blacktrigram 0.7.12 → 0.7.13

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Files changed (57) hide show
  1. package/DATA_MODEL.md +347 -0
  2. package/lib/App.d.ts.map +1 -1
  3. package/lib/App2.js +0 -6
  4. package/lib/App2.js.map +1 -1
  5. package/lib/assets/index.css +8 -0
  6. package/lib/components/screens/combat/CombatScreen3D.d.ts +1 -1
  7. package/lib/components/screens/combat/CombatScreen3D.js +2 -2
  8. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  9. package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -1
  10. package/lib/components/screens/combat/components/controls/CombatButtons.js +22 -7
  11. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  12. package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +2 -0
  13. package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -1
  14. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +7 -4
  15. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  17. package/lib/components/screens/combat/components/controls/PauseMenu.js +15 -5
  18. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  19. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +15 -16
  20. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  21. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +1 -2
  22. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  23. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +28 -24
  24. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  25. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +2 -4
  26. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  27. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  28. package/lib/components/screens/controls/ControlsScreen3D.js +3 -2
  29. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  30. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js +28 -30
  31. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  32. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  33. package/lib/components/screens/controls/components/VisualKeyboard3D.js +4 -3
  34. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  35. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  36. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  37. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js +5 -2
  38. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  39. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  40. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js +4 -4
  41. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  42. package/lib/components/screens/training/components/hud/TrainingTopHUD.js +1 -1
  43. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  44. package/lib/components/shared/base/ResponsiveContainer.d.ts +6 -0
  45. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  46. package/lib/components/shared/three/effects/ActionFeedback.js +1 -2
  47. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  48. package/lib/components/shared/three/effects/DamageNumbers.js +1 -2
  49. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  50. package/lib/components/shared/ui/BaseHUDContainer.d.ts +40 -0
  51. package/lib/components/shared/ui/BaseHUDContainer.d.ts.map +1 -1
  52. package/lib/components/shared/ui/BaseHUDContainer.js +40 -0
  53. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  54. package/lib/components/shared/ui/MobileHUDLayout.d.ts +13 -0
  55. package/lib/components/shared/ui/MobileHUDLayout.d.ts.map +1 -1
  56. package/lib/components/shared/ui/SplashScreen.js +2 -2
  57. package/package.json +6 -6
package/DATA_MODEL.md CHANGED
@@ -23,6 +23,14 @@ Black Trigram (흑괘) is a frontend-only Korean martial arts combat simulator w
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  - ✅ **Session-Only Storage**: No backend persistence (browser session state)
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  - ✅ **Functional Design**: Pure functions and immutable state updates
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+ **Data Model Sections:**
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+ - [Core Type System](#core-type-system) — Entity relationships and base interfaces
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+ - [TypeScript Interface Examples](#typescript-interface-examples) — Key interface definitions
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+ - [Advanced Type Definitions](#advanced-type-definitions) — Facial, injury, muscle, and clothing types
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+ - [Type Organization Guide](#type-organization-guide) — Where to find and add types
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+ - [Skeletal Animation Data Model](#skeletal-animation-data-model) — 28-bone skeletal hierarchy
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+ - Cross-reference: [State Diagrams](STATEDIAGRAM.md) for state transitions, [Flowcharts](FLOWCHART.md) for process flows
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+
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  ---
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  ## 📐 Core Type System
@@ -333,6 +341,345 @@ function updatePlayerHealth(
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  ---
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+ ## 🎨 Advanced Type Definitions
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+
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+ The following type definitions cover specialized subsystems for realistic combat visualization. These types are defined in dedicated files under `src/types/` and provide strict TypeScript interfaces for facial animation, injury tracking, muscle tension, and clothing systems.
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+
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+ ### **Facial Animation System from src/types/facial.ts**
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+
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+ The facial animation system provides realistic emotion and damage feedback during combat, with smooth expression transitions and eye tracking.
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+
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+ #### `FacialExpression` - Expression States
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+
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+ ```typescript
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+ // src/types/facial.ts
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+ export enum FacialExpression {
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+ NEUTRAL = "neutral", // 평온 - Calm, ready state
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+ FOCUSED = "focused", // 집중 - Concentrated, ready to attack
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+ PAINED = "pained", // 고통 - Pain response after hit
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+ EXHAUSTED = "exhausted", // 지침 - Low stamina, heavy breathing
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+ VICTORIOUS = "victorious", // 승리 - Brief satisfaction after successful strike
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+ DEFEATED = "defeated", // 패배 - Knocked out, unconscious
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+ }
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+ ```
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+
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+ #### `FacialDamageState` - Damage Tracking
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+
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+ ```typescript
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+ // src/types/facial.ts
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+ export interface FacialDamageState {
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+ readonly leftEyeSwelling: number; // 0-1, 0=none, 1=fully swollen
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+ readonly rightEyeSwelling: number; // 0-1
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+ readonly mouthBleeding: number; // 0-1, lip bleeding intensity
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+ readonly noseBleeding: number; // 0-1
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+ readonly leftCheekBruise: number; // 0-1
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+ readonly rightCheekBruise: number; // 0-1
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+ readonly foreheadBruise: number; // 0-1, forehead bruise/cut
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+ readonly jawBruise: number; // 0-1
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+ readonly totalFacialDamage: number; // 0-100, cumulative
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+ }
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+ ```
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+
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+ #### `ExpressionState` - Transition Management
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+
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+ ```typescript
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+ // src/types/facial.ts
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+ export interface ExpressionState {
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+ readonly expression: FacialExpression;
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+ readonly intensity: number; // 0-1, degree of expression
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+ readonly transitionTime: number; // Seconds to transition
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+ readonly previousExpression?: FacialExpression; // For blending
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+ readonly transitionProgress?: number; // 0-1, transition progress
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+ }
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+ ```
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+
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+ #### `HeadMovementType` - Combat Reactions
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+
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+ ```typescript
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+ // src/types/facial.ts
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+ export enum HeadMovementType {
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+ RECOIL = "recoil", // Head snaps back when hit
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+ NOD = "nod", // Slight nod forward during attack
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+ TILT = "tilt", // Head tilts to avoid strike
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+ TURN = "turn", // Head turns to track opponent
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+ SHAKE = "shake", // Head shakes when stunned
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+ DROP = "drop", // Head drops when defeated
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+ }
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+ ```
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+
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+ #### `EyeTrackingState` - Opponent Tracking
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+
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+ ```typescript
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+ // src/types/facial.ts
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+ export interface EyeTrackingState {
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+ readonly targetPosition: THREE.Vector3; // Opponent position
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+ readonly lookDirection: THREE.Vector3; // Current look direction
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+ readonly pupilOffset: { x: number; y: number }; // -1 to 1 per axis
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+ readonly trackingSpeed: number; // Smoothing factor
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+ readonly enabled: boolean; // Whether tracking is active
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+ }
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+ ```
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+
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+ ---
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+
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+ ### **Injury Tracking System from src/types/injury.ts**
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+
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+ The injury system tracks localized trauma for visualization, separating system logic from UI components.
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+
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+ #### `InjuryType` - Injury Classification
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+
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+ ```typescript
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+ // src/types/injury.ts
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+ export enum InjuryType {
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+ BRUISE = "bruise", // Blunt force trauma (부상)
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+ CUT = "cut", // Sharp weapon/strike (베임)
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+ LACERATION = "laceration", // Deep cut with blood trail (열상)
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+ FRACTURE = "fracture", // Bone damage indicator (골절)
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+ }
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+ ```
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+
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+ #### `Injury` - Individual Injury Data
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+
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+ ```typescript
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+ // src/types/injury.ts
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+ export interface Injury {
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+ readonly id: string; // Unique identifier
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+ readonly region: BodyRegion; // Body region affected
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+ readonly type: InjuryType; // Type of injury
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+ readonly position: [number, number, number]; // [x, y, z] relative to character
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+ readonly severity: number; // 0.0 to 1.0
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+ readonly hitCount: number; // Hits to same location (progressive bruising)
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+ readonly timestamp: number; // Creation timestamp
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+ readonly playerId?: string | number; // Optional player ID
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+ }
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+ ```
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+
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+ ---
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+
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+ ### **Muscle Tension System from src/types/muscle.ts**
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+
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+ The muscle system provides realistic body tension visualization during combat, with 29 anatomically-positioned muscle groups that flex up to +30% during technique execution.
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+
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+ #### `MuscleGroupName` - 29 Anatomical Muscle Groups
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+
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+ ```typescript
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+ // src/types/muscle.ts
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+ export type MuscleGroupName =
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+ // Shoulders (2)
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+ | "SHOULDER_L" | "SHOULDER_R"
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+ // Arms (6)
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+ | "BICEP_L" | "BICEP_R" | "TRICEP_L" | "TRICEP_R" | "FOREARM_L" | "FOREARM_R"
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+ // Torso Front (5)
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+ | "PECTORALS" | "CORE" | "ABS" | "OBLIQUES" | "LOWER_ABS"
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+ // Torso Back (6)
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+ | "LAT_L" | "LAT_R" | "TRAPEZIUS" | "RHOMBOID" | "ERECTOR_SPINAE_L" | "ERECTOR_SPINAE_R"
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+ // Hips (2)
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+ | "HIP_FLEXOR_L" | "HIP_FLEXOR_R"
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+ // Legs (8)
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+ | "QUAD_L" | "QUAD_R" | "HAMSTRING_L" | "HAMSTRING_R"
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+ | "CALF_L" | "CALF_R" | "GLUTE_L" | "GLUTE_R";
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+ ```
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+
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+ #### `MuscleGroup` - Anatomical Definition
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+
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+ ```typescript
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+ // src/types/muscle.ts
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+ export interface MuscleGroup {
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+ readonly name: MuscleGroupName;
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+ readonly baseScale: THREE.Vector3; // Scale when relaxed
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+ readonly maxFlexScale: THREE.Vector3; // Max scale when flexed (+30%)
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+ readonly position: THREE.Vector3; // Position relative to character
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+ readonly geometryParams: {
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+ readonly radius: number;
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+ readonly length: number;
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+ readonly capSegments: number;
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+ readonly radialSegments: number;
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+ };
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+ readonly korean: string; // Korean name (한글)
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+ readonly english: string; // English name
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+ }
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+ ```
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+
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+ #### `MuscleActivationState` - Real-Time Tension
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+
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+ ```typescript
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+ // src/types/muscle.ts
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+ // Note: tension, targetTension, and isShaking are intentionally mutable
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+ // for 60fps performance (avoiding object allocation per frame)
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+ export interface MuscleActivationState {
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+ readonly muscleGroup: MuscleGroupName;
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+ tension: number; // 0.0 = relaxed, 1.0 = maximum flex
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+ targetTension: number; // Target for smooth transitions
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+ isShaking: boolean; // Exhaustion shaking effect
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+ }
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+ ```
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+
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+ #### `MuscleSystemConfig` - Performance Configuration
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+
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+ ```typescript
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+ // src/types/muscle.ts
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+ export interface MuscleSystemConfig {
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+ readonly maxFrameTime: number; // Frame budget (default: 3ms)
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+ readonly muscleCount: number; // Groups to render (default: 20)
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+ readonly useInstancing: boolean; // GPU instancing optimization
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+ readonly relaxationDelay: number; // Post-technique relaxation (0.3s)
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+ readonly exhaustionThreshold: number; // Stamina % for exhaustion (20%)
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+ readonly shakeFrequency: number; // Hz when exhausted (20Hz)
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+ readonly shakeAmplitude: number; // Radians (0.02)
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+ readonly activationSpeed: number; // Activation transition speed (5.0)
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+ readonly relaxationSpeed: number; // Relaxation transition speed (3.0)
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+ readonly shakingTensionThreshold: number; // Min tension for shaking (0.3)
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+ }
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+ ```
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+
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+ ---
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+
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+ ### **Clothing System from src/types/clothing.ts**
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+
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+ The clothing system provides visual distinction for the five player archetypes with culturally-appropriate garments, materials, and cyberpunk Korean aesthetic.
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+
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+ #### `ClothingType` / `ClothingMaterial` / `ClothingFit` - Classification Types
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+
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+ ```typescript
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+ // src/types/clothing.ts
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+ export type ClothingType =
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+ | "torso" | "pants" | "belt" | "boots"
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+ | "gloves" | "headgear" | "vest" | "accessory";
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+
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+ export type ClothingMaterial =
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+ | "fabric" // Traditional cloth (dobok, hanbok)
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+ | "leather" // Leather gear
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+ | "tactical" // Modern tactical fabric
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+ | "synthetic" // Synthetic materials
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+ | "armored" // Armored plating
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+ | "cybernetic"; // Tech-enhanced materials
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+
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+ export type ClothingFit = "tight" | "fitted" | "loose" | "oversized";
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+ ```
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+
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+ #### `ClothingItem` - Individual Clothing Configuration
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+
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+ ```typescript
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+ // src/types/clothing.ts
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+ export interface ClothingItem {
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+ readonly id: string;
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+ readonly nameKorean: string; // 한글이름
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+ readonly nameEnglish: string; // English name
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+ readonly type: ClothingType;
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+ readonly material: ClothingMaterial;
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+ readonly fit: ClothingFit;
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+ readonly colorPrimary: number; // Primary color (hex)
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+ readonly colorSecondary?: number; // Accent color (hex)
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+ readonly colorEmissive?: number; // Glow effect color
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+ readonly emissiveIntensity?: number; // 0-1
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+ readonly metalness?: number; // 0-1
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+ readonly roughness?: number; // 0-1
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+ readonly scaleMultiplier?: number; // Body proportion scale
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+ readonly attachedBones: string[]; // Skeletal attachment points
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+ readonly castShadow?: boolean;
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+ readonly receiveShadow?: boolean;
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+ }
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+ ```
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+
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+ #### `ClothingSet` - Complete Archetype Wardrobe
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+
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+ ```typescript
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+ // src/types/clothing.ts
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+ export interface ClothingSet {
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+ readonly archetype: PlayerArchetype;
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+ readonly nameKorean: string;
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+ readonly nameEnglish: string;
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+ readonly descriptionKorean: string;
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+ readonly descriptionEnglish: string;
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+ readonly items: readonly ClothingItem[];
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+ readonly themeColors: {
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+ readonly primary: number;
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+ readonly secondary: number;
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+ readonly accent: number;
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+ };
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+ }
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+ ```
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+
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+ #### `ClothingLODSettings` - Level-of-Detail Performance
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+
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+ ```typescript
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+ // src/types/clothing.ts
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+ export interface ClothingLODSettings {
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+ readonly enableLOD: boolean;
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+ readonly distances: readonly [number, number, number]; // [near, medium, far]
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+ readonly highDetailSegments: number;
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+ readonly mediumDetailSegments: number;
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+ readonly lowDetailSegments: number;
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+ }
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+ ```
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+
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+ ---
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+
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+ ## 📂 Type Organization Guide
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+
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+ Black Trigram types are organized across multiple directories based on their domain scope. This guide helps developers locate the correct type file for any given concern.
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+
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+ ### **Type File Locations**
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+
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+ | Directory | Purpose | Key Files |
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+ | --- | --- | --- |
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+ | `src/types/` | Base game types and shared interfaces | `common.ts`, `facial.ts`, `injury.ts`, `muscle.ts`, `clothing.ts`, `skeletal.ts` |
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+ | `src/types/constants/` | Design tokens and UI constants | `colors.ts`, `typography.ts`, `layout.ts`, `designSystem.ts`, `ui.ts`, `animations.ts`, `performance.ts` |
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+ | `src/systems/player.ts` | Player state, attributes, and match statistics | `PlayerState`, `PlayerMatchStats`, `BodyPartHealth` |
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+ | `src/systems/types.ts` | Cross-system shared types | `StatusEffect`, `HitEffect`, `PlayerArchetypeData`, `EffectIntensity` |
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+ | `src/systems/combat/types.ts` | Combat result and game state | `CombatResult`, `RoundResult`, `MatchStatistics`, `GameState` |
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+ | `src/systems/bodypart/types.ts` | Body part health tracking | `BodyPart` enum, `BodyPartHealth`, `BodyPartMaxHealth` |
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+ | `src/systems/vitalpoint/types.ts` | Vital point targeting and techniques | `KoreanTechnique`, `VitalPointHitResult`, `DamageResult` |
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+ | `src/systems/ai/types.ts` | AI combat decisions | `AIActionType`, `AIDecision`, `VulnerabilityContext`, `CombatContext` |
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+ | `src/systems/trigram/types.ts` | Stance laterality and parsing | `StanceLaterality`, `StanceWithSide`, `parseStanceWithSide()` |
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+
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+ ### **Type Hierarchy**
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+
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+ ```mermaid
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+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
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+ flowchart TD
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+ Base[src/types/common.ts<br/>Base Enums & Interfaces<br/>PlayerArchetype, TrigramStance,<br/>CombatState, KoreanText] --> Player[src/systems/player.ts<br/>PlayerState, PlayerMatchStats]
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+ Base --> Combat[src/systems/combat/types.ts<br/>CombatResult, GameState]
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+ Base --> VP[src/systems/vitalpoint/types.ts<br/>KoreanTechnique, VitalPointHitResult]
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+ Base --> Shared[src/systems/types.ts<br/>StatusEffect, HitEffect]
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+
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+ Shared --> Combat
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+ Shared --> VP
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+ Player --> Combat
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+
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+ Base --> Facial[src/types/facial.ts<br/>FacialExpression, FacialDamageState]
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+ Base --> Injury[src/types/injury.ts<br/>InjuryType, Injury]
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+ Base --> Muscle[src/types/muscle.ts<br/>MuscleGroupName, MuscleGroup]
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+ Base --> Clothing[src/types/clothing.ts<br/>ClothingItem, ClothingSet]
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+ Base --> Skeletal[src/types/skeletal.ts<br/>Bone, SkeletonConfig]
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+
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+ VP --> AI[src/systems/ai/types.ts<br/>AIDecision, VulnerabilityContext]
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+ Base --> BodyPart[src/systems/bodypart/types.ts<br/>BodyPart, BodyPartHealth]
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+ Base --> Trigram[src/systems/trigram/types.ts<br/>StanceLaterality, StanceWithSide]
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+
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+ Constants[src/types/constants/<br/>Design Tokens<br/>Colors, Typography, Layout] -.->|UI styling| Base
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+
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+ style Base fill:#2979FF,stroke:#0D47A1,color:#fff
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+ style Player fill:#00C853,stroke:#00796B,color:#fff
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+ style Combat fill:#FF3D00,stroke:#BF360C,color:#fff
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+ style VP fill:#FFD600,stroke:#F57F17,color:#000
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+ style Shared fill:#9C27B0,stroke:#6A1B9A,color:#fff
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+ style Constants fill:#9E9E9E,stroke:#616161,color:#fff
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+ ```
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+
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+ ### **When to Add New Types**
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+
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+ | Type Scope | Add To | Example |
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+ | --- | --- | --- |
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+ | Core game enums/interfaces | `src/types/common.ts` | New `CombatState` variant |
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+ | Visualization-specific types | `src/types/{domain}.ts` | New facial expression |
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+ | Combat result/game flow types | `src/systems/combat/types.ts` | New round result field |
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+ | Player state attributes | `src/systems/player.ts` | New player stat |
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+ | AI behavior types | `src/systems/ai/types.ts` | New AI action type |
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+ | Design tokens / UI constants | `src/types/constants/` | New color theme |
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+
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+ ---
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+
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  ## 🦴 Skeletal Animation Data Model
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  ### **28-Bone Skeletal Hierarchy**
package/lib/App.d.ts.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"App.d.ts","sourceRoot":"","sources":["../src/App.tsx"],"names":[],"mappings":"AAQA,OAAO,WAAW,CAAC;AA8BnB,iBAAS,GAAG,4CAkiBX;AAED,eAAe,GAAG,CAAC"}
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+ {"version":3,"file":"App.d.ts","sourceRoot":"","sources":["../src/App.tsx"],"names":[],"mappings":"AAQA,OAAO,WAAW,CAAC;AA8BnB,iBAAS,GAAG,4CA4hBX;AAED,eAAe,GAAG,CAAC"}
package/lib/App2.js CHANGED
@@ -369,12 +369,6 @@ function App() {
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  className: "app",
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  tabIndex: 0,
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  ref: containerRef,
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- style: {
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- outline: "none",
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- width: "100vw",
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- height: "100vh",
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- overflow: "hidden"
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- },
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  "data-testid": "app-container",
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  children: [renderCurrentScreen(), showPerformanceDebug && /* @__PURE__ */ jsx(PerformanceDebugOverlayHtml, {})]
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  });
package/lib/App2.js.map CHANGED
@@ -1 +1 @@
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- {"version":3,"file":"App2.js","names":[],"sources":["../src/App.tsx"],"sourcesContent":["import {\n lazy,\n Suspense,\n useCallback,\n useEffect,\n useRef,\n useState,\n} from \"react\";\nimport \"./App.css\";\n// Main application component - manages game state and screen navigation\nimport { useAudio } from \"./audio/AudioProvider\";\nimport { CombatScreen3D as CombatScreen } from \"./components/screens/combat/CombatScreen3D\";\nimport { ControlsScreen3D as ControlsScreen } from \"./components/screens/controls/ControlsScreen3D\";\nimport { EndScreen3D } from \"./components/screens/endscreen\";\nimport { IntroScreen3D as IntroScreen } from \"./components/screens/intro/IntroScreen3D\";\nimport { PhilosophyScreen3D as PhilosophyScreen } from \"./components/screens/philosophy/PhilosophyScreen3D\";\nimport { PerformanceDebugOverlayHtml } from \"./components/shared/debug/PerformanceDebugOverlayHtml\";\nimport { ErrorModal } from \"./components/shared/ui/ErrorModal\";\nimport { LoadingState } from \"./components/shared/ui/LoadingState\";\nimport { SplashScreen } from \"./components/shared/ui/SplashScreen\";\nimport { PlayerState } from \"./systems\";\nimport { MatchStatistics } from \"./systems/combat\";\nimport { GameMode, PlayerArchetype } from \"./types/common\";\nimport { clearPlatformCache, detectPlatform } from \"./utils/deviceDetection\";\nimport { createPlayerFromArchetype } from \"./utils/playerUtils\";\n\n// Lazy load heavy screens\nconst TrainingScreen = lazy(() =>\n import(\"./components/screens/training/TrainingScreen3D\").then((m) => ({\n default: m.TrainingScreen3D,\n })),\n);\n\n// 150ms delay to allow WebGL context cleanup between full-screen 3D scene transitions\nconst SCREEN_TRANSITION_DELAY_MS = 150;\n// 100ms delay for lighter menu/UI transitions where WebGL teardown/re-init cost is lower\nconst MENU_TRANSITION_DELAY_MS = 100;\n\nfunction App() {\n const [gameMode, setGameMode] = useState<GameMode | null>(null);\n const [selectedArchetype, setSelectedArchetype] = useState<PlayerArchetype>(\n PlayerArchetype.MUSA,\n );\n const [isGameActive, setIsGameActive] = useState(false);\n const [gameWinner, setGameWinner] = useState<PlayerState | null>(null);\n const [matchStats, setMatchStats] = useState<MatchStatistics | null>(null);\n const [appReady, setAppReady] = useState(false);\n const [showSplash, setShowSplash] = useState(true);\n const [showAudioError, setShowAudioError] = useState(false);\n // Performance debug overlay toggle (P key in dev mode)\n const [showPerformanceDebug, setShowPerformanceDebug] = useState(false);\n // Transition state to allow WebGL cleanup between screens\n const [isTransitioning, setIsTransitioning] = useState(false);\n const pendingModeRef = useRef<{\n mode: GameMode;\n archetype?: PlayerArchetype;\n } | null>(null);\n\n // Combat players state - managed here so updates persist\n const [combatPlayers, setCombatPlayers] = useState<PlayerState[]>([]);\n\n const audio = useAudio();\n\n // Add responsive screen size detection with proper device detection\n // Uses user-agent detection first for high-res mobile devices\n const [screenSize, setScreenSize] = useState(() => {\n const platform = detectPlatform();\n return {\n width: window.innerWidth,\n height: window.innerHeight,\n isMobile: platform.isMobile,\n isTablet: platform.isTablet,\n isDesktop: platform.isDesktop,\n };\n });\n\n useEffect(() => {\n // Define handlers outside async function for proper cleanup\n const handleGlobalError = (e: ErrorEvent) => {\n console.error(\"Global error:\", e.error);\n };\n\n const handleUnhandledRejection = (e: PromiseRejectionEvent) => {\n console.error(\"Unhandled promise rejection:\", e.reason);\n if (\n e.reason?.message?.includes(\"Failed to load\") ||\n e.reason?.message?.includes(\"no supported source\")\n ) {\n e.preventDefault();\n }\n };\n\n const initializeApp = async () => {\n try {\n window.focus();\n\n window.addEventListener(\"error\", handleGlobalError);\n window.addEventListener(\"unhandledrejection\", handleUnhandledRejection);\n\n // PHASE 2: Performance optimization initialization\n console.log(\"🔧 Initializing animation performance optimizations...\");\n\n // 1. Prewarm object pools for animation optimization\n // This eliminates GC pressure from ~1,344 allocations per frame\n const { ThreeObjectPools } = await import(\"./utils/threeObjectPool\");\n ThreeObjectPools.prewarmAll();\n const poolStatus = ThreeObjectPools.getStatus();\n console.log(\" ✓ Object pools prewarmed:\", poolStatus);\n\n // 2. Precompute all animations for 90%+ cache hit rate\n const { precomputeAnimation } =\n await import(\"./systems/animation/core/AnimationOptimizations\");\n const { ALL_ANIMATIONS } =\n await import(\"./systems/animation/core/AnimationRegistry\");\n\n let precomputedCount = 0;\n ALL_ANIMATIONS.forEach((animation) => {\n // Precompute at 60fps for smooth playback\n // Use animation.name as the unique identifier\n precomputeAnimation(animation.name, animation, 60);\n precomputedCount++;\n });\n console.log(` ✓ Precomputed ${precomputedCount} animations at 60fps`);\n\n console.log(\n \"✅ Animation optimizations ready (expect <5ms frame time, 90%+ cache hit)\",\n );\n\n setAppReady(true);\n console.log(\"🎯 Black Trigram app initialized\");\n } catch (error) {\n console.error(\"Failed to initialize app:\", error);\n setAppReady(true);\n }\n };\n\n initializeApp();\n\n // Cleanup global event handlers to prevent memory leaks\n return () => {\n window.removeEventListener(\"error\", handleGlobalError);\n window.removeEventListener(\n \"unhandledrejection\",\n handleUnhandledRejection,\n );\n };\n }, []);\n\n // Shared audio initialization logic for splash and retry\n const initializeAudioWithRetry = useCallback(async () => {\n if (!appReady) {\n console.warn(\"App not ready yet, please wait...\");\n return false;\n }\n try {\n await audio.initializeAudio();\n console.log(\"🎵 Audio initialized\");\n return true;\n } catch (error) {\n console.error(\"Failed to initialize audio:\", error);\n return false;\n }\n }, [audio, appReady]);\n\n // Handle splash screen start - initialize audio on user gesture\n const handleSplashStart = useCallback(async () => {\n setShowAudioError(false);\n const success = await initializeAudioWithRetry();\n if (success) {\n setShowSplash(false);\n } else {\n setShowAudioError(true);\n }\n }, [initializeAudioWithRetry]);\n\n const handleAudioErrorRetry = useCallback(async () => {\n setShowAudioError(false);\n const success = await initializeAudioWithRetry();\n if (success) {\n setShowSplash(false);\n } else {\n setShowAudioError(true);\n }\n }, [initializeAudioWithRetry]);\n\n const handleAudioErrorContinue = useCallback(() => {\n // Continue without sound\n setShowAudioError(false);\n setShowSplash(false);\n console.log(\"Continuing without audio (silent mode)\");\n }, []);\n\n // ✅ SIMPLIFIED: Handle game mode selection directly\n const handleGameStart = useCallback(\n (mode: GameMode, archetype?: PlayerArchetype) => {\n console.log(\"🎮 Starting game mode:\", mode, \"with archetype:\", archetype);\n\n // Store pending mode and start transition to allow WebGL cleanup\n pendingModeRef.current = { mode, archetype };\n setIsTransitioning(true);\n\n // Clear current mode first (unmounts Canvas)\n setGameMode(null);\n setIsGameActive(false);\n\n // After brief delay, mount new screen\n // Increased delay to allow proper WebGL context cleanup\n setTimeout(() => {\n const pending = pendingModeRef.current;\n if (!pending) return;\n\n // ✅ NEW: Handle controls and philosophy as separate modes\n if (\n pending.mode === GameMode.CONTROLS ||\n pending.mode === GameMode.PHILOSOPHY\n ) {\n setGameMode(pending.mode);\n setIsGameActive(false); // These are not game modes, just screens\n } else {\n setGameMode(pending.mode);\n setIsGameActive(true);\n }\n\n setGameWinner(null);\n setMatchStats(null);\n if (pending.archetype) {\n setSelectedArchetype(pending.archetype);\n }\n\n setIsTransitioning(false);\n pendingModeRef.current = null;\n }, SCREEN_TRANSITION_DELAY_MS); // Delay for WebGL cleanup\n },\n [],\n );\n\n const handleGameEnd = useCallback(\n (winner: number) => {\n setIsGameActive(false);\n setGameWinner(createPlayerFromArchetype(selectedArchetype, winner));\n // Reset combat players for next match\n setCombatPlayers([]);\n\n setMatchStats({\n totalDamageDealt: 150,\n totalDamageTaken: 100,\n criticalHits: 3,\n vitalPointHits: 2,\n techniquesUsed: 8,\n perfectStrikes: 1,\n consecutiveWins: 1,\n matchDuration: 120,\n totalMatches: 1,\n maxRounds: 3,\n winner: winner,\n totalRounds: 2,\n currentRound: 2,\n timeRemaining: 0,\n combatEvents: [],\n finalScore: {\n player1: winner === 0 ? 2 : 0,\n player2: winner === 1 ? 2 : 0,\n },\n roundsWon: {\n player1: winner === 0 ? 2 : 0,\n player2: winner === 1 ? 2 : 0,\n },\n player1: {\n wins: winner === 0 ? 1 : 0,\n losses: winner === 0 ? 0 : 1,\n hitsTaken: 5,\n hitsLanded: 8,\n totalDamageDealt: winner === 0 ? 150 : 100,\n totalDamageReceived: winner === 0 ? 100 : 150,\n techniques: [\"천둥벽력\", \"유수연타\"],\n perfectStrikes: winner === 0 ? 1 : 0,\n vitalPointHits: winner === 0 ? 2 : 1,\n consecutiveWins: winner === 0 ? 1 : 0,\n matchDuration: 120,\n },\n player2: {\n wins: winner === 1 ? 1 : 0,\n losses: winner === 1 ? 0 : 1,\n hitsTaken: 8,\n hitsLanded: 5,\n totalDamageDealt: winner === 1 ? 150 : 100,\n totalDamageReceived: winner === 1 ? 100 : 150,\n techniques: [\"화염지창\", \"벽력일섬\"],\n perfectStrikes: winner === 1 ? 1 : 0,\n vitalPointHits: winner === 1 ? 2 : 1,\n consecutiveWins: winner === 1 ? 1 : 0,\n matchDuration: 120,\n },\n });\n },\n [selectedArchetype],\n );\n\n const handleReturnToMenu = useCallback(() => {\n // Use same transition logic for return to menu\n setIsTransitioning(true);\n setGameMode(null);\n setIsGameActive(false);\n setGameWinner(null);\n setMatchStats(null);\n // Reset combat players so they reinitialize next combat\n setCombatPlayers([]);\n setTimeout(() => setIsTransitioning(false), MENU_TRANSITION_DELAY_MS);\n }, []);\n\n const handleRematch = useCallback(() => {\n // Restart combat with same settings\n if (!gameMode) {\n console.error(\n \"Cannot rematch: gameMode is not set. This should not happen - EndScreen only renders when gameMode is set.\",\n { gameMode, isGameActive, gameWinner, matchStats }\n );\n return;\n }\n \n setIsTransitioning(true);\n setGameWinner(null);\n setMatchStats(null);\n // Reset combat players so they reinitialize for rematch\n setCombatPlayers([]);\n \n setTimeout(() => {\n setIsGameActive(true);\n setIsTransitioning(false);\n }, SCREEN_TRANSITION_DELAY_MS);\n // eslint-disable-next-line react-hooks/exhaustive-deps -- isGameActive, gameWinner, matchStats only used in error logging, not function logic\n }, [gameMode]);\n\n const handleViewTraining = useCallback(() => {\n // Navigate to training mode\n setIsTransitioning(true);\n setGameWinner(null);\n setMatchStats(null);\n setCombatPlayers([]);\n \n setTimeout(() => {\n setGameMode(GameMode.TRAINING);\n setIsGameActive(true);\n setIsTransitioning(false);\n }, SCREEN_TRANSITION_DELAY_MS);\n }, []);\n\n const renderCurrentScreen = () => {\n // Show loading during screen transitions\n if (isTransitioning) {\n return (\n <LoadingState\n progress={undefined}\n message=\"전환 중... | Transitioning...\"\n stage=\"assets\"\n />\n );\n }\n\n if (gameWinner && matchStats) {\n // ✅ NEW: Use EndScreen3D component\n return (\n <EndScreen3D\n winner={gameWinner}\n matchStats={matchStats}\n onReturnToMenu={handleReturnToMenu}\n onRematch={handleRematch}\n onViewReplay={handleViewTraining}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n // ✅ NEW: Handle standalone screens first\n if (gameMode === GameMode.CONTROLS) {\n return (\n <ControlsScreen\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n if (gameMode === GameMode.PHILOSOPHY) {\n return (\n <PhilosophyScreen\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n // ✅ SIMPLIFIED: Only active game modes use isGameActive\n if (isGameActive && gameMode) {\n switch (gameMode) {\n case GameMode.TRAINING:\n return (\n <Suspense\n fallback={\n <LoadingState\n progress={undefined}\n message=\"훈련장 로딩 중... | Loading Training...\"\n stage=\"assets\"\n />\n }\n >\n <TrainingScreen\n onPlayerUpdate={(updates) => {\n console.log(\"Training player updated:\", updates);\n }}\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n initialArchetype={selectedArchetype}\n />\n </Suspense>\n );\n case GameMode.VERSUS:\n case GameMode.PRACTICE:\n // Initialize players if not already set\n if (combatPlayers.length === 0) {\n const player1 = createPlayerFromArchetype(selectedArchetype, 0);\n const player2 = createPlayerFromArchetype(\n PlayerArchetype.AMSALJA,\n 1,\n );\n // Use setTimeout to defer state update and avoid render-during-render\n setTimeout(() => setCombatPlayers([player1, player2]), 0);\n // Return loading state while players initialize\n return (\n <LoadingState\n progress={undefined}\n message=\"전투 준비 중... | Preparing Combat...\"\n stage=\"assets\"\n />\n );\n }\n\n return (\n <CombatScreen\n players={combatPlayers}\n currentRound={1}\n timeRemaining={180}\n isPaused={false}\n onPlayerUpdate={(playerIndex, updates) => {\n // Actually update the player state so damage persists!\n setCombatPlayers((prevPlayers) => {\n const newPlayers = [...prevPlayers];\n if (newPlayers[playerIndex]) {\n newPlayers[playerIndex] = {\n ...newPlayers[playerIndex],\n ...updates,\n };\n }\n return newPlayers;\n });\n }}\n onReturnToMenu={handleReturnToMenu}\n onGameEnd={handleGameEnd}\n gameMode={gameMode}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n default:\n return (\n <IntroScreen\n onMenuSelect={handleGameStart}\n onArchetypeSelect={setSelectedArchetype}\n selectedArchetype={selectedArchetype}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n }\n\n // ✅ SIMPLIFIED: Default to intro screen\n return (\n <IntroScreen\n onMenuSelect={handleGameStart}\n onArchetypeSelect={setSelectedArchetype}\n selectedArchetype={selectedArchetype}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n };\n\n const containerRef = useRef<HTMLDivElement>(null);\n\n useEffect(() => {\n containerRef.current?.focus();\n }, [appReady]);\n\n useEffect(() => {\n const handleResize = () => {\n // Clear cached platform info to get fresh detection on resize\n clearPlatformCache();\n const platform = detectPlatform();\n setScreenSize({\n width: platform.screenWidth,\n height: platform.screenHeight,\n isMobile: platform.isMobile,\n isTablet: platform.isTablet,\n isDesktop: platform.isDesktop,\n });\n };\n\n window.addEventListener(\"resize\", handleResize);\n return () => window.removeEventListener(\"resize\", handleResize);\n }, []);\n\n // F9 key toggle for performance debug overlay (dev mode only)\n // Note: P key is reserved for Philosophy screen\n useEffect(() => {\n if (!import.meta.env.DEV) return;\n\n const handleKeyDown = (e: KeyboardEvent) => {\n if (e.key === \"F9\") {\n e.preventDefault();\n setShowPerformanceDebug((prev) => !prev);\n }\n };\n\n window.addEventListener(\"keydown\", handleKeyDown);\n return () => window.removeEventListener(\"keydown\", handleKeyDown);\n }, []);\n\n if (!appReady) {\n return (\n <div className=\"app loading\" data-testid=\"app-container\">\n <LoadingState\n progress={undefined}\n message=\"앱 초기화 중 | Initializing app...\"\n stage=\"initialization\"\n />\n </div>\n );\n }\n\n // Show splash screen first to get user gesture for audio\n if (showSplash) {\n return (\n <div className=\"app\" data-testid=\"app-container\">\n <SplashScreen\n onStart={handleSplashStart}\n width={screenSize.width}\n height={screenSize.height}\n />\n {showAudioError && (\n <ErrorModal\n message=\"오디오 초기화에 실패했습니다. 재시도하거나 소리 없이 계속할 수 있습니다. | Audio initialization failed. You can retry or continue without sound.\"\n onRetry={handleAudioErrorRetry}\n onContinue={handleAudioErrorContinue}\n />\n )}\n </div>\n );\n }\n\n return (\n <div\n className=\"app\"\n tabIndex={0}\n ref={containerRef}\n style={{\n outline: \"none\",\n width: \"100vw\",\n height: \"100vh\",\n overflow: \"hidden\",\n }}\n data-testid=\"app-container\"\n >\n {/* All screens now use Three.js or pure React/HTML */}\n {renderCurrentScreen()}\n\n {/* Performance debug overlay (dev mode only, toggle with P key) */}\n {showPerformanceDebug && <PerformanceDebugOverlayHtml />}\n </div>\n );\n}\n\nexport default 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+ {"version":3,"file":"App2.js","names":[],"sources":["../src/App.tsx"],"sourcesContent":["import {\n lazy,\n Suspense,\n useCallback,\n useEffect,\n useRef,\n useState,\n} from \"react\";\nimport \"./App.css\";\n// Main application component - manages game state and screen navigation\nimport { useAudio } from \"./audio/AudioProvider\";\nimport { CombatScreen3D as CombatScreen } from \"./components/screens/combat/CombatScreen3D\";\nimport { ControlsScreen3D as ControlsScreen } from \"./components/screens/controls/ControlsScreen3D\";\nimport { EndScreen3D } from \"./components/screens/endscreen\";\nimport { IntroScreen3D as IntroScreen } from \"./components/screens/intro/IntroScreen3D\";\nimport { PhilosophyScreen3D as PhilosophyScreen } from \"./components/screens/philosophy/PhilosophyScreen3D\";\nimport { PerformanceDebugOverlayHtml } from \"./components/shared/debug/PerformanceDebugOverlayHtml\";\nimport { ErrorModal } from \"./components/shared/ui/ErrorModal\";\nimport { LoadingState } from \"./components/shared/ui/LoadingState\";\nimport { SplashScreen } from \"./components/shared/ui/SplashScreen\";\nimport { PlayerState } from \"./systems\";\nimport { MatchStatistics } from \"./systems/combat\";\nimport { GameMode, PlayerArchetype } from \"./types/common\";\nimport { clearPlatformCache, detectPlatform } from \"./utils/deviceDetection\";\nimport { createPlayerFromArchetype } from \"./utils/playerUtils\";\n\n// Lazy load heavy screens\nconst TrainingScreen = lazy(() =>\n import(\"./components/screens/training/TrainingScreen3D\").then((m) => ({\n default: m.TrainingScreen3D,\n })),\n);\n\n// 150ms delay to allow WebGL context cleanup between full-screen 3D scene transitions\nconst SCREEN_TRANSITION_DELAY_MS = 150;\n// 100ms delay for lighter menu/UI transitions where WebGL teardown/re-init cost is lower\nconst MENU_TRANSITION_DELAY_MS = 100;\n\nfunction App() {\n const [gameMode, setGameMode] = useState<GameMode | null>(null);\n const [selectedArchetype, setSelectedArchetype] = useState<PlayerArchetype>(\n PlayerArchetype.MUSA,\n );\n const [isGameActive, setIsGameActive] = useState(false);\n const [gameWinner, setGameWinner] = useState<PlayerState | null>(null);\n const [matchStats, setMatchStats] = useState<MatchStatistics | null>(null);\n const [appReady, setAppReady] = useState(false);\n const [showSplash, setShowSplash] = useState(true);\n const [showAudioError, setShowAudioError] = useState(false);\n // Performance debug overlay toggle (P key in dev mode)\n const [showPerformanceDebug, setShowPerformanceDebug] = useState(false);\n // Transition state to allow WebGL cleanup between screens\n const [isTransitioning, setIsTransitioning] = useState(false);\n const pendingModeRef = useRef<{\n mode: GameMode;\n archetype?: PlayerArchetype;\n } | null>(null);\n\n // Combat players state - managed here so updates persist\n const [combatPlayers, setCombatPlayers] = useState<PlayerState[]>([]);\n\n const audio = useAudio();\n\n // Add responsive screen size detection with proper device detection\n // Uses user-agent detection first for high-res mobile devices\n const [screenSize, setScreenSize] = useState(() => {\n const platform = detectPlatform();\n return {\n width: window.innerWidth,\n height: window.innerHeight,\n isMobile: platform.isMobile,\n isTablet: platform.isTablet,\n isDesktop: platform.isDesktop,\n };\n });\n\n useEffect(() => {\n // Define handlers outside async function for proper cleanup\n const handleGlobalError = (e: ErrorEvent) => {\n console.error(\"Global error:\", e.error);\n };\n\n const handleUnhandledRejection = (e: PromiseRejectionEvent) => {\n console.error(\"Unhandled promise rejection:\", e.reason);\n if (\n e.reason?.message?.includes(\"Failed to load\") ||\n e.reason?.message?.includes(\"no supported source\")\n ) {\n e.preventDefault();\n }\n };\n\n const initializeApp = async () => {\n try {\n window.focus();\n\n window.addEventListener(\"error\", handleGlobalError);\n window.addEventListener(\"unhandledrejection\", handleUnhandledRejection);\n\n // PHASE 2: Performance optimization initialization\n console.log(\"🔧 Initializing animation performance optimizations...\");\n\n // 1. Prewarm object pools for animation optimization\n // This eliminates GC pressure from ~1,344 allocations per frame\n const { ThreeObjectPools } = await import(\"./utils/threeObjectPool\");\n ThreeObjectPools.prewarmAll();\n const poolStatus = ThreeObjectPools.getStatus();\n console.log(\" ✓ Object pools prewarmed:\", poolStatus);\n\n // 2. Precompute all animations for 90%+ cache hit rate\n const { precomputeAnimation } =\n await import(\"./systems/animation/core/AnimationOptimizations\");\n const { ALL_ANIMATIONS } =\n await import(\"./systems/animation/core/AnimationRegistry\");\n\n let precomputedCount = 0;\n ALL_ANIMATIONS.forEach((animation) => {\n // Precompute at 60fps for smooth playback\n // Use animation.name as the unique identifier\n precomputeAnimation(animation.name, animation, 60);\n precomputedCount++;\n });\n console.log(` ✓ Precomputed ${precomputedCount} animations at 60fps`);\n\n console.log(\n \"✅ Animation optimizations ready (expect <5ms frame time, 90%+ cache hit)\",\n );\n\n setAppReady(true);\n console.log(\"🎯 Black Trigram app initialized\");\n } catch (error) {\n console.error(\"Failed to initialize app:\", error);\n setAppReady(true);\n }\n };\n\n initializeApp();\n\n // Cleanup global event handlers to prevent memory leaks\n return () => {\n window.removeEventListener(\"error\", handleGlobalError);\n window.removeEventListener(\n \"unhandledrejection\",\n handleUnhandledRejection,\n );\n };\n }, []);\n\n // Shared audio initialization logic for splash and retry\n const initializeAudioWithRetry = useCallback(async () => {\n if (!appReady) {\n console.warn(\"App not ready yet, please wait...\");\n return false;\n }\n try {\n await audio.initializeAudio();\n console.log(\"🎵 Audio initialized\");\n return true;\n } catch (error) {\n console.error(\"Failed to initialize audio:\", error);\n return false;\n }\n }, [audio, appReady]);\n\n // Handle splash screen start - initialize audio on user gesture\n const handleSplashStart = useCallback(async () => {\n setShowAudioError(false);\n const success = await initializeAudioWithRetry();\n if (success) {\n setShowSplash(false);\n } else {\n setShowAudioError(true);\n }\n }, [initializeAudioWithRetry]);\n\n const handleAudioErrorRetry = useCallback(async () => {\n setShowAudioError(false);\n const success = await initializeAudioWithRetry();\n if (success) {\n setShowSplash(false);\n } else {\n setShowAudioError(true);\n }\n }, [initializeAudioWithRetry]);\n\n const handleAudioErrorContinue = useCallback(() => {\n // Continue without sound\n setShowAudioError(false);\n setShowSplash(false);\n console.log(\"Continuing without audio (silent mode)\");\n }, []);\n\n // ✅ SIMPLIFIED: Handle game mode selection directly\n const handleGameStart = useCallback(\n (mode: GameMode, archetype?: PlayerArchetype) => {\n console.log(\"🎮 Starting game mode:\", mode, \"with archetype:\", archetype);\n\n // Store pending mode and start transition to allow WebGL cleanup\n pendingModeRef.current = { mode, archetype };\n setIsTransitioning(true);\n\n // Clear current mode first (unmounts Canvas)\n setGameMode(null);\n setIsGameActive(false);\n\n // After brief delay, mount new screen\n // Increased delay to allow proper WebGL context cleanup\n setTimeout(() => {\n const pending = pendingModeRef.current;\n if (!pending) return;\n\n // ✅ NEW: Handle controls and philosophy as separate modes\n if (\n pending.mode === GameMode.CONTROLS ||\n pending.mode === GameMode.PHILOSOPHY\n ) {\n setGameMode(pending.mode);\n setIsGameActive(false); // These are not game modes, just screens\n } else {\n setGameMode(pending.mode);\n setIsGameActive(true);\n }\n\n setGameWinner(null);\n setMatchStats(null);\n if (pending.archetype) {\n setSelectedArchetype(pending.archetype);\n }\n\n setIsTransitioning(false);\n pendingModeRef.current = null;\n }, SCREEN_TRANSITION_DELAY_MS); // Delay for WebGL cleanup\n },\n [],\n );\n\n const handleGameEnd = useCallback(\n (winner: number) => {\n setIsGameActive(false);\n setGameWinner(createPlayerFromArchetype(selectedArchetype, winner));\n // Reset combat players for next match\n setCombatPlayers([]);\n\n setMatchStats({\n totalDamageDealt: 150,\n totalDamageTaken: 100,\n criticalHits: 3,\n vitalPointHits: 2,\n techniquesUsed: 8,\n perfectStrikes: 1,\n consecutiveWins: 1,\n matchDuration: 120,\n totalMatches: 1,\n maxRounds: 3,\n winner: winner,\n totalRounds: 2,\n currentRound: 2,\n timeRemaining: 0,\n combatEvents: [],\n finalScore: {\n player1: winner === 0 ? 2 : 0,\n player2: winner === 1 ? 2 : 0,\n },\n roundsWon: {\n player1: winner === 0 ? 2 : 0,\n player2: winner === 1 ? 2 : 0,\n },\n player1: {\n wins: winner === 0 ? 1 : 0,\n losses: winner === 0 ? 0 : 1,\n hitsTaken: 5,\n hitsLanded: 8,\n totalDamageDealt: winner === 0 ? 150 : 100,\n totalDamageReceived: winner === 0 ? 100 : 150,\n techniques: [\"천둥벽력\", \"유수연타\"],\n perfectStrikes: winner === 0 ? 1 : 0,\n vitalPointHits: winner === 0 ? 2 : 1,\n consecutiveWins: winner === 0 ? 1 : 0,\n matchDuration: 120,\n },\n player2: {\n wins: winner === 1 ? 1 : 0,\n losses: winner === 1 ? 0 : 1,\n hitsTaken: 8,\n hitsLanded: 5,\n totalDamageDealt: winner === 1 ? 150 : 100,\n totalDamageReceived: winner === 1 ? 100 : 150,\n techniques: [\"화염지창\", \"벽력일섬\"],\n perfectStrikes: winner === 1 ? 1 : 0,\n vitalPointHits: winner === 1 ? 2 : 1,\n consecutiveWins: winner === 1 ? 1 : 0,\n matchDuration: 120,\n },\n });\n },\n [selectedArchetype],\n );\n\n const handleReturnToMenu = useCallback(() => {\n // Use same transition logic for return to menu\n setIsTransitioning(true);\n setGameMode(null);\n setIsGameActive(false);\n setGameWinner(null);\n setMatchStats(null);\n // Reset combat players so they reinitialize next combat\n setCombatPlayers([]);\n setTimeout(() => setIsTransitioning(false), MENU_TRANSITION_DELAY_MS);\n }, []);\n\n const handleRematch = useCallback(() => {\n // Restart combat with same settings\n if (!gameMode) {\n console.error(\n \"Cannot rematch: gameMode is not set. This should not happen - EndScreen only renders when gameMode is set.\",\n { gameMode, isGameActive, gameWinner, matchStats }\n );\n return;\n }\n \n setIsTransitioning(true);\n setGameWinner(null);\n setMatchStats(null);\n // Reset combat players so they reinitialize for rematch\n setCombatPlayers([]);\n \n setTimeout(() => {\n setIsGameActive(true);\n setIsTransitioning(false);\n }, SCREEN_TRANSITION_DELAY_MS);\n // eslint-disable-next-line react-hooks/exhaustive-deps -- isGameActive, gameWinner, matchStats only used in error logging, not function logic\n }, [gameMode]);\n\n const handleViewTraining = useCallback(() => {\n // Navigate to training mode\n setIsTransitioning(true);\n setGameWinner(null);\n setMatchStats(null);\n setCombatPlayers([]);\n \n setTimeout(() => {\n setGameMode(GameMode.TRAINING);\n setIsGameActive(true);\n setIsTransitioning(false);\n }, SCREEN_TRANSITION_DELAY_MS);\n }, []);\n\n const renderCurrentScreen = () => {\n // Show loading during screen transitions\n if (isTransitioning) {\n return (\n <LoadingState\n progress={undefined}\n message=\"전환 중... | Transitioning...\"\n stage=\"assets\"\n />\n );\n }\n\n if (gameWinner && matchStats) {\n // ✅ NEW: Use EndScreen3D component\n return (\n <EndScreen3D\n winner={gameWinner}\n matchStats={matchStats}\n onReturnToMenu={handleReturnToMenu}\n onRematch={handleRematch}\n onViewReplay={handleViewTraining}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n // ✅ NEW: Handle standalone screens first\n if (gameMode === GameMode.CONTROLS) {\n return (\n <ControlsScreen\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n if (gameMode === GameMode.PHILOSOPHY) {\n return (\n <PhilosophyScreen\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n\n // ✅ SIMPLIFIED: Only active game modes use isGameActive\n if (isGameActive && gameMode) {\n switch (gameMode) {\n case GameMode.TRAINING:\n return (\n <Suspense\n fallback={\n <LoadingState\n progress={undefined}\n message=\"훈련장 로딩 중... | Loading Training...\"\n stage=\"assets\"\n />\n }\n >\n <TrainingScreen\n onPlayerUpdate={(updates) => {\n console.log(\"Training player updated:\", updates);\n }}\n onReturnToMenu={handleReturnToMenu}\n width={screenSize.width}\n height={screenSize.height}\n initialArchetype={selectedArchetype}\n />\n </Suspense>\n );\n case GameMode.VERSUS:\n case GameMode.PRACTICE:\n // Initialize players if not already set\n if (combatPlayers.length === 0) {\n const player1 = createPlayerFromArchetype(selectedArchetype, 0);\n const player2 = createPlayerFromArchetype(\n PlayerArchetype.AMSALJA,\n 1,\n );\n // Use setTimeout to defer state update and avoid render-during-render\n setTimeout(() => setCombatPlayers([player1, player2]), 0);\n // Return loading state while players initialize\n return (\n <LoadingState\n progress={undefined}\n message=\"전투 준비 중... | Preparing Combat...\"\n stage=\"assets\"\n />\n );\n }\n\n return (\n <CombatScreen\n players={combatPlayers}\n currentRound={1}\n timeRemaining={180}\n isPaused={false}\n onPlayerUpdate={(playerIndex, updates) => {\n // Actually update the player state so damage persists!\n setCombatPlayers((prevPlayers) => {\n const newPlayers = [...prevPlayers];\n if (newPlayers[playerIndex]) {\n newPlayers[playerIndex] = {\n ...newPlayers[playerIndex],\n ...updates,\n };\n }\n return newPlayers;\n });\n }}\n onReturnToMenu={handleReturnToMenu}\n onGameEnd={handleGameEnd}\n gameMode={gameMode}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n default:\n return (\n <IntroScreen\n onMenuSelect={handleGameStart}\n onArchetypeSelect={setSelectedArchetype}\n selectedArchetype={selectedArchetype}\n width={screenSize.width}\n height={screenSize.height}\n />\n );\n }\n }\n\n // ✅ SIMPLIFIED: Default to intro screen\n return (\n <IntroScreen\n onMenuSelect={handleGameStart}\n 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You can retry or continue without sound.\"\n onRetry={handleAudioErrorRetry}\n onContinue={handleAudioErrorContinue}\n />\n )}\n </div>\n );\n }\n\n return (\n <div\n className=\"app\"\n tabIndex={0}\n ref={containerRef}\n data-testid=\"app-container\"\n >\n {/* All screens now use Three.js or pure React/HTML */}\n {renderCurrentScreen()}\n\n {/* Performance debug overlay (dev mode only, toggle with P key) */}\n {showPerformanceDebug && <PerformanceDebugOverlayHtml />}\n </div>\n );\n}\n\nexport default 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@@ -349,6 +349,11 @@ body {
349
349
  display: none !important;
350
350
  }
351
351
  /* Korean typography support */
352
+ /* NOTE: overflow: hidden on body prevents the page itself from scrolling.
353
+ * This is intentional for a full-screen game. Individual screens that need
354
+ * scrollable content (Philosophy, Controls) use internal scrollable containers
355
+ * with overflowY: "auto" on their content areas, which works correctly
356
+ * because the content div has a fixed height within the viewport. */
352
357
  body {
353
358
  font-family: "Noto Sans KR", sans-serif;
354
359
  margin: 0;
@@ -441,6 +446,9 @@ body {
441
446
  color: #ffffff;
442
447
  font-family: "Noto Sans KR", Arial, sans-serif;
443
448
  overflow: hidden;
449
+ /* Remove focus outline when the app container is focused via tabIndex.
450
+ * The game container is made focusable for keyboard input capture. */
451
+ outline: none;
444
452
  }
445
453
  .app-header {
446
454
  padding: 1rem 2rem;
@@ -1,5 +1,5 @@
1
1
  /**
2
- * CombatScreen3D - Three.js-based combat screen
2
+ * CombatScreen3D - Three.js-based combat screen (Black Trigram 흑괘)
3
3
  *
4
4
  * Maintains all existing combat logic and state management
5
5
  * Uses Html overlays for UI and 3D meshes for game objects
@@ -78,7 +78,7 @@ import { Html } from "@react-three/drei";
78
78
  import { Bloom, EffectComposer, Noise, Vignette } from "@react-three/postprocessing";
79
79
  //#region src/components/screens/combat/CombatScreen3D.tsx
80
80
  /**
81
- * CombatScreen3D - Three.js-based combat screen
81
+ * CombatScreen3D - Three.js-based combat screen (Black Trigram 흑괘)
82
82
  *
83
83
  * Maintains all existing combat logic and state management
84
84
  * Uses Html overlays for UI and 3D meshes for game objects
@@ -1415,7 +1415,7 @@ var CombatScreen3D = ({ players, onPlayerUpdate, currentRound, timeRemaining, is
1415
1415
  width: `${width}px`,
1416
1416
  height: `${height}px`,
1417
1417
  position: "relative",
1418
- backgroundColor: "#0a0a0a",
1418
+ backgroundColor: toHexColor(KOREAN_COLORS.UI_BACKGROUND_DARK),
1419
1419
  overflow: "hidden"
1420
1420
  },
1421
1421
  "data-testid": "combat-screen",