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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{"version":3,"file":"techniques.js","names":[],"sources":["../../src/data/techniques.ts"],"sourcesContent":["/**\n * Technique definitions for all player archetypes.\n *\n * **Korean**: 기술 정의 (Technique Definitions)\n *\n * Each archetype has 3-5 unique techniques that reflect their combat philosophy\n * and specialization. Techniques are mapped to keyboard shortcuts Q-E-R-T-Y-F-G-Z-X-C.\n *\n * @module data/techniques\n * @category Combat System\n * @korean 기술데이터\n */\n\nimport { KoreanTechniquesSystem } from \"../systems/trigram/KoreanTechniques\";\nimport { KoreanTechnique } from \"../systems/vitalpoint/types\";\nimport {\n DamageType,\n PlayerArchetype,\n Technique,\n TechniqueKey,\n TrigramStance,\n} from \"../types\";\nimport { AttackAnimationType } from \"../types/skeletal\";\n\n/**\n * Technique definitions for 무사 (Musa) - Traditional Warrior.\n *\n * Philosophy: Honor through disciplined strength and overwhelming force.\n * Favored Stance: ☰ 건 (Geon) - Heaven\n */\nexport const MUSA_TECHNIQUES: readonly Technique[] = [\n {\n id: \"musa_thunder_strike\",\n name: {\n korean: \"천둥벽력\",\n english: \"Thunder Strike\",\n },\n description: {\n korean: \"강력한 하늘의 힘으로 적을 강타합니다\",\n english: \"Strike with the power of heaven\",\n },\n staminaCost: 15,\n kiCost: 10,\n damage: { min: 25, max: 35 },\n damageType: DamageType.BLUNT,\n cooldown: 1300, // animationDuration (800) + recovery (500)\n requiredStance: TrigramStance.GEON,\n keyboardShortcut: \"Q\",\n criticalChance: 0.25,\n animationDuration: 800,\n animation: {\n type: AttackAnimationType.PUNCH_HIGH,\n speedModifier: 0.9, // Powerful strike, slightly slower\n },\n },\n {\n id: \"musa_iron_defense\",\n name: {\n korean: \"철벽방어\",\n english: \"Iron Defense\",\n },\n description: {\n korean: \"산처럼 굳건한 방어 자세를 취합니다\",\n english: \"Adopt an immovable defensive stance\",\n },\n staminaCost: 10,\n kiCost: 8,\n damage: { min: 0, max: 5 },\n damageType: DamageType.IMPACT,\n cooldown: 1100, // animationDuration (600) + recovery (500)\n requiredStance: TrigramStance.GAN,\n keyboardShortcut: \"T\",\n specialEffect: \"defense_boost\",\n animationDuration: 600,\n animation: {\n type: AttackAnimationType.PUNCH_MID,\n speedModifier: 1.0, // Normal defensive speed\n },\n },\n {\n id: \"musa_dragon_fist\",\n name: {\n korean: \"용권\",\n english: \"Dragon Fist\",\n },\n description: {\n korean: \"용의 기세로 적을 관통합니다\",\n english: \"Pierce through with dragon's might\",\n },\n staminaCost: 18,\n kiCost: 12,\n damage: { min: 30, max: 40 },\n damageType: DamageType.PIERCING,\n cooldown: 1500, // animationDuration (1000) + recovery (500)\n keyboardShortcut: \"E\",\n targetsVitalPoint: true,\n criticalChance: 0.3,\n animationDuration: 1000,\n animation: {\n type: AttackAnimationType.PUNCH_MID,\n speedModifier: 0.8, // Heavy piercing strike\n },\n },\n {\n id: \"musa_mountain_breaker\",\n name: {\n korean: \"파산격\",\n english: \"Mountain Breaker\",\n },\n description: {\n korean: \"산을 깨뜨리는 강력한 일격\",\n english: \"A devastating blow that shatters mountains\",\n },\n staminaCost: 20,\n kiCost: 15,\n damage: { min: 35, max: 50 },\n damageType: DamageType.CRUSHING,\n cooldown: 1700, // animationDuration (1200) + recovery (500)\n requiredStance: TrigramStance.GEON,\n keyboardShortcut: \"R\",\n criticalChance: 0.2,\n specialEffect: \"armor_break\",\n animationDuration: 1200,\n animation: {\n type: AttackAnimationType.PUNCH_HIGH,\n speedModifier: 0.8, // Powerful, slower strike\n },\n },\n];\n\n/**\n * Technique definitions for 암살자 (Amsalja) - Shadow Assassin.\n *\n * Philosophy: Precision through stealth and vital point mastery.\n * Favored Stance: ☲ 리 (Li) - Fire\n */\nexport const AMSALJA_TECHNIQUES: readonly Technique[] = [\n {\n id: \"amsalja_shadow_strike\",\n name: {\n korean: \"암영격\",\n english: \"Shadow Strike\",\n },\n description: {\n korean: \"그림자처럼 빠르게 급소를 노립니다\",\n english: \"Strike vital points with shadow speed\",\n },\n staminaCost: 12,\n kiCost: 10,\n damage: { min: 20, max: 35 },\n damageType: DamageType.NERVE,\n cooldown: 1100, // animationDuration (600) + recovery (500)\n requiredStance: TrigramStance.LI,\n keyboardShortcut: \"Q\",\n targetsVitalPoint: true,\n criticalChance: 0.4,\n animationDuration: 600,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.2, // Very fast, precise strike\n },\n },\n {\n id: \"amsalja_nerve_strike\",\n name: {\n korean: \"신경타\",\n english: \"Nerve Strike\",\n },\n description: {\n korean: \"정확한 신경 타격으로 적을 마비시킵니다\",\n english: \"Paralyze the enemy with precise nerve strikes\",\n },\n staminaCost: 15,\n kiCost: 12,\n damage: { min: 15, max: 25 },\n damageType: DamageType.NERVE,\n cooldown: 1200, // animationDuration (700) + recovery (500)\n keyboardShortcut: \"T\",\n targetsVitalPoint: true,\n specialEffect: \"paralysis\",\n animationDuration: 700,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.1, // Fast precision\n },\n },\n {\n id: \"amsalja_deadly_precision\",\n name: {\n korean: \"치명정밀\",\n english: \"Deadly Precision\",\n },\n description: {\n korean: \"완벽한 정밀도로 치명적인 급소를 공격합니다\",\n english: \"Attack critical vital points with perfect accuracy\",\n },\n staminaCost: 18,\n kiCost: 15,\n damage: { min: 25, max: 45 },\n damageType: DamageType.PRESSURE,\n cooldown: 1400, // animationDuration (900) + recovery (500)\n requiredStance: TrigramStance.LI,\n keyboardShortcut: \"E\",\n targetsVitalPoint: true,\n criticalChance: 0.5,\n animationDuration: 900,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.0, // Precise, deliberate\n },\n },\n {\n id: \"amsalja_silent_death\",\n name: {\n korean: \"무음살\",\n english: \"Silent Death\",\n },\n description: {\n korean: \"소리 없이 치명적인 일격을 가합니다\",\n english: \"Deliver a silent, lethal strike\",\n },\n staminaCost: 22,\n kiCost: 18,\n damage: { min: 40, max: 60 },\n damageType: DamageType.NERVE,\n cooldown: 1500, // animationDuration (1000) + recovery (500)\n keyboardShortcut: \"R\",\n targetsVitalPoint: true,\n criticalChance: 0.6,\n specialEffect: \"instant_kill_chance\",\n animationDuration: 1000,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 0.9, // Powerful lethal strike\n },\n },\n];\n\n/**\n * Technique definitions for 해커 (Hacker) - Cyber Warrior.\n *\n * Philosophy: Technology-enhanced combat with data-driven precision.\n * Favored Stance: ☳ 진 (Jin) - Thunder\n */\nexport const HACKER_TECHNIQUES: readonly Technique[] = [\n {\n id: \"hacker_electric_shock\",\n name: {\n korean: \"전격\",\n english: \"Electric Shock\",\n },\n description: {\n korean: \"사이버 임플란트로 전기 충격을 가합니다\",\n english: \"Deliver electric shock via cyber implants\",\n },\n staminaCost: 10,\n kiCost: 12,\n damage: { min: 18, max: 28 },\n damageType: DamageType.ELECTRIC,\n cooldown: 1000, // animationDuration (500) + recovery (500)\n requiredStance: TrigramStance.JIN,\n keyboardShortcut: \"Q\",\n specialEffect: \"stun\",\n animationDuration: 500,\n animation: {\n type: AttackAnimationType.PUNCH_MID,\n speedModifier: 1.2, // Fast electric strike\n },\n },\n {\n id: \"hacker_data_strike\",\n name: {\n korean: \"데이터 타격\",\n english: \"Data Strike\",\n },\n description: {\n korean: \"전투 데이터를 분석하여 최적의 공격을 수행합니다\",\n english: \"Analyze combat data for optimal attack\",\n },\n staminaCost: 12,\n kiCost: 10,\n damage: { min: 22, max: 32 },\n damageType: DamageType.PIERCING,\n cooldown: 1200, // animationDuration (700) + recovery (500)\n keyboardShortcut: \"T\",\n targetsVitalPoint: true,\n criticalChance: 0.35,\n animationDuration: 700,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.1, // Data-enhanced precision\n },\n },\n {\n id: \"hacker_cyber_overdrive\",\n name: {\n korean: \"사이버 가속\",\n english: \"Cyber Overdrive\",\n },\n description: {\n korean: \"임플란트를 과부하시켜 초고속 공격을 수행합니다\",\n english: \"Overload implants for lightning-fast attacks\",\n },\n staminaCost: 18,\n kiCost: 15,\n damage: { min: 15, max: 25 },\n damageType: DamageType.ELECTRIC,\n cooldown: 1700, // animationDuration (1200) + recovery (500)\n requiredStance: TrigramStance.JIN,\n keyboardShortcut: \"E\",\n specialEffect: \"multi_hit\",\n animationDuration: 1200,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT_RAPID,\n speedModifier: 1.3, // Ultra-fast combo\n },\n },\n {\n id: \"hacker_system_crash\",\n name: {\n korean: \"시스템 크래시\",\n english: \"System Crash\",\n },\n description: {\n korean: \"적의 신경 시스템을 해킹하여 무력화합니다\",\n english: \"Hack the enemy's nervous system\",\n },\n staminaCost: 20,\n kiCost: 18,\n damage: { min: 30, max: 45 },\n damageType: DamageType.PSYCHIC,\n cooldown: 1600, // animationDuration (1100) + recovery (500)\n keyboardShortcut: \"R\",\n targetsVitalPoint: true,\n specialEffect: \"system_shutdown\",\n animationDuration: 1100,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.0, // Calculated precision\n },\n },\n];\n\n/**\n * Technique definitions for 정보요원 (Jeongbo Yowon) - Intelligence Operative.\n *\n * Philosophy: Strategic analysis and exploiting weaknesses.\n * Favored Stance: ☵ 감 (Gam) - Water\n */\nexport const JEONGBO_YOWON_TECHNIQUES: readonly Technique[] = [\n {\n id: \"jeongbo_tactical_strike\",\n name: {\n korean: \"전술타격\",\n english: \"Tactical Strike\",\n },\n description: {\n korean: \"적의 약점을 분석하여 전술적으로 공격합니다\",\n english: \"Analyze and strike enemy weaknesses tactically\",\n },\n staminaCost: 12,\n kiCost: 10,\n damage: { min: 20, max: 30 },\n damageType: DamageType.PIERCING,\n cooldown: 1150, // animationDuration (650) + recovery (500)\n requiredStance: TrigramStance.GAM,\n keyboardShortcut: \"Q\",\n targetsVitalPoint: true,\n criticalChance: 0.3,\n animationDuration: 650,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.1, // Strategic precision\n },\n },\n {\n id: \"jeongbo_counter_intelligence\",\n name: {\n korean: \"역정보공작\",\n english: \"Counter Intelligence\",\n },\n description: {\n korean: \"적의 움직임을 읽고 반격합니다\",\n english: \"Read and counter enemy movements\",\n },\n staminaCost: 10,\n kiCost: 12,\n damage: { min: 15, max: 30 },\n damageType: DamageType.IMPACT,\n cooldown: 1100, // animationDuration (600) + recovery (500)\n keyboardShortcut: \"T\",\n specialEffect: \"counter_stance\",\n animationDuration: 600,\n animation: {\n type: AttackAnimationType.PUNCH_MID,\n speedModifier: 1.2, // Fast counter\n },\n },\n {\n id: \"jeongbo_psychological_warfare\",\n name: {\n korean: \"심리전\",\n english: \"Psychological Warfare\",\n },\n description: {\n korean: \"적의 정신을 교란하여 약화시킵니다\",\n english: \"Disrupt enemy's mental state\",\n },\n staminaCost: 15,\n kiCost: 15,\n damage: { min: 10, max: 20 },\n damageType: DamageType.PSYCHIC,\n cooldown: 1300, // animationDuration (800) + recovery (500)\n keyboardShortcut: \"E\",\n specialEffect: \"confusion\",\n animationDuration: 800,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 1.0, // Deliberate mental attack\n },\n },\n {\n id: \"jeongbo_intelligence_strike\",\n name: {\n korean: \"정보타격\",\n english: \"Intelligence Strike\",\n },\n description: {\n korean: \"수집한 정보를 바탕으로 완벽한 공격을 수행합니다\",\n english: \"Execute perfect attack based on gathered intelligence\",\n },\n staminaCost: 20,\n kiCost: 18,\n damage: { min: 35, max: 50 },\n damageType: DamageType.PIERCING,\n cooldown: 1500, // animationDuration (1000) + recovery (500)\n requiredStance: TrigramStance.GAM,\n keyboardShortcut: \"R\",\n targetsVitalPoint: true,\n criticalChance: 0.45,\n animationDuration: 1000,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 0.9, // Powerful decisive strike\n },\n },\n {\n id: \"jeongbo_precision_takedown\",\n name: {\n korean: \"정밀제압\",\n english: \"Precision Takedown\",\n },\n description: {\n korean: \"무력한 적을 정밀하게 제압합니다 - 서명 기술\",\n english: \"Precisely takedown helpless opponent - Signature Move\",\n },\n staminaCost: 25,\n kiCost: 20,\n damage: { min: 45, max: 65 },\n damageType: DamageType.PIERCING,\n cooldown: 1700, // animationDuration (1200) + recovery (500)\n requiredStance: TrigramStance.GAM,\n keyboardShortcut: \"Y\",\n targetsVitalPoint: true,\n criticalChance: 0.6,\n specialEffect: \"signature_move\",\n animationDuration: 1200,\n animation: {\n type: AttackAnimationType.PRESSURE_POINT,\n speedModifier: 0.8, // Deliberate, precise execution\n },\n },\n];\n\n/**\n * Technique definitions for 조직폭력배 (Jojik Pokryeokbae) - Organized Crime.\n *\n * Philosophy: Ruthless pragmatism and brutal efficiency.\n * Favored Stance: ☷ 곤 (Gon) - Earth\n */\nexport const JOJIK_POKRYEOKBAE_TECHNIQUES: readonly Technique[] = [\n {\n id: \"jojik_street_brawl\",\n name: {\n korean: \"거리싸움\",\n english: \"Street Brawl\",\n },\n description: {\n korean: \"더러운 싸움으로 적을 제압합니다\",\n english: \"Overwhelm with dirty fighting\",\n },\n staminaCost: 10,\n kiCost: 8,\n damage: { min: 18, max: 28 },\n damageType: DamageType.BLUNT,\n cooldown: 1100, // animationDuration (600) + recovery (500)\n requiredStance: TrigramStance.GON,\n keyboardShortcut: \"Q\",\n criticalChance: 0.25,\n animationDuration: 600,\n animation: {\n type: AttackAnimationType.PUNCH_MID,\n speedModifier: 1.1, // Fast brawl strike\n },\n },\n {\n id: \"jojik_brutal_takedown\",\n name: {\n korean: \"잔혹제압\",\n english: \"Brutal Takedown\",\n },\n description: {\n korean: \"무자비하게 적을 쓰러뜨립니다\",\n english: \"Mercilessly takedown the enemy\",\n },\n staminaCost: 15,\n kiCost: 10,\n damage: { min: 25, max: 35 },\n damageType: DamageType.CRUSHING,\n cooldown: 1300, // animationDuration (800) + recovery (500)\n keyboardShortcut: \"T\",\n specialEffect: \"knockdown\",\n animationDuration: 800,\n animation: {\n type: AttackAnimationType.ELBOW_STRIKE,\n speedModifier: 0.9, // Heavy takedown\n },\n },\n {\n id: \"jojik_improvised_weapon\",\n name: {\n korean: \"즉석무기\",\n english: \"Improvised Weapon\",\n },\n description: {\n korean: \"주변 물건을 이용하여 공격합니다\",\n english: \"Attack using improvised objects\",\n },\n staminaCost: 12,\n kiCost: 10,\n damage: { min: 22, max: 38 },\n damageType: DamageType.SHARP,\n cooldown: 1200, // animationDuration (700) + recovery (500)\n requiredStance: TrigramStance.GON,\n keyboardShortcut: \"E\",\n criticalChance: 0.3,\n specialEffect: \"bleed\",\n animationDuration: 700,\n animation: {\n type: AttackAnimationType.PUNCH_HIGH,\n speedModifier: 1.0, // Unpredictable weapon strike\n },\n },\n {\n id: \"jojik_ruthless_assault\",\n name: {\n korean: \"무자비공격\",\n english: \"Ruthless Assault\",\n },\n description: {\n korean: \"자비 없이 적을 집중 공격합니다\",\n english: \"Relentlessly assault without mercy\",\n },\n staminaCost: 22,\n kiCost: 12,\n damage: { min: 30, max: 55 },\n damageType: DamageType.CRUSHING,\n cooldown: 1800, // animationDuration (1300) + recovery (500)\n keyboardShortcut: \"R\",\n criticalChance: 0.35,\n specialEffect: \"rage\",\n animationDuration: 1300,\n animation: {\n type: AttackAnimationType.PUNCH_LOW,\n speedModifier: 0.8, // Heavy brutal assault\n },\n },\n];\n\n/**\n * Get techniques for a specific player archetype.\n *\n * @param archetype - Player archetype\n * @returns Array of techniques for the archetype\n *\n * @public\n */\nexport function getTechniquesForArchetype(\n archetype: PlayerArchetype,\n): readonly Technique[] {\n switch (archetype) {\n case PlayerArchetype.MUSA:\n return MUSA_TECHNIQUES;\n case PlayerArchetype.AMSALJA:\n return AMSALJA_TECHNIQUES;\n case PlayerArchetype.HACKER:\n return HACKER_TECHNIQUES;\n case PlayerArchetype.JEONGBO_YOWON:\n return JEONGBO_YOWON_TECHNIQUES;\n case PlayerArchetype.JOJIK_POKRYEOKBAE:\n return JOJIK_POKRYEOKBAE_TECHNIQUES;\n default:\n // Exhaustive check: if a new archetype is added, TypeScript will error here\n const _exhaustiveCheck: never = archetype;\n throw new Error(`Unknown archetype: ${_exhaustiveCheck}`);\n }\n}\n\n/**\n * Convert KoreanTechnique to Technique format for UI compatibility\n */\nfunction convertKoreanToTechnique(koreanTech: KoreanTechnique): Technique {\n // Convert string damageType to DamageType enum\n const getDamageType = (type: string): DamageType => {\n // Map common string values to DamageType enum\n const typeMap: Record<string, DamageType> = {\n blunt: DamageType.BLUNT,\n physical: DamageType.BLUNT,\n piercing: DamageType.PIERCING,\n slashing: DamageType.SLASHING,\n crushing: DamageType.CRUSHING,\n impact: DamageType.IMPACT,\n joint: DamageType.JOINT,\n electric: DamageType.ELECTRIC,\n psychic: DamageType.PSYCHIC,\n };\n return typeMap[type.toLowerCase()] ?? DamageType.BLUNT;\n };\n\n return {\n id: koreanTech.id,\n name: {\n korean: koreanTech.koreanName || koreanTech.name.korean,\n english: koreanTech.englishName || koreanTech.name.english,\n romanized: koreanTech.romanized || koreanTech.name.romanized,\n },\n description: koreanTech.description,\n staminaCost: koreanTech.staminaCost,\n kiCost: koreanTech.kiCost,\n damage: {\n min: Math.floor(koreanTech.damage * 0.8),\n max: Math.ceil(koreanTech.damage * 1.2),\n },\n damageType: getDamageType(koreanTech.damageType),\n cooldown: koreanTech.recoveryTime + koreanTech.executionTime,\n requiredStance: koreanTech.stance,\n keyboardShortcut: \"Q\", // Placeholder; immediately overridden by getTechniquesForStanceAndArchetype()\n criticalChance: koreanTech.critChance,\n animationDuration: koreanTech.executionTime,\n };\n}\n\n/**\n * Get techniques for a player based on their current stance and archetype.\n * Combines trigram stance techniques with archetype-specific bonuses.\n *\n * @param stance - Current player stance\n * @param archetype - Player archetype\n * @returns Array of available techniques with proper keyboard shortcuts assigned\n *\n * @public\n */\nexport function getTechniquesForStanceAndArchetype(\n stance: TrigramStance,\n archetype: PlayerArchetype,\n): readonly Technique[] {\n // Get stance-based techniques from Korean martial arts system\n const koreanTechniques = KoreanTechniquesSystem.getAllAvailableTechniques(\n stance,\n archetype,\n );\n\n // Convert to Technique format\n const convertedTechniques = koreanTechniques.map(convertKoreanToTechnique);\n\n // Also include archetype-specific special techniques\n const archetypeTechniques = getTechniquesForArchetype(archetype);\n\n // Filter archetype techniques to only include those matching current stance or no stance requirement\n const filteredArchetypeTechniques = archetypeTechniques.filter(\n (tech) => !tech.requiredStance || tech.requiredStance === stance,\n );\n\n // Combine both sets, prioritizing stance techniques\n const allTechniques = [\n ...convertedTechniques,\n ...filteredArchetypeTechniques,\n ];\n\n // Limit to maximum 10 techniques (keyboard shortcuts Q-E-R-T-Y-F-G-Z-X-C)\n const limitedTechniques = allTechniques.slice(0, 10);\n\n // Assign keyboard shortcuts using conflict-free keys around WASD\n const keyboardShortcuts = [\n \"Q\",\n \"E\",\n \"R\",\n \"T\",\n \"Y\",\n \"F\",\n \"G\",\n \"Z\",\n \"X\",\n \"C\",\n ] as const;\n return limitedTechniques.map((tech, index) => ({\n ...tech,\n keyboardShortcut: keyboardShortcuts[index] as TechniqueKey,\n }));\n}\n\n/**\n * Get a specific technique by ID.\n *\n * @param techniqueId - Unique technique identifier\n * @returns Technique if found, undefined otherwise\n *\n * @public\n */\nexport function getTechniqueById(techniqueId: string): Technique | undefined {\n const allTechniques = [\n ...MUSA_TECHNIQUES,\n ...AMSALJA_TECHNIQUES,\n ...HACKER_TECHNIQUES,\n ...JEONGBO_YOWON_TECHNIQUES,\n ...JOJIK_POKRYEOKBAE_TECHNIQUES,\n ];\n\n return allTechniques.find((tech) => tech.id === techniqueId);\n}\n\nexport default {\n getTechniquesForArchetype,\n getTechniquesForStanceAndArchetype,\n getTechniqueById,\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;AA8BA,IAAa,kBAAwC;CACnD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAG,KAAK;GAAG;EAC1B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,gBAAgB;EAChB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACF;;;;;;;AAQD,IAAa,qBAA2C;CACtD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,mBAAmB;EACnB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACF;;;;;;;AAQD,IAAa,oBAA0C;CACrD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,mBAAmB;EACnB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACF;;;;;;;AAQD,IAAa,2BAAiD;CAC5D;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,kBAAkB;EAClB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY,WAAW;EACvB,UAAU;EACV,gBAAgB,cAAc;EAC9B,kBAAkB;EAClB,mBAAmB;EACnB,gBAAgB;EAChB,eAAe;EACf,mBAAmB;EACnB,WAAW;GACT,MAAM,oBAAoB;GAC1B,eAAe;GAChB;EACF;CACF;;;;;;;AAQD,IAAa,+BAAqD;CAChE;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,aAAa;EACb,QAAQ;EACR,QAAQ;GAAE,KAAK;GAAI,KAAK;GAAI;EAC5B,YAAY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/**
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* useActionFeedback Hook - Player Action Feedback State Management
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*
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* Manages state for floating damage numbers, combo counter, technique names,
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* and action indicators (Perfect, Critical, Blocked, Dodged).
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*
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* @module hooks/useActionFeedback
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* @category Combat UI
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* @korean 액션피드백
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*/
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import { Position } from "../types";
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/**
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* Types of action feedback indicators
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*/
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export type ActionFeedbackType = "perfect" | "critical" | "blocked" | "dodged" | "technique" | "combo_milestone";
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/**
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* Damage number type for color coding
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*/
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export type DamageType = "normal" | "critical" | "vital";
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/**
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* Represents a floating damage number
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*/
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export interface DamageNumber {
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readonly id: string;
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readonly damage: number;
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readonly position: Position;
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readonly type: DamageType;
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readonly timestamp: number;
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}
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/**
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* Represents an action feedback indicator
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*/
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export interface ActionFeedback {
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readonly id: string;
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readonly type: ActionFeedbackType;
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readonly text: string;
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readonly textKorean: string;
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readonly position: Position;
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readonly timestamp: number;
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}
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/**
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* Action feedback state
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*/
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export interface ActionFeedbackState {
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readonly damageNumbers: DamageNumber[];
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readonly actionFeedbacks: ActionFeedback[];
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readonly comboCount: number;
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readonly lastHitTime: number;
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readonly currentTechnique: {
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korean: string;
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english: string;
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} | null;
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readonly techniqueShowTime: number;
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}
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/**
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* Action feedback actions interface
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*/
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export interface ActionFeedbackActions {
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readonly addDamageNumber: (damage: number, position: Position, type?: DamageType) => void;
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readonly addActionFeedback: (type: ActionFeedbackType, text: string, textKorean: string, position: Position) => void;
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readonly incrementCombo: () => void;
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readonly resetCombo: () => void;
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readonly showTechnique: (korean: string, english: string) => void;
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readonly hideTechnique: () => void;
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readonly clearExpired: () => void;
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}
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/**
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* Configuration for useActionFeedback hook
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*/
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export interface UseActionFeedbackConfig {
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/** Duration in ms for damage numbers to display (default: 1500) */
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readonly damageNumberDuration?: number;
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/** Duration in ms for action feedback to display (default: 1200) */
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readonly actionFeedbackDuration?: number;
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/** Duration in ms for technique name to display (default: 2000) */
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readonly techniqueDuration?: number;
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/** Duration in ms before combo resets after no hits (default: 2000) */
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readonly comboResetTime?: number;
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}
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/**
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* useActionFeedback Hook
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*
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* Manages combat action feedback including:
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* - Floating damage numbers with color coding (normal, critical, vital)
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* - Combo counter with automatic reset
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* - Technique name display (Korean | English)
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* - Action indicators (Perfect, Critical, Blocked, Dodged)
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*
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* @param config - Optional configuration for durations and timing
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* @returns Action feedback state and actions
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*
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* @example
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* ```typescript
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* const { state, actions } = useActionFeedback({
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* damageNumberDuration: 1500,
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* comboResetTime: 2000,
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* });
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*
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* // Add damage number
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* actions.addDamageNumber(25, { x: 100, y: 200 }, 'critical');
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*
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* // Show technique name
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*
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* ```
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*/
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export declare function useActionFeedback(config?: UseActionFeedbackConfig): {
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state: ActionFeedbackState;
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actions: ActionFeedbackActions;
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};
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export default useActionFeedback;
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{"version":3,"file":"useActionFeedback.d.ts","sourceRoot":"","sources":["../../src/hooks/useActionFeedback.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,EAAE,QAAQ,EAAE,MAAM,UAAU,CAAC;AAEpC;;GAEG;AACH,MAAM,MAAM,kBAAkB,GAC1B,SAAS,GACT,UAAU,GACV,SAAS,GACT,QAAQ,GACR,WAAW,GACX,iBAAiB,CAAC;AAEtB;;GAEG;AACH,MAAM,MAAM,UAAU,GAAG,QAAQ,GAAG,UAAU,GAAG,OAAO,CAAC;AAEzD;;GAEG;AACH,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAC5B,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAC;IAC1B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,cAAc;IAC7B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,QAAQ,CAAC,IAAI,EAAE,kBAAkB,CAAC;IAClC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAC5B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,MAAM,WAAW,mBAAmB;IAClC,QAAQ,CAAC,aAAa,EAAE,YAAY,EAAE,CAAC;IACvC,QAAQ,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC;IAC3C,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,gBAAgB,EAAE;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI,CAAC;IACtE,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;CACpC;AAED;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,EAAE,IAAI,CAAC,EAAE,UAAU,KAAK,IAAI,CAAC;IAC1F,QAAQ,CAAC,iBAAiB,EAAE,CAAC,IAAI,EAAE,kBAAkB,EAAE,IAAI,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,KAAK,IAAI,CAAC;IACrH,QAAQ,CAAC,cAAc,EAAE,MAAM,IAAI,CAAC;IACpC,QAAQ,CAAC,UAAU,EAAE,MAAM,IAAI,CAAC;IAChC,QAAQ,CAAC,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,KAAK,IAAI,CAAC;IAClE,QAAQ,CAAC,aAAa,EAAE,MAAM,IAAI,CAAC;IACnC,QAAQ,CAAC,YAAY,EAAE,MAAM,IAAI,CAAC;CACnC;AAED;;GAEG;AACH,MAAM,WAAW,uBAAuB;IACtC,mEAAmE;IACnE,QAAQ,CAAC,oBAAoB,CAAC,EAAE,MAAM,CAAC;IACvC,oEAAoE;IACpE,QAAQ,CAAC,sBAAsB,CAAC,EAAE,MAAM,CAAC;IACzC,mEAAmE;IACnE,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IACpC,uEAAuE;IACvE,QAAQ,CAAC,cAAc,CAAC,EAAE,MAAM,CAAC;CAClC;AAUD;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,iBAAiB,CAAC,MAAM,GAAE,uBAA4B,GAAG;IACvE,KAAK,EAAE,mBAAmB,CAAC;IAC3B,OAAO,EAAE,qBAAqB,CAAC;CAChC,CAiKA;AAED,eAAe,iBAAiB,CAAC"}
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import { useCallback, useEffect, useRef, useState } from "react";
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//#region src/hooks/useActionFeedback.ts
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/**
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4
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* useActionFeedback Hook - Player Action Feedback State Management
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*
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6
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* Manages state for floating damage numbers, combo counter, technique names,
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* and action indicators (Perfect, Critical, Blocked, Dodged).
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*
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* @module hooks/useActionFeedback
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* @category Combat UI
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* @korean 액션피드백
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*/
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/** Default configuration */
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var DEFAULT_CONFIG = {
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damageNumberDuration: 1500,
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actionFeedbackDuration: 1200,
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techniqueDuration: 2e3,
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comboResetTime: 2e3
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};
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/**
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* useActionFeedback Hook
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*
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* Manages combat action feedback including:
|
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* - Floating damage numbers with color coding (normal, critical, vital)
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* - Combo counter with automatic reset
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* - Technique name display (Korean | English)
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* - Action indicators (Perfect, Critical, Blocked, Dodged)
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*
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* @param config - Optional configuration for durations and timing
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* @returns Action feedback state and actions
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*
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* @example
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* ```typescript
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* const { state, actions } = useActionFeedback({
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* damageNumberDuration: 1500,
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* comboResetTime: 2000,
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* });
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*
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* // Add damage number
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* actions.addDamageNumber(25, { x: 100, y: 200 }, 'critical');
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*
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* // Show technique name
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* actions.showTechnique('천둥벽력', 'Thunder Strike');
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*
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* // Increment combo
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* actions.incrementCombo();
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* ```
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*/
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function useActionFeedback(config = {}) {
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const { damageNumberDuration, actionFeedbackDuration, techniqueDuration, comboResetTime } = {
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...DEFAULT_CONFIG,
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...config
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};
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const [damageNumbers, setDamageNumbers] = useState([]);
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const [actionFeedbacks, setActionFeedbacks] = useState([]);
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const [comboCount, setComboCount] = useState(0);
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const [lastHitTime, setLastHitTime] = useState(0);
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const [currentTechnique, setCurrentTechnique] = useState(null);
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const [techniqueShowTime, setTechniqueShowTime] = useState(0);
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const comboResetTimerRef = useRef(null);
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const techniqueTimerRef = useRef(null);
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const cleanupIntervalRef = useRef(null);
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const idCounterRef = useRef(0);
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const generateId = useCallback(() => {
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idCounterRef.current += 1;
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return `feedback_${Date.now()}_${idCounterRef.current}`;
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}, []);
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const addDamageNumber = useCallback((damage, position, type = "normal") => {
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const damageNumber = {
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id: generateId(),
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damage,
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position,
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type,
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timestamp: Date.now()
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};
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setDamageNumbers((prev) => [...prev, damageNumber]);
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}, [generateId]);
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const addActionFeedback = useCallback((type, text, textKorean, position) => {
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const feedback = {
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id: generateId(),
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type,
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text,
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textKorean,
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position,
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timestamp: Date.now()
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};
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setActionFeedbacks((prev) => [...prev, feedback]);
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}, [generateId]);
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const incrementCombo = useCallback(() => {
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setComboCount((prev) => prev + 1);
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setLastHitTime(Date.now());
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if (comboResetTimerRef.current) clearTimeout(comboResetTimerRef.current);
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comboResetTimerRef.current = setTimeout(() => {
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setComboCount(0);
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}, comboResetTime);
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}, [comboResetTime]);
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const resetCombo = useCallback(() => {
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setComboCount(0);
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if (comboResetTimerRef.current) {
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clearTimeout(comboResetTimerRef.current);
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comboResetTimerRef.current = null;
|
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}
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}, []);
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const showTechnique = useCallback((korean, english) => {
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setCurrentTechnique({
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korean,
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english
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});
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setTechniqueShowTime(Date.now());
|
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if (techniqueTimerRef.current) clearTimeout(techniqueTimerRef.current);
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techniqueTimerRef.current = setTimeout(() => {
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setCurrentTechnique(null);
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}, techniqueDuration);
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}, [techniqueDuration]);
|
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+
const hideTechnique = useCallback(() => {
|
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setCurrentTechnique(null);
|
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+
if (techniqueTimerRef.current) {
|
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clearTimeout(techniqueTimerRef.current);
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techniqueTimerRef.current = null;
|
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}
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}, []);
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const clearExpired = useCallback(() => {
|
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const now = Date.now();
|
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setDamageNumbers((prev) => prev.filter((d) => now - d.timestamp < damageNumberDuration));
|
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setActionFeedbacks((prev) => prev.filter((f) => now - f.timestamp < actionFeedbackDuration));
|
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}, [damageNumberDuration, actionFeedbackDuration]);
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useEffect(() => {
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cleanupIntervalRef.current = setInterval(clearExpired, 100);
|
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return () => {
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if (cleanupIntervalRef.current) clearInterval(cleanupIntervalRef.current);
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if (comboResetTimerRef.current) clearTimeout(comboResetTimerRef.current);
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if (techniqueTimerRef.current) clearTimeout(techniqueTimerRef.current);
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};
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}, [clearExpired]);
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return {
|
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state: {
|
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damageNumbers,
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actionFeedbacks,
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comboCount,
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lastHitTime,
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currentTechnique,
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techniqueShowTime
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},
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actions: {
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addDamageNumber,
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addActionFeedback,
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incrementCombo,
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resetCombo,
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showTechnique,
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hideTechnique,
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clearExpired
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}
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};
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}
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//#endregion
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|
+
export { useActionFeedback as default };
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//# sourceMappingURL=useActionFeedback.js.map
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{"version":3,"file":"useActionFeedback.js","names":[],"sources":["../../src/hooks/useActionFeedback.ts"],"sourcesContent":["/**\n * useActionFeedback Hook - Player Action Feedback State Management\n * \n * Manages state for floating damage numbers, combo counter, technique names,\n * and action indicators (Perfect, Critical, Blocked, Dodged).\n *\n * @module hooks/useActionFeedback\n * @category Combat UI\n * @korean 액션피드백\n */\n\nimport { useCallback, useEffect, useRef, useState } from \"react\";\nimport { Position } from \"../types\";\n\n/**\n * Types of action feedback indicators\n */\nexport type ActionFeedbackType = \n | \"perfect\"\n | \"critical\"\n | \"blocked\"\n | \"dodged\"\n | \"technique\"\n | \"combo_milestone\";\n\n/**\n * Damage number type for color coding\n */\nexport type DamageType = \"normal\" | \"critical\" | \"vital\";\n\n/**\n * Represents a floating damage number\n */\nexport interface DamageNumber {\n readonly id: string;\n readonly damage: number;\n readonly position: Position;\n readonly type: DamageType;\n readonly timestamp: number;\n}\n\n/**\n * Represents an action feedback indicator\n */\nexport interface ActionFeedback {\n readonly id: string;\n readonly type: ActionFeedbackType;\n readonly text: string;\n readonly textKorean: string;\n readonly position: Position;\n readonly timestamp: number;\n}\n\n/**\n * Action feedback state\n */\nexport interface ActionFeedbackState {\n readonly damageNumbers: DamageNumber[];\n readonly actionFeedbacks: ActionFeedback[];\n readonly comboCount: number;\n readonly lastHitTime: number;\n readonly currentTechnique: { korean: string; english: string } | null;\n readonly techniqueShowTime: number;\n}\n\n/**\n * Action feedback actions interface\n */\nexport interface ActionFeedbackActions {\n readonly addDamageNumber: (damage: number, position: Position, type?: DamageType) => void;\n readonly addActionFeedback: (type: ActionFeedbackType, text: string, textKorean: string, position: Position) => void;\n readonly incrementCombo: () => void;\n readonly resetCombo: () => void;\n readonly showTechnique: (korean: string, english: string) => void;\n readonly hideTechnique: () => void;\n readonly clearExpired: () => void;\n}\n\n/**\n * Configuration for useActionFeedback hook\n */\nexport interface UseActionFeedbackConfig {\n /** Duration in ms for damage numbers to display (default: 1500) */\n readonly damageNumberDuration?: number;\n /** Duration in ms for action feedback to display (default: 1200) */\n readonly actionFeedbackDuration?: number;\n /** Duration in ms for technique name to display (default: 2000) */\n readonly techniqueDuration?: number;\n /** Duration in ms before combo resets after no hits (default: 2000) */\n readonly comboResetTime?: number;\n}\n\n/** Default configuration */\nconst DEFAULT_CONFIG: Required<UseActionFeedbackConfig> = {\n damageNumberDuration: 1500,\n actionFeedbackDuration: 1200,\n techniqueDuration: 2000,\n comboResetTime: 2000,\n};\n\n/**\n * useActionFeedback Hook\n * \n * Manages combat action feedback including:\n * - Floating damage numbers with color coding (normal, critical, vital)\n * - Combo counter with automatic reset\n * - Technique name display (Korean | English)\n * - Action indicators (Perfect, Critical, Blocked, Dodged)\n *\n * @param config - Optional configuration for durations and timing\n * @returns Action feedback state and actions\n *\n * @example\n * ```typescript\n * const { state, actions } = useActionFeedback({\n * damageNumberDuration: 1500,\n * comboResetTime: 2000,\n * });\n *\n * // Add damage number\n * actions.addDamageNumber(25, { x: 100, y: 200 }, 'critical');\n *\n * // Show technique name\n * actions.showTechnique('천둥벽력', 'Thunder Strike');\n *\n * // Increment combo\n * actions.incrementCombo();\n * ```\n */\nexport function useActionFeedback(config: UseActionFeedbackConfig = {}): {\n state: ActionFeedbackState;\n actions: ActionFeedbackActions;\n} {\n const {\n damageNumberDuration,\n actionFeedbackDuration,\n techniqueDuration,\n comboResetTime,\n } = { ...DEFAULT_CONFIG, ...config };\n\n // State\n const [damageNumbers, setDamageNumbers] = useState<DamageNumber[]>([]);\n const [actionFeedbacks, setActionFeedbacks] = useState<ActionFeedback[]>([]);\n const [comboCount, setComboCount] = useState(0);\n const [lastHitTime, setLastHitTime] = useState(0);\n const [currentTechnique, setCurrentTechnique] = useState<{ korean: string; english: string } | null>(null);\n const [techniqueShowTime, setTechniqueShowTime] = useState(0);\n\n // Refs for timers\n const comboResetTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null);\n const techniqueTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null);\n const cleanupIntervalRef = useRef<ReturnType<typeof setInterval> | null>(null);\n const idCounterRef = useRef(0);\n\n // Generate unique ID using counter and timestamp for guaranteed uniqueness\n const generateId = useCallback(() => {\n idCounterRef.current += 1;\n return `feedback_${Date.now()}_${idCounterRef.current}`;\n }, []);\n\n // Add damage number\n const addDamageNumber = useCallback((\n damage: number,\n position: Position,\n type: DamageType = \"normal\"\n ) => {\n const damageNumber: DamageNumber = {\n id: generateId(),\n damage,\n position,\n type,\n timestamp: Date.now(),\n };\n setDamageNumbers(prev => [...prev, damageNumber]);\n }, [generateId]);\n\n // Add action feedback\n const addActionFeedback = useCallback((\n type: ActionFeedbackType,\n text: string,\n textKorean: string,\n position: Position\n ) => {\n const feedback: ActionFeedback = {\n id: generateId(),\n type,\n text,\n textKorean,\n position,\n timestamp: Date.now(),\n };\n setActionFeedbacks(prev => [...prev, feedback]);\n }, [generateId]);\n\n // Increment combo counter\n const incrementCombo = useCallback(() => {\n setComboCount(prev => prev + 1);\n setLastHitTime(Date.now());\n\n // Clear existing reset timer\n if (comboResetTimerRef.current) {\n clearTimeout(comboResetTimerRef.current);\n }\n\n // Set new reset timer\n comboResetTimerRef.current = setTimeout(() => {\n setComboCount(0);\n }, comboResetTime);\n }, [comboResetTime]);\n\n // Reset combo counter\n const resetCombo = useCallback(() => {\n setComboCount(0);\n if (comboResetTimerRef.current) {\n clearTimeout(comboResetTimerRef.current);\n comboResetTimerRef.current = null;\n }\n }, []);\n\n // Show technique name\n const showTechnique = useCallback((korean: string, english: string) => {\n setCurrentTechnique({ korean, english });\n setTechniqueShowTime(Date.now());\n\n // Clear existing timer\n if (techniqueTimerRef.current) {\n clearTimeout(techniqueTimerRef.current);\n }\n\n // Set hide timer\n techniqueTimerRef.current = setTimeout(() => {\n setCurrentTechnique(null);\n }, techniqueDuration);\n }, [techniqueDuration]);\n\n // Hide technique name\n const hideTechnique = useCallback(() => {\n setCurrentTechnique(null);\n if (techniqueTimerRef.current) {\n clearTimeout(techniqueTimerRef.current);\n techniqueTimerRef.current = null;\n }\n }, []);\n\n // Clear expired items\n const clearExpired = useCallback(() => {\n const now = Date.now();\n\n setDamageNumbers(prev =>\n prev.filter(d => now - d.timestamp < damageNumberDuration)\n );\n\n setActionFeedbacks(prev =>\n prev.filter(f => now - f.timestamp < actionFeedbackDuration)\n );\n }, [damageNumberDuration, actionFeedbackDuration]);\n\n // Setup cleanup interval\n useEffect(() => {\n cleanupIntervalRef.current = setInterval(clearExpired, 100);\n\n return () => {\n if (cleanupIntervalRef.current) {\n clearInterval(cleanupIntervalRef.current);\n }\n if (comboResetTimerRef.current) {\n clearTimeout(comboResetTimerRef.current);\n }\n if (techniqueTimerRef.current) {\n clearTimeout(techniqueTimerRef.current);\n }\n };\n }, [clearExpired]);\n\n return {\n state: {\n damageNumbers,\n actionFeedbacks,\n comboCount,\n lastHitTime,\n currentTechnique,\n techniqueShowTime,\n },\n actions: {\n addDamageNumber,\n addActionFeedback,\n incrementCombo,\n resetCombo,\n showTechnique,\n hideTechnique,\n clearExpired,\n },\n };\n}\n\nexport default useActionFeedback;\n"],"mappings":";;;;;;;;;;;;;AA6FA,IAAM,iBAAoD;CACxD,sBAAsB;CACtB,wBAAwB;CACxB,mBAAmB;CACnB,gBAAgB;CACjB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BD,SAAgB,kBAAkB,SAAkC,EAAE,EAGpE;CACA,MAAM,EACJ,sBACA,wBACA,mBACA,mBACE;EAAE,GAAG;EAAgB,GAAG;EAAQ;CAGpC,MAAM,CAAC,eAAe,oBAAoB,SAAyB,EAAE,CAAC;CACtE,MAAM,CAAC,iBAAiB,sBAAsB,SAA2B,EAAE,CAAC;CAC5E,MAAM,CAAC,YAAY,iBAAiB,SAAS,EAAE;CAC/C,MAAM,CAAC,aAAa,kBAAkB,SAAS,EAAE;CACjD,MAAM,CAAC,kBAAkB,uBAAuB,SAAqD,KAAK;CAC1G,MAAM,CAAC,mBAAmB,wBAAwB,SAAS,EAAE;CAG7D,MAAM,qBAAqB,OAA6C,KAAK;CAC7E,MAAM,oBAAoB,OAA6C,KAAK;CAC5E,MAAM,qBAAqB,OAA8C,KAAK;CAC9E,MAAM,eAAe,OAAO,EAAE;CAG9B,MAAM,aAAa,kBAAkB;AACnC,eAAa,WAAW;AACxB,SAAO,YAAY,KAAK,KAAK,CAAC,GAAG,aAAa;IAC7C,EAAE,CAAC;CAGN,MAAM,kBAAkB,aACtB,QACA,UACA,OAAmB,aAChB;EACH,MAAM,eAA6B;GACjC,IAAI,YAAY;GAChB;GACA;GACA;GACA,WAAW,KAAK,KAAK;GACtB;AACD,oBAAiB,SAAQ,CAAC,GAAG,MAAM,aAAa,CAAC;IAChD,CAAC,WAAW,CAAC;CAGhB,MAAM,oBAAoB,aACxB,MACA,MACA,YACA,aACG;EACH,MAAM,WAA2B;GAC/B,IAAI,YAAY;GAChB;GACA;GACA;GACA;GACA,WAAW,KAAK,KAAK;GACtB;AACD,sBAAmB,SAAQ,CAAC,GAAG,MAAM,SAAS,CAAC;IAC9C,CAAC,WAAW,CAAC;CAGhB,MAAM,iBAAiB,kBAAkB;AACvC,iBAAc,SAAQ,OAAO,EAAE;AAC/B,iBAAe,KAAK,KAAK,CAAC;AAG1B,MAAI,mBAAmB,QACrB,cAAa,mBAAmB,QAAQ;AAI1C,qBAAmB,UAAU,iBAAiB;AAC5C,iBAAc,EAAE;KACf,eAAe;IACjB,CAAC,eAAe,CAAC;CAGpB,MAAM,aAAa,kBAAkB;AACnC,gBAAc,EAAE;AAChB,MAAI,mBAAmB,SAAS;AAC9B,gBAAa,mBAAmB,QAAQ;AACxC,sBAAmB,UAAU;;IAE9B,EAAE,CAAC;CAGN,MAAM,gBAAgB,aAAa,QAAgB,YAAoB;AACrE,sBAAoB;GAAE;GAAQ;GAAS,CAAC;AACxC,uBAAqB,KAAK,KAAK,CAAC;AAGhC,MAAI,kBAAkB,QACpB,cAAa,kBAAkB,QAAQ;AAIzC,oBAAkB,UAAU,iBAAiB;AAC3C,uBAAoB,KAAK;KACxB,kBAAkB;IACpB,CAAC,kBAAkB,CAAC;CAGvB,MAAM,gBAAgB,kBAAkB;AACtC,sBAAoB,KAAK;AACzB,MAAI,kBAAkB,SAAS;AAC7B,gBAAa,kBAAkB,QAAQ;AACvC,qBAAkB,UAAU;;IAE7B,EAAE,CAAC;CAGN,MAAM,eAAe,kBAAkB;EACrC,MAAM,MAAM,KAAK,KAAK;AAEtB,oBAAiB,SACf,KAAK,QAAO,MAAK,MAAM,EAAE,YAAY,qBAAqB,CAC3D;AAED,sBAAmB,SACjB,KAAK,QAAO,MAAK,MAAM,EAAE,YAAY,uBAAuB,CAC7D;IACA,CAAC,sBAAsB,uBAAuB,CAAC;AAGlD,iBAAgB;AACd,qBAAmB,UAAU,YAAY,cAAc,IAAI;AAE3D,eAAa;AACX,OAAI,mBAAmB,QACrB,eAAc,mBAAmB,QAAQ;AAE3C,OAAI,mBAAmB,QACrB,cAAa,mBAAmB,QAAQ;AAE1C,OAAI,kBAAkB,QACpB,cAAa,kBAAkB,QAAQ;;IAG1C,CAAC,aAAa,CAAC;AAElB,QAAO;EACL,OAAO;GACL;GACA;GACA;GACA;GACA;GACA;GACD;EACD,SAAS;GACP;GACA;GACA;GACA;GACA;GACA;GACA;GACD;EACF"}
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/**
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* useBalanceAnimations - Shared hook for balance state visual effects
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*
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* Manages sway, stumble, and lean animations based on player balance state.
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* Reduces code duplication in skeletal animation components.
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*
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* @module hooks/useBalanceAnimations
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* @category Hooks
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* @korean 균형애니메이션훅
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*/
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import type { BalanceState } from "../types/player-visual";
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/**
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* Options for useBalanceAnimations hook
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*/
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export interface UseBalanceAnimationsOptions {
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/** Current balance state */
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readonly balance?: BalanceState;
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}
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/**
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* Return type for useBalanceAnimations hook
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*/
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export interface UseBalanceAnimationsReturn {
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/** Current sway position offset [x, y, z] */
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readonly swayPosition: [number, number, number];
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/** Current helpless rotation (forward lean) */
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readonly helplessRotation: number;
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/** Update balance animations (call in useFrame) */
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readonly updateBalanceAnimations: (delta: number, frameCounter: number) => void;
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}
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/**
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* useBalanceAnimations hook
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*
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* Manages balance state visual effects including sway, stumble, and lean
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* animations. Updates at 60fps with periodic state syncs to reduce re-renders.
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*
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* @param options - Balance animation options
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* @returns Balance animation state and update function
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*
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* @example
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* ```tsx
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* const { swayPosition, helplessRotation, updateBalanceAnimations } =
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* useBalanceAnimations({
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* balance: "VULNERABLE",
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* });
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*
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* let frameCounter = 0;
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* useFrame((_, delta) => {
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* frameCounter = (frameCounter + 1) % 10;
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* updateBalanceAnimations(delta, frameCounter);
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* });
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*
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* // Apply to character group in render:
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* // position={swayPosition} rotation={[helplessRotation, 0, 0]}
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* ```
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*
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*/
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export declare function useBalanceAnimations(options: UseBalanceAnimationsOptions): UseBalanceAnimationsReturn;
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{"version":3,"file":"useBalanceAnimations.d.ts","sourceRoot":"","sources":["../../src/hooks/useBalanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AA+C3D;;;GAGG;AACH,MAAM,WAAW,2BAA2B;IAC1C,4BAA4B;IAC5B,QAAQ,CAAC,OAAO,CAAC,EAAE,YAAY,CAAC;CACjC;AAED;;;GAGG;AACH,MAAM,WAAW,0BAA0B;IACzC,6CAA6C;IAC7C,QAAQ,CAAC,YAAY,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAChD,+CAA+C;IAC/C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,mDAAmD;IACnD,QAAQ,CAAC,uBAAuB,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,KAAK,IAAI,CAAC;CACjF;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,wBAAgB,oBAAoB,CAClC,OAAO,EAAE,2BAA2B,GACnC,0BAA0B,CAmF5B"}
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import { useRef, useState } from "react";
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//#region src/hooks/useBalanceAnimations.ts
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/**
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* useBalanceAnimations - Shared hook for balance state visual effects
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*
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* Manages sway, stumble, and lean animations based on player balance state.
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* Reduces code duplication in skeletal animation components.
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*
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* @module hooks/useBalanceAnimations
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* @category Hooks
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* @korean 균형애니메이션훅
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*/
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/**
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* Animation constants for balance state sway effects.
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* Defines intensity, speed, and lean parameters for visual feedback.
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* @korean 균형상태애니메이션상수
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*/
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var BALANCE_STATE_ANIMATION_CONSTANTS = {
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SHAKEN: {
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swayIntensity: .02,
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swaySpeed: 2
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},
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VULNERABLE: {
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swayIntensity: .04,
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swaySpeed: 3
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},
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HELPLESS: {
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stumbleIntensity: .08,
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stumbleSpeed: 1.5,
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leanIntensity: .15,
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lowerStance: -.15
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},
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SWAY_THRESHOLD: .001
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};
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/**
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* Checks if there is significant sway that requires animation updates.
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*
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* @param swayPosition - Current sway position [x, y, z]
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* @param helplessRotation - Current helpless rotation angle
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* @returns True if sway is above threshold
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* @korean 의미있는흔들림확인
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*/
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var hasSignificantSway = (swayPosition, helplessRotation) => {
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return Math.abs(swayPosition[0]) > BALANCE_STATE_ANIMATION_CONSTANTS.SWAY_THRESHOLD || Math.abs(swayPosition[1]) > BALANCE_STATE_ANIMATION_CONSTANTS.SWAY_THRESHOLD || Math.abs(helplessRotation) > BALANCE_STATE_ANIMATION_CONSTANTS.SWAY_THRESHOLD;
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};
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/**
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* useBalanceAnimations hook
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*
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* Manages balance state visual effects including sway, stumble, and lean
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* animations. Updates at 60fps with periodic state syncs to reduce re-renders.
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*
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* @param options - Balance animation options
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* @returns Balance animation state and update function
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*
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* @example
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* ```tsx
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* const { swayPosition, helplessRotation, updateBalanceAnimations } =
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* useBalanceAnimations({
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* balance: "VULNERABLE",
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* });
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*
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* // In useFrame callback
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* let frameCounter = 0;
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* useFrame((_, delta) => {
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* frameCounter = (frameCounter + 1) % 10;
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* updateBalanceAnimations(delta, frameCounter);
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* });
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*
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* // Apply to character group in render:
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* // position={swayPosition} rotation={[helplessRotation, 0, 0]}
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* ```
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*
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* @korean 균형애니메이션훅
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*/
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function useBalanceAnimations(options) {
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const { balance = "READY" } = options;
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const swayTimeRef = useRef(0);
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const [swayPosition, setSwayPosition] = useState([
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0,
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0,
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]);
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const [helplessRotation, setHelplessRotation] = useState(0);
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const updateBalanceAnimations = (delta, frameCounter) => {
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if (balance === "HELPLESS") {
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swayTimeRef.current += delta;
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const { stumbleIntensity, stumbleSpeed, leanIntensity, lowerStance } = BALANCE_STATE_ANIMATION_CONSTANTS.HELPLESS;
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const swayX = Math.sin(swayTimeRef.current * stumbleSpeed) * stumbleIntensity;
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const swayY = Math.cos(swayTimeRef.current * stumbleSpeed * .5) * stumbleIntensity * .3 + lowerStance;
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90
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const leanAngle = Math.sin(swayTimeRef.current * stumbleSpeed * .7) * leanIntensity;
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if (frameCounter % 2 === 0) {
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setSwayPosition([
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swayX,
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swayY,
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0
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]);
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setHelplessRotation(leanAngle);
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}
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} else if (balance === "SHAKEN" || balance === "VULNERABLE") {
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swayTimeRef.current += delta;
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const animConfig = balance === "SHAKEN" ? BALANCE_STATE_ANIMATION_CONSTANTS.SHAKEN : BALANCE_STATE_ANIMATION_CONSTANTS.VULNERABLE;
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const swayX = Math.sin(swayTimeRef.current * animConfig.swaySpeed) * animConfig.swayIntensity;
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const swayY = Math.cos(swayTimeRef.current * animConfig.swaySpeed * .8) * animConfig.swayIntensity * .5;
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if (frameCounter % 2 === 0) {
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setSwayPosition([
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swayX,
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swayY,
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0
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]);
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setHelplessRotation(0);
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111
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}
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} else {
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113
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if (frameCounter % 2 === 0 && hasSignificantSway(swayPosition, helplessRotation)) {
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setSwayPosition([
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swayPosition[0] * .95,
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swayPosition[1] * .95,
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0
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118
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]);
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setHelplessRotation(helplessRotation * .95);
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}
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if (!hasSignificantSway(swayPosition, helplessRotation)) swayTimeRef.current = 0;
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}
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};
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return {
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swayPosition,
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helplessRotation,
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127
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updateBalanceAnimations
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};
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}
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//#endregion
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export { useBalanceAnimations };
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+
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//# sourceMappingURL=useBalanceAnimations.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"useBalanceAnimations.js","names":[],"sources":["../../src/hooks/useBalanceAnimations.ts"],"sourcesContent":["/**\n * useBalanceAnimations - Shared hook for balance state visual effects\n *\n * Manages sway, stumble, and lean animations based on player balance state.\n * Reduces code duplication in skeletal animation components.\n *\n * @module hooks/useBalanceAnimations\n * @category Hooks\n * @korean 균형애니메이션훅\n */\n\nimport { useRef, useState } from \"react\";\nimport type { BalanceState } from \"../types/player-visual\";\n\n/**\n * Animation constants for balance state sway effects.\n * Defines intensity, speed, and lean parameters for visual feedback.\n * @korean 균형상태애니메이션상수\n */\nconst BALANCE_STATE_ANIMATION_CONSTANTS = {\n SHAKEN: {\n swayIntensity: 0.02, // 2% subtle sway\n swaySpeed: 2, // Hz frequency\n },\n VULNERABLE: {\n swayIntensity: 0.04, // 4% moderate sway\n swaySpeed: 3, // Hz frequency\n },\n HELPLESS: {\n stumbleIntensity: 0.08, // 8% pronounced stumble\n stumbleSpeed: 1.5, // Hz frequency (slower, more dramatic)\n leanIntensity: 0.15, // 15° forward lean angle\n lowerStance: -0.15, // Lower Y position for stumbling effect\n },\n SWAY_THRESHOLD: 0.001, // Minimum sway to consider significant\n} as const;\n\n/**\n * Checks if there is significant sway that requires animation updates.\n *\n * @param swayPosition - Current sway position [x, y, z]\n * @param helplessRotation - Current helpless rotation angle\n * @returns True if sway is above threshold\n * @korean 의미있는흔들림확인\n */\nconst hasSignificantSway = (\n swayPosition: [number, number, number],\n helplessRotation: number\n): boolean => {\n return (\n Math.abs(swayPosition[0]) >\n BALANCE_STATE_ANIMATION_CONSTANTS.SWAY_THRESHOLD ||\n Math.abs(swayPosition[1]) >\n BALANCE_STATE_ANIMATION_CONSTANTS.SWAY_THRESHOLD ||\n Math.abs(helplessRotation) >\n BALANCE_STATE_ANIMATION_CONSTANTS.SWAY_THRESHOLD\n );\n};\n\n/**\n * Options for useBalanceAnimations hook\n * @korean 균형애니메이션훅옵션\n */\nexport interface UseBalanceAnimationsOptions {\n /** Current balance state */\n readonly balance?: BalanceState;\n}\n\n/**\n * Return type for useBalanceAnimations hook\n * @korean 균형애니메이션훅반환타입\n */\nexport interface UseBalanceAnimationsReturn {\n /** Current sway position offset [x, y, z] */\n readonly swayPosition: [number, number, number];\n /** Current helpless rotation (forward lean) */\n readonly helplessRotation: number;\n /** Update balance animations (call in useFrame) */\n readonly updateBalanceAnimations: (delta: number, frameCounter: number) => void;\n}\n\n/**\n * useBalanceAnimations hook\n *\n * Manages balance state visual effects including sway, stumble, and lean\n * animations. Updates at 60fps with periodic state syncs to reduce re-renders.\n *\n * @param options - Balance animation options\n * @returns Balance animation state and update function\n *\n * @example\n * ```tsx\n * const { swayPosition, helplessRotation, updateBalanceAnimations } =\n * useBalanceAnimations({\n * balance: \"VULNERABLE\",\n * });\n *\n * // In useFrame callback\n * let frameCounter = 0;\n * useFrame((_, delta) => {\n * frameCounter = (frameCounter + 1) % 10;\n * updateBalanceAnimations(delta, frameCounter);\n * });\n *\n * // Apply to character group in render:\n * // position={swayPosition} rotation={[helplessRotation, 0, 0]}\n * ```\n *\n * @korean 균형애니메이션훅\n */\nexport function useBalanceAnimations(\n options: UseBalanceAnimationsOptions\n): UseBalanceAnimationsReturn {\n const { balance = \"READY\" } = options;\n\n // Sway time ref for animation\n const swayTimeRef = useRef(0);\n\n // Sway position and rotation states\n const [swayPosition, setSwayPosition] = useState<[number, number, number]>([\n 0, 0, 0,\n ]);\n const [helplessRotation, setHelplessRotation] = useState<number>(0);\n\n // Update balance animations (called at 60fps in useFrame)\n const updateBalanceAnimations = (\n delta: number,\n frameCounter: number\n ): void => {\n if (balance === \"HELPLESS\") {\n // Helpless state: pronounced stumbling motion\n swayTimeRef.current += delta;\n\n const { stumbleIntensity, stumbleSpeed, leanIntensity, lowerStance } =\n BALANCE_STATE_ANIMATION_CONSTANTS.HELPLESS;\n\n const swayX =\n Math.sin(swayTimeRef.current * stumbleSpeed) * stumbleIntensity;\n const swayY =\n Math.cos(swayTimeRef.current * stumbleSpeed * 0.5) *\n stumbleIntensity *\n 0.3 +\n lowerStance;\n const leanAngle =\n Math.sin(swayTimeRef.current * stumbleSpeed * 0.7) * leanIntensity;\n\n // Update periodically to reduce React re-renders\n if (frameCounter % 2 === 0) {\n setSwayPosition([swayX, swayY, 0]);\n setHelplessRotation(leanAngle);\n }\n } else if (balance === \"SHAKEN\" || balance === \"VULNERABLE\") {\n // Shaken/Vulnerable state: subtle sway\n swayTimeRef.current += delta;\n\n const animConfig =\n balance === \"SHAKEN\"\n ? BALANCE_STATE_ANIMATION_CONSTANTS.SHAKEN\n : BALANCE_STATE_ANIMATION_CONSTANTS.VULNERABLE;\n\n const swayX =\n Math.sin(swayTimeRef.current * animConfig.swaySpeed) *\n animConfig.swayIntensity;\n const swayY =\n Math.cos(swayTimeRef.current * animConfig.swaySpeed * 0.8) *\n animConfig.swayIntensity *\n 0.5;\n\n // Update sway position periodically\n if (frameCounter % 2 === 0) {\n setSwayPosition([swayX, swayY, 0]);\n setHelplessRotation(0);\n }\n } else {\n // Smoothly return to neutral position\n if (\n frameCounter % 2 === 0 &&\n hasSignificantSway(swayPosition, helplessRotation)\n ) {\n setSwayPosition([swayPosition[0] * 0.95, swayPosition[1] * 0.95, 0]);\n setHelplessRotation(helplessRotation * 0.95);\n }\n\n // Reset sway time when not swaying\n if (!hasSignificantSway(swayPosition, helplessRotation)) {\n swayTimeRef.current = 0;\n }\n }\n };\n\n return {\n swayPosition,\n helplessRotation,\n updateBalanceAnimations,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;AAmBA,IAAM,oCAAoC;CACxC,QAAQ;EACN,eAAe;EACf,WAAW;EACZ;CACD,YAAY;EACV,eAAe;EACf,WAAW;EACZ;CACD,UAAU;EACR,kBAAkB;EAClB,cAAc;EACd,eAAe;EACf,aAAa;EACd;CACD,gBAAgB;CACjB;;;;;;;;;AAUD,IAAM,sBACJ,cACA,qBACY;AACZ,QACE,KAAK,IAAI,aAAa,GAAG,GACvB,kCAAkC,kBACpC,KAAK,IAAI,aAAa,GAAG,GACvB,kCAAkC,kBACpC,KAAK,IAAI,iBAAiB,GACxB,kCAAkC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuDxC,SAAgB,qBACd,SAC4B;CAC5B,MAAM,EAAE,UAAU,YAAY;CAG9B,MAAM,cAAc,OAAO,EAAE;CAG7B,MAAM,CAAC,cAAc,mBAAmB,SAAmC;EACzE;EAAG;EAAG;EACP,CAAC;CACF,MAAM,CAAC,kBAAkB,uBAAuB,SAAiB,EAAE;CAGnE,MAAM,2BACJ,OACA,iBACS;AACT,MAAI,YAAY,YAAY;AAE1B,eAAY,WAAW;GAEvB,MAAM,EAAE,kBAAkB,cAAc,eAAe,gBACrD,kCAAkC;GAEpC,MAAM,QACJ,KAAK,IAAI,YAAY,UAAU,aAAa,GAAG;GACjD,MAAM,QACJ,KAAK,IAAI,YAAY,UAAU,eAAe,GAAI,GAChD,mBACA,KACF;GACF,MAAM,YACJ,KAAK,IAAI,YAAY,UAAU,eAAe,GAAI,GAAG;AAGvD,OAAI,eAAe,MAAM,GAAG;AAC1B,oBAAgB;KAAC;KAAO;KAAO;KAAE,CAAC;AAClC,wBAAoB,UAAU;;aAEvB,YAAY,YAAY,YAAY,cAAc;AAE3D,eAAY,WAAW;GAEvB,MAAM,aACJ,YAAY,WACR,kCAAkC,SAClC,kCAAkC;GAExC,MAAM,QACJ,KAAK,IAAI,YAAY,UAAU,WAAW,UAAU,GACpD,WAAW;GACb,MAAM,QACJ,KAAK,IAAI,YAAY,UAAU,WAAW,YAAY,GAAI,GAC1D,WAAW,gBACX;AAGF,OAAI,eAAe,MAAM,GAAG;AAC1B,oBAAgB;KAAC;KAAO;KAAO;KAAE,CAAC;AAClC,wBAAoB,EAAE;;SAEnB;AAEL,OACE,eAAe,MAAM,KACrB,mBAAmB,cAAc,iBAAiB,EAClD;AACA,oBAAgB;KAAC,aAAa,KAAK;KAAM,aAAa,KAAK;KAAM;KAAE,CAAC;AACpE,wBAAoB,mBAAmB,IAAK;;AAI9C,OAAI,CAAC,mBAAmB,cAAc,iBAAiB,CACrD,aAAY,UAAU;;;AAK5B,QAAO;EACL;EACA;EACA;EACD"}
|