@dreadwood-types/types 0.1.45 → 0.1.47

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.
Files changed (81) hide show
  1. package/dist/areaTransitions.d.ts +1 -1
  2. package/dist/areaTransitions.d.ts.map +1 -1
  3. package/dist/areaTransitions.js +18 -2
  4. package/dist/areaTransitions.js.map +1 -1
  5. package/dist/bank.d.ts +2 -1
  6. package/dist/bank.d.ts.map +1 -1
  7. package/dist/bank.js +2 -1
  8. package/dist/bank.js.map +1 -1
  9. package/dist/blacksmithing.d.ts +16 -1
  10. package/dist/blacksmithing.d.ts.map +1 -1
  11. package/dist/blacksmithing.js +221 -0
  12. package/dist/blacksmithing.js.map +1 -1
  13. package/dist/bloodRiver.d.ts +115 -0
  14. package/dist/bloodRiver.d.ts.map +1 -0
  15. package/dist/bloodRiver.js +252 -0
  16. package/dist/bloodRiver.js.map +1 -0
  17. package/dist/brokenRoad.d.ts +103 -0
  18. package/dist/brokenRoad.d.ts.map +1 -0
  19. package/dist/brokenRoad.js +167 -0
  20. package/dist/brokenRoad.js.map +1 -0
  21. package/dist/capital.d.ts +270 -0
  22. package/dist/capital.d.ts.map +1 -0
  23. package/dist/capital.js +306 -0
  24. package/dist/capital.js.map +1 -0
  25. package/dist/clientConfig.d.ts +34 -2
  26. package/dist/clientConfig.d.ts.map +1 -1
  27. package/dist/clientConfig.js +26 -2
  28. package/dist/clientConfig.js.map +1 -1
  29. package/dist/constants.d.ts +131 -5
  30. package/dist/constants.d.ts.map +1 -1
  31. package/dist/constants.js +291 -8
  32. package/dist/constants.js.map +1 -1
  33. package/dist/dreadwoodsZones.d.ts +15 -1
  34. package/dist/dreadwoodsZones.d.ts.map +1 -1
  35. package/dist/dreadwoodsZones.js +63 -0
  36. package/dist/dreadwoodsZones.js.map +1 -1
  37. package/dist/equipment.d.ts +16 -1
  38. package/dist/equipment.d.ts.map +1 -1
  39. package/dist/equipment.js +61 -0
  40. package/dist/equipment.js.map +1 -1
  41. package/dist/groundItems.d.ts +5 -0
  42. package/dist/groundItems.d.ts.map +1 -1
  43. package/dist/groundItems.js +11 -1
  44. package/dist/groundItems.js.map +1 -1
  45. package/dist/index.d.ts +4 -0
  46. package/dist/index.d.ts.map +1 -1
  47. package/dist/index.js +4 -0
  48. package/dist/index.js.map +1 -1
  49. package/dist/landmarks.d.ts +536 -108
  50. package/dist/landmarks.d.ts.map +1 -1
  51. package/dist/landmarks.js +754 -103
  52. package/dist/landmarks.js.map +1 -1
  53. package/dist/messages.d.ts +109 -10
  54. package/dist/messages.d.ts.map +1 -1
  55. package/dist/messages.js +4 -0
  56. package/dist/messages.js.map +1 -1
  57. package/dist/mineCave.d.ts +71 -0
  58. package/dist/mineCave.d.ts.map +1 -0
  59. package/dist/mineCave.js +39 -0
  60. package/dist/mineCave.js.map +1 -0
  61. package/dist/mining.d.ts +16 -5
  62. package/dist/mining.d.ts.map +1 -1
  63. package/dist/mining.js +24 -5
  64. package/dist/mining.js.map +1 -1
  65. package/dist/travel.d.ts +21 -0
  66. package/dist/travel.d.ts.map +1 -1
  67. package/dist/travel.js +23 -3
  68. package/dist/travel.js.map +1 -1
  69. package/dist/woodwork.d.ts +103 -12
  70. package/dist/woodwork.d.ts.map +1 -1
  71. package/dist/woodwork.js +214 -17
  72. package/dist/woodwork.js.map +1 -1
  73. package/dist/xp.d.ts +7 -0
  74. package/dist/xp.d.ts.map +1 -1
  75. package/dist/xp.js +7 -0
  76. package/dist/xp.js.map +1 -1
  77. package/dist/zones.d.ts +10 -0
  78. package/dist/zones.d.ts.map +1 -1
  79. package/dist/zones.js +10 -0
  80. package/dist/zones.js.map +1 -1
  81. package/package.json +1 -1
package/dist/landmarks.js CHANGED
@@ -1,7 +1,9 @@
1
1
  import { BEACH_GATE_X, BEACH_SAND_START_Z, BEACH_START_Z, CHUNK_SIZE, OCEAN_START_Z, STONE_HOUSE_LODGE_RADIUS_ACROSS, STONE_HOUSE_RADIUS, UNDERGROUND_ORIGIN_X, WORLD_NORTH_PAD, WORLD_WIDTH, toLocalZ, toWorldZ, } from './constants.js';
2
- import { DEADLANDS_DEFENSE_DEPTH, DEADLANDS_GATE_X, DEADLANDS_MAX_X, DEADLANDS_MAX_Z, DEADLANDS_MIN_X, } from './zones.js';
2
+ import { DEADLANDS_DEFENSE_DEPTH, DEADLANDS_GATE_X, DEADLANDS_MAX_X, DEADLANDS_MAX_Z, DEADLANDS_MIN_X, DEADLANDS_MIN_Z, } from './zones.js';
3
3
  import { SNOW_DEEP_Z, SNOW_EDGE_Z } from './snow.js';
4
4
  import { dreadwoodsNpcZone } from './dreadwoodsZones.js';
5
+ import { CAPITAL_DISTRICTS, CAPITAL_KEEP, CAPITAL_WORKS } from './capital.js';
6
+ import { BLOOD_LAKE_CX, BLOOD_LAKE_CZ, DREADWOODS_WEST_GATE_HALF_W, DREADWOODS_WEST_GATE_Z, } from './bloodRiver.js';
5
7
  export const CROSSROADS_WORLD_X = BEACH_GATE_X;
6
8
  export const CROSSROADS_LOCAL_Z = 17;
7
9
  /**
@@ -61,11 +63,141 @@ export const BRANSON_SPAWN_X = HOPE_PIER_BRANCH_MAX_X - 1;
61
63
  export const BRANSON_SPAWN_Z = HOPE_PIER_BRANCH_Z;
62
64
  export const HOPE_BEACH_LANDING = { x: HOPE_PIER_BRANCH_MAX_X - 2, z: HOPE_PIER_BRANCH_Z + 1 };
63
65
  /**
64
- * Where Branson's ship puts you ashore at the Frozen Shore: on the snow just
65
- * inside the west cliff rim, beside the iced-in jetty that stands on it.
66
+ * BRANSON'S LANDING
67
+ *
68
+ * Branson's port on the Frozen Shore: a bay cut into the west crags level
69
+ * with the Frozen Lake, a snow-dusted plank pier running nineteen tiles out
70
+ * over the water to a landing head, his mate Oskar on the shore beside the
71
+ * sailings board, the ship moored along the head's south side, and a hut up
72
+ * on the rocky shelf north of the pier foot. It used to be a placeholder
73
+ * jetty on the crag line; a nine-tile cove and a seven-tile pier replaced it
74
+ * on 2026-09-17, and the same evening James found that cramped (the board
75
+ * readable from one side, everything on top of everything else), so the
76
+ * bay was opened up to twenty tiles, the pier lengthened out into it and
77
+ * the shore spread out, with the Frozen Lake moved east to make the room
78
+ * (see backend bransonsLanding.ts).
79
+ *
66
80
  * World tiles (the north pad is part of the world grid, so no toWorldZ).
67
- */
68
- export const FROZEN_SHORE_LANDING = { x: 5, z: 109 };
81
+ * FROZEN_LAKE_CENTER is declared further down; its z is 236.
82
+ */
83
+ /** The two rows of the pier walk, and the columns it runs over. */
84
+ export const BRANSONS_LANDING_PIER_MIN_Z = 236;
85
+ export const BRANSONS_LANDING_PIER_MAX_Z = 237;
86
+ /** The seaward end of the walk (the head's west column) and its foot on the shore. */
87
+ export const BRANSONS_LANDING_PIER_MIN_X = 3;
88
+ export const BRANSONS_LANDING_PIER_FOOT_X = 21;
89
+ /** The 4x4 landing head at the seaward end, a row wider than the walk each side. */
90
+ export const BRANSONS_LANDING_HEAD_MAX_X = 6;
91
+ export const BRANSONS_LANDING_HEAD_MIN_Z = 235;
92
+ export const BRANSONS_LANDING_HEAD_MAX_Z = 238;
93
+ /** Where the gangplank leaves the head for the ship: the head's south row. */
94
+ export const BRANSONS_LANDING_GANGPLANK = { x: 4, z: BRANSONS_LANDING_HEAD_MAX_Z };
95
+ /**
96
+ * The ship, lying east-west along the head's south side with its bow to the
97
+ * open sea. `face270` turns the SailShip's +z bow onto -x; the `landingship`
98
+ * token picks the shorter hull.
99
+ */
100
+ export const BRANSONS_LANDING_SHIP = { x: 6, z: 241 };
101
+ export const BRANSONS_LANDING_SHIP_STYLE = 'landingship-face270';
102
+ /**
103
+ * The hull's tile footprint (all bay water), blocked so nothing paths under
104
+ * it. Eleven long and four wide about the anchor: the bow a tile in from the
105
+ * world's edge, the stern under the walk.
106
+ */
107
+ export const BRANSONS_LANDING_SHIP_HULL = { minX: 1, maxX: 11, minZ: 239, maxZ: 243 };
108
+ /**
109
+ * Bay water by row: the columns from the rim water (x 0-1) east that the
110
+ * bay opens up. Rounded at both ends, twenty wide along the pier.
111
+ */
112
+ export const BRANSONS_LANDING_COVE_ROWS = [
113
+ { z: 224, maxX: 3 },
114
+ { z: 225, maxX: 6 },
115
+ { z: 226, maxX: 9 },
116
+ { z: 227, maxX: 12 },
117
+ { z: 228, maxX: 14 },
118
+ { z: 229, maxX: 16 },
119
+ { z: 230, maxX: 18 },
120
+ { z: 231, maxX: 19 },
121
+ { z: 232, maxX: 20 },
122
+ { z: 233, maxX: 20 },
123
+ { z: 234, maxX: 20 },
124
+ { z: 235, maxX: 20 },
125
+ { z: 236, maxX: 20 },
126
+ { z: 237, maxX: 20 },
127
+ { z: 238, maxX: 20 },
128
+ { z: 239, maxX: 20 },
129
+ { z: 240, maxX: 20 },
130
+ { z: 241, maxX: 20 },
131
+ { z: 242, maxX: 20 },
132
+ { z: 243, maxX: 20 },
133
+ { z: 244, maxX: 19 },
134
+ { z: 245, maxX: 18 },
135
+ { z: 246, maxX: 16 },
136
+ { z: 247, maxX: 14 },
137
+ { z: 248, maxX: 12 },
138
+ { z: 249, maxX: 9 },
139
+ { z: 250, maxX: 6 },
140
+ { z: 251, maxX: 3 },
141
+ ];
142
+ /** The rim rows the bay replaces: the west rim loop places no crag on these. */
143
+ export const BRANSONS_LANDING_COVE_MIN_Z = 224;
144
+ export const BRANSONS_LANDING_COVE_MAX_Z = 251;
145
+ /** Everything the landing owns, for the scenery sweep and the discovery zone. */
146
+ export const BRANSONS_LANDING_WORKS = { minX: 0, maxX: 34, minZ: 220, maxZ: 255 };
147
+ /** Oskar, Branson's mate, on the shore a step off the pier foot, facing the boards. */
148
+ export const BRANSONS_LANDING_OSKAR = { x: 22, z: 235, faceX: 21, faceZ: 235 };
149
+ /** The sailings board, up the apron from Oskar with room to walk round it. */
150
+ export const BRANSONS_LANDING_BOARD = { x: 26, z: 233 };
151
+ /** The hut on the shelf north of the pier foot, its door to the south, and the steps down. */
152
+ export const BRANSONS_LANDING_HUT = { x: 27, z: 228 };
153
+ export const BRANSONS_LANDING_HUT_LANTERN = { x: 28, z: 230 };
154
+ export const BRANSONS_LANDING_STEPS = [
155
+ { x: 27, z: 230 },
156
+ { x: 27, z: 231 },
157
+ ];
158
+ /** The shelf the hut stands on, its ledge row, and the apron the pier leaves from. */
159
+ export const BRANSONS_LANDING_SHELF_HEIGHT = 3;
160
+ export const BRANSONS_LANDING_LEDGE_Z = 230;
161
+ export const BRANSONS_LANDING_APRON = { minX: 21, maxX: 33, minZ: 231, maxZ: 243 };
162
+ export const BRANSONS_LANDING_APRON_HEIGHT = 1;
163
+ /** A lantern post on the apron, south of the walk, and the stores stacked by the board. */
164
+ export const BRANSONS_LANDING_APRON_LANTERN = { x: 24, z: 240 };
165
+ /** Ice floes on the bay water, clear of the ship and the pier. */
166
+ export const BRANSONS_LANDING_FLOES = [
167
+ { x: 2, z: 227, scale: 0.9 },
168
+ { x: 10, z: 229, scale: 0.8 },
169
+ { x: 16, z: 231, scale: 1.1 },
170
+ { x: 2, z: 233, scale: 1.0 },
171
+ { x: 19, z: 234, scale: 0.8 },
172
+ { x: 15, z: 240, scale: 0.9 },
173
+ { x: 18, z: 245, scale: 1.0 },
174
+ { x: 10, z: 248, scale: 0.9 },
175
+ { x: 4, z: 249, scale: 1.1 },
176
+ ];
177
+ /** True for a cove water tile (the rim water at x 0-1 is water on every row anyway). */
178
+ export function isBransonsLandingCoveTile(x, z) {
179
+ if (x < 0)
180
+ return false;
181
+ const row = BRANSONS_LANDING_COVE_ROWS.find((r) => r.z === z);
182
+ return !!row && x <= row.maxX;
183
+ }
184
+ /** True for a plank of the pier: the two-row walk out from the foot, and the head. */
185
+ export function isBransonsLandingDeckTile(x, z) {
186
+ if (x >= BRANSONS_LANDING_PIER_MIN_X &&
187
+ x <= BRANSONS_LANDING_HEAD_MAX_X &&
188
+ z >= BRANSONS_LANDING_HEAD_MIN_Z &&
189
+ z <= BRANSONS_LANDING_HEAD_MAX_Z) {
190
+ return true;
191
+ }
192
+ return (x >= BRANSONS_LANDING_PIER_MIN_X &&
193
+ x <= BRANSONS_LANDING_PIER_FOOT_X &&
194
+ z >= BRANSONS_LANDING_PIER_MIN_Z &&
195
+ z <= BRANSONS_LANDING_PIER_MAX_Z);
196
+ }
197
+ /** Kept for the rim loop and older callers: the crag line the bay now cuts through. */
198
+ export const FROZEN_SHORE_JETTY = { x: 2, z: 237 };
199
+ /** Where a voyage puts you ashore: the pier's foot plank, on the landing side. */
200
+ export const FROZEN_SHORE_LANDING = { x: BRANSONS_LANDING_PIER_FOOT_X, z: BRANSONS_LANDING_PIER_MAX_Z };
69
201
  /**
70
202
  * First smashed span, about a third of the way out - far enough that the walk
71
203
  * to it is a walk, close enough to see the break from the sand.
@@ -88,6 +220,44 @@ export const HOPE_PIER_WIDE_HALF_W = 2;
88
220
  /** The moored ship, off the seaward corner of the branch. */
89
221
  export const HOPE_PIER_SHIP_X = HOPE_PIER_BRANCH_MAX_X + 4;
90
222
  export const HOPE_PIER_SHIP_Z = HOPE_PIER_BRANCH_Z;
223
+ /**
224
+ * The west spur: the smelt stage and its storage hut.
225
+ *
226
+ * It leaves the MIDDLE deck, not the shore-side walk, because the smelt water
227
+ * is here, past the first smashed span, and the bank the hut opens is meant to
228
+ * share that gate: plank gap 1 and both the fishing and the strongbox are
229
+ * yours. It runs WEST because the ship already has the east, and two spurs off
230
+ * one side would read as a second landing stage rather than a fishing stage.
231
+ *
232
+ * The spur is exactly the middle deck's three rows, so it reads as the deck
233
+ * continuing sideways rather than a corridor bolted onto it. The hut block
234
+ * hangs off the spur's south side and its door opens north onto the spur's
235
+ * south row; the hut's own 7x7 stands on decking laid the same way, so nothing
236
+ * inside it is ever open sea.
237
+ */
238
+ export const HOPE_PIER_SPUR_Z = HOPE_PIER_MID_MIN_Z + 1;
239
+ export const HOPE_PIER_SPUR_HALF_W = 1;
240
+ export const HOPE_PIER_SPUR_MAX_X = HOPE_PIER_X - HOPE_PIER_WIDE_HALF_W - 1;
241
+ export const HOPE_PIER_SPUR_MIN_X = HOPE_PIER_X - 12;
242
+ export const HOPE_PIER_HUT_X = HOPE_PIER_SPUR_MIN_X + 3;
243
+ export const HOPE_PIER_HUT_Z = HOPE_PIER_SPUR_Z + HOPE_PIER_SPUR_HALF_W + 4;
244
+ /**
245
+ * 3.5 lands in the radius-3 footprint bracket (see buildingScaleBracketRadius):
246
+ * a 7x7 wall ring, two tiles smaller each way than Base Camp's, because a
247
+ * 9x9 hut would be wider than the stage it stands on.
248
+ */
249
+ export const HOPE_PIER_HUT_SCALE = 3.5;
250
+ export const HOPE_PIER_HUT_RADIUS = 3;
251
+ /** The strongbox stands two rows behind the hut centre, as at Base Camp. */
252
+ export const HOPE_PIER_HUT_CHEST_DZ = 2;
253
+ /**
254
+ * The pier banker stands one row behind the centre: behind the counter (which
255
+ * straddles the seam between the centre row and his), in front of the chest.
256
+ * The centre row itself is where the door portal drops a player, so nothing
257
+ * may stand on it.
258
+ */
259
+ export const HOPE_PIER_BANKER_DZ = 1;
260
+ export const HOPE_PIER_BANKER_NAME = 'Bursar Finch';
91
261
  /**
92
262
  * Saul's tackle pitch: on the sand beside the pier ramp, west of the lane so
93
263
  * he never stands in the way of the walk out. He faces the pier.
@@ -100,17 +270,57 @@ export const SAUL_SPAWN_X = HOPE_PIER_X - HOPE_PIER_HALF_W - 2;
100
270
  */
101
271
  export const SAUL_SPAWN_Z = HOPE_PIER_SHORE_Z - 3;
102
272
  /**
103
- * Smelt water beside the Long Pier: past the first smashed span and short of
104
- * the sea bass, which hold past the second. Two off the middle deck, one off
105
- * the walk either side of it. Each sits two tiles from the nearest plank, the
106
- * ordinary fishing range, so the cast is made from the deck.
107
- */
108
- export const HOPE_PIER_SMELT_SPOTS = [
109
- { x: HOPE_PIER_X - 4, z: OCEAN_START_Z + 43 },
110
- { x: HOPE_PIER_X + 4, z: OCEAN_START_Z + 43 },
111
- { x: HOPE_PIER_X - 3, z: OCEAN_START_Z + 36 },
112
- { x: HOPE_PIER_X + 3, z: OCEAN_START_Z + 50 },
113
- ];
273
+ * The pier's fish, smelt markers and sea bass alike, hold PIER_FISH_MIN_OFF_DECK
274
+ * to PIER_CAST_MAX_TILES off the nearest plank (pierDeckDistance: the walk,
275
+ * the head, the decks, the branch, the spur and the hut block all count), and
276
+ * a cast goes straight to the fish. The old model anchored the smelt markers
277
+ * two tiles off the planks and sent the line to a random tile out from the
278
+ * angler, so a click on one marker cast somewhere else entirely (James: "it
279
+ * casted to a completely different location"). Now the marker IS the fish
280
+ * and the line lands on it.
281
+ *
282
+ * Four, not three: three left two tiles of water between the rail and the
283
+ * fish, which from the game camera still read as a fish beside the pier.
284
+ * PIER_CAST_MAX_TILES is also how far an angler may stand from the fish.
285
+ */
286
+ export const PIER_FISH_MIN_OFF_DECK = 4;
287
+ export const PIER_CAST_MAX_TILES = 10;
288
+ /**
289
+ * Smelt markers out in the pier's smelt band at once, each on a tile the
290
+ * backend draws at random (collectPierSmeltTiles) and redraws on the lake
291
+ * timer and after every catch.
292
+ */
293
+ export const HOPE_PIER_SMELT_SPOT_COUNT = 5;
294
+ /**
295
+ * Chebyshev tiles around HOPE_PIER_SHIP_X/Z no pier fish may sit in. The
296
+ * moored ship has a one-tile footprint but its hull mesh covers a few tiles
297
+ * each way, so a smelt marker or a bass inside this square would be on deck.
298
+ */
299
+ export const HOPE_PIER_SHIP_KEEP_OUT = 4;
300
+ /**
301
+ * Chebyshev distance from (x, z) to the nearest lane tile: the walk, the head,
302
+ * the middle deck, the east branch and the west spur with its hut block. A
303
+ * bounded ring scan over onHopePierLane rather than a closed form, so it stays
304
+ * right when the next spur is added. Returns 0 on the lane; capped at `limit`
305
+ * (returned as limit + 1 when nothing is nearer), which keeps the scan cheap
306
+ * for the callers that only care about the fish band of a dozen tiles.
307
+ */
308
+ export function pierDeckDistance(x, z, limit = PIER_CAST_MAX_TILES) {
309
+ if (onHopePierLane(x, z))
310
+ return 0;
311
+ for (let r = 1; r <= limit; r++) {
312
+ for (let dz = -r; dz <= r; dz++) {
313
+ const edgeRow = Math.abs(dz) === r;
314
+ // Only the ring at radius r: interior tiles were covered by a smaller r.
315
+ const step = edgeRow ? 1 : 2 * r;
316
+ for (let dx = -r; dx <= r; dx += step) {
317
+ if (onHopePierLane(x + dx, z + dz))
318
+ return r;
319
+ }
320
+ }
321
+ }
322
+ return limit + 1;
323
+ }
114
324
  /** Tiles either side of the centre line at this row. Wider over the two decks. */
115
325
  export function hopePierHalfWidthAt(z) {
116
326
  if (z >= HOPE_PIER_HEAD_MIN_Z)
@@ -129,9 +339,26 @@ export function onHopePierBranch(x, z) {
129
339
  x <= HOPE_PIER_BRANCH_MAX_X &&
130
340
  Math.abs(z - HOPE_PIER_BRANCH_Z) <= hopePierBranchHalfWidthAt(x));
131
341
  }
342
+ /**
343
+ * The west spur off the middle deck, and the hut block hanging off its south
344
+ * side. The hut's 7x7 counts as lane because it is decking too: the deck
345
+ * builder rails every lane tile whose neighbour is not lane, and a rail line
346
+ * running under the hut walls would poke out through them.
347
+ */
348
+ export function onHopePierSpur(x, z) {
349
+ if (x >= HOPE_PIER_SPUR_MIN_X &&
350
+ x <= HOPE_PIER_SPUR_MAX_X &&
351
+ Math.abs(z - HOPE_PIER_SPUR_Z) <= HOPE_PIER_SPUR_HALF_W) {
352
+ return true;
353
+ }
354
+ return (Math.abs(x - HOPE_PIER_HUT_X) <= HOPE_PIER_HUT_RADIUS &&
355
+ Math.abs(z - HOPE_PIER_HUT_Z) <= HOPE_PIER_HUT_RADIUS);
356
+ }
132
357
  export function onHopePierLane(x, z) {
133
358
  if (onHopePierBranch(x, z))
134
359
  return true;
360
+ if (onHopePierSpur(x, z))
361
+ return true;
135
362
  return (z >= HOPE_PIER_SHORE_Z &&
136
363
  z <= HOPE_PIER_END_Z &&
137
364
  Math.abs(x - HOPE_PIER_X) <= hopePierHalfWidthAt(z));
@@ -202,17 +429,55 @@ export function isBaseCampCaveMouthStyle(style) {
202
429
  /** Small lookout beyond the Base Camp tunnel, reached only after clearing Livonia. */
203
430
  export const BASECAMP_FAR_SIDE_X = BASECAMP_CAVE_X + 30;
204
431
  export const BASECAMP_FAR_SIDE_LOCAL_Z = BASECAMP_CAVE_LOCAL_Z;
432
+ /**
433
+ * How far north the whole battlefield front line sits from the farm.
434
+ *
435
+ * The south palisade used to stand one tile off No Harm Farm's own north
436
+ * fence, so a player walked out of the farm gate straight into a war. Every
437
+ * absolute Z on the pad is written as its original survey number put through
438
+ * `bfZ`, which keeps the internal layout - lake, camps, cabbage rows, the
439
+ * bridge span, the Captain's parade ground - exactly as it was designed and
440
+ * moves the whole thing as one piece.
441
+ *
442
+ * The ceiling on this number is the lake, not the farm. The water sheet runs
443
+ * on east through the corridor south of the Dreadwoods, whose own south edge
444
+ * is DEADLANDS_MAX_Z (639); the wall returns need a band between the two. At
445
+ * 18 the lake's north bank lands at 648, leaving that corridor 9 tiles deep
446
+ * with the returns still reaching it. Push much past this and the lake starts
447
+ * eating the Dreadwoods' south wall.
448
+ *
449
+ * Declared up here, ahead of the Amazon Trail and Calverton, because the two
450
+ * lake rows are the datum both of them are measured from: the trail ends on
451
+ * the south shore and the town stands back from the north shore.
452
+ */
453
+ export const BATTLEFIELD_NORTH_SHIFT = 18;
454
+ /** An original survey Z, moved north by BATTLEFIELD_NORTH_SHIFT. */
455
+ const bfZ = (surveyZ) => surveyZ - BATTLEFIELD_NORTH_SHIFT;
456
+ /**
457
+ * Lake between soldier (south / farmward) and goblin (north) camps.
458
+ * Water blocks walking; the battlefield crossing is the long bridge once repaired.
459
+ * Thick N-S band on the pad, then the same Z band continues east through the
460
+ * corridor south of the Deadlands, past the west-face enclave, until it meets
461
+ * the SE high-rock row.
462
+ */
463
+ export const BATTLEFIELD_LAKE_MIN_Z = bfZ(666);
464
+ export const BATTLEFIELD_LAKE_MAX_Z = bfZ(698);
205
465
  /**
206
466
  * The Amazon Trail - the long, tree-lined path leading north out of the Rat
207
467
  * Tunnel far-side exit (the Rat Tunnel is "the Amazonian cave": rats, then the
208
468
  * amazons of Room 3, then Livonia). It runs straight north up the eastern
209
- * margin of the world, east of the Dreadwoods, and crosses the Battlefield lake
210
- * on a raised dirt causeway - carveLakeTile already keeps a Dirt lane and its
211
- * shoulders dry where a road meets the water, so no bridge entity is needed.
469
+ * margin of the world, east of the Dreadwoods, to the Battlefield lake's
470
+ * south shore. There the road bends east along the shore to the Calverton
471
+ * bridge, which crosses on the town gate's own axis (CALVERTON_BRIDGE_X).
212
472
  *
213
- * End to end it is AMAZON_TRAIL_LENGTH tiles, which at MOVE_SPEED_TILES_PER_SEC
214
- * (3.9) is about a 30 second walk. The far end opens into open ground kept
215
- * clear for a later zone.
473
+ * The lane used to cross the lake itself, on a causeway and then a bridge,
474
+ * and land 45 tiles west of the gate with a road along the north bank to
475
+ * finish the job. James, standing on the gate approach: "we should come off
476
+ * the bridge here instead, it's a better location entering calverton".
477
+ *
478
+ * End to end the lane is AMAZON_TRAIL_LENGTH tiles, which at
479
+ * MOVE_SPEED_TILES_PER_SEC (3.9) is about a 20 second walk; the shore road,
480
+ * the bridge and the gate road add about 100 more.
216
481
  */
217
482
  export const AMAZON_TRAIL_X = BASECAMP_FAR_SIDE_X;
218
483
  export const AMAZON_TRAIL_HALF_W = 5;
@@ -220,8 +485,13 @@ export const AMAZON_TRAIL_HALF_W = 5;
220
485
  export const AMAZON_TRAIL_SHOULDER = 7;
221
486
  /** Just past the exit landing, so the path is already under your feet when you arrive. */
222
487
  export const AMAZON_TRAIL_SOUTH_WORLD_Z = toWorldZ(BASECAMP_FAR_SIDE_LOCAL_Z) + 2;
223
- export const AMAZON_TRAIL_LENGTH = 118;
224
- export const AMAZON_TRAIL_NORTH_WORLD_Z = AMAZON_TRAIL_SOUTH_WORLD_Z - AMAZON_TRAIL_LENGTH;
488
+ /**
489
+ * The lane's last row: the north row of the shore road, one row up the bank
490
+ * from the lake's south shore strip. The two overlap there, which is what
491
+ * makes the join read as one road bending rather than two roads meeting.
492
+ */
493
+ export const AMAZON_TRAIL_NORTH_WORLD_Z = BATTLEFIELD_LAKE_MAX_Z + 2;
494
+ export const AMAZON_TRAIL_LENGTH = AMAZON_TRAIL_SOUTH_WORLD_Z - AMAZON_TRAIL_NORTH_WORLD_Z;
225
495
  /** True for the walkable lane itself (not the flanking tree bands). */
226
496
  export function inAmazonTrail(x, z) {
227
497
  return (x >= AMAZON_TRAIL_X - AMAZON_TRAIL_HALF_W &&
@@ -251,8 +521,9 @@ export function inAmazonTrail(x, z) {
251
521
  * a walk of about seventeen seconds.
252
522
  *
253
523
  * The trail cannot follow it - the south end is pinned to the Rat Tunnel
254
- * far-side exit and the middle is a causeway across a fixed lake - so the last
255
- * stretch of road turns east off the trail head instead. See TOWN_APPROACH_Z.
524
+ * far-side exit and its north end is pinned to the lake's south shore - so the
525
+ * road turns east off the trail head along that shore and crosses on the gate
526
+ * axis instead. See CALVERTON_BRIDGE_X and CALVERTON_SHORE_ROAD_Z.
256
527
  *
257
528
  * Raised from 40 to 45 when the walls widened. The west wall is pinned by the
258
529
  * trail's tree screen, which reaches to x = AMAZON_TRAIL_X + 12: pushing the
@@ -272,9 +543,28 @@ export const TOWN_CENTER_X = AMAZON_TRAIL_X + TOWN_EAST_OFFSET;
272
543
  * of masonry with slots cut in it rather than houses with yards.
273
544
  */
274
545
  export const TOWN_MIN_X = TOWN_CENTER_X - 37;
275
- export const TOWN_MAX_X = TOWN_CENTER_X + 37;
276
- export const TOWN_SOUTH_Z = AMAZON_TRAIL_NORTH_WORLD_Z - 2;
277
- export const TOWN_NORTH_Z = TOWN_SOUTH_Z - 62;
546
+ /**
547
+ * Grown again on 2026-09-16, 75x63 -> 95x75, east and north only: the west
548
+ * wall is pinned by the trail's tree screen and the south by the trail head.
549
+ * At 75x63 the closest buildings still stood four tiles apart and a shop
550
+ * door opened onto the market stalls; the extra ground goes between them.
551
+ * The main street stays on the trail-head axis, so the town is deeper on
552
+ * its east side.
553
+ */
554
+ export const TOWN_MAX_X = TOWN_CENTER_X + 57;
555
+ /**
556
+ * The south wall used to stand two rows off the lake shore, which put the
557
+ * gatehouse beside the water: you stepped off the bridge and were in the
558
+ * town. Pulled north (2 -> 22) so the approach road has a proper leg up from
559
+ * the shore, and the town reads as standing back from the water rather than
560
+ * on it. The fishery keeps its ground (FISHERY_TOWN_GAP).
561
+ *
562
+ * Measured from the bank row the bridge lands on (TOWN_APPROACH_Z), not from
563
+ * the trail: the trail's north end moved to the south shore when the bridge
564
+ * moved onto the gate axis, and the town must not move with it.
565
+ */
566
+ export const TOWN_SOUTH_Z = BATTLEFIELD_LAKE_MIN_Z - 2 - 22;
567
+ export const TOWN_NORTH_Z = TOWN_SOUTH_Z - 74;
278
568
  /** Walkable interior, one tile inside the wall on every side. */
279
569
  export const TOWN_INNER_MIN_X = TOWN_MIN_X + 1;
280
570
  export const TOWN_INNER_MAX_X = TOWN_MAX_X - 1;
@@ -293,30 +583,55 @@ export const TOWN_GATE_X = TOWN_CENTER_X;
293
583
  */
294
584
  export const TOWN_GATE_HALF_W = 2;
295
585
  /**
296
- * The elbow that carries the trail head east to the south gate.
297
- *
298
- * Sits one row south of the trail's last row, so the two overlap and the join
299
- * reads as one road bending rather than two roads meeting. It runs east at this
300
- * Z to TOWN_GATE_X, then north into the gate throat.
586
+ * The bank row the Calverton bridge lands on: the gate road's last row at
587
+ * town height, one row north of the shore row that carries the ramp down to
588
+ * the deck. The gate road runs from here north into the gate throat.
301
589
  */
302
- export const TOWN_APPROACH_Z = AMAZON_TRAIL_NORTH_WORLD_Z + 1;
303
- export const TOWN_APPROACH_HALF_W = 1;
590
+ export const TOWN_APPROACH_Z = BATTLEFIELD_LAKE_MIN_Z - 2;
591
+ /**
592
+ * The Calverton bridge and the shore road that feeds it.
593
+ *
594
+ * The bridge crosses the lake on the gate axis, five planks wide like the
595
+ * gate road, so a player walks off the deck straight up to the gate. The
596
+ * shore road runs east along the lake's south bank from the trail head to
597
+ * the bridge foot, three tiles wide, its north row being the trail's last
598
+ * row. Both sit inside the sealed trail corridor: the ground south of the
599
+ * lake is walkable from the South area, so the road's south verge and its
600
+ * east end carry the same tree screen as the trail (see the map's trail
601
+ * tree block) or the Rat Tunnel stops being the only way into the East.
602
+ */
603
+ export const CALVERTON_BRIDGE_X = TOWN_GATE_X;
604
+ export const CALVERTON_BRIDGE_HALF_W = TOWN_GATE_HALF_W;
605
+ export const CALVERTON_SHORE_ROAD_Z = BATTLEFIELD_LAKE_MAX_Z + 3;
606
+ export const CALVERTON_SHORE_ROAD_HALF_W = 1;
607
+ /** The deck plus both ramp rows: everything a player stands on between the two banks. */
608
+ export function inCalvertonBridge(x, z) {
609
+ return (Math.abs(x - CALVERTON_BRIDGE_X) <= CALVERTON_BRIDGE_HALF_W &&
610
+ z >= BATTLEFIELD_LAKE_MIN_Z - 1 &&
611
+ z <= BATTLEFIELD_LAKE_MAX_Z + 1);
612
+ }
613
+ /** The three rows of the shore road, from the trail lane's west edge to the bridge's east edge. */
614
+ export function inCalvertonShoreRoad(x, z) {
615
+ return (x >= AMAZON_TRAIL_X - AMAZON_TRAIL_HALF_W &&
616
+ x <= CALVERTON_BRIDGE_X + CALVERTON_BRIDGE_HALF_W &&
617
+ Math.abs(z - CALVERTON_SHORE_ROAD_Z) <= CALVERTON_SHORE_ROAD_HALF_W);
618
+ }
304
619
  /**
305
620
  * Main street runs north-south on the town axis; the cross street runs
306
621
  * east-west.
307
622
  *
308
- * The offset from the north wall went 26 -> 40 with the walls, which keeps the
309
- * cross street on the same world row it has always been on. That matters: the
623
+ * The offset from the north wall went 26 -> 40 -> 52 with the walls, which
624
+ * keeps the cross street on the same world row it has always been on. That matters: the
310
625
  * Dreadwoods east gate, its road, and the spider cave track are all cut on this
311
626
  * line, and none of them wanted to move because the town grew a wider north
312
627
  * quarter.
313
628
  */
314
629
  export const TOWN_MAIN_STREET_HALF_W = 2;
315
- export const TOWN_CROSS_STREET_Z = TOWN_NORTH_Z + 40;
630
+ export const TOWN_CROSS_STREET_Z = TOWN_NORTH_Z + 52;
316
631
  export const TOWN_CROSS_STREET_HALF_W = 1;
317
632
  /** Market square, centred where the two streets meet. */
318
- export const TOWN_SQUARE_HALF_W = 6;
319
- export const TOWN_SQUARE_HALF_D = 4;
633
+ export const TOWN_SQUARE_HALF_W = 9;
634
+ export const TOWN_SQUARE_HALF_D = 6;
320
635
  /* ------------------------------------------------------------------ *
321
636
  * The Dreadwoods east gate - the way into the woods from Calverton.
322
637
  *
@@ -392,8 +707,21 @@ export const FISHERY_MAX_X = TOWN_CENTER_X + 30;
392
707
  * country between them, walked on its own road (see the fishery road in
393
708
  * map.ts). There is nothing but empty grass up here: the East runs north to the
394
709
  * sea cliff, and the fishery is still a long way short of it.
710
+ *
711
+ * Reduced 70 -> 50 when the town moved twenty rows north off the lake shore,
712
+ * and 50 -> 38 when the north wall grew twelve rows, on the mistaken note
713
+ * that the fishery's north edge was up against the northern wall's approach.
714
+ * That wall is x 4-239; east of the Dreadwoods there is nothing north of
715
+ * here but open grass for 460 rows to the sea-cliff rim. At 38 the compound
716
+ * started five rows past the town's apron and read as its back yard again.
717
+ *
718
+ * 190 now (James, 2026-09-16: "at least 4-5x further, we need to create
719
+ * space so the game feels natural"). The north fence lands at the foot of
720
+ * the ridge on rows 303-312, so the falls pour off high ground, and the walk
721
+ * from the town gate is about 47 seconds of country road. Anything up to
722
+ * about 490 still fits before the skirt reaches the rim.
395
723
  */
396
- export const FISHERY_TOWN_GAP = 70;
724
+ export const FISHERY_TOWN_GAP = 190;
397
725
  export const FISHERY_SOUTH_Z = TOWN_NORTH_Z - FISHERY_TOWN_GAP;
398
726
  export const FISHERY_NORTH_Z = FISHERY_SOUTH_Z - 46;
399
727
  export const FISHERY_INNER_MIN_X = FISHERY_MIN_X + 1;
@@ -497,9 +825,16 @@ export const BOB_SPAWN_Z = TOWN_CROSS_STREET_Z - 6;
497
825
  export const ANNES_SPUR_TILES = 12;
498
826
  export const ANNES_X = Math.round((CROSSROADS_WORLD_X + BASECAMP_CENTER_X) / 2);
499
827
  export const ANNES_HOUSE_LOCAL_Z = Math.round((CROSSROADS_LOCAL_Z + BASECAMP_CENTER_LOCAL_Z) / 2) - ANNES_SPUR_TILES;
500
- export const ANNES_ZONE_RX = 12;
828
+ export const ANNES_ZONE_RX = 32;
501
829
  export const ANNES_ZONE_NORTH = 16;
502
- export const ANNES_ZONE_SOUTH = 22;
830
+ export const ANNES_ZONE_SOUTH = 40;
831
+ /** Neighbours around Anne's green. Z stays local until world expansion. */
832
+ export const ANNES_NEIGHBOUR_HOMES = [
833
+ { name: 'Eldric', x: ANNES_X + 20, z: ANNES_HOUSE_LOCAL_Z, style: 'cottage-slate' },
834
+ { name: 'Rowan', x: ANNES_X - 17, z: ANNES_HOUSE_LOCAL_Z + 26, style: 'cottage-moss' },
835
+ { name: 'Mara', x: ANNES_X + 18, z: ANNES_HOUSE_LOCAL_Z + 26, style: 'cottage-russet' },
836
+ ];
837
+ export const ANNES_GREEN = { x: ANNES_X + 1, z: ANNES_HOUSE_LOCAL_Z + 20 };
503
838
  /**
504
839
  * Small vestigial mud alcove right behind the Suspicious hole mouth at Base
505
840
  * Camp - kept only as set dressing for the doorway. The real Rat Tunnel
@@ -704,8 +1039,9 @@ export const FOREST_DEN_SITES = [
704
1039
  forestDenSite('pond-wilds', 360, 45, 'north', 5),
705
1040
  forestDenSite('pond-east', 384, 42, 'south', 6),
706
1041
  forestDenSite('trail-oak', 428, 42, 'east', 7),
707
- forestDenSite('camp-approach', 472, 42, 'south', 8),
708
- forestDenSite('camp-wilds', 500, 8, 'south', 9),
1042
+ // Keep rotating cave mouths in the woods beyond the residential plots.
1043
+ forestDenSite('camp-approach', ANNES_X + ANNES_ZONE_RX + 24, 45, 'south', 8),
1044
+ forestDenSite('camp-wilds', ANNES_X + ANNES_ZONE_RX + 30, 8, 'south', 9),
709
1045
  forestDenSite('wall-woods', 556, 42, 'west', 10),
710
1046
  forestDenSite('south-belt', 170, 50, 'north', 11),
711
1047
  forestDenSite('mid-woods', 310, 8, 'east', 12),
@@ -910,26 +1246,8 @@ export const DUNGEON_ROOM_SPAWNS = {
910
1246
  * East edge meets the Deadlands west border. The lake continues east of this pad
911
1247
  * (see BATTLEFIELD_LAKE_EAST_X).
912
1248
  */
913
- /**
914
- * How far north the whole front line sits from the farm.
915
- *
916
- * The south palisade used to stand one tile off No Harm Farm's own north
917
- * fence, so a player walked out of the farm gate straight into a war. Every
918
- * absolute Z on the pad is written as its original survey number put through
919
- * `bfZ`, which keeps the internal layout - lake, camps, cabbage rows, the
920
- * bridge span, the Captain's parade ground - exactly as it was designed and
921
- * moves the whole thing as one piece.
922
- *
923
- * The ceiling on this number is the lake, not the farm. The water sheet runs
924
- * on east through the corridor south of the Dreadwoods, whose own south edge
925
- * is DEADLANDS_MAX_Z (639); the wall returns need a band between the two. At
926
- * 18 the lake's north bank lands at 648, leaving that corridor 9 tiles deep
927
- * with the returns still reaching it. Push much past this and the lake starts
928
- * eating the Dreadwoods' south wall.
929
- */
930
- export const BATTLEFIELD_NORTH_SHIFT = 18;
931
- /** An original survey Z, moved north by BATTLEFIELD_NORTH_SHIFT. */
932
- const bfZ = (surveyZ) => surveyZ - BATTLEFIELD_NORTH_SHIFT;
1249
+ // BATTLEFIELD_NORTH_SHIFT, bfZ and the two lake rows are declared up by the
1250
+ // Amazon Trail: the trail and Calverton are measured from the lake.
933
1251
  export const BATTLEFIELD_MIN_X = 10;
934
1252
  export const BATTLEFIELD_MAX_X = DEADLANDS_MIN_X - 1;
935
1253
  export const BATTLEFIELD_MIN_WORLD_Z = bfZ(648);
@@ -937,15 +1255,6 @@ export const BATTLEFIELD_MIN_WORLD_Z = bfZ(648);
937
1255
  export const BATTLEFIELD_MAX_WORLD_Z = bfZ(748);
938
1256
  export const BATTLEFIELD_MIN_LOCAL_Z = BATTLEFIELD_MIN_WORLD_Z - WORLD_NORTH_PAD;
939
1257
  export const BATTLEFIELD_MAX_LOCAL_Z = BATTLEFIELD_MAX_WORLD_Z - WORLD_NORTH_PAD;
940
- /**
941
- * Lake between soldier (south / farmward) and goblin (north) camps.
942
- * Water blocks walking; the battlefield crossing is the long bridge once repaired.
943
- * Thick N-S band on the pad, then the same Z band continues east through the
944
- * corridor south of the Deadlands, past the west-face enclave, until it meets
945
- * the SE high-rock row.
946
- */
947
- export const BATTLEFIELD_LAKE_MIN_Z = bfZ(666);
948
- export const BATTLEFIELD_LAKE_MAX_Z = bfZ(698);
949
1258
  /** Solid southward wall returns join both Dreadwoods corners to the lake bank. */
950
1259
  export const DEADLANDS_SOUTH_WALL_XS = [DEADLANDS_MIN_X, DEADLANDS_MAX_X];
951
1260
  export const DEADLANDS_SOUTH_WALL_END_Z = BATTLEFIELD_LAKE_MIN_Z - 1;
@@ -1046,35 +1355,45 @@ export function inNorthernGarrison(x, z) {
1046
1355
  * jetty iced in at the east bank and a small shelter where the snowfields
1047
1356
  * approach meets the shore. Nothing is fished here yet; it is the place first.
1048
1357
  * World coordinates - z already includes WORLD_NORTH_PAD.
1358
+ *
1359
+ * The lake sat at x=32 until 2026-09-17, its west bank six tiles from the
1360
+ * landing's works; it moved twenty-four tiles east so Branson's bay could
1361
+ * open up. Everything on it is placed from the centre; the fixed points
1362
+ * below moved with it.
1049
1363
  */
1050
- export const FROZEN_LAKE_CENTER = { x: 32, z: 236 };
1364
+ export const FROZEN_LAKE_CENTER = { x: 56, z: 236 };
1051
1365
  export const FROZEN_LAKE_RX = 14;
1052
1366
  export const FROZEN_LAKE_RZ = 12;
1053
1367
  /** The level the ice is frozen at; the lowland around it already lies near it. */
1054
1368
  export const FROZEN_LAKE_ICE_HEIGHT = 0;
1055
- /** Holes cut through the ice. The first two have a fisher sitting beside them. */
1369
+ /**
1370
+ * The fishers' holes, one each, cut for good. Every other hole on the lake is
1371
+ * the server's rota of thin-ice spots (see ICE_SPOT_MAX in woodwork.ts), so
1372
+ * nothing else is placed by the generator.
1373
+ */
1056
1374
  export const FROZEN_LAKE_HOLES = [
1057
- { x: 26, z: 232 },
1058
- { x: 36, z: 240 },
1059
- { x: 22, z: 238 },
1060
- { x: 30, z: 244 },
1061
- { x: 40, z: 232 },
1062
- { x: 34, z: 229 },
1375
+ { x: FROZEN_LAKE_CENTER.x - 6, z: FROZEN_LAKE_CENTER.z - 4 },
1376
+ { x: FROZEN_LAKE_CENTER.x + 4, z: FROZEN_LAKE_CENTER.z + 4 },
1063
1377
  ];
1064
1378
  /** Where each fisher sits, and the hole they face. */
1065
1379
  export const FROZEN_LAKE_FISHERS = [
1066
- { name: 'Halvard', x: 27, z: 232, faceX: 26, faceZ: 232 },
1067
- { name: 'Ingrid', x: 36, z: 241, faceX: 36, faceZ: 240 },
1380
+ { name: 'Halvard', x: FROZEN_LAKE_HOLES[0].x + 1, z: FROZEN_LAKE_HOLES[0].z, faceX: FROZEN_LAKE_HOLES[0].x, faceZ: FROZEN_LAKE_HOLES[0].z },
1381
+ { name: 'Ingrid', x: FROZEN_LAKE_HOLES[1].x, z: FROZEN_LAKE_HOLES[1].z + 1, faceX: FROZEN_LAKE_HOLES[1].x, faceZ: FROZEN_LAKE_HOLES[1].z },
1068
1382
  ];
1069
1383
  /** Where the jetty leaves the east bank, and how many tiles it reaches west. */
1070
- export const FROZEN_LAKE_JETTY = { x: 45, z: 236, length: 4 };
1384
+ export const FROZEN_LAKE_JETTY = { x: FROZEN_LAKE_CENTER.x + 13, z: FROZEN_LAKE_CENTER.z, length: 4 };
1071
1385
  /**
1072
1386
  * The bait table on the east bank, between the supply sled and the cooking
1073
1387
  * fire, and the bait master who works it: he stands at its east end, facing
1074
1388
  * the table and the ice beyond it.
1075
1389
  */
1076
- export const FROZEN_LAKE_BAIT_TABLE = { x: 46, z: 243 };
1077
- export const FROZEN_LAKE_BAIT_MASTER = { x: 47, z: 243, faceX: 46, faceZ: 243 };
1390
+ export const FROZEN_LAKE_BAIT_TABLE = { x: FROZEN_LAKE_CENTER.x + 14, z: FROZEN_LAKE_CENTER.z + 7 };
1391
+ export const FROZEN_LAKE_BAIT_MASTER = {
1392
+ x: FROZEN_LAKE_BAIT_TABLE.x + 1,
1393
+ z: FROZEN_LAKE_BAIT_TABLE.z,
1394
+ faceX: FROZEN_LAKE_BAIT_TABLE.x,
1395
+ faceZ: FROZEN_LAKE_BAIT_TABLE.z,
1396
+ };
1078
1397
  /** Signed distance to the ice edge in tiles: at or below zero is on the ice. */
1079
1398
  export function frozenLakeEdgeDistance(x, z) {
1080
1399
  const d = Math.hypot((x - FROZEN_LAKE_CENTER.x) / FROZEN_LAKE_RX, (z - FROZEN_LAKE_CENTER.z) / FROZEN_LAKE_RZ);
@@ -1127,6 +1446,20 @@ export const ICE_PRISON_ENTRY = { x: ICE_PRISON_CX, z: ICE_PRISON_CELLS.maxZ - 2
1127
1446
  /** Gate styles carry the facing letter first; this tag picks the destination. */
1128
1447
  export const ICE_PRISON_GATE_IN_STYLE = 'n-iceprison';
1129
1448
  export const ICE_PRISON_GATE_OUT_STYLE = 's-iceprison-out';
1449
+ /**
1450
+ * The rune arch at the hallway's mouth is sealed, and only a Frozen Key opens
1451
+ * it (James, 2026-09-18: the Frozen Hallway needs the Frozen Key to enter).
1452
+ * The style keeps 'sealed' so the asset draws the slab and the footprint
1453
+ * blocks all five tiles; the server passes a keyholder through by teleport,
1454
+ * the way the dungeon gates work, and lets anyone back out.
1455
+ */
1456
+ export const FROZEN_HALLWAY_SEAL_STYLE = 'n-sealed-hallway';
1457
+ export function isFrozenHallwaySealStyle(style) {
1458
+ return style === FROZEN_HALLWAY_SEAL_STYLE;
1459
+ }
1460
+ /** Where the arch puts you: inside the corridor, or back out on the approach. */
1461
+ export const FROZEN_HALLWAY_SEAL_INSIDE_DZ = -3;
1462
+ export const FROZEN_HALLWAY_SEAL_OUTSIDE_DZ = 3;
1130
1463
  /** Where the way out drops you: just south of the hallway's gate. */
1131
1464
  export const ICE_PRISON_OUTSIDE = { x: FROZEN_HALLWAY_X, z: FROZEN_HALLWAY_GATE_Z + 3 };
1132
1465
  /** The seal on the shrine's platform; rings step up around it. */
@@ -1177,6 +1510,221 @@ export function inFrozenHallwayCorridor(x, z) {
1177
1510
  return (z >= FROZEN_HALLWAY_GATE_Z && z <= FROZEN_HALLWAY_MOUTH_Z &&
1178
1511
  Math.abs(x - frozenHallwayCenterAt(z)) <= frozenHallwayHalfWidthAt(z));
1179
1512
  }
1513
+ /**
1514
+ * The ice cavern roster, INSIDE the Ice Prison behind the iron gate (moved
1515
+ * off the open Frozen Hallway on 2026-09-21: James wants the monsters in
1516
+ * the cave, not outside its entrance). In the order a player meets them:
1517
+ * skitters in the corridor down from the Frozen Cells (the frost wolf
1518
+ * pack holds the cells themselves), revenants at the shrine's entrance,
1519
+ * lurkers in the two side passages off the seal, and the troll before the
1520
+ * Warden's sealed door at the far end. Tiles are relative to the prison's
1521
+ * constants above; a tile a prop took is skipped by canStand at spawn.
1522
+ */
1523
+ export const ICE_CAVERN_SPAWNS = [
1524
+ { kind: 'crystalskitter', x: ICE_PRISON_CX, z: ICE_PRISON_CORRIDOR.maxZ - 1 },
1525
+ { kind: 'crystalskitter', x: ICE_PRISON_CX - 5, z: ICE_PRISON_CORRIDOR.minZ + 3 },
1526
+ { kind: 'crystalskitter', x: ICE_PRISON_CX - 1, z: ICE_PRISON_CORRIDOR.minZ + 1 },
1527
+ { kind: 'frostrevenant', x: ICE_PRISON_CX - 6, z: ICE_PRISON_SHRINE.maxZ - 8 },
1528
+ { kind: 'frostrevenant', x: ICE_PRISON_CX + 6, z: ICE_PRISON_SHRINE.maxZ - 8 },
1529
+ { kind: 'glaciallurker', x: ICE_PRISON_CX - 12, z: ICE_PRISON_SEAL.z },
1530
+ { kind: 'glaciallurker', x: ICE_PRISON_CX + 12, z: ICE_PRISON_SEAL.z },
1531
+ { kind: 'icetroll', x: ICE_PRISON_CX, z: ICE_PRISON_SHRINE.minZ + 4 },
1532
+ ];
1533
+ /**
1534
+ * The thaw crossing: Frozen east rim into the untouched north-eastern
1535
+ * kingdom along DEADLANDS_MIN_X. The north sea comes in through the sea
1536
+ * cliff as a rock-walled inlet AT SEA LEVEL; one waterfall drops it into a
1537
+ * gorge cut below the land, and the low river runs south under the spans to
1538
+ * the battlefield lake. Three east spans are personal woodwork repairs.
1539
+ * World coordinates. Rains' first crossing is (230, 49).
1540
+ *
1541
+ * Heights: the sea and the inlet are 0, the river floor is THAW_GORGE_FLOOR_H
1542
+ * at the fall's foot, and the rims are the natural land (THAW_RIM_H easing to
1543
+ * 3 at the Dreadwoods). Nothing here is built up above the ground: the
1544
+ * 2026-09-17 pass had the inlet at 8 and the rims at 10 on a snowfield of 3-4,
1545
+ * so the fall hung in the sky above the water feeding it and the bank paths
1546
+ * were a levee nobody could climb onto.
1547
+ */
1548
+ export const THAW_GORGE_CX = DEADLANDS_MIN_X;
1549
+ export const THAW_GORGE_MIN_X = THAW_GORGE_CX - 4;
1550
+ export const THAW_GORGE_MAX_X = THAW_GORGE_CX + 4;
1551
+ export const THAW_GORGE_MIN_Z = 0;
1552
+ /** Low river meets the battlefield lake's north bank. */
1553
+ export const THAW_GORGE_MAX_Z = BATTLEFIELD_LAKE_MIN_Z;
1554
+ export const THAW_BRIDGE_Z = 49;
1555
+ export const THAW_MID_BRIDGE_Z = 110;
1556
+ export const THAW_WOODS_BRIDGE_Z = DEADLANDS_MIN_Z - 14;
1557
+ export const THAW_BRIDGE_ZS = [THAW_BRIDGE_Z, THAW_MID_BRIDGE_Z, THAW_WOODS_BRIDGE_Z];
1558
+ export const THAW_BRIDGE_HALF_W = 1;
1559
+ /**
1560
+ * The river floor at the foot of the fall: eight below the sea, the height
1561
+ * the waterfall asset's sheet drops (FISHERY_FALL_HEIGHT). The only negative
1562
+ * terrain in the world; the renderer and the walk rules only ever compare
1563
+ * heights, so a cut below zero is just a deeper cut.
1564
+ */
1565
+ export const THAW_GORGE_FLOOR_H = -8;
1566
+ /** The inlet is the sea: same height as the north sea it comes in from. */
1567
+ export const THAW_FLOOD_H = 0;
1568
+ /** Rock rim and bank beside the inlet, above the water like any shore. */
1569
+ export const THAW_RIM_H = 4;
1570
+ /** Tiles beyond the rim over which the bank grades back to the natural land. */
1571
+ export const THAW_BANK_APRON = 12;
1572
+ export const THAW_FLOOD_WEST_X = THAW_GORGE_CX - 16;
1573
+ export const THAW_FLOOD_EAST_X = THAW_GORGE_CX + 18;
1574
+ /**
1575
+ * The one drop, north of the first east span. Sea to Dreadwoods: flood,
1576
+ * then this fall, then the bridges over the low water. Not at Rains' span
1577
+ * and not south of it.
1578
+ */
1579
+ export const THAW_FALLS_Z = 26;
1580
+ /** @deprecated Same tile as THAW_FALLS_Z; kept for older imports. */
1581
+ export const THAW_SIDE_FALLS_Z = THAW_FALLS_Z;
1582
+ export const THAW_ARCH_X = THAW_FLOOD_EAST_X + 7;
1583
+ export const THAW_ARCH_PILLAR_DZ = 2;
1584
+ export const THAW_MOUTH_STAND_X = THAW_FLOOD_WEST_X - 2;
1585
+ export const THAW_MOUTH_STAND_Z = 6;
1586
+ export const THAW_FALLS_STAND_X = THAW_FLOOD_WEST_X - 2;
1587
+ export const THAW_FALLS_STAND_Z = THAW_FALLS_Z;
1588
+ export function thawEastBridgeIdAtZ(z) {
1589
+ for (let i = 0; i < THAW_BRIDGE_ZS.length; i++) {
1590
+ if (Math.abs(z - THAW_BRIDGE_ZS[i]) <= THAW_BRIDGE_HALF_W) {
1591
+ return (i + 1);
1592
+ }
1593
+ }
1594
+ return null;
1595
+ }
1596
+ export function inThawFlood(x, z) {
1597
+ return (z >= THAW_GORGE_MIN_Z &&
1598
+ z <= THAW_FALLS_Z &&
1599
+ x >= THAW_FLOOD_WEST_X &&
1600
+ x <= THAW_FLOOD_EAST_X);
1601
+ }
1602
+ export function thawGorgeWestX(z) {
1603
+ if (z <= THAW_FALLS_Z)
1604
+ return THAW_FLOOD_WEST_X;
1605
+ return THAW_GORGE_MIN_X;
1606
+ }
1607
+ export function thawGorgeEastX(z) {
1608
+ if (z <= THAW_FALLS_Z)
1609
+ return THAW_FLOOD_EAST_X;
1610
+ if (z >= DEADLANDS_MIN_Z)
1611
+ return DEADLANDS_MIN_X - 1;
1612
+ return THAW_GORGE_MAX_X;
1613
+ }
1614
+ /** Walkable timber through the west gate, over the low lake-feed. */
1615
+ export function onThawWestGateDeck(x, z) {
1616
+ return (x >= DEADLANDS_MIN_X - 4 &&
1617
+ x <= DEADLANDS_MIN_X - 1 &&
1618
+ Math.abs(z - DREADWOODS_WEST_GATE_Z) <= DREADWOODS_WEST_GATE_HALF_W);
1619
+ }
1620
+ export function onThawBridgeDeck(x, z) {
1621
+ return onThawWestGateDeck(x, z);
1622
+ }
1623
+ export function inThawGorgeCut(x, z) {
1624
+ return (z >= THAW_GORGE_MIN_Z &&
1625
+ z <= THAW_GORGE_MAX_Z &&
1626
+ x >= thawGorgeWestX(z) &&
1627
+ x <= thawGorgeEastX(z));
1628
+ }
1629
+ export function inThawEastBridgeGap(x, z) {
1630
+ if (thawEastBridgeIdAtZ(z) === null)
1631
+ return false;
1632
+ return inThawGorgeCut(x, z) && !onThawWestGateDeck(x, z);
1633
+ }
1634
+ export function thawEastBridgeAt(x, z) {
1635
+ if (!inThawEastBridgeGap(x, z))
1636
+ return null;
1637
+ return thawEastBridgeIdAtZ(z);
1638
+ }
1639
+ export function isThawEastBridgeStyle(style) {
1640
+ return (style ?? '').includes('-thaw');
1641
+ }
1642
+ export function thawEastBridgeIdFromStyle(style) {
1643
+ const match = (style ?? '').match(/thaw([123])/);
1644
+ if (!match)
1645
+ return null;
1646
+ return Number(match[1]);
1647
+ }
1648
+ export function thawEastBridgeStyle(id, kind, edge) {
1649
+ const base = `${kind}-thaw${id}-ew`;
1650
+ return edge ? `${base}-${edge}` : base;
1651
+ }
1652
+ export function personalThawEastCrossingStyle(brokenStyle) {
1653
+ const style = brokenStyle ?? '';
1654
+ if (!style.startsWith('broken') || !style.includes('-thaw'))
1655
+ return style;
1656
+ return `crossing${style.slice('broken'.length)}`;
1657
+ }
1658
+ export function thawEastCrossingExitX(id, fromX) {
1659
+ const z = THAW_BRIDGE_ZS[id - 1];
1660
+ const west = thawGorgeWestX(z) - 2;
1661
+ const east = thawGorgeEastX(z) + 2;
1662
+ return fromX < (west + east) / 2 ? east : west;
1663
+ }
1664
+ /**
1665
+ * Rim height beside the cut at row z: the inlet's rock rim north of the
1666
+ * fall, easing to the wall's height at the Dreadwoods. The bank paths, the
1667
+ * personal spans and the wreckage lift all read it, so a deck is level with
1668
+ * the ground either side of it. It tracks the natural land (1-6 here), and
1669
+ * the builder grades the bank out to it over THAW_BANK_APRON tiles.
1670
+ */
1671
+ export function thawRimHeightAt(z) {
1672
+ if (z <= THAW_FALLS_Z)
1673
+ return THAW_RIM_H;
1674
+ if (z < DEADLANDS_MIN_Z) {
1675
+ const t = (z - THAW_FALLS_Z) / Math.max(1, DEADLANDS_MIN_Z - THAW_FALLS_Z);
1676
+ return Math.round(THAW_RIM_H * (1 - t) + 3 * t);
1677
+ }
1678
+ return 3;
1679
+ }
1680
+ /**
1681
+ * Water height in the cut at row z: the inlet at sea level down to the
1682
+ * fall, then THAW_GORGE_FLOOR_H at the fall's foot rising by one step every
1683
+ * eighty-odd rows to meet the lake at 0. A step that size between two water
1684
+ * tiles averages into a slope the eye cannot find; the river reads as one
1685
+ * level run under the spans.
1686
+ */
1687
+ export function thawRiverHeightAt(z) {
1688
+ if (z <= THAW_FALLS_Z)
1689
+ return THAW_FLOOD_H;
1690
+ const t = (z - THAW_FALLS_Z - 1) / Math.max(1, THAW_GORGE_MAX_Z - THAW_FALLS_Z - 1);
1691
+ // `|| 0` turns the -0 that rounding a negative floor to nothing yields
1692
+ // into a plain 0, so a strict comparison with the lake's height holds.
1693
+ return Math.round(THAW_GORGE_FLOOR_H * (1 - Math.min(1, t))) || 0;
1694
+ }
1695
+ /**
1696
+ * The repaired span is a deck at rim height, high over the low water (the
1697
+ * 2026-09-17 first pass laid it at 1, on the river, so the crossing was a
1698
+ * plank raft at the bottom of an eight-deep cut).
1699
+ */
1700
+ export function thawEastPersonalDeckH(id) {
1701
+ return thawRimHeightAt(THAW_BRIDGE_ZS[id - 1]);
1702
+ }
1703
+ /** How far a span's deck hangs above the water it crosses, in height units. */
1704
+ export function thawEastSpanClearance(id) {
1705
+ return thawEastPersonalDeckH(id) - thawRiverHeightAt(THAW_BRIDGE_ZS[id - 1]);
1706
+ }
1707
+ /** The fall pours over the whole width of the cut below the basin. */
1708
+ export const THAW_FALLS_HALF_W = THAW_GORGE_MAX_X - THAW_GORGE_CX;
1709
+ export function inThawGorgeStone(x, z) {
1710
+ if (inThawFlood(x, z)) {
1711
+ return (x === THAW_FLOOD_WEST_X - 1 ||
1712
+ x === THAW_FLOOD_EAST_X + 1 ||
1713
+ z === THAW_GORGE_MIN_Z + 2 ||
1714
+ z === THAW_FALLS_Z);
1715
+ }
1716
+ return (z > THAW_FALLS_Z &&
1717
+ z <= THAW_GORGE_MAX_Z + 2 &&
1718
+ x >= thawGorgeWestX(z) - 2 &&
1719
+ x <= thawGorgeEastX(z) + 2);
1720
+ }
1721
+ export function inThawSnowApproach(x, z) {
1722
+ return (x < thawGorgeWestX(z) &&
1723
+ x >= thawGorgeWestX(z) - (z < DEADLANDS_MIN_Z ? THAW_BANK_APRON + 6 : 8) &&
1724
+ z >= THAW_GORGE_MIN_Z &&
1725
+ z <= THAW_GORGE_MAX_Z &&
1726
+ !inThawGorgeCut(x, z));
1727
+ }
1180
1728
  /** Half-width of the walkable bridge deck (tiles either side of bridge X). */
1181
1729
  export const BATTLEFIELD_BRIDGE_HALF_W = 1;
1182
1730
  /**
@@ -1315,6 +1863,26 @@ export const GOBLIN_FRONTIER_ROAD = [
1315
1863
  { x: BATTLEFIELD_BRIDGE_X + 1, z: GOBLIN_FRONTIER_MIN_Z + 18 },
1316
1864
  { x: BATTLEFIELD_BRIDGE_X, z: GOBLIN_FRONTIER_MIN_Z - 7 },
1317
1865
  ];
1866
+ /** The two occupied camp loops off the frontier road (built in goblinFrontier.ts). */
1867
+ export const GOBLIN_FRONTIER_CAMPS = [
1868
+ { x: 113, z: 613 },
1869
+ { x: 68, z: 571 },
1870
+ ];
1871
+ /**
1872
+ * Where the frontier is held. Goblins spawn here the way they do at the
1873
+ * battle-line camps, and the goblin camp chest rotates through these sites
1874
+ * as well as those. A tower or a camp keeps a full band; a road gate has a
1875
+ * picket, so the road north is watched without becoming a wall.
1876
+ */
1877
+ export const GOBLIN_FRONTIER_SPAWNS = [
1878
+ { x: GOBLIN_FRONTIER_TOWERS[0].x, z: GOBLIN_FRONTIER_TOWERS[0].z + 4, count: 6 },
1879
+ { x: GOBLIN_FRONTIER_TOWERS[1].x, z: GOBLIN_FRONTIER_TOWERS[1].z + 4, count: 6 },
1880
+ { x: GOBLIN_FRONTIER_CAMPS[0].x, z: GOBLIN_FRONTIER_CAMPS[0].z, count: 6 },
1881
+ { x: GOBLIN_FRONTIER_CAMPS[1].x, z: GOBLIN_FRONTIER_CAMPS[1].z, count: 6 },
1882
+ { x: GOBLIN_FRONTIER_ROAD[2].x, z: GOBLIN_FRONTIER_ROAD[2].z, count: 3 },
1883
+ { x: GOBLIN_FRONTIER_ROAD[4].x, z: GOBLIN_FRONTIER_ROAD[4].z, count: 3 },
1884
+ { x: GOBLIN_FRONTIER_ROAD[6].x, z: GOBLIN_FRONTIER_ROAD[6].z, count: 3 },
1885
+ ];
1318
1886
  /**
1319
1887
  * Cultivated cabbage plots on the soldier shore - between lake and camps.
1320
1888
  * Filled as neat soil rows (not sparse scatter).
@@ -1443,6 +2011,26 @@ export const DISCOVERY_ZONES = [
1443
2011
  minZ: dreadwoodsNpcZone('spider-hollow').cz - dreadwoodsNpcZone('spider-hollow').rz - WORLD_NORTH_PAD,
1444
2012
  maxZ: dreadwoodsNpcZone('spider-hollow').cz + dreadwoodsNpcZone('spider-hollow').rz - WORLD_NORTH_PAD,
1445
2013
  },
2014
+ {
2015
+ // The Broken Road, from its descriptor like the hollow. The box is the
2016
+ // ellipse's extents plus one column east, so the card fires at the arch.
2017
+ id: 'broken-road',
2018
+ label: dreadwoodsNpcZone('broken-road').label,
2019
+ minX: dreadwoodsNpcZone('broken-road').cx - dreadwoodsNpcZone('broken-road').rx,
2020
+ maxX: dreadwoodsNpcZone('broken-road').cx + dreadwoodsNpcZone('broken-road').rx + 1,
2021
+ minZ: dreadwoodsNpcZone('broken-road').cz - dreadwoodsNpcZone('broken-road').rz - WORLD_NORTH_PAD,
2022
+ maxZ: dreadwoodsNpcZone('broken-road').cz + dreadwoodsNpcZone('broken-road').rz - WORLD_NORTH_PAD,
2023
+ },
2024
+ {
2025
+ // The dragon ground at the centre of the woods, from its descriptor like
2026
+ // the hollow and the road, so the card fires at the ring.
2027
+ id: 'blood-lake',
2028
+ label: dreadwoodsNpcZone('blood-lake').label,
2029
+ minX: dreadwoodsNpcZone('blood-lake').cx - dreadwoodsNpcZone('blood-lake').rx,
2030
+ maxX: dreadwoodsNpcZone('blood-lake').cx + dreadwoodsNpcZone('blood-lake').rx,
2031
+ minZ: dreadwoodsNpcZone('blood-lake').cz - dreadwoodsNpcZone('blood-lake').rz - WORLD_NORTH_PAD,
2032
+ maxZ: dreadwoodsNpcZone('blood-lake').cz + dreadwoodsNpcZone('blood-lake').rz - WORLD_NORTH_PAD,
2033
+ },
1446
2034
  {
1447
2035
  id: 'trout-fishery',
1448
2036
  label: 'Trout Fishery',
@@ -1464,6 +2052,16 @@ export const DISCOVERY_ZONES = [
1464
2052
  minZ: NORTHERN_GARRISON_MIN_Z - 2 - WORLD_NORTH_PAD,
1465
2053
  maxZ: NORTHERN_WALL_Z + 22 - WORLD_NORTH_PAD,
1466
2054
  },
2055
+ {
2056
+ // The cove, pier and hut Branson's ship puts in at. Listed before the
2057
+ // shore strip, which runs the whole west edge and would claim it.
2058
+ id: 'bransons-landing',
2059
+ label: "Branson's Landing",
2060
+ minX: BRANSONS_LANDING_WORKS.minX,
2061
+ maxX: BRANSONS_LANDING_WORKS.maxX,
2062
+ minZ: BRANSONS_LANDING_WORKS.minZ - WORLD_NORTH_PAD,
2063
+ maxZ: BRANSONS_LANDING_WORKS.maxZ - WORLD_NORTH_PAD,
2064
+ },
1467
2065
  {
1468
2066
  // The west edge of the snow, where the boats and jetties are iced in.
1469
2067
  id: 'frozen-shore',
@@ -1501,6 +2099,35 @@ export const DISCOVERY_ZONES = [
1501
2099
  minZ: FROZEN_HALLWAY_SEAL_Z - 2 - WORLD_NORTH_PAD,
1502
2100
  maxZ: FROZEN_HALLWAY_MOUTH_Z + 7 - WORLD_NORTH_PAD,
1503
2101
  },
2102
+ // The Capital's eight wards, each its own discovery; the castle ward is
2103
+ // listed first because its bounds overlap the temple and noble wards.
2104
+ ...[...CAPITAL_DISTRICTS].sort((a, b) => (a.id === 'capital-castle' ? -1 : b.id === 'capital-castle' ? 1 : 0)).map((d) => ({
2105
+ id: d.id,
2106
+ label: d.label,
2107
+ minX: d.minX,
2108
+ maxX: d.maxX,
2109
+ minZ: d.minZ - WORLD_NORTH_PAD,
2110
+ maxZ: d.maxZ - WORLD_NORTH_PAD,
2111
+ })),
2112
+ {
2113
+ // The walled capital of the northern kingdoms, moat and all.
2114
+ id: 'capital',
2115
+ label: 'The Capital',
2116
+ minX: CAPITAL_WORKS.minX,
2117
+ maxX: CAPITAL_WORKS.maxX,
2118
+ minZ: CAPITAL_WORKS.minZ - WORLD_NORTH_PAD,
2119
+ maxZ: CAPITAL_WORKS.maxZ - WORLD_NORTH_PAD,
2120
+ },
2121
+ {
2122
+ // Snow-to-green join east of the Frozen region, sea to the woods.
2123
+ // Listed before the snowfields, which would otherwise claim the west rim.
2124
+ id: 'thaw-gorge',
2125
+ label: 'The Thaw Gorge',
2126
+ minX: THAW_FLOOD_WEST_X - 8,
2127
+ maxX: THAW_FLOOD_EAST_X + 16,
2128
+ minZ: THAW_GORGE_MIN_Z - WORLD_NORTH_PAD,
2129
+ maxZ: DEADLANDS_MIN_Z - 1 - WORLD_NORTH_PAD,
2130
+ },
1504
2131
  {
1505
2132
  id: 'northern-snowfields',
1506
2133
  label: 'The Snowfields',
@@ -1529,12 +2156,23 @@ function discoveryZoneCenter(id) {
1529
2156
  z: toWorldZ(Math.round((zone.minZ + zone.maxZ) / 2)),
1530
2157
  };
1531
2158
  }
1532
- /** The mine's eastern Zone 2 location, shared by scenery, lighting, and the map. */
1533
- export const MINE_CENTER_X = DEADLANDS_MAX_X - 59;
2159
+ /**
2160
+ * The mine's eastern Zone 2 location, shared by scenery, lighting, and the map.
2161
+ * The yard's half-extents live here too, so map.ts, the terrain tint and the
2162
+ * lighting rig all agree on where the yard ends: it used to be 11x8 with three
2163
+ * separate copies of the number, and is 19x14 since 2026-09-16 (the same six
2164
+ * seams, spread out, with room to walk between them). The centre moved seven
2165
+ * columns west with the width so the east rim still sits inside Zone 2.
2166
+ */
2167
+ export const MINE_YARD_RX = 19;
2168
+ export const MINE_YARD_RZ = 14;
2169
+ export const MINE_CENTER_X = DEADLANDS_MAX_X - 66;
1534
2170
  export const MINE_CENTER_Z = DEADLANDS_MAX_Z - 65;
1535
- export const MINE_HEAD_Z = MINE_CENTER_Z - 5;
2171
+ /** The head frame stands two tiles inside the north rim, backed by the rock. */
2172
+ export const MINE_HEAD_Z = MINE_CENTER_Z - MINE_YARD_RZ + 2;
1536
2173
  export function inMineYard(x, z, margin = 0) {
1537
- return Math.abs(x - MINE_CENTER_X) <= 13 + margin && Math.abs(z - MINE_CENTER_Z) <= 10 + margin;
2174
+ return (Math.abs(x - MINE_CENTER_X) <= MINE_YARD_RX + 2 + margin &&
2175
+ Math.abs(z - MINE_CENTER_Z) <= MINE_YARD_RZ + 2 + margin);
1538
2176
  }
1539
2177
  /**
1540
2178
  * Paper-map labels. Keep this list in lockstep with named places in this file
@@ -1546,9 +2184,14 @@ export const WORLD_MAP_LANDMARKS = [
1546
2184
  { x: NORTHERN_GATE_X, z: NORTHERN_WALL_Z, label: 'Northern Gate' },
1547
2185
  { x: NORTHERN_CAMP_CENTER.x, z: NORTHERN_CAMP_CENTER.z, label: 'War Camp', labelSide: 'right' },
1548
2186
  { x: 8, z: 200, label: 'Frozen Shore', labelSide: 'right' },
2187
+ { x: BRANSONS_LANDING_SHIP.x, z: BRANSONS_LANDING_PIER_MAX_Z, label: "Branson's Landing", labelSide: 'below' },
1549
2188
  { x: FROZEN_LAKE_CENTER.x, z: FROZEN_LAKE_CENTER.z, label: 'Frozen Lake', labelSide: 'right' },
1550
2189
  { x: CRYSTAL_BRIDGE_X, z: (CRYSTAL_GORGE_MIN_Z + CRYSTAL_GORGE_MAX_Z) / 2, label: 'Crystal Bridge', labelSide: 'right' },
1551
2190
  { x: FROZEN_HALLWAY_X, z: (FROZEN_HALLWAY_GATE_Z + FROZEN_HALLWAY_MOUTH_Z) / 2, label: 'Frozen Hallway', labelSide: 'right' },
2191
+ { x: THAW_GORGE_CX, z: THAW_BRIDGE_Z, label: 'Thaw Bridge', labelSide: 'right' },
2192
+ { x: THAW_GORGE_CX, z: THAW_FALLS_Z, label: 'Thaw Fall', labelSide: 'right' },
2193
+ { x: THAW_GORGE_CX, z: THAW_MOUTH_STAND_Z, label: 'Thaw Mouth', labelSide: 'right' },
2194
+ { x: CAPITAL_KEEP.x - 110, z: CAPITAL_KEEP.z, label: 'The Capital', labelSide: 'above' },
1552
2195
  { ...discoveryZoneCenter('no-harm-farm'), label: 'Farm' },
1553
2196
  { x: CROSSROADS_WORLD_X, z: toWorldZ(CROSSROADS_LOCAL_Z), label: 'Crossroads' },
1554
2197
  { ...discoveryZoneCenter('henson-pond'), label: 'Pond' },
@@ -1573,6 +2216,7 @@ export const WORLD_MAP_LANDMARKS = [
1573
2216
  labelSide: 'above',
1574
2217
  },
1575
2218
  { x: TOWN_GATE_X, z: TOWN_CROSS_STREET_Z, label: 'Calverton' },
2219
+ { x: BLOOD_LAKE_CX, z: BLOOD_LAKE_CZ, label: 'Blood Lake', labelSide: 'on' },
1576
2220
  { x: SPIDER_CAVE_MOUTH_X, z: SPIDER_CAVE_MOUTH_Z, label: 'Dungeon', labelSide: 'left' },
1577
2221
  {
1578
2222
  x: BASECAMP_CAVE_X,
@@ -1588,7 +2232,7 @@ export const WORLD_MAP_LANDMARKS = [
1588
2232
  * The corridor test is generous (lane + tree screens + arrival clearing + a
1589
2233
  * margin), so wildlife cannot spawn on the path a player walks up. The second
1590
2234
  * test claims everything north of the lake and east of the Dreadwoods, which is
1591
- * reachable only by the trail causeway or the Dreadwoods east gate.
2235
+ * reachable only by the trail and its bridge or the Dreadwoods east gate.
1592
2236
  */
1593
2237
  export function isEastArea(x, z) {
1594
2238
  // Overworld only. The dungeon, the goblin cave and the forest dens all live
@@ -1605,10 +2249,16 @@ export function isEastArea(x, z) {
1605
2249
  return true;
1606
2250
  }
1607
2251
  // Open pad north of the Battlefield lake and east of the Dreadwoods - sealed
1608
- // off by the lake, reachable only by the trail causeway.
2252
+ // off by the lake, reachable only over the Calverton bridge.
1609
2253
  if (z <= BATTLEFIELD_LAKE_MIN_Z - 1 && x >= DEADLANDS_MAX_X + DEADLANDS_DEFENSE_DEPTH + 1) {
1610
2254
  return true;
1611
2255
  }
2256
+ // The bridge itself. Its deck is over water no other clause claims, and a
2257
+ // player is East on the south bank and East on the north bank; without this
2258
+ // the Lower Kingdoms blessing would switch on at the first plank and off at
2259
+ // the last, with a notice each way.
2260
+ if (inCalvertonBridge(x, z))
2261
+ return true;
1612
2262
  // The eastern nub south of the lake, east of Base Camp's rim: only reached by
1613
2263
  // leaving the tunnel or the long way round the camp mound. Stops short of the
1614
2264
  // beach, which is South.
@@ -1643,18 +2293,19 @@ export const MINE_YARD_HEIGHT = 1;
1643
2293
  /**
1644
2294
  * Where each seam stands, as an offset from the mine centre.
1645
2295
  *
1646
- * Three copper and one tin. They sit against the worked face on the north and
1647
- * east rim rather than out in the yard, and no two are adjacent, so a pair of
1648
- * players can work neighbouring rocks without blocking each other's tile.
2296
+ * Three copper, one tin, two iron: the same six as before the yard grew, now
2297
+ * spread around the worked faces on the west, north and east rims with five
2298
+ * or more tiles between any two, so the yard is walked rather than stood in
2299
+ * and a pair of players never share a rock's tile.
1649
2300
  */
1650
2301
  export const MINE_SEAMS = [
1651
- { dx: -7, dz: -5, style: 'copper' },
1652
- { dx: -8, dz: -1, style: 'copper' },
1653
- { dx: -5, dz: -7, style: 'copper' },
2302
+ { dx: -16, dz: -9, style: 'copper' },
2303
+ { dx: -17, dz: 1, style: 'copper' },
2304
+ { dx: -9, dz: -12, style: 'copper' },
1654
2305
  // The single tin seam works the eastern side of the face.
1655
- { dx: 7, dz: -5, style: 'tin' },
2306
+ { dx: 14, dz: -10, style: 'tin' },
1656
2307
  // Iron seams along the deep northern and eastern faces.
1657
- { dx: 5, dz: -7, style: 'iron' },
1658
- { dx: 8, dz: -1, style: 'iron' },
2308
+ { dx: 7, dz: -12, style: 'iron' },
2309
+ { dx: 17, dz: -2, style: 'iron' },
1659
2310
  ];
1660
2311
  //# sourceMappingURL=landmarks.js.map