/// import { Dict } from "../utils"; /** Third level keys of {@link BOOSTS} constant */ export type ActionConstant = "harvest" | "build" | "repair" | "dismantle" | "upgradeController" | "attack" | "rangedAttack" | "rangedMassAttack" | "heal" | "rangedHeal" | "capacity" | "fatigue" | "damage"; /** Map creep actions with requires bodypart type */ export declare const ACTION_BODYPART: Record; /** Map creep actions with power multiplier */ export declare const ACTION_RANGE: { attack: number; heal: number; harvest: number; dismantle: number; build: number; repair: number; upgradeController: number; rangedAttack: number; rangedMassAttack: number; rangedHeal: number; }; /** Map creep actions with required range */ export declare const ACTION_RANGE_DICT: typeof ACTION_RANGE & Dict; /** Map creep actions with power multiplier */ export declare const ACTION_POWER: { attack: 30; heal: 12; harvest: 2; dismantle: 50; build: 5; repair: 100; upgradeController: 1; rangedAttack: 10; rangedHeal: 4; }; /** Map creep actions with power multiplier */ export declare const ACTION_POWER_DICT: typeof ACTION_POWER & Dict; /** Power of RANGED_MASS_ATTACK, dependent on range */ export declare const RANGED_MASS_ATTACK_POWER: { 1: number; 2: number; 3: number; }; /** Creep fatigue removal multiplier. Each move part remove this amount of fatigue */ export declare const MOVE_FATIGUE_POWER = 2; /** Creep fatigue generation multiplier. Each non-move part add this amount of fatigue depending on terrain */ export declare const TERRAIN_MOVE_FATIGUE: { road: number; plain: number; swamp: number; }; /** Additional creep hits for each bodypart */ export declare const HITS_PER_PART = 100; /** Additional power creep hits for each level */ export declare const POWER_CREEP_HITS_PER_LEVEL = 1000;