blacktrigram 0.7.12 โ†’ 0.7.14

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Files changed (61) hide show
  1. package/ARCHITECTURE.md +27 -5
  2. package/COMBAT_ARCHITECTURE.md +21 -8
  3. package/DATA_MODEL.md +350 -0
  4. package/SECURITY_ARCHITECTURE.md +23 -0
  5. package/THREAT_MODEL.md +16 -9
  6. package/lib/App.d.ts.map +1 -1
  7. package/lib/App2.js +0 -6
  8. package/lib/App2.js.map +1 -1
  9. package/lib/assets/index.css +8 -0
  10. package/lib/components/screens/combat/CombatScreen3D.d.ts +1 -1
  11. package/lib/components/screens/combat/CombatScreen3D.js +2 -2
  12. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  13. package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -1
  14. package/lib/components/screens/combat/components/controls/CombatButtons.js +22 -7
  15. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +2 -0
  17. package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -1
  18. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +7 -4
  19. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenu.js +15 -5
  22. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  23. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +15 -16
  24. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  25. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +1 -2
  26. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  27. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +28 -24
  28. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  29. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +2 -4
  30. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  31. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  32. package/lib/components/screens/controls/ControlsScreen3D.js +3 -2
  33. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  34. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js +28 -30
  35. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  36. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  37. package/lib/components/screens/controls/components/VisualKeyboard3D.js +4 -3
  38. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  39. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  40. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  41. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js +5 -2
  42. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  43. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  44. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js +4 -4
  45. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  46. package/lib/components/screens/training/components/hud/TrainingTopHUD.js +1 -1
  47. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  48. package/lib/components/shared/base/ResponsiveContainer.d.ts +6 -0
  49. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  50. package/lib/components/shared/three/effects/ActionFeedback.js +1 -2
  51. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  52. package/lib/components/shared/three/effects/DamageNumbers.js +1 -2
  53. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  54. package/lib/components/shared/ui/BaseHUDContainer.d.ts +40 -0
  55. package/lib/components/shared/ui/BaseHUDContainer.d.ts.map +1 -1
  56. package/lib/components/shared/ui/BaseHUDContainer.js +40 -0
  57. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  58. package/lib/components/shared/ui/MobileHUDLayout.d.ts +13 -0
  59. package/lib/components/shared/ui/MobileHUDLayout.d.ts.map +1 -1
  60. package/lib/components/shared/ui/SplashScreen.js +2 -2
  61. package/package.json +13 -13
package/ARCHITECTURE.md CHANGED
@@ -30,6 +30,7 @@
30
30
  ## ๐ŸŒ System Context
31
31
 
32
32
  ```mermaid
33
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#455A64','secondaryColor':'#4CAF50','tertiaryColor':'#FF9800','personBkg':'#1565C0','containerBkg':'#2979FF','componentBkg':'#4CAF50','person_bg':'#1565C0','container_bg':'#2979FF','component_bg':'#4CAF50'}}}%%
33
34
  C4Context
34
35
  title System Context - Black Trigram (ํ‘๊ด˜) Web Application (Q1 2026)
35
36
 
@@ -69,6 +70,7 @@ C4Context
69
70
  ## ๐Ÿข Container View
70
71
 
71
72
  ```mermaid
73
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#455A64','secondaryColor':'#4CAF50','tertiaryColor':'#FF9800','personBkg':'#1565C0','containerBkg':'#2979FF','componentBkg':'#4CAF50','person_bg':'#1565C0','container_bg':'#2979FF','component_bg':'#4CAF50'}}}%%
72
74
  C4Container
73
75
  title Container View - Black Trigram Performance Architecture (Q1 2026)
74
76
 
@@ -164,6 +166,7 @@ C4Container
164
166
  ## ๐Ÿงฉ Component View
165
167
 
166
168
  ```mermaid
169
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#455A64','secondaryColor':'#4CAF50','tertiaryColor':'#FF9800','personBkg':'#1565C0','containerBkg':'#2979FF','componentBkg':'#4CAF50','person_bg':'#1565C0','container_bg':'#2979FF','component_bg':'#4CAF50'}}}%%
167
170
  C4Component
168
171
  title Combat System Components - Korean Martial Arts Engine (Q1 2026)
169
172
 
@@ -352,6 +355,7 @@ The following Three.js packages are now installed and configured:
352
355
  ### ๐Ÿ—๏ธ Architecture Integration
353
356
 
354
357
  ```mermaid
358
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
355
359
  graph TD
356
360
  subgraph "React 19 Application Layer"
357
361
  A[React Components]
@@ -360,7 +364,7 @@ graph TD
360
364
  end
361
365
 
362
366
  subgraph "Rendering Layer"
363
- D[@react-three/fiber Canvas]
367
+ D["@react-three/fiber Canvas"]
364
368
  end
365
369
 
366
370
  subgraph "Three.js 3D Scene"
@@ -404,6 +408,7 @@ graph TD
404
408
  ### ๐Ÿ“ Rendering Pipeline
405
409
 
406
410
  ```mermaid
411
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#455A64','secondaryColor':'#4CAF50','tertiaryColor':'#FF9800','actorBkg':'#1565C0','actorTextColor':'#fff','actorLineColor':'#455A64','signalColor':'#455A64','signalTextColor':'#fff','noteBkgColor':'#FFD600','noteTextColor':'#000','noteBorderColor':'#F57F17'}}}%%
407
412
  sequenceDiagram
408
413
  participant React as React Component
409
414
  participant Canvas as @react-three/fiber Canvas
@@ -1150,6 +1155,7 @@ src/
1150
1155
  ## ๐Ÿ”„ Combat Flow Sequence
1151
1156
 
1152
1157
  ```mermaid
1158
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#455A64','secondaryColor':'#4CAF50','tertiaryColor':'#FF9800','actorBkg':'#1565C0','actorTextColor':'#fff','actorLineColor':'#455A64','signalColor':'#455A64','signalTextColor':'#fff','noteBkgColor':'#FFD600','noteTextColor':'#000','noteBorderColor':'#F57F17'}}}%%
1153
1159
  sequenceDiagram
1154
1160
  title ๐Ÿ”„ Combat Flow โ€“ Fully Frontend (Black Trigram Q1 2026)
1155
1161
 
@@ -1207,6 +1213,7 @@ sequenceDiagram
1207
1213
  ### **Three.js-Specific Optimizations**
1208
1214
 
1209
1215
  ```mermaid
1216
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1210
1217
  graph TD
1211
1218
  subgraph PM["๐Ÿ” Performance Monitoring (Q1 2026)"]
1212
1219
  PerfMon[๐Ÿ“ˆ Performance Monitor]
@@ -1530,6 +1537,7 @@ quadrantChart
1530
1537
  ### Mindmap of Strengths
1531
1538
 
1532
1539
  ```mermaid
1540
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1533
1541
  mindmap
1534
1542
  root((๐ŸŸข Strengths Q1 2026))
1535
1543
  id1(๐Ÿ› ๏ธ Zero-Install Web App)
@@ -1580,6 +1588,7 @@ mindmap
1580
1588
  ### Mindmap of Weaknesses
1581
1589
 
1582
1590
  ```mermaid
1591
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1583
1592
  mindmap
1584
1593
  root((๐ŸŸ  Weaknesses Q1 2026))
1585
1594
  id1(๐ŸŒ€ No Persistence Session-Only)
@@ -1600,15 +1609,15 @@ mindmap
1600
1609
  id4.3[Mobile browser performance gaps]
1601
1610
  id5(โš ๏ธ Memory/GC Concerns)
1602
1611
  id5.1[Three.js objects need manual disposal]
1603
- id5.2[Skeletal animation memory overhead (~180MB desktop)]
1604
- id5.3[Particle systems can spike memory (1000+ particles)]
1612
+ id5.2[Skeletal animation memory overhead - 180MB desktop]
1613
+ id5.3[Particle systems can spike memory - 1000+ particles]
1605
1614
  id6(โš™๏ธ Combat Realism Systems)
1606
1615
  id6.1[8/12 systems complete or near-complete - 67%]
1607
1616
  id6.2[4 systems remaining: trauma visualization, balance, HUD, movement]
1608
- id6.3[1 system partially implemented: bone impact audio (mapping + selection complete; asset coverage/final mix pending)]
1617
+ id6.3[1 system partially implemented: bone impact audio - mapping + selection complete, asset coverage/final mix pending]
1609
1618
  id7(โŒ Incomplete Features)
1610
1619
  id7.1[Techniques not yet stance-specific - 4 per archetype vs 3-5 per stance]
1611
- id7.2[EndScreen3D implemented but missing final UX polish (detailed stats, meta-progression hooks)]
1620
+ id7.2[EndScreen3D implemented but missing final UX polish - detailed stats, meta-progression hooks]
1612
1621
  id7.3[Training mode limited scope]
1613
1622
  id8(๐Ÿ“ฑ Mobile Performance)
1614
1623
  id8.1[30-45fps on mobile devices - meeting 30fps baseline target]
@@ -1623,6 +1632,7 @@ mindmap
1623
1632
  ### Mindmap of Opportunities
1624
1633
 
1625
1634
  ```mermaid
1635
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1626
1636
  mindmap
1627
1637
  root((๐Ÿ”ต Opportunities Q1 2026))
1628
1638
  id1(๐Ÿ’ก PWA & Offline Caching)
@@ -1668,6 +1678,7 @@ mindmap
1668
1678
  ### Mindmap of Threats
1669
1679
 
1670
1680
  ```mermaid
1681
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1671
1682
  mindmap
1672
1683
  root((๐Ÿ”ด Threats Q1 2026))
1673
1684
  id1(๐ŸŒฉ๏ธ CDN Outages / Latency)
@@ -1737,6 +1748,7 @@ mindmap
1737
1748
  ### Player Archetypes & Combat Philosophy
1738
1749
 
1739
1750
  ```mermaid
1751
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1740
1752
  mindmap
1741
1753
  root((๐Ÿฅ‹ Black Trigram Core))
1742
1754
  id1[๐ŸŽฎ Player Archetypes]
@@ -1814,6 +1826,7 @@ mindmap
1814
1826
  ### System Architecture Layers
1815
1827
 
1816
1828
  ```mermaid
1829
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1817
1830
  mindmap
1818
1831
  root((๐Ÿ—๏ธ Architecture))
1819
1832
  id1[๐Ÿ–ฅ๏ธ Presentation Layer]
@@ -1889,6 +1902,7 @@ mindmap
1889
1902
  ### User Journey Through Game
1890
1903
 
1891
1904
  ```mermaid
1905
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1892
1906
  flowchart TD
1893
1907
  Start([๐ŸŽฎ Game Load]) --> Loading[โณ Loading Assets]
1894
1908
  Loading --> Intro[๐Ÿฎ Intro Screen]
@@ -1932,6 +1946,7 @@ flowchart TD
1932
1946
  ### Combat System Data Flow
1933
1947
 
1934
1948
  ```mermaid
1949
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1935
1950
  graph TB
1936
1951
  subgraph "๐ŸŽฎ Input Layer"
1937
1952
  KI[Keyboard Input]
@@ -1993,6 +2008,7 @@ graph TB
1993
2008
  ### Trigram Advantage Matrix
1994
2009
 
1995
2010
  ```mermaid
2011
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1996
2012
  graph LR
1997
2013
  subgraph "โ˜ฏ๏ธ Trigram Relationships"
1998
2014
  G[โ˜ฐ ๊ฑด Geon]
@@ -2038,6 +2054,7 @@ graph LR
2038
2054
  ### Resource Loading Pipeline
2039
2055
 
2040
2056
  ```mermaid
2057
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#455A64','secondaryColor':'#4CAF50','tertiaryColor':'#FF9800','actorBkg':'#1565C0','actorTextColor':'#fff','actorLineColor':'#455A64','signalColor':'#455A64','signalTextColor':'#fff','noteBkgColor':'#FFD600','noteTextColor':'#000','noteBorderColor':'#F57F17'}}}%%
2041
2058
  sequenceDiagram
2042
2059
  participant B as Browser
2043
2060
  participant L as Asset Loader
@@ -2065,6 +2082,7 @@ sequenceDiagram
2065
2082
  ### Memory Management Strategy
2066
2083
 
2067
2084
  ```mermaid
2085
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2068
2086
  graph TD
2069
2087
  subgraph "๐Ÿง  Memory Pools"
2070
2088
  PP[Particle Pool<br/>Pre-allocated: 1000]
@@ -2109,6 +2127,7 @@ graph TD
2109
2127
  ### Frontend Security Architecture
2110
2128
 
2111
2129
  ```mermaid
2130
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2112
2131
  graph TB
2113
2132
  subgraph "๐Ÿ›ก๏ธ Security Layers"
2114
2133
  CSP[Content Security Policy]
@@ -2149,6 +2168,7 @@ graph TB
2149
2168
  ### CI/CD Pipeline
2150
2169
 
2151
2170
  ```mermaid
2171
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2152
2172
  graph LR
2153
2173
  subgraph "๐Ÿ”ง Development"
2154
2174
  DEV[Local Dev]
@@ -2200,6 +2220,7 @@ graph LR
2200
2220
  ### Performance Monitoring Dashboard
2201
2221
 
2202
2222
  ```mermaid
2223
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2203
2224
  graph TD
2204
2225
  subgraph "๐Ÿ“ˆ Client Metrics"
2205
2226
  FPS[FPS Counter]
@@ -2246,6 +2267,7 @@ graph TD
2246
2267
  ### Potential Backend Integration
2247
2268
 
2248
2269
  ```mermaid
2270
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2249
2271
  graph TD
2250
2272
  subgraph "Current: Frontend Only"
2251
2273
  FE[React + Three.js]
@@ -78,6 +78,7 @@ Below, we define the Combat System's architecture in detail.
78
78
  ## ๐Ÿ”ง Core Combat System Architecture
79
79
 
80
80
  ```mermaid
81
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
81
82
  graph TB
82
83
  subgraph "Combat System Controller (src/systems/CombatSystem.ts)"
83
84
  CSC[CombatSystemController]:::core
@@ -152,6 +153,7 @@ graph TB
152
153
  ## โ˜ฐ Trigram Combat System (ํŒ”๊ด˜ ๋ฌด์ˆ  ์ฒด๊ณ„)
153
154
 
154
155
  ```mermaid
156
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
155
157
  graph LR
156
158
  subgraph "Eight Trigram Stances (ํŒ”๊ด˜)"
157
159
  G[โ˜ฐ ๊ฑด Geon<br/>Heaven]:::geon
@@ -241,6 +243,7 @@ interface StanceGuardPose {
241
243
  ### Animation State Integration
242
244
 
243
245
  ```mermaid
246
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
244
247
  graph LR
245
248
  subgraph "Guard Animation States"
246
249
  SG1[stance_guard_geon]:::guard
@@ -681,6 +684,7 @@ The Stance Transition Animation System provides smooth, realistic 600ms transiti
681
684
  ### System Architecture
682
685
 
683
686
  ```mermaid
687
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
684
688
  graph TB
685
689
  subgraph "Transition Matrix (64 Transitions)"
686
690
  TM[STANCE_TRANSITIONS Map]:::matrix
@@ -1194,6 +1198,7 @@ function handleStanceChange(from: TrigramStance, to: TrigramStance) {
1194
1198
  ## ๐ŸŽฏ Vital Point Targeting System (๊ธ‰์†Œ ํƒ€๊ฒฉ ์ฒด๊ณ„)
1195
1199
 
1196
1200
  ```mermaid
1201
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1197
1202
  graph TB
1198
1203
  subgraph "70 Vital Points (๊ธ‰์†Œ)"
1199
1204
  VPS[VitalPointSystem]:::vital
@@ -1246,6 +1251,7 @@ graph TB
1246
1251
  ## ๐Ÿ‘ค Player Archetype Combat Specializations (๋ฌด์‚ฌ ์œ ํ˜•๋ณ„ ์ „ํˆฌ ํŠนํ™”)
1247
1252
 
1248
1253
  ```mermaid
1254
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1249
1255
  graph LR
1250
1256
  subgraph "Five Player Archetypes (์˜ค๋Œ€ ๋ฌด์‚ฌ)"
1251
1257
  M[๋ฌด์‚ฌ Musa<br/>Traditional Warrior]:::musa
@@ -1294,6 +1300,7 @@ graph LR
1294
1300
  The Dark Ops technique system integrates authentic Korean special operations combat methods into the game, providing 15 specialized techniques focused on silent incapacitation, tactical assassination, and nerve strike warfare.
1295
1301
 
1296
1302
  ```mermaid
1303
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1297
1304
  graph TB
1298
1305
  subgraph "Dark Ops Units (์•”ํ‘์ž‘์ „ ๋ถ€๋Œ€)"
1299
1306
  DO[์•”ํ‘์ž‘์ „๋ถ€๋Œ€<br/>Dark Operations Unit]:::darkops
@@ -1453,6 +1460,7 @@ Dark Ops techniques target specific anatomical vulnerable points:
1453
1460
  The Movement Penalty System implements realistic injury-based movement penalties where leg and body damage reduces movement speed, restricts stance changes, and affects balance. This system creates authentic combat trauma effects based on Korean martial arts principles where targeting legs (๋‹ค๋ฆฌ) is a fundamental combat strategy.
1454
1461
 
1455
1462
  ```mermaid
1463
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1456
1464
  graph TB
1457
1465
  subgraph "Movement Penalty System (src/systems/bodypart/MovementPenaltySystem.ts)"
1458
1466
  MPS[MovementPenaltySystem]:::movement
@@ -1631,6 +1639,7 @@ if (movementPenaltySystem.shouldEnterHelplessState(health, maxHealth)) {
1631
1639
  The Physical Attributes System implements authentic biomechanics where each fighter's body dimensions (weight, limb length, muscle/fat mass, age) directly affect combat performance. Based on realistic human physiology and Korean martial arts principles, this system ensures that combat feels authentic and strategic.
1632
1640
 
1633
1641
  ```mermaid
1642
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
1634
1643
  graph TB
1635
1644
  subgraph "Physical Attributes System (src/data/archetypePhysicalAttributes.ts)"
1636
1645
  PAS[PhysicalAttributesSystem]:::physical
@@ -1642,11 +1651,11 @@ graph TB
1642
1651
 
1643
1652
  subgraph "Archetype Physical Profiles"
1644
1653
  APH[ArchetypeProfiles]:::profile
1645
- APH --> MU[๋ฌด์‚ฌ (Musa)]:::musa
1646
- APH --> AM[์•”์‚ด์ž (Amsalja)]:::amsalja
1647
- APH --> HK[ํ•ด์ปค (Hacker)]:::hacker
1648
- APH --> JB[์ •๋ณด์š”์› (Jeongbo)]:::jeongbo
1649
- APH --> JJ[์กฐ์งํญ๋ ฅ๋ฐฐ (Jojik)]:::jojik
1654
+ APH --> MU["๋ฌด์‚ฌ Musa"]:::musa
1655
+ APH --> AM["์•”์‚ด์ž Amsalja"]:::amsalja
1656
+ APH --> HK["ํ•ด์ปค Hacker"]:::hacker
1657
+ APH --> JB["์ •๋ณด์š”์› Jeongbo"]:::jeongbo
1658
+ APH --> JJ["์กฐ์งํญ๋ ฅ๋ฐฐ Jojik"]:::jojik
1650
1659
  end
1651
1660
 
1652
1661
  subgraph "Combat Physics Engine (src/utils/combatPhysics.ts)"
@@ -2331,6 +2340,7 @@ Recovery animations follow Black Trigram's Korean martial arts principles:
2331
2340
  ## ๐ŸŽฎ Combat Component Architecture
2332
2341
 
2333
2342
  ```mermaid
2343
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2334
2344
  graph TB
2335
2345
  subgraph "React Components Layer"
2336
2346
  CS[CombatScreen]:::react
@@ -2372,6 +2382,7 @@ graph TB
2372
2382
  ## ๐Ÿ”Š Audio System Integration
2373
2383
 
2374
2384
  ```mermaid
2385
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2375
2386
  graph LR
2376
2387
  subgraph "Traditional Korean Instruments (๊ตญ์•…)"
2377
2388
  GAY[๊ฐ€์•ผ๊ธˆ Gayageum]:::traditional
@@ -2730,6 +2741,7 @@ AI fighters utilize behavior trees for dynamic combat decision-making based on h
2730
2741
  ### AI Decision Flow
2731
2742
 
2732
2743
  ```mermaid
2744
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
2733
2745
  graph TB
2734
2746
  START[Combat AI Tick]:::start --> ASSESS[Assess Situation]:::process
2735
2747
 
@@ -2754,8 +2766,8 @@ graph TB
2754
2766
  CALC1 --> EXEC[Execute Technique]:::action
2755
2767
  GUARD --> WAIT[Wait for Opening]:::action
2756
2768
 
2757
- EXEC --> END[End AI Tick]:::end
2758
- WAIT --> END
2769
+ EXEC --> ENDTICK[End AI Tick]:::endState
2770
+ WAIT --> ENDTICK
2759
2771
 
2760
2772
  classDef start fill:#00ff00,stroke:#333,color:#000
2761
2773
  classDef process fill:#4da6ff,stroke:#333,color:#fff
@@ -2764,7 +2776,7 @@ graph TB
2764
2776
  classDef balanced fill:#ff8c00,stroke:#333,color:#fff
2765
2777
  classDef defensive fill:#0066cc,stroke:#333,color:#fff
2766
2778
  classDef action fill:#9370db,stroke:#333,color:#fff
2767
- classDef end fill:#808080,stroke:#333,color:#fff
2779
+ classDef endState fill:#808080,stroke:#333,color:#fff
2768
2780
  ```
2769
2781
 
2770
2782
  ### Aggression Levels
@@ -3304,6 +3316,7 @@ The system embodies traditional principles:
3304
3316
  ## ๐ŸŽฏ Success Metrics
3305
3317
 
3306
3318
  ```mermaid
3319
+ %%{init: {'theme':'base', 'themeVariables': {'primaryColor':'#2979FF','primaryTextColor':'#fff','primaryBorderColor':'#0D47A1','lineColor':'#00C853','secondaryColor':'#FFD600','tertiaryColor':'#FF3D00'}}}%%
3307
3320
  graph LR
3308
3321
  subgraph "Combat Effectiveness Metrics"
3309
3322
  ACC[์ •ํ™•๋„ Accuracy<br/>85%+ hit detection]:::metric