/** * Die-result construction shared by the evaluator and the modifier * implementations. * * Lives in its own module so the crit/fumble rule has exactly one definition — * pool rolling (`evaluator.ts`), explosion continuation dice (`modifiers/ * explode.ts`), and reroll replacements (`modifiers/reroll.ts`) all build dice * through here. * * @module evaluator/die */ import type { DieModifier, DieResult } from '../types.js'; /** * Creates a die result with critical/fumble detection. * * `modifiers` is taken by the caller because the flags depend on how the die * entered the pool (a fresh pool die starts bare, an explosion continuation * die starts `['exploded', 'kept']`). */ export declare function createDieResult(sides: number, result: number, modifiers: DieModifier[]): DieResult; /** * Creates a Fate/Fudge die result. Uses `sides = 0` as a sentinel — Fate dice * have no max-face concept, so `critical` and `fumble` start `false` and the * default rule never sets them. An explicit `cs`/`cf` threshold still can. */ export declare function createFateDieResult(result: number, modifiers: DieModifier[]): DieResult; //# sourceMappingURL=die.d.ts.map