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@randomgeekdom/rollbard

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Libraries and generators for fantasy/scifi worldbuilding

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"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