/// /** @noSelfInFile */ /** @noSelfInFile */ import { Force } from "./force"; import { Handle } from "./handle"; import { Point } from "./point"; export declare class MapPlayer extends Handle { /** * @deprecated use `MapPlayer.create` instead. */ private constructor(); private static create; set color(color: playercolor); get color(): playercolor; get controller(): mapcontrol; get handicap(): number; set handicap(handicap: number); get handicapXp(): number; set handicapXp(handicap: number); get id(): number; get name(): string; set name(value: string); get race(): race | undefined; get slotState(): playerslotstate; get startLocation(): number; get startLocationX(): number; get startLocationY(): number; get startLocationPoint(): location | undefined; get team(): number; get townHallCount(): number; /** * In upgrades that have multiple levels, it will research the upgrade by the number of levels specified. * @param techId The four digit rawcode ID of the upgrade. * @param levels The number of levels to add to the current research level of the upgrade. */ addTechResearched(techId: number, levels: number): void; decTechResearched(techId: number, levels: number): void; /** * Used to store hero level data for the scorescreen, before units are moved to neutral passive in melee games. */ cacheHeroData(): void; compareAlliance(otherPlayer: MapPlayer, whichAllianceSetting: alliancetype): boolean; coordsFogged(x: number, y: number): boolean; coordsMasked(x: number, y: number): boolean; coordsVisible(x: number, y: number): boolean; /** * Reveals a player's remaining buildings to a force. * The black mask over the buildings will be removed as if the territory had been discovered * @param toWhichPlayers The players who will see whichPlayer's buildings. * @param flag If true, the buildings will be revealed. If false, the buildings will not be revealed. * Note that if you set it to false, it will not hide the buildings with a black mask. * @note his function will not check whether the player has a town hall before revealing. */ cripple(toWhichPlayers: Force, flag: boolean): void; getScore(whichPlayerScore: playerscore): number; getState(whichPlayerState: playerstate): number; getStructureCount(includeIncomplete: boolean): number; getTaxRate(otherPlayer: player, whichResource: playerstate): number; getTechCount(techId: number, specificonly: boolean): number; getTechMaxAllowed(techId: number): number; getTechResearched(techId: number, specificonly: boolean): boolean; getUnitCount(includeIncomplete: boolean): number; getUnitCountByType(unitName: string, includeIncomplete: boolean, includeUpgrades: boolean): number; inForce(whichForce: Force): boolean; isLocal(): boolean; isObserver(): boolean; isPlayerAlly(otherPlayer: MapPlayer): boolean; isPlayerEnemy(otherPlayer: MapPlayer): boolean; isRacePrefSet(pref: racepreference): boolean; isSelectable(): boolean; pointFogged(whichPoint: Point): boolean; pointMasked(whichPoint: Point): boolean; pointVisible(whichPoint: Point): boolean; remove(gameResult: playergameresult): void; removeAllGuardPositions(): void; setAbilityAvailable(abilId: number, avail: boolean): void; setAlliance(otherPlayer: MapPlayer, whichAllianceSetting: alliancetype, value: boolean): void; setOnScoreScreen(flag: boolean): void; setState(whichPlayerState: playerstate, value: number): void; setTaxRate(otherPlayer: MapPlayer, whichResource: playerstate, rate: number): void; setTechMaxAllowed(techId: number, maximum: number): void; setTechResearched(techId: number, setToLevel: number): void; setUnitsOwner(newOwner: number): void; static fromEnum(): MapPlayer | undefined; static fromEvent(): MapPlayer | undefined; static fromFilter(): MapPlayer | undefined; static fromHandle(handle: player | undefined): MapPlayer | undefined; static fromIndex(index: number): MapPlayer | undefined; /** * @async */ static fromLocal(): MapPlayer; }