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@brass-lantern/server

v2.3.1

Published

Optional intent server for brass-lantern: one Express route that asks Gemini to map loose player input onto the engine’s verbs.

Readme

Brass Lantern intent server

@brass-lantern/server: maps loose player input (“pocket my billfold”) onto your game’s verbs and IDs with Gemini. The model only classifies; it never writes story text.

Install

npm i @brass-lantern/server express

Node 24 or later. express 5 is an optional peer, needed only for the router; TypeScript users of @brass-lantern/server/express also want @types/express (npm i -D @types/express).

Use

import express from 'express';
import { intentRoute } from '@brass-lantern/server/express';

const app = express();
app.set('trust proxy', 'loopback'); // behind a reverse proxy on the same machine
app.use(express.json({ limit: '32kb' }));
app.use('/api', intentRoute({ apiKey: process.env.GEMINI_KEY! }));   // POST /api/parse-intent

Then give the game intentEndpoint: '/api/parse-intent'. Not on Express? parseIntent(input, context, { apiKey }) from @brass-lantern/server is the same thing as a function. Both accept models (empty means the defaults), timeoutMs and, for the route, rateLimitPerMinute (a positive number; anything else throws when the route is built).

The package reads no environment variables: you pass the key in. Keep it on the server, and never give it a VITE_ name, which Vite would inline into the public bundle. Behind Apache or nginx, set trust proxy as above; otherwise every request seems to come from the proxy and all your players share one rate-limit bucket. The route sets no CORS headers, on purpose.

Docs

Using the library is the guide for the three library packages (Coding agents covers the MCP server); the docs cover worlds, story files and the intent server. Source and issues: github.com/mrballistic/brass-lantern. MIT licensed.