-
Notifications
You must be signed in to change notification settings - Fork 0
Populate real narration context (fill ZoneRoom TODOs) #513
Copy link
Copy link
Open
Labels
engineCore game engine workCore game engine workllmLLM narration integrationLLM narration integrationnarrativesquad:drizztAssigned to Drizzt (Engine Dev)Assigned to Drizzt (Engine Dev)squad:jarlaxleAssigned to Jarlaxle (Systems Dev)Assigned to Jarlaxle (Systems Dev)wiringConnecting existing code into runtime pathsConnecting existing code into runtime paths
Milestone
Description
Activity
Metadata
Metadata
Assignees
Labels
engineCore game engine workCore game engine workllmLLM narration integrationLLM narration integrationnarrativesquad:drizztAssigned to Drizzt (Engine Dev)Assigned to Drizzt (Engine Dev)squad:jarlaxleAssigned to Jarlaxle (Systems Dev)Assigned to Jarlaxle (Systems Dev)wiringConnecting existing code into runtime pathsConnecting existing code into runtime paths
Summary
ZoneRoom.generateNarrationbuilds aNarrationContextwith hardcoded placeholders (room features[], creature state'idle', player statuses[], awareness0.5,visited_before false). Until these are real, every LLM prompt — for any narration type — carries fake data and produces low-quality prose. This is the shared substrate for all of Milestone B.Scope / Tasks
featuresfrom room properties (ZoneRoom.ts:3635).statefromCreatureManager(ZoneRoom.ts:3645).statuses(ZoneRoom.ts:3664).awareness_levelfrom skills (ZoneRoom.ts:3666).visited_beforefromExplorationRepository(ZoneRoom.ts:3667).Acceptance Criteria
TODOplaceholders in thegenerateNarrationcontext builder.Dependencies
none structurally, but most valuable once the LLM is reachable (Milestone A). Blocks B6–B10 quality.
Size
M
Derived from the LLM narration gap analysis (Volo) and decomposition (Elminster).