GameboardScenarioGameRuntime
Defined in: src/runtime/runtime.ts:619
Runtime facade created from a scenario, preserving scenario-specific indexes and source URL helpers.
Extends
Section titled “Extends”Properties
Section titled “Properties”actions
Section titled “actions”
readonlyactions:object
Defined in: src/runtime/runtime.ts:308
Raw board placement actions.
canOccupyPlacement
Section titled “canOccupyPlacement”canOccupyPlacement: (
options) =>boolean
Return only the boolean occupancy result for a proposed placement.
Parameters
Section titled “Parameters”options
Section titled “options”InspectGameboardPlacementOccupancyOptions
Returns
Section titled “Returns”boolean
clear: () =>
void
Remove all board tile, placement, and board-state traits from the world.
Returns
Section titled “Returns”void
inspectPlacementOccupancy
Section titled “inspectPlacementOccupancy”inspectPlacementOccupancy: (
options) =>GameboardPlacementOccupancyInspection
Inspect whether a proposed placement footprint can occupy its target tiles.
Parameters
Section titled “Parameters”options
Section titled “options”InspectGameboardPlacementOccupancyOptions
Returns
Section titled “Returns”GameboardPlacementOccupancyInspection
loadPlan
Section titled “loadPlan”loadPlan: (
plan) =>GameboardEntityIndex
Replace the current world contents with a complete generated board plan.
Parameters
Section titled “Parameters”Returns
Section titled “Returns”movePlacement
Section titled “movePlacement”movePlacement: (
placement,to,options) =>Entity
Move an existing placement to another tile while preserving unspecified state.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
string | HexCoordinates
options?
Section titled “options?”UpdateGameboardPlacementOptions = {}
Returns
Section titled “Returns”Entity
removePlacement
Section titled “removePlacement”removePlacement: (
placement) =>boolean
Remove an existing placement by entity or placement id.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
Returns
Section titled “Returns”boolean
spawnPlacement
Section titled “spawnPlacement”spawnPlacement: (
options) =>Entity
Spawn a runtime placement into the board.
Parameters
Section titled “Parameters”options
Section titled “options”SpawnGameboardPlacementOptions
Returns
Section titled “Returns”Entity
updatePlacement
Section titled “updatePlacement”updatePlacement: (
placement,options) =>Entity
Update an existing runtime placement by entity or placement id.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options
Section titled “options”UpdateGameboardPlacementOptions
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”actorEntities
Section titled “actorEntities”
readonlyactorEntities:Readonly<Record<string,Entity>>
Defined in: src/runtime/runtime.ts:623
Scenario actor entity index by actor id.
actors
Section titled “actors”
readonlyactors:object
Defined in: src/runtime/runtime.ts:310
Actor actions.
collision
Section titled “collision”collision: (
actor,target,profile) =>GameboardActorCollisionReport
Inspect whether an actor can enter a target tile.
Parameters
Section titled “Parameters”string | Entity | undefined
target
Section titled “target”string | HexCoordinates
profile?
Section titled “profile?”GameboardActorCollisionProfile = {}
Returns
Section titled “Returns”command
Section titled “command”command: (
target,options) =>GameboardInteractionCommand
Plan a high-level interaction command from a target input.
Parameters
Section titled “Parameters”target
Section titled “target”GameboardInteractionTargetInput
options?
Section titled “options?”GameboardInteractionCommandOptions = {}
Returns
Section titled “Returns”interaction
Section titled “interaction”interaction: (
target,options) =>GameboardInteractionTargetReport
Resolve and inspect an interaction target.
Parameters
Section titled “Parameters”target
Section titled “target”GameboardInteractionTargetInput
options?
Section titled “options?”GameboardInteractionTargetOptions = {}
Returns
Section titled “Returns”GameboardInteractionTargetReport
move: (
actor,to,options) =>Entity
Move an actor to another tile.
Parameters
Section titled “Parameters”string | Entity
string | HexCoordinates
options?
Section titled “options?”MoveGameboardActorOptions = {}
Returns
Section titled “Returns”Entity
navigationProfile
Section titled “navigationProfile”navigationProfile: (
actor,options) =>GameboardNavigationProfile
Create an actor-aware navigation profile.
Parameters
Section titled “Parameters”string | Entity
options?
Section titled “options?”GameboardActorNavigationOptions = {}
Returns
Section titled “Returns”neighborhood
Section titled “neighborhood”neighborhood: (
center,options) =>GameboardNeighborhoodInspection
Inspect a radius of tiles around a center.
Parameters
Section titled “Parameters”center
Section titled “center”options?
Section titled “options?”GameboardNeighborhoodInspectionOptions = {}
Returns
Section titled “Returns”GameboardNeighborhoodInspection
read: () =>
GameboardActorSnapshot[]
Read all registered actors.
Returns
Section titled “Returns”register
Section titled “register”register: (
placement,options) =>Entity
Register an existing placement as an actor.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options
Section titled “options”GameboardActorRegistrationOptions
Returns
Section titled “Returns”Entity
select
Section titled “select”select: (
options) =>GameboardActorSelection
Select actors with optional faction, team, tag, radius, and hostility filters.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardActorSelectionOptions = {}
Returns
Section titled “Returns”spawn: (
options) =>Entity
Spawn a placement and register it as an actor.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Entity
targets
Section titled “targets”targets: (
options) =>GameboardActorTargetingReport
Select and path to candidate actor targets.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetingOptions
Returns
Section titled “Returns”tile: (
coordinates,options) =>GameboardTileInspection
Inspect one tile from an actor/gameplay perspective.
Parameters
Section titled “Parameters”coordinates
Section titled “coordinates”string | HexCoordinates
options?
Section titled “options?”GameboardTileInspectionOptions = {}
Returns
Section titled “Returns”update
Section titled “update”update: (
actor,options) =>Entity
Update actor trait state while preserving omitted fields.
Parameters
Section titled “Parameters”string | Entity
options
Section titled “options”Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”advanceAllQuests
Section titled “advanceAllQuests”advanceAllQuests: (
options?) =>GameboardQuestSnapshot[]
Defined in: src/runtime/runtime.ts:571
Advance every quest against the current live actor, placement, and tile state.
Parameters
Section titled “Parameters”options?
Section titled “options?”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.advanceAllQuests
advanceQuest
Section titled “advanceQuest”advanceQuest: (
quest,options?) =>GameboardQuestSnapshot
Defined in: src/runtime/runtime.ts:566
Advance one quest against the current live actor, placement, and tile state.
Parameters
Section titled “Parameters”string | Entity
options?
Section titled “options?”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”analyzeLayoutFill
Section titled “analyzeLayoutFill”analyzeLayoutFill: (
options) =>GameboardLayoutFillAnalysis
Defined in: src/runtime/runtime.ts:447
Analyze seeded layout fill rules against the live projected world.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.analyzeLayoutFill
analyzePieceFills
Section titled “analyzePieceFills”analyzePieceFills: (
registry,fills,options?) =>GameboardLayoutFillAnalysis
Defined in: src/runtime/runtime.ts:497
Analyze generated piece fills against the current projected plan.
Parameters
Section titled “Parameters”registry
Section titled “registry”readonly SeededGameboardPieceFillOptions[]
options?
Section titled “options?”InspectSeededGameboardPieceFillsOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.analyzePieceFills
analyzePieceRegistry
Section titled “analyzePieceRegistry”analyzePieceRegistry: (
registry,options?) =>GameboardPieceRegistryAnalysis
Defined in: src/runtime/runtime.ts:477
Analyze a custom piece registry.
Parameters
Section titled “Parameters”registry
Section titled “registry”options?
Section titled “options?”AnalyzeGameboardPieceRegistryOptions
Returns
Section titled “Returns”GameboardPieceRegistryAnalysis
Inherited from
Section titled “Inherited from”GameboardRuntime.analyzePieceRegistry
canOccupyPlacement
Section titled “canOccupyPlacement”canOccupyPlacement: (
options) =>boolean
Defined in: src/runtime/runtime.ts:369
Return the boolean result from inspectPlacementOccupancy.
Parameters
Section titled “Parameters”options
Section titled “options”InspectGameboardPlacementOccupancyOptions
Returns
Section titled “Returns”boolean
Inherited from
Section titled “Inherited from”GameboardRuntime.canOccupyPlacement
commands
Section titled “commands”
readonlycommands:object
Defined in: src/runtime/runtime.ts:318
Command planning/execution actions.
execute
Section titled “execute”execute: (
commandOrTarget,options) =>GameboardInteractionCommandExecution
Execute a command with optional host-game handlers.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”GameboardInteractionCommandExecutionOptions = {}
Returns
Section titled “Returns”GameboardInteractionCommandExecution
plan: (
target,options) =>GameboardInteractionCommand
Plan a command from a renderer or gameplay target.
Parameters
Section titled “Parameters”target
Section titled “target”GameboardInteractionTargetInput
options?
Section titled “options?”GameboardInteractionCommandOptions = {}
Returns
Section titled “Returns”preview
Section titled “preview”preview: (
commandOrTarget,options) =>GameboardInteractionCommandPreview
Preview a command without mutating state.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”GameboardInteractionCommandPreviewOptions = {}
Returns
Section titled “Returns”GameboardInteractionCommandPreview
targetCommand
Section titled “targetCommand”targetCommand: (
options) =>GameboardActorTargetCommandPlan
Select an actor target and plan a command against it.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetCommandOptions
Returns
Section titled “Returns”GameboardActorTargetCommandPlan
Inherited from
Section titled “Inherited from”createInteropSnapshot
Section titled “createInteropSnapshot”createInteropSnapshot: (
options?) =>GameboardInteropSnapshot
Defined in: src/runtime/runtime.ts:420
Create an ECS interop snapshot from the live runtime.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardRuntimeInteropOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.createInteropSnapshot
createLayoutFillPlacements
Section titled “createLayoutFillPlacements”createLayoutFillPlacements: (
options) =>SpawnGameboardPlacementOptions[]
Defined in: src/runtime/runtime.ts:449
Create seeded layout fill placement options without mutating the live world.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”SpawnGameboardPlacementOptions[]
Inherited from
Section titled “Inherited from”GameboardRuntime.createLayoutFillPlacements
createLayoutPlacements
Section titled “createLayoutPlacements”createLayoutPlacements: (
options) =>SpawnGameboardPlacementOptions[]
Defined in: src/runtime/runtime.ts:443
Create layout placement spawn options without mutating the live world.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardLayoutPlacementOptions
Returns
Section titled “Returns”SpawnGameboardPlacementOptions[]
Inherited from
Section titled “Inherited from”GameboardRuntime.createLayoutPlacements
createNavigation
Section titled “createNavigation”createNavigation: (
profile?) =>GameboardNavigation
Defined in: src/runtime/runtime.ts:429
Create a pathfinding/navigation facade from the live projected world.
Parameters
Section titled “Parameters”profile?
Section titled “profile?”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.createNavigation
createOccupancyIndex
Section titled “createOccupancyIndex”createOccupancyIndex: (
profile?) =>GameboardOccupancyIndex
Defined in: src/runtime/runtime.ts:427
Create a navigation occupancy index from the live projected world.
Parameters
Section titled “Parameters”profile?
Section titled “profile?”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.createOccupancyIndex
createPieceFillRules
Section titled “createPieceFillRules”createPieceFillRules: (
registry,options?) =>GameboardLayoutFillRule[]
Defined in: src/runtime/runtime.ts:487
Create layout fill rules from selected registry pieces.
Parameters
Section titled “Parameters”registry
Section titled “registry”options?
Section titled “options?”GameboardPieceRegistryFillRulesOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.createPieceFillRules
createPiecePlacementOptions
Section titled “createPiecePlacementOptions”createPiecePlacementOptions: (
piece,options?) =>GameboardLayoutPlacementOptions
Defined in: src/runtime/runtime.ts:457
Convert a piece declaration to layout placement options.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardPiecePlacementOptions
Returns
Section titled “Returns”GameboardLayoutPlacementOptions
Inherited from
Section titled “Inherited from”GameboardRuntime.createPiecePlacementOptions
createPiecePlacements
Section titled “createPiecePlacements”createPiecePlacements: (
piece,options?) =>SpawnGameboardPlacementOptions[]
Defined in: src/runtime/runtime.ts:462
Create placement options for a piece against the current projected plan.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardPiecePlacementOptions
Returns
Section titled “Returns”SpawnGameboardPlacementOptions[]
Inherited from
Section titled “Inherited from”GameboardRuntime.createPiecePlacements
createPiecePoolFillRule
Section titled “createPiecePoolFillRule”createPiecePoolFillRule: (
pieces,options?) =>GameboardLayoutFillRule
Defined in: src/runtime/runtime.ts:492
Create one pooled fill rule from a piece collection.
Parameters
Section titled “Parameters”pieces
Section titled “pieces”readonly GameboardPieceDeclaration[]
options?
Section titled “options?”GameboardPieceCollectionLayoutRuleOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.createPiecePoolFillRule
createPieceSourceUrlMap
Section titled “createPieceSourceUrlMap”createPieceSourceUrlMap: (
registry,options?) =>Readonly<Record<string,string>>
Defined in: src/runtime/runtime.ts:515
Create an asset-id-to-URL map for local custom pieces.
Parameters
Section titled “Parameters”registry
Section titled “registry”options?
Section titled “options?”GameboardPieceSourceUrlOptions
Returns
Section titled “Returns”Readonly<Record<string, string>>
Inherited from
Section titled “Inherited from”GameboardRuntime.createPieceSourceUrlMap
createScenarioInteropSnapshot
Section titled “createScenarioInteropSnapshot”createScenarioInteropSnapshot: (
options?) =>GameboardInteropSnapshot
Defined in: src/runtime/runtime.ts:635
Create an interop snapshot from the original scenario definition.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardScenarioInteropOptions
Returns
Section titled “Returns”createScenarioPieceSourceUrlMap
Section titled “createScenarioPieceSourceUrlMap”createScenarioPieceSourceUrlMap: (
options?) =>Readonly<Record<string,string>>
Defined in: src/runtime/runtime.ts:646
Create an asset-id-to-URL map for scenario-local custom pieces.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardPieceSourceUrlOptions
Returns
Section titled “Returns”Readonly<Record<string, string>>
dispatchActorTargetCommand
Section titled “dispatchActorTargetCommand”dispatchActorTargetCommand: (
options,commandOptions?) =>DispatchGameboardActorTargetCommandResult
Defined in: src/runtime/runtime.ts:592
Select an actor target and dispatch the planned command.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetCommandOptions
commandOptions?
Section titled “commandOptions?”DispatchGameboardInteractionCommandOptions
Returns
Section titled “Returns”DispatchGameboardActorTargetCommandResult
Inherited from
Section titled “Inherited from”GameboardRuntime.dispatchActorTargetCommand
dispatchCommand
Section titled “dispatchCommand”dispatchCommand: (
commandOrTarget,options?) =>DispatchGameboardInteractionCommandResult
Defined in: src/runtime/runtime.ts:587
Execute a command and return dispatch events.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”DispatchGameboardInteractionCommandOptions
Returns
Section titled “Returns”DispatchGameboardInteractionCommandResult
Inherited from
Section titled “Inherited from”GameboardRuntime.dispatchCommand
executeCommand
Section titled “executeCommand”executeCommand: (
commandOrTarget,options?) =>GameboardInteractionCommandExecution
Defined in: src/runtime/runtime.ts:597
Execute a command without wrapping it in system events.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”GameboardInteractionCommandExecutionOptions
Returns
Section titled “Returns”GameboardInteractionCommandExecution
Inherited from
Section titled “Inherited from”GameboardRuntime.executeCommand
findActor
Section titled “findActor”findActor: (
actor) =>GameboardActorSnapshot|undefined
Defined in: src/runtime/runtime.ts:535
Find one actor by entity, placement id, or stable actor id.
Parameters
Section titled “Parameters”string | Entity
Returns
Section titled “Returns”GameboardActorSnapshot | undefined
Inherited from
Section titled “Inherited from”findQuest
Section titled “findQuest”findQuest: (
quest) =>GameboardQuestSnapshot|undefined
Defined in: src/runtime/runtime.ts:562
Find one quest by entity or stable quest id.
Parameters
Section titled “Parameters”string | Entity
Returns
Section titled “Returns”GameboardQuestSnapshot | undefined
Inherited from
Section titled “Inherited from”inspectActorTargets
Section titled “inspectActorTargets”inspectActorTargets: (
options) =>GameboardActorTargetingReport
Defined in: src/runtime/runtime.ts:418
Select and rank actor targets with path and command planning.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetingOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.inspectActorTargets
inspectLayoutSites
Section titled “inspectLayoutSites”inspectLayoutSites: (
options?) =>GameboardLayoutSiteInspection
Defined in: src/runtime/runtime.ts:439
Inspect layout candidates and rejections against the live projected world.
Parameters
Section titled “Parameters”options?
Section titled “options?”InspectGameboardLayoutSitesOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.inspectLayoutSites
inspectNeighborhood
Section titled “inspectNeighborhood”inspectNeighborhood: (
center,options?) =>GameboardNeighborhoodInspection
Defined in: src/runtime/runtime.ts:411
Inspect a radius around a tile, placement, actor, or coordinate.
Parameters
Section titled “Parameters”center
Section titled “center”options?
Section titled “options?”GameboardNeighborhoodInspectionOptions
Returns
Section titled “Returns”GameboardNeighborhoodInspection
Inherited from
Section titled “Inherited from”GameboardRuntime.inspectNeighborhood
inspectPieceFills
Section titled “inspectPieceFills”inspectPieceFills: (
registry,fills,options?) =>SeededGameboardPieceFillInspection
Defined in: src/runtime/runtime.ts:503
Inspect generated piece fills with candidate and rejection details.
Parameters
Section titled “Parameters”registry
Section titled “registry”readonly SeededGameboardPieceFillOptions[]
options?
Section titled “options?”InspectSeededGameboardPieceFillsOptions
Returns
Section titled “Returns”SeededGameboardPieceFillInspection
Inherited from
Section titled “Inherited from”GameboardRuntime.inspectPieceFills
inspectPiecePlacement
Section titled “inspectPiecePlacement”inspectPiecePlacement: (
piece,options?) =>GameboardPiecePlacementInspection
Defined in: src/runtime/runtime.ts:467
Inspect where a piece can be placed against the current projected plan.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardPiecePlacementOptions
Returns
Section titled “Returns”GameboardPiecePlacementInspection
Inherited from
Section titled “Inherited from”GameboardRuntime.inspectPiecePlacement
inspectPlacementOccupancy
Section titled “inspectPlacementOccupancy”inspectPlacementOccupancy: (
options) =>GameboardPlacementOccupancyInspection
Defined in: src/runtime/runtime.ts:365
Inspect whether a placement footprint can occupy the current live board.
This is the preflight path for construction cursors, drag previews, unit moves, and generated fills before mutating the world.
Parameters
Section titled “Parameters”options
Section titled “options”InspectGameboardPlacementOccupancyOptions
Returns
Section titled “Returns”GameboardPlacementOccupancyInspection
Inherited from
Section titled “Inherited from”GameboardRuntime.inspectPlacementOccupancy
inspectTile
Section titled “inspectTile”inspectTile: (
coordinates,options?) =>GameboardTileInspection
Defined in: src/runtime/runtime.ts:406
Inspect one tile, placement, actor, or coordinate in live state.
Parameters
Section titled “Parameters”coordinates
Section titled “coordinates”string | HexCoordinates
options?
Section titled “options?”GameboardTileInspectionOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”interact
Section titled “interact”interact: (
commandOrTarget,options?) =>RunGameboardInteractionResult
Defined in: src/runtime/runtime.ts:602
Dispatch a command and optionally run systems.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”RunGameboardInteractionOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”interactActorTarget
Section titled “interactActorTarget”interactActorTarget: (
options,interactionOptions?) =>RunGameboardActorTargetInteractionResult
Defined in: src/runtime/runtime.ts:607
Target an actor, dispatch the command, and optionally run systems.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetCommandOptions
interactionOptions?
Section titled “interactionOptions?”RunGameboardInteractionOptions
Returns
Section titled “Returns”RunGameboardActorTargetInteractionResult
Inherited from
Section titled “Inherited from”GameboardRuntime.interactActorTarget
loadPlan
Section titled “loadPlan”loadPlan: (
plan) =>GameboardEntityIndex
Defined in: src/runtime/runtime.ts:322
Load a plan into the bound world.
Parameters
Section titled “Parameters”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”mountInterop
Section titled “mountInterop”mountInterop: <
TEntity>(adapter,options?) =>GameboardEcsMountResult<TEntity>
Defined in: src/runtime/runtime.ts:422
Mount the live runtime snapshot into another ECS/store adapter.
Type Parameters
Section titled “Type Parameters”TEntity
Section titled “TEntity”TEntity
Parameters
Section titled “Parameters”adapter
Section titled “adapter”GameboardEcsAdapter<TEntity>
options?
Section titled “options?”GameboardRuntimeInteropOptions
Returns
Section titled “Returns”GameboardEcsMountResult<TEntity>
Inherited from
Section titled “Inherited from”mountScenarioInterop
Section titled “mountScenarioInterop”mountScenarioInterop: <
TEntity>(adapter,options?) =>GameboardEcsMountResult<TEntity>
Defined in: src/runtime/runtime.ts:641
Mount the original scenario definition into another ECS/store adapter.
Type Parameters
Section titled “Type Parameters”TEntity
Section titled “TEntity”TEntity
Parameters
Section titled “Parameters”adapter
Section titled “adapter”GameboardEcsAdapter<TEntity>
options?
Section titled “options?”GameboardScenarioInteropOptions
Returns
Section titled “Returns”GameboardEcsMountResult<TEntity>
moveActor
Section titled “moveActor”moveActor: (
actor,to,options?) =>Entity
Defined in: src/runtime/runtime.ts:546
Move an actor-backed placement by actor id or entity.
Parameters
Section titled “Parameters”string | Entity
string | HexCoordinates
options?
Section titled “options?”Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”movement
Section titled “movement”
readonlymovement:object
Defined in: src/runtime/runtime.ts:312
Movement actions.
advance
Section titled “advance”advance: (
placement,options) =>GameboardMovementAdvanceResult
Advance one placement along its requested path.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options?
Section titled “options?”AdvanceGameboardMovementOptions = {}
Returns
Section titled “Returns”GameboardMovementAdvanceResult
clear: (
placement) =>Entity
Clear active movement path state for a placement.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
Returns
Section titled “Returns”Entity
reachable
Section titled “reachable”reachable: (
placement,options) =>GameboardReachableTile[]
Return tiles reachable by one movement agent.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options?
Section titled “options?”Returns
Section titled “Returns”requestMove
Section titled “requestMove”requestMove: (
placement,destination,options) =>GameboardMovementRequestResult
Request movement to a destination.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
destination
Section titled “destination”string | HexCoordinates
options?
Section titled “options?”GameboardMovementPathRequestOptions = {}
Returns
Section titled “Returns”GameboardMovementRequestResult
resetBudget
Section titled “resetBudget”resetBudget: (
placement?,options) => readonlyEntity[]
Reset movement budget for one or all movement agents.
Parameters
Section titled “Parameters”placement?
Section titled “placement?”string | Entity
options?
Section titled “options?”Returns
Section titled “Returns”readonly Entity[]
runSystem
Section titled “runSystem”runSystem: (
options) =>GameboardMovementAdvanceResult[]
Advance all active movement agents.
Parameters
Section titled “Parameters”options?
Section titled “options?”AdvanceGameboardMovementOptions = {}
Returns
Section titled “Returns”GameboardMovementAdvanceResult[]
setAgent
Section titled “setAgent”setAgent: (
placement,options) =>Entity
Add or update a movement agent on a placement.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options?
Section titled “options?”SetGameboardMovementAgentOptions = {}
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”movePlacement
Section titled “movePlacement”movePlacement: (
placement,to,options?) =>Entity
Defined in: src/runtime/runtime.ts:394
Move one placement to a new tile or coordinate-like target.
Use this for actor movement, build previews, temporary markers, and gameplay props that should remain in the same Koota entity.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
string | HexCoordinates
options?
Section titled “options?”Omit<UpdateGameboardPlacementOptions, "at">
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”GameboardRuntime.movePlacement
patrol
Section titled “patrol”
readonlypatrol:object
Defined in: src/runtime/runtime.ts:314
Patrol actions.
advance
Section titled “advance”advance: (
placement,options) =>GameboardPatrolAdvanceResult
Advance one patrol agent.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options?
Section titled “options?”AdvanceGameboardPatrolOptions = {}
Returns
Section titled “Returns”clear: (
placement) =>Entity
Remove patrol traits from a placement.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
Returns
Section titled “Returns”Entity
read: () =>
GameboardPatrolSnapshot[]
Read all patrol snapshots.
Returns
Section titled “Returns”run: (
options) =>GameboardPatrolAdvanceResult[]
Advance every patrol agent in the world.
Parameters
Section titled “Parameters”options?
Section titled “options?”AdvanceGameboardPatrolOptions = {}
Returns
Section titled “Returns”GameboardPatrolAdvanceResult[]
set: (
placement,options) =>Entity
Attach or replace a patrol agent.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options
Section titled “options”SetGameboardPatrolAgentOptions
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”patrolRoutes?
Section titled “patrolRoutes?”
readonlyoptionalpatrolRoutes?:GameboardPatrolRouteSet
Defined in: src/runtime/runtime.ts:629
Scenario patrol routes planned during startup.
plan: () =>
GameboardPlan
Defined in: src/runtime/runtime.ts:324
Project the live world to a renderable plan.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”planActorTargetCommand
Section titled “planActorTargetCommand”planActorTargetCommand: (
options) =>GameboardActorTargetCommandPlan
Defined in: src/runtime/runtime.ts:578
Plan a command against the selected actor target.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetCommandOptions
Returns
Section titled “Returns”GameboardActorTargetCommandPlan
Inherited from
Section titled “Inherited from”GameboardRuntime.planActorTargetCommand
planCommand
Section titled “planCommand”planCommand: (
target,options?) =>GameboardInteractionCommand
Defined in: src/runtime/runtime.ts:573
Plan a command from a renderer or gameplay target.
Parameters
Section titled “Parameters”target
Section titled “target”GameboardInteractionTargetInput
options?
Section titled “options?”GameboardInteractionCommandOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”planPatrolRoute
Section titled “planPatrolRoute”planPatrolRoute: (
options) =>GameboardPatrolRoutePlan
Defined in: src/runtime/runtime.ts:435
Plan one patrol route from the live projected world.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.planPatrolRoute
planPatrolRoutes
Section titled “planPatrolRoutes”planPatrolRoutes: (
options) =>GameboardPatrolRouteSet
Defined in: src/runtime/runtime.ts:437
Plan a patrol route set from the live projected world.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardPatrolRouteSetOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.planPatrolRoutes
planSpawnGroups
Section titled “planSpawnGroups”planSpawnGroups: (
options) =>GameboardSpawnGroupPlan
Defined in: src/runtime/runtime.ts:433
Plan spawn groups from the live projected world.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.planSpawnGroups
previewCommand
Section titled “previewCommand”previewCommand: (
commandOrTarget,options?) =>GameboardInteractionCommandPreview
Defined in: src/runtime/runtime.ts:582
Preview command execution without mutating state.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”GameboardInteractionCommandPreviewOptions
Returns
Section titled “Returns”GameboardInteractionCommandPreview
Inherited from
Section titled “Inherited from”GameboardRuntime.previewCommand
questEntities
Section titled “questEntities”
readonlyquestEntities:Readonly<Record<string,Entity>>
Defined in: src/runtime/runtime.ts:625
Scenario quest entity index by quest id.
quests
Section titled “quests”
readonlyquests:object
Defined in: src/runtime/runtime.ts:316
Quest actions.
advance
Section titled “advance”advance: (
quest,options) =>GameboardQuestSnapshot
Advance one quest entity.
Parameters
Section titled “Parameters”string | Entity
options?
Section titled “options?”AdvanceGameboardQuestOptions = {}
Returns
Section titled “Returns”advanceAll
Section titled “advanceAll”advanceAll: (
options) =>GameboardQuestSnapshot[]
Advance every quest entity.
Parameters
Section titled “Parameters”options?
Section titled “options?”AdvanceGameboardQuestOptions = {}
Returns
Section titled “Returns”find: (
quest) =>GameboardQuestSnapshot|undefined
Find one quest snapshot.
Parameters
Section titled “Parameters”string | Entity
Returns
Section titled “Returns”GameboardQuestSnapshot | undefined
read: () =>
GameboardQuestSnapshot[]
Read all quest snapshots.
Returns
Section titled “Returns”spawn: (
definition,options) =>Entity
Spawn a quest entity.
Parameters
Section titled “Parameters”definition
Section titled “definition”options?
Section titled “options?”SpawnGameboardQuestOptions = {}
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”readActors
Section titled “readActors”readActors: () =>
GameboardActorSnapshot[]
Defined in: src/runtime/runtime.ts:537
Read all registered actors joined with their placement and tile records.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”readActorsForTile
Section titled “readActorsForTile”readActorsForTile: (
coordinates) =>GameboardActorSnapshot[]
Defined in: src/runtime/runtime.ts:544
Read registered actors whose placement origin is one tile.
Use this for hover cards, collision probes, encounter checks, and external ECS sync when a game needs actor semantics instead of raw placements.
Parameters
Section titled “Parameters”coordinates
Section titled “coordinates”string | HexCoordinates
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.readActorsForTile
readPlacementOccupancy
Section titled “readPlacementOccupancy”readPlacementOccupancy: () =>
PlacementOccupancySnapshot[]
Defined in: src/runtime/runtime.ts:351
Read every placement footprint currently reserving or blocking tiles.
The returned records include origin and occupied tile metadata, so UI and pathfinding bridges can reason about multi-hex structures and blockers.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.readPlacementOccupancy
readPlacementOccupancyForTile
Section titled “readPlacementOccupancyForTile”readPlacementOccupancyForTile: (
coordinates) =>PlacementOccupancySnapshot[]
Defined in: src/runtime/runtime.ts:358
Read occupancy records for one tile.
Prefer this over filtering readPlacementOccupancy() in UI panels,
collision probes, and external ECS bridges that only need one hex.
Parameters
Section titled “Parameters”coordinates
Section titled “coordinates”string | HexCoordinates
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.readPlacementOccupancyForTile
readPlacements
Section titled “readPlacements”readPlacements: () =>
object[]
Defined in: src/runtime/runtime.ts:337
Read serializable placement records from live state.
Use this for save data, editor panels, renderer diffing, and external ECS mirrors that do not need raw Koota relation stores.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.readPlacements
readPlacementsForTile
Section titled “readPlacementsForTile”readPlacementsForTile: (
coordinates) =>object[]
Defined in: src/runtime/runtime.ts:344
Read serializable placement records that occupy one tile.
This includes placements whose multi-tile footprint covers the tile, not only placements whose canonical origin is the tile.
Parameters
Section titled “Parameters”coordinates
Section titled “coordinates”string | HexCoordinates
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.readPlacementsForTile
readQuests
Section titled “readQuests”readQuests: () =>
GameboardQuestSnapshot[]
Defined in: src/runtime/runtime.ts:564
Read all quest snapshots from live state for HUDs, saves, and tests.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”registerActor
Section titled “registerActor”registerActor: (
placement,options) =>Entity
Defined in: src/runtime/runtime.ts:528
Attach actor state to an existing placement.
Register existing placements when a neutral prop, marker, structure, or externally declared piece becomes selectable, interactive, hostile, or quest-addressable after startup.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options
Section titled “options”GameboardActorRegistrationOptions
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”GameboardRuntime.registerActor
removePlacement
Section titled “removePlacement”removePlacement: (
placement) =>boolean
Defined in: src/runtime/runtime.ts:404
Remove one placement entity and its placement relations from the live world.
Returns false when the entity or placement id cannot be found.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
Returns
Section titled “Returns”boolean
Inherited from
Section titled “Inherited from”GameboardRuntime.removePlacement
scenarioLayoutArchetypes?
Section titled “scenarioLayoutArchetypes?”
readonlyoptionalscenarioLayoutArchetypes?:Readonly<Record<string,GameboardLayoutArchetype>>
Defined in: src/runtime/runtime.ts:631
Layout archetypes declared by the scenario recipe.
scenarioPieceRegistry?
Section titled “scenarioPieceRegistry?”
readonlyoptionalscenarioPieceRegistry?:GameboardPieceRegistry
Defined in: src/runtime/runtime.ts:633
Piece registry declared by the scenario recipe.
scenarioRuntime
Section titled “scenarioRuntime”
readonlyscenarioRuntime:GameboardScenarioRuntime
Defined in: src/runtime/runtime.ts:621
Scenario runtime produced by createGameboardWorldFromScenario.
selectActors
Section titled “selectActors”selectActors: (
options?) =>GameboardActorSelection
Defined in: src/runtime/runtime.ts:416
Select actors from live state using actor-aware filters.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardActorSelectionOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”selectPieces
Section titled “selectPieces”selectPieces: (
registry,selection?) =>GameboardPieceDeclaration[]
Defined in: src/runtime/runtime.ts:482
Select declarations from a custom piece registry.
Parameters
Section titled “Parameters”registry
Section titled “registry”selection?
Section titled “selection?”GameboardPieceRegistrySelection
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”selectSpawnLocations
Section titled “selectSpawnLocations”selectSpawnLocations: (
options) =>SpawnLocation[]
Defined in: src/runtime/runtime.ts:431
Select deterministic spawn locations from the live projected world.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.selectSpawnLocations
snapshot
Section titled “snapshot”snapshot: (
options?) =>GameboardRuntimeSnapshot
Defined in: src/runtime/runtime.ts:330
Read a serializable runtime snapshot.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardRuntimeSnapshotOptions
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”spawnActor
Section titled “spawnActor”spawnActor: (
options) =>Entity
Defined in: src/runtime/runtime.ts:520
Spawn an actor-backed placement.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”spawnGroups?
Section titled “spawnGroups?”
readonlyoptionalspawnGroups?:GameboardSpawnGroupPlan
Defined in: src/runtime/runtime.ts:627
Scenario spawn groups planned during startup.
spawnLayoutFill
Section titled “spawnLayoutFill”spawnLayoutFill: (
options) =>Entity[]
Defined in: src/runtime/runtime.ts:455
Spawn a generated layout fill into the live world.
Parameters
Section titled “Parameters”options
Section titled “options”Returns
Section titled “Returns”Entity[]
Inherited from
Section titled “Inherited from”GameboardRuntime.spawnLayoutFill
spawnLayoutPlacements
Section titled “spawnLayoutPlacements”spawnLayoutPlacements: (
options) =>Entity[]
Defined in: src/runtime/runtime.ts:453
Spawn explicit layout placements into the live world.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardLayoutPlacementOptions
Returns
Section titled “Returns”Entity[]
Inherited from
Section titled “Inherited from”GameboardRuntime.spawnLayoutPlacements
spawnPiece
Section titled “spawnPiece”spawnPiece: (
piece,options?) =>Entity[]
Defined in: src/runtime/runtime.ts:472
Spawn one declared piece into the live world.
Parameters
Section titled “Parameters”options?
Section titled “options?”GameboardPiecePlacementOptions
Returns
Section titled “Returns”Entity[]
Inherited from
Section titled “Inherited from”spawnPieceFills
Section titled “spawnPieceFills”spawnPieceFills: (
registry,fills,options?) =>Entity[]
Defined in: src/runtime/runtime.ts:509
Spawn generated piece fills into the live world.
Parameters
Section titled “Parameters”registry
Section titled “registry”readonly SeededGameboardPieceFillOptions[]
options?
Section titled “options?”InspectSeededGameboardPieceFillsOptions
Returns
Section titled “Returns”Entity[]
Inherited from
Section titled “Inherited from”GameboardRuntime.spawnPieceFills
spawnPlacement
Section titled “spawnPlacement”spawnPlacement: (
options) =>Entity
Defined in: src/runtime/runtime.ts:376
Spawn one renderable placement into the live world.
Pass occupancyGuard: true when the spawn should fail instead of
overlapping an existing blocker or missing footprint tile.
Parameters
Section titled “Parameters”options
Section titled “options”SpawnGameboardPlacementOptions
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”GameboardRuntime.spawnPlacement
spawnQuest
Section titled “spawnQuest”spawnQuest: (
definition,options?) =>Entity
Defined in: src/runtime/runtime.ts:557
Spawn a quest definition into the live world.
Quest objectives can reference actor ids, placement ids, and tile keys, so scenario and runtime-created quests use the same progression surface.
Parameters
Section titled “Parameters”definition
Section titled “definition”options?
Section titled “options?”Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”summarizePlan
Section titled “summarizePlan”summarizePlan: (
options?) =>GameboardPlanSummary
Defined in: src/runtime/runtime.ts:326
Summarize the live projected plan for editor, diagnostics, and bridge code.
Parameters
Section titled “Parameters”options?
Section titled “options?”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.summarizePlan
summarizeScenario
Section titled “summarizeScenario”summarizeScenario: (
options?) =>GameboardScenarioSummary
Defined in: src/runtime/runtime.ts:639
Summarize the original scenario definition, actors, quests, spawns, and routes.
Parameters
Section titled “Parameters”options?
Section titled “options?”SummarizeGameboardScenarioOptions
Returns
Section titled “Returns”systems
Section titled “systems”
readonlysystems:object
Defined in: src/runtime/runtime.ts:320
System dispatch/tick actions.
dispatchActorTargetCommand
Section titled “dispatchActorTargetCommand”dispatchActorTargetCommand: (
options,commandOptions) =>DispatchGameboardActorTargetCommandResult
Select an actor target, then execute its planned command.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetCommandOptions
commandOptions?
Section titled “commandOptions?”DispatchGameboardInteractionCommandOptions = {}
Returns
Section titled “Returns”DispatchGameboardActorTargetCommandResult
dispatchCommand
Section titled “dispatchCommand”dispatchCommand: (
commandOrTarget,options) =>DispatchGameboardInteractionCommandResult
Execute one command and emit dispatch event records.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”DispatchGameboardInteractionCommandOptions = {}
Returns
Section titled “Returns”DispatchGameboardInteractionCommandResult
interact
Section titled “interact”interact: (
commandOrTarget,options) =>RunGameboardInteractionResult
Dispatch a command and optionally tick systems.
Parameters
Section titled “Parameters”commandOrTarget
Section titled “commandOrTarget”GameboardInteractionCommandInput
options?
Section titled “options?”RunGameboardInteractionOptions = {}
Returns
Section titled “Returns”interactActorTarget
Section titled “interactActorTarget”interactActorTarget: (
options,interactionOptions) =>RunGameboardActorTargetInteractionResult
Target an actor, dispatch the command, and optionally tick systems.
Parameters
Section titled “Parameters”options
Section titled “options”GameboardActorTargetCommandOptions
interactionOptions?
Section titled “interactionOptions?”RunGameboardInteractionOptions = {}
Returns
Section titled “Returns”RunGameboardActorTargetInteractionResult
run: (
options) =>RunGameboardSystemsResult
Run enabled patrol, movement, and quest systems for one tick.
Parameters
Section titled “Parameters”options?
Section titled “options?”RunGameboardSystemsOptions = {}
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”tick: (
options?) =>RunGameboardSystemsResult
Defined in: src/runtime/runtime.ts:612
Run enabled systems for one game-loop tick.
Parameters
Section titled “Parameters”options?
Section titled “options?”Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”updateActor
Section titled “updateActor”updateActor: (
actor,options) =>Entity
Defined in: src/runtime/runtime.ts:533
Update actor state while preserving omitted fields and placement binding.
Parameters
Section titled “Parameters”string | Entity
options
Section titled “options”Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”updatePlacement
Section titled “updatePlacement”updatePlacement: (
placement,options) =>Entity
Defined in: src/runtime/runtime.ts:384
Update one placement in the live world while preserving omitted fields.
The helper refreshes placement classification and footprint relations when fields such as coordinates, kind, layer, footprint, tags, or blocking behavior change.
Parameters
Section titled “Parameters”placement
Section titled “placement”string | Entity
options
Section titled “options”UpdateGameboardPlacementOptions
Returns
Section titled “Returns”Entity
Inherited from
Section titled “Inherited from”GameboardRuntime.updatePlacement
validationPlan
Section titled “validationPlan”validationPlan: () =>
GameboardPlan
Defined in: src/runtime/runtime.ts:328
Project the live world to a plan shape suitable for validation.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”GameboardRuntime.validationPlan
readonlyworld:World
Defined in: src/runtime/runtime.ts:306
Bound Koota world.