/** * GALLOWMERE'S CREATURES (slice C12-2, 2026-10-14; plan `.cursor/task-plans/2026-10-14-t22-gallowmere.md`; design sheets `gallowmere-3` * the Hollowed and the Gallows Crows, `gallowmere-4` the Bell-Ringer): * * - the Hollowed Villager (level 15) and the Hollowed Miner (level 17), night-only: they walk the abandoned outer half only while the * lamps are lit (the UTC lamp clock, gallowmere.ts isGallowmereNight) and lie down by day; the miner works near the mine. Their kinds * start with `hollowed`, which is how the undead rule (silver weapons, dragonfire.ts) finds them; * - the Gallows Crow (level 14), noisy scavengers at the hanging tree and the chapel, day and night; * - the Bell-Ringer (level 22), the chapel's mini-boss: one telegraphed Bell Swing (bossSignatures.ts) with the standing counter of * a committed signature (step clear of him before it lands), drops the Cracked Bell Shard every time. * * Everything hostile hunts players who stand inside the village's outer half, the chapel or the mine, and turns back at its leash; * NOTHING hostile stands inside the palisade (the safe pocket, gallowmere.ts), and the hunt never reaches into it. Every number is a * WORLD tile. */ import type { LanternWakeBox } from './lanternWake.js'; export declare const HOLLOWED_VILLAGER_KIND = "hollowedvillager"; export declare const HOLLOWED_MINER_KIND = "hollowedminer"; export declare const GALLOWS_CROW_KIND = "gallowscrow"; export declare const BELL_RINGER_KIND = "bellringer"; export declare const BELL_RINGER_NAME = "The Bell-Ringer"; export type GallowmereHostileKind = typeof HOLLOWED_VILLAGER_KIND | typeof HOLLOWED_MINER_KIND | typeof GALLOWS_CROW_KIND | typeof BELL_RINGER_KIND; export declare const GALLOWMERE_HOSTILE_KINDS: readonly GallowmereHostileKind[]; /** The two kinds that walk only at night. */ export declare const GALLOWMERE_NIGHT_KINDS: readonly string[]; export declare function isGallowmereHostileKind(kind: string): kind is GallowmereHostileKind; export declare function isGallowmereNightKind(kind: string): boolean; export declare const GALLOWMERE_CREATURES: Readonly>; /** Who hunts whom: aggro and leash radii (tiles) and the line a player is told when one locks on. Only players inside the hunt's ground are hunted. */ export declare const GALLOWMERE_AGGRO: Readonly>; /** * The hunting ground: the box outside the palisade (the outer half, the chapel lane, the chapel and the mine). A hunter never locks on to * a player inside the palisade, and a creature spawned outside never walks in (the ring is shut, only the gate is open and the hunt stops * at it). */ export declare function inGallowmereHunt(x: number, z: number): boolean; export type GallowmereSpot = { readonly kind: GallowmereHostileKind; readonly x: number; readonly z: number; readonly leash: number; }; /** Where they stand: the Hollowed over the outer half and the mine, the crows at the hanging tree and the chapel, the Bell-Ringer under the bell. */ export declare const GALLOWMERE_SPOTS: readonly GallowmereSpot[]; /** Movement of the hostile ones when they are not hunting. */ export declare const GALLOWMERE_PACE: Readonly>; /** A place a hunter may never stand: inside the palisade. Used by the world's hunt and the smokes. */ export declare const GALLOWMERE_NO_HUNT_BOX: LanternWakeBox; /** The chapel and the mine boxes, re-exported for the hunt tests (which part of the hunting ground a spot is in). */ export declare const GALLOWMERE_HUNT_PARTS: { readonly chapel: LanternWakeBox; readonly mine: LanternWakeBox; }; //# sourceMappingURL=gallowmereCreatures.d.ts.map