/** * The Blackwake Gatehouse at the north end of the Sundered Span. Since 2026-10-08 (James: "why are pirates guarding a stone * bridge?") it is the RUINED OPEN ARCH `spanruin` that ends the bridge at the Landing: no gate, no guards, open to everyone. * Its id, corridor and the posts below are kept so saves and old code keep working; nothing shuts the corridor any more. * Before that: the shared world kept it shut. Each character carries * `blackwakeGatePosts`, a 2-bit mask of the two gate Lookouts they have defeated (1 west, 2 east); at 3 the gate is open * for that character alone: their client is sent the open style and their own walks may cross the corridor. * * Both posts stand NORTH of the shut gate (the original homes at 668,940 and 684,940 were behind it, so a locked * player could not reach them at all): the nearest safe tiles on the bridge approach. */ export declare const BLACKWAKE_GATE: { readonly id: "blackwake-gatehouse"; readonly x: 676; readonly z: 936; readonly closedStyle: "blackwakegate-n"; readonly openStyle: "spanruin-n"; /** The three-tile passage through the gatehouse, for a character who has earned it. */ readonly corridor: { readonly minX: 675; readonly maxX: 677; readonly minZ: 934; readonly maxZ: 938; }; }; export type BlackwakeGatePostId = 'west' | 'east'; export declare const BLACKWAKE_GATE_POSTS: ReadonlyArray<{ id: BlackwakeGatePostId; bit: number; x: number; z: number; }>; export declare const BLACKWAKE_GATE_ALL_POSTS = 3; /** Anything but a whole number 0-3 is no progress. */ export declare function normalizeBlackwakeGatePosts(value: unknown): number; export declare function blackwakeGateOpenFor(posts: unknown): boolean; export declare function isBlackwakeGateCorridorTile(x: number, z: number): boolean; /** The post a Lookout home belongs to, if it is one of the two gate posts. */ export declare function blackwakeGatePostAt(x: number, z: number): BlackwakeGatePostId | null; //# sourceMappingURL=blackwakeGate.d.ts.map