/** * THE RED WASTE'S PEOPLE AND CREATURES (slice C13-2, 2026-10-14; plan `.cursor/task-plans/2026-10-14-t6-red-waste.md`; design * sheet `redwaste` (the Red Waste Scavenger, the Chasm Prowler level 28 "mutated predator", the Waste Raider level 30, a Redcap) and * the five people sheets `redwaste-people-1..5` (filed 2026-10-14). The sheets disagree on names (the quest sheet calls the giver * Brakka the Lean-To), so the dedicated character sheets win: * * - the giver is Brakka (`redwaste-people-1`), the survivor of the lean-to outpost by the road's foot, a stand-in on the player * rig (the frontend's redWaste look); the sheet's no-PvP boundary round her camp is a follow-up (the game has no PvP-off pocket yet); * - the raiders' chief is Rusk Redhand (`redwaste-people-2`): a bigger Redcap on the same rig, level 32, tougher than his level (Black * Tom's pattern); his Hook and Rush signature (a hooked-spear yank, then a lunge) is a follow-up; * - the prowler is the game's wolf re-dressed (dark coat, red crystal spikes down the back) until its own Blender kit lands. * * Everything hostile here hunts anyone inside the Red Waste's box (the Dreadwoods are PvP ground) and turns back at its leash. * Every number is a WORLD tile. */ import type { LanternWakeBox } from './lanternWake.js'; export declare const CHASM_PROWLER_KIND = "chasmprowler"; export declare const WASTE_RAIDER_KIND = "wasteraider"; export declare const RAIDER_CHIEF_KIND = "raiderchief"; export declare const RED_WASTE_SCAVENGER_KIND = "redwastescavenger"; export type RedWasteHostileKind = typeof CHASM_PROWLER_KIND | typeof WASTE_RAIDER_KIND | typeof RAIDER_CHIEF_KIND; export declare const RED_WASTE_HOSTILE_KINDS: readonly RedWasteHostileKind[]; export declare const RED_WASTE_NPC_KINDS: readonly string[]; export declare function isRedWasteHostileKind(kind: string): kind is RedWasteHostileKind; export declare function isRedWasteNpcKind(kind: string): boolean; export declare const RED_WASTE_SCAVENGER_NAME = "Brakka the Lean-To"; export declare const RAIDER_CHIEF_NAME = "Rusk Redhand"; export declare const RED_WASTE_CREATURES: Readonly>; /** Who hunts whom: aggro and leash radii (tiles) and the line a player is told when one locks on. Only players inside the box are hunted. */ export declare const RED_WASTE_AGGRO: Readonly>; /** The camp's yard (inside its palisade): the raiders and the chief hold it. */ export declare const RED_WASTE_YARD: LanternWakeBox; export type RedWasteSpot = { readonly kind: RedWasteHostileKind; readonly x: number; readonly z: number; readonly leash: number; }; /** Where they stand: prowlers over the plain, raiders in the camp, on the road and on the shelf, the chief before his hall. */ export declare const RED_WASTE_SPOTS: readonly RedWasteSpot[]; /** Movement of the hostile ones when they are not hunting. */ export declare const RED_WASTE_PACE: Readonly>; /** The giver stands by her outpost's fire (at 477,640), a step from the lean-to. */ export declare const RED_WASTE_SCAVENGER_SPOT: { readonly x: 475; readonly z: 641; readonly faceX: 477; readonly faceZ: 640; readonly leash: 1; }; /** Is this tile inside the hunting ground (players here are fair game for the Red Waste's hunters)? */ export declare function inRedWasteHunt(x: number, z: number): boolean; /** * Can a hunter lock on to a player standing here? The hunting ground minus Brakka's outpost, which is a safe pocket (safePockets.ts): * the hunters never lock on to a player inside it, and one that has locked on lets go the moment its target steps in. */ export declare function inRedWasteHuntTarget(x: number, z: number): boolean; //# sourceMappingURL=redWasteCreatures.d.ts.map