export interface BattleStatistics {
    name: string;
    hpChange: number;
    energyChange: number;
    armorChange: number;
    tagsAdded: string[];
    tagsRemoved: string[];
    skillsAdded: string[];
    skillsRemoved: string[];
    skillStacksChanged: number;
    skillStatusChanged: number;
    statusLayersChanged: number;
    radiationLayersChange: number;
    coldLayersChange: number;
    burnLayersChanged: number;
    lastWeaponName: string;
}
export declare const battleStatsMap: Record<string, BattleStatistics>;
/**
 * 根据Boss名称获取其最大HP（maxHP）
 * @param bossName 要查询的Boss名称（支持主宰或子代）
 * @returns 对应Boss的maxHP（未找到时返回undefined）
 */
export declare function getMaxHPByName(bossName: string): number | undefined;
/**
 * 根据Boss名称获取其最大能量（maxEnergy）
 * @param bossName 要查询的Boss名称（支持主宰或子代）
 * @returns 对应Boss的maxEnergy（未找到时返回undefined）
 */
export declare function getMaxEnergyByName(bossName: string): number | undefined;
export declare function getMaxStacksByName(bossName: string): number | undefined;
/**
 * 根据Boss名称获取其最大护盾值（maxShield）
 * @param bossName 要查询的Boss名称（支持主宰或子代）
 * @returns 对应Boss的maxShield（未找到时返回undefined）
 */
export declare function getMaxShieldByName(bossName: string): number | undefined;
/**
 * 根据Boss名称获取其护甲值（armor）
 * @param bossName 要查询的Boss名称（支持主宰或子代）
 * @returns 对应Boss的armor值（未找到时返回undefined）
 */
export declare function getArmorByName(bossName: string): number | undefined;
/**
 * 根据Boss名称获取其护盾护甲值（shieldArmor）
 * @param bossName 要查询的Boss名称（支持主宰或子代）
 * @returns 对应Boss的shieldArmor值（未找到时返回undefined）
 */
export declare function getShieldArmorByName(bossName: string): number | undefined;
export declare const BattleEffectProcessor: {
    handleWeakForm: (targetBoss: any) => {
        buffMultiplier: number;
        messages: string[];
    };
    handleAlienShell: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleIsolated: (targetBoss: any, activeBosses: any[], tempMark: boolean) => {
        buffMultiplier: number;
        messages: string[];
    };
    handleFrostRegeneration: (targetBoss: any, activeBosses: any[], maxStatsForTarget: any) => {
        messages: string[];
        targetUpdates?: {
            name: string;
            updates: Partial<BattleStatistics>;
        };
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleFrostAura: (targetBoss: any, activeBosses: any[]) => {
        messages: string[];
        targetUpdates?: {
            name: string;
            updates: Partial<BattleStatistics>;
        };
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleFrostEvolution: (targetBoss: any, weaponName: string, damage: number) => {
        isImmune: boolean;
        immuneCold: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleFrostHell: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleStressShellI: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleStressShellII: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleSurvivalInstinctI: (targetBoss: any, damageAmount: number) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleSurvivalInstinctII: (targetBoss: any, damageAmount: number) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleColdAdaptation: (targetBoss: any, weaponName: string) => {
        isImmune: boolean;
        immuneCold: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleInfectedSpaceStation: (targetBoss: any, activeBosses: any[]) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleVirusCloud: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleMoldGrowth: (targetBoss: any, activeBosses: any[]) => {
        messages: string[];
        otherUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleSentryGun: (targetBoss: any, activeBosses: any[]) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleStructuralArmor: (targetBoss: any, weaponData: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleVampireSaliva: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleFeeding: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleBloodlust: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleVomit: (targetBoss: any) => {
        buffMultiplier: number;
        messages: string[];
    };
    handleSuperconductor: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleEnergySiphon: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleEnergyAbsorption: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleElectricField: (targetBoss: any, weaponData: any) => {
        isImmune: boolean;
        messages: string[];
    };
    handleElectricShockwave: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handlePulse: (targetBoss: any, activeBosses: any[]) => {
        messages: string[];
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleEnergyBlackhole: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleFlameAlien: (targetBoss: any, weaponName: string, damage: number) => {
        isImmune: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleColossalRampage: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleBurningSlime: (targetBoss: any, weaponName: string) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        isHighStackHeal: boolean;
    } | null;
    handleCorrosiveBile: (targetBoss: any, activeBosses: any[], isHighStackHeal?: boolean) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleFlameBreath: (targetBoss: any, activeBosses: any[], isHighStackHeal?: boolean) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleSolarFlare: (targetBoss: any, weaponName: string, activeBosses: any[]) => {
        isImmune: boolean;
        immuneCold: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        tempMark: boolean;
    } | null;
    handleBurningBurrow: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleInfernalBomb: (targetBoss: any, activeBosses: any[]) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleHunterAlien: (targetBoss: any, activeBosses: any[], weaponName: string) => {
        buffMultiplier: number;
        nerfMultiplier: number;
        isImmune: boolean;
        immuneCold: boolean;
        immuneFire: boolean;
        messages: string[];
    };
    handleRampage: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    };
    handleDisguise: (targetBoss: any, weaponName: string) => {
        nerfMultiplier: number;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleDeadlyHit: (targetBoss: any) => {
        isImmune: boolean;
        messages: string[];
    };
    /** 星界之风处理（概率群体回复）- 修正版 */
    handleAstralWind: (targetBoss: any, activeBosses: any[], doubleChance: boolean) => {
        messages: string[];
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    /** 心灵狂热处理（低生命减伤和概率强化）- 修正版 */
    handleMindFrenzy: (targetBoss: any) => {
        nerfMultiplier: number;
        doubleAstralWind: boolean;
        messages: string[];
    };
    handleCosmicEnergy: (targetBoss: any, damage: number) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleRevival: (targetBoss: any, damageAmount: number) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /** 光影之刃处理（层数叠加） */
    handleBladeOfLight: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /** 远古预兆处理（概率免疫能量伤害）- 增加boost参数 */
    handleAncientOmen: (targetBoss: any, weaponData: any) => {
        isImmune: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /** 超视距穿梭处理（层数相关伤害调整） */
    handleHyperRangeShift: (targetBoss: any) => {
        nerfMultiplier: number;
        buffMultiplier: number;
        messages: string[];
    };
    /** 灵能构造炉处理（随机获得技能）- 增加boost参数 */
    handlePsychicForge: (targetBoss: any) => {
        messages: string[];
        newSkill: string | null;
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleOverdriveShield: (targetBoss: any, activeBosses: any[]) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    /** 塌缩脉冲处理（额外叠加层数） */
    handleCollapsingPulse: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /** 地毯式轰炸处理 */
    handleCarpetBombing: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
        tempMark: boolean;
    };
    handleBombardmentGuide: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleRadiationEffect: (targetBoss: any, weaponName: string, equippedWeapon: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        armorReduction: number;
        layerAdded: boolean;
    } | null;
    handleColdEffect: (targetBoss: any, weaponName: string, equippedWeapon: any, isImmuneCold: boolean) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        buffMultiplier: number;
        layerAdded: boolean;
    } | null;
    handleWeaponEnergyDrain: (targetBoss: any, weaponName: string, maxStatsForTarget: any, equippedWeapon: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        success: boolean;
        drainFactor: number;
    } | null;
    handleWeaponLayerReduction: (targetBoss: any, weaponName: string, maxStatsForTarget: any, equippedWeapon: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        reductionSuccess: boolean;
        reductionAmount: number;
    } | null;
    handleToxicSaliva: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /**
     * 剧毒狂暴处理（低生命额外减伤和叠层）
     * 效果：生命值≤50%时，受击额外获得1层「毒性唾液」且受到的伤害降低
     */
    handleToxicFrenzy: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /**
     * 毒气波处理（概率获得多层层数）
     * 效果：受击时有20%概率额外获得5层「毒性唾液」
     */
    handleToxicGasWave: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /**
     * 淬毒撕咬处理（层数治疗效果）
     * 效果：根据毒性唾液层数，在受击时回复生命值
     */
    handlePoisonedBite: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    /**
   * 酸蚀池处理（循环抗性）
   * 效果：受击时按顺序循环选择三种酸池（1->2->3->1），提供特定武器类型减伤和增伤
   */
    handleAcidPool: (targetBoss: any, weaponData: any, enhanced: boolean) => {
        nerfMultiplier: number;
        buffMultiplier: number;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    };
    /**
     * 剧毒突袭处理
     * 效果：毒性唾液≥20层时，消耗所有层数并使强化下5次触发的「酸蚀池」
     */
    handleToxicAssault: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleHiveMind: (targetBoss: any, activeBosses: any[], nestlingNames?: string[]) => {
        buffMultiplier: number;
        messages: string[];
        nerfMultiplier?: undefined;
    } | {
        nerfMultiplier: number;
        messages: string[];
        buffMultiplier?: undefined;
    };
    handleBurrowAmbush: (targetBoss: any, activeBosses: any[], nestlingNames?: string[]) => {
        messages: string[];
        targetUpdates: {
            name: any;
            updates: {
                skillsRemoved: string[];
            };
        };
        spawnNewBossMark?: undefined;
    } | {
        messages: string[];
        targetUpdates: {
            name: any;
            updates: {
                skillsRemoved: string[];
            };
        };
        spawnNewBossMark: string[];
    };
    handleWeakeningSpit: (targetBoss: any, activeBosses: any[]) => any;
    handleHealingSwarm: (targetBoss: any, activeBosses: any[]) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        };
        otherUpdates: Array<{
            name: string;
            updates: Partial<BattleStatistics>;
        }>;
    } | null;
    handleReleasePheromones: (targetBoss: any) => {
        messages: string[];
        nerfMultiplier: number;
    };
    handleTerrifyingScreech: (targetBoss: any, activeBosses: any[], nestlingNames?: string[]) => {
        targetUpdates: Partial<BattleStatistics>;
        messages: string[];
        spawnNewBossMark?: undefined;
    } | {
        targetUpdates: Partial<BattleStatistics>;
        messages: string[];
        spawnNewBossMark: string;
    };
    handleHatching: (targetBoss: any, activeBosses: any[], nestlingNames?: string[]) => {
        targetUpdates: {
            name: any;
            updates: {
                statusLayersChanged: number;
            };
        };
        messages: string[];
        spawnNewBossMark?: undefined;
    } | {
        targetUpdates: {
            name: any;
            updates: {
                statusLayersChanged: number;
            };
        };
        messages: string[];
        spawnNewBossMark: string;
    };
    handlePulseRifleEffect: (weaponName: string, targetBoss: any, equippedWeapon: any) => {
        pulseGrenadeTriggered: boolean;
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        messages: string[];
    };
    handleFusionCannonEffect: (weaponName: string, equippedWeapon: any) => {
        fusionExplosionTriggered: boolean;
        messages: string[];
    };
    handleBurnEffect: (targetBoss: any, weaponName: string, equippedWeapon: any, isImmuneFire: boolean) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        burnLayerAdded: boolean;
    } | null;
    handleGeneMutation: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
        tempMark: boolean;
    } | null;
    handleRedundancyOptimization: (targetBoss: any, weaponName: string) => {
        isImmune: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleEnvironmentalAdaptation: (targetBoss: any, weaponName: string) => {
        isImmune: boolean;
        immuneCold: boolean;
        immuneFire: boolean;
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleAcceleratedDifferentiation: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleEnduranceEnhancement: (targetBoss: any) => {
        messages: string[];
        nerfMultiplier: number;
    } | null;
    handleThickenedCarapace: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    } | null;
    handleAcceleratedMetabolism: (targetBoss: any) => {
        messages: string[];
        targetUpdates: {
            name: string;
            updates: Partial<BattleStatistics>;
        } | null;
    } | null;
    handleBiologicalSignatureImitation: (targetBoss: any) => {
        isImmune: boolean;
        messages: string[];
    } | null;
    handleShiveringHowl: (targetBoss: any) => {
        nerfMultiplier: number;
        messages: string[];
    } | null;
    handleDragonBreathResistance: (targetBoss: any, weaponName: string) => {
        nerfMultiplier: number;
        messages: string[];
    } | null;
};
/**
 * 统一处理所有被动效果（包含伤害修正、免疫检查、状态更新等）
 * @param targetBoss 当前被攻击的Boss对象
 * @param weaponName 使用的武器名称
 * @param damage 武器造成的原始伤害值
 * @param activeBosses 当前所有活跃Boss列表
 * @returns 包含最终伤害值和所有效果消息的对象
 */
export declare function applyPassiveEffects(targetBoss: any, activeBosses: any[], weaponName: string, damage: number, hasCrit: boolean, ignoreRate: number, careerData: any, equippedWeapon: any): {
    finalDamage: number;
    messages: string[];
    radiationLayerAdded: boolean;
    coldLayerAdded: boolean;
    energyDrained: boolean;
    layerReduced: boolean;
    bileDetonationTrigger: boolean;
    spawnNewBossMarks: string[];
    pulseGrenadeTriggered: boolean;
    burnLayerAdded: boolean;
    drainFactor: number;
    reductionAmount: number;
};
