@zerospacegg/iolin
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Pure TypeScript implementation of ZeroSpace game data processing (PKL-free)
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TypeScript
/**
* Basic Game Mechanics - ZeroSpace
* Fundamental gameplay systems that apply across factions and units
*
* This module defines core game mechanics and systems that form the foundation
* of ZeroSpace gameplay. These mechanics are documented with rich descriptions
* and keyword tags for searchability and understanding.
*/
import { GameMechanic } from "../../engine/mechanic.js";
/**
* ABES - Attack-Based Energy System
* Units gain energy through combat to power their abilities
*/
declare const abes: GameMechanic;
/**
* Biomass - Grell terrain control mechanic
* Living organic terrain that reduces enemy vision
*/
declare const biomass: GameMechanic;
/**
* Armor Mitigation - Damage reduction formula
* Determines how armor reduces incoming damage
*/
declare const armorMitigation: GameMechanic;
/**
* Flux - Faction-specific resource
* Powers special abilities and faction mechanics
*/
declare const flux: GameMechanic;
/**
* Supply - Population management system
* Limits army size and requires logistics infrastructure
*/
declare const supply: GameMechanic;
/**
* Tech Tree - Research progression system
* Unlocks new units, buildings, and abilities
*/
declare const techTree: GameMechanic;
/**
* Status Resist - Immunity to status effects
* Protection against stuns, mind control, and debuffs
*/
declare const statusResist: GameMechanic;
/**
* Siege - Enhanced attack modes and area denial
* Special modes for enhanced battlefield effectiveness
*/
declare const siege: GameMechanic;
/**
* Legion Thrall - Infantry classification system
* Identifies basic Legion infantry units
*/
declare const legionThrall: GameMechanic;
/**
* Alt-Attack - Multiple weapon configurations
* Units with alternate attack modes
*/
declare const altAttack: GameMechanic;
/**
* Massive - Large collision size classification
* Units with significant battlefield presence
*/
declare const massive: GameMechanic;
/**
* Respawns - Automatic revival mechanism
* Units that return after being destroyed
*/
declare const respawns: GameMechanic;
/**
* Gathers - Resource collection capability
* Units that can collect hexite or flux
*/
declare const gathers: GameMechanic;
/**
* Armored - High defensive capabilities
* Units with significant damage resistance
*/
declare const armored: GameMechanic;
/**
* Flyer - Air domain operations
* Units that operate in aerial space
*/
declare const flyer: GameMechanic;
/**
* Spellcaster - Ability-focused units
* Units with special powers and energy management
*/
declare const spellcaster: GameMechanic;
/**
* Healer - Support and restoration
* Units that restore health to allies
*/
declare const healer: GameMechanic;
/**
* Shielded - Energy barrier protection
* Units with regenerating energy shields
*/
declare const shielded: GameMechanic;
/**
* Sacrifices - Unit enhancement system
* Legion's ritual enhancement mechanic
*/
declare const sacrifices: GameMechanic;
/**
* Attacker - Basic combat capability
* Units with standard attack mechanics
*/
declare const attacker: GameMechanic;
/**
* Tier System - Technological progression levels
* Advancement through T0 to T4 and ultimate units
*/
declare const tierSystem: GameMechanic;
/**
* Has Passive - Always-active abilities
* Units with continuous passive effects
*/
declare const hasPassive: GameMechanic;
/**
* Has Turret - Defensive attachments
* Buildings and units with turret weapons
*/
declare const hasTurret: GameMechanic;
/**
* Building Upgrade - Structure enhancement system
* Modular improvements for buildings
*/
declare const buildingUpgrade: GameMechanic;
/**
* Untargetable - Targeting immunity
* Protection from direct targeting
*/
declare const untargetable: GameMechanic;
/**
* Upgrades - Technology research provider
* Buildings that provide upgrade research
*/
declare const upgrades: GameMechanic;
/**
* Energy - Resource pool for abilities
* Power source for special abilities
*/
declare const energy: GameMechanic;
/**
* Can Be Mind Controlled - Spell targeting eligibility
* Units eligible for mind control effects
*/
declare const canBeMindControlled: GameMechanic;
/**
* Can Be Infused - Infusion targeting eligibility
* Units eligible for Grell infusion
*/
declare const canBeInfused: GameMechanic;
/**
* Can Be Reanimated - Reanimation targeting eligibility
* Units eligible for Legion reanimation
*/
declare const canBeReanimated: GameMechanic;
/**
* Armor Types - Damage interaction system
* Classification system for defensive interactions
*/
declare const armorTypes: GameMechanic;
/**
* Detection - Stealth counter system
* Reveals cloaked and invisible units
*/
declare const detection: GameMechanic;
/**
* Unit Types - Role classification system
* Primary battlefield role categories
*/
declare const unitTypes: GameMechanic;
/**
* Coop Commander - Cooperative mission specialization
* Enhanced units for PvE scenarios
*/
declare const coopCommander: GameMechanic;
/**
* Mercenary Topbar - Strategic mercenary abilities
* Elite mercenaries with faction-wide effects
*/
declare const mercenaryTopbar: GameMechanic;
/**
* Transformation Override - Custom transformation behavior
* Unit-specific transformation exceptions
*/
declare const transformationOverride: GameMechanic;
export { abes, altAttack, armored, armorMitigation, armorTypes, attacker, biomass, buildingUpgrade, canBeInfused, canBeMindControlled, canBeReanimated, coopCommander, detection, energy, flux, flyer, gathers, hasPassive, hasTurret, healer, legionThrall, massive, mercenaryTopbar, respawns, sacrifices, shielded, siege, spellcaster, statusResist, supply, techTree, tierSystem, transformationOverride, unitTypes, untargetable, upgrades, };
export declare const combatMechanics: GameMechanic[];
export declare const economicMechanics: GameMechanic[];
export declare const supportMechanics: GameMechanic[];
export declare const factionMechanics: GameMechanic[];
export declare const systemMechanics: GameMechanic[];
export declare const allBasicMechanics: GameMechanic[];
export default allBasicMechanics;
//# sourceMappingURL=basic.d.ts.map