blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,145 @@
1
+ import { DEFAULT_ANIMATION_CONFIGS, PlayerAnimationStateMachine } from "../systems/animation/core/AnimationStateMachine.js";
2
+ import "../systems/animation/index.js";
3
+ import { useCallback, useMemo, useRef, useState } from "react";
4
+ //#region src/hooks/usePlayerAnimation.ts
5
+ /**
6
+ * usePlayerAnimation - React hook for player animation state
7
+ *
8
+ * Provides a React interface to the PlayerAnimationStateMachine
9
+ * with automatic cleanup and event handling.
10
+ *
11
+ * @module hooks/usePlayerAnimation
12
+ * @category Hooks
13
+ * @korean 플레이어애니메이션훅
14
+ */
15
+ /**
16
+ * React hook for player animation state management
17
+ *
18
+ * Provides frame-accurate animation control with priority system
19
+ * and event callbacks. Integrates seamlessly with useFrame for
20
+ * 60fps updates.
21
+ *
22
+ * @param options - Animation options
23
+ * @returns Animation control interface
24
+ *
25
+ * @example
26
+ * ```typescript
27
+ * // Basic usage
28
+ * const { currentState, currentFrame, update, transitionTo } = usePlayerAnimation({
29
+ * events: {
30
+ * onAnimationStart: (state) => console.log(`Started ${state}`),
31
+ * onAnimationComplete: (state) => console.log(`Completed ${state}`),
32
+ * onFrame: (frame, state) => {
33
+ * if (state === "attack" && frame === 6) {
34
+ * // Execute attack at midpoint
35
+ * executeAttack();
36
+ * }
37
+ * }
38
+ * }
39
+ * });
40
+ *
41
+ * // In useFrame callback
42
+ * useFrame((state, delta) => {
43
+ * const result = update(delta);
44
+ * // Update visuals based on result.state and result.frame
45
+ * });
46
+ *
47
+ * // Trigger animations
48
+ * const handleAttackInput = () => {
49
+ * transitionTo("attack");
50
+ * };
51
+ *
52
+ * const handleMovement = (isMoving: boolean) => {
53
+ * transitionTo(isMoving ? "walk" : "idle");
54
+ * };
55
+ * ```
56
+ *
57
+ * @korean 플레이어애니메이션훅
58
+ */
59
+ function usePlayerAnimation(options = {}) {
60
+ const { customConfigs, events, initialState = "idle" } = options;
61
+ const [, forceUpdate] = useState(0);
62
+ const configs = useMemo(() => customConfigs ?? DEFAULT_ANIMATION_CONFIGS, [customConfigs]);
63
+ const stateMachine = useMemo(() => {
64
+ const machine = new PlayerAnimationStateMachine(configs, events);
65
+ if (initialState !== "idle") machine.transitionTo(initialState);
66
+ return machine;
67
+ }, []);
68
+ const prevStateRef = useRef(stateMachine.getCurrentState());
69
+ const prevFrameRef = useRef(stateMachine.getCurrentFrame());
70
+ const update = useCallback((deltaTime) => {
71
+ const result = stateMachine.update(deltaTime);
72
+ const currentState = stateMachine.getCurrentState();
73
+ const currentFrame = stateMachine.getCurrentFrame();
74
+ if (currentState !== prevStateRef.current || currentFrame !== prevFrameRef.current) {
75
+ prevStateRef.current = currentState;
76
+ prevFrameRef.current = currentFrame;
77
+ forceUpdate((n) => n + 1);
78
+ }
79
+ return result;
80
+ }, [stateMachine]);
81
+ const transitionTo = useCallback((newState) => {
82
+ const success = stateMachine.transitionTo(newState);
83
+ if (success) {
84
+ prevStateRef.current = stateMachine.getCurrentState();
85
+ prevFrameRef.current = stateMachine.getCurrentFrame();
86
+ forceUpdate((n) => n + 1);
87
+ }
88
+ return success;
89
+ }, [stateMachine]);
90
+ const reset = useCallback(() => {
91
+ stateMachine.reset();
92
+ prevStateRef.current = stateMachine.getCurrentState();
93
+ prevFrameRef.current = stateMachine.getCurrentFrame();
94
+ forceUpdate((n) => n + 1);
95
+ }, [stateMachine]);
96
+ const transitionToStanceGuard = useCallback((stance) => {
97
+ const success = stateMachine.transitionToStanceGuard(stance);
98
+ if (success) {
99
+ prevStateRef.current = stateMachine.getCurrentState();
100
+ prevFrameRef.current = stateMachine.getCurrentFrame();
101
+ forceUpdate((n) => n + 1);
102
+ }
103
+ return success;
104
+ }, [stateMachine]);
105
+ const transitionToAttack = useCallback((durationSeconds) => {
106
+ const success = stateMachine.transitionToAttack(durationSeconds);
107
+ if (success) {
108
+ prevStateRef.current = stateMachine.getCurrentState();
109
+ prevFrameRef.current = stateMachine.getCurrentFrame();
110
+ forceUpdate((n) => n + 1);
111
+ }
112
+ return success;
113
+ }, [stateMachine]);
114
+ const transitionToStanceChange = useCallback((fromStance, toStance) => {
115
+ const success = stateMachine.transitionToStanceChange(fromStance, toStance);
116
+ if (success) {
117
+ prevStateRef.current = stateMachine.getCurrentState();
118
+ prevFrameRef.current = stateMachine.getCurrentFrame();
119
+ forceUpdate((n) => n + 1);
120
+ }
121
+ return success;
122
+ }, [stateMachine]);
123
+ const isInStanceGuard = useCallback(() => {
124
+ return stateMachine.isInStanceGuard();
125
+ }, [stateMachine]);
126
+ const getCurrentGuardStance = useCallback(() => {
127
+ return stateMachine.getCurrentGuardStance();
128
+ }, [stateMachine]);
129
+ return {
130
+ currentState: prevStateRef.current,
131
+ currentFrame: prevFrameRef.current,
132
+ update,
133
+ transitionTo,
134
+ transitionToAttack,
135
+ transitionToStanceGuard,
136
+ transitionToStanceChange,
137
+ isInStanceGuard,
138
+ getCurrentGuardStance,
139
+ reset
140
+ };
141
+ }
142
+ //#endregion
143
+ export { usePlayerAnimation };
144
+
145
+ //# sourceMappingURL=usePlayerAnimation.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"usePlayerAnimation.js","names":[],"sources":["../../src/hooks/usePlayerAnimation.ts"],"sourcesContent":["/**\n * usePlayerAnimation - React hook for player animation state\n *\n * Provides a React interface to the PlayerAnimationStateMachine\n * with automatic cleanup and event handling.\n *\n * @module hooks/usePlayerAnimation\n * @category Hooks\n * @korean 플레이어애니메이션훅\n */\n\nimport { useCallback, useMemo, useRef, useState } from \"react\";\nimport {\n AnimationEvents,\n AnimationState,\n DEFAULT_ANIMATION_CONFIGS,\n PlayerAnimationStateMachine,\n} from \"../systems/animation\";\nimport type {\n AnimationConfig,\n AnimationUpdateResult,\n} from \"../systems/animation/core/types\";\nimport type { TrigramStance } from \"../types/common\";\n\n/**\n * Options for usePlayerAnimation hook\n *\n * @korean 플레이어애니메이션훅옵션\n */\nexport interface UsePlayerAnimationOptions {\n /**\n * Custom animation configurations\n * If not provided, uses DEFAULT_ANIMATION_CONFIGS\n *\n * @korean 커스텀애니메이션설정\n */\n readonly customConfigs?: Map<AnimationState, AnimationConfig>;\n\n /**\n * Animation event callbacks\n *\n * **IMPORTANT**: The events object should be stable (memoized) to prevent\n * unnecessary re-initialization of the animation system. Changes to event\n * callbacks after the hook is initialized will NOT be reflected in the\n * animation system. Use `useMemo` or define events outside the component\n * to ensure stability.\n *\n * @korean 이벤트콜백\n */\n readonly events?: AnimationEvents;\n\n /**\n * Initial animation state (defaults to \"idle\")\n *\n * @korean 초기상태\n */\n readonly initialState?: AnimationState;\n}\n\n/**\n * Return type for usePlayerAnimation hook\n *\n * @korean 플레이어애니메이션훅반환타입\n */\nexport interface UsePlayerAnimationReturn {\n /**\n * Current animation state\n *\n * @korean 현재상태\n */\n readonly currentState: AnimationState;\n\n /**\n * Current frame index\n *\n * @korean 현재프레임\n */\n readonly currentFrame: number;\n\n /**\n * Update animation state (call in useFrame)\n *\n * @param deltaTime - Time elapsed since last update in seconds\n * @returns Animation update result\n *\n * @korean 업데이트\n */\n readonly update: (deltaTime: number) => AnimationUpdateResult;\n\n /**\n * Transition to a new animation state\n *\n * @param newState - Target animation state\n * @returns Whether transition was successful\n *\n * @korean 상태전환\n */\n readonly transitionTo: (newState: AnimationState) => boolean;\n\n /**\n * Transition to ATTACK state with technique-specific duration.\n *\n * The default ATTACK config is 200ms (12 frames), but real techniques\n * range from 350ms to 1200ms. This method overrides the duration so\n * the state machine stays in ATTACK for the full technique animation.\n *\n * @param durationSeconds - The skeletal animation duration in seconds\n * @returns Whether transition was successful\n *\n * @korean 공격전환 (기술별 지속시간)\n */\n readonly transitionToAttack: (durationSeconds: number) => boolean;\n\n /**\n * Transition to stance-specific guard animation\n *\n * @param stance - Trigram stance\n * @returns Whether transition was successful\n *\n * @korean 자세가드전환\n */\n readonly transitionToStanceGuard: (stance: TrigramStance) => boolean;\n\n /**\n * Transition to stance_change animation with specific transition data\n *\n * **Korean**: 자세 전환 애니메이션 시작\n *\n * Initiates a stance change animation with the specific transition data\n * from the 64-transition matrix. This provides stance-specific keyframes\n * and blend weights for smooth interpolation.\n *\n * @param fromStance - Source trigram stance\n * @param toStance - Target trigram stance\n * @returns Whether transition was successful\n *\n * @korean 자세전환애니메이션시작\n */\n readonly transitionToStanceChange: (\n fromStance: TrigramStance,\n toStance: TrigramStance,\n ) => boolean;\n\n /**\n * Check if currently in a stance guard animation\n *\n * @returns True if in any stance guard state\n *\n * @korean 자세가드확인\n */\n readonly isInStanceGuard: () => boolean;\n\n /**\n * Get current guard stance (if in guard animation)\n *\n * @returns Trigram stance or null\n *\n * @korean 현재가드자세\n */\n readonly getCurrentGuardStance: () => TrigramStance | null;\n\n /**\n * Reset animation to idle state\n *\n * @korean 초기화\n */\n readonly reset: () => void;\n}\n\n/**\n * React hook for player animation state management\n *\n * Provides frame-accurate animation control with priority system\n * and event callbacks. Integrates seamlessly with useFrame for\n * 60fps updates.\n *\n * @param options - Animation options\n * @returns Animation control interface\n *\n * @example\n * ```typescript\n * // Basic usage\n * const { currentState, currentFrame, update, transitionTo } = usePlayerAnimation({\n * events: {\n * onAnimationStart: (state) => console.log(`Started ${state}`),\n * onAnimationComplete: (state) => console.log(`Completed ${state}`),\n * onFrame: (frame, state) => {\n * if (state === \"attack\" && frame === 6) {\n * // Execute attack at midpoint\n * executeAttack();\n * }\n * }\n * }\n * });\n *\n * // In useFrame callback\n * useFrame((state, delta) => {\n * const result = update(delta);\n * // Update visuals based on result.state and result.frame\n * });\n *\n * // Trigger animations\n * const handleAttackInput = () => {\n * transitionTo(\"attack\");\n * };\n *\n * const handleMovement = (isMoving: boolean) => {\n * transitionTo(isMoving ? \"walk\" : \"idle\");\n * };\n * ```\n *\n * @korean 플레이어애니메이션훅\n */\nexport function usePlayerAnimation(\n options: UsePlayerAnimationOptions = {},\n): UsePlayerAnimationReturn {\n const { customConfigs, events, initialState = \"idle\" } = options;\n\n // Force re-renders when state changes\n const [, forceUpdate] = useState(0);\n\n // Create animation configs (memoized)\n const configs = useMemo(\n () => customConfigs ?? DEFAULT_ANIMATION_CONFIGS,\n [customConfigs],\n );\n\n // Create animation state machine (persistent across renders via useMemo)\n const stateMachine = useMemo(() => {\n const machine = new PlayerAnimationStateMachine(configs, events);\n // Set initial state if not \"idle\"\n if (initialState !== \"idle\") {\n machine.transitionTo(initialState);\n }\n return machine;\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, []); // Empty deps - only create once\n\n // Track previous state to only update on actual changes\n const prevStateRef = useRef<AnimationState>(stateMachine.getCurrentState());\n const prevFrameRef = useRef<number>(stateMachine.getCurrentFrame());\n\n // Memoized callbacks with selective state updates\n const update = useCallback(\n (deltaTime: number) => {\n const result = stateMachine.update(deltaTime);\n const currentState = stateMachine.getCurrentState();\n const currentFrame = stateMachine.getCurrentFrame();\n\n // Only trigger re-render if state or frame changed\n if (\n currentState !== prevStateRef.current ||\n currentFrame !== prevFrameRef.current\n ) {\n prevStateRef.current = currentState;\n prevFrameRef.current = currentFrame;\n forceUpdate((n) => n + 1);\n }\n\n return result;\n },\n [stateMachine],\n );\n\n const transitionTo = useCallback(\n (newState: AnimationState) => {\n const success = stateMachine.transitionTo(newState);\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const reset = useCallback(() => {\n stateMachine.reset();\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }, [stateMachine]);\n\n const transitionToStanceGuard = useCallback(\n (stance: TrigramStance) => {\n const success = stateMachine.transitionToStanceGuard(stance);\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const transitionToAttack = useCallback(\n (durationSeconds: number) => {\n const success = stateMachine.transitionToAttack(durationSeconds);\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const transitionToStanceChange = useCallback(\n (fromStance: TrigramStance, toStance: TrigramStance) => {\n const success = stateMachine.transitionToStanceChange(\n fromStance,\n toStance,\n );\n if (success) {\n prevStateRef.current = stateMachine.getCurrentState();\n prevFrameRef.current = stateMachine.getCurrentFrame();\n forceUpdate((n) => n + 1);\n }\n return success;\n },\n [stateMachine],\n );\n\n const isInStanceGuard = useCallback(() => {\n return stateMachine.isInStanceGuard();\n }, [stateMachine]);\n\n const getCurrentGuardStance = useCallback(() => {\n return stateMachine.getCurrentGuardStance();\n }, [stateMachine]);\n\n // Memoize the return value to ensure stable reference unless state/frame changes\n // Note: Using ref.current as dependencies is intentional here - when state changes,\n // forceUpdate triggers a re-render, and the refs have new values which cause\n // the useMemo to recalculate\n // Return a fresh object each render to ensure currentState/currentFrame are always up-to-date\n // Mutable ref values don't trigger re-renders, so we can't rely on memoization here\n return {\n currentState: prevStateRef.current,\n currentFrame: prevFrameRef.current,\n update,\n transitionTo,\n transitionToAttack,\n transitionToStanceGuard,\n transitionToStanceChange,\n isInStanceGuard,\n getCurrentGuardStance,\n reset,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqNA,SAAgB,mBACd,UAAqC,EAAE,EACb;CAC1B,MAAM,EAAE,eAAe,QAAQ,eAAe,WAAW;CAGzD,MAAM,GAAG,eAAe,SAAS,EAAE;CAGnC,MAAM,UAAU,cACR,iBAAiB,2BACvB,CAAC,cAAc,CAChB;CAGD,MAAM,eAAe,cAAc;EACjC,MAAM,UAAU,IAAI,4BAA4B,SAAS,OAAO;AAEhE,MAAI,iBAAiB,OACnB,SAAQ,aAAa,aAAa;AAEpC,SAAO;IAEN,EAAE,CAAC;CAGN,MAAM,eAAe,OAAuB,aAAa,iBAAiB,CAAC;CAC3E,MAAM,eAAe,OAAe,aAAa,iBAAiB,CAAC;CAGnE,MAAM,SAAS,aACZ,cAAsB;EACrB,MAAM,SAAS,aAAa,OAAO,UAAU;EAC7C,MAAM,eAAe,aAAa,iBAAiB;EACnD,MAAM,eAAe,aAAa,iBAAiB;AAGnD,MACE,iBAAiB,aAAa,WAC9B,iBAAiB,aAAa,SAC9B;AACA,gBAAa,UAAU;AACvB,gBAAa,UAAU;AACvB,gBAAa,MAAM,IAAI,EAAE;;AAG3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,eAAe,aAClB,aAA6B;EAC5B,MAAM,UAAU,aAAa,aAAa,SAAS;AACnD,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,QAAQ,kBAAkB;AAC9B,eAAa,OAAO;AACpB,eAAa,UAAU,aAAa,iBAAiB;AACrD,eAAa,UAAU,aAAa,iBAAiB;AACrD,eAAa,MAAM,IAAI,EAAE;IACxB,CAAC,aAAa,CAAC;CAElB,MAAM,0BAA0B,aAC7B,WAA0B;EACzB,MAAM,UAAU,aAAa,wBAAwB,OAAO;AAC5D,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,qBAAqB,aACxB,oBAA4B;EAC3B,MAAM,UAAU,aAAa,mBAAmB,gBAAgB;AAChE,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,2BAA2B,aAC9B,YAA2B,aAA4B;EACtD,MAAM,UAAU,aAAa,yBAC3B,YACA,SACD;AACD,MAAI,SAAS;AACX,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,UAAU,aAAa,iBAAiB;AACrD,gBAAa,MAAM,IAAI,EAAE;;AAE3B,SAAO;IAET,CAAC,aAAa,CACf;CAED,MAAM,kBAAkB,kBAAkB;AACxC,SAAO,aAAa,iBAAiB;IACpC,CAAC,aAAa,CAAC;CAElB,MAAM,wBAAwB,kBAAkB;AAC9C,SAAO,aAAa,uBAAuB;IAC1C,CAAC,aAAa,CAAC;AAQlB,QAAO;EACL,cAAc,aAAa;EAC3B,cAAc,aAAa;EAC3B;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACD"}
@@ -0,0 +1,184 @@
1
+ /**
2
+ * useResponsiveLayout Hook - Enhanced Responsive Layout System
3
+ *
4
+ * Provides comprehensive responsive layout values for all screen sizes with:
5
+ * - Five screen size categories (mobile, tablet, desktop, large, xlarge)
6
+ * - Proportional font scaling (0.8x-1.4x) with 14-24px readability constraints
7
+ * - Proportional spacing scaling (0.5x-1.5x)
8
+ * - Smooth transitions for resize operations (300ms ease-in-out)
9
+ * - Touch-friendly element sizing following iOS Human Interface Guidelines
10
+ * - Safe area insets for notch and home indicator
11
+ *
12
+ * Uses robust device detection combining user-agent and screen size to ensure
13
+ * mobile controls are shown on all mobile devices, including high-resolution phones.
14
+ *
15
+ * Features:
16
+ * - Touch target minimum: 44x44px (iOS guideline)
17
+ * - Safe area insets for notch and home indicator
18
+ * - Responsive font sizes (14px minimum body text)
19
+ * - Optimized spacing for mobile vs desktop
20
+ * - Portrait and landscape mode support
21
+ * - Tablet breakpoint support (768-1024px)
22
+ *
23
+ * @module hooks/useResponsiveLayout
24
+ * @category Mobile UI
25
+ * @korean 반응형레이아웃훅
26
+ */
27
+ import type { ScreenSize } from '../systems/ResponsiveScaling';
28
+ /**
29
+ * Breakpoints for responsive design
30
+ * @deprecated Use RESPONSIVE_BREAKPOINTS from ResponsiveScaling instead
31
+ */
32
+ export declare const BREAKPOINTS: {
33
+ /** Extra small mobile devices (iPhone SE) */
34
+ readonly MOBILE_SMALL: 375;
35
+ /** Standard mobile devices */
36
+ readonly MOBILE: number;
37
+ /** Tablet devices */
38
+ readonly TABLET: number;
39
+ /** Desktop devices */
40
+ readonly DESKTOP: number;
41
+ };
42
+ /**
43
+ * Touch target sizes following iOS Human Interface Guidelines
44
+ */
45
+ export interface TouchTargets {
46
+ /** Minimum touch target (44x44px iOS guideline) */
47
+ readonly small: number;
48
+ /** Medium touch target for primary actions */
49
+ readonly medium: number;
50
+ /** Large touch target for critical actions */
51
+ readonly large: number;
52
+ }
53
+ /**
54
+ * Safe area insets for mobile devices
55
+ * Accounts for notch, status bar, and home indicator
56
+ */
57
+ export interface SafeAreaInsets {
58
+ /** Top inset (status bar, notch) */
59
+ readonly top: number;
60
+ /** Bottom inset (home indicator) */
61
+ readonly bottom: number;
62
+ /** Left inset (landscape mode) */
63
+ readonly left: number;
64
+ /** Right inset (landscape mode) */
65
+ readonly right: number;
66
+ }
67
+ /**
68
+ * Responsive font sizes
69
+ */
70
+ export interface FontSizes {
71
+ /** Small text (12-14px) */
72
+ readonly small: number;
73
+ /** Body text (14-16px minimum for mobile) */
74
+ readonly body: number;
75
+ /** Title text (18-24px) */
76
+ readonly title: number;
77
+ /** Hero text (24-36px) */
78
+ readonly hero: number;
79
+ /** HUD text (16-20px for important combat info) */
80
+ readonly hud: number;
81
+ }
82
+ /**
83
+ * Responsive spacing scale
84
+ */
85
+ export interface Spacing {
86
+ /** Extra small (4-8px) */
87
+ readonly xs: number;
88
+ /** Small (8-12px) */
89
+ readonly sm: number;
90
+ /** Medium (12-16px) */
91
+ readonly md: number;
92
+ /** Large (16-24px) */
93
+ readonly lg: number;
94
+ /** Extra large (24-32px) */
95
+ readonly xl: number;
96
+ }
97
+ /**
98
+ * Complete responsive layout configuration
99
+ */
100
+ export interface ResponsiveLayout {
101
+ /** Whether current viewport is mobile-sized */
102
+ readonly isMobile: boolean;
103
+ /** Whether current viewport is small mobile (< 400px) */
104
+ readonly isSmallMobile: boolean;
105
+ /** Whether current viewport is tablet-sized */
106
+ readonly isTablet: boolean;
107
+ /** Whether current viewport is desktop or larger */
108
+ readonly isDesktop: boolean;
109
+ /** Whether in landscape orientation */
110
+ readonly isLandscape: boolean;
111
+ /** Current screen size category (mobile, tablet, desktop, large, xlarge) */
112
+ readonly screenSize: ScreenSize;
113
+ /** Safe area insets for mobile devices */
114
+ readonly safeArea: SafeAreaInsets;
115
+ /** Touch target sizes */
116
+ readonly touchTarget: TouchTargets;
117
+ /** Font sizes */
118
+ readonly fontSize: FontSizes;
119
+ /** Spacing scale */
120
+ readonly spacing: Spacing;
121
+ /** CSS transition string for smooth resizing */
122
+ readonly transition: string;
123
+ /** Current viewport dimensions */
124
+ readonly viewport: {
125
+ readonly width: number;
126
+ readonly height: number;
127
+ };
128
+ }
129
+ /**
130
+ * Calculate responsive layout values based on viewport dimensions
131
+ *
132
+ * Enhanced with centralized responsive scaling system:
133
+ * - Five screen size categories (mobile, tablet, desktop, large, xlarge)
134
+ * - Proportional font scaling (0.8x-1.4x) with 14-24px constraints
135
+ * - Proportional spacing scaling (0.5x-1.5x)
136
+ * - Smooth CSS transitions for resize operations
137
+ *
138
+ * Optimized for:
139
+ * - iPhone SE (375x667) - mobile
140
+ * - iPhone 11/12/13 (414x896) - mobile
141
+ * - iPhone 14 Pro Max (430x932) - mobile
142
+ * - iPad (768x1024) - tablet
143
+ * - iPad Pro (1024x1366) - desktop
144
+ * - Standard Desktop (1280x800) - desktop
145
+ * - HD Display (1920x1080) - xlarge
146
+ * - 4K Display (2560x1440) - xlarge
147
+ *
148
+ * @param width - Viewport width in pixels
149
+ * @param height - Viewport height in pixels
150
+ * @returns Complete responsive layout configuration
151
+ *
152
+ * @example
153
+ * ```tsx
154
+ * const layout = useResponsiveLayout(375, 667);
155
+ *
156
+ * <div style={{
157
+ * padding: layout.spacing.md,
158
+ * fontSize: layout.fontSize.body,
159
+ * minHeight: layout.touchTarget.small,
160
+ * transition: layout.transition,
161
+ * }}>
162
+ * Responsive content
163
+ * </div>
164
+ * ```
165
+ *
166
+ * @public
167
+ * @korean 반응형레이아웃사용
168
+ */
169
+ export declare function useResponsiveLayout(width: number, height: number): ResponsiveLayout;
170
+ /**
171
+ * Calculate available content area after safe areas and HUD
172
+ *
173
+ * @param layout - Responsive layout configuration
174
+ * @param hudHeight - Height reserved for HUD elements
175
+ * @param controlsHeight - Height reserved for control elements
176
+ * @returns Available content dimensions
177
+ */
178
+ export declare function useContentArea(layout: ResponsiveLayout, hudHeight?: number, controlsHeight?: number): {
179
+ width: number;
180
+ height: number;
181
+ x: number;
182
+ y: number;
183
+ };
184
+ //# sourceMappingURL=useResponsiveLayout.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,87 @@
1
+ /**
2
+ * useRoundTransition Hook - Manages round transition state and timing
3
+ *
4
+ * Korean: 라운드 전환 훅 (Round Transition Hook)
5
+ *
6
+ * Handles the state machine for round transitions:
7
+ * - idle: Normal combat state
8
+ * - announcing: Showing round announcement
9
+ * - countdown: Counting down to next round
10
+ * - transitioning: Brief transition to next round
11
+ *
12
+ * @module hooks/useRoundTransition
13
+ * @category Combat Hooks
14
+ */
15
+ import { PlayerState } from "../systems";
16
+ /**
17
+ * Round transition states
18
+ *
19
+ * Korean: 라운드 전환 상태
20
+ */
21
+ export type RoundTransitionState = "idle" | "announcing" | "countdown" | "transitioning";
22
+ /**
23
+ * Round transition configuration
24
+ */
25
+ export interface RoundTransitionConfig {
26
+ /** Duration of announcement display in seconds */
27
+ readonly announcementDuration?: number;
28
+ /** Duration of countdown in seconds */
29
+ readonly countdownDuration?: number;
30
+ /** Duration of transition phase in milliseconds */
31
+ readonly transitionDuration?: number;
32
+ }
33
+ /**
34
+ * Round transition hook state
35
+ */
36
+ export interface UseRoundTransitionResult {
37
+ /** Current transition state */
38
+ readonly transitionState: RoundTransitionState;
39
+ /** Whether announcement should be visible */
40
+ readonly showAnnouncement: boolean;
41
+ /** Start round transition sequence */
42
+ readonly startTransition: (winner: PlayerState | null, roundNumber: number) => void;
43
+ /** Skip countdown and proceed immediately */
44
+ readonly skipCountdown: () => void;
45
+ /** Reset transition state to idle */
46
+ readonly resetTransition: () => void;
47
+ /** Round winner for current transition */
48
+ readonly roundWinner: PlayerState | null;
49
+ /** Round number for current transition */
50
+ readonly currentRoundNumber: number;
51
+ }
52
+ /**
53
+ * useRoundTransition Hook
54
+ *
55
+ * Manages the complete round transition flow:
56
+ * 1. Idle state during normal combat
57
+ * 2. Announcing state shows round results
58
+ * 3. Countdown state counts down to next round
59
+ * 4. Transitioning state briefly transitions to next round
60
+ * 5. Returns to idle for next round
61
+ *
62
+ * @param config - Configuration for transition timings
63
+ * @param onTransitionComplete - Callback when transition completes
64
+ * @returns Round transition state and control functions
65
+ *
66
+ * @example
67
+ * ```typescript
68
+ * const {
69
+ * transitionState,
70
+ * showAnnouncement,
71
+ * startTransition,
72
+ * skipCountdown,
73
+ * } = useRoundTransition(
74
+ * { countdownDuration: 3 },
75
+ * () => {
76
+ * // Start next round
77
+ * initializeNextRound();
78
+ * }
79
+ * );
80
+ *
81
+ * // When round ends
82
+ * startTransition(winner, roundNumber);
83
+ * ```
84
+ */
85
+ export declare function useRoundTransition(config?: RoundTransitionConfig, onTransitionComplete?: () => void): UseRoundTransitionResult;
86
+ export default useRoundTransition;
87
+ //# sourceMappingURL=useRoundTransition.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useRoundTransition.d.ts","sourceRoot":"","sources":["../../src/hooks/useRoundTransition.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAGH,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAEzC;;;;GAIG;AACH,MAAM,MAAM,oBAAoB,GAC5B,MAAM,GACN,YAAY,GACZ,WAAW,GACX,eAAe,CAAC;AAEpB;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,kDAAkD;IAClD,QAAQ,CAAC,oBAAoB,CAAC,EAAE,MAAM,CAAC;IACvC,uCAAuC;IACvC,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;IACpC,mDAAmD;IACnD,QAAQ,CAAC,kBAAkB,CAAC,EAAE,MAAM,CAAC;CACtC;AAED;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,+BAA+B;IAC/B,QAAQ,CAAC,eAAe,EAAE,oBAAoB,CAAC;IAC/C,6CAA6C;IAC7C,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,sCAAsC;IACtC,QAAQ,CAAC,eAAe,EAAE,CACxB,MAAM,EAAE,WAAW,GAAG,IAAI,EAC1B,WAAW,EAAE,MAAM,KAChB,IAAI,CAAC;IACV,6CAA6C;IAC7C,QAAQ,CAAC,aAAa,EAAE,MAAM,IAAI,CAAC;IACnC,qCAAqC;IACrC,QAAQ,CAAC,eAAe,EAAE,MAAM,IAAI,CAAC;IACrC,0CAA0C;IAC1C,QAAQ,CAAC,WAAW,EAAE,WAAW,GAAG,IAAI,CAAC;IACzC,0CAA0C;IAC1C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAWD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wBAAgB,kBAAkB,CAChC,MAAM,GAAE,qBAA0B,EAClC,oBAAoB,CAAC,EAAE,MAAM,IAAI,GAChC,wBAAwB,CAsH1B;AAED,eAAe,kBAAkB,CAAC"}
@@ -0,0 +1,158 @@
1
+ import { useCallback, useEffect, useMemo, useRef, useState } from "react";
2
+ //#region src/hooks/useRoundTransition.ts
3
+ /**
4
+ * useRoundTransition Hook - Manages round transition state and timing
5
+ *
6
+ * Korean: 라운드 전환 훅 (Round Transition Hook)
7
+ *
8
+ * Handles the state machine for round transitions:
9
+ * - idle: Normal combat state
10
+ * - announcing: Showing round announcement
11
+ * - countdown: Counting down to next round
12
+ * - transitioning: Brief transition to next round
13
+ *
14
+ * @module hooks/useRoundTransition
15
+ * @category Combat Hooks
16
+ */
17
+ /**
18
+ * Default configuration values
19
+ */
20
+ var DEFAULT_CONFIG = {
21
+ announcementDuration: 2,
22
+ countdownDuration: 3,
23
+ transitionDuration: 500
24
+ };
25
+ /**
26
+ * useRoundTransition Hook
27
+ *
28
+ * Manages the complete round transition flow:
29
+ * 1. Idle state during normal combat
30
+ * 2. Announcing state shows round results
31
+ * 3. Countdown state counts down to next round
32
+ * 4. Transitioning state briefly transitions to next round
33
+ * 5. Returns to idle for next round
34
+ *
35
+ * @param config - Configuration for transition timings
36
+ * @param onTransitionComplete - Callback when transition completes
37
+ * @returns Round transition state and control functions
38
+ *
39
+ * @example
40
+ * ```typescript
41
+ * const {
42
+ * transitionState,
43
+ * showAnnouncement,
44
+ * startTransition,
45
+ * skipCountdown,
46
+ * } = useRoundTransition(
47
+ * { countdownDuration: 3 },
48
+ * () => {
49
+ * // Start next round
50
+ * initializeNextRound();
51
+ * }
52
+ * );
53
+ *
54
+ * // When round ends
55
+ * startTransition(winner, roundNumber);
56
+ * ```
57
+ */
58
+ function useRoundTransition(config = {}, onTransitionComplete) {
59
+ const mergedConfig = useMemo(() => ({
60
+ ...DEFAULT_CONFIG,
61
+ ...config
62
+ }), [config]);
63
+ const [transitionState, setTransitionState] = useState("idle");
64
+ const [roundWinner, setRoundWinner] = useState(null);
65
+ const [currentRoundNumber, setCurrentRoundNumber] = useState(0);
66
+ const countdownActive = useRef(false);
67
+ const countdownTimer = useRef(null);
68
+ const transitionTimer = useRef(null);
69
+ /**
70
+ * Clear all active timers
71
+ */
72
+ const clearTimers = useCallback(() => {
73
+ if (countdownTimer.current) {
74
+ clearInterval(countdownTimer.current);
75
+ countdownTimer.current = null;
76
+ }
77
+ if (transitionTimer.current) {
78
+ clearTimeout(transitionTimer.current);
79
+ transitionTimer.current = null;
80
+ }
81
+ }, []);
82
+ /**
83
+ * Start the transition sequence
84
+ */
85
+ const startTransition = useCallback((winner, roundNumber) => {
86
+ clearTimers();
87
+ setRoundWinner(winner);
88
+ setCurrentRoundNumber(roundNumber);
89
+ setTransitionState("announcing");
90
+ transitionTimer.current = setTimeout(() => {
91
+ setTransitionState("countdown");
92
+ countdownActive.current = true;
93
+ countdownTimer.current = setTimeout(() => {
94
+ countdownActive.current = false;
95
+ setTransitionState("transitioning");
96
+ transitionTimer.current = setTimeout(() => {
97
+ setTransitionState("idle");
98
+ onTransitionComplete?.();
99
+ }, mergedConfig.transitionDuration);
100
+ }, mergedConfig.countdownDuration * 1e3);
101
+ }, mergedConfig.announcementDuration * 1e3);
102
+ }, [
103
+ clearTimers,
104
+ mergedConfig,
105
+ onTransitionComplete
106
+ ]);
107
+ /**
108
+ * Skip countdown and proceed immediately to next round
109
+ */
110
+ const skipCountdown = useCallback(() => {
111
+ if (transitionState === "announcing" || transitionState === "countdown") {
112
+ clearTimers();
113
+ countdownActive.current = false;
114
+ setTransitionState("transitioning");
115
+ transitionTimer.current = setTimeout(() => {
116
+ setTransitionState("idle");
117
+ onTransitionComplete?.();
118
+ }, mergedConfig.transitionDuration);
119
+ }
120
+ }, [
121
+ transitionState,
122
+ clearTimers,
123
+ mergedConfig.transitionDuration,
124
+ onTransitionComplete
125
+ ]);
126
+ /**
127
+ * Reset transition to idle state
128
+ */
129
+ const resetTransition = useCallback(() => {
130
+ clearTimers();
131
+ countdownActive.current = false;
132
+ setTransitionState("idle");
133
+ setRoundWinner(null);
134
+ setCurrentRoundNumber(0);
135
+ }, [clearTimers]);
136
+ /**
137
+ * Cleanup on unmount
138
+ */
139
+ useEffect(() => {
140
+ return () => {
141
+ clearTimers();
142
+ countdownActive.current = false;
143
+ };
144
+ }, [clearTimers]);
145
+ return {
146
+ transitionState,
147
+ showAnnouncement: transitionState === "announcing" || transitionState === "countdown",
148
+ startTransition,
149
+ skipCountdown,
150
+ resetTransition,
151
+ roundWinner,
152
+ currentRoundNumber
153
+ };
154
+ }
155
+ //#endregion
156
+ export { useRoundTransition as default };
157
+
158
+ //# sourceMappingURL=useRoundTransition.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useRoundTransition.js","names":[],"sources":["../../src/hooks/useRoundTransition.ts"],"sourcesContent":["/**\n * useRoundTransition Hook - Manages round transition state and timing\n *\n * Korean: 라운드 전환 훅 (Round Transition Hook)\n *\n * Handles the state machine for round transitions:\n * - idle: Normal combat state\n * - announcing: Showing round announcement\n * - countdown: Counting down to next round\n * - transitioning: Brief transition to next round\n *\n * @module hooks/useRoundTransition\n * @category Combat Hooks\n */\n\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport { PlayerState } from \"../systems\";\n\n/**\n * Round transition states\n *\n * Korean: 라운드 전환 상태\n */\nexport type RoundTransitionState =\n | \"idle\"\n | \"announcing\"\n | \"countdown\"\n | \"transitioning\";\n\n/**\n * Round transition configuration\n */\nexport interface RoundTransitionConfig {\n /** Duration of announcement display in seconds */\n readonly announcementDuration?: number;\n /** Duration of countdown in seconds */\n readonly countdownDuration?: number;\n /** Duration of transition phase in milliseconds */\n readonly transitionDuration?: number;\n}\n\n/**\n * Round transition hook state\n */\nexport interface UseRoundTransitionResult {\n /** Current transition state */\n readonly transitionState: RoundTransitionState;\n /** Whether announcement should be visible */\n readonly showAnnouncement: boolean;\n /** Start round transition sequence */\n readonly startTransition: (\n winner: PlayerState | null,\n roundNumber: number\n ) => void;\n /** Skip countdown and proceed immediately */\n readonly skipCountdown: () => void;\n /** Reset transition state to idle */\n readonly resetTransition: () => void;\n /** Round winner for current transition */\n readonly roundWinner: PlayerState | null;\n /** Round number for current transition */\n readonly currentRoundNumber: number;\n}\n\n/**\n * Default configuration values\n */\nconst DEFAULT_CONFIG: Required<RoundTransitionConfig> = {\n announcementDuration: 2,\n countdownDuration: 3,\n transitionDuration: 500,\n};\n\n/**\n * useRoundTransition Hook\n *\n * Manages the complete round transition flow:\n * 1. Idle state during normal combat\n * 2. Announcing state shows round results\n * 3. Countdown state counts down to next round\n * 4. Transitioning state briefly transitions to next round\n * 5. Returns to idle for next round\n *\n * @param config - Configuration for transition timings\n * @param onTransitionComplete - Callback when transition completes\n * @returns Round transition state and control functions\n *\n * @example\n * ```typescript\n * const {\n * transitionState,\n * showAnnouncement,\n * startTransition,\n * skipCountdown,\n * } = useRoundTransition(\n * { countdownDuration: 3 },\n * () => {\n * // Start next round\n * initializeNextRound();\n * }\n * );\n *\n * // When round ends\n * startTransition(winner, roundNumber);\n * ```\n */\nexport function useRoundTransition(\n config: RoundTransitionConfig = {},\n onTransitionComplete?: () => void\n): UseRoundTransitionResult {\n const mergedConfig = useMemo(\n () => ({ ...DEFAULT_CONFIG, ...config }),\n [config]\n );\n\n const [transitionState, setTransitionState] =\n useState<RoundTransitionState>(\"idle\");\n const [roundWinner, setRoundWinner] = useState<PlayerState | null>(null);\n const [currentRoundNumber, setCurrentRoundNumber] = useState(0);\n\n // Use ref to track if we should continue countdown\n const countdownActive = useRef(false);\n const countdownTimer = useRef<NodeJS.Timeout | null>(null);\n const transitionTimer = useRef<NodeJS.Timeout | null>(null);\n\n /**\n * Clear all active timers\n */\n const clearTimers = useCallback(() => {\n if (countdownTimer.current) {\n clearInterval(countdownTimer.current);\n countdownTimer.current = null;\n }\n if (transitionTimer.current) {\n clearTimeout(transitionTimer.current);\n transitionTimer.current = null;\n }\n }, []);\n\n /**\n * Start the transition sequence\n */\n const startTransition = useCallback(\n (winner: PlayerState | null, roundNumber: number) => {\n clearTimers();\n setRoundWinner(winner);\n setCurrentRoundNumber(roundNumber);\n setTransitionState(\"announcing\");\n\n // Move to countdown after announcement\n const announcementTimer = setTimeout(() => {\n setTransitionState(\"countdown\");\n countdownActive.current = true;\n\n // Countdown will be managed by the RoundAnnouncement component\n // After countdownDuration, move to transitioning state\n countdownTimer.current = setTimeout(() => {\n countdownActive.current = false;\n setTransitionState(\"transitioning\");\n\n // Complete transition after brief delay\n transitionTimer.current = setTimeout(() => {\n setTransitionState(\"idle\");\n onTransitionComplete?.();\n }, mergedConfig.transitionDuration);\n }, mergedConfig.countdownDuration * 1000);\n }, mergedConfig.announcementDuration * 1000);\n\n // Store timer ref for cleanup\n transitionTimer.current = announcementTimer;\n },\n [clearTimers, mergedConfig, onTransitionComplete]\n );\n\n /**\n * Skip countdown and proceed immediately to next round\n */\n const skipCountdown = useCallback(() => {\n if (transitionState === \"announcing\" || transitionState === \"countdown\") {\n clearTimers();\n countdownActive.current = false;\n setTransitionState(\"transitioning\");\n\n // Complete transition after brief delay\n transitionTimer.current = setTimeout(() => {\n setTransitionState(\"idle\");\n onTransitionComplete?.();\n }, mergedConfig.transitionDuration);\n }\n }, [\n transitionState,\n clearTimers,\n mergedConfig.transitionDuration,\n onTransitionComplete,\n ]);\n\n /**\n * Reset transition to idle state\n */\n const resetTransition = useCallback(() => {\n clearTimers();\n countdownActive.current = false;\n setTransitionState(\"idle\");\n setRoundWinner(null);\n setCurrentRoundNumber(0);\n }, [clearTimers]);\n\n /**\n * Cleanup on unmount\n */\n useEffect(() => {\n return () => {\n clearTimers();\n countdownActive.current = false;\n };\n }, [clearTimers]);\n\n return {\n transitionState,\n showAnnouncement:\n transitionState === \"announcing\" || transitionState === \"countdown\",\n startTransition,\n skipCountdown,\n resetTransition,\n roundWinner,\n currentRoundNumber,\n };\n}\n\nexport default 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