@dreadwood-types/types 0.1.49 → 0.1.52
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/adventure.d.ts +6 -6
- package/dist/adventure.d.ts.map +1 -1
- package/dist/appearance.d.ts +16 -6
- package/dist/appearance.d.ts.map +1 -1
- package/dist/appearance.js +46 -34
- package/dist/appearance.js.map +1 -1
- package/dist/bank.d.ts.map +1 -1
- package/dist/bearFloes.d.ts +83 -0
- package/dist/bearFloes.d.ts.map +1 -0
- package/dist/bearFloes.js +126 -0
- package/dist/bearFloes.js.map +1 -0
- package/dist/blacksmithing.d.ts.map +1 -1
- package/dist/blacksmithing.js +78 -1
- package/dist/blacksmithing.js.map +1 -1
- package/dist/bloodRiver.d.ts +9 -6
- package/dist/bloodRiver.d.ts.map +1 -1
- package/dist/bloodRiver.js +19 -17
- package/dist/bloodRiver.js.map +1 -1
- package/dist/brokenRoad.d.ts.map +1 -1
- package/dist/capital.d.ts +541 -180
- package/dist/capital.d.ts.map +1 -1
- package/dist/capital.js +934 -184
- package/dist/capital.js.map +1 -1
- package/dist/charcoal.d.ts +43 -0
- package/dist/charcoal.d.ts.map +1 -0
- package/dist/charcoal.js +78 -0
- package/dist/charcoal.js.map +1 -0
- package/dist/clientConfig.d.ts +7 -2
- package/dist/clientConfig.d.ts.map +1 -1
- package/dist/clientConfig.js +13 -3
- package/dist/clientConfig.js.map +1 -1
- package/dist/constants.d.ts +177 -9
- package/dist/constants.d.ts.map +1 -1
- package/dist/constants.js +336 -17
- package/dist/constants.js.map +1 -1
- package/dist/dragonfire.d.ts +75 -0
- package/dist/dragonfire.d.ts.map +1 -0
- package/dist/dragonfire.js +73 -0
- package/dist/dragonfire.js.map +1 -0
- package/dist/dungeonCharts.d.ts +18 -0
- package/dist/dungeonCharts.d.ts.map +1 -0
- package/dist/dungeonCharts.js +67 -0
- package/dist/dungeonCharts.js.map +1 -0
- package/dist/equipment.d.ts +2 -0
- package/dist/equipment.d.ts.map +1 -1
- package/dist/equipment.js +33 -1
- package/dist/equipment.js.map +1 -1
- package/dist/frozenSet.d.ts +36 -0
- package/dist/frozenSet.d.ts.map +1 -0
- package/dist/frozenSet.js +58 -0
- package/dist/frozenSet.js.map +1 -0
- package/dist/goblinCave.d.ts +4 -4
- package/dist/goblinCave.d.ts.map +1 -1
- package/dist/goblinCave.js +1 -1
- package/dist/groundItems.d.ts.map +1 -1
- package/dist/groundItems.js +16 -0
- package/dist/groundItems.js.map +1 -1
- package/dist/harbour.d.ts +60 -24
- package/dist/harbour.d.ts.map +1 -1
- package/dist/harbour.js +84 -50
- package/dist/harbour.js.map +1 -1
- package/dist/iceDepths.d.ts +11 -0
- package/dist/iceDepths.d.ts.map +1 -1
- package/dist/iceDepths.js +14 -0
- package/dist/iceDepths.js.map +1 -1
- package/dist/index.d.ts +7 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +7 -0
- package/dist/index.js.map +1 -1
- package/dist/interiorFurniture.d.ts +57 -0
- package/dist/interiorFurniture.d.ts.map +1 -0
- package/dist/interiorFurniture.js +159 -0
- package/dist/interiorFurniture.js.map +1 -0
- package/dist/landmarks.d.ts +77 -58
- package/dist/landmarks.d.ts.map +1 -1
- package/dist/landmarks.js +145 -119
- package/dist/landmarks.js.map +1 -1
- package/dist/messages.d.ts +74 -5
- package/dist/messages.d.ts.map +1 -1
- package/dist/messages.js.map +1 -1
- package/dist/mineCave.d.ts +7 -7
- package/dist/mineCave.d.ts.map +1 -1
- package/dist/mining.d.ts +8 -0
- package/dist/mining.d.ts.map +1 -1
- package/dist/mining.js +8 -0
- package/dist/mining.js.map +1 -1
- package/dist/questGuide.d.ts +30 -0
- package/dist/questGuide.d.ts.map +1 -0
- package/dist/questGuide.js +3 -0
- package/dist/questGuide.js.map +1 -0
- package/dist/quests.d.ts +29 -0
- package/dist/quests.d.ts.map +1 -1
- package/dist/quests.js +70 -0
- package/dist/quests.js.map +1 -1
- package/dist/snow.d.ts +2 -2
- package/dist/snow.d.ts.map +1 -1
- package/dist/snow.js +8 -5
- package/dist/snow.js.map +1 -1
- package/dist/spiderCave.d.ts.map +1 -1
- package/dist/woodwork.d.ts +8 -2
- package/dist/woodwork.d.ts.map +1 -1
- package/dist/woodwork.js +13 -3
- package/dist/woodwork.js.map +1 -1
- package/dist/xp.d.ts +18 -7
- package/dist/xp.d.ts.map +1 -1
- package/dist/xp.js +20 -9
- package/dist/xp.js.map +1 -1
- package/dist/zones.d.ts +5 -0
- package/dist/zones.d.ts.map +1 -1
- package/dist/zones.js +8 -3
- package/dist/zones.js.map +1 -1
- package/package.json +1 -1
package/dist/harbour.js
CHANGED
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@@ -1,3 +1,4 @@
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1
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+
import { NORTH_SHIFT } from './constants.js';
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import { CAPITAL_AVENUE_Z, CAPITAL_BRIDGE_HALF_W, CAPITAL_FLOOR_H, CAPITAL_GATE_HALF_W, CAPITAL_MOAT_MAX_X, } from './capital.js';
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/**
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* THE KING'S HARBOUR
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@@ -26,10 +27,10 @@ export const HARBOUR_MIN_X = CAPITAL_MOAT_MAX_X + 1;
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/** The quay's edge tile: the last land, the water begins on the next. */
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export const HARBOUR_MAX_X = 819;
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export const HARBOUR_SEA_X = HARBOUR_MAX_X + 1;
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-
export const HARBOUR_NORTH_Z =
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-
export const HARBOUR_SOUTH_Z =
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export const HARBOUR_NORTH_Z = 108;
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export const HARBOUR_SOUTH_Z = 212;
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/** Everything the ward and the bay own, for the sweep and the levelling. */
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-
export const HARBOUR_WORKS = { minX: HARBOUR_MIN_X, maxX: 927, minZ:
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export const HARBOUR_WORKS = { minX: HARBOUR_MIN_X, maxX: 927, minZ: 64, maxZ: 296 };
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/** The ward's floor is the city's; the quay stands two heights over the water. */
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export const HARBOUR_FLOOR_H = CAPITAL_FLOOR_H;
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export const HARBOUR_WATER_H = 0;
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@@ -51,13 +52,13 @@ const inRect = (r, x, z) => x >= r.minX && x <= r.maxX && z >= r.minZ && z <= r.
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* flank it.
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*/
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export const HARBOUR_ROYAL_PIER = { minX: HARBOUR_SEA_X, maxX: 853, minZ: HARBOUR_ROAD_Z - 3, maxZ: HARBOUR_ROAD_Z + 3 };
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export const HARBOUR_NORTH_PIER = { minX: HARBOUR_SEA_X, maxX: 845, minZ:
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export const HARBOUR_SOUTH_PIER = { minX: HARBOUR_SEA_X, maxX: 845, minZ:
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export const HARBOUR_NORTH_PIER = { minX: HARBOUR_SEA_X, maxX: 845, minZ: 128, maxZ: 131 };
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export const HARBOUR_SOUTH_PIER = { minX: HARBOUR_SEA_X, maxX: 845, minZ: 189, maxZ: 192 };
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export const HARBOUR_PIERS = [HARBOUR_ROYAL_PIER, HARBOUR_NORTH_PIER, HARBOUR_SOUTH_PIER];
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/** The breakwater from the north tower, three wide, and its head with the lighthouse on it. */
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export const HARBOUR_MOLE = { minX: HARBOUR_SEA_X, maxX: 861, minZ: HARBOUR_NORTH_Z, maxZ: HARBOUR_NORTH_Z + 2 };
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-
export const HARBOUR_MOLE_HEAD = { minX: 862, maxX: 866, minZ:
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-
export const HARBOUR_LIGHTHOUSE = { x: 864, z:
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export const HARBOUR_MOLE_HEAD = { minX: 862, maxX: 866, minZ: 106, maxZ: 112 };
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export const HARBOUR_LIGHTHOUSE = { x: 864, z: 109 };
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/**
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* The ships. `style` is the ship kind and its bow's heading (face90 is bow
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* east, face270 bow west, face0 bow south); `hull` is the water the hull
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@@ -68,58 +69,58 @@ export const HARBOUR_SHIPS = [
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{
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id: 'royal-north',
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x: 838,
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z:
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z: 153,
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style: 'harbourship-crimson-face90',
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hull: { minX: 830, maxX: 846, minZ:
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hull: { minX: 830, maxX: 846, minZ: 151, maxZ: 155 },
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plank: { x: 838, z: HARBOUR_ROYAL_PIER.minZ, side: 'north' },
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},
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{
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id: 'royal-south',
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x: 842,
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z:
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z: 167,
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style: 'harbourship-gold-face270',
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hull: { minX: 834, maxX: 850, minZ:
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hull: { minX: 834, maxX: 850, minZ: 165, maxZ: 169 },
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plank: { x: 842, z: HARBOUR_ROYAL_PIER.maxZ, side: 'south' },
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},
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{
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id: 'north-pier',
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x: 834,
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z:
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z: 124,
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style: 'harbourship-green-face90',
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hull: { minX: 826, maxX: 842, minZ:
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90
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hull: { minX: 826, maxX: 842, minZ: 122, maxZ: 126 },
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plank: { x: 834, z: HARBOUR_NORTH_PIER.minZ, side: 'north' },
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},
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{
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id: 'north-pier-south',
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x: 834,
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z:
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z: 135,
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style: 'harbourship-blue-face270',
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hull: { minX: 826, maxX: 842, minZ:
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hull: { minX: 826, maxX: 842, minZ: 133, maxZ: 137 },
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plank: { x: 834, z: HARBOUR_NORTH_PIER.maxZ, side: 'south' },
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},
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{
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id: 'south-pier',
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x: 832,
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z:
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z: 185,
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style: 'landingship-face270',
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hull: { minX: 827, maxX: 837, minZ:
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hull: { minX: 827, maxX: 837, minZ: 183, maxZ: 187 },
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plank: { x: 832, z: HARBOUR_SOUTH_PIER.minZ, side: 'north' },
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},
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{
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id: 'south-pier-south',
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x: 830,
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z:
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z: 196,
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style: 'viking-face90',
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hull: { minX: 826, maxX: 834, minZ:
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hull: { minX: 826, maxX: 834, minZ: 194, maxZ: 198 },
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plank: { x: 830, z: HARBOUR_SOUTH_PIER.maxZ, side: 'south' },
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},
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{
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id: 'south-quay',
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x: 823,
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z:
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z: 204,
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style: 'viking-face0',
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hull: { minX: 821, maxX: 825, minZ:
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plank: { x: HARBOUR_MAX_X, z:
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hull: { minX: 821, maxX: 825, minZ: 200, maxZ: 208 },
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plank: { x: HARBOUR_MAX_X, z: 204, side: 'east' },
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},
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];
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/**
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@@ -128,38 +129,70 @@ export const HARBOUR_SHIPS = [
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* behind them on the road too. Styles as the capital's landmarks.
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*/
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export const HARBOUR_LANDMARKS = [
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{ id: 'harbour-master', kind: 'stonehouse', style: 'hall-s', x: 800, z:
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{ id: 'customs', kind: 'stonehouse', style: 'bank-n', x: 800, z:
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{ id: 'anchor-inn', kind: 'stonehouse', style: 'pub-s', x: 784, z:
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{ id: 'chandler', kind: 'stonehouse', style: 'shop-n', x: 784, z:
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{ id: 'warehouse-n1', kind: 'warehouse', style: 'store-e', x: 806, z:
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{ id: 'warehouse-n2', kind: 'warehouse', style: 'store-e', x: 806, z:
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{ id: 'warehouse-s1', kind: 'warehouse', style: 'store-e', x: 806, z:
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{ id: 'warehouse-s2', kind: 'warehouse', style: 'store-e', x: 806, z:
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];
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/** Blind terraces along the wall walks and across the yards, backdrop between the hero buildings. */
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export const HARBOUR_TERRACES = [
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{ z: 49, facing: 's', xs: [774, 779, 784, 789, 794] },
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{ z: 64, facing: 'n', xs: [773, 778, 783, 788, 793] },
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{ z: 128, facing: 's', xs: [773, 778, 783, 788, 793] },
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{ z: 143, facing: 'n', xs: [774, 779, 784, 789, 794] },
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{ id: 'harbour-master', kind: 'stonehouse', style: 'hall-s', x: 800, z: 148, board: 'Harbour Master' },
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{ id: 'customs', kind: 'stonehouse', style: 'bank-n', x: 800, z: 172, board: 'Customs House' },
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{ id: 'anchor-inn', kind: 'stonehouse', style: 'pub-s', x: 784, z: 148 },
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{ id: 'chandler', kind: 'stonehouse', style: 'shop-n', x: 784, z: 172, board: 'Chandler' },
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{ id: 'warehouse-n1', kind: 'warehouse', style: 'store-e', x: 806, z: 134 },
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{ id: 'warehouse-n2', kind: 'warehouse', style: 'store-e', x: 806, z: 119 },
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{ id: 'warehouse-s1', kind: 'warehouse', style: 'store-e', x: 806, z: 186 },
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{ id: 'warehouse-s2', kind: 'warehouse', style: 'store-e', x: 806, z: 201 },
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];
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/**
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* The two open yards that replaced the blind terraces (the Capital redesign,
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* 2026-09-25: no blind buildings anywhere James can see from the East Gate).
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* Both run from the moat's bank to the warehouses' backs (x 771-797).
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*
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* The Net Yard, inside the north wall: net drying frames, fish racks, rope
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* coils, a boat on trestles, barrels.
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*/
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export const HARBOUR_NET_YARD = {
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minX: HARBOUR_MIN_X + 2,
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maxX: HARBOUR_MIN_X + 28,
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minZ: HARBOUR_NORTH_Z + 2,
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maxZ: HARBOUR_NORTH_Z + 24,
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};
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/**
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* The Fish Market, inside the south wall: six striped stalls in two rows
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* facing each other across an aisle (the three on the quay stay too), fish
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* racks and ice crates round them. The Fishmonger's tile is the aisle's
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* middle (phase 2).
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*/
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export const HARBOUR_FISH_MARKET = {
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minX: HARBOUR_MIN_X + 2,
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maxX: HARBOUR_MIN_X + 28,
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minZ: HARBOUR_SOUTH_Z - 24,
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maxZ: HARBOUR_SOUTH_Z - 2,
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};
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const FISH_MARKET_X = (HARBOUR_FISH_MARKET.minX + HARBOUR_FISH_MARKET.maxX) / 2;
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const FISH_MARKET_Z = (HARBOUR_FISH_MARKET.minZ + HARBOUR_FISH_MARKET.maxZ) / 2;
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export const HARBOUR_FISH_MARKET_KEEPER = { x: FISH_MARKET_X, z: FISH_MARKET_Z };
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/** The six stalls: `marketstall fish-<facing>`, each counter three tiles along x, fronting the aisle. */
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export const HARBOUR_FISH_MARKET_STALLS = [-6, 0, 6].flatMap((dx) => [
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{ x: FISH_MARKET_X + dx, z: FISH_MARKET_Z - 3, facing: 's', style: 'fish-s' },
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{ x: FISH_MARKET_X + dx, z: FISH_MARKET_Z + 3, facing: 'n', style: 'fish-n' },
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]);
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/** Treadwheel cranes on the quay edge, at the warehouse doors. */
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export const HARBOUR_CRANES = [
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{ x: 818, z:
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{ x: 818, z:
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{ x: 818, z:
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{ x: 818, z:
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{ x: 818, z: 124 },
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{ x: 818, z: 140 },
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{ x: 818, z: 180 },
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{ x: 818, z: 196 },
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];
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/** The fish market on the south quay: stalls with their backs to the water. */
|
|
155
183
|
export const HARBOUR_FISH_STALLS = [
|
|
156
|
-
{ x: 816, z:
|
|
157
|
-
{ x: 816, z:
|
|
158
|
-
{ x: 816, z:
|
|
184
|
+
{ x: 816, z: 198 },
|
|
185
|
+
{ x: 816, z: 202 },
|
|
186
|
+
{ x: 816, z: 206 },
|
|
159
187
|
];
|
|
160
|
-
/** The sailings board at the Royal Pier's root
|
|
161
|
-
export const HARBOUR_BOARD = { x: 817, z:
|
|
162
|
-
|
|
188
|
+
/** The sailings board at the Royal Pier's root. */
|
|
189
|
+
export const HARBOUR_BOARD = { x: 817, z: 154 };
|
|
190
|
+
/**
|
|
191
|
+
* Marlow stands out on the Royal Pier at the crimson ship's gangplank, not
|
|
192
|
+
* back on the quay: the man who sells you a passage is beside the ship that
|
|
193
|
+
* carries it (James, 2026-09-22). The board still meets you at the root.
|
|
194
|
+
*/
|
|
195
|
+
export const HARBOUR_MASTER = { x: 837, z: 158, faceX: 838, faceZ: 154 };
|
|
163
196
|
/** Where a sailing puts you ashore: the Royal Pier beside the first gangplank. */
|
|
164
197
|
export const HARBOUR_LANDING = { x: 836, z: HARBOUR_ROAD_Z };
|
|
165
198
|
/** The name on the road and the map. */
|
|
@@ -205,12 +238,13 @@ function shoreHash(x, z) {
|
|
|
205
238
|
* tower to reach the map's edge, wandering a tile or two so it is a coast
|
|
206
239
|
* and not a ruler.
|
|
207
240
|
*/
|
|
208
|
-
export const HARBOUR_SHORE_BEND_Z =
|
|
241
|
+
export const HARBOUR_SHORE_BEND_Z = 240;
|
|
209
242
|
export function harbourShoreX(z) {
|
|
210
243
|
if (z <= HARBOUR_SHORE_BEND_Z)
|
|
211
244
|
return HARBOUR_SEA_X;
|
|
212
245
|
const run = z - HARBOUR_SHORE_BEND_Z;
|
|
213
|
-
const
|
|
246
|
+
const hz = z - NORTH_SHIFT;
|
|
247
|
+
const w = (shoreHash(Math.floor(hz / 3), 7) + shoreHash(Math.floor(hz / 5) + 3, 11)) / 2;
|
|
214
248
|
return Math.min(HARBOUR_WORKS.maxX + 1, HARBOUR_SEA_X + Math.round(run * 2.7 + w * 4 - 2));
|
|
215
249
|
}
|
|
216
250
|
/** The Sound: sea from the shore to the map's edge, the north rows included, the decks excepted. */
|
|
@@ -219,7 +253,7 @@ export function inHarbourSea(x, z) {
|
|
|
219
253
|
return false;
|
|
220
254
|
if (onHarbourDeck(x, z))
|
|
221
255
|
return false;
|
|
222
|
-
if (z <= 2 && x >= HARBOUR_MIN_X)
|
|
256
|
+
if (z <= HARBOUR_WORKS.minZ + 2 && x >= HARBOUR_MIN_X)
|
|
223
257
|
return true;
|
|
224
258
|
return x >= harbourShoreX(z);
|
|
225
259
|
}
|
package/dist/harbour.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|
package/dist/iceDepths.d.ts
CHANGED
|
@@ -98,6 +98,17 @@ export declare const ICE_DEPTHS_PORTAL_TOKEN = "portal-";
|
|
|
98
98
|
export type IceDepthsPortalTarget = IceDepthsRoomId | 'hub';
|
|
99
99
|
export declare function iceDepthsPortalTarget(style: string | undefined): IceDepthsPortalTarget | null;
|
|
100
100
|
export declare function iceDepthsPortalStyle(facing: 'n' | 's' | 'e' | 'w', target: IceDepthsPortalTarget, sealed?: boolean): string;
|
|
101
|
+
/**
|
|
102
|
+
* Boss levels and max hits (backend npcs.ts reads these; the game guide
|
|
103
|
+
* prints them). Raised on 2026-09-22 with the level cap at 60 (James:
|
|
104
|
+
* "frozen bosses can be higher levels"): the Alchemist is the first wing a
|
|
105
|
+
* level-50 party should try, the Behemoth sits ten past the cap. Order
|
|
106
|
+
* also fixes the Frozen equipment drop odds (ICE_DEPTHS_BOSS_TIER).
|
|
107
|
+
*/
|
|
108
|
+
export declare const ICE_DEPTHS_BOSS_STATS: Readonly<Record<IceDepthsBossKind, {
|
|
109
|
+
level: number;
|
|
110
|
+
maxHit: number;
|
|
111
|
+
}>>;
|
|
101
112
|
/** The bosses, where they stand, and the scale the client draws them at (player-rig giants). */
|
|
102
113
|
export declare const ICE_DEPTHS_BOSS_SPAWNS: ReadonlyArray<{
|
|
103
114
|
kind: IceDepthsBossKind;
|
package/dist/iceDepths.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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|
package/dist/iceDepths.js
CHANGED
|
@@ -74,6 +74,20 @@ export function iceDepthsPortalTarget(style) {
|
|
|
74
74
|
export function iceDepthsPortalStyle(facing, target, sealed = false) {
|
|
75
75
|
return `${facing}-${sealed ? 'sealed-' : ''}${ICE_DEPTHS_PORTAL_TOKEN}${target}`;
|
|
76
76
|
}
|
|
77
|
+
/**
|
|
78
|
+
* Boss levels and max hits (backend npcs.ts reads these; the game guide
|
|
79
|
+
* prints them). Raised on 2026-09-22 with the level cap at 60 (James:
|
|
80
|
+
* "frozen bosses can be higher levels"): the Alchemist is the first wing a
|
|
81
|
+
* level-50 party should try, the Behemoth sits ten past the cap. Order
|
|
82
|
+
* also fixes the Frozen equipment drop odds (ICE_DEPTHS_BOSS_TIER).
|
|
83
|
+
*/
|
|
84
|
+
export const ICE_DEPTHS_BOSS_STATS = {
|
|
85
|
+
frostalchemist: { level: 52, maxHit: 28 },
|
|
86
|
+
frostwarden: { level: 55, maxHit: 30 },
|
|
87
|
+
bonechillyeti: { level: 58, maxHit: 36 },
|
|
88
|
+
icelich: { level: 62, maxHit: 34 },
|
|
89
|
+
glacialbehemoth: { level: 70, maxHit: 48 },
|
|
90
|
+
};
|
|
77
91
|
/** The bosses, where they stand, and the scale the client draws them at (player-rig giants). */
|
|
78
92
|
export const ICE_DEPTHS_BOSS_SPAWNS = ICE_DEPTHS_ROOM_IDS.map((id) => {
|
|
79
93
|
const r = ICE_DEPTHS_ROOMS[id];
|
package/dist/iceDepths.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
{"version":3,"file":"iceDepths.js","sourceRoot":"","sources":["../src/iceDepths.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,oBAAoB,EAAE,mBAAmB,EAAmB,MAAM,gBAAgB,CAAC;AAqCxG,MAAM,CAAC,MAAM,iBAAiB,GAAsC,CAAC,aAAa,EAAE,iBAAiB,EAAE,YAAY,EAAE,cAAc,CAAC,CAAC;AAErI,6EAA6E;AAC7E,MAAM,MAAM,GAAG,oBAAoB,GAAG,GAAG,CAAC;AAC1C,+EAA+E;AAC/E,MAAM,UAAU,GAAG,MAAM,GAAG,EAAE,CAAC;AAC/B,MAAM,UAAU,GAAG,MAAM,GAAG,EAAE,CAAC;AAC/B,MAAM,SAAS,GAAG,GAAG,CAAC;AACtB,MAAM,UAAU,GAAG,GAAG,CAAC;AA+BvB,SAAS,IAAI,CACX,EAAmB,EACnB,KAAa,EACb,IAAY,EACZ,IAAuB,EACvB,QAAgB,EAChB,IAAY,EACZ,IAAY,EACZ,OAA0D,EAC1D,KAA0B;IAE1B,MAAM,IAAI,GAAG,IAAI,GAAG,EAAE,CAAC;IACvB,MAAM,IAAI,GAAG,IAAI,GAAG,CAAC,EAAE,KAAK,MAAM,IAAI,EAAE,KAAK,QAAQ,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;IACjE,MAAM,EAAE,GAAG,IAAI,GAAG,EAAE,CAAC;IACrB,MAAM,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IACzC,MAAM,UAAU,GACd,OAAO,CAAC,MAAM,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE;QACzD,CAAC,CAAC,OAAO,CAAC,MAAM,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE;YAC3D,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC;IAC3C,OAAO;QACL,EAAE,EAAE,KAAK,EAAE,IAAI,EAAE,IAAI,EAAE,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,EAAE;QAC/D,MAAM,EAAE,CAAC,CAAC;QACV,OAAO,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE;QAC/B,UAAU,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,GAAG,CAAC,EAAE;QAClC,SAAS,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,IAAI,GAAG,IAAI,CAAC,GAAG,GAAG,CAAC,EAAE;QAC/D,OAAO;QACP,UAAU;QACV,KAAK;KACN,CAAC;AACJ,CAAC;AAED,MAAM,CAAC,MAAM,gBAAgB,GAAqD;IAChF,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,kBAAkB,EAAE,+CAA+C,EAAE,aAAa,EAAE,cAAc,EACnH,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,GAAG,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,aAAa,CAAC;IAC3E,MAAM,EAAE,IAAI,CAAC,QAAQ,EAAE,sBAAsB,EAAE,yCAAyC,EAAE,eAAe,EAAE,gBAAgB,EACzH,IAAI,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,iBAAiB,CAAC;IAC7E,MAAM,EAAE,IAAI,CAAC,QAAQ,EAAE,oBAAoB,EAAE,wCAAwC,EAAE,SAAS,EAAE,UAAU,EAC1G,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,UAAU,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,YAAY,CAAC;IACvE,GAAG,EAAE,IAAI,CAAC,KAAK,EAAE,sBAAsB,EAAE,0CAA0C,EAAE,gBAAgB,EAAE,iBAAiB,EACtH,IAAI,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,SAAS,GAAG,EAAE,EAAE,MAAM,EAAE,GAAG,EAAE,EAAE,cAAc,CAAC;IAC9E,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,EAAE,gCAAgC,EAAE,iBAAiB,EAAE,kBAAkB,EAC1G,IAAI,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,SAAS,GAAG,CAAC,EAAE,MAAM,EAAE,GAAG,EAAE,CAAC;CAC1D,CAAC;AAEF,MAAM,CAAC,MAAM,mBAAmB,GAAmC,CAAC,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,CAAC,CAAC;AAE/G,2FAA2F;AAC3F,MAAM,CAAC,MAAM,iBAAiB,GAAG;IAC/B,IAAI,EAAE,oBAAoB,GAAG,GAAG;IAChC,IAAI,EAAE,UAAU,GAAG,CAAC;IACpB,IAAI,EAAE,CAAC;IACP,IAAI,EAAE,GAAG;CACD,CAAC;AAEX,MAAM,UAAU,WAAW,CAAC,CAAS,EAAE,CAAS;IAC9C,OAAO,CAAC,IAAI,iBAAiB,CAAC,IAAI,IAAI,CAAC,IAAI,iBAAiB,CAAC,IAAI,IAAI,CAAC,IAAI,iBAAiB,CAAC,IAAI,IAAI,CAAC,IAAI,iBAAiB,CAAC,IAAI,CAAC;AAClI,CAAC;AAED,0EAA0E;AAC1E,MAAM,UAAU,eAAe,CAAC,CAAS,EAAE,CAAS;IAClD,KAAK,MAAM,EAAE,IAAI,mBAAmB,EAAE,CAAC;QACrC,MAAM,CAAC,GAAG,gBAAgB,CAAC,EAAE,CAAC,CAAC;QAC/B,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI;YAAE,OAAO,EAAE,CAAC;IAC1E,CAAC;IACD,OAAO,IAAI,CAAC;AACd,CAAC;AAED;;;;;GAKG;AACH,MAAM,CAAC,MAAM,uBAAuB,GAAG,SAAS,CAAC;AAIjD,MAAM,UAAU,qBAAqB,CAAC,KAAyB;IAC7D,IAAI,OAAO,KAAK,KAAK,QAAQ;QAAE,OAAO,IAAI,CAAC;IAC3C,MAAM,CAAC,GAAG,KAAK,CAAC,OAAO,CAAC,uBAAuB,CAAC,CAAC;IACjD,IAAI,CAAC,GAAG,CAAC;QAAE,OAAO,IAAI,CAAC;IACvB,MAAM,MAAM,GAAG,KAAK,CAAC,KAAK,CAAC,CAAC,GAAG,uBAAuB,CAAC,MAAM,CAAC,CAAC;IAC/D,IAAI,MAAM,KAAK,KAAK;QAAE,OAAO,KAAK,CAAC;IACnC,OAAQ,mBAA6C,CAAC,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAE,MAA0B,CAAC,CAAC,CAAC,IAAI,CAAC;AAC9G,CAAC;AAED,MAAM,UAAU,oBAAoB,CAAC,MAA6B,EAAE,MAA6B,EAAE,MAAM,GAAG,KAAK;IAC/G,OAAO,GAAG,MAAM,IAAI,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC,CAAC,CAAC,EAAE,GAAG,uBAAuB,GAAG,MAAM,EAAE,CAAC;AACnF,CAAC;AAED;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,qBAAqB,GAA2E;IAC3G,cAAc,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE;IACzC,WAAW,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE;IACtC,aAAa,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE;IACxC,OAAO,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE;IAClC,eAAe,EAAE,EAAE,KAAK,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE;CAC3C,CAAC;AAEF,gGAAgG;AAChG,MAAM,CAAC,MAAM,sBAAsB,GACjC,mBAAmB,CAAC,GAAG,CAAC,CAAC,EAAE,EAAE,EAAE;IAC7B,MAAM,CAAC,GAAG,gBAAgB,CAAC,EAAE,CAAC,CAAC;IAC/B,MAAM,KAAK,GAAG,CAAC,CAAC,IAAI,KAAK,eAAe,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,aAAa,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,SAAS,CAAC;IAClI,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,EAAE,IAAI,EAAE,EAAE,EAAE,CAAC,EAAE,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,SAAS,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC;AAC/E,CAAC,CAAC,CAAC;AAEL;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,MAAM,CAAC,MAAM,sBAAsB,GAA0B;IAC3D,SAAS,EAAE,cAAc,EAAE,cAAc,EAAE,cAAc,EAAE,cAAc,EAAE,QAAQ,EAAE,WAAW,EAAE,SAAS,EAAE,QAAQ,EAAE,OAAO;IAC9H,SAAS,EAAE,UAAU,EAAE,WAAW,EAAE,MAAM,EAAE,SAAS,EAAE,SAAS,EAAE,aAAa,EAAE,WAAW,EAAE,YAAY,EAAE,aAAa;IACzH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,WAAW,EAAE,YAAY,EAAE,aAAa;IAC9F,aAAa,EAAE,cAAc,EAAE,eAAe,EAAE,QAAQ,EAAE,cAAc,EAAE,OAAO;CAClF,CAAC;AAEF,yEAAyE;AACzE,OAAO,EAAE,mBAAmB,EAAE,CAAC;AAE/B,qEAAqE;AACrE,MAAM,CAAC,MAAM,yBAAyB,GAA8B,CAAC,eAAe,EAAE,YAAY,EAAE,YAAY,EAAE,sBAAsB,CAAC,CAAC"}
|
package/dist/index.d.ts
CHANGED
|
@@ -30,4 +30,11 @@ export * from './bloodRiver.js';
|
|
|
30
30
|
export * from './capital.js';
|
|
31
31
|
export * from './harbour.js';
|
|
32
32
|
export * from './iceDepths.js';
|
|
33
|
+
export * from './questGuide.js';
|
|
34
|
+
export * from './frozenSet.js';
|
|
35
|
+
export * from './interiorFurniture.js';
|
|
36
|
+
export * from './dungeonCharts.js';
|
|
37
|
+
export * from './charcoal.js';
|
|
38
|
+
export * from './dragonfire.js';
|
|
39
|
+
export * from './bearFloes.js';
|
|
33
40
|
//# sourceMappingURL=index.d.ts.map
|
package/dist/index.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,SAAS,CAAC;AACxB,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,aAAa,CAAC;AAC5B,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC"}
|
|
1
|
+
{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,SAAS,CAAC;AACxB,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,aAAa,CAAC;AAC5B,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC"}
|
package/dist/index.js
CHANGED
|
@@ -30,4 +30,11 @@ export * from './bloodRiver.js';
|
|
|
30
30
|
export * from './capital.js';
|
|
31
31
|
export * from './harbour.js';
|
|
32
32
|
export * from './iceDepths.js';
|
|
33
|
+
export * from './questGuide.js';
|
|
34
|
+
export * from './frozenSet.js';
|
|
35
|
+
export * from './interiorFurniture.js';
|
|
36
|
+
export * from './dungeonCharts.js';
|
|
37
|
+
export * from './charcoal.js';
|
|
38
|
+
export * from './dragonfire.js';
|
|
39
|
+
export * from './bearFloes.js';
|
|
33
40
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,SAAS,CAAC;AACxB,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,aAAa,CAAC;AAC5B,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC"}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,gBAAgB,CAAC;AAC/B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,mBAAmB,CAAC;AAClC,cAAc,eAAe,CAAC;AAC9B,cAAc,SAAS,CAAC;AACxB,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,WAAW,CAAC;AAC1B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,aAAa,CAAC;AAC5B,cAAc,sBAAsB,CAAC;AACrC,cAAc,cAAc,CAAC;AAC7B,cAAc,kBAAkB,CAAC;AACjC,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,eAAe,CAAC;AAC9B,cAAc,iBAAiB,CAAC;AAChC,cAAc,gBAAgB,CAAC"}
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Furniture footprints inside walk-in buildings (2026-09-22, James: "npcs
|
|
3
|
+
* are still colliding with objects, e.g. Victoria is walking over a
|
|
4
|
+
* table").
|
|
5
|
+
*
|
|
6
|
+
* The interiors are meshes built on the client, so the server knew nothing
|
|
7
|
+
* about them: a shopkeeper's wander and a player's click-to-walk both ran
|
|
8
|
+
* straight through a counter. These are the pieces big enough to walk into,
|
|
9
|
+
* in the SAME local space the interior builders use: the door is at +z, the
|
|
10
|
+
* back wall at -z, x across the room, one unit to the tile. The builder
|
|
11
|
+
* that places the building turns them by its facing and stamps them into
|
|
12
|
+
* `blocked` (map.ts's stampInterior, capitalCity.ts's stampFurniture).
|
|
13
|
+
*
|
|
14
|
+
* Rectangles are deliberately a touch SMALLER than the mesh where it is
|
|
15
|
+
* close: over-stamping a doorway or a shopkeeper's own tile is worse than a
|
|
16
|
+
* shoulder clipping a counter's end.
|
|
17
|
+
*/
|
|
18
|
+
export type FurnitureRect = {
|
|
19
|
+
x0: number;
|
|
20
|
+
x1: number;
|
|
21
|
+
z0: number;
|
|
22
|
+
z1: number;
|
|
23
|
+
};
|
|
24
|
+
/** Calverton's stone houses, by variant (stoneHouse.ts rooms). */
|
|
25
|
+
export declare const STONE_HOUSE_FURNITURE: Record<string, FurnitureRect[]>;
|
|
26
|
+
/**
|
|
27
|
+
* The Capital's walk-in buildings, by the style the builder places them
|
|
28
|
+
* with (capitalInteriors.ts rooms). Same local space; `hx`/`hz` there are
|
|
29
|
+
* half-extents, so these are measured off the middle.
|
|
30
|
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*/
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export declare const CAPITAL_ROOM_FURNITURE: Record<string, FurnitureRect[]>;
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export declare function stoneHouseFurniture(variant: string): FurnitureRect[];
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export declare function capitalRoomFurniture(style: string | undefined): FurnitureRect[];
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/**
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* The furniture of a placed building, keyed by what it is rather than by
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* its whole style (2026-09-25). A manor is styled by its roof (`blue-s`),
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* so the style lookup never found the `manor` key and the long table was
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* walk-through (finding F2); a style with look tokens in the middle
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* (`<variant>-<tokens>-<facing>`) would have missed too. So: stonehouses by
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* their variant (the style's FIRST token), the Capital's own kinds by kind,
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* the Blender buildings by model id (the first token).
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*
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* Stamping: turn each rect by the building's facing (buildingStyleFacing)
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* with visitFurnitureTiles. The room is built about the centre of the
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* building's tile, so pass the tile's centre, `cx + 0.5, cz + 0.5`, to land
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* each rect on the tiles its mesh covers; passing the tile index shifts the
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* stamp half a tile toward -x/-z (what Calverton's map.ts does today).
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*/
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export declare function buildingRoomFurniture(kind: string, style: string | undefined): FurnitureRect[];
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/** The facing letter a building style ends with (its door side), or null when it has none (the keep). */
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export declare function buildingStyleFacing(style: string | undefined): 'n' | 's' | 'e' | 'w' | null;
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/**
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* Every world tile a rectangle covers once the building's facing is applied.
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* `facing` is the direction the door looks, as the builders record it.
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*/
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export declare function visitFurnitureTiles(cx: number, cz: number, facing: 'n' | 's' | 'e' | 'w', rect: FurnitureRect, visit: (x: number, z: number) => void): void;
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//# sourceMappingURL=interiorFurniture.d.ts.map
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@@ -0,0 +1 @@
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{"version":3,"file":"interiorFurniture.d.ts","sourceRoot":"","sources":["../src/interiorFurniture.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,MAAM,aAAa,GAAG;IAAE,EAAE,EAAE,MAAM,CAAC;IAAC,EAAE,EAAE,MAAM,CAAC;IAAC,EAAE,EAAE,MAAM,CAAC;IAAC,EAAE,EAAE,MAAM,CAAA;CAAE,CAAC;AAE/E,kEAAkE;AAClE,eAAO,MAAM,qBAAqB,EAAE,MAAM,CAAC,MAAM,EAAE,aAAa,EAAE,CAqCjE,CAAC;AAEF;;;;GAIG;AACH,eAAO,MAAM,sBAAsB,EAAE,MAAM,CAAC,MAAM,EAAE,aAAa,EAAE,CAmClE,CAAC;AAEF,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,MAAM,GAAG,aAAa,EAAE,CAEpE;AAED,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,MAAM,GAAG,SAAS,GAAG,aAAa,EAAE,CAM/E;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,qBAAqB,CAAC,IAAI,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,SAAS,GAAG,aAAa,EAAE,CAkB9F;AAED,yGAAyG;AACzG,wBAAgB,mBAAmB,CAAC,KAAK,EAAE,MAAM,GAAG,SAAS,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,IAAI,CAI3F;AAED;;;GAGG;AACH,wBAAgB,mBAAmB,CACjC,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,MAAM,EAAE,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,EAC7B,IAAI,EAAE,aAAa,EACnB,KAAK,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,KAAK,IAAI,GACpC,IAAI,CAmBN"}
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1
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/** Calverton's stone houses, by variant (stoneHouse.ts rooms). */
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2
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export const STONE_HOUSE_FURNITURE = {
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3
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// The cutting table in the middle; the floor behind it is Victoria's beat.
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4
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clothes: [{ x0: -1, x1: 1, z0: -0.1, z1: 0.9 }],
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// The potion counter across the back, and the cauldron in its corner.
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potion: [
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{ x0: -2.5, x1: 2.5, z0: -1.7, z1: -1 },
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{ x0: -3.2, x1: -2.5, z0: -2.2, z1: -1.4 },
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],
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// The bank counter and the clerk's chest behind it.
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bank: [{ x0: -3.5, x1: 2.3, z0: -0.775, z1: -0.025 }],
|
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+
// The bar down the left, the hearth on the back wall, the common table
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// and its benches in the middle (the door lane at x -0.6..0.6 stays open
|
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// only as far as the table's end).
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pub: [
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{ x0: -3.25, x1: -2.55, z0: -3, z1: 2 },
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{ x0: -0.6, x1: 1.2, z0: -1.9, z1: 0.9 },
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{ x0: 2.3, x1: 3.5, z0: -2.6, z1: -1.4 },
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],
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// The kitchen's hearth breast on the back wall, the work table right of
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// the door line, the dresser on the right wall.
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kitchen: [
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{ x0: 0.85, x1: 3.05, z0: -1.05, z1: -0.15 },
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{ x0: 3.1, x1: 3.6, z0: -1.2, z1: 0.4 },
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],
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// The general shop's counter across the room.
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shop: [{ x0: -1.8, x1: 2.6, z0: -1.9, z1: -1.2 }],
|
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|
+
// The council table down the middle, its chairs either side, and the dais
|
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// with the great chair across the back wall.
|
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hall: [
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{ x0: -1.5, x1: 1.5, z0: -1.9, z1: 2.5 },
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{ x0: -2.6, x1: 2.6, z0: -3.4, z1: -2.4 },
|
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],
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|
+
// The inn's beds down the sides and the table between them.
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inn: [
|
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+
{ x0: -3.4, x1: -1.6, z0: -2.6, z1: 0.4 },
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{ x0: 1.6, x1: 3.4, z0: -2.6, z1: 0.4 },
|
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+
],
|
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+
};
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+
/**
|
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41
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+
* The Capital's walk-in buildings, by the style the builder places them
|
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42
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+
* with (capitalInteriors.ts rooms). Same local space; `hx`/`hz` there are
|
|
43
|
+
* half-extents, so these are measured off the middle.
|
|
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+
*/
|
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+
export const CAPITAL_ROOM_FURNITURE = {
|
|
46
|
+
// The temple's altar on its step, across the back.
|
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47
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+
temple: [{ x0: -1.6, x1: 1.6, z0: -3.4, z1: -2.2 }],
|
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|
+
// The forge hall: the hearth on the back wall and the two anvils before it.
|
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+
forge: [
|
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+
{ x0: -2.6, x1: 2.6, z0: -3.6, z1: -2.4 },
|
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{ x0: -1.9, x1: -0.9, z0: -1.6, z1: -0.6 },
|
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{ x0: 0.9, x1: 1.9, z0: -1.6, z1: -0.6 },
|
|
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+
],
|
|
54
|
+
// The warehouse's stacks down both sides (its style token is `store`).
|
|
55
|
+
store: [
|
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56
|
+
{ x0: -3.6, x1: -1.8, z0: -3, z1: 2 },
|
|
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|
+
{ x0: 1.8, x1: 3.6, z0: -3, z1: 2 },
|
|
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|
+
],
|
|
59
|
+
// The manor's long table in the middle of the hall.
|
|
60
|
+
manor: [{ x0: -1.3, x1: 1.3, z0: -1.8, z1: 1.8 }],
|
|
61
|
+
// The Grand Exchange hall (capitalbuilding `grandexchange`, measured from
|
|
62
|
+
// backend capital-workshop/scripts/grandexchange_v003.py; Blender's +y is
|
|
63
|
+
// toward the back, so its y is this frame's -z and x is x): the clerks'
|
|
64
|
+
// counter across the back third in two halves (x +-3.7, y 1.9, 5.4 x 0.8)
|
|
65
|
+
// with the clerk's gap in the middle, the three clerks' desks behind it
|
|
66
|
+
// (x -4.5 / 0 / 4.5, y 4.2, 1.6 x 0.8), and the benches along the side
|
|
67
|
+
// walls (x +-8.25, y -3.6 and -0.8, 0.5 x 1.9). The runner, the price board
|
|
68
|
+
// on the back wall and the chandeliers are not in the way.
|
|
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|
+
grandexchange: [
|
|
70
|
+
{ x0: -6.35, x1: -1.05, z0: -2.25, z1: -1.55 },
|
|
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|
+
{ x0: 1.05, x1: 6.35, z0: -2.25, z1: -1.55 },
|
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|
+
{ x0: -5.25, x1: -3.75, z0: -4.55, z1: -3.85 },
|
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|
+
{ x0: -0.75, x1: 0.75, z0: -4.55, z1: -3.85 },
|
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|
+
{ x0: 3.75, x1: 5.25, z0: -4.55, z1: -3.85 },
|
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75
|
+
{ x0: -8.45, x1: -8.05, z0: 2.7, z1: 4.5 },
|
|
76
|
+
{ x0: -8.45, x1: -8.05, z0: 0, z1: 1.5 },
|
|
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|
+
{ x0: 8.05, x1: 8.45, z0: 2.7, z1: 4.5 },
|
|
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|
+
{ x0: 8.05, x1: 8.45, z0: 0, z1: 1.5 },
|
|
79
|
+
],
|
|
80
|
+
};
|
|
81
|
+
export function stoneHouseFurniture(variant) {
|
|
82
|
+
return STONE_HOUSE_FURNITURE[variant] ?? [];
|
|
83
|
+
}
|
|
84
|
+
export function capitalRoomFurniture(style) {
|
|
85
|
+
if (!style)
|
|
86
|
+
return [];
|
|
87
|
+
for (const key of Object.keys(CAPITAL_ROOM_FURNITURE)) {
|
|
88
|
+
if (style === key || style.startsWith(`${key}-`))
|
|
89
|
+
return CAPITAL_ROOM_FURNITURE[key];
|
|
90
|
+
}
|
|
91
|
+
return [];
|
|
92
|
+
}
|
|
93
|
+
/**
|
|
94
|
+
* The furniture of a placed building, keyed by what it is rather than by
|
|
95
|
+
* its whole style (2026-09-25). A manor is styled by its roof (`blue-s`),
|
|
96
|
+
* so the style lookup never found the `manor` key and the long table was
|
|
97
|
+
* walk-through (finding F2); a style with look tokens in the middle
|
|
98
|
+
* (`<variant>-<tokens>-<facing>`) would have missed too. So: stonehouses by
|
|
99
|
+
* their variant (the style's FIRST token), the Capital's own kinds by kind,
|
|
100
|
+
* the Blender buildings by model id (the first token).
|
|
101
|
+
*
|
|
102
|
+
* Stamping: turn each rect by the building's facing (buildingStyleFacing)
|
|
103
|
+
* with visitFurnitureTiles. The room is built about the centre of the
|
|
104
|
+
* building's tile, so pass the tile's centre, `cx + 0.5, cz + 0.5`, to land
|
|
105
|
+
* each rect on the tiles its mesh covers; passing the tile index shifts the
|
|
106
|
+
* stamp half a tile toward -x/-z (what Calverton's map.ts does today).
|
|
107
|
+
*/
|
|
108
|
+
export function buildingRoomFurniture(kind, style) {
|
|
109
|
+
const first = (style ?? '').split('-')[0] ?? '';
|
|
110
|
+
switch (kind) {
|
|
111
|
+
case 'stonehouse':
|
|
112
|
+
return stoneHouseFurniture(first);
|
|
113
|
+
case 'manor':
|
|
114
|
+
return CAPITAL_ROOM_FURNITURE.manor ?? [];
|
|
115
|
+
case 'temple':
|
|
116
|
+
return CAPITAL_ROOM_FURNITURE.temple ?? [];
|
|
117
|
+
case 'forgehall':
|
|
118
|
+
return CAPITAL_ROOM_FURNITURE.forge ?? [];
|
|
119
|
+
case 'warehouse':
|
|
120
|
+
return CAPITAL_ROOM_FURNITURE.store ?? [];
|
|
121
|
+
case 'capitalbuilding':
|
|
122
|
+
return Object.prototype.hasOwnProperty.call(CAPITAL_ROOM_FURNITURE, first) ? CAPITAL_ROOM_FURNITURE[first] : [];
|
|
123
|
+
default:
|
|
124
|
+
return [];
|
|
125
|
+
}
|
|
126
|
+
}
|
|
127
|
+
/** The facing letter a building style ends with (its door side), or null when it has none (the keep). */
|
|
128
|
+
export function buildingStyleFacing(style) {
|
|
129
|
+
const parts = (style ?? '').split('-');
|
|
130
|
+
const last = parts[parts.length - 1];
|
|
131
|
+
return last === 'n' || last === 's' || last === 'e' || last === 'w' ? last : null;
|
|
132
|
+
}
|
|
133
|
+
/**
|
|
134
|
+
* Every world tile a rectangle covers once the building's facing is applied.
|
|
135
|
+
* `facing` is the direction the door looks, as the builders record it.
|
|
136
|
+
*/
|
|
137
|
+
export function visitFurnitureTiles(cx, cz, facing, rect, visit) {
|
|
138
|
+
const step = 0.2;
|
|
139
|
+
for (let lx = rect.x0 + step * 0.5; lx < rect.x1; lx += step) {
|
|
140
|
+
for (let lz = rect.z0 + step * 0.5; lz < rect.z1; lz += step) {
|
|
141
|
+
let dx = lx;
|
|
142
|
+
let dz = lz;
|
|
143
|
+
if (facing === 'n') {
|
|
144
|
+
dx = -lx;
|
|
145
|
+
dz = -lz;
|
|
146
|
+
}
|
|
147
|
+
else if (facing === 'e') {
|
|
148
|
+
dx = lz;
|
|
149
|
+
dz = -lx;
|
|
150
|
+
}
|
|
151
|
+
else if (facing === 'w') {
|
|
152
|
+
dx = -lz;
|
|
153
|
+
dz = lx;
|
|
154
|
+
}
|
|
155
|
+
visit(Math.floor(cx + dx), Math.floor(cz + dz));
|
|
156
|
+
}
|
|
157
|
+
}
|
|
158
|
+
}
|
|
159
|
+
//# sourceMappingURL=interiorFurniture.js.map
|