interface KillMatrixPlayer { /** Stable id — used as React key and as the row/column identifier. */ id: string; /** Agent display icon URL. Falls back to a muted placeholder square. */ agentIconUrl?: string; /** When true, the row gets a yellow tint to mark the viewing player. */ isCurrentPlayer?: boolean; } interface KillMatrixCell { /** Kills the ally (row) has on the enemy (column). */ allyKills: number; /** Kills the enemy (column) has on the ally (row). */ enemyKills: number; } interface KillMatrixProps { /** Row players — typically the viewer's team. */ allyPlayers: KillMatrixPlayer[]; /** Column players — typically the opposing team. */ enemyPlayers: KillMatrixPlayer[]; /** * 2D grid of cells, `cells[allyIndex][enemyIndex]`. Missing entries render * as `0:0` with a neutral tint. Consumer computes this from match data. */ cells: (KillMatrixCell | undefined)[][]; /** Extra classes merged onto the outer card wrapper. */ className?: string; } /** * Kill-matrix card used on the match-detail screen — rows are the viewer's * teammates, columns are enemy players, and each cell shows * `:` against the paired opponent. Cells are tinted * green when the ally leads the exchange, red when the enemy leads, and * muted when they are even. * * Data-free: the consumer resolves agent icons and pre-computes the cell * grid (including any first-kills / weapon filters). Pair with * `` above for a header + filter tabs slot. */ declare function KillMatrix({ allyPlayers, enemyPlayers, cells, className }: KillMatrixProps): import("react/jsx-runtime").JSX.Element | null; export { KillMatrix }; export type { KillMatrixProps, KillMatrixPlayer, KillMatrixCell }; //# sourceMappingURL=kill-matrix.d.ts.map