/** * Camp stations (coverage slices 4 and 9, COVERAGE_1_40.md; track T103, 2026-10-14): the cauldrons and Bounty Boards that the hubs and camps * of levels 11-30 were missing, laid on the finished world by the backend's campStations.ts (the Fishing Derby's piece placer: each takes * its tile or the nearest open one, never over a path, a wall or another prop). * * - CAULDRONS: Potion Making 11-30 had no cauldron outside Calverton, the Capital and the Western hub. Now one stands at Brindlecross, * Riversend, Calverton's Smiths' Row, Gullhook Head's landing and Saltmere's quay. They are the existing `cauldron` entity: any cauldron * brews any recipe (potionMaking.ts BREW_RANGE), and a brewer quest can point its arrow at one (campBrewing.ts). * - BOUNTY BOARDS: the generic `bountyboard` entity, the same contracts and tiers as every other board, at the Gullhook landing, Emberdeep's * camp, Brakka's outpost on the Red Waste and Windward Signal Field's yard (Calverton's Wardens' Yard already has a second board). * * Every number is a final-frame WORLD tile. Nothing here moves an existing coordinate. Stand-ins: the cauldron and the board are the * models the game already has (upgrades list: `camp-cauldron-look`). */ export type CampStationKind = 'cauldron' | 'bountyboard' | 'furnace' | 'anvil'; export type CampStation = { id: string; kind: CampStationKind; /** The entity style: `cauldron-` or the board's `wall-s`. */ style: string; x: number; z: number; /** Where it is, for the guide, the hints and the verify links. */ place: string; }; export declare const CAMP_CAULDRON_IDS: { readonly hopeTown: "camp-cauldron-hope-town"; readonly brindlecross: "camp-cauldron-brindlecross"; readonly riversend: "camp-cauldron-riversend"; readonly smithsRow: "camp-cauldron-smiths-row"; readonly gullhook: "camp-cauldron-gullhook"; readonly saltmere: "camp-cauldron-saltmere"; readonly rangersRest: "camp-cauldron-rangers-rest"; readonly emberdeep: "camp-cauldron-emberdeep"; readonly redWaste: "camp-cauldron-red-waste"; readonly hollinBrook: "camp-cauldron-hollin-brook"; readonly tollHouse: "camp-cauldron-toll-house"; readonly muster: "camp-cauldron-muster"; }; /** The five cauldrons, each beside a trader or a fire so a brewer finds it where people already stop. */ export declare const CAMP_CAULDRONS: readonly CampStation[]; /** * The LONG ROAD cauldrons (skills 31-40 pass, 2026-10-17; longRoadBrewing.ts): the levels 31-40 camps had a cook, a fire and a board and nowhere to brew * (Potion Making 31-40 had one cauldron in the whole band). One stands by the fire at the Surveyors' Camp (Thaw Crossing), the Pass-Road Camp (Dwarf * Road), Ashfall Camp and Old Hask's cabin on the snowfields, each on the camp's own herbs: marsh marigold at Thaw, frost lichen and coal at the Pass-Road, * frost lichen and ironwort by Hask. Any cauldron brews any recipe. There is NO bank at any of them (James, 2026-10-17): a brewer carries the herbs home. */ export declare const LONG_ROAD_CAULDRON_IDS: { readonly surveyors: "camp-cauldron-surveyors"; readonly passRoad: "camp-cauldron-pass-road"; readonly ashfall: "camp-cauldron-ashfall"; readonly cairnShelf: "camp-cauldron-cairn-shelf"; readonly hask: "camp-cauldron-hask"; }; export declare const LONG_ROAD_CAULDRONS: readonly CampStation[]; export declare const CAMP_BOARD_IDS: { readonly gullhook: "camp-board-gullhook"; readonly emberdeep: "camp-board-emberdeep"; readonly redWaste: "camp-board-red-waste"; readonly windward: "camp-board-windward"; /** The border board outside the crooks' camp (borderJobs.ts, PvP woods by level, 2026-10-17): the Broken Road's first hunt. */ readonly crooks: "camp-board-crooks"; }; /** The four Bounty Boards of the levels 21-30 camps. */ export declare const CAMP_BOUNTY_BOARDS: readonly CampStation[]; /** * The border board (borderJobs.ts, PvP woods by level, 2026-10-17): a generic Bounty Board on the Broken Road's bypass just north of the crooks' camp (40 tiles and more from the Toll Ground and the south gate), in the * Dreadwoods' border ring. It is NOT one of the four middle-level camp boards (CAMP_BOUNTY_BOARDS) and NOT a safe post: no bank, no stall, no pocket. */ export declare const BORDER_BOUNTY_BOARDS: readonly CampStation[]; export declare const CAMP_FORGE_IDS: { readonly emberdeepFurnace: "camp-furnace-emberdeep"; readonly emberdeepAnvil: "camp-anvil-emberdeep"; readonly redWasteFurnace: "camp-furnace-red-waste"; readonly redWasteAnvil: "camp-anvil-red-waste"; }; /** * A furnace and an anvil for the two levels 21-30 camps that had neither (Ranger's Rest has its own smithy). Free to use, the game's own * `furnace` and `anvil` entities, so every smelting and smithing rule applies. There is NO bank chest at any camp (James, 2026-10-17: banking * is something you work towards; mining, smithing and banking with no walking would devalue gear): a smith here carries the bars home. */ export declare const CAMP_FORGES: readonly CampStation[]; /** Every station, in a fixed order. */ export declare const CAMP_STATIONS: readonly CampStation[]; /** How far (tiles) the backend may move a station from its spot to find an open tile. */ export declare const CAMP_STATION_SEARCH = 4; //# sourceMappingURL=campStations.d.ts.map