blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,563 @@
1
+ /**
2
+ * AI Decision Tree for Korean Martial Arts Combat
3
+ * Strategic decision-making system with multiple tactical options
4
+ *
5
+ * **Korean Philosophy Integration (한국 무술 철학)**:
6
+ * - 지피지기백전불태 (知彼知己百戰不殆) - Know the enemy, know yourself, and victory is certain
7
+ * - 이순응변 (以柔應變) - Adapt with flexibility and flow like water
8
+ * - 급소공격 (急所攻擊) - Strike vital points with precision and timing
9
+ */
10
+ import { DifficultyParameters } from "./AdaptiveDifficulty";
11
+ import { AIPersonality } from "./AIPersonality";
12
+ import { AIComboSystem } from "./ComboSystem";
13
+ import { AIDecision, CombatContext } from "./types";
14
+ export { AIActionType } from "./types";
15
+ export type { AIDecision, CombatContext, VulnerabilityContext } from "./types";
16
+ /**
17
+ * AI Decision Tree System
18
+ *
19
+ * **Korean Combat Philosophy (한국 무술 철학)**:
20
+ * This system embodies traditional Korean martial arts principles:
21
+ *
22
+ * - **팔괘 응용** (Trigram Application): Uses Eight Trigram system for stance transitions
23
+ * - **급소 타격** (Vital Point Strikes): Targets anatomical weak points with precision
24
+ * - **상황 판단** (Situational Awareness): Adapts tactics based on combat context
25
+ * - **기술 조합** (Technique Combinations): Chains attacks into flowing combos
26
+ * - **방어 우선** (Defense First): Prioritizes survival and tactical retreat when needed
27
+ * - **취약성 공략** (Vulnerability Exploitation): Exploits defenseless states with precision (Issue #enhance-intelligence-operative-ai)
28
+ */
29
+ export declare class AIDecisionTree {
30
+ private lastDecisionTime;
31
+ private decisionCooldown;
32
+ private consecutiveAttacks;
33
+ private lastStanceChange;
34
+ private readonly stanceChangeCooldown;
35
+ private psychologicalPressure;
36
+ private lastPressureActionTime;
37
+ private trigramSystem;
38
+ private difficultyLevel;
39
+ private difficultyParams?;
40
+ private currentReactionDelay;
41
+ /**
42
+ * Scaling factor for fatigue override probability calculation.
43
+ * Used to convert fatigue modifier to override chance in non-linear manner.
44
+ * Value of 0.5 provides gradual scaling: 1.2x fatigue → ~10% override, 1.5x → ~25%.
45
+ *
46
+ * @korean 피로도 우선순위 무시 배율
47
+ */
48
+ private static readonly FATIGUE_OVERRIDE_SCALING_FACTOR;
49
+ constructor();
50
+ /**
51
+ * Calculate kick reach for an archetype based on physical attributes.
52
+ *
53
+ * **Physics-First**: Returns reach in METERS based on leg length.
54
+ * Includes realistic kick reach calculation:
55
+ * - Leg length converted from cm to meters
56
+ * - Body pivot contribution (hip rotation + torso lean)
57
+ * - Average baseExtension for kicks (1.05x multiplier)
58
+ *
59
+ * Formula: (legLength/100 + BODY_PIVOT_METERS.KICK) × TECHNIQUE_EXTENSION.KICK
60
+ *
61
+ * @param archetype - Player archetype to calculate reach for
62
+ * @returns Kick reach in meters
63
+ * @korean 발차기 도달 거리 (미터)
64
+ */
65
+ private getKickReachMeters;
66
+ /**
67
+ * Calculate punch reach for an archetype based on physical attributes.
68
+ *
69
+ * **Physics-First**: Returns reach in METERS based on arm length.
70
+ * Includes realistic punch reach calculation:
71
+ * - Arm length converted from cm to meters
72
+ * - Body pivot (shoulder offset + torso rotation)
73
+ * - Average baseExtension for punches (0.95x multiplier)
74
+ *
75
+ * Formula: (armLength/100 + shoulderOffset + torsoRotation) × TECHNIQUE_EXTENSION.PUNCH
76
+ *
77
+ * @param archetype - Player archetype to calculate reach for
78
+ * @returns Punch reach in meters
79
+ * @korean 주먹 도달 거리 (미터)
80
+ */
81
+ private getPunchReachMeters;
82
+ /**
83
+ * Calculate maximum combat reach for an archetype based on physical attributes.
84
+ *
85
+ * **Physics-First**: Returns reach in METERS based on leg length.
86
+ * Kicks have the longest reach (~1.0-1.3m with body pivot contribution).
87
+ *
88
+ * Note: This is a heuristic approximation. Actual reach also depends on
89
+ * stance modifiers and animation timing not included in AI range calculations.
90
+ *
91
+ * @param archetype - Player archetype to calculate reach for
92
+ * @returns Maximum combat reach in meters
93
+ * @korean 원형별 최대 도달 거리 (미터)
94
+ */
95
+ private getArchetypeMaxReach;
96
+ /**
97
+ * Get close range threshold for an archetype (punching/elbow distance).
98
+ * Based on arm length from physical attributes.
99
+ *
100
+ * Uses the shared punch reach calculation helper for consistency.
101
+ *
102
+ * TODO: Extract to shared utility function with PhysicalReachCalculator.ts
103
+ * to maintain consistency between AI range calculations and actual hit detection.
104
+ * Consider handling elbow techniques separately with different body pivot values.
105
+ *
106
+ * @param archetype - Player archetype
107
+ * @returns Close range threshold in meters
108
+ * @korean 근접 범위 (미터)
109
+ */
110
+ private getArchetypeCloseRange;
111
+ /**
112
+ * Get medium range threshold for an archetype (kicking distance).
113
+ * Based on leg length from physical attributes.
114
+ *
115
+ * Includes realistic kick reach calculation:
116
+ * - Leg length converted from cm to meters
117
+ * - Body pivot contribution (hip rotation + torso lean)
118
+ * - Average baseExtension for kicks
119
+ *
120
+ * @param archetype - Player archetype
121
+ * @returns Medium range threshold in meters
122
+ * @korean 중거리 범위 (미터)
123
+ */
124
+ private getArchetypeMediumRange;
125
+ /**
126
+ * Set AI difficulty level for vital point targeting accuracy
127
+ * @param level - 0.0 (beginner) to 1.0 (master)
128
+ */
129
+ setDifficultyLevel(level: number): void;
130
+ /**
131
+ * Set difficulty parameters for AI behavior
132
+ * Affects reaction time, accuracy, decision quality, etc.
133
+ *
134
+ * Calculates a randomized reaction delay (within parameter range) once when
135
+ * parameters change. This provides varied AI timing while maintaining consistent
136
+ * behavior throughout the current parameter set.
137
+ *
138
+ * @korean 난이도 매개변수 설정
139
+ * @param params - Difficulty parameters to apply
140
+ */
141
+ setDifficultyParameters(params: DifficultyParameters): void;
142
+ /**
143
+ * Check if kill mode should be activated based on archetype behavior
144
+ *
145
+ * Kill mode activates when:
146
+ * - Opponent health is low (<30%)
147
+ * - Opponent is in vulnerable balance state (HELPLESS/VULNERABLE)
148
+ *
149
+ * **Korean Philosophy (결정타 모드)**:
150
+ * Each archetype activates kill mode differently based on combat philosophy:
151
+ * - **Musa**: Honor demands finishing the fight decisively
152
+ * - **Amsalja**: Opportunity for instant takedown with precision
153
+ * - **Hacker**: Analytical window for calculated strike
154
+ * - **Jeongbo Yowon**: Strategic opportunity for submission
155
+ * - **Jojik Pokryeokbae**: Pragmatic moment to finish brutally
156
+ *
157
+ * @korean 결정타 모드 활성화 확인
158
+ *
159
+ * @param context - Current combat context
160
+ * @param personality - AI personality archetype
161
+ * @returns True if kill mode should be active
162
+ */
163
+ private isKillModeActive;
164
+ /**
165
+ * Apply kill mode modifiers to action weights for finishing behavior
166
+ *
167
+ * **Kill Mode Behavior (결정타 행동)**:
168
+ * Each archetype has unique finishing behavior based on combat philosophy:
169
+ * - **Musa**: All-in overwhelming force (2.5x attack, 0x retreat)
170
+ * - **Amsalja**: Instant takedown focus (3.0x technique, feints disabled)
171
+ * - **Hacker**: Analytical precision (2.0x technique, counter focus)
172
+ * - **Jeongbo Yowon**: Strategic control (1.8x technique, balanced approach)
173
+ * - **Jojik Pokryeokbae**: Brutal pragmatism (2.2x attack, dirty tactics)
174
+ *
175
+ * @korean 결정타 모드 가중치 적용
176
+ *
177
+ * @param baseWeights - Base action weight multipliers
178
+ * @param personality - AI personality archetype
179
+ * @param isKillMode - Whether kill mode is active
180
+ * @returns Modified action weights for kill mode
181
+ */
182
+ private applyKillModeModifiers;
183
+ /**
184
+ * Apply Intelligence Operative (Jeongbo Yowon) vulnerability exploitation
185
+ *
186
+ * Enhances decision weights to exploit opponent's defenseless states with precision:
187
+ * - **HELPLESS (balance === HELPLESS)**: 90% takedown priority - Execute precision takedown
188
+ * - **VULNERABLE (balance === VULNERABLE)**: 70% aggressive attack - Sustained pressure tactics
189
+ * - **SHAKEN (balance === SHAKEN)**: 50% pressure increase - Psychological warfare
190
+ * - **Low Stamina (< 20%)**: 60% exploitation - Force defensive positions
191
+ * - **No Ki (< 10%)**: 50% technique spam - Prevent powerful techniques
192
+ *
193
+ * **Multiplier Stacking Behavior**:
194
+ * When multiple vulnerabilities are present, multipliers stack multiplicatively:
195
+ * - VULNERABLE (2.0x attack) + low stamina (1.5x attack) = 3.0x total attack multiplier
196
+ * - VULNERABLE (1.8x technique) + low ki (1.4x technique) = 2.52x total technique multiplier
197
+ * This creates increasingly aggressive exploitation as opponent becomes more vulnerable.
198
+ * Note: HELPLESS state uses exclusive else-if, so it doesn't stack with VULNERABLE/SHAKEN.
199
+ *
200
+ * **Jeongbo Philosophy (정보요원 전략)**:
201
+ * - Knowledge through observation (관찰을 통한 지식)
202
+ * - Psychological manipulation (심리적 조작)
203
+ * - Precise timing (정확한 타이밍)
204
+ * - Strategic exploitation (전략적 공략)
205
+ *
206
+ * This function provides 3x higher vulnerability exploitation rate than Musa,
207
+ * 2x higher psychological warfare usage than Amsalja, and 5x higher takedown
208
+ * success rate when opponent is HELPLESS.
209
+ *
210
+ * @korean 정보요원 취약성 공략
211
+ *
212
+ * @param weights - Base action weight multipliers
213
+ * @param vulnerability - Vulnerability assessment context
214
+ * @param personality - AI personality archetype
215
+ * @returns Modified action weights for Jeongbo exploitation
216
+ */
217
+ private applyJeongboExploitation;
218
+ /**
219
+ * Build psychological pressure through intimidation tactics
220
+ *
221
+ * Intelligence Operative uses feints, circling, and approach/retreat patterns
222
+ * to build cumulative psychological pressure on opponent. When pressure reaches
223
+ * 50+ and opponent is VULNERABLE, triggers decisive strike.
224
+ *
225
+ * **Psychological Tactics (심리전 전술)**:
226
+ * - Feints: +10 pressure (fake attacks create hesitation)
227
+ * - Circling: +5 pressure (predator circling prey)
228
+ * - Approach: +3 pressure (aggressive positioning)
229
+ * - Decay: -3 pressure per second (pressure fades without action)
230
+ *
231
+ * @korean 심리적 압박 증가
232
+ *
233
+ * @param actionType - Type of action taken (FEINT, CIRCLE, APPROACH, etc.)
234
+ * @param now - Current timestamp for decay calculation
235
+ */
236
+ private buildPsychologicalPressure;
237
+ /**
238
+ * Check if psychological pressure should trigger decisive strike
239
+ *
240
+ * Jeongbo executes decisive technique when:
241
+ * - Psychological pressure ≥ 50 (sustained intimidation)
242
+ * - Opponent is VULNERABLE or worse (balance < 30)
243
+ * - Returns true to boost technique priority
244
+ *
245
+ * @korean 심리적 압박 결정타 확인
246
+ *
247
+ * @param vulnerability - Vulnerability assessment context
248
+ * @returns True if pressure warrants decisive strike
249
+ */
250
+ private shouldExecutePressureStrike;
251
+ /**
252
+ * Analyze counter-attack opportunity from opponent's limb exposure.
253
+ *
254
+ * **Korean**: 반격 기회 분석 (Counter Opportunity Analysis)
255
+ *
256
+ * Detects when the opponent has exposed limbs during technique execution,
257
+ * enabling defensive counter-attacks and breaking techniques.
258
+ *
259
+ * This integrates the LimbExposureSystem with AI decision-making by:
260
+ * 1. Detecting exposed limbs from opponent's current technique
261
+ * 2. Calculating vulnerability windows and multipliers
262
+ * 3. Providing counter opportunity data for decision prioritization
263
+ *
264
+ * @param context - Combat context with opponent technique data
265
+ * @returns Enhanced context with counter opportunity analysis, or undefined if no opportunity
266
+ *
267
+ * @remarks
268
+ * Returns undefined if:
269
+ * - Opponent is not executing a technique
270
+ * - Technique has no exposure window defined
271
+ * - Current time is outside the exposure window
272
+ *
273
+ * @korean 반격기회분석
274
+ */
275
+ private analyzeCounterOpportunity;
276
+ /**
277
+ * Make strategic decision based on combat context
278
+ *
279
+ * Applies difficulty-based reaction time delays if difficulty parameters are set
280
+ */
281
+ makeDecision(context: CombatContext, personality: AIPersonality, comboSystem: AIComboSystem): AIDecision;
282
+ /**
283
+ * Evaluate survival tactics when critically low health
284
+ *
285
+ * **Korean Philosophy (생존 전략)**:
286
+ * - Consider both health and pain levels
287
+ * - Archetype affects retreat threshold and behavior
288
+ * - Honor code (Musa) prevents retreat above threshold
289
+ */
290
+ private evaluateSurvival;
291
+ /**
292
+ * Evaluate counter-attack opportunity
293
+ *
294
+ * **Kill Mode Enhancement (결정타 반격)**:
295
+ * All archetypes enhance counter behavior during kill mode based on philosophy:
296
+ * - **Musa**: Increased counter frequency (honor demands swift response)
297
+ * - **Amsalja**: Enhanced counter timing with precision strikes
298
+ * - **Hacker**: Calculated counter-attacks (analytical opportunity)
299
+ * - **Jeongbo Yowon**: Strategic counters (psychological advantage)
300
+ * - **Jojik Pokryeokbae**: Opportunistic counters (dirty tactics)
301
+ *
302
+ * @param context - Combat context
303
+ * @param personality - AI personality
304
+ * @param killModeActive - Whether kill mode is active
305
+ */
306
+ private evaluateCounter;
307
+ /**
308
+ * Evaluate counter-attack opportunity from limb exposure.
309
+ *
310
+ * **Korean**: 사지 노출 반격 평가 (Limb Exposure Counter Evaluation)
311
+ *
312
+ * Analyzes opportunities to exploit opponent's exposed limbs during technique
313
+ * execution. This is higher priority than standard counters because it targets
314
+ * specific anatomical vulnerabilities.
315
+ *
316
+ * **Defensive Archetype Priority**:
317
+ * Defensive archetypes (high defensiveness) strongly favor counter-attacks:
318
+ * - **Musa**: Honorable defense with precise counters (defensiveness ~0.7)
319
+ * - **Amsalja**: Patient assassin waiting for openings (defensiveness ~0.6)
320
+ * - **Jeongbo Yowon**: Analytical exploitation of weaknesses (defensiveness ~0.5)
321
+ *
322
+ * **Breaking Techniques**:
323
+ * When allowsBreaking is true, AI can execute joint locks and limb breaks
324
+ * for severe damage and mobility reduction.
325
+ *
326
+ * @param context - Combat context with positioning
327
+ * @param personality - AI personality with archetype and defensiveness
328
+ * @param counterOpportunity - Detected limb exposure opportunity
329
+ * @param opponentVulnerability - Opponent's vulnerability multiplier
330
+ * @returns Counter-attack decision with priority based on archetype
331
+ *
332
+ * @korean 사지노출반격평가
333
+ */
334
+ private evaluateLimbExposureCounter;
335
+ /**
336
+ * Translate exposed limb type to Korean.
337
+ *
338
+ * **Korean**: 노출 사지 번역 (Exposed Limb Translation)
339
+ *
340
+ * @param exposedLimb - English limb type identifier
341
+ * @returns Korean translation
342
+ *
343
+ * @korean 노출사지번역
344
+ */
345
+ private translateExposedLimb;
346
+ /**
347
+ * Evaluate combo initiation (fix for issue #2529467014)
348
+ */
349
+ private evaluateComboStart;
350
+ /**
351
+ * Select stance based on distance to opponent
352
+ *
353
+ * Chooses optimal stance for current combat range, prioritizing:
354
+ * 1. Overlap between distance-optimal stances and archetype preferred stances
355
+ * 2. Any distance-optimal stance if no overlap exists (expands tactical repertoire)
356
+ * 3. Avoids switching to current stance
357
+ *
358
+ * **Distance Categories**:
359
+ * - CLOSE (≤2 cells / 80px): GEON, JIN, LI, SON - Aggressive close-quarters stances
360
+ * - MID (3-4 cells / 120-160px): GAM, TAE, GAN - Adaptive mid-range stances
361
+ * - FAR (≥5 cells / 200px+): GAN, GON - Defensive distance stances
362
+ *
363
+ * @korean 거리별 자세 선택
364
+ *
365
+ * **Physics-First**: Distance parameter is in METERS.
366
+ *
367
+ * @param distance - Distance to opponent in meters
368
+ * @param preferredStances - Archetype's preferred stances
369
+ * @param currentStance - Current stance (to avoid redundant switches)
370
+ * @returns Optimal stance for distance, or undefined if no valid options
371
+ */
372
+ private selectStanceForDistance;
373
+ /**
374
+ * Evaluate stance change using TrigramSystem and distance-based selection
375
+ *
376
+ * **Korean Philosophy (자세 전환)**:
377
+ * Uses I Ching-based trigram system to find optimal stance transitions.
378
+ * Considers resource costs, counter-stance effectiveness, archetype preferences,
379
+ * and distance-based tactical positioning.
380
+ *
381
+ * **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:
382
+ * - Integrates distance-based stance selection for tactical variety
383
+ * - Prioritizes counter-stances for opponent matchup advantage
384
+ * - Expands tactical repertoire beyond archetype preferences when needed
385
+ */
386
+ private evaluateStanceChange;
387
+ /**
388
+ * Evaluate feint attack
389
+ */
390
+ private evaluateFeint;
391
+ /**
392
+ * Evaluate close range tactics with vital point targeting
393
+ *
394
+ * **Korean Philosophy (급소 공격)**:
395
+ * At close range, AI targets specific vital points based on difficulty level.
396
+ * Higher difficulty = more precise targeting of critical points.
397
+ *
398
+ * **Kill Mode Enhancement (결정타)**:
399
+ * When kill mode is active, AI prioritizes finishing techniques with boosted priority.
400
+ *
401
+ * @param context - Combat context
402
+ * @param personality - AI personality
403
+ * @param killModeActive - Whether kill mode is active (opponent <30% health or vulnerable)
404
+ */
405
+ private evaluateCloseRange;
406
+ /**
407
+ * Select vital point to target based on difficulty and stance
408
+ *
409
+ * **Korean Philosophy (급소 선택)**:
410
+ * - Beginner AI: Random targeting or no specific target
411
+ * - Intermediate AI: Favors easier vital points
412
+ * - Advanced AI: Targets appropriate points for current stance
413
+ * - Master AI: Targets critical points with high precision
414
+ */
415
+ private selectVitalPointTarget;
416
+ /**
417
+ * Calculate stance fatigue modifier for increased switching probability
418
+ *
419
+ * Applies time-based modifiers to encourage dynamic stance rotation:
420
+ * - 0-10 seconds: No modifier (1.0x)
421
+ * - 10-20 seconds: +20% increase (1.2x multiplier)
422
+ * - 20+ seconds: +50% increase (1.5x multiplier)
423
+ *
424
+ * This ensures AI doesn't stay locked in one stance for extended periods,
425
+ * promoting the use of all 8 trigram stances throughout combat.
426
+ *
427
+ * **Korean Philosophy (자세 피로도)**:
428
+ * Remaining in one stance too long reduces tactical flexibility and
429
+ * makes the fighter predictable. The Eight Trigram system requires
430
+ * constant adaptation and flow between stances.
431
+ *
432
+ * @korean 자세 피로도 배율 계산
433
+ *
434
+ * @param timeInStance - Time in current stance in milliseconds
435
+ * @returns Stance switch frequency multiplier (1.0 = no change, >1.0 = increased probability)
436
+ */
437
+ private getStanceFatigueModifier;
438
+ /**
439
+ * Get optimal combat range based on AI personality archetype
440
+ *
441
+ * Uses archetype behavior profiles to determine preferred combat distance.
442
+ * **Physics-First**: Returns distance in METERS directly.
443
+ *
444
+ * @param personality - AI personality with archetype behavior
445
+ * @param _context - Combat context (unused, kept for API compatibility)
446
+ * @returns Optimal range in meters
447
+ * @korean 최적 전투 거리 - 원형별 선호 거리 (미터)
448
+ */
449
+ private getOptimalRange;
450
+ /**
451
+ * Evaluate approach tactics with archetype-specific behavior
452
+ *
453
+ * **Korean Philosophy (접근 전략)**:
454
+ * - Musa charges directly (70% direct path)
455
+ * - Amsalja uses flanking movements (40% diagonal approach)
456
+ * - Hacker maintains optimal distance (prefers not to close too much)
457
+ *
458
+ * **Kill Mode Enhancement (결정타 접근)**:
459
+ * All archetypes enhance movement speed in kill mode based on combat philosophy:
460
+ * - **Musa**: Direct charging with leg shifts for maximum speed (40% faster)
461
+ * - **Amsalja**: Swift stepping patterns for rapid positioning (30% faster)
462
+ * - **Hacker**: Calculated approach for optimal strike position (20% faster)
463
+ * - **Jeongbo Yowon**: Strategic positioning for control (25% faster)
464
+ * - **Jojik Pokryeokbae**: Unpredictable rush for brutal finish (35% faster)
465
+ *
466
+ * @param context - Combat context
467
+ * @param personality - AI personality
468
+ * @param killModeActive - Whether kill mode is active
469
+ */
470
+ private evaluateApproach;
471
+ /**
472
+ * Get archetype-specific movement bias multipliers
473
+ *
474
+ * Applies movement pattern modifiers based on archetype behavior profiles:
475
+ * - Aggressive: High forward pressure (2.0x)
476
+ * - Evasive: Moderate mobility (1.5x)
477
+ * - Analytical: Conservative approach (0.8x-1.0x)
478
+ * - Unpredictable: Variable movement (1.3x)
479
+ *
480
+ * @korean 원형별 이동 성향
481
+ */
482
+ private getArchetypeMovementBias;
483
+ /**
484
+ * Calculate direct approach position (straight line to opponent)
485
+ * Used primarily by Musa archetype for charging attacks
486
+ *
487
+ * **Kill Mode Enhancement (결정타 돌격)**:
488
+ * - Larger step size for faster closing with leg shifts
489
+ * - Aggressive stride pattern for maximum forward momentum
490
+ *
491
+ * **Physics-First**: All calculations in METERS.
492
+ *
493
+ * @param context - Combat context
494
+ * @param killModeActive - Whether kill mode is active
495
+ */
496
+ private calculateDirectApproach;
497
+ /**
498
+ * Calculate flanking approach position (diagonal/side approach)
499
+ * Used primarily by Amsalja archetype for stealth positioning
500
+ *
501
+ * **Kill Mode Enhancement (결정타 측면 공격)**:
502
+ * - Tighter flanking angle for more aggressive positioning
503
+ * - Swift stepping pattern for rapid side movement
504
+ *
505
+ * **Physics-First**: All calculations in METERS.
506
+ *
507
+ * @param context - Combat context
508
+ * @param killModeActive - Whether kill mode is active
509
+ */
510
+ private calculateFlankingApproach;
511
+ /**
512
+ * Clamp position to arena boundaries with proper margins
513
+ * Centralizes boundary validation logic for all movement calculations
514
+ *
515
+ * **Physics-First**: Works entirely in METERS using worldWidthMeters/worldDepthMeters.
516
+ * Arena is centered at origin (0,0), so bounds are -halfWidth to +halfWidth.
517
+ *
518
+ * @param position - Position to clamp (in meters)
519
+ * @param context - Combat context with arena dimensions in meters
520
+ */
521
+ private clampToArenaBoundsMeters;
522
+ /**
523
+ * Evaluate mid-range tactics with distance awareness
524
+ *
525
+ * **Korean Philosophy (중거리 전술)**:
526
+ * - Considers optimal range for archetype
527
+ * - Hacker prefers to maintain this range (analytical pattern)
528
+ * - Jeongbo uses strategic timing and analysis
529
+ * - Others may close or open distance based on situation
530
+ */
531
+ private evaluateMidRange;
532
+ /**
533
+ * Evaluate defensive tactics
534
+ */
535
+ private evaluateDefense;
536
+ /**
537
+ * Decide combo action
538
+ */
539
+ private decideComboAction;
540
+ /**
541
+ * Calculate retreat position
542
+ *
543
+ * **Physics-First**: All calculations in METERS.
544
+ */
545
+ private calculateRetreatPosition;
546
+ /**
547
+ * Calculate approach position
548
+ *
549
+ * **Physics-First**: All calculations in METERS.
550
+ */
551
+ private calculateApproachPosition;
552
+ /**
553
+ * Calculate circle position
554
+ *
555
+ * **Physics-First**: All calculations in METERS.
556
+ */
557
+ private calculateCirclePosition;
558
+ /**
559
+ * Reset decision state
560
+ */
561
+ reset(): void;
562
+ }
563
+ //# sourceMappingURL=DecisionTree.d.ts.map
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