/** * Surface-liquid invariant — pure rule, no `three` import. * * Single source of truth consulted by every layer (sim, render) so the * "carries a surface liquid?" question always resolves to the same answer. */ import type { BodyType } from '../types/surface.types'; /** * Single source of truth for "does this body carry a surface liquid?". * * Stars never carry a surface liquid — there is no solid surface for one * to sit on. Every other body type (`rocky`, `gaseous`, `metallic` and * any future planetary archetype) honours `liquidState`: a metallic body * with `liquidState: 'liquid'` produces a liquid metal surface, a gaseous * body with `liquidState: 'liquid'` produces a deep ocean under its * envelope, and so on. Picking when that makes sense (composition, * temperature, biome) is a caller-side decision; the lib only carries the * resolved state. */ export declare function hasSurfaceLiquid(config: { type: BodyType; liquidState?: 'liquid' | 'frozen' | 'none'; }): boolean; //# sourceMappingURL=liquid.d.ts.map