blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { TrigramStance } from "../types/common.js";
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import { TRIGRAM_STANCES_ORDER } from "./trigram/types.js";
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import { PLAYER_ARCHETYPES_DATA } from "./types.js";
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import { TrigramCalculator } from "./trigram/TrigramCalculator.js";
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import "./trigram/index.js";
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//#region src/systems/TrigramSystem.ts
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/**
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* Stance counter relationships based on I Ching philosophy
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*
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* Each stance has a counter stance that provides tactical advantage:
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* - **GEON (Heaven)** countered by **GAM (Water)** - Water flows around Heaven's force
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* - **TAE (Lake)** countered by **GON (Earth)** - Earth contains and grounds Lake
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* - **LI (Fire)** countered by **SON (Wind)** - Wind disperses Fire's intensity
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* - **JIN (Thunder)** countered by **GAN (Mountain)** - Mountain absorbs Thunder's impact
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* - **SON (Wind)** countered by **GEON (Heaven)** - Heaven's force overpowers Wind
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* - **GAM (Water)** countered by **TAE (Lake)** - Lake contains and channels Water
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* - **GAN (Mountain)** countered by **LI (Fire)** - Fire melts Mountain's solidity
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* - **GON (Earth)** countered by **JIN (Thunder)** - Thunder breaks Earth's stability
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*
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* Using a counter stance provides a 1.2x damage multiplier in combat.
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*
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* @korean 팔괘 상극 관계 (Eight Trigram Counter Relationships)
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*/
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var STANCE_COUNTERS = {
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[TrigramStance.GEON]: TrigramStance.GAM,
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[TrigramStance.TAE]: TrigramStance.GON,
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[TrigramStance.LI]: TrigramStance.SON,
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[TrigramStance.JIN]: TrigramStance.GAN,
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[TrigramStance.SON]: TrigramStance.GEON,
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[TrigramStance.GAM]: TrigramStance.TAE,
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[TrigramStance.GAN]: TrigramStance.LI,
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[TrigramStance.GON]: TrigramStance.JIN
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};
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/**
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* Counter stance damage multiplier
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* Applied when using a counter stance against opponent's stance
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*
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* @korean 상극 자세 피해 배율
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*/
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var COUNTER_STANCE_DAMAGE_MULTIPLIER = 1.2;
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/**
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* Apply counter stance damage bonus when appropriate.
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* determined whether the current stance matchup is a counter stance
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*
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* When `isCounterStance` is `true`, the base damage is multiplied by
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* {@link COUNTER_STANCE_DAMAGE_MULTIPLIER}. Non-positive damage values are
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* returned unchanged to avoid introducing invalid negative or zero scaling.
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*
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* @param baseDamage - The pre-modifier damage value.
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* @param isCounterStance - Whether the attacker is using a counter stance.
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* @returns The adjusted damage value with counter stance bonus applied when relevant.
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*
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* @example
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* ```ts
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* const isCounter = trigramSystem.isCounterStance(attackerStance, defenderStance);
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* const finalDamage = applyCounterStanceDamage(baseDamage, isCounter);
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* ```
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*
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* @korean
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* 반격 자세(상극 자세)일 때만 피해 배율(1.2배)을 적용합니다.
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*/
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function applyCounterStanceDamage(baseDamage, isCounterStance) {
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if (!isCounterStance || baseDamage <= 0) return baseDamage;
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return baseDamage * COUNTER_STANCE_DAMAGE_MULTIPLIER;
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}
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/**
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* System for managing Eight Trigram (팔괘) stance transitions and combat calculations.
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*
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* **Korean**: 팔괘 시스템 (Eight Trigram System)
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*
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* The TrigramSystem implements the core mechanics of the Eight Trigram martial arts system,
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* managing stance transitions, calculating effectiveness, and determining resource costs.
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* Based on I Ching (易經) philosophy adapted for tactical combat.
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*
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* ## Key Responsibilities
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*
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* - Validate stance transitions based on Ki and Stamina costs
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* - Calculate transition difficulty between stances
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* - Recommend optimal stance choices
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* - Determine stance effectiveness in combat matchups
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* - Apply archetype-specific modifiers to transitions
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*
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* @example
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* ```typescript
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* const trigramSystem = new TrigramSystem();
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*
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* // Check if transition is possible
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* const canTransition = trigramSystem.canTransitionTo(
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* TrigramStance.GEON,
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* TrigramStance.GAM,
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* playerState
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* );
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*
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* // Get recommended stance
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* const recommendedStance = trigramSystem.recommendStance(playerState);
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* ```
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*
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* @public
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* @category Trigram System
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* @korean 팔괘시스템
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*/
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var TrigramSystem = class {
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calculator;
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/**
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* Creates a new TrigramSystem instance.
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*
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* Initializes the internal calculator for stance effectiveness and transition difficulty.
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*/
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constructor() {
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this.calculator = new TrigramCalculator();
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+
}
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/**
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* Gets the defensive/offensive characteristic of a stance.
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*
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* **Korean**: 자세 특성 조회 (Stance Characteristic Query)
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*
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* Returns whether a stance is primarily defensive, offensive, or balanced.
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+
* This information is useful for UI display and tactical decision-making.
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+
*
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+
* ## Stance Classifications
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*
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* - **Defensive**: 간 (GAN/Mountain), 곤 (GON/Earth) - Protect vital areas
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+
* - **Offensive**: 건 (GEON/Heaven), 진 (JIN/Thunder) - Expose for power
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* - **Balanced**: 태 (TAE/Lake), 리 (LI/Fire), 손 (SON/Wind), 감 (GAM/Water)
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*
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* @param stance - Trigram stance to query
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+
* @returns "defensive", "offensive", or "balanced"
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+
*
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+
* @example
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+
* ```typescript
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+
* const characteristic = trigramSystem.getStanceCharacteristic(TrigramStance.GAN);
|
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+
* console.log(characteristic); // "defensive"
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+
*
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+
* const offensive = trigramSystem.getStanceCharacteristic(TrigramStance.GEON);
|
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+
* console.log(offensive); // "offensive"
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+
* ```
|
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+
*
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|
+
* @public
|
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|
+
* @korean 자세특성조회
|
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143
|
+
*/
|
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|
+
getStanceCharacteristic(stance) {
|
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|
+
switch (stance) {
|
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|
+
case TrigramStance.GAN:
|
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|
+
case TrigramStance.GON: return "defensive";
|
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|
+
case TrigramStance.GEON:
|
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|
+
case TrigramStance.JIN: return "offensive";
|
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|
+
default: return "balanced";
|
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|
+
}
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|
+
}
|
|
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|
+
/**
|
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154
|
+
* Checks if a stance provides defensive advantages.
|
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|
+
*
|
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156
|
+
* **Korean**: 방어 자세 확인 (Check Defensive Stance)
|
|
157
|
+
*
|
|
158
|
+
* @param stance - Trigram stance to check
|
|
159
|
+
* @returns true if stance is defensive, false otherwise
|
|
160
|
+
*
|
|
161
|
+
* @example
|
|
162
|
+
* ```typescript
|
|
163
|
+
* if (trigramSystem.isDefensiveStance(player.currentStance)) {
|
|
164
|
+
* console.log("Player is in defensive posture");
|
|
165
|
+
* }
|
|
166
|
+
* ```
|
|
167
|
+
*
|
|
168
|
+
* @public
|
|
169
|
+
* @korean 방어자세확인
|
|
170
|
+
*/
|
|
171
|
+
isDefensiveStance(stance) {
|
|
172
|
+
return this.getStanceCharacteristic(stance) === "defensive";
|
|
173
|
+
}
|
|
174
|
+
/**
|
|
175
|
+
* Checks if a stance provides offensive advantages.
|
|
176
|
+
*
|
|
177
|
+
* **Korean**: 공격 자세 확인 (Check Offensive Stance)
|
|
178
|
+
*
|
|
179
|
+
* @param stance - Trigram stance to check
|
|
180
|
+
* @returns true if stance is offensive, false otherwise
|
|
181
|
+
*
|
|
182
|
+
* @example
|
|
183
|
+
* ```typescript
|
|
184
|
+
* if (trigramSystem.isOffensiveStance(player.currentStance)) {
|
|
185
|
+
* console.log("Player is in offensive posture");
|
|
186
|
+
* }
|
|
187
|
+
* ```
|
|
188
|
+
*
|
|
189
|
+
* @public
|
|
190
|
+
* @korean 공격자세확인
|
|
191
|
+
*/
|
|
192
|
+
isOffensiveStance(stance) {
|
|
193
|
+
return this.getStanceCharacteristic(stance) === "offensive";
|
|
194
|
+
}
|
|
195
|
+
/**
|
|
196
|
+
* Checks if a player can transition from one stance to another.
|
|
197
|
+
*
|
|
198
|
+
* Validates that the player has sufficient Ki (氣) and Stamina resources
|
|
199
|
+
* to perform the stance transition. Same-stance transitions are always valid.
|
|
200
|
+
*
|
|
201
|
+
* @param fromStance - Current stance
|
|
202
|
+
* @param toStance - Target stance
|
|
203
|
+
* @param player - Player state with current Ki and Stamina
|
|
204
|
+
* @returns true if transition is possible, false otherwise
|
|
205
|
+
*
|
|
206
|
+
* @example
|
|
207
|
+
* ```typescript
|
|
208
|
+
* const canChange = trigramSystem.canTransitionTo(
|
|
209
|
+
* TrigramStance.GEON, // From Heaven
|
|
210
|
+
* TrigramStance.GON, // To Earth
|
|
211
|
+
* player
|
|
212
|
+
* );
|
|
213
|
+
* ```
|
|
214
|
+
*
|
|
215
|
+
* @public
|
|
216
|
+
* @korean 자세전환가능확인
|
|
217
|
+
*/
|
|
218
|
+
canTransitionTo(fromStance, toStance, player) {
|
|
219
|
+
if (fromStance === toStance) return true;
|
|
220
|
+
const cost = this.getTransitionCost(fromStance, toStance, player);
|
|
221
|
+
const hasEnoughKi = player.ki >= cost.ki;
|
|
222
|
+
const hasEnoughStamina = player.stamina >= cost.stamina;
|
|
223
|
+
return hasEnoughKi && hasEnoughStamina;
|
|
224
|
+
}
|
|
225
|
+
/**
|
|
226
|
+
* Recommends the optimal stance for current combat situation.
|
|
227
|
+
*
|
|
228
|
+
* Calculates the least-cost stance transition from the player's current position.
|
|
229
|
+
* Uses combined cost of Ki, Stamina, and transition time to determine best option.
|
|
230
|
+
*
|
|
231
|
+
* **Algorithm**: Evaluates all eight stances and selects the one with minimum
|
|
232
|
+
* total cost (Ki + Stamina + Time).
|
|
233
|
+
*
|
|
234
|
+
* @param player - Player state with current stance
|
|
235
|
+
* @returns Recommended stance to transition to
|
|
236
|
+
*
|
|
237
|
+
* @example
|
|
238
|
+
* ```typescript
|
|
239
|
+
* const recommended = trigramSystem.recommendStance(player);
|
|
240
|
+
* console.log(`Consider switching to ${recommended}`);
|
|
241
|
+
* ```
|
|
242
|
+
*
|
|
243
|
+
* @public
|
|
244
|
+
* @korean 최적자세추천
|
|
245
|
+
*/
|
|
246
|
+
recommendStance(player) {
|
|
247
|
+
const from = player.currentStance;
|
|
248
|
+
let best = from;
|
|
249
|
+
let bestScore = Infinity;
|
|
250
|
+
for (const to of TRIGRAM_STANCES_ORDER) {
|
|
251
|
+
const costObj = this.getTransitionCost(from, to);
|
|
252
|
+
const score = costObj.ki + costObj.stamina + costObj.timeMilliseconds;
|
|
253
|
+
if (score < bestScore) {
|
|
254
|
+
bestScore = score;
|
|
255
|
+
best = to;
|
|
256
|
+
}
|
|
257
|
+
}
|
|
258
|
+
return best;
|
|
259
|
+
}
|
|
260
|
+
/**
|
|
261
|
+
* Calculates the resource cost for transitioning between stances.
|
|
262
|
+
*
|
|
263
|
+
* Determines Ki, Stamina, and time costs based on the I Ching philosophical
|
|
264
|
+
* distance between trigrams. Applies archetype-specific modifiers for favored stances.
|
|
265
|
+
*
|
|
266
|
+
* ## Cost Calculation
|
|
267
|
+
*
|
|
268
|
+
* - **Base Cost**: 10 Ki, 15 Stamina per difficulty point
|
|
269
|
+
* - **Base Time**: 500ms per difficulty point
|
|
270
|
+
* - **Archetype Modifier**: 0.8x for favored stances, 1.0x otherwise
|
|
271
|
+
* - **Same Stance**: Zero cost
|
|
272
|
+
*
|
|
273
|
+
* @param from - Starting stance
|
|
274
|
+
* @param to - Target stance
|
|
275
|
+
* @param player - Optional player for archetype modifiers
|
|
276
|
+
* @returns Transition cost breakdown
|
|
277
|
+
*
|
|
278
|
+
* @example
|
|
279
|
+
* ```typescript
|
|
280
|
+
* const cost = trigramSystem.getTransitionCost(
|
|
281
|
+
* TrigramStance.GEON,
|
|
282
|
+
* TrigramStance.TAE,
|
|
283
|
+
* player
|
|
284
|
+
* );
|
|
285
|
+
* console.log(`Cost: ${cost.ki} Ki, ${cost.stamina} Stamina`);
|
|
286
|
+
* ```
|
|
287
|
+
*
|
|
288
|
+
* @public
|
|
289
|
+
* @korean 자세전환비용
|
|
290
|
+
*/
|
|
291
|
+
getTransitionCost(from, to, player) {
|
|
292
|
+
if (from === to) return {
|
|
293
|
+
ki: 0,
|
|
294
|
+
stamina: 0,
|
|
295
|
+
timeMilliseconds: 0
|
|
296
|
+
};
|
|
297
|
+
const difficulty = TrigramCalculator.calculateTransitionDifficulty(from, to);
|
|
298
|
+
const baseCost = 10;
|
|
299
|
+
const baseTime = 500;
|
|
300
|
+
let ki = Math.ceil(baseCost * difficulty);
|
|
301
|
+
let stamina = Math.ceil(baseCost * difficulty * 1.5);
|
|
302
|
+
if (player) {
|
|
303
|
+
const mod = (PLAYER_ARCHETYPES_DATA[player.archetype].favoredStances || []).includes(to) ? .8 : 1;
|
|
304
|
+
ki = Math.ceil(ki * mod);
|
|
305
|
+
stamina = Math.ceil(stamina * mod);
|
|
306
|
+
}
|
|
307
|
+
return {
|
|
308
|
+
ki,
|
|
309
|
+
stamina,
|
|
310
|
+
timeMilliseconds: Math.ceil(baseTime * difficulty)
|
|
311
|
+
};
|
|
312
|
+
}
|
|
313
|
+
/**
|
|
314
|
+
* Calculates stance effectiveness in combat matchup.
|
|
315
|
+
*
|
|
316
|
+
* Determines the multiplier advantage/disadvantage when one stance attacks another.
|
|
317
|
+
* Based on I Ching elemental relationships (e.g., Water extinguishes Fire).
|
|
318
|
+
*
|
|
319
|
+
* @param attackerStance - Attacking player's stance
|
|
320
|
+
* @param defenderStance - Defending player's stance
|
|
321
|
+
* @returns Effectiveness multiplier (0.5 = disadvantage, 1.0 = neutral, 1.5 = advantage)
|
|
322
|
+
*
|
|
323
|
+
* @example
|
|
324
|
+
* ```typescript
|
|
325
|
+
* const effectiveness = trigramSystem.calculateStanceEffectiveness(
|
|
326
|
+
* TrigramStance.GAM, // Water
|
|
327
|
+
* TrigramStance.LI // Fire
|
|
328
|
+
* ); // Returns > 1.0 (Water beats Fire)
|
|
329
|
+
* ```
|
|
330
|
+
*
|
|
331
|
+
* @public
|
|
332
|
+
* @korean 자세효과성계산
|
|
333
|
+
*/
|
|
334
|
+
calculateStanceEffectiveness(attackerStance, defenderStance) {
|
|
335
|
+
return this.calculator.calculateStanceEffectiveness(attackerStance, defenderStance);
|
|
336
|
+
}
|
|
337
|
+
/**
|
|
338
|
+
* Gets bilingual name for a stance.
|
|
339
|
+
*
|
|
340
|
+
* Returns Korean (Hangul) and English names for display purposes.
|
|
341
|
+
*
|
|
342
|
+
* @param stance - Stance to get name for
|
|
343
|
+
* @returns Object with korean and english name properties
|
|
344
|
+
*
|
|
345
|
+
* @example
|
|
346
|
+
* ```typescript
|
|
347
|
+
* const name = trigramSystem.getStanceName(TrigramStance.GEON);
|
|
348
|
+
* console.log(`${name.korean} (${name.english})`); // "건 (Heaven)"
|
|
349
|
+
* ```
|
|
350
|
+
*
|
|
351
|
+
* @public
|
|
352
|
+
* @korean 자세이름조회
|
|
353
|
+
*/
|
|
354
|
+
getStanceName(stance) {
|
|
355
|
+
return {
|
|
356
|
+
[TrigramStance.GEON]: {
|
|
357
|
+
korean: "건",
|
|
358
|
+
english: "Heaven"
|
|
359
|
+
},
|
|
360
|
+
[TrigramStance.TAE]: {
|
|
361
|
+
korean: "태",
|
|
362
|
+
english: "Lake"
|
|
363
|
+
},
|
|
364
|
+
[TrigramStance.LI]: {
|
|
365
|
+
korean: "리",
|
|
366
|
+
english: "Fire"
|
|
367
|
+
},
|
|
368
|
+
[TrigramStance.JIN]: {
|
|
369
|
+
korean: "진",
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370
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+
english: "Thunder"
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371
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+
},
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372
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+
[TrigramStance.SON]: {
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373
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+
korean: "손",
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374
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+
english: "Wind"
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375
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+
},
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376
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+
[TrigramStance.GAM]: {
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377
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+
korean: "감",
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378
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+
english: "Water"
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379
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+
},
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380
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+
[TrigramStance.GAN]: {
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381
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+
korean: "간",
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382
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+
english: "Mountain"
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383
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+
},
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384
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+
[TrigramStance.GON]: {
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385
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+
korean: "곤",
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386
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+
english: "Earth"
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387
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+
}
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388
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+
}[stance] || {
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389
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+
korean: "Unknown",
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390
|
+
english: "Unknown"
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391
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+
};
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392
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+
}
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393
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+
/**
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394
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+
* Gets the counter stance for opponent's current stance.
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395
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+
*
|
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396
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+
* Returns the stance that provides tactical advantage against the opponent's stance,
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397
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+
* based on I Ching elemental relationships. Using a counter stance provides a 1.2x
|
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398
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+
* damage multiplier in combat.
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399
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+
*
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400
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+
* **Korean Philosophy (상극 자세)**:
|
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401
|
+
* - Water counters Heaven (flows around force)
|
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402
|
+
* - Earth counters Lake (grounds and contains)
|
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403
|
+
* - Wind counters Fire (disperses intensity)
|
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404
|
+
* - Mountain counters Thunder (absorbs impact)
|
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405
|
+
*
|
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406
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+
* @param opponentStance - Opponent's current stance
|
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407
|
+
* @returns Counter stance that provides advantage
|
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408
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+
*
|
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409
|
+
* @example
|
|
410
|
+
* ```typescript
|
|
411
|
+
* const counterStance = trigramSystem.getCounterStance(TrigramStance.GEON);
|
|
412
|
+
* console.log(counterStance); // TrigramStance.GAM (Water counters Heaven)
|
|
413
|
+
* ```
|
|
414
|
+
*
|
|
415
|
+
* @public
|
|
416
|
+
* @korean 상극자세조회
|
|
417
|
+
*/
|
|
418
|
+
getCounterStance(opponentStance) {
|
|
419
|
+
return STANCE_COUNTERS[opponentStance];
|
|
420
|
+
}
|
|
421
|
+
/**
|
|
422
|
+
* Checks if player's stance counters opponent's stance.
|
|
423
|
+
*
|
|
424
|
+
* Determines if the player has a tactical advantage through stance matchup.
|
|
425
|
+
* When true, player should receive a 1.2x damage multiplier for attacks.
|
|
426
|
+
*
|
|
427
|
+
* @param myStance - Player's current stance
|
|
428
|
+
* @param opponentStance - Opponent's current stance
|
|
429
|
+
* @returns True if player's stance counters opponent's stance
|
|
430
|
+
*
|
|
431
|
+
* @example
|
|
432
|
+
* ```typescript
|
|
433
|
+
* const hasAdvantage = trigramSystem.isCounterStance(
|
|
434
|
+
* TrigramStance.GAM, // My stance: Water
|
|
435
|
+
* TrigramStance.GEON // Opponent: Heaven
|
|
436
|
+
* ); // Returns true - Water counters Heaven
|
|
437
|
+
*
|
|
438
|
+
* if (hasAdvantage) {
|
|
439
|
+
* damage *= 1.2; // Apply counter bonus
|
|
440
|
+
* }
|
|
441
|
+
* ```
|
|
442
|
+
*
|
|
443
|
+
* @public
|
|
444
|
+
* @korean 상극자세확인
|
|
445
|
+
*/
|
|
446
|
+
isCounterStance(myStance, opponentStance) {
|
|
447
|
+
return this.getCounterStance(opponentStance) === myStance;
|
|
448
|
+
}
|
|
449
|
+
/**
|
|
450
|
+
* Gets complete stance data for UI display.
|
|
451
|
+
*
|
|
452
|
+
* Returns structured data object containing stance ID and bilingual names.
|
|
453
|
+
*
|
|
454
|
+
* @param stance - Stance to get data for
|
|
455
|
+
* @returns Stance data object
|
|
456
|
+
*
|
|
457
|
+
* @public
|
|
458
|
+
* @korean 자세데이터조회
|
|
459
|
+
*/
|
|
460
|
+
getCurrentStanceData(stance) {
|
|
461
|
+
const stanceName = this.getStanceName(stance);
|
|
462
|
+
return {
|
|
463
|
+
id: stance,
|
|
464
|
+
name: stanceName,
|
|
465
|
+
korean: stanceName.korean,
|
|
466
|
+
english: stanceName.english
|
|
467
|
+
};
|
|
468
|
+
}
|
|
469
|
+
/**
|
|
470
|
+
* Validates a stance transition with detailed feedback.
|
|
471
|
+
*
|
|
472
|
+
* Checks if transition is valid and provides reason if not.
|
|
473
|
+
* More detailed than {@link canTransitionTo}, includes specific failure reasons.
|
|
474
|
+
*
|
|
475
|
+
* @param fromStance - Current stance
|
|
476
|
+
* @param toStance - Target stance
|
|
477
|
+
* @param player - Player state
|
|
478
|
+
* @returns Validation result with optional failure reason
|
|
479
|
+
*
|
|
480
|
+
* @example
|
|
481
|
+
* ```typescript
|
|
482
|
+
* const validation = trigramSystem.validateTransition(
|
|
483
|
+
* TrigramStance.GEON,
|
|
484
|
+
* TrigramStance.GON,
|
|
485
|
+
* player
|
|
486
|
+
* );
|
|
487
|
+
* if (!validation.valid) {
|
|
488
|
+
* console.error(validation.reason);
|
|
489
|
+
* }
|
|
490
|
+
* ```
|
|
491
|
+
*
|
|
492
|
+
* @public
|
|
493
|
+
* @korean 자세전환검증
|
|
494
|
+
*/
|
|
495
|
+
validateTransition(fromStance, toStance, player) {
|
|
496
|
+
if (fromStance === toStance) return { valid: true };
|
|
497
|
+
const cost = this.getTransitionCost(fromStance, toStance, player);
|
|
498
|
+
if (player.ki < cost.ki) return {
|
|
499
|
+
valid: false,
|
|
500
|
+
reason: `Insufficient Ki: need ${cost.ki}, have ${player.ki}`
|
|
501
|
+
};
|
|
502
|
+
if (player.stamina < cost.stamina) return {
|
|
503
|
+
valid: false,
|
|
504
|
+
reason: `Insufficient Stamina: need ${cost.stamina}, have ${player.stamina}`
|
|
505
|
+
};
|
|
506
|
+
return { valid: true };
|
|
507
|
+
}
|
|
508
|
+
};
|
|
509
|
+
//#endregion
|
|
510
|
+
export { COUNTER_STANCE_DAMAGE_MULTIPLIER, STANCE_COUNTERS, applyCounterStanceDamage, TrigramSystem as default };
|
|
511
|
+
|
|
512
|
+
//# sourceMappingURL=TrigramSystem.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TrigramSystem.js","names":[],"sources":["../../src/systems/TrigramSystem.ts"],"sourcesContent":["import { KoreanText, TrigramStance } from \"../types/common\";\nimport { PlayerState } from \"./player\";\n\nimport { TRIGRAM_STANCES_ORDER, TrigramTransitionCost } from \"./trigram\";\nimport { TrigramCalculator } from \"./trigram/TrigramCalculator\";\nimport { PLAYER_ARCHETYPES_DATA } from \"./types\";\n\n/**\n * Stance counter relationships based on I Ching philosophy\n * \n * Each stance has a counter stance that provides tactical advantage:\n * - **GEON (Heaven)** countered by **GAM (Water)** - Water flows around Heaven's force\n * - **TAE (Lake)** countered by **GON (Earth)** - Earth contains and grounds Lake\n * - **LI (Fire)** countered by **SON (Wind)** - Wind disperses Fire's intensity\n * - **JIN (Thunder)** countered by **GAN (Mountain)** - Mountain absorbs Thunder's impact\n * - **SON (Wind)** countered by **GEON (Heaven)** - Heaven's force overpowers Wind\n * - **GAM (Water)** countered by **TAE (Lake)** - Lake contains and channels Water\n * - **GAN (Mountain)** countered by **LI (Fire)** - Fire melts Mountain's solidity\n * - **GON (Earth)** countered by **JIN (Thunder)** - Thunder breaks Earth's stability\n * \n * Using a counter stance provides a 1.2x damage multiplier in combat.\n * \n * @korean 팔괘 상극 관계 (Eight Trigram Counter Relationships)\n */\nexport const STANCE_COUNTERS: Record<TrigramStance, TrigramStance> = {\n [TrigramStance.GEON]: TrigramStance.GAM, // Water flows around Heaven\n [TrigramStance.TAE]: TrigramStance.GON, // Earth grounds Lake\n [TrigramStance.LI]: TrigramStance.SON, // Wind disperses Fire\n [TrigramStance.JIN]: TrigramStance.GAN, // Mountain absorbs Thunder\n [TrigramStance.SON]: TrigramStance.GEON, // Heaven overpowers Wind\n [TrigramStance.GAM]: TrigramStance.TAE, // Lake contains Water\n [TrigramStance.GAN]: TrigramStance.LI, // Fire melts Mountain\n [TrigramStance.GON]: TrigramStance.JIN, // Thunder breaks Earth\n};\n\n/**\n * Counter stance damage multiplier\n * Applied when using a counter stance against opponent's stance\n * \n * @korean 상극 자세 피해 배율\n */\nexport const COUNTER_STANCE_DAMAGE_MULTIPLIER = 1.2;\n\n/**\n * Apply counter stance damage bonus when appropriate.\n *\n * This helper should be used by combat damage calculation code after it has\n * determined whether the current stance matchup is a counter stance\n * (for example, via an `isCounterStance` check elsewhere in the system).\n *\n * When `isCounterStance` is `true`, the base damage is multiplied by\n * {@link COUNTER_STANCE_DAMAGE_MULTIPLIER}. Non-positive damage values are\n * returned unchanged to avoid introducing invalid negative or zero scaling.\n *\n * @param baseDamage - The pre-modifier damage value.\n * @param isCounterStance - Whether the attacker is using a counter stance.\n * @returns The adjusted damage value with counter stance bonus applied when relevant.\n *\n * @example\n * ```ts\n * const isCounter = trigramSystem.isCounterStance(attackerStance, defenderStance);\n * const finalDamage = applyCounterStanceDamage(baseDamage, isCounter);\n * ```\n *\n * @korean\n * 반격 자세(상극 자세)일 때만 피해 배율(1.2배)을 적용합니다.\n */\nexport function applyCounterStanceDamage(\n baseDamage: number,\n isCounterStance: boolean\n): number {\n if (!isCounterStance || baseDamage <= 0) {\n return baseDamage;\n }\n\n return baseDamage * COUNTER_STANCE_DAMAGE_MULTIPLIER;\n}\n\n/**\n * System for managing Eight Trigram (팔괘) stance transitions and combat calculations.\n *\n * **Korean**: 팔괘 시스템 (Eight Trigram System)\n *\n * The TrigramSystem implements the core mechanics of the Eight Trigram martial arts system,\n * managing stance transitions, calculating effectiveness, and determining resource costs.\n * Based on I Ching (易經) philosophy adapted for tactical combat.\n *\n * ## Key Responsibilities\n *\n * - Validate stance transitions based on Ki and Stamina costs\n * - Calculate transition difficulty between stances\n * - Recommend optimal stance choices\n * - Determine stance effectiveness in combat matchups\n * - Apply archetype-specific modifiers to transitions\n *\n * @example\n * ```typescript\n * const trigramSystem = new TrigramSystem();\n *\n * // Check if transition is possible\n * const canTransition = trigramSystem.canTransitionTo(\n * TrigramStance.GEON,\n * TrigramStance.GAM,\n * playerState\n * );\n *\n * // Get recommended stance\n * const recommendedStance = trigramSystem.recommendStance(playerState);\n * ```\n *\n * @public\n * @category Trigram System\n * @korean 팔괘시스템\n */\nexport class TrigramSystem {\n private calculator: TrigramCalculator;\n\n /**\n * Creates a new TrigramSystem instance.\n *\n * Initializes the internal calculator for stance effectiveness and transition difficulty.\n */\n constructor() {\n this.calculator = new TrigramCalculator();\n }\n\n /**\n * Gets the defensive/offensive characteristic of a stance.\n *\n * **Korean**: 자세 특성 조회 (Stance Characteristic Query)\n *\n * Returns whether a stance is primarily defensive, offensive, or balanced.\n * This information is useful for UI display and tactical decision-making.\n *\n * ## Stance Classifications\n *\n * - **Defensive**: 간 (GAN/Mountain), 곤 (GON/Earth) - Protect vital areas\n * - **Offensive**: 건 (GEON/Heaven), 진 (JIN/Thunder) - Expose for power\n * - **Balanced**: 태 (TAE/Lake), 리 (LI/Fire), 손 (SON/Wind), 감 (GAM/Water)\n *\n * @param stance - Trigram stance to query\n * @returns \"defensive\", \"offensive\", or \"balanced\"\n *\n * @example\n * ```typescript\n * const characteristic = trigramSystem.getStanceCharacteristic(TrigramStance.GAN);\n * console.log(characteristic); // \"defensive\"\n *\n * const offensive = trigramSystem.getStanceCharacteristic(TrigramStance.GEON);\n * console.log(offensive); // \"offensive\"\n * ```\n *\n * @public\n * @korean 자세특성조회\n */\n getStanceCharacteristic(\n stance: TrigramStance\n ): \"defensive\" | \"offensive\" | \"balanced\" {\n switch (stance) {\n case TrigramStance.GAN: // Mountain - Immovable defense\n case TrigramStance.GON: // Earth - Grounding and stability\n return \"defensive\";\n\n case TrigramStance.GEON: // Heaven - Direct force and aggression\n case TrigramStance.JIN: // Thunder - Explosive power\n return \"offensive\";\n\n default:\n return \"balanced\";\n }\n }\n\n /**\n * Checks if a stance provides defensive advantages.\n *\n * **Korean**: 방어 자세 확인 (Check Defensive Stance)\n *\n * @param stance - Trigram stance to check\n * @returns true if stance is defensive, false otherwise\n *\n * @example\n * ```typescript\n * if (trigramSystem.isDefensiveStance(player.currentStance)) {\n * console.log(\"Player is in defensive posture\");\n * }\n * ```\n *\n * @public\n * @korean 방어자세확인\n */\n isDefensiveStance(stance: TrigramStance): boolean {\n return this.getStanceCharacteristic(stance) === \"defensive\";\n }\n\n /**\n * Checks if a stance provides offensive advantages.\n *\n * **Korean**: 공격 자세 확인 (Check Offensive Stance)\n *\n * @param stance - Trigram stance to check\n * @returns true if stance is offensive, false otherwise\n *\n * @example\n * ```typescript\n * if (trigramSystem.isOffensiveStance(player.currentStance)) {\n * console.log(\"Player is in offensive posture\");\n * }\n * ```\n *\n * @public\n * @korean 공격자세확인\n */\n isOffensiveStance(stance: TrigramStance): boolean {\n return this.getStanceCharacteristic(stance) === \"offensive\";\n }\n\n /**\n * Checks if a player can transition from one stance to another.\n *\n * Validates that the player has sufficient Ki (氣) and Stamina resources\n * to perform the stance transition. Same-stance transitions are always valid.\n *\n * @param fromStance - Current stance\n * @param toStance - Target stance\n * @param player - Player state with current Ki and Stamina\n * @returns true if transition is possible, false otherwise\n *\n * @example\n * ```typescript\n * const canChange = trigramSystem.canTransitionTo(\n * TrigramStance.GEON, // From Heaven\n * TrigramStance.GON, // To Earth\n * player\n * );\n * ```\n *\n * @public\n * @korean 자세전환가능확인\n */\n canTransitionTo(\n fromStance: TrigramStance,\n toStance: TrigramStance,\n player: PlayerState\n ): boolean {\n if (fromStance === toStance) return true;\n\n const cost = this.getTransitionCost(fromStance, toStance, player);\n\n // Check if player has sufficient resources\n const hasEnoughKi = player.ki >= cost.ki;\n const hasEnoughStamina = player.stamina >= cost.stamina;\n\n return hasEnoughKi && hasEnoughStamina;\n }\n\n /**\n * Recommends the optimal stance for current combat situation.\n *\n * Calculates the least-cost stance transition from the player's current position.\n * Uses combined cost of Ki, Stamina, and transition time to determine best option.\n *\n * **Algorithm**: Evaluates all eight stances and selects the one with minimum\n * total cost (Ki + Stamina + Time).\n *\n * @param player - Player state with current stance\n * @returns Recommended stance to transition to\n *\n * @example\n * ```typescript\n * const recommended = trigramSystem.recommendStance(player);\n * console.log(`Consider switching to ${recommended}`);\n * ```\n *\n * @public\n * @korean 최적자세추천\n */\n recommendStance(player: PlayerState): TrigramStance {\n const from = player.currentStance;\n let best = from;\n let bestScore = Infinity;\n\n for (const to of TRIGRAM_STANCES_ORDER) {\n const costObj: TrigramTransitionCost = this.getTransitionCost(from, to);\n const score = costObj.ki + costObj.stamina + costObj.timeMilliseconds;\n if (score < bestScore) {\n bestScore = score;\n best = to;\n }\n }\n\n return best;\n }\n\n /**\n * Calculates the resource cost for transitioning between stances.\n *\n * Determines Ki, Stamina, and time costs based on the I Ching philosophical\n * distance between trigrams. Applies archetype-specific modifiers for favored stances.\n *\n * ## Cost Calculation\n *\n * - **Base Cost**: 10 Ki, 15 Stamina per difficulty point\n * - **Base Time**: 500ms per difficulty point\n * - **Archetype Modifier**: 0.8x for favored stances, 1.0x otherwise\n * - **Same Stance**: Zero cost\n *\n * @param from - Starting stance\n * @param to - Target stance\n * @param player - Optional player for archetype modifiers\n * @returns Transition cost breakdown\n *\n * @example\n * ```typescript\n * const cost = trigramSystem.getTransitionCost(\n * TrigramStance.GEON,\n * TrigramStance.TAE,\n * player\n * );\n * console.log(`Cost: ${cost.ki} Ki, ${cost.stamina} Stamina`);\n * ```\n *\n * @public\n * @korean 자세전환비용\n */\n public getTransitionCost(\n from: TrigramStance,\n to: TrigramStance,\n player?: PlayerState\n ): TrigramTransitionCost {\n if (from === to) {\n return {\n ki: 0,\n stamina: 0,\n timeMilliseconds: 0, // neutral\n };\n }\n\n const difficulty = TrigramCalculator.calculateTransitionDifficulty(\n from,\n to\n );\n const baseCost = 10;\n const baseTime = 500;\n\n let ki = Math.ceil(baseCost * difficulty);\n let stamina = Math.ceil(baseCost * difficulty * 1.5);\n\n // apply archetype stance‐change cost modifier if player provided\n if (player) {\n const archData = PLAYER_ARCHETYPES_DATA[player.archetype];\n const favs = archData.favoredStances || [];\n const mod = favs.includes(to) ? 0.8 : 1.0;\n ki = Math.ceil(ki * mod);\n stamina = Math.ceil(stamina * mod);\n }\n\n return {\n ki,\n stamina,\n timeMilliseconds: Math.ceil(baseTime * difficulty),\n };\n }\n\n /**\n * Calculates stance effectiveness in combat matchup.\n *\n * Determines the multiplier advantage/disadvantage when one stance attacks another.\n * Based on I Ching elemental relationships (e.g., Water extinguishes Fire).\n *\n * @param attackerStance - Attacking player's stance\n * @param defenderStance - Defending player's stance\n * @returns Effectiveness multiplier (0.5 = disadvantage, 1.0 = neutral, 1.5 = advantage)\n *\n * @example\n * ```typescript\n * const effectiveness = trigramSystem.calculateStanceEffectiveness(\n * TrigramStance.GAM, // Water\n * TrigramStance.LI // Fire\n * ); // Returns > 1.0 (Water beats Fire)\n * ```\n *\n * @public\n * @korean 자세효과성계산\n */\n calculateStanceEffectiveness(\n attackerStance: TrigramStance,\n defenderStance: TrigramStance\n ): number {\n return this.calculator.calculateStanceEffectiveness(\n attackerStance,\n defenderStance\n );\n }\n\n /**\n * Gets bilingual name for a stance.\n *\n * Returns Korean (Hangul) and English names for display purposes.\n *\n * @param stance - Stance to get name for\n * @returns Object with korean and english name properties\n *\n * @example\n * ```typescript\n * const name = trigramSystem.getStanceName(TrigramStance.GEON);\n * console.log(`${name.korean} (${name.english})`); // \"건 (Heaven)\"\n * ```\n *\n * @public\n * @korean 자세이름조회\n */\n getStanceName(stance: TrigramStance): { korean: string; english: string } {\n const stanceNames = {\n [TrigramStance.GEON]: { korean: \"건\", english: \"Heaven\" },\n [TrigramStance.TAE]: { korean: \"태\", english: \"Lake\" },\n [TrigramStance.LI]: { korean: \"리\", english: \"Fire\" },\n [TrigramStance.JIN]: { korean: \"진\", english: \"Thunder\" },\n [TrigramStance.SON]: { korean: \"손\", english: \"Wind\" },\n [TrigramStance.GAM]: { korean: \"감\", english: \"Water\" },\n [TrigramStance.GAN]: { korean: \"간\", english: \"Mountain\" },\n [TrigramStance.GON]: { korean: \"곤\", english: \"Earth\" },\n };\n\n return stanceNames[stance] || { korean: \"Unknown\", english: \"Unknown\" };\n }\n\n /**\n * Gets the counter stance for opponent's current stance.\n * \n * Returns the stance that provides tactical advantage against the opponent's stance,\n * based on I Ching elemental relationships. Using a counter stance provides a 1.2x\n * damage multiplier in combat.\n * \n * **Korean Philosophy (상극 자세)**:\n * - Water counters Heaven (flows around force)\n * - Earth counters Lake (grounds and contains)\n * - Wind counters Fire (disperses intensity)\n * - Mountain counters Thunder (absorbs impact)\n * \n * @param opponentStance - Opponent's current stance\n * @returns Counter stance that provides advantage\n * \n * @example\n * ```typescript\n * const counterStance = trigramSystem.getCounterStance(TrigramStance.GEON);\n * console.log(counterStance); // TrigramStance.GAM (Water counters Heaven)\n * ```\n * \n * @public\n * @korean 상극자세조회\n */\n getCounterStance(opponentStance: TrigramStance): TrigramStance {\n return STANCE_COUNTERS[opponentStance];\n }\n\n /**\n * Checks if player's stance counters opponent's stance.\n * \n * Determines if the player has a tactical advantage through stance matchup.\n * When true, player should receive a 1.2x damage multiplier for attacks.\n * \n * @param myStance - Player's current stance\n * @param opponentStance - Opponent's current stance\n * @returns True if player's stance counters opponent's stance\n * \n * @example\n * ```typescript\n * const hasAdvantage = trigramSystem.isCounterStance(\n * TrigramStance.GAM, // My stance: Water\n * TrigramStance.GEON // Opponent: Heaven\n * ); // Returns true - Water counters Heaven\n * \n * if (hasAdvantage) {\n * damage *= 1.2; // Apply counter bonus\n * }\n * ```\n * \n * @public\n * @korean 상극자세확인\n */\n isCounterStance(myStance: TrigramStance, opponentStance: TrigramStance): boolean {\n return this.getCounterStance(opponentStance) === myStance;\n }\n\n /**\n * Gets complete stance data for UI display.\n *\n * Returns structured data object containing stance ID and bilingual names.\n *\n * @param stance - Stance to get data for\n * @returns Stance data object\n *\n * @public\n * @korean 자세데이터조회\n */\n getCurrentStanceData(stance: TrigramStance): {\n id: TrigramStance;\n name: KoreanText;\n korean: string;\n english: string;\n } {\n const stanceName = this.getStanceName(stance);\n return {\n id: stance,\n name: stanceName,\n korean: stanceName.korean,\n english: stanceName.english,\n };\n }\n\n /**\n * Validates a stance transition with detailed feedback.\n *\n * Checks if transition is valid and provides reason if not.\n * More detailed than {@link canTransitionTo}, includes specific failure reasons.\n *\n * @param fromStance - Current stance\n * @param toStance - Target stance\n * @param player - Player state\n * @returns Validation result with optional failure reason\n *\n * @example\n * ```typescript\n * const validation = trigramSystem.validateTransition(\n * TrigramStance.GEON,\n * TrigramStance.GON,\n * player\n * );\n * if (!validation.valid) {\n * console.error(validation.reason);\n * }\n * ```\n *\n * @public\n * @korean 자세전환검증\n */\n validateTransition(\n fromStance: TrigramStance,\n toStance: TrigramStance,\n player: PlayerState\n ): { valid: boolean; 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