/** Bore C's line (types WESTERN_BORE_C.x; the test checks they agree) and its west wall tile. */ export declare const FORGE_HALT_LINE_X = 1070; export declare const FORGE_HALT_WALL_X: number; /** The platform: the bore's west walkway (x 1063, its back against the wall) and the three tiles the riders step down onto. */ export declare const FORGE_HALT_PLATFORM: { readonly minX: number; readonly maxX: number; readonly minZ: 888; readonly maxZ: 960; }; /** The gap row between the platform's edge and the rake (blocked; the step plates stand on it). */ export declare const FORGE_HALT_GAP: { readonly x: number; readonly minZ: 888; readonly maxZ: 960; }; /** The platform's two ends, blocked from the wall to the gap so nobody walks off it into the bore. */ export declare const FORGE_HALT_PLATFORM_END_ROWS: readonly [number, number]; /** The floor: the platform's height (a step up from the bore's floor), the hall level with it. */ export declare const FORGE_HALT_FLOOR_HEIGHT: number; /** The bore's own floor (the gap row and the platform's end barriers stand on it). */ export declare const FORGE_HALT_BORE_FLOOR_HEIGHT = 3; /** The booking hall, behind the bore's west wall: 26 x 53 tiles of flagstones. */ export declare const FORGE_HALT_HALL: { readonly minX: 1036; readonly maxX: number; readonly minZ: 898; readonly maxZ: 950; }; /** * The doorways through the bore's west wall (rows, inclusive), three tiles wide each, between the vault's ribs (every 8 * rows from row 836) so no rib crosses an opening. */ export declare const FORGE_HALT_DOORWAYS: ReadonlyArray<{ z0: number; z1: number; }>; export declare function forgeHaltDoorwayAt(x: number, z: number): boolean; /** * What the client's vault needs (frontend tunnelVault.ts, types WesternBore.halls): the stretch of bore C's west wall a * hall stands behind (no cover or raised rock over it, the camera may stand in it) and its doorways (no wall face). It runs * over the platform's rows too, two past each end (as the Dwarf Hold's does, phase 2 integration): with it only over the * hall, the cover's step back to the wall at the hall's north end hid a player at the platform's north end from a camera * out over the rock (frontend tunnel-vault-test's ray test). */ export declare const FORGE_HALT_BORE_WALL: { side: "w"; z0: number; z1: number; doorways: readonly { z0: number; z1: number; }[]; }; /** Every floor tile of the halt: the hall, the doorways, the platform. */ export declare function inForgeHaltFloor(x: number, z: number): boolean; /** The stair up: the K1 stair foot, a `caveentrance` at the hall's west end facing east down the hall. */ export declare const FORGE_HALT_STAIR: { readonly id: "fh-stair-up"; readonly kind: "caveentrance"; readonly x: 1038; readonly z: 924; readonly style: "wlhaltstair-e"; }; /** Where the stair down from the Capital lands: two tiles in front of the stair's landing, facing down the hall. */ export declare const FORGE_HALT_STAIR_FOOT: { readonly x: number; readonly z: 924; }; /** Admin /tp stands: the hall's stair foot, and the platform by the middle car. */ export declare const FORGE_HALT_PLATFORM_STAND: { readonly x: number; readonly z: 925; }; /** The notice board in the hall, by the middle doorway: its own quest prop so its click reads the halt's words. */ export declare const FORGE_HALT_NOTICE_PROP = "fhnotice"; export declare const FORGE_HALT_NOTICE: { readonly id: "fh-notice"; readonly x: number; readonly z: 917; readonly style: "fhnotice:e"; }; /** Halt Master Borrin Ashbeard's spot: inside the hall by the middle doorway, looking out at the platform. */ export declare const FORGE_HALT_MASTER_SPOT: { readonly id: "fh-halt-master"; readonly x: number; readonly z: 926; readonly faceX: number; readonly faceZ: 922; readonly leash: 1; }; /** * The halt's furniture (the K1 kit and the line's own pieces), each a `dreadmodel` of `-` on a free floor * tile (the backend places exactly this list and its smoke checks every one went down). The platform's deck pieces are * the home platform's westplatform carried to the halt (forgeHaltPlatformPieces). */ export type ForgeHaltPiece = { id: string; model: string; facing: 'n' | 's' | 'e' | 'w'; x: number; z: number; }; export declare const FORGE_HALT_PIECES: readonly ForgeHaltPiece[]; /** The stairhouse's model and style (types capital.ts landmark fg-westhalt places it). */ export declare const FORGE_HALT_HOUSE_MODEL = "fhstairhouse"; export declare const FORGE_HALT_HOUSE_STYLE = "fhstairhouse-s"; /** Its centre (city-local u 52, v 73) and footprint (world x 529-535, z 147-151). */ export declare const FORGE_HALT_HOUSE: { readonly x: 532; readonly z: 149; }; /** Where the stair up lands: the yard, two tiles in front of the arch. */ export declare const FORGE_HALT_HOUSE_FRONT: { readonly x: 532; readonly z: 153; }; /** A Forge Halt door: 'down' the stairhouse in the Capital, 'up' the stair in the hall. */ export type ForgeHaltDoor = 'down' | 'up'; export declare function forgeHaltDoorEnd(style: string | undefined, x: number, z: number): ForgeHaltDoor | null; /** The Blender models a `caveentrance` of the Forge Halt draws as (types smugglersStrand.ts caveEntranceModel). */ export declare function forgeHaltDoorModel(style: string | undefined): string | null; export declare const FORGE_HALT_DOWN_LABEL = "Climb down to the Western Line"; export declare const FORGE_HALT_UP_LABEL = "Climb to the Furnace Yard"; export declare const FORGE_HALT_DOWN_TEXT = "You take the stair down under the Furnace Yard. It is warm all the way, and it smells of coal. The Forge Halt."; export declare const FORGE_HALT_UP_TEXT = "You climb out into the Furnace Yard, into the smoke and the hammering. The Capital never stops."; /** The covers' titles each way (AREA_TRANSITIONS 'forge-halt' and 'forge-halt-out'). */ export declare const FORGE_HALT_OUT_TITLE = "The Furnace Yard"; //# sourceMappingURL=forgeHalt.d.ts.map