/** * The Ogre Fortress (James's Dreadwoods pack, 2026-09-26: the ogre fortress * painting, and "make the ogres too"): the Ironjaw ogres' stronghold north of * the Blood Lake, between it and the Capital's gate. * * A palisade of sharpened logs rings a trodden dirt yard. The way in is a gap * on the south side between two banner posts with braziers at their feet, * looking down to the lake; a track runs from it up the yard to the chief, * who stands between two timber watchtowers built into the north side of the * palisade. Round the yard: cages, a cook fire, meat racks, a cart, crates, * barrels and what is left of those who came before. Six ogres keep the yard * and the chief keeps the ogres. * * The geometry lives here so the server's dresser (the backend's * ogreFortress.ts), the smoke test and the client's discovery all read the * same tiles. The zone itself is DREADWOODS_NPC_ZONES 'ogre-fortress'. */ export declare const OGRE_FORTRESS_CX: number; export declare const OGRE_FORTRESS_CZ: number; /** The zone: the yard and a margin of ash round the logs, where the ogres still come for you. */ export declare const OGRE_FORTRESS_RX = 24; export declare const OGRE_FORTRESS_RZ = 19; /** The palisade ellipse. */ export declare const OGRE_PALISADE_RX = 19; export declare const OGRE_PALISADE_RZ = 14; /** The gap in the logs on the south side: this many tiles either side of the centre line. */ export declare const OGRE_GATE_HALF_W = 3; /** The palisade row the gap is cut in. */ export declare const OGRE_GATE_Z: number; /** The banner posts either side of the gap, a tile outside the logs. */ export declare const OGRE_GATE_BANNERS: readonly { x: number; z: number; }[]; /** The two watchtowers, 3 x 3 each, standing in the north arc of the logs. */ export declare const OGRE_TOWERS: readonly { x: number; z: number; }[]; /** Where the chief stands, between the towers, looking down the yard to the gate. */ export declare const OGRE_CHIEF: { x: number; z: number; }; /** * The two ogres that stay in the yard as the chief's guard, either side of him. Since slice A2 (decision D2, James * 2026-10-12) the palisade gate is a standard walk gate (areaGates.ts 'ogre-fortress', Combat 41 placeholder), so the * yard is 41+ ground: the chief (48) and these two are behind it. */ export declare const OGRE_YARD_SPAWNS: readonly { x: number; z: number; }[]; /** * The ogres' two outposts OUTSIDE the logs (slice A2, D2): a fire on the ash west and east of the palisade, in the * fortress's zone (so the ogres there still notice you) but on open ground, for the 31-40 band that needs level-38 * ogres without the gate. Each is a camp centre; its two ogres stand north and south of it. */ export declare const OGRE_OUTPOSTS: readonly { x: number; z: number; }[]; export declare const OGRE_OUTPOST_SPAWNS: readonly { x: number; z: number; }[]; /** The six ogres' posts: two in the yard, four at the outposts (ogre-fortress-smoke.ts pins that). */ export declare const OGRE_FORTRESS_SPAWNS: readonly { x: number; z: number; }[]; /** The palisade gate's tiles: the walk gate's band (the gap, a tile either side, from just inside to the banners). */ export declare const OGRE_GATE_BAND: { readonly minX: number; readonly maxX: number; readonly minZ: number; readonly maxZ: number; }; /** The track from the gap up the yard to the chief: three tiles wide. */ export declare function onOgreFortressTrack(x: number, z: number): boolean; /** Inside the logs (the yard), the gap included. */ export declare function inOgreFortressYard(x: number, z: number): boolean; /** * Every log of the palisade: a tile round the ellipse with the yaw that lays * the log line along it (the Broken Road's convention, see * brokenRoadPalisadeTiles), leaving the gap and the towers' footprints. */ export declare function ogrePalisadeTiles(): readonly { x: number; z: number; yaw: number; }[]; export declare function onOgrePalisade(x: number, z: number): boolean; //# sourceMappingURL=ogreFortress.d.ts.map