export declare const GULLS_MAP_QUEST_ID = "gullsMap"; export declare const GULLS_MAP_QUEST_NAME = "The Gull's Map"; export declare const OLD_MERRICK_NAME = "Old Merrick"; /** The torn map out of the Gull's Ransom's sea chest. */ export declare const TORN_MAP_KIND = "tornmap"; /** Off the Cormorant's deck chest; opens the Captain's Strongbox in the Ransom's hold. */ export declare const WRECK_CHEST_KEY_KIND = "wreckchestkey"; /** What the strongbox keeps: the Ransom's captain's tide table, which part 2 reads. */ export declare const TIDE_TABLE_KIND = "tidetable"; export declare const GULLS_MAP_ITEM_KINDS: readonly string[]; export declare const GULLS_MAP_ITEM_NAMES: Readonly>; export declare const GM_PROP: { /** The Gull's Ransom's sea chest: step 1's search (drawn as the Blender sea chest it replaces). */ readonly wreck: "gmwreck"; /** The three disturbed mounds on the cove beach. */ readonly mound: "gmmound"; /** The deck chest aboard the Cormorant. */ readonly deckChest: "gmdeckchest"; /** The Captain's Strongbox in the Ransom's hold. */ readonly strongbox: "gmstrongbox"; }; export type GullsMapProp = { id: string; x: number; z: number; style: string; }; /** The sea chest takes the tile of the Blender sea chest (the deck, port of the mast): the placement clears the model first. */ export declare const GM_WRECK_CHEST: GullsMapProp; /** * Three dug-over mounds on the cove's south-east beach, below the pirate galley. Chosen clear of the two cutthroats * (602,1036 and 605,1038: aggro 7 tiles) and the deckhands round the galley, so a player digs unhunted. */ export declare const GM_MOUNDS: readonly GullsMapProp[]; /** The Cormorant (cove-ship, root 587,1017): a chest on her waist deck, clear of the masts, the windlass and the two cargo stacks. */ export declare const GM_DECK_CHEST: GullsMapProp; /** In the Ransom's hold (floor tiles x 568-572, z 1028-1031, 1 m: the hold steps run down from the deck). */ export declare const GM_STRONGBOX: GullsMapProp; export declare const GULLS_MAP_QUEST_PROPS: readonly GullsMapProp[]; /** The Cormorant's deck, boarding: every walkable tile of her 5 x 12 deck, world generator tiles, inclusive. */ export declare const GM_CORMORANT_DECK: { readonly minX: 585; readonly maxX: 589; readonly minZ: 1010; readonly maxZ: 1021; }; export declare const GM_CORMORANT_AT: { readonly x: 587; readonly z: 1016; readonly label: "the Cormorant"; }; /** The model a prop draws with (dreadmodel names; the chest is the Blender sea chest, the rest are the quest set's stand-ins). */ export declare function gullsMapPropModel(prop: string): string | null; /** What the game calls each prop (hover name). */ export declare const GULLS_MAP_PROP_NAMES: Readonly>; //# sourceMappingURL=gullsMap.d.ts.map