import type { ItemPoolType } from "isaac-typescript-definitions";
import { CollectibleType } from "isaac-typescript-definitions";
import type { WeightedArray } from "../../../types/WeightedArray";
import { Feature } from "../../private/Feature";
export declare class CustomItemPools extends Feature {
    private readonly postGameStartedReorderedFalse;
    /**
     * Helper function to register a custom item pool. Use this function once when your mod first
     * loads to declare the items that you want to be in the item pools. Then, in the middle of a run,
     * you can use `getCustomItemPoolCollectible`.
     *
     * For example:
     *
     * ```ts
     * const ItemPoolTypeCustom = {
     *   FOO = 0 as ItemPoolType,
     * } as const;
     *
     * const FOO_ITEM_POOL = [
     *   [CollectibleType.SAD_ONION, 1],
     *   [CollectibleType.INNER_EYE, 0.5],
     * ];
     *
     * registerCustomItemPool(ItemPoolTypeCustom.FOO, FOO_ITEM_POOL);
     * ```
     *
     * Note that custom item pools do not currently support partial weight decrementation on sight.
     *
     * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_ITEM_POOLS`.
     *
     * @param itemPoolTypeCustom An integer that identifies what kind of item pool you are creating.
     *                           It should correspond to a local `ItemPoolTypeCustom` enum in your
     *                           mod. The integer can be any unique value and can safely overlap with
     *                           the vanilla item pool type values (or values chosen by other mods).
     * @param collectibles An array of weighted collectible tuples that represent the item pool that
     *                     you are creating. The first element in he tuple is the `CollectibleType`,
     *                     and the second element in the tuple is the float that represents the weight
     *                     of the collectible.
     * @public
     */
    registerCustomItemPool(itemPoolTypeCustom: ItemPoolType, collectibles: Readonly<WeightedArray<CollectibleType>>): void;
    /**
     * Helper function to get a new collectible from a custom item pool created with the
     * `registerCustomItemPool` function. This function has the same format as the
     * `ItemPool.GetCollectible` method.
     *
     * By default, a collectible will not be removed from the pool once it is selected, unless the
     * `decrease` argument is set to true (similar to how a vanilla item pool works).
     *
     * If you want to get an unseeded collectible type, you must explicitly pass `undefined` to the
     * `seedOrRNG` parameter.
     *
     * In order to use this function, you must upgrade your mod with `ISCFeature.CUSTOM_ITEM_POOLS`.
     *
     * @param itemPoolTypeCustom An integer representing the custom item pool to use.
     * @param seedOrRNG The `Seed` or `RNG` object to use. If an `RNG` object is provided, the
     *                  `RNG.Next` method will be called. If `undefined` is provided, it will default
     *                  to a random seed.
     * @param decrease Optional. Whether to remove the selected collectible from the item pool.
     *                 Default is true.
     * @param defaultItem Optional. The collectible to return if the item pool is depleted. Default is
     *                    `CollectibleType.NULL`.
     * @public
     */
    getCustomItemPoolCollectible(itemPoolTypeCustom: ItemPoolType, seedOrRNG: Seed | RNG | undefined, decrease?: boolean, defaultItem?: CollectibleType): CollectibleType;
}
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