GameboardBlueprintScenarioOptions
Defined in: src/scenario/blueprint.ts:218
Scenario-level options for compiling a blueprint into playable content.
Extends
Section titled “Extends”GameboardBlueprintOptions.Omit<CreateGameboardScenarioOptions,"metadata">
Properties
Section titled “Properties”actors?
Section titled “actors?”
optionalactors?: readonlyGameboardScenarioActor[]
Defined in: src/scenario/scenario.ts:126
Actors to spawn into the scenario runtime.
Inherited from
Section titled “Inherited from”CreateGameboardScenarioOptions.actors
biomeFills?
Section titled “biomeFills?”
optionalbiomeFills?: readonlyBiomeFillSpec[]
Defined in: src/scenario/blueprint.ts:184
Texture-set fill targets for biome regions.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.biomeFills
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.
Inherited from
Section titled “Inherited from”GameboardBlueprintOptions.faction
harbors?
Section titled “harbors?”
optionalharbors?:number| readonlyMedievalHarborSpec[]
Defined in: src/scenario/blueprint.ts:194
Authored harbors, or a count for deterministic coast placement.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.harbors
layoutDensity?
Section titled “layoutDensity?”
optionallayoutDensity?:SeededGameboardLayoutDensityOptions
Defined in: src/scenario/blueprint.ts:200
Optional generated density fills attached to the resulting recipe.
Inherited from
Section titled “Inherited from”GameboardBlueprintOptions.layoutDensity
layoutFillSeed?
Section titled “layoutFillSeed?”
optionallayoutFillSeed?:string|number
Defined in: src/scenario/blueprint.ts:202
Seed used for generated density fills.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.layoutFillSeed
maxElevation?
Section titled “maxElevation?”
optionalmaxElevation?:number
Defined in: src/scenario/blueprint.ts:182
Highest generated elevation used by default mountain ranges.
Inherited from
Section titled “Inherited from”GameboardBlueprintOptions.maxElevation
mountainRanges?
Section titled “mountainRanges?”
optionalmountainRanges?: readonlyMedievalMountainRangeSpec[]
Defined in: src/scenario/blueprint.ts:186
Authored mountain ranges. Omit to create one default ridge.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.mountainRanges
patrolRoutes?
Section titled “patrolRoutes?”
optionalpatrolRoutes?: readonlyGameboardScenarioPatrolRoute[]
Defined in: src/scenario/scenario.ts:124
Deterministic patrol route rules for scenario actors.
Inherited from
Section titled “Inherited from”CreateGameboardScenarioOptions.patrolRoutes
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.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.propClusterDressing
quests?
Section titled “quests?”
optionalquests?: readonlyGameboardQuestDefinition[]
Defined in: src/scenario/scenario.ts:128
Quests to spawn into the scenario runtime.
Inherited from
Section titled “Inherited from”CreateGameboardScenarioOptions.quests
rivers?
Section titled “rivers?”
optionalrivers?: readonlyMedievalRiverNetworkSpec[]
Defined in: src/scenario/blueprint.ts:192
Authored river networks. Omit to create one mountain-to-coast river.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.rivers
roads?
Section titled “roads?”
optionalroads?: readonlyMedievalRoadNetworkSpec[]
Defined in: src/scenario/blueprint.ts:190
Authored road networks. Auto roads connect towns and harbors.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.roads
scenarioId?
Section titled “scenarioId?”
optionalscenarioId?:string
Defined in: src/scenario/blueprint.ts:222
Stable scenario id. Defaults to medieval-blueprint:<seed>.
scenarioMetadata?
Section titled “scenarioMetadata?”
optionalscenarioMetadata?:Readonly<Record<string,string|number|boolean|null>>
Defined in: src/scenario/blueprint.ts:224
Serializable metadata attached to the scenario.
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.
Inherited from
Section titled “Inherited from”GameboardBlueprintOptions.shape
spawnGroups?
Section titled “spawnGroups?”
optionalspawnGroups?:GameboardSpawnGroupOptions
Defined in: src/scenario/scenario.ts:122
Deterministic spawn group rules for scenario actors.
Inherited from
Section titled “Inherited from”CreateGameboardScenarioOptions.spawnGroups
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
title?
Section titled “title?”
optionaltitle?:string
Defined in: src/scenario/scenario.ts:120
Optional display title.
Inherited from
Section titled “Inherited from”CreateGameboardScenarioOptions.title
towns?
Section titled “towns?”
optionaltowns?:number| readonlyMedievalTownSpec[]
Defined in: src/scenario/blueprint.ts:188
Authored towns, or a count for deterministic town placement.
Inherited from
Section titled “Inherited from”GameboardBlueprintScenarioOptions.towns
transitionPolicy?
Section titled “transitionPolicy?”
optionaltransitionPolicy?:MedievalTransitionPolicy
Defined in: src/scenario/blueprint.ts:198
Visual and access transition policy.
Inherited from
Section titled “Inherited from”GameboardBlueprintOptions.transitionPolicy
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.