/**
 * Per-action-type priority accumulator for bandwidth-aware packet packing.
 *
 * Each action class is assigned a static priority at registration; per
 * tick, each type's accumulator grows by `priority * dt`. When the
 * outgoing packet's byte budget is tight, the orchestrator queries
 * {@link sorted_descending} to get types in priority-ranked order and
 * packs from highest down until the packet is full. Calling
 * {@link consume} after a type has been packed reduces its accumulator,
 * letting other types win the next tick — this is the starvation-
 * resistant scheduling pattern Glenn Fiedler's *Networked Physics*
 * series describes.
 *
 * Memory layout: two Float32Arrays indexed by `type_id` (assumed dense
 * starting at 0, matching the engine's `SimActionRegistry` numbering).
 * `tick` is a single pass over both arrays — cache-friendly and
 * allocation-free in steady state.
 *
 * Scope: this module is the data-structure half. Wiring it into
 * `Replicator.pack_for_peer` is the orchestrator's concern — the
 * prototype's tiny action volumes make integration unnecessary, but
 * a real production game with hundreds of replicated entities will
 * need the Replicator to consult {@link sorted_descending} when its
 * outgoing buffer approaches the MTU.
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class PriorityAccumulator {
    /**
     * @param {{ type_count: number }} options
     *   `type_count` is the dense range `[0, type_count)` of action type_ids
     *   the accumulator will track. Should be at least one more than the
     *   highest registered type_id.
     */
    constructor({ type_count }: {
        type_count: number;
    });
    /** @readonly */
    readonly type_count: number;
    /**
     * Set the static priority for a type. Typically called at action
     * registration (per type, once). Larger = more important.
     *
     * @param {number} type_id
     * @param {number} priority  units are arbitrary; only relative magnitudes matter
     */
    set_priority(type_id: number, priority: number): void;
    /**
     * @param {number} type_id
     * @returns {number} the configured static priority for this type
     */
    priority(type_id: number): number;
    /**
     * Advance every accumulator by `priority * dt`. Call once per tick
     * before consulting {@link sorted_descending} / {@link consume}.
     *
     * @param {number} dt  elapsed seconds (or any time unit consistent with
     *                     the priority units you configured)
     */
    tick(dt: number): void;
    /**
     * Current accumulator value for a type.
     * @param {number} type_id
     * @returns {number}
     */
    value(type_id: number): number;
    /**
     * Reduce a type's accumulator by `amount`. Clamped at 0 — a type's
     * accumulator never goes negative, so missing a single tick doesn't
     * permanently penalize it. Call after packing an action of this type
     * into an outgoing packet.
     *
     * @param {number} type_id
     * @param {number} amount
     */
    consume(type_id: number, amount: number): void;
    /**
     * Clear a type's accumulator to 0. Useful when an entire backlog has
     * been packed (e.g. all pending actions of a type fit in one packet).
     *
     * @param {number} type_id
     */
    reset(type_id: number): void;
    /**
     * Write type_ids to `out_array` in descending accumulator order. The
     * orchestrator then iterates `out_array` to know which types to pack
     * first.
     *
     * `out_array` must have capacity for `type_count` entries. Stable
     * within ties (insertion order = type_id ascending), so the result
     * is deterministic given the same accumulator state.
     *
     * @param {Int32Array|number[]} out_array
     */
    sorted_descending(out_array: Int32Array | number[]): void;
    /**
     * Reset every accumulator to 0. Priorities are preserved. Use when
     * re-establishing fresh state (e.g. after a disconnect/reconnect).
     */
    clear_accumulators(): void;
    #private;
}
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