/** * Energy: a 0-100 bar that running spends and rest gives back (James, 2026-10-08). * Session-only (not saved): everyone joins full. The server owns it and sends the * bar to its owner only; the client shows it only while it is changing. */ export declare const ENERGY_MAX = 100; /** Spent per second of running. About 67 s of running from full (James, 2026-10-09: run energy must deplete faster). */ export declare const ENERGY_RUN_DRAIN_PER_SEC = 1.5; /** Regained per second walking, standing still and sitting. */ export declare const ENERGY_WALK_REGEN_PER_SEC = 0.25; export declare const ENERGY_STILL_REGEN_PER_SEC = 0.5; export declare const ENERGY_SIT_REGEN_PER_SEC = 5; /** Running will not start below this, so a toggle cannot flicker at empty. */ export declare const ENERGY_MIN_TO_RUN = 5; /** Sitting out of a fight heals this many times faster than standing. */ export declare const SIT_HEAL_MULTIPLIER = 3; export type EnergyActivity = 'running' | 'walking' | 'still' | 'sitting'; /** Rate in energy per second (negative while running). */ export declare function energyRate(activity: EnergyActivity): number; /** Energy after `seconds` of `activity`, clamped to 0..ENERGY_MAX. */ export declare function stepEnergy(energy: number, seconds: number, activity: EnergyActivity): number; /** True while the bar is worth showing: it is below full, or the player is running. */ export declare function energyBarVisible(energy: number, running: boolean): boolean; /** Why a player may not sit right now, or null when they may. */ export declare function sitRefusal(state: { moving: boolean; inCombat: boolean; busy: boolean; dead: boolean; }): string | null; //# sourceMappingURL=energy.d.ts.map