import { type GardenChipId } from '../../constants/chips.js';
import type { Effect, EffectEnvironment } from '../../effects/types.js';
import type { FarmingPlayer } from '../../player/player.js';
import { FortuneSource } from './base.js';
/**
 * Generic chip source - turns the chip's `statsPerRarity` table into
 * `add-stat` effects keyed by the chip's level-derived rarity.
 *
 * Skips `Stat.Overbloom` because Overbloom is a virtual stat in the new model,
 * not an additive number; the dedicated {@link RarefinderChipSource} emits the
 * correct `add-rare-pct` effect for that case.
 *
 * Hypercharge's `tempMultiplierPerLevel` and Mechamind/Synthesis's bespoke
 * mechanics are NOT modeled here - they remain in the legacy temp-fortune /
 * tool exp pipelines and are wired in at the calculator level.
 */
export declare class GenericChipSource extends FortuneSource {
    readonly id: string;
    readonly name: string;
    private readonly chipId;
    constructor(chipId: GardenChipId);
    getEffects(player: FarmingPlayer, _env: EffectEnvironment): Effect[];
}
/**
 * Rarefinder Chip - global Overbloom contributor. The legacy implementation
 * surfaces this as a flat `Stat.Overbloom` value (2/2.5/3 by rarity); in the
 * effect model it becomes an `add-rare-pct` with a global Overbloom scope and
 * `relatedStats: [Stat.Overbloom]`, which the resolver consumes both as a
 * scalar contribution to the virtual Overbloom stat AND as an additive percent
 * to the rare-drop pipeline.
 */
export declare class RarefinderChipSource extends FortuneSource {
    readonly id = "chip:rarefinder";
    readonly name: string;
    getEffects(player: FarmingPlayer, _env: EffectEnvironment): Effect[];
}
/**
 * Class registry of every garden chip keyed by chip id. Hypercharge,
 * Synthesis, Mechamind, Evergreen, Overdrive, Quickdraw have no stat or
 * rare-pct contribution; they're either bespoke (temp-fortune multiplier,
 * tool-exp multiplier) or progress-only and intentionally emit `[]`.
 */
export declare const GARDEN_CHIP_CLASSES: {
    readonly cropshot: GenericChipSource;
    readonly vermin_vaporizer: GenericChipSource;
    readonly synthesis: GenericChipSource;
    readonly sowledge: GenericChipSource;
    readonly mechamind: GenericChipSource;
    readonly hypercharge: GenericChipSource;
    readonly evergreen: GenericChipSource;
    readonly overdrive: GenericChipSource;
    readonly quickdraw: GenericChipSource;
    readonly rarefinder: RarefinderChipSource;
};
