/** Per-tile simulation state — pure physical data, no game resource dependency. */ export interface TileState { readonly tileId: number; /** * Integer band index in `[0, N-1]` where `N` is derived from * `(radius, coreRadiusRatio)` via `resolveTerrainLevelCount`. `0` is * the band closest to the core; higher values stack outward. Derived from * seeded simplex noise ranked into `N` equal-frequency bins, so the value * space is deterministic, uniform, and decoupled from the raw noise range. * * Sea level floats freely inside the same integer space * (see {@link BodySimulation.seaLevelElevation}) — submerged status is * computed live from `elevation < seaLevelElevation`, never baked here. */ readonly elevation: number; } //# sourceMappingURL=TileState.d.ts.map