blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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+ /**
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+ * Physical attribute profiles for each player archetype.
3
+ *
4
+ * **Korean**: 원형별 신체 속성 (Archetype Physical Attributes)
5
+ *
6
+ * Defines realistic body dimensions and composition for each of the five
7
+ * player archetypes based on their combat style and background. These
8
+ * attributes directly affect combat calculations including reach, movement
9
+ * speed, damage, and stamina.
10
+ *
11
+ * ## Design Philosophy
12
+ *
13
+ * Each archetype's physical profile reflects their training, lifestyle, and
14
+ * combat specialization:
15
+ *
16
+ * - **무사 (Musa)**: Balanced warrior with traditional training
17
+ * - **암살자 (Amsalja)**: Lean and agile for stealth operations
18
+ * - **해커 (Hacker)**: Average build with tech enhancements
19
+ * - **정보요원 (Jeongbo)**: Fit operative with intelligence background
20
+ * - **조직폭력배 (Jojik)**: Heavy and brutal street fighter
21
+ *
22
+ * @module data/archetypePhysicalAttributes
23
+ * @category Player & Archetypes
24
+ * @korean 원형신체데이터
25
+ */
26
+ import { PhysicalAttributes, PlayerArchetype } from "../types";
27
+ /**
28
+ * 무사 (Musa) - Traditional Warrior Physical Profile
29
+ *
30
+ * **Philosophy**: Honor through disciplined strength
31
+ * **Training**: Military special forces with traditional martial arts
32
+ * **Build**: Balanced, athletic, well-conditioned warrior
33
+ *
34
+ * Physical characteristics reflect years of traditional Korean martial arts
35
+ * training combined with modern military conditioning. Optimal balance between
36
+ * strength, speed, and endurance for prolonged combat effectiveness.
37
+ *
38
+ * @korean 무사신체
39
+ */
40
+ export declare const MUSA_PHYSICAL: PhysicalAttributes;
41
+ /**
42
+ * 암살자 (Amsalja) - Shadow Assassin Physical Profile
43
+ *
44
+ * **Philosophy**: Efficiency through invisibility
45
+ * **Training**: Covert operations and silent elimination specialist
46
+ * **Build**: Lean, agile, optimized for stealth and precision
47
+ *
48
+ * Physical characteristics emphasize low body mass for stealth movement,
49
+ * exceptional reach for vital point targeting, and minimal fat for maximum
50
+ * agility. Every attribute optimized for silent, deadly efficiency.
51
+ *
52
+ * @korean 암살자신체
53
+ */
54
+ export declare const AMSALJA_PHYSICAL: PhysicalAttributes;
55
+ /**
56
+ * 해커 (Hacker) - Cyber Warrior Physical Profile
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+ *
58
+ * **Philosophy**: Information as power through technology
59
+ * **Training**: Digital native with supplemental physical training
60
+ * **Build**: Average physique enhanced by technological augmentation
61
+ *
62
+ * Physical characteristics reflect a tech-focused lifestyle with functional
63
+ * fitness rather than peak athletic conditioning. Attributes are average
64
+ * but compensated by cybernetic enhancements and data-driven combat analysis.
65
+ *
66
+ * @korean 해커신체
67
+ */
68
+ export declare const HACKER_PHYSICAL: PhysicalAttributes;
69
+ /**
70
+ * 정보요원 (Jeongbo Yowon) - Intelligence Operative Physical Profile
71
+ *
72
+ * **Philosophy**: Knowledge through observation and strategy
73
+ * **Training**: Government intelligence agency with specialized combat
74
+ * **Build**: Athletic operative with strategic fitness
75
+ *
76
+ * Physical characteristics reflect intelligence agency fitness standards
77
+ * with emphasis on versatility, endurance, and adaptability. Balanced
78
+ * attributes suitable for varied operational requirements.
79
+ *
80
+ * @korean 정보요원신체
81
+ */
82
+ export declare const JEONGBO_PHYSICAL: PhysicalAttributes;
83
+ /**
84
+ * 조직폭력배 (Jojik Pokryeokbae) - Organized Crime Physical Profile
85
+ *
86
+ * **Philosophy**: Survival through ruthlessness and brutality
87
+ * **Training**: Street fighting and underground martial arts
88
+ * **Build**: Heavy, powerful, intimidating presence
89
+ *
90
+ * Physical characteristics emphasize raw power and intimidation over
91
+ * refined technique. Heavier build with high muscle mass for brutal
92
+ * effectiveness and street-proven durability.
93
+ *
94
+ * @korean 조직폭력배신체
95
+ */
96
+ export declare const JOJIK_PHYSICAL: PhysicalAttributes;
97
+ /**
98
+ * Archetype physical attributes lookup map.
99
+ *
100
+ * **Korean**: 원형 신체 속성 맵 (Archetype Physical Attributes Map)
101
+ *
102
+ * Provides quick access to physical attribute profiles by archetype.
103
+ * Used by combat system to retrieve realistic body dimensions and
104
+ * composition for calculations.
105
+ *
106
+ * @example
107
+ * ```typescript
108
+ * const playerArchetype = PlayerArchetype.MUSA;
109
+ * const physicalAttrs = ARCHETYPE_PHYSICAL_ATTRIBUTES[playerArchetype];
110
+ * const kickRange = calculateKickRange(physicalAttrs.legLength);
111
+ * ```
112
+ *
113
+ * @public
114
+ * @korean 원형신체맵
115
+ */
116
+ export declare const ARCHETYPE_PHYSICAL_ATTRIBUTES: Record<PlayerArchetype, PhysicalAttributes>;
117
+ /**
118
+ * Get physical attributes for a specific archetype.
119
+ *
120
+ * **Korean**: 원형 신체 속성 가져오기 (Get Archetype Physical Attributes)
121
+ *
122
+ * Retrieves the physical attribute profile for the specified player archetype.
123
+ * Returns a readonly copy to prevent accidental mutations.
124
+ *
125
+ * @param archetype - The player archetype to get attributes for
126
+ * @returns Physical attributes for the specified archetype
127
+ *
128
+ * @example
129
+ * ```typescript
130
+ * const musaAttrs = getArchetypePhysicalAttributes(PlayerArchetype.MUSA);
131
+ * console.log(`Musa weight: ${musaAttrs.weight}kg`);
132
+ * console.log(`Musa arm reach: ${musaAttrs.armLength}cm`);
133
+ * ```
134
+ *
135
+ * @public
136
+ * @korean 원형신체가져오기
137
+ */
138
+ export declare function getArchetypePhysicalAttributes(archetype: PlayerArchetype): Readonly<PhysicalAttributes>;
139
+ /**
140
+ * Calculate effective reach based on limb length and stance.
141
+ *
142
+ * **Korean**: 유효 거리 계산 (Calculate Effective Reach)
143
+ *
144
+ * Computes the effective combat reach considering limb length and
145
+ * body positioning. Different techniques use different limbs and
146
+ * leverage different amounts of body extension.
147
+ *
148
+ * @param limbLength - Length of the limb in centimeters
149
+ * @param extension - Percentage of full extension (0.0 to 1.0)
150
+ * @returns Effective reach in centimeters
151
+ *
152
+ * @example
153
+ * ```typescript
154
+ * // Full extension punch
155
+ * const punchReach = calculateEffectiveReach(75, 1.0); // 75cm
156
+ *
157
+ * // 70% extension kick (stable stance)
158
+ * const kickReach = calculateEffectiveReach(95, 0.7); // 66.5cm
159
+ * ```
160
+ *
161
+ * @public
162
+ * @korean 유효거리계산
163
+ */
164
+ export declare function calculateEffectiveReach(limbLength: number, extension?: number): number;
165
+ /**
166
+ * Calculate movement speed modifier based on weight and leg length.
167
+ *
168
+ * **Korean**: 이동 속도 계산 (Calculate Movement Speed)
169
+ *
170
+ * Computes movement speed modifier based on body weight (inversely)
171
+ * and leg length (positively). Heavier fighters move slower, while
172
+ * longer legs provide faster base movement.
173
+ *
174
+ * Formula: baseSpeed * (legLength / 95) * (75 / weight)
175
+ * - Normalized around 95cm legs and 75kg weight
176
+ *
177
+ * @param physical - Physical attributes of the fighter
178
+ * @param baseSpeed - Base movement speed (default: 100)
179
+ * @returns Modified movement speed
180
+ *
181
+ * @example
182
+ * ```typescript
183
+ * const musaSpeed = calculateMovementSpeed(MUSA_PHYSICAL);
184
+ * // Result: 100 * (95/95) * (75/75) = 100
185
+ *
186
+ * const jojikSpeed = calculateMovementSpeed(JOJIK_PHYSICAL);
187
+ * // Result: 100 * (90/95) * (75/85) = ~88.2 (slower)
188
+ * ```
189
+ *
190
+ * @public
191
+ * @korean 이동속도계산
192
+ */
193
+ export declare function calculateMovementSpeed(physical: PhysicalAttributes, baseSpeed?: number): number;
194
+ /**
195
+ * Calculate damage modifier based on muscle mass.
196
+ *
197
+ * **Korean**: 공격력 계산 (Calculate Damage Output)
198
+ *
199
+ * Computes damage output modifier based on muscle mass. More muscle
200
+ * means more power in strikes, but with diminishing returns.
201
+ *
202
+ * Formula: 1.0 + ((muscleMass - 35) / 35) * 0.3
203
+ * - Normalized around 35kg muscle mass
204
+ * - Maximum 30% bonus from muscle
205
+ *
206
+ * @param physical - Physical attributes of the fighter
207
+ * @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
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+ import { PlayerArchetype } from "../types/common.js";
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+ import "../types/index.js";
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+ //#region src/data/archetypePhysicalAttributes.ts
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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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+ * player archetypes based on their combat style and background. These
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+ * attributes directly affect combat calculations including reach, movement
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+ * speed, damage, and stamina.
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+ *
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+ * ## Design Philosophy
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+ *
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+ * Each archetype's physical profile reflects their training, lifestyle, and
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+ * combat specialization:
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+ *
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+ * - **무사 (Musa)**: Balanced warrior with traditional training
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+ * - **암살자 (Amsalja)**: Lean and agile for stealth operations
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+ * - **해커 (Hacker)**: Average build with tech enhancements
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+ * - **정보요원 (Jeongbo)**: Fit operative with intelligence background
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+ * - **조직폭력배 (Jojik)**: Heavy and brutal street fighter
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+ *
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+ * @module data/archetypePhysicalAttributes
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+ * @category Player & Archetypes
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+ * @korean 원형신체데이터
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+ */
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+ /**
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+ * 무사 (Musa) - Traditional Warrior Physical Profile
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+ *
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+ * **Philosophy**: Honor through disciplined strength
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+ * **Training**: Military special forces with traditional martial arts
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+ * **Build**: Balanced, athletic, well-conditioned warrior
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+ *
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+ * Physical characteristics reflect years of traditional Korean martial arts
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+ * training combined with modern military conditioning. Optimal balance between
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+ * strength, speed, and endurance for prolonged combat effectiveness.
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+ *
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+ * @korean 무사신체
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+ */
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+ var MUSA_PHYSICAL = {
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+ weight: 82,
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+ legLength: 96,
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+ armLength: 77,
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+ muscleMass: 35,
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+ fatMass: 13,
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+ age: 32,
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+ totalHeight: 180,
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+ torsoLength: 59,
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+ headSize: 22,
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+ neckLength: 11,
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+ shoulderWidth: 46,
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+ walkSpeed: 6,
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+ runSpeed: 9.5,
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+ acceleration: 12
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+ };
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+ /**
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+ * 암살자 (Amsalja) - Shadow Assassin Physical Profile
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+ *
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+ * **Philosophy**: Efficiency through invisibility
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+ * **Training**: Covert operations and silent elimination specialist
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+ * **Build**: Lean, agile, optimized for stealth and precision
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+ *
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+ * Physical characteristics emphasize low body mass for stealth movement,
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+ * exceptional reach for vital point targeting, and minimal fat for maximum
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+ * agility. Every attribute optimized for silent, deadly efficiency.
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+ *
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+ * @korean 암살자신체
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+ */
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+ var AMSALJA_PHYSICAL = {
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+ weight: 75,
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+ legLength: 102,
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+ armLength: 82,
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+ muscleMass: 30,
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+ fatMass: 10,
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+ age: 28,
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+ totalHeight: 186,
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+ torsoLength: 58,
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+ headSize: 22,
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+ neckLength: 11,
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+ shoulderWidth: 44,
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+ walkSpeed: 6.5,
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+ runSpeed: 11,
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+ acceleration: 15
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+ };
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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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+ var HACKER_PHYSICAL = {
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+ weight: 72,
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+ legLength: 92,
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+ armLength: 73,
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+ muscleMass: 28,
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+ fatMass: 15,
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+ age: 26,
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+ totalHeight: 175,
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+ torsoLength: 57,
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+ headSize: 22,
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+ neckLength: 10,
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+ shoulderWidth: 43,
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+ walkSpeed: 5.5,
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+ runSpeed: 8.5,
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+ acceleration: 10
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+ };
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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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+ var JEONGBO_PHYSICAL = {
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+ weight: 78,
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+ legLength: 95,
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+ armLength: 76,
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+ muscleMass: 32,
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+ fatMass: 12,
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+ age: 34,
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+ totalHeight: 179,
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+ torsoLength: 58,
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+ headSize: 22,
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+ neckLength: 10,
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+ shoulderWidth: 45,
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+ walkSpeed: 6.2,
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+ runSpeed: 10,
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+ acceleration: 14
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+ };
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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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+ var JOJIK_PHYSICAL = {
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+ weight: 105,
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+ legLength: 100,
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+ armLength: 84,
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+ muscleMass: 48,
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+ fatMass: 20,
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+ age: 36,
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+ totalHeight: 188,
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+ torsoLength: 64,
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+ headSize: 24,
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+ neckLength: 11,
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+ shoulderWidth: 54,
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+ walkSpeed: 5,
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+ runSpeed: 8,
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+ acceleration: 9
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+ };
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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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+ var ARCHETYPE_PHYSICAL_ATTRIBUTES = {
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+ [PlayerArchetype.MUSA]: MUSA_PHYSICAL,
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+ [PlayerArchetype.AMSALJA]: AMSALJA_PHYSICAL,
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+ [PlayerArchetype.HACKER]: HACKER_PHYSICAL,
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+ [PlayerArchetype.JEONGBO_YOWON]: JEONGBO_PHYSICAL,
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+ [PlayerArchetype.JOJIK_POKRYEOKBAE]: JOJIK_PHYSICAL
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+ };
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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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+ function getArchetypePhysicalAttributes(archetype) {
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+ return ARCHETYPE_PHYSICAL_ATTRIBUTES[archetype];
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+ }
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+ //#endregion
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+ export { getArchetypePhysicalAttributes };
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+
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+ //# sourceMappingURL=archetypePhysicalAttributes.js.map
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+ {"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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1
+ /**
2
+ * Technique to Animation Type mappings
3
+ *
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+ * **Korean**: 기술-애니메이션 매핑
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+ *
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+ * Maps each technique to its corresponding AnimationType for attack movement physics.
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+ * This provides a type-safe, comprehensive mapping that replaces string-based
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+ * substring matching.
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+ *
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+ * @module data/techniqueMappings
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+ * @category Combat System
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+ * @korean 기술매핑
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+ */
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+ import { TechniqueId } from "../types/techniqueId";
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+ import { AnimationType } from "../systems/animation/builders/MartialArtsConstants";
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+ import { AttackAnimationType } from "../types/skeletal";
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+ /**
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+ * Maps AttackAnimationType (from technique definitions) to AnimationType (for movement physics)
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+ *
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+ * AttackAnimationType is the skeletal animation type (PUNCH_HIGH, KICK_FRONT, etc.)
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+ * AnimationType is the martial arts movement type for physics calculations
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+ *
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+ * @korean 공격애니메이션타입-애니메이션타입매핑
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+ */
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+ export declare const ATTACK_ANIMATION_TO_MOVEMENT_TYPE: Record<AttackAnimationType, AnimationType>;
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+ /**
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+ * Maps TechniqueId to AnimationType for movement physics
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+ *
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+ * This is the primary lookup table used by CombatScreen3D to determine
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+ * the correct movement animation for each technique.
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+ *
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+ * Derived from technique definitions but cached here for performance.
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+ *
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+ * @korean 기술ID-애니메이션타입매핑
35
+ */
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+ export declare const TECHNIQUE_TO_ANIMATION_TYPE: Record<TechniqueId, AnimationType>;
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+ /**
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+ * Get AnimationType for a given technique ID
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+ *
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+ * Looks up the AnimationType from the TECHNIQUE_TO_ANIMATION_TYPE mapping.
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+ * Currently only supports archetype techniques (TechniqueId enum).
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+ * Returns undefined for unknown techniques or trigram techniques.
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+ *
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+ * @param techniqueId - The technique ID
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+ * @returns The AnimationType for movement physics, or undefined if not found
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+ * @korean 기술ID로애니메이션타입가져오기
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+ */
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+ export declare function getAnimationTypeForTechnique(techniqueId: string | undefined): AnimationType | undefined;
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+ /**
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+ * Get AnimationType from AttackAnimationType
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+ *
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+ * @param attackAnimationType - The attack animation type from technique definition
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+ * @returns The AnimationType for movement physics
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+ * @korean 공격애니메이션타입에서애니메이션타입가져오기
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+ */
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+ export declare function getAnimationTypeFromAttackAnimation(attackAnimationType: AttackAnimationType): AnimationType;
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+ declare const _default: {
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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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+ };
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+ export default _default;
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+ //# sourceMappingURL=techniqueMappings.d.ts.map
@@ -0,0 +1 @@
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