import type { _NSArray } from "../Foundation/NSArray.js";
import type { _NSCopying } from "../Foundation/NSCopying.js";
import type { _GKGameModelPlayer } from "./GKGameModelPlayer.js";
import type { _GKGameModelUpdate } from "./GKGameModelUpdate.js";
export interface _GKGameModel extends _NSCopying {
    /**
     * Sets the data of another game model. All data should be copied over, and should not maintain any pointers to the copied game state. This is used by the GKMinmaxStrategist to process permutations of the game without needing to apply potentially destructive updates to the primary game model.
     */
    setGameModel$?(gameModel: _GKGameModel): void;
    /**
     * Returns an array of all the GKGameModelUpdates (i.e. actions/moves) that the active player can undertake, with one instance of GKGameModelUpdate for each possible move. Returns nil if the specified player is invalid, is not a part of the game model, or if there are no valid moves available.
     */
    gameModelUpdatesForPlayer$?(player: _GKGameModelPlayer): _NSArray | null;
    /**
     * Applies a GKGameModelUpdate to the game model, potentially resulting in a new activePlayer. GKMinmaxStrategist will call this method on a copy of the primary game model to speculate about possible future moves and their effects. It is assumed that calling this method performs a move on behalf of the player identified by the activePlayer property.
     */
    applyGameModelUpdate$?(gameModelUpdate: _GKGameModelUpdate): void;
    /**
     * Returns the score for the specified player. A higher value indicates a better position for the player than a lower value. Required by GKMinmaxStrategist to determine which GKGameModelUpdate is the most advantageous for a given player. If the player is invalid, or not a part of the game model, returns NSIntegerMin.
     */
    scoreForPlayer$?(player: _GKGameModelPlayer): number;
    /**
     * Returns YES if the specified player has reached a win state, NO if otherwise. Note that NO does not necessarily mean that the player has lost. Optionally used by GKMinmaxStrategist to improve move selection.
     */
    isWinForPlayer$?(player: _GKGameModelPlayer): boolean;
    /**
     * Returns YES if the specified player has reached a loss state, NO if otherwise. Note that NO does not necessarily mean that the player has won. Optionally used by GKMinmaxStrategist to improve move selection.
     */
    isLossForPlayer$?(player: _GKGameModelPlayer): boolean;
    unapplyGameModelUpdate$?(gameModelUpdate: _GKGameModelUpdate): void;
    /**
     * Array of instances of GKGameModelPlayers representing players within this game model. When the GKMinmaxStrategist class is used to find an optimal move for a specific player, it uses this array to rate the moves of that player’s opponent(s).
     */
    players?(): _NSArray | null;
    /**
     * The player whose turn it is to perform an update to the game model. GKMinmaxStrategist assumes that the next call to the applyGameModelUpdate: method will perform a move on behalf of this player.
     */
    activePlayer?(): _GKGameModelPlayer | null;
}
