import { WorldRegion, WorldFaction, HistoricalEvent, WorldResource, WorldGenerationOptions } from '../types/world'; import { IWorldBuildingSystem } from '../interfaces'; export type { WorldGenerationOptions }; export declare class WorldBuildingSystem implements IWorldBuildingSystem { private regions; private factions; private historicalEvents; private currentYear; private historyStartYear; private rng; private landmarkCounter; constructor(); generateWorld(seedOrOptions?: number | WorldGenerationOptions): { regions: WorldRegion[]; factions: WorldFaction[]; events: HistoricalEvent[]; }; private normalizeOptions; private generateRegions; private generateLandmarks; private generateResources; private generateFactions; private generateFactionName; private generateLeaderName; private initializeRelationships; private areNeighborFactions; private generateInitialHistory; private generateHistoricalEvent; private pickFactionsForEvent; private generateEventTitle; private generateEventDescription; private generateConsequences; private generateAdvancedConsequences; private applyHistoricalConsequences; /** Find a kingdom or region whose name matches the given location string. */ findRegionByLocation(location: string): WorldRegion | undefined; /** One-sentence lore hook for a player location — useful when layering world context onto events. */ getLoreSnippet(location: string): string | null; getRegion(id: string): WorldRegion | undefined; getFaction(id: string): WorldFaction | undefined; getAllRegions(): WorldRegion[]; getAllFactions(): WorldFaction[]; getHistoricalEvents(): HistoricalEvent[]; simulateYears(years: number): HistoricalEvent[]; getFactionRelationships(factionId: string): { [factionId: string]: number; }; getFactionAllies(factionId: string): string[]; getFactionEnemies(factionId: string): string[]; getFactionDiplomacyStatus(factionId1: string, factionId2: string): 'ally' | 'neutral' | 'rival' | 'enemy' | 'unknown'; calculateFactionInfluence(factionId: string): number; getFactionTradeRoutes(factionId: string): { partner: string; volume: number; type: string; }[]; getFactionPowerRanking(): { factionId: string; name: string; power: number; }[]; getFactionGoals(factionId: string): string[]; updateFactionRelationship(factionId1: string, factionId2: string, change: number): boolean; getFactionNetwork(factionId: string, depth?: number): any; private calculateEventSignificance; getRegionResources(regionId: string): WorldResource[]; getWorldStats(): { totalRegions: number; totalFactions: number; totalHistoricalEvents: number; averageStability: number; averageProsperity: number; }; } //# sourceMappingURL=WorldBuildingSystem.d.ts.map