/**
 * Base class for synchronous, serializable, replicable game-state mutations.
 *
 * Distinct from `core/process/undo/Action.js` (async, designed for editor
 * undo/redo). `SimAction` is the netcode-tier counterpart: sync `apply`,
 * no `revert` (rewind is handled by the executor's prior-bytes capture),
 * and serializable to/from a `BinaryBuffer`.
 *
 * **Contract**: any mutation to replicated state goes through a `SimAction`
 * passed to {@link SimActionExecutor#execute}. Anything else must be a
 * deterministic consequence of the simulation, or rewind / replay /
 * replication will desync.
 *
 * Wire vs local: actions reference entities by `network_id` (peer-shared);
 * `executor.slot_table.entity_for(network_id)` translates to the local id.
 *
 * @author Alex Goldring
 * @copyright Company Named Limited (c) 2026
 */
export class SimAction {
    /**
     * Stable network identifier for this action class. Set by
     * {@link SimActionRegistry.register}. Do not assign manually.
     * @type {number}
     */
    static type_id: number;
    /**
     * Apply this action's effect to the world. The executor has already captured
     * prior bytes of the components reported by {@link affected_components} before
     * this is called, so direct mutation of those components is safe.
     *
     * @param {EntityComponentDataset} world
     * @param {SimActionExecutor} executor context — exposes `slot_table` for
     *        network_id ↔ entity_id translation, and other framework state
     * @returns {void}
     */
    apply(world: EntityComponentDataset, executor: SimActionExecutor): void;
    /**
     * Report each (local_entity_id, component_class) pair this action will mutate.
     * The executor invokes `callback(local_entity_id, component_class)` for each
     * and uses the result to capture prior bytes for rewind.
     *
     * If your action stores a `network_id` (the canonical wire form), translate it:
     * ```
     *   affected_components(cb, executor) {
     *     const local = executor.slot_table.entity_for(this.network_id);
     *     cb(local, Transform);
     *   }
     * ```
     *
     * Default: no affected components (e.g. for a pure event-style action).
     *
     * @param {function(number, Function): void} callback
     * @param {SimActionExecutor} executor context
     */
    affected_components(callback: (arg0: number, arg1: Function) => void, executor: SimActionExecutor): void;
    /**
     * Serialize this action's forward parameters into the buffer. Do NOT include
     * prior state — the executor captures that via affected_components+adapters.
     *
     * @param {BinaryBuffer} buffer
     * @returns {void}
     */
    serialize(buffer: BinaryBuffer): void;
    /**
     * Deserialize forward parameters from the buffer into this instance.
     *
     * @param {BinaryBuffer} buffer
     * @returns {void}
     */
    deserialize(buffer: BinaryBuffer): void;
    /**
     * Reset to a blank state for reuse from the registry's pool.
     * Override if your action holds non-trivial fields.
     */
    reset(): void;
    /**
     * Fast type check, no instanceof needed.
     * @readonly
     * @type {boolean}
     */
    readonly isSimAction: boolean;
}
export namespace SimAction {
    /**
     * Generate a `SimAction` subclass declaratively. The helper writes the
     * constructor / serialize / deserialize / reset boilerplate via
     * `FunctionCompiler` so each action ends up with a specialised, straight-
     * line function instead of a generic schema-loop.
     *
     * ```js
     * const MoveAction = SimAction.extend({
     *     type: 'Move',
     *     schema: { network_id: 'uintVar', dx: 'float32' },
     *     affects(executor) {
     *         const entity = executor.slot_table.entity_for(this.network_id);
     *         return entity < 0 ? [] : [[entity, Transform]];
     *     },
     *     apply(world, executor) {
     *         const entity = executor.slot_table.entity_for(this.network_id);
     *         if (entity < 0) return;
     *         world.getComponent(entity, Transform).position[0] += this.dx;
     *     },
     * });
     *
     * new MoveAction(network_id, dx);   // positional, in schema-key order
     * ```
     *
     * Schema key insertion order is also wire-byte order and constructor
     * positional order. Schema types must be one of {@link SCHEMA_CODEGEN}'s
     * keys; for more complex shapes (vec3, quat, bitfields, variable length)
     * subclass `SimAction` directly. `type` is retained as
     * `action_type_name` for diagnostics; the wire `type_id` is assigned
     * by the registry at registration time.
     *
     * @param {{
     *     type: string,
     *     schema?: Object<string, string>,
     *     affects?: (executor: SimActionExecutor) => Array<[number, Function]>,
     *     apply: (world: EntityComponentDataset, executor: SimActionExecutor) => void,
     * }} spec
     * @returns {Function} a `SimAction` subclass ready to register
     */
    function extend({ type, schema, affects, apply }: {
        type: string;
        schema?: {
            [x: string]: string;
        };
        affects?: (executor: SimActionExecutor) => [number, Function][];
        apply: (world: EntityComponentDataset, executor: SimActionExecutor) => void;
    }): Function;
}
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