/** * THE RED WASTE (slice C13 of PLAN_1_TO_40.md, 2026-10-14; plan `.cursor/task-plans/2026-10-14-t6-red-waste.md`; design sheet * `design-references/redwaste`, ids redwaste, redwastescavenger, chasmprowler, wasteraider): the ashen dead-tree plain in the * Dreadwoods' centre-south, south of the blood river and west of the mine. Levels 21-30, inside the PvP zone (decision D4). * * The sheet is a 150 x 90 region: a red chasm along the north with a western and an eastern pass, a ruin site in the * west, the Redcaps' bone camp in the east, and the road from the south gate running up the middle. Built here as: * * z 560-562 the north wall (blocked rock; the Mining seams stand in its foot) * z 563-566 the north shelf (a ledge a step above the plain, reached only by the two passes) * z 567-573 the Red Chasm (a band of blood-red water, a few tiles wide, wavering about z 570) * z 574-649 the plain: the road, the ruin site (west), the bone camp (east), dead trees and rock * * The passes are land bridges across the chasm (x 455-461 and x 565-571). The chasm's water is drawn red through * `isBloodWater` and `BLOOD_WATER_BOUNDS` (bloodRiver.ts reads this file). Every number is a WORLD tile. The sheet has no * people or creature sheet beyond three portraits, so the stand-ins (kit models and existing rigs) are named in the notes. */ import type { LanternWakeBox, LanternWakePoint } from './lanternWake.js'; export declare const RED_WASTE_NAME = "The Red Waste"; export declare const RED_WASTE_ID = "red-waste"; /** The whole region (its discovery zone and ground box). */ export declare const RED_WASTE_BOX: LanternWakeBox; /** The blocked rock along the north edge, and the two end walls that close the shelf. */ export declare const RED_WASTE_NORTH_WALL: LanternWakeBox; export declare const RED_WASTE_END_WALLS: readonly LanternWakeBox[]; /** The ledge between the wall and the chasm (walkable, a step above the plain). */ export declare const RED_WASTE_SHELF: LanternWakeBox; export declare const RED_WASTE_SHELF_LIFT = 1; /** The wall's rock stands this much above the plain. */ export declare const RED_WASTE_WALL_LIFT = 3; /** The chasm: x range, the wavering centre row and its half width (the band is 2 * half + 1 rows deep). */ export declare const RED_WASTE_CHASM: { readonly minX: 446; readonly maxX: 583; readonly centreZ: 570; readonly amp: 1; readonly wave: 8; readonly half: 2; }; /** How far the chasm's water lies below the plain. */ export declare const RED_WASTE_CHASM_DEPTH = 1.2; export declare function redWasteChasmCentreZ(x: number): number; /** The chasm's deepest reach north and south (the pass bridges and the water test use this). */ export declare const RED_WASTE_CHASM_Z: { readonly minZ: 567; readonly maxZ: 573; }; /** The two land bridges across the chasm. */ export declare const RED_WASTE_PASSES: ReadonlyArray<{ id: 'west' | 'east'; name: string; minX: number; maxX: number; }>; export declare function inRedWastePass(x: number, z: number): boolean; /** Is this tile water of the Red Chasm (a pass is a bridge of land, not water)? */ export declare function inRedWasteChasm(x: number, z: number): boolean; /** The roads (world polylines, width in tiles): the road from the south gate, and its two spurs to the passes. */ export declare const RED_WASTE_PATHS: ReadonlyArray<{ id: string; w: number; pts: readonly LanternWakePoint[]; }>; /** The ruin site (west) and the bone camp (east, its palisade ring). */ export declare const RED_WASTE_RUIN: LanternWakeBox; export declare const RED_WASTE_CAMP: LanternWakeBox; /** The camp's gate (west wall, facing the road), its two towers and the interior's clear box. */ export declare const RED_WASTE_CAMP_GATE: { readonly x: 541; readonly z: 610; readonly style: "redcapgate-w"; }; export declare const RED_WASTE_CAMP_TOWERS: ReadonlyArray<{ x: number; z: number; style: string; }>; /** What a placed prop is: a kit model (dreadmodel, style `-`) or an entity of one of the old kinds. */ export type RedWasteProp = { id: string; kind: 'dreadmodel' | 'dreadprop' | 'rock' | 'tree' | 'campfire' | 'barrel' | 'logpile'; style: string; x: number; z: number; scale?: number; }; /** * The ruin site's pieces: two broken towers, ruined wall runs, a dry well, a broken cart and a dug-over crate (the giver's lean-to * outpost is RED_WASTE_OUTPOST_PIECES, by the road's foot * its fire) and a broken cart. Stand-ins: the Broken Road's `ruin` prop and the kit's `hbruinwall`. */ export declare const RED_WASTE_RUIN_PIECES: readonly RedWasteProp[]; /** Brakka's lean-to outpost by the road's foot (sheet `redwaste-people-1`): a red lean-to, her fire, crates and a barrel, warning stakes round it, a rag banner pole. */ export declare const RED_WASTE_OUTPOST: LanternWakeBox; export declare const RED_WASTE_OUTPOST_PIECES: readonly RedWasteProp[]; /** * The bone camp inside its palisade (the ring itself is laid by the backend from RED_WASTE_CAMP, the gate and the towers): * the chief's longhouse at the back, a map table, the fire, bone piles and skull stakes, banner poles either side of the * gate, tents, a cart and crates. Stand-ins: the Ridge's Redcap kit and the Dreadwoods props. */ export declare const RED_WASTE_CAMP_PIECES: readonly RedWasteProp[]; /** The Wasteland Gates at the two passes' south mouths (kit `redcapgate`, the Ridge's gatehouse), facing the chasm. */ export declare const RED_WASTE_PASS_GATES: ReadonlyArray; /** Single pieces along the road: broken carts and bone piles by the verge (the sheet's road markers are quest props, later). */ export declare const RED_WASTE_ROAD_PIECES: readonly RedWasteProp[]; /** The chasm's rim: crags and boulders along both lips and the pass flanks are scattered by the backend; spires at these. */ export declare const RED_WASTE_SPIRES: ReadonlyArray<{ x: number; z: number; }>; /** * The Mining seams on the north shelf, against the foot of the north wall (slice C13-4; plan D6: a new ore at about level 30 in the * Red Waste chasm; T4 registered gold at Mining 30 and left this seam to T6). Three gold (Mining 30), three coal (Mining 22), each * on a shelf tile at z 563 so a miner stands at z 564. The shelf is reached only over the two passes, and is PvP ground. */ export declare const RED_WASTE_SEAMS: ReadonlyArray<{ id: string; x: number; z: number; style: 'gold' | 'coal'; }>; /** The road signs (the placard signpost). */ export declare const RED_WASTE_SIGNS: ReadonlyArray<{ id: string; x: number; z: number; text: string; }>; /** Standable tiles (admin teleports, smokes): one for each place. */ export declare const RED_WASTE_STANDS: { readonly road: { readonly x: 463; readonly z: 640; }; readonly outpost: { readonly x: 475; readonly z: 641; }; readonly lip: { readonly x: 512; readonly z: 578; }; readonly ruin: { readonly x: 484; readonly z: 614; }; readonly camp: { readonly x: 530; readonly z: 610; }; readonly campYard: { readonly x: 552; readonly z: 609; }; readonly westPass: { readonly x: 458; readonly z: 570; }; readonly eastPass: { readonly x: 568; readonly z: 570; }; readonly shelf: { readonly x: 512; readonly z: 565; }; readonly seams: { readonly x: 510; readonly z: 564; }; }; /** The discovery zone (types expandedContracts.ts INSERTED_DISCOVERY_ZONES). */ export declare const RED_WASTE_DISCOVERY_ZONE: { minX: number; maxX: number; minZ: number; maxZ: number; id: string; label: string; coordinateFrame: "world"; }; export declare function inRedWasteBox(x: number, z: number, pad?: number): boolean; //# sourceMappingURL=redWaste.d.ts.map