import { TournamentRegistrationType } from './TournamentRegistrationType'; import { TournamentInstanceStatus } from './TournamentInstanceStatus'; import { TournamentRegistrationStatus } from './TournamentRegistrationStatus'; import { TournamentType } from './TournamentType'; import { TournamentPublicMeta } from './TournamentPublicMeta'; import { TTournament } from '../WSAPI/WSAPITypes'; import { TournamentPlayer } from './TournamentPlayer'; import { TournamentPrize } from './TournamentPrize'; import { AchRelatedGame } from '../Base/AchRelatedGame'; export interface Tournament { /** ID of tournament template */ tournamentId?: number; /** ID of tournament instance. Generated every time when tournament based on specific template is scheduled for run */ tournamentInstanceId?: number; /** Type of the tournament. For now only SCHEDULED is support */ tournamentType?: TournamentType; /** Meta information about tournament that should be used to build UI */ publicMeta?: TournamentPublicMeta; /** Cost of registration in the tournament in gamification points */ buyInAmount?: number; /** Not in use */ prizePool?: number; /** The time when tournament is going to start */ startTime?: string; /** The time when tournament is going to finish */ endTime?: string; /** The time when tournament is going to start, epoch */ startTimeTs?: number; /** The time when tournament is going to finish, epoch */ endTimeTs?: number; /** Number of users registered in the tournament */ registrationCount?: number; /** Not in use */ totalCount?: number; /** Type of registration in the tournament */ registrationType?: TournamentRegistrationType; /** Status of registration in the tournament for current user */ tournamentRegistrationStatus?: TournamentRegistrationStatus; /** Status of tournament instance */ tournamentInstanceStatus?: TournamentInstanceStatus; /** flag indicating if current user is registered in the tournament */ isUserRegistered?: boolean; /** Indicator if tournament allows later registration, when tournament is already started */ allowLateRegistration?: boolean; /** Minimum number of participant for this tournament. If tournament doesnt have enough registrations, it will not start */ playersMinCount?: number; /** Maximum number of participant for this tournament. When reached, new users won't be able to register */ playersMaxCount?: number; /** Tournament duration in millisecnnds */ durationMs?: number; /** prizes structure */ prizeStructure?: { prizes: TournamentPrize[]; }; /** Information about current user */ tournamentPlayer?: TournamentPlayer; /** List of casino games (or other types of entities) related to the tournament */ related_games?: AchRelatedGame[]; /** The minimum amount of score points that the user should get in order to be qualified for the prize */ minScoreToWin?: number; /** When enabled, users who don't meet the minimum qualifying score will be hidden from the Leaderboard. */ hideLeaderboardsMinScores?: boolean; /** Total scores across all participants in the tournament */ totalScores?: number; /** Indicates if the tournament is clan-based */ isClanBased?: boolean; } export declare const TournamentItemsTransform: (items: Tournament[]) => TTournament[];