@dreadwood-types/types 0.1.359 → 0.1.361
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/areaGates.d.ts.map +1 -1
- package/dist/areaGates.js +16 -0
- package/dist/areaGates.js.map +1 -1
- package/dist/attackableNpcs.d.ts.map +1 -1
- package/dist/attackableNpcs.js +4 -0
- package/dist/attackableNpcs.js.map +1 -1
- package/dist/bossSignatures.d.ts +1 -1
- package/dist/bossSignatures.d.ts.map +1 -1
- package/dist/bossSignatures.js +12 -0
- package/dist/bossSignatures.js.map +1 -1
- package/dist/cairnShelf.d.ts +274 -0
- package/dist/cairnShelf.d.ts.map +1 -0
- package/dist/cairnShelf.js +315 -0
- package/dist/cairnShelf.js.map +1 -0
- package/dist/cairnShelfDens.d.ts +113 -0
- package/dist/cairnShelfDens.d.ts.map +1 -0
- package/dist/cairnShelfDens.js +168 -0
- package/dist/cairnShelfDens.js.map +1 -0
- package/dist/cairnShelfQuestDef.d.ts +36 -0
- package/dist/cairnShelfQuestDef.d.ts.map +1 -0
- package/dist/cairnShelfQuestDef.js +248 -0
- package/dist/cairnShelfQuestDef.js.map +1 -0
- package/dist/campKitchens.d.ts.map +1 -1
- package/dist/campKitchens.js +9 -0
- package/dist/campKitchens.js.map +1 -1
- package/dist/campStations.d.ts +1 -0
- package/dist/campStations.d.ts.map +1 -1
- package/dist/campStations.js +2 -0
- package/dist/campStations.js.map +1 -1
- package/dist/campTraders.d.ts.map +1 -1
- package/dist/campTraders.js +15 -0
- package/dist/campTraders.js.map +1 -1
- package/dist/constants.d.ts +4 -0
- package/dist/constants.d.ts.map +1 -1
- package/dist/constants.js.map +1 -1
- package/dist/expandedContracts.d.ts.map +1 -1
- package/dist/expandedContracts.js +6 -1
- package/dist/expandedContracts.js.map +1 -1
- package/dist/fishingReaches.d.ts.map +1 -1
- package/dist/fishingReaches.js +8 -0
- package/dist/fishingReaches.js.map +1 -1
- package/dist/gannetPoint.d.ts +276 -0
- package/dist/gannetPoint.d.ts.map +1 -0
- package/dist/gannetPoint.js +374 -0
- package/dist/gannetPoint.js.map +1 -0
- package/dist/gannetPointDens.d.ts +110 -0
- package/dist/gannetPointDens.d.ts.map +1 -0
- package/dist/gannetPointDens.js +161 -0
- package/dist/gannetPointDens.js.map +1 -0
- package/dist/gannetPointQuestDef.d.ts +32 -0
- package/dist/gannetPointQuestDef.d.ts.map +1 -0
- package/dist/gannetPointQuestDef.js +235 -0
- package/dist/gannetPointQuestDef.js.map +1 -0
- package/dist/index.d.ts +6 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +6 -0
- package/dist/index.js.map +1 -1
- package/dist/legacy.d.ts +6 -0
- package/dist/legacy.d.ts.map +1 -1
- package/dist/legacy.js +6 -0
- package/dist/legacy.js.map +1 -1
- package/dist/quests.d.ts.map +1 -1
- package/dist/quests.js +62 -0
- package/dist/quests.js.map +1 -1
- package/dist/storyQuests.d.ts +1 -1
- package/dist/storyQuests.d.ts.map +1 -1
- package/dist/storyQuests.js +34 -0
- package/dist/storyQuests.js.map +1 -1
- package/package.json +43 -43
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/**
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* GANNET POINT (2026-10-18; plan `.cursor/task-plans/2026-10-18-gannet-point.md`; sheets `design-references/gannet-point-1..7`; levels 22-28). The wooded
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* headland south of Lantern Wake's tide pools and Crab Beach (final-frame x 1960-2175, z 1197-1343 with the road in from the cove, 20,000 tiles of bare grass, a sand shore and the
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* Lantern Wake's drowned plaza on its east side). A fishermen's camp, a ruined lamp tower, nesting cliffs, a shingle bar out to a sea stack and a gannet
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* matriarch on it, with the fishing that Fishing 21-30 was thin on:
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*
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* - TIDEWAY CAMP, the safe fishermen's camp above the shingle: net and smoke racks, a boat on trestles, a cookhouse (the cook BUYS what players cook and
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* sells nothing), a Bounty Board, stores and the tide bell post. NO bank (banking is towns only, James 2026-10-17);
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* - THE TIDEWALK (the signature set piece, reusing the Sea Grotto's tide clock and the Webfen trestle's personal walk gate): the GANNET BAR, a shingle
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* causeway out to Gannet Stack, is under the sea most of a three minute cycle and open for ninety seconds at low water. A bell tolls at the camp post
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* when the sea starts to fall; a player still on the Bar or the Stack when the sea returns is swept gently back to the shore, soaked and never hurt;
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* - HALE'S LIGHT, a ruined lamp tower where wreckers once showed false lights and lured ships (a den of wreckers and coast hounds);
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* - GANNET CLIFFS, the nesting ledges on the south shore (cliff gulls), and the ROCK-HOPPER SHELF on the east shore (reef crabs);
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* - GANNET STACK, the sea stack at the end of the Bar: the nest hoard chest and OLD SKERRYWING, a huge scarred gannet matriarch (a mini-boss, level 28);
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* - five fishing pegs (types fishingReaches.ts `gannet-point`), rock samphire on the shore sand, and the drowned plaza on the east shore is Lantern
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* Wake's own and stays as it is.
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*
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* THE WAY IN: on foot from Lantern Wake's Crab Beach, down the shore past the tide pools and the cove (the coast has no gate); the Bar's own walk gate is
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* the only one here (areaGates.ts `gannet-tidewalk`: Combat 22, and the tide). Nothing 41+ is built. EVERY NUMBER HERE IS A PLACEHOLDER for the balance pass
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* (James, 2026-10-12: balance last). Models are stand-ins from the kit, logged in dreadwoods-backend/upgrades. Every position is a WORLD tile (x east, z south).
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*/
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import type { LanternWakeBox, LanternWakePoint } from './lanternWake.js';
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import type { DiscoveryZone } from './landmarks.js';
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export declare const GANNET_ID = "gannet-point";
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export declare const GANNET_POINT_NAME = "Gannet Point";
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export declare const GANNET_CAMP_NAME = "Tideway Camp";
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export declare const GANNET_BAR_NAME = "The Gannet Bar";
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/** The Combat level the Bar's walk gate asks (the stack's birds dive from a height); the tide is asked after it (backend world.ts). */
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export declare const GANNET_BAR_COMBAT_LEVEL = 22;
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export declare const GANNET_GATE_ID = "gannet-tidewalk";
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export declare const GANNET_STACK_NAME = "Gannet Stack";
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export declare const GANNET_LIGHT_NAME = "Hale's Light";
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/** The whole claim (no other place's box overlaps it; the test proves it against the established claims). */
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export declare const GANNET_CLAIM: LanternWakeBox;
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/** The headland itself (the umbrella discovery zone): the land above the sea, from the cove's road to the south shore. */
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export declare const GANNET_POINT_BOX: LanternWakeBox;
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/** Tideway Camp. */
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export declare const GANNET_CAMP_BOX: LanternWakeBox;
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/** Gannet Stack and the sea round it. */
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export declare const GANNET_STACK_BOX: LanternWakeBox;
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/** The Gannet Bar, the causeway's whole length (the shore foot to the stack), three tiles wide. */
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export declare const GANNET_BAR_BOX: LanternWakeBox;
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/** The part of the Bar the walk gate holds shut (the open foot and the stack's landing are left clear on both sides). */
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export declare const GANNET_BAR_BAND: LanternWakeBox;
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/** The stack: a rock a few tiles across with a grassy top. */
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export declare const GANNET_STACK: {
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readonly cx: 2018;
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readonly cz: 1334;
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readonly radius: 6;
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};
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/** The land above the sea is flat grass at this height here. */
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export declare const GANNET_LAND_HEIGHT = 3;
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/** The bar lies just above the sea (a wet shingle bank) and the stack's rim and top are a little higher. */
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export declare const GANNET_BAR_HEIGHT = 1;
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export declare const GANNET_STACK_RIM_HEIGHT = 2;
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export declare const GANNET_STACK_TOP_HEIGHT = 3;
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export declare const gpInBox: (b: LanternWakeBox, x: number, z: number, pad?: number) => boolean;
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export declare const inGannetBar: (x: number, z: number) => boolean;
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export declare const inGannetBand: (x: number, z: number) => boolean;
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/** Tiles of the stack's own ground (a disc). */
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export declare function inGannetStack(x: number, z: number, pad?: number): boolean;
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/** The tide sweeps whoever stands on the Bar or the stack when the sea returns. */
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export declare const onGannetBarOrStack: (x: number, z: number) => boolean;
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/** Paths (world polylines, width in tiles), laid as dirt on the grass. They start at the cove's shore and fan out from the camp. */
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export declare const GANNET_PATHS: ReadonlyArray<{
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id: string;
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w: number;
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pts: readonly LanternWakePoint[];
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}>;
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/**
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* Three minutes. The sea stands HIGH over the Bar for 45 s (the bell is silent), EBBS for 45 s (the bell tolls once and a pale line of wet sand shows
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* down the Bar: it will open), lies LOW for 75 s (the Bar is open) and FLOODS for the last 15 s (the bell tolls again: the sea is coming back). The
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* Bar is walkable for 90 s of the 180: the low water and the flood together.
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*/
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export declare const GANNET_TIDE_CYCLE_MS = 180000;
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export type GannetTidePhase = 'high' | 'ebb' | 'low' | 'flood';
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export declare function gannetTide(nowMs: number): {
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phase: GannetTidePhase;
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msUntilOpen: number;
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msLeftOpen: number;
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msUntilHigh: number;
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cycle: number;
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};
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/** The Bar can be walked out on: the low water and the flood (the sea is still falling back or just turning). */
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export declare const isGannetBarOpen: (nowMs: number) => boolean;
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/** The sea is over the Bar: the high water and the ebb, when anyone still out there is carried back to the shore. */
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export declare const isGannetBarSea: (nowMs: number) => boolean;
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/** "about 3 minutes" / "about 40 seconds". */
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export declare function gannetWait(ms: number): string;
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/** The bell post's line (readable any time, quest or not). */
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export declare function gannetTideLine(nowMs: number): string;
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export declare const GANNET_BELL_EBB_TEXT = "The tide bell tolls once at the camp post. The sea is falling off the Gannet Bar: it opens in about 45 seconds.";
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export declare const GANNET_BELL_FLOOD_TEXT = "The tide bell tolls twice. The sea is turning on the Gannet Bar: get off it in the next fifteen seconds or the tide will carry you ashore.";
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export declare const GANNET_BAR_SHUT_TEXT = "The sea is over the Gannet Bar and the stack is cut off.";
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export declare const GANNET_SWEPT_TEXT = "The sea comes back over the Bar and lifts you off your feet. It carries you in and sets you down on the shingle, soaked and unhurt, with everything you carried.";
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export declare const GANNET_STANDS: {
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/** Where the point road leaves the cove's shore (open ground). */
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readonly road: {
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readonly x: 2116;
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readonly z: 1202;
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};
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readonly camp: {
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readonly x: 2048;
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readonly z: 1272;
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};
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readonly bellPost: {
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readonly x: 2047;
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readonly z: 1266;
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};
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readonly board: {
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readonly x: 2051;
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readonly z: 1262;
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};
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/** The Bar's shore foot (outside the gate) and the stack (inside it). */
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readonly barFoot: {
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readonly x: 2018;
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readonly z: 1304;
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};
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readonly stack: {
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readonly x: 2018;
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readonly z: 1331;
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};
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/** Just outside each den's box (the dens hunt only inside their own ground). */
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readonly light: {
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readonly x: 2030;
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readonly z: 1280;
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};
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readonly cliffs: {
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readonly x: 2076;
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readonly z: 1286;
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};
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readonly shelf: {
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readonly x: 2112;
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readonly z: 1268;
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};
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readonly pegs: {
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readonly x: 2143;
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readonly z: 1266;
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};
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readonly plaza: {
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readonly x: 2140;
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readonly z: 1236;
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};
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};
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/** Where the tide sets a swept player down: the shingle at the Bar's foot. */
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export declare const GANNET_SWEPT_TO: {
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readonly x: 2018;
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readonly z: 1303;
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};
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export type GannetProp = {
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readonly id: string;
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readonly kind: 'dreadmodel' | 'campfire' | 'barrel' | 'bountyboard' | 'stove' | 'signpost';
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readonly style: string;
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readonly x: number;
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readonly z: number;
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readonly scale?: number;
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};
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/** Tideway Camp: the racks, the boat on its trestles, the cookhouse, the stores and the board. */
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export declare const GANNET_CAMP_PIECES: readonly GannetProp[];
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/** The tide bell post's stand-in pole (the bell itself is the quest prop `gpbell`, below). */
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export declare const GANNET_BELL_POST_PIECE: GannetProp;
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/** Hale's Light: a ruined lamp tower on the south-west shore, the ruins of its keeper's wall and heaps of wreckage. */
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export declare const GANNET_LIGHT_PIECES: readonly GannetProp[];
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/** Gannet Cliffs: nest ledges along the south shore. */
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export declare const GANNET_CLIFF_PIECES: readonly GannetProp[];
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/** The rock-hopper shelf on the east shore: rock pools and crab pots. */
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export declare const GANNET_SHELF_PIECES: readonly GannetProp[];
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/** The stack: the nest hoard chest and the nests on its grassy top, and sea stacks standing off it in the water. */
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export declare const GANNET_STACK_PIECES: readonly GannetProp[];
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/** Marker posts down both edges of the Bar's shore foot and stack landing (the Bar's middle is quest props). */
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export declare const GANNET_MARKER_PIECES: readonly GannetProp[];
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/** Signs (the placard signpost). Player text: written for a customer. */
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export declare const GANNET_SIGNS: ReadonlyArray<{
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readonly id: string;
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readonly x: number;
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readonly z: number;
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readonly text: string;
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}>;
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export type GannetFolk = {
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readonly id: string;
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readonly name: string;
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readonly place: string;
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readonly x: number;
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readonly z: number;
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readonly faceX: number;
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readonly faceZ: number;
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readonly leash: number;
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readonly speak: string;
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readonly extras?: ReadonlyArray<{
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readonly id: string;
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readonly label: string;
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readonly say: string;
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}>;
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};
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export declare const GANNET_FOLK_NAMES: {
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readonly netmender: "Net-Mender Bryn Tolley";
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readonly lampkeeper: "Lamp-Keeper Orla Fenwick";
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readonly cook: "Cook Pru Hallow";
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readonly tidewarden: "Tide-Warden Corin Sale";
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readonly boatwright: "Boatwright Sam Keel";
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readonly gullwatcher: "Gull-Watcher Ada Mercer";
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};
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/** The five residents (named residents on the default look, stationary): the cook is a camp trader (below). */
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export declare const GANNET_FOLK: ReadonlyArray<GannetFolk>;
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export declare function gannetFolkByName(name: string | null | undefined): GannetFolk | null;
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/**
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* The camp's cook: a CampTrader (campTraders.ts adds it) and a camp kitchen (campKitchens.ts) with a daily order. The counter sells NO food (shopFood.ts);
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* the cook BUYS what players cook.
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*/
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export declare const GANNET_COOK: {
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readonly id: "camp-gannet";
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readonly name: "Cook Pru Hallow";
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readonly place: "the cookhouse, Tideway Camp, Gannet Point";
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readonly x: 2056;
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readonly z: 1264;
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readonly faceX: 2054;
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readonly faceZ: 1268;
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readonly leash: 1;
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readonly shopTitle: "Pru's Cookhouse";
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readonly stock: readonly [];
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readonly buys: {
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readonly [x: string]: number;
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};
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readonly speak: "Cook Pru Hallow. I feed the net-menders and whoever else wanders in off the shingle. The pot is on, the smoke racks are full and I have not sold a meal in my life: I buy what you cook, and I pay better than the market does.";
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readonly trade: "I sell no suppers: the pegs are forty paces off and the shore feeds anyone who will stand and wait. Bring me tide snapper and conger you cooked yourself and I will buy them. Ask me what I want cooked today.";
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};
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export declare const GP_PROP: {
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readonly bell: "gpbell";
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readonly mark: "gpmark";
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readonly lamp: "gplamp";
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readonly nest: "gpnest";
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};
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export type GpQuestProp = {
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readonly id: string;
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readonly x: number;
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readonly z: number;
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readonly style: string;
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};
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/** The tide bell on its post at the camp (a quest prop: it reads out the tide whenever it is clicked). */
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export declare const GP_BELL: GpQuestProp;
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/** The Tide-Warden's three marks: the shore foot of the Bar, its middle (on the gate's band) and the stack. */
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export declare const GP_MARK_FOOT: GpQuestProp;
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243
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export declare const GP_MARK_MID: GpQuestProp;
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244
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export declare const GP_MARK_STACK: GpQuestProp;
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245
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/** The wreckers' three false lamps along the shingle below Hale's Light. */
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246
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export declare const GP_LAMP_A: GpQuestProp;
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247
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+
export declare const GP_LAMP_B: GpQuestProp;
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248
|
+
export declare const GP_LAMP_C: GpQuestProp;
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249
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/** The gull-watcher's four nest counts on the cliffs. */
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|
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export declare const GP_NEST_A: GpQuestProp;
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251
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+
export declare const GP_NEST_B: GpQuestProp;
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|
252
|
+
export declare const GP_NEST_C: GpQuestProp;
|
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253
|
+
export declare const GP_NEST_D: GpQuestProp;
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254
|
+
export declare const GANNET_QUEST_PROPS: readonly GpQuestProp[];
|
|
255
|
+
export declare const GANNET_QUEST_PROP_NAMES: Readonly<Record<string, string>>;
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+
/** The model a Gannet Point quest prop draws with (frontend models that already exist), or null if not one of them. */
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257
|
+
export declare function gannetPropModel(prop: string): string | null;
|
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258
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+
/** The idle line for a prop clicked when the quest does not want it (the bell reads the tide any time). */
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+
export declare function gannetPropIdleLine(prop: string, nowMs: number): string | null;
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260
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/** Rock samphire on the shore sand (types potionMaking.ts samphire, Foraging 24): placed by the backend on the nearest sand tile. */
|
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261
|
+
export declare const GANNET_SAMPHIRE_SPOTS: ReadonlyArray<{
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+
readonly x: number;
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|
263
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+
readonly z: number;
|
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+
}>;
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+
export declare const GANNET_PLACE_TEXT = "Gannet Point is the wooded headland south of Lantern Wake's tide pools and Crab Beach, for levels 22 to 28: walk down the shore from the cove past the tide pools. Tideway Camp above the shingle is a fishermen's camp with a cook who buys what you cook (it sells no food), a Bounty Board and the tide bell. Five pegs on the east shore and the south shore fish tide snapper from Fishing 14 and conger from Fishing 30, and rock samphire grows on the shore sand (Foraging 24). Hale's Light is a ruined lamp tower held by wreckers and coast hounds, and Gannet Cliffs and the Rock-Hopper Shelf hold gannets and reef crabs. The Gannet Bar runs out to Gannet Stack and is under the sea most of a three minute tide: it opens for ninety seconds, told by the tide bell at the camp post and a pale strip of wet sand; if you are still on it when the sea returns, the tide carries you ashore, soaked and unhurt. On the stack nests Old Skerrywing, a huge scarred gannet and the point's mini-boss. There is no bank here: banks are in towns.";
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266
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/** The discovery zones, smallest first: the stack, the camp, the dens (gannetPointDens.ts), then the headland. */
|
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267
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+
export declare const GANNET_STACK_DISCOVERY_ZONE: DiscoveryZone;
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268
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+
export declare const GANNET_CAMP_DISCOVERY_ZONE: DiscoveryZone;
|
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269
|
+
export declare const GANNET_UMBRELLA_DISCOVERY_ZONE: DiscoveryZone;
|
|
270
|
+
/** The paper-map labels. */
|
|
271
|
+
export declare const GANNET_MAP_LABELS: readonly {
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+
readonly x: number;
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|
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+
readonly z: number;
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|
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readonly label: string;
|
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}[];
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//# sourceMappingURL=gannetPoint.d.ts.map
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@@ -0,0 +1 @@
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1
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+
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|