gameforge-cli 0.1.0 → 0.2.0

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Files changed (75) hide show
  1. package/README.md +81 -41
  2. package/dist/agents/base/BaseAgent.d.ts +31 -0
  3. package/dist/agents/base/BaseAgent.d.ts.map +1 -1
  4. package/dist/agents/base/BaseAgent.js +57 -0
  5. package/dist/agents/base/BaseAgent.js.map +1 -1
  6. package/dist/agents/core/Architect.d.ts +17 -5
  7. package/dist/agents/core/Architect.d.ts.map +1 -1
  8. package/dist/agents/core/Architect.js +263 -150
  9. package/dist/agents/core/Architect.js.map +1 -1
  10. package/dist/agents/core/Chaos.d.ts +4 -0
  11. package/dist/agents/core/Chaos.d.ts.map +1 -1
  12. package/dist/agents/core/Chaos.js +46 -11
  13. package/dist/agents/core/Chaos.js.map +1 -1
  14. package/dist/agents/core/Consistency.d.ts +1 -0
  15. package/dist/agents/core/Consistency.d.ts.map +1 -1
  16. package/dist/agents/core/Consistency.js +86 -11
  17. package/dist/agents/core/Consistency.js.map +1 -1
  18. package/dist/agents/core/Modifier.d.ts +13 -0
  19. package/dist/agents/core/Modifier.d.ts.map +1 -0
  20. package/dist/agents/core/Modifier.js +141 -0
  21. package/dist/agents/core/Modifier.js.map +1 -0
  22. package/dist/agents/core/Remediation.d.ts +3 -1
  23. package/dist/agents/core/Remediation.d.ts.map +1 -1
  24. package/dist/agents/core/Remediation.js +63 -3
  25. package/dist/agents/core/Remediation.js.map +1 -1
  26. package/dist/agents/specialists/CreativeSpecialist.d.ts.map +1 -1
  27. package/dist/agents/specialists/CreativeSpecialist.js +94 -25
  28. package/dist/agents/specialists/CreativeSpecialist.js.map +1 -1
  29. package/dist/agents/specialists/EntitySpecialist.d.ts.map +1 -1
  30. package/dist/agents/specialists/EntitySpecialist.js +63 -25
  31. package/dist/agents/specialists/EntitySpecialist.js.map +1 -1
  32. package/dist/agents/specialists/FeatureSpecialist.d.ts.map +1 -1
  33. package/dist/agents/specialists/FeatureSpecialist.js +53 -39
  34. package/dist/agents/specialists/FeatureSpecialist.js.map +1 -1
  35. package/dist/agents/specialists/TechSpecialist.d.ts.map +1 -1
  36. package/dist/agents/specialists/TechSpecialist.js +69 -32
  37. package/dist/agents/specialists/TechSpecialist.js.map +1 -1
  38. package/dist/config/schema.d.ts +1319 -709
  39. package/dist/config/schema.d.ts.map +1 -1
  40. package/dist/config/schema.js +142 -52
  41. package/dist/config/schema.js.map +1 -1
  42. package/dist/config/templates.d.ts.map +1 -1
  43. package/dist/config/templates.js +6 -66
  44. package/dist/config/templates.js.map +1 -1
  45. package/dist/core/Orchestrator.d.ts +17 -3
  46. package/dist/core/Orchestrator.d.ts.map +1 -1
  47. package/dist/core/Orchestrator.js +46 -16
  48. package/dist/core/Orchestrator.js.map +1 -1
  49. package/dist/index.js +335 -195
  50. package/dist/index.js.map +1 -1
  51. package/dist/types/issueReview.d.ts +19 -0
  52. package/dist/types/issueReview.d.ts.map +1 -0
  53. package/dist/types/issueReview.js +3 -0
  54. package/dist/types/issueReview.js.map +1 -0
  55. package/dist/utils/costTracker.d.ts +28 -0
  56. package/dist/utils/costTracker.d.ts.map +1 -1
  57. package/dist/utils/costTracker.js +71 -1
  58. package/dist/utils/costTracker.js.map +1 -1
  59. package/dist/utils/disambiguationHelper.d.ts +54 -0
  60. package/dist/utils/disambiguationHelper.d.ts.map +1 -0
  61. package/dist/utils/disambiguationHelper.js +252 -0
  62. package/dist/utils/disambiguationHelper.js.map +1 -0
  63. package/dist/utils/issueReviewer.d.ts +6 -0
  64. package/dist/utils/issueReviewer.d.ts.map +1 -0
  65. package/dist/utils/issueReviewer.js +159 -0
  66. package/dist/utils/issueReviewer.js.map +1 -0
  67. package/dist/utils/issueSelector.d.ts +26 -0
  68. package/dist/utils/issueSelector.d.ts.map +1 -0
  69. package/dist/utils/issueSelector.js +132 -0
  70. package/dist/utils/issueSelector.js.map +1 -0
  71. package/package.json +1 -1
  72. package/dist/core/CheckpointManager.d.ts +0 -16
  73. package/dist/core/CheckpointManager.d.ts.map +0 -1
  74. package/dist/core/CheckpointManager.js +0 -52
  75. package/dist/core/CheckpointManager.js.map +0 -1
@@ -32,13 +32,23 @@ Do NOT wrap the JSON in \`\`\`json or \`\`\` tags.`,
32
32
  return `Q: ${t.question}\nA: ${t.answer}${marker}`;
33
33
  })
34
34
  .join('\n\n');
35
+ // Check if there are ambiguities that need clarification
36
+ const clarifications = await this.checkForAmbiguities(transcript, onProgress);
37
+ // If there are clarifications, add them to the transcript
38
+ const enhancedTranscript = [...transcript, ...clarifications];
39
+ const enhancedTranscriptStr = enhancedTranscript
40
+ .map(t => {
41
+ const marker = t.autoGenerated ? ' [Auto-Generated]' : '';
42
+ return `Q: ${t.question}\nA: ${t.answer}${marker}`;
43
+ })
44
+ .join('\n\n');
35
45
  // Multi-pass generation with constrained prompts
36
46
  onProgress?.('Pass 1/3: Generating meta and core features...');
37
- const metaAndFeatures = await this.generateMetaAndFeatures(transcriptStr, onProgress);
47
+ const metaAndFeatures = await this.generateMetaAndFeatures(enhancedTranscriptStr, onProgress);
38
48
  onProgress?.('Pass 2/3: Generating key game objects...');
39
- const gameObjects = await this.generateGameObjects(transcriptStr, metaAndFeatures, onProgress);
49
+ const gameObjects = await this.generateGameObjects(enhancedTranscriptStr, metaAndFeatures, onProgress);
40
50
  onProgress?.('Pass 3/3: Generating creative and technical specs...');
41
- const creativeAndTech = await this.generateCreativeAndTech(transcriptStr, metaAndFeatures, onProgress);
51
+ const creativeAndTech = await this.generateCreativeAndTech(enhancedTranscriptStr, metaAndFeatures, onProgress);
42
52
  // Merge all parts into final GameBible
43
53
  onProgress?.('Merging and validating...');
44
54
  const gameBible = {
@@ -48,6 +58,8 @@ Do NOT wrap the JSON in \`\`\`json or \`\`\` tags.`,
48
58
  creative: creativeAndTech.creative,
49
59
  technical: creativeAndTech.technical
50
60
  };
61
+ // Normalize/coerce common LLM output issues before validation
62
+ this.normalizeGameBible(gameBible);
51
63
  try {
52
64
  const validated = schema_1.GameBibleSchema.parse(gameBible);
53
65
  // Debug logging: Successful validation
@@ -86,16 +98,172 @@ Do NOT wrap the JSON in \`\`\`json or \`\`\` tags.`,
86
98
  throw error;
87
99
  }
88
100
  }
101
+ /**
102
+ * Normalize/coerce common LLM output issues before schema validation.
103
+ * Fixes issues like strings-instead-of-arrays, missing defaults, etc.
104
+ */
105
+ normalizeGameBible(bible) {
106
+ // Helper to convert string to array if needed
107
+ const ensureArray = (value) => {
108
+ if (Array.isArray(value))
109
+ return value;
110
+ if (typeof value === 'string' && value.trim())
111
+ return [value];
112
+ return [];
113
+ };
114
+ // Normalize features
115
+ if (bible.features) {
116
+ for (const feature of bible.features) {
117
+ // Ensure array fields are arrays
118
+ if (feature.dependencies !== undefined) {
119
+ feature.dependencies = ensureArray(feature.dependencies);
120
+ }
121
+ if (feature.gameplayLoop !== undefined) {
122
+ feature.gameplayLoop = ensureArray(feature.gameplayLoop);
123
+ }
124
+ if (feature.uiRequirements !== undefined) {
125
+ feature.uiRequirements = ensureArray(feature.uiRequirements);
126
+ }
127
+ // Nested optional objects
128
+ if (feature.narrative?.storyBeats !== undefined) {
129
+ feature.narrative.storyBeats = ensureArray(feature.narrative.storyBeats);
130
+ }
131
+ if (feature.narrative?.characters !== undefined) {
132
+ feature.narrative.characters = ensureArray(feature.narrative.characters);
133
+ }
134
+ if (feature.economy?.currencies !== undefined) {
135
+ feature.economy.currencies = ensureArray(feature.economy.currencies);
136
+ }
137
+ if (feature.economy?.balanceFactors !== undefined) {
138
+ feature.economy.balanceFactors = ensureArray(feature.economy.balanceFactors);
139
+ }
140
+ if (feature.progression?.unlockConditions !== undefined) {
141
+ feature.progression.unlockConditions = ensureArray(feature.progression.unlockConditions);
142
+ }
143
+ if (feature.procedural?.constraints !== undefined) {
144
+ feature.procedural.constraints = ensureArray(feature.procedural.constraints);
145
+ }
146
+ if (feature.physics?.interactions !== undefined) {
147
+ feature.physics.interactions = ensureArray(feature.physics.interactions);
148
+ }
149
+ }
150
+ }
151
+ // Normalize game objects/entities
152
+ if (bible.gameObjects) {
153
+ for (const entity of bible.gameObjects) {
154
+ // Ensure array fields are arrays
155
+ if (entity.narrative?.dialogues !== undefined) {
156
+ entity.narrative.dialogues = ensureArray(entity.narrative.dialogues);
157
+ }
158
+ if (entity.stats?.behaviors !== undefined) {
159
+ entity.stats.behaviors = ensureArray(entity.stats.behaviors);
160
+ }
161
+ if (entity.references?.features !== undefined) {
162
+ entity.references.features = ensureArray(entity.references.features);
163
+ }
164
+ if (entity.references?.relatedEntities !== undefined) {
165
+ entity.references.relatedEntities = ensureArray(entity.references.relatedEntities);
166
+ }
167
+ if (entity.combat?.abilities !== undefined) {
168
+ entity.combat.abilities = ensureArray(entity.combat.abilities);
169
+ }
170
+ if (entity.cardGame?.effects !== undefined) {
171
+ entity.cardGame.effects = ensureArray(entity.cardGame.effects);
172
+ }
173
+ }
174
+ }
175
+ // Normalize creative section
176
+ if (bible.creative?.referenceLinks !== undefined) {
177
+ bible.creative.referenceLinks = ensureArray(bible.creative.referenceLinks);
178
+ }
179
+ if (bible.creative?.rhythm?.difficulty_levels !== undefined) {
180
+ bible.creative.rhythm.difficulty_levels = ensureArray(bible.creative.rhythm.difficulty_levels);
181
+ }
182
+ if (bible.creative?.rhythm?.note_types !== undefined) {
183
+ bible.creative.rhythm.note_types = ensureArray(bible.creative.rhythm.note_types);
184
+ }
185
+ if (bible.creative?.horror?.scareTechniques !== undefined) {
186
+ bible.creative.horror.scareTechniques = ensureArray(bible.creative.horror.scareTechniques);
187
+ }
188
+ // Normalize technical section
189
+ if (bible.technical?.buildTargets !== undefined) {
190
+ bible.technical.buildTargets = ensureArray(bible.technical.buildTargets);
191
+ }
192
+ if (bible.technical?.localization?.languages !== undefined) {
193
+ bible.technical.localization.languages = ensureArray(bible.technical.localization.languages);
194
+ }
195
+ // Normalize meta section arrays
196
+ if (bible.meta?.genre !== undefined) {
197
+ bible.meta.genre = ensureArray(bible.meta.genre);
198
+ }
199
+ if (bible.meta?.targetPlatform !== undefined) {
200
+ bible.meta.targetPlatform = ensureArray(bible.meta.targetPlatform);
201
+ }
202
+ }
203
+ /**
204
+ * Check the transcript for potential ambiguities and ask clarifying questions
205
+ * Returns additional transcript entries with clarifications
206
+ */
207
+ async checkForAmbiguities(transcript, onProgress) {
208
+ onProgress?.('Checking for ambiguities...');
209
+ const clarifications = [];
210
+ // Check for vague scope
211
+ const scopeAnswer = transcript.find(t => t.question.toLowerCase().includes('scope'))?.answer || '';
212
+ if (scopeAnswer && scopeAnswer.length > 0 &&
213
+ !scopeAnswer.toLowerCase().includes('prototype') &&
214
+ !scopeAnswer.toLowerCase().includes('mvp') &&
215
+ !scopeAnswer.toLowerCase().includes('vertical slice') &&
216
+ !scopeAnswer.toLowerCase().includes('full game')) {
217
+ const result = await this.askClarification('The project scope seems unclear. What is the target development scope?', transcript, 'Scope Clarification');
218
+ clarifications.push({
219
+ question: 'Clarification: Project Scope',
220
+ answer: result.answer,
221
+ autoGenerated: result.wasAIGenerated
222
+ });
223
+ }
224
+ // Check for unclear monetization
225
+ const monetizationAnswer = transcript.find(t => t.question.toLowerCase().includes('monetization') ||
226
+ t.question.toLowerCase().includes('revenue'))?.answer || '';
227
+ const normalizedMonetizationAnswer = monetizationAnswer
228
+ .trim()
229
+ .toLowerCase()
230
+ .replace(/[^\w\s]/g, '');
231
+ if (monetizationAnswer && normalizedMonetizationAnswer === 'custom answer') {
232
+ const result = await this.askClarification('Could you clarify the monetization strategy? How will this game generate revenue?', transcript, 'Monetization Clarification');
233
+ clarifications.push({
234
+ question: 'Clarification: Monetization Details',
235
+ answer: result.answer,
236
+ autoGenerated: result.wasAIGenerated
237
+ });
238
+ }
239
+ // Check for vague art style
240
+ const artAnswer = transcript.find(t => t.question.toLowerCase().includes('art') ||
241
+ t.question.toLowerCase().includes('visual'))?.answer || '';
242
+ if (!artAnswer || artAnswer.length < 10) {
243
+ const result = await this.askClarification('The visual art style needs more detail. What specific art direction should we follow?', transcript, 'Art Style Clarification');
244
+ clarifications.push({
245
+ question: 'Clarification: Art Style Details',
246
+ answer: result.answer,
247
+ autoGenerated: result.wasAIGenerated
248
+ });
249
+ }
250
+ if (clarifications.length > 0) {
251
+ onProgress?.(`Added ${clarifications.length} clarifications`);
252
+ }
253
+ return clarifications;
254
+ }
89
255
  async generateMetaAndFeatures(transcriptStr, onProgress) {
90
256
  const prompt = `Generate the meta section and core features for a Game Design Document.
91
257
 
92
258
  INTERVIEW:
93
259
  ${transcriptStr}
94
260
 
95
- CONSTRAINTS - Keep it focused:
261
+ CONSTRAINTS - Keep it focused on DESIGN, not implementation:
96
262
  - Generate 3-8 core features maximum (prioritize the most important systems)
97
- - Keep technical specs concise
263
+ - Focus on what the feature DOES for the player, not how it's coded
264
+ - Describe gameplay loops in plain language
98
265
  - Limit to essential dependencies only
266
+ - ONLY include fields that are relevant to the genre - omit optional fields that don't apply
99
267
 
100
268
  OUTPUT STRUCTURE (use this EXACT format):
101
269
  {
@@ -114,44 +282,36 @@ OUTPUT STRUCTURE (use this EXACT format):
114
282
  {
115
283
  "id": "FEAT-001",
116
284
  "name": "Feature Name",
117
- "intent": "Why this feature exists",
118
- "dependencies": ["FEAT-002"],
119
- "gameplayLoop": ["step1", "step2", "step3"],
120
- "uiRequirements": ["UI element description"],
285
+ "intent": "Why this feature exists and what it adds to player experience",
286
+ "dependencies": [],
287
+ "gameplayLoop": ["Player does X", "System responds with Y", "Player decides Z"],
288
+ "uiRequirements": ["Health bar", "Inventory panel"],
121
289
  "technical": {
122
- "dataStructure": "struct FeatureName { field: type; }",
123
- "mathFormulas": [
124
- {
125
- "expression": "damage = baseDamage * (1 + critChance)",
126
- "variables": {
127
- "baseDamage": { "type": "float", "range": "1.0-100.0" },
128
- "critChance": { "type": "float", "range": "0.0-1.0" }
129
- },
130
- "validated": false,
131
- "balanceNotes": "Adjust critChance if damage spikes too high"
132
- }
133
- ],
134
- "fileLocation": "src/features/FeatureName/",
135
290
  "estimatedComplexity": "Medium"
136
291
  },
137
- "agile": {
138
- "epic": "EPIC-001: Epic Name",
139
- "userStories": [
140
- "As a player, I want to... so that..."
141
- ],
142
- "acceptanceCriteria": [
143
- "Given... when... then..."
144
- ]
292
+ "multiplayer": {
293
+ "playerCount": "2-8",
294
+ "networkModel": "Client-Server"
145
295
  }
146
296
  }
147
297
  ]
148
298
  }
149
299
 
150
- CRITICAL - For mathFormulas field:
151
- - If the feature has NO formulas, use: "mathFormulas": []
152
- - If it HAS formulas, each must be an OBJECT with structure shown above
153
- - NEVER use strings for mathFormulas elements
154
- - Variable types MUST be exactly "int", "float", or "bool" - NOT "array<int>", "number", "integer", or any other variation
300
+ OPTIONAL FIELDS - Include ONLY if relevant to the game genre:
301
+ - features[].gameplayLoop - OPTIONAL for non-gameplay features (e.g., settings, menus)
302
+ - features[].monetization - OPTIONAL for games with monetization (strategy only)
303
+ - features[].multiplayer - OPTIONAL for multiplayer features (playerCount as string, networkModel)
304
+ - features[].narrative - OPTIONAL for story-driven features (storyBeats, characters)
305
+ - features[].economy - OPTIONAL for games with currency/trading (currencies, tradeable)
306
+ - features[].progression - OPTIONAL for games with leveling/unlocks (unlockConditions, skillTrees)
307
+ - features[].procedural - OPTIONAL for procedural generation features (algorithm name only)
308
+ - features[].physics - OPTIONAL for physics-heavy features (realism level only)
309
+
310
+ IMPORTANT: This is a DESIGN document, not an engineering spec. Do NOT include:
311
+ - Code or pseudo-code
312
+ - File paths or directory structures
313
+ - Detailed math formulas with variable types
314
+ - Implementation details
155
315
 
156
316
  Output ONLY the JSON, no markdown blocks.`;
157
317
  const response = await this.callLLMWithAutoRetry(prompt, modelSelector_1.TaskComplexity.COMPLEX, {
@@ -170,50 +330,28 @@ ${transcriptStr}
170
330
  FEATURES:
171
331
  ${JSON.stringify(metaAndFeatures.features.map(f => ({ id: f.id, name: f.name })), null, 2)}
172
332
 
173
- CONSTRAINTS - Focus on essentials:
333
+ CONSTRAINTS - Keep it design-focused:
174
334
  - Generate 5-15 game objects maximum (most important entities only)
175
335
  - For card games: include a few representative cards, not every single card
176
- - Keep backstories and dialogues brief (1-2 sentences max)
177
- - Minimal attributes per object
336
+ - Keep backstories brief (1-2 sentences max)
337
+ - Focus on what the entity IS and what it DOES, not technical implementation
338
+ - ONLY include fields that are relevant to the entity type
178
339
 
179
340
  OUTPUT STRUCTURE (use this EXACT format):
180
341
  [
181
342
  {
182
343
  "id": "NPC-001",
183
344
  "name": "Character Name",
184
- "category": "NPC", // MUST be one of: "NPC", "Monster", "Item", "Interactable"
345
+ "category": "NPC",
185
346
  "narrative": {
186
- "backstory": "Brief 1-2 sentence backstory",
187
- "dialogues": ["Dialogue line 1", "Dialogue line 2"],
188
- "externalData": {
189
- "type": "Spreadsheet",
190
- "schema": "columns: name (string), dialogueKey (string), emotion (string)",
191
- "sampleRows": 5,
192
- "fileReference": "npcs/character_name_dialogues.csv"
193
- }
347
+ "backstory": "Brief 1-2 sentence backstory"
194
348
  },
195
349
  "stats": {
196
350
  "attributes": {
197
- "HP": 100,
198
- "Speed": "Fast",
199
- "AttackPower": 25
351
+ "Role": "Merchant",
352
+ "Personality": "Friendly"
200
353
  },
201
- "behaviors": ["patrol", "attack on sight"],
202
- "balanceFormulas": [
203
- {
204
- "expression": "effectiveHP = HP * (1 + armor * 0.01)",
205
- "variables": {
206
- "HP": { "type": "int", "range": "1-1000" },
207
- "armor": { "type": "int", "range": "0-100" }
208
- },
209
- "validated": false,
210
- "balanceNotes": "Ensure armor doesn't make character invincible"
211
- }
212
- ]
213
- },
214
- "references": {
215
- "features": ["FEAT-001"],
216
- "relatedEntities": ["ITEM-005"]
354
+ "behaviors": ["sells items", "gives quests"]
217
355
  }
218
356
  },
219
357
  {
@@ -222,35 +360,30 @@ OUTPUT STRUCTURE (use this EXACT format):
222
360
  "category": "Item",
223
361
  "stats": {
224
362
  "attributes": {
225
- "value": 100,
226
- "weight": 5
363
+ "Type": "Consumable",
364
+ "Effect": "Restores health"
227
365
  },
228
- "behaviors": ["consumable", "tradeable"]
229
- },
230
- "references": {
231
- "features": ["FEAT-003"],
232
- "relatedEntities": []
366
+ "behaviors": ["single use"]
233
367
  }
234
368
  }
235
369
  ]
236
370
 
237
- CRITICAL - For optional complex fields:
238
- - category MUST be exactly one of: "NPC", "Monster", "Item", "Interactable"
239
- - NOT "Environment", "System", "Card", or any other value
240
- - For environments, use category "Interactable"
241
- - For game systems, use category "Item" or omit the object entirely
242
- - narrative is OPTIONAL - omit entirely if not needed, don't use empty strings
243
- - narrative.externalData is OPTIONAL - omit if not needed
244
- - If present, MUST be an object: { type: "Spreadsheet"|"Database"|"JSON", schema: string, sampleRows: number }
245
- - NEVER use a string for externalData
246
- - stats.balanceFormulas is OPTIONAL - use [] if no formulas
247
- - If formulas exist, each MUST be an object (see example above)
248
- - NEVER use strings for formula array elements
249
- - Variable types MUST be exactly "int", "float", or "bool" - NOT "array<int>", "number", "integer", or any other variation
250
- - stats.attributes values MUST be numbers or strings - NOT booleans
251
- - Use strings for descriptive values: "Fast", "Slow", "Marked", "Unmarked"
252
- - Use numbers for numeric values: 100, 5.5, 0
253
- - NEVER use true/false for attributes
371
+ CRITICAL - Category must be one of these EXACT values:
372
+ - "NPC", "Monster", "Item", "Interactable", "Vehicle", "Card", "Building", "Ability"
373
+
374
+ OPTIONAL FIELDS - Include ONLY if relevant:
375
+ - narrative - OPTIONAL - brief backstory only
376
+ - stats - OPTIONAL - simple attributes and behaviors
377
+ - combat - OPTIONAL for combat entities (health, damage, armor)
378
+ - social - OPTIONAL for NPCs (relationship type, questGiver boolean)
379
+ - cardGame - OPTIONAL for cards (cost, effects, cardType)
380
+ - ai - OPTIONAL for AI entities (aiType like "Passive" or "Aggressive")
381
+
382
+ IMPORTANT - This is a DESIGN document:
383
+ - Use descriptive attributes, not numeric RPG stats unless the game is an RPG
384
+ - Do NOT include balance formulas or detailed math
385
+ - Do NOT include detection radiuses, behavior trees, or AI implementation details
386
+ - Focus on the entity's role in the game, not how it's programmed
254
387
 
255
388
  Output ONLY the JSON array.`;
256
389
  const response = await this.callLLMWithAutoRetry(prompt, modelSelector_1.TaskComplexity.COMPLEX, {
@@ -261,22 +394,22 @@ Output ONLY the JSON array.`;
261
394
  return this.parseJSON(response.content);
262
395
  }
263
396
  async generateCreativeAndTech(transcriptStr, metaAndFeatures, onProgress) {
264
- const prompt = `Generate creative and technical sections.
397
+ const prompt = `Generate creative vision and technical overview sections.
265
398
 
266
399
  GAME: ${metaAndFeatures.meta.title}
267
400
  GENRE: ${metaAndFeatures.meta.genre.join(', ')}
268
401
 
269
- CONSTRAINTS - Be concise:
270
- - Art style: 2-3 sentences max
271
- - Audio mood: 2-3 sentences max
272
- - Keep asset counts realistic
402
+ CONSTRAINTS - Focus on creative vision and high-level technical decisions:
403
+ - Art style: 2-3 sentences describing the visual mood and aesthetic
404
+ - Audio mood: 2-3 sentences describing the sound and music direction
405
+ - Keep asset counts realistic estimates
406
+ - Technical section should be a brief overview, not an engineering spec
273
407
 
274
408
  OUTPUT STRUCTURE (use this EXACT format):
275
409
  {
276
410
  "creative": {
277
- "artStyle": "2-3 sentence description of visual style",
278
- "audioMood": "2-3 sentence description of audio direction",
279
- "referenceLinks": ["https://example.com/reference1"],
411
+ "artStyle": "2-3 sentence description of visual style, mood, and aesthetic influences",
412
+ "audioMood": "2-3 sentence description of music style and sound design direction",
280
413
  "assetRequirements": {
281
414
  "characters": 10,
282
415
  "environments": 5,
@@ -284,48 +417,44 @@ OUTPUT STRUCTURE (use this EXACT format):
284
417
  "ui": 15,
285
418
  "sfx": 30,
286
419
  "music": 8
287
- },
288
- "pipeline": {
289
- "toolsRequired": ["Blender", "Photoshop", "Audacity"],
290
- "workflowNotes": "Brief workflow description"
291
420
  }
292
421
  },
293
422
  "technical": {
294
423
  "engine": {
295
- "primary": "Unreal Engine 5",
296
- "version": "5.4",
297
- "plugins": ["Niagara", "Chaos Physics"],
298
- "reasoning": "Why this engine was chosen"
299
- },
300
- "toolsRequired": [
301
- {
302
- "name": "Visual Studio",
303
- "purpose": "C++ development",
304
- "required": true
305
- },
306
- {
307
- "name": "Git",
308
- "purpose": "Version control",
309
- "required": true
310
- }
311
- ],
312
- "localization": {
313
- "strategy": "English Only",
314
- "languages": ["en"],
315
- "stringCount": 500
424
+ "primary": "Unity",
425
+ "version": "2023.2",
426
+ "reasoning": "Brief explanation of why this engine fits the project"
316
427
  },
317
- "directoryStructure": "Assets/\n Characters/\n Environments/\nSource/\n Core/\n Features/",
318
428
  "buildTargets": ["Windows", "Mac"]
319
429
  }
320
430
  }
321
431
 
322
- CRITICAL - Field requirements:
432
+ OPTIONAL FIELDS - Include ONLY if relevant:
433
+ Creative:
434
+ - assetRequirements.vehicles - OPTIONAL for games with vehicles
435
+ - assetRequirements.cards - OPTIONAL for card games
436
+ - assetRequirements.animations - OPTIONAL for animation-heavy games
437
+ - visualNovel - OPTIONAL for visual novel games
438
+ - rhythm - OPTIONAL for rhythm games
439
+ - horror - OPTIONAL for horror games (atmosphere, lighting mood)
440
+
441
+ Technical:
442
+ - localization - OPTIONAL (strategy and languages only)
443
+ - networking - OPTIONAL for multiplayer (architecture and maxPlayers only)
444
+ - accessibility - OPTIONAL (colorblindMode, subtitles, remappableControls, difficultyOptions)
445
+
446
+ CRITICAL:
323
447
  - engine.primary MUST be one of: "Unreal Engine 5", "Unity", "Godot", "Custom"
324
- - engine.plugins is OPTIONAL - use [] if none, or omit field entirely
325
- - localization.strategy MUST be: "None", "English Only", "EFIGS", or "Global"
326
- - localization.languages is OPTIONAL but recommended (use ["en"] for English Only)
448
+ - localization.strategy (if included) MUST be: "None", "English Only", "EFIGS", or "Global"
327
449
  - buildTargets MUST use exact values: "Windows", "Mac", "Linux", "iOS", "Android", "Console"
328
450
 
451
+ DO NOT INCLUDE (these are implementation details, not design):
452
+ - Production pipeline or workflow
453
+ - Tool lists or software requirements
454
+ - Directory structures
455
+ - Tick rates, bandwidth, or networking implementation details
456
+ - Performance targets or scalability settings
457
+
329
458
  Output ONLY the JSON.`;
330
459
  const response = await this.callLLMWithAutoRetry(prompt, modelSelector_1.TaskComplexity.COMPLEX, {
331
460
  initialMaxTokens: 16000,
@@ -439,45 +568,29 @@ Output ONLY the JSON.`;
439
568
  "name": "string",
440
569
  "intent": "string",
441
570
  "dependencies": ["FEAT-XXX"],
442
- "monetization": { "strategy": "None|IAP|Premium|Ads|Hybrid", "implementation": "string" },
443
571
  "gameplayLoop": ["step1", "step2"],
444
572
  "uiRequirements": ["string"],
445
573
  "technical": {
446
- "dataStructure": "pseudo-code string",
447
- "mathFormulas": [{ "expression": "string", "variables": {"name": {"type": "int|float|bool", "range": "string"}}, "validated": false, "balanceNotes": "string" }],
448
- "fileLocation": "path/to/files",
449
574
  "estimatedComplexity": "Low|Medium|High|Very High"
450
- },
451
- "agile": {
452
- "epic": "EPIC-XXX: Name",
453
- "userStories": ["As a player, I want..."],
454
- "acceptanceCriteria": ["Criteria"]
455
575
  }
456
576
  }],
457
577
  "gameObjects": [{
458
578
  "id": "NPC-XXX|ITEM-XXX|MON-XXX",
459
579
  "name": "string",
460
580
  "category": "NPC|Monster|Item|Interactable",
461
- "narrative": { "backstory": "string", "dialogues": ["string"], "externalData": {...} },
581
+ "narrative": { "backstory": "string" },
462
582
  "stats": {
463
- "attributes": {"HP": 100, "Speed": "Fast"},
464
- "behaviors": ["string"],
465
- "balanceFormulas": [...]
466
- },
467
- "references": { "features": ["FEAT-XXX"], "relatedEntities": ["ENTITY-XXX"] }
583
+ "attributes": {"Role": "Merchant", "Type": "Friendly"},
584
+ "behaviors": ["string"]
585
+ }
468
586
  }],
469
587
  "creative": {
470
588
  "artStyle": "string",
471
589
  "audioMood": "string",
472
- "referenceLinks": ["url"],
473
- "assetRequirements": { "characters": 0, "environments": 0, "props": 0, "ui": 0, "sfx": 0, "music": 0 },
474
- "pipeline": { "toolsRequired": ["Tool"], "workflowNotes": "string" }
590
+ "assetRequirements": { "characters": 0, "environments": 0, "props": 0, "ui": 0, "sfx": 0, "music": 0 }
475
591
  },
476
592
  "technical": {
477
- "engine": { "primary": "Unreal Engine 5|Unity|Godot|Custom", "version": "string", "plugins": ["string"], "reasoning": "string" },
478
- "toolsRequired": [{ "name": "Tool", "purpose": "string", "required": true }],
479
- "localization": { "strategy": "None|English Only|EFIGS|Global", "languages": ["en"], "stringCount": 0 },
480
- "directoryStructure": "path structure",
593
+ "engine": { "primary": "Unreal Engine 5|Unity|Godot|Custom", "version": "string", "reasoning": "string" },
481
594
  "buildTargets": ["Windows", "Mac", "Linux", "iOS", "Android", "Console"]
482
595
  }
483
596
  }`;
@@ -1 +1 @@
1
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@@ -10,5 +10,9 @@ export interface ChaosIssue {
10
10
  export declare class Chaos extends BaseAgent {
11
11
  constructor(apiKey: string, costTracker: any, modelSelector: any);
12
12
  execute(bible: GameBible, onProgress?: (message: string) => void): Promise<ChaosIssue[]>;
13
+ /**
14
+ * For critical issues with ambiguous recommendations, ask the user for clarification
15
+ */
16
+ private clarifyAmbiguousIssues;
13
17
  }
14
18
  //# sourceMappingURL=Chaos.d.ts.map
@@ -1 +1 @@
1
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+ {"version":3,"file":"Chaos.d.ts","sourceRoot":"","sources":["../../../src/agents/core/Chaos.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAe,MAAM,mBAAmB,CAAC;AAE3D,OAAO,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAEhD,MAAM,WAAW,UAAU;IACzB,QAAQ,EAAE,UAAU,GAAG,WAAW,GAAG,OAAO,GAAG,aAAa,CAAC;IAC7D,QAAQ,EAAE,UAAU,GAAG,OAAO,GAAG,OAAO,CAAC;IACzC,WAAW,EAAE,MAAM,CAAC;IACpB,QAAQ,EAAE,MAAM,CAAC;IACjB,cAAc,EAAE,MAAM,CAAC;CACxB;AAED,qBAAa,KAAM,SAAQ,SAAS;gBACtB,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,GAAG,EAAE,aAAa,EAAE,GAAG;IAkB1D,OAAO,CAAC,KAAK,EAAE,SAAS,EAAE,UAAU,CAAC,EAAE,CAAC,OAAO,EAAE,MAAM,KAAK,IAAI,GAAG,OAAO,CAAC,UAAU,EAAE,CAAC;IA6D9F;;OAEG;YACW,sBAAsB;CA6BrC"}