@randomgeekdom/rollbard
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Libraries and generators for fantasy/scifi worldbuilding
90 lines • 10 kB
JavaScript
"use strict";
var __extends = (this && this.__extends) || (function () {
    var extendStatics = function (d, b) {
        extendStatics = Object.setPrototypeOf ||
            ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
            function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
        return extendStatics(d, b);
    };
    return function (d, b) {
        if (typeof b !== "function" && b !== null)
            throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
        extendStatics(d, b);
        function __() { this.constructor = d; }
        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
    };
})();
Object.defineProperty(exports, "__esModule", { value: true });
var Terrain_1 = require("../Models/Terrain");
var FromListRoller_1 = require("./FromListRoller");
var TerrainTemperature_1 = require("../Models/TerrainTemperature");
var TerrainHumidity_1 = require("../Models/TerrainHumidity");
var TerrainType_1 = require("../Models/TerrainType");
var TerrainRoller = /** @class */ (function (_super) {
    __extends(TerrainRoller, _super);
    function TerrainRoller() {
        var _this = _super !== null && _super.apply(this, arguments) || this;
        _this.List = [
            // ARID TERRAINS
            // Hot terrains
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Flatlands, ["Desert", "Sands", "Badlands"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Mountains, ["Mountains", "Range"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Wetlands, ["Oasis", "Springs"]),
            // new Terrain(TerrainTemperature.Hot, TerrainHumidity.Arid, TerrainType.Island, [""]),
            // new Terrain(TerrainTemperature.Hot, TerrainHumidity.Arid, TerrainType.Forest, [""])
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Hills, ["Desert", "Dunes"]),
            // new Terrain(TerrainTemperature.Hot, TerrainHumidity.Arid, TerrainType.Archipelago, [""]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Wasteland, ["Wasteland", "Wastes"]),
            // Temperate terrains
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Flatlands, ["Plains", "Grasslands", "Fields"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Mountains, ["Mountains", "Range"]),
            // new Terrain(TerrainTemperature.Temperate, TerrainHumidity.Arid, TerrainType.Wetlands, [""]),
            // new Terrain(TerrainTemperature.Temperate, TerrainHumidity.Arid, TerrainType.Island, [""]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Forest, ["Forest", "Woods", "Woodland", "Woodlands", "Wood"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Hills, ["Hills"]),
            // new Terrain(TerrainTemperature.Temperate, TerrainHumidity.Arid, TerrainType.Archipelago, [""]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Wasteland, ["Wasteland", "Wastes"]),
            // Cold terrains
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Flatlands, ["Tundra", "Snowfields"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Mountains, ["Mountains", "Range"]),
            // new Terrain(TerrainTemperature.Temperate, TerrainHumidity.Arid, TerrainType.Wetlands, [""]),
            // new Terrain(TerrainTemperature.Temperate, TerrainHumidity.Arid, TerrainType.Island, [""]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Forest, ["Forest", "Woods", "Woodland", "Woodlands", "Wood"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Hills, ["Hills"]),
            // new Terrain(TerrainTemperature.Temperate, TerrainHumidity.Arid, TerrainType.Archipelago, [""]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Arid, TerrainType_1.TerrainType.Wasteland, ["Wasteland", "Wastes"]),
            // HUMID TERRAINS
            // Hot terrains
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Flatlands, ["Savanna", "Grasslands"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Mountains, ["Mountains", "Range"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Wetlands, ["Bayou", "Marshlands"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Island, ["Island", "Isle"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Forest, ["Jungle", "Rainforest"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Hills, ["Hills"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Archipelago, ["Islands", "Isles", "Archipelago"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Hot, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Wasteland, ["Wasteland", "Wastes"]),
            // Temperate terrains
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Flatlands, ["Plains", "Grasslands", "Fields"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Mountains, ["Mountains", "Range"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Wetlands, ["Swamp", "Swamplands"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Island, ["Island", "Isle"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Forest, ["Forest", "Woods", "Woodland", "Woodlands", "Wood"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Hills, ["Hills"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Archipelago, ["Islands", "Isles", "Archipelago"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Temperate, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Wasteland, ["Wasteland", "Wastes"]),
            // Cold terrains
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Flatlands, ["Tundra", "Snowfields"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Mountains, ["Mountains", "Range"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Wetlands, ["Bog"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Island, ["Island", "Isle"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Forest, ["Forest", "Woods", "Woodland", "Woodlands", "Wood"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Hills, ["Hills"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Archipelago, ["Islands", "Isles", "Archipelago"]),
            new Terrain_1.default(TerrainTemperature_1.TerrainTemperature.Cold, TerrainHumidity_1.TerrainHumidity.Humid, TerrainType_1.TerrainType.Wasteland, ["Wasteland", "Wastes"]),
        ];
        return _this;
    }
    return TerrainRoller;
}(FromListRoller_1.default));
exports.default = TerrainRoller;
//# sourceMappingURL=TerrainRoller.js.map