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GameboardBlueprintScenarioOptions

Defined in: src/scenario/blueprint.ts:218

Scenario-level options for compiling a blueprint into playable content.

optional actors?: readonly GameboardScenarioActor[]

Defined in: src/scenario/scenario.ts:126

Actors to spawn into the scenario runtime.

CreateGameboardScenarioOptions.actors


optional biomeFills?: readonly BiomeFillSpec[]

Defined in: src/scenario/blueprint.ts:184

Texture-set fill targets for biome regions.

GameboardBlueprintScenarioOptions.biomeFills


optional defaultTerrain?: "grass" | "water"

Defined in: src/gameboard/gameboard.ts:146

Initial terrain used for every generated tile.

GameboardPlanOptions.defaultTerrain


optional faction?: "blue" | "green" | "red" | "yellow"

Defined in: src/scenario/blueprint.ts:178

Primary faction used by generated towns, harbors, and units.

GameboardBlueprintOptions.faction


optional harbors?: number | readonly MedievalHarborSpec[]

Defined in: src/scenario/blueprint.ts:194

Authored harbors, or a count for deterministic coast placement.

GameboardBlueprintScenarioOptions.harbors


optional layoutDensity?: SeededGameboardLayoutDensityOptions

Defined in: src/scenario/blueprint.ts:200

Optional generated density fills attached to the resulting recipe.

GameboardBlueprintOptions.layoutDensity


optional layoutFillSeed?: string | number

Defined in: src/scenario/blueprint.ts:202

Seed used for generated density fills.

GameboardBlueprintScenarioOptions.layoutFillSeed


optional maxElevation?: number

Defined in: src/scenario/blueprint.ts:182

Highest generated elevation used by default mountain ranges.

GameboardBlueprintOptions.maxElevation


optional mountainRanges?: readonly MedievalMountainRangeSpec[]

Defined in: src/scenario/blueprint.ts:186

Authored mountain ranges. Omit to create one default ridge.

GameboardBlueprintScenarioOptions.mountainRanges


optional patrolRoutes?: readonly GameboardScenarioPatrolRoute[]

Defined in: src/scenario/scenario.ts:124

Deterministic patrol route rules for scenario actors.

CreateGameboardScenarioOptions.patrolRoutes


optional propClusterDressing?: false | MedievalPropClusterDressingOptions

Defined in: src/scenario/blueprint.ts:196

Generated and authored semantic prop-cluster dressing. Pass false to disable.

GameboardBlueprintScenarioOptions.propClusterDressing


optional quests?: readonly GameboardQuestDefinition[]

Defined in: src/scenario/scenario.ts:128

Quests to spawn into the scenario runtime.

CreateGameboardScenarioOptions.quests


optional rivers?: readonly MedievalRiverNetworkSpec[]

Defined in: src/scenario/blueprint.ts:192

Authored river networks. Omit to create one mountain-to-coast river.

GameboardBlueprintScenarioOptions.rivers


optional roads?: readonly MedievalRoadNetworkSpec[]

Defined in: src/scenario/blueprint.ts:190

Authored road networks. Auto roads connect towns and harbors.

GameboardBlueprintScenarioOptions.roads


optional scenarioId?: string

Defined in: src/scenario/blueprint.ts:222

Stable scenario id. Defaults to medieval-blueprint:<seed>.


optional scenarioMetadata?: Readonly<Record<string, string | number | boolean | null>>

Defined in: src/scenario/blueprint.ts:224

Serializable metadata attached to the scenario.


optional seed?: string | number

Defined in: src/gameboard/gameboard.ts:140

Deterministic seed for generation.

GameboardPlanOptions.seed


optional shape?: GameboardShape

Defined in: src/scenario/blueprint.ts:176

Board shape to compile.

GameboardBlueprintOptions.shape


optional spawnGroups?: GameboardSpawnGroupOptions

Defined in: src/scenario/scenario.ts:122

Deterministic spawn group rules for scenario actors.

CreateGameboardScenarioOptions.spawnGroups


optional textureSet?: "default" | "fall" | "summer" | "winter"

Defined in: src/gameboard/gameboard.ts:144

Texture set applied to generated terrain.

GameboardPlanOptions.textureSet


optional title?: string

Defined in: src/scenario/scenario.ts:120

Optional display title.

CreateGameboardScenarioOptions.title


optional towns?: number | readonly MedievalTownSpec[]

Defined in: src/scenario/blueprint.ts:188

Authored towns, or a count for deterministic town placement.

GameboardBlueprintScenarioOptions.towns


optional transitionPolicy?: MedievalTransitionPolicy

Defined in: src/scenario/blueprint.ts:198

Visual and access transition policy.

GameboardBlueprintOptions.transitionPolicy


optional waterFill?: number

Defined in: src/scenario/blueprint.ts:180

Fraction of the board reserved for water. Defaults to a southern coast.

GameboardBlueprintOptions.waterFill