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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"; /** * XP, Towers, and Talents */ var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.XPTowersAndTalents = void 0; const mechanic_js_1 = require("../../engine/mechanic.cjs"); const bulky_spiderling_js_1 = __importDefault(require("../nonplayer/jungle-ai/unit/bulky-spiderling.cjs")); class XPTowersAndTalents extends mechanic_js_1.GameMechanic { constructor() { super(); this.name = "XP, Towers, and Talents"; this.uuid = "a7f3c9e2-8d1b-4c5e-9f2a-6b8d3e7f1c9a"; // Get dynamic data from bulky spiderlings const bulkySpiderling = new bulky_spiderling_js_1.default(); // Simple description for API/JSON usage this.description = "XP Towers are neutral map structures that generate experience points for faction progression and talent unlocks, guarded by Bulky Spiderlings and requiring territorial control to capture."; // Rich wiki content with {{box}} components this.wiki = ` ## Overview XP Towers are neutral structures on every PvP map that generate experience points for whoever controls them, driving faction progression and talent unlocks. {{box-grid}} {{box header="Tower Guards" icon="mdi-spider"}} **Initial Defense** - **Guardian Count**: ${bulkySpiderling.buildCount} [${bulkySpiderling.name}](${bulkySpiderling.zsggPath}) - **HP Per Guard**: ${bulkySpiderling.hp} each - **Damage Per Attack**: ${bulkySpiderling.attacks.attack.damage} per attack - **Clear Requirement**: Eliminate all guards to gain initial control {{/box}} {{box header="Capture Mechanics" icon="mdi-flag-variant"}} **Control System** - **Presence Requirement**: Be the only player with units in tower radius - **Timing**: Maintain exclusive presence for a set duration - **Visual Indicator**: Ground radius shows capture zone clearly - **Recapture**: Enemies can take control using the same method {{/box}} {{/box-grid}} ## Experience and Progression XP Towers provide the foundation for faction advancement: {{box-grid}} {{box header="XP Generation" icon="mdi-star-plus"}} **Experience Mechanics** - **Active Control**: Towers generate XP continuously when controlled - **Persistent Control**: Keep gaining XP even after leaving the area - **Faction Leveling**: Accumulated XP slowly increases faction level - **Strategic Value**: Higher levels unlock powerful talents {{/box}} {{box header="Defense Strategy" icon="mdi-shield-account"}} **Maintaining Control** - **Guard Units**: Leave units to defend captured towers - **Sentinel Alerts**: Place units for early warning systems - **Map Control**: Tower control affects territorial dominance - **Resource Investment**: Balance offense with tower defense {{/box}} {{/box-grid}} ## Talent System The 7-level progression system shapes faction development: {{box-grid}} {{box header="Talent Progression" icon="mdi-account-star"}} **Level-by-Level Unlocks** - **Level 1**: 2 main faction talents (choose 1) - **Level 2**: 1 main + 1 mercenary talent (choose 1 total) - **Level 3**: 2 main faction talents (choose 1) - **Level 4**: 1 main + 1 mercenary talent (choose 1 total) - **Level 5**: 2 main faction talents (choose 1) - **Level 6**: 1 main + 1 mercenary talent (choose 1 total) - **Level 7**: Resource Control vs Power Control (choose 1) {{/box}} {{box header="Strategic Impact" icon="mdi-chess-king"}} **Build Diversity** - **One Talent Per Level**: Each level allows only one talent selection - **Permanent Decisions**: Choices define your faction's development path - **Build Diversity**: Different combinations create unique strategies - **Late-Game Power**: Talent advantages determine faction strength {{/box}} {{/box-grid}} `; } } exports.XPTowersAndTalents = XPTowersAndTalents; XPTowersAndTalents.src = "src/zerospace/mechanic/xp-towers-talents.ts"; exports.default = XPTowersAndTalents; //# sourceMappingURL=xp-towers-talents.js.map