import { RpgCommonMap, LightSpot, LightingState, WeatherState, MapPhysicsInitContext, MapPhysicsEntityContext } from '@rpgjs/common'; import { RpgClientPlayer } from './Player'; import { RpgClientEvent } from './Event'; import { RpgClientEngine } from '../RpgClientEngine'; export declare class RpgClientMap extends RpgCommonMap { engine: RpgClientEngine; players: import('canvasengine').WritableObjectSignal>; events: import('canvasengine').WritableObjectSignal>; currentPlayer: import('canvasengine').ComputedSignal; weatherState: import('canvasengine').WritableSignal; localWeatherOverride: import('canvasengine').WritableSignal; private mapWeatherFallback; private localWeatherValue; lightingState: import('canvasengine').WritableSignal; localLightSpots: import('canvasengine').WritableObjectSignal>; weather: import('canvasengine').ComputedSignal; lighting: import('canvasengine').ComputedSignal; private manualClientPhysicsTick; private readonly isTestEnvironment; constructor(); configureClientPrediction(enabled: boolean): void; getCurrentPlayer(): RpgClientPlayer; reset(force?: boolean): void; getWeather(): WeatherState | null; setLocalWeather(next: WeatherState | null): void; clearLocalWeather(): void; getLighting(): LightingState | null; addLightSpot(id: string, spot: LightSpot): void; patchLightSpot(id: string, patch: Partial): void; removeLightSpot(id: string): void; clearLightSpots(): void; stepClientPhysics(deltaMs: number, hooks?: { afterStep?: (tick: number) => void; }): number; stepPredictionTick(): void; protected emitPhysicsInit(context: MapPhysicsInitContext): void; protected emitPhysicsEntityAdd(context: MapPhysicsEntityContext): void; protected emitPhysicsEntityRemove(context: MapPhysicsEntityContext): void; protected emitPhysicsReset(): void; }