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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  1716. package/lib/utils/clothingColors.d.ts +120 -0
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  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
  1719. package/lib/utils/clothingMaterials.d.ts.map +1 -0
  1720. package/lib/utils/colorHelpers.d.ts +67 -0
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  1728. package/lib/utils/combatReadiness.d.ts +132 -0
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  1732. package/lib/utils/controlMapping.d.ts +171 -0
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  1736. package/lib/utils/deviceDetection.d.ts +159 -0
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  1740. package/lib/utils/effectUtils.d.ts +63 -0
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  1744. package/lib/utils/eventConstants.d.ts +25 -0
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  1750. package/lib/utils/fabricTextures.js +301 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,88 @@
1
+ /**
2
+ * useSkeletalAnimation - Shared hook for skeletal animation management
3
+ *
4
+ * Centralizes skeletal animation state and frame updates for player characters.
5
+ * Reduces code duplication across SkeletalPlayer3D, Player3DWithTransitions,
6
+ * and screen components.
7
+ *
8
+ * PHASE 2: Now uses cached interpolation and batch bone updates for 60fps performance
9
+ *
10
+ * @module hooks/useSkeletalAnimation
11
+ * @category Hooks
12
+ * @korean 골격애니메이션훅
13
+ */
14
+ import type { TrigramStance } from "../types/common";
15
+ import type { PlayerAnimation } from "../types/player-visual";
16
+ import type { SkeletalAnimationState, SkeletalRig } from "../types/skeletal";
17
+ /**
18
+ * Options for useSkeletalAnimation hook
19
+ * @korean 골격애니메이션훅옵션
20
+ */
21
+ export interface UseSkeletalAnimationOptions {
22
+ /** Current animation name */
23
+ readonly currentAnimation: PlayerAnimation;
24
+ /** Specific attack animation name (for attack state) */
25
+ readonly attackAnimation?: string;
26
+ /** Whether player is blocking */
27
+ readonly isBlocking?: boolean;
28
+ /** Current player stance for trigram-specific idle animations */
29
+ readonly stance?: TrigramStance;
30
+ /**
31
+ * Stance laterality (left or right foot forward)
32
+ *
33
+ * - "left": Left foot forward (왼발서기 - Oenbal Seogi)
34
+ * - "right": Right foot forward (오른발서기 - Oreun Bal Seogi)
35
+ *
36
+ * This affects animation mirroring - techniques will be mirrored
37
+ * appropriately based on the laterality, creating 16 distinct stance
38
+ * configurations (8 trigrams × 2 laterality).
39
+ *
40
+ * **Korean**: 측면성 (Cheugmyeonseong - Laterality/Sidedness)
41
+ */
42
+ readonly laterality?: "left" | "right";
43
+ /** Callback when animation completes */
44
+ readonly onAnimationComplete?: () => void;
45
+ }
46
+ /**
47
+ * Return type for useSkeletalAnimation hook
48
+ * @korean 골격애니메이션훅반환타입
49
+ */
50
+ export interface UseSkeletalAnimationReturn {
51
+ /** Current animation state */
52
+ readonly animState: SkeletalAnimationState;
53
+ /** Animation time reference (seconds) */
54
+ readonly animTimeRef: React.MutableRefObject<number>;
55
+ /** Update animation and apply to rig (call in useFrame) */
56
+ readonly updateRigAnimation: (rig: SkeletalRig, delta: number) => void;
57
+ /** Diagonal rotation override for step animations */
58
+ readonly diagonalRotationY: number | null;
59
+ }
60
+ /**
61
+ * useSkeletalAnimation hook
62
+ *
63
+ * Manages skeletal animation state and frame updates for player characters.
64
+ * Handles animation selection based on player state (idle, walk, attack, etc.)
65
+ * and applies keyframes to the skeletal rig.
66
+ *
67
+ * @param options - Animation options
68
+ * @returns Animation state and update function
69
+ *
70
+ * @example
71
+ * ```tsx
72
+ * const { animState, animTimeRef, updateRigAnimation, diagonalRotationY } =
73
+ * useSkeletalAnimation({
74
+ * currentAnimation: "walk",
75
+ * isBlocking: false,
76
+ * onAnimationComplete: () => console.log("Animation completed"),
77
+ * });
78
+ *
79
+ * // In useFrame callback
80
+ * useFrame((_, delta) => {
81
+ * updateRigAnimation(rig, delta);
82
+ * });
83
+ * ```
84
+ *
85
+ * @korean 골격애니메이션훅
86
+ */
87
+ export declare function useSkeletalAnimation(options: UseSkeletalAnimationOptions): UseSkeletalAnimationReturn;
88
+ //# sourceMappingURL=useSkeletalAnimation.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useSkeletalAnimation.d.ts","sourceRoot":"","sources":["../../src/hooks/useSkeletalAnimation.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAeH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AACrD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,KAAK,EAEV,sBAAsB,EACtB,WAAW,EACZ,MAAM,mBAAmB,CAAC;AAE3B;;;GAGG;AACH,MAAM,WAAW,2BAA2B;IAC1C,6BAA6B;IAC7B,QAAQ,CAAC,gBAAgB,EAAE,eAAe,CAAC;IAC3C,wDAAwD;IACxD,QAAQ,CAAC,eAAe,CAAC,EAAE,MAAM,CAAC;IAClC,iCAAiC;IACjC,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;IAC9B,iEAAiE;IACjE,QAAQ,CAAC,MAAM,CAAC,EAAE,aAAa,CAAC;IAChC;;;;;;;;;;;OAWG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IACvC,wCAAwC;IACxC,QAAQ,CAAC,mBAAmB,CAAC,EAAE,MAAM,IAAI,CAAC;CAC3C;AAED;;;GAGG;AACH,MAAM,WAAW,0BAA0B;IACzC,8BAA8B;IAC9B,QAAQ,CAAC,SAAS,EAAE,sBAAsB,CAAC;IAC3C,yCAAyC;IACzC,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACrD,2DAA2D;IAC3D,QAAQ,CAAC,kBAAkB,EAAE,CAAC,GAAG,EAAE,WAAW,EAAE,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IACvE,qDAAqD;IACrD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,GAAG,IAAI,CAAC;CAC3C;AAaD;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,oBAAoB,CAClC,OAAO,EAAE,2BAA2B,GACnC,0BAA0B,CAoN5B"}
@@ -0,0 +1,176 @@
1
+ import { getDefensiveAnimation } from "../systems/animation/catalogs/DefensiveAnimations.js";
2
+ import { getAttackAnimation } from "../systems/animation/catalogs/StanceAttackAnimations.js";
3
+ import { getAnimation, getAnimationByName } from "../systems/animation/core/AnimationRegistry.js";
4
+ import { batchUpdateBones, interpolateKeyframeCached, performanceMonitor } from "../systems/animation/core/AnimationOptimizations.js";
5
+ import { applyLaterality } from "../systems/animation/core/LateralityTransform.js";
6
+ import { getStepAnimation } from "../systems/animation/catalogs/StepSkeletalAnimations.js";
7
+ import { getFootworkAnimation } from "../systems/animation/catalogs/FootworkSkeletalAnimations.js";
8
+ import "../systems/animation/index.js";
9
+ import { useCallback, useEffect, useRef, useState } from "react";
10
+ //#region src/hooks/useSkeletalAnimation.ts
11
+ /**
12
+ * useSkeletalAnimation - Shared hook for skeletal animation management
13
+ *
14
+ * Centralizes skeletal animation state and frame updates for player characters.
15
+ * Reduces code duplication across SkeletalPlayer3D, Player3DWithTransitions,
16
+ * and screen components.
17
+ *
18
+ * PHASE 2: Now uses cached interpolation and batch bone updates for 60fps performance
19
+ *
20
+ * @module hooks/useSkeletalAnimation
21
+ * @category Hooks
22
+ * @korean 골격애니메이션훅
23
+ */
24
+ /**
25
+ * Set of diagonal step animations for O(1) lookup
26
+ * @korean 대각선스텝애니메이션집합
27
+ */
28
+ var DIAGONAL_STEP_ANIMATIONS = new Set([
29
+ "step_forward_left",
30
+ "step_forward_right",
31
+ "step_back_left",
32
+ "step_back_right"
33
+ ]);
34
+ /**
35
+ * useSkeletalAnimation hook
36
+ *
37
+ * Manages skeletal animation state and frame updates for player characters.
38
+ * Handles animation selection based on player state (idle, walk, attack, etc.)
39
+ * and applies keyframes to the skeletal rig.
40
+ *
41
+ * @param options - Animation options
42
+ * @returns Animation state and update function
43
+ *
44
+ * @example
45
+ * ```tsx
46
+ * const { animState, animTimeRef, updateRigAnimation, diagonalRotationY } =
47
+ * useSkeletalAnimation({
48
+ * currentAnimation: "walk",
49
+ * isBlocking: false,
50
+ * onAnimationComplete: () => console.log("Animation completed"),
51
+ * });
52
+ *
53
+ * // In useFrame callback
54
+ * useFrame((_, delta) => {
55
+ * updateRigAnimation(rig, delta);
56
+ * });
57
+ * ```
58
+ *
59
+ * @korean 골격애니메이션훅
60
+ */
61
+ function useSkeletalAnimation(options) {
62
+ const { currentAnimation, attackAnimation, isBlocking = false, stance, laterality = "right", onAnimationComplete } = options;
63
+ const [animState, setAnimState] = useState({
64
+ currentAnimation: null,
65
+ currentTime: 0,
66
+ isPlaying: false,
67
+ playbackSpeed: 1,
68
+ previousKeyframeIndex: 0,
69
+ nextKeyframeIndex: 1
70
+ });
71
+ const animTimeRef = useRef(0);
72
+ const [diagonalRotationY, setDiagonalRotationY] = useState(null);
73
+ useEffect(() => {
74
+ animTimeRef.current = 0;
75
+ let selectedAnim = null;
76
+ let playbackSpeed;
77
+ let shouldClearDiagonalRotation = true;
78
+ if (currentAnimation === "attack" && attackAnimation) {
79
+ selectedAnim = getAttackAnimation(attackAnimation) ?? getAnimation(attackAnimation) ?? null;
80
+ playbackSpeed = 1;
81
+ } else if (currentAnimation === "defend" || isBlocking) {
82
+ if (attackAnimation) selectedAnim = getDefensiveAnimation(attackAnimation) ?? null;
83
+ selectedAnim ??= getAnimation("block") ?? null;
84
+ playbackSpeed = 1;
85
+ } else if (currentAnimation === "idle") {
86
+ if (stance) selectedAnim = getAnimationByName(`stance_${stance}`) ?? null;
87
+ selectedAnim ??= getAnimation("idle") ?? null;
88
+ playbackSpeed = .5;
89
+ } else if (currentAnimation === "walk") {
90
+ if (stance) selectedAnim = getAnimationByName(`walk_${stance}`) ?? null;
91
+ selectedAnim ??= getAnimation("walk") ?? null;
92
+ playbackSpeed = 1;
93
+ } else if (currentAnimation === "run") {
94
+ if (stance) selectedAnim = getAnimationByName(`run_${stance}`) ?? null;
95
+ selectedAnim ??= getAnimation("run") ?? null;
96
+ playbackSpeed = 1;
97
+ } else if (currentAnimation?.startsWith("fall_")) {
98
+ selectedAnim = getAnimation(currentAnimation) ?? null;
99
+ playbackSpeed = 1;
100
+ } else if (currentAnimation === "stance_change") {
101
+ selectedAnim = getAnimation("idle_stance") ?? null;
102
+ playbackSpeed = 1.2;
103
+ } else if (currentAnimation === "hit") {
104
+ setAnimState((prev) => ({
105
+ ...prev,
106
+ isPlaying: false,
107
+ currentTime: 0
108
+ }));
109
+ return;
110
+ } else if (currentAnimation?.startsWith("step_")) {
111
+ selectedAnim = getStepAnimation(currentAnimation) ?? null;
112
+ playbackSpeed = 1;
113
+ if (DIAGONAL_STEP_ANIMATIONS.has(currentAnimation)) shouldClearDiagonalRotation = false;
114
+ } else if (currentAnimation?.startsWith("footwork_")) {
115
+ selectedAnim = getFootworkAnimation(currentAnimation) ?? null;
116
+ playbackSpeed = 1;
117
+ } else if (currentAnimation?.startsWith("stance_")) {
118
+ selectedAnim = getAnimationByName(currentAnimation) ?? null;
119
+ playbackSpeed = .5;
120
+ } else {
121
+ selectedAnim = getAnimation("idle_stance") ?? null;
122
+ playbackSpeed = .5;
123
+ }
124
+ if (selectedAnim) selectedAnim = applyLaterality(selectedAnim, laterality);
125
+ if (shouldClearDiagonalRotation) setDiagonalRotationY(null);
126
+ setAnimState({
127
+ currentAnimation: selectedAnim,
128
+ currentTime: 0,
129
+ isPlaying: true,
130
+ playbackSpeed,
131
+ previousKeyframeIndex: 0,
132
+ nextKeyframeIndex: 1
133
+ });
134
+ }, [
135
+ currentAnimation,
136
+ attackAnimation,
137
+ isBlocking,
138
+ stance,
139
+ laterality
140
+ ]);
141
+ return {
142
+ animState,
143
+ animTimeRef,
144
+ updateRigAnimation: useCallback((targetRig, delta) => {
145
+ if (animState.isPlaying && animState.currentAnimation) {
146
+ const frameStartTime = performance.now();
147
+ let newTime = animTimeRef.current + delta * animState.playbackSpeed;
148
+ let completed = false;
149
+ if (newTime >= animState.currentAnimation.duration) if (animState.currentAnimation.loop) newTime = newTime % animState.currentAnimation.duration;
150
+ else {
151
+ newTime = animState.currentAnimation.duration;
152
+ completed = true;
153
+ }
154
+ const keyframe = interpolateKeyframeCached(animState.currentAnimation.name, animState.currentAnimation, newTime);
155
+ if (keyframe) batchUpdateBones(targetRig, keyframe);
156
+ animTimeRef.current = newTime;
157
+ const frameTime = performance.now() - frameStartTime;
158
+ performanceMonitor.recordFrame(frameTime);
159
+ if (completed) {
160
+ animTimeRef.current = 0;
161
+ setAnimState((prev) => ({
162
+ ...prev,
163
+ isPlaying: false,
164
+ currentTime: 0
165
+ }));
166
+ if (onAnimationComplete) onAnimationComplete();
167
+ }
168
+ }
169
+ }, [animState, onAnimationComplete]),
170
+ diagonalRotationY
171
+ };
172
+ }
173
+ //#endregion
174
+ export { useSkeletalAnimation };
175
+
176
+ //# sourceMappingURL=useSkeletalAnimation.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useSkeletalAnimation.js","names":[],"sources":["../../src/hooks/useSkeletalAnimation.ts"],"sourcesContent":["/**\n * useSkeletalAnimation - Shared hook for skeletal animation management\n *\n * Centralizes skeletal animation state and frame updates for player characters.\n * Reduces code duplication across SkeletalPlayer3D, Player3DWithTransitions,\n * and screen components.\n *\n * PHASE 2: Now uses cached interpolation and batch bone updates for 60fps performance\n *\n * @module hooks/useSkeletalAnimation\n * @category Hooks\n * @korean 골격애니메이션훅\n */\n\nimport { useCallback, useEffect, useRef, useState } from \"react\";\nimport {\n batchUpdateBones,\n getAnimation,\n getAnimationByName,\n getAttackAnimation,\n getDefensiveAnimation,\n getFootworkAnimation,\n getStepAnimation,\n interpolateKeyframeCached,\n performanceMonitor,\n} from \"../systems/animation\";\nimport { applyLaterality } from \"../systems/animation/core/LateralityTransform\";\nimport type { TrigramStance } from \"../types/common\";\nimport type { PlayerAnimation } from \"../types/player-visual\";\nimport type {\n SkeletalAnimation,\n SkeletalAnimationState,\n SkeletalRig,\n} from \"../types/skeletal\";\n\n/**\n * Options for useSkeletalAnimation hook\n * @korean 골격애니메이션훅옵션\n */\nexport interface UseSkeletalAnimationOptions {\n /** Current animation name */\n readonly currentAnimation: PlayerAnimation;\n /** Specific attack animation name (for attack state) */\n readonly attackAnimation?: string;\n /** Whether player is blocking */\n readonly isBlocking?: boolean;\n /** Current player stance for trigram-specific idle animations */\n readonly stance?: TrigramStance;\n /**\n * Stance laterality (left or right foot forward)\n *\n * - \"left\": Left foot forward (왼발서기 - Oenbal Seogi)\n * - \"right\": Right foot forward (오른발서기 - Oreun Bal Seogi)\n *\n * This affects animation mirroring - techniques will be mirrored\n * appropriately based on the laterality, creating 16 distinct stance\n * configurations (8 trigrams × 2 laterality).\n *\n * **Korean**: 측면성 (Cheugmyeonseong - Laterality/Sidedness)\n */\n readonly laterality?: \"left\" | \"right\";\n /** Callback when animation completes */\n readonly onAnimationComplete?: () => void;\n}\n\n/**\n * Return type for useSkeletalAnimation hook\n * @korean 골격애니메이션훅반환타입\n */\nexport interface UseSkeletalAnimationReturn {\n /** Current animation state */\n readonly animState: SkeletalAnimationState;\n /** Animation time reference (seconds) */\n readonly animTimeRef: React.MutableRefObject<number>;\n /** Update animation and apply to rig (call in useFrame) */\n readonly updateRigAnimation: (rig: SkeletalRig, delta: number) => void;\n /** Diagonal rotation override for step animations */\n readonly diagonalRotationY: number | null;\n}\n\n/**\n * Set of diagonal step animations for O(1) lookup\n * @korean 대각선스텝애니메이션집합\n */\nconst DIAGONAL_STEP_ANIMATIONS = new Set([\n \"step_forward_left\",\n \"step_forward_right\",\n \"step_back_left\",\n \"step_back_right\",\n]);\n\n/**\n * useSkeletalAnimation hook\n *\n * Manages skeletal animation state and frame updates for player characters.\n * Handles animation selection based on player state (idle, walk, attack, etc.)\n * and applies keyframes to the skeletal rig.\n *\n * @param options - Animation options\n * @returns Animation state and update function\n *\n * @example\n * ```tsx\n * const { animState, animTimeRef, updateRigAnimation, diagonalRotationY } =\n * useSkeletalAnimation({\n * currentAnimation: \"walk\",\n * isBlocking: false,\n * onAnimationComplete: () => console.log(\"Animation completed\"),\n * });\n *\n * // In useFrame callback\n * useFrame((_, delta) => {\n * updateRigAnimation(rig, delta);\n * });\n * ```\n *\n * @korean 골격애니메이션훅\n */\nexport function useSkeletalAnimation(\n options: UseSkeletalAnimationOptions,\n): UseSkeletalAnimationReturn {\n const {\n currentAnimation,\n attackAnimation,\n isBlocking = false,\n stance,\n laterality = \"right\",\n onAnimationComplete,\n } = options;\n\n // Animation state\n const [animState, setAnimState] = useState<SkeletalAnimationState>({\n currentAnimation: null,\n currentTime: 0,\n isPlaying: false,\n playbackSpeed: 1.0,\n previousKeyframeIndex: 0,\n nextKeyframeIndex: 1,\n });\n\n // Animation time ref (updated at 60fps without triggering re-renders)\n const animTimeRef = useRef(0);\n\n // Diagonal step rotation override (Y-axis rotation in radians)\n const [diagonalRotationY, setDiagonalRotationY] = useState<number | null>(\n null,\n );\n\n // Load animation when currentAnimation, blocking state, or laterality changes\n useEffect(() => {\n // Reset animation time whenever animation changes\n animTimeRef.current = 0;\n\n let selectedAnim: SkeletalAnimation | null = null;\n let playbackSpeed: number;\n let shouldClearDiagonalRotation = true;\n\n if (currentAnimation === \"attack\" && attackAnimation) {\n // Attack animation - first check stance-specific attacks, then generic\n selectedAnim =\n getAttackAnimation(attackAnimation) ??\n getAnimation(attackAnimation) ??\n null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"defend\" || isBlocking) {\n // Block/defend animation - check stance-specific defensive animations first\n // If attackAnimation contains a defensive animation name, use it\n if (attackAnimation) {\n selectedAnim = getDefensiveAnimation(attackAnimation) ?? null;\n }\n // Fall back to generic block animation\n selectedAnim ??= getAnimation(\"block\") ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"idle\") {\n // Idle animation - use trigram-specific stance idle if stance is provided\n // Otherwise fall back to generic idle breathing animation\n if (stance) {\n const stanceIdleAnim = `stance_${stance}` as PlayerAnimation;\n selectedAnim = getAnimationByName(stanceIdleAnim) ?? null;\n }\n // Fall back to generic idle if no stance or stance animation not found\n selectedAnim ??= getAnimation(\"idle\") ?? null;\n playbackSpeed = 0.5; // Slow breathing animation\n } else if (currentAnimation === \"walk\") {\n // Walking animation - use trigram-specific walk if stance is provided\n if (stance) {\n const stanceWalkAnim = `walk_${stance}` as PlayerAnimation;\n selectedAnim = getAnimationByName(stanceWalkAnim) ?? null;\n }\n // Fall back to generic walk if no stance or stance animation not found\n selectedAnim ??= getAnimation(\"walk\") ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"run\") {\n // Running animation - use trigram-specific run if stance is provided\n if (stance) {\n const stanceRunAnim = `run_${stance}` as PlayerAnimation;\n selectedAnim = getAnimationByName(stanceRunAnim) ?? null;\n }\n // Fall back to generic run if no stance or stance animation not found\n selectedAnim ??= getAnimation(\"run\") ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation?.startsWith(\"fall_\")) {\n // Fall animations - directional falls from BasicAnimations\n selectedAnim = getAnimation(currentAnimation) ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation === \"stance_change\") {\n // Stance change animation\n selectedAnim = getAnimation(\"idle_stance\") ?? null;\n playbackSpeed = 1.2; // Slightly faster for responsiveness\n } else if (currentAnimation === \"hit\") {\n // Hit reaction - stop animation\n setAnimState((prev) => ({\n ...prev,\n isPlaying: false,\n currentTime: 0,\n }));\n return;\n } else if (currentAnimation?.startsWith(\"step_\")) {\n // Tactical step animation\n selectedAnim = getStepAnimation(currentAnimation) ?? null;\n playbackSpeed = 1.0;\n\n // Handle diagonal step rotation\n if (DIAGONAL_STEP_ANIMATIONS.has(currentAnimation)) {\n shouldClearDiagonalRotation = false;\n // Diagonal rotation will be handled by parent component\n // This hook only manages the flag\n }\n } else if (currentAnimation?.startsWith(\"footwork_\")) {\n // Footwork pattern animation\n selectedAnim = getFootworkAnimation(currentAnimation) ?? null;\n playbackSpeed = 1.0;\n } else if (currentAnimation?.startsWith(\"stance_\")) {\n // Stance-specific idle animation with proper biomechanics\n // Use getAnimationByName which searches ALL_ANIMATIONS (includes STANCE_ANIMATIONS)\n selectedAnim = getAnimationByName(currentAnimation) ?? null;\n playbackSpeed = 0.5; // Slow breathing animation for stance idle\n } else {\n // Idle animation (fallback)\n selectedAnim = getAnimation(\"idle_stance\") ?? null;\n playbackSpeed = 0.5; // Slow breathing animation\n }\n\n // Apply laterality transformation if selectedAnim exists\n // laterality directly affects animation mirroring:\n // \"left\" = left foot forward (왼발서기) → animations mirrored\n // \"right\" = right foot forward (오른발서기) → base animations (default)\n if (selectedAnim) {\n selectedAnim = applyLaterality(selectedAnim, laterality);\n }\n\n // Clear diagonal rotation for non-diagonal animations\n if (shouldClearDiagonalRotation) {\n setDiagonalRotationY(null);\n }\n\n setAnimState({\n currentAnimation: selectedAnim,\n currentTime: 0,\n isPlaying: true,\n playbackSpeed,\n previousKeyframeIndex: 0,\n nextKeyframeIndex: 1,\n });\n }, [currentAnimation, attackAnimation, isBlocking, stance, laterality]);\n\n // Update animation and apply to rig (called at 60fps in useFrame)\n // PHASE 2: Now uses cached interpolation and batch bone updates\n const updateRigAnimation = useCallback(\n (targetRig: SkeletalRig, delta: number) => {\n if (animState.isPlaying && animState.currentAnimation) {\n const frameStartTime = performance.now();\n\n // Advance animation time\n let newTime = animTimeRef.current + delta * animState.playbackSpeed;\n let completed = false;\n\n // Handle looping or completion\n if (newTime >= animState.currentAnimation.duration) {\n if (animState.currentAnimation.loop) {\n newTime = newTime % animState.currentAnimation.duration;\n } else {\n newTime = animState.currentAnimation.duration;\n completed = true;\n }\n }\n\n // Use cached interpolation for 90%+ cache hit rate\n // Use animation.name as the unique identifier\n const keyframe = interpolateKeyframeCached(\n animState.currentAnimation.name,\n animState.currentAnimation,\n newTime,\n );\n\n if (keyframe) {\n // Batch update bones (60% faster than individual updates)\n batchUpdateBones(targetRig, keyframe);\n }\n\n // Update time ref\n animTimeRef.current = newTime;\n\n // Record performance metrics\n const frameTime = performance.now() - frameStartTime;\n performanceMonitor.recordFrame(frameTime);\n\n // Handle animation completion\n if (completed) {\n animTimeRef.current = 0;\n setAnimState((prev) => ({\n ...prev,\n isPlaying: false,\n currentTime: 0,\n }));\n\n // Trigger callback\n if (onAnimationComplete) {\n onAnimationComplete();\n }\n }\n }\n },\n [animState, onAnimationComplete],\n );\n\n return {\n animState,\n animTimeRef,\n updateRigAnimation,\n diagonalRotationY,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AAoFA,IAAM,2BAA2B,IAAI,IAAI;CACvC;CACA;CACA;CACA;CACD,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BF,SAAgB,qBACd,SAC4B;CAC5B,MAAM,EACJ,kBACA,iBACA,aAAa,OACb,QACA,aAAa,SACb,wBACE;CAGJ,MAAM,CAAC,WAAW,gBAAgB,SAAiC;EACjE,kBAAkB;EAClB,aAAa;EACb,WAAW;EACX,eAAe;EACf,uBAAuB;EACvB,mBAAmB;EACpB,CAAC;CAGF,MAAM,cAAc,OAAO,EAAE;CAG7B,MAAM,CAAC,mBAAmB,wBAAwB,SAChD,KACD;AAGD,iBAAgB;AAEd,cAAY,UAAU;EAEtB,IAAI,eAAyC;EAC7C,IAAI;EACJ,IAAI,8BAA8B;AAElC,MAAI,qBAAqB,YAAY,iBAAiB;AAEpD,kBACE,mBAAmB,gBAAgB,IACnC,aAAa,gBAAgB,IAC7B;AACF,mBAAgB;aACP,qBAAqB,YAAY,YAAY;AAGtD,OAAI,gBACF,gBAAe,sBAAsB,gBAAgB,IAAI;AAG3D,oBAAiB,aAAa,QAAQ,IAAI;AAC1C,mBAAgB;aACP,qBAAqB,QAAQ;AAGtC,OAAI,OAEF,gBAAe,mBADQ,UAAU,SACgB,IAAI;AAGvD,oBAAiB,aAAa,OAAO,IAAI;AACzC,mBAAgB;aACP,qBAAqB,QAAQ;AAEtC,OAAI,OAEF,gBAAe,mBADQ,QAAQ,SACkB,IAAI;AAGvD,oBAAiB,aAAa,OAAO,IAAI;AACzC,mBAAgB;aACP,qBAAqB,OAAO;AAErC,OAAI,OAEF,gBAAe,mBADO,OAAO,SACmB,IAAI;AAGtD,oBAAiB,aAAa,MAAM,IAAI;AACxC,mBAAgB;aACP,kBAAkB,WAAW,QAAQ,EAAE;AAEhD,kBAAe,aAAa,iBAAiB,IAAI;AACjD,mBAAgB;aACP,qBAAqB,iBAAiB;AAE/C,kBAAe,aAAa,cAAc,IAAI;AAC9C,mBAAgB;aACP,qBAAqB,OAAO;AAErC,iBAAc,UAAU;IACtB,GAAG;IACH,WAAW;IACX,aAAa;IACd,EAAE;AACH;aACS,kBAAkB,WAAW,QAAQ,EAAE;AAEhD,kBAAe,iBAAiB,iBAAiB,IAAI;AACrD,mBAAgB;AAGhB,OAAI,yBAAyB,IAAI,iBAAiB,CAChD,+BAA8B;aAIvB,kBAAkB,WAAW,YAAY,EAAE;AAEpD,kBAAe,qBAAqB,iBAAiB,IAAI;AACzD,mBAAgB;aACP,kBAAkB,WAAW,UAAU,EAAE;AAGlD,kBAAe,mBAAmB,iBAAiB,IAAI;AACvD,mBAAgB;SACX;AAEL,kBAAe,aAAa,cAAc,IAAI;AAC9C,mBAAgB;;AAOlB,MAAI,aACF,gBAAe,gBAAgB,cAAc,WAAW;AAI1D,MAAI,4BACF,sBAAqB,KAAK;AAG5B,eAAa;GACX,kBAAkB;GAClB,aAAa;GACb,WAAW;GACX;GACA,uBAAuB;GACvB,mBAAmB;GACpB,CAAC;IACD;EAAC;EAAkB;EAAiB;EAAY;EAAQ;EAAW,CAAC;AA8DvE,QAAO;EACL;EACA;EACA,oBA7DyB,aACxB,WAAwB,UAAkB;AACzC,OAAI,UAAU,aAAa,UAAU,kBAAkB;IACrD,MAAM,iBAAiB,YAAY,KAAK;IAGxC,IAAI,UAAU,YAAY,UAAU,QAAQ,UAAU;IACtD,IAAI,YAAY;AAGhB,QAAI,WAAW,UAAU,iBAAiB,SACxC,KAAI,UAAU,iBAAiB,KAC7B,WAAU,UAAU,UAAU,iBAAiB;SAC1C;AACL,eAAU,UAAU,iBAAiB;AACrC,iBAAY;;IAMhB,MAAM,WAAW,0BACf,UAAU,iBAAiB,MAC3B,UAAU,kBACV,QACD;AAED,QAAI,SAEF,kBAAiB,WAAW,SAAS;AAIvC,gBAAY,UAAU;IAGtB,MAAM,YAAY,YAAY,KAAK,GAAG;AACtC,uBAAmB,YAAY,UAAU;AAGzC,QAAI,WAAW;AACb,iBAAY,UAAU;AACtB,mBAAc,UAAU;MACtB,GAAG;MACH,WAAW;MACX,aAAa;MACd,EAAE;AAGH,SAAI,oBACF,sBAAqB;;;KAK7B,CAAC,WAAW,oBAAoB,CACjC;EAMC;EACD"}
@@ -0,0 +1,73 @@
1
+ /**
2
+ * Custom hook for managing technique selection and execution.
3
+ *
4
+ * **Korean**: 기술 선택 관리 (Technique Selection Management)
5
+ *
6
+ * Handles technique selection state, keyboard shortcuts, cooldown tracking,
7
+ * and validation of technique execution based on player resources and stance.
8
+ *
9
+ * @module hooks/useTechniqueSelection
10
+ * @category Combat Hooks
11
+ * @korean 기술선택훅
12
+ */
13
+ import { PlayerState } from "../systems/player";
14
+ import { Technique, TechniqueCooldown, TechniqueValidation } from "../types";
15
+ /**
16
+ * Configuration for technique selection hook.
17
+ */
18
+ export interface UseTechniqueSelectionConfig {
19
+ /** Player state with resources and stance */
20
+ readonly player: PlayerState;
21
+ /** Whether technique selection is enabled */
22
+ readonly enabled?: boolean;
23
+ /** Callback when technique is selected */
24
+ readonly onTechniqueSelected?: (technique: Technique) => void;
25
+ /** Callback when technique execution is attempted */
26
+ readonly onTechniqueExecute?: (technique: Technique) => void;
27
+ }
28
+ /**
29
+ * Technique selection state and actions.
30
+ */
31
+ export interface UseTechniqueSelectionResult {
32
+ /** Available techniques for player archetype */
33
+ readonly availableTechniques: readonly Technique[];
34
+ /** Currently selected technique index */
35
+ readonly selectedIndex: number;
36
+ /** Active cooldowns for techniques */
37
+ readonly activeCooldowns: readonly TechniqueCooldown[];
38
+ /** Select technique by index */
39
+ readonly selectTechnique: (index: number) => void;
40
+ /** Execute currently selected technique */
41
+ readonly executeTechnique: (indexOverride?: number) => void;
42
+ /** Check if technique can be executed */
43
+ readonly validateTechnique: (technique: Technique) => TechniqueValidation;
44
+ /** Check if technique is on cooldown */
45
+ readonly isOnCooldown: (techniqueId: string) => boolean;
46
+ /** Get remaining cooldown time in ms */
47
+ readonly getRemainingCooldown: (techniqueId: string) => number;
48
+ /** Check if player has sufficient resources */
49
+ readonly hasResources: (technique: Technique) => boolean;
50
+ }
51
+ /**
52
+ * Custom hook for managing technique selection and execution.
53
+ *
54
+ * @param config - Configuration options
55
+ * @returns Technique selection state and actions
56
+ *
57
+ * @example
58
+ * ```typescript
59
+ * const techniqueSelection = useTechniqueSelection({
60
+ * player: playerState,
61
+ * enabled: !isPaused && combatActive,
62
+ * onTechniqueExecute: (technique) => {
63
+ * // Execute technique logic
64
+ * executeCombatTechnique(playerState, opponent, technique);
65
+ * }
66
+ * });
67
+ * ```
68
+ *
69
+ * @public
70
+ */
71
+ export declare function useTechniqueSelection(config: UseTechniqueSelectionConfig): UseTechniqueSelectionResult;
72
+ export default useTechniqueSelection;
73
+ //# sourceMappingURL=useTechniqueSelection.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,190 @@
1
+ import { getTechniquesForStanceAndArchetype } from "../data/techniques.js";
2
+ import { useCallback, useEffect, useMemo, useRef, useState } from "react";
3
+ //#region src/hooks/useTechniqueSelection.ts
4
+ /**
5
+ * Custom hook for managing technique selection and execution.
6
+ *
7
+ * **Korean**: 기술 선택 관리 (Technique Selection Management)
8
+ *
9
+ * Handles technique selection state, keyboard shortcuts, cooldown tracking,
10
+ * and validation of technique execution based on player resources and stance.
11
+ *
12
+ * @module hooks/useTechniqueSelection
13
+ * @category Combat Hooks
14
+ * @korean 기술선택훅
15
+ */
16
+ /**
17
+ * Custom hook for managing technique selection and execution.
18
+ *
19
+ * @param config - Configuration options
20
+ * @returns Technique selection state and actions
21
+ *
22
+ * @example
23
+ * ```typescript
24
+ * const techniqueSelection = useTechniqueSelection({
25
+ * player: playerState,
26
+ * enabled: !isPaused && combatActive,
27
+ * onTechniqueExecute: (technique) => {
28
+ * // Execute technique logic
29
+ * executeCombatTechnique(playerState, opponent, technique);
30
+ * }
31
+ * });
32
+ * ```
33
+ *
34
+ * @public
35
+ */
36
+ function useTechniqueSelection(config) {
37
+ const { player, enabled = true, onTechniqueSelected, onTechniqueExecute } = config;
38
+ const availableTechniques = useMemo(() => getTechniquesForStanceAndArchetype(player.currentStance, player.archetype), [player.currentStance, player.archetype]);
39
+ const [selectedIndex, setSelectedIndex] = useState(0);
40
+ const [activeCooldowns, setActiveCooldowns] = useState([]);
41
+ const cooldownUpdateIntervalRef = useRef(null);
42
+ useEffect(() => {
43
+ if (activeCooldowns.length === 0) {
44
+ if (cooldownUpdateIntervalRef.current) {
45
+ clearInterval(cooldownUpdateIntervalRef.current);
46
+ cooldownUpdateIntervalRef.current = null;
47
+ }
48
+ return;
49
+ }
50
+ let isMounted = true;
51
+ cooldownUpdateIntervalRef.current = setInterval(() => {
52
+ if (!isMounted) return;
53
+ const now = Date.now();
54
+ setActiveCooldowns((prev) => {
55
+ return prev.map((cd) => ({
56
+ ...cd,
57
+ remaining: Math.max(0, cd.startTime + cd.duration - now)
58
+ })).filter((cd) => cd.remaining > 0);
59
+ });
60
+ }, 100);
61
+ return () => {
62
+ isMounted = false;
63
+ if (cooldownUpdateIntervalRef.current) {
64
+ clearInterval(cooldownUpdateIntervalRef.current);
65
+ cooldownUpdateIntervalRef.current = null;
66
+ }
67
+ };
68
+ }, [activeCooldowns.length]);
69
+ const isOnCooldown = useCallback((techniqueId) => {
70
+ return activeCooldowns.some((cd) => cd.techniqueId === techniqueId && cd.remaining > 0);
71
+ }, [activeCooldowns]);
72
+ const getRemainingCooldown = useCallback((techniqueId) => {
73
+ return activeCooldowns.find((cd) => cd.techniqueId === techniqueId)?.remaining ?? 0;
74
+ }, [activeCooldowns]);
75
+ const hasResources = useCallback((technique) => {
76
+ return player.stamina >= technique.staminaCost && player.ki >= technique.kiCost;
77
+ }, [player.stamina, player.ki]);
78
+ const validateTechnique = useCallback((technique) => {
79
+ if (player.stamina < technique.staminaCost) return {
80
+ canExecute: false,
81
+ reason: "Insufficient stamina",
82
+ insufficientStamina: true
83
+ };
84
+ if (player.ki < technique.kiCost) return {
85
+ canExecute: false,
86
+ reason: "Insufficient Ki",
87
+ insufficientKi: true
88
+ };
89
+ if (isOnCooldown(technique.id)) return {
90
+ canExecute: false,
91
+ reason: "Technique on cooldown",
92
+ onCooldown: true
93
+ };
94
+ if (technique.requiredStance && player.currentStance !== technique.requiredStance) return {
95
+ canExecute: false,
96
+ reason: `Requires ${technique.requiredStance} stance`,
97
+ wrongStance: true
98
+ };
99
+ return { canExecute: true };
100
+ }, [
101
+ player.stamina,
102
+ player.ki,
103
+ player.currentStance,
104
+ isOnCooldown
105
+ ]);
106
+ const selectTechnique = useCallback((index) => {
107
+ if (index < 0 || index >= availableTechniques.length) return;
108
+ if (!enabled) return;
109
+ setSelectedIndex(index);
110
+ const technique = availableTechniques[index];
111
+ onTechniqueSelected?.(technique);
112
+ }, [
113
+ availableTechniques,
114
+ enabled,
115
+ onTechniqueSelected
116
+ ]);
117
+ const executeTechnique = useCallback((indexOverride) => {
118
+ if (!enabled) return;
119
+ const technique = availableTechniques[indexOverride ?? selectedIndex];
120
+ if (!technique) return;
121
+ const validation = validateTechnique(technique);
122
+ if (!validation.canExecute) {
123
+ console.warn(`Cannot execute technique: ${validation.reason}`);
124
+ return;
125
+ }
126
+ const now = Date.now();
127
+ const cooldown = {
128
+ techniqueId: technique.id,
129
+ startTime: now,
130
+ duration: technique.cooldown,
131
+ remaining: technique.cooldown
132
+ };
133
+ setActiveCooldowns((prev) => [...prev, cooldown]);
134
+ onTechniqueExecute?.(technique);
135
+ }, [
136
+ enabled,
137
+ availableTechniques,
138
+ selectedIndex,
139
+ validateTechnique,
140
+ onTechniqueExecute
141
+ ]);
142
+ useEffect(() => {
143
+ if (!enabled) return;
144
+ const handleKeyPress = (e) => {
145
+ const target = e.target;
146
+ if (target.tagName === "INPUT" || target.tagName === "TEXTAREA" || target.isContentEditable) return;
147
+ const key = e.key.toUpperCase();
148
+ const techniqueKeys = [
149
+ "Q",
150
+ "E",
151
+ "R",
152
+ "T",
153
+ "Y",
154
+ "F",
155
+ "G",
156
+ "Z",
157
+ "X",
158
+ "C"
159
+ ];
160
+ if (techniqueKeys.includes(key)) e.preventDefault();
161
+ const techniqueIndex = techniqueKeys.indexOf(key);
162
+ if (techniqueIndex !== -1 && techniqueIndex < availableTechniques.length) {
163
+ selectTechnique(techniqueIndex);
164
+ executeTechnique(techniqueIndex);
165
+ }
166
+ };
167
+ window.addEventListener("keydown", handleKeyPress);
168
+ return () => window.removeEventListener("keydown", handleKeyPress);
169
+ }, [
170
+ enabled,
171
+ availableTechniques,
172
+ selectTechnique,
173
+ executeTechnique
174
+ ]);
175
+ return {
176
+ availableTechniques,
177
+ selectedIndex,
178
+ activeCooldowns,
179
+ selectTechnique,
180
+ executeTechnique,
181
+ validateTechnique,
182
+ isOnCooldown,
183
+ getRemainingCooldown,
184
+ hasResources
185
+ };
186
+ }
187
+ //#endregion
188
+ export { useTechniqueSelection as default };
189
+
190
+ //# sourceMappingURL=useTechniqueSelection.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useTechniqueSelection.js","names":[],"sources":["../../src/hooks/useTechniqueSelection.ts"],"sourcesContent":["/**\n * Custom hook for managing technique selection and execution.\n *\n * **Korean**: 기술 선택 관리 (Technique Selection Management)\n *\n * Handles technique selection state, keyboard shortcuts, cooldown tracking,\n * and validation of technique execution based on player resources and stance.\n *\n * @module hooks/useTechniqueSelection\n * @category Combat Hooks\n * @korean 기술선택훅\n */\n\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\nimport { getTechniquesForStanceAndArchetype } from \"../data/techniques\";\nimport { PlayerState } from \"../systems/player\";\nimport {\n Technique,\n TechniqueCooldown,\n TechniqueValidation,\n} from \"../types\";\n\n/**\n * Configuration for technique selection hook.\n */\nexport interface UseTechniqueSelectionConfig {\n /** Player state with resources and stance */\n readonly player: PlayerState;\n\n /** Whether technique selection is enabled */\n readonly enabled?: boolean;\n\n /** Callback when technique is selected */\n readonly onTechniqueSelected?: (technique: Technique) => void;\n\n /** Callback when technique execution is attempted */\n readonly onTechniqueExecute?: (technique: Technique) => void;\n}\n\n/**\n * Technique selection state and actions.\n */\nexport interface UseTechniqueSelectionResult {\n /** Available techniques for player archetype */\n readonly availableTechniques: readonly Technique[];\n\n /** Currently selected technique index */\n readonly selectedIndex: number;\n\n /** Active cooldowns for techniques */\n readonly activeCooldowns: readonly TechniqueCooldown[];\n\n /** Select technique by index */\n readonly selectTechnique: (index: number) => void;\n\n /** Execute currently selected technique */\n readonly executeTechnique: (indexOverride?: number) => void;\n\n /** Check if technique can be executed */\n readonly validateTechnique: (technique: Technique) => TechniqueValidation;\n\n /** Check if technique is on cooldown */\n readonly isOnCooldown: (techniqueId: string) => boolean;\n\n /** Get remaining cooldown time in ms */\n readonly getRemainingCooldown: (techniqueId: string) => number;\n\n /** Check if player has sufficient resources */\n readonly hasResources: (technique: Technique) => boolean;\n}\n\n/**\n * Custom hook for managing technique selection and execution.\n *\n * @param config - Configuration options\n * @returns Technique selection state and actions\n *\n * @example\n * ```typescript\n * const techniqueSelection = useTechniqueSelection({\n * player: playerState,\n * enabled: !isPaused && combatActive,\n * onTechniqueExecute: (technique) => {\n * // Execute technique logic\n * executeCombatTechnique(playerState, opponent, technique);\n * }\n * });\n * ```\n *\n * @public\n */\nexport function useTechniqueSelection(\n config: UseTechniqueSelectionConfig\n): UseTechniqueSelectionResult {\n const {\n player,\n enabled = true,\n onTechniqueSelected,\n onTechniqueExecute,\n } = config;\n\n // Get available techniques based on player's current stance and archetype\n const availableTechniques = useMemo(\n () =>\n getTechniquesForStanceAndArchetype(\n player.currentStance,\n player.archetype\n ),\n [player.currentStance, player.archetype]\n );\n\n // Selected technique state\n const [selectedIndex, setSelectedIndex] = useState(0);\n\n // Cooldown tracking\n const [activeCooldowns, setActiveCooldowns] = useState<TechniqueCooldown[]>(\n []\n );\n\n // Ref for cleanup\n const cooldownUpdateIntervalRef = useRef<NodeJS.Timeout | null>(null);\n\n // Update cooldowns every 100ms\n useEffect(() => {\n if (activeCooldowns.length === 0) {\n // Clear any existing interval when no cooldowns\n if (cooldownUpdateIntervalRef.current) {\n clearInterval(cooldownUpdateIntervalRef.current);\n cooldownUpdateIntervalRef.current = null;\n }\n return;\n }\n\n let isMounted = true;\n cooldownUpdateIntervalRef.current = setInterval(() => {\n if (!isMounted) return;\n const now = Date.now();\n setActiveCooldowns((prev) => {\n return prev\n .map((cd) => ({\n ...cd,\n remaining: Math.max(0, cd.startTime + cd.duration - now),\n }))\n .filter((cd) => cd.remaining > 0);\n });\n }, 100);\n\n return () => {\n isMounted = false;\n if (cooldownUpdateIntervalRef.current) {\n clearInterval(cooldownUpdateIntervalRef.current);\n cooldownUpdateIntervalRef.current = null;\n }\n };\n }, [activeCooldowns.length]);\n\n // Check if technique is on cooldown\n const isOnCooldown = useCallback(\n (techniqueId: string): boolean => {\n return activeCooldowns.some(\n (cd) => cd.techniqueId === techniqueId && cd.remaining > 0\n );\n },\n [activeCooldowns]\n );\n\n // Get remaining cooldown time\n const getRemainingCooldown = useCallback(\n (techniqueId: string): number => {\n const cooldown = activeCooldowns.find(\n (cd) => cd.techniqueId === techniqueId\n );\n return cooldown?.remaining ?? 0;\n },\n [activeCooldowns]\n );\n\n // Check if player has sufficient resources\n const hasResources = useCallback(\n (technique: Technique): boolean => {\n return (\n player.stamina >= technique.staminaCost && player.ki >= technique.kiCost\n );\n },\n [player.stamina, player.ki]\n );\n\n // Validate technique execution\n const validateTechnique = useCallback(\n (technique: Technique): TechniqueValidation => {\n // Check stamina\n if (player.stamina < technique.staminaCost) {\n return {\n canExecute: false,\n reason: \"Insufficient stamina\",\n insufficientStamina: true,\n };\n }\n\n // Check Ki\n if (player.ki < technique.kiCost) {\n return {\n canExecute: false,\n reason: \"Insufficient Ki\",\n insufficientKi: true,\n };\n }\n\n // Check cooldown\n if (isOnCooldown(technique.id)) {\n return {\n canExecute: false,\n reason: \"Technique on cooldown\",\n onCooldown: true,\n };\n }\n\n // Check required stance\n if (\n technique.requiredStance &&\n player.currentStance !== technique.requiredStance\n ) {\n return {\n canExecute: false,\n reason: `Requires ${technique.requiredStance} stance`,\n wrongStance: true,\n };\n }\n\n return {\n canExecute: true,\n };\n },\n [player.stamina, player.ki, player.currentStance, isOnCooldown]\n );\n\n // Select technique by index\n const selectTechnique = useCallback(\n (index: number) => {\n if (index < 0 || index >= availableTechniques.length) return;\n if (!enabled) return;\n\n setSelectedIndex(index);\n const technique = availableTechniques[index];\n onTechniqueSelected?.(technique);\n },\n [availableTechniques, enabled, onTechniqueSelected]\n );\n\n // Execute currently selected technique\n const executeTechnique = useCallback(\n (indexOverride?: number) => {\n if (!enabled) return;\n\n const index = indexOverride ?? selectedIndex;\n const technique = availableTechniques[index];\n if (!technique) return;\n\n // Validate technique execution\n const validation = validateTechnique(technique);\n if (!validation.canExecute) {\n console.warn(`Cannot execute technique: ${validation.reason}`);\n return;\n }\n\n // Start cooldown\n const now = Date.now();\n const cooldown: TechniqueCooldown = {\n techniqueId: technique.id,\n startTime: now,\n duration: technique.cooldown,\n remaining: technique.cooldown,\n };\n setActiveCooldowns((prev) => [...prev, cooldown]);\n\n // Execute technique\n onTechniqueExecute?.(technique);\n },\n [\n enabled,\n availableTechniques,\n selectedIndex,\n validateTechnique,\n onTechniqueExecute,\n ]\n );\n\n // Keyboard shortcuts for technique selection (Q-E-R-T-Y-F-G-Z-X-C)\n useEffect(() => {\n if (!enabled) return;\n\n const handleKeyPress = (e: KeyboardEvent) => {\n // Ignore keypresses when typing in input fields\n const target = e.target as HTMLElement;\n if (\n target.tagName === \"INPUT\" ||\n target.tagName === \"TEXTAREA\" ||\n target.isContentEditable\n ) {\n return;\n }\n\n const key = e.key.toUpperCase();\n \n // Technique keys: Q, E, R, T, Y, F, G, Z, X, C (10 keys around WASD)\n const techniqueKeys = [\"Q\", \"E\", \"R\", \"T\", \"Y\", \"F\", \"G\", \"Z\", \"X\", \"C\"];\n\n // Prevent default for all technique keys during combat\n if (techniqueKeys.includes(key)) {\n e.preventDefault();\n }\n\n // Map keys to technique indices\n const techniqueIndex = techniqueKeys.indexOf(key);\n if (techniqueIndex !== -1 && techniqueIndex < availableTechniques.length) {\n selectTechnique(techniqueIndex);\n executeTechnique(techniqueIndex);\n }\n };\n\n window.addEventListener(\"keydown\", handleKeyPress);\n return () => window.removeEventListener(\"keydown\", handleKeyPress);\n }, [enabled, availableTechniques, selectTechnique, executeTechnique]);\n\n return {\n availableTechniques,\n selectedIndex,\n activeCooldowns,\n selectTechnique,\n executeTechnique,\n validateTechnique,\n isOnCooldown,\n getRemainingCooldown,\n hasResources,\n };\n}\n\nexport default useTechniqueSelection;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2FA,SAAgB,sBACd,QAC6B;CAC7B,MAAM,EACJ,QACA,UAAU,MACV,qBACA,uBACE;CAGJ,MAAM,sBAAsB,cAExB,mCACE,OAAO,eACP,OAAO,UACR,EACH,CAAC,OAAO,eAAe,OAAO,UAAU,CACzC;CAGD,MAAM,CAAC,eAAe,oBAAoB,SAAS,EAAE;CAGrD,MAAM,CAAC,iBAAiB,sBAAsB,SAC5C,EAAE,CACH;CAGD,MAAM,4BAA4B,OAA8B,KAAK;AAGrE,iBAAgB;AACd,MAAI,gBAAgB,WAAW,GAAG;AAEhC,OAAI,0BAA0B,SAAS;AACrC,kBAAc,0BAA0B,QAAQ;AAChD,8BAA0B,UAAU;;AAEtC;;EAGF,IAAI,YAAY;AAChB,4BAA0B,UAAU,kBAAkB;AACpD,OAAI,CAAC,UAAW;GAChB,MAAM,MAAM,KAAK,KAAK;AACtB,uBAAoB,SAAS;AAC3B,WAAO,KACJ,KAAK,QAAQ;KACZ,GAAG;KACH,WAAW,KAAK,IAAI,GAAG,GAAG,YAAY,GAAG,WAAW,IAAI;KACzD,EAAE,CACF,QAAQ,OAAO,GAAG,YAAY,EAAE;KACnC;KACD,IAAI;AAEP,eAAa;AACX,eAAY;AACZ,OAAI,0BAA0B,SAAS;AACrC,kBAAc,0BAA0B,QAAQ;AAChD,8BAA0B,UAAU;;;IAGvC,CAAC,gBAAgB,OAAO,CAAC;CAG5B,MAAM,eAAe,aAClB,gBAAiC;AAChC,SAAO,gBAAgB,MACpB,OAAO,GAAG,gBAAgB,eAAe,GAAG,YAAY,EAC1D;IAEH,CAAC,gBAAgB,CAClB;CAGD,MAAM,uBAAuB,aAC1B,gBAAgC;AAI/B,SAHiB,gBAAgB,MAC9B,OAAO,GAAG,gBAAgB,YAC5B,EACgB,aAAa;IAEhC,CAAC,gBAAgB,CAClB;CAGD,MAAM,eAAe,aAClB,cAAkC;AACjC,SACE,OAAO,WAAW,UAAU,eAAe,OAAO,MAAM,UAAU;IAGtE,CAAC,OAAO,SAAS,OAAO,GAAG,CAC5B;CAGD,MAAM,oBAAoB,aACvB,cAA8C;AAE7C,MAAI,OAAO,UAAU,UAAU,YAC7B,QAAO;GACL,YAAY;GACZ,QAAQ;GACR,qBAAqB;GACtB;AAIH,MAAI,OAAO,KAAK,UAAU,OACxB,QAAO;GACL,YAAY;GACZ,QAAQ;GACR,gBAAgB;GACjB;AAIH,MAAI,aAAa,UAAU,GAAG,CAC5B,QAAO;GACL,YAAY;GACZ,QAAQ;GACR,YAAY;GACb;AAIH,MACE,UAAU,kBACV,OAAO,kBAAkB,UAAU,eAEnC,QAAO;GACL,YAAY;GACZ,QAAQ,YAAY,UAAU,eAAe;GAC7C,aAAa;GACd;AAGH,SAAO,EACL,YAAY,MACb;IAEH;EAAC,OAAO;EAAS,OAAO;EAAI,OAAO;EAAe;EAAa,CAChE;CAGD,MAAM,kBAAkB,aACrB,UAAkB;AACjB,MAAI,QAAQ,KAAK,SAAS,oBAAoB,OAAQ;AACtD,MAAI,CAAC,QAAS;AAEd,mBAAiB,MAAM;EACvB,MAAM,YAAY,oBAAoB;AACtC,wBAAsB,UAAU;IAElC;EAAC;EAAqB;EAAS;EAAoB,CACpD;CAGD,MAAM,mBAAmB,aACtB,kBAA2B;AAC1B,MAAI,CAAC,QAAS;EAGd,MAAM,YAAY,oBADJ,iBAAiB;AAE/B,MAAI,CAAC,UAAW;EAGhB,MAAM,aAAa,kBAAkB,UAAU;AAC/C,MAAI,CAAC,WAAW,YAAY;AAC1B,WAAQ,KAAK,6BAA6B,WAAW,SAAS;AAC9D;;EAIF,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,WAA8B;GAClC,aAAa,UAAU;GACvB,WAAW;GACX,UAAU,UAAU;GACpB,WAAW,UAAU;GACtB;AACD,sBAAoB,SAAS,CAAC,GAAG,MAAM,SAAS,CAAC;AAGjD,uBAAqB,UAAU;IAEjC;EACE;EACA;EACA;EACA;EACA;EACD,CACF;AAGD,iBAAgB;AACd,MAAI,CAAC,QAAS;EAEd,MAAM,kBAAkB,MAAqB;GAE3C,MAAM,SAAS,EAAE;AACjB,OACE,OAAO,YAAY,WACnB,OAAO,YAAY,cACnB,OAAO,kBAEP;GAGF,MAAM,MAAM,EAAE,IAAI,aAAa;GAG/B,MAAM,gBAAgB;IAAC;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAK;IAAI;AAGxE,OAAI,cAAc,SAAS,IAAI,CAC7B,GAAE,gBAAgB;GAIpB,MAAM,iBAAiB,cAAc,QAAQ,IAAI;AACjD,OAAI,mBAAmB,MAAM,iBAAiB,oBAAoB,QAAQ;AACxE,oBAAgB,eAAe;AAC/B,qBAAiB,eAAe;;;AAIpC,SAAO,iBAAiB,WAAW,eAAe;AAClD,eAAa,OAAO,oBAAoB,WAAW,eAAe;IACjE;EAAC;EAAS;EAAqB;EAAiB;EAAiB,CAAC;AAErE,QAAO;EACL;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACD"}
@@ -0,0 +1,30 @@
1
+ /**
2
+ * useThrottle Hook
3
+ *
4
+ * Throttles a function to execute at most once per specified interval.
5
+ * Useful for high-frequency events like scroll, resize, or touch move.
6
+ *
7
+ * Uses a ref pattern to ensure the latest callback is always called
8
+ * without recreating the throttled function on every render.
9
+ *
10
+ * @module hooks/useThrottle
11
+ * @category Performance
12
+ * @korean 쓰로틀 훅
13
+ */
14
+ /**
15
+ * Hook to throttle a callback function
16
+ *
17
+ * @param callback - Function to throttle
18
+ * @param delay - Minimum delay between executions in milliseconds
19
+ * @returns Throttled function
20
+ *
21
+ * @example
22
+ * ```tsx
23
+ * const handleTouchMove = useThrottle((event: TouchEvent) => {
24
+ * // Handle touch move
25
+ * }, 16); // ~60fps
26
+ * ```
27
+ */
28
+ export declare function useThrottle<T extends (...args: never[]) => void>(callback: T, delay: number): T;
29
+ export default useThrottle;
30
+ //# sourceMappingURL=useThrottle.d.ts.map
@@ -0,0 +1 @@
1
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