import { type LanternWakePiece } from './lanternWake.js'; import { type WesternTrainCircuit } from './westernTrain.js'; /** The station's stop id in the timetable (kept from phase 0c's stub; its name is Lantern Wake). */ export declare const LANTERN_WAKE_STOP_ID = "western-isle"; export declare const LANTERN_WAKE_HALT_MASTER_NAME = "Halt Master Thorin"; export declare const LANTERN_WAKE_BOWYER_NAME = "Rurik Stone"; export declare const LANTERN_WAKE_QUAY_TRADER_NAME = "Brom Tallow"; export type LanternWakeFolkKind = 'haltmaster' | 'wkbowyer' | 'wkquaytrader'; /** * The halt master at the platform's west end on the square, looking at the train (a dwarf of the line, like Hamrik, but his * own kind); the fletcher and bowyer in his hut's open front; the quay trader at his stall's east end on the quay (not inside it: the stall's canopy hid him from the game camera). `leash`: how far * each potters from the spot (1 keeps Rurik in his doorway and Brom beside his stall). */ export declare const LANTERN_WAKE_FOLK: ReadonlyArray<{ id: string; kind: LanternWakeFolkKind; name: string; x: number; z: number; faceX: number; faceZ: number; leash: number; }>; export declare function lanternWakeFolkName(kind: string): string | null; export declare const LANTERN_WAKE_BOWYER_SHOP_TITLE = "Rurik's Bows and Arrows"; /** The Birch Shortbow (craft-only until now; the Pine Bow is 750 at Robin's) and Birch Arrows at Robin's price. */ export declare const LANTERN_WAKE_BOWYER_STOCK: ReadonlyArray<{ kind: string; price: number; }>; /** What Rurik buys: a tenth of his own price, and feathers for the fletching. */ export declare const LANTERN_WAKE_BOWYER_BUYS: Readonly>; export declare const LANTERN_WAKE_QUAY_SHOP_TITLE = "Brom's Quay Stores"; /** The small rod at Wilson's price, bread at the inn's, Vials of Water at Tansy's and Dunna's. */ export declare const LANTERN_WAKE_QUAY_STOCK: ReadonlyArray<{ kind: string; price: number; }>; /** What Brom buys off the boats and the beach: the general store's crab prices and the pier's for sea fish. */ export declare const LANTERN_WAKE_QUAY_BUYS: Readonly>; /** * North of the street, facing it: The Lamp and Gull (lwinn) with a bench and a planter at its door, cottages, the bank hut * and the fletcher's hut; one more cottage west of the square, facing it. Between the street and the square: two striped * stalls and the well. On the square: the supply canopy with its stores; east of it, the station yard's cargo and shed. Lamps along both sides of the street. Kept clear: every path (the smoke checks), the arrival square's walk * from the platform, and the tiles slice 1c-6 puts its quest props on (the cloth at 2043,1104, the rope crate at 2052,1106, * the oil cask on the quay at 2100,1088). */ export declare const LANTERN_WAKE_TOWN_PIECES: readonly LanternWakePiece[]; /** * The quay: a stone kerb with iron-capped bollards along its sea edges (lwquayedge, 3 across), two gaps where a rowboat is * tied (a landing post either side), the crane over the south-east corner with crates, barrels and crab pots round it, nets * drying on the east side, and Brom's stall on the quay's west side facing the walk to the coast path (which crosses the * quay's north half diagonally, so nothing stands there). */ export declare const LANTERN_WAKE_QUAY_PIECES: readonly LanternWakePiece[]; /** Rowboats tied up at the quay's two gaps (the `abandonedboat` kind's rowboat, on the water: never stood on). */ export declare const LANTERN_WAKE_BOATS: ReadonlyArray<{ id: string; x: number; z: number; scale: number; }>; /** The bank: a strongbox by the bank hut's door (every strongbox opens the same bank); Clerk Anselm stands beside it. */ export declare const LANTERN_WAKE_BANK: { readonly id: "lw-bank-chest"; readonly x: 2048; readonly z: 1090; }; /** A fingerpost where the square's way meets the street. */ export declare const LANTERN_WAKE_TOWN_SIGNS: ReadonlyArray<{ id: string; x: number; z: number; text: string; }>; export declare const LANTERN_WAKE_NOTICE_PROP = "lwnotice"; export declare const LANTERN_WAKE_NOTICE: { readonly id: "lw-notice"; readonly x: 2030; readonly z: 1101; readonly style: "lwnotice:s"; }; /** The halt master's "Next train?" and the board's last line: a train standing (doors open or shut), or the next one due. */ export declare function lanternWakeNextTrainText(nowMs: number, circuit?: WesternTrainCircuit): string; /** What the notice board says: where things are, the one hard truth about dying here, then the next train. */ export declare function lanternWakeNoticeText(nowMs: number, circuit?: WesternTrainCircuit): string; //# sourceMappingURL=lanternWakeTown.d.ts.map