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<!DOCTYPE html>
<html>
<head>
    <title>Three.js Infinite World</title>
    <style>
        body { margin: 0; overflow: hidden; }
        canvas { display: block; }
    </style>
    <!-- New: Polling function for game state -->
    <script>
        // Poll the shared game state every 5 seconds (for demonstration)
        function pollGameState() {
            console.log("Polling updated game state:", window.GAME_STATE);
            // Here you could update the scene based on the new state.
        }
        setInterval(pollGameState, 5000);
    </script>
</head>
<body>
    <script type="importmap">
        {
            "imports": {
                "three": "https://unpkg.com/[email protected]/build/three.module.js",
                "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
            }
        }
    </script>

    <script type="module">
        import * as THREE from 'three';

        let scene, camera, renderer, playerMesh;
        let raycaster, mouse;
        const keysPressed = {};
        const playerSpeed = 0.15;
        let newlyPlacedObjects = []; // Track objects added THIS session for saving
        const placeholderPlots = new Set();
        const groundMeshes = {}; // Store ground mesh references

        // --- Session Storage Key ---
        const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';

        // --- Injected State from Streamlit ---
        const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
        const plotsMetadata = window.PLOTS_METADATA || [];
        const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
        const customScale = window.CUSTOM_SCALE || 1.0;
        const customRotationY = window.CUSTOM_ROTATION_Y || 0.0;
        const plotWidth = window.PLOT_WIDTH || 50.0;
        const plotDepth = window.PLOT_DEPTH || 50.0;

        const groundMaterial = new THREE.MeshStandardMaterial({
            color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
        });
        const placeholderGroundMaterial = new THREE.MeshStandardMaterial({
            color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
        });

        function init() {
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xabcdef);
            const aspect = window.innerWidth / window.innerHeight;
            camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
            camera.position.set(0, 15, 20);
            camera.lookAt(0, 0, 0);
            scene.add(camera);

            setupLighting();
            setupInitialGround();
            setupPlayer();

            raycaster = new THREE.Raycaster();
            mouse = new THREE.Vector2();

            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap;
            document.body.appendChild(renderer.domElement);

            loadInitialObjects();
            restoreUnsavedState();

            // Event Listeners
            document.addEventListener('mousemove', onMouseMove, false);
            document.addEventListener('click', onDocumentClick, false);
            window.addEventListener('resize', onWindowResize, false);
            document.addEventListener('keydown', onKeyDown);
            document.addEventListener('keyup', onKeyUp);

            // Define functions callable by Streamlit
            window.teleportPlayer = teleportPlayer;
            window.getSaveDataAndPosition = getSaveDataAndPosition;
            window.getSaveDataForNamedPlot = getSaveDataForNamedPlot;
            window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;

            console.log("Three.js Initialized. World ready.");
            animate();
        }

        function setupLighting() {
            const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
            scene.add(ambientLight);
            const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
            directionalLight.position.set(50, 150, 100);
            directionalLight.castShadow = true;
            directionalLight.shadow.mapSize.width = 4096;
            directionalLight.shadow.mapSize.height = 4096;
            directionalLight.shadow.camera.near = 0.5;
            directionalLight.shadow.camera.far = 500;
            directionalLight.shadow.camera.left = -150;
            directionalLight.shadow.camera.right = 150;
            directionalLight.shadow.camera.top = 150;
            directionalLight.shadow.camera.bottom = -150;
            directionalLight.shadow.bias = -0.001;
            scene.add(directionalLight);
        }

        function setupInitialGround() {
            console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
            plotsMetadata.forEach(plot => {
                createGroundPlane(plot.grid_x, plot.grid_z, false);
            });
            if (plotsMetadata.length === 0) {
                createGroundPlane(0, 0, false);
            }
        }

        function createGroundPlane(gridX, gridZ, isPlaceholder) {
            const gridKey = `${gridX}_${gridZ}`;
            if (groundMeshes[gridKey]) return;
            console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
            const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
            const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
            const groundMesh = new THREE.Mesh(groundGeometry, material);
            groundMesh.rotation.x = -Math.PI / 2;
            groundMesh.position.y = -0.05;
            groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
            groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
            groundMesh.receiveShadow = true;
            groundMesh.userData.gridKey = gridKey;
            scene.add(groundMesh);
            groundMeshes[gridKey] = groundMesh;
            if (isPlaceholder) placeholderPlots.add(gridKey);
        }

        function setupPlayer() {
            const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
            const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
            playerMesh = new THREE.Mesh(playerGeo, playerMat);
            playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2);
            playerMesh.castShadow = true;
            playerMesh.receiveShadow = true;
            scene.add(playerMesh);
        }

        function loadInitialObjects() {
            console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
            allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
            console.log("Finished loading initial objects.");
        }

        function createAndPlaceObject(objData, isNewObject) {
            let loadedObject = null;
            switch (objData.type) {
                case "Simple House": loadedObject = createSimpleHouse(); break;
                case "Cyberpunk Wall Panel": loadedObject = createCyberpunkWallPanel(); break;
                case "Modular Hab Block": loadedObject = createModularHabBlock(); break;
                case "MegaCorp Skyscraper": loadedObject = createMegaCorpSkyscraper(); break;
                case "Castle Wall Section": loadedObject = createCastleWallSection(); break;
                case "Wooden Door": loadedObject = createWoodenDoor(); break;
                case "House Roof Section": loadedObject = createHouseRoofSection(); break;
                case "Concrete Bunker Wall": loadedObject = createConcreteBunkerWall(); break;
                case "Damaged House Facade": loadedObject = createDamagedHouseFacade(); break;
                case "Tree": loadedObject = createTree(); break;
                case "Rock": loadedObject = createRock(); break;
                case "Pine Tree": loadedObject = createPineTree(); break;
                case "Boulder": loadedObject = createBoulder(); break;
                case "Alien Plant": loadedObject = createAlienPlant(); break;
                case "Floating Rock Platform": loadedObject = createFloatingRockPlatform(); break;
                case "Rubble Pile": loadedObject = createRubblePile(); break;
                case "Fence Post": loadedObject = createFencePost(); break;
                case "Rooftop AC Unit": loadedObject = createRooftopACUnit(); break;
                case "Holographic Window Display": loadedObject = createHolographicWindowDisplay(); break;
                case "Jersey Barrier": loadedObject = createJerseyBarrier(); break;
                case "Oil Drum": loadedObject = createOilDrum(); break;
                case "Canned Food": loadedObject = createCannedFood(); break;
                case "Treasure Chest": loadedObject = createTreasureChest(); break;
                case "Wall Torch": loadedObject = createWallTorch(); break;
                case "Bone Pile": loadedObject = createBonePile(); break;
                case "King Figure": loadedObject = createKingFigure(); break;
                case "Soldier Figure": loadedObject = createSoldierFigure(); break;
                case "Mage Figure": loadedObject = createMageFigure(); break;
                case "Zombie Figure": loadedObject = createZombieFigure(); break;
                case "Survivor Figure": loadedObject = createSurvivorFigure(); break;
                case "Dwarf Miner Figure": loadedObject = createDwarfMinerFigure(); break;
                case "Undead Knight Figure": loadedObject = createUndeadKnightFigure(); break;
                case "Hero Figure": loadedObject = createHeroFigure(); break;
                case "Wooden Cart": loadedObject = createWoodenCart(); break;
                case "Ballista": loadedObject = createBallista(); break;
                case "Siege Tower": loadedObject = createSiegeTower(); break;
                case "Buggy Frame": loadedObject = createBuggyFrame(); break;
                case "Motorbike": loadedObject = createMotorbike(); break;
                case "Hover Bike": loadedObject = createHoverBike(); break;
                case "APC": loadedObject = createAPC(); break;
                case "Sand Boat": loadedObject = createSandBoat(); break;
                case "Makeshift Machete": loadedObject = createMakeshiftMachete(); break;
                case "Pistol Body": loadedObject = createPistolBody(); break;
                case "Scope Attachment": loadedObject = createScopeAttachment(); break;
                case "Laser Pistol": loadedObject = createLaserPistol(); break;
                case "Energy Sword": loadedObject = createEnergySword(); break;
                case "Dwarven Axe": loadedObject = createDwarvenAxe(); break;
                case "Magic Staff": loadedObject = createMagicStaff(); break;
                case "Candle Flame": loadedObject = createCandleFlame(); break;
                case "Dust Cloud": loadedObject = createDustCloud(); break;
                case "Blood Splat Decal": loadedObject = createBloodSplatDecal(); break;
                case "Burning Barrel Fire": loadedObject = createBurningBarrelFire(); break;
                case "Warp Tunnel Effect": loadedObject = createWarpTunnelEffect(); break;
                case "Laser Beam": loadedObject = createLaserBeam(); break;
                case "Gold Sparkle": loadedObject = createGoldSparkle(); break;
                case "Steam Vent": loadedObject = createSteamVent(); break;
                default: console.warn("Unknown object type in data:", objData.type); break;
            }
            if (loadedObject) {
                if (objData.position && objData.position.x !== undefined) {
                    loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
                } else if (objData.pos_x !== undefined) {
                    loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
                }
                if (objData.rotation) {
                    loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
                } else if (objData.rot_x !== undefined) {
                    loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
                }
                loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
                scene.add(loadedObject);
                if (isNewObject) newlyPlacedObjects.push(loadedObject);
                return loadedObject;
            }
            return null;
        }

        function saveUnsavedState() {
            try {
                const stateToSave = newlyPlacedObjects.map(obj => ({
                    obj_id: obj.userData.obj_id,
                    type: obj.userData.type,
                    position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
                    rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
                }));
                sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
                console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
            } catch (e) {
                console.error("Error saving state to sessionStorage:", e);
            }
        }

        function restoreUnsavedState() {
            try {
                const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
                if (savedState) {
                    console.log("Found unsaved state in sessionStorage. Restoring...");
                    const objectsToRestore = JSON.parse(savedState);
                    if (Array.isArray(objectsToRestore)) {
                        newlyPlacedObjects = [];
                        let count = 0;
                        objectsToRestore.forEach(objData => {
                            if(createAndPlaceObject(objData, true)) { count++; }
                        });
                        console.log(`Restored ${count} objects.`);
                    }
                } else {
                    console.log("No unsaved state found in sessionStorage.");
                }
            } catch (e) {
                console.error("Error restoring state from sessionStorage:", e);
                sessionStorage.removeItem(SESSION_STORAGE_KEY);
            }
        }

        function clearUnsavedState() {
            sessionStorage.removeItem(SESSION_STORAGE_KEY);
            newlyPlacedObjects = [];
            console.log("Cleared unsaved state from memory and sessionStorage.");
        }

        function createObjectBase(type) {
            return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
        }

        // --- Existing Object Creation Functions ---
        function createSimpleHouse() {
            const base = createObjectBase("Simple House");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0xffccaa, roughness:0.8});
            const mat2 = new THREE.MeshStandardMaterial({color:0xaa5533, roughness:0.7});
            const m1 = new THREE.Mesh(new THREE.BoxGeometry(2,1.5,2.5), mat1);
            m1.position.y = 1.5/2;
            m1.castShadow = true;
            m1.receiveShadow = true;
            group.add(m1);
            const m2 = new THREE.Mesh(new THREE.ConeGeometry(1.8,1,4), mat2);
            m2.position.y = 1.5+1/2;
            m2.rotation.y = Math.PI/4;
            m2.castShadow = true;
            m2.receiveShadow = true;
            group.add(m2);
            return group;
        }

        function createTree() {
            const base = createObjectBase("Tree");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0x8B4513, roughness:0.9});
            const mat2 = new THREE.MeshStandardMaterial({color:0x228B22, roughness:0.8});
            const m1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.4,2,8), mat1);
            m1.position.y = 1;
            m1.castShadow = true;
            m1.receiveShadow = true;
            group.add(m1);
            const m2 = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2,0), mat2);
            m2.position.y = 2.8;
            m2.castShadow = true;
            m2.receiveShadow = true;
            group.add(m2);
            return group;
        }

        function createRock() {
            const base = createObjectBase("Rock");
            const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.8, metalness:0.1});
            const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0), mat);
            Object.assign(rock, base);
            rock.position.y = 0.35;
            rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
            rock.castShadow = true;
            rock.receiveShadow = true;
            return rock;
        }

        function createFencePost() {
            const base = createObjectBase("Fence Post");
            const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.9});
            const post = new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2), mat);
            Object.assign(post, base);
            post.position.y = 0.75;
            post.castShadow = true;
            post.receiveShadow = true;
            return post;
        }

        // --- New Object Creation Functions ---
        // Buildings
        function createCyberpunkWallPanel() {
            const base = createObjectBase("Cyberpunk Wall Panel");
            const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, metalness:0.8});
            const panel = new THREE.Mesh(new THREE.BoxGeometry(2,3,0.2), mat);
            Object.assign(panel, base);
            panel.position.y = 1.5;
            panel.castShadow = true;
            panel.receiveShadow = true;
            return panel;
        }

        function createModularHabBlock() {
            const base = createObjectBase("Modular Hab Block");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.7});
            const block = new THREE.Mesh(new THREE.BoxGeometry(3,2,3), mat);
            block.position.y = 1;
            block.castShadow = true;
            block.receiveShadow = true;
            group.add(block);
            return group;
        }

        function createMegaCorpSkyscraper() {
            const base = createObjectBase("MegaCorp Skyscraper");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat = new THREE.MeshStandardMaterial({color:0x333399, roughness:0.4, metalness:0.9});
            const tower = new THREE.Mesh(new THREE.BoxGeometry(4,10,4), mat);
            tower.position.y = 5;
            tower.castShadow = true;
            tower.receiveShadow = true;
            group.add(tower);
            return group;
        }

        function createCastleWallSection() {
            const base = createObjectBase("Castle Wall Section");
            const mat = new THREE.MeshStandardMaterial({color:0x808080, roughness:0.8});
            const wall = new THREE.Mesh(new THREE.BoxGeometry(5,3,1), mat);
            Object.assign(wall, base);
            wall.position.y = 1.5;
            wall.castShadow = true;
            wall.receiveShadow = true;
            return wall;
        }

        function createWoodenDoor() {
            const base = createObjectBase("Wooden Door");
            const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.9});
            const door = new THREE.Mesh(new THREE.BoxGeometry(1,2,0.2), mat);
            Object.assign(door, base);
            door.position.y = 1;
            door.castShadow = true;
            door.receiveShadow = true;
            return door;
        }

        function createHouseRoofSection() {
            const base = createObjectBase("House Roof Section");
            const mat = new THREE.MeshStandardMaterial({color:0x800000, roughness:0.7});
            const roof = new THREE.Mesh(new THREE.ConeGeometry(2,1,4), mat);
            Object.assign(roof, base);
            roof.position.y = 1;
            roof.rotation.y = Math.PI/4;
            roof.castShadow = true;
            roof.receiveShadow = true;
            return roof;
        }

        function createConcreteBunkerWall() {
            const base = createObjectBase("Concrete Bunker Wall");
            const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.9});
            const wall = new THREE.Mesh(new THREE.BoxGeometry(4,2,1), mat);
            Object.assign(wall, base);
            wall.position.y = 1;
            wall.castShadow = true;
            wall.receiveShadow = true;
            return wall;
        }

        function createDamagedHouseFacade() {
            const base = createObjectBase("Damaged House Facade");
            const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.9});
            const facade = new THREE.Mesh(new THREE.BoxGeometry(3,2,0.3), mat);
            Object.assign(facade, base);
            facade.position.y = 1;
            facade.castShadow = true;
            facade.receiveShadow = true;
            return facade;
        }

        // Nature
        function createPineTree() {
            const base = createObjectBase("Pine Tree");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.9});
            const mat2 = new THREE.MeshStandardMaterial({color:0x006400, roughness:0.8});
            const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.2,0.3,1.5,8), mat1);
            trunk.position.y = 0.75;
            trunk.castShadow = true;
            trunk.receiveShadow = true;
            group.add(trunk);
            const foliage = new THREE.Mesh(new THREE.ConeGeometry(1,2,8), mat2);
            foliage.position.y = 2;
            foliage.castShadow = true;
            foliage.receiveShadow = true;
            group.add(foliage);
            return group;
        }

        function createBoulder() {
            const base = createObjectBase("Boulder");
            const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
            const boulder = new THREE.Mesh(new THREE.IcosahedronGeometry(1,0), mat);
            Object.assign(boulder, base);
            boulder.position.y = 0.5;
            boulder.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
            boulder.castShadow = true;
            boulder.receiveShadow = true;
            return boulder;
        }

        function createAlienPlant() {
            const base = createObjectBase("Alien Plant");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat = new THREE.MeshStandardMaterial({color:0x00ff00, roughness:0.7});
            const stem = new THREE.Mesh(new THREE.CylinderGeometry(0.1,0.1,1,8), mat);
            stem.position.y = 0.5;
            stem.castShadow = true;
            stem.receiveShadow = true;
            group.add(stem);
            const head = new THREE.Mesh(new THREE.SphereGeometry(0.3,8,8), mat);
            head.position.y = 1;
            head.castShadow = true;
            head.receiveShadow = true;
            group.add(head);
            return group;
        }

        function createFloatingRockPlatform() {
            const base = createObjectBase("Floating Rock Platform");
            const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.8});
            const platform = new THREE.Mesh(new THREE.BoxGeometry(3,0.5,3), mat);
            Object.assign(platform, base);
            platform.position.y = 2;
            platform.castShadow = true;
            platform.receiveShadow = true;
            return platform;
        }

        function createRubblePile() {
            const base = createObjectBase("Rubble Pile");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat = new THREE.MeshStandardMaterial({color:0x777777, roughness:0.9});
            for (let i = 0; i < 5; i++) {
                const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.3,0), mat);
                rock.position.set(Math.random()*0.5-0.25, Math.random()*0.3, Math.random()*0.5-0.25);
                rock.castShadow = true;
                rock.receiveShadow = true;
                group.add(rock);
            }
            return group;
        }

        // Props
        function createRooftopACUnit() {
            const base = createObjectBase("Rooftop AC Unit");
            const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.7, metalness:0.5});
            const unit = new THREE.Mesh(new THREE.BoxGeometry(1,0.8,1), mat);
            Object.assign(unit, base);
            unit.position.y = 0.4;
            unit.castShadow = true;
            unit.receiveShadow = true;
            return unit;
        }

        function createHolographicWindowDisplay() {
            const base = createObjectBase("Holographic Window Display");
            const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, transparent: true, opacity: 0.7});
            const display = new THREE.Mesh(new THREE.PlaneGeometry(1,1), mat);
            Object.assign(display, base);
            display.position.y = 1;
            display.castShadow = false;
            display.receiveShadow = false;
            return display;
        }

        function createJerseyBarrier() {
            const base = createObjectBase("Jersey Barrier");
            const mat = new THREE.MeshStandardMaterial({color:0x888888, roughness:0.9});
            const barrier = new THREE.Mesh(new THREE.BoxGeometry(2,0.8,0.5), mat);
            Object.assign(barrier, base);
            barrier.position.y = 0.4;
            barrier.castShadow = true;
            barrier.receiveShadow = true;
            return barrier;
        }

        function createOilDrum() {
            const base = createObjectBase("Oil Drum");
            const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.3});
            const drum = new THREE.Mesh(new THREE.CylinderGeometry(0.4,0.4,1,12), mat);
            Object.assign(drum, base);
            drum.position.y = 0.5;
            drum.castShadow = true;
            drum.receiveShadow = true;
            return drum;
        }

        function createCannedFood() {
            const base = createObjectBase("Canned Food");
            const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.7, metalness:0.5});
            const can = new THREE.Mesh(new THREE.CylinderGeometry(0.1,0.1,0.2,12), mat);
            Object.assign(can, base);
            can.position.y = 0.1;
            can.castShadow = true;
            can.receiveShadow = true;
            return can;
        }

        function createTreasureChest() {
            const base = createObjectBase("Treasure Chest");
            const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
            const chest = new THREE.Mesh(new THREE.BoxGeometry(1,0.6,0.8), mat);
            Object.assign(chest, base);
            chest.position.y = 0.3;
            chest.castShadow = true;
            chest.receiveShadow = true;
            return chest;
        }

        function createWallTorch() {
            const base = createObjectBase("Wall Torch");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.9});
            const mat2 = new THREE.MeshStandardMaterial({color:0xff4500, roughness:0.5});
            const holder = new THREE.Mesh(new THREE.BoxGeometry(0.1,0.5,0.1), mat1);
            holder.position.y = 0.25;
            holder.castShadow = true;
            holder.receiveShadow = true;
            group.add(holder);
            const flame = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat2);
            flame.position.y = 0.5;
            flame.castShadow = true;
            flame.receiveShadow = false;
            group.add(flame);
            return group;
        }

        function createBonePile() {
            const base = createObjectBase("Bone Pile");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat = new THREE.MeshStandardMaterial({color:0xdddddd, roughness:0.9});
            for (let i = 0; i < 3; i++) {
                const bone = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,0.3,8), mat);
                bone.position.set(Math.random()*0.2-0.1, Math.random()*0.1, Math.random()*0.2-0.1);
                bone.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, Math.random()*Math.PI);
                bone.castShadow = true;
                bone.receiveShadow = true;
                group.add(bone);
            }
            return group;
        }

        // Characters
        function createKingFigure() {
            const base = createObjectBase("King Figure");
            const mat = new THREE.MeshStandardMaterial({color:0xffd700, roughness:0.6});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createSoldierFigure() {
            const base = createObjectBase("Soldier Figure");
            const mat = new THREE.MeshStandardMaterial({color:0x228b22, roughness:0.7});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createMageFigure() {
            const base = createObjectBase("Mage Figure");
            const mat = new THREE.MeshStandardMaterial({color:0x800080, roughness:0.7});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createZombieFigure() {
            const base = createObjectBase("Zombie Figure");
            const mat = new THREE.MeshStandardMaterial({color:0x90ee90, roughness:0.8});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createSurvivorFigure() {
            const base = createObjectBase("Survivor Figure");
            const mat = new THREE.MeshStandardMaterial({color:0x4682b4, roughness:0.7});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createDwarfMinerFigure() {
            const base = createObjectBase("Dwarf Miner Figure");
            const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.7});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.5,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.35;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createUndeadKnightFigure() {
            const base = createObjectBase("Undead Knight Figure");
            const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.8});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        function createHeroFigure() {
            const base = createObjectBase("Hero Figure");
            const mat = new THREE.MeshStandardMaterial({color:0xff0000, roughness:0.6});
            const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
            Object.assign(figure, base);
            figure.position.y = 0.4;
            figure.castShadow = true;
            figure.receiveShadow = true;
            return figure;
        }

        // Vehicles
        function createWoodenCart() {
            const base = createObjectBase("Wooden Cart");
            const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
            const cart = new THREE.Mesh(new THREE.BoxGeometry(2,0.8,1), mat);
            Object.assign(cart, base);
            cart.position.y = 0.4;
            cart.castShadow = true;
            cart.receiveShadow = true;
            return cart;
        }

        function createBallista() {
            const base = createObjectBase("Ballista");
            const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.8});
            const ballista = new THREE.Mesh(new THREE.BoxGeometry(1.5,0.8,0.5), mat);
            Object.assign(ballista, base);
            ballista.position.y = 0.4;
            ballista.castShadow = true;
            ballista.receiveShadow = true;
            return ballista;
        }

        function createSiegeTower() {
            const base = createObjectBase("Siege Tower");
            const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
            const tower = new THREE.Mesh(new THREE.BoxGeometry(2,4,2), mat);
            Object.assign(tower, base);
            tower.position.y = 2;
            tower.castShadow = true;
            tower.receiveShadow = true;
            return tower;
        }

        function createBuggyFrame() {
            const base = createObjectBase("Buggy Frame");
            const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.7, metalness:0.5});
            const frame = new THREE.Mesh(new THREE.BoxGeometry(2,0.5,1), mat);
            Object.assign(frame, base);
            frame.position.y = 0.25;
            frame.castShadow = true;
            frame.receiveShadow = true;
            return frame;
        }

        function createMotorbike() {
            const base = createObjectBase("Motorbike");
            const mat = new THREE.MeshStandardMaterial({color:0x333333, roughness:0.7, metalness:0.5});
            const bike = new THREE.Mesh(new THREE.BoxGeometry(1.5,0.6,0.4), mat);
            Object.assign(bike, base);
            bike.position.y = 0.3;
            bike.castShadow = true;
            bike.receiveShadow = true;
            return bike;
        }

        function createHoverBike() {
            const base = createObjectBase("Hover Bike");
            const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, metalness:0.8});
            const bike = new THREE.Mesh(new THREE.BoxGeometry(1.5,0.4,0.4), mat);
            Object.assign(bike, base);
            bike.position.y = 0.5;
            bike.castShadow = true;
            bike.receiveShadow = true;
            return bike;
        }

        function createAPC() {
            const base = createObjectBase("APC");
            const mat = new THREE.MeshStandardMaterial({color:0x2f4f4f, roughness:0.7, metalness:0.5});
            const apc = new THREE.Mesh(new THREE.BoxGeometry(3,1.5,1.5), mat);
            Object.assign(apc, base);
            apc.position.y = 0.75;
            apc.castShadow = true;
            apc.receiveShadow = true;
            return apc;
        }

        function createSandBoat() {
            const base = createObjectBase("Sand Boat");
            const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.8});
            const boat = new THREE.Mesh(new THREE.BoxGeometry(2,0.5,1), mat);
            Object.assign(boat, base);
            boat.position.y = 0.25;
            boat.castShadow = true;
            boat.receiveShadow = true;
            return boat;
        }

        // Weapons
        function createMakeshiftMachete() {
            const base = createObjectBase("Makeshift Machete");
            const mat = new THREE.MeshStandardMaterial({color:0x777777, roughness:0.7, metalness:0.5});
            const machete = new THREE.Mesh(new THREE.BoxGeometry(0.8,0.05,0.2), mat);
            Object.assign(machete, base);
            machete.position.y = 0.1;
            machete.castShadow = true;
            machete.receiveShadow = true;
            return machete;
        }

        function createPistolBody() {
            const base = createObjectBase("Pistol Body");
            const mat = new THREE.MeshStandardMaterial({color:0x333333, roughness:0.7, metalness:0.5});
            const pistol = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.2,0.3), mat);
            Object.assign(pistol, base);
            pistol.position.y = 0.1;
            pistol.castShadow = true;
            pistol.receiveShadow = true;
            return pistol;
        }

        function createScopeAttachment() {
            const base = createObjectBase("Scope Attachment");
            const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.5});
            const scope = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,0.3,8), mat);
            Object.assign(scope, base);
            scope.position.y = 0.15;
            scope.rotation.z = Math.PI/2;
            scope.castShadow = true;
            scope.receiveShadow = true;
            return scope;
        }

        function createLaserPistol() {
            const base = createObjectBase("Laser Pistol");
            const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, metalness:0.8});
            const pistol = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.2,0.3), mat);
            Object.assign(pistol, base);
            pistol.position.y = 0.1;
            pistol.castShadow = true;
            pistol.receiveShadow = true;
            return pistol;
        }

        function createEnergySword() {
            const base = createObjectBase("Energy Sword");
            const mat = new THREE.MeshStandardMaterial({color:0x00ff00, roughness:0.5, transparent: true, opacity: 0.8});
            const sword = new THREE.Mesh(new THREE.BoxGeometry(0.8,0.05,0.2), mat);
            Object.assign(sword, base);
            sword.position.y = 0.1;
            sword.castShadow = true;
            sword.receiveShadow = true;
            return sword;
        }

        function createDwarvenAxe() {
            const base = createObjectBase("Dwarven Axe");
            const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.5});
            const axe = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.3,0.1), mat);
            Object.assign(axe, base);
            axe.position.y = 0.15;
            axe.castShadow = true;
            axe.receiveShadow = true;
            return axe;
        }

        function createMagicStaff() {
            const base = createObjectBase("Magic Staff");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
            const mat2 = new THREE.MeshStandardMaterial({color:0xff00ff, roughness:0.5});
            const shaft = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,1.5,8), mat1);
            shaft.position.y = 0.75;
            shaft.castShadow = true;
            shaft.receiveShadow = true;
            group.add(shaft);
            const gem = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat2);
            gem.position.y = 1.5;
            gem.castShadow = true;
            gem.receiveShadow = true;
            group.add(gem);
            return group;
        }

        // Effects
        function createCandleFlame() {
            const base = createObjectBase("Candle Flame");
            const mat = new THREE.MeshStandardMaterial({color:0xff4500, roughness:0.5, transparent: true, opacity: 0.8});
            const flame = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat);
            Object.assign(flame, base);
            flame.position.y = 0.1;
            flame.castShadow = true;
            flame.receiveShadow = false;
            return flame;
        }

        function createDustCloud() {
            const base = createObjectBase("Dust Cloud");
            const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.9, transparent: true, opacity: 0.5});
            const cloud = new THREE.Mesh(new THREE.SphereGeometry(0.5,8,8), mat);
            Object.assign(cloud, base);
            cloud.position.y = 0.25;
            cloud.castShadow = false;
            cloud.receiveShadow = false;
            return cloud;
        }

        function createBloodSplatDecal() {
            const base = createObjectBase("Blood Splat Decal");
            const mat = new THREE.MeshStandardMaterial({color:0x8b0000, roughness:0.9, transparent: true, opacity: 0.8});
            const splat = new THREE.Mesh(new THREE.PlaneGeometry(0.5,0.5), mat);
            Object.assign(splat, base);
            splat.position.y = 0.01;
            splat.rotation.x = -Math.PI/2;
            splat.castShadow = false;
            splat.receiveShadow = true;
            return splat;
        }

        function createBurningBarrelFire() {
            const base = createObjectBase("Burning Barrel Fire");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.5});
            const mat2 = new THREE.MeshStandardMaterial({color:0xff4500, roughness:0.5, transparent: true, opacity: 0.8});
            const barrel = new THREE.Mesh(new THREE.CylinderGeometry(0.4,0.4,1,12), mat1);
            barrel.position.y = 0.5;
            barrel.castShadow = true;
            barrel.receiveShadow = true;
            group.add(barrel);
            const fire = new THREE.Mesh(new THREE.SphereGeometry(0.3,8,8), mat2);
            fire.position.y = 1;
            fire.castShadow = true;
            fire.receiveShadow = false;
            group.add(fire);
            return group;
        }

        function createWarpTunnelEffect() {
            const base = createObjectBase("Warp Tunnel Effect");
            const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, transparent: true, opacity: 0.7});
            const tunnel = new THREE.Mesh(new THREE.CylinderGeometry(0.5,0.5,2,12), mat);
            Object.assign(tunnel, base);
            tunnel.position.y = 1;
            tunnel.castShadow = false;
            tunnel.receiveShadow = false;
            return tunnel;
        }

        function createLaserBeam() {
            const base = createObjectBase("Laser Beam");
            const mat = new THREE.MeshStandardMaterial({color:0xff0000, roughness:0.5, transparent: true, opacity: 0.8});
            const beam = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,1,8), mat);
            Object.assign(beam, base);
            beam.position.y = 0.5;
            beam.rotation.z = Math.PI/2;
            beam.castShadow = false;
            beam.receiveShadow = false;
            return beam;
        }

        function createGoldSparkle() {
            const base = createObjectBase("Gold Sparkle");
            const mat = new THREE.MeshStandardMaterial({color:0xffd700, roughness:0.5, transparent: true, opacity: 0.8});
            const sparkle = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat);
            Object.assign(sparkle, base);
            sparkle.position.y = 0.1;
            sparkle.castShadow = false;
            sparkle.receiveShadow = false;
            return sparkle;
        }

        function createSteamVent() {
            const base = createObjectBase("Steam Vent");
            const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.9, transparent: true, opacity: 0.5});
            const vent = new THREE.Mesh(new THREE.CylinderGeometry(0.1,0.1,0.5,8), mat);
            Object.assign(vent, base);
            vent.position.y = 0.25;
            vent.castShadow = false;
            vent.receiveShadow = false;
            return vent;
        }

        function onMouseMove(event) {
            mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
            mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
        }

        function onDocumentClick(event) {
            if (selectedObjectType === "None") return;
            const groundCandidates = Object.values(groundMeshes);
            if (groundCandidates.length === 0) return;
            raycaster.setFromCamera(mouse, camera);
            const intersects = raycaster.intersectObjects(groundCandidates);
            if (intersects.length > 0) {
                const intersectPoint = intersects[0].point;
                let newObjectToPlace = null;
                switch (selectedObjectType) {
                    case "Simple House": newObjectToPlace = createSimpleHouse(); break;
                    case "Cyberpunk Wall Panel": newObjectToPlace = createCyberpunkWallPanel(); break;
                    case "Modular Hab Block": newObjectToPlace = createModularHabBlock(); break;
                    case "MegaCorp Skyscraper": newObjectToPlace = createMegaCorpSkyscraper(); break;
                    case "Castle Wall Section": newObjectToPlace = createCastleWallSection(); break;
                    case "Wooden Door": newObjectToPlace = createWoodenDoor(); break;
                    case "House Roof Section": newObjectToPlace = createHouseRoofSection(); break;
                    case "Concrete Bunker Wall": newObjectToPlace = createConcreteBunkerWall(); break;
                    case "Damaged House Facade": newObjectToPlace = createDamagedHouseFacade(); break;
                    case "Tree": newObjectToPlace = createTree(); break;
                    case "Rock": newObjectToPlace = createRock(); break;
                    case "Pine Tree": newObjectToPlace = createPineTree(); break;
                    case "Boulder": newObjectToPlace = createBoulder(); break;
                    case "Alien Plant": newObjectToPlace = createAlienPlant(); break;
                    case "Floating Rock Platform": newObjectToPlace = createFloatingRockPlatform(); break;
                    case "Rubble Pile": newObjectToPlace = createRubblePile(); break;
                    case "Fence Post": newObjectToPlace = createFencePost(); break;
                    case "Rooftop AC Unit": newObjectToPlace = createRooftopACUnit(); break;
                    case "Holographic Window Display": newObjectToPlace = createHolographicWindowDisplay(); break;
                    case "Jersey Barrier": newObjectToPlace = createJerseyBarrier(); break;
                    case "Oil Drum": newObjectToPlace = createOilDrum(); break;
                    case "Canned Food": newObjectToPlace = createCannedFood(); break;
                    case "Treasure Chest": newObjectToPlace = createTreasureChest(); break;
                    case "Wall Torch": newObjectToPlace = createWallTorch(); break;
                    case "Bone Pile": newObjectToPlace = createBonePile(); break;
                    case "King Figure": newObjectToPlace = createKingFigure(); break;
                    case "Soldier Figure": newObjectToPlace = createSoldierFigure(); break;
                    case "Mage Figure": newObjectToPlace = createMageFigure(); break;
                    case "Zombie Figure": newObjectToPlace = createZombieFigure(); break;
                    case "Survivor Figure": newObjectToPlace = createSurvivorFigure(); break;
                    case "Dwarf Miner Figure": newObjectToPlace = createDwarfMinerFigure(); break;
                    case "Undead Knight Figure": newObjectToPlace = createUndeadKnightFigure(); break;
                    case "Hero Figure": newObjectToPlace = createHeroFigure(); break;
                    case "Wooden Cart": newObjectToPlace = createWoodenCart(); break;
                    case "Ballista": newObjectToPlace = createBallista(); break;
                    case "Siege Tower": newObjectToPlace = createSiegeTower(); break;
                    case "Buggy Frame": newObjectToPlace = createBuggyFrame(); break;
                    case "Motorbike": newObjectToPlace = createMotorbike(); break;
                    case "Hover Bike": newObjectToPlace = createHoverBike(); break;
                    case "APC": newObjectToPlace = createAPC(); break;
                    case "Sand Boat": newObjectToPlace = createSandBoat(); break;
                    case "Makeshift Machete": newObjectToPlace = createMakeshiftMachete(); break;
                    case "Pistol Body": newObjectToPlace = createPistolBody(); break;
                    case "Scope Attachment": newObjectToPlace = createScopeAttachment(); break;
                    case "Laser Pistol": newObjectToPlace = createLaserPistol(); break;
                    case "Energy Sword": newObjectToPlace = createEnergySword(); break;
                    case "Dwarven Axe": newObjectToPlace = createDwarvenAxe(); break;
                    case "Magic Staff": newObjectToPlace = createMagicStaff(); break;
                    case "Candle Flame": newObjectToPlace = createCandleFlame(); break;
                    case "Dust Cloud": newObjectToPlace = createDustCloud(); break;
                    case "Blood Splat Decal": newObjectToPlace = createBloodSplatDecal(); break;
                    case "Burning Barrel Fire": newObjectToPlace = createBurningBarrelFire(); break;
                    case "Warp Tunnel Effect": newObjectToPlace = createWarpTunnelEffect(); break;
                    case "Laser Beam": newObjectToPlace = createLaserBeam(); break;
                    case "Gold Sparkle": newObjectToPlace = createGoldSparkle(); break;
                    case "Steam Vent": newObjectToPlace = createSteamVent(); break;
                    default: return;
                }
                if (newObjectToPlace) {
                    newObjectToPlace.position.copy(intersectPoint);
                    newObjectToPlace.position.y += 0.01;
                    newObjectToPlace.scale.setScalar(customScale);
                    newObjectToPlace.rotation.y = customRotationY;
                    scene.add(newObjectToPlace);
                    newlyPlacedObjects.push(newObjectToPlace);
                    saveUnsavedState();
                    console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
                }
            }
        }

        function onKeyDown(event) { keysPressed[event.code] = true; }
        function onKeyUp(event) { keysPressed[event.code] = false; }

        function teleportPlayer(targetX, targetZ) {
            console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
            if (playerMesh) {
                playerMesh.position.x = targetX;
                playerMesh.position.z = targetZ;
                const offset = new THREE.Vector3(0, 15, 20);
                const targetPosition = playerMesh.position.clone().add(offset);
                camera.position.copy(targetPosition);
                camera.lookAt(playerMesh.position);
                console.log("Player teleported to:", playerMesh.position);
            } else {
                console.error("Player mesh not found for teleport.");
            }
        }

        function getSaveDataAndPosition() {
            console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
            const objectsToSave = newlyPlacedObjects.map(obj => {
                if (!obj.userData || !obj.userData.type) { return null; }
                const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
                return {
                    obj_id: obj.userData.obj_id, type: obj.userData.type,
                    position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
                    rotation: rotation
                };
            }).filter(obj => obj !== null);
            const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
            const payload = {
                playerPosition: playerPos,
                objectsToSave: objectsToSave
            };
            console.log("Prepared payload for saving:", payload);
            return JSON.stringify(payload);
        }

        function getSaveDataForNamedPlot() {
            console.log(`JS getSaveDataForNamedPlot called. Found ${newlyPlacedObjects.length} new objects.`);
            const objectsToSave = newlyPlacedObjects.map(obj => {
                if (!obj.userData || !obj.userData.type) { return null; }
                const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
                return {
                    obj_id: obj.userData.obj_id, type: obj.userData.type,
                    position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
                    rotation: rotation
                };
            }).filter(obj => obj !== null);
            const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
            const payload = {
                playerPosition: playerPos,
                objectsToSave: objectsToSave
            };
            console.log("Prepared payload for named plot:", payload);
            return JSON.stringify(payload);
        }

        function resetNewlyPlacedObjects() {
            console.log(`JS resetNewlyPlacedObjects called.`);
            clearUnsavedState();
        }

        function updatePlayerMovement() {
            if (!playerMesh) return;
            const moveDirection = new THREE.Vector3(0, 0, 0);
            if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
            if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
            if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
            if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
            if (moveDirection.lengthSq() > 0) {
                moveDirection.normalize().multiplyScalar(playerSpeed);
                const forward = new THREE.Vector3();
                camera.getWorldDirection(forward);
                forward.y = 0;
                forward.normalize();
                const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
                const worldMove = new THREE.Vector3();
                worldMove.add(forward.multiplyScalar(-moveDirection.z));
                worldMove.add(right.multiplyScalar(-moveDirection.x));
                worldMove.normalize().multiplyScalar(playerSpeed);
                playerMesh.position.add(worldMove);
                playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
                checkAndExpandGround();
            }
        }

        function checkAndExpandGround() {
            if (!playerMesh) return;
            const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
            const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
            for (let dx = -1; dx <= 1; dx++) {
                for (let dz = -1; dz <= 1; dz++) {
                    if (dx === 0 && dz === 0) continue;
                    const checkX = currentGridX + dx;
                    const checkZ = currentGridZ + dz;
                    const gridKey = `${checkX}_${checkZ}`;
                    if (!groundMeshes[gridKey]) {
                        const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
                        if (!isSavedPlot) {
                            createGroundPlane(checkX, checkZ, true);
                        }
                    }
                }
            }
        }

        function updateCamera() {
            if (!playerMesh) return;
            const offset = new THREE.Vector3(0, 15, 20);
            const targetPosition = playerMesh.position.clone().add(offset);
            camera.position.lerp(targetPosition, 0.08);
            camera.lookAt(playerMesh.position);
        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function animate() {
            requestAnimationFrame(animate);
            updatePlayerMovement();
            updateCamera();
            renderer.render(scene, camera);
        }

        init();
    </script>
</body>
</html>