export declare class SearchPoint1_12 { x: number; y: number; v: number; listOpen: number[][]; listChecked: number[][]; listClosed: number[][]; isClosed: boolean; aWallId: number[]; from?: number[]; constructor(desk: GameData1_12, x: number, y: number, from?: number[]); } export declare class GameData1_12 { player: number; desk: number[][]; typeSet: number; } export declare class GameAction1_12 { score: number; p1: number[]; p2: number[]; } export declare class module1_12 { getRiddleLev(): any; getRandomRiddle(): GameData1_12; getRiddle(count: number): GameData1_12; checkRiddle(desk: GameData1_12): number; checkDesk(desk: GameData1_12): 1 | 2 | -1; checkAction(desk: GameData1_12, act: GameAction1_12): 0 | -1; doAction(deskIn: GameData1_12, act: GameAction1_12): [flag: number, desk: GameData1_12]; getPathScore(desk: GameData1_12, color: number): number; getCount(desk: GameData1_12, color: number): number; getListOnWay(desk: GameData1_12, p: number[], color: number): { after: number[]; before: number[]; }; getActionAuto(desk: GameData1_12): any[]; getDirsCanMove(player: number): number[][]; getActionAll(desk: GameData1_12): GameAction1_12[]; /** * 寻找路径算法 * @param p 开始点 * @param desk 桌面数据 * @param wallId 要寻获的墙壁的方向 */ findPath(p: number[], desk: GameData1_12, wallId: number): number[][]; log(a?: any, b?: any, c?: any): void; }