/** * Hopewood Common's wildlife (pass 2, 2026-10-09; design-references `hopewood-common-people`, sheet 9, with `ash-copse` * and `the-old-ring`): the six countryside animals of a levels 1-10 starter common and the Orchard Boar, a small boss in * Applepress Orchard. Gentle on purpose: every one of them is passive (it fights back only when struck) and none hits * hard; the hedgehog is not a fight at all. * * Kinds of their own, not the game's `rabbit` and `fox`: those two are the New Forest's baited-tracks animals (they never * respawn, Anne's fox hunt counts them, the quest helper points at the nearest one), so a permanent Common population on * those kinds would have changed every one of those rules. The client draws each on a model the game already has (see * HOPEWOOD_WILDLIFE_STAND_IN); none has a Blender model of its own yet (backend NEXT_STEPS "Hopewood Common"). * * The spots and the spawning are the backend's (src/hopewoodWildlife.ts): it needs the built world to find open ground. * The three new cooks (pheasant, game, boar) are in cooking.ts with the rest. */ export declare const HOPEWOOD_WILDLIFE_KINDS: readonly ["commonrabbit", "pheasant", "commonfox", "crow", "badger", "hedgehog", "orchardboar"]; export type HopewoodWildlifeKind = (typeof HOPEWOOD_WILDLIFE_KINDS)[number]; export declare function isHopewoodWildlifeKind(kind: string): kind is HopewoodWildlifeKind; export declare const ORCHARD_BOAR_KIND: "orchardboar"; export declare const HEDGEHOG_KIND: "hedgehog"; /** The new goods they leave (items.ts on the server, inventory.ts on the client). Feathers are the game's `feather`. */ export declare const RABBIT_PELT_KIND = "rabbitpelt"; export declare const FOX_PELT_KIND = "foxpelt"; export declare const BADGER_PELT_KIND = "badgerpelt"; export declare const RAW_PHEASANT_KIND = "rawpheasant"; export declare const ROAST_PHEASANT_KIND = "roastpheasant"; /** Fox and badger meat: "game", the countryman's word for what the hedges give. */ export declare const RAW_GAME_KIND = "rawgame"; export declare const COOKED_GAME_KIND = "cookedgame"; export declare const RAW_BOAR_KIND = "rawboar"; export declare const ROAST_BOAR_KIND = "roastboar"; export declare const BOAR_TUSK_KIND = "boartusk"; export declare const BOAR_HIDE_KIND = "boarhide"; export declare const HOPEWOOD_WILDLIFE_ITEMS: readonly ["rabbitpelt", "foxpelt", "badgerpelt", "rawpheasant", "roastpheasant", "rawgame", "cookedgame", "rawboar", "roastboar", "boartusk", "boarhide"]; /** What any trader pays (the general store's sell list). Small: a starter common, not a coin farm. */ export declare const HOPEWOOD_WILDLIFE_SELL_PRICES: Readonly>; export type HopewoodCreatureStats = { name: string; /** Rolled each life, inclusive. Level 0: not a fight (the hedgehog). */ level: readonly [number, number]; maxHit: number; /** Health as a multiple of what the level gives (the boar's tougher 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 HOPEWOOD_CREATURES: Readonly>; /** The Orchard Boar: back three to four minutes after it falls (the usual wildlife is back in about a minute). */ export declare const ORCHARD_BOAR_RESPAWN_MS: { readonly minMs: 180000; readonly maxMs: 240000; }; /** How far it wanders from its spot in the orchard; the orchard is 40 by 44, so this keeps it well inside the hedges. */ export declare const ORCHARD_BOAR_LEASH = 6; /** * A fight with the boar that ends any way but its death (run off, beaten, logged out) sends it back to the windfalls whole: * it 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 ORCHARD_BOAR_RECOVERS_TEXT = "The Orchard Boar snorts, shakes itself and trots back to the windfalls, none the worse."; export declare const HEDGEHOG_EXAMINE = "It curls into a prickly ball until you go away."; /** * The model each is drawn on until it has one of its own (frontend render/assets/hopewoodWildlife.ts): honest stand-ins, * recoloured where the base allows. The boar is the Hog Wild warthog drawn larger; the hedgehog is a small procedural dome. */ export declare const HOPEWOOD_WILDLIFE_STAND_IN: Readonly>; //# sourceMappingURL=hopewoodWildlife.d.ts.map