/** * GREENWOOD WILDS' creatures and its boss (slice 2, 2026-10-14; design sheet `western-heartland-4-greenwood-wilds`; plan * `.cursor/task-plans/2026-10-14-t2-west-b.md`): the sheet's seven creatures (Bristlehart Stag 15-18, Mossback Tortoise 16-20, * Reedrunner Crane 17-21, Burrow Mole 18-22, Amber Hare 18-23, Barkhide Lynx 20-25, Knuckleroot 22-28), the Thornwood Reivers * that chase through the Bramble Run (the sheet's "chase bandits", level 20-24), and the Greenwarden Hart, the glade's * guardian (level 30), whose signature is the Bramble Charge (`bossSignatures.ts`: every fourth blow, announced a full turn * ahead, twice an ordinary hit). The sheet's "thorny trail that briefly blocks pursuit" is the flavour of that announced blow and * is not a second mechanic yet (NEXT_STEPS, "Greenwood Wilds"). * * Decisions (board section 6): the Hart is the Greenwood boss, never Thornmaw (sheet 8's spider-like name is banned). * Like the other western wildlife every creature is passive (it fights back only when struck); none starts a fight. None is below * Combat 15's reach: the wilds sit past Brindlecross, whose road is a Combat 10 gate, and the levels climb from 15. * * The client draws each on a stand-in model (GREENWOOD_WILDLIFE_STAND_IN) until Blender builds exist. Levels and hits are * proposals for the balance pass. Spots and spawning are the backend's (src/greenwoodWildlife.ts): it needs the built world. */ export declare const GREENWOOD_WILDLIFE_KINDS: readonly ["bristlehartstag", "mossbacktortoise", "reedrunnercrane", "burrowmole", "amberhare", "barkhidelynx", "knuckleroot", "thornreiver", "greenwardenhart"]; export type GreenwoodWildlifeKind = (typeof GREENWOOD_WILDLIFE_KINDS)[number]; export declare function isGreenwoodWildlifeKind(kind: string): kind is GreenwoodWildlifeKind; export declare const GREENWARDEN_HART_KIND: "greenwardenhart"; /** The Hart's antler: he always leaves one (the quest asks for it). A trophy, sold to any trader. */ export declare const HART_ANTLER_KIND = "greenwardenantler"; export declare const GREENWOOD_WILDLIFE_ITEMS: readonly ["greenwardenantler"]; export declare const GREENWOOD_WILDLIFE_ITEM_NAMES: Readonly>; export declare const GREENWOOD_WILDLIFE_SELL_PRICES: Readonly>; export type GreenwoodCreatureStats = { name: string; /** Rolled each life, inclusive. */ level: readonly [number, number]; maxHit: number; /** Health as a multiple of what the level gives. */ healthScale?: number; /** The visual scale the server sends (the client's NPC `scale`). */ scale: number; /** One line for the guide and the examine card. */ note: string; }; export declare const GREENWOOD_CREATURES: Readonly>; /** The Hart: back eight to ten minutes after he falls. */ export declare const GREENWARDEN_HART_RESPAWN_MS: { readonly minMs: 480000; readonly maxMs: 600000; }; /** How far he ranges from the glade's centre (the glade is 18 tiles across; he stays in it). */ export declare const GREENWARDEN_HART_LEASH = 8; /** A fight with the Hart that ends any way but his death sends him back to the glade whole (the fight cannot be worn down in visits). */ export declare const GREENWARDEN_HART_RECOVERS_TEXT = "The Greenwarden Hart shakes the thorns from his antlers, the green creeping back into the wounds, and paces back to the glade stones whole."; /** Where each creature is drawn from until it has a Blender model of its own (the client's render/assets/greenwoodWildlife.ts). */ export declare const GREENWOOD_WILDLIFE_STAND_IN: Readonly>; export type GreenwoodWildlifeSpot = { readonly kind: GreenwoodWildlifeKind; readonly x: number; readonly z: number; readonly leash: number; }; /** How each moves about its spot (tiles a second, how often it stops, pause range in seconds). */ export declare const GREENWOOD_PACE: Readonly>; /** The creatures' places (world tiles; the backend moves each to the nearest open ground). 33 creatures and the boss. */ export declare const GREENWOOD_WILDLIFE_SPOTS: readonly GreenwoodWildlifeSpot[]; //# sourceMappingURL=greenwoodWildlife.d.ts.map