/** * The Deep Seam (slice 1 of dreadwoods-backend/COVERAGE_1_40.md, T101, 2026-10-14): a scaled random-spawn dungeon led by ore, * built on the Random World Events engine (worldEvents.ts) with the frozen dungeons' scaling (worldEventScaling.ts). A collapsed * mine shaft opens somewhere on the east side of the overworld (never in the Dreadwoods PvP woods); you go down for ten minutes * and work the seams of a drift that gets richer the deeper your Mining goes: * * - the Landing and the Sump Hall (every Mining level): copper and tin, and the way on; * - the Iron Gallery (Mining 11-20): a rubble heap you shift with Mining 11 opens the way to the iron seams (iron needs Mining 15); * - the Coal Drift (Mining 21-30): a rock fall you shift with Mining 21 opens the coal (Mining 22) and more iron; * - the Vein Hall (Mining 31-40): a sealed bulkhead you break with Mining 31 opens gold (Mining 30) and silver (Mining 33); * - the Heart Chamber: the Deep Seam Worm (an existing rockworm) guards the Seam Cache; its lunge is announced a turn ahead * (step out of the ring), and the cache opens once the first rubble heap is shifted (Mining 11), so ore leads. * * Mining itself is the game's own (the real handler, the real levels and pickaxes): the seams are ordinary `orerock`, so each * ore keeps its own Mining level, pickaxe tier, XP and respawn. The rubble heap and rock falls are gated by Mining level through * the engine's `work` (the same way the Trapper Hollow's roots are gated by Woodwork). * * The cave-in is the dungeon's clock (`caveIn`): never rolled, read from the run's own clock. Every minute the roof groans a few * seconds before it lets go (a chat warning), and everyone standing outside a braced alcove (the lamp-lit refuges, and the Landing * and Sump Hall) takes a share of their own health, never leaving them below 1 (the step-clear counter: be in a refuge when it falls). * * Every number is a PLACEHOLDER for the balance pass. The pieces are the Goblin Sapper Tunnel's kit models (stand-ins). */ import type { WorldEventCaveIn, WorldEventDef } from './worldEvents.js'; /** The entrance model (5 x 3): a copy of the Goblin Sapper Tunnel's mouth until the Deep Seam has its own Blender build (upgrades list). */ export declare const DEEP_SEAM_ENTRANCE_MODEL = "evdeepseamshaft"; /** The combat level the shaft lets you in at (the scaled band's floor; the standard gate says it, areaGates.ts). */ export declare const DEEP_SEAM_MIN_COMBAT = 10; export declare const DEEP_SEAM_MINUTES = 10; /** Mining levels that open the rubble heap, the rock fall and the bulkhead (tiers 11-20, 21-30, 31-40). */ export declare const DEEP_SEAM_TIERS: { readonly rubble: 11; readonly rockfall: 21; readonly bulkhead: 31; }; export declare const DEEP_SEAM: WorldEventDef; /** * The cave-in's clock, read not rolled (the step-clear counter): how many warnings and falls have come by `elapsedMs` into the run. * Warning k comes `warnMs` before fall k; fall k at `firstMs + k * everyMs`. */ export declare function caveInWarnings(spec: Pick, elapsedMs: number): number; export declare function caveInFalls(spec: Pick, elapsedMs: number): number; /** Is this tile under a braced roof (a refuge, or one of the safe rooms)? Tiles off every floor are not anywhere at all. */ export declare function caveInSafe(def: Pick, x: number, z: number): boolean; //# sourceMappingURL=deepSeam.d.ts.map