//! Narrative synthesis engine.
//!
//! TODO: LLM-based narrative generation that weaves events into
//! coherent story text.
//!
//! This module will:
//! - Aggregate events into story beats
//! - Generate narrative text using LLM API (Claude)
//! - Maintain story coherence and continuity
//! - Handle character dialogue and scene descriptions

use bevy::prelude::*;

/// Placeholder for narrative synthesis functionality.
///
/// Full implementation will require:
/// - Event aggregation and pattern detection
/// - LLM API integration (Claude API)
/// - Story template system
/// - Character personality modeling
pub struct NarrativeSynthesis {
    /// LLM API endpoint (when available)
    pub api_endpoint: Option<String>,
    /// Whether synthesis is available
    pub available: bool,
}

impl Default for NarrativeSynthesis {
    fn default() -> Self {
        Self {
            api_endpoint: None,
            available: false,
        }
    }
}

/// Generate narrative text from events.
///
/// TODO: Implement LLM-based synthesis.
pub fn generate_narrative(_events: &[crate::gameplay::narrative::GameEvent]) -> String {
    // Placeholder: returns a simple summary
    // Full implementation will use LLM to generate engaging narrative
    "Narrative synthesis not yet implemented. This will use the Claude API to generate compelling story text from campaign events.".to_string()
}

/// Generate chapter summary.
///
/// TODO: Implement with LLM synthesis.
pub fn generate_chapter_summary(_chapter: &super::Chapter) -> String {
    "Chapter summary generation not yet implemented.".to_string()
}
