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update_terrain

Modify terrain types like obstacles, difficult terrain, or water in RPG encounters using efficient range-based operations for lines, shapes, and algebraic expressions.

Instructions

Add, remove, or modify terrain in an active encounter. ALWAYS prefer ranges over tiles arrays for efficiency.

TERRAIN TYPES:

  • obstacles: Blocking terrain (walls, rocks, fallen trees)

  • difficultTerrain: Half-speed terrain (mud, rubble, underbrush)

  • water: Watery terrain (streams, rivers, pools)

INPUT OPTIONS (use ranges for efficiency):

  1. ranges: Array of range shortcuts (PREFERRED - saves tokens)

  2. tiles: Array of "x,y" strings (only for specific scattered tiles)

RANGE SHORTCUTS (use these!):

LINES:

  • "x=N" - vertical line at x=N (full height)

  • "x=N:y1:y2" - vertical line segment

  • "y=N" - horizontal line at y=N (full width)

  • "y=N:x1:x2" - horizontal line segment

  • "line:x1,y1,x2,y2" - diagonal/any line from point to point (Bresenham)

  • "hline:y:x1:x2" - horizontal line

  • "vline:x:y1:y2" - vertical line

  • "row:N" / "col:N" - aliases for y=N / x=N

SHAPES:

  • "rect:x,y,w,h" - filled rectangle

  • "box:x,y,w,h" - hollow rectangle (border only)

  • "border:margin" - outer border of grid (margin=0 for edge)

  • "fill:x1,y1,x2,y2" - fill between two corners

  • "circle:cx,cy,r" - filled circle

  • "ring:cx,cy,r" - hollow circle

ALGEBRA (for curves, diagonals):

  • "y=x:0:99" - diagonal line (y equals x)

  • "y=2*x+5:0:50" - any linear equation

  • "y=x/2:0:99" - half-speed diagonal

  • "expr:EQUATION:xMin:xMax" - explicit expression format

EXAMPLES:

Maze outer walls (1 call vs 4): { "ranges": ["border:0"], "gridWidth": 100, "gridHeight": 100 }

Complex maze section: { "ranges": ["y=10:0:50", "x=25:10:40", "line:50,50,75,25", "box:60,60,15,15"] }

Diagonal river: { "terrainType": "water", "ranges": ["y=x:0:99"] }

Circular arena: { "ranges": ["ring:50,50,40", "border:0"] }

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

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