@dreadwood-types/types 0.1.334 → 0.1.336

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Files changed (52) hide show
  1. package/dist/attackableNpcs.d.ts.map +1 -1
  2. package/dist/attackableNpcs.js +5 -0
  3. package/dist/attackableNpcs.js.map +1 -1
  4. package/dist/bossSignatures.d.ts +1 -1
  5. package/dist/bossSignatures.d.ts.map +1 -1
  6. package/dist/bossSignatures.js +19 -0
  7. package/dist/bossSignatures.js.map +1 -1
  8. package/dist/castawayCamp.d.ts.map +1 -1
  9. package/dist/castawayCamp.js +3 -2
  10. package/dist/castawayCamp.js.map +1 -1
  11. package/dist/castawayTools.d.ts +47 -0
  12. package/dist/castawayTools.d.ts.map +1 -0
  13. package/dist/castawayTools.js +77 -0
  14. package/dist/castawayTools.js.map +1 -0
  15. package/dist/constants.d.ts +3 -1
  16. package/dist/constants.d.ts.map +1 -1
  17. package/dist/constants.js.map +1 -1
  18. package/dist/expandedContracts.d.ts.map +1 -1
  19. package/dist/expandedContracts.js +4 -1
  20. package/dist/expandedContracts.js.map +1 -1
  21. package/dist/groundItems.d.ts.map +1 -1
  22. package/dist/groundItems.js +3 -0
  23. package/dist/groundItems.js.map +1 -1
  24. package/dist/index.d.ts +2 -0
  25. package/dist/index.d.ts.map +1 -1
  26. package/dist/index.js +2 -0
  27. package/dist/index.js.map +1 -1
  28. package/dist/pirateCosmetics.d.ts.map +1 -1
  29. package/dist/pirateCosmetics.js +22 -0
  30. package/dist/pirateCosmetics.js.map +1 -1
  31. package/dist/pirateShips.d.ts +34 -1
  32. package/dist/pirateShips.d.ts.map +1 -1
  33. package/dist/pirateShips.js +53 -19
  34. package/dist/pirateShips.js.map +1 -1
  35. package/dist/pirateTreasure.js +3 -3
  36. package/dist/pirateTreasure.js.map +1 -1
  37. package/dist/portBlackwake.d.ts +5 -0
  38. package/dist/portBlackwake.d.ts.map +1 -1
  39. package/dist/portBlackwake.js +12 -3
  40. package/dist/portBlackwake.js.map +1 -1
  41. package/dist/quests.d.ts.map +1 -1
  42. package/dist/quests.js +12 -0
  43. package/dist/quests.js.map +1 -1
  44. package/dist/storyQuests.d.ts +1 -1
  45. package/dist/storyQuests.d.ts.map +1 -1
  46. package/dist/storyQuests.js +124 -3
  47. package/dist/storyQuests.js.map +1 -1
  48. package/dist/sunderedBay.d.ts +70 -0
  49. package/dist/sunderedBay.d.ts.map +1 -0
  50. package/dist/sunderedBay.js +88 -0
  51. package/dist/sunderedBay.js.map +1 -0
  52. package/package.json +1 -1
@@ -0,0 +1,70 @@
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+ /**
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+ * THE BAY ITSELF (James, 2026-10-15, after standing in it: "look at all this empty space ... why is a pirate area full of empty grass and
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+ * not sand"). Every pirate bay sheet (pirate-bay-a01 "A Living Pirate Bay", pirate-bay-x-overview, b01) draws one big crescent of
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+ * sand round open water with ships at anchor in the middle. The coast's land (southExpansion.ts, 2026-10-05) predates that design: it
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+ * was laid as a solid landmass with a rock spine, and phases 1-7 built their places on its north strip and at Fort Rook, leaving the
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+ * whole south half (the cove to the fort, under the spine) a flat field of grass. This file cuts the bay into that field:
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+ *
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+ * - THE WATER: a basin from the headland above Blackwake Cove to below Fort Rook's west wall, under the spine, open to the south sea
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+ * through a mouth west of the south spit. A sandbar fords the mouth at sea level, so the spit (the boarding ships' shore boats, the
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+ * grotto's grille) is still a short walk from the cove road.
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+ * - THE BEACH: everything within BAY_BEACH_TILES of the bay's water is sand, the whole way round. Port Blackwake's streets are sand too.
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+ * - THE ANCHORAGE: a pier off the north beach with a Blackwake ship moored at its end (walkable, the cove's kit), two more ships riding
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+ * at anchor in the middle (scenery), two rocky islets, rowing boats drawn up on the sand and palms along the beach.
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+ *
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+ * Every number is a WORLD tile in the final frame (public), like bayReaches.ts. The map builder is backend southExpansion.ts
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+ * (placeSunderedCoast cuts the water and lays the sand, placeSunderedBay lays the rest). Test: scripts/sundered-bay-test.mjs here and
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+ * the backend's sundered-bay-smoke.ts.
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+ */
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+ import type { CoastPart } from './blackwakeCoast.js';
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+ export type BayPoint = readonly [number, number];
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+ /** The bay's water, tile corners, clockwise from the headland above the cove. The mouth runs south off the coast into the sea. */
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+ export declare const SUNDERED_BAY_WATER: readonly BayPoint[];
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+ /** The bay's rocky islets: stone and crags, nobody stands on them. */
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+ export declare const SUNDERED_BAY_ISLETS: ReadonlyArray<{
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+ id: string;
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+ x: number;
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+ z: number;
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+ r: number;
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+ }>;
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+ /** The sandbar across the mouth: sea-level sand you can walk, tile centres of its line, laid three wide. */
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+ export declare const SUNDERED_BAY_SANDBAR: readonly BayPoint[];
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+ /** How far up the shore the bay's sand reaches. */
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+ export declare const BAY_BEACH_TILES = 8;
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+ /** Port Blackwake's streets are sand (the town's own builder lays its boards and paths on top). */
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+ export declare const SUNDERED_SAND_GROUNDS: ReadonlyArray<{
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+ id: string;
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+ minX: number;
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+ maxX: number;
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+ minZ: number;
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+ maxZ: number;
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+ }>;
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+ /**
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+ * The pier and the ship moored at it (the cove's Blender kit: blackwakeshoresteps, blackwakewalk, blackwakeship). The steps climb off
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+ * the north beach facing south, three walks run the pier south over the water, and the ship lies west of the pier's end with her plank
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+ * (dx 3) on the pier.
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+ */
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+ export declare const SUNDERED_BAY_PIER: ReadonlyArray<CoastPart>;
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+ /** Ships riding at anchor in the middle of the bay: scenery on the water, nobody boards them. */
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+ export declare const SUNDERED_BAY_ANCHORED: ReadonlyArray<{
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+ id: string;
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+ model: string;
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+ x: number;
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+ z: number;
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+ style: string;
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+ }>;
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+ /** Rowing boats drawn up on the bay's sand; the builder puts each on the nearest open sand at the water's edge. */
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+ export declare const SUNDERED_BAY_ROWBOATS: ReadonlyArray<{
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+ id: string;
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+ x: number;
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+ z: number;
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+ style: string;
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+ }>;
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+ /** Palms along the bay's beach; the builder puts each on the nearest open sand a few tiles up from the water. */
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+ export declare const SUNDERED_BAY_PALMS: readonly BayPoint[];
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+ /** Is a tile the bay's water? */
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+ export declare function inSunderedBayWater(x: number, z: number): boolean;
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+ export declare function inSunderedBayIslet(x: number, z: number): boolean;
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+ /** On the sandbar's three-wide line (and inside the bay's outline: the rest of its line is land already). */
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+ export declare function onSunderedBaySandbar(x: number, z: number): boolean;
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+ //# sourceMappingURL=sunderedBay.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"sunderedBay.d.ts","sourceRoot":"","sources":["../src/sunderedBay.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,OAAO,KAAK,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAErD,MAAM,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;AAcjD,kIAAkI;AAClI,eAAO,MAAM,kBAAkB,EAAE,SAAS,QAAQ,EAIjD,CAAC;AAEF,sEAAsE;AACtE,eAAO,MAAM,mBAAmB,EAAE,aAAa,CAAC;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAG9F,CAAC;AAEF,4GAA4G;AAC5G,eAAO,MAAM,oBAAoB,EAAE,SAAS,QAAQ,EAAyD,CAAC;AAE9G,mDAAmD;AACnD,eAAO,MAAM,eAAe,IAAI,CAAC;AAEjC,mGAAmG;AACnG,eAAO,MAAM,qBAAqB,EAAE,aAAa,CAAC;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAE,CAEvH,CAAC;AAEF;;;;GAIG;AACH,eAAO,MAAM,iBAAiB,EAAE,aAAa,CAAC,SAAS,CAMtD,CAAC;AAEF,iGAAiG;AACjG,eAAO,MAAM,qBAAqB,EAAE,aAAa,CAAC;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAGnH,CAAC;AAEF,mHAAmH;AACnH,eAAO,MAAM,qBAAqB,EAAE,aAAa,CAAC;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,CAKpG,CAAC;AAEF,iHAAiH;AACjH,eAAO,MAAM,kBAAkB,EAAE,SAAS,QAAQ,EAGjD,CAAC;AAEF,iCAAiC;AACjC,wBAAgB,kBAAkB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAIhE;AAED,wBAAgB,kBAAkB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAEhE;AAED,6GAA6G;AAC7G,wBAAgB,oBAAoB,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAYlE"}
@@ -0,0 +1,88 @@
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+ function inPolygon(x, z, poly) {
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+ const px = x + 0.5;
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+ const pz = z + 0.5;
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+ let inside = false;
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+ for (let i = 0, j = poly.length - 1; i < poly.length; j = i++) {
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+ const [xi, zi] = poly[i];
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+ const [xj, zj] = poly[j];
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+ if ((zi > pz) !== (zj > pz) && px < ((xj - xi) * (pz - zi)) / (zj - zi) + xi)
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+ inside = !inside;
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+ }
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+ return inside;
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+ }
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+ /** The bay's water, tile corners, clockwise from the headland above the cove. The mouth runs south off the coast into the sea. */
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+ export const SUNDERED_BAY_WATER = [
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+ [622, 1124], [636, 1120], [656, 1118], [682, 1118], [710, 1121], [740, 1124], [764, 1127], [780, 1132], [786, 1143], [781, 1154],
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+ [764, 1159], [738, 1161], [712, 1160], [690, 1162], [676, 1166], [672, 1176], [674, 1196], [644, 1196], [646, 1176], [638, 1164],
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+ [628, 1154], [621, 1140],
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+ ];
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+ /** The bay's rocky islets: stone and crags, nobody stands on them. */
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+ export const SUNDERED_BAY_ISLETS = [
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+ { id: 'islet-west', x: 652, z: 1142, r: 3 },
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+ { id: 'islet-mouth', x: 690, z: 1152, r: 2.2 },
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+ ];
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+ /** The sandbar across the mouth: sea-level sand you can walk, tile centres of its line, laid three wide. */
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+ export const SUNDERED_BAY_SANDBAR = [[640, 1170], [652, 1172], [664, 1171], [678, 1169]];
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+ /** How far up the shore the bay's sand reaches. */
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+ export const BAY_BEACH_TILES = 8;
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+ /** Port Blackwake's streets are sand (the town's own builder lays its boards and paths on top). */
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+ export const SUNDERED_SAND_GROUNDS = [
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+ { id: 'port-blackwake', minX: 586, maxX: 662, minZ: 1052, maxZ: 1092 },
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+ ];
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+ /**
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+ * The pier and the ship moored at it (the cove's Blender kit: blackwakeshoresteps, blackwakewalk, blackwakeship). The steps climb off
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+ * the north beach facing south, three walks run the pier south over the water, and the ship lies west of the pier's end with her plank
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+ * (dx 3) on the pier.
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+ */
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+ export const SUNDERED_BAY_PIER = [
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+ { id: 'bay-pier-steps', model: 'blackwakeshoresteps', x: 700, z: 1117, style: 'blackwakeshoresteps-s' },
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+ { id: 'bay-pier-1', model: 'blackwakewalk', x: 700, z: 1123, style: 'blackwakewalk-e' },
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+ { id: 'bay-pier-2', model: 'blackwakewalk', x: 700, z: 1129, style: 'blackwakewalk-e' },
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+ { id: 'bay-pier-3', model: 'blackwakewalk', x: 700, z: 1135, style: 'blackwakewalk-e' },
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+ { id: 'bay-pier-ship', model: 'blackwakeship', x: 696, z: 1133, style: 'blackwakeship-s' },
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+ ];
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+ /** Ships riding at anchor in the middle of the bay: scenery on the water, nobody boards them. */
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+ export const SUNDERED_BAY_ANCHORED = [
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+ { id: 'bay-anchored-1', model: 'blackwakeship', x: 736, z: 1137, style: 'blackwakeship-e' },
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+ { id: 'bay-anchored-2', model: 'blackwakeship', x: 763, z: 1151, style: 'blackwakeship-w' },
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+ ];
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+ /** Rowing boats drawn up on the bay's sand; the builder puts each on the nearest open sand at the water's edge. */
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+ export const SUNDERED_BAY_ROWBOATS = [
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+ { id: 'bay-rowboat-1', x: 664, z: 1118, style: 'pbrowboat-s' },
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+ { id: 'bay-rowboat-2', x: 724, z: 1120, style: 'pbrowboat-s' },
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+ { id: 'bay-rowboat-3', x: 784, z: 1156, style: 'pbrowboat-w' },
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+ { id: 'bay-rowboat-4', x: 626, z: 1150, style: 'pbrowboat-e' },
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+ ];
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+ /** Palms along the bay's beach; the builder puts each on the nearest open sand a few tiles up from the water. */
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+ export const SUNDERED_BAY_PALMS = [
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+ [630, 1116], [648, 1112], [676, 1110], [716, 1113], [748, 1116], [772, 1122], [790, 1140], [776, 1162], [744, 1166], [710, 1166],
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+ [616, 1132], [620, 1160],
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+ ];
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+ /** Is a tile the bay's water? */
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+ export function inSunderedBayWater(x, z) {
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+ if (x < 618 || x > 790 || z < 1114 || z > 1196)
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+ return false;
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+ if (!inPolygon(x, z, SUNDERED_BAY_WATER))
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+ return false;
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+ return !inSunderedBayIslet(x, z) && !onSunderedBaySandbar(x, z);
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+ }
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+ export function inSunderedBayIslet(x, z) {
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+ return SUNDERED_BAY_ISLETS.some((i) => (x - i.x) ** 2 + (z - i.z) ** 2 <= i.r * i.r);
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+ }
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+ /** On the sandbar's three-wide line (and inside the bay's outline: the rest of its line is land already). */
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+ export function onSunderedBaySandbar(x, z) {
74
+ if (!inPolygon(x, z, SUNDERED_BAY_WATER))
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+ return false;
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+ const pts = SUNDERED_BAY_SANDBAR;
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+ for (let i = 1; i < pts.length; i++) {
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+ const [ax, az] = pts[i - 1];
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+ const [bx, bz] = pts[i];
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+ const dx = bx - ax;
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+ const dz = bz - az;
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+ const t = Math.max(0, Math.min(1, ((x - ax) * dx + (z - az) * dz) / (dx * dx + dz * dz)));
83
+ if (Math.hypot(x - (ax + t * dx), z - (az + t * dz)) <= 1.25)
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+ return true;
85
+ }
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+ return false;
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+ }
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+ //# sourceMappingURL=sunderedBay.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@dreadwood-types/types",
3
- "version": "0.1.334",
3
+ "version": "0.1.336",
4
4
  "description": "Public wire protocol and client-safe constants for Dreadwoods",
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",