export declare const SIGNAL_ROPE_KIND = "signalrope"; export declare const LAMP_OIL_KIND = "lampoil"; export declare const WICK_CLOTH_KIND = "wickcloth"; export declare const LANTERN_WAKE_QUEST_ITEM_KINDS: readonly string[]; export declare const LANTERN_WAKE_QUEST_ITEM_NAMES: Readonly>; export declare const LW_PROP: { /** The beacon supplies: one touch step, each piece hands over its own item (the step's `gives`). */ readonly supply: "lwsupply"; /** The gallery's signal winch, its rope rotted through (mended: evhandwinchwound). */ readonly winch: "lwwinch"; /** The first beacon: the tower itself, 5 x 5 (lit: lwbeacontowerlit). */ readonly beacon: "lwbeacon"; }; export type LanternWakeQuestProp = { id: string; x: number; z: number; style: string; }; /** A coil of signal rope among the station yard's stores, east of the square (Halt Master Thorin's yard). */ export declare const LW_SUPPLY_ROPE: LanternWakeQuestProp; /** A crate of lamp-oil flasks on the quay, by Brom's crane. */ export declare const LW_SUPPLY_OIL: LanternWakeQuestProp; /** A bolt of clean cloth beside the supply canopy on the square. */ export declare const LW_SUPPLY_CLOTH: LanternWakeQuestProp; export declare const LW_SUPPLIES: readonly LanternWakeQuestProp[]; /** The signal winch at the deck's south end (slice 1c-5 stood the plain winch here; the id is kept). */ export declare const LW_WINCH: LanternWakeQuestProp; /** The beacon tower on its knoll, door to the south (slice 1c-5's tower, the same id and tiles). */ export declare const LW_BEACON: LanternWakeQuestProp; /** Every prop of the quest, in the order the backend places them. */ export declare const LANTERN_WAKE_QUEST_PROPS: readonly LanternWakeQuestProp[]; /** The model a Lantern Wake quest prop draws with (CAPITAL_BUILDING_MODELS), or null for a prop that is not one of them. */ export declare function lanternWakePropModel(prop: string, style?: string): string | null; /** What the game calls each piece (the client's hover name, the guide). */ export declare const LANTERN_WAKE_QUEST_PROP_NAMES: Readonly>; /** The four lanterns over the sea (yardprops); any three distinct ones count. */ export declare const LW_LANTERN_TARGET_IDS: readonly string[]; export declare const LW_LANTERNS_NEEDED = 3; /** Where the helper points for the lanterns: the deck's middle, by Hale. */ export declare const LW_LANTERN_PLACE: { readonly x: 2145; readonly z: 1048; readonly label: "the lantern lanes on the Beacon Gallery"; }; /** The climb: the whole knoll top round the tower counts, whichever side you come up. */ export declare const LW_BEACON_KNOLL_AREA: import("./lanternWake.js").LanternWakeBox; export declare const LW_BEACON_PLACE: { readonly x: 2154; readonly z: 1015; readonly label: "the beacon on its knoll"; }; /** Hale, the giver (one of his kind). */ export declare const LANTERN_WAKE_HALE: { readonly kind: "wkbeaconkeeper"; readonly name: "Beacon Keeper Hale"; }; /** What the props say to a click no step of the quest wants (backend lanternWakeQuest.ts picks by the quest's state). */ export declare const LANTERN_WAKE_PROP_LINES: { readonly supplyBefore: "Station stores, stacked for the beacon keeper. Not yours to take, unless Beacon Keeper Hale says so."; readonly supplyAfter: "Spare beacon stores. Hale has what he needs, for now."; readonly winchBroken: "The gallery's signal winch. Its rope has rotted through and the lanterns hang slack. Beacon Keeper Hale will know what to do with it."; readonly winchMended: "Wound tight on new rope. Out over the water, the lanterns ride their lines."; readonly beaconCold: "A squat stone beacon, its iron cage full of old ash. It has not burned since the pass came down."; readonly beaconLit: "Your beacon burns in its iron cage. Out on the water, the boats can see the Hook again."; /** Said on drawing at a lantern the quest has already counted (the drill goes on; the count does not). */ readonly shotAlready: "That lantern has already taken one of your arrows. Hale wants three different ones."; }; //# sourceMappingURL=lanternWakeQuests.d.ts.map