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 } from "../../types/common.js";
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import "../../types/index.js";
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//#region src/systems/ai/AIPersonality.ts
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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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/**
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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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var ARCHETYPE_BEHAVIORS = {
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[PlayerArchetype.MUSA]: {
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preferredStances: [
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TrigramStance.GEON,
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TrigramStance.JIN,
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TrigramStance.GAN
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],
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optimalRange: 1,
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retreatThreshold: 5,
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techniqueSelectionBias: ["joint_manipulation", "bone_strikes"],
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movementPattern: "aggressive",
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honorCode: true,
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vitalTargetPriority: "balanced"
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},
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[PlayerArchetype.AMSALJA]: {
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preferredStances: [TrigramStance.SON, TrigramStance.GAM],
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optimalRange: 1,
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retreatThreshold: 20,
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techniqueSelectionBias: ["nerve_strikes", "silent_takedowns"],
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movementPattern: "evasive",
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honorCode: false,
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vitalTargetPriority: "consciousness"
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},
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[PlayerArchetype.HACKER]: {
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preferredStances: [TrigramStance.LI, TrigramStance.TAE],
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optimalRange: 3,
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retreatThreshold: 50,
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techniqueSelectionBias: ["anatomical_analysis", "calculated_strikes"],
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movementPattern: "analytical",
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honorCode: false,
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vitalTargetPriority: "balanced"
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},
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[PlayerArchetype.JEONGBO_YOWON]: {
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preferredStances: [TrigramStance.GAN, TrigramStance.GON],
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optimalRange: 2,
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retreatThreshold: 40,
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techniqueSelectionBias: ["psychological_pressure", "submission_induction"],
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movementPattern: "analytical",
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honorCode: false,
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56
|
+
vitalTargetPriority: "pain"
|
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57
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+
},
|
|
58
|
+
[PlayerArchetype.JOJIK_POKRYEOKBAE]: {
|
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59
|
+
preferredStances: [TrigramStance.JIN, TrigramStance.GAM],
|
|
60
|
+
optimalRange: 1,
|
|
61
|
+
retreatThreshold: 70,
|
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62
|
+
techniqueSelectionBias: ["dirty_techniques", "environmental_usage"],
|
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63
|
+
movementPattern: "unpredictable",
|
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64
|
+
honorCode: false,
|
|
65
|
+
vitalTargetPriority: "health"
|
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66
|
+
}
|
|
67
|
+
};
|
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68
|
+
/**
|
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69
|
+
* Five AI personality archetypes inspired by Korean martial arts philosophy
|
|
70
|
+
*/
|
|
71
|
+
var AI_PERSONALITIES = {
|
|
72
|
+
AGGRESSIVE_STRIKER: {
|
|
73
|
+
name: "Aggressive Striker",
|
|
74
|
+
koreanName: "맹공자",
|
|
75
|
+
archetype: PlayerArchetype.MUSA,
|
|
76
|
+
aggressionLevel: .95,
|
|
77
|
+
defensePreference: .1,
|
|
78
|
+
comboTendency: .8,
|
|
79
|
+
stanceSwitchFrequency: .15,
|
|
80
|
+
feintChance: .15,
|
|
81
|
+
tacticalRetreatThreshold: .05,
|
|
82
|
+
favoredStances: [
|
|
83
|
+
TrigramStance.GEON,
|
|
84
|
+
TrigramStance.JIN,
|
|
85
|
+
TrigramStance.LI
|
|
86
|
+
],
|
|
87
|
+
description: {
|
|
88
|
+
korean: "정면 돌파를 선호하는 공격적인 전사",
|
|
89
|
+
english: "Aggressive warrior who prefers frontal assault"
|
|
90
|
+
}
|
|
91
|
+
},
|
|
92
|
+
TECHNICAL_MASTER: {
|
|
93
|
+
name: "Technical Master",
|
|
94
|
+
koreanName: "기술가",
|
|
95
|
+
archetype: PlayerArchetype.AMSALJA,
|
|
96
|
+
aggressionLevel: .95,
|
|
97
|
+
defensePreference: .2,
|
|
98
|
+
comboTendency: .7,
|
|
99
|
+
stanceSwitchFrequency: .2,
|
|
100
|
+
feintChance: .35,
|
|
101
|
+
tacticalRetreatThreshold: .15,
|
|
102
|
+
favoredStances: [
|
|
103
|
+
TrigramStance.SON,
|
|
104
|
+
TrigramStance.GAM,
|
|
105
|
+
TrigramStance.TAE
|
|
106
|
+
],
|
|
107
|
+
description: {
|
|
108
|
+
korean: "정밀한 기술로 약점을 노리는 달인",
|
|
109
|
+
english: "Master who targets weaknesses with precise techniques"
|
|
110
|
+
}
|
|
111
|
+
},
|
|
112
|
+
BALANCED_FIGHTER: {
|
|
113
|
+
name: "Balanced Fighter",
|
|
114
|
+
koreanName: "균형 잡힌 자",
|
|
115
|
+
archetype: PlayerArchetype.JEONGBO_YOWON,
|
|
116
|
+
aggressionLevel: .75,
|
|
117
|
+
defensePreference: .4,
|
|
118
|
+
comboTendency: .6,
|
|
119
|
+
stanceSwitchFrequency: .25,
|
|
120
|
+
feintChance: .3,
|
|
121
|
+
tacticalRetreatThreshold: .2,
|
|
122
|
+
favoredStances: [
|
|
123
|
+
TrigramStance.GEON,
|
|
124
|
+
TrigramStance.GAM,
|
|
125
|
+
TrigramStance.GAN,
|
|
126
|
+
TrigramStance.GON
|
|
127
|
+
],
|
|
128
|
+
description: {
|
|
129
|
+
korean: "공격과 방어의 조화를 추구하는 전략가",
|
|
130
|
+
english: "Strategist seeking harmony between offense and defense"
|
|
131
|
+
}
|
|
132
|
+
},
|
|
133
|
+
DEFENSIVE_SPECIALIST: {
|
|
134
|
+
name: "Defensive Specialist",
|
|
135
|
+
koreanName: "방어의 달인",
|
|
136
|
+
archetype: PlayerArchetype.HACKER,
|
|
137
|
+
aggressionLevel: .55,
|
|
138
|
+
defensePreference: .6,
|
|
139
|
+
comboTendency: .5,
|
|
140
|
+
stanceSwitchFrequency: .2,
|
|
141
|
+
feintChance: .45,
|
|
142
|
+
tacticalRetreatThreshold: .3,
|
|
143
|
+
favoredStances: [
|
|
144
|
+
TrigramStance.GAN,
|
|
145
|
+
TrigramStance.GON,
|
|
146
|
+
TrigramStance.GAM
|
|
147
|
+
],
|
|
148
|
+
description: {
|
|
149
|
+
korean: "방어에서 반격의 기회를 찾는 전문가",
|
|
150
|
+
english: "Expert who finds counter-attack opportunities through defense"
|
|
151
|
+
}
|
|
152
|
+
},
|
|
153
|
+
CHAOS_WARRIOR: {
|
|
154
|
+
name: "Chaos Warrior",
|
|
155
|
+
koreanName: "혼돈의 전사",
|
|
156
|
+
archetype: PlayerArchetype.JOJIK_POKRYEOKBAE,
|
|
157
|
+
aggressionLevel: .9,
|
|
158
|
+
defensePreference: .2,
|
|
159
|
+
comboTendency: .7,
|
|
160
|
+
stanceSwitchFrequency: .3,
|
|
161
|
+
feintChance: .5,
|
|
162
|
+
tacticalRetreatThreshold: .05,
|
|
163
|
+
favoredStances: [
|
|
164
|
+
TrigramStance.LI,
|
|
165
|
+
TrigramStance.SON,
|
|
166
|
+
TrigramStance.JIN,
|
|
167
|
+
TrigramStance.TAE
|
|
168
|
+
],
|
|
169
|
+
description: {
|
|
170
|
+
korean: "예측 불가능한 패턴으로 상대를 혼란시키는 전사",
|
|
171
|
+
english: "Warrior who confuses opponents with unpredictable patterns"
|
|
172
|
+
}
|
|
173
|
+
}
|
|
174
|
+
};
|
|
175
|
+
/**
|
|
176
|
+
* Get a random AI personality
|
|
177
|
+
*/
|
|
178
|
+
function getRandomPersonality() {
|
|
179
|
+
const personalities = Object.values(AI_PERSONALITIES);
|
|
180
|
+
return personalities[Math.floor(Math.random() * personalities.length)];
|
|
181
|
+
}
|
|
182
|
+
/**
|
|
183
|
+
* Get personality by archetype
|
|
184
|
+
*/
|
|
185
|
+
function getPersonalityByArchetype(archetype) {
|
|
186
|
+
return Object.values(AI_PERSONALITIES).find((p) => p.archetype === archetype) ?? AI_PERSONALITIES.BALANCED_FIGHTER;
|
|
187
|
+
}
|
|
188
|
+
/**
|
|
189
|
+
* Get personality by name key
|
|
190
|
+
*/
|
|
191
|
+
function getPersonalityByName(name) {
|
|
192
|
+
return AI_PERSONALITIES[name] ?? AI_PERSONALITIES.BALANCED_FIGHTER;
|
|
193
|
+
}
|
|
194
|
+
/**
|
|
195
|
+
* List all available personalities
|
|
196
|
+
*/
|
|
197
|
+
function getAllPersonalities() {
|
|
198
|
+
return Object.values(AI_PERSONALITIES);
|
|
199
|
+
}
|
|
200
|
+
/**
|
|
201
|
+
* Get archetype-specific behavior profile
|
|
202
|
+
*
|
|
203
|
+
* Retrieves the unique combat behavior configuration for a given archetype,
|
|
204
|
+
* including movement patterns, optimal ranges, and tactical preferences.
|
|
205
|
+
*
|
|
206
|
+
* @param archetype - Player archetype to get behavior for
|
|
207
|
+
* @returns Archetype behavior profile
|
|
208
|
+
*
|
|
209
|
+
* @korean 원형별 행동 프로필 가져오기
|
|
210
|
+
*/
|
|
211
|
+
function getArchetypeBehavior(archetype) {
|
|
212
|
+
return ARCHETYPE_BEHAVIORS[archetype];
|
|
213
|
+
}
|
|
214
|
+
/**
|
|
215
|
+
* Check if archetype follows honor code
|
|
216
|
+
*
|
|
217
|
+
* Honor code affects retreat behavior - honor-bound archetypes like Musa
|
|
218
|
+
* will not retreat above their health threshold.
|
|
219
|
+
*
|
|
220
|
+
* @param archetype - Player archetype to check
|
|
221
|
+
* @returns True if archetype follows honor code
|
|
222
|
+
*
|
|
223
|
+
* @korean 명예 규범 확인
|
|
224
|
+
*/
|
|
225
|
+
function followsHonorCode(archetype) {
|
|
226
|
+
return ARCHETYPE_BEHAVIORS[archetype].honorCode;
|
|
227
|
+
}
|
|
228
|
+
/**
|
|
229
|
+
* Get optimal combat range for archetype
|
|
230
|
+
*
|
|
231
|
+
* Returns the preferred distance in grid cells (1 cell = ~40px) where
|
|
232
|
+
* the archetype is most effective in combat.
|
|
233
|
+
*
|
|
234
|
+
* @param archetype - Player archetype
|
|
235
|
+
* @returns Optimal range in grid cells
|
|
236
|
+
*
|
|
237
|
+
* @korean 최적 전투 거리 가져오기
|
|
238
|
+
*/
|
|
239
|
+
function getOptimalRange(archetype) {
|
|
240
|
+
return ARCHETYPE_BEHAVIORS[archetype].optimalRange;
|
|
241
|
+
}
|
|
242
|
+
//#endregion
|
|
243
|
+
export { AI_PERSONALITIES, ARCHETYPE_BEHAVIORS, followsHonorCode, getAllPersonalities, getArchetypeBehavior, getOptimalRange, getPersonalityByArchetype, getPersonalityByName, getRandomPersonality };
|
|
244
|
+
|
|
245
|
+
//# sourceMappingURL=AIPersonality.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AIPersonality.js","names":[],"sources":["../../../src/systems/ai/AIPersonality.ts"],"sourcesContent":["/**\n * AI Personality System for Korean Martial Arts Combat\n * Defines behavioral archetypes that guide AI decision-making\n */\n\nimport { PlayerArchetype, TrigramStance } from \"@/types\";\n\n/**\n * Movement pattern types for archetype behavior\n *\n * @korean 이동 패턴 타입\n */\nexport type MovementPattern =\n | \"aggressive\"\n | \"evasive\"\n | \"analytical\"\n | \"unpredictable\";\n\n/**\n * Vital target priority for archetype-specific combat strategies\n *\n * @korean 급소 우선순위\n */\nexport type VitalTargetPriority =\n | \"health\"\n | \"pain\"\n | \"consciousness\"\n | \"balanced\";\n\n/**\n * Technique category types for archetype preferences\n *\n * @korean 기술 범주\n */\nexport type TechniqueCategory =\n | \"joint_manipulation\"\n | \"bone_strikes\"\n | \"nerve_strikes\"\n | \"silent_takedowns\"\n | \"anatomical_analysis\"\n | \"calculated_strikes\"\n | \"psychological_pressure\"\n | \"submission_induction\"\n | \"dirty_techniques\"\n | \"environmental_usage\";\n\n/**\n * Archetype-specific behavior profile\n *\n * Defines combat preferences, movement patterns, and tactical decision-making\n * unique to each of the 5 player archetypes.\n *\n * @korean 원형별 행동 프로필\n */\nexport interface ArchetypeBehavior {\n /** Preferred trigram stances for this archetype */\n readonly preferredStances: readonly TrigramStance[];\n /** Optimal combat range in grid cells (1 cell = ~40px) */\n readonly optimalRange: number;\n /** Health percentage threshold to trigger retreat behavior */\n readonly retreatThreshold: number;\n /** Technique categories this archetype favors */\n readonly techniqueSelectionBias: readonly TechniqueCategory[];\n /** Movement pattern characteristic of this archetype */\n readonly movementPattern: MovementPattern;\n /** Whether archetype follows honor code (affects retreat behavior) */\n readonly honorCode: boolean;\n /** Priority system for vital point targeting */\n readonly vitalTargetPriority: VitalTargetPriority;\n}\n\n/**\n * AI personality profile defining combat behavior\n */\nexport interface AIPersonality {\n readonly name: string;\n readonly koreanName: string;\n readonly archetype: PlayerArchetype;\n readonly aggressionLevel: number; // 0.0-1.0: How often AI attacks\n readonly defensePreference: number; // 0.0-1.0: Tendency to block/counter\n readonly comboTendency: number; // 0.0-1.0: Likelihood to continue combos\n readonly stanceSwitchFrequency: number; // 0.0-1.0: How often changes stance\n readonly feintChance: number; // 0.0-1.0: Probability of fake attacks\n readonly tacticalRetreatThreshold: number; // Health % to retreat\n readonly favoredStances: readonly TrigramStance[];\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Archetype-specific behavior profiles\n *\n * Maps each of the 5 player archetypes to their unique combat behaviors,\n * movement patterns, and tactical preferences based on Korean martial arts\n * traditions and game design philosophy.\n *\n * @korean 원형별 행동 프로필\n */\nexport const ARCHETYPE_BEHAVIORS: Record<PlayerArchetype, ArchetypeBehavior> = {\n [PlayerArchetype.MUSA]: {\n preferredStances: [\n TrigramStance.GEON,\n TrigramStance.JIN,\n TrigramStance.GAN,\n ], // Heaven, Thunder, Mountain\n optimalRange: 1, // Close quarters (1 cell = ~40px)\n retreatThreshold: 5, // Enhanced: fights to near-death (honor code)\n techniqueSelectionBias: [\"joint_manipulation\", \"bone_strikes\"],\n movementPattern: \"aggressive\",\n honorCode: true, // Never retreats above threshold\n vitalTargetPriority: \"balanced\",\n },\n [PlayerArchetype.AMSALJA]: {\n preferredStances: [TrigramStance.SON, TrigramStance.GAM], // Wind, Water\n optimalRange: 1, // Stealth melee (1 cell)\n retreatThreshold: 20, // Enhanced: tactical retreat, not cowardice\n techniqueSelectionBias: [\"nerve_strikes\", \"silent_takedowns\"],\n movementPattern: \"evasive\",\n honorCode: false,\n vitalTargetPriority: \"consciousness\",\n },\n [PlayerArchetype.HACKER]: {\n preferredStances: [TrigramStance.LI, TrigramStance.TAE], // Fire, Lake\n optimalRange: 3, // Mid-range analysis (3 cells = ~120px)\n retreatThreshold: 50,\n techniqueSelectionBias: [\"anatomical_analysis\", \"calculated_strikes\"],\n movementPattern: \"analytical\",\n honorCode: false,\n vitalTargetPriority: \"balanced\",\n },\n [PlayerArchetype.JEONGBO_YOWON]: {\n preferredStances: [TrigramStance.GAN, TrigramStance.GON], // Mountain, Earth\n optimalRange: 2, // Tactical mid-range (2 cells = ~80px)\n retreatThreshold: 40,\n techniqueSelectionBias: [\"psychological_pressure\", \"submission_induction\"],\n movementPattern: \"analytical\",\n honorCode: false,\n vitalTargetPriority: \"pain\",\n },\n [PlayerArchetype.JOJIK_POKRYEOKBAE]: {\n preferredStances: [TrigramStance.JIN, TrigramStance.GAM], // Thunder, Water (adaptable)\n optimalRange: 1, // Close brutal combat (1 cell)\n retreatThreshold: 70, // Retreats pragmatically\n techniqueSelectionBias: [\"dirty_techniques\", \"environmental_usage\"],\n movementPattern: \"unpredictable\",\n honorCode: false,\n vitalTargetPriority: \"health\",\n },\n};\n\n/**\n * Five AI personality archetypes inspired by Korean martial arts philosophy\n */\nexport const AI_PERSONALITIES: Record<string, AIPersonality> = {\n /**\n * 맹공자 (Maenggongja) - Fierce Attacker\n * Aggressive pressure fighter using Musa archetype\n *\n * **Enhanced Aggression (Issue #enhance-ai-aggression)**:\n * - Increased aggression: 0.85 → 0.95 (overwhelming force)\n * - Reduced defense: 0.2 → 0.1 (all-in offensive)\n * - Increased combo tendency: 0.7 → 0.8 (sustained pressure)\n * - Reduced retreat threshold: 0.15 → 0.05 (honor code: fights to near-death)\n *\n * **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:\n * - Increased stance switch frequency: 0.3 → 0.5 (more tactical flexibility)\n */\n AGGRESSIVE_STRIKER: {\n name: \"Aggressive Striker\",\n koreanName: \"맹공자\",\n archetype: PlayerArchetype.MUSA,\n aggressionLevel: 0.95, // Enhanced from 0.85\n defensePreference: 0.1, // Reduced from 0.2\n comboTendency: 0.8, // Increased from 0.7\n stanceSwitchFrequency: 0.15, // Reduced: Musa focuses on overwhelming force, not stance dancing\n feintChance: 0.15,\n tacticalRetreatThreshold: 0.05, // Reduced from 0.15\n favoredStances: [\n TrigramStance.GEON, // Heaven - Direct force\n TrigramStance.JIN, // Thunder - Explosive power\n TrigramStance.LI, // Fire - Precision strikes\n ],\n description: {\n korean: \"정면 돌파를 선호하는 공격적인 전사\",\n english: \"Aggressive warrior who prefers frontal assault\",\n },\n },\n\n /**\n * 기술가 (Gisulga) - Technical Master\n * Precision fighter using Amsalja archetype\n *\n * **Enhanced Aggression (Issue #enhance-ai-aggression)**:\n * - Increased aggression: 0.5 → 0.85 (instant takedown focus)\n * - Reduced defense: 0.6 → 0.3 (opportunistic aggression)\n * - Increased combo tendency: 0.4 → 0.6 (lethal sequences)\n * - Reduced retreat threshold: 0.35 → 0.20 (tactical retreat, not cowardice)\n *\n * **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:\n * - Increased stance switch frequency: 0.7 → 0.85 (highly adaptive)\n */\n TECHNICAL_MASTER: {\n name: \"Technical Master\",\n koreanName: \"기술가\",\n archetype: PlayerArchetype.AMSALJA,\n aggressionLevel: 0.95, // Enhanced for fatal precision strikes\n defensePreference: 0.2, // Reduced: assassins attack, don't defend\n comboTendency: 0.7, // Increased for lethal combinations\n stanceSwitchFrequency: 0.2, // Reduced: precision strikers commit to their stance\n feintChance: 0.35,\n tacticalRetreatThreshold: 0.15, // Reduced: assassins press the attack\n favoredStances: [\n TrigramStance.SON, // Wind - Continuous pressure\n TrigramStance.GAM, // Water - Flow and adaptation\n TrigramStance.TAE, // Lake - Fluid manipulation\n ],\n description: {\n korean: \"정밀한 기술로 약점을 노리는 달인\",\n english: \"Master who targets weaknesses with precise techniques\",\n },\n },\n\n /**\n * 균형 잡힌 자 (Gyunhyeong Jabin-ja) - Balanced Fighter\n * All-around fighter using Jeongbo Yowon archetype\n *\n * **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:\n * - Increased stance switch frequency: 0.5 → 0.7 (strategic switching)\n */\n BALANCED_FIGHTER: {\n name: \"Balanced Fighter\",\n koreanName: \"균형 잡힌 자\",\n archetype: PlayerArchetype.JEONGBO_YOWON,\n aggressionLevel: 0.75, // Enhanced: intelligence operatives are decisive\n defensePreference: 0.4, // Slightly reduced for more aggression\n comboTendency: 0.6, // Increased for calculated sequences\n stanceSwitchFrequency: 0.25, // Reduced: strategic, not reactive\n feintChance: 0.3, // Increased: psychological warfare\n tacticalRetreatThreshold: 0.2, // Slightly reduced\n favoredStances: [\n TrigramStance.GEON, // Heaven\n TrigramStance.GAM, // Water\n TrigramStance.GAN, // Mountain\n TrigramStance.GON, // Earth\n ],\n description: {\n korean: \"공격과 방어의 조화를 추구하는 전략가\",\n english: \"Strategist seeking harmony between offense and defense\",\n },\n },\n\n /**\n * 방어의 달인 (Bangeo-ui Dallin) - Defensive Specialist\n * Counter-attack focused using Hacker archetype\n *\n * **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:\n * - Increased stance switch frequency: 0.4 → 0.6 (analytical adaptation)\n */\n DEFENSIVE_SPECIALIST: {\n name: \"Defensive Specialist\",\n koreanName: \"방어의 달인\",\n archetype: PlayerArchetype.HACKER,\n aggressionLevel: 0.55, // Enhanced: hackers exploit vulnerabilities aggressively\n defensePreference: 0.6, // Reduced: still defensive but not passive\n comboTendency: 0.5, // Increased for analytical attack chains\n stanceSwitchFrequency: 0.2, // Reduced: analytical fighters don't fidget\n feintChance: 0.45, // Increased: data-driven misdirection\n tacticalRetreatThreshold: 0.3, // Reduced: hackers are more confident\n favoredStances: [\n TrigramStance.GAN, // Mountain - Defensive mastery\n TrigramStance.GON, // Earth - Grounding\n TrigramStance.GAM, // Water - Adaptation\n ],\n description: {\n korean: \"방어에서 반격의 기회를 찾는 전문가\",\n english: \"Expert who finds counter-attack opportunities through defense\",\n },\n },\n\n /**\n * 혼돈의 전사 (Hondon-ui Jeonsa) - Chaos Warrior\n * Unpredictable fighter using Jojik Pokryeokbae archetype\n *\n * **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:\n * - Increased stance switch frequency: 0.8 → 0.95 (unpredictable chaos)\n */\n CHAOS_WARRIOR: {\n name: \"Chaos Warrior\",\n koreanName: \"혼돈의 전사\",\n archetype: PlayerArchetype.JOJIK_POKRYEOKBAE,\n aggressionLevel: 0.9, // Enhanced: brutal pragmatists attack relentlessly\n defensePreference: 0.2, // Reduced: dirty fighters don't retreat\n comboTendency: 0.7, // Increased for vicious combinations\n stanceSwitchFrequency: 0.3, // Reduced: chaos is in attacks, not stance dancing\n feintChance: 0.5,\n tacticalRetreatThreshold: 0.05, // Reduced: fights to the bitter end\n favoredStances: [\n TrigramStance.LI, // Fire - Unpredictable\n TrigramStance.SON, // Wind - Constant motion\n TrigramStance.JIN, // Thunder - Explosive\n TrigramStance.TAE, // Lake - Fluid\n ],\n description: {\n korean: \"예측 불가능한 패턴으로 상대를 혼란시키는 전사\",\n english: \"Warrior who confuses opponents with unpredictable patterns\",\n },\n },\n};\n\n/**\n * Get a random AI personality\n */\nexport function getRandomPersonality(): AIPersonality {\n const personalities = Object.values(AI_PERSONALITIES);\n return personalities[Math.floor(Math.random() * personalities.length)];\n}\n\n/**\n * Get personality by archetype\n */\nexport function getPersonalityByArchetype(\n archetype: PlayerArchetype,\n): AIPersonality {\n const personality = Object.values(AI_PERSONALITIES).find(\n (p) => p.archetype === archetype,\n );\n return personality ?? AI_PERSONALITIES.BALANCED_FIGHTER;\n}\n\n/**\n * Get personality by name key\n */\nexport function getPersonalityByName(name: string): AIPersonality {\n return AI_PERSONALITIES[name] ?? AI_PERSONALITIES.BALANCED_FIGHTER;\n}\n\n/**\n * List all available personalities\n */\nexport function getAllPersonalities(): readonly AIPersonality[] {\n return Object.values(AI_PERSONALITIES);\n}\n\n/**\n * Get archetype-specific behavior profile\n *\n * Retrieves the unique combat behavior configuration for a given archetype,\n * including movement patterns, optimal ranges, and tactical preferences.\n *\n * @param archetype - Player archetype to get behavior for\n * @returns Archetype behavior profile\n *\n * @korean 원형별 행동 프로필 가져오기\n */\nexport function getArchetypeBehavior(\n archetype: PlayerArchetype,\n): ArchetypeBehavior {\n return ARCHETYPE_BEHAVIORS[archetype];\n}\n\n/**\n * Check if archetype follows honor code\n *\n * Honor code affects retreat behavior - honor-bound archetypes like Musa\n * will not retreat above their health threshold.\n *\n * @param archetype - Player archetype to check\n * @returns True if archetype follows honor code\n *\n * @korean 명예 규범 확인\n */\nexport function followsHonorCode(archetype: PlayerArchetype): boolean {\n return ARCHETYPE_BEHAVIORS[archetype].honorCode;\n}\n\n/**\n * Get optimal combat range for archetype\n *\n * Returns the preferred distance in grid cells (1 cell = ~40px) where\n * the archetype is most effective in combat.\n *\n * @param archetype - Player archetype\n * @returns Optimal range in grid cells\n *\n * @korean 최적 전투 거리 가져오기\n */\nexport function getOptimalRange(archetype: PlayerArchetype): number {\n return ARCHETYPE_BEHAVIORS[archetype].optimalRange;\n}\n"],"mappings":";;;;;;;;;;;;;;;;AAoGA,IAAa,sBAAkE;EAC5E,gBAAgB,OAAO;EACtB,kBAAkB;GAChB,cAAc;GACd,cAAc;GACd,cAAc;GACf;EACD,cAAc;EACd,kBAAkB;EAClB,wBAAwB,CAAC,sBAAsB,eAAe;EAC9D,iBAAiB;EACjB,WAAW;EACX,qBAAqB;EACtB;EACA,gBAAgB,UAAU;EACzB,kBAAkB,CAAC,cAAc,KAAK,cAAc,IAAI;EACxD,cAAc;EACd,kBAAkB;EAClB,wBAAwB,CAAC,iBAAiB,mBAAmB;EAC7D,iBAAiB;EACjB,WAAW;EACX,qBAAqB;EACtB;EACA,gBAAgB,SAAS;EACxB,kBAAkB,CAAC,cAAc,IAAI,cAAc,IAAI;EACvD,cAAc;EACd,kBAAkB;EAClB,wBAAwB,CAAC,uBAAuB,qBAAqB;EACrE,iBAAiB;EACjB,WAAW;EACX,qBAAqB;EACtB;EACA,gBAAgB,gBAAgB;EAC/B,kBAAkB,CAAC,cAAc,KAAK,cAAc,IAAI;EACxD,cAAc;EACd,kBAAkB;EAClB,wBAAwB,CAAC,0BAA0B,uBAAuB;EAC1E,iBAAiB;EACjB,WAAW;EACX,qBAAqB;EACtB;EACA,gBAAgB,oBAAoB;EACnC,kBAAkB,CAAC,cAAc,KAAK,cAAc,IAAI;EACxD,cAAc;EACd,kBAAkB;EAClB,wBAAwB,CAAC,oBAAoB,sBAAsB;EACnE,iBAAiB;EACjB,WAAW;EACX,qBAAqB;EACtB;CACF;;;;AAKD,IAAa,mBAAkD;CAc7D,oBAAoB;EAClB,MAAM;EACN,YAAY;EACZ,WAAW,gBAAgB;EAC3B,iBAAiB;EACjB,mBAAmB;EACnB,eAAe;EACf,uBAAuB;EACvB,aAAa;EACb,0BAA0B;EAC1B,gBAAgB;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACf;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACF;CAeD,kBAAkB;EAChB,MAAM;EACN,YAAY;EACZ,WAAW,gBAAgB;EAC3B,iBAAiB;EACjB,mBAAmB;EACnB,eAAe;EACf,uBAAuB;EACvB,aAAa;EACb,0BAA0B;EAC1B,gBAAgB;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACf;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACF;CASD,kBAAkB;EAChB,MAAM;EACN,YAAY;EACZ,WAAW,gBAAgB;EAC3B,iBAAiB;EACjB,mBAAmB;EACnB,eAAe;EACf,uBAAuB;EACvB,aAAa;EACb,0BAA0B;EAC1B,gBAAgB;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACf;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACF;CASD,sBAAsB;EACpB,MAAM;EACN,YAAY;EACZ,WAAW,gBAAgB;EAC3B,iBAAiB;EACjB,mBAAmB;EACnB,eAAe;EACf,uBAAuB;EACvB,aAAa;EACb,0BAA0B;EAC1B,gBAAgB;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACf;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACF;CASD,eAAe;EACb,MAAM;EACN,YAAY;EACZ,WAAW,gBAAgB;EAC3B,iBAAiB;EACjB,mBAAmB;EACnB,eAAe;EACf,uBAAuB;EACvB,aAAa;EACb,0BAA0B;EAC1B,gBAAgB;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACd,cAAc;GACf;EACD,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACF;CACF;;;;AAKD,SAAgB,uBAAsC;CACpD,MAAM,gBAAgB,OAAO,OAAO,iBAAiB;AACrD,QAAO,cAAc,KAAK,MAAM,KAAK,QAAQ,GAAG,cAAc,OAAO;;;;;AAMvE,SAAgB,0BACd,WACe;AAIf,QAHoB,OAAO,OAAO,iBAAiB,CAAC,MACjD,MAAM,EAAE,cAAc,UACxB,IACqB,iBAAiB;;;;;AAMzC,SAAgB,qBAAqB,MAA6B;AAChE,QAAO,iBAAiB,SAAS,iBAAiB;;;;;AAMpD,SAAgB,sBAAgD;AAC9D,QAAO,OAAO,OAAO,iBAAiB;;;;;;;;;;;;;AAcxC,SAAgB,qBACd,WACmB;AACnB,QAAO,oBAAoB;;;;;;;;;;;;;AAc7B,SAAgB,iBAAiB,WAAqC;AACpE,QAAO,oBAAoB,WAAW;;;;;;;;;;;;;AAcxC,SAAgB,gBAAgB,WAAoC;AAClE,QAAO,oBAAoB,WAAW"}
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/**
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* Adaptive Difficulty System for Korean Martial Arts Combat
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* Tracks player skill metrics and adjusts AI difficulty dynamically
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*/
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import { AIPersonality } from "./AIPersonality";
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/**
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* Player skill metrics tracked for adaptive difficulty
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*/
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export interface PlayerSkillMetrics {
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averageAccuracy: number;
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comboCount: number;
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perfectBlocks: number;
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reactionTime: number;
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vitalPointHits: number;
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stanceTransitions: number;
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damageEfficiency: number;
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matchesPlayed: number;
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}
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/**
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* Difficulty tier levels (5 tiers for adaptive system)
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*/
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export declare enum DifficultyTier {
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BEGINNER = 1,
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NOVICE = 2,
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INTERMEDIATE = 3,
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ADVANCED = 4,
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EXPERT = 5
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}
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/**
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* Difficulty parameters that control AI behavior
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* Applied dynamically based on player skill level
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*
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* @korean 난이도 매개변수 - 플레이어 실력에 따라 AI 행동 제어
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*/
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export interface DifficultyParameters {
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/** AI reaction time range in milliseconds */
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readonly reactionTimeMs: {
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readonly min: number;
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readonly max: number;
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};
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/** Accuracy for vital point strikes (0.0-1.0) */
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readonly vitalPointAccuracy: number;
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/** Accuracy for basic attacks (0.0-1.0) */
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readonly basicAttackAccuracy: number;
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/** Block timing window in milliseconds (smaller = harder to block) */
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readonly blockTimingWindow: number;
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/** Decision quality affects technique selection optimality (0.0-1.0) */
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readonly decisionQuality: number;
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/** Aggression modifier multiplier (0.5-2.0) */
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readonly aggressionModifier: number;
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/** Chance to attempt combo sequences (0.0-1.0) */
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readonly comboChance: number;
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}
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/**
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* Difficulty parameter sets for each skill tier
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* Defines AI behavior characteristics at each difficulty level
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*
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* @korean 각 난이도 단계별 매개변수 설정
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*/
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export declare const DIFFICULTY_PARAMETERS: Record<DifficultyTier, DifficultyParameters>;
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/**
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* Map skill score (0.0-1.0) to difficulty tier
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* Uses fixed thresholds for consistent tier assignment
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*
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* @korean 실력 점수를 난이도 단계로 변환
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*
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* @param score - Player skill score (0.0-1.0)
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* @returns Corresponding difficulty tier
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*/
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export declare function skillScoreToTier(score: number): DifficultyTier;
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/**
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* Interpolate between two difficulty parameter sets
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* Used for smooth difficulty transitions over time
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*
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* @korean 난이도 매개변수 간 부드러운 전환
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*
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* @param from - Starting difficulty parameters
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* @param to - Target difficulty parameters
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* @param progress - Interpolation progress (0.0-1.0)
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* @returns Interpolated difficulty parameters
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*/
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export declare function interpolateDifficultyParameters(from: DifficultyParameters, to: DifficultyParameters, progress: number): DifficultyParameters;
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/**
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* Adaptive Difficulty System
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*/
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export declare class AdaptiveDifficulty {
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private playerSkillMetrics;
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private readonly skillDecay;
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private readonly learningRate;
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constructor();
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/**
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* Update player skill metrics based on match performance
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*/
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updateSkillMetrics(matchData: {
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hitsLanded: number;
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totalAttacks: number;
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combosExecuted: number;
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perfectBlockCount: number;
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avgReactionTimeMs: number;
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vitalPointsHit: number;
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effectiveStanceChanges: number;
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damageDealt: number;
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damageTaken: number;
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}): void;
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/**
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* Apply gradual skill decay to prevent over-adjustment
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*/
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private applySkillDecay;
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/**
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* Calculate overall player skill level (0.0 - 1.0)
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*/
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calculatePlayerSkill(): number;
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/**
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* Get current difficulty tier based on skill level
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*/
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getDifficultyTier(): DifficultyTier;
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/**
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* Get difficulty parameters for current skill tier
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* Returns the appropriate DifficultyParameters based on player skill
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*
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* @korean 현재 실력 단계에 맞는 난이도 매개변수 반환
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*/
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getDifficultyParameters(): DifficultyParameters;
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/**
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* Adjust AI personality based on player skill
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*/
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adjustAIPersonality(personality: AIPersonality): AIPersonality;
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/**
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* Get skill metrics
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*/
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getMetrics(): Readonly<PlayerSkillMetrics>;
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/**
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* Reset skill metrics
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*/
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reset(): void;
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/**
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* Get difficulty adjustment recommendation
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*/
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getDifficultyRecommendation(): {
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tier: DifficultyTier;
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tierName: string;
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skillLevel: number;
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shouldIncrease: boolean;
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message: string;
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};
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/**
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* Export metrics for persistence
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*/
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exportMetrics(): string;
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/**
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* Import metrics from persistence
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*/
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importMetrics(data: string): boolean;
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/**
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* Get reference to metrics (for internal use)
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*/
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private get metrics();
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}
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//# sourceMappingURL=AdaptiveDifficulty.d.ts.map
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+
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