/**
 * Shared types for the buddy companion system.
 */
export { Stat };
/** RPG-style stats for a companion */
var Stat;
(function (Stat) {
    Stat["DEBUGGING"] = "DEBUGGING";
    Stat["PATIENCE"] = "PATIENCE";
    Stat["CHAOS"] = "CHAOS";
    Stat["WISDOM"] = "WISDOM";
    Stat["SNARK"] = "SNARK";
})(Stat || (Stat = {}));
export const STAT_NAMES = Object.values(Stat);
export { Rarity };
/** Rarity tiers with weights for rolling */
var Rarity;
(function (Rarity) {
    Rarity["COMMON"] = "Common";
    Rarity["UNCOMMON"] = "Uncommon";
    Rarity["RARE"] = "Rare";
    Rarity["EPIC"] = "Epic";
    Rarity["LEGENDARY"] = "Legendary";
})(Rarity || (Rarity = {}));
/** Weight for each rarity tier (out of 100) */
export const RARITY_WEIGHTS = {
    [Rarity.COMMON]: 60,
    [Rarity.UNCOMMON]: 25,
    [Rarity.RARE]: 10,
    [Rarity.EPIC]: 4,
    [Rarity.LEGENDARY]: 1,
};
/** Eye styles substituted into ASCII art via {E} placeholder */
export const EYE_STYLES = ["●", "○", "◉", "⊙", "◎", "°"];
/** Hats rendered above the sprite */
export const HATS = [
    "", // no hat
    "🎩",
    "👑",
    "🎓",
    "🧢",
    "👒",
    "⛑️",
    "🪖",
];
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