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 { PlayerArchetype, TrigramStance, VitalPointSeverity } from "../types/common.js";
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import { calculateEnhancedVulnerability, calculateMeridianFlow, generateMeridianEffects } from "./vitalpoint/KoreanAnatomy.js";
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//#region src/systems/VitalPointSystem.ts
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/**
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* System for managing Korean martial arts vital point (급소) targeting and damage calculation.
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*
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* **Korean**: 급소 시스템 (Vital Point System)
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*
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* The VitalPointSystem implements anatomical targeting mechanics based on traditional
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* damage calculation, and status effect application for precise strikes.
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*
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* ## Vital Point Philosophy
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*
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* Korean martial arts identify specific anatomical locations that, when struck precisely,
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* can cause disproportionate effects. The system categorizes points by:
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*
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* - **Location**: Head, neck, torso, limbs, and core
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* - **Severity**: Minor, moderate, major, critical, lethal
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* - **Effects**: Unconsciousness, paralysis, pain, stunning, etc.
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* ## Meridian Integration (경락 통합)
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* The system integrates Traditional Korean Medicine (TKM) meridian theory:
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* - **Meridian Disruption**: Status effects from energy flow blockage
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* ## Key Features
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* @example
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* ```typescript
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* const vitalPointSystem = new VitalPointSystem();
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*
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* 14 // Optional: hour of day for meridian flow
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|
52
|
+
* );
|
|
53
|
+
*
|
|
54
|
+
* if (result.hit && result.vitalPointHit) {
|
|
55
|
+
* console.log(`Hit ${result.vitalPointHit.names.english}!`);
|
|
56
|
+
* console.log(`Damage: ${result.damage}, Severity: ${result.severity}`);
|
|
57
|
+
* console.log(`Meridian bonus: ${result.meridianMultiplier}x`);
|
|
58
|
+
* }
|
|
59
|
+
* ```
|
|
60
|
+
*
|
|
61
|
+
* @public
|
|
62
|
+
* @category Vital Point System
|
|
63
|
+
* @korean 급소시스템
|
|
64
|
+
*/
|
|
65
|
+
/**
|
|
66
|
+
* Amount of meridian disruption added per vital point hit (15%)
|
|
67
|
+
*/
|
|
68
|
+
var DISRUPTION_INCREMENT_PER_HIT = .15;
|
|
69
|
+
var VitalPointSystem = class {
|
|
70
|
+
vitalPoints = [];
|
|
71
|
+
meridianStates = /* @__PURE__ */ new Map();
|
|
72
|
+
currentHour = 12;
|
|
73
|
+
/**
|
|
74
|
+
* Creates a new VitalPointSystem instance.
|
|
75
|
+
*
|
|
76
|
+
* Initializes the system with comprehensive Korean vital points database
|
|
77
|
+
* and meridian state tracking.
|
|
78
|
+
*
|
|
79
|
+
* @param initialHour - Optional initial hour of day (0-23) for meridian flow calculations
|
|
80
|
+
*/
|
|
81
|
+
constructor(initialHour = 12) {
|
|
82
|
+
this.initializeVitalPoints();
|
|
83
|
+
this.currentHour = initialHour;
|
|
84
|
+
}
|
|
85
|
+
/**
|
|
86
|
+
* Sets the current hour of day for meridian flow calculations.
|
|
87
|
+
*
|
|
88
|
+
* **Korean**: 시간 설정
|
|
89
|
+
*
|
|
90
|
+
* @param hour - Hour of day (0-23)
|
|
91
|
+
* @throws Error if hour is not a finite number
|
|
92
|
+
*
|
|
93
|
+
* @example
|
|
94
|
+
* ```typescript
|
|
95
|
+
* vitalPointSystem.setCurrentHour(20); // 8 PM - Pericardium peak time
|
|
96
|
+
* ```
|
|
97
|
+
*
|
|
98
|
+
* @public
|
|
99
|
+
* @korean 시간설정
|
|
100
|
+
*/
|
|
101
|
+
setCurrentHour(hour) {
|
|
102
|
+
if (!Number.isFinite(hour)) throw new Error("Hour must be a finite number");
|
|
103
|
+
this.currentHour = Math.max(0, Math.min(23, Math.floor(hour)));
|
|
104
|
+
}
|
|
105
|
+
/**
|
|
106
|
+
* Gets the current hour of day used for meridian calculations.
|
|
107
|
+
*
|
|
108
|
+
* **Korean**: 현재 시간 조회
|
|
109
|
+
*
|
|
110
|
+
* @returns Current hour (0-23)
|
|
111
|
+
*
|
|
112
|
+
* @public
|
|
113
|
+
* @korean 시간조회
|
|
114
|
+
*/
|
|
115
|
+
getCurrentHour() {
|
|
116
|
+
return this.currentHour;
|
|
117
|
+
}
|
|
118
|
+
/**
|
|
119
|
+
* Updates meridian disruption state for a specific meridian.
|
|
120
|
+
*
|
|
121
|
+
* **Korean**: 경락 차단 상태 업데이트
|
|
122
|
+
*
|
|
123
|
+
* @param meridianId - ID of the meridian
|
|
124
|
+
* @param disruptionLevel - Disruption level (0-1, where 1 is fully blocked)
|
|
125
|
+
*
|
|
126
|
+
* @public
|
|
127
|
+
* @korean 경락차단업데이트
|
|
128
|
+
*/
|
|
129
|
+
setMeridianDisruption(meridianId, disruptionLevel) {
|
|
130
|
+
this.meridianStates.set(meridianId, Math.max(0, Math.min(1, disruptionLevel)));
|
|
131
|
+
}
|
|
132
|
+
/**
|
|
133
|
+
* Gets the current disruption level for a meridian.
|
|
134
|
+
*
|
|
135
|
+
* **Korean**: 경락 차단 수준 조회
|
|
136
|
+
*
|
|
137
|
+
* @param meridianId - ID of the meridian
|
|
138
|
+
* @returns Disruption level (0-1)
|
|
139
|
+
*
|
|
140
|
+
* @public
|
|
141
|
+
* @korean 경락차단조회
|
|
142
|
+
*/
|
|
143
|
+
getMeridianDisruption(meridianId) {
|
|
144
|
+
return this.meridianStates.get(meridianId) ?? 0;
|
|
145
|
+
}
|
|
146
|
+
/**
|
|
147
|
+
* Clears all meridian disruption states (e.g., after rest or healing).
|
|
148
|
+
*
|
|
149
|
+
* **Korean**: 경락 상태 초기화
|
|
150
|
+
*
|
|
151
|
+
* @public
|
|
152
|
+
* @korean 경락초기화
|
|
153
|
+
*/
|
|
154
|
+
clearMeridianDisruptions() {
|
|
155
|
+
this.meridianStates.clear();
|
|
156
|
+
}
|
|
157
|
+
/**
|
|
158
|
+
* Processes a hit at a specific position to determine vital point impact.
|
|
159
|
+
*
|
|
160
|
+
* Evaluates whether a strike lands on or near a vital point, calculating
|
|
161
|
+
* damage and effects based on accuracy, severity, and meridian flow.
|
|
162
|
+
* Supports both targeted strikes (specific vital point ID) and proximity-based detection.
|
|
163
|
+
*
|
|
164
|
+
* Enhanced with archetype-specific modifiers for realistic combat simulation.
|
|
165
|
+
*
|
|
166
|
+
* ## Hit Detection Algorithm
|
|
167
|
+
*
|
|
168
|
+
* 1. If targetedVitalPointId provided, validate that specific point
|
|
169
|
+
* 2. Otherwise, find closest vital point to target position
|
|
170
|
+
* 3. Calculate distance from strike to vital point
|
|
171
|
+
* 4. Apply accuracy falloff based on distance (max 50px)
|
|
172
|
+
* 5. Calculate meridian flow bonus based on time of day
|
|
173
|
+
* 6. Apply meridian disruption if applicable
|
|
174
|
+
* 7. Apply archetype offensive/defensive modifiers
|
|
175
|
+
* 8. Apply enhanced vulnerability with stance and anatomical zone
|
|
176
|
+
* 9. Return hit result with damage multipliers and effects
|
|
177
|
+
*
|
|
178
|
+
* @param targetPosition - Position where strike lands
|
|
179
|
+
* @param _hitBox - Size of hit box (currently unused, reserved for future)
|
|
180
|
+
* @param targetedVitalPointId - Optional specific vital point being targeted
|
|
181
|
+
* @param hour - Optional hour of day (0-23) for meridian flow calculation
|
|
182
|
+
* @param attackerArchetype - Optional attacker's archetype (default: MUSA)
|
|
183
|
+
* @param defenderArchetype - Optional defender's archetype (default: MUSA)
|
|
184
|
+
* @param defenderStance - Optional defender's trigram stance (default: GEON)
|
|
185
|
+
* @returns Hit result with damage, effects, severity, and meridian multiplier
|
|
186
|
+
*
|
|
187
|
+
* @example
|
|
188
|
+
* ```typescript
|
|
189
|
+
* // Proximity-based strike
|
|
190
|
+
* const result1 = vitalPointSystem.processHit(
|
|
191
|
+
* { x: 100, y: 50 },
|
|
192
|
+
* { width: 10, height: 10 }
|
|
193
|
+
* );
|
|
194
|
+
*
|
|
195
|
+
* // Targeted strike with archetype modifiers and stance
|
|
196
|
+
* const result2 = vitalPointSystem.processHit(
|
|
197
|
+
* { x: 100, y: 50 },
|
|
198
|
+
* { width: 10, height: 10 },
|
|
199
|
+
* "head_temple",
|
|
200
|
+
* 2, // Liver meridian peak hour
|
|
201
|
+
* PlayerArchetype.AMSALJA, // Assassin attacker (+30% effect)
|
|
202
|
+
* PlayerArchetype.MUSA, // Warrior defender (+20% resistance)
|
|
203
|
+
* TrigramStance.GEON // Heaven stance (exposes head +20%)
|
|
204
|
+
* );
|
|
205
|
+
* ```
|
|
206
|
+
*
|
|
207
|
+
* @public
|
|
208
|
+
* @korean 타격처리
|
|
209
|
+
*/
|
|
210
|
+
processHit(targetPosition, _hitBox, targetedVitalPointId, hour, attackerArchetype, defenderArchetype, defenderStance) {
|
|
211
|
+
const effectiveHour = hour ?? this.currentHour;
|
|
212
|
+
const effectiveAttackerArchetype = attackerArchetype ?? PlayerArchetype.MUSA;
|
|
213
|
+
const effectiveDefenderArchetype = defenderArchetype ?? PlayerArchetype.MUSA;
|
|
214
|
+
const effectiveDefenderStance = defenderStance ?? TrigramStance.GEON;
|
|
215
|
+
if (targetedVitalPointId) {
|
|
216
|
+
const targetVitalPoint = this.getVitalPointById(targetedVitalPointId);
|
|
217
|
+
if (targetVitalPoint) return this.calculateVitalPointHit(targetVitalPoint, targetPosition, effectiveHour, effectiveAttackerArchetype, effectiveDefenderArchetype, effectiveDefenderStance);
|
|
218
|
+
}
|
|
219
|
+
const closestVitalPoint = this.findClosestVitalPoint(targetPosition);
|
|
220
|
+
if (!closestVitalPoint) return {
|
|
221
|
+
hit: false,
|
|
222
|
+
damage: 0,
|
|
223
|
+
effects: [],
|
|
224
|
+
severity: VitalPointSeverity.MINOR
|
|
225
|
+
};
|
|
226
|
+
if (this.calculateDistance(targetPosition, closestVitalPoint.position) <= 50) return this.calculateVitalPointHit(closestVitalPoint, targetPosition, effectiveHour, effectiveAttackerArchetype, effectiveDefenderArchetype, effectiveDefenderStance);
|
|
227
|
+
return {
|
|
228
|
+
hit: false,
|
|
229
|
+
damage: 0,
|
|
230
|
+
effects: [],
|
|
231
|
+
severity: VitalPointSeverity.MINOR
|
|
232
|
+
};
|
|
233
|
+
}
|
|
234
|
+
/**
|
|
235
|
+
* Retrieves a vital point by its unique identifier.
|
|
236
|
+
*
|
|
237
|
+
* @param id - Vital point identifier (e.g., "GB-20", "head_temple")
|
|
238
|
+
* @returns Vital point if found, null otherwise
|
|
239
|
+
*
|
|
240
|
+
* @example
|
|
241
|
+
* ```typescript
|
|
242
|
+
* const temple = vitalPointSystem.getVitalPointById("head_temple");
|
|
243
|
+
* if (temple) {
|
|
244
|
+
* console.log(temple.names.korean); // "태양혈"
|
|
245
|
+
* }
|
|
246
|
+
* ```
|
|
247
|
+
*
|
|
248
|
+
* @public
|
|
249
|
+
* @korean 급소조회
|
|
250
|
+
*/
|
|
251
|
+
getVitalPointById(id) {
|
|
252
|
+
return this.vitalPoints.find((vp) => vp.id === id) ?? null;
|
|
253
|
+
}
|
|
254
|
+
/**
|
|
255
|
+
* Gets all registered vital points in the system.
|
|
256
|
+
*
|
|
257
|
+
* @returns Read-only array of all vital points
|
|
258
|
+
*
|
|
259
|
+
* @example
|
|
260
|
+
* ```typescript
|
|
261
|
+
* const allPoints = vitalPointSystem.getVitalPoints();
|
|
262
|
+
* console.log(`${allPoints.length} vital points registered`);
|
|
263
|
+
* ```
|
|
264
|
+
*
|
|
265
|
+
* @public
|
|
266
|
+
* @korean 급소목록조회
|
|
267
|
+
*/
|
|
268
|
+
getVitalPoints() {
|
|
269
|
+
return this.vitalPoints;
|
|
270
|
+
}
|
|
271
|
+
/**
|
|
272
|
+
* Calculates hit result for a technique-based attack.
|
|
273
|
+
*
|
|
274
|
+
* Determines whether a technique successfully lands on a vital point,
|
|
275
|
+
* factoring in technique accuracy, attacker position, and randomness.
|
|
276
|
+
* Used for AI and player technique execution.
|
|
277
|
+
*
|
|
278
|
+
* @param technique - Technique being executed with accuracy property
|
|
279
|
+
* @param attackerPosition - Position where attack originates
|
|
280
|
+
* @param _defenderPosition - Defender position (reserved for future use)
|
|
281
|
+
* @param _defenderStance - Defender stance (reserved for future use)
|
|
282
|
+
* @returns Hit result with damage and effects
|
|
283
|
+
*
|
|
284
|
+
* @example
|
|
285
|
+
* ```typescript
|
|
286
|
+
* const technique = {
|
|
287
|
+
* id: "geon-thunder-strike",
|
|
288
|
+
* accuracy: 0.85
|
|
289
|
+
* };
|
|
290
|
+
*
|
|
291
|
+
* const result = vitalPointSystem.calculateHit(
|
|
292
|
+
* technique,
|
|
293
|
+
* { x: 100, y: 50 },
|
|
294
|
+
* { x: 120, y: 50 },
|
|
295
|
+
* TrigramStance.GEON
|
|
296
|
+
* );
|
|
297
|
+
* ```
|
|
298
|
+
*
|
|
299
|
+
* @public
|
|
300
|
+
* @korean 기술타격계산
|
|
301
|
+
*/
|
|
302
|
+
calculateHit(technique, attackerPosition, _defenderPosition, _defenderStance) {
|
|
303
|
+
const closestVitalPoint = this.findClosestVitalPoint(attackerPosition);
|
|
304
|
+
if (!closestVitalPoint) return {
|
|
305
|
+
hit: false,
|
|
306
|
+
damage: 0,
|
|
307
|
+
effects: [],
|
|
308
|
+
severity: VitalPointSeverity.MINOR
|
|
309
|
+
};
|
|
310
|
+
const distance = this.calculateDistance(attackerPosition, closestVitalPoint.position);
|
|
311
|
+
const hitChance = technique.accuracy * (1 - distance / 100);
|
|
312
|
+
if (Math.random() < hitChance) return {
|
|
313
|
+
hit: true,
|
|
314
|
+
vitalPointHit: closestVitalPoint,
|
|
315
|
+
damage: this.calculateBaseDamage(closestVitalPoint, distance),
|
|
316
|
+
effects: [],
|
|
317
|
+
severity: closestVitalPoint.severity
|
|
318
|
+
};
|
|
319
|
+
return {
|
|
320
|
+
hit: false,
|
|
321
|
+
damage: 0,
|
|
322
|
+
effects: [],
|
|
323
|
+
severity: VitalPointSeverity.MINOR
|
|
324
|
+
};
|
|
325
|
+
}
|
|
326
|
+
/**
|
|
327
|
+
* Finds the closest vital point to a given position.
|
|
328
|
+
*
|
|
329
|
+
* Uses Euclidean distance to determine proximity.
|
|
330
|
+
*
|
|
331
|
+
* @param position - Target position
|
|
332
|
+
* @returns Closest vital point or null if none registered
|
|
333
|
+
*
|
|
334
|
+
* @private
|
|
335
|
+
* @korean 최근접급소검색
|
|
336
|
+
*/
|
|
337
|
+
findClosestVitalPoint(position) {
|
|
338
|
+
if (this.vitalPoints.length === 0) return null;
|
|
339
|
+
let closest = this.vitalPoints[0];
|
|
340
|
+
let minDistance = this.calculateDistance(position, closest.position);
|
|
341
|
+
for (const vitalPoint of this.vitalPoints) {
|
|
342
|
+
const distance = this.calculateDistance(position, vitalPoint.position);
|
|
343
|
+
if (distance < minDistance) {
|
|
344
|
+
minDistance = distance;
|
|
345
|
+
closest = vitalPoint;
|
|
346
|
+
}
|
|
347
|
+
}
|
|
348
|
+
return closest;
|
|
349
|
+
}
|
|
350
|
+
/**
|
|
351
|
+
* Calculates Euclidean distance between two positions.
|
|
352
|
+
*
|
|
353
|
+
* @param pos1 - First position
|
|
354
|
+
* @param pos2 - Second position
|
|
355
|
+
* @returns Distance in pixels
|
|
356
|
+
*
|
|
357
|
+
* @private
|
|
358
|
+
* @korean 거리계산
|
|
359
|
+
*/
|
|
360
|
+
calculateDistance(pos1, pos2) {
|
|
361
|
+
const dx = pos1.x - pos2.x;
|
|
362
|
+
const dy = pos1.y - pos2.y;
|
|
363
|
+
return Math.sqrt(dx * dx + dy * dy);
|
|
364
|
+
}
|
|
365
|
+
/**
|
|
366
|
+
* Calculates vital point hit result with accuracy, damage, and meridian effects.
|
|
367
|
+
*
|
|
368
|
+
* **Korean**: 급소타격결과계산
|
|
369
|
+
*
|
|
370
|
+
* Enhanced with comprehensive effect calculation including:
|
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371
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+
* - Duration based on accuracy, severity, and archetype modifiers
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372
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+
* - Intensity scaling with hit accuracy
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373
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* - Critical hit bonuses for accuracy >= 0.9
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374
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+
* - Archetype offensive/defensive modifiers
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375
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*
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376
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* @param vitalPoint - Vital point being struck
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377
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* @param hitPosition - Exact position of strike
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378
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+
* @param hour - Hour of day for meridian flow calculation
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379
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* @param attackerArchetype - Attacker's archetype (default: MUSA)
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380
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+
* @param defenderArchetype - Defender's archetype (default: MUSA)
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381
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* @returns Hit result with calculated damage, accuracy, and meridian bonuses
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382
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*
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* @private
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384
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* @korean 급소타격결과계산
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385
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+
*/
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386
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+
calculateVitalPointHit(vitalPoint, hitPosition, hour, attackerArchetype = PlayerArchetype.MUSA, defenderArchetype = PlayerArchetype.MUSA, defenderStance = TrigramStance.GEON) {
|
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387
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+
const distance = this.calculateDistance(hitPosition, vitalPoint.position);
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388
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+
const baseDamage = this.calculateBaseDamage(vitalPoint, distance);
|
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389
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+
const now = Date.now();
|
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390
|
+
const accuracy = Math.max(0, 1 - distance / 50);
|
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391
|
+
const meridians = getMeridiansForVitalPoint(vitalPoint.id);
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392
|
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let meridianMultiplier = 1;
|
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393
|
+
const allMeridianEffects = [];
|
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394
|
+
if (meridians.length > 0) {
|
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395
|
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meridianMultiplier = Math.max(...meridians.map((meridianId) => calculateMeridianFlow(meridianId, hour)));
|
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396
|
+
meridians.forEach((meridianId) => {
|
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397
|
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const currentDisruption = this.getMeridianDisruption(meridianId);
|
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398
|
+
const newDisruption = Math.min(1, currentDisruption + DISRUPTION_INCREMENT_PER_HIT);
|
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399
|
+
this.setMeridianDisruption(meridianId, newDisruption);
|
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400
|
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const effects = generateMeridianEffects(meridianId, newDisruption, now);
|
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401
|
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allMeridianEffects.push(...effects);
|
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402
|
+
});
|
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403
|
+
}
|
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404
|
+
const meridianStates = {};
|
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405
|
+
meridians.forEach((meridianId) => {
|
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406
|
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meridianStates[meridianId] = 1 - this.getMeridianDisruption(meridianId);
|
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407
|
+
});
|
|
408
|
+
const vulnerabilityMultiplier = calculateEnhancedVulnerability(vitalPoint.position, hour, defenderStance, meridianStates);
|
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409
|
+
return {
|
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410
|
+
hit: true,
|
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411
|
+
vitalPointHit: vitalPoint,
|
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412
|
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damage: Math.floor(baseDamage * meridianMultiplier * vulnerabilityMultiplier),
|
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413
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+
effects: [...vitalPoint.effects.map((effect) => convertToStatusEffect(effect, accuracy, vitalPoint.severity, attackerArchetype, defenderArchetype, vitalPoint.id, now)), ...allMeridianEffects],
|
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414
|
+
severity: vitalPoint.severity,
|
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415
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+
accuracy,
|
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416
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+
meridianMultiplier,
|
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417
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+
meridianEffects: allMeridianEffects,
|
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418
|
+
multiplier: vulnerabilityMultiplier
|
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419
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+
};
|
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420
|
+
}
|
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421
|
+
/**
|
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422
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* Calculates base damage for a vital point strike.
|
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423
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+
*
|
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424
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+
* Applies distance-based falloff to vital point's base damage value.
|
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425
|
+
* Closer strikes deal more damage up to maximum base damage.
|
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426
|
+
*
|
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427
|
+
* @param vitalPoint - Vital point with base damage property
|
|
428
|
+
* @param distance - Distance from strike to vital point center
|
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429
|
+
* @returns Calculated damage value
|
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430
|
+
*
|
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431
|
+
* @private
|
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432
|
+
* @korean 기본피해계산
|
|
433
|
+
*/
|
|
434
|
+
calculateBaseDamage(vitalPoint, distance) {
|
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435
|
+
const baseDamage = vitalPoint.baseDamage ?? 10;
|
|
436
|
+
const distanceModifier = Math.max(.1, 1 - distance / 100);
|
|
437
|
+
return Math.floor(baseDamage * distanceModifier);
|
|
438
|
+
}
|
|
439
|
+
/**
|
|
440
|
+
* Initializes the system with comprehensive Korean vital points.
|
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441
|
+
*
|
|
442
|
+
* Loads all 70 Korean vital points from the comprehensive database
|
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443
|
+
* covering head, torso, arms, and legs with proper categorization.
|
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444
|
+
*
|
|
445
|
+
* @private
|
|
446
|
+
* @korean 급소초기화
|
|
447
|
+
*/
|
|
448
|
+
initializeVitalPoints() {
|
|
449
|
+
this.vitalPoints = [...VITAL_POINTS_DATA];
|
|
450
|
+
}
|
|
451
|
+
};
|
|
452
|
+
//#endregion
|
|
453
|
+
export { VitalPointSystem as default };
|
|
454
|
+
|
|
455
|
+
//# sourceMappingURL=VitalPointSystem.js.map
|
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"VitalPointSystem.js","names":[],"sources":["../../src/systems/VitalPointSystem.ts"],"sourcesContent":["/**\n * System for managing Korean martial arts vital point (급소) targeting and damage calculation.\n *\n * **Korean**: 급소 시스템 (Vital Point System)\n *\n * The VitalPointSystem implements anatomical targeting mechanics based on traditional\n * Korean martial arts knowledge of 70 vital points (급소). It handles hit detection,\n * damage calculation, and status effect application for precise strikes.\n *\n * ## Vital Point Philosophy\n *\n * Korean martial arts identify specific anatomical locations that, when struck precisely,\n * can cause disproportionate effects. The system categorizes points by:\n *\n * - **Location**: Head, neck, torso, limbs, and core\n * - **Category**: Neurological, vascular, respiratory, muscular, skeletal, etc.\n * - **Severity**: Minor, moderate, major, critical, lethal\n * - **Effects**: Unconsciousness, paralysis, pain, stunning, etc.\n *\n * ## Meridian Integration (경락 통합)\n *\n * The system integrates Traditional Korean Medicine (TKM) meridian theory:\n * - **Time-of-Day Flow**: +30% effectiveness at meridian peak hours\n * - **Meridian Disruption**: Status effects from energy flow blockage\n * - **Elemental Relationships**: 五行 (Wu Xing) elemental advantages\n *\n * ## Key Features\n *\n * - Distance-based hit detection with accuracy falloff\n * - Severity multipliers for damage calculation\n * - Targeted vs. proximity-based strikes\n * - Bilingual Korean-English vital point names\n * - Realistic anatomical positioning\n * - Meridian state tracking and flow calculation\n *\n * @example\n * ```typescript\n * const vitalPointSystem = new VitalPointSystem();\n *\n * // Process a strike at specific position with time-of-day\n * const result = vitalPointSystem.processHit(\n * { x: 100, y: 50 }, // Target position\n * { width: 10, height: 10 }, // Hit box\n * \"GB-20\", // Optional: target specific vital point\n * 14 // Optional: hour of day for meridian flow\n * );\n *\n * if (result.hit && result.vitalPointHit) {\n * console.log(`Hit ${result.vitalPointHit.names.english}!`);\n * console.log(`Damage: ${result.damage}, Severity: ${result.severity}`);\n * console.log(`Meridian bonus: ${result.meridianMultiplier}x`);\n * }\n * ```\n *\n * @public\n * @category Vital Point System\n * @korean 급소시스템\n */\nimport {\n PlayerArchetype,\n Position,\n TrigramStance,\n VitalPointSeverity,\n} from \"../types/common\";\nimport { convertToStatusEffect } from \"./EffectCalculator\";\nimport { StatusEffect } from \"./types\";\nimport {\n calculateEnhancedVulnerability,\n calculateMeridianFlow,\n generateMeridianEffects,\n} from \"./vitalpoint/KoreanAnatomy\";\nimport { getMeridiansForVitalPoint } from \"./vitalpoint/MeridianVitalPointMapping\";\nimport { VitalPoint, VitalPointHitResult } from \"./vitalpoint/types\";\nimport { VITAL_POINTS_DATA } from \"./vitalpoint/VitalPointsData\";\n\n/**\n * Amount of meridian disruption added per vital point hit (15%)\n */\nconst DISRUPTION_INCREMENT_PER_HIT = 0.15;\n\nexport class VitalPointSystem {\n private vitalPoints: VitalPoint[] = [];\n private meridianStates: Map<string, number> = new Map(); // Tracks disruption level per meridian\n private currentHour: number = 12; // Default to noon\n\n /**\n * Creates a new VitalPointSystem instance.\n *\n * Initializes the system with comprehensive Korean vital points database\n * and meridian state tracking.\n *\n * @param initialHour - Optional initial hour of day (0-23) for meridian flow calculations\n */\n constructor(initialHour: number = 12) {\n // Initialize with comprehensive Korean vital points database\n this.initializeVitalPoints();\n this.currentHour = initialHour;\n }\n\n /**\n * Sets the current hour of day for meridian flow calculations.\n *\n * **Korean**: 시간 설정\n *\n * @param hour - Hour of day (0-23)\n * @throws Error if hour is not a finite number\n *\n * @example\n * ```typescript\n * vitalPointSystem.setCurrentHour(20); // 8 PM - Pericardium peak time\n * ```\n *\n * @public\n * @korean 시간설정\n */\n setCurrentHour(hour: number): void {\n if (!Number.isFinite(hour)) {\n throw new Error(\"Hour must be a finite number\");\n }\n this.currentHour = Math.max(0, Math.min(23, Math.floor(hour)));\n }\n\n /**\n * Gets the current hour of day used for meridian calculations.\n *\n * **Korean**: 현재 시간 조회\n *\n * @returns Current hour (0-23)\n *\n * @public\n * @korean 시간조회\n */\n getCurrentHour(): number {\n return this.currentHour;\n }\n\n /**\n * Updates meridian disruption state for a specific meridian.\n *\n * **Korean**: 경락 차단 상태 업데이트\n *\n * @param meridianId - ID of the meridian\n * @param disruptionLevel - Disruption level (0-1, where 1 is fully blocked)\n *\n * @public\n * @korean 경락차단업데이트\n */\n setMeridianDisruption(meridianId: string, disruptionLevel: number): void {\n this.meridianStates.set(\n meridianId,\n Math.max(0, Math.min(1, disruptionLevel)),\n );\n }\n\n /**\n * Gets the current disruption level for a meridian.\n *\n * **Korean**: 경락 차단 수준 조회\n *\n * @param meridianId - ID of the meridian\n * @returns Disruption level (0-1)\n *\n * @public\n * @korean 경락차단조회\n */\n getMeridianDisruption(meridianId: string): number {\n return this.meridianStates.get(meridianId) ?? 0;\n }\n\n /**\n * Clears all meridian disruption states (e.g., after rest or healing).\n *\n * **Korean**: 경락 상태 초기화\n *\n * @public\n * @korean 경락초기화\n */\n clearMeridianDisruptions(): void {\n this.meridianStates.clear();\n }\n\n /**\n * Processes a hit at a specific position to determine vital point impact.\n *\n * Evaluates whether a strike lands on or near a vital point, calculating\n * damage and effects based on accuracy, severity, and meridian flow.\n * Supports both targeted strikes (specific vital point ID) and proximity-based detection.\n *\n * Enhanced with archetype-specific modifiers for realistic combat simulation.\n *\n * ## Hit Detection Algorithm\n *\n * 1. If targetedVitalPointId provided, validate that specific point\n * 2. Otherwise, find closest vital point to target position\n * 3. Calculate distance from strike to vital point\n * 4. Apply accuracy falloff based on distance (max 50px)\n * 5. Calculate meridian flow bonus based on time of day\n * 6. Apply meridian disruption if applicable\n * 7. Apply archetype offensive/defensive modifiers\n * 8. Apply enhanced vulnerability with stance and anatomical zone\n * 9. Return hit result with damage multipliers and effects\n *\n * @param targetPosition - Position where strike lands\n * @param _hitBox - Size of hit box (currently unused, reserved for future)\n * @param targetedVitalPointId - Optional specific vital point being targeted\n * @param hour - Optional hour of day (0-23) for meridian flow calculation\n * @param attackerArchetype - Optional attacker's archetype (default: MUSA)\n * @param defenderArchetype - Optional defender's archetype (default: MUSA)\n * @param defenderStance - Optional defender's trigram stance (default: GEON)\n * @returns Hit result with damage, effects, severity, and meridian multiplier\n *\n * @example\n * ```typescript\n * // Proximity-based strike\n * const result1 = vitalPointSystem.processHit(\n * { x: 100, y: 50 },\n * { width: 10, height: 10 }\n * );\n *\n * // Targeted strike with archetype modifiers and stance\n * const result2 = vitalPointSystem.processHit(\n * { x: 100, y: 50 },\n * { width: 10, height: 10 },\n * \"head_temple\",\n * 2, // Liver meridian peak hour\n * PlayerArchetype.AMSALJA, // Assassin attacker (+30% effect)\n * PlayerArchetype.MUSA, // Warrior defender (+20% resistance)\n * TrigramStance.GEON // Heaven stance (exposes head +20%)\n * );\n * ```\n *\n * @public\n * @korean 타격처리\n */\n processHit(\n targetPosition: Position,\n _hitBox: { width: number; height: number }, // Prefixed with underscore to indicate intentionally unused\n targetedVitalPointId?: string | null,\n hour?: number,\n attackerArchetype?: PlayerArchetype,\n defenderArchetype?: PlayerArchetype,\n defenderStance?: TrigramStance,\n ): VitalPointHitResult {\n // Use provided hour or current system hour\n const effectiveHour = hour ?? this.currentHour;\n const effectiveAttackerArchetype =\n attackerArchetype ?? PlayerArchetype.MUSA;\n const effectiveDefenderArchetype =\n defenderArchetype ?? PlayerArchetype.MUSA;\n const effectiveDefenderStance = defenderStance ?? TrigramStance.GEON;\n\n // If a specific vital point is targeted, check that one\n if (targetedVitalPointId) {\n const targetVitalPoint = this.getVitalPointById(targetedVitalPointId);\n if (targetVitalPoint) {\n return this.calculateVitalPointHit(\n targetVitalPoint,\n targetPosition,\n effectiveHour,\n effectiveAttackerArchetype,\n effectiveDefenderArchetype,\n effectiveDefenderStance,\n );\n }\n }\n\n // Otherwise, find the closest vital point\n const closestVitalPoint = this.findClosestVitalPoint(targetPosition);\n if (!closestVitalPoint) {\n return {\n hit: false,\n damage: 0,\n effects: [],\n severity: VitalPointSeverity.MINOR,\n };\n }\n\n // Calculate distance to determine hit accuracy\n const distance = this.calculateDistance(\n targetPosition,\n closestVitalPoint.position,\n );\n const maxHitDistance = 50; // pixels\n\n if (distance <= maxHitDistance) {\n return this.calculateVitalPointHit(\n closestVitalPoint,\n targetPosition,\n effectiveHour,\n effectiveAttackerArchetype,\n effectiveDefenderArchetype,\n effectiveDefenderStance,\n );\n }\n\n return {\n hit: false,\n damage: 0,\n effects: [],\n severity: VitalPointSeverity.MINOR,\n };\n }\n\n /**\n * Retrieves a vital point by its unique identifier.\n *\n * @param id - Vital point identifier (e.g., \"GB-20\", \"head_temple\")\n * @returns Vital point if found, null otherwise\n *\n * @example\n * ```typescript\n * const temple = vitalPointSystem.getVitalPointById(\"head_temple\");\n * if (temple) {\n * console.log(temple.names.korean); // \"태양혈\"\n * }\n * ```\n *\n * @public\n * @korean 급소조회\n */\n getVitalPointById(id: string): VitalPoint | null {\n return this.vitalPoints.find((vp) => vp.id === id) ?? null;\n }\n\n /**\n * Gets all registered vital points in the system.\n *\n * @returns Read-only array of all vital points\n *\n * @example\n * ```typescript\n * const allPoints = vitalPointSystem.getVitalPoints();\n * console.log(`${allPoints.length} vital points registered`);\n * ```\n *\n * @public\n * @korean 급소목록조회\n */\n getVitalPoints(): readonly VitalPoint[] {\n return this.vitalPoints;\n }\n\n /**\n * Calculates hit result for a technique-based attack.\n *\n * Determines whether a technique successfully lands on a vital point,\n * factoring in technique accuracy, attacker position, and randomness.\n * Used for AI and player technique execution.\n *\n * @param technique - Technique being executed with accuracy property\n * @param attackerPosition - Position where attack originates\n * @param _defenderPosition - Defender position (reserved for future use)\n * @param _defenderStance - Defender stance (reserved for future use)\n * @returns Hit result with damage and effects\n *\n * @example\n * ```typescript\n * const technique = {\n * id: \"geon-thunder-strike\",\n * accuracy: 0.85\n * };\n *\n * const result = vitalPointSystem.calculateHit(\n * technique,\n * { x: 100, y: 50 },\n * { x: 120, y: 50 },\n * TrigramStance.GEON\n * );\n * ```\n *\n * @public\n * @korean 기술타격계산\n */\n calculateHit(\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- technique type is dynamically determined by combat system\n technique: any,\n attackerPosition: Position,\n _defenderPosition: Position, // Prefixed with underscore to indicate intentionally unused\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- stance type is dynamically determined by combat system\n _defenderStance: any, // Prefixed with underscore to indicate intentionally unused\n ): VitalPointHitResult {\n // Find closest vital point to attack\n const closestVitalPoint = this.findClosestVitalPoint(attackerPosition);\n\n if (!closestVitalPoint) {\n return {\n hit: false,\n damage: 0,\n effects: [],\n severity: VitalPointSeverity.MINOR,\n };\n }\n\n // Calculate hit based on technique accuracy and distance\n const distance = this.calculateDistance(\n attackerPosition,\n closestVitalPoint.position,\n );\n const hitChance = technique.accuracy * (1 - distance / 100);\n\n if (Math.random() < hitChance) {\n return {\n hit: true,\n vitalPointHit: closestVitalPoint,\n damage: this.calculateBaseDamage(closestVitalPoint, distance),\n effects: [],\n severity: closestVitalPoint.severity,\n };\n }\n\n return {\n hit: false,\n damage: 0,\n effects: [],\n severity: VitalPointSeverity.MINOR,\n };\n }\n\n /**\n * Finds the closest vital point to a given position.\n *\n * Uses Euclidean distance to determine proximity.\n *\n * @param position - Target position\n * @returns Closest vital point or null if none registered\n *\n * @private\n * @korean 최근접급소검색\n */\n private findClosestVitalPoint(position: Position): VitalPoint | null {\n if (this.vitalPoints.length === 0) return null;\n\n let closest = this.vitalPoints[0];\n let minDistance = this.calculateDistance(position, closest.position);\n\n for (const vitalPoint of this.vitalPoints) {\n const distance = this.calculateDistance(position, vitalPoint.position);\n if (distance < minDistance) {\n minDistance = distance;\n closest = vitalPoint;\n }\n }\n\n return closest;\n }\n\n /**\n * Calculates Euclidean distance between two positions.\n *\n * @param pos1 - First position\n * @param pos2 - Second position\n * @returns Distance in pixels\n *\n * @private\n * @korean 거리계산\n */\n private calculateDistance(pos1: Position, pos2: Position): number {\n const dx = pos1.x - pos2.x;\n const dy = pos1.y - pos2.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n\n /**\n * Calculates vital point hit result with accuracy, damage, and meridian effects.\n *\n * **Korean**: 급소타격결과계산\n *\n * Enhanced with comprehensive effect calculation including:\n * - Duration based on accuracy, severity, and archetype modifiers\n * - Intensity scaling with hit accuracy\n * - Critical hit bonuses for accuracy >= 0.9\n * - Archetype offensive/defensive modifiers\n *\n * @param vitalPoint - Vital point being struck\n * @param hitPosition - Exact position of strike\n * @param hour - Hour of day for meridian flow calculation\n * @param attackerArchetype - Attacker's archetype (default: MUSA)\n * @param defenderArchetype - Defender's archetype (default: MUSA)\n * @returns Hit result with calculated damage, accuracy, and meridian bonuses\n *\n * @private\n * @korean 급소타격결과계산\n */\n private calculateVitalPointHit(\n vitalPoint: VitalPoint,\n hitPosition: Position,\n hour: number,\n attackerArchetype: PlayerArchetype = PlayerArchetype.MUSA,\n defenderArchetype: PlayerArchetype = PlayerArchetype.MUSA,\n defenderStance: TrigramStance = TrigramStance.GEON,\n ): VitalPointHitResult {\n const distance = this.calculateDistance(hitPosition, vitalPoint.position);\n const baseDamage = this.calculateBaseDamage(vitalPoint, distance);\n const now = Date.now(); // Single timestamp for all effects\n\n // Calculate hit accuracy (0-1 scale based on distance)\n const accuracy = Math.max(0, 1 - distance / 50);\n\n // Get meridians for this vital point\n const meridians = getMeridiansForVitalPoint(vitalPoint.id);\n\n // Calculate meridian flow effectiveness (highest value if multiple meridians)\n let meridianMultiplier = 1.0;\n const allMeridianEffects: StatusEffect[] = [];\n\n if (meridians.length > 0) {\n // Use the best meridian flow multiplier\n meridianMultiplier = Math.max(\n ...meridians.map((meridianId) =>\n calculateMeridianFlow(meridianId, hour),\n ),\n );\n\n // Generate meridian disruption effects for each affected meridian\n meridians.forEach((meridianId) => {\n const currentDisruption = this.getMeridianDisruption(meridianId);\n const newDisruption = Math.min(\n 1,\n currentDisruption + DISRUPTION_INCREMENT_PER_HIT,\n );\n this.setMeridianDisruption(meridianId, newDisruption);\n\n // Generate effects if disruption is significant (using shared timestamp)\n const effects = generateMeridianEffects(meridianId, newDisruption, now);\n allMeridianEffects.push(...effects);\n });\n }\n\n // Calculate enhanced vulnerability based on anatomical zone, stance, meridian flow, and time\n const meridianStates: Record<string, number> = {};\n meridians.forEach((meridianId) => {\n // Convert disruption (0=normal, 1=blocked) to flow state (1=normal, 0=blocked)\n const disruption = this.getMeridianDisruption(meridianId);\n meridianStates[meridianId] = 1.0 - disruption;\n });\n\n const vulnerabilityMultiplier = calculateEnhancedVulnerability(\n vitalPoint.position,\n hour,\n defenderStance,\n meridianStates,\n );\n\n // Apply all multipliers to damage: base × meridian flow × vulnerability\n const finalDamage = Math.floor(\n baseDamage * meridianMultiplier * vulnerabilityMultiplier,\n );\n\n // Convert VitalPointEffect to StatusEffect with comprehensive calculations\n const vitalPointStatusEffects: StatusEffect[] = vitalPoint.effects.map(\n (effect) =>\n convertToStatusEffect(\n effect,\n accuracy,\n vitalPoint.severity,\n attackerArchetype,\n defenderArchetype,\n vitalPoint.id,\n now,\n ),\n );\n\n // Combine vital point effects with meridian effects\n const combinedEffects = [...vitalPointStatusEffects, ...allMeridianEffects];\n\n return {\n hit: true,\n vitalPointHit: vitalPoint,\n damage: finalDamage,\n effects: combinedEffects,\n severity: vitalPoint.severity,\n accuracy,\n meridianMultiplier,\n meridianEffects: allMeridianEffects,\n multiplier: vulnerabilityMultiplier,\n };\n }\n\n /**\n * Calculates base damage for a vital point strike.\n *\n * Applies distance-based falloff to vital point's base damage value.\n * Closer strikes deal more damage up to maximum base damage.\n *\n * @param vitalPoint - Vital point with base damage property\n * @param distance - Distance from strike to vital point center\n * @returns Calculated damage value\n *\n * @private\n * @korean 기본피해계산\n */\n private calculateBaseDamage(\n vitalPoint: VitalPoint,\n distance: number,\n ): number {\n const baseDamage = vitalPoint.baseDamage ?? 10;\n const distanceModifier = Math.max(0.1, 1 - distance / 100);\n return Math.floor(baseDamage * distanceModifier);\n }\n\n /**\n * Initializes the system with comprehensive Korean vital points.\n *\n * Loads all 70 Korean vital points from the comprehensive database\n * covering head, torso, arms, and legs with proper categorization.\n *\n * @private\n * @korean 급소초기화\n */\n private initializeVitalPoints(): void {\n // Load all 70 vital points from the comprehensive database\n this.vitalPoints = [...VITAL_POINTS_DATA];\n }\n}\n\nexport default VitalPointSystem;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8EA,IAAM,+BAA+B;AAErC,IAAa,mBAAb,MAA8B;CAC5B,cAAoC,EAAE;CACtC,iCAA8C,IAAI,KAAK;CACvD,cAA8B;;;;;;;;;CAU9B,YAAY,cAAsB,IAAI;AAEpC,OAAK,uBAAuB;AAC5B,OAAK,cAAc;;;;;;;;;;;;;;;;;;CAmBrB,eAAe,MAAoB;AACjC,MAAI,CAAC,OAAO,SAAS,KAAK,CACxB,OAAM,IAAI,MAAM,+BAA+B;AAEjD,OAAK,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,IAAI,KAAK,MAAM,KAAK,CAAC,CAAC;;;;;;;;;;;;CAahE,iBAAyB;AACvB,SAAO,KAAK;;;;;;;;;;;;;CAcd,sBAAsB,YAAoB,iBAA+B;AACvE,OAAK,eAAe,IAClB,YACA,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,gBAAgB,CAAC,CAC1C;;;;;;;;;;;;;CAcH,sBAAsB,YAA4B;AAChD,SAAO,KAAK,eAAe,IAAI,WAAW,IAAI;;;;;;;;;;CAWhD,2BAAiC;AAC/B,OAAK,eAAe,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwD7B,WACE,gBACA,SACA,sBACA,MACA,mBACA,mBACA,gBACqB;EAErB,MAAM,gBAAgB,QAAQ,KAAK;EACnC,MAAM,6BACJ,qBAAqB,gBAAgB;EACvC,MAAM,6BACJ,qBAAqB,gBAAgB;EACvC,MAAM,0BAA0B,kBAAkB,cAAc;AAGhE,MAAI,sBAAsB;GACxB,MAAM,mBAAmB,KAAK,kBAAkB,qBAAqB;AACrE,OAAI,iBACF,QAAO,KAAK,uBACV,kBACA,gBACA,eACA,4BACA,4BACA,wBACD;;EAKL,MAAM,oBAAoB,KAAK,sBAAsB,eAAe;AACpE,MAAI,CAAC,kBACH,QAAO;GACL,KAAK;GACL,QAAQ;GACR,SAAS,EAAE;GACX,UAAU,mBAAmB;GAC9B;AAUH,MANiB,KAAK,kBACpB,gBACA,kBAAkB,SACnB,IACsB,GAGrB,QAAO,KAAK,uBACV,mBACA,gBACA,eACA,4BACA,4BACA,wBACD;AAGH,SAAO;GACL,KAAK;GACL,QAAQ;GACR,SAAS,EAAE;GACX,UAAU,mBAAmB;GAC9B;;;;;;;;;;;;;;;;;;;CAoBH,kBAAkB,IAA+B;AAC/C,SAAO,KAAK,YAAY,MAAM,OAAO,GAAG,OAAO,GAAG,IAAI;;;;;;;;;;;;;;;;CAiBxD,iBAAwC;AACtC,SAAO,KAAK;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkCd,aAEE,WACA,kBACA,mBAEA,iBACqB;EAErB,MAAM,oBAAoB,KAAK,sBAAsB,iBAAiB;AAEtE,MAAI,CAAC,kBACH,QAAO;GACL,KAAK;GACL,QAAQ;GACR,SAAS,EAAE;GACX,UAAU,mBAAmB;GAC9B;EAIH,MAAM,WAAW,KAAK,kBACpB,kBACA,kBAAkB,SACnB;EACD,MAAM,YAAY,UAAU,YAAY,IAAI,WAAW;AAEvD,MAAI,KAAK,QAAQ,GAAG,UAClB,QAAO;GACL,KAAK;GACL,eAAe;GACf,QAAQ,KAAK,oBAAoB,mBAAmB,SAAS;GAC7D,SAAS,EAAE;GACX,UAAU,kBAAkB;GAC7B;AAGH,SAAO;GACL,KAAK;GACL,QAAQ;GACR,SAAS,EAAE;GACX,UAAU,mBAAmB;GAC9B;;;;;;;;;;;;;CAcH,sBAA8B,UAAuC;AACnE,MAAI,KAAK,YAAY,WAAW,EAAG,QAAO;EAE1C,IAAI,UAAU,KAAK,YAAY;EAC/B,IAAI,cAAc,KAAK,kBAAkB,UAAU,QAAQ,SAAS;AAEpE,OAAK,MAAM,cAAc,KAAK,aAAa;GACzC,MAAM,WAAW,KAAK,kBAAkB,UAAU,WAAW,SAAS;AACtE,OAAI,WAAW,aAAa;AAC1B,kBAAc;AACd,cAAU;;;AAId,SAAO;;;;;;;;;;;;CAaT,kBAA0B,MAAgB,MAAwB;EAChE,MAAM,KAAK,KAAK,IAAI,KAAK;EACzB,MAAM,KAAK,KAAK,IAAI,KAAK;AACzB,SAAO,KAAK,KAAK,KAAK,KAAK,KAAK,GAAG;;;;;;;;;;;;;;;;;;;;;;;CAwBrC,uBACE,YACA,aACA,MACA,oBAAqC,gBAAgB,MACrD,oBAAqC,gBAAgB,MACrD,iBAAgC,cAAc,MACzB;EACrB,MAAM,WAAW,KAAK,kBAAkB,aAAa,WAAW,SAAS;EACzE,MAAM,aAAa,KAAK,oBAAoB,YAAY,SAAS;EACjE,MAAM,MAAM,KAAK,KAAK;EAGtB,MAAM,WAAW,KAAK,IAAI,GAAG,IAAI,WAAW,GAAG;EAG/C,MAAM,YAAY,0BAA0B,WAAW,GAAG;EAG1D,IAAI,qBAAqB;EACzB,MAAM,qBAAqC,EAAE;AAE7C,MAAI,UAAU,SAAS,GAAG;AAExB,wBAAqB,KAAK,IACxB,GAAG,UAAU,KAAK,eAChB,sBAAsB,YAAY,KAAK,CACxC,CACF;AAGD,aAAU,SAAS,eAAe;IAChC,MAAM,oBAAoB,KAAK,sBAAsB,WAAW;IAChE,MAAM,gBAAgB,KAAK,IACzB,GACA,oBAAoB,6BACrB;AACD,SAAK,sBAAsB,YAAY,cAAc;IAGrD,MAAM,UAAU,wBAAwB,YAAY,eAAe,IAAI;AACvE,uBAAmB,KAAK,GAAG,QAAQ;KACnC;;EAIJ,MAAM,iBAAyC,EAAE;AACjD,YAAU,SAAS,eAAe;AAGhC,kBAAe,cAAc,IADV,KAAK,sBAAsB,WAAW;IAEzD;EAEF,MAAM,0BAA0B,+BAC9B,WAAW,UACX,MACA,gBACA,eACD;AAwBD,SAAO;GACL,KAAK;GACL,eAAe;GACf,QAxBkB,KAAK,MACvB,aAAa,qBAAqB,wBACnC;GAuBC,SANsB,CAAC,GAduB,WAAW,QAAQ,KAChE,WACC,sBACE,QACA,UACA,WAAW,UACX,mBACA,mBACA,WAAW,IACX,IACD,CACJ,EAGoD,GAAG,mBAAmB;GAOzE,UAAU,WAAW;GACrB;GACA;GACA,iBAAiB;GACjB,YAAY;GACb;;;;;;;;;;;;;;;CAgBH,oBACE,YACA,UACQ;EACR,MAAM,aAAa,WAAW,cAAc;EAC5C,MAAM,mBAAmB,KAAK,IAAI,IAAK,IAAI,WAAW,IAAI;AAC1D,SAAO,KAAK,MAAM,aAAa,iBAAiB;;;;;;;;;;;CAYlD,wBAAsC;AAEpC,OAAK,cAAc,CAAC,GAAG,kBAAkB"}
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/**
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* AI Personality System for Korean Martial Arts Combat
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* Defines behavioral archetypes that guide AI decision-making
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*/
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import { PlayerArchetype, TrigramStance } from "../../types";
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/**
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* Movement pattern types for archetype behavior
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*
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* @korean 이동 패턴 타입
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*/
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export type MovementPattern = "aggressive" | "evasive" | "analytical" | "unpredictable";
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/**
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* Vital target priority for archetype-specific combat strategies
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*
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* @korean 급소 우선순위
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*/
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export type VitalTargetPriority = "health" | "pain" | "consciousness" | "balanced";
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/**
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* Technique category types for archetype preferences
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*
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* @korean 기술 범주
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*/
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export type TechniqueCategory = "joint_manipulation" | "bone_strikes" | "nerve_strikes" | "silent_takedowns" | "anatomical_analysis" | "calculated_strikes" | "psychological_pressure" | "submission_induction" | "dirty_techniques" | "environmental_usage";
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/**
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* Archetype-specific behavior profile
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*
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* Defines combat preferences, movement patterns, and tactical decision-making
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* unique to each of the 5 player archetypes.
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*
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* @korean 원형별 행동 프로필
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*/
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export interface ArchetypeBehavior {
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/** Preferred trigram stances for this archetype */
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readonly preferredStances: readonly TrigramStance[];
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/** Optimal combat range in grid cells (1 cell = ~40px) */
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readonly optimalRange: number;
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/** Health percentage threshold to trigger retreat behavior */
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readonly retreatThreshold: number;
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/** Technique categories this archetype favors */
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readonly techniqueSelectionBias: readonly TechniqueCategory[];
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/** Movement pattern characteristic of this archetype */
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readonly movementPattern: MovementPattern;
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/** Whether archetype follows honor code (affects retreat behavior) */
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readonly honorCode: boolean;
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/** Priority system for vital point targeting */
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readonly vitalTargetPriority: VitalTargetPriority;
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}
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/**
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* AI personality profile defining combat behavior
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*/
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export interface AIPersonality {
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readonly name: string;
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readonly koreanName: string;
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readonly archetype: PlayerArchetype;
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readonly aggressionLevel: number;
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readonly defensePreference: number;
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readonly comboTendency: number;
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readonly stanceSwitchFrequency: number;
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readonly feintChance: number;
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readonly tacticalRetreatThreshold: number;
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readonly favoredStances: readonly TrigramStance[];
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readonly description: {
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readonly korean: string;
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readonly english: string;
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};
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}
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/**
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* Archetype-specific behavior profiles
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*
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* Maps each of the 5 player archetypes to their unique combat behaviors,
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* movement patterns, and tactical preferences based on Korean martial arts
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* traditions and game design philosophy.
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*
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* @korean 원형별 행동 프로필
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*/
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export declare const ARCHETYPE_BEHAVIORS: Record<PlayerArchetype, ArchetypeBehavior>;
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/**
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* Five AI personality archetypes inspired by Korean martial arts philosophy
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*/
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export declare const AI_PERSONALITIES: Record<string, AIPersonality>;
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/**
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* Get a random AI personality
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*/
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export declare function getRandomPersonality(): AIPersonality;
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/**
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* Get personality by archetype
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*/
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export declare function getPersonalityByArchetype(archetype: PlayerArchetype): AIPersonality;
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/**
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* Get personality by name key
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*/
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export declare function getPersonalityByName(name: string): AIPersonality;
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/**
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* List all available personalities
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*/
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export declare function getAllPersonalities(): readonly AIPersonality[];
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/**
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* Get archetype-specific behavior profile
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*
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* Retrieves the unique combat behavior configuration for a given archetype,
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* including movement patterns, optimal ranges, and tactical preferences.
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*
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* @param archetype - Player archetype to get behavior for
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* @returns Archetype behavior profile
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*
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* @korean 원형별 행동 프로필 가져오기
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*/
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export declare function getArchetypeBehavior(archetype: PlayerArchetype): ArchetypeBehavior;
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/**
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* Check if archetype follows honor code
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*
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* Honor code affects retreat behavior - honor-bound archetypes like Musa
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* will not retreat above their health threshold.
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*
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* @param archetype - Player archetype to check
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* @returns True if archetype follows honor code
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*
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* @korean 명예 규범 확인
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*/
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export declare function followsHonorCode(archetype: PlayerArchetype): boolean;
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/**
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* Get optimal combat range for archetype
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*
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* Returns the preferred distance in grid cells (1 cell = ~40px) where
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* the archetype is most effective in combat.
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*
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* @param archetype - Player archetype
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* @returns Optimal range in grid cells
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*
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* @korean 최적 전투 거리 가져오기
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*/
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export declare function getOptimalRange(archetype: PlayerArchetype): number;
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//# sourceMappingURL=AIPersonality.d.ts.map
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+
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