 }),
110
+ grass: new THREE.MeshStandardMaterial({ color: 0x4CB781, roughness: 0.85 }),
111
+ water: new THREE.MeshStandardMaterial({ color: 0x4682B4, roughness: 0.3, transparent: true, opacity: 0.85 }),
112
+ sand: new THREE.MeshStandardMaterial({ color: 0xC2B280, roughness: 0.9 }),
113
+ ice: new THREE.MeshStandardMaterial({ color: 0xadd8e6, roughness: 0.2, transparent: true, opacity: 0.9 }),
114
+ portal: new THREE.MeshStandardMaterial({ color: 0x9933ff, emissive: 0x6600cc, roughness: 0.4, side: THREE.DoubleSide }),
115
+ itemGeneric: new THREE.MeshStandardMaterial({ color: 0xffcc00, roughness: 0.5 }), // For pickup items
116
+ preview: new THREE.MeshStandardMaterial({ color: 0x00ff00, transparent: true, opacity: 0.5, wireframe: true }), // For placement
117
+ simple: new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8 }),
118
+ };
119
+
120
+ // --- Item Data ---
121
+ const itemsData = {
122
+ "Rusty Sword": {type:"weapon", description:"Old but sharp.", baseDamage: 3, meshGeo: new THREE.BoxGeometry(0.1, 0.8, 0.05), meshMat: MAT.simple.clone().set({color:0x999999})},
123
+ "Health Potion": {type:"consumable", description:"Restores 10 HP.", effect: { hpGain: 10 }, meshGeo: new THREE.SphereGeometry(0.15, 8, 6), meshMat: MAT.simple.clone().set({color:0xff4444})},
124
+ "Goblin Ear": {type:"quest", description:"A gruesome trophy.", meshGeo: new THREE.PlaneGeometry(0.2, 0.3), meshMat: MAT.simple.clone().set({color:0x55aa55})},
125
+ "Cave Crystal": {type:"unknown", description:"A faintly glowing crystal shard.", meshGeo: new THREE.IcosahedronGeometry(0.2, 0), meshMat: MAT.simple.clone().set({color:0xaaaaff, emissive: 0x5555cc})},
126
+ "Ancient Key": {type:"quest", description:"A large, ornate key.", meshGeo: new THREE.BoxGeometry(0.05, 0.3, 0.05), meshMat: MAT.simple.clone().set({color:0xccaa00})},
127
+ };
128
+
129
+ // --- Zone Creation ---
130
+ const zoneCreators = {}; // Populated later
131
+
132
+ function initThreeJS() {
133
+ scene = new THREE.Scene();
134
+ scene.background = new THREE.Color(0x1a1a1a);
135
+ clock = new THREE.Clock();
136
+ raycaster = new THREE.Raycaster();
137
+ mouse = new THREE.Vector2();
138
+ worldGroup = new THREE.Group();
139
+ scene.add(worldGroup);
140
+
141
+ // Add Player Avatar
142
+ const avatarGeo = new THREE.CapsuleGeometry(0.3, PLAYER_HEIGHT - 0.6, 4, 10);
143
+ playerAvatar = new THREE.Mesh(avatarGeo, new THREE.MeshStandardMaterial({ color: 0xeeeeff, roughness: 0.7 }));
144
+ playerAvatar.position.y = PLAYER_HEIGHT / 2; // Center it vertically
145
+ playerAvatar.castShadow = true;
146
+ // Don't add to worldGroup directly, add to current zone's group later if needed or keep separate
147
+ scene.add(playerAvatar); // Keep it at scene root for now
148
+
149
+ const width = sceneContainer.clientWidth || 1;
150
+ const height = sceneContainer.clientHeight || 1;
151
+ camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
152
+ camera.position.set(0, 6, 8); // Slightly different starting view
153
+
154
+ renderer = new THREE.WebGLRenderer({ antialias: true });
155
+ renderer.setSize(width, height);
156
+ renderer.shadowMap.enabled = true;
157
+ renderer.shadowMap.type = THREE.PCFSoftShadowMap;
158
+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
159
+ renderer.outputColorSpace = THREE.SRGBColorSpace;
160
+ sceneContainer.appendChild(renderer.domElement);
161
+
162
+ controls = new OrbitControls(camera, renderer.domElement);
163
+ controls.enableDamping = true;
164
+ controls.dampingFactor = 0.1;
165
+ controls.target.set(0, PLAYER_HEIGHT / 2, 0); // Target the avatar's center
166
+ controls.maxPolarAngle = Math.PI / 2 - 0.05;
167
+ controls.minDistance = 2;
168
+ controls.maxDistance = 25;
169
+
170
+ window.addEventListener('resize', onWindowResize, false);
171
+ sceneContainer.addEventListener('click', handleRaycast, false); // Use scene container for clicks
172
+ document.addEventListener('keydown', handleKeyPress); // Listen for key presses globally
173
+ setTimeout(onWindowResize, 50);
174
+ animate();
175
+ }
176
+
177
+ function onWindowResize() {
178
+ if (!renderer || !camera || !sceneContainer) return;
179
+ const width = sceneContainer.clientWidth || 1;
180
+ const height = sceneContainer.clientHeight || 1;
181
+ camera.aspect = width / height;
182
+ camera.updateProjectionMatrix();
183
+ renderer.setSize(width, height);
184
+ }
185
+
186
+ function animate() {
187
+ requestAnimationFrame(animate);
188
+ const delta = clock.getDelta();
189
+ controls.update();
190
+
191
+ // Update placement preview position if active
192
+ if (placementMode && previewMesh) {
193
+ updatePreviewMesh();
194
+ }
195
+
196
+ // Simple animation example (e.g., make portals pulse)
197
+ worldGroup.traverse(child => {
198
+ if (child.userData?.isPortal) {
199
+ child.material.emissiveIntensity = Math.sin(clock.elapsedTime * 3) * 0.5 + 0.7;
200
+ }
201
+ if (child.userData?.isItem && child.userData.itemName === "Cave Crystal") {
202
+ child.rotation.y += delta * 0.5;
203
+ }
204
+ });
205
+
206
+
207
+ if (renderer && scene && camera) renderer.render(scene, camera);
208
+ }
209
+
210
+ 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}) {
211
+ const mesh = new THREE.Mesh(geometry, material);
212
+ mesh.position.set(pos.x, pos.y, pos.z);
213
+ mesh.rotation.set(rot.x, rot.y, rot.z);
214
+ mesh.scale.set(scale.x, scale.y, scale.z);
215
+ mesh.castShadow = true; mesh.receiveShadow = true;
216
+ return mesh;
217
+ }
218
+
219
+ function createGround(material = MAT.ground, size = 20) {
220
+ const geo = new THREE.PlaneGeometry(size, size);
221
+ const ground = new THREE.Mesh(geo, material);
222
+ ground.rotation.x = -Math.PI / 2; ground.position.y = 0;
223
+ ground.receiveShadow = true; ground.castShadow = false; // Ground doesn't cast shadows
224
+ ground.userData.isGround = true; // Mark for raycasting
225
+ return ground;
226
+ }
227
+
228
+ function setupLighting(type = 'default') {
229
+ currentLights.forEach(light => {
230
+ if (light && light.parent) light.parent.remove(light);
231
+ if (light && !light.parent) scene.remove(light); // Remove from scene if not parented
232
+ });
233
+ currentLights = [];
234
+
235
+ let ambientIntensity = 0.6;
236
+ let dirIntensity = 1.0;
237
+ let dirColor = 0xffffff;
238
+ let dirPosition = new THREE.Vector3(10, 15, 8);
239
+ let needsPointLight = false;
240
+ let pointLightInfo = { color: 0xffaa55, intensity: 1.5, distance: 12, decay: 1, pos: {x:0, y:3, z:0} };
241
+
242
+ if (type === 'forest') { ambientIntensity = 0.4; dirIntensity = 0.8; dirColor = 0xccffcc; dirPosition = new THREE.Vector3(5, 10, 5); }
243
+ if (type === 'cave') {
244
+ ambientIntensity = 0.15; dirIntensity = 0; // No sun in cave
245
+ needsPointLight = true;
246
+ }
247
+ if (type === 'ruins') { ambientIntensity = 0.5; dirIntensity = 0.7; dirColor = 0xaaaaff; dirPosition = new THREE.Vector3(-8, 12, -5); }
248
+ if (type === 'desert') { ambientIntensity = 0.7; dirIntensity = 1.5; dirColor = 0xffffcc; dirPosition = new THREE.Vector3(15, 20, 10); }
249
+ if (type === 'mountain') { ambientIntensity = 0.6; dirIntensity = 1.2; dirColor = 0xddddff; dirPosition = new THREE.Vector3(0, 25, 15); }
250
+
251
+ const ambientLight = new THREE.AmbientLight(0xffffff, ambientIntensity);
252
+ scene.add(ambientLight); // Ambient always added to scene
253
+ currentLights.push(ambientLight);
254
+
255
+ if (dirIntensity > 0) {
256
+ const directionalLight = new THREE.DirectionalLight(dirColor, dirIntensity);
257
+ directionalLight.position.copy(dirPosition);
258
+ directionalLight.castShadow = true;
259
+ directionalLight.shadow.mapSize.set(1024*2, 1024*2); // Higher res shadow map
260
+ directionalLight.shadow.camera.near = 0.5; directionalLight.shadow.camera.far = 60; // Increased range
261
+ const sb = 25; // Increased shadow box size
262
+ directionalLight.shadow.camera.left = -sb; directionalLight.shadow.camera.right = sb;
263
+ directionalLight.shadow.camera.top = sb; directionalLight.shadow.camera.bottom = -sb;
264
+ directionalLight.shadow.bias = -0.0005;
265
+ scene.add(directionalLight); // Directional always added to scene
266
+ // const helper = new THREE.CameraHelper( directionalLight.shadow.camera ); scene.add( helper ); // Debug Shadow Camera
267
+ currentLights.push(directionalLight);
268
+ }
269
+
270
+ if (needsPointLight) {
271
+ const ptLight = new THREE.PointLight(pointLightInfo.color, pointLightInfo.intensity, pointLightInfo.distance, pointLightInfo.decay);
272
+ ptLight.position.set(pointLightInfo.pos.x, pointLightInfo.pos.y, pointLightInfo.pos.z);
273
+ ptLight.castShadow = true;
274
+ ptLight.shadow.mapSize.set(512, 512);
275
+ ptLight.shadow.bias = -0.005; // Point lights might need more bias adjustment
276
+ // Will be added to the zone group later
277
+ currentLights.push(ptLight); // Track it
278
+ }
279
+ }
280
+
281
+ // --- Zone Creation Functions (Add more for your 20 environments) ---
282
+
283
+ function createFieldZone(zoneId) {
284
+ const group = new THREE.Group();
285
+ group.add(createGround(MAT.grass, 30));
286
+ const rockGeo = new THREE.IcosahedronGeometry(0.5 + Math.random()*0.5, 0);
287
+ for(let i=0; i<5; i++) {
288
+ group.add(createMesh(rockGeo, MAT.stone, {x: (Math.random()-0.5)*25, y:0.3, z: (Math.random()-0.5)*25}));
289
+ }
290
+ // Add an item
291
+ const potion = createMesh(itemsData["Health Potion"].meshGeo, itemsData["Health Potion"].meshMat, {x: 3, y: 0.2, z: 2});
292
+ potion.userData = { isItem: true, itemName: "Health Potion" };
293
+ group.add(potion);
294
+
295
+ group.visible = false;
296
+ return { group, lighting: 'default', title: "Open Field", entryText: "You stand in an open, grassy field. A small red potion lies nearby.", options: [
297
+ { text: "Look for interesting plants (INT)", action: 'skillCheck', skill: 'int', difficulty: 10, successText: "You spot some edible herbs!", failureText:"Just grass.", reward: { item: "Health Potion" } } // Example skill check
298
+ ], zoneId: zoneId, items: [potion], interactables: [] }; // Track items in zone
299
+ }
300
+
301
+ function createForestZone(zoneId) {
302
+ const group = new THREE.Group();
303
+ group.add(createGround(MAT.ground, 30));
304
+ const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 4, 8);
305
+ const leafGeo = new THREE.SphereGeometry(1.5, 8, 6);
306
+ for(let i=0; i<25; i++) {
307
+ const x = (Math.random() - 0.5) * 28;
308
+ const z = (Math.random() - 0.5) * 28;
309
+ if(Math.sqrt(x*x+z*z) < 1) continue;
310
+ const tree = new THREE.Group();
311
+ const trunk = createMesh(trunkGeo, MAT.wood, {y: 2});
312
+ const leaves = createMesh(leafGeo, MAT.leaf, {y: 4.5});
313
+ tree.add(trunk); tree.add(leaves);
314
+ tree.position.set(x, 0, z);
315
+ tree.rotation.y = Math.random() * Math.PI * 2;
316
+ group.add(tree);
317
+ }
318
+ // Add an item
319
+ const sword = createMesh(itemsData["Rusty Sword"].meshGeo, itemsData["Rusty Sword"].meshMat, {x: -4, y: 0.5, z: -1}, {z: Math.PI/2});
320
+ sword.userData = { isItem: true, itemName: "Rusty Sword" };
321
+ group.add(sword);
322
+
323
+ group.visible = false;
324
+ return { group, lighting: 'forest', title: "Dark Forest", entryText: "Sunlight is sparse beneath the thick canopy. An old sword rests against a tree.", options: [
325
+ { text: "Search for tracks (INT)", action: 'skillCheck', skill: 'int', difficulty: 12, successText: "You find signs of goblin passage.", failureText:"The forest floor reveals little." }
326
+ ], zoneId: zoneId, items: [sword], interactables: [] };
327
+ }
328
+
329
+ function createCaveZone(zoneId) {
330
+ const group = new THREE.Group();
331
+ group.add(createGround(MAT.stone.clone().set({color: 0x555560}), 18));
332
+ const wallGeo = new THREE.SphereGeometry(12, 32, 16, 0, Math.PI*2, 0, Math.PI*0.7);
333
+ const walls = createMesh(wallGeo, MAT.stone, {y: 4});
334
+ walls.material.side = THREE.BackSide;
335
+ walls.material.receiveShadow = true; // Cave walls should receive shadow
336
+ walls.castShadow = false;
337
+ group.add(walls);
338
+ const coneGeo = new THREE.ConeGeometry(0.2, 1.0, 8);
339
+ for(let i=0; i<15; i++){
340
+ 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});
341
+ group.add(st);
342
+ const sb = createMesh(coneGeo, MAT.stone, {x: (Math.random()-0.5)*16, y: 0.5, z: (Math.random()-0.5)*16});
343
+ group.add(sb);
344
+ }
345
+ // Add an item
346
+ const crystal = createMesh(itemsData["Cave Crystal"].meshGeo, itemsData["Cave Crystal"].meshMat, {x: 1, y: 0.8, z: -3});
347
+ crystal.userData = { isItem: true, itemName: "Cave Crystal" };
348
+ crystal.material.emissiveIntensity = 0.8; // Make it glow slightly
349
+ group.add(crystal);
350
+
351
+ group.visible = false;
352
+ return { group, lighting: 'cave', title: "Dim Cave", entryText: "It's dark and damp. Water drips. A crystal glimmers faintly.", options: [
353
+ { text: "Squeeze through a narrow gap (DEX)", action: 'skillCheck', skill: 'dex', difficulty: 14, successText: "You manage to wiggle through!", failureText:"You're too clumsy and get stuck briefly.", targetZoneId: 'zone_SPECIAL_SECRET' } // Example transition on success
354
+ ], zoneId: zoneId, items: [crystal], interactables: [] };
355
+ }
356
+
357
+ function createRuinsZone(zoneId) {
358
+ const group = new THREE.Group();
359
+ group.add(createGround(MAT.dirt, 25));
360
+ const wallGeo = new THREE.BoxGeometry(0.5, 2, 3);
361
+ for(let i=0; i<8; i++) {
362
+ const wall = createMesh(wallGeo, MAT.stone,
363
+ {x: (Math.random()-0.5)*20, y:1, z: (Math.random()-0.5)*20},
364
+ {y: Math.random() * Math.PI}
365
+ );
366
+ wall.scale.y = 0.5 + Math.random() * 0.8;
367
+ wall.rotation.x = (Math.random()-0.5)*0.1;
368
+ wall.rotation.z = (Math.random()-0.5)*0.1;
369
+ group.add(wall);
370
+ }
371
+ // Add an interactable portal (Example of interactive movement point)
372
+ const portalGeo = new THREE.RingGeometry(0.8, 1.2, 16);
373
+ const portal = createMesh(portalGeo, MAT.portal, {x: 5, y: 1.5, z: -5}, {y: Math.PI/4});
374
+ portal.userData = { isPortal: true, targetZoneId: getZoneId(0,0) }; // Example: links back to forest
375
+ group.add(portal);
376
+
377
+ group.visible = false;
378
+ return { group, lighting: 'ruins', title: "Crumbling Ruins", entryText: "The wind whistles through broken walls. A strange shimmering portal hangs in the air.", options: [
379
+ { text: "Try to decipher markings (INT)", action: 'skillCheck', skill: 'int', difficulty: 13, successText: "You recognize ancient symbols hinting at a hidden path.", failureText:"The markings are meaningless scratches." }
380
+ ], zoneId: zoneId, items: [], interactables: [portal] };
381
+ }
382
+
383
+ function createDesertZone(zoneId) {
384
+ const group = new THREE.Group();
385
+ group.add(createGround(MAT.sand, 40));
386
+ // Add some dunes (simple sine wave bumps)
387
+ const duneGeo = new THREE.PlaneGeometry(40, 40, 20, 20);
388
+ const posAttr = duneGeo.attributes.position;
389
+ for (let i = 0; i < posAttr.count; i++) {
390
+ const x = posAttr.getX(i);
391
+ const z = posAttr.getZ(i);
392
+ posAttr.setY(i, Math.sin(x * 0.2) * Math.cos(z * 0.3) * 0.8); // Simple dune formula
393
+ }
394
+ duneGeo.computeVertexNormals();
395
+ const dunes = new THREE.Mesh(duneGeo, MAT.sand);
396
+ dunes.rotation.x = -Math.PI / 2;
397
+ dunes.receiveShadow = true;
398
+ dunes.castShadow = false;
399
+ dunes.userData.isGround = true; // Mark for raycasting
400
+ group.add(dunes); // Replace flat ground with dunes
401
+
402
+ // Add a key item
403
+ const key = createMesh(itemsData["Ancient Key"].meshGeo, itemsData["Ancient Key"].meshMat, {x: -2, y: 0.2 + Math.sin(-2*0.2)*Math.cos(1*0.3)*0.8, z: 1}); // Place on dune surface
404
+ key.userData = { isItem: true, itemName: "Ancient Key" };
405
+ group.add(key);
406
+
407
+ group.visible = false;
408
+ return { group, lighting: 'desert', title: "Scorching Desert", entryText: "Endless dunes stretch under a blazing sun. Something glints in the sand.", options: [
409
+ { text: "Endure the heat (STR - passive check?)", action: 'message', messageText:"The heat is oppressive but bearable for now." }, // Example passive/flavor option
410
+ ], zoneId: zoneId, items: [key], interactables: [] };
411
+ }
412
+
413
+ function createMountainZone(zoneId) {
414
+ const group = new THREE.Group();
415
+ group.add(createGround(MAT.stone.clone().set({color: 0x9999aa}), 35)); // Rocky ground
416
+
417
+ // Add jagged peaks
418
+ const peakGeo = new THREE.ConeGeometry(3, 8, 8);
419
+ for (let i=0; i<5; i++) {
420
+ const peak = createMesh(peakGeo, MAT.stone.clone().set({color: 0xbbbbcc}),
421
+ {x: (Math.random()-0.5)*30, y: 4, z: (Math.random()-0.5)*30},
422
+ {x: (Math.random()-0.5)*0.2, z: (Math.random()-0.5)*0.2} // Slightly tilted
423
+ );
424
+ peak.scale.set(1 + Math.random(), 1 + Math.random()*1.5, 1 + Math.random());
425
+ group.add(peak);
426
+ }
427
+ // Add icy patches
428
+ const iceGeo = new THREE.PlaneGeometry(5,5);
429
+ const icePatch = new THREE.Mesh(iceGeo, MAT.ice);
430
+ icePatch.rotation.x = -Math.PI/2;
431
+ icePatch.position.set(4, 0.1, -6); // Slightly above ground
432
+ icePatch.receiveShadow = true;
433
+ group.add(icePatch);
434
+
435
+ group.visible = false;
436
+ return { group, lighting: 'mountain', title: "Jagged Peaks", entryText: "Sharp rocks and biting wind dominate this high altitude pass. Patches of ice make footing treacherous.", options: [
437
+ { text: "Climb a rocky outcrop (STR)", action: 'skillCheck', skill: 'str', difficulty: 14, successText: "You scale the rock, getting a better view!", failureText:"You slip and nearly fall. Best stay on the path." }
438
+ ], zoneId: zoneId, items: [], interactables: [] };
439
+ }
440
+
441
+ // --- Utility Functions ---
442
+
443
+ function getZoneId(row, col) { return `zone_${row}_${col}`; }
444
+
445
+ function populateZoneCreators() {
446
+ const creators = [
447
+ createForestZone, createFieldZone, createCaveZone, createRuinsZone, createDesertZone, createMountainZone
448
+ // Add ALL your 20 creator functions here
449
+ ];
450
+ let creatorIndex = 0;
451
+ for (let r = 0; r < MAP_ROWS; r++) {
452
+ for (let c = 0; c < MAP_COLS; c++) {
453
+ const zoneId = getZoneId(r, c);
454
+ // Cycle through the available creators - Customize this logic!
455
+ const creatorFunc = creators[creatorIndex % creators.length];
456
+ zoneCreators[zoneId] = () => creatorFunc(zoneId);
457
+ creatorIndex++;
458
+ }
459
+ }
460
+ console.log(`Zone creators populated for ${MAP_ROWS}x${MAP_COLS} grid.`);
461
+ }
462
+
463
+ function getZoneNeighbors(zoneId) {
464
+ const parts = zoneId.split('_');
465
+ if (parts.length !== 3 || parts[0] !== 'zone') return {};
466
+ const r = parseInt(parts[1]);
467
+ const c = parseInt(parts[2]);
468
+ const neighbors = {};
469
+ // Check bounds and if the zone exists in the creators map
470
+ if (r > 0 && zoneCreators[getZoneId(r - 1, c)]) neighbors.north = getZoneId(r - 1, c);
471
+ if (r < MAP_ROWS - 1 && zoneCreators[getZoneId(r + 1, c)]) neighbors.south = getZoneId(r + 1, c);
472
+ if (c > 0 && zoneCreators[getZoneId(r, c - 1)]) neighbors.west = getZoneId(r, c - 1);
473
+ if (c < MAP_COLS - 1 && zoneCreators[getZoneId(r, c + 1)]) neighbors.east = getZoneId(r, c + 1);
474
+ return neighbors;
475
+ }
476
+
477
+ function logEvent(message) {
478
+ if (!gameState.character || !gameState.character.history) return;
479
+ gameState.character.history.push(message);
480
+ // Optional: Limit history size
481
+ // if (gameState.character.history.length > 20) {
482
+ //     gameState.character.history.shift();
483
+ // }
484
+ updateHistoryDisplay(); // Update UI immediately
485
+ }
486
+
487
+ // --- Game Logic ---
488
+
489
+ function startGame() {
490
+ const defaultChar = {
491
+ name: "Adventurer",
492
+ stats: { hp: 25, maxHp: 25, xp: 0, str: 10, dex: 10, int: 10 }, // Added stats
493
+ inventory: [],
494
+ history: ["Game Started."] // Initialize history
495
+ };
496
+ gameState = {
497
+ currentZoneId: null,
498
+ character: JSON.parse(JSON.stringify(defaultChar))
499
+ };
500
+ populateZoneCreators();
501
+ zoneGroups = {}; // Clear existing zones if restarting
502
+ while(worldGroup.children.length > 0){
503
+ worldGroup.remove(worldGroup.children[0]);
504
+ }
505
+ // Reset placement mode if game restarts
506
+ placementMode = false;
507
+ itemToPlace = null;
508
+ if (previewMesh) {
509
+ scene.remove(previewMesh);
510
+ previewMesh = null;
511
+ }
512
+
513
+ console.log("Starting new game:", gameState);
514
+ transitionToZone(getZoneId(MAP_ROWS-1, Math.floor(MAP_COLS/2))); // Start near bottom-center
515
+ }
516
+
517
+ function transitionToZone(newZoneId) {
518
+ console.log(`Transitioning to ${newZoneId}`);
519
+ currentMessage = ""; // Clear messages on zone change
520
+
521
+ if (gameState.currentZoneId && zoneGroups[gameState.currentZoneId]) {
522
+ zoneGroups[gameState.currentZoneId].group.visible = false;
523
+ // Remove zone-specific lights from the old group before hiding
524
+ currentLights.forEach(light => {
525
+ if (light && light.isPointLight && light.parent === zoneGroups[gameState.currentZoneId].group) {
526
+ zoneGroups[gameState.currentZoneId].group.remove(light);
527
+ }
528
+ });
529
+ }
530
+
531
+ let zoneInfo;
532
+ if (zoneGroups[newZoneId]) {
533
+ zoneInfo = zoneGroups[newZoneId];
534
+ zoneInfo.group.visible = true;
535
+ console.log(`Re-entering zone ${newZoneId}`);
536
+ logEvent(`Entered ${zoneInfo.title || newZoneId}.`);
537
+ } else {
538
+ const creator = zoneCreators[newZoneId];
539
+ if (creator) {
540
+ zoneInfo = creator();
541
+ zoneGroups[newZoneId] = zoneInfo;
542
+ worldGroup.add(zoneInfo.group);
543
+ zoneInfo.group.visible = true;
544
+ console.log(`Created and entered zone ${newZoneId}`);
545
+ logEvent(`Discovered and entered ${zoneInfo.title || newZoneId}.`);
546
+ } else {
547
+ console.error(`No creator found for zone ID: ${newZoneId}, going to fallback`);
548
+ const fallbackId = getZoneId(MAP_ROWS-1, Math.floor(MAP_COLS/2)); // Fallback start
549
+ if (!zoneGroups[fallbackId]) { // Ensure fallback exists
550
+ zoneGroups[fallbackId] = zoneCreators[fallbackId]();
551
+ worldGroup.add(zoneGroups[fallbackId].group);
552
+ }
553
+ zoneInfo = zoneGroups[fallbackId];
554
+ zoneInfo.group.visible = true;
555
+ newZoneId = fallbackId;
556
+ currentMessage = `<p class="message message-failure">Error: Invalid zone transition. Returned to safety.</p>`;
557
+ logEvent(`Error: Tried to enter invalid zone. Returned to ${zoneInfo.title || fallbackId}.`);
558
+ }
559
+ }
560
+
561
+ gameState.currentZoneId = newZoneId;
562
+ setupLighting(zoneInfo.lighting || 'default'); // Setup general lighting FIRST
563
+
564
+ // Add zone-specific lights (like point lights for caves) to the *current* zone's group
565
+ currentLights.forEach(light => {
566
+ if (light && light.isPointLight && !light.parent) { // If it's a point light tracked but not in scene/group
567
+ zoneInfo.group.add(light); // Add it to the now visible group
568
+ console.log("Added point light to zone group:", newZoneId)
569
+ }
570
+ });
571
+
572
+ // Move player avatar to center of the new zone (optional visual)
573
+ playerAvatar.position.set(0, PLAYER_HEIGHT / 2, 0);
574
+
575
+ // Reset camera target and position relative to avatar/center
576
+ camera.position.set(0, 6, 8); // Reset relative position
577
+ controls.target.set(0, PLAYER_HEIGHT / 2, 0); // Target avatar center
578
+ controls.update();
579
+
580
+ // End placement mode on zone transition
581
+ if (placementMode) {
582
+ togglePlacementMode();
583
+ }
584
+
585
+ renderCurrentPageUI();
586
+ }
587
+
588
+ // --- Interaction Handling ---
589
+
590
+ function handleKeyPress(event) {
591
+ if (event.key.toUpperCase() === 'P') {
592
+ togglePlacementMode();
593
+ }
594
+ }
595
+
596
+ function handleRaycast(event) {
597
+ // Calculate mouse position in normalized device coordinates (-1 to +1)
598
+ const rect = renderer.domElement.getBoundingClientRect();
599
+ mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
600
+ mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
601
+
602
+ // Update the picking ray with the camera and mouse position
603
+ raycaster.setFromCamera(mouse, camera);
604
+
605
+ // Calculate objects intersecting the picking ray
606
+ // Important: Check against the *current visible zone group's children* and potentially other global interactables
607
+ const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group;
608
+ if (!currentZoneGroup) return;
609
+
610
+ const intersects = raycaster.intersectObjects(currentZoneGroup.children, true); // Check children recursively
611
+
612
+ if (intersects.length > 0) {
613
+ const firstIntersect = intersects[0];
614
+ const obj = firstIntersect.object;
615
+ const point = firstIntersect.point; // World coordinates of the intersection
616
+
617
+ if (placementMode) {
618
+ // If placing, click on ground places item
619
+ if (obj.userData.isGround || obj.parent?.userData?.isGround) { // Check obj or its immediate parent if ground is complex
620
+ placeItem(point);
621
+ } else {
622
+ console.log("Cannot place item here.");
623
+ currentMessage = `<p class="message message-failure">You can only place items on the ground.</p>`;
624
+ renderCurrentPageUI(); // Show message
625
+ }
626
+ } else {
627
+ // Normal mode: Check for items or interactables
628
+ if (obj.userData?.isItem) {
629
+ pickupItem(obj, currentZoneGroup);
630
+ } else if (obj.userData?.isPortal) {
631
+ console.log(`Clicked Portal to: ${obj.userData.targetZoneId}`);
632
+ logEvent(`Stepped through the portal.`);
633
+ transitionToZone(obj.userData.targetZoneId);
634
+ } else if (obj.userData?.isGround) {
635
+ console.log("Clicked ground at:", point);
636
+ // Future: Could implement click-to-move here
637
+ } else {
638
+ console.log("Clicked non-interactive object:", obj.name, obj.userData);
639
+ }
640
+ }
641
+ }
642
+ }
643
+
644
+ function pickupItem(itemMesh, zoneGroup) {
645
+ const itemName = itemMesh.userData.itemName;
646
+ if (!itemName || !itemsData[itemName]) {
647
+ console.error("Clicked item mesh has invalid data:", itemMesh);
648
+ return;
649
+ }
650
+
651
+ // Add to inventory
652
+ gameState.character.inventory.push(itemName);
653
+
654
+ // Remove from scene / zone group
655
+ zoneGroup.remove(itemMesh);
656
+
657
+ // Remove from zoneInfo's item list (if tracked)
658
+ const zoneInfo = zoneGroups[gameState.currentZoneId];
659
+ if (zoneInfo && zoneInfo.items) {
660
+ zoneInfo.items = zoneInfo.items.filter(item => item !== itemMesh);
661
+ }
662
+
663
+ // Set the item for potential placement later
664
+ itemToPlace = itemName; // Track the last picked item's name
665
+
666
+ console.log(`Picked up: ${itemName}`);
667
+ currentMessage = `<p class="message message-success">You picked up: ${itemName}. Press 'P' to place it.</p>`;
668
+ logEvent(`Picked up ${itemName}.`);
669
+
670
+ renderCurrentPageUI(); // Update inventory display and message
671
+ }
672
+
673
+ function togglePlacementMode() {
674
+ if (!itemToPlace) {
675
+ currentMessage = `<p class="message message-info">You have no item selected to place. Pick up an item first.</p>`;
676
+ renderCurrentPageUI();
677
+ return; // Don't enter placement mode without an item
678
+ }
679
+
680
+ placementMode = !placementMode;
681
+ console.log("Placement Mode:", placementMode);
682
+
683
+ if (placementMode) {
684
+ actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`;
685
+ // Create preview mesh if it doesn't exist
686
+ if (!previewMesh) {
687
+ const itemData = itemsData[itemToPlace];
688
+ if (itemData && itemData.meshGeo) {
689
+ // Use a generic preview material but original geometry
690
+ previewMesh = new THREE.Mesh(itemData.meshGeo, MAT.preview);
691
+ previewMesh.renderOrder = 1; // Try to render on top
692
+ previewMesh.userData.isPreview = true;
693
+ scene.add(previewMesh); // Add preview directly to the main scene
694
+ } else {
695
+ console.error("Cannot create preview for item:", itemToPlace);
696
+ placementMode = false; // Exit placement mode if preview fails
697
+ actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
698
+ return;
699
+ }
700
+ }
701
+ previewMesh.visible = true;
702
+ updatePreviewMesh(); // Position it initially
703
+ } else {
704
+ actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
705
+ if (previewMesh) {
706
+ previewMesh.visible = false; // Hide preview instead of removing
707
+ }
708
+ // Optionally clear itemToPlace here if cancelling should forget the item
709
+ // itemToPlace = null;
710
+ currentMessage = `<p class="message message-info">Placement mode cancelled.</p>`;
711
+ renderCurrentPageUI();
712
+ }
713
+ }
714
+
715
+ function updatePreviewMesh() {
716
+ if (!placementMode || !previewMesh) return;
717
+
718
+ // Raycast from camera to mouse position, ONLY against ground objects
719
+ raycaster.setFromCamera(mouse, camera);
720
+ const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group;
721
+ if (!currentZoneGroup) return;
722
+
723
+ // Filter for ground objects in the current zone
724
+ const groundObjects = [];
725
+ currentZoneGroup.traverse(child => {
726
+ if (child.userData?.isGround) {
727
+ groundObjects.push(child);
728
+ }
729
+ })
730
+
731
+ const intersects = raycaster.intersectObjects(groundObjects, false); // Don't check recursively if ground is simple plane
732
+
733
+ if (intersects.length > 0) {
734
+ const point = intersects[0].point;
735
+ previewMesh.position.copy(point);
736
+ // Add small offset based on item geometry bounds if available
737
+ const itemData = itemsData[itemToPlace];
738
+ if (itemData && itemData.meshGeo) {
739
+ itemData.meshGeo.computeBoundingBox();
740
+ const height = itemData.meshGeo.boundingBox.max.y - itemData.meshGeo.boundingBox.min.y;
741
+ previewMesh.position.y += height / 2 + 0.01; // Place bottom slightly above ground
742
+ } else {
743
+ previewMesh.position.y += 0.1; // Default offset
744
+ }
745
+ previewMesh.visible = true;
746
+ } else {
747
+ previewMesh.visible = false; // Hide if not pointing at ground
748
+ }
749
+ }
750
+
751
+
752
+ function placeItem(position) {
753
+ if (!placementMode || !itemToPlace) return;
754
+
755
+ const itemData = itemsData[itemToPlace];
756
+ const currentZoneGroup = zoneGroups[gameState.currentZoneId]?.group;
757
+ const zoneInfo = zoneGroups[gameState.currentZoneId];
758
+
759
+ if (!itemData || !currentZoneGroup || !zoneInfo) {
760
+ console.error("Cannot place item, missing data.");
761
+ togglePlacementMode(); // Exit placement mode on error
762
+ return;
763
+ }
764
+
765
+ // Create the actual item mesh
766
+ const newItemMesh = createMesh(itemData.meshGeo, itemData.meshMat);
767
+ newItemMesh.userData = { isItem: true, itemName: itemToPlace };
768
+
769
+ // Adjust position based on geometry height, like the preview
770
+ itemData.meshGeo.computeBoundingBox();
771
+ const height = itemData.meshGeo.boundingBox.max.y - itemData.meshGeo.boundingBox.min.y;
772
+ position.y += height / 2 + 0.01;
773
+ newItemMesh.position.copy(position);
774
+
775
+
776
+ // Add to the scene (current zone's group)
777
+ currentZoneGroup.add(newItemMesh);
778
+
779
+ // Add to the zone's item list for tracking
780
+ if (!zoneInfo.items) zoneInfo.items = [];
781
+ zoneInfo.items.push(newItemMesh);
782
+
783
+ // Remove from inventory
784
+ const invIndex = gameState.character.inventory.indexOf(itemToPlace);
785
+ if (invIndex > -1) {
786
+ gameState.character.inventory.splice(invIndex, 1);
787
+ }
788
+
789
+ console.log(`Placed ${itemToPlace} at ${position.x.toFixed(2)}, ${position.y.toFixed(2)}, ${position.z.toFixed(2)}`);
790
+ currentMessage = `<p class="message message-success">You placed the ${itemToPlace}.</p>`;
791
+ logEvent(`Placed ${itemToPlace} in ${zoneInfo.title || gameState.currentZoneId}.`);
792
+
793
+ itemToPlace = null; // Clear the item being placed
794
+ togglePlacementMode(); // Exit placement mode
795
+ renderCurrentPageUI(); // Update UI
796
+ }
797
+
798
+ function performSkillCheck(skill, difficulty) {
799
+ if (!gameState.character || !gameState.character.stats[skill]) {
800
+ console.error("Invalid skill check:", skill);
801
+ return { success: false, roll: 0, resultValue: 0, message: "Error: Invalid skill." };
802
+ }
803
+
804
+ const roll = Math.floor(Math.random() * 20) + 1;
805
+ const skillValue = gameState.character.stats[skill] || 0; // Use 0 if stat doesn't exist
806
+ const resultValue = roll + skillValue;
807
+ const success = resultValue >= difficulty;
808
+
809
+ console.log(`Skill Check: ${skill.toUpperCase()} (DC ${difficulty}) | Roll: ${roll} + Stat: ${skillValue} = ${resultValue} | ${success ? 'Success' : 'Failure'}`);
810
+
811
+ return { success, roll, skillValue, resultValue };
812
+ }
813
+
814
+
815
+ // --- UI Rendering ---
816
+
817
+ function renderCurrentPageUI() {
818
+ const zoneInfo = zoneGroups[gameState.currentZoneId];
819
+ const zoneId = gameState.currentZoneId;
820
+
821
+ if (!zoneInfo) {
822
+ console.error(`No zone info loaded for ${zoneId}`);
823
+ storyTitleElement.textContent = "Error";
824
+ storyContentElement.innerHTML = currentMessage + "<p>Cannot render current zone. World broken.</p>";
825
+ choicesElement.innerHTML = `<button class="choice-button" onclick="startGame()">Restart Game</button>`; // Offer restart
826
+ updateStatsDisplay();
827
+ updateInventoryDisplay();
828
+ updateHistoryDisplay();
829
+ updateActionInfo();
830
+ return;
831
+ }
832
+
833
+ storyTitleElement.textContent = zoneInfo.title || "Unknown Zone";
834
+ // Combine current message (from actions) with the zone's entry text
835
+ storyContentElement.innerHTML = currentMessage + (zoneInfo.entryText ? `<p>${zoneInfo.entryText}</p>` : '');
836
+ choicesElement.innerHTML = ''; // Clear previous choices
837
+
838
+ // 1. Add Zone-Specific Options (including skill checks)
839
+ if (zoneInfo.options && zoneInfo.options.length > 0) {
840
+ zoneInfo.options.forEach((option, index) => {
841
+ const button = document.createElement('button');
842
+ button.classList.add('choice-button');
843
+ button.textContent = option.text;
844
+
845
+ button.onclick = () => {
846
+ currentMessage = ""; // Clear previous action message before processing new one
847
+ if (option.action === 'skillCheck') {
848
+ const checkResult = performSkillCheck(option.skill, option.difficulty);
849
+ const messageClass = checkResult.success ? 'message-success' : 'message-failure';
850
+ const outcomeText = checkResult.success ? option.successText : option.failureText;
851
+ currentMessage = `<p class="message ${messageClass}">(${option.skill.toUpperCase()} DC ${option.difficulty}: ${checkResult.roll}+${checkResult.skillValue}=${checkResult.resultValue}) ${outcomeText}</p>`;
852
+ logEvent(`Skill Check ${option.skill.toUpperCase()}: ${checkResult.success ? 'Success' : 'Failure'} (${checkResult.resultValue} vs ${option.difficulty}).`);
853
+
854
+ if (checkResult.success) {
855
+ // Grant reward if defined
856
+ if (option.reward?.item && itemsData[option.reward.item]) {
857
+ gameState.character.inventory.push(option.reward.item);
858
+ currentMessage += `<p class="message message-success">You gained: ${option.reward.item}!</p>`;
859
+ logEvent(`Gained ${option.reward.item}.`);
860
+ }
861
+ // Transition if defined
862
+ if(option.targetZoneId) {
863
+ transitionToZone(option.targetZoneId);
864
+ return; // Stop further processing for this click if transitioning
865
+ }
866
+ // TODO: Could also modify zoneInfo.options or zoneInfo.entryText here for persistent changes
867
+ } else {
868
+ // Handle failure consequences if any (e.g., take damage, trigger event)
869
+ }
870
+
871
+ } else if (option.action === 'message') {
872
+ currentMessage = `<p class="message message-info">${option.messageText}</p>`;
873
+ logEvent(`Observed: ${option.messageText}`);
874
+ } else if (option.action === 'goToZone') {
875
+ logEvent(`Chose to go to ${option.targetZoneId}.`);
876
+ transitionToZone(option.targetZoneId);
877
+ return; // Stop processing
878
+ }
879
+ // Add more action types here (combat, useItem, etc.)
880
+
881
+ renderCurrentPageUI(); // Re-render UI to show the result message
882
+ };
883
+ choicesElement.appendChild(button);
884
+ });
885
+ }
886
+
887
+ // 2. Add Movement Options (Buttons)
888
+ const neighbors = getZoneNeighbors(zoneId);
889
+ const directions = {'north': 'North', 'south': 'South', 'east': 'East', 'west': 'West'};
890
+ for(const dir in neighbors) {
891
+ const neighborId = neighbors[dir];
892
+ const button = document.createElement('button');
893
+ button.classList.add('choice-button');
894
+ // Maybe get the title of the neighbor zone for a hint?
895
+ const neighborInfo = zoneGroups[neighborId] ?? zoneCreators[neighborId]?.(); // Preview or get existing
896
+ const neighborTitle = neighborInfo?.title ? ` (${neighborInfo.title})` : '';
897
+
898
+ button.textContent = `Go ${directions[dir]}${neighborTitle}`;
899
+ button.onclick = () => transitionToZone(neighborId);
900
+ choicesElement.appendChild(button);
901
+
902
+ // Cleanup preview if generated just for title
903
+ if(neighborInfo && !zoneGroups[neighborId]) {
904
+ // If we generated it just for the title and it wasn't already loaded, dispose of it? Or just let it be created on transition.
905
+ }
906
+ }
907
+
908
+ // 3. Update other UI elements
909
+ updateStatsDisplay();
910
+ updateInventoryDisplay();
911
+ updateHistoryDisplay(); // Make sure history is up-to-date
912
+ updateActionInfo();
913
+ }
914
+
915
+ // Make transitionToZone globally accessible for initial call and error recovery button if needed
916
+ window.transitionToZone = transitionToZone;
917
+ window.startGame = startGame; // Allow restarting from console or error button
918
+
919
+ function updateStatsDisplay() {
920
+ const { hp, maxHp, xp, str, dex, int } = gameState.character.stats;
921
+ const hpColor = hp / maxHp < 0.3 ? '#f88' : (hp / maxHp < 0.6 ? '#fd5' : '#8f8');
922
+ statsElement.innerHTML = `<strong>Stats:</strong> <span style="color:${hpColor}">HP: ${hp}/${maxHp}</span> <span>XP: ${xp}</span> <span>STR: ${str}</span> <span>DEX: ${dex}</span> <span>INT: ${int}</span>`;
923
+ }
924
+
925
+ function updateInventoryDisplay() {
926
+ let invHtml = '<strong>Inventory:</strong> ';
927
+ if (gameState.character.inventory.length === 0) {
928
+ invHtml += '<em>Empty</em>';
929
+ } else {
930
+ // Group items
931
+ const itemCounts = gameState.character.inventory.reduce((acc, item) => {
932
+ acc[item] = (acc[item] || 0) + 1;
933
+ return acc;
934
+ }, {});
935
+
936
+ Object.entries(itemCounts).forEach(([itemName, count]) => {
937
+ const itemDef = itemsData[itemName] || { type: 'unknown', description: '???' };
938
+ const itemClass = `item-${itemDef.type || 'unknown'}`;
939
+ const countDisplay = count > 1 ? ` (x${count})` : '';
940
+ invHtml += `<span class="item-tag ${itemClass}" title="${itemDef.description}">${itemName}${countDisplay}</span>`;
941
+ });
942
+ }
943
+ inventoryElement.innerHTML = invHtml;
944
+ }
945
+
946
+ function updateHistoryDisplay() {
947
+ if (!historyElement || !gameState.character || !gameState.character.history) return;
948
+ let historyHtml = '<strong>History:</strong>';
949
+ // Display latest events first
950
+ for (let i = gameState.character.history.length - 1; i >= 0; i--) {
951
+ historyHtml += `<div>${gameState.character.history[i]}</div>`;
952
+ }
953
+ historyElement.innerHTML = historyHtml;
954
+ historyElement.scrollTop = 0; // Scroll to top to show latest
955
+ }
956
+
957
+ function updateActionInfo() {
958
+ if (!actionInfoElement) return;
959
+ if (placementMode) {
960
+ actionInfoElement.textContent = `Placement Mode ON (Placing: ${itemToPlace}). Click ground to place. Press P to cancel.`;
961
+ } else {
962
+ actionInfoElement.textContent = `Zone: ${gameState.currentZoneId || 'None'}`;
963
+ }
964
+ }
965
+
966
+ // --- Initialization ---
967
+ document.addEventListener('DOMContentLoaded', () => {
968
+ console.log("DOM Ready - Initializing Enhanced CYOA.");
969
+ try {
970
+ initThreeJS();
971
+ if (!scene || !camera || !renderer) throw new Error("Three.js failed to initialize.");
972
+ startGame(); // Start game directly
973
+ console.log("Game world initialized and started.");
974
+ } catch (error) {
975
+ console.error("Initialization failed:", error);
976
+ storyTitleElement.textContent = "Initialization Error";
977
+ storyContentElement.innerHTML = `<p style="color:red;">Failed to start game:</p><pre style="color:red; white-space: pre-wrap;">${error.stack || error}</pre>`;
978
+ if(sceneContainer) sceneContainer.innerHTML = '<p style="color:red; padding: 20px;">3D Scene Failed</p>';
979
+ document.getElementById('stats-inventory-container').style.display = 'none';
980
+ document.getElementById('choices-container').innerHTML = '<button class="choice-button" onclick="location.reload()">Reload Page</button>'; // Offer reload on critical fail
981
+ }
982
+ });
983
+
984
+ </script>
985
+ </body>
986
+ </html>