export declare const TRAPPER_CABIN: { readonly x: 100; readonly z: 360; }; /** Hask stands by his porch, looking back down the trail toward the track. */ export declare const TRAPPER_SPOT: { readonly x: number; readonly z: number; readonly faceX: number; readonly faceZ: number; }; /** The trail in from the Northern Gate track, laid as path over the snow. */ export declare const TRAPPER_TRAIL: { readonly fromX: 70; readonly toX: number; readonly z: number; }; export declare const SNARE_KIND = "snare"; export declare const RAW_HARE_KIND = "rawhare"; export declare const COOKED_HARE_KIND = "cookedhare"; export declare const HARE_PELT_KIND = "harepelt"; /** A hare run on the snow: kind haretracks, style open, set: or caught:. */ export declare const HARE_TRACKS_KIND = "haretracks"; export declare const HARE_TRACK_SPOTS: ReadonlyArray<{ x: number; z: number; }>; export declare const SNARE_FORAGING_LEVEL = 20; export declare const SNARE_XP = 55; /** A set snare catches after this long (ms), a random point in the range. */ export declare const SNARE_CATCH_MS: { readonly min: 40000; readonly max: 90000; }; export declare const SNARES_PER_PLAYER = 3; export declare const SNARE_BREAK_CHANCE = 0.1; export declare const SNARE_PRICE = 12; /** What Hask pays. */ export declare const HARE_PELT_PRICE = 18; export declare const RAW_HARE_PRICE = 6; export declare const COOKED_HARE_PRICE = 12; export declare function snareOwner(style: string | undefined): string | null; /** Hask's cabin as a named place, and the ground round it (local rows, like DISCOVERY_ZONES). */ export declare const TRAPPER_CABIN_ZONE: { readonly id: "hasks-cabin"; readonly label: "Hask's Cabin"; readonly minX: number; readonly maxX: number; readonly minZ: number; readonly maxZ: number; }; /** * The hot spring (2026-09-27): a steaming turquoise pool in a hollow of the * dunes north of the cabin, the one warm place on the snowfields. The Blender * model (dreadmodel hotspring-s) is 7 x 5 tiles centred here: the middle 5 x 3 * is the pool, waded into through a gap in the boulder ring on the south side, * and the rest of the ring is solid. Standing in the water heals, far faster * than resting anywhere else, while not in a fight. */ export declare const HOT_SPRING: { readonly x: 112; readonly z: 327; }; /** HP given each interval to a player standing in the pool. */ export declare const HOT_SPRING_HEAL: { readonly hp: 1; readonly everyMs: 3000; }; /** True on the pool's 5 x 3 tiles (world coordinates). */ export declare function inHotSpringPool(x: number, z: number): boolean; /** * The spring's dreadmodel style. It is a hollow model (CAPITAL_BUILDING_MODELS * hotspring, solid false), so the shared footprint blocks its outer ring, the * boulders, and `mouth3` opens the three-tile gap on the south to wade in by. */ export declare const HOT_SPRING_STYLE = "hotspring-mouth3-s"; export declare const HOT_SPRING_ZONE: { readonly id: "hot-spring"; readonly label: "The Hot Spring"; readonly minX: number; readonly maxX: number; readonly minZ: number; readonly maxZ: number; }; /** * The mammoth herd (2026-09-27): woolly mammoths grazing the open snow east of * Hask's cabin, a Blender creature (dreadwoods-backend/creature-workshop/ * mammoth). They never start a fight: strike one and it turns on you with its * tusks (the gate monsters' pattern, no aggro tick). Every mammoth leaves a * heavy hide, and some leave their ivory; Hask buys both. */ export declare const MAMMOTH_HERD: { readonly x: 173; readonly z: 352; }; /** Where each of the herd grazes from: a loose ring, the bull at the east. */ export declare const MAMMOTH_SPAWNS: ReadonlyArray<{ x: number; z: number; }>; /** * How far round each spot the scatter is cleared (backend map.ts * placeMammothGrounds): the leash plus half a mammoth's length, and a tile. */ export declare const MAMMOTH_GRAZE_CLEAR_RADIUS = 9; /** * The herd's two calves (James, 2026-09-27): half an adult's size, gingery, * tusks no more than stubs. They keep inside the ring, close to the adults, * and are never fought (attackableNpcs.ts leaves them out). */ export declare const MAMMOTH_CALF_SPAWNS: ReadonlyArray<{ x: number; z: number; }>; /** How far a calf strays from its spot: well inside the herd's ring. */ export declare const MAMMOTH_CALF_LEASH = 3; /** Levels run 30-35 (James's brief), rolled per spawn. */ export declare const MAMMOTH_LEVEL: { readonly min: 30; readonly max: 35; }; export declare const MAMMOTH_MAX_HIT = 18; /** A slain mammoth is back after a while, not at once: between the young polar bear and the elder. */ export declare const MAMMOTH_RESPAWN_MS: { readonly minMs: 90000; readonly maxMs: 150000; }; export declare const IVORY_KIND = "ivory"; export declare const HEAVY_HIDE_KIND = "heavyhide"; /** What Hask pays. */ export declare const IVORY_PRICE = 120; export declare const HEAVY_HIDE_PRICE = 45; /** * What the hide and the ivory make at a work bench (woodwork.ts): an ivory * tusk carves into scrimshaw, which Hask pays far more for than the raw * tusk; two heavy hides make a hide rug, which Bess buys for the inn. */ export declare const SCRIMSHAW_KIND = "scrimshaw"; export declare const HIDE_RUG_KIND = "hiderug"; export declare const SCRIMSHAW_PRICE = 320; /** * The Mammoth Hide Set (James's sheet, design-references/mammoth-hide-set, 2026-09-28): trapper's furs Old Hask * stitches from the hides brought in to him, sold at his porch. Low level on James's word ("perhaps low level?"): * no requirement, bronze's armour (equipment.ts EQUIP_INFO), priced beside John's poplar kit. `price` is what Hask * asks, `buyBack` what a shop pays for one (a tenth, as John's). In set order, head to foot, the mantle last. */ export declare const MAMMOTH_HIDE_SET: ReadonlyArray<{ kind: string; name: string; price: number; buyBack: number; }>; export declare const MAMMOTH_HIDE_SET_KINDS: ReadonlySet; export declare const MAMMOTH_GROUNDS_ZONE: { readonly id: "mammoth-grounds"; readonly label: "The Mammoth Grounds"; readonly minX: number; readonly maxX: number; readonly minZ: number; readonly maxZ: number; }; //# sourceMappingURL=snowfields.d.ts.map