import type { RandomSource } from '@flighthq/types/contract'; /** Create a `RandomSource` seeded from a deterministic hash of `x` and `y`. * * Connects the stateless hash layer to the seeded-PRNG layer — each grid * cell gets an independent reproducible random stream. * * ```ts * const rng = createRandomSourceFromHash(tileX, tileY); * const treasure = rng() < 0.05; // 5% chance, reproducible per tile * ``` */ export declare function createRandomSourceFromHash(x: number, y: number): RandomSource; /** Stateless position-seeded hash over a 2D integer grid. * * Returns a deterministic `number` in `[0, 2³²)`. Suitable for procedural * tile/cell content and gradient noise seed generation. */ export declare function hash2D(x: number, y: number): number; /** Stateless position-seeded hash over a 3D integer grid. */ export declare function hash3D(x: number, y: number, z: number): number; /** Combine a running hash `seed` with a new `value` using a Murmur3-inspired mix. * * Used to build multi-dimensional hashes from `hashUint32`: * ```ts * const h = hashCombine(hashUint32(x), y); * ``` */ export declare function hashCombine(seed: number, value: number): number; /** Finalise an arbitrary 32-bit integer through the fmix32 finalizer (Murmur3). * * Produces a deterministic, well-distributed 32-bit unsigned integer from any * input. Useful as a stateless hash function for individual values. */ export declare function hashUint32(value: number): number; //# sourceMappingURL=hash.d.ts.map