import { type KitBlueprint, type KitTrustedAuthority } from './core.js'; /** Options for {@link liveopsBlueprint}. */ export interface LiveopsBlueprintOptions { /** Prefix for the type/function names. Defaults to none. */ typePrefix?: string; /** * Who may open/close windows and roll seasons: `'server'` (app admins / * studio backend; default) or `'automation'` (cron-driven flips). */ adminAuthority?: KitTrustedAuthority; } /** Names derived by {@link liveopsBlueprint} for a given prefix. */ export interface LiveopsNames { windowType: string; seasonType: string; openWindowFn: string; closeWindowFn: string; activateSeasonFn: string; } /** Compute the type/function names a liveops blueprint (and its runtime helper) uses. */ export declare function liveopsNames(typePrefix?: string): LiveopsNames; /** * Blueprint for **liveops** (matrix P4, P3): event windows, seasons, and * battle-pass composition — MODEL-FIRST (the coexistence policy): * * - `EventWindow` containers carry a `window_id`, an `active` flag, optional * `opens_at_ms`/`closes_at_ms` timestamps, and an opaque `modifiers` JSON * blob. Admin (or cron-automation) functions flip `active`; when both * timestamps are set, the **liveops-scheduler compute engine** flips the * flag itself and broadcasts the modifiers on the compute bus * (`liveops_window_opened`/`closed`) for other engines to apply — spawn * multipliers, weather locks, double gold. * - `SeasonDef` containers name a season (`season_id`, `active`, * `starts_at_ms`/`ends_at_ms`) and its battle-pass composition: the * `pass_track` is a progression-layer track name and `pass_features` a * JSON array of feature gates unlocked per tier — a battle pass is a * SEASON + PROGRESSION TRACK + FEATURE GATES, no new machinery. * * Runtime counterpart: `client.kit(appId).liveops`. */ export declare function liveopsBlueprint(options?: LiveopsBlueprintOptions): KitBlueprint; //# sourceMappingURL=liveops.d.ts.map