Add Zork engine integration work
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Vendored
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/**
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* Zork LLM Engine
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*
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* Runs Zork I (or any Z-machine story file) as a headless subprocess via the
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* `ifvms` CLI, and wraps every I/O exchange with OpenRouter LLM calls that
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* translate free natural-language player input into parser commands and
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* re-voice the Z-machine's raw output as polished narrative prose.
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*
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* Configuration (environment variables):
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* ZORK_STORY_FILE – path to the .z5/.z8/.bin story file (default: ./data/z-code/zork1.bin)
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* ZORK_MAX_RETRIES – maximum command retry attempts per turn (default: 3)
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* ZORK_HISTORY_SIZE – player-facing outputs stored per room (default: 5)
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* OPENROUTER_API_KEY, OPENROUTER_MODEL – required
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*/
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export interface ZorkSession {
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characterDescription: string;
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notes: string[];
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recentParagraphs: string[];
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rawTranscript: string[];
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turnCount: number;
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timeOfDay: string;
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weather: string;
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virtualInventory: string[];
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/** roomName → last N player-facing output strings */
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roomHistory: Record<string, string[]>;
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currentRoom: string;
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running: boolean;
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}
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/** Subset of the unified TurnResult protocol understood by the client. */
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export interface ZorkTurnResult {
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paragraphs: Array<{
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text: string;
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tags: unknown[];
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}>;
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choices: unknown[];
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inputMode: 'text' | 'end';
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gameState?: {
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statusLine?: string;
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};
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}
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export declare class ZorkLlmEngine {
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private zork;
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private session;
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private prompts;
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private llm;
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private model;
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private resolvedFallbackModel;
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private llmCallCounter;
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private maxRetries;
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private historySize;
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private storyPath;
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private static readonly DEPRECATED_MODEL_REPLACEMENTS;
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constructor();
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private createCompletion;
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private resolveFallbackModel;
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isRunning(): boolean;
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/**
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* Start a new game: launch Zork, generate the player character, rewrite the
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* intro text, and return the first TurnResult for the client.
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*/
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newGame(): Promise<ZorkTurnResult>;
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/**
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* Process player free-text input. Returns the next TurnResult.
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*/
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processInput(userInput: string): Promise<ZorkTurnResult>;
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private runCommandPlan;
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/**
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* Save the current game state. Returns a JSON string suitable for storing
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* in the socket's save-game slot map.
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*/
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saveGame(): Promise<string>;
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/**
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* Load a previously saved game. Returns the first TurnResult after restore.
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*/
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loadGame(savedJson: string): Promise<ZorkTurnResult>;
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private runSingleCommandLoop;
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private generateCharacter;
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private rewriteText;
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private translateCommand;
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private evaluateOutput;
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private executeTool;
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private appendRecentParagraph;
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private extractCommands;
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private appendRawTranscript;
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private advanceNarratorState;
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private getDeterministicCommandPlan;
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private appendRoomHistory;
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private buildCommonVars;
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private buildTurnResult;
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}
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