blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Physical attribute profiles for each player archetype.
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*
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* **Korean**: 원형별 신체 속성 (Archetype Physical Attributes)
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*
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* Defines realistic body dimensions and composition for each of the five
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* Each archetype's physical profile reflects their training, lifestyle, and
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* - **무사 (Musa)**: Balanced warrior with traditional training
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*/
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import { PhysicalAttributes, PlayerArchetype } from "../types";
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/**
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* 무사 (Musa) - Traditional Warrior Physical Profile
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*
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export declare const MUSA_PHYSICAL: PhysicalAttributes;
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/**
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export declare const AMSALJA_PHYSICAL: PhysicalAttributes;
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/**
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* 해커 (Hacker) - Cyber Warrior Physical Profile
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*
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* **Philosophy**: Information as power through technology
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* **Training**: Digital native with supplemental physical training
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* **Build**: Average physique enhanced by technological augmentation
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*
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* Physical characteristics reflect a tech-focused lifestyle with functional
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* fitness rather than peak athletic conditioning. Attributes are average
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* but compensated by cybernetic enhancements and data-driven combat analysis.
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*
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* @korean 해커신체
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*/
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export declare const HACKER_PHYSICAL: PhysicalAttributes;
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/**
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* 정보요원 (Jeongbo Yowon) - Intelligence Operative Physical Profile
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*
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* **Philosophy**: Knowledge through observation and strategy
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* **Training**: Government intelligence agency with specialized combat
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* **Build**: Athletic operative with strategic fitness
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*
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* Physical characteristics reflect intelligence agency fitness standards
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* with emphasis on versatility, endurance, and adaptability. Balanced
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* attributes suitable for varied operational requirements.
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*
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* @korean 정보요원신체
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*/
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export declare const JEONGBO_PHYSICAL: PhysicalAttributes;
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/**
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* 조직폭력배 (Jojik Pokryeokbae) - Organized Crime Physical Profile
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*
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* **Philosophy**: Survival through ruthlessness and brutality
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* **Training**: Street fighting and underground martial arts
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* **Build**: Heavy, powerful, intimidating presence
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*
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* Physical characteristics emphasize raw power and intimidation over
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* refined technique. Heavier build with high muscle mass for brutal
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* effectiveness and street-proven durability.
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*
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* @korean 조직폭력배신체
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*/
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export declare const JOJIK_PHYSICAL: PhysicalAttributes;
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/**
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* Archetype physical attributes lookup map.
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*
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* **Korean**: 원형 신체 속성 맵 (Archetype Physical Attributes Map)
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*
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* Provides quick access to physical attribute profiles by archetype.
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* Used by combat system to retrieve realistic body dimensions and
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* composition for calculations.
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*
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* @example
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* ```typescript
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* const playerArchetype = PlayerArchetype.MUSA;
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* const physicalAttrs = ARCHETYPE_PHYSICAL_ATTRIBUTES[playerArchetype];
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* const kickRange = calculateKickRange(physicalAttrs.legLength);
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* ```
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*
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* @public
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* @korean 원형신체맵
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*/
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export declare const ARCHETYPE_PHYSICAL_ATTRIBUTES: Record<PlayerArchetype, PhysicalAttributes>;
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/**
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* Get physical attributes for a specific archetype.
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*
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* **Korean**: 원형 신체 속성 가져오기 (Get Archetype Physical Attributes)
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*
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* Retrieves the physical attribute profile for the specified player archetype.
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* Returns a readonly copy to prevent accidental mutations.
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*
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* @param archetype - The player archetype to get attributes for
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* @returns Physical attributes for the specified archetype
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*
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* @example
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* ```typescript
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* const musaAttrs = getArchetypePhysicalAttributes(PlayerArchetype.MUSA);
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* console.log(`Musa weight: ${musaAttrs.weight}kg`);
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* console.log(`Musa arm reach: ${musaAttrs.armLength}cm`);
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* ```
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*
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* @public
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* @korean 원형신체가져오기
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*/
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export declare function getArchetypePhysicalAttributes(archetype: PlayerArchetype): Readonly<PhysicalAttributes>;
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/**
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* Calculate effective reach based on limb length and stance.
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*
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* **Korean**: 유효 거리 계산 (Calculate Effective Reach)
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*
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* Computes the effective combat reach considering limb length and
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* body positioning. Different techniques use different limbs and
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* leverage different amounts of body extension.
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*
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* @param limbLength - Length of the limb in centimeters
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* @param extension - Percentage of full extension (0.0 to 1.0)
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* @returns Effective reach in centimeters
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*
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* @example
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* ```typescript
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* // Full extension punch
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* const punchReach = calculateEffectiveReach(75, 1.0); // 75cm
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*
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* // 70% extension kick (stable stance)
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* const kickReach = calculateEffectiveReach(95, 0.7); // 66.5cm
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* ```
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*
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+
* @public
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* @korean 유효거리계산
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+
*/
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export declare function calculateEffectiveReach(limbLength: number, extension?: number): number;
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/**
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* Calculate movement speed modifier based on weight and leg length.
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*
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* **Korean**: 이동 속도 계산 (Calculate Movement Speed)
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*
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* Computes movement speed modifier based on body weight (inversely)
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* and leg length (positively). Heavier fighters move slower, while
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* longer legs provide faster base movement.
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*
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* Formula: baseSpeed * (legLength / 95) * (75 / weight)
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* - Normalized around 95cm legs and 75kg weight
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*
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* @param physical - Physical attributes of the fighter
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* @param baseSpeed - Base movement speed (default: 100)
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* @returns Modified movement speed
|
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*
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+
* @example
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+
* ```typescript
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* const musaSpeed = calculateMovementSpeed(MUSA_PHYSICAL);
|
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|
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* // Result: 100 * (95/95) * (75/75) = 100
|
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+
*
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+
* const jojikSpeed = calculateMovementSpeed(JOJIK_PHYSICAL);
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* // Result: 100 * (90/95) * (75/85) = ~88.2 (slower)
|
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+
* ```
|
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189
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+
*
|
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190
|
+
* @public
|
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191
|
+
* @korean 이동속도계산
|
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192
|
+
*/
|
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193
|
+
export declare function calculateMovementSpeed(physical: PhysicalAttributes, baseSpeed?: number): number;
|
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194
|
+
/**
|
|
195
|
+
* Calculate damage modifier based on muscle mass.
|
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196
|
+
*
|
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197
|
+
* **Korean**: 공격력 계산 (Calculate Damage Output)
|
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|
+
*
|
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199
|
+
* Computes damage output modifier based on muscle mass. More muscle
|
|
200
|
+
* means more power in strikes, but with diminishing returns.
|
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+
*
|
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+
* Formula: 1.0 + ((muscleMass - 35) / 35) * 0.3
|
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+
* - Normalized around 35kg muscle mass
|
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|
+
* - Maximum 30% bonus from muscle
|
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+
*
|
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206
|
+
* @param physical - Physical attributes of the fighter
|
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|
+
* @returns Damage multiplier (typically 0.7 to 1.3)
|
|
208
|
+
*
|
|
209
|
+
* @example
|
|
210
|
+
* ```typescript
|
|
211
|
+
* const musaDamage = calculateDamageModifier(MUSA_PHYSICAL);
|
|
212
|
+
* // Result: 1.0 + ((38-35)/35)*0.3 = ~1.026
|
|
213
|
+
*
|
|
214
|
+
* const jojikDamage = calculateDamageModifier(JOJIK_PHYSICAL);
|
|
215
|
+
* // Result: 1.0 + ((42-35)/35)*0.3 = ~1.06 (stronger)
|
|
216
|
+
* ```
|
|
217
|
+
*
|
|
218
|
+
* @public
|
|
219
|
+
* @korean 공격력계산
|
|
220
|
+
*/
|
|
221
|
+
export declare function calculateDamageModifier(physical: PhysicalAttributes): number;
|
|
222
|
+
/**
|
|
223
|
+
* Calculate defense modifier based on fat mass and muscle mass.
|
|
224
|
+
*
|
|
225
|
+
* **Korean**: 방어력 계산 (Calculate Defense)
|
|
226
|
+
*
|
|
227
|
+
* Computes defense modifier based on fat mass (padding) and muscle mass
|
|
228
|
+
* (structural integrity). Fat absorbs blunt damage, muscle protects
|
|
229
|
+
* against impact.
|
|
230
|
+
*
|
|
231
|
+
* Formula: 1.0 + (fatMass / 100) + (muscleMass / 200)
|
|
232
|
+
*
|
|
233
|
+
* @param physical - Physical attributes of the fighter
|
|
234
|
+
* @returns Defense multiplier (typically 1.0 to 1.3)
|
|
235
|
+
*
|
|
236
|
+
* @example
|
|
237
|
+
* ```typescript
|
|
238
|
+
* const amsaljaDefense = calculateDefenseModifier(AMSALJA_PHYSICAL);
|
|
239
|
+
* // Result: 1.0 + (9/100) + (32/200) = 1.25
|
|
240
|
+
*
|
|
241
|
+
* const jojikDefense = calculateDefenseModifier(JOJIK_PHYSICAL);
|
|
242
|
+
* // Result: 1.0 + (18/100) + (42/200) = 1.39 (tankier)
|
|
243
|
+
* ```
|
|
244
|
+
*
|
|
245
|
+
* @public
|
|
246
|
+
* @korean 방어력계산
|
|
247
|
+
*/
|
|
248
|
+
export declare function calculateDefenseModifier(physical: PhysicalAttributes): number;
|
|
249
|
+
/**
|
|
250
|
+
* Calculate stamina regeneration rate based on age and fat mass.
|
|
251
|
+
*
|
|
252
|
+
* **Korean**: 체력 회복 속도 (Stamina Recovery Rate)
|
|
253
|
+
*
|
|
254
|
+
* Computes stamina recovery speed based on age (optimal 25-35) and
|
|
255
|
+
* fat mass (lower is better for recovery). Younger fighters and leaner
|
|
256
|
+
* builds recover faster.
|
|
257
|
+
*
|
|
258
|
+
* Formula: baseRate * ageFactor * fatFactor
|
|
259
|
+
* - Age factor peaks at 30 years (1.0), decreases before and after
|
|
260
|
+
* - Fat factor = 1.0 - (fatMass - 10) / 50
|
|
261
|
+
*
|
|
262
|
+
* @param physical - Physical attributes of the fighter
|
|
263
|
+
* @param baseRate - Base recovery rate (default: 10 per second)
|
|
264
|
+
* @returns Modified stamina recovery rate
|
|
265
|
+
*
|
|
266
|
+
* @example
|
|
267
|
+
* ```typescript
|
|
268
|
+
* const amsaljaRecovery = calculateStaminaRecovery(AMSALJA_PHYSICAL);
|
|
269
|
+
* // Age 28, fat 9kg: ~10.2 per second
|
|
270
|
+
*
|
|
271
|
+
* const jojikRecovery = calculateStaminaRecovery(JOJIK_PHYSICAL);
|
|
272
|
+
* // Age 36, fat 18kg: ~8.4 per second (slower)
|
|
273
|
+
* ```
|
|
274
|
+
*
|
|
275
|
+
* @public
|
|
276
|
+
* @korean 체력회복계산
|
|
277
|
+
*/
|
|
278
|
+
export declare function calculateStaminaRecovery(physical: PhysicalAttributes, baseRate?: number): number;
|
|
279
|
+
//# sourceMappingURL=archetypePhysicalAttributes.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"archetypePhysicalAttributes.d.ts","sourceRoot":"","sources":["../../src/data/archetypePhysicalAttributes.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH,OAAO,EAAE,kBAAkB,EAAE,eAAe,EAAE,MAAM,SAAS,CAAC;AAE9D;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,aAAa,EAAE,kBAgH3B,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,EAAE,kBAgH9B,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,eAAe,EAAE,kBAgH7B,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,gBAAgB,EAAE,kBAgH9B,CAAC;AAEF;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,cAAc,EAAE,kBAgH5B,CAAC;AAEF;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,6BAA6B,EAAE,MAAM,CAChD,eAAe,EACf,kBAAkB,CAOnB,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,8BAA8B,CAC5C,SAAS,EAAE,eAAe,GACzB,QAAQ,CAAC,kBAAkB,CAAC,CAE9B;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,uBAAuB,CACrC,UAAU,EAAE,MAAM,EAClB,SAAS,GAAE,MAAY,GACtB,MAAM,CAER;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,wBAAgB,sBAAsB,CACpC,QAAQ,EAAE,kBAAkB,EAC5B,SAAS,GAAE,MAAY,GACtB,MAAM,CAIR;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,uBAAuB,CAAC,QAAQ,EAAE,kBAAkB,GAAG,MAAM,CAG5E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,wBAAwB,CAAC,QAAQ,EAAE,kBAAkB,GAAG,MAAM,CAI7E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,wBAAwB,CACtC,QAAQ,EAAE,kBAAkB,EAC5B,QAAQ,GAAE,MAAW,GACpB,MAAM,CAUR"}
|
|
@@ -0,0 +1,227 @@
|
|
|
1
|
+
import { PlayerArchetype } from "../types/common.js";
|
|
2
|
+
import "../types/index.js";
|
|
3
|
+
//#region src/data/archetypePhysicalAttributes.ts
|
|
4
|
+
/**
|
|
5
|
+
* Physical attribute profiles for each player archetype.
|
|
6
|
+
*
|
|
7
|
+
* **Korean**: 원형별 신체 속성 (Archetype Physical Attributes)
|
|
8
|
+
*
|
|
9
|
+
* Defines realistic body dimensions and composition for each of the five
|
|
10
|
+
* player archetypes based on their combat style and background. These
|
|
11
|
+
* attributes directly affect combat calculations including reach, movement
|
|
12
|
+
* speed, damage, and stamina.
|
|
13
|
+
*
|
|
14
|
+
* ## Design Philosophy
|
|
15
|
+
*
|
|
16
|
+
* Each archetype's physical profile reflects their training, lifestyle, and
|
|
17
|
+
* combat specialization:
|
|
18
|
+
*
|
|
19
|
+
* - **무사 (Musa)**: Balanced warrior with traditional training
|
|
20
|
+
* - **암살자 (Amsalja)**: Lean and agile for stealth operations
|
|
21
|
+
* - **해커 (Hacker)**: Average build with tech enhancements
|
|
22
|
+
* - **정보요원 (Jeongbo)**: Fit operative with intelligence background
|
|
23
|
+
* - **조직폭력배 (Jojik)**: Heavy and brutal street fighter
|
|
24
|
+
*
|
|
25
|
+
* @module data/archetypePhysicalAttributes
|
|
26
|
+
* @category Player & Archetypes
|
|
27
|
+
* @korean 원형신체데이터
|
|
28
|
+
*/
|
|
29
|
+
/**
|
|
30
|
+
* 무사 (Musa) - Traditional Warrior Physical Profile
|
|
31
|
+
*
|
|
32
|
+
* **Philosophy**: Honor through disciplined strength
|
|
33
|
+
* **Training**: Military special forces with traditional martial arts
|
|
34
|
+
* **Build**: Balanced, athletic, well-conditioned warrior
|
|
35
|
+
*
|
|
36
|
+
* Physical characteristics reflect years of traditional Korean martial arts
|
|
37
|
+
* training combined with modern military conditioning. Optimal balance between
|
|
38
|
+
* strength, speed, and endurance for prolonged combat effectiveness.
|
|
39
|
+
*
|
|
40
|
+
* @korean 무사신체
|
|
41
|
+
*/
|
|
42
|
+
var MUSA_PHYSICAL = {
|
|
43
|
+
weight: 82,
|
|
44
|
+
legLength: 96,
|
|
45
|
+
armLength: 77,
|
|
46
|
+
muscleMass: 35,
|
|
47
|
+
fatMass: 13,
|
|
48
|
+
age: 32,
|
|
49
|
+
totalHeight: 180,
|
|
50
|
+
torsoLength: 59,
|
|
51
|
+
headSize: 22,
|
|
52
|
+
neckLength: 11,
|
|
53
|
+
shoulderWidth: 46,
|
|
54
|
+
walkSpeed: 6,
|
|
55
|
+
runSpeed: 9.5,
|
|
56
|
+
acceleration: 12
|
|
57
|
+
};
|
|
58
|
+
/**
|
|
59
|
+
* 암살자 (Amsalja) - Shadow Assassin Physical Profile
|
|
60
|
+
*
|
|
61
|
+
* **Philosophy**: Efficiency through invisibility
|
|
62
|
+
* **Training**: Covert operations and silent elimination specialist
|
|
63
|
+
* **Build**: Lean, agile, optimized for stealth and precision
|
|
64
|
+
*
|
|
65
|
+
* Physical characteristics emphasize low body mass for stealth movement,
|
|
66
|
+
* exceptional reach for vital point targeting, and minimal fat for maximum
|
|
67
|
+
* agility. Every attribute optimized for silent, deadly efficiency.
|
|
68
|
+
*
|
|
69
|
+
* @korean 암살자신체
|
|
70
|
+
*/
|
|
71
|
+
var AMSALJA_PHYSICAL = {
|
|
72
|
+
weight: 75,
|
|
73
|
+
legLength: 102,
|
|
74
|
+
armLength: 82,
|
|
75
|
+
muscleMass: 30,
|
|
76
|
+
fatMass: 10,
|
|
77
|
+
age: 28,
|
|
78
|
+
totalHeight: 186,
|
|
79
|
+
torsoLength: 58,
|
|
80
|
+
headSize: 22,
|
|
81
|
+
neckLength: 11,
|
|
82
|
+
shoulderWidth: 44,
|
|
83
|
+
walkSpeed: 6.5,
|
|
84
|
+
runSpeed: 11,
|
|
85
|
+
acceleration: 15
|
|
86
|
+
};
|
|
87
|
+
/**
|
|
88
|
+
* 해커 (Hacker) - Cyber Warrior Physical Profile
|
|
89
|
+
*
|
|
90
|
+
* **Philosophy**: Information as power through technology
|
|
91
|
+
* **Training**: Digital native with supplemental physical training
|
|
92
|
+
* **Build**: Average physique enhanced by technological augmentation
|
|
93
|
+
*
|
|
94
|
+
* Physical characteristics reflect a tech-focused lifestyle with functional
|
|
95
|
+
* fitness rather than peak athletic conditioning. Attributes are average
|
|
96
|
+
* but compensated by cybernetic enhancements and data-driven combat analysis.
|
|
97
|
+
*
|
|
98
|
+
* @korean 해커신체
|
|
99
|
+
*/
|
|
100
|
+
var HACKER_PHYSICAL = {
|
|
101
|
+
weight: 72,
|
|
102
|
+
legLength: 92,
|
|
103
|
+
armLength: 73,
|
|
104
|
+
muscleMass: 28,
|
|
105
|
+
fatMass: 15,
|
|
106
|
+
age: 26,
|
|
107
|
+
totalHeight: 175,
|
|
108
|
+
torsoLength: 57,
|
|
109
|
+
headSize: 22,
|
|
110
|
+
neckLength: 10,
|
|
111
|
+
shoulderWidth: 43,
|
|
112
|
+
walkSpeed: 5.5,
|
|
113
|
+
runSpeed: 8.5,
|
|
114
|
+
acceleration: 10
|
|
115
|
+
};
|
|
116
|
+
/**
|
|
117
|
+
* 정보요원 (Jeongbo Yowon) - Intelligence Operative Physical Profile
|
|
118
|
+
*
|
|
119
|
+
* **Philosophy**: Knowledge through observation and strategy
|
|
120
|
+
* **Training**: Government intelligence agency with specialized combat
|
|
121
|
+
* **Build**: Athletic operative with strategic fitness
|
|
122
|
+
*
|
|
123
|
+
* Physical characteristics reflect intelligence agency fitness standards
|
|
124
|
+
* with emphasis on versatility, endurance, and adaptability. Balanced
|
|
125
|
+
* attributes suitable for varied operational requirements.
|
|
126
|
+
*
|
|
127
|
+
* @korean 정보요원신체
|
|
128
|
+
*/
|
|
129
|
+
var JEONGBO_PHYSICAL = {
|
|
130
|
+
weight: 78,
|
|
131
|
+
legLength: 95,
|
|
132
|
+
armLength: 76,
|
|
133
|
+
muscleMass: 32,
|
|
134
|
+
fatMass: 12,
|
|
135
|
+
age: 34,
|
|
136
|
+
totalHeight: 179,
|
|
137
|
+
torsoLength: 58,
|
|
138
|
+
headSize: 22,
|
|
139
|
+
neckLength: 10,
|
|
140
|
+
shoulderWidth: 45,
|
|
141
|
+
walkSpeed: 6.2,
|
|
142
|
+
runSpeed: 10,
|
|
143
|
+
acceleration: 14
|
|
144
|
+
};
|
|
145
|
+
/**
|
|
146
|
+
* 조직폭력배 (Jojik Pokryeokbae) - Organized Crime Physical Profile
|
|
147
|
+
*
|
|
148
|
+
* **Philosophy**: Survival through ruthlessness and brutality
|
|
149
|
+
* **Training**: Street fighting and underground martial arts
|
|
150
|
+
* **Build**: Heavy, powerful, intimidating presence
|
|
151
|
+
*
|
|
152
|
+
* Physical characteristics emphasize raw power and intimidation over
|
|
153
|
+
* refined technique. Heavier build with high muscle mass for brutal
|
|
154
|
+
* effectiveness and street-proven durability.
|
|
155
|
+
*
|
|
156
|
+
* @korean 조직폭력배신체
|
|
157
|
+
*/
|
|
158
|
+
var JOJIK_PHYSICAL = {
|
|
159
|
+
weight: 105,
|
|
160
|
+
legLength: 100,
|
|
161
|
+
armLength: 84,
|
|
162
|
+
muscleMass: 48,
|
|
163
|
+
fatMass: 20,
|
|
164
|
+
age: 36,
|
|
165
|
+
totalHeight: 188,
|
|
166
|
+
torsoLength: 64,
|
|
167
|
+
headSize: 24,
|
|
168
|
+
neckLength: 11,
|
|
169
|
+
shoulderWidth: 54,
|
|
170
|
+
walkSpeed: 5,
|
|
171
|
+
runSpeed: 8,
|
|
172
|
+
acceleration: 9
|
|
173
|
+
};
|
|
174
|
+
/**
|
|
175
|
+
* Archetype physical attributes lookup map.
|
|
176
|
+
*
|
|
177
|
+
* **Korean**: 원형 신체 속성 맵 (Archetype Physical Attributes Map)
|
|
178
|
+
*
|
|
179
|
+
* Provides quick access to physical attribute profiles by archetype.
|
|
180
|
+
* Used by combat system to retrieve realistic body dimensions and
|
|
181
|
+
* composition for calculations.
|
|
182
|
+
*
|
|
183
|
+
* @example
|
|
184
|
+
* ```typescript
|
|
185
|
+
* const playerArchetype = PlayerArchetype.MUSA;
|
|
186
|
+
* const physicalAttrs = ARCHETYPE_PHYSICAL_ATTRIBUTES[playerArchetype];
|
|
187
|
+
* const kickRange = calculateKickRange(physicalAttrs.legLength);
|
|
188
|
+
* ```
|
|
189
|
+
*
|
|
190
|
+
* @public
|
|
191
|
+
* @korean 원형신체맵
|
|
192
|
+
*/
|
|
193
|
+
var ARCHETYPE_PHYSICAL_ATTRIBUTES = {
|
|
194
|
+
[PlayerArchetype.MUSA]: MUSA_PHYSICAL,
|
|
195
|
+
[PlayerArchetype.AMSALJA]: AMSALJA_PHYSICAL,
|
|
196
|
+
[PlayerArchetype.HACKER]: HACKER_PHYSICAL,
|
|
197
|
+
[PlayerArchetype.JEONGBO_YOWON]: JEONGBO_PHYSICAL,
|
|
198
|
+
[PlayerArchetype.JOJIK_POKRYEOKBAE]: JOJIK_PHYSICAL
|
|
199
|
+
};
|
|
200
|
+
/**
|
|
201
|
+
* Get physical attributes for a specific archetype.
|
|
202
|
+
*
|
|
203
|
+
* **Korean**: 원형 신체 속성 가져오기 (Get Archetype Physical Attributes)
|
|
204
|
+
*
|
|
205
|
+
* Retrieves the physical attribute profile for the specified player archetype.
|
|
206
|
+
* Returns a readonly copy to prevent accidental mutations.
|
|
207
|
+
*
|
|
208
|
+
* @param archetype - The player archetype to get attributes for
|
|
209
|
+
* @returns Physical attributes for the specified archetype
|
|
210
|
+
*
|
|
211
|
+
* @example
|
|
212
|
+
* ```typescript
|
|
213
|
+
* const musaAttrs = getArchetypePhysicalAttributes(PlayerArchetype.MUSA);
|
|
214
|
+
* console.log(`Musa weight: ${musaAttrs.weight}kg`);
|
|
215
|
+
* console.log(`Musa arm reach: ${musaAttrs.armLength}cm`);
|
|
216
|
+
* ```
|
|
217
|
+
*
|
|
218
|
+
* @public
|
|
219
|
+
* @korean 원형신체가져오기
|
|
220
|
+
*/
|
|
221
|
+
function getArchetypePhysicalAttributes(archetype) {
|
|
222
|
+
return ARCHETYPE_PHYSICAL_ATTRIBUTES[archetype];
|
|
223
|
+
}
|
|
224
|
+
//#endregion
|
|
225
|
+
export { getArchetypePhysicalAttributes };
|
|
226
|
+
|
|
227
|
+
//# sourceMappingURL=archetypePhysicalAttributes.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"archetypePhysicalAttributes.js","names":[],"sources":["../../src/data/archetypePhysicalAttributes.ts"],"sourcesContent":["/**\n * Physical attribute profiles for each player archetype.\n *\n * **Korean**: 원형별 신체 속성 (Archetype Physical Attributes)\n *\n * Defines realistic body dimensions and composition for each of the five\n * player archetypes based on their combat style and background. These\n * attributes directly affect combat calculations including reach, movement\n * speed, damage, and stamina.\n *\n * ## Design Philosophy\n *\n * Each archetype's physical profile reflects their training, lifestyle, and\n * combat specialization:\n *\n * - **무사 (Musa)**: Balanced warrior with traditional training\n * - **암살자 (Amsalja)**: Lean and agile for stealth operations\n * - **해커 (Hacker)**: Average build with tech enhancements\n * - **정보요원 (Jeongbo)**: Fit operative with intelligence background\n * - **조직폭력배 (Jojik)**: Heavy and brutal street fighter\n *\n * @module data/archetypePhysicalAttributes\n * @category Player & Archetypes\n * @korean 원형신체데이터\n */\n\nimport { PhysicalAttributes, PlayerArchetype } from \"@/types\";\n\n/**\n * 무사 (Musa) - Traditional Warrior Physical Profile\n *\n * **Philosophy**: Honor through disciplined strength\n * **Training**: Military special forces with traditional martial arts\n * **Build**: Balanced, athletic, well-conditioned warrior\n *\n * Physical characteristics reflect years of traditional Korean martial arts\n * training combined with modern military conditioning. Optimal balance between\n * strength, speed, and endurance for prolonged combat effectiveness.\n *\n * @korean 무사신체\n */\nexport const MUSA_PHYSICAL: PhysicalAttributes = {\n /**\n * Weight: 82 kg\n * Athletic military build for strength and mobility\n * Korean Special Forces standard physique\n * Optimal power-to-weight ratio for combat\n */\n weight: 82,\n\n /**\n * Leg Length: 96 cm\n * Athletic leg length for powerful kicks\n * Trained for devastating Taekwondo kicks\n * Balanced reach and stability\n */\n legLength: 96,\n\n /**\n * Arm Length: 77 cm\n * Strong arm reach for disciplined striking\n * Conditioned for both precision and power\n * Effective grappling range\n */\n armLength: 77,\n\n /**\n * Muscle Mass: 35 kg (43% of body weight)\n * High muscle mass from military training\n * Realistic for trained special forces soldier\n * Excellent functional strength\n */\n muscleMass: 35,\n\n /**\n * Fat Mass: 13 kg (16% body fat)\n * Athletic body fat percentage\n * Maintains energy reserves for combat endurance\n * Optimal for sustained operations\n */\n fatMass: 13,\n\n /**\n * Age: 32 years\n * Prime combat age combining experience and physical capability\n * Peak of martial arts mastery and physical conditioning\n * Balanced wisdom and reflexes\n */\n age: 32,\n\n /**\n * Total Height: 180 cm\n * Solid military build height\n * Above average for imposing presence\n * Good proportions for all-around combat\n */\n totalHeight: 180,\n\n /**\n * Torso Length: 59 cm\n * Strong core providing stable base\n * Optimal for breath control and Ki cultivation\n * Protected vital points\n */\n torsoLength: 59,\n\n /**\n * Head Size: 22 cm\n * Average head diameter\n * Standard vital point target area\n * Balanced consciousness vulnerability\n */\n headSize: 22,\n\n /**\n * Neck Length: 11 cm\n * Strong, trained neck\n * Moderate vulnerability to chokes\n * Conditioned for impact resistance\n */\n neckLength: 11,\n\n /**\n * Shoulder Width: 46 cm\n * Broad military shoulders\n * Strong defense coverage\n * Excellent grappling control points\n */\n shoulderWidth: 46,\n\n /**\n * Walk Speed: 6.0 m/s\n * Balanced tactical movement\n * Military conditioning for sustained mobility\n * Optimal for disciplined combat approach\n */\n walkSpeed: 6.0,\n\n /**\n * Run Speed: 9.5 m/s\n * Strong sprint capability\n * Combat-ready rapid repositioning\n * Efficient for tactical advances\n */\n runSpeed: 9.5,\n\n /**\n * Acceleration: 12.0 m/s²\n * Balanced explosiveness\n * Military conditioning for quick reactions\n * Optimal muscle-to-weight ratio for combat\n */\n acceleration: 12.0,\n};\n\n/**\n * 암살자 (Amsalja) - Shadow Assassin Physical Profile\n *\n * **Philosophy**: Efficiency through invisibility\n * **Training**: Covert operations and silent elimination specialist\n * **Build**: Lean, agile, optimized for stealth and precision\n *\n * Physical characteristics emphasize low body mass for stealth movement,\n * exceptional reach for vital point targeting, and minimal fat for maximum\n * agility. Every attribute optimized for silent, deadly efficiency.\n *\n * @korean 암살자신체\n */\nexport const AMSALJA_PHYSICAL: PhysicalAttributes = {\n /**\n * Weight: 75 kg\n * Lean athletic build like a kickboxer (Israel Adesanya type)\n * Optimized for speed, reach, and precision\n * Light enough for stealth, heavy enough for power\n */\n weight: 75,\n\n /**\n * Leg Length: 102 cm\n * Long legs for exceptional reach and stride\n * Enables precise high kicks to vital points\n * Excellent for maintaining distance\n */\n legLength: 102,\n\n /**\n * Arm Length: 82 cm\n * Extended reach for range advantage\n * Crucial for vital point precision strikes\n * Keeps opponents at safe distance\n */\n armLength: 82,\n\n /**\n * Muscle Mass: 30 kg (40% of body weight)\n * Lean, functional muscle for speed\n * Optimized for explosive movements\n * Sufficient for devastating precision strikes\n */\n muscleMass: 30,\n\n /**\n * Fat Mass: 10 kg (13% body fat)\n * Very low fat for maximum definition\n * Peak agility and flexibility\n * Athletic performance optimized\n */\n fatMass: 10,\n\n /**\n * Age: 28 years\n * Young and at peak physical agility\n * Optimal reflexes for split-second decisions\n * Experience balanced with peak conditioning\n */\n age: 28,\n\n /**\n * Total Height: 186 cm\n * Tall for exceptional reach advantage\n * Long limb ratios for vital point access\n * Intimidating presence while maintaining agility\n */\n totalHeight: 186,\n\n /**\n * Torso Length: 58 cm\n * Compact torso for lower center of gravity\n * Agile core for quick movement\n * Reduced vital point target area\n */\n torsoLength: 58,\n\n /**\n * Head Size: 22 cm\n * Normal head profile\n * Standard target area for head strikes\n * Balanced consciousness vulnerability\n */\n headSize: 22,\n\n /**\n * Neck Length: 11 cm\n * Longer neck for head movement evasion\n * Slightly increased choke vulnerability\n * Requires skilled guard positioning\n */\n neckLength: 11,\n\n /**\n * Shoulder Width: 44 cm\n * Lean but athletic shoulders\n * Good mobility with adequate coverage\n * Efficient for striking mechanics\n */\n shoulderWidth: 44,\n\n /**\n * Walk Speed: 6.5 m/s\n * FASTEST tactical movement\n * Optimized for silent, rapid repositioning\n * Assassin-level agility and speed\n */\n walkSpeed: 6.5,\n\n /**\n * Run Speed: 11.0 m/s\n * FASTEST sprint capability\n * Peak athletic conditioning for pursuit\n * Exceptional for closing distance quickly\n */\n runSpeed: 11.0,\n\n /**\n * Acceleration: 15.0 m/s²\n * HIGHEST explosiveness\n * Exceptional muscle-to-weight ratio\n * Lightning-fast direction changes\n */\n acceleration: 15.0,\n};\n\n/**\n * 해커 (Hacker) - Cyber Warrior Physical Profile\n *\n * **Philosophy**: Information as power through technology\n * **Training**: Digital native with supplemental physical training\n * **Build**: Average physique enhanced by technological augmentation\n *\n * Physical characteristics reflect a tech-focused lifestyle with functional\n * fitness rather than peak athletic conditioning. Attributes are average\n * but compensated by cybernetic enhancements and data-driven combat analysis.\n *\n * @korean 해커신체\n */\nexport const HACKER_PHYSICAL: PhysicalAttributes = {\n /**\n * Weight: 72 kg\n * Average weight for height\n * Functional fitness from regular training\n * Tech worker who maintains fitness\n */\n weight: 72,\n\n /**\n * Leg Length: 92 cm\n * Standard leg proportions\n * Adequate for tech-assisted movement\n * Compensated by augmented targeting systems\n */\n legLength: 92,\n\n /**\n * Arm Length: 73 cm\n * Average arm reach\n * Sufficient when aided by cybernetic enhancements\n * Precision compensated by data analysis\n */\n armLength: 73,\n\n /**\n * Muscle Mass: 28 kg (39% of body weight)\n * Moderate muscle mass for tech worker\n * Maintained through efficient training\n * Relies more on tech than raw strength\n */\n muscleMass: 28,\n\n /**\n * Fat Mass: 15 kg (21% body fat)\n * Average body fat from desk work\n * Still functional for combat\n * Less emphasis on peak conditioning\n */\n fatMass: 15,\n\n /**\n * Age: 26 years\n * Young digital native\n * High neuroplasticity for tech integration\n * Peak learning and adaptation capabilities\n */\n age: 26,\n\n /**\n * Total Height: 175 cm\n * Average Korean male height\n * Standard proportions for tech integration\n * Balanced body type for augmentation\n */\n totalHeight: 175,\n\n /**\n * Torso Length: 57 cm\n * Average torso length\n * Standard core for cyber implants\n * Balanced Ki flow for tech-bio integration\n */\n torsoLength: 57,\n\n /**\n * Head Size: 22 cm\n * Average head size\n * Standard neural interface compatibility\n * Balanced for augmented reality overlays\n */\n headSize: 22,\n\n /**\n * Neck Length: 10 cm\n * Average neck length\n * Standard vulnerability to chokes\n * Adequate for neural interface cables\n */\n neckLength: 10,\n\n /**\n * Shoulder Width: 43 cm\n * Average shoulder span\n * Standard defense coverage\n * Balanced for wearable tech integration\n */\n shoulderWidth: 43,\n\n /**\n * Walk Speed: 5.5 m/s\n * Average tactical movement\n * Tech-focused rather than athletic\n * Compensated by cybernetic enhancements\n */\n walkSpeed: 5.5,\n\n /**\n * Run Speed: 8.5 m/s\n * Moderate sprint capability\n * Supplemental physical training\n * Relies on tech for combat advantage\n */\n runSpeed: 8.5,\n\n /**\n * Acceleration: 10.0 m/s²\n * Moderate explosiveness\n * Average physical conditioning\n * Compensated by tech-enhanced reactions\n */\n acceleration: 10.0,\n};\n\n/**\n * 정보요원 (Jeongbo Yowon) - Intelligence Operative Physical Profile\n *\n * **Philosophy**: Knowledge through observation and strategy\n * **Training**: Government intelligence agency with specialized combat\n * **Build**: Athletic operative with strategic fitness\n *\n * Physical characteristics reflect intelligence agency fitness standards\n * with emphasis on versatility, endurance, and adaptability. Balanced\n * attributes suitable for varied operational requirements.\n *\n * @korean 정보요원신체\n */\nexport const JEONGBO_PHYSICAL: PhysicalAttributes = {\n /**\n * Weight: 78 kg\n * Fit intelligence operative build\n * Government agency fitness standard\n * Balance between capability and inconspicuousness\n */\n weight: 78,\n\n /**\n * Leg Length: 95 cm\n * Balanced leg length for varied terrain\n * Standard proportions for operational flexibility\n * Suitable for extended pursuit or evasion\n */\n legLength: 95,\n\n /**\n * Arm Length: 76 cm\n * Standard operative reach\n * Trained for weapon and hand-to-hand versatility\n * Balanced for multiple combat scenarios\n */\n armLength: 76,\n\n /**\n * Muscle Mass: 32 kg (41% of body weight)\n * Agency-required conditioning\n * Balanced strength for operational demands\n * Emphasis on functional fitness\n */\n muscleMass: 32,\n\n /**\n * Fat Mass: 12 kg (15% body fat)\n * Low but sustainable body fat\n * Maintains energy reserves for long operations\n * Within intelligence service standards\n */\n fatMass: 12,\n\n /**\n * Age: 34 years\n * Experienced operative\n * Peak of analytical and physical capability\n * Wisdom from field experience\n */\n age: 34,\n\n /**\n * Total Height: 179 cm\n * Standard government agency height\n * Balanced proportions for versatility\n * Neither imposing nor inconspicuous\n */\n totalHeight: 179,\n\n /**\n * Torso Length: 58 cm\n * Balanced torso for varied operations\n * Good breath control and stamina\n * Standard vital point distribution\n */\n torsoLength: 58,\n\n /**\n * Head Size: 22 cm\n * Average head size\n * Standard tactical gear compatibility\n * Balanced consciousness resilience\n */\n headSize: 22,\n\n /**\n * Neck Length: 10 cm\n * Average neck length\n * Trained resistance to chokes\n * Standard blood choke vulnerability\n */\n neckLength: 10,\n\n /**\n * Shoulder Width: 45 cm\n * Athletic shoulder width\n * Good defense coverage\n * Versatile grappling control\n */\n shoulderWidth: 45,\n\n /**\n * Walk Speed: 6.2 m/s\n * Fast tactical movement\n * Agency fitness standards\n * Excellent for varied operations\n */\n walkSpeed: 6.2,\n\n /**\n * Run Speed: 10.0 m/s\n * Strong sprint capability\n * Intelligence operative conditioning\n * Efficient pursuit and evasion\n */\n runSpeed: 10.0,\n\n /**\n * Acceleration: 14.0 m/s²\n * High explosiveness\n * Agency combat training\n * Quick response for tactical situations\n */\n acceleration: 14.0,\n};\n\n/**\n * 조직폭력배 (Jojik Pokryeokbae) - Organized Crime Physical Profile\n *\n * **Philosophy**: Survival through ruthlessness and brutality\n * **Training**: Street fighting and underground martial arts\n * **Build**: Heavy, powerful, intimidating presence\n *\n * Physical characteristics emphasize raw power and intimidation over\n * refined technique. Heavier build with high muscle mass for brutal\n * effectiveness and street-proven durability.\n *\n * @korean 조직폭력배신체\n */\nexport const JOJIK_PHYSICAL: PhysicalAttributes = {\n /**\n * Weight: 105 kg\n * MASSIVE build for power and intimidation\n * Like a heavyweight MMA fighter or large taekwondo practitioner\n * Dominant mass advantage in any confrontation\n */\n weight: 105,\n\n /**\n * Leg Length: 100 cm\n * Long, powerful legs despite heavy build\n * Devastating kicks with massive power\n * Surprising mobility for size\n */\n legLength: 100,\n\n /**\n * Arm Length: 84 cm\n * Long, thick arms for crushing power\n * Exceptional reach for grappling and strikes\n * Street-fighting dominance\n */\n armLength: 84,\n\n /**\n * Muscle Mass: 48 kg (46% of body weight)\n * Highest muscle mass of all archetypes\n * Built through intense street combat and heavy training\n * Raw, overwhelming power\n */\n muscleMass: 48,\n\n /**\n * Fat Mass: 20 kg (19% body fat)\n * Functional body fat for damage absorption\n * Provides padding against strikes\n * Still very fit despite bulk\n */\n fatMass: 20,\n\n /**\n * Age: 36 years\n * Veteran of street conflicts\n * Battle-scarred and experienced\n * Peak brutality and survival instincts\n */\n age: 36,\n\n /**\n * Total Height: 188 cm\n * Tall AND massive build\n * Physically imposing presence\n * Dominates any confrontation visually\n */\n totalHeight: 188,\n\n /**\n * Torso Length: 64 cm\n * Thick, powerful torso\n * Massive core strength\n * Enhanced durability and power generation\n */\n torsoLength: 64,\n\n /**\n * Head Size: 24 cm\n * Large, thick skull\n * Significant head strike resistance\n * High consciousness resilience\n */\n headSize: 24,\n\n /**\n * Neck Length: 11 cm\n * Thick, muscular neck\n * Very difficult to choke\n * Protected blood vessels\n */\n neckLength: 11,\n\n /**\n * Shoulder Width: 54 cm\n * WIDEST shoulders - intimidating presence\n * Maximum defense coverage\n * Overwhelming physical dominance\n */\n shoulderWidth: 54,\n\n /**\n * Walk Speed: 5.0 m/s\n * Slower tactical movement\n * Heavy build reduces mobility\n * Compensated by raw power and reach\n */\n walkSpeed: 5.0,\n\n /**\n * Run Speed: 8.0 m/s\n * Moderate sprint capability\n * Mass limits top speed\n * Still intimidating when charging\n */\n runSpeed: 8.0,\n\n /**\n * Acceleration: 9.0 m/s²\n * Lower explosiveness\n * Heavy mass requires more force to move\n * Compensated by devastating power on contact\n */\n acceleration: 9.0,\n};\n\n/**\n * Archetype physical attributes lookup map.\n *\n * **Korean**: 원형 신체 속성 맵 (Archetype Physical Attributes Map)\n *\n * Provides quick access to physical attribute profiles by archetype.\n * Used by combat system to retrieve realistic body dimensions and\n * composition for calculations.\n *\n * @example\n * ```typescript\n * const playerArchetype = PlayerArchetype.MUSA;\n * const physicalAttrs = ARCHETYPE_PHYSICAL_ATTRIBUTES[playerArchetype];\n * const kickRange = calculateKickRange(physicalAttrs.legLength);\n * ```\n *\n * @public\n * @korean 원형신체맵\n */\nexport const ARCHETYPE_PHYSICAL_ATTRIBUTES: Record<\n PlayerArchetype,\n PhysicalAttributes\n> = {\n [PlayerArchetype.MUSA]: MUSA_PHYSICAL,\n [PlayerArchetype.AMSALJA]: AMSALJA_PHYSICAL,\n [PlayerArchetype.HACKER]: HACKER_PHYSICAL,\n [PlayerArchetype.JEONGBO_YOWON]: JEONGBO_PHYSICAL,\n [PlayerArchetype.JOJIK_POKRYEOKBAE]: JOJIK_PHYSICAL,\n};\n\n/**\n * Get physical attributes for a specific archetype.\n *\n * **Korean**: 원형 신체 속성 가져오기 (Get Archetype Physical Attributes)\n *\n * Retrieves the physical attribute profile for the specified player archetype.\n * Returns a readonly copy to prevent accidental mutations.\n *\n * @param archetype - The player archetype to get attributes for\n * @returns Physical attributes for the specified archetype\n *\n * @example\n * ```typescript\n * const musaAttrs = getArchetypePhysicalAttributes(PlayerArchetype.MUSA);\n * console.log(`Musa weight: ${musaAttrs.weight}kg`);\n * console.log(`Musa arm reach: ${musaAttrs.armLength}cm`);\n * ```\n *\n * @public\n * @korean 원형신체가져오기\n */\nexport function getArchetypePhysicalAttributes(\n archetype: PlayerArchetype,\n): Readonly<PhysicalAttributes> {\n return ARCHETYPE_PHYSICAL_ATTRIBUTES[archetype];\n}\n\n/**\n * Calculate effective reach based on limb length and stance.\n *\n * **Korean**: 유효 거리 계산 (Calculate Effective Reach)\n *\n * Computes the effective combat reach considering limb length and\n * body positioning. Different techniques use different limbs and\n * leverage different amounts of body extension.\n *\n * @param limbLength - Length of the limb in centimeters\n * @param extension - Percentage of full extension (0.0 to 1.0)\n * @returns Effective reach in centimeters\n *\n * @example\n * ```typescript\n * // Full extension punch\n * const punchReach = calculateEffectiveReach(75, 1.0); // 75cm\n *\n * // 70% extension kick (stable stance)\n * const kickReach = calculateEffectiveReach(95, 0.7); // 66.5cm\n * ```\n *\n * @public\n * @korean 유효거리계산\n */\nexport function calculateEffectiveReach(\n limbLength: number,\n extension: number = 1.0,\n): number {\n return limbLength * Math.max(0, Math.min(1, extension));\n}\n\n/**\n * Calculate movement speed modifier based on weight and leg length.\n *\n * **Korean**: 이동 속도 계산 (Calculate Movement Speed)\n *\n * Computes movement speed modifier based on body weight (inversely)\n * and leg length (positively). Heavier fighters move slower, while\n * longer legs provide faster base movement.\n *\n * Formula: baseSpeed * (legLength / 95) * (75 / weight)\n * - Normalized around 95cm legs and 75kg weight\n *\n * @param physical - Physical attributes of the fighter\n * @param baseSpeed - Base movement speed (default: 100)\n * @returns Modified movement speed\n *\n * @example\n * ```typescript\n * const musaSpeed = calculateMovementSpeed(MUSA_PHYSICAL);\n * // Result: 100 * (95/95) * (75/75) = 100\n *\n * const jojikSpeed = calculateMovementSpeed(JOJIK_PHYSICAL);\n * // Result: 100 * (90/95) * (75/85) = ~88.2 (slower)\n * ```\n *\n * @public\n * @korean 이동속도계산\n */\nexport function calculateMovementSpeed(\n physical: PhysicalAttributes,\n baseSpeed: number = 100,\n): number {\n const legFactor = physical.legLength / 95; // Normalized to 95cm average\n const weightFactor = 75 / physical.weight; // Normalized to 75kg average\n return baseSpeed * legFactor * weightFactor;\n}\n\n/**\n * Calculate damage modifier based on muscle mass.\n *\n * **Korean**: 공격력 계산 (Calculate Damage Output)\n *\n * Computes damage output modifier based on muscle mass. More muscle\n * means more power in strikes, but with diminishing returns.\n *\n * Formula: 1.0 + ((muscleMass - 35) / 35) * 0.3\n * - Normalized around 35kg muscle mass\n * - Maximum 30% bonus from muscle\n *\n * @param physical - Physical attributes of the fighter\n * @returns Damage multiplier (typically 0.7 to 1.3)\n *\n * @example\n * ```typescript\n * const musaDamage = calculateDamageModifier(MUSA_PHYSICAL);\n * // Result: 1.0 + ((38-35)/35)*0.3 = ~1.026\n *\n * const jojikDamage = calculateDamageModifier(JOJIK_PHYSICAL);\n * // Result: 1.0 + ((42-35)/35)*0.3 = ~1.06 (stronger)\n * ```\n *\n * @public\n * @korean 공격력계산\n */\nexport function calculateDamageModifier(physical: PhysicalAttributes): number {\n const normalizedMuscle = (physical.muscleMass - 35) / 35;\n return 1.0 + normalizedMuscle * 0.3;\n}\n\n/**\n * Calculate defense modifier based on fat mass and muscle mass.\n *\n * **Korean**: 방어력 계산 (Calculate Defense)\n *\n * Computes defense modifier based on fat mass (padding) and muscle mass\n * (structural integrity). Fat absorbs blunt damage, muscle protects\n * against impact.\n *\n * Formula: 1.0 + (fatMass / 100) + (muscleMass / 200)\n *\n * @param physical - Physical attributes of the fighter\n * @returns Defense multiplier (typically 1.0 to 1.3)\n *\n * @example\n * ```typescript\n * const amsaljaDefense = calculateDefenseModifier(AMSALJA_PHYSICAL);\n * // Result: 1.0 + (9/100) + (32/200) = 1.25\n *\n * const jojikDefense = calculateDefenseModifier(JOJIK_PHYSICAL);\n * // Result: 1.0 + (18/100) + (42/200) = 1.39 (tankier)\n * ```\n *\n * @public\n * @korean 방어력계산\n */\nexport function calculateDefenseModifier(physical: PhysicalAttributes): number {\n const fatPadding = physical.fatMass / 100;\n const muscleStructure = physical.muscleMass / 200;\n return 1.0 + fatPadding + muscleStructure;\n}\n\n/**\n * Calculate stamina regeneration rate based on age and fat mass.\n *\n * **Korean**: 체력 회복 속도 (Stamina Recovery Rate)\n *\n * Computes stamina recovery speed based on age (optimal 25-35) and\n * fat mass (lower is better for recovery). Younger fighters and leaner\n * builds recover faster.\n *\n * Formula: baseRate * ageFactor * fatFactor\n * - Age factor peaks at 30 years (1.0), decreases before and after\n * - Fat factor = 1.0 - (fatMass - 10) / 50\n *\n * @param physical - Physical attributes of the fighter\n * @param baseRate - Base recovery rate (default: 10 per second)\n * @returns Modified stamina recovery rate\n *\n * @example\n * ```typescript\n * const amsaljaRecovery = calculateStaminaRecovery(AMSALJA_PHYSICAL);\n * // Age 28, fat 9kg: ~10.2 per second\n *\n * const jojikRecovery = calculateStaminaRecovery(JOJIK_PHYSICAL);\n * // Age 36, fat 18kg: ~8.4 per second (slower)\n * ```\n *\n * @public\n * @korean 체력회복계산\n */\nexport function calculateStaminaRecovery(\n physical: PhysicalAttributes,\n baseRate: number = 10,\n): number {\n // Age factor: peaks at 30, decreases before and after\n const ageOptimal = 30;\n const ageDiff = Math.abs(physical.age - ageOptimal);\n const ageFactor = Math.max(0.7, 1.0 - ageDiff / 30);\n\n // Fat factor: lower fat = faster recovery\n const fatFactor = Math.max(0.7, 1.0 - (physical.fatMass - 10) / 50);\n\n return baseRate * ageFactor * fatFactor;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyCA,IAAa,gBAAoC;CAO/C,QAAQ;CAQR,WAAW;CAQX,WAAW;CAQX,YAAY;CAQZ,SAAS;CAQT,KAAK;CAQL,aAAa;CAQb,aAAa;CAQb,UAAU;CAQV,YAAY;CAQZ,eAAe;CAQf,WAAW;CAQX,UAAU;CAQV,cAAc;CACf;;;;;;;;;;;;;;AAeD,IAAa,mBAAuC;CAOlD,QAAQ;CAQR,WAAW;CAQX,WAAW;CAQX,YAAY;CAQZ,SAAS;CAQT,KAAK;CAQL,aAAa;CAQb,aAAa;CAQb,UAAU;CAQV,YAAY;CAQZ,eAAe;CAQf,WAAW;CAQX,UAAU;CAQV,cAAc;CACf;;;;;;;;;;;;;;AAeD,IAAa,kBAAsC;CAOjD,QAAQ;CAQR,WAAW;CAQX,WAAW;CAQX,YAAY;CAQZ,SAAS;CAQT,KAAK;CAQL,aAAa;CAQb,aAAa;CAQb,UAAU;CAQV,YAAY;CAQZ,eAAe;CAQf,WAAW;CAQX,UAAU;CAQV,cAAc;CACf;;;;;;;;;;;;;;AAeD,IAAa,mBAAuC;CAOlD,QAAQ;CAQR,WAAW;CAQX,WAAW;CAQX,YAAY;CAQZ,SAAS;CAQT,KAAK;CAQL,aAAa;CAQb,aAAa;CAQb,UAAU;CAQV,YAAY;CAQZ,eAAe;CAQf,WAAW;CAQX,UAAU;CAQV,cAAc;CACf;;;;;;;;;;;;;;AAeD,IAAa,iBAAqC;CAOhD,QAAQ;CAQR,WAAW;CAQX,WAAW;CAQX,YAAY;CAQZ,SAAS;CAQT,KAAK;CAQL,aAAa;CAQb,aAAa;CAQb,UAAU;CAQV,YAAY;CAQZ,eAAe;CAQf,WAAW;CAQX,UAAU;CAQV,cAAc;CACf;;;;;;;;;;;;;;;;;;;;AAqBD,IAAa,gCAGT;EACD,gBAAgB,OAAO;EACvB,gBAAgB,UAAU;EAC1B,gBAAgB,SAAS;EACzB,gBAAgB,gBAAgB;EAChC,gBAAgB,oBAAoB;CACtC;;;;;;;;;;;;;;;;;;;;;;AAuBD,SAAgB,+BACd,WAC8B;AAC9B,QAAO,8BAA8B"}
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* Technique to Animation Type mappings
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* Maps each technique to its corresponding AnimationType for attack movement physics.
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import { TechniqueId } from "../types/techniqueId";
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export declare const ATTACK_ANIMATION_TO_MOVEMENT_TYPE: Record<AttackAnimationType, AnimationType>;
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export declare function getAnimationTypeForTechnique(techniqueId: string | undefined): AnimationType | undefined;
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export declare function getAnimationTypeFromAttackAnimation(attackAnimationType: AttackAnimationType): AnimationType;
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TECHNIQUE_TO_ANIMATION_TYPE: Record<TechniqueId, AnimationType>;
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ATTACK_ANIMATION_TO_MOVEMENT_TYPE: Record<AttackAnimationType, AnimationType>;
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getAnimationTypeForTechnique: typeof getAnimationTypeForTechnique;
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getAnimationTypeFromAttackAnimation: typeof getAnimationTypeFromAttackAnimation;
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{"version":3,"file":"techniqueMappings.d.ts","sourceRoot":"","sources":["../../src/data/techniqueMappings.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,WAAW,EAAE,MAAM,sBAAsB,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,oDAAoD,CAAC;AACnF,OAAO,EAAE,mBAAmB,EAAE,MAAM,mBAAmB,CAAC;AAExD;;;;;;;GAOG;AACH,eAAO,MAAM,iCAAiC,EAAE,MAAM,CACpD,mBAAmB,EACnB,aAAa,CAuBd,CAAC;AAEF;;;;;;;;;GASG;AACH,eAAO,MAAM,2BAA2B,EAAE,MAAM,CAAC,WAAW,EAAE,aAAa,CA+B1E,CAAC;AAEF;;;;;;;;;;GAUG;AACH,wBAAgB,4BAA4B,CAC1C,WAAW,EAAE,MAAM,GAAG,SAAS,GAC9B,aAAa,GAAG,SAAS,CAQ3B;AAED;;;;;;GAMG;AACH,wBAAgB,mCAAmC,CACjD,mBAAmB,EAAE,mBAAmB,GACvC,aAAa,CAEf;;;;;;;AAED,wBAKE"}
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