/** Equipment slot categories. */ export type EquipmentSlot = 'weapon' | 'armor' | 'accessory' | 'tool' | 'trinket'; export declare const EQUIPMENT_SLOTS: EquipmentSlot[]; /** Item rarity tiers. */ export type ItemRarity = 'common' | 'uncommon' | 'rare' | 'legendary'; export declare const ITEM_RARITIES: ItemRarity[]; /** Provenance flags that trigger recognition, rumors, and reactions. */ export type ItemProvenanceFlag = 'stolen' | 'cursed' | 'blessed' | 'heirloom' | 'contraband' | 'trophy'; export declare const ITEM_PROVENANCE_FLAGS: ItemProvenanceFlag[]; /** Structured item provenance — origin, faction association, behavioral flags. */ export type ItemProvenance = { /** Who made or owned it: "Chapel groundskeeper", "Faction: Iron Wardens" */ origin?: string; /** Faction association — NPCs from this faction recognize it. */ factionId?: string; /** Behavioral flags that trigger recognition, rumors, reactions. */ flags?: ItemProvenanceFlag[]; /** Free-text lore (replaces old string provenance). */ lore?: string; }; /** Full item definition. */ export type ItemDefinition = { id: string; name: string; description: string; slot: EquipmentSlot; rarity: ItemRarity; /** Stat modifiers when equipped. */ statModifiers?: Record; /** Resource modifiers when equipped (e.g. +5 max HP). */ resourceModifiers?: Record; /** Tags granted while equipped. */ grantedTags?: string[]; /** Verbs unlocked while equipped. */ grantedVerbs?: string[]; /** Tags required to equip this item. */ requiredTags?: string[]; /** Structured provenance — origin, faction, flags, lore. */ provenance?: ItemProvenance; }; /** An item catalog — collection of items available in a pack or context. */ export type ItemCatalog = { items: ItemDefinition[]; }; /** Current equipment state — what's equipped and what's carried. */ export type Loadout = { /** Equipped items by slot. Null means empty slot. */ equipped: Record; /** Carried but unequipped item IDs. */ inventory: string[]; }; /** Events that can happen to an item during play. */ export type ItemChronicleEvent = 'acquired' | 'lost' | 'used-in-kill' | 'recognized' | 'transformed' | 'cursed' | 'blessed'; /** A single entry in an item's runtime chronicle. */ export type ItemChronicleEntry = { /** What happened to the item. */ event: ItemChronicleEvent; /** Engine tick when it happened. */ tick: number; /** Context: "Looted from Bone Collector", "Recognized by Iron Wardens guard" */ detail: string; /** Zone where it happened. */ zoneId?: string; }; /** Aggregate effects from all equipped items. */ export type LoadoutEffect = { statModifiers: Record; resourceModifiers: Record; grantedTags: string[]; grantedVerbs: string[]; }; //# sourceMappingURL=types.d.ts.map