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@zerospacegg/iolin

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Pure TypeScript implementation of ZeroSpace game data processing (PKL-free)

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/** * 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