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 +1,297 @@
1
+ //#region src/systems/ai/AdaptiveDifficulty.ts
2
+ /**
3
+ * Difficulty tier levels (5 tiers for adaptive system)
4
+ */
5
+ var DifficultyTier = /* @__PURE__ */ function(DifficultyTier) {
6
+ DifficultyTier[DifficultyTier["BEGINNER"] = 1] = "BEGINNER";
7
+ DifficultyTier[DifficultyTier["NOVICE"] = 2] = "NOVICE";
8
+ DifficultyTier[DifficultyTier["INTERMEDIATE"] = 3] = "INTERMEDIATE";
9
+ DifficultyTier[DifficultyTier["ADVANCED"] = 4] = "ADVANCED";
10
+ DifficultyTier[DifficultyTier["EXPERT"] = 5] = "EXPERT";
11
+ return DifficultyTier;
12
+ }({});
13
+ /**
14
+ * Difficulty parameter sets for each skill tier
15
+ * Defines AI behavior characteristics at each difficulty level
16
+ *
17
+ * @korean 각 난이도 단계별 매개변수 설정
18
+ */
19
+ var DIFFICULTY_PARAMETERS = {
20
+ [DifficultyTier.BEGINNER]: {
21
+ reactionTimeMs: {
22
+ min: 800,
23
+ max: 1200
24
+ },
25
+ vitalPointAccuracy: .4,
26
+ basicAttackAccuracy: .7,
27
+ blockTimingWindow: 150,
28
+ decisionQuality: .5,
29
+ aggressionModifier: .7,
30
+ comboChance: .2
31
+ },
32
+ [DifficultyTier.NOVICE]: {
33
+ reactionTimeMs: {
34
+ min: 500,
35
+ max: 800
36
+ },
37
+ vitalPointAccuracy: .55,
38
+ basicAttackAccuracy: .78,
39
+ blockTimingWindow: 120,
40
+ decisionQuality: .65,
41
+ aggressionModifier: .9,
42
+ comboChance: .35
43
+ },
44
+ [DifficultyTier.INTERMEDIATE]: {
45
+ reactionTimeMs: {
46
+ min: 300,
47
+ max: 500
48
+ },
49
+ vitalPointAccuracy: .65,
50
+ basicAttackAccuracy: .85,
51
+ blockTimingWindow: 90,
52
+ decisionQuality: .75,
53
+ aggressionModifier: 1.1,
54
+ comboChance: .5
55
+ },
56
+ [DifficultyTier.ADVANCED]: {
57
+ reactionTimeMs: {
58
+ min: 150,
59
+ max: 300
60
+ },
61
+ vitalPointAccuracy: .75,
62
+ basicAttackAccuracy: .9,
63
+ blockTimingWindow: 70,
64
+ decisionQuality: .85,
65
+ aggressionModifier: 1.3,
66
+ comboChance: .6
67
+ },
68
+ [DifficultyTier.EXPERT]: {
69
+ reactionTimeMs: {
70
+ min: 50,
71
+ max: 150
72
+ },
73
+ vitalPointAccuracy: .85,
74
+ basicAttackAccuracy: .95,
75
+ blockTimingWindow: 50,
76
+ decisionQuality: .95,
77
+ aggressionModifier: 1.5,
78
+ comboChance: .7
79
+ }
80
+ };
81
+ /**
82
+ * Map skill score (0.0-1.0) to difficulty tier
83
+ * Uses fixed thresholds for consistent tier assignment
84
+ *
85
+ * @korean 실력 점수를 난이도 단계로 변환
86
+ *
87
+ * @param score - Player skill score (0.0-1.0)
88
+ * @returns Corresponding difficulty tier
89
+ */
90
+ function skillScoreToTier(score) {
91
+ if (score < .2) return DifficultyTier.BEGINNER;
92
+ if (score < .4) return DifficultyTier.NOVICE;
93
+ if (score < .6) return DifficultyTier.INTERMEDIATE;
94
+ if (score < .8) return DifficultyTier.ADVANCED;
95
+ return DifficultyTier.EXPERT;
96
+ }
97
+ /**
98
+ * Linear interpolation helper
99
+ * @param a - Start value
100
+ * @param b - End value
101
+ * @param t - Interpolation factor (0.0-1.0)
102
+ * @returns Interpolated value
103
+ */
104
+ function lerp(a, b, t) {
105
+ return a + (b - a) * Math.max(0, Math.min(1, t));
106
+ }
107
+ /**
108
+ * Interpolate between two difficulty parameter sets
109
+ * Used for smooth difficulty transitions over time
110
+ *
111
+ * @korean 난이도 매개변수 간 부드러운 전환
112
+ *
113
+ * @param from - Starting difficulty parameters
114
+ * @param to - Target difficulty parameters
115
+ * @param progress - Interpolation progress (0.0-1.0)
116
+ * @returns Interpolated difficulty parameters
117
+ */
118
+ function interpolateDifficultyParameters(from, to, progress) {
119
+ const t = Math.max(0, Math.min(1, progress));
120
+ return {
121
+ reactionTimeMs: {
122
+ min: lerp(from.reactionTimeMs.min, to.reactionTimeMs.min, t),
123
+ max: lerp(from.reactionTimeMs.max, to.reactionTimeMs.max, t)
124
+ },
125
+ vitalPointAccuracy: lerp(from.vitalPointAccuracy, to.vitalPointAccuracy, t),
126
+ basicAttackAccuracy: lerp(from.basicAttackAccuracy, to.basicAttackAccuracy, t),
127
+ blockTimingWindow: lerp(from.blockTimingWindow, to.blockTimingWindow, t),
128
+ decisionQuality: lerp(from.decisionQuality, to.decisionQuality, t),
129
+ aggressionModifier: lerp(from.aggressionModifier, to.aggressionModifier, t),
130
+ comboChance: lerp(from.comboChance, to.comboChance, t)
131
+ };
132
+ }
133
+ /**
134
+ * Adaptive Difficulty System
135
+ */
136
+ var AdaptiveDifficulty = class {
137
+ playerSkillMetrics;
138
+ skillDecay = .95;
139
+ learningRate = .1;
140
+ constructor() {
141
+ this.playerSkillMetrics = {
142
+ averageAccuracy: .5,
143
+ comboCount: 0,
144
+ perfectBlocks: 0,
145
+ reactionTime: 800,
146
+ vitalPointHits: 0,
147
+ stanceTransitions: 0,
148
+ damageEfficiency: .5,
149
+ matchesPlayed: 0
150
+ };
151
+ }
152
+ /**
153
+ * Update player skill metrics based on match performance
154
+ */
155
+ updateSkillMetrics(matchData) {
156
+ const { metrics } = this;
157
+ const matchAccuracy = matchData.totalAttacks > 0 ? matchData.hitsLanded / matchData.totalAttacks : .5;
158
+ metrics.averageAccuracy = metrics.averageAccuracy * (1 - this.learningRate) + matchAccuracy * this.learningRate;
159
+ metrics.comboCount += matchData.combosExecuted;
160
+ metrics.perfectBlocks += matchData.perfectBlockCount;
161
+ if (matchData.avgReactionTimeMs > 0) metrics.reactionTime = metrics.reactionTime * (1 - this.learningRate) + matchData.avgReactionTimeMs * this.learningRate;
162
+ metrics.vitalPointHits += matchData.vitalPointsHit;
163
+ metrics.stanceTransitions += matchData.effectiveStanceChanges;
164
+ const matchEfficiency = matchData.damageTaken > 0 ? Math.min(1, matchData.damageDealt / matchData.damageTaken) : matchData.damageDealt > 0 ? 1 : .5;
165
+ metrics.damageEfficiency = metrics.damageEfficiency * (1 - this.learningRate) + matchEfficiency * this.learningRate;
166
+ metrics.matchesPlayed += 1;
167
+ this.applySkillDecay();
168
+ }
169
+ /**
170
+ * Apply gradual skill decay to prevent over-adjustment
171
+ */
172
+ applySkillDecay() {
173
+ const { metrics } = this;
174
+ metrics.averageAccuracy = metrics.averageAccuracy * this.skillDecay + .5 * (1 - this.skillDecay);
175
+ metrics.damageEfficiency = metrics.damageEfficiency * this.skillDecay + .5 * (1 - this.skillDecay);
176
+ }
177
+ /**
178
+ * Calculate overall player skill level (0.0 - 1.0)
179
+ */
180
+ calculatePlayerSkill() {
181
+ const { metrics } = this;
182
+ const accuracyScore = metrics.averageAccuracy * .3;
183
+ const comboScore = Math.min(1, metrics.comboCount / 20) * .2;
184
+ const blockScore = Math.min(1, metrics.perfectBlocks / 10) * .2;
185
+ const reactionScore = Math.max(0, 1 - metrics.reactionTime / 1e3) * .15;
186
+ const vitalScore = Math.min(1, metrics.vitalPointHits / 15) * .15;
187
+ return accuracyScore + comboScore + blockScore + reactionScore + vitalScore;
188
+ }
189
+ /**
190
+ * Get current difficulty tier based on skill level
191
+ */
192
+ getDifficultyTier() {
193
+ return skillScoreToTier(this.calculatePlayerSkill());
194
+ }
195
+ /**
196
+ * Get difficulty parameters for current skill tier
197
+ * Returns the appropriate DifficultyParameters based on player skill
198
+ *
199
+ * @korean 현재 실력 단계에 맞는 난이도 매개변수 반환
200
+ */
201
+ getDifficultyParameters() {
202
+ return DIFFICULTY_PARAMETERS[this.getDifficultyTier()];
203
+ }
204
+ /**
205
+ * Adjust AI personality based on player skill
206
+ */
207
+ adjustAIPersonality(personality) {
208
+ const skillLevel = this.calculatePlayerSkill();
209
+ const tier = this.getDifficultyTier();
210
+ const aggressionScale = 1 + tier * .1;
211
+ const feintScale = 1 + tier * .15;
212
+ const comboScale = 1 + tier * .12;
213
+ const stanceScale = 1 + tier * .08;
214
+ return {
215
+ ...personality,
216
+ aggressionLevel: Math.min(.95, personality.aggressionLevel * aggressionScale),
217
+ feintChance: Math.min(.6, personality.feintChance * feintScale),
218
+ comboTendency: Math.min(.85, personality.comboTendency * comboScale),
219
+ stanceSwitchFrequency: Math.min(.9, personality.stanceSwitchFrequency * stanceScale),
220
+ tacticalRetreatThreshold: Math.max(.1, personality.tacticalRetreatThreshold * (1 - skillLevel * .3))
221
+ };
222
+ }
223
+ /**
224
+ * Get skill metrics
225
+ */
226
+ getMetrics() {
227
+ return { ...this.playerSkillMetrics };
228
+ }
229
+ /**
230
+ * Reset skill metrics
231
+ */
232
+ reset() {
233
+ this.playerSkillMetrics = {
234
+ averageAccuracy: .5,
235
+ comboCount: 0,
236
+ perfectBlocks: 0,
237
+ reactionTime: 800,
238
+ vitalPointHits: 0,
239
+ stanceTransitions: 0,
240
+ damageEfficiency: .5,
241
+ matchesPlayed: 0
242
+ };
243
+ }
244
+ /**
245
+ * Get difficulty adjustment recommendation
246
+ */
247
+ getDifficultyRecommendation() {
248
+ const skillLevel = this.calculatePlayerSkill();
249
+ const tier = this.getDifficultyTier();
250
+ const shouldIncrease = skillLevel > .7 && tier < DifficultyTier.EXPERT;
251
+ const tierNames = {
252
+ [DifficultyTier.BEGINNER]: "Beginner (초보)",
253
+ [DifficultyTier.NOVICE]: "Novice (입문)",
254
+ [DifficultyTier.INTERMEDIATE]: "Intermediate (중급)",
255
+ [DifficultyTier.ADVANCED]: "Advanced (고급)",
256
+ [DifficultyTier.EXPERT]: "Expert (전문)"
257
+ };
258
+ let message;
259
+ if (shouldIncrease) message = "Player shows mastery - increasing difficulty";
260
+ else if (skillLevel < .3) message = "Player struggling - maintaining current difficulty";
261
+ else message = "Player performing well - difficulty appropriate";
262
+ return {
263
+ tier,
264
+ tierName: tierNames[tier],
265
+ skillLevel,
266
+ shouldIncrease,
267
+ message
268
+ };
269
+ }
270
+ /**
271
+ * Export metrics for persistence
272
+ */
273
+ exportMetrics() {
274
+ return JSON.stringify(this.playerSkillMetrics);
275
+ }
276
+ /**
277
+ * Import metrics from persistence
278
+ */
279
+ importMetrics(data) {
280
+ try {
281
+ this.playerSkillMetrics = JSON.parse(data);
282
+ return true;
283
+ } catch {
284
+ return false;
285
+ }
286
+ }
287
+ /**
288
+ * Get reference to metrics (for internal use)
289
+ */
290
+ get metrics() {
291
+ return this.playerSkillMetrics;
292
+ }
293
+ };
294
+ //#endregion
295
+ export { AdaptiveDifficulty, DIFFICULTY_PARAMETERS, DifficultyTier, interpolateDifficultyParameters, skillScoreToTier };
296
+
297
+ //# sourceMappingURL=AdaptiveDifficulty.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AdaptiveDifficulty.js","names":[],"sources":["../../../src/systems/ai/AdaptiveDifficulty.ts"],"sourcesContent":["/**\n * Adaptive Difficulty System for Korean Martial Arts Combat\n * Tracks player skill metrics and adjusts AI difficulty dynamically\n */\n\nimport { AIPersonality } from \"./AIPersonality\";\n\n/**\n * Player skill metrics tracked for adaptive difficulty\n */\nexport interface PlayerSkillMetrics {\n averageAccuracy: number; // 0.0-1.0: Hit rate\n comboCount: number; // Total combos executed\n perfectBlocks: number; // Perfect timing blocks\n reactionTime: number; // Average reaction time in ms\n vitalPointHits: number; // Successful vital point strikes\n stanceTransitions: number; // Effective stance changes\n damageEfficiency: number; // 0.0-1.0: Damage dealt vs taken ratio\n matchesPlayed: number; // Total matches for scaling\n}\n\n/**\n * Difficulty tier levels (5 tiers for adaptive system)\n */\nexport enum DifficultyTier {\n BEGINNER = 1,\n NOVICE = 2,\n INTERMEDIATE = 3,\n ADVANCED = 4,\n EXPERT = 5,\n}\n\n/**\n * Difficulty parameters that control AI behavior\n * Applied dynamically based on player skill level\n * \n * @korean 난이도 매개변수 - 플레이어 실력에 따라 AI 행동 제어\n */\nexport interface DifficultyParameters {\n /** AI reaction time range in milliseconds */\n readonly reactionTimeMs: { readonly min: number; readonly max: number };\n /** Accuracy for vital point strikes (0.0-1.0) */\n readonly vitalPointAccuracy: number;\n /** Accuracy for basic attacks (0.0-1.0) */\n readonly basicAttackAccuracy: number;\n /** Block timing window in milliseconds (smaller = harder to block) */\n readonly blockTimingWindow: number;\n /** Decision quality affects technique selection optimality (0.0-1.0) */\n readonly decisionQuality: number;\n /** Aggression modifier multiplier (0.5-2.0) */\n readonly aggressionModifier: number;\n /** Chance to attempt combo sequences (0.0-1.0) */\n readonly comboChance: number;\n}\n\n/**\n * Difficulty parameter sets for each skill tier\n * Defines AI behavior characteristics at each difficulty level\n * \n * @korean 각 난이도 단계별 매개변수 설정\n */\nexport const DIFFICULTY_PARAMETERS: Record<DifficultyTier, DifficultyParameters> = {\n [DifficultyTier.BEGINNER]: {\n reactionTimeMs: { min: 800, max: 1200 },\n vitalPointAccuracy: 0.40,\n basicAttackAccuracy: 0.70,\n blockTimingWindow: 150,\n decisionQuality: 0.50,\n aggressionModifier: 0.7,\n comboChance: 0.20,\n },\n [DifficultyTier.NOVICE]: {\n reactionTimeMs: { min: 500, max: 800 },\n vitalPointAccuracy: 0.55,\n basicAttackAccuracy: 0.78,\n blockTimingWindow: 120,\n decisionQuality: 0.65,\n aggressionModifier: 0.9,\n comboChance: 0.35,\n },\n [DifficultyTier.INTERMEDIATE]: {\n reactionTimeMs: { min: 300, max: 500 },\n vitalPointAccuracy: 0.65,\n basicAttackAccuracy: 0.85,\n blockTimingWindow: 90,\n decisionQuality: 0.75,\n aggressionModifier: 1.1,\n comboChance: 0.50,\n },\n [DifficultyTier.ADVANCED]: {\n reactionTimeMs: { min: 150, max: 300 },\n vitalPointAccuracy: 0.75,\n basicAttackAccuracy: 0.90,\n blockTimingWindow: 70,\n decisionQuality: 0.85,\n aggressionModifier: 1.3,\n comboChance: 0.60,\n },\n [DifficultyTier.EXPERT]: {\n reactionTimeMs: { min: 50, max: 150 },\n vitalPointAccuracy: 0.85,\n basicAttackAccuracy: 0.95,\n blockTimingWindow: 50,\n decisionQuality: 0.95,\n aggressionModifier: 1.5,\n comboChance: 0.70,\n },\n};\n\n/**\n * Map skill score (0.0-1.0) to difficulty tier\n * Uses fixed thresholds for consistent tier assignment\n * \n * @korean 실력 점수를 난이도 단계로 변환\n * \n * @param score - Player skill score (0.0-1.0)\n * @returns Corresponding difficulty tier\n */\nexport function skillScoreToTier(score: number): DifficultyTier {\n if (score < 0.2) return DifficultyTier.BEGINNER;\n if (score < 0.4) return DifficultyTier.NOVICE;\n if (score < 0.6) return DifficultyTier.INTERMEDIATE;\n if (score < 0.8) return DifficultyTier.ADVANCED;\n return DifficultyTier.EXPERT;\n}\n\n/**\n * Linear interpolation helper\n * @param a - Start value\n * @param b - End value\n * @param t - Interpolation factor (0.0-1.0)\n * @returns Interpolated value\n */\nfunction lerp(a: number, b: number, t: number): number {\n return a + (b - a) * Math.max(0, Math.min(1, t));\n}\n\n/**\n * Interpolate between two difficulty parameter sets\n * Used for smooth difficulty transitions over time\n * \n * @korean 난이도 매개변수 간 부드러운 전환\n * \n * @param from - Starting difficulty parameters\n * @param to - Target difficulty parameters\n * @param progress - Interpolation progress (0.0-1.0)\n * @returns Interpolated difficulty parameters\n */\nexport function interpolateDifficultyParameters(\n from: DifficultyParameters,\n to: DifficultyParameters,\n progress: number\n): DifficultyParameters {\n const t = Math.max(0, Math.min(1, progress));\n \n return {\n reactionTimeMs: {\n min: lerp(from.reactionTimeMs.min, to.reactionTimeMs.min, t),\n max: lerp(from.reactionTimeMs.max, to.reactionTimeMs.max, t),\n },\n vitalPointAccuracy: lerp(from.vitalPointAccuracy, to.vitalPointAccuracy, t),\n basicAttackAccuracy: lerp(from.basicAttackAccuracy, to.basicAttackAccuracy, t),\n blockTimingWindow: lerp(from.blockTimingWindow, to.blockTimingWindow, t),\n decisionQuality: lerp(from.decisionQuality, to.decisionQuality, t),\n aggressionModifier: lerp(from.aggressionModifier, to.aggressionModifier, t),\n comboChance: lerp(from.comboChance, to.comboChance, t),\n };\n}\n\n/**\n * Adaptive Difficulty System\n */\nexport class AdaptiveDifficulty {\n private playerSkillMetrics: PlayerSkillMetrics;\n private readonly skillDecay = 0.95; // Gradual skill decay between matches\n private readonly learningRate = 0.1; // How quickly to adapt\n\n constructor() {\n this.playerSkillMetrics = {\n averageAccuracy: 0.5,\n comboCount: 0,\n perfectBlocks: 0,\n reactionTime: 800,\n vitalPointHits: 0,\n stanceTransitions: 0,\n damageEfficiency: 0.5,\n matchesPlayed: 0,\n };\n }\n\n /**\n * Update player skill metrics based on match performance\n */\n updateSkillMetrics(matchData: {\n hitsLanded: number;\n totalAttacks: number;\n combosExecuted: number;\n perfectBlockCount: number;\n avgReactionTimeMs: number;\n vitalPointsHit: number;\n effectiveStanceChanges: number;\n damageDealt: number;\n damageTaken: number;\n }): void {\n const { metrics } = this;\n\n // Update accuracy with learning rate\n const matchAccuracy =\n matchData.totalAttacks > 0\n ? matchData.hitsLanded / matchData.totalAttacks\n : 0.5;\n metrics.averageAccuracy =\n metrics.averageAccuracy * (1 - this.learningRate) +\n matchAccuracy * this.learningRate;\n\n // Update combo count\n metrics.comboCount += matchData.combosExecuted;\n\n // Update perfect blocks\n metrics.perfectBlocks += matchData.perfectBlockCount;\n\n // Update reaction time\n if (matchData.avgReactionTimeMs > 0) {\n metrics.reactionTime =\n metrics.reactionTime * (1 - this.learningRate) +\n matchData.avgReactionTimeMs * this.learningRate;\n }\n\n // Update vital point hits\n metrics.vitalPointHits += matchData.vitalPointsHit;\n\n // Update stance transitions\n metrics.stanceTransitions += matchData.effectiveStanceChanges;\n\n // Update damage efficiency\n const matchEfficiency =\n matchData.damageTaken > 0\n ? Math.min(1, matchData.damageDealt / matchData.damageTaken)\n : matchData.damageDealt > 0\n ? 1.0 // Perfect defense with damage dealt\n : 0.5; // No damage on either side\n metrics.damageEfficiency =\n metrics.damageEfficiency * (1 - this.learningRate) +\n matchEfficiency * this.learningRate;\n\n // Increment matches played\n metrics.matchesPlayed += 1;\n\n // Apply skill decay to prevent over-adjustment\n this.applySkillDecay();\n }\n\n /**\n * Apply gradual skill decay to prevent over-adjustment\n */\n private applySkillDecay(): void {\n const { metrics } = this;\n metrics.averageAccuracy =\n metrics.averageAccuracy * this.skillDecay +\n 0.5 * (1 - this.skillDecay);\n metrics.damageEfficiency =\n metrics.damageEfficiency * this.skillDecay +\n 0.5 * (1 - this.skillDecay);\n }\n\n /**\n * Calculate overall player skill level (0.0 - 1.0)\n */\n calculatePlayerSkill(): number {\n const { metrics } = this;\n\n // Weight different skill components\n const accuracyScore = metrics.averageAccuracy * 0.3;\n const comboScore = Math.min(1, metrics.comboCount / 20) * 0.2;\n const blockScore = Math.min(1, metrics.perfectBlocks / 10) * 0.2;\n const reactionScore = Math.max(0, 1 - metrics.reactionTime / 1000) * 0.15;\n const vitalScore = Math.min(1, metrics.vitalPointHits / 15) * 0.15;\n\n return accuracyScore + comboScore + blockScore + reactionScore + vitalScore;\n }\n\n /**\n * Get current difficulty tier based on skill level\n */\n getDifficultyTier(): DifficultyTier {\n const skillLevel = this.calculatePlayerSkill();\n return skillScoreToTier(skillLevel);\n }\n\n /**\n * Get difficulty parameters for current skill tier\n * Returns the appropriate DifficultyParameters based on player skill\n * \n * @korean 현재 실력 단계에 맞는 난이도 매개변수 반환\n */\n getDifficultyParameters(): DifficultyParameters {\n const tier = this.getDifficultyTier();\n return DIFFICULTY_PARAMETERS[tier];\n }\n\n /**\n * Adjust AI personality based on player skill\n */\n adjustAIPersonality(personality: AIPersonality): AIPersonality {\n const skillLevel = this.calculatePlayerSkill();\n const tier = this.getDifficultyTier();\n\n // Scale factors based on difficulty tier\n const aggressionScale = 1 + tier * 0.1; // +10% per tier\n const feintScale = 1 + tier * 0.15; // +15% per tier\n const comboScale = 1 + tier * 0.12; // +12% per tier\n const stanceScale = 1 + tier * 0.08; // +8% per tier\n\n return {\n ...personality,\n aggressionLevel: Math.min(\n 0.95,\n personality.aggressionLevel * aggressionScale\n ),\n feintChance: Math.min(0.6, personality.feintChance * feintScale),\n comboTendency: Math.min(0.85, personality.comboTendency * comboScale),\n stanceSwitchFrequency: Math.min(\n 0.9,\n personality.stanceSwitchFrequency * stanceScale\n ),\n // Adjust retreat threshold - better players face more aggressive AI\n tacticalRetreatThreshold: Math.max(\n 0.1,\n personality.tacticalRetreatThreshold * (1 - skillLevel * 0.3)\n ),\n };\n }\n\n /**\n * Get skill metrics\n */\n getMetrics(): Readonly<PlayerSkillMetrics> {\n return { ...this.playerSkillMetrics };\n }\n\n /**\n * Reset skill metrics\n */\n reset(): void {\n this.playerSkillMetrics = {\n averageAccuracy: 0.5,\n comboCount: 0,\n perfectBlocks: 0,\n reactionTime: 800,\n vitalPointHits: 0,\n stanceTransitions: 0,\n damageEfficiency: 0.5,\n matchesPlayed: 0,\n };\n }\n\n /**\n * Get difficulty adjustment recommendation\n */\n getDifficultyRecommendation(): {\n tier: DifficultyTier;\n tierName: string;\n skillLevel: number;\n shouldIncrease: boolean;\n message: string;\n } {\n const skillLevel = this.calculatePlayerSkill();\n const tier = this.getDifficultyTier();\n const shouldIncrease = skillLevel > 0.7 && tier < DifficultyTier.EXPERT;\n\n const tierNames: Record<DifficultyTier, string> = {\n [DifficultyTier.BEGINNER]: \"Beginner (초보)\",\n [DifficultyTier.NOVICE]: \"Novice (입문)\",\n [DifficultyTier.INTERMEDIATE]: \"Intermediate (중급)\",\n [DifficultyTier.ADVANCED]: \"Advanced (고급)\",\n [DifficultyTier.EXPERT]: \"Expert (전문)\",\n };\n\n let message: string;\n if (shouldIncrease) {\n message = \"Player shows mastery - increasing difficulty\";\n } else if (skillLevel < 0.3) {\n message = \"Player struggling - maintaining current difficulty\";\n } else {\n message = \"Player performing well - difficulty appropriate\";\n }\n\n return {\n tier,\n tierName: tierNames[tier],\n skillLevel,\n shouldIncrease,\n message,\n };\n }\n\n /**\n * Export metrics for persistence\n */\n exportMetrics(): string {\n return JSON.stringify(this.playerSkillMetrics);\n }\n\n /**\n * Import metrics from persistence\n */\n importMetrics(data: string): boolean {\n try {\n const metrics = JSON.parse(data) as PlayerSkillMetrics;\n this.playerSkillMetrics = metrics;\n return true;\n } catch {\n return false;\n }\n }\n\n /**\n * Get reference to metrics (for internal use)\n */\n private get metrics(): PlayerSkillMetrics {\n return this.playerSkillMetrics;\n }\n}\n"],"mappings":";;;;AAwBA,IAAY,iBAAL,yBAAA,gBAAA;AACL,gBAAA,eAAA,cAAA,KAAA;AACA,gBAAA,eAAA,YAAA,KAAA;AACA,gBAAA,eAAA,kBAAA,KAAA;AACA,gBAAA,eAAA,cAAA,KAAA;AACA,gBAAA,eAAA,YAAA,KAAA;;KACD;;;;;;;AA+BD,IAAa,wBAAsE;EAChF,eAAe,WAAW;EACzB,gBAAgB;GAAE,KAAK;GAAK,KAAK;GAAM;EACvC,oBAAoB;EACpB,qBAAqB;EACrB,mBAAmB;EACnB,iBAAiB;EACjB,oBAAoB;EACpB,aAAa;EACd;EACA,eAAe,SAAS;EACvB,gBAAgB;GAAE,KAAK;GAAK,KAAK;GAAK;EACtC,oBAAoB;EACpB,qBAAqB;EACrB,mBAAmB;EACnB,iBAAiB;EACjB,oBAAoB;EACpB,aAAa;EACd;EACA,eAAe,eAAe;EAC7B,gBAAgB;GAAE,KAAK;GAAK,KAAK;GAAK;EACtC,oBAAoB;EACpB,qBAAqB;EACrB,mBAAmB;EACnB,iBAAiB;EACjB,oBAAoB;EACpB,aAAa;EACd;EACA,eAAe,WAAW;EACzB,gBAAgB;GAAE,KAAK;GAAK,KAAK;GAAK;EACtC,oBAAoB;EACpB,qBAAqB;EACrB,mBAAmB;EACnB,iBAAiB;EACjB,oBAAoB;EACpB,aAAa;EACd;EACA,eAAe,SAAS;EACvB,gBAAgB;GAAE,KAAK;GAAI,KAAK;GAAK;EACrC,oBAAoB;EACpB,qBAAqB;EACrB,mBAAmB;EACnB,iBAAiB;EACjB,oBAAoB;EACpB,aAAa;EACd;CACF;;;;;;;;;;AAWD,SAAgB,iBAAiB,OAA+B;AAC9D,KAAI,QAAQ,GAAK,QAAO,eAAe;AACvC,KAAI,QAAQ,GAAK,QAAO,eAAe;AACvC,KAAI,QAAQ,GAAK,QAAO,eAAe;AACvC,KAAI,QAAQ,GAAK,QAAO,eAAe;AACvC,QAAO,eAAe;;;;;;;;;AAUxB,SAAS,KAAK,GAAW,GAAW,GAAmB;AACrD,QAAO,KAAK,IAAI,KAAK,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,EAAE,CAAC;;;;;;;;;;;;;AAclD,SAAgB,gCACd,MACA,IACA,UACsB;CACtB,MAAM,IAAI,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,SAAS,CAAC;AAE5C,QAAO;EACL,gBAAgB;GACd,KAAK,KAAK,KAAK,eAAe,KAAK,GAAG,eAAe,KAAK,EAAE;GAC5D,KAAK,KAAK,KAAK,eAAe,KAAK,GAAG,eAAe,KAAK,EAAE;GAC7D;EACD,oBAAoB,KAAK,KAAK,oBAAoB,GAAG,oBAAoB,EAAE;EAC3E,qBAAqB,KAAK,KAAK,qBAAqB,GAAG,qBAAqB,EAAE;EAC9E,mBAAmB,KAAK,KAAK,mBAAmB,GAAG,mBAAmB,EAAE;EACxE,iBAAiB,KAAK,KAAK,iBAAiB,GAAG,iBAAiB,EAAE;EAClE,oBAAoB,KAAK,KAAK,oBAAoB,GAAG,oBAAoB,EAAE;EAC3E,aAAa,KAAK,KAAK,aAAa,GAAG,aAAa,EAAE;EACvD;;;;;AAMH,IAAa,qBAAb,MAAgC;CAC9B;CACA,aAA8B;CAC9B,eAAgC;CAEhC,cAAc;AACZ,OAAK,qBAAqB;GACxB,iBAAiB;GACjB,YAAY;GACZ,eAAe;GACf,cAAc;GACd,gBAAgB;GAChB,mBAAmB;GACnB,kBAAkB;GAClB,eAAe;GAChB;;;;;CAMH,mBAAmB,WAUV;EACP,MAAM,EAAE,YAAY;EAGpB,MAAM,gBACJ,UAAU,eAAe,IACrB,UAAU,aAAa,UAAU,eACjC;AACN,UAAQ,kBACN,QAAQ,mBAAmB,IAAI,KAAK,gBACpC,gBAAgB,KAAK;AAGvB,UAAQ,cAAc,UAAU;AAGhC,UAAQ,iBAAiB,UAAU;AAGnC,MAAI,UAAU,oBAAoB,EAChC,SAAQ,eACN,QAAQ,gBAAgB,IAAI,KAAK,gBACjC,UAAU,oBAAoB,KAAK;AAIvC,UAAQ,kBAAkB,UAAU;AAGpC,UAAQ,qBAAqB,UAAU;EAGvC,MAAM,kBACJ,UAAU,cAAc,IACpB,KAAK,IAAI,GAAG,UAAU,cAAc,UAAU,YAAY,GAC1D,UAAU,cAAc,IACxB,IACA;AACN,UAAQ,mBACN,QAAQ,oBAAoB,IAAI,KAAK,gBACrC,kBAAkB,KAAK;AAGzB,UAAQ,iBAAiB;AAGzB,OAAK,iBAAiB;;;;;CAMxB,kBAAgC;EAC9B,MAAM,EAAE,YAAY;AACpB,UAAQ,kBACN,QAAQ,kBAAkB,KAAK,aAC/B,MAAO,IAAI,KAAK;AAClB,UAAQ,mBACN,QAAQ,mBAAmB,KAAK,aAChC,MAAO,IAAI,KAAK;;;;;CAMpB,uBAA+B;EAC7B,MAAM,EAAE,YAAY;EAGpB,MAAM,gBAAgB,QAAQ,kBAAkB;EAChD,MAAM,aAAa,KAAK,IAAI,GAAG,QAAQ,aAAa,GAAG,GAAG;EAC1D,MAAM,aAAa,KAAK,IAAI,GAAG,QAAQ,gBAAgB,GAAG,GAAG;EAC7D,MAAM,gBAAgB,KAAK,IAAI,GAAG,IAAI,QAAQ,eAAe,IAAK,GAAG;EACrE,MAAM,aAAa,KAAK,IAAI,GAAG,QAAQ,iBAAiB,GAAG,GAAG;AAE9D,SAAO,gBAAgB,aAAa,aAAa,gBAAgB;;;;;CAMnE,oBAAoC;AAElC,SAAO,iBADY,KAAK,sBAAsB,CACX;;;;;;;;CASrC,0BAAgD;AAE9C,SAAO,sBADM,KAAK,mBAAmB;;;;;CAOvC,oBAAoB,aAA2C;EAC7D,MAAM,aAAa,KAAK,sBAAsB;EAC9C,MAAM,OAAO,KAAK,mBAAmB;EAGrC,MAAM,kBAAkB,IAAI,OAAO;EACnC,MAAM,aAAa,IAAI,OAAO;EAC9B,MAAM,aAAa,IAAI,OAAO;EAC9B,MAAM,cAAc,IAAI,OAAO;AAE/B,SAAO;GACL,GAAG;GACH,iBAAiB,KAAK,IACpB,KACA,YAAY,kBAAkB,gBAC/B;GACD,aAAa,KAAK,IAAI,IAAK,YAAY,cAAc,WAAW;GAChE,eAAe,KAAK,IAAI,KAAM,YAAY,gBAAgB,WAAW;GACrE,uBAAuB,KAAK,IAC1B,IACA,YAAY,wBAAwB,YACrC;GAED,0BAA0B,KAAK,IAC7B,IACA,YAAY,4BAA4B,IAAI,aAAa,IAC1D;GACF;;;;;CAMH,aAA2C;AACzC,SAAO,EAAE,GAAG,KAAK,oBAAoB;;;;;CAMvC,QAAc;AACZ,OAAK,qBAAqB;GACxB,iBAAiB;GACjB,YAAY;GACZ,eAAe;GACf,cAAc;GACd,gBAAgB;GAChB,mBAAmB;GACnB,kBAAkB;GAClB,eAAe;GAChB;;;;;CAMH,8BAME;EACA,MAAM,aAAa,KAAK,sBAAsB;EAC9C,MAAM,OAAO,KAAK,mBAAmB;EACrC,MAAM,iBAAiB,aAAa,MAAO,OAAO,eAAe;EAEjE,MAAM,YAA4C;IAC/C,eAAe,WAAW;IAC1B,eAAe,SAAS;IACxB,eAAe,eAAe;IAC9B,eAAe,WAAW;IAC1B,eAAe,SAAS;GAC1B;EAED,IAAI;AACJ,MAAI,eACF,WAAU;WACD,aAAa,GACtB,WAAU;MAEV,WAAU;AAGZ,SAAO;GACL;GACA,UAAU,UAAU;GACpB;GACA;GACA;GACD;;;;;CAMH,gBAAwB;AACtB,SAAO,KAAK,UAAU,KAAK,mBAAmB;;;;;CAMhD,cAAc,MAAuB;AACnC,MAAI;AAEF,QAAK,qBADW,KAAK,MAAM,KAAK;AAEhC,UAAO;UACD;AACN,UAAO;;;;;;CAOX,IAAY,UAA8B;AACxC,SAAO,KAAK"}
@@ -0,0 +1,132 @@
1
+ /**
2
+ * Archetype Behavior Enforcement System
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+ *
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+ * Centralizes archetype-specific combat philosophy enforcement to ensure
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+ * each of the 5 player archetypes has immediately recognizable and distinct
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+ * AI behavior patterns.
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+ *
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+ * **Korean Philosophy Integration (한국 무술 철학)**:
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+ * - 무사 (Musa): 명예 (Honor) - Direct, honorable combat
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+ * - 암살자 (Amsalja): 은밀 (Stealth) - Silent, precise takedowns
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+ * - 해커 (Hacker): 분석 (Analysis) - Tech-enhanced tactical combat
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+ * - 정보요원 (Jeongbo): 심리전 (Psychological Warfare) - Strategic manipulation
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+ * - 조직폭력배 (Jojik): 생존 (Survival) - Ruthless, unpredictable tactics
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+ *
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+ * @module systems/ai/ArchetypeEnforcer
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+ * @category AI Combat
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+ * @korean 원형 행동 강화 시스템
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+ */
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+ import { PlayerArchetype } from "../../types";
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+ import { AIDecision, AIActionType, CombatContext } from "./types";
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+ /**
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+ * Archetype enforcement rules defining distinct combat behaviors
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+ *
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+ * Each archetype has:
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+ * - Preferred actions (used most frequently)
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+ * - Prohibited actions (never used due to philosophy)
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+ * - Signature move (iconic technique with specific trigger condition)
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+ * - Action frequencies (target distribution percentages)
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+ *
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+ * **Note on Action Frequencies**:
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+ * These values represent **target frequencies/proportions** for each action type
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+ * rather than a single normalized probability distribution. Multiple actions can have
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+ * high target frequencies because they can occur in overlapping situations:
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+ * - ATTACK (70%) and TECHNIQUE (70%) both represent aggressive behavior
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+ * - STANCE_CHANGE (80%) occurs frequently but doesn't prevent other actions
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+ * - The frequencies serve as **behavioral targets** to guide AI personality,
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+ * and are not required to sum to 100% across all actions
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+ *
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+ * @korean 원형 강화 규칙
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+ */
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+ export interface ArchetypeEnforcementRules {
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+ /** Actions this archetype uses most frequently */
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+ readonly preferredActions: readonly AIActionType[];
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+ /** Actions this archetype never uses (philosophy conflicts) */
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+ readonly prohibitedActions: readonly AIActionType[];
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+ /** Signature technique ID for this archetype */
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+ readonly signatureMove: string;
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+ /** Condition function to trigger signature move */
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+ readonly signatureCondition: (context: CombatContext) => boolean;
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+ /** Target frequency distribution for each action type (0.0-1.0) */
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+ readonly actionFrequencies: Readonly<Record<AIActionType, number>>;
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+ }
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+ /**
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+ * Archetype enforcement rules for all 5 player archetypes
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+ *
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+ * Defines distinct combat philosophies with measurable behavior patterns
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+ * that make each archetype immediately identifiable through AI actions.
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+ *
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+ * @korean 5대 원형 강화 규칙
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+ */
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+ export declare const ARCHETYPE_ENFORCEMENT: Record<PlayerArchetype, ArchetypeEnforcementRules>;
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+ /**
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+ * Enforce archetype-specific behavior on AI decision
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+ *
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+ * Applies philosophy-based restrictions and redirects to enforce distinct
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+ * combat patterns for each archetype. This ensures players can identify
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+ * which archetype they're fighting based on behavior alone.
68
+ *
69
+ * **Enforcement Logic**:
70
+ * 1. Check for prohibited actions → Replace with preferred action
71
+ * 2. Check for signature move condition → Override with signature move
72
+ * 3. Return decision (possibly modified)
73
+ *
74
+ * @korean 원형 행동 강화
75
+ *
76
+ * @param decision - Original AI decision from DecisionTree
77
+ * @param archetype - Player archetype to enforce
78
+ * @param context - Current combat context
79
+ * @returns Modified decision enforcing archetype philosophy
80
+ */
81
+ export declare function enforceArchetypeBehavior(decision: AIDecision, archetype: PlayerArchetype, context: CombatContext): AIDecision;
82
+ /**
83
+ * Get signature move ID for archetype
84
+ *
85
+ * Returns the technique ID of this archetype's signature move.
86
+ * Used for technique selection in useAICombat.ts.
87
+ *
88
+ * @korean 서명 기술 ID 가져오기
89
+ *
90
+ * @param archetype - Player archetype
91
+ * @returns Signature technique ID
92
+ */
93
+ export declare function getSignatureMove(archetype: PlayerArchetype): string;
94
+ /**
95
+ * Check if signature move condition is met
96
+ *
97
+ * Evaluates whether the archetype should execute its signature move
98
+ * based on current combat context.
99
+ *
100
+ * @korean 서명 기술 조건 확인
101
+ *
102
+ * @param archetype - Player archetype
103
+ * @param context - Current combat context
104
+ * @returns True if signature move should be executed
105
+ */
106
+ export declare function shouldExecuteSignatureMove(archetype: PlayerArchetype, context: CombatContext): boolean;
107
+ /**
108
+ * Get action frequency target for archetype
109
+ *
110
+ * Returns the target frequency (0.0-1.0) for a specific action type
111
+ * based on archetype combat philosophy.
112
+ *
113
+ * @korean 행동 빈도 목표 가져오기
114
+ *
115
+ * @param archetype - Player archetype
116
+ * @param actionType - AI action type
117
+ * @returns Target frequency for this action (0.0-1.0)
118
+ */
119
+ export declare function getActionFrequency(archetype: PlayerArchetype, actionType: AIActionType): number;
120
+ /**
121
+ * Check if action is prohibited for archetype
122
+ *
123
+ * Returns true if the archetype's philosophy prohibits using this action.
124
+ *
125
+ * @korean 금지된 행동 확인
126
+ *
127
+ * @param archetype - Player archetype
128
+ * @param actionType - AI action type to check
129
+ * @returns True if action is prohibited
130
+ */
131
+ export declare function isActionProhibited(archetype: PlayerArchetype, actionType: AIActionType): boolean;
132
+ //# sourceMappingURL=ArchetypeEnforcer.d.ts.map
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