/** * Hollin Brook's wildlife (pass 2b, 2026-10-10; design-references `hollin-brook-people`, sheet 9, with the zone sheets): * the six gentle creatures of the brook and the lanes east of Hope Town (duck, heron, otter, water vole, hare, stoat) and * Old Gnasher, the giant pike of Brookwheel's millpond, a small boss for levels 8-12. Like Hopewood Common's (see * hopewoodWildlife.ts) every one is passive (it fights back only when struck) and none hits hard. * * Kinds of their own, apart from the Fields' pond `duck` and the snow `hare`, so the permanent population here changes no * rule those two carry. The client draws each on a model the game already has (HOLLIN_WILDLIFE_STAND_IN); none has a * Blender model of its own yet (backend NEXT_STEPS, "Hollin Brook"). * * The spots and the spawning are the backend's (src/hollinWildlife.ts): it needs the built world to find open ground. * Old Gnasher cannot swim in a walkable-tile world: he lies in the shallows at the millpond's edge, half out of the water. */ export declare const HOLLIN_WILDLIFE_KINDS: readonly ["brookduck", "heron", "otter", "watervole", "brookhare", "stoat", "oldgnasher"]; export type HollinWildlifeKind = (typeof HOLLIN_WILDLIFE_KINDS)[number]; export declare function isHollinWildlifeKind(kind: string): kind is HollinWildlifeKind; export declare const OLD_GNASHER_KIND: "oldgnasher"; /** The new goods they leave (items.ts on the server, inventory.ts on the client). Feathers are the game's `feather`, the hare's pelt its `harepelt`. */ export declare const OTTER_PELT_KIND = "otterpelt"; export declare const STOAT_PELT_KIND = "stoatpelt"; export declare const RAW_DUCK_KIND = "rawduck"; export declare const ROAST_DUCK_KIND = "roastduck"; export declare const RAW_GNASHER_KIND = "rawgnasher"; export declare const COOKED_GNASHER_KIND = "cookedgnasher"; export declare const GNASHER_JAW_KIND = "gnasherjaw"; export declare const HOLLIN_WILDLIFE_ITEMS: readonly ["otterpelt", "stoatpelt", "rawduck", "roastduck", "rawgnasher", "cookedgnasher", "gnasherjaw"]; /** What any trader pays (the general store's sell list). Small: a starter countryside, not a coin farm. */ export declare const HOLLIN_WILDLIFE_SELL_PRICES: Readonly>; export type HollinCreatureStats = { name: string; /** Rolled each life, inclusive. */ level: readonly [number, number]; maxHit: number; /** Health as a multiple of what the level gives (Old Gnasher's thick hide). */ 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 HOLLIN_CREATURES: Readonly>; /** Old Gnasher: back five to six minutes after he falls (the usual wildlife is back in about a minute). */ export declare const OLD_GNASHER_RESPAWN_MS: { readonly minMs: 300000; readonly maxMs: 360000; }; /** How far he wanders from his spot at the pond's edge: just along the shore. */ export declare const OLD_GNASHER_LEASH = 2; /** * A fight with Old Gnasher that ends any way but his death (run off, beaten, logged out) sends him back to the deep whole: * he cannot be worn down over several visits with a meal between each. Not healing in a fight: it happens as the fight ends. */ export declare const OLD_GNASHER_RECOVERS_TEXT = "Old Gnasher thrashes, slides back into the deep water and comes up again, none the worse."; /** * The model each is drawn on until it has one of its own (frontend render/assets/hollinWildlife.ts): honest stand-ins, * recoloured where the base allows. The pike is the fish mesh drawn very large. */ export declare const HOLLIN_WILDLIFE_STAND_IN: Readonly>; //# sourceMappingURL=hollinWildlife.d.ts.map