blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,455 @@
1
+ import { PlayerArchetype, TrigramStance, VitalPointSeverity } from "../types/common.js";
2
+ import VITAL_POINTS_DATA from "./vitalpoint/VitalPointsData.js";
3
+ import { convertToStatusEffect } from "./EffectCalculator.js";
4
+ import { getMeridiansForVitalPoint } from "./vitalpoint/MeridianVitalPointMapping.js";
5
+ import { calculateEnhancedVulnerability, calculateMeridianFlow, generateMeridianEffects } from "./vitalpoint/KoreanAnatomy.js";
6
+ //#region src/systems/VitalPointSystem.ts
7
+ /**
8
+ * System for managing Korean martial arts vital point (급소) targeting and damage calculation.
9
+ *
10
+ * **Korean**: 급소 시스템 (Vital Point System)
11
+ *
12
+ * The VitalPointSystem implements anatomical targeting mechanics based on traditional
13
+ * Korean martial arts knowledge of 70 vital points (급소). It handles hit detection,
14
+ * damage calculation, and status effect application for precise strikes.
15
+ *
16
+ * ## Vital Point Philosophy
17
+ *
18
+ * Korean martial arts identify specific anatomical locations that, when struck precisely,
19
+ * can cause disproportionate effects. The system categorizes points by:
20
+ *
21
+ * - **Location**: Head, neck, torso, limbs, and core
22
+ * - **Category**: Neurological, vascular, respiratory, muscular, skeletal, etc.
23
+ * - **Severity**: Minor, moderate, major, critical, lethal
24
+ * - **Effects**: Unconsciousness, paralysis, pain, stunning, etc.
25
+ *
26
+ * ## Meridian Integration (경락 통합)
27
+ *
28
+ * The system integrates Traditional Korean Medicine (TKM) meridian theory:
29
+ * - **Time-of-Day Flow**: +30% effectiveness at meridian peak hours
30
+ * - **Meridian Disruption**: Status effects from energy flow blockage
31
+ * - **Elemental Relationships**: 五行 (Wu Xing) elemental advantages
32
+ *
33
+ * ## Key Features
34
+ *
35
+ * - Distance-based hit detection with accuracy falloff
36
+ * - Severity multipliers for damage calculation
37
+ * - Targeted vs. proximity-based strikes
38
+ * - Bilingual Korean-English vital point names
39
+ * - Realistic anatomical positioning
40
+ * - Meridian state tracking and flow calculation
41
+ *
42
+ * @example
43
+ * ```typescript
44
+ * const vitalPointSystem = new VitalPointSystem();
45
+ *
46
+ * // Process a strike at specific position with time-of-day
47
+ * const result = vitalPointSystem.processHit(
48
+ * { x: 100, y: 50 }, // Target position
49
+ * { width: 10, height: 10 }, // Hit box
50
+ * "GB-20", // Optional: target specific vital point
51
+ * 14 // Optional: hour of day for meridian flow
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
+ *
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+ * @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
+ }
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+ 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
+ *
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+ * Enhanced with comprehensive effect calculation including:
371
+ * - Duration based on accuracy, severity, and archetype modifiers
372
+ * - Intensity scaling with hit accuracy
373
+ * - Critical hit bonuses for accuracy >= 0.9
374
+ * - Archetype offensive/defensive modifiers
375
+ *
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+ * @param vitalPoint - Vital point being struck
377
+ * @param hitPosition - Exact position of strike
378
+ * @param hour - Hour of day for meridian flow calculation
379
+ * @param attackerArchetype - Attacker's archetype (default: MUSA)
380
+ * @param defenderArchetype - Defender's archetype (default: MUSA)
381
+ * @returns Hit result with calculated damage, accuracy, and meridian bonuses
382
+ *
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+ * @private
384
+ * @korean 급소타격결과계산
385
+ */
386
+ calculateVitalPointHit(vitalPoint, hitPosition, hour, attackerArchetype = PlayerArchetype.MUSA, defenderArchetype = PlayerArchetype.MUSA, defenderStance = TrigramStance.GEON) {
387
+ const distance = this.calculateDistance(hitPosition, vitalPoint.position);
388
+ const baseDamage = this.calculateBaseDamage(vitalPoint, distance);
389
+ const now = Date.now();
390
+ const accuracy = Math.max(0, 1 - distance / 50);
391
+ const meridians = getMeridiansForVitalPoint(vitalPoint.id);
392
+ let meridianMultiplier = 1;
393
+ const allMeridianEffects = [];
394
+ if (meridians.length > 0) {
395
+ meridianMultiplier = Math.max(...meridians.map((meridianId) => calculateMeridianFlow(meridianId, hour)));
396
+ meridians.forEach((meridianId) => {
397
+ const currentDisruption = this.getMeridianDisruption(meridianId);
398
+ const newDisruption = Math.min(1, currentDisruption + DISRUPTION_INCREMENT_PER_HIT);
399
+ this.setMeridianDisruption(meridianId, newDisruption);
400
+ const effects = generateMeridianEffects(meridianId, newDisruption, now);
401
+ allMeridianEffects.push(...effects);
402
+ });
403
+ }
404
+ const meridianStates = {};
405
+ meridians.forEach((meridianId) => {
406
+ meridianStates[meridianId] = 1 - this.getMeridianDisruption(meridianId);
407
+ });
408
+ const vulnerabilityMultiplier = calculateEnhancedVulnerability(vitalPoint.position, hour, defenderStance, meridianStates);
409
+ return {
410
+ hit: true,
411
+ vitalPointHit: vitalPoint,
412
+ damage: Math.floor(baseDamage * meridianMultiplier * vulnerabilityMultiplier),
413
+ effects: [...vitalPoint.effects.map((effect) => convertToStatusEffect(effect, accuracy, vitalPoint.severity, attackerArchetype, defenderArchetype, vitalPoint.id, now)), ...allMeridianEffects],
414
+ severity: vitalPoint.severity,
415
+ accuracy,
416
+ meridianMultiplier,
417
+ meridianEffects: allMeridianEffects,
418
+ multiplier: vulnerabilityMultiplier
419
+ };
420
+ }
421
+ /**
422
+ * Calculates base damage for a vital point strike.
423
+ *
424
+ * Applies distance-based falloff to vital point's base damage value.
425
+ * Closer strikes deal more damage up to maximum base damage.
426
+ *
427
+ * @param vitalPoint - Vital point with base damage property
428
+ * @param distance - Distance from strike to vital point center
429
+ * @returns Calculated damage value
430
+ *
431
+ * @private
432
+ * @korean 기본피해계산
433
+ */
434
+ calculateBaseDamage(vitalPoint, distance) {
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.
441
+ *
442
+ * Loads all 70 Korean vital points from the comprehensive database
443
+ * covering head, torso, arms, and legs with proper categorization.
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
@@ -0,0 +1 @@
1
+ {"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 - 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@@ -0,0 +1,133 @@
1
+ /**
2
+ * AI Personality System for Korean Martial Arts Combat
3
+ * Defines behavioral archetypes that guide AI decision-making
4
+ */
5
+ import { PlayerArchetype, TrigramStance } from "../../types";
6
+ /**
7
+ * Movement pattern types for archetype behavior
8
+ *
9
+ * @korean 이동 패턴 타입
10
+ */
11
+ export type MovementPattern = "aggressive" | "evasive" | "analytical" | "unpredictable";
12
+ /**
13
+ * Vital target priority for archetype-specific combat strategies
14
+ *
15
+ * @korean 급소 우선순위
16
+ */
17
+ export type VitalTargetPriority = "health" | "pain" | "consciousness" | "balanced";
18
+ /**
19
+ * Technique category types for archetype preferences
20
+ *
21
+ * @korean 기술 범주
22
+ */
23
+ export type TechniqueCategory = "joint_manipulation" | "bone_strikes" | "nerve_strikes" | "silent_takedowns" | "anatomical_analysis" | "calculated_strikes" | "psychological_pressure" | "submission_induction" | "dirty_techniques" | "environmental_usage";
24
+ /**
25
+ * Archetype-specific behavior profile
26
+ *
27
+ * Defines combat preferences, movement patterns, and tactical decision-making
28
+ * unique to each of the 5 player archetypes.
29
+ *
30
+ * @korean 원형별 행동 프로필
31
+ */
32
+ export interface ArchetypeBehavior {
33
+ /** Preferred trigram stances for this archetype */
34
+ readonly preferredStances: readonly TrigramStance[];
35
+ /** Optimal combat range in grid cells (1 cell = ~40px) */
36
+ readonly optimalRange: number;
37
+ /** Health percentage threshold to trigger retreat behavior */
38
+ readonly retreatThreshold: number;
39
+ /** Technique categories this archetype favors */
40
+ readonly techniqueSelectionBias: readonly TechniqueCategory[];
41
+ /** Movement pattern characteristic of this archetype */
42
+ readonly movementPattern: MovementPattern;
43
+ /** Whether archetype follows honor code (affects retreat behavior) */
44
+ readonly honorCode: boolean;
45
+ /** Priority system for vital point targeting */
46
+ readonly vitalTargetPriority: VitalTargetPriority;
47
+ }
48
+ /**
49
+ * AI personality profile defining combat behavior
50
+ */
51
+ export interface AIPersonality {
52
+ readonly name: string;
53
+ readonly koreanName: string;
54
+ readonly archetype: PlayerArchetype;
55
+ readonly aggressionLevel: number;
56
+ readonly defensePreference: number;
57
+ readonly comboTendency: number;
58
+ readonly stanceSwitchFrequency: number;
59
+ readonly feintChance: number;
60
+ readonly tacticalRetreatThreshold: number;
61
+ readonly favoredStances: readonly TrigramStance[];
62
+ readonly description: {
63
+ readonly korean: string;
64
+ readonly english: string;
65
+ };
66
+ }
67
+ /**
68
+ * Archetype-specific behavior profiles
69
+ *
70
+ * Maps each of the 5 player archetypes to their unique combat behaviors,
71
+ * movement patterns, and tactical preferences based on Korean martial arts
72
+ * traditions and game design philosophy.
73
+ *
74
+ * @korean 원형별 행동 프로필
75
+ */
76
+ export declare const ARCHETYPE_BEHAVIORS: Record<PlayerArchetype, ArchetypeBehavior>;
77
+ /**
78
+ * Five AI personality archetypes inspired by Korean martial arts philosophy
79
+ */
80
+ export declare const AI_PERSONALITIES: Record<string, AIPersonality>;
81
+ /**
82
+ * Get a random AI personality
83
+ */
84
+ export declare function getRandomPersonality(): AIPersonality;
85
+ /**
86
+ * Get personality by archetype
87
+ */
88
+ export declare function getPersonalityByArchetype(archetype: PlayerArchetype): AIPersonality;
89
+ /**
90
+ * Get personality by name key
91
+ */
92
+ export declare function getPersonalityByName(name: string): AIPersonality;
93
+ /**
94
+ * List all available personalities
95
+ */
96
+ export declare function getAllPersonalities(): readonly AIPersonality[];
97
+ /**
98
+ * Get archetype-specific behavior profile
99
+ *
100
+ * Retrieves the unique combat behavior configuration for a given archetype,
101
+ * including movement patterns, optimal ranges, and tactical preferences.
102
+ *
103
+ * @param archetype - Player archetype to get behavior for
104
+ * @returns Archetype behavior profile
105
+ *
106
+ * @korean 원형별 행동 프로필 가져오기
107
+ */
108
+ export declare function getArchetypeBehavior(archetype: PlayerArchetype): ArchetypeBehavior;
109
+ /**
110
+ * Check if archetype follows honor code
111
+ *
112
+ * Honor code affects retreat behavior - honor-bound archetypes like Musa
113
+ * will not retreat above their health threshold.
114
+ *
115
+ * @param archetype - Player archetype to check
116
+ * @returns True if archetype follows honor code
117
+ *
118
+ * @korean 명예 규범 확인
119
+ */
120
+ export declare function followsHonorCode(archetype: PlayerArchetype): boolean;
121
+ /**
122
+ * Get optimal combat range for archetype
123
+ *
124
+ * Returns the preferred distance in grid cells (1 cell = ~40px) where
125
+ * the archetype is most effective in combat.
126
+ *
127
+ * @param archetype - Player archetype
128
+ * @returns Optimal range in grid cells
129
+ *
130
+ * @korean 최적 전투 거리 가져오기
131
+ */
132
+ export declare function getOptimalRange(archetype: PlayerArchetype): number;
133
+ //# sourceMappingURL=AIPersonality.d.ts.map
@@ -0,0 +1 @@
1
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