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 } from "../../types/common.js";
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import { AIActionType } from "./types.js";
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//#region src/systems/ai/ArchetypeEnforcer.ts
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/**
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* 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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/**
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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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var ARCHETYPE_ENFORCEMENT = {
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[PlayerArchetype.MUSA]: {
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preferredActions: [
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AIActionType.ATTACK,
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AIActionType.APPROACH,
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AIActionType.TECHNIQUE
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],
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prohibitedActions: [AIActionType.FEINT],
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signatureMove: "musa_mountain_breaker",
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signatureCondition: (context) => {
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/**
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* Musa (무사) signature move condition: Mountain Breaker when opponent <40% health
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*
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},
|
|
52
|
+
actionFrequencies: {
|
|
53
|
+
[AIActionType.ATTACK]: .7,
|
|
54
|
+
[AIActionType.DEFEND]: .1,
|
|
55
|
+
[AIActionType.RETREAT]: .02,
|
|
56
|
+
[AIActionType.APPROACH]: .15,
|
|
57
|
+
[AIActionType.FEINT]: 0,
|
|
58
|
+
[AIActionType.TECHNIQUE]: .7,
|
|
59
|
+
[AIActionType.COUNTER]: .1,
|
|
60
|
+
[AIActionType.STANCE_CHANGE]: .1,
|
|
61
|
+
[AIActionType.CIRCLE]: .05,
|
|
62
|
+
[AIActionType.WAIT]: .03,
|
|
63
|
+
[AIActionType.COMBO]: .05
|
|
64
|
+
}
|
|
65
|
+
},
|
|
66
|
+
[PlayerArchetype.AMSALJA]: {
|
|
67
|
+
preferredActions: [
|
|
68
|
+
AIActionType.TECHNIQUE,
|
|
69
|
+
AIActionType.CIRCLE,
|
|
70
|
+
AIActionType.COUNTER
|
|
71
|
+
],
|
|
72
|
+
prohibitedActions: [],
|
|
73
|
+
signatureMove: "amsalja_silent_death",
|
|
74
|
+
signatureCondition: (context) => {
|
|
75
|
+
return context.opponentBalance === "VULNERABLE" || context.opponentBalance === "HELPLESS";
|
|
76
|
+
},
|
|
77
|
+
actionFrequencies: {
|
|
78
|
+
[AIActionType.TECHNIQUE]: .6,
|
|
79
|
+
[AIActionType.CIRCLE]: .2,
|
|
80
|
+
[AIActionType.ATTACK]: .15,
|
|
81
|
+
[AIActionType.RETREAT]: .05,
|
|
82
|
+
[AIActionType.DEFEND]: .1,
|
|
83
|
+
[AIActionType.APPROACH]: .1,
|
|
84
|
+
[AIActionType.FEINT]: .1,
|
|
85
|
+
[AIActionType.COUNTER]: .2,
|
|
86
|
+
[AIActionType.STANCE_CHANGE]: .15,
|
|
87
|
+
[AIActionType.WAIT]: .05,
|
|
88
|
+
[AIActionType.COMBO]: .1
|
|
89
|
+
}
|
|
90
|
+
},
|
|
91
|
+
[PlayerArchetype.HACKER]: {
|
|
92
|
+
preferredActions: [
|
|
93
|
+
AIActionType.WAIT,
|
|
94
|
+
AIActionType.TECHNIQUE,
|
|
95
|
+
AIActionType.CIRCLE
|
|
96
|
+
],
|
|
97
|
+
prohibitedActions: [],
|
|
98
|
+
signatureMove: "hacker_system_crash",
|
|
99
|
+
signatureCondition: (context) => {
|
|
100
|
+
return context.timeInMatch > 2e4;
|
|
101
|
+
},
|
|
102
|
+
actionFrequencies: {
|
|
103
|
+
[AIActionType.WAIT]: .25,
|
|
104
|
+
[AIActionType.TECHNIQUE]: .4,
|
|
105
|
+
[AIActionType.CIRCLE]: .15,
|
|
106
|
+
[AIActionType.ATTACK]: .15,
|
|
107
|
+
[AIActionType.DEFEND]: .05,
|
|
108
|
+
[AIActionType.APPROACH]: .05,
|
|
109
|
+
[AIActionType.RETREAT]: .1,
|
|
110
|
+
[AIActionType.FEINT]: .05,
|
|
111
|
+
[AIActionType.COUNTER]: .15,
|
|
112
|
+
[AIActionType.STANCE_CHANGE]: .1,
|
|
113
|
+
[AIActionType.COMBO]: .05
|
|
114
|
+
}
|
|
115
|
+
},
|
|
116
|
+
[PlayerArchetype.JEONGBO_YOWON]: {
|
|
117
|
+
preferredActions: [
|
|
118
|
+
AIActionType.FEINT,
|
|
119
|
+
AIActionType.COUNTER,
|
|
120
|
+
AIActionType.TECHNIQUE
|
|
121
|
+
],
|
|
122
|
+
prohibitedActions: [],
|
|
123
|
+
signatureMove: "jeongbo_precision_takedown",
|
|
124
|
+
signatureCondition: (context) => {
|
|
125
|
+
return context.opponentBalance === "HELPLESS";
|
|
126
|
+
},
|
|
127
|
+
actionFrequencies: {
|
|
128
|
+
[AIActionType.FEINT]: .3,
|
|
129
|
+
[AIActionType.TECHNIQUE]: .35,
|
|
130
|
+
[AIActionType.COUNTER]: .2,
|
|
131
|
+
[AIActionType.WAIT]: .1,
|
|
132
|
+
[AIActionType.ATTACK]: .05,
|
|
133
|
+
[AIActionType.DEFEND]: .1,
|
|
134
|
+
[AIActionType.APPROACH]: .1,
|
|
135
|
+
[AIActionType.RETREAT]: .05,
|
|
136
|
+
[AIActionType.CIRCLE]: .15,
|
|
137
|
+
[AIActionType.STANCE_CHANGE]: .1,
|
|
138
|
+
[AIActionType.COMBO]: .05
|
|
139
|
+
}
|
|
140
|
+
},
|
|
141
|
+
[PlayerArchetype.JOJIK_POKRYEOKBAE]: {
|
|
142
|
+
preferredActions: [
|
|
143
|
+
AIActionType.ATTACK,
|
|
144
|
+
AIActionType.TECHNIQUE,
|
|
145
|
+
AIActionType.STANCE_CHANGE
|
|
146
|
+
],
|
|
147
|
+
prohibitedActions: [],
|
|
148
|
+
signatureMove: "jojik_improvised_weapon",
|
|
149
|
+
signatureCondition: (context) => {
|
|
150
|
+
/**
|
|
151
|
+
* Jojik (조직폭력배) signature move: Improvised Weapon when desperate (<30% health)
|
|
152
|
+
*
|
|
153
|
+
* This condition uses playerHealth (the AI's health) to trigger desperate tactics.
|
|
154
|
+
*/
|
|
155
|
+
const maxHealth = context.playerMaxHealth;
|
|
156
|
+
if (maxHealth <= 0) return false;
|
|
157
|
+
return context.playerHealth / maxHealth < .3;
|
|
158
|
+
},
|
|
159
|
+
actionFrequencies: {
|
|
160
|
+
[AIActionType.ATTACK]: .5,
|
|
161
|
+
[AIActionType.TECHNIQUE]: .25,
|
|
162
|
+
[AIActionType.STANCE_CHANGE]: .8,
|
|
163
|
+
[AIActionType.RETREAT]: .05,
|
|
164
|
+
[AIActionType.FEINT]: .05,
|
|
165
|
+
[AIActionType.DEFEND]: .1,
|
|
166
|
+
[AIActionType.APPROACH]: .15,
|
|
167
|
+
[AIActionType.COUNTER]: .1,
|
|
168
|
+
[AIActionType.CIRCLE]: .1,
|
|
169
|
+
[AIActionType.WAIT]: .03,
|
|
170
|
+
[AIActionType.COMBO]: .1
|
|
171
|
+
}
|
|
172
|
+
}
|
|
173
|
+
};
|
|
174
|
+
/**
|
|
175
|
+
* Enforce archetype-specific behavior on AI decision
|
|
176
|
+
*
|
|
177
|
+
* Applies philosophy-based restrictions and redirects to enforce distinct
|
|
178
|
+
* combat patterns for each archetype. This ensures players can identify
|
|
179
|
+
* which archetype they're fighting based on behavior alone.
|
|
180
|
+
*
|
|
181
|
+
* **Enforcement Logic**:
|
|
182
|
+
* 1. Check for prohibited actions → Replace with preferred action
|
|
183
|
+
* 2. Check for signature move condition → Override with signature move
|
|
184
|
+
* 3. Return decision (possibly modified)
|
|
185
|
+
*
|
|
186
|
+
* @korean 원형 행동 강화
|
|
187
|
+
*
|
|
188
|
+
* @param decision - Original AI decision from DecisionTree
|
|
189
|
+
* @param archetype - Player archetype to enforce
|
|
190
|
+
* @param context - Current combat context
|
|
191
|
+
* @returns Modified decision enforcing archetype philosophy
|
|
192
|
+
*/
|
|
193
|
+
function enforceArchetypeBehavior(decision, archetype, context) {
|
|
194
|
+
const rules = ARCHETYPE_ENFORCEMENT[archetype];
|
|
195
|
+
if (rules.prohibitedActions.includes(decision.action)) {
|
|
196
|
+
if (rules.preferredActions.length === 0) {
|
|
197
|
+
console.warn(`[ArchetypeEnforcer] ${archetype} has empty preferredActions array. Using original decision with warning.`);
|
|
198
|
+
return {
|
|
199
|
+
...decision,
|
|
200
|
+
reason: `Archetype enforcement: ${archetype} prohibited action ${decision.action}, but no alternatives available`
|
|
201
|
+
};
|
|
202
|
+
}
|
|
203
|
+
const alternativeAction = rules.preferredActions[Math.floor(Math.random() * rules.preferredActions.length)];
|
|
204
|
+
return {
|
|
205
|
+
...decision,
|
|
206
|
+
action: alternativeAction,
|
|
207
|
+
reason: `Archetype enforcement: ${archetype} does not use ${decision.action} (원형 강화: ${decision.action} 사용 불가)`
|
|
208
|
+
};
|
|
209
|
+
}
|
|
210
|
+
if (rules.signatureCondition(context)) return {
|
|
211
|
+
action: AIActionType.TECHNIQUE,
|
|
212
|
+
targetVitalPoint: void 0,
|
|
213
|
+
priority: 10,
|
|
214
|
+
reason: `Signature move: ${rules.signatureMove} for ${archetype} (서명 기술: ${rules.signatureMove})`
|
|
215
|
+
};
|
|
216
|
+
return decision;
|
|
217
|
+
}
|
|
218
|
+
/**
|
|
219
|
+
* Get signature move ID for archetype
|
|
220
|
+
*
|
|
221
|
+
* Returns the technique ID of this archetype's signature move.
|
|
222
|
+
* Used for technique selection in useAICombat.ts.
|
|
223
|
+
*
|
|
224
|
+
* @korean 서명 기술 ID 가져오기
|
|
225
|
+
*
|
|
226
|
+
* @param archetype - Player archetype
|
|
227
|
+
* @returns Signature technique ID
|
|
228
|
+
*/
|
|
229
|
+
function getSignatureMove(archetype) {
|
|
230
|
+
return ARCHETYPE_ENFORCEMENT[archetype].signatureMove;
|
|
231
|
+
}
|
|
232
|
+
/**
|
|
233
|
+
* Check if signature move condition is met
|
|
234
|
+
*
|
|
235
|
+
* Evaluates whether the archetype should execute its signature move
|
|
236
|
+
* based on current combat context.
|
|
237
|
+
*
|
|
238
|
+
* @korean 서명 기술 조건 확인
|
|
239
|
+
*
|
|
240
|
+
* @param archetype - Player archetype
|
|
241
|
+
* @param context - Current combat context
|
|
242
|
+
* @returns True if signature move should be executed
|
|
243
|
+
*/
|
|
244
|
+
function shouldExecuteSignatureMove(archetype, context) {
|
|
245
|
+
return ARCHETYPE_ENFORCEMENT[archetype].signatureCondition(context);
|
|
246
|
+
}
|
|
247
|
+
/**
|
|
248
|
+
* Get action frequency target for archetype
|
|
249
|
+
*
|
|
250
|
+
* Returns the target frequency (0.0-1.0) for a specific action type
|
|
251
|
+
* based on archetype combat philosophy.
|
|
252
|
+
*
|
|
253
|
+
* @korean 행동 빈도 목표 가져오기
|
|
254
|
+
*
|
|
255
|
+
* @param archetype - Player archetype
|
|
256
|
+
* @param actionType - AI action type
|
|
257
|
+
* @returns Target frequency for this action (0.0-1.0)
|
|
258
|
+
*/
|
|
259
|
+
function getActionFrequency(archetype, actionType) {
|
|
260
|
+
return ARCHETYPE_ENFORCEMENT[archetype].actionFrequencies[actionType] ?? 0;
|
|
261
|
+
}
|
|
262
|
+
/**
|
|
263
|
+
* Check if action is prohibited for archetype
|
|
264
|
+
*
|
|
265
|
+
* Returns true if the archetype's philosophy prohibits using this action.
|
|
266
|
+
*
|
|
267
|
+
* @korean 금지된 행동 확인
|
|
268
|
+
*
|
|
269
|
+
* @param archetype - Player archetype
|
|
270
|
+
* @param actionType - AI action type to check
|
|
271
|
+
* @returns True if action is prohibited
|
|
272
|
+
*/
|
|
273
|
+
function isActionProhibited(archetype, actionType) {
|
|
274
|
+
return ARCHETYPE_ENFORCEMENT[archetype].prohibitedActions.includes(actionType);
|
|
275
|
+
}
|
|
276
|
+
//#endregion
|
|
277
|
+
export { ARCHETYPE_ENFORCEMENT, enforceArchetypeBehavior, getActionFrequency, getSignatureMove, isActionProhibited, shouldExecuteSignatureMove };
|
|
278
|
+
|
|
279
|
+
//# sourceMappingURL=ArchetypeEnforcer.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ArchetypeEnforcer.js","names":[],"sources":["../../../src/systems/ai/ArchetypeEnforcer.ts"],"sourcesContent":["/**\n * Archetype Behavior Enforcement System\n * \n * Centralizes archetype-specific combat philosophy enforcement to ensure\n * each of the 5 player archetypes has immediately recognizable and distinct\n * AI behavior patterns.\n * \n * **Korean Philosophy Integration (한국 무술 철학)**:\n * - 무사 (Musa): 명예 (Honor) - Direct, honorable combat\n * - 암살자 (Amsalja): 은밀 (Stealth) - Silent, precise takedowns\n * - 해커 (Hacker): 분석 (Analysis) - Tech-enhanced tactical combat\n * - 정보요원 (Jeongbo): 심리전 (Psychological Warfare) - Strategic manipulation\n * - 조직폭력배 (Jojik): 생존 (Survival) - Ruthless, unpredictable tactics\n * \n * @module systems/ai/ArchetypeEnforcer\n * @category AI Combat\n * @korean 원형 행동 강화 시스템\n */\n\nimport { PlayerArchetype } from \"@/types\";\nimport { AIDecision, AIActionType, CombatContext } from \"./types\";\n\n/**\n * Archetype enforcement rules defining distinct combat behaviors\n * \n * Each archetype has:\n * - Preferred actions (used most frequently)\n * - Prohibited actions (never used due to philosophy)\n * - Signature move (iconic technique with specific trigger condition)\n * - Action frequencies (target distribution percentages)\n * \n * **Note on Action Frequencies**:\n * These values represent **target frequencies/proportions** for each action type\n * rather than a single normalized probability distribution. Multiple actions can have\n * high target frequencies because they can occur in overlapping situations:\n * - ATTACK (70%) and TECHNIQUE (70%) both represent aggressive behavior\n * - STANCE_CHANGE (80%) occurs frequently but doesn't prevent other actions\n * - The frequencies serve as **behavioral targets** to guide AI personality,\n * and are not required to sum to 100% across all actions\n * \n * @korean 원형 강화 규칙\n */\nexport interface ArchetypeEnforcementRules {\n /** Actions this archetype uses most frequently */\n readonly preferredActions: readonly AIActionType[];\n \n /** Actions this archetype never uses (philosophy conflicts) */\n readonly prohibitedActions: readonly AIActionType[];\n \n /** Signature technique ID for this archetype */\n readonly signatureMove: string;\n \n /** Condition function to trigger signature move */\n readonly signatureCondition: (context: CombatContext) => boolean;\n \n /** Target frequency distribution for each action type (0.0-1.0) */\n readonly actionFrequencies: Readonly<Record<AIActionType, number>>;\n}\n\n/**\n * Archetype enforcement rules for all 5 player archetypes\n * \n * Defines distinct combat philosophies with measurable behavior patterns\n * that make each archetype immediately identifiable through AI actions.\n * \n * @korean 5대 원형 강화 규칙\n */\nexport const ARCHETYPE_ENFORCEMENT: Record<PlayerArchetype, ArchetypeEnforcementRules> = {\n [PlayerArchetype.MUSA]: {\n preferredActions: [AIActionType.ATTACK, AIActionType.APPROACH, AIActionType.TECHNIQUE],\n prohibitedActions: [AIActionType.FEINT], // Honor code: No deception\n signatureMove: \"musa_mountain_breaker\",\n signatureCondition: (context) => {\n /**\n * Musa (무사) signature move condition: Mountain Breaker when opponent <40% health\n * \n * NOTE: Uses opponentMaxHealth if available, otherwise assumes symmetric max-health\n * pools (context.playerMaxHealth === opponentMaxHealth). If asymmetric max health\n * exists, CombatContext provides opponentMaxHealth for accurate calculation.\n */\n const maxHealth = context.opponentMaxHealth ?? context.playerMaxHealth;\n if (maxHealth <= 0) {\n // Defensive guard: avoid divide-by-zero / invalid percentages\n return false;\n }\n const opponentHealthPercent = context.opponentHealth / maxHealth;\n return opponentHealthPercent < 0.40; // Finishing move when opponent <40% health\n },\n actionFrequencies: {\n /**\n * Musa (무사) Action Frequencies - Honor Code Warrior\n * \n * These frequencies represent behavioral targets (not strict probability distributions).\n * Multiple actions can have high frequencies as they represent overlapping aggressive behavior.\n * \n * **Honor Code Rules**:\n * - FEINT: 0% (prohibited - no deception)\n * - RETREAT: 2% (minimal - only at critical health <10%, handled by evaluateSurvival)\n * - DEFEND: 10% (minimal - offense-focused philosophy)\n * \n * The 2% retreat frequency applies only when health drops below the honor threshold (~5-10%),\n * enforced by evaluateSurvival logic. Above this threshold, Musa never retreats.\n */\n [AIActionType.ATTACK]: 0.70, // 70% aggressive attacks\n [AIActionType.DEFEND]: 0.10, // 10% defense (honor code: minimal defense)\n [AIActionType.RETREAT]: 0.02, // 2% retreat (only at critical health <10%)\n [AIActionType.APPROACH]: 0.15, // 15% approach\n [AIActionType.FEINT]: 0.00, // 0% feints (prohibited by honor code)\n [AIActionType.TECHNIQUE]: 0.70, // 70% techniques (overlaps with attack)\n [AIActionType.COUNTER]: 0.10, // 10% counters\n [AIActionType.STANCE_CHANGE]: 0.10, // 10% stance changes\n [AIActionType.CIRCLE]: 0.05, // 5% circling\n [AIActionType.WAIT]: 0.03, // 3% wait\n [AIActionType.COMBO]: 0.05, // 5% combos\n },\n },\n\n [PlayerArchetype.AMSALJA]: {\n preferredActions: [AIActionType.TECHNIQUE, AIActionType.CIRCLE, AIActionType.COUNTER],\n prohibitedActions: [], // No prohibitions (pragmatic assassin)\n signatureMove: \"amsalja_silent_death\",\n signatureCondition: (context) => {\n // Execute Silent Death when opponent is VULNERABLE or worse\n return (\n context.opponentBalance === \"VULNERABLE\" ||\n context.opponentBalance === \"HELPLESS\"\n );\n },\n actionFrequencies: {\n [AIActionType.TECHNIQUE]: 0.60, // 60% techniques (vital point priority)\n [AIActionType.CIRCLE]: 0.20, // 20% circling (stealth positioning to flanks/rear)\n [AIActionType.ATTACK]: 0.15, // 15% basic attacks\n [AIActionType.RETREAT]: 0.05, // 5% tactical retreats (at 60% health threshold)\n [AIActionType.DEFEND]: 0.10, // 10% defense\n [AIActionType.APPROACH]: 0.10, // 10% approach\n [AIActionType.FEINT]: 0.10, // 10% feints\n [AIActionType.COUNTER]: 0.20, // 20% counters\n [AIActionType.STANCE_CHANGE]: 0.15, // 15% stance changes\n [AIActionType.WAIT]: 0.05, // 5% wait\n [AIActionType.COMBO]: 0.10, // 10% combos\n },\n },\n\n [PlayerArchetype.HACKER]: {\n preferredActions: [AIActionType.WAIT, AIActionType.TECHNIQUE, AIActionType.CIRCLE],\n prohibitedActions: [], // Analytical, uses all tactics\n signatureMove: \"hacker_system_crash\",\n signatureCondition: (context) => {\n // Execute System Crash after 20 seconds of observation (data collection phase)\n return context.timeInMatch > 20000;\n },\n actionFrequencies: {\n [AIActionType.WAIT]: 0.25, // 25% observation (data collection)\n [AIActionType.TECHNIQUE]: 0.40, // 40% tech-assisted strikes\n [AIActionType.CIRCLE]: 0.15, // 15% repositioning (maintain mid-range)\n [AIActionType.ATTACK]: 0.15, // 15% basic attacks\n [AIActionType.DEFEND]: 0.05, // 5% defense\n [AIActionType.APPROACH]: 0.05, // 5% approach (prefers mid-range)\n [AIActionType.RETREAT]: 0.10, // 10% retreat (maintain optimal distance)\n [AIActionType.FEINT]: 0.05, // 5% feints\n [AIActionType.COUNTER]: 0.15, // 15% counters\n [AIActionType.STANCE_CHANGE]: 0.10, // 10% stance changes\n [AIActionType.COMBO]: 0.05, // 5% combos\n },\n },\n\n [PlayerArchetype.JEONGBO_YOWON]: {\n preferredActions: [AIActionType.FEINT, AIActionType.COUNTER, AIActionType.TECHNIQUE],\n prohibitedActions: [], // Psychological warfare, uses all tactics\n signatureMove: \"jeongbo_precision_takedown\",\n signatureCondition: (context) => {\n // Execute Precision Takedown when opponent is HELPLESS (implemented in Issue #1186)\n return context.opponentBalance === \"HELPLESS\";\n },\n actionFrequencies: {\n [AIActionType.FEINT]: 0.30, // 30% psychological pressure (feints)\n [AIActionType.TECHNIQUE]: 0.35, // 35% precision strikes\n [AIActionType.COUNTER]: 0.20, // 20% counters\n [AIActionType.WAIT]: 0.10, // 10% observation (strategic timing)\n [AIActionType.ATTACK]: 0.05, // 5% basic attacks\n [AIActionType.DEFEND]: 0.10, // 10% defense\n [AIActionType.APPROACH]: 0.10, // 10% approach\n [AIActionType.RETREAT]: 0.05, // 5% tactical retreats\n [AIActionType.CIRCLE]: 0.15, // 15% circling (intimidation)\n [AIActionType.STANCE_CHANGE]: 0.10, // 10% stance changes\n [AIActionType.COMBO]: 0.05, // 5% combos\n },\n },\n\n [PlayerArchetype.JOJIK_POKRYEOKBAE]: {\n preferredActions: [AIActionType.ATTACK, AIActionType.TECHNIQUE, AIActionType.STANCE_CHANGE],\n prohibitedActions: [], // No rules, survival at any cost\n signatureMove: \"jojik_improvised_weapon\",\n signatureCondition: (context) => {\n /**\n * Jojik (조직폭력배) signature move: Improvised Weapon when desperate (<30% health)\n * \n * This condition uses playerHealth (the AI's health) to trigger desperate tactics.\n */\n const maxHealth = context.playerMaxHealth;\n if (maxHealth <= 0) {\n // Defensive guard: avoid divide-by-zero\n return false;\n }\n const playerHealthPercent = context.playerHealth / maxHealth;\n return playerHealthPercent < 0.30; // Desperate improvised weapon when health <30%\n },\n actionFrequencies: {\n /**\n * Jojik (조직폭력배) Action Frequencies - Chaotic Survivor\n * \n * These frequencies represent behavioral targets for Jojik's unpredictable fighting style.\n * \n * **Key Behavioral Characteristics**:\n * - STANCE_CHANGE: 80% (extremely high for unpredictability)\n * This means that in approximately 80% of decision cycles where a stance change\n * is a valid option, the AI will evaluate and strongly favor a stance change,\n * creating the erratic, chaotic movement pattern that defines Jojik's combat style.\n * \n * - RETREAT: 5% base, but survival instinct triggers tactical retreat at 70% health\n * (handled by evaluateSurvival logic with personality.tacticalRetreatThreshold)\n * \n * The high stance change frequency is the primary mechanism for Jojik's unpredictable behavior.\n */\n [AIActionType.ATTACK]: 0.50, // 50% chaotic attacks\n [AIActionType.TECHNIQUE]: 0.25, // 25% dirty techniques\n [AIActionType.STANCE_CHANGE]: 0.80, // 80% unpredictable stance changes (defines chaotic behavior)\n [AIActionType.RETREAT]: 0.05, // 5% pragmatic retreats (survival instinct at 70% health via threshold)\n [AIActionType.FEINT]: 0.05, // 5% deceptive moves\n [AIActionType.DEFEND]: 0.10, // 10% defense\n [AIActionType.APPROACH]: 0.15, // 15% approach\n [AIActionType.COUNTER]: 0.10, // 10% counters\n [AIActionType.CIRCLE]: 0.10, // 10% circling\n [AIActionType.WAIT]: 0.03, // 3% wait\n [AIActionType.COMBO]: 0.10, // 10% combos\n },\n },\n};\n\n/**\n * Enforce archetype-specific behavior on AI decision\n * \n * Applies philosophy-based restrictions and redirects to enforce distinct\n * combat patterns for each archetype. This ensures players can identify\n * which archetype they're fighting based on behavior alone.\n * \n * **Enforcement Logic**:\n * 1. Check for prohibited actions → Replace with preferred action\n * 2. Check for signature move condition → Override with signature move\n * 3. Return decision (possibly modified)\n * \n * @korean 원형 행동 강화\n * \n * @param decision - Original AI decision from DecisionTree\n * @param archetype - Player archetype to enforce\n * @param context - Current combat context\n * @returns Modified decision enforcing archetype philosophy\n */\nexport function enforceArchetypeBehavior(\n decision: AIDecision,\n archetype: PlayerArchetype,\n context: CombatContext\n): AIDecision {\n const rules = ARCHETYPE_ENFORCEMENT[archetype];\n\n // Check for prohibited actions\n if (rules.prohibitedActions.includes(decision.action)) {\n // Replace with preferred action (random selection from preferred set)\n // Defensive guard: Ensure preferredActions is not empty\n if (rules.preferredActions.length === 0) {\n console.warn(\n `[ArchetypeEnforcer] ${archetype} has empty preferredActions array. Using original decision with warning.`\n );\n return {\n ...decision,\n reason: `Archetype enforcement: ${archetype} prohibited action ${decision.action}, but no alternatives available`,\n };\n }\n\n const alternativeAction = rules.preferredActions[\n Math.floor(Math.random() * rules.preferredActions.length)\n ];\n\n return {\n ...decision,\n action: alternativeAction,\n reason: `Archetype enforcement: ${archetype} does not use ${decision.action} (원형 강화: ${decision.action} 사용 불가)`,\n };\n }\n\n // Check for signature move condition\n if (rules.signatureCondition(context)) {\n // Override with signature move\n return {\n action: AIActionType.TECHNIQUE,\n targetVitalPoint: undefined, // Let technique selection handle vital point targeting\n priority: 10, // Maximum priority\n reason: `Signature move: ${rules.signatureMove} for ${archetype} (서명 기술: ${rules.signatureMove})`,\n };\n }\n\n // No enforcement needed - return original decision\n return decision;\n}\n\n/**\n * Get signature move ID for archetype\n * \n * Returns the technique ID of this archetype's signature move.\n * Used for technique selection in useAICombat.ts.\n * \n * @korean 서명 기술 ID 가져오기\n * \n * @param archetype - Player archetype\n * @returns Signature technique ID\n */\nexport function getSignatureMove(archetype: PlayerArchetype): string {\n return ARCHETYPE_ENFORCEMENT[archetype].signatureMove;\n}\n\n/**\n * Check if signature move condition is met\n * \n * Evaluates whether the archetype should execute its signature move\n * based on current combat context.\n * \n * @korean 서명 기술 조건 확인\n * \n * @param archetype - Player archetype\n * @param context - Current combat context\n * @returns True if signature move should be executed\n */\nexport function shouldExecuteSignatureMove(\n archetype: PlayerArchetype,\n context: CombatContext\n): boolean {\n const rules = ARCHETYPE_ENFORCEMENT[archetype];\n return rules.signatureCondition(context);\n}\n\n/**\n * Get action frequency target for archetype\n * \n * Returns the target frequency (0.0-1.0) for a specific action type\n * based on archetype combat philosophy.\n * \n * @korean 행동 빈도 목표 가져오기\n * \n * @param archetype - Player archetype\n * @param actionType - AI action type\n * @returns Target frequency for this action (0.0-1.0)\n */\nexport function getActionFrequency(\n archetype: PlayerArchetype,\n actionType: AIActionType\n): number {\n return ARCHETYPE_ENFORCEMENT[archetype].actionFrequencies[actionType] ?? 0.0;\n}\n\n/**\n * Check if action is prohibited for archetype\n * \n * Returns true if the archetype's philosophy prohibits using this action.\n * \n * @korean 금지된 행동 확인\n * \n * @param archetype - Player archetype\n * @param actionType - AI action type to check\n * @returns True if action is prohibited\n */\nexport function isActionProhibited(\n archetype: PlayerArchetype,\n actionType: AIActionType\n): boolean {\n return ARCHETYPE_ENFORCEMENT[archetype].prohibitedActions.includes(actionType);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmEA,IAAa,wBAA4E;EACtF,gBAAgB,OAAO;EACtB,kBAAkB;GAAC,aAAa;GAAQ,aAAa;GAAU,aAAa;GAAU;EACtF,mBAAmB,CAAC,aAAa,MAAM;EACvC,eAAe;EACf,qBAAqB,YAAY;;;;;;;;GAQ/B,MAAM,YAAY,QAAQ,qBAAqB,QAAQ;AACvD,OAAI,aAAa,EAEf,QAAO;AAGT,UAD8B,QAAQ,iBAAiB,YACxB;;EAEjC,mBAAmB;IAehB,aAAa,SAAS;IACtB,aAAa,SAAS;IACtB,aAAa,UAAU;IACvB,aAAa,WAAW;IACxB,aAAa,QAAQ;IACrB,aAAa,YAAY;IACzB,aAAa,UAAU;IACvB,aAAa,gBAAgB;IAC7B,aAAa,SAAS;IACtB,aAAa,OAAO;IACpB,aAAa,QAAQ;GACvB;EACF;EAEA,gBAAgB,UAAU;EACzB,kBAAkB;GAAC,aAAa;GAAW,aAAa;GAAQ,aAAa;GAAQ;EACrF,mBAAmB,EAAE;EACrB,eAAe;EACf,qBAAqB,YAAY;AAE/B,UACE,QAAQ,oBAAoB,gBAC5B,QAAQ,oBAAoB;;EAGhC,mBAAmB;IAChB,aAAa,YAAY;IACzB,aAAa,SAAS;IACtB,aAAa,SAAS;IACtB,aAAa,UAAU;IACvB,aAAa,SAAS;IACtB,aAAa,WAAW;IACxB,aAAa,QAAQ;IACrB,aAAa,UAAU;IACvB,aAAa,gBAAgB;IAC7B,aAAa,OAAO;IACpB,aAAa,QAAQ;GACvB;EACF;EAEA,gBAAgB,SAAS;EACxB,kBAAkB;GAAC,aAAa;GAAM,aAAa;GAAW,aAAa;GAAO;EAClF,mBAAmB,EAAE;EACrB,eAAe;EACf,qBAAqB,YAAY;AAE/B,UAAO,QAAQ,cAAc;;EAE/B,mBAAmB;IAChB,aAAa,OAAO;IACpB,aAAa,YAAY;IACzB,aAAa,SAAS;IACtB,aAAa,SAAS;IACtB,aAAa,SAAS;IACtB,aAAa,WAAW;IACxB,aAAa,UAAU;IACvB,aAAa,QAAQ;IACrB,aAAa,UAAU;IACvB,aAAa,gBAAgB;IAC7B,aAAa,QAAQ;GACvB;EACF;EAEA,gBAAgB,gBAAgB;EAC/B,kBAAkB;GAAC,aAAa;GAAO,aAAa;GAAS,aAAa;GAAU;EACpF,mBAAmB,EAAE;EACrB,eAAe;EACf,qBAAqB,YAAY;AAE/B,UAAO,QAAQ,oBAAoB;;EAErC,mBAAmB;IAChB,aAAa,QAAQ;IACrB,aAAa,YAAY;IACzB,aAAa,UAAU;IACvB,aAAa,OAAO;IACpB,aAAa,SAAS;IACtB,aAAa,SAAS;IACtB,aAAa,WAAW;IACxB,aAAa,UAAU;IACvB,aAAa,SAAS;IACtB,aAAa,gBAAgB;IAC7B,aAAa,QAAQ;GACvB;EACF;EAEA,gBAAgB,oBAAoB;EACnC,kBAAkB;GAAC,aAAa;GAAQ,aAAa;GAAW,aAAa;GAAc;EAC3F,mBAAmB,EAAE;EACrB,eAAe;EACf,qBAAqB,YAAY;;;;;;GAM/B,MAAM,YAAY,QAAQ;AAC1B,OAAI,aAAa,EAEf,QAAO;AAGT,UAD4B,QAAQ,eAAe,YACtB;;EAE/B,mBAAmB;IAiBhB,aAAa,SAAS;IACtB,aAAa,YAAY;IACzB,aAAa,gBAAgB;IAC7B,aAAa,UAAU;IACvB,aAAa,QAAQ;IACrB,aAAa,SAAS;IACtB,aAAa,WAAW;IACxB,aAAa,UAAU;IACvB,aAAa,SAAS;IACtB,aAAa,OAAO;IACpB,aAAa,QAAQ;GACvB;EACF;CACF;;;;;;;;;;;;;;;;;;;;AAqBD,SAAgB,yBACd,UACA,WACA,SACY;CACZ,MAAM,QAAQ,sBAAsB;AAGpC,KAAI,MAAM,kBAAkB,SAAS,SAAS,OAAO,EAAE;AAGrD,MAAI,MAAM,iBAAiB,WAAW,GAAG;AACvC,WAAQ,KACN,uBAAuB,UAAU,0EAClC;AACD,UAAO;IACL,GAAG;IACH,QAAQ,0BAA0B,UAAU,qBAAqB,SAAS,OAAO;IAClF;;EAGH,MAAM,oBAAoB,MAAM,iBAC9B,KAAK,MAAM,KAAK,QAAQ,GAAG,MAAM,iBAAiB,OAAO;AAG3D,SAAO;GACL,GAAG;GACH,QAAQ;GACR,QAAQ,0BAA0B,UAAU,gBAAgB,SAAS,OAAO,WAAW,SAAS,OAAO;GACxG;;AAIH,KAAI,MAAM,mBAAmB,QAAQ,CAEnC,QAAO;EACL,QAAQ,aAAa;EACrB,kBAAkB,KAAA;EAClB,UAAU;EACV,QAAQ,mBAAmB,MAAM,cAAc,OAAO,UAAU,WAAW,MAAM,cAAc;EAChG;AAIH,QAAO;;;;;;;;;;;;;AAcT,SAAgB,iBAAiB,WAAoC;AACnE,QAAO,sBAAsB,WAAW;;;;;;;;;;;;;;AAe1C,SAAgB,2BACd,WACA,SACS;AAET,QADc,sBAAsB,WACvB,mBAAmB,QAAQ;;;;;;;;;;;;;;AAe1C,SAAgB,mBACd,WACA,YACQ;AACR,QAAO,sBAAsB,WAAW,kBAAkB,eAAe;;;;;;;;;;;;;AAc3E,SAAgB,mBACd,WACA,YACS;AACT,QAAO,sBAAsB,WAAW,kBAAkB,SAAS,WAAW"}
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/**
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* AI Combo System for Korean Martial Arts
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* Manages multi-hit combo sequences based on trigram stances and archetype signature combos
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*/
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import { PlayerState } from "../player";
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import { KoreanTechnique } from "../vitalpoint";
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import { PlayerArchetype, TrigramStance } from "../../types";
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import { AIPersonality } from "./AIPersonality";
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/**
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* Combo sequence for a specific trigram stance
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*/
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export interface ComboSequence {
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readonly stanceId: TrigramStance;
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readonly techniques: readonly KoreanTechnique[];
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readonly minDistance: number;
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readonly maxDistance: number;
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readonly requiredKi: number;
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readonly requiredStamina: number;
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readonly name: {
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readonly korean: string;
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readonly english: string;
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};
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}
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/**
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* Archetype signature combo sequence (2-3 technique chains)
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*
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* These are special technique sequences that represent each archetype's
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* fighting philosophy and preferred combat patterns.
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*
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* @korean 원형 대표 연계 기술
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*/
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export interface ArchetypeComboSequence {
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readonly archetype: PlayerArchetype;
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readonly techniqueIds: readonly string[];
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readonly name: {
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readonly korean: string;
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readonly english: string;
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};
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readonly description: {
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readonly korean: string;
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readonly english: string;
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};
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}
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/**
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* Archetype Signature Combos
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*
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* Each archetype has 2 signature combo sequences that reflect their combat philosophy.
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* These combos are prioritized by AI for authentic fighting style representation.
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*
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* Combo patterns:
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* - Musa: Power amplification and defense-to-offense transitions
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* - Amsalja: Setup-to-execution nerve strike sequences
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* - Hacker: Analysis-to-burst and stun-to-shutdown patterns
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* - Jeongbo: Weaken-to-exploit and counter-to-finish sequences
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* - Jojik: Chaos-to-brutality and aggression-to-desperation patterns
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*
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* @korean 원형 대표 연계 기술 정의
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*/
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export declare const ARCHETYPE_SIGNATURE_COMBOS: Record<PlayerArchetype, readonly ArchetypeComboSequence[]>;
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/**
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* Get next technique in archetype signature combo
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*
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* Checks if current technique is part of a signature combo sequence,
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* and returns the next technique in that sequence if found.
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*
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* @korean 원형 대표 연계 기술의 다음 기술 가져오기
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*
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* @param currentTechniqueId - Current technique ID just executed
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* @param archetype - Player archetype
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* @returns Next technique ID in combo sequence, or undefined if no combo
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*/
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export declare function getNextComboTechnique(currentTechniqueId: string, archetype: PlayerArchetype): string | undefined;
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+
/**
|
|
74
|
+
* AI Combo System manages combo execution and decision-making
|
|
75
|
+
*/
|
|
76
|
+
export declare class AIComboSystem {
|
|
77
|
+
private comboSequences;
|
|
78
|
+
private currentCombo;
|
|
79
|
+
private comboProgress;
|
|
80
|
+
private lastComboTime;
|
|
81
|
+
private readonly comboTimeout;
|
|
82
|
+
constructor();
|
|
83
|
+
/**
|
|
84
|
+
* Initialize combo sequences for each trigram stance
|
|
85
|
+
*/
|
|
86
|
+
private initializeComboSequences;
|
|
87
|
+
/**
|
|
88
|
+
* Get technique sequence for a stance
|
|
89
|
+
*/
|
|
90
|
+
private getTechniqueSequence;
|
|
91
|
+
/**
|
|
92
|
+
* Calculate distance between two players
|
|
93
|
+
*/
|
|
94
|
+
private getDistance;
|
|
95
|
+
/**
|
|
96
|
+
* Check if AI should continue current combo
|
|
97
|
+
*
|
|
98
|
+
* Enhanced with:
|
|
99
|
+
* - Opponent balance state checking (SHAKEN/VULNERABLE)
|
|
100
|
+
* - Combo length limit (max 3 techniques)
|
|
101
|
+
* - Stamina threshold (>20 for combo continuation)
|
|
102
|
+
*
|
|
103
|
+
* @korean 연계 기술 계속 여부 판단
|
|
104
|
+
*/
|
|
105
|
+
shouldContinueCombo(player: PlayerState, opponent: PlayerState, personality: AIPersonality): boolean;
|
|
106
|
+
/**
|
|
107
|
+
* Start a new combo sequence
|
|
108
|
+
*/
|
|
109
|
+
startCombo(player: PlayerState, opponent: PlayerState, personality: AIPersonality): boolean;
|
|
110
|
+
/**
|
|
111
|
+
* Get next technique in combo
|
|
112
|
+
*/
|
|
113
|
+
getNextComboTechnique(): KoreanTechnique | null;
|
|
114
|
+
/**
|
|
115
|
+
* Reset current combo
|
|
116
|
+
*/
|
|
117
|
+
resetCombo(): void;
|
|
118
|
+
/**
|
|
119
|
+
* Check if combo is active (fix for issue #2529727999)
|
|
120
|
+
*/
|
|
121
|
+
isComboActive(): boolean;
|
|
122
|
+
/**
|
|
123
|
+
* Get combo progress information
|
|
124
|
+
*/
|
|
125
|
+
getComboInfo(): {
|
|
126
|
+
active: boolean;
|
|
127
|
+
progress: number;
|
|
128
|
+
total: number;
|
|
129
|
+
percentage: number;
|
|
130
|
+
};
|
|
131
|
+
/**
|
|
132
|
+
* Get available combos for stance
|
|
133
|
+
*/
|
|
134
|
+
getAvailableCombos(stance: TrigramStance): readonly ComboSequence[];
|
|
135
|
+
}
|
|
136
|
+
//# sourceMappingURL=ComboSystem.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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