import { ActionTarget, DataAudio, DataItemBase } from "../data" import { Game_Action, Game_Actor } from "../objects" import { Spriteset_Battle } from "../sprites" import { Window_BattleLog } from "../windows/Window_BattleLog" /** * BattleManager * * The static class that manages battle progress. */ export declare class BattleManager { constructor() static _phase: string static _inputting: boolean static _canEscape: boolean static _canLose: boolean static _battleTest: boolean static _eventCallback: ((result: number) => void) | null static _preemptive: boolean static _surprise: boolean static _currentActor: Game_Actor | null static _actionForcedBattler: ActionTarget | null static _mapBgm: DataAudio | null static _mapBgs: DataAudio | null static _actionBattlers: ActionTarget[] static _subject: ActionTarget | null static _action: Game_Action | null static _targets: ActionTarget[] static _logWindow: Window_BattleLog | null static _spriteset: Spriteset_Battle | null static _escapeRatio: number static _escaped: boolean static _rewards: { gold?: number exp?: number items?: DataItemBase[] } static _tpbNeedsPartyCommand: boolean static setup(troopId: number, canEscape: boolean, canLose: boolean): void static initMembers(): void static isTpb(): boolean static isActiveTpb(): boolean static isBattleTest(): boolean static setBattleTest(battleTest: boolean): void static setEventCallback(callback: (result: number) => void): void static setLogWindow(logWindow: Window_BattleLog): void static setSpriteset(spriteset: Spriteset_Battle): void static onEncounter(): void static ratePreemptive(): number static rateSurprise(): number static saveBgmAndBgs(): void static playBattleBgm(): void static playVictoryMe(): void static playDefeatMe(): void static replayBgmAndBgs(): void static makeEscapeRatio(): void static update(timeActive: boolean): void static updatePhase(timeActive: boolean): void static updateEvent(): boolean static updateEventMain(): boolean static isBusy(): | boolean | "video" | "scroll" | "image" | "message" | "transfer" | "route" | "animation" | "balloon" | "gather" | "action" | "effect" | "movement" static updateTpbInput(): void static checkTpbInputClose(): void static checkTpbInputOpen(): void static isPartyTpbInputtable(): boolean static needsActorInputCancel(): boolean | null static isTpbMainPhase(): boolean static isInputting(): boolean static isInTurn(): boolean static isTurnEnd(): boolean static isAborting(): boolean static isBattleEnd(): boolean static canEscape(): boolean static canLose(): boolean static isEscaped(): boolean static actor(): Game_Actor | null static startBattle(): void static displayStartMessages(): void static startInput(): void static inputtingAction(): Game_Action | null static selectNextCommand(): void static selectNextActor(): void static selectPreviousCommand(): void static selectPreviousActor(): void static changeCurrentActor(forward: boolean): void static startActorInput(): void static finishActorInput(): void static cancelActorInput(): void static updateStart(): void static startTurn(): void static updateTurn(timeActive: boolean): void static updateTpb(): void static updateAllTpbBattlers(): void static updateTpbBattler(battler: ActionTarget): void static checkTpbTurnEnd(): void static processTurn(): void static endBattlerActions(battler: ActionTarget): void static endTurn(): void static updateTurnEnd(): void static endAllBattlersTurn(): void static displayBattlerStatus(battler: ActionTarget, current: boolean): void static getNextSubject(): ActionTarget | null static allBattleMembers(): (Game_Actor | import("../objects").Game_Enemy)[] static makeActionOrders(): void static startAction(): void static updateAction(): void static endAction(): void static invokeAction(subject: ActionTarget, target: ActionTarget): void static invokeNormalAction(subject: ActionTarget, target: ActionTarget): void static invokeCounterAttack(subject: ActionTarget, target: ActionTarget): void static invokeMagicReflection(subject: ActionTarget, target: ActionTarget): void static applySubstitute(target: ActionTarget): ActionTarget static checkSubstitute(target: ActionTarget): boolean static isActionForced(): boolean static forceAction(battler: ActionTarget): void static processForcedAction(): void static abort(): void static checkBattleEnd(): boolean static checkAbort(): boolean static processVictory(): void static processEscape(): boolean static onEscapeSuccess(): void static onEscapeFailure(): void static processPartyEscape(): void static processAbort(): void static processDefeat(): void static endBattle(result: number): void static updateBattleEnd(): void static makeRewards(): void static displayVictoryMessage(): void static displayDefeatMessage(): void static displayEscapeSuccessMessage(): void static displayEscapeFailureMessage(): void static displayRewards(): void static displayExp(): void static displayGold(): void static displayDropItems(): void static gainRewards(): void static gainExp(): void static gainGold(): void static gainDropItems(): void }