blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { PlayerArchetype, TrigramStance } from "../../types/common.js";
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import "../../types/index.js";
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import { TRIGRAM_TECHNIQUES } from "../trigram/techniques/index.js";
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import "../trigram/index.js";
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//#region src/systems/ai/ComboSystem.ts
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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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var ARCHETYPE_SIGNATURE_COMBOS = {
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[PlayerArchetype.MUSA]: [{
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archetype: PlayerArchetype.MUSA,
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techniqueIds: ["musa_thunder_strike", "musa_dragon_fist"],
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name: {
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korean: "천둥용권",
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english: "Thunder Dragon Combo"
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},
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description: {
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korean: "천둥벽력으로 적을 흔들고 용권으로 관통합니다",
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english: "Shake enemy with Thunder Strike, pierce through with Dragon Fist"
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}
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}, {
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archetype: PlayerArchetype.MUSA,
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techniqueIds: ["musa_iron_defense", "musa_mountain_breaker"],
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name: {
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korean: "철벽파산",
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english: "Iron Mountain Break"
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},
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description: {
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korean: "철벽방어로 적의 공격을 막고 파산격으로 반격합니다",
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english: "Block with Iron Defense, counter with Mountain Breaker"
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}
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}],
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[PlayerArchetype.AMSALJA]: [{
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archetype: PlayerArchetype.AMSALJA,
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techniqueIds: ["amsalja_shadow_strike", "amsalja_silent_death"],
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name: {
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korean: "암영무음",
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+
english: "Shadow Silent Death"
|
|
51
|
+
},
|
|
52
|
+
description: {
|
|
53
|
+
korean: "암영격으로 신경을 교란하고 무음살로 마무리합니다",
|
|
54
|
+
english: "Disrupt nerves with Shadow Strike, finish with Silent Death"
|
|
55
|
+
}
|
|
56
|
+
}, {
|
|
57
|
+
archetype: PlayerArchetype.AMSALJA,
|
|
58
|
+
techniqueIds: ["amsalja_nerve_strike", "amsalja_deadly_precision"],
|
|
59
|
+
name: {
|
|
60
|
+
korean: "신경정밀",
|
|
61
|
+
english: "Nerve Precision Combo"
|
|
62
|
+
},
|
|
63
|
+
description: {
|
|
64
|
+
korean: "신경타로 마비시키고 치명정밀로 급소를 공격합니다",
|
|
65
|
+
english: "Paralyze with Nerve Strike, target vitals with Deadly Precision"
|
|
66
|
+
}
|
|
67
|
+
}],
|
|
68
|
+
[PlayerArchetype.HACKER]: [{
|
|
69
|
+
archetype: PlayerArchetype.HACKER,
|
|
70
|
+
techniqueIds: ["hacker_data_strike", "hacker_cyber_overdrive"],
|
|
71
|
+
name: {
|
|
72
|
+
korean: "데이터가속",
|
|
73
|
+
english: "Data Overdrive Burst"
|
|
74
|
+
},
|
|
75
|
+
description: {
|
|
76
|
+
korean: "데이터 타격으로 분석하고 사이버 가속으로 폭발적 공격을 수행합니다",
|
|
77
|
+
english: "Analyze with Data Strike, burst with Cyber Overdrive"
|
|
78
|
+
}
|
|
79
|
+
}, {
|
|
80
|
+
archetype: PlayerArchetype.HACKER,
|
|
81
|
+
techniqueIds: ["hacker_electric_shock", "hacker_system_crash"],
|
|
82
|
+
name: {
|
|
83
|
+
korean: "전격크래시",
|
|
84
|
+
english: "Electric System Crash"
|
|
85
|
+
},
|
|
86
|
+
description: {
|
|
87
|
+
korean: "전격으로 기절시키고 시스템 크래시로 무력화합니다",
|
|
88
|
+
english: "Stun with Electric Shock, disable with System Crash"
|
|
89
|
+
}
|
|
90
|
+
}],
|
|
91
|
+
[PlayerArchetype.JEONGBO_YOWON]: [{
|
|
92
|
+
archetype: PlayerArchetype.JEONGBO_YOWON,
|
|
93
|
+
techniqueIds: ["jeongbo_tactical_strike", "jeongbo_psychological_warfare"],
|
|
94
|
+
name: {
|
|
95
|
+
korean: "전술심리",
|
|
96
|
+
english: "Tactical Psychology Combo"
|
|
97
|
+
},
|
|
98
|
+
description: {
|
|
99
|
+
korean: "전술타격으로 약점을 노출시키고 심리전으로 정신을 교란합니다",
|
|
100
|
+
english: "Expose weakness with Tactical Strike, disrupt with Psychological Warfare"
|
|
101
|
+
}
|
|
102
|
+
}, {
|
|
103
|
+
archetype: PlayerArchetype.JEONGBO_YOWON,
|
|
104
|
+
techniqueIds: ["jeongbo_counter_intelligence", "jeongbo_intelligence_strike"],
|
|
105
|
+
name: {
|
|
106
|
+
korean: "역정보타격",
|
|
107
|
+
english: "Counter Intelligence Strike"
|
|
108
|
+
},
|
|
109
|
+
description: {
|
|
110
|
+
korean: "역정보공작으로 반격하고 정보타격으로 완벽하게 마무리합니다",
|
|
111
|
+
english: "Counter with Counter Intelligence, finish with Intelligence Strike"
|
|
112
|
+
}
|
|
113
|
+
}],
|
|
114
|
+
[PlayerArchetype.JOJIK_POKRYEOKBAE]: [{
|
|
115
|
+
archetype: PlayerArchetype.JOJIK_POKRYEOKBAE,
|
|
116
|
+
techniqueIds: ["jojik_street_brawl", "jojik_brutal_takedown"],
|
|
117
|
+
name: {
|
|
118
|
+
korean: "거리잔혹",
|
|
119
|
+
english: "Street Brutality Combo"
|
|
120
|
+
},
|
|
121
|
+
description: {
|
|
122
|
+
korean: "거리싸움으로 혼란을 주고 잔혹제압으로 무자비하게 쓰러뜨립니다",
|
|
123
|
+
english: "Create chaos with Street Brawl, brutalize with Brutal Takedown"
|
|
124
|
+
}
|
|
125
|
+
}, {
|
|
126
|
+
archetype: PlayerArchetype.JOJIK_POKRYEOKBAE,
|
|
127
|
+
techniqueIds: ["jojik_improvised_weapon", "jojik_ruthless_assault"],
|
|
128
|
+
name: {
|
|
129
|
+
korean: "즉석무자비",
|
|
130
|
+
english: "Improvised Ruthless Assault"
|
|
131
|
+
},
|
|
132
|
+
description: {
|
|
133
|
+
korean: "즉석무기로 공격하고 무자비공격으로 자비 없이 마무리합니다",
|
|
134
|
+
english: "Attack with Improvised Weapon, finish ruthlessly with Ruthless Assault"
|
|
135
|
+
}
|
|
136
|
+
}]
|
|
137
|
+
};
|
|
138
|
+
/**
|
|
139
|
+
* Get next technique in archetype signature combo
|
|
140
|
+
*
|
|
141
|
+
* Checks if current technique is part of a signature combo sequence,
|
|
142
|
+
* and returns the next technique in that sequence if found.
|
|
143
|
+
*
|
|
144
|
+
* @korean 원형 대표 연계 기술의 다음 기술 가져오기
|
|
145
|
+
*
|
|
146
|
+
* @param currentTechniqueId - Current technique ID just executed
|
|
147
|
+
* @param archetype - Player archetype
|
|
148
|
+
* @returns Next technique ID in combo sequence, or undefined if no combo
|
|
149
|
+
*/
|
|
150
|
+
function getNextComboTechnique(currentTechniqueId, archetype) {
|
|
151
|
+
const combos = ARCHETYPE_SIGNATURE_COMBOS[archetype];
|
|
152
|
+
if (!combos) return;
|
|
153
|
+
for (const combo of combos) {
|
|
154
|
+
const currentIndex = combo.techniqueIds.indexOf(currentTechniqueId);
|
|
155
|
+
if (currentIndex !== -1 && currentIndex < combo.techniqueIds.length - 1) return combo.techniqueIds[currentIndex + 1];
|
|
156
|
+
}
|
|
157
|
+
}
|
|
158
|
+
/**
|
|
159
|
+
* AI Combo System manages combo execution and decision-making
|
|
160
|
+
*/
|
|
161
|
+
var AIComboSystem = class {
|
|
162
|
+
comboSequences;
|
|
163
|
+
currentCombo = [];
|
|
164
|
+
comboProgress = 0;
|
|
165
|
+
lastComboTime = 0;
|
|
166
|
+
comboTimeout = 2e3;
|
|
167
|
+
constructor() {
|
|
168
|
+
this.comboSequences = this.initializeComboSequences();
|
|
169
|
+
}
|
|
170
|
+
/**
|
|
171
|
+
* Initialize combo sequences for each trigram stance
|
|
172
|
+
*/
|
|
173
|
+
initializeComboSequences() {
|
|
174
|
+
const sequences = /* @__PURE__ */ new Map();
|
|
175
|
+
sequences.set(TrigramStance.GEON, [{
|
|
176
|
+
stanceId: TrigramStance.GEON,
|
|
177
|
+
techniques: this.getTechniqueSequence(TrigramStance.GEON, 3),
|
|
178
|
+
minDistance: 80,
|
|
179
|
+
maxDistance: 140,
|
|
180
|
+
requiredKi: 30,
|
|
181
|
+
requiredStamina: 40,
|
|
182
|
+
name: {
|
|
183
|
+
korean: "천둥벽력 연타",
|
|
184
|
+
english: "Thunder Strike Combo"
|
|
185
|
+
}
|
|
186
|
+
}]);
|
|
187
|
+
sequences.set(TrigramStance.TAE, [{
|
|
188
|
+
stanceId: TrigramStance.TAE,
|
|
189
|
+
techniques: this.getTechniqueSequence(TrigramStance.TAE, 3),
|
|
190
|
+
minDistance: 70,
|
|
191
|
+
maxDistance: 130,
|
|
192
|
+
requiredKi: 25,
|
|
193
|
+
requiredStamina: 35,
|
|
194
|
+
name: {
|
|
195
|
+
korean: "유수연타",
|
|
196
|
+
english: "Flowing Water Combo"
|
|
197
|
+
}
|
|
198
|
+
}]);
|
|
199
|
+
sequences.set(TrigramStance.LI, [{
|
|
200
|
+
stanceId: TrigramStance.LI,
|
|
201
|
+
techniques: this.getTechniqueSequence(TrigramStance.LI, 3),
|
|
202
|
+
minDistance: 90,
|
|
203
|
+
maxDistance: 150,
|
|
204
|
+
requiredKi: 35,
|
|
205
|
+
requiredStamina: 30,
|
|
206
|
+
name: {
|
|
207
|
+
korean: "화염연격",
|
|
208
|
+
english: "Flame Strike Series"
|
|
209
|
+
}
|
|
210
|
+
}]);
|
|
211
|
+
sequences.set(TrigramStance.JIN, [{
|
|
212
|
+
stanceId: TrigramStance.JIN,
|
|
213
|
+
techniques: this.getTechniqueSequence(TrigramStance.JIN, 3),
|
|
214
|
+
minDistance: 80,
|
|
215
|
+
maxDistance: 140,
|
|
216
|
+
requiredKi: 40,
|
|
217
|
+
requiredStamina: 45,
|
|
218
|
+
name: {
|
|
219
|
+
korean: "벽력난타",
|
|
220
|
+
english: "Lightning Barrage"
|
|
221
|
+
}
|
|
222
|
+
}]);
|
|
223
|
+
sequences.set(TrigramStance.SON, [{
|
|
224
|
+
stanceId: TrigramStance.SON,
|
|
225
|
+
techniques: this.getTechniqueSequence(TrigramStance.SON, 3),
|
|
226
|
+
minDistance: 70,
|
|
227
|
+
maxDistance: 130,
|
|
228
|
+
requiredKi: 28,
|
|
229
|
+
requiredStamina: 38,
|
|
230
|
+
name: {
|
|
231
|
+
korean: "선풍연쇄",
|
|
232
|
+
english: "Whirlwind Chain"
|
|
233
|
+
}
|
|
234
|
+
}]);
|
|
235
|
+
sequences.set(TrigramStance.GAM, [{
|
|
236
|
+
stanceId: TrigramStance.GAM,
|
|
237
|
+
techniques: this.getTechniqueSequence(TrigramStance.GAM, 3),
|
|
238
|
+
minDistance: 75,
|
|
239
|
+
maxDistance: 135,
|
|
240
|
+
requiredKi: 30,
|
|
241
|
+
requiredStamina: 35,
|
|
242
|
+
name: {
|
|
243
|
+
korean: "수류연환",
|
|
244
|
+
english: "Water Flow Sequence"
|
|
245
|
+
}
|
|
246
|
+
}]);
|
|
247
|
+
sequences.set(TrigramStance.GAN, [{
|
|
248
|
+
stanceId: TrigramStance.GAN,
|
|
249
|
+
techniques: this.getTechniqueSequence(TrigramStance.GAN, 3),
|
|
250
|
+
minDistance: 70,
|
|
251
|
+
maxDistance: 130,
|
|
252
|
+
requiredKi: 25,
|
|
253
|
+
requiredStamina: 40,
|
|
254
|
+
name: {
|
|
255
|
+
korean: "반석반격",
|
|
256
|
+
english: "Mountain Counter"
|
|
257
|
+
}
|
|
258
|
+
}]);
|
|
259
|
+
sequences.set(TrigramStance.GON, [{
|
|
260
|
+
stanceId: TrigramStance.GON,
|
|
261
|
+
techniques: this.getTechniqueSequence(TrigramStance.GON, 3),
|
|
262
|
+
minDistance: 60,
|
|
263
|
+
maxDistance: 120,
|
|
264
|
+
requiredKi: 30,
|
|
265
|
+
requiredStamina: 50,
|
|
266
|
+
name: {
|
|
267
|
+
korean: "대지낙타",
|
|
268
|
+
english: "Earth Slam Combo"
|
|
269
|
+
}
|
|
270
|
+
}]);
|
|
271
|
+
return sequences;
|
|
272
|
+
}
|
|
273
|
+
/**
|
|
274
|
+
* Get technique sequence for a stance
|
|
275
|
+
*/
|
|
276
|
+
getTechniqueSequence(stance, count) {
|
|
277
|
+
const techniques = TRIGRAM_TECHNIQUES[stance] ?? [];
|
|
278
|
+
if (techniques.length < count) console.warn(`[AIComboSystem] Not enough techniques defined for stance '${stance}'. Requested ${count}, but only ${techniques.length} available. Returning partial combo.`);
|
|
279
|
+
return techniques.slice(0, count);
|
|
280
|
+
}
|
|
281
|
+
/**
|
|
282
|
+
* Calculate distance between two players
|
|
283
|
+
*/
|
|
284
|
+
getDistance(player, opponent) {
|
|
285
|
+
const dx = player.position.x - opponent.position.x;
|
|
286
|
+
const dy = player.position.y - opponent.position.y;
|
|
287
|
+
return Math.sqrt(dx * dx + dy * dy);
|
|
288
|
+
}
|
|
289
|
+
/**
|
|
290
|
+
* Check if AI should continue current combo
|
|
291
|
+
*
|
|
292
|
+
* Enhanced with:
|
|
293
|
+
* - Opponent balance state checking (SHAKEN/VULNERABLE)
|
|
294
|
+
* - Combo length limit (max 3 techniques)
|
|
295
|
+
* - Stamina threshold (>20 for combo continuation)
|
|
296
|
+
*
|
|
297
|
+
* @korean 연계 기술 계속 여부 판단
|
|
298
|
+
*/
|
|
299
|
+
shouldContinueCombo(player, opponent, personality) {
|
|
300
|
+
const now = Date.now();
|
|
301
|
+
if (this.currentCombo.length === 0) return false;
|
|
302
|
+
if (now - this.lastComboTime > this.comboTimeout) {
|
|
303
|
+
this.resetCombo();
|
|
304
|
+
return false;
|
|
305
|
+
}
|
|
306
|
+
if (this.comboProgress >= this.currentCombo.length) {
|
|
307
|
+
this.resetCombo();
|
|
308
|
+
return false;
|
|
309
|
+
}
|
|
310
|
+
if (this.comboProgress >= 3) {
|
|
311
|
+
this.resetCombo();
|
|
312
|
+
return false;
|
|
313
|
+
}
|
|
314
|
+
const distanceOk = this.getDistance(player, opponent) < 120;
|
|
315
|
+
const hasResources = player.ki >= 10 && player.stamina > 20;
|
|
316
|
+
const VULNERABLE_BALANCE_THRESHOLD = 30;
|
|
317
|
+
const isStunned = opponent.isStunned ?? false;
|
|
318
|
+
const isLowHealth = (opponent.health ?? 0) < (opponent.maxHealth ?? 100) * .3;
|
|
319
|
+
const opponentVulnerable = (opponent.balance ?? 100) < VULNERABLE_BALANCE_THRESHOLD || isStunned || isLowHealth;
|
|
320
|
+
const baseChance = personality.comboTendency;
|
|
321
|
+
const finalContinueChance = Math.min(.95, baseChance + (opponentVulnerable ? .3 : 0));
|
|
322
|
+
return distanceOk && hasResources && Math.random() < finalContinueChance;
|
|
323
|
+
}
|
|
324
|
+
/**
|
|
325
|
+
* Start a new combo sequence
|
|
326
|
+
*/
|
|
327
|
+
startCombo(player, opponent, personality) {
|
|
328
|
+
const distance = this.getDistance(player, opponent);
|
|
329
|
+
const sequences = this.comboSequences.get(player.currentStance);
|
|
330
|
+
if (!sequences || sequences.length === 0) return false;
|
|
331
|
+
const suitableCombo = sequences.find((seq) => distance >= seq.minDistance && distance <= seq.maxDistance && player.ki >= seq.requiredKi && player.stamina >= seq.requiredStamina);
|
|
332
|
+
if (!suitableCombo) return false;
|
|
333
|
+
if (Math.random() > personality.comboTendency) return false;
|
|
334
|
+
this.currentCombo = [...suitableCombo.techniques];
|
|
335
|
+
this.comboProgress = 0;
|
|
336
|
+
this.lastComboTime = Date.now();
|
|
337
|
+
return true;
|
|
338
|
+
}
|
|
339
|
+
/**
|
|
340
|
+
* Get next technique in combo
|
|
341
|
+
*/
|
|
342
|
+
getNextComboTechnique() {
|
|
343
|
+
if (this.comboProgress >= this.currentCombo.length || this.currentCombo.length === 0) return null;
|
|
344
|
+
const technique = this.currentCombo[this.comboProgress];
|
|
345
|
+
this.comboProgress++;
|
|
346
|
+
this.lastComboTime = Date.now();
|
|
347
|
+
return technique;
|
|
348
|
+
}
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/**
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resetCombo() {
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}
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/**
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* Check if combo is active (fix for issue #2529727999)
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isComboActive() {
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return this.currentCombo.length > 0 && this.comboProgress >= 0 && this.comboProgress < this.currentCombo.length && Date.now() - this.lastComboTime < this.comboTimeout;
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}
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/**
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getComboInfo() {
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return {
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active: this.isComboActive(),
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progress: this.comboProgress,
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total: this.currentCombo.length,
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percentage: this.currentCombo.length > 0 ? this.comboProgress / this.currentCombo.length * 100 : 0
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};
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}
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/**
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* Get available combos for stance
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getAvailableCombos(stance) {
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}
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};
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//#endregion
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export { AIComboSystem, ARCHETYPE_SIGNATURE_COMBOS, getNextComboTechnique };
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//# sourceMappingURL=ComboSystem.js.map
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{"version":3,"file":"ComboSystem.js","names":[],"sources":["../../../src/systems/ai/ComboSystem.ts"],"sourcesContent":["/**\n * AI Combo System for Korean Martial Arts\n * Manages multi-hit combo sequences based on trigram stances and archetype signature combos\n */\n\nimport { PlayerState } from \"@/systems/player\";\nimport { TRIGRAM_TECHNIQUES } from \"@/systems/trigram\";\nimport { KoreanTechnique } from \"@/systems/vitalpoint\";\nimport { PlayerArchetype, TrigramStance } from \"@/types\";\nimport { AIPersonality } from \"./AIPersonality\";\n\n/**\n * Combo sequence for a specific trigram stance\n */\nexport interface ComboSequence {\n readonly stanceId: TrigramStance;\n readonly techniques: readonly KoreanTechnique[];\n readonly minDistance: number;\n readonly maxDistance: number;\n readonly requiredKi: number;\n readonly requiredStamina: number;\n readonly name: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Archetype signature combo sequence (2-3 technique chains)\n *\n * These are special technique sequences that represent each archetype's\n * fighting philosophy and preferred combat patterns.\n *\n * @korean 원형 대표 연계 기술\n */\nexport interface ArchetypeComboSequence {\n readonly archetype: PlayerArchetype;\n readonly techniqueIds: readonly string[]; // 2-3 technique IDs in sequence\n readonly name: {\n readonly korean: string;\n readonly english: string;\n };\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Archetype Signature Combos\n *\n * Each archetype has 2 signature combo sequences that reflect their combat philosophy.\n * These combos are prioritized by AI for authentic fighting style representation.\n *\n * Combo patterns:\n * - Musa: Power amplification and defense-to-offense transitions\n * - Amsalja: Setup-to-execution nerve strike sequences\n * - Hacker: Analysis-to-burst and stun-to-shutdown patterns\n * - Jeongbo: Weaken-to-exploit and counter-to-finish sequences\n * - Jojik: Chaos-to-brutality and aggression-to-desperation patterns\n *\n * @korean 원형 대표 연계 기술 정의\n */\nexport const ARCHETYPE_SIGNATURE_COMBOS: Record<\n PlayerArchetype,\n readonly ArchetypeComboSequence[]\n> = {\n [PlayerArchetype.MUSA]: [\n {\n archetype: PlayerArchetype.MUSA,\n techniqueIds: [\"musa_thunder_strike\", \"musa_dragon_fist\"],\n name: {\n korean: \"천둥용권\",\n english: \"Thunder Dragon Combo\",\n },\n description: {\n korean: \"천둥벽력으로 적을 흔들고 용권으로 관통합니다\",\n english:\n \"Shake enemy with Thunder Strike, pierce through with Dragon Fist\",\n },\n },\n {\n archetype: PlayerArchetype.MUSA,\n techniqueIds: [\"musa_iron_defense\", \"musa_mountain_breaker\"],\n name: {\n korean: \"철벽파산\",\n english: \"Iron Mountain Break\",\n },\n description: {\n korean: \"철벽방어로 적의 공격을 막고 파산격으로 반격합니다\",\n english: \"Block with Iron Defense, counter with Mountain Breaker\",\n },\n },\n ],\n\n [PlayerArchetype.AMSALJA]: [\n {\n archetype: PlayerArchetype.AMSALJA,\n techniqueIds: [\"amsalja_shadow_strike\", \"amsalja_silent_death\"],\n name: {\n korean: \"암영무음\",\n english: \"Shadow Silent Death\",\n },\n description: {\n korean: \"암영격으로 신경을 교란하고 무음살로 마무리합니다\",\n english: \"Disrupt nerves with Shadow Strike, finish with Silent Death\",\n },\n },\n {\n archetype: PlayerArchetype.AMSALJA,\n techniqueIds: [\"amsalja_nerve_strike\", \"amsalja_deadly_precision\"],\n name: {\n korean: \"신경정밀\",\n english: \"Nerve Precision Combo\",\n },\n description: {\n korean: \"신경타로 마비시키고 치명정밀로 급소를 공격합니다\",\n english:\n \"Paralyze with Nerve Strike, target vitals with Deadly Precision\",\n },\n },\n ],\n\n [PlayerArchetype.HACKER]: [\n {\n archetype: PlayerArchetype.HACKER,\n techniqueIds: [\"hacker_data_strike\", \"hacker_cyber_overdrive\"],\n name: {\n korean: \"데이터가속\",\n english: \"Data Overdrive Burst\",\n },\n description: {\n korean:\n \"데이터 타격으로 분석하고 사이버 가속으로 폭발적 공격을 수행합니다\",\n english: \"Analyze with Data Strike, burst with Cyber Overdrive\",\n },\n },\n {\n archetype: PlayerArchetype.HACKER,\n techniqueIds: [\"hacker_electric_shock\", \"hacker_system_crash\"],\n name: {\n korean: \"전격크래시\",\n english: \"Electric System Crash\",\n },\n description: {\n korean: \"전격으로 기절시키고 시스템 크래시로 무력화합니다\",\n english: \"Stun with Electric Shock, disable with System Crash\",\n },\n },\n ],\n\n [PlayerArchetype.JEONGBO_YOWON]: [\n {\n archetype: PlayerArchetype.JEONGBO_YOWON,\n techniqueIds: [\n \"jeongbo_tactical_strike\",\n \"jeongbo_psychological_warfare\",\n ],\n name: {\n korean: \"전술심리\",\n english: \"Tactical Psychology Combo\",\n },\n description: {\n korean: \"전술타격으로 약점을 노출시키고 심리전으로 정신을 교란합니다\",\n english:\n \"Expose weakness with Tactical Strike, disrupt with Psychological Warfare\",\n },\n },\n {\n archetype: PlayerArchetype.JEONGBO_YOWON,\n techniqueIds: [\n \"jeongbo_counter_intelligence\",\n \"jeongbo_intelligence_strike\",\n ],\n name: {\n korean: \"역정보타격\",\n english: \"Counter Intelligence Strike\",\n },\n description: {\n korean: \"역정보공작으로 반격하고 정보타격으로 완벽하게 마무리합니다\",\n english:\n \"Counter with Counter Intelligence, finish with Intelligence Strike\",\n },\n },\n ],\n\n [PlayerArchetype.JOJIK_POKRYEOKBAE]: [\n {\n archetype: PlayerArchetype.JOJIK_POKRYEOKBAE,\n techniqueIds: [\"jojik_street_brawl\", \"jojik_brutal_takedown\"],\n name: {\n korean: \"거리잔혹\",\n english: \"Street Brutality Combo\",\n },\n description: {\n korean: \"거리싸움으로 혼란을 주고 잔혹제압으로 무자비하게 쓰러뜨립니다\",\n english:\n \"Create chaos with Street Brawl, brutalize with Brutal Takedown\",\n },\n },\n {\n archetype: PlayerArchetype.JOJIK_POKRYEOKBAE,\n techniqueIds: [\"jojik_improvised_weapon\", \"jojik_ruthless_assault\"],\n name: {\n korean: \"즉석무자비\",\n english: \"Improvised Ruthless Assault\",\n },\n description: {\n korean: \"즉석무기로 공격하고 무자비공격으로 자비 없이 마무리합니다\",\n english:\n \"Attack with Improvised Weapon, finish ruthlessly with Ruthless Assault\",\n },\n },\n ],\n};\n\n/**\n * Get next technique in archetype signature combo\n *\n * Checks if current technique is part of a signature combo sequence,\n * and returns the next technique in that sequence if found.\n *\n * @korean 원형 대표 연계 기술의 다음 기술 가져오기\n *\n * @param currentTechniqueId - Current technique ID just executed\n * @param archetype - Player archetype\n * @returns Next technique ID in combo sequence, or undefined if no combo\n */\nexport function getNextComboTechnique(\n currentTechniqueId: string,\n archetype: PlayerArchetype,\n): string | undefined {\n const combos = ARCHETYPE_SIGNATURE_COMBOS[archetype];\n\n if (!combos) {\n return undefined;\n }\n\n for (const combo of combos) {\n const currentIndex = combo.techniqueIds.indexOf(currentTechniqueId);\n\n // Found current technique in this combo\n if (currentIndex !== -1 && currentIndex < combo.techniqueIds.length - 1) {\n // Return next technique in sequence\n return combo.techniqueIds[currentIndex + 1];\n }\n }\n\n return undefined; // No combo continuation found\n}\n\n/**\n * AI Combo System manages combo execution and decision-making\n */\nexport class AIComboSystem {\n private comboSequences: Map<TrigramStance, ComboSequence[]>;\n private currentCombo: KoreanTechnique[] = [];\n private comboProgress = 0;\n private lastComboTime = 0;\n private readonly comboTimeout = 2000; // 2 seconds to continue combo\n\n constructor() {\n this.comboSequences = this.initializeComboSequences();\n }\n\n /**\n * Initialize combo sequences for each trigram stance\n */\n private initializeComboSequences(): Map<TrigramStance, ComboSequence[]> {\n const sequences = new Map<TrigramStance, ComboSequence[]>();\n\n // Geon (Heaven) - Direct force combos\n sequences.set(TrigramStance.GEON, [\n {\n stanceId: TrigramStance.GEON,\n techniques: this.getTechniqueSequence(TrigramStance.GEON, 3),\n minDistance: 80,\n maxDistance: 140,\n requiredKi: 30,\n requiredStamina: 40,\n name: {\n korean: \"천둥벽력 연타\",\n english: \"Thunder Strike Combo\",\n },\n },\n ]);\n\n // Tae (Lake) - Fluid manipulation combos\n sequences.set(TrigramStance.TAE, [\n {\n stanceId: TrigramStance.TAE,\n techniques: this.getTechniqueSequence(TrigramStance.TAE, 3),\n minDistance: 70,\n maxDistance: 130,\n requiredKi: 25,\n requiredStamina: 35,\n name: {\n korean: \"유수연타\",\n english: \"Flowing Water Combo\",\n },\n },\n ]);\n\n // Li (Fire) - Precision strike combos\n sequences.set(TrigramStance.LI, [\n {\n stanceId: TrigramStance.LI,\n techniques: this.getTechniqueSequence(TrigramStance.LI, 3),\n minDistance: 90,\n maxDistance: 150,\n requiredKi: 35,\n requiredStamina: 30,\n name: {\n korean: \"화염연격\",\n english: \"Flame Strike Series\",\n },\n },\n ]);\n\n // Jin (Thunder) - Explosive combos\n sequences.set(TrigramStance.JIN, [\n {\n stanceId: TrigramStance.JIN,\n techniques: this.getTechniqueSequence(TrigramStance.JIN, 3),\n minDistance: 80,\n maxDistance: 140,\n requiredKi: 40,\n requiredStamina: 45,\n name: {\n korean: \"벽력난타\",\n english: \"Lightning Barrage\",\n },\n },\n ]);\n\n // Son (Wind) - Continuous pressure combos\n sequences.set(TrigramStance.SON, [\n {\n stanceId: TrigramStance.SON,\n techniques: this.getTechniqueSequence(TrigramStance.SON, 3),\n minDistance: 70,\n maxDistance: 130,\n requiredKi: 28,\n requiredStamina: 38,\n name: {\n korean: \"선풍연쇄\",\n english: \"Whirlwind Chain\",\n },\n },\n ]);\n\n // Gam (Water) - Adaptive flow combos\n sequences.set(TrigramStance.GAM, [\n {\n stanceId: TrigramStance.GAM,\n techniques: this.getTechniqueSequence(TrigramStance.GAM, 3),\n minDistance: 75,\n maxDistance: 135,\n requiredKi: 30,\n requiredStamina: 35,\n name: {\n korean: \"수류연환\",\n english: \"Water Flow Sequence\",\n },\n },\n ]);\n\n // Gan (Mountain) - Defensive counter combos\n sequences.set(TrigramStance.GAN, [\n {\n stanceId: TrigramStance.GAN,\n techniques: this.getTechniqueSequence(TrigramStance.GAN, 3),\n minDistance: 70,\n maxDistance: 130,\n requiredKi: 25,\n requiredStamina: 40,\n name: {\n korean: \"반석반격\",\n english: \"Mountain Counter\",\n },\n },\n ]);\n\n // Gon (Earth) - Grounding combos\n sequences.set(TrigramStance.GON, [\n {\n stanceId: TrigramStance.GON,\n techniques: this.getTechniqueSequence(TrigramStance.GON, 3),\n minDistance: 60,\n maxDistance: 120,\n requiredKi: 30,\n requiredStamina: 50,\n name: {\n korean: \"대지낙타\",\n english: \"Earth Slam Combo\",\n },\n },\n ]);\n\n return sequences;\n }\n\n /**\n * Get technique sequence for a stance\n */\n private getTechniqueSequence(\n stance: TrigramStance,\n count: number,\n ): readonly KoreanTechnique[] {\n const techniques = TRIGRAM_TECHNIQUES[stance] ?? [];\n\n // Warn if not enough techniques for full combo (issue #2529727989)\n if (techniques.length < count) {\n console.warn(\n `[AIComboSystem] Not enough techniques defined for stance '${stance}'. Requested ${count}, but only ${techniques.length} available. Returning partial combo.`,\n );\n }\n\n // Return only available techniques\n return techniques.slice(0, count);\n }\n\n /**\n * Calculate distance between two players\n */\n private getDistance(player: PlayerState, opponent: PlayerState): number {\n const dx = player.position.x - opponent.position.x;\n const dy = player.position.y - opponent.position.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n\n /**\n * Check if AI should continue current combo\n *\n * Enhanced with:\n * - Opponent balance state checking (SHAKEN/VULNERABLE)\n * - Combo length limit (max 3 techniques)\n * - Stamina threshold (>20 for combo continuation)\n *\n * @korean 연계 기술 계속 여부 판단\n */\n shouldContinueCombo(\n player: PlayerState,\n opponent: PlayerState,\n personality: AIPersonality,\n ): boolean {\n const now = Date.now();\n\n // No active combo - check if combo exists\n if (this.currentCombo.length === 0) {\n return false;\n }\n\n // Combo timed out\n if (now - this.lastComboTime > this.comboTimeout) {\n this.resetCombo();\n return false;\n }\n\n // Combo completed\n if (this.comboProgress >= this.currentCombo.length) {\n this.resetCombo();\n return false;\n }\n\n // Combo length limit: max 3 techniques\n if (this.comboProgress >= 3) {\n this.resetCombo();\n return false;\n }\n\n // Korean martial arts philosophy: flow like water\n const distance = this.getDistance(player, opponent);\n const distanceOk = distance < 120;\n\n // Stamina threshold for combo continuation (>20)\n const hasResources = player.ki >= 10 && player.stamina > 20;\n\n // Balance thresholds for vulnerability detection\n // Balance is a numeric value (0-100) representing stability\n // Values below 30 indicate SHAKEN/VULNERABLE states in combat\n const VULNERABLE_BALANCE_THRESHOLD = 30;\n\n // Check opponent balance state - continue combo if opponent is vulnerable\n // Using boolean OR (||) intentionally here - these are boolean conditions, not nullish coalescing\n const isStunned = opponent.isStunned ?? false;\n const isLowHealth =\n (opponent.health ?? 0) < (opponent.maxHealth ?? 100) * 0.3;\n const isLowBalance =\n (opponent.balance ?? 100) < VULNERABLE_BALANCE_THRESHOLD;\n // eslint-disable-next-line @typescript-eslint/prefer-nullish-coalescing -- intentional boolean OR for vulnerability check\n const opponentVulnerable = isLowBalance || isStunned || isLowHealth;\n\n // Higher chance to continue if opponent is vulnerable\n const baseChance = personality.comboTendency;\n const vulnerabilityBonus = opponentVulnerable ? 0.3 : 0;\n const finalContinueChance = Math.min(0.95, baseChance + vulnerabilityBonus);\n const randomChance = Math.random() < finalContinueChance;\n\n return distanceOk && hasResources && randomChance;\n }\n\n /**\n * Start a new combo sequence\n */\n startCombo(\n player: PlayerState,\n opponent: PlayerState,\n personality: AIPersonality,\n ): boolean {\n // Check if suitable for combo\n const distance = this.getDistance(player, opponent);\n const sequences = this.comboSequences.get(player.currentStance);\n\n if (!sequences || sequences.length === 0) {\n return false;\n }\n\n // Find suitable combo for current situation\n const suitableCombo = sequences.find(\n (seq) =>\n distance >= seq.minDistance &&\n distance <= seq.maxDistance &&\n player.ki >= seq.requiredKi &&\n player.stamina >= seq.requiredStamina,\n );\n\n if (!suitableCombo) {\n return false;\n }\n\n // Random chance based on personality\n if (Math.random() > personality.comboTendency) {\n return false;\n }\n\n // Start combo\n this.currentCombo = [...suitableCombo.techniques];\n this.comboProgress = 0;\n this.lastComboTime = Date.now();\n return true;\n }\n\n /**\n * Get next technique in combo\n */\n getNextComboTechnique(): KoreanTechnique | null {\n if (\n this.comboProgress >= this.currentCombo.length ||\n this.currentCombo.length === 0\n ) {\n return null;\n }\n\n const technique = this.currentCombo[this.comboProgress];\n this.comboProgress++;\n this.lastComboTime = Date.now();\n return technique;\n }\n\n /**\n * Reset current combo\n */\n resetCombo(): void {\n this.currentCombo = [];\n this.comboProgress = 0;\n this.lastComboTime = 0;\n }\n\n /**\n * Check if combo is active (fix for issue #2529727999)\n */\n isComboActive(): boolean {\n return (\n this.currentCombo.length > 0 &&\n this.comboProgress >= 0 &&\n this.comboProgress < this.currentCombo.length &&\n Date.now() - this.lastComboTime < this.comboTimeout\n );\n }\n\n /**\n * Get combo progress information\n */\n getComboInfo(): {\n active: boolean;\n progress: number;\n total: number;\n percentage: number;\n } {\n return {\n active: this.isComboActive(),\n progress: this.comboProgress,\n total: this.currentCombo.length,\n percentage:\n this.currentCombo.length > 0\n ? (this.comboProgress / this.currentCombo.length) * 100\n : 0,\n };\n }\n\n /**\n * Get available combos for stance\n */\n getAvailableCombos(stance: TrigramStance): readonly ComboSequence[] {\n return this.comboSequences.get(stance) ?? [];\n 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