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@zerospacegg/iolin

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

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"use strict"; /** * Energy */ Object.defineProperty(exports, "__esModule", { value: true }); exports.Energy = void 0; const mechanic_js_1 = require("../../engine/mechanic.cjs"); class Energy extends mechanic_js_1.GameMechanic { constructor() { super(); this.name = "Energy"; this.uuid = "f283ab32-e291-488c-b784-d0ca385f3c50"; // Simple description for API/JSON usage this.description = "ZeroSpace features four distinct energy systems: ABES (attack-based), Classic (over-time), Topbar (faction-wide), and Health-based abilities, each encouraging different strategic playstyles."; // Rich wiki content with {{box}} components this.wiki = ` ## Overview ZeroSpace features four distinct energy systems that govern ability usage across different units and mechanics, each encouraging unique strategic approaches. {{box-grid}} {{box header="ABES (Attack-Based)" icon="mdi-sword"}} **Combat-Driven Energy** - **Generation**: Energy gained through combat actions - **Playstyle**: Encourages aggressive engagement - **Reward System**: Active fighting over passive generation - **Strategic Depth**: More attacks = more ability usage {{/box}} {{box header="Classic Energy" icon="mdi-lightning-bolt"}} **Traditional RTS System** - **Generation**: Standard energy-over-time regeneration - **Cost Structure**: Abilities have fixed energy costs - **Management**: Traditional mana/energy resource gameplay - **Predictable**: Steady, reliable energy income {{/box}} {{box header="Topbar Energy" icon="mdi-flash"}} **Faction-Wide Pool** - **Scope**: Shared across all units and structures - **Usage**: Powerful faction-specific mechanics - **Strategic**: Global resource for major abilities - **Coordination**: Requires faction-wide energy management {{/box}} {{box header="Health-Based Abilities" icon="mdi-heart-broken"}} **Risk/Reward System** - **Cost**: Abilities consume HP instead of energy - **Risk Factor**: Health sacrifice for powerful effects - **Management**: No energy required, but health risk - **Tactical**: High-risk, high-reward gameplay {{/box}} {{/box-grid}} ## Strategic Considerations Each energy system creates distinct tactical opportunities and requires different management approaches, from aggressive ABES combat to careful health-based ability timing. `; } } exports.Energy = Energy; Energy.src = "src/zerospace/mechanic/energy.ts"; exports.default = Energy; //# sourceMappingURL=energy.js.map