GameboardBlueprintOptions
Defined in: src/scenario/blueprint.ts:174
High-level options for compiling a full 2.5D medieval board.
Extends
Section titled “Extends”Partial<GameboardPlanOptions>
Extended by
Section titled “Extended by”Properties
Section titled “Properties”biomeFills?
Section titled “biomeFills?”
optionalbiomeFills?: readonlyBiomeFillSpec[]
Defined in: src/scenario/blueprint.ts:184
Texture-set fill targets for biome regions.
defaultTerrain?
Section titled “defaultTerrain?”
optionaldefaultTerrain?:"grass"|"water"
Defined in: src/gameboard/gameboard.ts:146
Initial terrain used for every generated tile.
Inherited from
Section titled “Inherited from”GameboardPlanOptions.defaultTerrain
faction?
Section titled “faction?”
optionalfaction?:"blue"|"green"|"red"|"yellow"
Defined in: src/scenario/blueprint.ts:178
Primary faction used by generated towns, harbors, and units.
harbors?
Section titled “harbors?”
optionalharbors?:number| readonlyMedievalHarborSpec[]
Defined in: src/scenario/blueprint.ts:194
Authored harbors, or a count for deterministic coast placement.
layoutDensity?
Section titled “layoutDensity?”
optionallayoutDensity?:SeededGameboardLayoutDensityOptions
Defined in: src/scenario/blueprint.ts:200
Optional generated density fills attached to the resulting recipe.
layoutFillSeed?
Section titled “layoutFillSeed?”
optionallayoutFillSeed?:string|number
Defined in: src/scenario/blueprint.ts:202
Seed used for generated density fills.
maxElevation?
Section titled “maxElevation?”
optionalmaxElevation?:number
Defined in: src/scenario/blueprint.ts:182
Highest generated elevation used by default mountain ranges.
mountainRanges?
Section titled “mountainRanges?”
optionalmountainRanges?: readonlyMedievalMountainRangeSpec[]
Defined in: src/scenario/blueprint.ts:186
Authored mountain ranges. Omit to create one default ridge.
propClusterDressing?
Section titled “propClusterDressing?”
optionalpropClusterDressing?:false|MedievalPropClusterDressingOptions
Defined in: src/scenario/blueprint.ts:196
Generated and authored semantic prop-cluster dressing. Pass false to disable.
rivers?
Section titled “rivers?”
optionalrivers?: readonlyMedievalRiverNetworkSpec[]
Defined in: src/scenario/blueprint.ts:192
Authored river networks. Omit to create one mountain-to-coast river.
roads?
Section titled “roads?”
optionalroads?: readonlyMedievalRoadNetworkSpec[]
Defined in: src/scenario/blueprint.ts:190
Authored road networks. Auto roads connect towns and harbors.
optionalseed?:string|number
Defined in: src/gameboard/gameboard.ts:140
Deterministic seed for generation.
Inherited from
Section titled “Inherited from”shape?
Section titled “shape?”
optionalshape?:GameboardShape
Defined in: src/scenario/blueprint.ts:176
Board shape to compile.
Overrides
Section titled “Overrides”textureSet?
Section titled “textureSet?”
optionaltextureSet?:"default"|"fall"|"summer"|"winter"
Defined in: src/gameboard/gameboard.ts:144
Texture set applied to generated terrain.
Inherited from
Section titled “Inherited from”GameboardPlanOptions.textureSet
towns?
Section titled “towns?”
optionaltowns?:number| readonlyMedievalTownSpec[]
Defined in: src/scenario/blueprint.ts:188
Authored towns, or a count for deterministic town placement.
transitionPolicy?
Section titled “transitionPolicy?”
optionaltransitionPolicy?:MedievalTransitionPolicy
Defined in: src/scenario/blueprint.ts:198
Visual and access transition policy.
waterFill?
Section titled “waterFill?”
optionalwaterFill?:number
Defined in: src/scenario/blueprint.ts:180
Fraction of the board reserved for water. Defaults to a southern coast.