generate_terrain_patch
Create procedurally generated terrain patches for RPG encounters using biome presets like forest, cave, village, dungeon, swamp, or battlefield with configurable density and patterns.
Instructions
Generate a terrain patch using procedural noise or preset patterns. Much easier than placing individual tiles - LLM describes the area and this tool generates it.
Biome Presets:
forest: Trees (climbable props), undergrowth (difficult terrain), paths
cave: Rocky walls (obstacles), stalactites (props), pools (water)
village: Buildings (obstacle clusters), roads (clear), market stalls (props)
dungeon: Walls (obstacles), rubble (difficult), traps (hazards)
swamp: Water, lily pads (props), dead trees, difficult terrain
battlefield: Barricades, craters (difficult), debris (props)
Density: 0.1 (sparse) to 1.0 (dense)
Example - Generate a forest clearing: { "encounterId": "encounter-1", "biome": "forest", "origin": { "x": 10, "y": 10 }, "width": 20, "height": 20, "density": 0.4, "seed": "goblin-ambush", "clearCenter": true }
Example - Dungeon room: { "encounterId": "encounter-1", "biome": "dungeon", "origin": { "x": 0, "y": 0 }, "width": 15, "height": 12, "density": 0.6, "seed": "throne-room" }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| encounterId | Yes | The ID of the encounter | |
| biome | Yes | Biome preset to use | |
| origin | Yes | Top-left corner of the patch | |
| width | Yes | Width of the patch in tiles | |
| height | Yes | Height of the patch in tiles | |
| density | No | How densely packed (0.1=sparse, 1.0=very dense) | |
| seed | No | Seed for reproducible generation | |
| clearCenter | No | Keep the center area clear (for player spawn) | |
| pattern | No | Use a terrain pattern template instead of biome generation | |
| sessionId | No |