/** * Lantern Wake's shore and the edge of the sunken city (slice 1c-8, 2026-10-11; plan * `.cursor/task-plans/2026-10-10-western-1c-first-stop-plan.md`, "Places" and "(2) The Blender kit", batch C): the end of * the first ten minutes of ground (ChatGPT's sheet 6, design id `western-kingdoms-first-stop-6-first-ten-minutes`). * * Down the south path from the town: Crab Beach (rock pools and driftwood on the sand), the tide pools, Fisherman's Cove * (a fisher's lean-to, a wrecked boat drawn up on the sand, a net rack, a short plank jetty and a rowboat on the water), the Sunken * Arch standing in the shallows off the cove (seen, never reached: no stepping stones), and the sunken ruins' plaza at the * end of its broken causeway: the broken lantern-bearer, columns standing in the shallows and on the flagstones, wall runs * along the plaza's edges. Beyond it is deep water: the ground ends * there ("Deeper water. Not yet.", types lanternWake.ts LANTERN_WAKE_SIGNS). Kit batch C's Blender sea stacks stand off the * whole coast in the coastal crags' places and a few more (the crags read as low blocks from the game camera, slice 1c-7). * * The cove's jetty is scenery over the water (it is not walked: the sea is never stood on, and its fishing spot is later, * backend NEXT_STEPS). Every number is a WORLD tile; every footprint was read on the built world (the backend smoke checks * each again: sea pieces on water, plaza pieces on the flagstones, nothing on a path, the causeway's way in or a creature's * spot). The broken pass is not here: it is drawn on the lookout's north-east horizon by the client * (LANTERN_WAKE_PASS_VISTA), never as tiles (James, 2026-10-10). */ import type { LanternWakeBox, LanternWakePiece } from './lanternWake.js'; /** A shore or ruins piece (a kit model); `sea` marks one that stands in the sea by design (every tile of it open water). */ export type LanternWakeShorePiece = LanternWakePiece & { sea?: true; }; /** The Sunken Arch off Fisherman's Cove: its piers in the shallows (blocked), its span over open water, facing the cove. */ export declare const LANTERN_WAKE_SUNKEN_ARCH: LanternWakeShorePiece; /** The sunken ruins' edge: the plaza's dressing (on its flagstones) and the columns and steps in the water round it. */ export declare const LANTERN_WAKE_RUINS_PIECES: readonly LanternWakeShorePiece[]; /** Crab Beach, the tide pools and Fisherman's Cove. */ export declare const LANTERN_WAKE_SHORE_PIECES: readonly LanternWakeShorePiece[]; /** A rowboat tied at the cove's jetty (the `abandonedboat` kind's rowboat, on the water: never stood on). */ export declare const LANTERN_WAKE_COVE_BOAT: { readonly id: "lw-cove-boat"; readonly x: 2122; readonly z: 1192; readonly scale: 1; }; /** * Kit batch C's Blender sea stacks (lwseastacka the slender spire 1 x 1, lwseastackb the great stack and lwseastackc the * leaning pair, 3 x 3), in the places 1c-1's coastal crags stood (LANTERN_WAKE_SEA_STACKS) and three more off the cove and the * bay. Every tile of each footprint is open sea, clear of the gallery's lantern lanes and the train's sea lane. */ export declare const LANTERN_WAKE_STACK_PIECES: readonly LanternWakeShorePiece[]; /** * The broken pass on the lookout's north-east horizon (James, 2026-10-10: "yes", a horizon shape, never piers in the bay). * The real join is far north (types westernKingdoms.ts the breach), so the client draws, beyond the grid's east edge where * there are no tiles at all: the open sea, the far cliffs of our own coast with the shattered gap where the pass came down, * and the stumps of its piers marching out of the gap toward the viewer, lower and more broken the nearer they stand. Pure * scenery, drawn only while a player is on Lantern Wake's high ground (`visibleFrom`). */ export declare const LANTERN_WAKE_PASS_VISTA: { /** Where it is drawn from: the headland north of the gallery, the beacon's knoll and the lookout (and the walk between). */ readonly visibleFrom: LanternWakeBox; /** The far cliffs' line (world x beyond the grid's edge) and their rows. */ readonly cliffX: 2350; readonly cliffRows: { readonly minZ: 640; readonly maxZ: 980; }; /** The shattered gap in the far cliffs, where the pass came down: its rows. */ readonly gap: { readonly minZ: 790; readonly maxZ: 830; }; /** The pier stumps, from the gap out toward the lookout: x, z, the share of the deck's height left, the tilt. */ readonly piers: readonly [{ readonly x: 2336; readonly z: 814; readonly height: 0.9; readonly lean: 0; }, { readonly x: 2320; readonly z: 828; readonly height: 0.66; readonly lean: 0.06; }, { readonly x: 2304; readonly z: 842; readonly height: 0.45; readonly lean: -0.05; }, { readonly x: 2288; readonly z: 856; readonly height: 0.28; readonly lean: 0.1; }, { readonly x: 2272; readonly z: 870; readonly height: 0.14; readonly lean: -0.08; }]; /** The pass's deck height (metres) the stumps are a share of. */ readonly deckMetres: 10; }; /** Is a world tile one the broken pass can be seen from? */ export declare function lanternWakePassVisibleFrom(x: number, z: number): boolean; //# sourceMappingURL=lanternWakeShore.d.ts.map