@dreadwood-types/types 0.1.367 → 0.1.369

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Files changed (58) hide show
  1. package/dist/animation.js +1 -1
  2. package/dist/animation.js.map +1 -1
  3. package/dist/attackableNpcs.d.ts.map +1 -1
  4. package/dist/attackableNpcs.js +4 -0
  5. package/dist/attackableNpcs.js.map +1 -1
  6. package/dist/bossSignatures.d.ts +1 -1
  7. package/dist/bossSignatures.d.ts.map +1 -1
  8. package/dist/bossSignatures.js +12 -0
  9. package/dist/bossSignatures.js.map +1 -1
  10. package/dist/campKitchens.d.ts.map +1 -1
  11. package/dist/campKitchens.js +5 -0
  12. package/dist/campKitchens.js.map +1 -1
  13. package/dist/campTraders.d.ts.map +1 -1
  14. package/dist/campTraders.js +14 -0
  15. package/dist/campTraders.js.map +1 -1
  16. package/dist/constants.d.ts +6 -0
  17. package/dist/constants.d.ts.map +1 -1
  18. package/dist/constants.js.map +1 -1
  19. package/dist/expandedContracts.d.ts.map +1 -1
  20. package/dist/expandedContracts.js +2 -1
  21. package/dist/expandedContracts.js.map +1 -1
  22. package/dist/groundItems.d.ts.map +1 -1
  23. package/dist/groundItems.js +2 -0
  24. package/dist/groundItems.js.map +1 -1
  25. package/dist/index.d.ts +3 -0
  26. package/dist/index.d.ts.map +1 -1
  27. package/dist/index.js +4 -0
  28. package/dist/index.js.map +1 -1
  29. package/dist/ironjawRound.d.ts +313 -0
  30. package/dist/ironjawRound.d.ts.map +1 -0
  31. package/dist/ironjawRound.js +397 -0
  32. package/dist/ironjawRound.js.map +1 -0
  33. package/dist/lamplightCommon.d.ts +350 -0
  34. package/dist/lamplightCommon.d.ts.map +1 -0
  35. package/dist/lamplightCommon.js +350 -0
  36. package/dist/lamplightCommon.js.map +1 -0
  37. package/dist/lamplightQuestDef.d.ts +33 -0
  38. package/dist/lamplightQuestDef.d.ts.map +1 -0
  39. package/dist/lamplightQuestDef.js +165 -0
  40. package/dist/lamplightQuestDef.js.map +1 -0
  41. package/dist/leanRules.d.ts.map +1 -1
  42. package/dist/leanRules.js +3 -0
  43. package/dist/leanRules.js.map +1 -1
  44. package/dist/legacy.d.ts +2 -0
  45. package/dist/legacy.d.ts.map +1 -1
  46. package/dist/legacy.js +2 -0
  47. package/dist/legacy.js.map +1 -1
  48. package/dist/messages.d.ts +6 -0
  49. package/dist/messages.d.ts.map +1 -1
  50. package/dist/messages.js.map +1 -1
  51. package/dist/quests.d.ts.map +1 -1
  52. package/dist/quests.js +31 -0
  53. package/dist/quests.js.map +1 -1
  54. package/dist/storyQuests.d.ts +1 -1
  55. package/dist/storyQuests.d.ts.map +1 -1
  56. package/dist/storyQuests.js +22 -0
  57. package/dist/storyQuests.js.map +1 -1
  58. package/package.json +43 -43
@@ -0,0 +1,350 @@
1
+ /**
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+ * LAMPLIGHT COMMON (2026-10-19; plan `.cursor/task-plans/2026-10-19-lamplight-common-build.md`; design sheets `lamplight-common-1..8`, ChatGPT proposals of
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+ * 2026-10-19; series plan `2026-10-19-sheets-1-40-wave3.md`): the free first meadow of the Western Kingdoms, levels 1-10, between the west ridge and Lantern
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+ * Wake's high street. A gentle place for newcomers just off the train: a small camp (the Lamplighters' Green), a loop path with twelve lamp-posts, a heron
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+ * pond, a moth meadow, a pine wood, a hill that looks down on the sea and the hollow of Old Dimwing, the one small boss.
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+ *
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+ * WHERE: claim x 1944-2024, z 958-1070 plus the Green's strip x 1946-1976, z 1056-1088 (world tiles, x east, z south): the meadow NORTH of the high street (the street is
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+ * z 1092-1096 and the town's buildings stand from x 1981 at z 1074-1106: untouched), east of the west ridge (x 1936-1941, crags to 1942) and west of the "forest" path. Saltgrass Downs (z 770-950)
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+ * and Gannet Point (z 1197-1343) are clear. No gate: the Brindle Road pass is on the far side of the ridge, so a level-1 newcomer from the station walks
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+ * straight in. NO bank (banks are in towns), no shop sells food (the cook BUYS what players cook), nothing heals anyone.
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+ *
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+ * THE LAMPLIGHTERS' ROUND (the signature mechanic; the backend's lamplightRound.ts runs it): Lamplighter Wick Harbottle lends a lit TAPER that burns for three
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+ * minutes (a clock per player, in memory); the Lamp Shed relights it, free, any time. Twelve unlit lamp-posts stand on a looping path: touch one with a burning
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+ * taper and it catches. The lamps are SHARED (everyone sees them, like the Beacon Chain's towers) and burn five minutes on their own. LAMP MOTHS drift over the
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+ * meadow; one that finds a lit lamp near a taper-holder settles on it and snuffs it after a few seconds unless somebody shoos it (a click on the moth).
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+ * When all twelve burn at once the Round is done: every player who lit one of them and is still on the Common is paid (coins, Lamp Wicks and Explorer XP, once
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+ * per five minutes per character), the lamps glow for a while, then reset. Gentle, no combat; the one fight is Old Dimwing. Every number is a PLACEHOLDER for
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+ * the balance pass (James, 2026-10-12: balance last). The models are the kit's own as stand-ins (backend upgrades rows `lamplight-*`).
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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 LAMPLIGHT_ID = "lamplight-common";
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+ export declare const LAMPLIGHT_NAME = "Lamplight Common";
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+ export declare const LAMPLIGHT_BOX: LanternWakeBox;
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+ /** The levels the place is for. */
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+ export declare const LAMPLIGHT_LEVELS: {
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+ readonly min: 1;
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+ readonly max: 10;
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+ };
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+ export declare const inLcBox: (b: LanternWakeBox, x: number, z: number, pad?: number) => boolean;
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+ /** The Common's ground: its meadow and the Green's strip down to the lane (the town's cottages stand from x 1981 at z 1072 and south, outside both). */
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+ export declare const inLamplightBox: (x: number, z: number, pad?: number) => boolean;
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+ /** The Lamplighters' Green: the camp where the Brindle Road's lane meets the meadow. */
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+ export declare const LAMPLIGHT_GREEN_BOX: LanternWakeBox;
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+ /** Heron Pond (an ellipse of water) and its jetty on the south shore. */
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+ export declare const LAMPLIGHT_POND: {
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+ readonly cx: 2002;
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+ readonly cz: 992;
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+ readonly rx: 8;
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+ readonly rz: 6;
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+ };
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+ export declare const LAMPLIGHT_POND_BOX: LanternWakeBox;
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+ /** The Moth Meadow: the loop's open middle, where the moths gather. */
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+ export declare const LAMPLIGHT_MEADOW_BOX: LanternWakeBox;
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+ /** The beacon-view hill in the north-west corner (a watch stand that looks down on the sea). */
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+ export declare const LAMPLIGHT_HILL_BOX: LanternWakeBox;
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+ /** Old Dimwing's hollow, on the west edge below the loop's twelfth lamp. */
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+ export declare const LAMPLIGHT_HOLLOW_BOX: LanternWakeBox;
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+ /** The pine wood edge on the west: foraging and a fox. */
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+ export declare const LAMPLIGHT_WOOD_BOX: LanternWakeBox;
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+ /** The loop path (a closed ring from the Green's east exit, clockwise): the twelve lamps stand beside it. */
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+ export declare const LAMPLIGHT_LOOP: readonly LanternWakePoint[];
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+ export declare const LAMPLIGHT_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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+ export declare const LC_PROP: {
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+ readonly lamp: "lclamp";
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+ readonly lampLit: "lclamplit";
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+ readonly lampGlow: "lclampglow";
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+ readonly shed: "lcshed";
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+ readonly board: "lcboard";
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+ readonly shoo: "lcshoo";
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+ readonly glow: "lcglow";
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+ };
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+ export type LcQuestProp = {
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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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+ export declare const LC_LAMP_COUNT = 12;
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+ export declare const LC_LAMP_NAMES: readonly ["Green Lamp", "Gate Lamp", "Hedge Lamp", "Stile Lamp", "Pond Lamp", "Reed Lamp", "Willow Lamp", "Hill Lamp", "Hawthorn Lamp", "Pine Lamp", "Fern Lamp", "Hollow Lamp"];
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+ export declare const lcLampStyle: (n: number, state: "unlit" | "lit" | "glow") => string;
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+ export declare const LC_LAMPS: readonly (LcQuestProp & {
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+ readonly n: number;
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+ readonly name: string;
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+ })[];
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+ /** The lamp number (1-12) a quest-prop style names (unlit, lit or glowing), or 0. */
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+ export declare function lcLampNumber(style: string | undefined | null): number;
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+ /** Which state a lamp style is in, or null when it is not a lamp's. */
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+ export declare function lcLampState(style: string | undefined | null): 'unlit' | 'lit' | 'glow' | null;
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+ export declare const LC_SHED: LcQuestProp;
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+ export declare const LC_BOARD: LcQuestProp;
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+ export declare const LC_QUEST_PROPS: readonly LcQuestProp[];
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+ export declare const LC_QUEST_PROP_NAMES: Readonly<Record<string, string>>;
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+ /** The model a Lamplight quest prop draws with (frontend models that already exist), or null if not one of them. */
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+ export declare function lamplightPropModel(prop: string): string | null;
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+ /** The verb on the hover for each prop. */
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+ export declare const LAMPLIGHT_PROP_VERBS: Readonly<Record<string, string>>;
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+ /** A taper burns this long from the moment it is taken or relit (a clock per player, in memory). */
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+ export declare const LC_TAPER_BURN_MS = 180000;
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+ /** A lit lamp burns this long on its own, then goes out (so a part-lit Common never stays that way). */
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+ export declare const LC_LAMP_BURN_MS = 300000;
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+ /** The whole Common glows this long after a finished Round, then the lamps reset. */
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+ export declare const LC_GLOW_MS = 45000;
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+ /** One payout per character in this time. */
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+ export declare const LC_PAY_COOLDOWN_MS = 300000;
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+ /** How close a player must be to a lamp, the Lamp Shed or the board (tiles, either axis). */
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+ export declare const LC_TOUCH_REACH = 4;
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+ /** The Round's payout, per paid player: placeholders. */
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+ export declare const LC_ROUND_REWARD: {
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+ readonly coins: 70;
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+ readonly wicks: 3;
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+ readonly explorerXp: 600;
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+ };
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+ /** Lamp moths: the number on the Common, how they behave. */
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+ export declare const LC_MOTH_KIND = "lampmoth";
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+ export declare const LC_MOTH_NAME = "Lamp Moth";
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+ export declare const LC_MOTH_ID_PREFIX = "lcm-";
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+ export declare const LC_MOTH_SCALE = 1.5;
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+ /** A moth sets out for a lit lamp near a taper-holder: first this long after the lamp caught, then at most one new moth every `every` ms, `maxAtOnce` out. */
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+ export declare const LC_MOTH: {
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+ readonly grace: 12000;
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+ readonly every: 20000;
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+ readonly maxAtOnce: 2;
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+ /** Tiles a second in flight. */
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+ readonly speed: 3.2;
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+ /** It sits on the lamp this long before the flame goes out. */
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+ readonly settleMs: 14000;
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+ /** A lit lamp this close to a player carrying a burning taper is one a moth wants (the taper's flame draws them). */
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+ readonly noticeRadius: 16;
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+ /** The same lamp is not picked again for this long after a moth was shooed off it. */
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+ readonly lampCooldownMs: 20000;
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+ /** A moth is shooed from this close (tiles, either axis). */
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+ readonly shooReach: 3;
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+ /** A shooed or finished moth flies home at this speed. */
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+ readonly fleeSpeed: 4.5;
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+ };
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+ /** Where each moth drifts: three over the Moth Meadow, five beside lamps. */
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+ export declare const LC_MOTH_HOMES: readonly (readonly [number, number])[];
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+ /** The glad and cross words of the Round. */
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+ export declare const LC_TEXT: {
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+ readonly taken: "Wick Harbottle lights a taper at his lantern and puts it in your hand. It burns for three minutes: touch it to an unlit lamp-post, and relight it at the Lamp Shed if it dies.";
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+ readonly held: "Your taper is burning: no need for another. It has {left} left.";
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+ readonly relit: "The Lamp Shed relights your taper. Three minutes more.";
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+ readonly relitHint: "The taper dies in a breath. Take one from Wick Harbottle, or relight it at the Lamp Shed.";
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+ readonly noTaper: "You need a burning taper to light a lamp-post. Take one from Wick Harbottle at the Lamp Shed.";
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+ readonly taperDied: "Your taper gutters and goes out. Relight it at the Lamp Shed.";
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+ readonly taperLow: "Your taper is burning low: about a minute left.";
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+ readonly lit: (name: string, lit: number) => string;
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+ readonly burning: "That lamp is already burning.";
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+ readonly glowing: "The Common is glowing. Let it shine a moment.";
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+ readonly tooFar: "Walk up to the lamp-post first.";
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+ readonly mothSettled: (name: string) => string;
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+ readonly snuffed: (name: string) => string;
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+ readonly shooed: "You wave the moth off the lamp, and it flutters away.";
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+ readonly shooFar: "Walk up to the moth first.";
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+ readonly nothingToShoo: "The moth is just drifting. It is not bothering any lamp.";
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+ readonly done: "All twelve lamps burn at once, and the whole Common glows!";
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+ readonly paid: (r: {
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+ coins: number;
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+ wicks: number;
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+ }) => string;
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+ readonly cooldown: "The Lamplighters have already paid you for this Round: keep the lamps if you like, but the purse is shut for a few minutes.";
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+ readonly noCredit: "You did not light any of the lamps this Round, so there is no purse for you. Take a taper and have a go.";
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+ readonly reset: "The glow fades, and the lamps go dark again. The Common is ready for another Round.";
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+ readonly burnedOut: "A lamp has burned out.";
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+ readonly swapped: "Ione Brae turns a Hand Lantern over in her hands, hangs it on a cord and gives it to you for the wicks.";
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+ readonly swapShort: (have: number) => string;
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+ readonly swapHave: "You already carry a Hand Lantern. One is plenty.";
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+ readonly shedHint: "The Lamp Shed: ladders, oil cans and spare lamp heads. Click it to relight a burnt-out taper.";
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+ readonly board: (lit: number, state: string) => string;
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+ };
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+ export declare const LAMP_WICK_KIND = "lampwick";
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+ export declare const LAMP_WICK_NAME = "Lamp Wick";
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+ export declare const HAND_LANTERN_KIND = "handlantern";
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+ export declare const HAND_LANTERN_NAME = "Hand Lantern";
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+ /** Lamp Wicks Ione Brae swaps for one Hand Lantern (a cosmetic trophy; no worn model yet: upgrades row). */
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+ export declare const LC_LANTERN_SWAP_WICKS = 20;
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+ /** Opens the swap in Ione's menu; the server answers. */
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+ export declare const LC_ACTION_PREFIX = "lc:";
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+ export declare const LC_ACTION: {
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+ readonly taper: "lc:taper";
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+ readonly swap: "lc:swap";
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+ readonly shoo: "lc:shoo";
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+ readonly round: "lc:round";
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+ };
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+ /** The Round as told to a player (message `lamp_round`): their taper, the lamps and their moths. `taperMs` is null with no burning taper. */
181
+ export type LampRoundView = {
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+ stage: 'idle' | 'lighting' | 'glow';
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+ taperMs: number | null;
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+ taperMaxMs: number;
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+ lit: number;
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+ total: number;
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+ shooed: number;
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+ glowMs?: number;
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+ };
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+ export declare const lcTaperBar: (leftMs: number, maxMs?: number, cells?: number) => string;
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+ /** One thing laid on the ground: the kit's own kinds and styles, placed by the backend's ground placer. */
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+ export type LamplightProp = {
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+ readonly id: string;
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+ readonly kind: 'dreadmodel' | 'dreadprop' | 'campfire' | 'barrel' | '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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+ /** The Green's pieces (the Lamp Shed and the Round board are quest props). No bank, no stall that sells food. */
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+ export declare const LAMPLIGHT_GREEN_PIECES: readonly LamplightProp[];
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+ /** The rest of the Common's dressing: the jetty and reeds on the pond, the hedgehog bank, the hill's stand, Old Dimwing's hollow, benches on the loop. */
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+ export declare const LAMPLIGHT_DRESSING: readonly LamplightProp[];
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+ /** The signs (the placard signpost). */
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+ export declare const LAMPLIGHT_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 LamplightFolk = {
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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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+ /** Options the server answers (their ids start with `lc:`): the client forwards them. */
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+ readonly actions?: 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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+ /** Sheet 5's six people, with the sheet's exact names. The cook lives in campTraders.ts. */
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+ export declare const LAMPLIGHT_FOLK_NAMES: {
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+ readonly lamplighter: "Wick Harbottle";
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+ readonly taperMaker: "Ione Brae";
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+ readonly warden: "Gilbert Sallow";
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+ readonly mothCatcher: "Sorrel Vane";
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+ readonly cook: "Agnes Thorne";
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+ readonly traveller: "Tam Alder";
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+ };
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+ export declare const LAMPLIGHT_FOLK: ReadonlyArray<LamplightFolk>;
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+ export declare function lamplightFolkByName(name: string | null | undefined): LamplightFolk | null;
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+ /** The camp's cook, which lives in CAMP_TRADERS (campTraders.ts) beside the other camps' cooks. */
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+ export declare const LAMPLIGHT_COOK: {
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+ readonly id: "camp-lamplight";
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+ readonly name: "Agnes Thorne";
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+ readonly x: 1956;
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+ readonly z: 1084;
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+ readonly faceX: 1957;
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+ readonly faceZ: 1081;
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+ };
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+ export type LcWildlifeKind = 'commonrabbit' | 'hedgehog' | 'heron' | 'commonfox';
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+ export type LcWildlifeSpot = {
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+ readonly kind: LcWildlifeKind;
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+ readonly name: string;
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+ readonly x: number;
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+ readonly z: number;
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+ readonly leash: number;
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+ };
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+ /** Harmless wildlife of the Common: they fight back only if struck (the hedgehog never). Names are the sheet's. */
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+ export declare const LAMPLIGHT_WILDLIFE_SPOTS: readonly LcWildlifeSpot[];
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+ export declare const LC_WILDLIFE_ID_PREFIX = "lcw-";
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+ /** How each moves about its spot (tiles a second, how often it stops). */
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+ export declare const LC_WILDLIFE_PACE: Readonly<Record<LcWildlifeKind, {
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+ speed: number;
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+ idleChance: number;
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+ pause: readonly [number, number];
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+ }>>;
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+ export declare const OLD_DIMWING_KIND = "olddimwing";
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+ export declare const OLD_DIMWING_NAME = "Old Dimwing";
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+ export declare const OLD_DIMWING: {
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+ readonly id: "lcd-dimwing-1";
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+ readonly x: 1952;
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+ readonly z: 1033;
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+ readonly leash: 5;
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+ readonly level: readonly [number, number];
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+ readonly maxHit: 6;
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+ /** A mini-boss's hide: thicker than the level's ordinary health. */
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+ readonly healthScale: 2.2;
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+ /** Drawn bigger than the ember bat file (the same model, scaled). */
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+ readonly scale: 3.2;
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+ readonly note: "A huge grey moth with ragged wings and a lamp-glass belly, asleep in the hollow tree. Passive until struck. Every fourth blow he beats his wings and a cone of wind sweeps the grass in front of him, told a full turn ahead: step out of it and the Wing Gust misses.";
284
+ };
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+ export declare const OLD_DIMWING_RESPAWN_MS: {
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+ readonly minMs: 240000;
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+ readonly maxMs: 360000;
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+ };
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+ export declare const OLD_DIMWING_PACE: {
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+ readonly speed: 0.8;
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+ readonly idleChance: 0.7;
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+ readonly pause: readonly [number, number];
293
+ };
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+ /** Placeholders for the balance pass: coins, feathers, Lamp Wicks. Nothing heals. */
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+ export declare const OLD_DIMWING_DROPS: readonly {
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+ itemKind: string;
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+ chance: number;
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+ minQty: number;
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+ maxQty: number;
300
+ }[];
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+ /** The model the client draws him with until he has one (the ember bat's, at OLD_DIMWING.scale). */
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+ export declare const OLD_DIMWING_STAND_IN = "emberbat";
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+ /** Standable tiles for teleports, smokes and the helper. */
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+ export declare const LAMPLIGHT_STANDS: {
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+ readonly lane: {
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+ readonly x: 1960;
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+ readonly z: 1087;
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+ };
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+ readonly green: {
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+ readonly x: 1962;
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+ readonly z: 1068;
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+ };
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+ readonly shed: {
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+ readonly x: 1956;
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+ readonly z: 1072;
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+ };
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+ readonly board: {
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+ readonly x: 1968;
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+ readonly z: 1065;
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+ };
321
+ readonly cookhouse: {
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+ readonly x: 1957;
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+ readonly z: 1085;
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+ };
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+ readonly meadow: {
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+ readonly x: 1988;
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+ readonly z: 1024;
328
+ };
329
+ readonly pond: {
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+ readonly x: 2004;
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+ readonly z: 1004;
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+ };
333
+ readonly hill: {
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+ readonly x: 1960;
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+ readonly z: 972;
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+ };
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+ readonly hollow: {
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+ readonly x: 1958;
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+ readonly z: 1030;
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+ };
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+ readonly wood: {
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+ readonly x: 1956;
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+ readonly z: 1004;
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+ };
345
+ };
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+ export declare const LAMPLIGHT_PLACE_TEXT = "Lamplight Common is the free first meadow of the Western Kingdoms, between the west ridge and Lantern Wake's high street: walk west from the station and the town's street and turn north at the lane to the Lamplighters' Green. It has a camp with the Lamp Shed, a taper-maker's cart, a cookhouse (the cook buys what you cook and sells no food) and a notice board, a loop path with twelve lamp-posts, Heron Pond with its jetty, the Moth Meadow, a pine wood, Beacon-View Hill and Old Dimwing's hollow. There is no bank here: banks are in the towns.";
347
+ export declare const LAMPLIGHT_ROUND_TEXT = "Lamplighter Wick Harbottle lends you a lit taper that burns for three minutes (the Lamp Shed relights it). Twelve lamp-posts stand on the loop path: touch one with the taper to light it. Lamps are shared, so a friend lighting lamps with you shares the credit, and each burns five minutes on its own. Lamp moths settle on lit lamps near a taper and snuff them in a few seconds unless you shoo them with a click. Light all twelve at once and the whole Common glows: every lighter on the Common is paid coins and Lamp Wicks (once every five minutes). Twenty Lamp Wicks swap for a Hand Lantern at Ione Brae's cart.";
348
+ export declare const LAMPLIGHT_CAMP_DISCOVERY_ZONE: DiscoveryZone;
349
+ export declare const LAMPLIGHT_DISCOVERY_ZONES: readonly DiscoveryZone[];
350
+ //# sourceMappingURL=lamplightCommon.d.ts.map
@@ -0,0 +1 @@
1
+ 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