/** * MINING 1-20: gravel bars in the streams and four prospectors' errands (second-wave coverage slice 1, COVERAGE_1_40.md; track T118, 2026-10-15). * * Mining was the thinnest skill: levels 1-10 had two things to dig, all in one mine across the water, and levels 11-20 one. The Deep Seam (deepSeam.ts) * is a random-spawn event, so a newcomer with a pick still had nowhere to use it near home. This adds GRAVEL BARS, small copper, tin and iron seams on * the shores of the streams and pools the early levels already walk past, and a prospectors' errand to send you to them. * * - The bars are the existing `orerock` entity (style copper, tin or iron), so every mining rule already applies: the pickaxe, the level gates (copper 1, * tin 5, iron 15 with an iron pick), the XP, the refill clock. They are placed by the backend's prospecting.ts on the nearest open tile within * GRAVEL_BAR_SEARCH tiles of each spot, never over a path, a wall or another prop. Stand-in look: the stock seam (upgrades list `gravel-bar-look`). * - Levels 1-10: Henson Pond's east bank, Hollin Brook's ford and the Trout Fishery's shore (copper and tin). Levels 11-20: Brindlecross's stream and * the south bend of Riversend's river (tin and iron). * - Four quests, two per band, every one a delivery of ore that an earlier step sent you to a bar to find: * Jory's Pan (Jory the Tinker, Hollin Brook, after Hares in the Beans, Mining 1): four copper * Tin from the Shallows (Jory, after the pan, Mining 5): four tin, from Henson Pond's bank * Pins for the Crossing (Reeve Alda Brindle, Brindlecross, after the shallows, Mining 10): six tin, from the Brindlecross stream * Iron in the Shallows (Branik Stonecoil, Riversend Halt, after Iron for the Smith, Mining 15): six iron, from the river's south bend * The last asks Iron for the Smith (miningQuests.ts), which is where the iron pickaxe comes from; the guide and the refusal say so. * * Every level, count and reward is a PLACEHOLDER for the balance pass. * * CLAY AND FLINT (2026-10-18, second-wave coverage slice 1 again): the T118 note left "true panning and clay/flint items". The stream shores now * also hold CLAY BANKS (Mining 1, levels 1-10) and FLINT BEDS (Mining 12, levels 11-20): the `orerock` entity with the styles `clay` and `flint` * (mining.ts), worked with the same copper pickaxe, and yielding the new items Clay and Flint. Two more errands use them, one per band: * Clay for the Crucible (Jory the Tinker, after Tin from the Shallows, Mining 6): four clay, from the ford, the pond or the Fishery shore * Flints for the Halt (Lysa Vale, Riversend Halt, after Pins for the Crossing, Mining 12): five flint, from the Brindlecross or Riversend shore * So each band now has three prospectors' errands in a row. Stand-in look: the stock seam in a clay or flint tint (upgrades `panning-spot-look`). Types only from storyQuests.ts (an erased import), so storyQuests.ts can spread * PROSPECTING_QUESTS without a cycle. */ import type { StoryQuestDef } from './storyQuests.js'; export type GravelBarStyle = 'copper' | 'tin' | 'iron'; export type GravelBar = { id: string; style: GravelBarStyle; x: number; z: number; /** Which of the quests' bar groups it belongs to. */ group: 'hollin' | 'henson' | 'fishery' | 'brindlecross' | 'riversend'; /** Where it is, for the guide, the hints and the verify links. */ place: string; }; /** How far (tiles) the backend may move a bar from its spot to find an open tile. */ export declare const GRAVEL_BAR_SEARCH = 4; export declare const GRAVEL_GROUP_PLACE: Readonly>; /** Spots are final-world tiles beside water (surveyed 2026-10-15). Nothing here moves an existing coordinate. */ export declare const GRAVEL_BARS: readonly GravelBar[]; /** The band a bar's metal fills (copper and tin are the first band's ore, iron is the second's). */ export declare function gravelBarBand(b: GravelBar): '1-10' | '11-20'; /** * The clay banks and flint beds beside the gravel bars (mining.ts styles `clay` and `flint`). Spots are final-world tiles near the water (the backend * moves one to the nearest open tile within PANNING_SEARCH, as it does a gravel bar); `group` is the bar group whose shore it lies on. */ export type PanningSpot = { id: string; style: 'clay' | 'flint'; x: number; z: number; group: GravelBar['group']; place: string; }; export declare const PANNING_SEARCH = 5; export declare const PANNING_SPOTS: readonly PanningSpot[]; export declare const PROSPECTING_IDS: readonly ["tinkersPan", "tinInTheShallows", "clayForTheCrucible", "pinsForTheCrossing", "ironInTheShallows", "flintsForTheHalt"]; export type ProspectingId = (typeof PROSPECTING_IDS)[number]; export declare const PROSPECTING_BAND: Readonly>; /** Mining levels each asks (placeholders; the ore's own gate is copper 1, tin 5, iron 15). */ export declare const PROSPECTING_MINING: Readonly>; /** The ore each hands in, and how many. */ export declare const PROSPECTING_ORE: Readonly>; /** How far (tiles) from a group's first bar counts as having gone to the bars. */ export declare const PROSPECTING_REACH = 10; export declare const PROSPECTING_QUESTS: Readonly>; export declare const PROSPECTING_META: Readonly>; export declare const PROSPECTING_GIVER_PLACES: Readonly>; //# sourceMappingURL=prospecting.d.ts.map