import { Bot, ControlState, ControlStateStatus } from "mineflayer"; import { Vec3 } from "vec3"; import { EntityState, PlayerState } from "../states"; export declare class ControlStateHandler implements ControlStateStatus { forward: boolean; back: boolean; left: boolean; right: boolean; jump: boolean; sprint: boolean; sneak: boolean; constructor(forward: boolean, back: boolean, left: boolean, right: boolean, jump: boolean, sprint: boolean, sneak: boolean); static DEFAULT(): ControlStateHandler; static COPY_BOT(bot: Bot): ControlStateHandler; static COPY_STATE(state: EntityState | PlayerState): ControlStateHandler; set(state: ControlState, wanted: boolean): this; get(state: ControlState): boolean; clear(state: ControlState): this; reset(): this; clone(): ControlStateHandler; equals(other: ControlStateHandler): boolean; applyControls(bot: Bot): void; [Symbol.iterator](): Generator<[state: ControlState, wanted: boolean], void, unknown>; } export declare class PlayerControls extends ControlStateHandler { leftClick: boolean; rightClick: boolean; yaw: number; pitch: number; force: boolean; constructor(forward: boolean, back: boolean, left: boolean, right: boolean, jump: boolean, sprint: boolean, sneak: boolean, leftClick: boolean, rightClick: boolean, yaw: number, pitch: number, force?: boolean); static DEFAULT(): PlayerControls; static LOOK(yaw: number, pitch: number, force: boolean): PlayerControls; static LOOKAT(pos: Vec3, force: boolean): PlayerControls; static COPY_BOT(bot: Bot): PlayerControls; static COPY_STATE(state: EntityState | PlayerState): PlayerControls; clone(): PlayerControls; setRot(dir: Vec3): void; setRotRaw(yaw: number, pitch: number): void; movements(): Generator; linkedMovements(): Generator<[state: ControlState, wanted: boolean], void, unknown>; }