/** * Mining - the copper and tin seams in the Dreadwoods. * * Ore is worked with a pickaxe against an `orerock`, which is a single entity * kind carrying the metal in its style (`copper`, `tin`) exactly the way `tree` * carries its species. Mining one does NOT remove it: the style flips to the * `-mined` variant and the rock stands there empty until it refills, so the * seam keeps its place in the world and the client has something to hang the * respawn countdown on. A forage node splices itself out of the chunk instead, * which is why nettles can never show a timer. * * Mining is gated on Foraging rather than being given a skill of its own: the * ore is a foraged resource, and one more half-used skill bar buys nothing. */ /** Node entity kind. The metal is the style, so one kind covers every seam. */ export declare const ORE_ROCK_KIND = "orerock"; /** The pickaxe, and the ore items a seam yields. */ export declare const COPPER_PICKAXE_KIND = "copperpickaxe"; export declare const IRON_PICKAXE_KIND = "ironpickaxe"; export declare const COPPER_ORE_ITEM_KIND = "copper"; export declare const TIN_ORE_ITEM_KIND = "tin"; export declare const IRON_ORE_ITEM_KIND = "iron"; /** Coal: not a metal, but a seam like the rest; with an iron bar it makes steel. */ export declare const COAL_ITEM_KIND = "coal"; /** Silver: the Crystal Gorge's seams (2026-09-27), smelted into bars the Northern Gate Stores buy. */ export declare const SILVER_ORE_ITEM_KIND = "silver"; /** * Gold (2026-10-14, plan decision D6): the ore at about level 30, between coal and silver. It smelts into gold bars at * the furnace and feeds the Artisanry skill later; for now the Northern Gate Stores buy it. */ export declare const GOLD_ORE_ITEM_KIND = "gold"; export declare const GOLD_BAR_ITEM_KIND = "goldbar"; /** * Cut stone (2026-10-17, the North Quarry's cart run, northQuarryQuest.ts): the quarry's stone faces are worked like a seam * and yield a block of cut stone. Not a metal and not the loose stone a forager picks up: it is the quarry's own product, * for the cart. */ export declare const CUT_STONE_ITEM_KIND = "cutstone"; /** * Clay and flint (2026-10-18, second-wave coverage slice 1, prospecting.ts): the stream bank's own finds. A clay bank and a flint bed are worked * like a seam (a copper pickaxe, a refill clock, Mining XP) but are not ore: the clay goes to a crucible-maker, the flint to a fire-striker. They lie * on the same shores as the gravel bars of levels 1-20, so a miner with a pick has more than metal to find there. */ export declare const CLAY_ITEM_KIND = "clay"; export declare const FLINT_ITEM_KIND = "flint"; export type OreStyleId = 'copper' | 'tin' | 'iron' | 'coal' | 'gold' | 'silver' | 'quarrystone' | 'clay' | 'flint'; export declare const ORE_STYLES: readonly OreStyleId[]; /** Suffix marking a worked-out seam. Same trick as the tree's `stump` style. */ export declare const ORE_MINED_SUFFIX = "-mined"; /** Level requirements for mining seams. */ export declare const COPPER_MINING_LEVEL = 1; export declare const TIN_MINING_LEVEL = 5; export declare const IRON_MINING_LEVEL = 15; /** A clay bank on a stream shore: a first-day find, below tin (placeholder numbers, balance last). */ export declare const CLAY_MINING_LEVEL = 1; /** A flint bed: knapped from the second band's shores, between tin and iron. */ export declare const FLINT_MINING_LEVEL = 12; export declare const COAL_MINING_LEVEL = 22; /** A quarry's stone face: below iron, a copper-pick job; the first thing a new miner of ten can hand in (placeholder numbers, balance last). */ export declare const QUARRY_STONE_MINING_LEVEL = 10; /** Gold sits between coal (22) and silver. */ export declare const GOLD_MINING_LEVEL = 30; /** * Silver was 40; lowered to 33 on 2026-10-14 so the silver weapons can be forged at Blacksmithing 34-40 (a bar needs * the ore first). A placeholder for the balance pass. */ export declare const SILVER_MINING_LEVEL = 33; /** Legacy level constant for backwards compatibility. */ export declare const MINING_FORAGING_LEVEL = 1; /** How long one swing-and-prise takes. A shade slower than felling a birch. */ export declare const MINING_DURATION_MS = 4200; /** Tiles. Matches WOODCUT_RANGE - you stand against the rock face to work it. */ export declare const MINING_RANGE = 1; /** * Gems (2026-09-22, James): one swing in a thousand at any seam shakes a * gem out onto the ground beside it, and it lies there for anyone to * forage, the miner or a passer-by, until GEM_GROUND_MS runs out. */ export declare const GEM_MINING_CHANCE = 0.001; export declare const GEM_GROUND_MS: number; export declare const GEM_FORAGE_XP = 250; /** * Refill timers. Copper is common; tin and iron are rarer destinations. */ export declare const COPPER_ORE_RESPAWN_MS: number; export declare const TIN_ORE_RESPAWN_MS: number; export declare const IRON_ORE_RESPAWN_MS: number; export declare const COAL_RESPAWN_MS: number; export declare const QUARRY_STONE_RESPAWN_MS: number; export declare const CLAY_RESPAWN_MS: number; export declare const FLINT_RESPAWN_MS: number; export declare const GOLD_ORE_RESPAWN_MS: number; export declare const SILVER_ORE_RESPAWN_MS: number; /** The spare pickaxe lying at the mine head, for anyone who arrives without one. */ export declare const COPPER_PICKAXE_RESPAWN_MS: number; /** * Mining XP per seam. Was 85 / 110 / 180, which took a new character from * level 1 to 4 on three copper seams (about thirteen seconds of swinging): * copper paid like a trout while every other level-1 node pays 3-8. Now in * step with the other gathering skills: five copper seams to level 2, and * the higher ores worth the walk without being a ladder. */ export declare const COPPER_ORE_XP = 10; export declare const TIN_ORE_XP = 22; export declare const IRON_ORE_XP = 48; export declare const COAL_XP = 36; export declare const QUARRY_STONE_XP = 30; export declare const CLAY_XP = 8; export declare const FLINT_XP = 34; export declare const GOLD_ORE_XP = 72; export declare const SILVER_ORE_XP = 90; /** * The silver seams (James, 2026-09-27: "a silver seam in an ice cliff"): * set in the boulder rims of the Crystal Gorge, worked from the snow beside * them, Mining SILVER_MINING_LEVEL with an iron pickaxe. */ export declare const SILVER_SEAMS: ReadonlyArray<{ x: number; z: number; }>; /** * True for a pickaxe of any metal. * * Deliberately NOT `endsWith('axe')`: that is how `isWoodworkTool` spells its * own test, and a pickaxe answers it, which would quietly make a pick a legal * tree-felling tool. `isWoodworkTool` excludes picks by calling this first. */ export declare function isPickaxe(kind: string | null | undefined): boolean; /** The metal in a seam's style, worked out or not. Null for anything else. */ export declare function oreStyleId(style: string | undefined): OreStyleId | null; /** A seam's look after its metal (`copper:cluster` -> `cluster`), or null for the plain seam. */ export declare function oreStyleLook(style: string | undefined): string | null; /** True once the seam has been worked and is waiting to refill. */ export declare function isMinedOutOreStyle(style: string | undefined): boolean; /** True for a seam with ore still in it - the only thing a pick may be swung at. */ export declare function isMineableOreStyle(style: string | undefined): boolean; /** The style a seam takes while it is empty. */ export declare function minedOutOreStyle(style: string | undefined): string; /** The style a seam returns to when it refills. */ export declare function freshOreStyle(style: string | undefined): string; export declare function oreItemKind(style: string | undefined): string; export declare function oreRequiredMiningLevel(style: string | undefined): number; export declare function oreRequiredPickaxeTier(style: string | undefined): 'copper' | 'iron'; export declare function oreRespawnMs(style: string | undefined): number; export declare function oreMiningXp(style: string | undefined): number; export declare function oreForagingXp(style: string | undefined): number; export declare function oreDisplayName(style: string | undefined): string; //# sourceMappingURL=mining.d.ts.map