import type { PickupIndex } from "../../../types/PickupIndex";
import { Feature } from "../../private/Feature";
export declare class PickupIndexCreation extends Feature {
    private readonly roomHistory;
    private readonly saveDataManager;
    private readonly postPickupInit;
    private setPickupIndex;
    private getPickupIndexFromPreviousData;
    private readonly postEntityRemovePickup;
    private checkDespawningFromPlayerLeavingRoom;
    /**
     * This is a pickup that is despawning because the player is in the process of leaving the room.
     * Keep track of the metadata for later.
     */
    private trackDespawningPickupMetadata;
    /**
     * If the despawning pickup was in a Treasure Room or Boss Room, then it is possible that the
     * pickup could re-appear during The Ascent. If this is the case, we store the metadata on a
     * separate map to reference later.
     */
    private getPickupDataMapForCurrentRoom;
    private getPostAscentPickupIndex;
    /**
     * Mods often have to track variables relating to a pickups. Finding an index for these kinds of
     * data structures is difficult, since pickups are respawned every time a player re-enters a room,
     * so the `PtrHash` will change.
     *
     * Use this function to get a unique index for a pickup to use in these data structures.
     *
     * Specifically, `PickupIndex` is a number that represents the spawn order of the pickup on the
     * current run. For example, the first pickup spawned will have an index of 1, the second one will
     * have an index of 2, and so on.
     *
     * Tracking pickups requires stateful tracking, so using pickup indexes requires an upgraded mod.
     *
     * Note that the pickup index will not change:
     * - When a pickup is rolled with e.g. D6 or D20.
     * - When an item is "rotated" via e.g. Tainted Isaac's mechanic.
     *
     * In order to use this function, you must upgrade your mod with
     * `ISCFeature.PICKUP_INDEX_CREATION`.
     */
    getPickupIndex(pickup: EntityPickup): PickupIndex;
}
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