/** * Blacksmithing recipes and station types. * * Smelting turns raw ore into metal bars at a furnace. * Forging turns bars and timber into weapons, armour, and tools at an anvil. */ export declare const ANVIL_KIND = "anvil"; export declare const FURNACE_KIND = "furnace"; export declare const BLACKSMITHING_HAMMER_KIND = "blacksmithinghammer"; export declare const BLACKSMITHING_TONGS_KIND = "blacksmithingtongs"; /** Each successful anvil forge rolls this, once per tool, independently. */ export declare const SMITH_TOOL_BREAK_CHANCE = 0.001; export declare const BRONZE_BAR_ITEM_KIND = "bronzebar"; export declare const IRON_BAR_ITEM_KIND = "ironbar"; export declare const SILVER_BAR_ITEM_KIND = "silverbar"; export declare const BLACKSMITH_RANGE = 2; /** * The Garrison's training dummies (capital.ts): strength XP every * TRAINING_DUMMY_INTERVAL_MS while a player spars one, until their * strength reaches TRAINING_DUMMY_MAX_LEVEL, after which the dummy has * nothing more to teach. Cheap early levels, never a way past real fights. */ export declare const TRAINING_DUMMY_RANGE = 2; export declare const TRAINING_DUMMY_INTERVAL_MS = 1800; export declare const TRAINING_DUMMY_XP = 3; export declare const TRAINING_DUMMY_MAX_LEVEL = 10; /** * The archery butts (the Capital's range, and Hope Beach's training yard since * 2026-09-27): Archery XP on the same beat and to the same level as the dummy, * shot from a few tiles off with a bow in hand. Practice arrows come back out * of the straw, so nothing is spent. */ export declare const ARCHERY_BUTT_RANGE = 6; export declare const ARCHERY_BUTT_XP = 3; /** * Hope Beach's rough coastal yard west of the market path. Targets face south * into the yard, away from the public road; the backstop closes the north end. */ export declare const LEGACY_HOPE_TRAINING_YARD: ReadonlyArray<{ style: 'dummy' | 'butt'; x: number; z: number; }>; export declare const LEGACY_HOPE_TRAINING_BOUNDS: { readonly minX: 244; readonly maxX: 264; readonly minZ: 824; readonly maxZ: 838; }; export declare const LEGACY_HOPE_TRAINING_GATE: { readonly x: 264; readonly z: 834; readonly halfWidth: 1; }; /** Public entry is behind the three shooting lanes. */ export declare const HOPE_TRAINING_YARD: ReadonlyArray<{ style: 'dummy' | 'butt'; x: number; z: number; }>; export declare const HOPE_TRAINING_BOUNDS: { readonly minX: 244; readonly maxX: 264; readonly minZ: 868; readonly maxZ: 890; }; export declare const HOPE_TRAINING_GATE: { readonly x: 264; readonly z: 879; readonly halfWidth: 1; }; /** * Every archery target has a six-tile shooting position, never a melee approach. The Beacon Gallery's targets at Lantern * Wake carry their own firing tiles (lanternWakeGallery.ts: the lanterns are shot from the cliff edge to their west); * Hope's butts are shot from the south, every other butt from the north. */ export declare function archeryFiringPosition(x: number, z: number): { x: number; y: number; }; /** The Temple's shrine: prayer heals in full and blesses for a quarter hour, once every ten minutes. */ export declare const TEMPLE_PRAYER_RANGE = 3; export declare const TEMPLE_PRAYER_COOLDOWN_MS: number; export declare const TEMPLE_BLESSING_MS: number; export declare const TEMPLE_BLESSING_STRENGTH = 2; export declare const BLACKSMITH_INTERVAL_MS = 1800; export type BlacksmithStation = 'anvil' | 'furnace'; export type BlacksmithCategory = 'smelting' | 'bronze' | 'iron' | 'steel' | 'silver'; export type BlacksmithRecipe = { id: string; output: string; outputQty: number; station: BlacksmithStation; category: BlacksmithCategory; level: number; xp: number; materials: ReadonlyArray<{ kind: string; qty: number; }>; }; export declare const BLACKSMITH_RECIPES: readonly BlacksmithRecipe[]; export declare function blacksmithRecipe(id: string): BlacksmithRecipe | null; export declare function blacksmithRecipesForStation(station: BlacksmithStation): BlacksmithRecipe[]; //# sourceMappingURL=blacksmithing.d.ts.map