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# OpenRouter API Configuration
OPENROUTER_API_KEY=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
OPENROUTER_MODEL=anthropic/claude-3-opus-20240229
# Application Configuration
PORT=3000
NODE_ENV=development
# Game Configuration
DEFAULT_WORLD_FILE=./data/worlds/example_world.yml
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# OpenRouter API Configuration
OPENROUTER_API_KEY=your_openrouter_api_key_here
OPENROUTER_MODEL=your_selected_model_here
# Application Configuration
PORT=3000
NODE_ENV=development
# Game Configuration
DEFAULT_WORLD_FILE=./data/worlds/example_world.yml
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node_modules
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# AI Interactive Fiction
A modern take on classic text adventures that combines traditional world modeling with Large Language Models (LLMs) to create natural language interactive fiction experiences.
## Project Overview
This application reimagines the classic text adventure game genre by replacing the traditional parser with an LLM. The system consists of:
1. **World Model**: A traditional game engine that manages rooms, objects, actions, and game state - similar to old-school Infocom games.
2. **LLM Interface**: An AI layer that processes natural language input from players and translates it into actions the game engine can understand.
3. **Narrative Generation**: The LLM converts the world state changes into rich, contextual prose for the player.
## Key Features
- **Natural Language Understanding**: Players can express their intent in plain language without worrying about specific command syntax.
- **Rich Narrative**: Dynamic descriptions that adapt to the current game state and player history.
- **Consistent World Model**: The underlying game engine enforces world rules to prevent hallucinations or inconsistencies.
- **Modular Design**: Easily swap between different world models, including YAML-based custom worlds or integrations with classic Z-machine games.
## How It Works
1. Player enters natural language input
2. LLM analyzes input and translates it into game actions
3. Game engine processes valid actions and updates the game state
4. LLM receives the state change information and generates narrative prose
5. Player receives the beautifully written response
## Technical Structure
- YAML-based world definition (rooms, objects, actions)
- OpenRouter API integration for accessing suitable LLMs
- Modular design allowing for Z-machine integration in the future
## Getting Started
[Installation and running instructions will be added here]
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# Project Implementation Plan
## Phase 1: Project Setup and Basic Structure
- [x] Define project goals and specifications
- [x] Set up project structure
- [x] Create core directories (src, data, tests)
- [x] Initialize Node.js/npm project
- [x] Set up TypeScript configuration
- [ ] Configure ESLint and Prettier for code quality
- [ ] Choose and set up testing framework
- [x] Create basic documentation structure
## Phase 2: World Model Implementation
- [ ] Define YAML schema for world elements
- [ ] Room schema (description, exits, objects, characters)
- [ ] Object schema (description, properties, allowed actions)
- [ ] NPC schema (description, dialogue, behavior)
- [ ] Action schema (conditions, effects)
- [x] Implement YAML parser and validator
- [ ] Create the world model core
- [ ] Game state management
- [ ] Room navigation
- [ ] Object interaction
- [ ] NPC interaction
- [ ] Action processing logic
- [x] Create a simple test world in YAML format
- [ ] Implement unit tests for world model
## Phase 3: LLM Integration
- [x] Research and select appropriate OpenRouter model
- [x] Implement OpenRouter API client
- [x] Configuration and authentication
- [x] API request/response handling
- [ ] Rate limiting and error handling
- [ ] Design LLM prompting strategy
- [ ] System prompts for action translation
- [ ] System prompts for narrative generation
- [ ] Context management for conversation history
- [ ] Create adapter between LLM and world model
- [ ] Define the interface for action translation
- [ ] Define the interface for narrative generation
## Phase 4: Game Engine Core
- [x] Implement the game loop
- [x] Input handling
- [ ] Action processing via LLM
- [ ] World model updating
- [ ] Response generation via LLM
- [ ] Output formatting
- [ ] Implement saving/loading game state
- [ ] Add game configuration options
- [ ] Implement logging for debugging
## Phase 5: User Interface
- [x] Create a command-line interface
- [x] Input handling
- [x] Text output formatting
- [ ] Command history
- [x] Implement a simple web interface
- [x] Basic HTML/CSS structure
- [x] JavaScript for interaction
- [x] Responsive design
- [x] Text processing utilities
- [x] Implement smartypants.js for typographical improvements
- [ ] Add hyphenation support
## Phase 6: Advanced Features
- [ ] Implement integration layer for Z-machine
- [ ] Research Z-machine libraries
- [ ] Create adapter for Z-machine to world model interface
- [ ] Test with classic Infocom games
- [ ] Add advanced LLM features
- [ ] Character styles and narrative tones
- [ ] Memory and reference to past events
- [ ] Player character personality modeling
- [ ] Create plugin system for extending world model capabilities
## Phase 7: Testing and Refinement
- [ ] Comprehensive testing
- [ ] Unit tests for core components
- [ ] Integration tests for LLM integration
- [ ] End-to-end game flow tests
- [ ] User testing and feedback
- [ ] Performance optimization
- [ ] Minimize LLM token usage
- [ ] Optimize world model for larger games
- [ ] Refine prompting strategies based on testing
## Phase 8: Documentation and Release
- [x] Complete user documentation
- [x] Installation guide
- [ ] World creation guide
- [ ] Configuration reference
- [ ] Complete developer documentation
- [ ] Architecture overview
- [ ] API reference
- [ ] Extension guide
- [ ] Create example worlds and games
- [ ] Prepare for initial release
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{
"folders": [
{
"path": "."
},
{
"path": "../ink.js"
}
]
}
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/**
* Script to copy required assets from ink.js project to AI Interactive Fiction
*/
const fs = require('fs');
const path = require('path');
// Define asset directories
const sourceDir = 'e:/Georg/vhosts/ink.js';
const targetDir = 'e:/Georg/vhosts/ai.interactive.fiction/public';
// Assets to copy
const assets = [
{ src: 'book-3057904.png', dest: 'images/book-3057904.png' },
{ src: 'brown-wooden-flooring.jpg', dest: 'images/brown-wooden-flooring.jpg' },
{ src: 'EBGaramond12-Regular.otf', dest: 'fonts/EBGaramond12-Regular.otf' },
{ src: 'EBGaramond12-Italic.otf', dest: 'fonts/EBGaramond12-Italic.otf' }
];
// Create necessary directories
const directories = ['images', 'fonts', 'js', 'css'].map(dir => path.join(targetDir, dir));
directories.forEach(dir => {
if (!fs.existsSync(dir)) {
console.log(`Creating directory: ${dir}`);
fs.mkdirSync(dir, { recursive: true });
}
});
// Copy each asset
assets.forEach(asset => {
const source = path.join(sourceDir, asset.src);
const destination = path.join(targetDir, asset.dest);
try {
if (fs.existsSync(source)) {
fs.copyFileSync(source, destination);
console.log(`Successfully copied ${source} to ${destination}`);
} else {
console.error(`Source file does not exist: ${source}`);
}
} catch (error) {
console.error(`Error copying ${source}:`, error.message);
}
});
console.log('Asset copying completed.');
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title: The Mysterious Mansion
author: AI Interactive Fiction
version: 1.0.0
introduction: |
You find yourself standing outside an old, abandoned mansion on a hill.
Rain patters gently on the gravel path leading to the front door.
A strange letter in your pocket invited you here, but you can't remember who sent it.
Perhaps the answers lie within...
# Room definitions
rooms:
# Starting area
front_yard:
name: Front Yard
description: |
You stand on a gravel path leading to an imposing Victorian mansion.
The rain has softened to a drizzle, and moonlight peeks through gaps in the clouds.
Ancient oak trees frame the property, their branches swaying in the gentle breeze.
exits:
- direction: north
targetRoomId: entrance_hall
description: large wooden doors lead into the mansion
- direction: south
targetRoomId: street
description: wrought iron gates lead back to the street
objects:
- strange_letter
- garden_statue
characters: []
# Main entrance
entrance_hall:
name: Entrance Hall
description: |
Grand chandeliers hang from the high ceiling, their crystals covered in cobwebs.
A wide staircase curves up to the second floor, and paintings of stern-faced
individuals watch you from ornate frames on the walls.
The floor is polished marble, though dusty from neglect.
exits:
- direction: south
targetRoomId: front_yard
description: the main entrance doors
- direction: north
targetRoomId: grand_staircase
description: the grand staircase
- direction: east
targetRoomId: dining_room
description: an archway leads to what appears to be a dining room
- direction: west
targetRoomId: library
description: a door marked 'Library'
objects:
- dusty_key
- umbrella_stand
characters:
- butler_ghost
# Library
library:
name: Library
description: |
Bookshelves line every wall, reaching from floor to ceiling.
A reading desk sits in the center of the room, a leather-bound book
open upon it. A gentle fire crackles in the fireplace, casting
dancing shadows across the room.
exits:
- direction: east
targetRoomId: entrance_hall
description: the door back to the entrance hall
- direction: north
targetRoomId: secret_study
description: a hidden door in the bookshelf
isLocked: true
keyId: old_brass_key
objects:
- leather_book
- reading_glasses
- old_brass_key
characters: []
# Dining Room
dining_room:
name: Dining Room
description: |
A long table dominates this room, set for a dinner party that never happened.
Fine china and silverware rest atop an elegant tablecloth, now gray with dust.
A chandelier hangs above, and a sideboard against the wall holds various serving dishes.
exits:
- direction: west
targetRoomId: entrance_hall
description: the archway back to the entrance hall
- direction: north
targetRoomId: kitchen
description: a swinging door to what must be the kitchen
objects:
- silver_candlestick
- dusty_plate
characters:
- dining_ghost
# Kitchen
kitchen:
name: Kitchen
description: |
This once-busy kitchen now stands silent. Copper pots and pans hang from hooks,
and an old cast-iron stove sits cold against the wall. A large preparation table
occupies the center of the room, and a pantry door stands ajar.
exits:
- direction: south
targetRoomId: dining_room
description: the swinging door back to the dining room
- direction: east
targetRoomId: pantry
description: the pantry door
objects:
- rusty_knife
- cookbook
characters: []
# Pantry
pantry:
name: Pantry
description: |
Shelves line the walls of this small room, holding preserves in dusty jars
and sacks of long-expired ingredients. A small window provides minimal light,
and a musty smell permeates the air.
exits:
- direction: west
targetRoomId: kitchen
description: the door back to the kitchen
objects:
- dusty_jar
- strange_bottle
characters: []
# Grand Staircase
grand_staircase:
name: Grand Staircase
description: |
The staircase curves gracefully upward, its wooden railings polished to a soft glow
despite the overall neglect of the mansion. Family portraits line the walls,
following your movement with their painted eyes.
exits:
- direction: south
targetRoomId: entrance_hall
description: back down to the entrance hall
- direction: north
targetRoomId: upper_landing
description: up to the second floor
objects:
- family_portrait
characters: []
# Upper Landing
upper_landing:
name: Upper Landing
description: |
The upper landing connects several rooms on the second floor. A faded
carpet runs down the center of the hallway, and doors line both sides.
A large window at the end of the hall shows the rainy night outside.
exits:
- direction: south
targetRoomId: grand_staircase
description: down the grand staircase
- direction: east
targetRoomId: master_bedroom
description: a door marked 'Master Bedroom'
- direction: west
targetRoomId: study
description: a door marked 'Study'
objects: []
characters: []
# Master Bedroom
master_bedroom:
name: Master Bedroom
description: |
A large four-poster bed dominates this room, its once-luxurious hangings
now faded and torn. A vanity sits in the corner, its mirror clouded with age,
and a wardrobe stands against the far wall.
exits:
- direction: west
targetRoomId: upper_landing
description: the door back to the upper landing
objects:
- jewelry_box
- old_diary
characters:
- lady_ghost
# Study
study:
name: Study
description: |
This cozy room contains a large desk covered in papers, a comfortable
armchair, and a globe that seems to rotate slowly on its own. Bookshelves
line the walls, filled with volumes on various esoteric subjects.
exits:
- direction: east
targetRoomId: upper_landing
description: the door back to the upper landing
objects:
- strange_device
- important_letter
characters: []
# Secret Study (hidden room)
secret_study:
name: Secret Study
description: |
Hidden behind the library bookshelf, this small room appears to be a
private study. A desk with a locked drawer sits against one wall, and
shelves hold unusual artifacts and rare books. A single candle provides
dim illumination.
exits:
- direction: south
targetRoomId: library
description: the hidden door back to the library
objects:
- ancient_tome
- crystal_key
characters: []
# Street (exit area)
street:
name: Street
description: |
The quiet street outside the mansion is shrouded in fog. Streetlamps cast
pools of yellow light that barely penetrate the mist. The mansion's gates
loom behind you, while the way back to town lies ahead.
exits:
- direction: north
targetRoomId: front_yard
description: the mansion gates
objects: []
characters: []
# Object definitions
objects:
strange_letter:
name: Strange Letter
description: |
A weathered envelope containing an invitation to visit the mansion.
The handwriting is elegant but unfamiliar, and the letter is signed
simply with the initial "M".
traits:
- takeable
- readable
states: {}
allowedActions:
- take
- read
- examine
garden_statue:
name: Garden Statue
description: |
A weathered stone statue of a weeping angel. Its face is covered by its hands,
and detailed wings spread out from its back. Something about it makes you uneasy.
traits:
- fixed
states: {}
allowedActions:
- examine
dusty_key:
name: Dusty Key
description: |
An old iron key, covered in dust. It looks like it might fit an old door somewhere.
traits:
- takeable
- key
states: {}
allowedActions:
- take
- examine
- use
umbrella_stand:
name: Umbrella Stand
description: |
A brass stand holding several antique umbrellas, all in various states of decay.
traits:
- fixed
- container
states:
open: true
containedObjects: []
allowedActions:
- examine
leather_book:
name: Leather Book
description: |
A thick tome bound in dark leather. The pages are filled with strange symbols
and diagrams that seem to shift slightly when you're not looking directly at them.
traits:
- takeable
- readable
states: {}
allowedActions:
- take
- read
- examine
reading_glasses:
name: Reading Glasses
description: |
A pair of wire-rimmed spectacles. The lenses have a slight blue tint to them.
traits:
- takeable
- wearable
states:
worn: false
allowedActions:
- take
- wear
- examine
old_brass_key:
name: Brass Key
description: |
A small brass key with intricate engravings. It seems to be quite old but well-maintained.
traits:
- takeable
- key
states: {}
allowedActions:
- take
- examine
- use
silver_candlestick:
name: Silver Candlestick
description: |
A tarnished silver candlestick with an unlit candle. It feels heavy in your hand.
traits:
- takeable
- light_source
states:
lit: false
allowedActions:
- take
- light
- examine
dusty_plate:
name: Dusty Plate
description: |
A fine china plate covered in a layer of dust. Despite its age, the painted pattern is still vivid.
traits:
- takeable
states: {}
allowedActions:
- take
- examine
rusty_knife:
name: Rusty Knife
description: |
An old kitchen knife with a rusted blade. It's dull, but still might be useful.
traits:
- takeable
- sharp
states: {}
allowedActions:
- take
- examine
- use
cookbook:
name: Cookbook
description: |
A yellowed cookbook filled with strange recipes. Some ingredients are unusual, and
the instructions sometimes reference phases of the moon or specific star alignments.
traits:
- takeable
- readable
states: {}
allowedActions:
- take
- read
- examine
dusty_jar:
name: Dusty Jar
description: |
A glass jar containing what might once have been fruit preserves, now unidentifiable.
Best not to open it.
traits:
- takeable
- container
states:
open: false
allowedActions:
- take
- examine
strange_bottle:
name: Strange Bottle
description: |
A small bottle containing a glowing blue liquid. The label is written in a language you don't recognize.
traits:
- takeable
- drinkable
states: {}
allowedActions:
- take
- drink
- examine
family_portrait:
name: Family Portrait
description: |
A large painting of a stern-looking family - a husband, wife, and three children.
The father's eyes seem to follow you, and there's something oddly familiar about his face.
traits:
- fixed
states: {}
allowedActions:
- examine
jewelry_box:
name: Jewelry Box
description: |
An ornate wooden box inlaid with mother-of-pearl. Inside are several pieces of
antique jewelry, including a ruby necklace that catches the light strangely.
traits:
- takeable
- container
states:
open: true
containedObjects:
- ruby_necklace
allowedActions:
- take
- open
- close
- examine
ruby_necklace:
name: Ruby Necklace
description: |
A delicate gold chain with a large ruby pendant. The gem seems to glow with an inner light,
and it feels warm to the touch.
traits:
- takeable
- wearable
states:
worn: false
allowedActions:
- take
- wear
- examine
old_diary:
name: Old Diary
description: |
A leather-bound diary with yellowed pages. The entries detail the daily life of
the mansion's former mistress, and hint at a growing fear of something in the house.
traits:
- takeable
- readable
states: {}
allowedActions:
- take
- read
- examine
strange_device:
name: Strange Device
description: |
A brass contraption with gears, dials, and a glass dome. It's purpose isn't clear,
but it occasionally ticks and whirs on its own.
traits:
- takeable
states:
active: false
allowedActions:
- take
- use
- examine
important_letter:
name: Important Letter
description: |
A sealed envelope addressed to "The Heir." The wax seal bears the same crest
that you've seen throughout the mansion.
traits:
- takeable
- readable
states: {}
allowedActions:
- take
- read
- examine
ancient_tome:
name: Ancient Tome
description: |
A massive book bound in what appears to be human skin. The title, "Liber Umbrarum,"
is embossed in gold on the spine. The pages contain rituals and incantations.
traits:
- takeable
- readable
states: {}
allowedActions:
- take
- read
- examine
crystal_key:
name: Crystal Key
description: |
A key made of clear crystal that catches the light in mesmerizing ways. Despite
its appearance, it feels as solid as metal and cool to the touch.
traits:
- takeable
- key
states: {}
allowedActions:
- take
- use
- examine
# Character definitions
characters:
butler_ghost:
name: Ghostly Butler
description: |
The translucent figure of an elderly butler, dressed in formal attire from a bygone era.
He stands with perfect posture, hands clasped behind his back.
dialogue:
greeting: "Welcome to the mansion, sir/madam. We've been expecting you."
mansion: "This estate has belonged to the Montgomery family for generations. Such a shame what happened to them."
family: "The Montgomerys? All gone now, I'm afraid. The master, his wife, and their children. A tragedy."
tragedy: "I'm not at liberty to discuss the details, but the answers you seek may be found in the study."
yourself: "Me? I've served this house for longer than I care to remember. Even death couldn't release me from my duties."
defaultResponse: "I'm afraid I cannot help you with that particular inquiry."
inventory: []
mood: formal
dining_ghost:
name: Dining Guest
description: |
A spectral figure in elegant dinner attire, seated at the table. She appears to be
a young woman, and she plays absently with a spectral fork.
dialogue:
greeting: "Oh, a new guest! How delightful. Will you join us for dinner? It's been so long since we had fresh company."
dinner: "We've been waiting for the main course for... goodness, how long has it been now? Years, I suppose."
herself: "My name? It's... it's strange, I can't quite recall. I remember coming here for a dinner party, but then..."
party: "It was supposed to be a celebration. The master of the house had made some sort of discovery. Something important."
discovery: "In the secret study, I believe. Behind the library. The master was very excited about it."
defaultResponse: "I'm sorry, my mind isn't what it used to be. The years blur together when you're like this."
inventory: []
mood: wistful
lady_ghost:
name: Ghostly Lady
description: |
The elegant apparition of a woman in Victorian dress, her face partly obscured by a veil.
She sits at the vanity, brushing her long hair with a ghostly brush.
dialogue:
greeting: "A visitor? How unusual. Are you lost, or are you here for a purpose?"
purpose: "Everyone who comes to this house has a purpose, whether they know it or not."
herself: "I was the lady of this house once. Now I am bound to it, as are we all."
family: "My husband was obsessed with his research. My children... I tried to protect them. I failed."
research: "The barriers between worlds, the nature of reality itself. He found something, in the end. Something that should have remained hidden."
hidden: "In his secret study. The key is... well, I suppose you'll have to find that yourself. Some secrets reveal themselves only to those who seek them."
defaultResponse: "There are some things I cannot speak of. The house has its rules, even for the dead."
inventory: []
mood: melancholy
# Action definitions
actions:
look:
patterns:
- "look around"
- "look at [object]"
- "examine [object]"
- "check [object]"
- "inspect [object]"
- "observe [object]"
- "view [object]"
handler: "look"
go:
patterns:
- "go [direction]"
- "move [direction]"
- "walk [direction]"
- "head [direction]"
- "travel [direction]"
- "enter [direction]"
requiresObject: true
handler: "go"
take:
patterns:
- "take [object]"
- "get [object]"
- "pick up [object]"
- "grab [object]"
- "collect [object]"
requiresObject: true
handler: "take"
drop:
patterns:
- "drop [object]"
- "put down [object]"
- "discard [object]"
- "leave [object]"
requiresObject: true
handler: "drop"
inventory:
patterns:
- "inventory"
- "check inventory"
- "show inventory"
- "what am I carrying"
- "what do I have"
handler: "inventory"
use:
patterns:
- "use [object]"
- "use [object] on [target]"
- "use [object] with [target]"
- "apply [object] to [target]"
requiresObject: true
requiresTarget: false
handler: "use"
talk:
patterns:
- "talk to [object]"
- "speak to [object]"
- "ask [object] about [topic]"
- "tell [object] about [topic]"
- "converse with [object]"
requiresObject: true
handler: "talk"
read:
patterns:
- "read [object]"
- "read from [object]"
- "examine [object]"
- "look at [object]"
requiresObject: true
handler: "look"
help:
patterns:
- "help"
- "commands"
- "what can I do"
- "show help"
handler: "help"
wear:
patterns:
- "wear [object]"
- "put on [object]"
- "don [object]"
requiresObject: true
handler: "use"
# Initial game state
initialState:
currentRoomId: front_yard
inventory:
- strange_letter
visitedRooms: []
flags:
hasMetButler: false
hasFoundSecret: false
counters:
moveCount: 0
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/**
* Command-line interface for running the interactive fiction game
*/
export declare class GameRunner {
private engine;
private llmProvider;
private rl;
private gameContext;
private gameHistory;
private suggestedCommands;
constructor();
/**
* Initialize the game
*/
initialize(worldPath: string): Promise<void>;
/**
* Start the game in CLI mode
*/
start(): Promise<void>;
/**
* The main game loop for CLI mode
*/
private gameLoop;
/**
* Process a player command and return the narrative response
* Used by both CLI and web interfaces
*/
processCommand(input: string): Promise<string>;
/**
* End the game
*/
end(): void;
/**
* Update the game context with new narrative
*/
private updateGameContext;
/**
* Get the current game state
* Used by web interface
*/
getGameState(): {
world: import("../interfaces/world-model").WorldModel;
currentRoomId: string;
inventory: string[];
visitedRooms: string[];
flags: Record<string, boolean>;
counters: Record<string, number>;
};
/**
* Get the current room description
* Used by web interface
*/
getCurrentRoomDescription(): string;
/**
* Get suggested actions for the current game state
* Used by web interface
*/
getSuggestions(): string[];
/**
* Load a saved game state
* Used by web interface
*/
loadGameState(savedState: any): void;
}
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"use strict";
/**
* Command-line interface for running the interactive fiction game
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.GameRunner = void 0;
const readline = __importStar(require("readline"));
const path = __importStar(require("path"));
const dotenv = __importStar(require("dotenv"));
const game_engine_1 = require("../engine/game-engine");
const openrouter_provider_1 = require("../llm/openrouter-provider");
// Load environment variables
dotenv.config();
class GameRunner {
constructor() {
this.rl = null;
this.gameContext = '';
this.gameHistory = [];
this.suggestedCommands = [];
this.engine = new game_engine_1.TextAdventureEngine();
this.llmProvider = new openrouter_provider_1.OpenRouterProvider();
}
/**
* Initialize the game
*/
async initialize(worldPath) {
console.log('Initializing game...');
// Initialize LLM provider
const apiKey = process.env.OPENROUTER_API_KEY;
const model = process.env.OPENROUTER_MODEL;
if (!apiKey || !model) {
throw new Error('Missing required environment variables: OPENROUTER_API_KEY and/or OPENROUTER_MODEL');
}
await this.llmProvider.initialize({
apiKey,
model,
temperature: 0.7,
maxTokens: 800
});
// Load the world
const resolvedPath = path.resolve(worldPath);
console.log(`Loading world from ${resolvedPath}...`);
await this.engine.loadWorld(resolvedPath);
console.log('Game initialized successfully!');
}
/**
* Start the game in CLI mode
*/
async start() {
// Create readline interface for CLI mode
this.rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
try {
// Display introduction
const introText = await this.engine.start();
console.log('\n' + introText + '\n');
// Look at initial room
const initialLook = this.engine.processAction({ action: 'look', confidence: 1 });
// Generate narrative description
const narrativeRequest = {
action: 'look',
result: initialLook.message,
roomDescription: this.engine.getCurrentRoomDescription(),
visibleObjects: this.engine.getVisibleObjects(),
visibleCharacters: this.engine.getVisibleCharacters(),
tone: 'descriptive'
};
const narrative = await this.llmProvider.generateNarrative(narrativeRequest);
console.log('\n' + narrative.text + '\n');
// Store suggestions if available
if (narrative.suggestions && narrative.suggestions.length > 0) {
this.suggestedCommands = narrative.suggestions;
}
// Update game context
this.updateGameContext(narrative.text);
// Start the game loop
this.gameLoop();
}
catch (error) {
console.error('Error starting game:', error);
this.end();
}
}
/**
* The main game loop for CLI mode
*/
gameLoop() {
if (!this.rl)
return;
this.rl.question('> ', async (input) => {
if (input.toLowerCase() === 'quit' || input.toLowerCase() === 'exit') {
this.end();
return;
}
const response = await this.processCommand(input);
console.log('\n' + response + '\n');
// Continue the game loop
this.gameLoop();
});
}
/**
* Process a player command and return the narrative response
* Used by both CLI and web interfaces
*/
async processCommand(input) {
try {
// Process player input
const actionRequest = {
playerInput: input,
currentRoom: this.engine.getWorldModel().rooms[this.engine.getCurrentState().currentRoomId].name,
visibleObjects: this.engine.getVisibleObjects().map(id => this.engine.getWorldModel().objects[id].name),
visibleCharacters: this.engine.getVisibleCharacters().map(id => this.engine.getWorldModel().characters[id].name),
possibleActions: this.engine.getAvailableActions(),
inventory: this.engine.getCurrentState().inventory.map(id => this.engine.getWorldModel().objects[id].name),
gameContext: this.gameContext
};
if (this.rl) {
console.log('Thinking...');
}
// Translate player input to action
const action = await this.llmProvider.translateAction(actionRequest);
// Process the action in the game engine
const actionResult = this.engine.processAction(action);
// If state changed, update it
if (actionResult.stateChanged && actionResult.newState) {
this.engine.getCurrentState().currentRoomId = actionResult.newState.currentRoomId;
this.engine.getCurrentState().inventory = actionResult.newState.inventory;
this.engine.getCurrentState().visitedRooms = actionResult.newState.visitedRooms;
this.engine.getCurrentState().flags = actionResult.newState.flags;
this.engine.getCurrentState().counters = actionResult.newState.counters;
}
// Generate narrative description
const narrativeRequest = {
action: `${action.action}${action.object ? ' ' + action.object : ''}${action.target ? ' on ' + action.target : ''}`,
result: actionResult.message,
roomDescription: this.engine.getCurrentRoomDescription(),
visibleObjects: this.engine.getVisibleObjects().map(id => this.engine.getWorldModel().objects[id].name),
visibleCharacters: this.engine.getVisibleCharacters().map(id => this.engine.getWorldModel().characters[id].name),
previousContext: this.gameHistory.slice(-3).join('\n'),
tone: 'descriptive'
};
const narrative = await this.llmProvider.generateNarrative(narrativeRequest);
// Store suggestions if available
if (narrative.suggestions && narrative.suggestions.length > 0) {
this.suggestedCommands = narrative.suggestions;
}
// Update game context with the new narrative
this.updateGameContext(narrative.text);
// Return the narrative text
return narrative.text;
}
catch (error) {
console.error('Error processing input:', error);
return 'Something went wrong. Please try again.';
}
}
/**
* End the game
*/
end() {
console.log('\nThanks for playing!');
if (this.rl) {
this.rl.close();
this.rl = null;
}
this.engine.end();
if (process.env.NODE_ENV !== 'production') {
process.exit(0);
}
}
/**
* Update the game context with new narrative
*/
updateGameContext(narrative) {
// Add to history
this.gameHistory.push(narrative);
// Keep history limited to last 10 entries
if (this.gameHistory.length > 10) {
this.gameHistory.shift();
}
// Update current context (last 5 entries)
this.gameContext = this.gameHistory.slice(-5).join('\n');
}
/**
* Get the current game state
* Used by web interface
*/
getGameState() {
return {
world: this.engine.getWorldModel(),
currentRoomId: this.engine.getCurrentState().currentRoomId,
inventory: this.engine.getCurrentState().inventory,
visitedRooms: this.engine.getCurrentState().visitedRooms,
flags: this.engine.getCurrentState().flags,
counters: this.engine.getCurrentState().counters
};
}
/**
* Get the current room description
* Used by web interface
*/
getCurrentRoomDescription() {
const roomId = this.engine.getCurrentState().currentRoomId;
return this.engine.getWorldModel().rooms[roomId].description;
}
/**
* Get suggested actions for the current game state
* Used by web interface
*/
getSuggestions() {
return this.suggestedCommands;
}
/**
* Load a saved game state
* Used by web interface
*/
loadGameState(savedState) {
// Set the current state to match the saved state
this.engine.getCurrentState().currentRoomId = savedState.currentRoomId;
this.engine.getCurrentState().inventory = savedState.inventory;
this.engine.getCurrentState().visitedRooms = savedState.visitedRooms;
this.engine.getCurrentState().flags = savedState.flags;
this.engine.getCurrentState().counters = savedState.counters;
}
}
exports.GameRunner = GameRunner;
//# sourceMappingURL=game-runner.js.map
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/**
* Core Game Engine
* Manages game state and processes actions
*/
import { GameEngine, ActionResult } from '../interfaces/engine';
import { WorldModel, GameState } from '../interfaces/world-model';
import { ActionResponse } from '../interfaces/llm';
export declare class TextAdventureEngine implements GameEngine {
private worldModel;
private gameState;
private actionHandlers;
constructor();
/**
* Load a world model from a file
*/
loadWorld(worldModelPath: string): Promise<void>;
/**
* Get the current game state
*/
getCurrentState(): GameState;
/**
* Get the world model
*/
getWorldModel(): WorldModel;
/**
* Process an action from the player
*/
processAction(action: ActionResponse): ActionResult;
/**
* Save the current game state to a file
*/
saveGame(filename: string): Promise<void>;
/**
* Load a game state from a save file
*/
loadGame(filename: string): Promise<void>;
/**
* Get a list of available actions in the current context
*/
getAvailableActions(): string[];
/**
* Get a list of visible objects in the current room
*/
getVisibleObjects(): string[];
/**
* Get a list of visible characters in the current room
*/
getVisibleCharacters(): string[];
/**
* Get the description of the current room
*/
getCurrentRoomDescription(): string;
/**
* Start the game and return the introduction text
*/
start(): Promise<string>;
/**
* End the game (cleanup resources if needed)
*/
end(): void;
/**
* Get the current room object
*/
private getCurrentRoom;
/**
* Register default action handlers
*/
private registerDefaultActionHandlers;
/**
* Find an object by name in a list of object IDs
*/
private findObjectByName;
/**
* Find a character by name in a list of character IDs
*/
private findCharacterByName;
}
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"use strict";
/**
* Core Game Engine
* Manages game state and processes actions
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.TextAdventureEngine = void 0;
const fs = __importStar(require("fs/promises"));
const yaml_parser_1 = require("../world-model/yaml-parser");
class TextAdventureEngine {
constructor() {
this.worldModel = null;
this.gameState = null;
this.actionHandlers = {};
this.registerDefaultActionHandlers();
}
/**
* Load a world model from a file
*/
async loadWorld(worldModelPath) {
try {
this.worldModel = await yaml_parser_1.YamlWorldParser.loadFromFile(worldModelPath);
this.gameState = { ...this.worldModel.initialState };
// Mark the initial room as visited
if (!this.gameState.visitedRooms.includes(this.gameState.currentRoomId)) {
this.gameState.visitedRooms.push(this.gameState.currentRoomId);
}
}
catch (error) {
console.error(`Failed to load world from ${worldModelPath}:`, error);
throw new Error(`Could not load world: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Get the current game state
*/
getCurrentState() {
if (!this.gameState) {
throw new Error('Game state not initialized. Please load a world first.');
}
return { ...this.gameState };
}
/**
* Get the world model
*/
getWorldModel() {
if (!this.worldModel) {
throw new Error('World model not initialized. Please load a world first.');
}
return this.worldModel;
}
/**
* Process an action from the player
*/
processAction(action) {
if (!this.worldModel || !this.gameState) {
return {
success: false,
message: 'Game not initialized',
stateChanged: false
};
}
const handler = this.actionHandlers[action.action.toLowerCase()];
if (!handler) {
return {
success: false,
message: `I don't know how to "${action.action}"`,
stateChanged: false
};
}
return handler(this.gameState, this.worldModel, action);
}
/**
* Save the current game state to a file
*/
async saveGame(filename) {
if (!this.gameState || !this.worldModel) {
throw new Error('Cannot save: game not initialized');
}
const saveData = {
worldModelName: this.worldModel.title,
worldModelVersion: this.worldModel.version,
timestamp: new Date().toISOString(),
gameState: this.gameState
};
try {
await fs.writeFile(filename, JSON.stringify(saveData, null, 2), 'utf8');
}
catch (error) {
console.error(`Failed to save game to ${filename}:`, error);
throw new Error(`Could not save game: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Load a game state from a save file
*/
async loadGame(filename) {
try {
const fileContents = await fs.readFile(filename, 'utf8');
const saveData = JSON.parse(fileContents);
// Check if the save file matches the current world model
if (!this.worldModel) {
throw new Error('World model not loaded');
}
if (saveData.worldModelName !== this.worldModel.title ||
saveData.worldModelVersion !== this.worldModel.version) {
throw new Error('Save file is for a different world or version');
}
// Load the game state
this.gameState = saveData.gameState;
}
catch (error) {
console.error(`Failed to load game from ${filename}:`, error);
throw new Error(`Could not load save file: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Get a list of available actions in the current context
*/
getAvailableActions() {
if (!this.worldModel)
return [];
// Common actions always available
const availableActions = ['look', 'inventory', 'help'];
// Add movement actions based on current room exits
const currentRoom = this.getCurrentRoom();
if (currentRoom) {
currentRoom.exits.forEach(exit => {
availableActions.push(`go ${exit.direction.toLowerCase()}`);
});
}
// Add object interactions based on visible objects
const visibleObjects = this.getVisibleObjects();
const objects = this.worldModel.objects;
visibleObjects.forEach(objId => {
const obj = objects[objId];
if (obj) {
obj.allowedActions.forEach(action => {
availableActions.push(`${action} ${obj.name.toLowerCase()}`);
});
}
});
// Add character interactions
const visibleCharacters = this.getVisibleCharacters();
visibleCharacters.forEach(charId => {
availableActions.push(`talk to ${this.worldModel.characters[charId].name.toLowerCase()}`);
});
// Add inventory object actions
this.gameState.inventory.forEach(objId => {
const obj = objects[objId];
if (obj) {
obj.allowedActions.forEach(action => {
availableActions.push(`${action} ${obj.name.toLowerCase()}`);
});
}
});
return Array.from(new Set(availableActions)); // Remove duplicates
}
/**
* Get a list of visible objects in the current room
*/
getVisibleObjects() {
if (!this.worldModel || !this.gameState)
return [];
const currentRoom = this.getCurrentRoom();
if (!currentRoom)
return [];
const visibleObjects = [...currentRoom.objects];
// Add objects from open containers
currentRoom.objects.forEach(objId => {
const obj = this.worldModel.objects[objId];
if (obj && obj.traits.includes('container') && obj.states?.open && obj.containedObjects) {
visibleObjects.push(...obj.containedObjects);
}
});
return visibleObjects;
}
/**
* Get a list of visible characters in the current room
*/
getVisibleCharacters() {
if (!this.worldModel || !this.gameState)
return [];
const currentRoom = this.getCurrentRoom();
return currentRoom ? currentRoom.characters : [];
}
/**
* Get the description of the current room
*/
getCurrentRoomDescription() {
const currentRoom = this.getCurrentRoom();
if (!currentRoom)
return 'You are in a void. Something has gone wrong.';
return currentRoom.description;
}
/**
* Start the game and return the introduction text
*/
async start() {
if (!this.worldModel) {
throw new Error('World not loaded. Please load a world before starting.');
}
// Reset game state to initial state
this.gameState = { ...this.worldModel.initialState };
return this.worldModel.introduction;
}
/**
* End the game (cleanup resources if needed)
*/
end() {
// Cleanup could happen here if needed
console.log('Game ended');
}
/**
* Get the current room object
*/
getCurrentRoom() {
if (!this.worldModel || !this.gameState)
return null;
const roomId = this.gameState.currentRoomId;
return this.worldModel.rooms[roomId] || null;
}
/**
* Register default action handlers
*/
registerDefaultActionHandlers() {
// Look action
this.actionHandlers['look'] = (state, world, action) => {
const room = world.rooms[state.currentRoomId];
// If an object is specified, look at that object
if (action.object) {
// Try to find the object in the room or inventory
const visibleObjects = this.getVisibleObjects();
const objId = this.findObjectByName(action.object, [...visibleObjects, ...state.inventory]);
if (!objId) {
return {
success: false,
message: `You don't see any ${action.object} here.`,
stateChanged: false
};
}
const obj = world.objects[objId];
return {
success: true,
message: obj.description,
stateChanged: false
};
}
// Look at the room
const objectDescriptions = room.objects
.map(id => world.objects[id])
.map(obj => `You can see ${obj.name.toLowerCase()} here.`);
const characterDescriptions = room.characters
.map(id => world.characters[id])
.map(char => `${char.name} is here.`);
const exitDescriptions = room.exits
.map(exit => `There is an exit ${exit.direction.toLowerCase()}${exit.description ? ` (${exit.description})` : ''}.`);
const fullDescription = [
room.description,
...objectDescriptions,
...characterDescriptions,
...exitDescriptions
].join('\n');
return {
success: true,
message: fullDescription,
stateChanged: false
};
};
// Go action
this.actionHandlers['go'] = (state, world, action) => {
const room = world.rooms[state.currentRoomId];
if (!action.object) {
return {
success: false,
message: 'Go where?',
stateChanged: false
};
}
// Find the exit that matches the direction
const direction = action.object.toLowerCase();
const exit = room.exits.find(e => e.direction.toLowerCase() === direction);
if (!exit) {
return {
success: false,
message: `You can't go ${direction} from here.`,
stateChanged: false
};
}
if (exit.isLocked) {
if (!exit.keyId) {
return {
success: false,
message: `The way ${direction} is locked.`,
stateChanged: false
};
}
if (!state.inventory.includes(exit.keyId)) {
return {
success: false,
message: `The way ${direction} is locked and you don't have the key.`,
stateChanged: false
};
}
// Player has the key, unlock the exit
exit.isLocked = false;
return {
success: true,
message: `You unlock the way ${direction} and proceed.`,
stateChanged: true,
newState: {
...state,
currentRoomId: exit.targetRoomId,
visitedRooms: state.visitedRooms.includes(exit.targetRoomId)
? state.visitedRooms
: [...state.visitedRooms, exit.targetRoomId]
}
};
}
// Exit is not locked, just move
return {
success: true,
message: `You go ${direction}.`,
stateChanged: true,
newState: {
...state,
currentRoomId: exit.targetRoomId,
visitedRooms: state.visitedRooms.includes(exit.targetRoomId)
? state.visitedRooms
: [...state.visitedRooms, exit.targetRoomId]
}
};
};
// Take action
this.actionHandlers['take'] = (state, world, action) => {
if (!action.object) {
return {
success: false,
message: 'Take what?',
stateChanged: false
};
}
// Find the object in the current room
const visibleObjects = this.getVisibleObjects();
const objId = this.findObjectByName(action.object, visibleObjects);
if (!objId) {
return {
success: false,
message: `You don't see any ${action.object} here.`,
stateChanged: false
};
}
const obj = world.objects[objId];
// Check if the object can be taken
if (!obj.traits.includes('takeable')) {
return {
success: false,
message: `You can't take the ${obj.name.toLowerCase()}.`,
stateChanged: false
};
}
// Remove object from room and add to inventory
const room = world.rooms[state.currentRoomId];
const newRoomObjects = room.objects.filter(id => id !== objId);
room.objects = newRoomObjects;
// Update state
return {
success: true,
message: `You take the ${obj.name.toLowerCase()}.`,
stateChanged: true,
newState: {
...state,
inventory: [...state.inventory, objId]
}
};
};
// Inventory action
this.actionHandlers['inventory'] = (state, world) => {
if (state.inventory.length === 0) {
return {
success: true,
message: 'Your inventory is empty.',
stateChanged: false
};
}
const items = state.inventory
.map(id => world.objects[id])
.map(obj => obj.name)
.join(', ');
return {
success: true,
message: `You are carrying: ${items}.`,
stateChanged: false
};
};
// Drop action
this.actionHandlers['drop'] = (state, world, action) => {
if (!action.object) {
return {
success: false,
message: 'Drop what?',
stateChanged: false
};
}
// Find the object in the inventory
const objId = this.findObjectByName(action.object, state.inventory);
if (!objId) {
return {
success: false,
message: `You don't have any ${action.object}.`,
stateChanged: false
};
}
const obj = world.objects[objId];
// Remove object from inventory and add to room
const room = world.rooms[state.currentRoomId];
room.objects.push(objId);
// Update state
return {
success: true,
message: `You drop the ${obj.name.toLowerCase()}.`,
stateChanged: true,
newState: {
...state,
inventory: state.inventory.filter(id => id !== objId)
}
};
};
// Use action
this.actionHandlers['use'] = (state, world, action) => {
if (!action.object) {
return {
success: false,
message: 'Use what?',
stateChanged: false
};
}
// Find the object in inventory or visible objects
const visibleObjects = this.getVisibleObjects();
const objId = this.findObjectByName(action.object, [...state.inventory, ...visibleObjects]);
if (!objId) {
return {
success: false,
message: `You don't see any ${action.object} here.`,
stateChanged: false
};
}
const obj = world.objects[objId];
// Check if the object can be used
if (!obj.allowedActions.includes('use')) {
return {
success: false,
message: `You can't use the ${obj.name.toLowerCase()}.`,
stateChanged: false
};
}
// Check if there's a target
if (action.target) {
const targetId = this.findObjectByName(action.target, [...state.inventory, ...visibleObjects]);
if (!targetId) {
return {
success: false,
message: `You don't see any ${action.target} here.`,
stateChanged: false
};
}
const target = world.objects[targetId];
// TODO: Implement object-specific use logic (could be extended with a more sophisticated system)
return {
success: true,
message: `You use the ${obj.name.toLowerCase()} on the ${target.name.toLowerCase()}.`,
stateChanged: false
};
}
// Simple use without target
return {
success: true,
message: `You use the ${obj.name.toLowerCase()}.`,
stateChanged: false
};
};
// Talk action
this.actionHandlers['talk'] = (state, world, action) => {
if (!action.object) {
return {
success: false,
message: 'Talk to whom?',
stateChanged: false
};
}
// Find the character in the room
const visibleCharacters = this.getVisibleCharacters();
const charId = this.findCharacterByName(action.object, visibleCharacters);
if (!charId) {
return {
success: false,
message: `You don't see anyone called ${action.object} here.`,
stateChanged: false
};
}
const character = world.characters[charId];
// If a topic is provided
if (action.parameters?.topic) {
const topic = action.parameters.topic.toLowerCase();
const response = character.dialogue[topic] || character.defaultResponse;
return {
success: true,
message: `${character.name}: "${response}"`,
stateChanged: false
};
}
// No specific topic
return {
success: true,
message: `${character.name} looks ready to talk. You could ask about: ${Object.keys(character.dialogue).join(', ')}.`,
stateChanged: false
};
};
// Help action
this.actionHandlers['help'] = () => {
return {
success: true,
message: [
'Available commands:',
'- look: Examine your surroundings or a specific object',
'- go [direction]: Move in a direction',
'- take [object]: Pick up an object',
'- drop [object]: Put down an object',
'- inventory: Check what you\'re carrying',
'- use [object] (on [target]): Use an object, optionally on another object',
'- talk to [character] (about [topic]): Speak with a character',
'- help: Show this help text',
'',
'You can type commands in natural language. The AI will interpret your intent.'
].join('\n'),
stateChanged: false
};
};
// Examine action (alias for look)
this.actionHandlers['examine'] = this.actionHandlers['look'];
}
/**
* Find an object by name in a list of object IDs
*/
findObjectByName(name, objectIds) {
if (!this.worldModel)
return null;
const normalizedName = name.toLowerCase();
for (const id of objectIds) {
const obj = this.worldModel.objects[id];
if (obj && obj.name.toLowerCase() === normalizedName) {
return id;
}
}
return null;
}
/**
* Find a character by name in a list of character IDs
*/
findCharacterByName(name, characterIds) {
if (!this.worldModel)
return null;
const normalizedName = name.toLowerCase();
for (const id of characterIds) {
const character = this.worldModel.characters[id];
if (character && character.name.toLowerCase() === normalizedName) {
return id;
}
}
return null;
}
}
exports.TextAdventureEngine = TextAdventureEngine;
//# sourceMappingURL=game-engine.js.map
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/**
* Main entry point for the AI Interactive Fiction application
*/
export {};
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"use strict";
/**
* Main entry point for the AI Interactive Fiction application
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
const dotenv = __importStar(require("dotenv"));
const game_runner_1 = require("./cli/game-runner");
// Import the server module and the startServer function for the web interface
const server_1 = require("./server");
// Load environment variables
console.log('Loading environment variables...');
try {
const result = dotenv.config();
if (result.error) {
console.error('Error loading .env file:', result.error);
}
else {
console.log('Environment variables loaded successfully');
}
}
catch (error) {
console.error('Exception when loading env:', error);
}
async function main() {
try {
console.log('=== AI Interactive Fiction ===');
console.log('A modern take on classic text adventures with LLM-powered interactions');
console.log('');
// Get the world file path from environment variables or use default
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
console.log(`Using world file: ${worldFile}`);
console.log(`OpenRouter API Key: ${process.env.OPENROUTER_API_KEY ? '✓ Found' : '✗ Missing'}`);
console.log(`OpenRouter Model: ${process.env.OPENROUTER_MODEL || '✗ Not specified'}`);
// Check if we should run in CLI mode
const args = process.argv.slice(2);
const cliMode = args.includes('--cli') || args.includes('-c');
if (cliMode) {
// CLI mode
console.log('Starting in CLI mode...');
// Create game runner and initialize
console.log('Creating game runner...');
const gameRunner = new game_runner_1.GameRunner();
console.log('Initializing game...');
await gameRunner.initialize(worldFile);
// Start the CLI game
console.log('Starting CLI game...');
await gameRunner.start();
}
else {
// Web interface mode - explicitly start the server with port fallback
console.log('Starting in web interface mode...');
// Get port configuration
const DEFAULT_PORT = 3000;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 10;
// Start the web server with port fallback
console.log('Starting web server...');
await (0, server_1.startServer)(PORT, PORT_RANGE);
}
}
catch (error) {
console.error('Failed to start:', error);
if (error instanceof Error) {
console.error('Error name:', error.name);
console.error('Error message:', error.message);
console.error('Error stack:', error.stack);
}
process.exit(1);
}
}
// Start the application
console.log('Starting application...');
main().catch(error => {
console.error('Unhandled error in main:', error);
process.exit(1);
});
//# sourceMappingURL=index.js.map
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/**
* Interfaces for the game engine
*/
import { WorldModel, GameState } from './world-model';
import { ActionResponse, NarrativeResponse } from './llm';
export interface ActionResult {
success: boolean;
message: string;
stateChanged: boolean;
newState?: GameState;
}
export interface GameEngine {
loadWorld(worldModelPath: string): Promise<void>;
getCurrentState(): GameState;
getWorldModel(): WorldModel;
processAction(action: ActionResponse): ActionResult;
saveGame(filename: string): Promise<void>;
loadGame(filename: string): Promise<void>;
getAvailableActions(): string[];
getVisibleObjects(): string[];
getVisibleCharacters(): string[];
getCurrentRoomDescription(): string;
start(): Promise<string>;
end(): void;
}
export interface GameSession {
engine: GameEngine;
history: {
playerInput: string;
actionResponse: ActionResponse;
actionResult: ActionResult;
narrativeResponse: NarrativeResponse;
}[];
startTime: Date;
lastInteractionTime: Date;
}
export interface ActionHandler {
execute(gameState: GameState, worldModel: WorldModel, action: ActionResponse): ActionResult;
}
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"use strict";
/**
* Interfaces for the game engine
*/
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=engine.js.map
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{"version":3,"file":"engine.js","sourceRoot":"","sources":["../../src/interfaces/engine.ts"],"names":[],"mappings":";AAAA;;GAEG"}
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/**
* Interfaces for LLM integration
*/
export interface LlmConfig {
apiKey: string;
model: string;
temperature?: number;
maxTokens?: number;
topP?: number;
frequencyPenalty?: number;
presencePenalty?: number;
}
export interface ActionRequest {
playerInput: string;
currentRoom: string;
visibleObjects: string[];
visibleCharacters: string[];
possibleActions: string[];
inventory: string[];
gameContext: string;
}
export interface ActionResponse {
action: string;
object?: string;
target?: string;
parameters?: Record<string, string>;
confidence: number;
}
export interface NarrativeRequest {
action: string;
result: string;
roomDescription: string;
visibleObjects: string[];
visibleCharacters: string[];
previousContext?: string;
tone?: string;
}
export interface NarrativeResponse {
text: string;
suggestions?: string[];
}
export interface LlmProvider {
initialize(config: LlmConfig): Promise<void>;
translateAction(request: ActionRequest): Promise<ActionResponse>;
generateNarrative(request: NarrativeRequest): Promise<NarrativeResponse>;
}
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"use strict";
/**
* Interfaces for LLM integration
*/
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=llm.js.map
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{"version":3,"file":"llm.js","sourceRoot":"","sources":["../../src/interfaces/llm.ts"],"names":[],"mappings":";AAAA;;GAEG"}
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/**
* Core interfaces for the interactive fiction world model
*/
export interface Room {
id: string;
name: string;
description: string;
exits: Exit[];
objects: string[];
characters: string[];
}
export interface Exit {
direction: string;
targetRoomId: string;
description?: string;
isLocked?: boolean;
keyId?: string;
}
export interface GameObject {
id: string;
name: string;
description: string;
traits: string[];
states: Record<string, boolean>;
containedObjects?: string[];
allowedActions: string[];
}
export interface Character {
id: string;
name: string;
description: string;
dialogue: Record<string, string>;
inventory: string[];
defaultResponse: string;
mood?: string;
}
export interface Action {
name: string;
patterns: string[];
requiresObject?: boolean;
requiresTarget?: boolean;
handler: string;
}
export interface GameState {
currentRoomId: string;
inventory: string[];
visitedRooms: string[];
flags: Record<string, boolean>;
counters: Record<string, number>;
}
export interface WorldModel {
title: string;
author: string;
version: string;
introduction: string;
rooms: Record<string, Room>;
objects: Record<string, GameObject>;
characters: Record<string, Character>;
actions: Record<string, Action>;
initialState: GameState;
}
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"use strict";
/**
* Core interfaces for the interactive fiction world model
*/
Object.defineProperty(exports, "__esModule", { value: true });
//# sourceMappingURL=world-model.js.map
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{"version":3,"file":"world-model.js","sourceRoot":"","sources":["../../src/interfaces/world-model.ts"],"names":[],"mappings":";AAAA;;GAEG"}
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/**
* OpenRouter LLM Provider
* Handles communication with OpenRouter API for LLM interactions
*/
import { LlmProvider, LlmConfig, ActionRequest, ActionResponse, NarrativeRequest, NarrativeResponse } from '../interfaces/llm';
export declare class OpenRouterProvider implements LlmProvider {
private apiKey;
private model;
private client;
private temperature;
private maxTokens;
/**
* Initialize the OpenRouter provider with configuration
*/
initialize(config: LlmConfig): Promise<void>;
/**
* Translate player input into a structured action for the game engine
*/
translateAction(request: ActionRequest): Promise<ActionResponse>;
/**
* Generate narrative prose based on game events
*/
generateNarrative(request: NarrativeRequest): Promise<NarrativeResponse>;
/**
* Build the system and user prompts for action translation
*/
private buildActionPrompt;
/**
* Build the system and user prompts for narrative generation
*/
private buildNarrativePrompt;
/**
* Validate and normalize the action response
*/
private validateActionResponse;
}
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"use strict";
/**
* OpenRouter LLM Provider
* Handles communication with OpenRouter API for LLM interactions
*/
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.OpenRouterProvider = void 0;
const axios_1 = __importDefault(require("axios"));
class OpenRouterProvider {
constructor() {
this.apiKey = '';
this.model = '';
this.temperature = 0.7;
this.maxTokens = 800;
}
/**
* Initialize the OpenRouter provider with configuration
*/
async initialize(config) {
this.apiKey = config.apiKey;
this.model = config.model;
this.temperature = config.temperature ?? 0.7;
this.maxTokens = config.maxTokens ?? 800;
this.client = axios_1.default.create({
baseURL: 'https://openrouter.ai/api/v1',
headers: {
'Authorization': `Bearer ${this.apiKey}`,
'Content-Type': 'application/json'
}
});
}
/**
* Translate player input into a structured action for the game engine
*/
async translateAction(request) {
try {
const prompt = this.buildActionPrompt(request);
const response = await this.client.post('/chat/completions', {
model: this.model,
messages: [
{
role: 'system',
content: prompt.system
},
{
role: 'user',
content: prompt.user
}
],
temperature: 0.2, // Lower temperature for more deterministic outputs
max_tokens: 150,
response_format: { type: 'json_object' }
});
const content = response.data.choices[0].message.content;
const parsedResponse = JSON.parse(content);
return this.validateActionResponse(parsedResponse);
}
catch (error) {
console.error('Error translating action:', error);
// Fallback to a simple "look" action when errors occur
return {
action: 'look',
confidence: 0.5
};
}
}
/**
* Generate narrative prose based on game events
*/
async generateNarrative(request) {
try {
const prompt = this.buildNarrativePrompt(request);
const response = await this.client.post('/chat/completions', {
model: this.model,
messages: [
{
role: 'system',
content: prompt.system
},
{
role: 'user',
content: prompt.user
}
],
temperature: this.temperature,
max_tokens: this.maxTokens
});
const content = response.data.choices[0].message.content;
// Check if response is JSON format or plain text
try {
const parsedResponse = JSON.parse(content);
return {
text: parsedResponse.text,
suggestions: parsedResponse.suggestions || []
};
}
catch {
// Plain text response, just use the content directly
return {
text: content
};
}
}
catch (error) {
console.error('Error generating narrative:', error);
return {
text: `Something happened, but the narrator is at a loss for words. (Error: ${error instanceof Error ? error.message : String(error)})`
};
}
}
/**
* Build the system and user prompts for action translation
*/
buildActionPrompt(request) {
const systemPrompt = `You are an AI assistant that translates natural language input into structured action commands for an interactive fiction game.
Your task is to convert player input into a JSON object representing an action that can be understood by the game engine.
The player is currently in the "${request.currentRoom}" room.
Visible objects: ${request.visibleObjects.join(', ')}
Visible characters: ${request.visibleCharacters.join(', ')}
Inventory: ${request.inventory.join(', ')}
Available actions: ${request.possibleActions.join(', ')}
Game context: ${request.gameContext}
Respond ONLY with a JSON object that follows this structure:
{
"action": "string", // Name of the action (e.g., "take", "examine", "go", "talk", etc.)
"object": "string", // Optional: Primary object of the action
"target": "string", // Optional: Secondary object/target of the action
"parameters": {}, // Optional: Additional parameters as key-value pairs
"confidence": number // How confident you are in this interpretation (0.0-1.0)
}
Choose the action from the list of available actions. If the player's input is ambiguous or doesn't map well to an available action, choose the closest match and set a lower confidence score.`;
const userPrompt = request.playerInput;
return {
system: systemPrompt,
user: userPrompt
};
}
/**
* Build the system and user prompts for narrative generation
*/
buildNarrativePrompt(request) {
const tone = request.tone || 'descriptive';
const systemPrompt = `You are an AI assistant that generates engaging narrative prose for an interactive fiction game.
Your task is to describe what happens when a player performs an action in the game world.
Craft a vivid, ${tone} description that tells the player what happened as a result of their action. Make your prose engaging and atmospheric.
Current room description: "${request.roomDescription}"
Visible objects: ${request.visibleObjects.join(', ')}
Visible characters: ${request.visibleCharacters.join(', ')}
${request.previousContext ? `Previous context: ${request.previousContext}` : ''}
Respond with engaging prose that describes the outcome of the player's action.
You can optionally include 1-3 subtle hints about interesting things to try next.`;
const userPrompt = `The player has performed this action: "${request.action}".
The result of the action is: "${request.result}".
Please describe what happens in an engaging, narrative way.`;
return {
system: systemPrompt,
user: userPrompt
};
}
/**
* Validate and normalize the action response
*/
validateActionResponse(response) {
const validatedResponse = {
action: typeof response.action === 'string' ? response.action : 'look',
confidence: typeof response.confidence === 'number' ? response.confidence : 0.5
};
if (typeof response.object === 'string') {
validatedResponse.object = response.object;
}
if (typeof response.target === 'string') {
validatedResponse.target = response.target;
}
if (response.parameters && typeof response.parameters === 'object') {
validatedResponse.parameters = response.parameters;
}
return validatedResponse;
}
}
exports.OpenRouterProvider = OpenRouterProvider;
//# sourceMappingURL=openrouter-provider.js.map
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/**
* AI Interactive Fiction - Web Server
* Serves the web UI and handles WebSocket communication
*/
import http from 'http';
import { Server as SocketIOServer } from 'socket.io';
declare const app: import("express-serve-static-core").Express;
declare const server: http.Server<typeof http.IncomingMessage, typeof http.ServerResponse>;
declare const io: SocketIOServer<import("socket.io").DefaultEventsMap, import("socket.io").DefaultEventsMap, import("socket.io").DefaultEventsMap, any>;
export declare function startServer(initialPort: number, range: number): Promise<void>;
export { app, server, io };
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"use strict";
/**
* AI Interactive Fiction - Web Server
* Serves the web UI and handles WebSocket communication
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.io = exports.server = exports.app = void 0;
exports.startServer = startServer;
const path_1 = __importDefault(require("path"));
const express_1 = __importDefault(require("express"));
const http_1 = __importDefault(require("http"));
const socket_io_1 = require("socket.io");
const dotenv = __importStar(require("dotenv"));
const game_runner_1 = require("./cli/game-runner");
const fs_1 = require("fs");
// Load environment variables
dotenv.config();
// Create Express application
const app = (0, express_1.default)();
exports.app = app;
const server = http_1.default.createServer(app);
exports.server = server;
const io = new socket_io_1.Server(server);
exports.io = io;
// Get port from environment variables or use default
const DEFAULT_PORT = 3000;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 10; // Try up to 10 ports starting from the default
// Serve static files from the public directory
app.use(express_1.default.static(path_1.default.join(__dirname, '../public')));
// Set up game sessions
const gameSessions = new Map();
// Handle socket connections
io.on('connection', (socket) => {
console.log(`New client connected: ${socket.id}`);
// Start a new game
socket.on('startGame', async () => {
try {
// Initialize game runner
const gameRunner = new game_runner_1.GameRunner();
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
// Initialize the game
await gameRunner.initialize(worldFile);
// Store game session
gameSessions.set(socket.id, gameRunner);
// Send introduction to client
const gameState = gameRunner.getGameState();
socket.emit('gameIntroduction', {
introduction: gameState.world.introduction,
initialRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameState.currentRoomId
});
}
catch (error) {
console.error('Error starting game:', error);
socket.emit('error', { message: 'Failed to start game. Please try again.' });
}
});
// Process player command
socket.on('playerCommand', async (data) => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Process command and get response
const response = await gameRunner.processCommand(data.command);
// Send narrative response to client
socket.emit('narrativeResponse', {
text: response,
gameState: {
currentRoomId: gameRunner.getGameState().currentRoomId
},
suggestions: gameRunner.getSuggestions()
});
}
catch (error) {
console.error('Error processing command:', error);
socket.emit('error', { message: 'Failed to process command. Please try again.' });
}
});
// Save game state
socket.on('saveGame', () => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Store save data in session
socket.data.savedGame = gameRunner.getGameState();
socket.emit('gameSaved');
}
catch (error) {
console.error('Error saving game:', error);
socket.emit('error', { message: 'Failed to save game. Please try again.' });
}
});
// Load game state
socket.on('loadGame', () => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Check if there's a saved game
if (!socket.data.savedGame) {
socket.emit('error', { message: 'No saved game found.' });
return;
}
// Load saved game
gameRunner.loadGameState(socket.data.savedGame);
// Send current state to client
socket.emit('gameLoaded', {
currentRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameRunner.getGameState().currentRoomId
});
}
catch (error) {
console.error('Error loading game:', error);
socket.emit('error', { message: 'Failed to load game. Please try again.' });
}
});
// Handle disconnection
socket.on('disconnect', () => {
console.log(`Client disconnected: ${socket.id}`);
// Clean up game session
if (gameSessions.has(socket.id)) {
gameSessions.delete(socket.id);
}
});
});
// Ensure required asset folders exist
function ensureDirectories() {
const dirs = [
path_1.default.join(__dirname, '../public'),
path_1.default.join(__dirname, '../public/js'),
path_1.default.join(__dirname, '../public/css'),
path_1.default.join(__dirname, '../public/images'),
path_1.default.join(__dirname, '../public/fonts')
];
for (const dir of dirs) {
if (!(0, fs_1.existsSync)(dir)) {
(0, fs_1.mkdirSync)(dir, { recursive: true });
}
}
}
// Copy kokoro-js library from node_modules if not already present
function ensureKokoroJs() {
const source = path_1.default.join(__dirname, '../node_modules/kokoro-js/dist/index.js');
const destination = path_1.default.join(__dirname, '../public/js/kokoro-js.js');
if ((0, fs_1.existsSync)(source) && !(0, fs_1.existsSync)(destination)) {
(0, fs_1.copyFileSync)(source, destination);
console.log(`Copied kokoro-js from ${source} to ${destination}`);
}
}
// Start the server with port fallback
async function startServer(initialPort, range) {
let currentPort = initialPort;
const maxPort = initialPort + range;
// Try ports in the specified range
while (currentPort < maxPort) {
try {
// Ensure directories exist
ensureDirectories();
// Ensure kokoro-js is copied
try {
ensureKokoroJs();
}
catch (error) {
console.error('Error copying kokoro-js:', error);
}
// Try to start the server on the current port
await new Promise((resolve, reject) => {
server.listen(currentPort, () => {
console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
resolve();
});
server.on('error', (error) => {
// If port is in use, try next port
if (error.code === 'EADDRINUSE') {
console.log(`Port ${currentPort} is in use, trying next port...`);
server.close();
currentPort++;
reject();
}
else {
// For other errors, log and reject
console.error('Server error:', error);
reject(error);
}
});
});
// If we reach here, server started successfully
return;
}
catch (error) {
// If we reach the max port and still fail, throw an error
if (currentPort >= maxPort - 1) {
throw new Error(`Failed to start server on ports ${initialPort} to ${maxPort - 1}`);
}
// Otherwise try the next port
// The loop continues as the rejection above increments currentPort
}
}
}
// Start the server when this module is run directly
if (require.main === module) {
startServer(PORT, PORT_RANGE).catch(error => {
console.error('Failed to start server:', error);
process.exit(1);
});
}
//# sourceMappingURL=server.js.map
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/**
* YAML World Model Parser
* Loads and validates world definitions from YAML files
*/
import { WorldModel } from '../interfaces/world-model';
export declare class YamlWorldParser {
/**
* Load a world model from a YAML file
*/
static loadFromFile(filePath: string): Promise<WorldModel>;
/**
* Validate the loaded YAML data and transform it into a WorldModel
*/
private static validateAndTransform;
/**
* Validate that an object has all required fields
*/
private static validateRequiredFields;
/**
* Validate that a value is a string
*/
private static validateString;
/**
* Validate room definitions
*/
private static validateRooms;
/**
* Validate exit definitions
*/
private static validateExits;
/**
* Validate object definitions
*/
private static validateObjects;
/**
* Validate character definitions
*/
private static validateCharacters;
/**
* Validate action definitions
*/
private static validateActions;
/**
* Validate initial game state
*/
private static validateInitialState;
/**
* Validate object states (record of boolean values)
*/
private static validateObjectStates;
/**
* Validate dialogue (record of string values)
*/
private static validateDialogue;
/**
* Validate flags (record of boolean values)
*/
private static validateFlags;
/**
* Validate counters (record of number values)
*/
private static validateCounters;
/**
* Validate that an array of strings is valid
*/
private static validateStringArray;
/**
* Validate references between entities
*/
private static validateReferences;
}
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"use strict";
/**
* YAML World Model Parser
* Loads and validates world definitions from YAML files
*/
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
var desc = Object.getOwnPropertyDescriptor(m, k);
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
desc = { enumerable: true, get: function() { return m[k]; } };
}
Object.defineProperty(o, k2, desc);
}) : (function(o, m, k, k2) {
if (k2 === undefined) k2 = k;
o[k2] = m[k];
}));
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
Object.defineProperty(o, "default", { enumerable: true, value: v });
}) : function(o, v) {
o["default"] = v;
});
var __importStar = (this && this.__importStar) || (function () {
var ownKeys = function(o) {
ownKeys = Object.getOwnPropertyNames || function (o) {
var ar = [];
for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k;
return ar;
};
return ownKeys(o);
};
return function (mod) {
if (mod && mod.__esModule) return mod;
var result = {};
if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]);
__setModuleDefault(result, mod);
return result;
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.YamlWorldParser = void 0;
const fs = __importStar(require("fs/promises"));
const yaml = __importStar(require("js-yaml"));
class YamlWorldParser {
/**
* Load a world model from a YAML file
*/
static async loadFromFile(filePath) {
try {
const fileContents = await fs.readFile(filePath, 'utf8');
const worldData = yaml.load(fileContents);
return this.validateAndTransform(worldData);
}
catch (error) {
console.error(`Error loading world from ${filePath}:`, error);
throw new Error(`Failed to load world from ${filePath}: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Validate the loaded YAML data and transform it into a WorldModel
*/
static validateAndTransform(data) {
if (!data || typeof data !== 'object') {
throw new Error('Invalid world data: must be an object');
}
const worldData = data;
// Validate required top-level fields
this.validateRequiredFields(worldData, ['title', 'author', 'version', 'introduction', 'rooms', 'initialState']);
// Transform and validate the world model
const worldModel = {
title: this.validateString(worldData.title, 'title'),
author: this.validateString(worldData.author, 'author'),
version: this.validateString(worldData.version, 'version'),
introduction: this.validateString(worldData.introduction, 'introduction'),
rooms: this.validateRooms(worldData.rooms),
objects: this.validateObjects(worldData.objects),
characters: this.validateCharacters(worldData.characters),
actions: this.validateActions(worldData.actions),
initialState: this.validateInitialState(worldData.initialState)
};
// Validate references between entities
this.validateReferences(worldModel);
return worldModel;
}
/**
* Validate that an object has all required fields
*/
static validateRequiredFields(data, requiredFields) {
for (const field of requiredFields) {
if (!(field in data)) {
throw new Error(`Missing required field: ${field}`);
}
}
}
/**
* Validate that a value is a string
*/
static validateString(value, fieldName) {
if (typeof value !== 'string') {
throw new Error(`Field ${fieldName} must be a string`);
}
return value;
}
/**
* Validate room definitions
*/
static validateRooms(rooms) {
if (!rooms || typeof rooms !== 'object') {
throw new Error('Rooms must be an object mapping room IDs to room definitions');
}
const roomsData = rooms;
const validatedRooms = {};
for (const [roomId, roomData] of Object.entries(roomsData)) {
if (!roomData || typeof roomData !== 'object') {
throw new Error(`Room ${roomId} must be an object`);
}
const room = roomData;
this.validateRequiredFields(room, ['name', 'description', 'exits']);
validatedRooms[roomId] = {
id: roomId,
name: this.validateString(room.name, `rooms.${roomId}.name`),
description: this.validateString(room.description, `rooms.${roomId}.description`),
exits: this.validateExits(room.exits, roomId),
objects: this.validateStringArray(room.objects || [], `rooms.${roomId}.objects`),
characters: this.validateStringArray(room.characters || [], `rooms.${roomId}.characters`)
};
}
return validatedRooms;
}
/**
* Validate exit definitions
*/
static validateExits(exits, roomId) {
if (!Array.isArray(exits)) {
throw new Error(`Exits for room ${roomId} must be an array`);
}
return exits.map((exit, index) => {
if (!exit || typeof exit !== 'object') {
throw new Error(`Exit ${index} in room ${roomId} must be an object`);
}
const exitData = exit;
this.validateRequiredFields(exitData, ['direction', 'targetRoomId']);
return {
direction: this.validateString(exitData.direction, `rooms.${roomId}.exits[${index}].direction`),
targetRoomId: this.validateString(exitData.targetRoomId, `rooms.${roomId}.exits[${index}].targetRoomId`),
description: exitData.description ? this.validateString(exitData.description, `rooms.${roomId}.exits[${index}].description`) : undefined,
isLocked: typeof exitData.isLocked === 'boolean' ? exitData.isLocked : false,
keyId: exitData.keyId ? this.validateString(exitData.keyId, `rooms.${roomId}.exits[${index}].keyId`) : undefined
};
});
}
/**
* Validate object definitions
*/
static validateObjects(objects) {
if (!objects)
return {}; // Objects are optional
if (typeof objects !== 'object') {
throw new Error('Objects must be an object mapping object IDs to object definitions');
}
const objectsData = objects;
const validatedObjects = {};
for (const [objectId, objectData] of Object.entries(objectsData)) {
if (!objectData || typeof objectData !== 'object') {
throw new Error(`Object ${objectId} must be an object`);
}
const obj = objectData;
this.validateRequiredFields(obj, ['name', 'description', 'traits', 'allowedActions']);
validatedObjects[objectId] = {
id: objectId,
name: this.validateString(obj.name, `objects.${objectId}.name`),
description: this.validateString(obj.description, `objects.${objectId}.description`),
traits: this.validateStringArray(obj.traits, `objects.${objectId}.traits`),
states: this.validateObjectStates(obj.states, objectId),
allowedActions: this.validateStringArray(obj.allowedActions, `objects.${objectId}.allowedActions`),
containedObjects: obj.containedObjects ? this.validateStringArray(obj.containedObjects, `objects.${objectId}.containedObjects`) : []
};
}
return validatedObjects;
}
/**
* Validate character definitions
*/
static validateCharacters(characters) {
if (!characters)
return {}; // Characters are optional
if (typeof characters !== 'object') {
throw new Error('Characters must be an object mapping character IDs to character definitions');
}
const charactersData = characters;
const validatedCharacters = {};
for (const [characterId, characterData] of Object.entries(charactersData)) {
if (!characterData || typeof characterData !== 'object') {
throw new Error(`Character ${characterId} must be an object`);
}
const character = characterData;
this.validateRequiredFields(character, ['name', 'description', 'dialogue', 'defaultResponse']);
validatedCharacters[characterId] = {
id: characterId,
name: this.validateString(character.name, `characters.${characterId}.name`),
description: this.validateString(character.description, `characters.${characterId}.description`),
dialogue: this.validateDialogue(character.dialogue, characterId),
inventory: this.validateStringArray(character.inventory || [], `characters.${characterId}.inventory`),
defaultResponse: this.validateString(character.defaultResponse, `characters.${characterId}.defaultResponse`),
mood: character.mood ? this.validateString(character.mood, `characters.${characterId}.mood`) : undefined
};
}
return validatedCharacters;
}
/**
* Validate action definitions
*/
static validateActions(actions) {
if (!actions)
return {}; // Actions are optional
if (typeof actions !== 'object') {
throw new Error('Actions must be an object mapping action names to action definitions');
}
const actionsData = actions;
const validatedActions = {};
for (const [actionName, actionData] of Object.entries(actionsData)) {
if (!actionData || typeof actionData !== 'object') {
throw new Error(`Action ${actionName} must be an object`);
}
const action = actionData;
this.validateRequiredFields(action, ['patterns', 'handler']);
validatedActions[actionName] = {
name: actionName,
patterns: this.validateStringArray(action.patterns, `actions.${actionName}.patterns`),
requiresObject: typeof action.requiresObject === 'boolean' ? action.requiresObject : false,
requiresTarget: typeof action.requiresTarget === 'boolean' ? action.requiresTarget : false,
handler: this.validateString(action.handler, `actions.${actionName}.handler`)
};
}
return validatedActions;
}
/**
* Validate initial game state
*/
static validateInitialState(initialState) {
if (!initialState || typeof initialState !== 'object') {
throw new Error('Initial state must be an object');
}
const stateData = initialState;
this.validateRequiredFields(stateData, ['currentRoomId']);
return {
currentRoomId: this.validateString(stateData.currentRoomId, 'initialState.currentRoomId'),
inventory: this.validateStringArray(stateData.inventory || [], 'initialState.inventory'),
visitedRooms: this.validateStringArray(stateData.visitedRooms || [], 'initialState.visitedRooms'),
flags: this.validateFlags(stateData.flags),
counters: this.validateCounters(stateData.counters)
};
}
/**
* Validate object states (record of boolean values)
*/
static validateObjectStates(states, objectId) {
if (!states)
return {};
if (typeof states !== 'object') {
throw new Error(`States for object ${objectId} must be an object`);
}
const statesData = states;
const validatedStates = {};
for (const [stateName, stateValue] of Object.entries(statesData)) {
if (typeof stateValue !== 'boolean') {
throw new Error(`State ${stateName} for object ${objectId} must be a boolean value`);
}
validatedStates[stateName] = stateValue;
}
return validatedStates;
}
/**
* Validate dialogue (record of string values)
*/
static validateDialogue(dialogue, characterId) {
if (!dialogue || typeof dialogue !== 'object') {
throw new Error(`Dialogue for character ${characterId} must be an object`);
}
const dialogueData = dialogue;
const validatedDialogue = {};
for (const [topic, response] of Object.entries(dialogueData)) {
validatedDialogue[topic] = this.validateString(response, `characters.${characterId}.dialogue.${topic}`);
}
return validatedDialogue;
}
/**
* Validate flags (record of boolean values)
*/
static validateFlags(flags) {
if (!flags)
return {};
if (typeof flags !== 'object') {
throw new Error('Flags must be an object');
}
const flagsData = flags;
const validatedFlags = {};
for (const [flagName, flagValue] of Object.entries(flagsData)) {
if (typeof flagValue !== 'boolean') {
throw new Error(`Flag ${flagName} must be a boolean value`);
}
validatedFlags[flagName] = flagValue;
}
return validatedFlags;
}
/**
* Validate counters (record of number values)
*/
static validateCounters(counters) {
if (!counters)
return {};
if (typeof counters !== 'object') {
throw new Error('Counters must be an object');
}
const countersData = counters;
const validatedCounters = {};
for (const [counterName, counterValue] of Object.entries(countersData)) {
if (typeof counterValue !== 'number') {
throw new Error(`Counter ${counterName} must be a numeric value`);
}
validatedCounters[counterName] = counterValue;
}
return validatedCounters;
}
/**
* Validate that an array of strings is valid
*/
static validateStringArray(arr, fieldName) {
if (!arr)
return [];
if (!Array.isArray(arr)) {
throw new Error(`Field ${fieldName} must be an array`);
}
return arr.map((item, index) => {
if (typeof item !== 'string') {
throw new Error(`Item at index ${index} in ${fieldName} must be a string`);
}
return item;
});
}
/**
* Validate references between entities
*/
static validateReferences(worldModel) {
const { rooms, objects, characters, initialState } = worldModel;
// Check that the initial room exists
if (!rooms[initialState.currentRoomId]) {
throw new Error(`Initial room ${initialState.currentRoomId} does not exist`);
}
// Check room exits
for (const [roomId, room] of Object.entries(rooms)) {
for (const exit of room.exits) {
if (!rooms[exit.targetRoomId]) {
throw new Error(`Room ${roomId} has an exit to non-existent room ${exit.targetRoomId}`);
}
if (exit.keyId && !objects[exit.keyId]) {
throw new Error(`Room ${roomId} has an exit requiring non-existent key ${exit.keyId}`);
}
}
// Check room objects
for (const objectId of room.objects) {
if (!objects[objectId]) {
throw new Error(`Room ${roomId} contains non-existent object ${objectId}`);
}
}
// Check room characters
for (const characterId of room.characters) {
if (!characters[characterId]) {
throw new Error(`Room ${roomId} contains non-existent character ${characterId}`);
}
}
}
// Check object containment
for (const [objectId, object] of Object.entries(objects)) {
if (object.containedObjects) {
for (const containedId of object.containedObjects) {
if (!objects[containedId]) {
throw new Error(`Object ${objectId} contains non-existent object ${containedId}`);
}
}
}
}
// Check character inventory
for (const [characterId, character] of Object.entries(characters)) {
for (const objectId of character.inventory) {
if (!objects[objectId]) {
throw new Error(`Character ${characterId} has non-existent object ${objectId} in inventory`);
}
}
}
// Check player inventory
for (const objectId of initialState.inventory) {
if (!objects[objectId]) {
throw new Error(`Initial inventory contains non-existent object ${objectId}`);
}
}
}
}
exports.YamlWorldParser = YamlWorldParser;
//# sourceMappingURL=yaml-parser.js.map
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module.exports = {
preset: 'ts-jest',
testEnvironment: 'node',
roots: ['<rootDir>/src'],
testMatch: ['**/__tests__/**/*.ts', '**/?(*.)+(spec|test).ts'],
transform: {
'^.+\\.tsx?$': 'ts-jest',
},
collectCoverage: true,
coverageDirectory: 'coverage',
collectCoverageFrom: ['src/**/*.ts', '!src/**/*.d.ts'],
};
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{
"name": "ai.interactive.fiction",
"version": "1.0.0",
"description": "A modern take on classic text adventures that combines traditional world modeling with Large Language Models (LLMs) to create natural language interactive fiction experiences.",
"main": "index.js",
"scripts": {
"start": "node dist/index.js",
"start:web": "node dist/index.js",
"start:cli": "node dist/index.js --cli",
"dev": "nodemon --watch 'src/**' --ext 'ts,json' --exec 'ts-node src/index.ts'",
"dev:web": "nodemon --watch 'src/**' --ext 'ts,json' --exec 'ts-node src/index.ts'",
"dev:cli": "nodemon --watch 'src/**' --ext 'ts,json' --exec 'ts-node src/index.ts --cli'",
"build": "tsc",
"test": "jest",
"lint": "eslint --ext .ts src/",
"lint:fix": "eslint --ext .ts src/ --fix",
"copy-assets": "node copy-assets.js"
},
"keywords": [],
"author": "",
"license": "ISC",
"type": "commonjs",
"devDependencies": {
"@types/express": "^5.0.1",
"@types/jest": "^29.5.14",
"@types/js-yaml": "^4.0.9",
"@types/node": "^22.13.14",
"@typescript-eslint/eslint-plugin": "^8.29.0",
"@typescript-eslint/parser": "^8.29.0",
"eslint": "^9.23.0",
"jest": "^29.7.0",
"nodemon": "^3.1.9",
"ts-jest": "^29.3.1",
"ts-node": "^10.9.2",
"typescript": "^5.8.2"
},
"dependencies": {
"axios": "^1.8.4",
"cors": "^2.8.5",
"dotenv": "^16.4.7",
"express": "^5.1.0",
"js-yaml": "^4.1.0",
"kokoro-js": "^1.2.0",
"openai": "^4.91.0",
"socket.io": "^4.8.1"
}
}
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/* AI Interactive Fiction - Web UI Styles */
/* Variables */
:root {
--text-color: #222;
--background-color: #f8f4e8;
--book-shadow: rgba(0, 0, 0, 0.3);
--highlight-color: #783422;
--control-color: #555;
--light-color: rgba(255, 240, 210, 0.6);
--viewport-aspect-ratio: 1.6;
--book-width: 1000px;
--book-height: 620px;
--input-bg: rgba(255, 255, 255, 0.6);
--img-aspect-ratio: 1.613;
--aspect-ratio: min(var(--viewport-aspect-ratio), var(--img-aspect-ratio));
font-size: calc(var(--book-height)/(34 * 1.5));
}
/* Font faces */
@font-face {
font-family: "EB Garamond";
src: url("../fonts/EBGaramond12-Regular.otf") format("opentype");
font-weight: normal;
font-style: normal;
}
@font-face {
font-family: "EB Garamond";
src: url("../fonts/EBGaramond12-Italic.otf") format("opentype");
font-weight: normal;
font-style: italic;
}
/* Global styles */
* {
box-sizing: border-box;
margin: 0;
padding: 0;
}
html, body {
height: 100%;
font-family: "EB Garamond", serif;
color: var(--text-color);
background-color: #222;
background-image: url(../images/brown-wooden-flooring.jpg);
background-size: cover;
background-position: center;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
margin: 0;
padding: 0;
}
body.switched {
transition: color 0.6s, background-color 0.6s;
}
h1 {
font-size: 2rem;
margin-bottom: 0.8rem;
text-align: center;
text-transform: uppercase;
font-weight: normal;
}
h2 {
font-size: 1.2rem;
text-align: center;
font-weight: normal;
}
h3 {
font-size: 1.2rem;
text-align: center;
font-weight: normal;
}
.header {
padding-top: 3rem;
padding-bottom: 3rem;
}
.byline {
font-feature-settings: "smcp";
}
.separator {
text-align: center;
}
p, #ruler, #indent {
font-size: 1.2rem;
line-height: 1.2;
color: rgba(0,0,0,0.9);
margin-block-end: 0;
margin-block-start: 0;
}
a {
transition: color 0.6s;
color: #333;
font-style: italic;
text-decoration-thickness: 1px;
}
a:hover {
color: black;
transition: color 0.1s;
}
strong {
color: black;
font-weight: bold;
}
.container .hide {
opacity: 0.0;
}
.container .invisible {
display: none;
}
.container > *, .container > p > * {
opacity: 1.0;
transition: opacity 0.5s;
}
#command_input {
position: absolute;
bottom: 1rem;
left: 3rem;
right: 3rem;
display: flex;
}
#player_input {
flex-grow: 1;
font-family: inherit;
font-size: 1.2rem;
padding: 0.5rem;
border: 1px solid rgba(0,0,0,0.3);
border-radius: 0.25rem;
background: rgba(255,255,255,0.9);
}
#submit_command {
margin-left: 0.5rem;
font-family: inherit;
font-size: 1.2rem;
padding: 0.5rem 1rem;
border: 1px solid rgba(0,0,0,0.3);
border-radius: 0.25rem;
background: rgba(255,255,255,0.9);
cursor: pointer;
}
#submit_command:hover {
background: rgba(255,255,255,1);
}
#controls {
z-index: 4;
text-align: center;
position: absolute;
right: 0;
left: 0;
top: 1rem;
padding-top: 1rem;
user-select: none;
transition: color 0.6s, background 0.6s;
}
#controls [disabled] {
color: #999;
}
#controls input[type=range] {
vertical-align: middle;
-webkit-appearance: none;
appearance: none;
width: 5rem;
cursor: pointer;
outline: none;
height: 0.5rem;
background-color: transparent;
box-sizing: border-box;
border: 1px solid black;
border-radius: 0.25rem;
overflow: hidden;
}
#controls input::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
height: 0.5rem;
width: 0.5rem;
border-radius: 0.25rem;
background-color: rgba(0,0,0,0.9);
border: none;
box-shadow: -407px 0 0 400px rgba(0,0,0,0.3);
}
#controls input::-webkit-runnable-track {
-webkit-appearance: none;
appearance: none;
height: 0.5rem;
border-radius: 0.25rem;
}
#controls>a:not(:last-of-type):after, #controls>span::after {
content: " | ";
}
#book {
position: relative;
width: var(--book-width);
height: var(--book-height);
background-image: url('../images/book-3057904.png');
background-size: contain;
background-position: center;
background-repeat: no-repeat;
perspective: 500px;
perspective-origin: 50% 50%;
max-width: 90vw;
max-height: 90vh;
margin: 0 auto;
transform-origin: center center;
}
#page_left, #page_right {
position: absolute;
top: 5%;
bottom: 10%;
width: 39%;
box-sizing: border-box;
padding: 0 3rem 1rem 1rem;
overflow: visible;
overflow-y: scroll;
opacity: 0.95;
mix-blend-mode: darken;
}
#story {
overflow-x: visible;
margin-bottom: 3rem;
}
#page_left {
left: 11.5%;
}
#page_right {
right: 7%;
height: calc(28 * 1.2 * 1.2rem);
padding-bottom: 4rem;
}
.user-input {
font-style: italic;
color: #555;
margin-top: 1rem;
}
.narrative {
margin-top: 1rem;
}
/* ===== Scrollbar CSS ===== */
/* Firefox */
* {
scrollbar-width: auto;
scrollbar-color: #000000 rgba(255,255,255,0);
}
/* Chrome, Edge, and Safari */
*::-webkit-scrollbar {
width: calc(1rem/4);
}
*::-webkit-scrollbar-track {
background: rgba(255,255,255,0.0);
}
*::-webkit-scrollbar-thumb {
background-color: #000000;
border-radius: calc(1rem/4/2);
border: none;
}
.fade-in {
animation: fadeIn ease 1s;
-webkit-animation: fadeIn ease 1s;
-moz-animation: fadeIn ease 1s;
-o-animation: fadeIn ease 1s;
-ms-animation: fadeIn ease 1s;
}
@keyframes fadeIn {
0% {opacity:0;}
100% {opacity:1;}
}
@-moz-keyframes fadeIn {
0% {opacity:0;}
100% {opacity:1;}
}
@-webkit-keyframes fadeIn {
0% {opacity:0;}
100% {opacity:1;}
}
@-o-keyframes fadeIn {
0% {opacity:0;}
100% {opacity:1;}
}
@-ms-keyframes fadeIn {
0% {opacity:0;}
100% {opacity:1;}
}
#ruler, #indent {
visibility: hidden;
position: absolute;
top: -8000px;
width: auto;
display: inline;
left: -8000px;
text-indent: 0;
text-align: left;
hyphens: none;
margin-block-end: 0;
}
#lighting {
position: absolute;
top: -35%;
left: -35%;
width: 180%;
height: 180%;
animation: gradient-animation-shrink 1s 1;
background: radial-gradient(circle, rgba(255,240,182,0.1) 0%, rgba(255,237,165,0.2) 20%, rgba(0,0,0,0.9) 65%, rgba(0,0,0,0.9) 100%);
mix-blend-mode: color-burn;
pointer-events: none;
z-index: 999;
}
@keyframes gradient-animation-grow {
0% { width: 180%; height: 180%; left: -35%; top: -35%; }
100% { width: 170%; height: 170%; left: -33%; top: -33%; }
}
@keyframes gradient-animation-shrink {
0% { width: 170%; height: 170%; left: -33%; top: -33%; }
100% { width: 180%; height: 180%; left: -35%; top: -35%; }
}
.loading-indicator {
display: inline-block;
position: relative;
width: 1.2rem;
height: 1.2rem;
margin-left: 0.5rem;
}
.loading-indicator div {
box-sizing: border-box;
display: block;
position: absolute;
width: 1rem;
height: 1rem;
border: 0.2rem solid #000;
border-radius: 50%;
animation: loading-indicator 1.2s cubic-bezier(0.5, 0, 0.5, 1) infinite;
border-color: #000 transparent transparent transparent;
}
.loading-indicator div:nth-child(1) {
animation-delay: -0.45s;
}
.loading-indicator div:nth-child(2) {
animation-delay: -0.3s;
}
.loading-indicator div:nth-child(3) {
animation-delay: -0.15s;
}
@keyframes loading-indicator {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
/* Media queries for responsive design */
@media (max-width: 768px) {
:root {
font-size: calc(var(--book-height)/(40 * 1.5));
}
#book {
max-width: 95vw;
max-height: 95vh;
}
#page_left, #page_right {
width: 38%;
padding: 0 1rem 1rem 1rem;
}
}
/* Ensure responsive book sizing */
@media (max-width: 1200px) {
#book {
transform: scale(0.95);
transform-origin: center center;
}
}
@media (max-width: 992px) {
#book {
transform: scale(0.85);
transform-origin: center center;
}
}
@media (max-width: 768px) {
#book {
transform: scale(0.75);
transform-origin: center center;
}
}
@media (max-width: 576px) {
#book {
transform: scale(0.65);
transform-origin: center center;
}
}
/* Additional responsive fix to ensure book remains centered */
@media (max-height: 700px) {
#book {
transform: scale(0.8);
transform-origin: center center;
}
}
@media (max-height: 600px) {
#book {
transform: scale(0.7);
transform-origin: center center;
}
}
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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>AI Interactive Fiction</title>
<link rel="stylesheet" href="css/style.css">
<script src="https://cdn.socket.io/4.6.0/socket.io.min.js"></script>
<script src="js/smartypants.js"></script>
<script src="js/tts-handler.js"></script>
<script src="js/ai-fiction.js"></script>
</head>
<body>
<div id="book">
<div id="lighting"></div>
<div id="page_left">
<div class="header">
<h1>AI Interactive Fiction</h1>
<h2 class="byline">A modern take on text adventures</h2>
</div>
<div class="separator">
<double class="separator">&#8902;</double>
</div>
<div id="story"></div>
</div>
<div id="page_right">
<div id="controls">
<a href="#" id="rewind">Restart</a>
<a href="#" id="speech">Speech</a>
<span>Speed <input type="range" id="speed" min="0" max="100" value="50"> <a href="#" id="speed_reset">Reset</a></span>
<a href="#" id="save">Save</a>
<a href="#" id="reload">Load</a>
</div>
<div id="command_history"></div>
<div id="command_input">
<input type="text" id="player_input" placeholder="Enter your command..." autocomplete="off">
<button id="submit_command"></button>
</div>
</div>
</div>
<div id="ruler"></div>
</body>
</html>
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/**
* AI Interactive Fiction
* Main client-side logic for web interface
*/
class AIFiction {
constructor() {
// DOM elements
this.storyContainer = document.getElementById('story');
this.commandHistoryContainer = document.getElementById('command_history');
this.playerInput = document.getElementById('player_input');
this.submitButton = document.getElementById('submit_command');
this.speechButton = document.getElementById('speech');
this.rewindButton = document.getElementById('rewind');
this.saveButton = document.getElementById('save');
this.loadButton = document.getElementById('reload');
this.speedSlider = document.getElementById('speed');
this.speedReset = document.getElementById('speed_reset');
// Game state
this.gameState = {
started: false,
currentRoomId: '',
textSpeed: 50
};
// Socket connection - ensure we're connecting to the right URL
this.socket = io(window.location.origin, {
reconnectionAttempts: 5,
timeout: 10000
});
// Typing effect configuration
this.typingSpeed = 30; // Default value, will be adjusted by slider
this.typingTimeout = null;
// Bind event handlers
this.bindEvents();
// Initialize socket communication
this.initializeSocket();
// Initialize UI
this.initializeUI();
}
/**
* Initialize the UI
*/
initializeUI() {
this.updateTypingSpeed();
this.updateSpeechButton();
// Disable buttons initially
this.rewindButton.setAttribute('disabled', 'disabled');
this.loadButton.setAttribute('disabled', 'disabled');
// Start the game
this.startGame();
}
/**
* Bind event handlers to DOM elements
*/
bindEvents() {
// Submit command on button click
this.submitButton.addEventListener('click', () => this.submitCommand());
// Submit command on Enter key
this.playerInput.addEventListener('keydown', (e) => {
if (e.key === 'Enter') {
this.submitCommand();
}
});
// Toggle speech
this.speechButton.addEventListener('click', () => {
if (tts.isReady()) {
const enabled = tts.toggle();
this.updateSpeechButton(enabled);
if (enabled) {
// Speak the last narrative if speech was just enabled
const lastNarrative = this.storyContainer.lastElementChild;
if (lastNarrative && lastNarrative.classList.contains('narrative')) {
tts.speak(lastNarrative.textContent);
}
}
} else {
console.log('TTS not ready yet');
}
});
// Restart game
this.rewindButton.addEventListener('click', () => {
if (confirm('Are you sure you want to restart the game? All progress will be lost.')) {
this.startGame();
}
});
// Save game
this.saveButton.addEventListener('click', () => {
this.socket.emit('saveGame');
});
// Load game
this.loadButton.addEventListener('click', () => {
this.socket.emit('loadGame');
});
// Adjust typing speed
this.speedSlider.addEventListener('input', () => {
this.updateTypingSpeed();
});
// Reset speed to default
this.speedReset.addEventListener('click', () => {
this.speedSlider.value = 50;
this.updateTypingSpeed();
});
}
/**
* Initialize socket event handlers
*/
initializeSocket() {
// Connection established
this.socket.on('connect', () => {
console.log('Connected to server');
// Automatically start the game once connected
if (!this.gameState.started) {
this.startGame();
}
});
// Connection error
this.socket.on('connect_error', (error) => {
console.error('Connection error:', error);
this.addSystemMessage('Connection error. Please check your network connection and try again.');
});
// Game introduction received
this.socket.on('gameIntroduction', (data) => {
this.clearStory();
this.addNarrative(data.introduction);
this.addNarrative(data.initialRoomDescription);
this.gameState.started = true;
this.gameState.currentRoomId = data.currentRoomId;
// Enable buttons
this.rewindButton.removeAttribute('disabled');
// Focus on input field
this.playerInput.focus();
});
// Narrative response received
this.socket.on('narrativeResponse', (data) => {
this.addNarrative(data.text);
if (data.suggestions && data.suggestions.length > 0) {
this.addSuggestions(data.suggestions);
}
// Update game state
if (data.gameState) {
this.gameState.currentRoomId = data.gameState.currentRoomId;
}
// Scroll to bottom and focus input
this.scrollToBottom();
this.playerInput.focus();
// Re-enable input (failsafe)
this.playerInput.disabled = false;
this.submitButton.disabled = false;
});
// Game saved confirmation
this.socket.on('gameSaved', () => {
this.addSystemMessage('Game saved successfully.');
// Enable load button
this.loadButton.removeAttribute('disabled');
});
// Game loaded confirmation
this.socket.on('gameLoaded', (data) => {
this.clearStory();
this.addSystemMessage('Game loaded successfully.');
this.addNarrative(data.currentRoomDescription);
// Update game state
this.gameState.currentRoomId = data.currentRoomId;
});
// Error messages
this.socket.on('error', (data) => {
this.addSystemMessage(`Error: ${data.message}`);
});
}
/**
* Start a new game
*/
startGame() {
this.clearStory();
this.addSystemMessage('Starting a new game...');
this.socket.emit('startGame');
}
/**
* Submit a player command
*/
submitCommand() {
const command = this.playerInput.value.trim();
if (command === '') return;
// Disable input temporarily
this.playerInput.disabled = true;
this.submitButton.disabled = true;
// Add command to history
this.addUserCommand(command);
// Add a temporary "thinking" message
const thinkingId = this.addThinking();
// Send command to server
this.socket.emit('playerCommand', { command });
// Clear input
this.playerInput.value = '';
// Re-enable input field after a short delay (or after 8 seconds as failsafe)
const timeout = setTimeout(() => {
this.playerInput.disabled = false;
this.submitButton.disabled = false;
// Remove thinking indicator
const thinkingElement = document.getElementById(thinkingId);
if (thinkingElement) {
thinkingElement.remove();
}
// Add system message if no response was received (likely timeout)
if (document.getElementById(thinkingId)) {
this.addSystemMessage('The server is taking too long to respond. Please try again.');
}
}, 8000);
// Store the timeout so it can be cleared if we get a response
this.currentCommandTimeout = timeout;
}
/**
* Add a user command to the story
*/
addUserCommand(command) {
const element = document.createElement('p');
element.className = 'user-input';
element.textContent = `> ${command}`;
this.storyContainer.appendChild(element);
this.scrollToBottom();
}
/**
* Add a narrative response with typing effect
*/
addNarrative(text) {
const element = document.createElement('p');
element.className = 'narrative hide';
this.storyContainer.appendChild(element);
// Apply SmartyPants transformations for better typography
const processedText = SmartyPants.process(text);
// Clear any existing typing timeouts
if (this.typingTimeout) {
clearTimeout(this.typingTimeout);
}
// Add the text with a typing effect
this.typeText(element, processedText, 0);
// Read text aloud if speech is enabled
if (tts && tts.enabled) {
tts.speak(text);
}
}
/**
* Add suggestions to the story
*/
addSuggestions(suggestions) {
const element = document.createElement('div');
element.className = 'suggestions';
const heading = document.createElement('p');
heading.textContent = 'Suggestions:';
heading.style.fontStyle = 'italic';
heading.style.marginTop = '1rem';
element.appendChild(heading);
const list = document.createElement('ul');
suggestions.forEach(suggestion => {
const item = document.createElement('li');
item.textContent = suggestion;
// Make suggestions clickable
item.style.cursor = 'pointer';
item.addEventListener('click', () => {
this.playerInput.value = suggestion;
this.submitCommand();
});
list.appendChild(item);
});
element.appendChild(list);
this.storyContainer.appendChild(element);
this.scrollToBottom();
}
/**
* Add a system message
*/
addSystemMessage(message) {
const element = document.createElement('p');
element.className = 'system-message';
element.textContent = message;
element.style.fontStyle = 'italic';
element.style.color = '#555';
this.storyContainer.appendChild(element);
this.scrollToBottom();
}
/**
* Add a thinking indicator
*/
addThinking() {
const id = 'thinking-' + Date.now();
const element = document.createElement('div');
element.id = id;
element.className = 'thinking';
element.innerHTML = '<p>Thinking<span class="loading-indicator"><div></div><div></div><div></div><div></div></span></p>';
element.style.fontStyle = 'italic';
element.style.color = '#777';
this.storyContainer.appendChild(element);
this.scrollToBottom();
return id;
}
/**
* Clear the story container
*/
clearStory() {
while (this.storyContainer.firstChild) {
this.storyContainer.removeChild(this.storyContainer.firstChild);
}
}
/**
* Type text into an element character by character
*/
typeText(element, text, index) {
// Show the element if it was hidden
if (index === 0) {
element.classList.remove('hide');
}
// Set the current text
element.textContent = text.substring(0, index);
// If we haven't reached the end of the text
if (index < text.length) {
// Calculate delay (randomize slightly for more natural effect)
const delay = Math.max(10, 100 - this.gameState.textSpeed) / 5;
const randomDelay = delay * (0.8 + Math.random() * 0.4);
// Schedule the next character
this.typingTimeout = setTimeout(() => {
this.typeText(element, text, index + 1);
}, randomDelay);
} else {
// Finished typing
this.scrollToBottom();
}
}
/**
* Update the typing speed based on the slider value
*/
updateTypingSpeed() {
this.gameState.textSpeed = parseInt(this.speedSlider.value, 10);
}
/**
* Update the speech button styling
*/
updateSpeechButton(enabled = false) {
if (enabled) {
this.speechButton.style.fontWeight = 'bold';
this.speechButton.style.color = '#000';
} else {
this.speechButton.style.fontWeight = 'normal';
this.speechButton.style.color = '#333';
}
}
/**
* Scroll the story container to the bottom
*/
scrollToBottom() {
this.storyContainer.scrollTop = this.storyContainer.scrollHeight;
}
}
// Create the application when the DOM is fully loaded
document.addEventListener('DOMContentLoaded', () => {
// Set custom CSS variables based on viewport
const updateViewportVariables = () => {
const vw = window.innerWidth;
const vh = window.innerHeight;
document.documentElement.style.setProperty('--viewport-aspect-ratio', `${vw / vh}`);
// Adjust book size based on viewport
const bookWidth = Math.min(vw * 0.9, vh * 1.4);
const bookHeight = bookWidth / 1.613;
document.documentElement.style.setProperty('--book-width', `${bookWidth}px`);
document.documentElement.style.setProperty('--book-height', `${bookHeight}px`);
};
// Update variables initially and on resize
updateViewportVariables();
window.addEventListener('resize', updateViewportVariables);
// Initialize the application
window.app = new AIFiction();
});
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/**
* SmartyPants - Smart typography for web content
* Converts straight quotes to curly quotes, dashes to em-dashes, etc.
* Based on the original SmartyPants by John Gruber
*/
const SmartyPants = (function() {
// Regular expressions for matching
const quotes = {
double: {
opening: /(\s|^)"(\w)/g,
closing: /(\w)"/g,
openingNested: /(\s|^)'(\w)/g,
closingNested: /(\w)'/g
},
single: {
opening: /(\s|^)'(\w)/g,
closing: /(\w)'/g
}
};
const dashes = {
emDash: /--/g,
enDash: / - /g
};
const ellipses = /\.\.\./g;
/**
* Process text with SmartyPants transformations
*/
function process(text) {
if (!text) return text;
let result = text;
// Transform double quotes
result = result.replace(quotes.double.opening, '$1"$2');
result = result.replace(quotes.double.closing, '$1"');
// Transform single quotes
result = result.replace(quotes.single.opening, '$1\u2018$2');
result = result.replace(quotes.single.closing, '$1\u2019');
// Transform apostrophes (same as closing single quotes)
result = result.replace(/(\w)'(\w)/g, '$1\u2019$2');
// Transform dashes
result = result.replace(dashes.emDash, '—');
result = result.replace(dashes.enDash, ' ');
// Transform ellipses
result = result.replace(ellipses, '…');
return result;
}
return {
process: process
};
})();
// Make available in browser and Node.js environments
if (typeof module !== 'undefined' && module.exports) {
module.exports = SmartyPants;
}
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/**
* Text-to-Speech Handler for AI Interactive Fiction
* Uses Web Speech API for text-to-speech
*/
class TTSHandler {
constructor() {
this.enabled = false;
this.speaking = false;
this.queue = [];
this.synthesis = window.speechSynthesis;
this.utterance = null;
// Check if browser supports speech synthesis
if (this.synthesis) {
console.log('Speech synthesis is supported in this browser');
this.browserSupport = true;
} else {
console.warn('Speech synthesis is not supported in this browser');
this.browserSupport = false;
}
}
/**
* Toggle TTS on/off
*/
toggle() {
this.enabled = !this.enabled;
if (!this.enabled && this.speaking) {
this.stop();
}
return this.enabled;
}
/**
* Speak the given text
*/
speak(text) {
if (!this.enabled || !this.browserSupport) return;
// Add to queue
this.queue.push(text);
// If not already speaking, start processing queue
if (!this.speaking) {
this.processQueue();
}
}
/**
* Process the speech queue
*/
processQueue() {
if (this.queue.length === 0 || this.speaking) return;
this.speaking = true;
const text = this.queue.shift();
try {
this.utterance = new SpeechSynthesisUtterance(text);
// Configure speech options
this.utterance.rate = 1.0; // Speech rate (0.1 to 10)
this.utterance.pitch = 1.0; // Speech pitch (0 to 2)
// When speech ends, process the next item
this.utterance.onend = () => {
this.speaking = false;
this.processQueue();
};
// If speech is interrupted or errors
this.utterance.onerror = (event) => {
console.error('TTS error:', event.error);
this.speaking = false;
this.processQueue();
};
this.synthesis.speak(this.utterance);
} catch (error) {
console.error('TTS error:', error);
this.speaking = false;
this.processQueue();
}
}
/**
* Stop current speech
*/
stop() {
if (this.synthesis && this.speaking) {
this.synthesis.cancel();
}
this.queue = [];
this.speaking = false;
}
/**
* Check if TTS is ready
*/
isReady() {
return this.browserSupport;
}
}
// Create a global instance
const tts = new TTSHandler();
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/**
* Command-line interface for running the interactive fiction game
*/
import * as readline from 'readline';
import * as path from 'path';
import * as dotenv from 'dotenv';
import { TextAdventureEngine } from '../engine/game-engine';
import { OpenRouterProvider } from '../llm/openrouter-provider';
import { ActionRequest, NarrativeRequest } from '../interfaces/llm';
// Load environment variables
dotenv.config();
export class GameRunner {
private engine: TextAdventureEngine;
private llmProvider: OpenRouterProvider;
private rl: readline.Interface | null = null;
private gameContext: string = '';
private gameHistory: string[] = [];
private suggestedCommands: string[] = [];
constructor() {
this.engine = new TextAdventureEngine();
this.llmProvider = new OpenRouterProvider();
}
/**
* Initialize the game
*/
public async initialize(worldPath: string): Promise<void> {
console.log('Initializing game...');
// Initialize LLM provider
const apiKey = process.env.OPENROUTER_API_KEY;
const model = process.env.OPENROUTER_MODEL;
if (!apiKey || !model) {
throw new Error('Missing required environment variables: OPENROUTER_API_KEY and/or OPENROUTER_MODEL');
}
await this.llmProvider.initialize({
apiKey,
model,
temperature: 0.7,
maxTokens: 800
});
// Load the world
const resolvedPath = path.resolve(worldPath);
console.log(`Loading world from ${resolvedPath}...`);
await this.engine.loadWorld(resolvedPath);
console.log('Game initialized successfully!');
}
/**
* Start the game in CLI mode
*/
public async start(): Promise<void> {
// Create readline interface for CLI mode
this.rl = readline.createInterface({
input: process.stdin,
output: process.stdout
});
try {
// Display introduction
const introText = await this.engine.start();
console.log('\n' + introText + '\n');
// Look at initial room
const initialLook = this.engine.processAction({ action: 'look', confidence: 1 });
// Generate narrative description
const narrativeRequest: NarrativeRequest = {
action: 'look',
result: initialLook.message,
roomDescription: this.engine.getCurrentRoomDescription(),
visibleObjects: this.engine.getVisibleObjects(),
visibleCharacters: this.engine.getVisibleCharacters(),
tone: 'descriptive'
};
const narrative = await this.llmProvider.generateNarrative(narrativeRequest);
console.log('\n' + narrative.text + '\n');
// Store suggestions if available
if (narrative.suggestions && narrative.suggestions.length > 0) {
this.suggestedCommands = narrative.suggestions;
}
// Update game context
this.updateGameContext(narrative.text);
// Start the game loop
this.gameLoop();
} catch (error) {
console.error('Error starting game:', error);
this.end();
}
}
/**
* The main game loop for CLI mode
*/
private gameLoop(): void {
if (!this.rl) return;
this.rl.question('> ', async (input) => {
if (input.toLowerCase() === 'quit' || input.toLowerCase() === 'exit') {
this.end();
return;
}
const response = await this.processCommand(input);
console.log('\n' + response + '\n');
// Continue the game loop
this.gameLoop();
});
}
/**
* Process a player command and return the narrative response
* Used by both CLI and web interfaces
*/
public async processCommand(input: string): Promise<string> {
try {
// Process player input
const actionRequest: ActionRequest = {
playerInput: input,
currentRoom: this.engine.getWorldModel().rooms[this.engine.getCurrentState().currentRoomId].name,
visibleObjects: this.engine.getVisibleObjects().map(id => this.engine.getWorldModel().objects[id].name),
visibleCharacters: this.engine.getVisibleCharacters().map(id => this.engine.getWorldModel().characters[id].name),
possibleActions: this.engine.getAvailableActions(),
inventory: this.engine.getCurrentState().inventory.map(id => this.engine.getWorldModel().objects[id].name),
gameContext: this.gameContext
};
if (this.rl) {
console.log('Thinking...');
}
// Translate player input to action
const action = await this.llmProvider.translateAction(actionRequest);
// Process the action in the game engine
const actionResult = this.engine.processAction(action);
// If state changed, update it
if (actionResult.stateChanged && actionResult.newState) {
this.engine.getCurrentState().currentRoomId = actionResult.newState.currentRoomId;
this.engine.getCurrentState().inventory = actionResult.newState.inventory;
this.engine.getCurrentState().visitedRooms = actionResult.newState.visitedRooms;
this.engine.getCurrentState().flags = actionResult.newState.flags;
this.engine.getCurrentState().counters = actionResult.newState.counters;
}
// Generate narrative description
const narrativeRequest: NarrativeRequest = {
action: `${action.action}${action.object ? ' ' + action.object : ''}${action.target ? ' on ' + action.target : ''}`,
result: actionResult.message,
roomDescription: this.engine.getCurrentRoomDescription(),
visibleObjects: this.engine.getVisibleObjects().map(id => this.engine.getWorldModel().objects[id].name),
visibleCharacters: this.engine.getVisibleCharacters().map(id => this.engine.getWorldModel().characters[id].name),
previousContext: this.gameHistory.slice(-3).join('\n'),
tone: 'descriptive'
};
const narrative = await this.llmProvider.generateNarrative(narrativeRequest);
// Store suggestions if available
if (narrative.suggestions && narrative.suggestions.length > 0) {
this.suggestedCommands = narrative.suggestions;
}
// Update game context with the new narrative
this.updateGameContext(narrative.text);
// Return the narrative text
return narrative.text;
} catch (error) {
console.error('Error processing input:', error);
return 'Something went wrong. Please try again.';
}
}
/**
* End the game
*/
public end(): void {
console.log('\nThanks for playing!');
if (this.rl) {
this.rl.close();
this.rl = null;
}
this.engine.end();
if (process.env.NODE_ENV !== 'production') {
process.exit(0);
}
}
/**
* Update the game context with new narrative
*/
private updateGameContext(narrative: string): void {
// Add to history
this.gameHistory.push(narrative);
// Keep history limited to last 10 entries
if (this.gameHistory.length > 10) {
this.gameHistory.shift();
}
// Update current context (last 5 entries)
this.gameContext = this.gameHistory.slice(-5).join('\n');
}
/**
* Get the current game state
* Used by web interface
*/
public getGameState() {
return {
world: this.engine.getWorldModel(),
currentRoomId: this.engine.getCurrentState().currentRoomId,
inventory: this.engine.getCurrentState().inventory,
visitedRooms: this.engine.getCurrentState().visitedRooms,
flags: this.engine.getCurrentState().flags,
counters: this.engine.getCurrentState().counters
};
}
/**
* Get the current room description
* Used by web interface
*/
public getCurrentRoomDescription(): string {
const roomId = this.engine.getCurrentState().currentRoomId;
return this.engine.getWorldModel().rooms[roomId].description;
}
/**
* Get suggested actions for the current game state
* Used by web interface
*/
public getSuggestions(): string[] {
return this.suggestedCommands;
}
/**
* Load a saved game state
* Used by web interface
*/
public loadGameState(savedState: any): void {
// Set the current state to match the saved state
this.engine.getCurrentState().currentRoomId = savedState.currentRoomId;
this.engine.getCurrentState().inventory = savedState.inventory;
this.engine.getCurrentState().visitedRooms = savedState.visitedRooms;
this.engine.getCurrentState().flags = savedState.flags;
this.engine.getCurrentState().counters = savedState.counters;
}
}
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/**
* Core Game Engine
* Manages game state and processes actions
*/
import * as fs from 'fs/promises';
import { GameEngine, ActionResult } from '../interfaces/engine';
import { WorldModel, GameState, Room, GameObject, Character } from '../interfaces/world-model';
import { ActionResponse } from '../interfaces/llm';
import { YamlWorldParser } from '../world-model/yaml-parser';
export class TextAdventureEngine implements GameEngine {
private worldModel: WorldModel | null = null;
private gameState: GameState | null = null;
private actionHandlers: Record<string, (state: GameState, world: WorldModel, action: ActionResponse) => ActionResult> = {};
constructor() {
this.registerDefaultActionHandlers();
}
/**
* Load a world model from a file
*/
public async loadWorld(worldModelPath: string): Promise<void> {
try {
this.worldModel = await YamlWorldParser.loadFromFile(worldModelPath);
this.gameState = { ...this.worldModel.initialState };
// Mark the initial room as visited
if (!this.gameState.visitedRooms.includes(this.gameState.currentRoomId)) {
this.gameState.visitedRooms.push(this.gameState.currentRoomId);
}
} catch (error) {
console.error(`Failed to load world from ${worldModelPath}:`, error);
throw new Error(`Could not load world: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Get the current game state
*/
public getCurrentState(): GameState {
if (!this.gameState) {
throw new Error('Game state not initialized. Please load a world first.');
}
return { ...this.gameState };
}
/**
* Get the world model
*/
public getWorldModel(): WorldModel {
if (!this.worldModel) {
throw new Error('World model not initialized. Please load a world first.');
}
return this.worldModel;
}
/**
* Process an action from the player
*/
public processAction(action: ActionResponse): ActionResult {
if (!this.worldModel || !this.gameState) {
return {
success: false,
message: 'Game not initialized',
stateChanged: false
};
}
const handler = this.actionHandlers[action.action.toLowerCase()];
if (!handler) {
return {
success: false,
message: `I don't know how to "${action.action}"`,
stateChanged: false
};
}
return handler(this.gameState, this.worldModel, action);
}
/**
* Save the current game state to a file
*/
public async saveGame(filename: string): Promise<void> {
if (!this.gameState || !this.worldModel) {
throw new Error('Cannot save: game not initialized');
}
const saveData = {
worldModelName: this.worldModel.title,
worldModelVersion: this.worldModel.version,
timestamp: new Date().toISOString(),
gameState: this.gameState
};
try {
await fs.writeFile(filename, JSON.stringify(saveData, null, 2), 'utf8');
} catch (error) {
console.error(`Failed to save game to ${filename}:`, error);
throw new Error(`Could not save game: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Load a game state from a save file
*/
public async loadGame(filename: string): Promise<void> {
try {
const fileContents = await fs.readFile(filename, 'utf8');
const saveData = JSON.parse(fileContents);
// Check if the save file matches the current world model
if (!this.worldModel) {
throw new Error('World model not loaded');
}
if (saveData.worldModelName !== this.worldModel.title ||
saveData.worldModelVersion !== this.worldModel.version) {
throw new Error('Save file is for a different world or version');
}
// Load the game state
this.gameState = saveData.gameState;
} catch (error) {
console.error(`Failed to load game from ${filename}:`, error);
throw new Error(`Could not load save file: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Get a list of available actions in the current context
*/
public getAvailableActions(): string[] {
if (!this.worldModel) return [];
// Common actions always available
const availableActions = ['look', 'inventory', 'help'];
// Add movement actions based on current room exits
const currentRoom = this.getCurrentRoom();
if (currentRoom) {
currentRoom.exits.forEach(exit => {
availableActions.push(`go ${exit.direction.toLowerCase()}`);
});
}
// Add object interactions based on visible objects
const visibleObjects = this.getVisibleObjects();
const objects = this.worldModel.objects;
visibleObjects.forEach(objId => {
const obj = objects[objId];
if (obj) {
obj.allowedActions.forEach(action => {
availableActions.push(`${action} ${obj.name.toLowerCase()}`);
});
}
});
// Add character interactions
const visibleCharacters = this.getVisibleCharacters();
visibleCharacters.forEach(charId => {
availableActions.push(`talk to ${this.worldModel!.characters[charId].name.toLowerCase()}`);
});
// Add inventory object actions
this.gameState!.inventory.forEach(objId => {
const obj = objects[objId];
if (obj) {
obj.allowedActions.forEach(action => {
availableActions.push(`${action} ${obj.name.toLowerCase()}`);
});
}
});
return Array.from(new Set(availableActions)); // Remove duplicates
}
/**
* Get a list of visible objects in the current room
*/
public getVisibleObjects(): string[] {
if (!this.worldModel || !this.gameState) return [];
const currentRoom = this.getCurrentRoom();
if (!currentRoom) return [];
const visibleObjects: string[] = [...currentRoom.objects];
// Add objects from open containers
currentRoom.objects.forEach(objId => {
const obj = this.worldModel!.objects[objId];
if (obj && obj.traits.includes('container') && obj.states?.open && obj.containedObjects) {
visibleObjects.push(...obj.containedObjects);
}
});
return visibleObjects;
}
/**
* Get a list of visible characters in the current room
*/
public getVisibleCharacters(): string[] {
if (!this.worldModel || !this.gameState) return [];
const currentRoom = this.getCurrentRoom();
return currentRoom ? currentRoom.characters : [];
}
/**
* Get the description of the current room
*/
public getCurrentRoomDescription(): string {
const currentRoom = this.getCurrentRoom();
if (!currentRoom) return 'You are in a void. Something has gone wrong.';
return currentRoom.description;
}
/**
* Start the game and return the introduction text
*/
public async start(): Promise<string> {
if (!this.worldModel) {
throw new Error('World not loaded. Please load a world before starting.');
}
// Reset game state to initial state
this.gameState = { ...this.worldModel.initialState };
return this.worldModel.introduction;
}
/**
* End the game (cleanup resources if needed)
*/
public end(): void {
// Cleanup could happen here if needed
console.log('Game ended');
}
/**
* Get the current room object
*/
private getCurrentRoom(): Room | null {
if (!this.worldModel || !this.gameState) return null;
const roomId = this.gameState.currentRoomId;
return this.worldModel.rooms[roomId] || null;
}
/**
* Register default action handlers
*/
private registerDefaultActionHandlers(): void {
// Look action
this.actionHandlers['look'] = (state, world, action): ActionResult => {
const room = world.rooms[state.currentRoomId];
// If an object is specified, look at that object
if (action.object) {
// Try to find the object in the room or inventory
const visibleObjects = this.getVisibleObjects();
const objId = this.findObjectByName(action.object, [...visibleObjects, ...state.inventory]);
if (!objId) {
return {
success: false,
message: `You don't see any ${action.object} here.`,
stateChanged: false
};
}
const obj = world.objects[objId];
return {
success: true,
message: obj.description,
stateChanged: false
};
}
// Look at the room
const objectDescriptions = room.objects
.map(id => world.objects[id])
.map(obj => `You can see ${obj.name.toLowerCase()} here.`);
const characterDescriptions = room.characters
.map(id => world.characters[id])
.map(char => `${char.name} is here.`);
const exitDescriptions = room.exits
.map(exit => `There is an exit ${exit.direction.toLowerCase()}${exit.description ? ` (${exit.description})` : ''}.`);
const fullDescription = [
room.description,
...objectDescriptions,
...characterDescriptions,
...exitDescriptions
].join('\n');
return {
success: true,
message: fullDescription,
stateChanged: false
};
};
// Go action
this.actionHandlers['go'] = (state, world, action): ActionResult => {
const room = world.rooms[state.currentRoomId];
if (!action.object) {
return {
success: false,
message: 'Go where?',
stateChanged: false
};
}
// Find the exit that matches the direction
const direction = action.object.toLowerCase();
const exit = room.exits.find(e => e.direction.toLowerCase() === direction);
if (!exit) {
return {
success: false,
message: `You can't go ${direction} from here.`,
stateChanged: false
};
}
if (exit.isLocked) {
if (!exit.keyId) {
return {
success: false,
message: `The way ${direction} is locked.`,
stateChanged: false
};
}
if (!state.inventory.includes(exit.keyId)) {
return {
success: false,
message: `The way ${direction} is locked and you don't have the key.`,
stateChanged: false
};
}
// Player has the key, unlock the exit
exit.isLocked = false;
return {
success: true,
message: `You unlock the way ${direction} and proceed.`,
stateChanged: true,
newState: {
...state,
currentRoomId: exit.targetRoomId,
visitedRooms: state.visitedRooms.includes(exit.targetRoomId)
? state.visitedRooms
: [...state.visitedRooms, exit.targetRoomId]
}
};
}
// Exit is not locked, just move
return {
success: true,
message: `You go ${direction}.`,
stateChanged: true,
newState: {
...state,
currentRoomId: exit.targetRoomId,
visitedRooms: state.visitedRooms.includes(exit.targetRoomId)
? state.visitedRooms
: [...state.visitedRooms, exit.targetRoomId]
}
};
};
// Take action
this.actionHandlers['take'] = (state, world, action): ActionResult => {
if (!action.object) {
return {
success: false,
message: 'Take what?',
stateChanged: false
};
}
// Find the object in the current room
const visibleObjects = this.getVisibleObjects();
const objId = this.findObjectByName(action.object, visibleObjects);
if (!objId) {
return {
success: false,
message: `You don't see any ${action.object} here.`,
stateChanged: false
};
}
const obj = world.objects[objId];
// Check if the object can be taken
if (!obj.traits.includes('takeable')) {
return {
success: false,
message: `You can't take the ${obj.name.toLowerCase()}.`,
stateChanged: false
};
}
// Remove object from room and add to inventory
const room = world.rooms[state.currentRoomId];
const newRoomObjects = room.objects.filter(id => id !== objId);
room.objects = newRoomObjects;
// Update state
return {
success: true,
message: `You take the ${obj.name.toLowerCase()}.`,
stateChanged: true,
newState: {
...state,
inventory: [...state.inventory, objId]
}
};
};
// Inventory action
this.actionHandlers['inventory'] = (state, world): ActionResult => {
if (state.inventory.length === 0) {
return {
success: true,
message: 'Your inventory is empty.',
stateChanged: false
};
}
const items = state.inventory
.map(id => world.objects[id])
.map(obj => obj.name)
.join(', ');
return {
success: true,
message: `You are carrying: ${items}.`,
stateChanged: false
};
};
// Drop action
this.actionHandlers['drop'] = (state, world, action): ActionResult => {
if (!action.object) {
return {
success: false,
message: 'Drop what?',
stateChanged: false
};
}
// Find the object in the inventory
const objId = this.findObjectByName(action.object, state.inventory);
if (!objId) {
return {
success: false,
message: `You don't have any ${action.object}.`,
stateChanged: false
};
}
const obj = world.objects[objId];
// Remove object from inventory and add to room
const room = world.rooms[state.currentRoomId];
room.objects.push(objId);
// Update state
return {
success: true,
message: `You drop the ${obj.name.toLowerCase()}.`,
stateChanged: true,
newState: {
...state,
inventory: state.inventory.filter(id => id !== objId)
}
};
};
// Use action
this.actionHandlers['use'] = (state, world, action): ActionResult => {
if (!action.object) {
return {
success: false,
message: 'Use what?',
stateChanged: false
};
}
// Find the object in inventory or visible objects
const visibleObjects = this.getVisibleObjects();
const objId = this.findObjectByName(action.object, [...state.inventory, ...visibleObjects]);
if (!objId) {
return {
success: false,
message: `You don't see any ${action.object} here.`,
stateChanged: false
};
}
const obj = world.objects[objId];
// Check if the object can be used
if (!obj.allowedActions.includes('use')) {
return {
success: false,
message: `You can't use the ${obj.name.toLowerCase()}.`,
stateChanged: false
};
}
// Check if there's a target
if (action.target) {
const targetId = this.findObjectByName(action.target, [...state.inventory, ...visibleObjects]);
if (!targetId) {
return {
success: false,
message: `You don't see any ${action.target} here.`,
stateChanged: false
};
}
const target = world.objects[targetId];
// TODO: Implement object-specific use logic (could be extended with a more sophisticated system)
return {
success: true,
message: `You use the ${obj.name.toLowerCase()} on the ${target.name.toLowerCase()}.`,
stateChanged: false
};
}
// Simple use without target
return {
success: true,
message: `You use the ${obj.name.toLowerCase()}.`,
stateChanged: false
};
};
// Talk action
this.actionHandlers['talk'] = (state, world, action): ActionResult => {
if (!action.object) {
return {
success: false,
message: 'Talk to whom?',
stateChanged: false
};
}
// Find the character in the room
const visibleCharacters = this.getVisibleCharacters();
const charId = this.findCharacterByName(action.object, visibleCharacters);
if (!charId) {
return {
success: false,
message: `You don't see anyone called ${action.object} here.`,
stateChanged: false
};
}
const character = world.characters[charId];
// If a topic is provided
if (action.parameters?.topic) {
const topic = action.parameters.topic.toLowerCase();
const response = character.dialogue[topic] || character.defaultResponse;
return {
success: true,
message: `${character.name}: "${response}"`,
stateChanged: false
};
}
// No specific topic
return {
success: true,
message: `${character.name} looks ready to talk. You could ask about: ${Object.keys(character.dialogue).join(', ')}.`,
stateChanged: false
};
};
// Help action
this.actionHandlers['help'] = (): ActionResult => {
return {
success: true,
message: [
'Available commands:',
'- look: Examine your surroundings or a specific object',
'- go [direction]: Move in a direction',
'- take [object]: Pick up an object',
'- drop [object]: Put down an object',
'- inventory: Check what you\'re carrying',
'- use [object] (on [target]): Use an object, optionally on another object',
'- talk to [character] (about [topic]): Speak with a character',
'- help: Show this help text',
'',
'You can type commands in natural language. The AI will interpret your intent.'
].join('\n'),
stateChanged: false
};
};
// Examine action (alias for look)
this.actionHandlers['examine'] = this.actionHandlers['look'];
}
/**
* Find an object by name in a list of object IDs
*/
private findObjectByName(name: string, objectIds: string[]): string | null {
if (!this.worldModel) return null;
const normalizedName = name.toLowerCase();
for (const id of objectIds) {
const obj = this.worldModel.objects[id];
if (obj && obj.name.toLowerCase() === normalizedName) {
return id;
}
}
return null;
}
/**
* Find a character by name in a list of character IDs
*/
private findCharacterByName(name: string, characterIds: string[]): string | null {
if (!this.worldModel) return null;
const normalizedName = name.toLowerCase();
for (const id of characterIds) {
const character = this.worldModel.characters[id];
if (character && character.name.toLowerCase() === normalizedName) {
return id;
}
}
return null;
}
}
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/**
* Main entry point for the AI Interactive Fiction application
*/
import * as path from 'path';
import * as dotenv from 'dotenv';
import { GameRunner } from './cli/game-runner';
// Import the server module and the startServer function for the web interface
import { startServer } from './server';
// Load environment variables
console.log('Loading environment variables...');
try {
const result = dotenv.config();
if (result.error) {
console.error('Error loading .env file:', result.error);
} else {
console.log('Environment variables loaded successfully');
}
} catch (error) {
console.error('Exception when loading env:', error);
}
async function main(): Promise<void> {
try {
console.log('=== AI Interactive Fiction ===');
console.log('A modern take on classic text adventures with LLM-powered interactions');
console.log('');
// Get the world file path from environment variables or use default
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
console.log(`Using world file: ${worldFile}`);
console.log(`OpenRouter API Key: ${process.env.OPENROUTER_API_KEY ? '✓ Found' : '✗ Missing'}`);
console.log(`OpenRouter Model: ${process.env.OPENROUTER_MODEL || '✗ Not specified'}`);
// Check if we should run in CLI mode
const args = process.argv.slice(2);
const cliMode = args.includes('--cli') || args.includes('-c');
if (cliMode) {
// CLI mode
console.log('Starting in CLI mode...');
// Create game runner and initialize
console.log('Creating game runner...');
const gameRunner = new GameRunner();
console.log('Initializing game...');
await gameRunner.initialize(worldFile);
// Start the CLI game
console.log('Starting CLI game...');
await gameRunner.start();
} else {
// Web interface mode - explicitly start the server with port fallback
console.log('Starting in web interface mode...');
// Get port configuration
const DEFAULT_PORT = 3000;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 10;
// Start the web server with port fallback
console.log('Starting web server...');
await startServer(PORT, PORT_RANGE);
}
} catch (error) {
console.error('Failed to start:', error);
if (error instanceof Error) {
console.error('Error name:', error.name);
console.error('Error message:', error.message);
console.error('Error stack:', error.stack);
}
process.exit(1);
}
}
// Start the application
console.log('Starting application...');
main().catch(error => {
console.error('Unhandled error in main:', error);
process.exit(1);
});
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/**
* Interfaces for the game engine
*/
import { WorldModel, GameState } from './world-model';
import { ActionResponse, NarrativeResponse } from './llm';
export interface ActionResult {
success: boolean;
message: string;
stateChanged: boolean;
newState?: GameState;
}
export interface GameEngine {
loadWorld(worldModelPath: string): Promise<void>;
getCurrentState(): GameState;
getWorldModel(): WorldModel;
// Action processing
processAction(action: ActionResponse): ActionResult;
// State management
saveGame(filename: string): Promise<void>;
loadGame(filename: string): Promise<void>;
// Helper methods for world interaction
getAvailableActions(): string[];
getVisibleObjects(): string[];
getVisibleCharacters(): string[];
getCurrentRoomDescription(): string;
// Game flow
start(): Promise<string>; // Returns introduction text
end(): void;
}
export interface GameSession {
engine: GameEngine;
history: {
playerInput: string;
actionResponse: ActionResponse;
actionResult: ActionResult;
narrativeResponse: NarrativeResponse;
}[];
startTime: Date;
lastInteractionTime: Date;
}
export interface ActionHandler {
execute(
gameState: GameState,
worldModel: WorldModel,
action: ActionResponse
): ActionResult;
}
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/**
* Interfaces for LLM integration
*/
export interface LlmConfig {
apiKey: string;
model: string;
temperature?: number;
maxTokens?: number;
topP?: number;
frequencyPenalty?: number;
presencePenalty?: number;
}
export interface ActionRequest {
playerInput: string;
currentRoom: string;
visibleObjects: string[];
visibleCharacters: string[];
possibleActions: string[];
inventory: string[];
gameContext: string;
}
export interface ActionResponse {
action: string;
object?: string;
target?: string;
parameters?: Record<string, string>;
confidence: number;
}
export interface NarrativeRequest {
action: string;
result: string;
roomDescription: string;
visibleObjects: string[];
visibleCharacters: string[];
previousContext?: string;
tone?: string; // e.g., "mysterious", "humorous", "dramatic"
}
export interface NarrativeResponse {
text: string;
suggestions?: string[]; // Optional hints for the player
}
export interface LlmProvider {
initialize(config: LlmConfig): Promise<void>;
translateAction(request: ActionRequest): Promise<ActionResponse>;
generateNarrative(request: NarrativeRequest): Promise<NarrativeResponse>;
}
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/**
* Core interfaces for the interactive fiction world model
*/
export interface Room {
id: string;
name: string;
description: string;
exits: Exit[];
objects: string[]; // References to object IDs
characters: string[]; // References to character IDs
}
export interface Exit {
direction: string;
targetRoomId: string;
description?: string;
isLocked?: boolean;
keyId?: string; // ID of the key object needed to unlock
}
export interface GameObject {
id: string;
name: string;
description: string;
traits: string[]; // e.g., "takeable", "container", "edible"
states: Record<string, boolean>; // e.g., { "open": false, "lit": true }
containedObjects?: string[]; // IDs of objects inside if this is a container
allowedActions: string[]; // What actions can be performed on this object
}
export interface Character {
id: string;
name: string;
description: string;
dialogue: Record<string, string>; // Topic -> response mapping
inventory: string[]; // IDs of objects the character has
defaultResponse: string; // Response when topic not found
mood?: string; // Current mood affecting responses
}
export interface Action {
name: string;
patterns: string[]; // Example natural language patterns this action matches
requiresObject?: boolean;
requiresTarget?: boolean;
handler: string; // Name of method to handle this action
}
export interface GameState {
currentRoomId: string;
inventory: string[]; // IDs of objects in player's inventory
visitedRooms: string[]; // IDs of rooms the player has visited
flags: Record<string, boolean>; // Game state flags
counters: Record<string, number>; // Game state counters
}
export interface WorldModel {
title: string;
author: string;
version: string;
introduction: string;
rooms: Record<string, Room>;
objects: Record<string, GameObject>;
characters: Record<string, Character>;
actions: Record<string, Action>;
initialState: GameState;
}
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/**
* OpenRouter LLM Provider
* Handles communication with OpenRouter API for LLM interactions
*/
import axios, { AxiosInstance } from 'axios';
import {
LlmProvider,
LlmConfig,
ActionRequest,
ActionResponse,
NarrativeRequest,
NarrativeResponse
} from '../interfaces/llm';
export class OpenRouterProvider implements LlmProvider {
private apiKey: string = '';
private model: string = '';
private client!: AxiosInstance;
private temperature: number = 0.7;
private maxTokens: number = 800;
/**
* Initialize the OpenRouter provider with configuration
*/
public async initialize(config: LlmConfig): Promise<void> {
this.apiKey = config.apiKey;
this.model = config.model;
this.temperature = config.temperature ?? 0.7;
this.maxTokens = config.maxTokens ?? 800;
this.client = axios.create({
baseURL: 'https://openrouter.ai/api/v1',
headers: {
'Authorization': `Bearer ${this.apiKey}`,
'Content-Type': 'application/json'
}
});
}
/**
* Translate player input into a structured action for the game engine
*/
public async translateAction(request: ActionRequest): Promise<ActionResponse> {
try {
const prompt = this.buildActionPrompt(request);
const response = await this.client.post('/chat/completions', {
model: this.model,
messages: [
{
role: 'system',
content: prompt.system
},
{
role: 'user',
content: prompt.user
}
],
temperature: 0.2, // Lower temperature for more deterministic outputs
max_tokens: 150,
response_format: { type: 'json_object' }
});
const content = response.data.choices[0].message.content;
const parsedResponse = JSON.parse(content);
return this.validateActionResponse(parsedResponse);
} catch (error) {
console.error('Error translating action:', error);
// Fallback to a simple "look" action when errors occur
return {
action: 'look',
confidence: 0.5
};
}
}
/**
* Generate narrative prose based on game events
*/
public async generateNarrative(request: NarrativeRequest): Promise<NarrativeResponse> {
try {
const prompt = this.buildNarrativePrompt(request);
const response = await this.client.post('/chat/completions', {
model: this.model,
messages: [
{
role: 'system',
content: prompt.system
},
{
role: 'user',
content: prompt.user
}
],
temperature: this.temperature,
max_tokens: this.maxTokens
});
const content = response.data.choices[0].message.content;
// Check if response is JSON format or plain text
try {
const parsedResponse = JSON.parse(content);
return {
text: parsedResponse.text,
suggestions: parsedResponse.suggestions || []
};
} catch {
// Plain text response, just use the content directly
return {
text: content
};
}
} catch (error) {
console.error('Error generating narrative:', error);
return {
text: `Something happened, but the narrator is at a loss for words. (Error: ${error instanceof Error ? error.message : String(error)})`
};
}
}
/**
* Build the system and user prompts for action translation
*/
private buildActionPrompt(request: ActionRequest): { system: string; user: string } {
const systemPrompt = `You are an AI assistant that translates natural language input into structured action commands for an interactive fiction game.
Your task is to convert player input into a JSON object representing an action that can be understood by the game engine.
The player is currently in the "${request.currentRoom}" room.
Visible objects: ${request.visibleObjects.join(', ')}
Visible characters: ${request.visibleCharacters.join(', ')}
Inventory: ${request.inventory.join(', ')}
Available actions: ${request.possibleActions.join(', ')}
Game context: ${request.gameContext}
Respond ONLY with a JSON object that follows this structure:
{
"action": "string", // Name of the action (e.g., "take", "examine", "go", "talk", etc.)
"object": "string", // Optional: Primary object of the action
"target": "string", // Optional: Secondary object/target of the action
"parameters": {}, // Optional: Additional parameters as key-value pairs
"confidence": number // How confident you are in this interpretation (0.0-1.0)
}
Choose the action from the list of available actions. If the player's input is ambiguous or doesn't map well to an available action, choose the closest match and set a lower confidence score.`;
const userPrompt = request.playerInput;
return {
system: systemPrompt,
user: userPrompt
};
}
/**
* Build the system and user prompts for narrative generation
*/
private buildNarrativePrompt(request: NarrativeRequest): { system: string; user: string } {
const tone = request.tone || 'descriptive';
const systemPrompt = `You are an AI assistant that generates engaging narrative prose for an interactive fiction game.
Your task is to describe what happens when a player performs an action in the game world.
Craft a vivid, ${tone} description that tells the player what happened as a result of their action. Make your prose engaging and atmospheric.
Current room description: "${request.roomDescription}"
Visible objects: ${request.visibleObjects.join(', ')}
Visible characters: ${request.visibleCharacters.join(', ')}
${request.previousContext ? `Previous context: ${request.previousContext}` : ''}
Respond with engaging prose that describes the outcome of the player's action.
You can optionally include 1-3 subtle hints about interesting things to try next.`;
const userPrompt = `The player has performed this action: "${request.action}".
The result of the action is: "${request.result}".
Please describe what happens in an engaging, narrative way.`;
return {
system: systemPrompt,
user: userPrompt
};
}
/**
* Validate and normalize the action response
*/
private validateActionResponse(response: Record<string, unknown>): ActionResponse {
const validatedResponse: ActionResponse = {
action: typeof response.action === 'string' ? response.action : 'look',
confidence: typeof response.confidence === 'number' ? response.confidence : 0.5
};
if (typeof response.object === 'string') {
validatedResponse.object = response.object;
}
if (typeof response.target === 'string') {
validatedResponse.target = response.target;
}
if (response.parameters && typeof response.parameters === 'object') {
validatedResponse.parameters = response.parameters as Record<string, string>;
}
return validatedResponse;
}
}
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/**
* AI Interactive Fiction - Web Server
* Serves the web UI and handles WebSocket communication
*/
import path from 'path';
import express from 'express';
import http from 'http';
import { Server as SocketIOServer } from 'socket.io';
import * as dotenv from 'dotenv';
import { GameRunner } from './cli/game-runner';
import { existsSync, mkdirSync, copyFileSync } from 'fs';
// Load environment variables
dotenv.config();
// Create Express application
const app = express();
const server = http.createServer(app);
const io = new SocketIOServer(server);
// Get port from environment variables or use default
const DEFAULT_PORT = 3000;
const PORT = process.env.PORT ? parseInt(process.env.PORT) : DEFAULT_PORT;
const PORT_RANGE = 10; // Try up to 10 ports starting from the default
// Serve static files from the public directory
app.use(express.static(path.join(__dirname, '../public')));
// Set up game sessions
const gameSessions = new Map<string, GameRunner>();
// Handle socket connections
io.on('connection', (socket) => {
console.log(`New client connected: ${socket.id}`);
// Start a new game
socket.on('startGame', async () => {
try {
// Initialize game runner
const gameRunner = new GameRunner();
const worldFile = process.env.DEFAULT_WORLD_FILE || './data/worlds/example_world.yml';
// Initialize the game
await gameRunner.initialize(worldFile);
// Store game session
gameSessions.set(socket.id, gameRunner);
// Send introduction to client
const gameState = gameRunner.getGameState();
socket.emit('gameIntroduction', {
introduction: gameState.world.introduction,
initialRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameState.currentRoomId
});
} catch (error) {
console.error('Error starting game:', error);
socket.emit('error', { message: 'Failed to start game. Please try again.' });
}
});
// Process player command
socket.on('playerCommand', async (data) => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Process command and get response
const response = await gameRunner.processCommand(data.command);
// Send narrative response to client
socket.emit('narrativeResponse', {
text: response,
gameState: {
currentRoomId: gameRunner.getGameState().currentRoomId
},
suggestions: gameRunner.getSuggestions()
});
} catch (error) {
console.error('Error processing command:', error);
socket.emit('error', { message: 'Failed to process command. Please try again.' });
}
});
// Save game state
socket.on('saveGame', () => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Store save data in session
socket.data.savedGame = gameRunner.getGameState();
socket.emit('gameSaved');
} catch (error) {
console.error('Error saving game:', error);
socket.emit('error', { message: 'Failed to save game. Please try again.' });
}
});
// Load game state
socket.on('loadGame', () => {
try {
const gameRunner = gameSessions.get(socket.id);
if (!gameRunner) {
socket.emit('error', { message: 'Game session not found. Please start a new game.' });
return;
}
// Check if there's a saved game
if (!socket.data.savedGame) {
socket.emit('error', { message: 'No saved game found.' });
return;
}
// Load saved game
gameRunner.loadGameState(socket.data.savedGame);
// Send current state to client
socket.emit('gameLoaded', {
currentRoomDescription: gameRunner.getCurrentRoomDescription(),
currentRoomId: gameRunner.getGameState().currentRoomId
});
} catch (error) {
console.error('Error loading game:', error);
socket.emit('error', { message: 'Failed to load game. Please try again.' });
}
});
// Handle disconnection
socket.on('disconnect', () => {
console.log(`Client disconnected: ${socket.id}`);
// Clean up game session
if (gameSessions.has(socket.id)) {
gameSessions.delete(socket.id);
}
});
});
// Ensure required asset folders exist
function ensureDirectories() {
const dirs = [
path.join(__dirname, '../public'),
path.join(__dirname, '../public/js'),
path.join(__dirname, '../public/css'),
path.join(__dirname, '../public/images'),
path.join(__dirname, '../public/fonts')
];
for (const dir of dirs) {
if (!existsSync(dir)) {
mkdirSync(dir, { recursive: true });
}
}
}
// Copy kokoro-js library from node_modules if not already present
function ensureKokoroJs() {
const source = path.join(__dirname, '../node_modules/kokoro-js/dist/index.js');
const destination = path.join(__dirname, '../public/js/kokoro-js.js');
if (existsSync(source) && !existsSync(destination)) {
copyFileSync(source, destination);
console.log(`Copied kokoro-js from ${source} to ${destination}`);
}
}
// Start the server with port fallback
export async function startServer(initialPort: number, range: number): Promise<void> {
let currentPort = initialPort;
const maxPort = initialPort + range;
// Try ports in the specified range
while (currentPort < maxPort) {
try {
// Ensure directories exist
ensureDirectories();
// Ensure kokoro-js is copied
try {
ensureKokoroJs();
} catch (error) {
console.error('Error copying kokoro-js:', error);
}
// Try to start the server on the current port
await new Promise<void>((resolve, reject) => {
server.listen(currentPort, () => {
console.log(`AI Interactive Fiction web server running on http://localhost:${currentPort}`);
resolve();
});
server.on('error', (error: NodeJS.ErrnoException) => {
// If port is in use, try next port
if (error.code === 'EADDRINUSE') {
console.log(`Port ${currentPort} is in use, trying next port...`);
server.close();
currentPort++;
reject();
} else {
// For other errors, log and reject
console.error('Server error:', error);
reject(error);
}
});
});
// If we reach here, server started successfully
return;
} catch (error) {
// If we reach the max port and still fail, throw an error
if (currentPort >= maxPort - 1) {
throw new Error(`Failed to start server on ports ${initialPort} to ${maxPort - 1}`);
}
// Otherwise try the next port
// The loop continues as the rejection above increments currentPort
}
}
}
// Start the server when this module is run directly
if (require.main === module) {
startServer(PORT, PORT_RANGE).catch(error => {
console.error('Failed to start server:', error);
process.exit(1);
});
}
export { app, server, io };
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/**
* YAML World Model Parser
* Loads and validates world definitions from YAML files
*/
import * as fs from 'fs/promises';
import * as yaml from 'js-yaml';
import { WorldModel } from '../interfaces/world-model';
export class YamlWorldParser {
/**
* Load a world model from a YAML file
*/
public static async loadFromFile(filePath: string): Promise<WorldModel> {
try {
const fileContents = await fs.readFile(filePath, 'utf8');
const worldData = yaml.load(fileContents) as unknown;
return this.validateAndTransform(worldData);
} catch (error) {
console.error(`Error loading world from ${filePath}:`, error);
throw new Error(`Failed to load world from ${filePath}: ${error instanceof Error ? error.message : String(error)}`);
}
}
/**
* Validate the loaded YAML data and transform it into a WorldModel
*/
private static validateAndTransform(data: unknown): WorldModel {
if (!data || typeof data !== 'object') {
throw new Error('Invalid world data: must be an object');
}
const worldData = data as Record<string, unknown>;
// Validate required top-level fields
this.validateRequiredFields(worldData, ['title', 'author', 'version', 'introduction', 'rooms', 'initialState']);
// Transform and validate the world model
const worldModel: WorldModel = {
title: this.validateString(worldData.title, 'title'),
author: this.validateString(worldData.author, 'author'),
version: this.validateString(worldData.version, 'version'),
introduction: this.validateString(worldData.introduction, 'introduction'),
rooms: this.validateRooms(worldData.rooms),
objects: this.validateObjects(worldData.objects),
characters: this.validateCharacters(worldData.characters),
actions: this.validateActions(worldData.actions),
initialState: this.validateInitialState(worldData.initialState)
};
// Validate references between entities
this.validateReferences(worldModel);
return worldModel;
}
/**
* Validate that an object has all required fields
*/
private static validateRequiredFields(data: Record<string, unknown>, requiredFields: string[]): void {
for (const field of requiredFields) {
if (!(field in data)) {
throw new Error(`Missing required field: ${field}`);
}
}
}
/**
* Validate that a value is a string
*/
private static validateString(value: unknown, fieldName: string): string {
if (typeof value !== 'string') {
throw new Error(`Field ${fieldName} must be a string`);
}
return value;
}
/**
* Validate room definitions
*/
private static validateRooms(rooms: unknown): WorldModel['rooms'] {
if (!rooms || typeof rooms !== 'object') {
throw new Error('Rooms must be an object mapping room IDs to room definitions');
}
const roomsData = rooms as Record<string, unknown>;
const validatedRooms: WorldModel['rooms'] = {};
for (const [roomId, roomData] of Object.entries(roomsData)) {
if (!roomData || typeof roomData !== 'object') {
throw new Error(`Room ${roomId} must be an object`);
}
const room = roomData as Record<string, unknown>;
this.validateRequiredFields(room, ['name', 'description', 'exits']);
validatedRooms[roomId] = {
id: roomId,
name: this.validateString(room.name, `rooms.${roomId}.name`),
description: this.validateString(room.description, `rooms.${roomId}.description`),
exits: this.validateExits(room.exits, roomId),
objects: this.validateStringArray(room.objects || [], `rooms.${roomId}.objects`),
characters: this.validateStringArray(room.characters || [], `rooms.${roomId}.characters`)
};
}
return validatedRooms;
}
/**
* Validate exit definitions
*/
private static validateExits(exits: unknown, roomId: string): WorldModel['rooms'][string]['exits'] {
if (!Array.isArray(exits)) {
throw new Error(`Exits for room ${roomId} must be an array`);
}
return exits.map((exit, index) => {
if (!exit || typeof exit !== 'object') {
throw new Error(`Exit ${index} in room ${roomId} must be an object`);
}
const exitData = exit as Record<string, unknown>;
this.validateRequiredFields(exitData, ['direction', 'targetRoomId']);
return {
direction: this.validateString(exitData.direction, `rooms.${roomId}.exits[${index}].direction`),
targetRoomId: this.validateString(exitData.targetRoomId, `rooms.${roomId}.exits[${index}].targetRoomId`),
description: exitData.description ? this.validateString(exitData.description, `rooms.${roomId}.exits[${index}].description`) : undefined,
isLocked: typeof exitData.isLocked === 'boolean' ? exitData.isLocked : false,
keyId: exitData.keyId ? this.validateString(exitData.keyId, `rooms.${roomId}.exits[${index}].keyId`) : undefined
};
});
}
/**
* Validate object definitions
*/
private static validateObjects(objects: unknown): WorldModel['objects'] {
if (!objects) return {}; // Objects are optional
if (typeof objects !== 'object') {
throw new Error('Objects must be an object mapping object IDs to object definitions');
}
const objectsData = objects as Record<string, unknown>;
const validatedObjects: WorldModel['objects'] = {};
for (const [objectId, objectData] of Object.entries(objectsData)) {
if (!objectData || typeof objectData !== 'object') {
throw new Error(`Object ${objectId} must be an object`);
}
const obj = objectData as Record<string, unknown>;
this.validateRequiredFields(obj, ['name', 'description', 'traits', 'allowedActions']);
validatedObjects[objectId] = {
id: objectId,
name: this.validateString(obj.name, `objects.${objectId}.name`),
description: this.validateString(obj.description, `objects.${objectId}.description`),
traits: this.validateStringArray(obj.traits, `objects.${objectId}.traits`),
states: this.validateObjectStates(obj.states, objectId),
allowedActions: this.validateStringArray(obj.allowedActions, `objects.${objectId}.allowedActions`),
containedObjects: obj.containedObjects ? this.validateStringArray(obj.containedObjects, `objects.${objectId}.containedObjects`) : []
};
}
return validatedObjects;
}
/**
* Validate character definitions
*/
private static validateCharacters(characters: unknown): WorldModel['characters'] {
if (!characters) return {}; // Characters are optional
if (typeof characters !== 'object') {
throw new Error('Characters must be an object mapping character IDs to character definitions');
}
const charactersData = characters as Record<string, unknown>;
const validatedCharacters: WorldModel['characters'] = {};
for (const [characterId, characterData] of Object.entries(charactersData)) {
if (!characterData || typeof characterData !== 'object') {
throw new Error(`Character ${characterId} must be an object`);
}
const character = characterData as Record<string, unknown>;
this.validateRequiredFields(character, ['name', 'description', 'dialogue', 'defaultResponse']);
validatedCharacters[characterId] = {
id: characterId,
name: this.validateString(character.name, `characters.${characterId}.name`),
description: this.validateString(character.description, `characters.${characterId}.description`),
dialogue: this.validateDialogue(character.dialogue, characterId),
inventory: this.validateStringArray(character.inventory || [], `characters.${characterId}.inventory`),
defaultResponse: this.validateString(character.defaultResponse, `characters.${characterId}.defaultResponse`),
mood: character.mood ? this.validateString(character.mood, `characters.${characterId}.mood`) : undefined
};
}
return validatedCharacters;
}
/**
* Validate action definitions
*/
private static validateActions(actions: unknown): WorldModel['actions'] {
if (!actions) return {}; // Actions are optional
if (typeof actions !== 'object') {
throw new Error('Actions must be an object mapping action names to action definitions');
}
const actionsData = actions as Record<string, unknown>;
const validatedActions: WorldModel['actions'] = {};
for (const [actionName, actionData] of Object.entries(actionsData)) {
if (!actionData || typeof actionData !== 'object') {
throw new Error(`Action ${actionName} must be an object`);
}
const action = actionData as Record<string, unknown>;
this.validateRequiredFields(action, ['patterns', 'handler']);
validatedActions[actionName] = {
name: actionName,
patterns: this.validateStringArray(action.patterns, `actions.${actionName}.patterns`),
requiresObject: typeof action.requiresObject === 'boolean' ? action.requiresObject : false,
requiresTarget: typeof action.requiresTarget === 'boolean' ? action.requiresTarget : false,
handler: this.validateString(action.handler, `actions.${actionName}.handler`)
};
}
return validatedActions;
}
/**
* Validate initial game state
*/
private static validateInitialState(initialState: unknown): WorldModel['initialState'] {
if (!initialState || typeof initialState !== 'object') {
throw new Error('Initial state must be an object');
}
const stateData = initialState as Record<string, unknown>;
this.validateRequiredFields(stateData, ['currentRoomId']);
return {
currentRoomId: this.validateString(stateData.currentRoomId, 'initialState.currentRoomId'),
inventory: this.validateStringArray(stateData.inventory || [], 'initialState.inventory'),
visitedRooms: this.validateStringArray(stateData.visitedRooms || [], 'initialState.visitedRooms'),
flags: this.validateFlags(stateData.flags),
counters: this.validateCounters(stateData.counters)
};
}
/**
* Validate object states (record of boolean values)
*/
private static validateObjectStates(states: unknown, objectId: string): Record<string, boolean> {
if (!states) return {};
if (typeof states !== 'object') {
throw new Error(`States for object ${objectId} must be an object`);
}
const statesData = states as Record<string, unknown>;
const validatedStates: Record<string, boolean> = {};
for (const [stateName, stateValue] of Object.entries(statesData)) {
if (typeof stateValue !== 'boolean') {
throw new Error(`State ${stateName} for object ${objectId} must be a boolean value`);
}
validatedStates[stateName] = stateValue;
}
return validatedStates;
}
/**
* Validate dialogue (record of string values)
*/
private static validateDialogue(dialogue: unknown, characterId: string): Record<string, string> {
if (!dialogue || typeof dialogue !== 'object') {
throw new Error(`Dialogue for character ${characterId} must be an object`);
}
const dialogueData = dialogue as Record<string, unknown>;
const validatedDialogue: Record<string, string> = {};
for (const [topic, response] of Object.entries(dialogueData)) {
validatedDialogue[topic] = this.validateString(response, `characters.${characterId}.dialogue.${topic}`);
}
return validatedDialogue;
}
/**
* Validate flags (record of boolean values)
*/
private static validateFlags(flags: unknown): Record<string, boolean> {
if (!flags) return {};
if (typeof flags !== 'object') {
throw new Error('Flags must be an object');
}
const flagsData = flags as Record<string, unknown>;
const validatedFlags: Record<string, boolean> = {};
for (const [flagName, flagValue] of Object.entries(flagsData)) {
if (typeof flagValue !== 'boolean') {
throw new Error(`Flag ${flagName} must be a boolean value`);
}
validatedFlags[flagName] = flagValue;
}
return validatedFlags;
}
/**
* Validate counters (record of number values)
*/
private static validateCounters(counters: unknown): Record<string, number> {
if (!counters) return {};
if (typeof counters !== 'object') {
throw new Error('Counters must be an object');
}
const countersData = counters as Record<string, unknown>;
const validatedCounters: Record<string, number> = {};
for (const [counterName, counterValue] of Object.entries(countersData)) {
if (typeof counterValue !== 'number') {
throw new Error(`Counter ${counterName} must be a numeric value`);
}
validatedCounters[counterName] = counterValue;
}
return validatedCounters;
}
/**
* Validate that an array of strings is valid
*/
private static validateStringArray(arr: unknown, fieldName: string): string[] {
if (!arr) return [];
if (!Array.isArray(arr)) {
throw new Error(`Field ${fieldName} must be an array`);
}
return arr.map((item, index) => {
if (typeof item !== 'string') {
throw new Error(`Item at index ${index} in ${fieldName} must be a string`);
}
return item;
});
}
/**
* Validate references between entities
*/
private static validateReferences(worldModel: WorldModel): void {
const { rooms, objects, characters, initialState } = worldModel;
// Check that the initial room exists
if (!rooms[initialState.currentRoomId]) {
throw new Error(`Initial room ${initialState.currentRoomId} does not exist`);
}
// Check room exits
for (const [roomId, room] of Object.entries(rooms)) {
for (const exit of room.exits) {
if (!rooms[exit.targetRoomId]) {
throw new Error(`Room ${roomId} has an exit to non-existent room ${exit.targetRoomId}`);
}
if (exit.keyId && !objects[exit.keyId]) {
throw new Error(`Room ${roomId} has an exit requiring non-existent key ${exit.keyId}`);
}
}
// Check room objects
for (const objectId of room.objects) {
if (!objects[objectId]) {
throw new Error(`Room ${roomId} contains non-existent object ${objectId}`);
}
}
// Check room characters
for (const characterId of room.characters) {
if (!characters[characterId]) {
throw new Error(`Room ${roomId} contains non-existent character ${characterId}`);
}
}
}
// Check object containment
for (const [objectId, object] of Object.entries(objects)) {
if (object.containedObjects) {
for (const containedId of object.containedObjects) {
if (!objects[containedId]) {
throw new Error(`Object ${objectId} contains non-existent object ${containedId}`);
}
}
}
}
// Check character inventory
for (const [characterId, character] of Object.entries(characters)) {
for (const objectId of character.inventory) {
if (!objects[objectId]) {
throw new Error(`Character ${characterId} has non-existent object ${objectId} in inventory`);
}
}
}
// Check player inventory
for (const objectId of initialState.inventory) {
if (!objects[objectId]) {
throw new Error(`Initial inventory contains non-existent object ${objectId}`);
}
}
}
}
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{
"compilerOptions": {
"target": "es2020",
"module": "commonjs",
"rootDir": "./src",
"outDir": "./dist",
"strict": true,
"esModuleInterop": true,
"skipLibCheck": true,
"forceConsistentCasingInFileNames": true,
"resolveJsonModule": true,
"sourceMap": true,
"declaration": true,
"lib": ["es2020", "dom"],
"moduleResolution": "node"
},
"include": ["src/**/*"],
"exclude": ["node_modules", "**/*.test.ts"]
}