19    using GroupNumberType = uchar;
 
   21    using RaiderCountType = uchar;
 
   23    using FailureCountType = uchar;
 
   25    using CallbackCallCountType = uint64;
 
   27    using DurationType = int;
 
   29    using ActorIDCollection = ::std::unordered_set<::ActorUniqueID>;
 
   31    using PickSpawnPointCallback = ::std::function<bool(uint64, 
::Vec3&)>;
 
   33    using SpawnGroupCallback = ::std::function<bool(uint64, 
::Vec3, uchar, ::std::unordered_set<::ActorUniqueID>&)>;
 
   35    using DoesActorExistCallback = ::std::function<bool(
::ActorUniqueID const&)>;
 
   37    using ApplyHeroOfTheVillageCallback = ::std::function<void(
::ActorUniqueID const&)>;
 
   39    using ActorRemovedFromRaidCallback = ::std::function<void(
::ActorUniqueID const&)>;
 
   41    using IsVillageDefeatedCallback = ::std::function<bool()>;
 
   43    using NotificationCallback = ::std::function<void(
::Raid const&)>;
 
   45    using RaiderHealthCallback = ::std::function<float(
::ActorUniqueID const&)>;
 
   47    enum class RaidState : 
int {
 
   49        PickingSpawnPoint = 1,
 
   57    enum class RaidStatus : 
int {
 
   66    ::ll::TypedStorage<4, 4, ::Raid::RaidState>                             mCurrentRaidState;
 
   67    ::ll::TypedStorage<4, 4, ::Raid::RaidStatus>                            mRaidStatus;
 
   68    ::ll::TypedStorage<1, 1, uchar>                                         mCurrentGroupNumber;
 
   69    ::ll::TypedStorage<1, 1, uchar>                                         mNumGroupsInRaid;
 
   70    ::ll::TypedStorage<8, 8, ::Tick>                                        mGameTick;
 
   71    ::ll::TypedStorage<8, 8, ::Tick>                                        mTicksInState;
 
   72    ::ll::TypedStorage<4, 4, int>                                           mRaidPreparationTime;
 
   73    ::ll::TypedStorage<4, 4, int const>                                     mGroupCompleteDelay;
 
   74    ::ll::TypedStorage<4, 4, int>                                           mTicksUntilGroupComplete;
 
   75    ::ll::TypedStorage<4, 4, int const>                                     mLocationHelpDelay;
 
   76    ::ll::TypedStorage<4, 4, int>                                           mTicksUntilLocationHelp;
 
   77    ::ll::TypedStorage<4, 4, int const>                                     mFinishedDelay;
 
   78    ::ll::TypedStorage<4, 12, ::Vec3>                                       mCurrentGroupSpawnPoint;
 
   79    ::ll::TypedStorage<8, 64, ::std::unordered_set<::ActorUniqueID>>        mRaiders;
 
   80    ::ll::TypedStorage<1, 1, uchar>                                         mNumRaidersSpawnedInCurrentGroup;
 
   81    ::ll::TypedStorage<4, 4, float>                                         mCurrentGroupTotalMaxHealth;
 
   82    ::ll::TypedStorage<1, 1, uchar const>                                   mAllowedSpawnFailures;
 
   83    ::ll::TypedStorage<1, 1, uchar>                                         mSpawnFailures;
 
   84    ::ll::TypedStorage<8, 64, ::std::unordered_set<::ActorUniqueID>>        mHeroesOfTheVillage;
 
   85    ::ll::TypedStorage<8, 64, ::std::function<bool(uint64, 
::Vec3&)> 
const> mPickSpawnPointCallback;
 
   87        TypedStorage<8, 64, ::std::function<bool(uint64, 
::Vec3, uchar, ::std::unordered_set<::ActorUniqueID>&)> 
const>
 
   89    ::ll::TypedStorage<8, 64, ::std::function<bool(
::ActorUniqueID const&)> 
const> mDoesActorExistCallback;
 
   90    ::ll::TypedStorage<8, 64, ::std::function<bool()> 
const>                       mIsVillageDefeatedCallback;
 
   91    ::ll::TypedStorage<8, 64, ::std::function<void(
::Raid const&)>>                mOnSpawnPointChosenCallback;
 
   92    ::ll::TypedStorage<8, 64, ::std::function<void(
::Raid const&)>>                mOnGroupSpawnedCallback;
 
   93    ::ll::TypedStorage<8, 64, ::std::function<void(
::Raid const&)>>                mOnAwardRewardsCallback;
 
   94    ::ll::TypedStorage<8, 64, ::std::function<void(
::Raid const&)>>                mOnHelpLocateRaidersCallback;
 
   95    ::ll::TypedStorage<8, 64, ::std::function<void(
::Raid const&)>>                mOnVillageDefeatedCallback;
 
   96    ::ll::TypedStorage<8, 64, ::std::function<void(
::ActorUniqueID const&)>>       mApplyHeroOfTheVillageCallback;
 
   97    ::ll::TypedStorage<8, 64, ::std::function<void(
::ActorUniqueID const&)>>       mOnActorRemovedFromRaidCallback;
 
   98    ::ll::TypedStorage<8, 64, ::std::function<float(
::ActorUniqueID const&)>>      mGetRaiderHealthCallback;
 
  109        int                                      raidPreparationTime,
 
  110        int                                      groupCompleteDelayInTicks,
 
  111        int                                      locationHelpDelayInTicks,
 
  112        int                                      finishedDelayInTicks,
 
  113        ::SharedTypes::Legacy::Difficulty        difficulty,
 
  114        uchar                                    allowedSpawnFailures,
 
  115        ::std::function<
bool(uint64, 
::Vec3&)>&& pickSpawnPointCallback,
 
  116        ::std::function<
bool(uint64, 
::Vec3, uchar, ::std::unordered_set<::ActorUniqueID>&)>&& spawnGroupCallback,
 
  117        ::std::function<
bool(
::ActorUniqueID const&)>&&                                        doesActorExistCallback,
 
  118        ::std::function<
bool()>&&                                                              isVillageDefeatedCallback
 
  121    MCAPI 
float _calcBossBarUsingHealth() 
const;
 
  123    MCAPI 
float _calcBossBarUsingMobs() 
const;
 
  125    MCAPI 
float _getTotalRaiderHealth() 
const;
 
  127    MCAPI 
void _tickGroupInPlay();
 
  131    MCAPI 
float getBossBarFilledFraction() 
const;
 
  135    MCAPI 
void tick(
::Tick tick);
 
  143    MCAPI static ::Vec3 
const& INVALID_SPAWN_POINT();
 
  150        int                                      raidPreparationTime,
 
  151        int                                      groupCompleteDelayInTicks,
 
  152        int                                      locationHelpDelayInTicks,
 
  153        int                                      finishedDelayInTicks,
 
  154        ::SharedTypes::Legacy::Difficulty        difficulty,
 
  155        uchar                                    allowedSpawnFailures,
 
  156        ::std::function<
bool(uint64, 
::Vec3&)>&& pickSpawnPointCallback,
 
  157        ::std::function<
bool(uint64, 
::Vec3, uchar, ::std::unordered_set<::ActorUniqueID>&)>&& spawnGroupCallback,
 
  158        ::std::function<
bool(
::ActorUniqueID const&)>&&                                        doesActorExistCallback,
 
  159        ::std::function<
bool()>&&                                                              isVillageDefeatedCallback