/** * The northern snow line. * * North of the goblin camps the ground gives way to snow. The change is a band * rather than a line: flecks of white in the grass at the southern edge, * thickening to full cover as you walk north, so a player crossing it sees the * country change under their feet instead of stepping over a seam. * * Where it applies is deliberately narrow. Only the open flank WEST of the * Dreadwoods gets snow (x < DEADLANDS_MIN_X): the woods themselves are an ash * forest with their own floor and their own walls, and everything east of them * is Calverton, the Trout Fishery and the Amazon Trail - none of which are * meant to be arctic. The Dreadwoods' west wall is what the snow meets, so the * boundary is a built edge rather than a hard change in open ground. */ /** * Where the snow line sits before the wander below moves it. * * Goblin camps run z 648-658 (BATTLEFIELD_GOBLIN_CAMPS). Those numbers live in * landmarks.ts, which already imports this file, so the northernmost row is * repeated here rather than closing a cycle. * * Furthest south the wander can push the ramp is * SNOW_EDGE_Z + SNOW_WANDER_TILES = 565, about 83 tiles north of that goblin * row (a quarter of the way closer from the earlier grass gap). The camps * themselves stay green. */ export declare const SNOW_EDGE_Z = 607; /** North of this the cover is solid. 68 tiles of transition, ~17s of walking. */ export declare const SNOW_DEEP_Z = 539; /** Half-range of the wander applied to the line, in tiles. */ export declare const SNOW_WANDER_TILES = 22; /** * True on the flank the snow is allowed to cover at all. * * The southern bound has to clear SNOW_EDGE_Z by the full wander. Cutting it at * SNOW_EDGE_Z instead put a dead straight line across the map wherever the * wander had pushed the ramp south of its nominal row: the patches simply * stopped mid-fade, in a ruler line, which is precisely what the wander exists * to prevent. */ export declare function inSnowRegion(x: number, z: number): boolean; /** * How thoroughly this tile is covered, 0 (bare) to 1 (solid snow). * * The latitude ramp is pushed around by a long-wavelength noise so the snow * line wanders by a good twenty tiles instead of running dead straight across * the map - a ruler-straight climate boundary is the thing that would give the * whole band away as generated. */ export declare function snowDepthAt(x: number, z: number): number; /** * True when this tile should be laid as snow rather than whatever it was. * * Compared against a second, finer noise rather than a per-tile random roll: * a random roll gives salt-and-pepper, and what a thawing edge actually looks * like is patches - drifts lying in the hollows with bare ground between them. */ export declare function isSnowTile(x: number, z: number): boolean; //# sourceMappingURL=snow.d.ts.map