import { Item, Location } from "kolmafia"; /** * @returns Whether you permanently own Dinseylandfill */ export declare function have(): boolean; /** * @returns Whether you have access to Dinseylandfill currently */ export declare function available(): boolean; declare class QuestData { name: string; priority: number; questNameKiosk: string; questNameQuestLog: string; questStateProperty: string; questProgressProperty: string; questProgressLimit: number; canUseWanderers: boolean; requiredItem: Item; questLocation: Location; /** * Process for determining where to put a wanderer to extract additional value from it * * @param name easy to refer to name of the quest * @param priority ranked preference of quests * @param questNameKiosk returns the name of the quest as found at the dinseylandfill Job Kiosk * @param questNameQuestLog returns the name of the quest as found in the quest log * @param questStateProperty name of the mafia property tracing the current state of the quest (e.g. unstarted, step[x], finished) * @param questProgressProperty name of the mafia property that tracks progress of the current quest state * @param questProgressLimit Maximum questProgressProperty can reach * @param canUseWanderers whether wandering monsters can be used to progress the quest * @param requiredItem the required item (if any) needed to be equipped to progress the quest * @param questLocation where to adventure to progress the quest */ constructor(name: string, priority: number, questNameKiosk: string, questNameQuestLog: string, questStateProperty: string, questProgressProperty: string, questProgressLimit: number, canUseWanderers: boolean, requiredItem: Item, questLocation: Location); currentQuest(): boolean; } export declare const quests: QuestData[]; /** * Disposes of a Bag of park garbage in the Maintenance Tunnels for daily funfunds * * @returns Whether you successfully deposited a bag for funfunds */ export declare function disposeGarbage(): boolean; /** * @returns Whether you have a current Dinsey quest */ export declare function hasQuest(): boolean; /** * @returns The QuestData for your current active quest */ export declare function activeQuest(): QuestData; /** * @returns Whether your quest is ready to hand in */ export declare function questComplete(): boolean; /** * @returns Whether your quest still has actions needing completion */ export declare function hasActiveQuest(): boolean; /** * Determines the probability of getting a robortender drop based on number of drops received * * @param priority The name or ranked preference of the lowest priority quest you want to accept. * @returns Whether you accepted a quest or not */ export declare function acceptQuest(priority: number | string): boolean; /** * Turns in a completed quest */ export declare function turnInQuest(): void; export declare const keyCardsLocations: Map; /** * @returns Whether you currently have access to fighting Wart Dinsey */ export declare function canFightWartDinsey(): boolean; /** * @returns Whether you permanently own Dinseylandfill */ export declare function coasterNextTurn(): boolean; /** * @returns Whether you permanently own Dinseylandfill */ export declare function foughtWartDinseyThisLife(): boolean; /** * @returns Whether you have disposed of garbage for funfunds today */ export declare function hasDisposedGarbage(): boolean; export {};