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Populate real narration context (fill ZoneRoom TODOs) #513

Description

@dkirby-ms

Summary

ZoneRoom.generateNarration builds a NarrationContext with hardcoded placeholders (room features [], creature state 'idle', player statuses [], awareness 0.5, 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

  • Extract room features from room properties (ZoneRoom.ts:3635).
  • Source actual creature state from CreatureManager (ZoneRoom.ts:3645).
  • Track and populate player statuses (ZoneRoom.ts:3664).
  • Compute awareness_level from skills (ZoneRoom.ts:3666).
  • Populate visited_before from ExplorationRepository (ZoneRoom.ts:3667).
  • Add unit tests asserting the context carries real values for each field.

Acceptance Criteria

  • No remaining TODO placeholders in the generateNarration context builder.
  • Tests verify each field reflects actual game state for a representative scenario.
  • Existing narration tests still pass.

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).

Activity

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    engineCore game engine workllmLLM narration integrationnarrativesquad:drizztAssigned to Drizzt (Engine Dev)squad:jarlaxleAssigned to Jarlaxle (Systems Dev)wiringConnecting existing code into runtime paths

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