import type { EntityState, ZoneState, GameManifest, ActionIntent, WorldState, ResolvedEvent } from '@ai-rpg-engine/core'; import type { DialogueDefinition, ProgressionTreeDefinition, AbilityDefinition, StatusDefinition, QuestDefinition } from '@ai-rpg-engine/content-schema'; import type { DistrictDefinition, EncounterDefinition, BossDefinition, CurrencyReward } from '@ai-rpg-engine/modules'; import type { PackMetadata } from '@ai-rpg-engine/pack-registry'; import type { BuildCatalog } from '@ai-rpg-engine/character-creation'; import type { ItemCatalog } from '@ai-rpg-engine/equipment'; export declare const manifest: GameManifest; export declare const player: EntityState; export declare const medic: EntityState; export declare const scavenger: EntityState; export declare const leader: EntityState; export declare const shambler: EntityState; export declare const runner: EntityState; export declare const bloaterAlpha: EntityState; export declare const bloaterAlphaBoss: BossDefinition; export declare const hordeEncounter: EncounterDefinition; export declare const streetPatrol: EncounterDefinition; export declare const runnerAmbush: EncounterDefinition; export declare const encounterSpawnContent: { encounters: EncounterDefinition[]; entityTemplates: EntityState[]; zoneTables: { 'overrun-street': string[]; 'gas-station': string[]; 'hospital-wing': string[]; }; }; export declare const zones: ZoneState[]; export declare const medicDialogue: DialogueDefinition; export declare const medicineRunQuest: QuestDefinition; export declare const alphaQuest: QuestDefinition; export declare const zombieQuests: QuestDefinition[]; export declare const districts: DistrictDefinition[]; export declare const survivalTree: ProgressionTreeDefinition; export declare const antibioticsEffect: { itemId: string; use: (action: ActionIntent, world: WorldState) => ResolvedEvent[]; }; /** Flat XP amounts per source — exported so tests can pin the progression arithmetic. */ export declare const xpAwards: { readonly kill: 8; readonly dialogueComplete: 5; readonly firstVisit: 3; readonly bossBonus: 10; }; export declare const progressionRewards: CurrencyReward[]; export declare const desperateSwing: AbilityDefinition; export declare const fieldTriage: AbilityDefinition; export declare const warCry: AbilityDefinition; export declare const survivalInstinct: AbilityDefinition; export declare const zombieAbilities: AbilityDefinition[]; export declare const zombieStatusDefinitions: StatusDefinition[]; export declare const packMeta: PackMetadata; export declare const buildCatalog: BuildCatalog; export declare const itemCatalog: ItemCatalog; //# sourceMappingURL=content.d.ts.map