import { RpgPlayer } from '@rpgjs/server'; import { ActionBattleAiBehavior, ActionBattleAiPreset, ActionBattleAttackContext, ActionBattleCombatSystem, ActionBattleDamageContext, ActionBattleKnockbackContext, ActionBattleKnockbackResult, ActionBattleSystems } from './contracts'; export declare const DEFAULT_ZELDA_PLAYER_HITBOXES: { up: { offsetX: number; offsetY: number; width: number; height: number; }; down: { offsetX: number; offsetY: number; width: number; height: number; }; left: { offsetX: number; offsetY: number; width: number; height: number; }; right: { offsetX: number; offsetY: number; width: number; height: number; }; default: { offsetX: number; offsetY: number; width: number; height: number; }; }; /** * Default attack offsets are written for a 32x32 body. Re-anchor them on the real hitbox of the * attacker: centered on its body, and pushed out of its edge along the facing direction. */ export declare const resolveAttackOrigin: (attacker: any, direction: string) => { x: number; y: number; }; export declare const createDefaultPlayerHitboxResolver: (hitboxes?: { up: { offsetX: number; offsetY: number; width: number; height: number; }; down: { offsetX: number; offsetY: number; width: number; height: number; }; left: { offsetX: number; offsetY: number; width: number; height: number; }; right: { offsetX: number; offsetY: number; width: number; height: number; }; default: { offsetX: number; offsetY: number; width: number; height: number; }; }) => (context: ActionBattleAttackContext) => { x: number; y: number; width: number; height: number; }[]; export declare const defaultRpgjsDamageResolver: (context: ActionBattleDamageContext) => { damage: number; defeated: boolean; raw: any; }; export declare const defaultKnockbackResolver: (context: ActionBattleKnockbackContext) => ActionBattleKnockbackResult; export declare const defaultCombatSystem: ActionBattleCombatSystem; export declare const defaultEnemyBehaviors: Record; export declare const defaultEnemyPresets: Record; export declare const defaultActionBattleSystems: ActionBattleSystems; export declare const getEntityWeaponKnockbackForce: (entity: RpgPlayer) => number;