/** * Recipe buckets for the cooking panel's filter tabs. Fish are the lake and * sea catches, meat is what the traps and pens give, and other is the odd * pond frog. */ export type CookingCategory = 'fish' | 'meat' | 'other'; export type CookingRecipe = { input: string; output: string; level: number; xp: number; category: CookingCategory; /** * A second ingredient each cook takes as well (honey bread: a sack of flour with the pot of honey). The recipe is * still keyed by `input`, so no two recipes share one; a batch is as many as the scarcer of the two allows. */ extra?: { kind: string; qty: number; }; }; /** * Cooking XP is derived from the recipe's level, not hand-set. The old flat * 30-70 per cook levelled the skill absurdly fast (two cooked crabs = level 2). * `level * 5` keeps it in step with combat's `enemy level * 6` and scales * sensibly into the higher recipes. */ export declare const COOKING_XP_PER_LEVEL = 5; export declare function cookingXpForLevel(level: number): number; /** How many cooks the bag allows: the input, and the second ingredient where the recipe takes one. */ export declare function cookingBatchMax(recipe: CookingRecipe, count: (kind: string) => number): number; export declare const COOKING_RECIPES: readonly CookingRecipe[]; export declare function cookingRecipeForInput(input: string): CookingRecipe | null; /** Filter tabs for the cooking panel, in display order. */ export declare const COOKING_CATEGORIES: readonly { id: 'all' | CookingCategory; label: string; }[]; /** Recipes in one category (or every recipe), sorted by level then name. */ export declare function cookingRecipesFor(category: 'all' | CookingCategory): CookingRecipe[]; /** The recipes still locked at `level`, lowest first; `count` caps the list. */ export declare function nextCookingUnlocks(level: number, count?: number): CookingRecipe[]; export declare const COOK_INTERVAL_MS = 1000; export declare const CAMPFIRE_COOK_RANGE = 3; export type FoodInfo = { heal: number; /** One customer-facing line for item cards and the cooking panel. Keep the heal number out of it. */ description: string; }; /** * Heals roughly tripled alongside maxHealthForLevel. * * These numbers were set when every player had exactly 20 health, so a cooked * perch restored nearly half a health bar. With health now scaling to ~62 at * level 15 and ~107 at level 30, the old values healed a rounding error and * food would have stopped being a meaningful resource at the exact point the * fights got hard. Raw fish still hurt - the penalty is unchanged in spirit, * just scaled to match. * * Descriptions never quote the heal: the HUDs print `heal` beside them, so the * prose cannot drift from the number. */ export declare const FOOD_INFO: Record; export declare function foodInfoFor(kind: string): FoodInfo | null; //# sourceMappingURL=cooking.d.ts.map