/** * The Blackwake cove's stilt shanties, rope walkways, galley, shore steps and jetty (Blender kits * blackwakeshacka/b, blackwakewalk, blackwakecorner, blackwakegalley, blackwakeshoresteps and * blackwakejettyshort). Every number was measured from the exported GLBs with * dreadwoods-backend/quest-workshop/scripts/glb-tile-mask.mjs, in the model's own frame * (x east, z south, the root tile at 0,0), and is rotated by the style's facing like any building. * Heights are physical metres above the water datum; terrainForPhysicalMetres turns them into terrain units. */ export type CoastFloor = Readonly<{ dx: number; dz: number; metres: number; }>; export type CoastPart = Readonly<{ id: string; model: string; x: number; z: number; style: string; }>; export type CoastModelLocal = Readonly<{ floors: ReadonlyArray; blocked: ReadonlyArray; /** The room under the roof: the roof lifts for anyone standing on these tiles. */ interior: ReadonlyArray; /** Blocked tiles when the style carries the token `closed` (a wall walk nobody can reach, shut off rather than left standable). */ closedBlocked?: ReadonlyArray; }>; export declare const COAST_DECK_METRES = 3; /** * A coast model scaled about its deck (pirate bay phase 5: the Mire Jack x1.25 and the Iron Hush x1.4 are blackwakeship v001 scaled, * quest-workshop shipscale_v001.py): each tile of the scaled deck takes the base model's tile it maps back to (rounded half away from * zero), so masts, cabin and cargo grow with the hull; then any floor a walker cannot reach from the deck's middle on foot is blocked, * so nobody is ever dropped into a sealed pocket. Pure. */ export declare function scaledCoastModel(base: CoastModelLocal, scale: number): CoastModelLocal; /** Every coast model, the phase 5 ships derived from the cove's ship by scaledCoastModel. */ export declare const BLACKWAKE_COAST_MODELS: Readonly>; /** Where each piece stands. A shanty turned north faces the shore it is climbed from. */ export declare const BLACKWAKE_COAST_PARTS: ReadonlyArray; /** Every floor tile of a placed piece (its local spec turned to the style's facing), in world tiles, with its exact height. */ export declare function placedFloors(part: CoastPart, local: CoastModelLocal): Array<{ x: number; z: number; metres: number; }>; export declare function coastPartFloors(part: CoastPart): Array<{ x: number; z: number; metres: number; }>; /** All floor tiles of the cove. A later piece wins a shared tile. */ export declare const BLACKWAKE_COAST_FLOORS: ReadonlyArray<{ x: number; z: number; metres: number; }>; /** * Blackwake Cove's working-harbour dressing (pirate beach bay phase 2, 2026-10-08, quest-workshop blackwakefishrack, blackwakenetframe, * blackwakehoist and blackwakecargo v001, sheet sundered-bay-cove): solid props on the sand and the quay, no floors. The hoist turned north * swings its boom west, out over the cove water. Legacy frame; expandedContracts.ts shifts it. */ export declare const COVE_DRESSING: ReadonlyArray; /** The cove's fishing tile stays open water at the end of the jetty. */ export declare const COVE_JETTY_FISH: { readonly x: 591; readonly z: 1019; }; //# sourceMappingURL=blackwakeCoast.d.ts.map