declare type StateType = string;
import { JssmGenericState, JssmGenericConfig, JssmStateConfig, JssmTransition, JssmTransitionList, // JssmTransitionRule,
JssmMachineInternalState, JssmAllowsOverride, JssmStateDeclaration, JssmStateStyleKeyList, JssmLayout, JssmHistory, JssmSerialization, FslDirection, FslDirections, FslTheme, HookDescription, HookHandler, HookContext, HookResult, HookComplexResult, EverythingHookContext, EverythingHookHandler, PostEverythingHookHandler, JssmRng } from './jssm_types';
import { arrow_direction, arrow_left_kind, arrow_right_kind } from './jssm_arrow';
import { compile, make, wrap_parse } from './jssm_compiler';
import { seq, unique, find_repeated, weighted_rand_select, weighted_sample_select, histograph, weighted_histo_key, gen_splitmix32, sleep } from './jssm_util';
import * as constants from './jssm_constants';
declare const shapes: string[], gviz_shapes: string[], named_colors: string[], state_name_chars: readonly {
    from: string;
    to: string;
}[], state_name_first_chars: readonly {
    from: string;
    to: string;
}[], action_label_chars: readonly {
    from: string;
    to: string;
}[];
import { version, build_time } from './version';
/*********
 *
 *  An internal method meant to take a series of declarations and fold them into
 *  a single multi-faceted declaration, in the process of building a state.  Not
 *  generally meant for external use.
 *
 *  @internal
 *
 */
declare function transfer_state_properties(state_decl: JssmStateDeclaration): JssmStateDeclaration;
/**
 *
 *  Collapse a list of individual state-style key/value pairs into a single
 *  {@link JssmStateConfig} object, remapping FSL-style kebab-case keys to the
 *  camelCase field names the runtime uses.
 *
 *  The parser emits state styling as a flat array like
 *  `[{ key: 'color', value: 'red' }, { key: 'line-style', value: 'dashed' }]`
 *  because that is the most natural shape for the grammar to produce.  This
 *  helper runs once per style bucket during `Machine` construction to turn
 *  those arrays into the compact `{ color, lineStyle, ... }` objects the
 *  graph-rendering code expects.
 *
 *  ```typescript
 *  state_style_condense([
 *    { key: 'color',      value: 'red' },
 *    { key: 'shape',      value: 'oval' },
 *    { key: 'line-style', value: 'dashed' }
 *  ]);
 *  // => { color: 'red', shape: 'oval', lineStyle: 'dashed' }
 *
 *  state_style_condense(undefined);
 *  // => {}
 *  ```
 *
 *  @param jssk The list of style keys to condense.  `undefined` is accepted
 *  and yields an empty config.
 *
 *  @param machine Optional `Machine` reference, used only so that any
 *  {@link JssmError} thrown can point at the offending machine in its
 *  diagnostic message.
 *
 *  @returns A `JssmStateConfig` object containing every key from `jssk`
 *  remapped into its camelCase field.
 *
 *  @throws {JssmError} If `jssk` is neither an array nor `undefined`, if any
 *  element is not an object, if the same key appears more than once, or if a
 *  key is not one of the recognized style names.
 *
 *  @internal
 *
 */
declare function state_style_condense(jssk: JssmStateStyleKeyList, machine?: any): JssmStateConfig;
/*******
 *
 *  Core finite state machine class.  Holds the full graph of states and
 *  transitions, the current state, hooks, data, properties, and all runtime
 *  behavior.  Typically created via the {@link sm} tagged template literal
 *  rather than constructed directly.
 *
 *  ```typescript
 *  import { sm } from 'jssm';
 *
 *  const light = sm`Red 'next' => Green 'next' => Yellow 'next' => Red;`;
 *  light.state();       // 'Red'
 *  light.action('next'); // true
 *  light.state();       // 'Green'
 *  ```
 *
 *  @typeparam mDT The machine data type — the type of the value stored in
 *  `.data()`.  Defaults to `undefined` when no data is used.
 *
 */
declare class Machine<mDT> {
    _state: StateType;
    _states: Map<StateType, JssmGenericState>;
    _edges: Array<JssmTransition<StateType, mDT>>;
    _edge_map: Map<StateType, Map<StateType, number>>;
    _named_transitions: Map<StateType, number>;
    _actions: Map<StateType, Map<StateType, number>>;
    _reverse_actions: Map<StateType, Map<StateType, number>>;
    _reverse_action_targets: Map<StateType, Map<StateType, number>>;
    _start_states: Set<StateType>;
    _end_states: Set<StateType>;
    _machine_author?: Array<string>;
    _machine_comment?: string;
    _machine_contributor?: Array<string>;
    _machine_definition?: string;
    _machine_language?: string;
    _machine_license?: string;
    _machine_name?: string;
    _machine_version?: string;
    _fsl_version?: string;
    _raw_state_declaration?: Array<Object>;
    _state_declarations: Map<StateType, JssmStateDeclaration>;
    _data?: mDT;
    _instance_name: string;
    _rng_seed: number;
    _rng: JssmRng;
    _graph_layout: JssmLayout;
    _dot_preamble: string;
    _arrange_declaration: Array<Array<StateType>>;
    _arrange_start_declaration: Array<Array<StateType>>;
    _arrange_end_declaration: Array<Array<StateType>>;
    _themes: FslTheme[];
    _flow: FslDirection;
    _has_hooks: boolean;
    _has_basic_hooks: boolean;
    _has_named_hooks: boolean;
    _has_entry_hooks: boolean;
    _has_exit_hooks: boolean;
    _has_after_hooks: boolean;
    _has_global_action_hooks: boolean;
    _has_transition_hooks: boolean;
    _has_forced_transitions: boolean;
    _hooks: Map<string, HookHandler<mDT>>;
    _named_hooks: Map<string, HookHandler<mDT>>;
    _entry_hooks: Map<string, HookHandler<mDT>>;
    _exit_hooks: Map<string, HookHandler<mDT>>;
    _after_hooks: Map<string, HookHandler<mDT>>;
    _global_action_hooks: Map<string, HookHandler<mDT>>;
    _any_action_hook: HookHandler<mDT> | undefined;
    _standard_transition_hook: HookHandler<mDT> | undefined;
    _main_transition_hook: HookHandler<mDT> | undefined;
    _forced_transition_hook: HookHandler<mDT> | undefined;
    _any_transition_hook: HookHandler<mDT> | undefined;
    _has_post_hooks: boolean;
    _has_post_basic_hooks: boolean;
    _has_post_named_hooks: boolean;
    _has_post_entry_hooks: boolean;
    _has_post_exit_hooks: boolean;
    _has_post_global_action_hooks: boolean;
    _has_post_transition_hooks: boolean;
    _code_allows_override: JssmAllowsOverride;
    _config_allows_override: JssmAllowsOverride;
    _post_hooks: Map<string, HookHandler<mDT>>;
    _post_named_hooks: Map<string, HookHandler<mDT>>;
    _post_entry_hooks: Map<string, HookHandler<mDT>>;
    _post_exit_hooks: Map<string, HookHandler<mDT>>;
    _post_global_action_hooks: Map<string, HookHandler<mDT>>;
    _post_any_action_hook: HookHandler<mDT> | undefined;
    _post_standard_transition_hook: HookHandler<mDT> | undefined;
    _post_main_transition_hook: HookHandler<mDT> | undefined;
    _post_forced_transition_hook: HookHandler<mDT> | undefined;
    _post_any_transition_hook: HookHandler<mDT> | undefined;
    _pre_everything_hook: EverythingHookHandler<mDT> | undefined;
    _everything_hook: EverythingHookHandler<mDT> | undefined;
    _pre_post_everything_hook: PostEverythingHookHandler<mDT> | undefined;
    _post_everything_hook: PostEverythingHookHandler<mDT> | undefined;
    _property_keys: Set<string>;
    _default_properties: Map<string, any>;
    _state_properties: Map<string, any>;
    _required_properties: Set<string>;
    _history: JssmHistory<mDT>;
    _history_length: number;
    _state_style: JssmStateConfig;
    _active_state_style: JssmStateConfig;
    _hooked_state_style: JssmStateConfig;
    _terminal_state_style: JssmStateConfig;
    _start_state_style: JssmStateConfig;
    _end_state_style: JssmStateConfig;
    _state_labels: Map<string, string>;
    _time_source: () => number;
    _create_started: number;
    _created: number;
    _after_mapping: Map<string, [string, number]>;
    _timeout_source: (Function: any, number: any) => number;
    _clear_timeout_source: (h: any) => void;
    _timeout_handle: number | undefined;
    _timeout_target: string | undefined;
    _timeout_target_time: number | undefined;
    constructor({ start_states, end_states, initial_state, start_states_no_enforce, complete, transitions, machine_author, machine_comment, machine_contributor, machine_definition, machine_language, machine_license, machine_name, machine_version, state_declaration, property_definition, state_property, fsl_version, dot_preamble, arrange_declaration, arrange_start_declaration, arrange_end_declaration, theme, flow, graph_layout, instance_name, history, data, default_state_config, default_active_state_config, default_hooked_state_config, default_terminal_state_config, default_start_state_config, default_end_state_config, allows_override, config_allows_override, rng_seed, time_source, timeout_source, clear_timeout_source }: JssmGenericConfig<StateType, mDT>);
    /********
     *
     *  Internal method for fabricating states.  Not meant for external use.
     *
     *  @internal
     *
     */
    _new_state(state_config: JssmGenericState): StateType;
    /*********
     *
     *  Get the current state of a machine.
     *
     *  ```typescript
     *  import * as jssm from 'jssm';
     *
     *  const lswitch = jssm.from('on <=> off;');
     *  console.log( lswitch.state() );             // 'on'
     *
     *  lswitch.transition('off');
     *  console.log( lswitch.state() );             // 'off'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The current state name.
     *
     */
    state(): StateType;
    /*********
     *
     *  Get the label for a given state, if any; return `undefined` otherwise.
     *
     *  ```typescript
     *  import * as jssm from 'jssm';
     *
     *  const lswitch = jssm.from('a -> b; state a: { label: "Foo!"; };');
     *  console.log( lswitch.label_for('a') );              // 'Foo!'
     *  console.log( lswitch.label_for('b') );              // undefined
     *  ```
     *
     *  See also {@link display_text}.
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param state The state to get the label for.
     *
     *  @returns The label string, or `undefined` if no label is set.
     *
     */
    label_for(state: StateType): string;
    /*********
     *
     *  Get whatever the node should show as text.
     *
     *  Currently, this means to get the label for a given state, if any;
     *  otherwise to return the node's name.  However, this definition is expected
     *  to grow with time, and it is currently considered ill-advised to manually
     *  parse this text.
     *
     *  See also {@link label_for}.
     *
     *  ```typescript
     *  import * as jssm from 'jssm';
     *
     *  const lswitch = jssm.from('a -> b; state a: { label: "Foo!"; };');
     *  console.log( lswitch.display_text('a') );              // 'Foo!'
     *  console.log( lswitch.display_text('b') );              // 'b'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param state The state to get display text for.
     *
     *  @returns The label if one exists, otherwise the state's name.
     *
     */
    display_text(state: StateType): string;
    /*********
     *
     *  Get the current data of a machine.
     *
     *  ```typescript
     *  import * as jssm from 'jssm';
     *
     *  const lswitch = jssm.from('on <=> off;', {data: 1});
     *  console.log( lswitch.data() );              // 1
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns A deep clone of the machine's current data value.
     *
     */
    data(): mDT;
    /*********
     *
     *  Get the current value of a given property name.  Checks the current
     *  state's properties first, then falls back to the global default.
     *  Returns `undefined` if neither exists.  For a throwing variant, see
     *  {@link strict_prop}.
     *
     *  ```typescript
     *  const m = sm`property color default "grey"; a -> b;
     *               state b: { property color "blue"; };`;
     *
     *  m.prop('color');  // 'grey'  (default, because state is 'a')
     *  m.go('b');
     *  m.prop('color');  // 'blue'  (state 'b' overrides the default)
     *  m.prop('size');   // undefined (no such property)
     *  ```
     *
     *  @param name The relevant property name to look up.
     *
     *  @returns The value behind the prop name, or `undefined` if not defined.
     *
     */
    prop(name: string): any;
    /*********
     *
     *  Get the current value of a given property name.  If missing on the state
     *  and without a global default, throws a {@link JssmError}, unlike
     *  {@link prop}, which would return `undefined` instead.
     *
     *  ```typescript
     *  const m = sm`property color default "grey"; a -> b;`;
     *
     *  m.strict_prop('color');  // 'grey'
     *  m.strict_prop('size');   // throws JssmError
     *  ```
     *
     *  @param name The relevant property name to look up.
     *
     *  @returns The value behind the prop name.
     *
     *  @throws {JssmError} If the property is not defined on the current state
     *  and has no default.
     *
     */
    strict_prop(name: string): any;
    /*********
     *
     *  Get the current value of every prop, as an object.  If no current definition
     *  exists for a prop — that is, if the prop was defined without a default and
     *  the current state also doesn't define the prop — then that prop will be listed
     *  in the returned object with a value of `undefined`.
     *
     *  ```typescript
     *  const traffic_light = sm`
     *
     *    property can_go     default true;
     *    property hesitate   default true;
     *    property stop_first default false;
     *
     *    Off -> Red => Green => Yellow => Red;
     *    [Red Yellow Green] ~> [Off FlashingRed];
     *    FlashingRed -> Red;
     *
     *    state Red:         { property stop_first true;  property can_go false; };
     *    state Off:         { property stop_first true;  };
     *    state FlashingRed: { property stop_first true;  };
     *    state Green:       { property hesitate   false; };
     *
     *  `;
     *
     *  traffic_light.state();  // Off
     *  traffic_light.props();  // { can_go: true,  hesitate: true,  stop_first: true;  }
     *
     *  traffic_light.go('Red');
     *  traffic_light.props();  // { can_go: false, hesitate: true,  stop_first: true;  }
     *
     *  traffic_light.go('Green');
     *  traffic_light.props();  // { can_go: true,  hesitate: false, stop_first: false; }
     *  ```
     *
     *  @returns An object mapping every known property name to its current value
     *  (or `undefined` if the property has no default and the current state
     *  doesn't define it).
     *
     */
    props(): object;
    /*********
     *
     *  Check whether a given string is a known property's name.
     *
     *  ```typescript
     *  const example = sm`property foo default 1; a->b;`;
     *
     *  example.known_prop('foo');  // true
     *  example.known_prop('bar');  // false
     *  ```
     *
     *  @param prop_name The relevant property name to look up
     *
     */
    known_prop(prop_name: string): boolean;
    /*********
     *
     *  List all known property names.  If you'd also like values, use
     *  {@link props} instead.  The order of the properties is not defined, and
     *  the properties generally will not be sorted.
     *
     *  ```typescript
     *  const m = sm`property color default "grey"; property size default 1; a -> b;`;
     *
     *  m.known_props();  // ['color', 'size']
     *  ```
     *
     *  @returns An array of all property name strings defined on this machine.
     *
     */
    known_props(): string[];
    /********
     *
     *  Check whether a given state is a valid start state (either because it was
     *  explicitly named as such, or because it was the first mentioned state.)
     *
     *  ```typescript
     *  import { sm, is_start_state } from 'jssm';
     *
     *  const example = sm`a -> b;`;
     *
     *  console.log( final_test.is_start_state('a') );   // true
     *  console.log( final_test.is_start_state('b') );   // false
     *
     *  const example = sm`start_states: [a b]; a -> b;`;
     *
     *  console.log( final_test.is_start_state('a') );   // true
     *  console.log( final_test.is_start_state('b') );   // true
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The name of the state to check
     *
     */
    is_start_state(whichState: StateType): boolean;
    /********
     *
     *  Check whether a given state is a valid start state (either because it was
     *  explicitly named as such, or because it was the first mentioned state.)
     *
     *  ```typescript
     *  import { sm, is_end_state } from 'jssm';
     *
     *  const example = sm`a -> b;`;
     *
     *  console.log( final_test.is_start_state('a') );   // false
     *  console.log( final_test.is_start_state('b') );   // true
     *
     *  const example = sm`end_states: [a b]; a -> b;`;
     *
     *  console.log( final_test.is_start_state('a') );   // true
     *  console.log( final_test.is_start_state('b') );   // true
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The name of the state to check
     *
     */
    is_end_state(whichState: StateType): boolean;
    /********
     *
     *  Check whether a given state is final (either has no exits or is marked
     *  `complete`.)
     *
     *  ```typescript
     *  import { sm, state_is_final } from 'jssm';
     *
     *  const final_test = sm`first -> second;`;
     *
     *  console.log( final_test.state_is_final('first') );   // false
     *  console.log( final_test.state_is_final('second') );  // true
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The name of the state to check for finality
     *
     */
    state_is_final(whichState: StateType): boolean;
    /********
     *
     *  Check whether the current state is final (either has no exits or is marked
     *  `complete`.)
     *
     *  ```typescript
     *  import { sm, is_final } from 'jssm';
     *
     *  const final_test = sm`first -> second;`;
     *
     *  console.log( final_test.is_final() );   // false
     *  state.transition('second');
     *  console.log( final_test.is_final() );   // true
     *  ```
     *
     */
    is_final(): boolean;
    /********
     *
     *  Serialize the current machine, including all defining state but not the
     *  machine string, to a structure.  This means you will need the machine
     *  string to recreate (to not waste repeated space;) if you want the machine
     *  string embedded, call {@link serialize_with_string} instead.
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param comment An optional comment string to embed in the serialized
     *  output for identification or debugging.
     *
     *  @returns A {@link JssmSerialization} object containing the machine's
     *  current state, data, and timestamp.
     *
     */
    serialize(comment?: string | undefined): JssmSerialization<mDT>;
    /** Get the graph layout direction (e.g. `'LR'`, `'TB'`).  Set via the
     *  FSL `graph_layout` directive.
     *  @returns The layout string, or the default if not set.
     */
    graph_layout(): string;
    /** Get the Graphviz DOT preamble string, injected before the graph body
     *  during visualization.  Set via the FSL `dot_preamble` directive.
     *  @returns The preamble string.
     */
    dot_preamble(): string;
    /** Get the machine's author list.  Set via the FSL `machine_author` directive.
     *  @returns An array of author name strings.
     */
    machine_author(): Array<string>;
    /** Get the machine's comment string.  Set via the FSL `machine_comment` directive.
     *  @returns The comment string.
     */
    machine_comment(): string;
    /** Get the machine's contributor list.  Set via the FSL `machine_contributor` directive.
     *  @returns An array of contributor name strings.
     */
    machine_contributor(): Array<string>;
    /** Get the machine's definition string.  Set via the FSL `machine_definition` directive.
     *  @returns The definition string.
     */
    machine_definition(): string;
    /** Get the machine's language (ISO 639-1).  Set via the FSL `machine_language` directive.
     *  @returns The language code string.
     */
    machine_language(): string;
    /** Get the machine's license string.  Set via the FSL `machine_license` directive.
     *  @returns The license string.
     */
    machine_license(): string;
    /** Get the machine's name.  Set via the FSL `machine_name` directive.
     *  @returns The machine name string.
     */
    machine_name(): string;
    /** Get the machine's version string.  Set via the FSL `machine_version` directive.
     *  @returns The version string.
     */
    machine_version(): string;
    /** Get the raw state declaration objects as parsed from the FSL source.
     *  @returns An array of raw state declaration objects.
     */
    raw_state_declarations(): Array<Object>;
    /** Get the processed state declaration for a specific state.
     *  @param which - The state to look up.
     *  @returns The {@link JssmStateDeclaration} for the given state.
     */
    state_declaration(which: StateType): JssmStateDeclaration;
    /** Get all processed state declarations as a Map.
     *  @returns A `Map` from state name to {@link JssmStateDeclaration}.
     */
    state_declarations(): Map<StateType, JssmStateDeclaration>;
    /** Get the FSL language version this machine was compiled under.
     *  @returns The FSL version string.
     */
    fsl_version(): string;
    /** Get the complete internal state of the machine as a serializable
     *  structure.  Includes actions, edges, edge map, named transitions,
     *  reverse actions, current state, and states map.
     *  @returns A {@link JssmMachineInternalState} snapshot.
     */
    machine_state(): JssmMachineInternalState<mDT>;
    /*********
     *
     *  List all the states known by the machine.  Please note that the order of
     *  these states is not guaranteed.
     *
     *  ```typescript
     *  import * as jssm from 'jssm';
     *
     *  const lswitch = jssm.from('on <=> off;');
     *  console.log( lswitch.states() );             // ['on', 'off']
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns An array of all state names in the machine.
     *
     */
    states(): Array<StateType>;
    /** Get the internal state descriptor for a given state name.
     *  @param whichState - The state to look up.
     *  @returns The {@link JssmGenericState} descriptor.
     *  @throws {JssmError} If the state does not exist.
     */
    state_for(whichState: StateType): JssmGenericState;
    /*********
     *
     *  Check whether the machine knows a given state.
     *
     *  ```typescript
     *  import * as jssm from 'jssm';
     *
     *  const lswitch = jssm.from('on <=> off;');
     *
     *  console.log( lswitch.has_state('off') );     // true
     *  console.log( lswitch.has_state('dance') );   // false
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The state to be checked for existence.
     *
     *  @returns `true` if the state exists, `false` otherwise.
     *
     */
    has_state(whichState: StateType): boolean;
    /*********
     *
     *  Lists all edges of a machine.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const lswitch = sm`on 'toggle' <=> 'toggle' off;`;
     *
     *  lswitch.list_edges();
     *  [
     *    {
     *      from: 'on',
     *      to: 'off',
     *      kind: 'main',
     *      forced_only: false,
     *      main_path: true,
     *      action: 'toggle'
     *    },
     *    {
     *      from: 'off',
     *      to: 'on',
     *      kind: 'main',
     *      forced_only: false,
     *      main_path: true,
     *      action: 'toggle'
     *    }
     *  ]
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns An array of all {@link JssmTransition} edge objects.
     *
     */
    list_edges(): Array<JssmTransition<StateType, mDT>>;
    /** Get the map of named transitions (transitions with explicit names).
     *  @returns A `Map` from transition name to edge index.
     */
    list_named_transitions(): Map<StateType, number>;
    /** List all distinct action names defined anywhere in the machine.
     *  @returns An array of action name strings.
     */
    list_actions(): Array<StateType>;
    /** Whether any actions are defined on this machine.
     *  @returns `true` if the machine has at least one action.
     */
    get uses_actions(): boolean;
    /** Whether any forced (`~>`) transitions exist in this machine.
     *  @returns `true` if at least one forced transition is defined.
     */
    get uses_forced_transitions(): boolean;
    /*********
     *
     *  Check if the code that built the machine allows overriding state and data.
     *
     *  @returns The override permission from the FSL source code.
     *
     */
    get code_allows_override(): JssmAllowsOverride;
    /*********
     *
     *  Check if the machine config allows overriding state and data.
     *
     *  @returns The override permission from the runtime config.
     *
     */
    get config_allows_override(): JssmAllowsOverride;
    /*********
     *
     *  Check if a machine allows overriding state and data.  Resolves the
     *  combined effect of code and config permissions — config may not be
     *  less strict than code.
     *
     *  @returns The effective override permission.
     *
     */
    get allows_override(): JssmAllowsOverride;
    /** List all available theme names.
     *  @returns An array of theme name strings.
     */
    all_themes(): FslTheme[];
    /** List the character ranges accepted by the FSL grammar in any but the
     *  first position of a state name (atom).  Each entry is an inclusive
     *  `{from, to}` range of single Unicode characters.
     *
     *  @returns An array of `{from, to}` inclusive character ranges.
     *
     *  @example
     *  const m = sm`a -> b;`;
     *  m.all_state_name_chars().some(r => '+' >= r.from && '+' <= r.to);  // true
     */
    all_state_name_chars(): ReadonlyArray<{
        from: string;
        to: string;
    }>;
    /** List the character ranges accepted by the FSL grammar in the first
     *  position of a state name (atom).  Narrower than
     *  {@link all_state_name_chars}: notably omits `+`, `(`, `)`, `&`, `#`, `@`.
     *
     *  @returns An array of `{from, to}` inclusive character ranges.
     *
     *  @example
     *  const m = sm`a -> b;`;
     *  m.all_state_name_first_chars().some(r => '+' >= r.from && '+' <= r.to);  // false
     */
    all_state_name_first_chars(): ReadonlyArray<{
        from: string;
        to: string;
    }>;
    /** List the character ranges accepted inside a single-quoted FSL action
     *  label without escaping.  Space is allowed; the apostrophe `'` is
     *  explicitly excluded since it terminates the label.
     *
     *  @returns An array of `{from, to}` inclusive character ranges.
     *
     *  @example
     *  const m = sm`a -> b;`;
     *  m.all_action_label_chars().some(r => ' ' >= r.from && ' ' <= r.to);   // true
     *  m.all_action_label_chars().some(r => "'" >= r.from && "'" <= r.to);   // false
     */
    all_action_label_chars(): ReadonlyArray<{
        from: string;
        to: string;
    }>;
    /** Get the active theme(s) for this machine.  Always stored as an array
     *  internally; the union return type exists for setter compatibility.
     *  @returns The current theme or array of themes.
     */
    get themes(): FslTheme | FslTheme[];
    /** Set the active theme(s).  Accepts a single theme name or an array.
     *  @param to - A theme name or array of theme names to apply.
     */
    set themes(to: FslTheme | FslTheme[]);
    /** Get the flow direction for graph layout (e.g. `'right'`, `'down'`).
     *  Set via the FSL `flow` directive.
     *  @returns The current flow direction.
     */
    flow(): FslDirection;
    /** Look up a transition's edge index by source and target state names.
     *  @param from - Source state name.
     *  @param to   - Target state name.
     *  @returns The edge index in the edges array, or `undefined` if no
     *  such transition exists.
     */
    get_transition_by_state_names(from: StateType, to: StateType): number;
    /** Look up the full transition object for a given source→target pair.
     *  @param from - Source state name.
     *  @param to   - Target state name.
     *  @returns The {@link JssmTransition} object, or `undefined` if none exists.
     */
    lookup_transition_for(from: StateType, to: StateType): JssmTransition<StateType, mDT>;
    /********
     *
     *  List all transitions attached to the current state, sorted by entrance and
     *  exit.  The order of each sublist is not defined.  A node could appear in
     *  both lists.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const light = sm`red 'next' -> green 'next' -> yellow 'next' -> red; [red yellow green] 'shutdown' ~> off 'start' -> red;`;
     *
     *  light.state();               // 'red'
     *  light.list_transitions();    // { entrances: [ 'yellow', 'off' ], exits: [ 'green', 'off' ] }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The state whose transitions to have listed
     *
     */
    list_transitions(whichState?: StateType): JssmTransitionList;
    /********
     *
     *  List all entrances attached to the current state.  Please note that the
     *  order of the list is not defined.  This list includes both unforced and
     *  forced entrances; if this isn't desired, consider
     *  {@link list_unforced_entrances} or {@link list_forced_entrances} as
     *  appropriate.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const light = sm`red 'next' -> green 'next' -> yellow 'next' -> red; [red yellow green] 'shutdown' ~> off 'start' -> red;`;
     *
     *  light.state();               // 'red'
     *  light.list_entrances();      // [ 'yellow', 'off' ]
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The state whose entrances to have listed
     *
     */
    list_entrances(whichState?: StateType): Array<StateType>;
    /********
     *
     *  List all exits attached to the current state.  Please note that the order
     *  of the list is not defined.  This list includes both unforced and forced
     *  exits; if this isn't desired, consider {@link list_unforced_exits} or
     *  {@link list_forced_exits} as appropriate.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const light = sm`red 'next' -> green 'next' -> yellow 'next' -> red; [red yellow green] 'shutdown' ~> off 'start' -> red;`;
     *
     *  light.state();               // 'red'
     *  light.list_exits();          // [ 'green', 'off' ]
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The state whose exits to have listed
     *
     */
    list_exits(whichState?: StateType): Array<StateType>;
    /** Get the transitions available from a state for use by the probabilistic
     *  walk system.
     *
     *  If any exit declares a `probability`, only those probability-bearing
     *  exits are returned, so that non-probability peers cannot dilute the
     *  declared distribution.  If no exit declares a `probability`, every
     *  legal (non-forced) exit is returned, which `weighted_rand_select`
     *  treats as equal weight.  Forced-only exits (`~>`) are always excluded,
     *  since they cannot be taken by an ordinary `transition()` call.
     *
     *  Fixes StoneCypher/fsl#1325, in which the function previously returned
     *  every exit unconditionally — including forced-only exits and exits
     *  with no `probability`, which distorted the weighted distribution.
     *
     *  @param whichState - The state to inspect.
     *  @returns An array of {@link JssmTransition} edges exiting the state,
     *  filtered as described above.  May be empty.
     *  @throws {JssmError} If the state does not exist.
     */
    probable_exits_for(whichState: StateType): Array<JssmTransition<StateType, mDT>>;
    /** Take a single random transition from the current state, weighted by
     *  edge probabilities.
     *  @returns `true` if a transition was taken, `false` otherwise.
     */
    probabilistic_transition(): boolean;
    /** Take `n` consecutive probabilistic transitions and return the sequence
     *  of states visited (before each transition).
     *  @param n - Number of steps to walk.
     *  @returns An array of state names visited during the walk.
     */
    probabilistic_walk(n: number): Array<StateType>;
    /** Take `n` probabilistic steps and return a histograph of how many times
     *  each state was visited.
     *  @param n - Number of steps to walk.
     *  @returns A `Map` from state name to visit count.
     */
    probabilistic_histo_walk(n: number): Map<StateType, number>;
    /********
     *
     *  List all actions available from this state.  Please note that the order of
     *  the actions is not guaranteed.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const machine = sm`
     *    red 'next' -> green 'next' -> yellow 'next' -> red;
     *    [red yellow green] 'shutdown' ~> off 'start' -> red;
     *  `;
     *
     *  console.log( machine.state() );    // logs 'red'
     *  console.log( machine.actions() );  // logs ['next', 'shutdown']
     *
     *  machine.action('next');            // true
     *  console.log( machine.state() );    // logs 'green'
     *  console.log( machine.actions() );  // logs ['next', 'shutdown']
     *
     *  machine.action('shutdown');        // true
     *  console.log( machine.state() );    // logs 'off'
     *  console.log( machine.actions() );  // logs ['start']
     *
     *  machine.action('start');           // true
     *  console.log( machine.state() );    // logs 'red'
     *  console.log( machine.actions() );  // logs ['next', 'shutdown']
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The state whose actions to list.  Defaults to the
     *  current state.
     *
     *  @returns An array of action names available from the given state.
     *
     */
    actions(whichState?: StateType): Array<StateType>;
    /********
     *
     *  List all states that have a specific action attached.  Please note that
     *  the order of the states is not guaranteed.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const machine = sm`
     *    red 'next' -> green 'next' -> yellow 'next' -> red;
     *    [red yellow green] 'shutdown' ~> off 'start' -> red;
     *  `;
     *
     *  console.log( machine.list_states_having_action('next') );    // ['red', 'green', 'yellow']
     *  console.log( machine.list_states_having_action('start') );   // ['off']
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param whichState The action to be checked for associated states
     *
     */
    list_states_having_action(whichState: StateType): Array<StateType>;
    /** List all action names available as exits from a given state.
     *  @param whichState - The state to inspect.  Defaults to the current state.
     *  @returns An array of action name strings.
     *  @throws {JssmError} If the state does not exist.
     */
    list_exit_actions(whichState?: StateType): Array<StateType>;
    /** List all action exits from a state with their probabilities.
     *  @param whichState - The state to inspect.  Defaults to the current state.
     *  @returns An array of `{ action, probability }` objects.
     *  @throws {JssmError} If the state does not exist.
     */
    probable_action_exits(whichState?: StateType): Array<any>;
    /** Check whether a state has no incoming transitions (unreachable after start).
     *  @param whichState - The state to check.
     *  @returns `true` if the state has zero entrances.
     *  @throws {JssmError} If the state does not exist.
     */
    is_unenterable(whichState: StateType): boolean;
    /** Check whether any state in the machine is unenterable.
     *  @returns `true` if at least one state has no incoming transitions.
     */
    has_unenterables(): boolean;
    /** Check whether the current state is terminal (has no exits).
     *  @returns `true` if the current state has zero exits.
     */
    is_terminal(): boolean;
    /** Check whether a specific state is terminal (has no exits).
     *  @param whichState - The state to check.
     *  @returns `true` if the state has zero exits.
     *  @throws {JssmError} If the state does not exist.
     */
    state_is_terminal(whichState: StateType): boolean;
    /** Check whether any state in the machine is terminal.
     *  @returns `true` if at least one state has no exits.
     */
    has_terminals(): boolean;
    /** Check whether the current state is complete (every exit has an action).
     *  @returns `true` if the current state is complete.
     */
    is_complete(): boolean;
    /** Check whether a specific state is complete (every exit has an action).
     *  @param whichState - The state to check.
     *  @returns `true` if the state is complete.
     *  @throws {JssmError} If the state does not exist.
     */
    state_is_complete(whichState: StateType): boolean;
    /** Check whether any state in the machine is complete.
     *  @returns `true` if at least one state is complete.
     */
    has_completes(): boolean;
    /** Low-level hook registration.  Installs a handler described by a
     *  {@link HookDescription} into the appropriate internal map.  Prefer the
     *  convenience wrappers ({@link hook}, {@link hook_entry}, etc.) over
     *  calling this directly.
     *  @param HookDesc - A hook descriptor specifying kind, states, and handler.
     */
    set_hook(HookDesc: HookDescription<mDT>): void;
    /** Register a pre-transition hook on a specific edge.  Fires before
     *  transitioning from `from` to `to`.  If the handler returns `false`, the
     *  transition is blocked.
     *
     *  ```typescript
     *  const m = sm`a -> b -> c;`;
     *  m.hook('a', 'b', () => console.log('a->b'));
     *  ```
     *
     *  @param from    - Source state name.
     *  @param to      - Target state name.
     *  @param handler - Callback invoked before the transition.
     *  @returns `this` for chaining.
     */
    hook(from: string, to: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on a specific action-labeled edge.
     *  @param from    - Source state name.
     *  @param to      - Target state name.
     *  @param action  - The action label that triggers this hook.
     *  @param handler - Callback invoked before the transition.
     *  @returns `this` for chaining.
     */
    hook_action(from: string, to: string, action: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on any edge triggered by a specific action.
     *  @param action  - The action name to hook.
     *  @param handler - Callback invoked before any transition with this action.
     *  @returns `this` for chaining.
     */
    hook_global_action(action: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on any action-driven transition.
     *  @param handler - Callback invoked before any action transition.
     *  @returns `this` for chaining.
     */
    hook_any_action(handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on any standard (`->`) transition.
     *  @param handler - Callback invoked before any legal transition.
     *  @returns `this` for chaining.
     */
    hook_standard_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on any main-path (`=>`) transition.
     *  @param handler - Callback invoked before any main transition.
     *  @returns `this` for chaining.
     */
    hook_main_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on any forced (`~>`) transition.
     *  @param handler - Callback invoked before any forced transition.
     *  @returns `this` for chaining.
     */
    hook_forced_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook on any transition regardless of kind.
     *  @param handler - Callback invoked before every transition.
     *  @returns `this` for chaining.
     */
    hook_any_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a hook that fires when entering a specific state.
     *  @param to      - The state being entered.
     *  @param handler - Callback invoked on entry.
     *  @returns `this` for chaining.
     */
    hook_entry(to: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a hook that fires when leaving a specific state.
     *  @param from    - The state being exited.
     *  @param handler - Callback invoked on exit.
     *  @returns `this` for chaining.
     */
    hook_exit(from: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a hook that fires after leaving a specific state (post-exit).
     *  @param from    - The state that was exited.
     *  @param handler - Callback invoked after exit completes.
     *  @returns `this` for chaining.
     */
    hook_after(from: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on a specific edge.  Fires after the transition
     *  from `from` to `to` has completed.  Cannot block the transition.
     *  @param from    - Source state name.
     *  @param to      - Target state name.
     *  @param handler - Callback invoked after the transition.
     *  @returns `this` for chaining.
     */
    post_hook(from: string, to: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on a specific action-labeled edge.
     *  @param from    - Source state name.
     *  @param to      - Target state name.
     *  @param action  - The action label.
     *  @param handler - Callback invoked after the transition.
     *  @returns `this` for chaining.
     */
    post_hook_action(from: string, to: string, action: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on any edge triggered by a specific action.
     *  @param action  - The action name.
     *  @param handler - Callback invoked after any transition with this action.
     *  @returns `this` for chaining.
     */
    post_hook_global_action(action: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on any action-driven transition.
     *  @param handler - Callback invoked after any action transition.
     *  @returns `this` for chaining.
     */
    post_hook_any_action(handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on any standard (`->`) transition.
     *  @param handler - Callback invoked after any legal transition.
     *  @returns `this` for chaining.
     */
    post_hook_standard_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on any main-path (`=>`) transition.
     *  @param handler - Callback invoked after any main transition.
     *  @returns `this` for chaining.
     */
    post_hook_main_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on any forced (`~>`) transition.
     *  @param handler - Callback invoked after any forced transition.
     *  @returns `this` for chaining.
     */
    post_hook_forced_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook on any transition regardless of kind.
     *  @param handler - Callback invoked after every transition.
     *  @returns `this` for chaining.
     */
    post_hook_any_transition(handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook that fires after entering a specific state.
     *  @param to      - The state that was entered.
     *  @param handler - Callback invoked after entry.
     *  @returns `this` for chaining.
     */
    post_hook_entry(to: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Post-transition hook that fires after leaving a specific state.
     *  @param from    - The state that was exited.
     *  @param handler - Callback invoked after exit.
     *  @returns `this` for chaining.
     */
    post_hook_exit(from: string, handler: HookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook that fires **before** all other pre-hooks
     *  on every transition.  If the handler returns `false`, the transition is
     *  blocked.  The handler receives an {@link EverythingHookContext} whose
     *  `hook_name` is `'pre everything'`.
     *
     *  ```typescript
     *  const m = sm`a -> b -> c;`;
     *  m.hook_pre_everything(({ hook_name }) => {
     *    console.log(`${hook_name} fired`);
     *    return true;
     *  });
     *  ```
     *
     *  @param handler - Callback invoked before all other pre-hooks.
     *  @returns `this` for chaining.
     */
    hook_pre_everything(handler: EverythingHookHandler<mDT>): Machine<mDT>;
    /** Register a pre-transition hook that fires **after** all other pre-hooks
     *  on every transition.  If the handler returns `false`, the transition is
     *  blocked.  The handler receives an {@link EverythingHookContext} whose
     *  `hook_name` is `'everything'`.
     *
     *  ```typescript
     *  const m = sm`a -> b -> c;`;
     *  m.hook_everything(({ hook_name }) => {
     *    console.log(`${hook_name} fired`);
     *    return true;
     *  });
     *  ```
     *
     *  @param handler - Callback invoked after all other pre-hooks.
     *  @returns `this` for chaining.
     */
    hook_everything(handler: EverythingHookHandler<mDT>): Machine<mDT>;
    /** Register a post-transition hook that fires **after** all other
     *  post-hooks on every transition.  Cannot block the transition.  The
     *  handler receives an {@link EverythingHookContext} whose `hook_name` is
     *  `'post everything'`.
     *
     *  ```typescript
     *  const m = sm`a -> b -> c;`;
     *  m.hook_post_everything(({ hook_name }) => {
     *    console.log(`${hook_name} fired`);
     *  });
     *  ```
     *
     *  @param handler - Callback invoked after all other post-hooks.
     *  @returns `this` for chaining.
     */
    hook_post_everything(handler: PostEverythingHookHandler<mDT>): Machine<mDT>;
    /** Register a post-transition hook that fires **before** all other
     *  post-hooks on every transition.  Cannot block the transition.  The
     *  handler receives an {@link EverythingHookContext} whose `hook_name` is
     *  `'pre post everything'`.
     *
     *  ```typescript
     *  const m = sm`a -> b -> c;`;
     *  m.hook_pre_post_everything(({ hook_name }) => {
     *    console.log(`${hook_name} fired`);
     *  });
     *  ```
     *
     *  @param handler - Callback invoked before all other post-hooks.
     *  @returns `this` for chaining.
     */
    hook_pre_post_everything(handler: PostEverythingHookHandler<mDT>): Machine<mDT>;
    /** Get the current RNG seed used for probabilistic transitions.
     *  @returns The numeric seed value.
     */
    get rng_seed(): number;
    /** Set the RNG seed.  Pass `undefined` to reseed from the current time.
     *  Resets the internal PRNG so subsequent probabilistic operations use the
     *  new seed.
     *  @param to - The seed value, or `undefined` for time-based seeding.
     */
    set rng_seed(to: number | undefined);
    /** Get all edges between two states (there can be multiple with
     *  different actions).
     *  @param from - Source state name.
     *  @param to   - Target state name.
     *  @returns An array of matching {@link JssmTransition} objects.
     */
    edges_between(from: string, to: string): JssmTransition<StateType, mDT>[];
    /*********
     *
     *  Replace the current state and data with no regard to the graph.
     *
     *  ```typescript
     *  import { sm } from 'jssm';
     *
     *  const machine = sm`a -> b -> c;`;
     *  console.log( machine.state() );    // 'a'
     *
     *  machine.go('b');
     *  machine.go('c');
     *  console.log( machine.state() );    // 'c'
     *
     *  machine.override('a');
     *  console.log( machine.state() );    // 'a'
     *  ```
     *
     */
    override(newState: StateType, newData?: mDT | undefined): void;
    /*********
     *
     *  Shared transition core used by {@link transition}, {@link force_transition},
     *  and {@link action}.  Runs validation, fires the full hook pipeline (pre-
     *  everything, any-action, after, any-transition, exit, named, basic,
     *  edge-type, entry, everything), commits the new state if nothing
     *  rejected, and returns whether the transition succeeded.
     *
     *  Not meant for external use.  Call one of the public wrappers instead:
     *  - `transition` for an ordinary legal transition
     *  - `force_transition` to bypass the legality check
     *  - `action` to dispatch by action name rather than target state
     *
     *  @remarks
     *  Known sharp edges, carried over from the original `// TODO` comments:
     *  - The forced-ness behavior needs to be cleaned up a lot here.
     *  - The callbacks are not fully correct across the forced / action / plain
     *    cases and should be revisited.
     *  - When multiple edges exist between two states with different `kind`
     *    values, only the first edge's kind is used to pick the edge-type hook.
     *
     *  @typeparam mDT The type of the machine data member; usually omitted.
     *
     *  @param newStateOrAction The target state name (for a plain or forced
     *  transition) or the action name (when `wasAction` is true).
     *
     *  @param newData Optional replacement machine data to install alongside
     *  the transition.  Hooks may further override this via complex results.
     *
     *  @param wasForced `true` if the caller invoked `force_transition`, in
     *  which case legality is checked against `valid_force_transition` rather
     *  than `valid_transition`.
     *
     *  @param wasAction `true` if the caller invoked `action`, in which case
     *  `newStateOrAction` is an action name and the target state is looked up
     *  via the current action edge.
     *
     *  @returns `true` if the transition was valid and every hook passed;
     *  `false` if the transition was invalid or any hook rejected.
     *
     *  @internal
     *
     */
    transition_impl(newStateOrAction: StateType, newData: mDT | undefined, wasForced: boolean, wasAction: boolean): boolean;
    /** If the current state has an `after` timeout configured, schedule it.
     *  Called internally after each transition.
     */
    auto_set_state_timeout(): void;
    /*********
     *
     *  Get a truncated history of the recent states and data of the machine.
     *  Turned off by default; configure with `.from('...', {data: 5})` by length,
     *  or set `.history_length` at runtime.
     *
     *  History *does not contain the current state*.  If you want that, call
     *  `.history_inclusive` instead.
     *
     *  ```typescript
     *  const foo = jssm.from(
     *    "a 'next' -> b 'next' -> c 'next' -> d 'next' -> e;",
     *    { history: 3 }
     *  );
     *
     *  foo.action('next');
     *  foo.action('next');
     *  foo.action('next');
     *  foo.action('next');
     *
     *  foo.history;  // [ ['b',undefined], ['c',undefined], ['d',undefined] ]
     *  ```
     *
     *  Notice that the machine's current state, `e`, is not in the returned list.
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     */
    get history(): [string, mDT][];
    /*********
     *
     *  Get a truncated history of the recent states and data of the machine,
     *  including the current state.  Turned off by default; configure with
     *  `.from('...', {data: 5})` by length, or set `.history_length` at runtime.
     *
     *  History inclusive contains the current state.  If you only want past
     *  states, call `.history` instead.
     *
     *  The list returned will be one longer than the history buffer kept, as the
     *  history buffer kept gets the current state added to it to produce this
     *  list.
     *
     *  ```typescript
     *  const foo = jssm.from(
     *    "a 'next' -> b 'next' -> c 'next' -> d 'next' -> e;",
     *    { history: 3 }
     *  );
     *
     *  foo.action('next');
     *  foo.action('next');
     *  foo.action('next');
     *  foo.action('next');
     *
     *  foo.history_inclusive;  // [ ['b',undefined], ['c',undefined], ['d',undefined], ['e',undefined] ]
     *  ```
     *
     *  Notice that the machine's current state, `e`, is in the returned list.
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     */
    get history_inclusive(): [string, mDT][];
    /*********
     *
     *  Find out how long a history this machine is keeping.  Defaults to zero.
     *  Settable directly.
     *
     *  ```typescript
     *  const foo = jssm.from("a -> b;");
     *  foo.history_length;                                  // 0
     *
     *  const bar = jssm.from("a -> b;", { history: 3 });
     *  foo.history_length;                                  // 3
     *  foo.history_length = 5;
     *  foo.history_length;                                  // 5
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     */
    get history_length(): number;
    set history_length(to: number);
    /********
     *
     *  Instruct the machine to complete an action.  Synonym for {@link do}.
     *
     *  ```typescript
     *  const light = sm`red 'next' -> green 'next' -> yellow 'next' -> red; [red yellow green] 'shutdown' ~> off 'start' -> red;`;
     *
     *  light.state();               // 'red'
     *  light.action('next');        // true
     *  light.state();               // 'green'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param actionName The action to engage
     *
     *  @param newData The data change to insert during the action
     *
     *  @returns `true` if the action was valid and the transition occurred,
     *  `false` otherwise.
     *
     */
    action(actionName: StateType, newData?: mDT): boolean;
    /********
     *
     *  Get the standard style for a single state.  ***Does not*** include
     *  composition from an applied theme, or things from the underlying base
     *  stylesheet; only the modifications applied by this machine.
     *
     *  ```typescript
     *  const light = sm`a -> b;`;
     *  console.log(light.standard_state_style);
     *  // {}
     *
     *  const light = sm`a -> b; state: { shape: circle; };`;
     *  console.log(light.standard_state_style);
     *  // { shape: 'circle' }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The {@link JssmStateConfig} for standard states.
     *
     */
    get standard_state_style(): JssmStateConfig;
    /********
     *
     *  Get the hooked state style.  ***Does not*** include
     *  composition from an applied theme, or things from the underlying base
     *  stylesheet; only the modifications applied by this machine.
     *
     *  The hooked style is only applied to nodes which have a named hook in the
     *  graph.  Open hooks set through the external API aren't graphed, because
     *  that would be literally every node.
     *
     *  ```typescript
     *  const light = sm`a -> b;`;
     *  console.log(light.hooked_state_style);
     *  // {}
     *
     *  const light = sm`a -> b; hooked_state: { shape: circle; };`;
     *  console.log(light.hooked_state_style);
     *  // { shape: 'circle' }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The {@link JssmStateConfig} for hooked states.
     *
     */
    get hooked_state_style(): JssmStateConfig;
    /********
     *
     *  Get the start state style.  ***Does not*** include composition from an
     *  applied theme, or things from the underlying base stylesheet; only the
     *  modifications applied by this machine.
     *
     *  Start states are defined by the directive `start_states`, or in absentia,
     *  are the first mentioned state.
     *
     *  ```typescript
     *  const light = sm`a -> b;`;
     *  console.log(light.start_state_style);
     *  // {}
     *
     *  const light = sm`a -> b; start_state: { shape: circle; };`;
     *  console.log(light.start_state_style);
     *  // { shape: 'circle' }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The {@link JssmStateConfig} for start states.
     *
     */
    get start_state_style(): JssmStateConfig;
    /********
     *
     *  Get the end state style.  ***Does not*** include
     *  composition from an applied theme, or things from the underlying base
     *  stylesheet; only the modifications applied by this machine.
     *
     *  End states are defined in the directive `end_states`, and are distinct
     *  from terminal states.  End states are voluntary successful endpoints for a
     *  process.  Terminal states are states that cannot be exited.  By example,
     *  most error states are terminal states, but not end states.  Also, since
     *  some end states can be exited and are determined by hooks, such as
     *  recursive or iterative nodes, there is such a thing as an end state that
     *  is not a terminal state.
     *
     *  ```typescript
     *  const light = sm`a -> b;`;
     *  console.log(light.standard_state_style);
     *  // {}
     *
     *  const light = sm`a -> b; end_state: { shape: circle; };`;
     *  console.log(light.standard_state_style);
     *  // { shape: 'circle' }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The {@link JssmStateConfig} for end states.
     *
     */
    get end_state_style(): JssmStateConfig;
    /********
     *
     *  Get the terminal state style.  ***Does not*** include
     *  composition from an applied theme, or things from the underlying base
     *  stylesheet; only the modifications applied by this machine.
     *
     *  Terminal state styles are automatically determined by the machine.  Any
     *  state without a valid exit transition is terminal.
     *
     *  ```typescript
     *  const light = sm`a -> b;`;
     *  console.log(light.terminal_state_style);
     *  // {}
     *
     *  const light = sm`a -> b; terminal_state: { shape: circle; };`;
     *  console.log(light.terminal_state_style);
     *  // { shape: 'circle' }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The {@link JssmStateConfig} for terminal states.
     *
     */
    get terminal_state_style(): JssmStateConfig;
    /********
     *
     *  Get the style for the active state.  ***Does not*** include
     *  composition from an applied theme, or things from the underlying base
     *  stylesheet; only the modifications applied by this machine.
     *
     *  ```typescript
     *  const light = sm`a -> b;`;
     *  console.log(light.active_state_style);
     *  // {}
     *
     *  const light = sm`a -> b; active_state: { shape: circle; };`;
     *  console.log(light.active_state_style);
     *  // { shape: 'circle' }
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @returns The {@link JssmStateConfig} for the active state.
     *
     */
    get active_state_style(): JssmStateConfig;
    /********
     *
     *  Gets the composite style for a specific node by individually imposing the
     *  style layers on a given object, after determining which layers are
     *  appropriate.
     *
     *  The order of composition is base, then theme, then user content.  Each
     *  item in the stack will be composited independently.  First, the base state
     *  style, then the theme state style, then the user state style.
     *
     *  After the three state styles, we'll composite the hooked styles; then the
     *  terminal styles; then the start styles; then the end styles; finally, the
     *  active styles.  Remember, last wins.
     *
     *  The base state style must exist.  All other styles are optional.
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param state The state to compute the composite style for.
     *
     *  @returns The fully composited {@link JssmStateConfig} for the given state.
     *
     */
    style_for(state: StateType): JssmStateConfig;
    /********
     *
     *  Instruct the machine to complete an action.  Synonym for {@link action}.
     *
     *  ```typescript
     *  const light = sm`
     *    off 'start' -> red;
     *    red 'next' -> green 'next' -> yellow 'next' -> red;
     *    [red yellow green] 'shutdown' ~> off;
     *  `;
     *
     *  light.state();       // 'off'
     *  light.do('start');   // true
     *  light.state();       // 'red'
     *  light.do('next');    // true
     *  light.state();       // 'green'
     *  light.do('next');    // true
     *  light.state();       // 'yellow'
     *  light.do('dance');   // !! false - no such action
     *  light.state();       // 'yellow'
     *  light.do('start');   // !! false - yellow does not have the action start
     *  light.state();       // 'yellow'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param actionName The action to engage
     *
     *  @param newData The data change to insert during the action
     *
     *  @returns `true` if the action was valid and the transition occurred,
     *  `false` otherwise.
     *
     */
    do(actionName: StateType, newData?: mDT): boolean;
    /********
     *
     *  Instruct the machine to complete a transition.  Synonym for {@link go}.
     *
     *  ```typescript
     *  const light = sm`
     *    off 'start' -> red;
     *    red 'next' -> green 'next' -> yellow 'next' -> red;
     *    [red yellow green] 'shutdown' ~> off;
     *  `;
     *
     *  light.state();       // 'off'
     *  light.go('red');     // true
     *  light.state();       // 'red'
     *  light.go('green');   // true
     *  light.state();       // 'green'
     *  light.go('blue');    // !! false - no such state
     *  light.state();       // 'green'
     *  light.go('red');     // !! false - green may not go directly to red, only to yellow
     *  light.state();       // 'green'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param newState The state to switch to
     *
     *  @param newData The data change to insert during the transition
     *
     *  @returns `true` if the transition was legal and occurred, `false` otherwise.
     *
     */
    transition(newState: StateType, newData?: mDT): boolean;
    /********
     *
     *  Instruct the machine to complete a transition.  Synonym for {@link transition}.
     *
     *  ```typescript
     *  const light = sm`red -> green -> yellow -> red; [red yellow green] 'shutdown' ~> off 'start' -> red;`;
     *
     *  light.state();       // 'red'
     *  light.go('green');   // true
     *  light.state();       // 'green'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param newState The state to switch to
     *
     *  @param newData The data change to insert during the transition
     *
     *  @returns `true` if the transition was legal and occurred, `false` otherwise.
     *
     */
    go(newState: StateType, newData?: mDT): boolean;
    /********
     *
     *  Instruct the machine to complete a forced transition (which will reject if
     *  called with a normal {@link transition} call.)
     *
     *  ```typescript
     *  const light = sm`red -> green -> yellow -> red; [red yellow green] 'shutdown' ~> off 'start' -> red;`;
     *
     *  light.state();                     // 'red'
     *  light.transition('off');           // false
     *  light.state();                     // 'red'
     *  light.force_transition('off');     // true
     *  light.state();                     // 'off'
     *  ```
     *
     *  @typeparam mDT The type of the machine data member; usually omitted
     *
     *  @param newState The state to switch to
     *
     *  @param newData The data change to insert during the transition
     *
     *  @returns `true` if a transition (forced or otherwise) existed and occurred,
     *  `false` otherwise.
     *
     */
    force_transition(newState: StateType, newData?: mDT): boolean;
    /** Get the edge index for an action from the current state.
     *  @param action - The action name.
     *  @returns The edge index, or `undefined` if the action is not available.
     */
    current_action_for(action: StateType): number;
    /** Get the full transition object for an action from the current state.
     *  @param action - The action name.
     *  @returns The {@link JssmTransition} object.
     *  @throws {JssmError} If the action is not available from the current state.
     */
    current_action_edge_for(action: StateType): JssmTransition<StateType, mDT>;
    /** Check whether an action is available from the current state.
     *  @param action   - The action name to check.
     *  @param _newData - Reserved for future data validation.
     *  @returns `true` if the action can be taken.
     */
    valid_action(action: StateType, _newData?: mDT): boolean;
    /** Check whether a transition to a given state is legal (non-forced) from
     *  the current state.
     *  @param newState - The target state.
     *  @param _newData - Reserved for future data validation.
     *  @returns `true` if the transition is legal.
     */
    valid_transition(newState: StateType, _newData?: mDT): boolean;
    /** Check whether a forced transition to a given state exists from the
     *  current state.
     *  @param newState - The target state.
     *  @param _newData - Reserved for future data validation.
     *  @returns `true` if a forced (or any) transition exists.
     */
    valid_force_transition(newState: StateType, _newData?: mDT): boolean;
    /** Get the instance name of this machine, if one was assigned at creation.
     *  @returns The instance name string, or `undefined`.
     */
    instance_name(): string | undefined;
    /** Get the creation date of this machine as a `Date` object.
     *  @returns A `Date` representing when the machine was created.
     */
    get creation_date(): Date;
    /** Get the creation timestamp (milliseconds since epoch).
     *  @returns The timestamp as a number.
     */
    get creation_timestamp(): number;
    /** Get the timestamp when construction began (before parsing).
     *  @returns The start-of-construction timestamp as a number.
     */
    get create_start_time(): number;
    /** Schedule an automatic transition to `next_state` after `after_time`
     *  milliseconds.  Only one timeout may be active at a time.
     *  @param next_state - The state to transition to when the timer fires.
     *  @param after_time - Delay in milliseconds.
     *  @throws {JssmError} If a timeout is already pending.
     */
    set_state_timeout(next_state: StateType, after_time: number): void;
    /** Cancel any pending state timeout.  Safe to call when no timeout is active.
     */
    clear_state_timeout(): void;
    /** Get the configured `after` timeout for a given state, if any.
     *  @param which_state - The state to look up.
     *  @returns A `[targetState, delayMs]` tuple, or `undefined` if no timeout
     *  is configured for that state.
     */
    state_timeout_for(which_state: StateType): [StateType, number] | undefined;
    /** Get the configured `after` timeout for the current state, if any.
     *  @returns A `[targetState, delayMs]` tuple, or `undefined`.
     */
    current_state_timeout(): [StateType, number] | undefined;
    /** Convenience method to create a new machine from a tagged template literal.
     *  Equivalent to calling the top-level `sm` function.
     *  @param template_strings - The template string array.
     *  @param remainder        - Interpolated values.
     *  @returns A new {@link Machine} instance.
     */
    sm(template_strings: TemplateStringsArray, ...remainder: any[]): Machine<mDT>;
}
/*********
 *
 *  Create a state machine from a template string.  This is one of the two main
 *  paths for working with JSSM, alongside {@link from}.
 *
 *  Use this method when you want to work directly and conveniently with a
 *  constant template expression.  Use `.from` when you want to pull from
 *  dynamic strings.
 *
 *
 *  ```typescript
 *  import * as jssm from 'jssm';
 *
 *  const lswitch = jssm.from('on <=> off;');
 *  ```
 *
 *  @typeparam mDT The type of the machine data member; usually omitted
 *
 *  @param template_strings The assembled code
 *
 *  @param remainder The mechanic for template argument insertion
 *
 */
declare function sm<mDT>(template_strings: TemplateStringsArray, ...remainder: any[]): Machine<mDT>;
/*********
 *
 *  Create a state machine from an implementation string.  This is one of the
 *  two main paths for working with JSSM, alongside {@link sm}.
 *
 *  Use this method when you want to conveniently pull a state machine from a
 *  string dynamically.  Use operator `sm` when you just want to work with a
 *  template expression.
 *
 *  ```typescript
 *  import * as jssm from 'jssm';
 *
 *  const lswitch = jssm.from('on <=> off;');
 *  ```
 *
 *  @typeparam mDT The type of the machine data member; usually omitted
 *
 *  @param MachineAsString The FSL code to evaluate
 *
 *  @param ExtraConstructorFields Extra non-code configuration to pass at creation time
 *
 */
declare function from<mDT>(MachineAsString: string, ExtraConstructorFields?: Partial<JssmGenericConfig<StateType, mDT>> | undefined): Machine<mDT>;
/**
 *
 *  Type guard that narrows an unknown value to a {@link HookComplexResult}.
 *
 *  A hook complex result is an object with at minimum a boolean `pass` field,
 *  and may optionally also carry replacement `data` / `next_data` fields that
 *  the machine should adopt if the hook passes.  This helper is used by the
 *  hook-dispatch machinery to tell "hook returned a complex object" from
 *  "hook returned a bare boolean / null / undefined".
 *
 *  ```typescript
 *  is_hook_complex_result({ pass: true });                 // true
 *  is_hook_complex_result({ pass: false, data: { x: 1 }}); // true
 *  is_hook_complex_result(true);                           // false
 *  is_hook_complex_result(null);                           // false
 *  is_hook_complex_result({ other: 'thing' });             // false
 *  ```
 *
 *  @typeparam mDT The type of the machine data member; usually omitted.
 *
 *  @param hr The value to test.
 *
 *  @returns `true` if `hr` is a non-null object with a boolean `pass` field;
 *  `false` otherwise.  When `true`, TypeScript narrows `hr` to
 *  `HookComplexResult<mDT>`.
 *
 */
declare function is_hook_complex_result<mDT>(hr: unknown): hr is HookComplexResult<mDT>;
/**
 *
 *  Normalize any legal hook return value to a single "did it reject?" boolean.
 *
 *  Hooks in jssm may return any of the following to indicate success:
 *  `true`, `undefined`, or a complex result whose `pass` field is `true`.
 *  They may return any of the following to indicate rejection:
 *  `false`, or a complex result whose `pass` field is `false`.  This helper
 *  collapses all of those shapes into one boolean so callers don't have to
 *  re-implement the matrix.
 *
 *  ```typescript
 *  is_hook_rejection(true);            // false (pass)
 *  is_hook_rejection(undefined);       // false (pass)
 *  is_hook_rejection(false);           // true  (reject)
 *  is_hook_rejection({ pass: true });  // false (pass)
 *  is_hook_rejection({ pass: false }); // true  (reject)
 *  ```
 *
 *  @typeparam mDT The type of the machine data member; usually omitted.
 *
 *  @param hr A hook result of any legal shape.
 *
 *  @returns `true` if the hook rejected the transition; `false` if it passed.
 *
 *  @throws {TypeError} If `hr` is not a recognized hook result shape (for
 *  example, a number or a plain object without a `pass` field).
 *
 */
declare function is_hook_rejection<mDT>(hr: HookResult<mDT>): boolean;
/**
 *
 *  Invoke an optional transition/action hook and normalize its return value
 *  into a {@link HookComplexResult}.
 *
 *  This is the central adapter the transition pipeline uses to run every
 *  non-"everything" hook kind (basic, named, entry, exit, after, action, etc).
 *  It accepts `undefined` for the hook slot because most hooks are not set on
 *  most machines; when no hook is installed the step is a no-op pass.
 *
 *  The valid return shapes from a hook and their normalized meanings are:
 *  - `undefined` → `{ pass: true }`
 *  - `true`      → `{ pass: true }`
 *  - `false`     → `{ pass: false }`
 *  - `null`      → `{ pass: false }`
 *  - a complex result object → returned as-is
 *
 *  Anything else is a programmer error and throws.
 *
 *  @typeparam mDT The type of the machine data member; usually omitted.
 *
 *  @param maybe_hook The hook handler to call, or `undefined` for the
 *  "no hook installed" case.
 *
 *  @param hook_args The context object passed to the hook.  Includes the
 *  current and proposed state, current and proposed data, action name, and
 *  transition kind.
 *
 *  @returns A {@link HookComplexResult} describing whether the hook passed
 *  and, optionally, any data replacements it requested.
 *
 *  @throws {TypeError} If the hook returns a value that is not one of the
 *  legal shapes listed above.
 *
 *  @internal
 *
 */
declare function abstract_hook_step<mDT>(maybe_hook: HookHandler<mDT> | undefined, hook_args: HookContext<mDT>): HookComplexResult<mDT>;
/**
 *
 *  Invoke an optional "everything" hook and normalize its return value into
 *  a {@link HookComplexResult}.
 *
 *  Mechanically identical to {@link abstract_hook_step}, but typed for the
 *  everything-hook family (`pre_everything_hook` and `everything_hook`),
 *  whose context object carries an extra `hook_name` field identifying which
 *  bracket of the pipeline is firing.  Separated from `abstract_hook_step`
 *  so TypeScript can enforce that the hook handler and the context object
 *  agree on shape.
 *
 *  The valid return shapes and their meanings are the same as for
 *  `abstract_hook_step`:
 *  - `undefined` or `true` → `{ pass: true }`
 *  - `false` or `null`     → `{ pass: false }`
 *  - a complex result      → returned as-is
 *
 *  @typeparam mDT The type of the machine data member; usually omitted.
 *
 *  @param maybe_hook The everything-hook handler, or `undefined` when none
 *  is installed.
 *
 *  @param hook_args The everything-hook context object.  Differs from a
 *  normal hook context in that it also includes `hook_name`.
 *
 *  @returns A {@link HookComplexResult} describing whether the hook passed
 *  and any data replacements it requested.
 *
 *  @throws {TypeError} If the hook returns a value outside the legal shapes.
 *
 *  @internal
 *
 */
declare function abstract_everything_hook_step<mDT>(maybe_hook: EverythingHookHandler<mDT> | undefined, hook_args: EverythingHookContext<mDT>): HookComplexResult<mDT>;
/**
 * Deserializes a previously serialized machine state.
 *
 * This function recreates a machine from a serialization object, restoring its
 * state, data, and history. For security and compatibility reasons, it will
 * refuse to deserialize data from future versions of the library.
 *
 * @typeparam mDT - The type of the machine data member
 *
 * @param {string} machine_string - The FSL string defining the machine structure
 * @param {JssmSerialization<mDT>} ser - The serialization object to restore from
 *
 * @returns {Machine<mDT>} - The restored machine instance
 *
 * @throws {Error} If the serialization is from a future version
 *
 * @example
 * const machine = jssm.from("a -> b;");
 * const serialized = machine.serialize();
 * const restored = jssm.deserialize("a -> b;", serialized);
 */
declare function deserialize<mDT>(machine_string: string, ser: JssmSerialization<mDT>): Machine<mDT>;
export { version, build_time, transfer_state_properties, Machine, deserialize, make, wrap_parse as parse, compile, sm, from, arrow_direction, arrow_left_kind, arrow_right_kind, seq, unique, find_repeated, weighted_rand_select, histograph, weighted_sample_select, weighted_histo_key, gen_splitmix32, sleep, constants, shapes, gviz_shapes, named_colors, state_name_chars, state_name_first_chars, action_label_chars, is_hook_rejection, is_hook_complex_result, abstract_hook_step, abstract_everything_hook_step, state_style_condense, FslDirections };
