/**
 * 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;
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