/** The stockade: a circle of sharpened logs, its gap on the road side. */ export declare const BROKEN_ROAD_CAMP: { readonly x: number; readonly z: number; readonly r: 8; }; /** The road's east-west axis: the gap, the fork and the arch all sit on it. */ export declare const BROKEN_ROAD_AXIS_Z: number; /** Half-width of the track: three tiles wide, a country road not a street. */ export declare const BROKEN_ROAD_HALF_W = 1; /** The broken arch: one column past the zone's east edge, pillars two rows either side of the axis. */ export declare const BROKEN_ROAD_ARCH: { readonly x: number; readonly z: number; readonly pillarDz: 2; }; /** Where the road splits: the camp arm runs on west, the bypass leaves north-west. */ export declare const BROKEN_ROAD_FORK: { readonly x: number; readonly z: number; }; /** The signpost stands in the crook of the fork, off both arms. */ export declare const BROKEN_ROAD_SIGNPOST: { readonly x: number; readonly z: number; }; /** The ruined tower on its mound, north-east of the camp. */ export declare const BROKEN_ROAD_TOWER: { readonly x: number; readonly z: number; readonly moundR: 2; }; /** The wrecked cart and its barrel, off the bypass to the west. */ export declare const BROKEN_ROAD_WRECK: { readonly x: number; readonly z: number; }; export declare const BROKEN_ROAD_WRECK_BARREL: { readonly x: number; readonly z: number; }; /** The two tents inside the stockade, and the side each door faces (degrees, 0 = +x). */ export declare const BROKEN_ROAD_TENTS: readonly { x: number; z: number; faceDeg: number; }[]; /** The fire in the middle of the camp. */ export declare const BROKEN_ROAD_CAMPFIRE: { readonly x: number; readonly z: number; }; /** * Where the Dreadwoods Bronze Chest stands: three sites two to three tiles * inside the logs, so it is always behind the stockade and never in a tent. * The chest rota picks one and moves on when it is taken or fades. */ export declare const BROKEN_ROAD_CHEST_CAMPS: readonly { x: number; z: number; }[]; /** How long the Dreadwoods Bronze Chest stays before fading out and relocating. */ export declare const DREADWOODS_CAMP_CHEST_LIFETIME_MS = 120000; /** Rune banners: one beside the arch, one at the camp gap. */ export declare const BROKEN_ROAD_BANNERS: readonly { x: number; z: number; }[]; /** * The track's centrelines, in walking order from the gate. Each polyline is * rasterised three wide (BROKEN_ROAD_HALF_W either side of every centreline * tile), which on the diagonal arm gives a ragged edge that suits a track * nobody has mended. */ export declare const BROKEN_ROAD_CENTRELINES: readonly (readonly { x: number; z: number; }[])[]; /** Every tile of the track, keyed "x,z". Built once. */ export declare function brokenRoadTiles(): ReadonlyMap; export declare function onBrokenRoad(x: number, z: number): boolean; /** The three-wide opening in the logs where the road goes in. */ export declare function inBrokenRoadCampGap(x: number, z: number): boolean; /** * The stockade's tiles, each with the yaw (radians, about +y) that lays its * logs along the ring. Eight-connected, so the ring is sealed to a walker who * cannot cut a diagonal between two blocked tiles, and the gap is the only * way through. */ export declare function brokenRoadPalisadeTiles(): readonly { x: number; z: number; yaw: number; }[]; export declare function onBrokenRoadPalisade(x: number, z: number): boolean; /** Inside the logs: the camp floor, gap included. */ export declare function inBrokenRoadCamp(x: number, z: number): boolean; /** The tower's footprint and its mound. */ export declare function onBrokenRoadMound(x: number, z: number): boolean; //# sourceMappingURL=brokenRoad.d.ts.map