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anomaly-packer

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Anomaly Packer is a utility package for STALKER Anomaly creators to help them develop addons at speed with TypeScript's type-safety and game-oriented build tools.

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/** @noSelfInFile */ declare namespace smart_terrain_warfare { export const control_hold: AnyTable export const dbg_hud: boolean export const defense_next_update: AnyTable export const defense_timers: AnyTable export const hide_smarts: boolean export const invasions: AnyTable export const manual_point: AnyTable export const patrol_next_update: AnyTable export const patrol_squads: AnyTable export const patrol_timers: AnyTable export const pda_icons: AnyTable export const point_cap_timers: AnyTable export const printd: (this: void, ...args: unknown[]) => void export const random_patrols: AnyTable export const smart_owners: AnyTable export function calculate_target_density(smart: se_smart_terrain): number export function check_owner(smart: se_smart_terrain): void export function check_unique_npcs(smart: se_smart_terrain): void export function faction_enemy_present(smart: se_smart_terrain, faction: Community): void export function find_patrol_target(smart: se_smart_terrain, patrol_table: AnyTable, squad: cse_alife_online_offline_group): LuaMultiReturn<[cse_alife_online_offline_group | se_smart_terrain | undefined, boolean]> export function find_random_patrol_target(smart: se_smart_terrain, f: string): number export function find_targets(smart: se_smart_terrain, faction_override: string): AnyTable | undefined export function get_faction_power(smart: se_smart_terrain, faction: Community): number export function get_invasion_target(smart: se_smart_terrain): se_smart_terrain | undefined export function get_neutral_info(smart: se_smart_terrain): string export function get_target_info(smart: se_smart_terrain, visible: boolean): string export function get_unknown_info(smart: se_smart_terrain): string export function get_warfare_info(smart: se_smart_terrain): string export function on_game_start(): void export function process_defense(smart: se_smart_terrain): void export function process_manual_capture(smart: se_smart_terrain): void export function process_mutants(smart: se_smart_terrain): void export function process_patrols(smart: se_smart_terrain): void export function process_squads(smart: se_smart_terrain): void export function process_targets(smart: se_smart_terrain): void export function refresh_strings(): void export function set_max_population(smart: se_smart_terrain): void export function smart_terrain_on_update(smart: se_smart_terrain): void export function spawn_defense(smart: se_smart_terrain): void export function spawn_mutants(smart: se_smart_terrain): void export function spawn_patrols(smart: se_smart_terrain): void export function squad_count(smart: se_smart_terrain, faction: Community): number export function squad_count_defending(smart: se_smart_terrain, faction: Community): LuaMultiReturn<[number, number]> export function squad_count_defending_all(smart: se_smart_terrain): LuaMultiReturn<[number, number]> export function squad_count_targeting(smart: se_smart_terrain, faction: Community): number export function translate_smart_name(name: string): string export function update_resources(smart: se_smart_terrain): void }