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 +1,265 @@
1
+ import { TrigramStance } from "../../types/common.js";
2
+ import "../../types/index.js";
3
+ import { AI_PERSONALITIES } from "./AIPersonality.js";
4
+ import { AIComboSystem } from "./ComboSystem.js";
5
+ import { AdaptiveDifficulty } from "./AdaptiveDifficulty.js";
6
+ import { AIDecisionTree } from "./DecisionTree.js";
7
+ //#region src/systems/ai/TrainingAI.ts
8
+ /**
9
+ * TrainingAI - AI opponent system for training mode
10
+ *
11
+ * Integrates AIPersonality, DecisionTree, and ComboSystem to create
12
+ * a configurable AI opponent for training scenarios.
13
+ *
14
+ * **Korean Philosophy (훈련 AI 철학)**:
15
+ * - 단계적 난이도 (Stepped Difficulty): Progressive challenge levels
16
+ * - 교육적 피드백 (Educational Feedback): AI teaches through behavior
17
+ * - 적응형 전투 (Adaptive Combat): AI adjusts to player skill
18
+ */
19
+ var DIFFICULTY_CONFIGS = {
20
+ easy: {
21
+ reactionTime: 500,
22
+ blockChance: .3,
23
+ counterChance: .1,
24
+ aggressionMultiplier: .6,
25
+ aiSkillLevel: .3
26
+ },
27
+ medium: {
28
+ reactionTime: 300,
29
+ blockChance: .5,
30
+ counterChance: .3,
31
+ aggressionMultiplier: .8,
32
+ aiSkillLevel: .6
33
+ },
34
+ hard: {
35
+ reactionTime: 150,
36
+ blockChance: .7,
37
+ counterChance: .5,
38
+ aggressionMultiplier: 1,
39
+ aiSkillLevel: .9
40
+ }
41
+ };
42
+ /**
43
+ * TrainingAI System
44
+ *
45
+ * Manages AI opponent behavior in training mode using existing AI systems.
46
+ * Provides configurable difficulty and realistic martial arts behavior.
47
+ */
48
+ var TrainingAI = class {
49
+ state;
50
+ decisionTree;
51
+ comboSystem;
52
+ adaptiveDifficulty;
53
+ actionDelayTimer = 0;
54
+ constructor(difficulty = "medium", initialPosition = {
55
+ x: 5,
56
+ y: 0
57
+ }, personalityKey) {
58
+ const personality = personalityKey ? AI_PERSONALITIES[personalityKey] ?? AI_PERSONALITIES.BALANCED_FIGHTER : this.selectPersonalityForDifficulty(difficulty);
59
+ const config = DIFFICULTY_CONFIGS[difficulty];
60
+ this.state = {
61
+ difficulty,
62
+ personality,
63
+ currentAction: null,
64
+ position: initialPosition,
65
+ stance: personality.favoredStances[0] ?? TrigramStance.GEON,
66
+ isActive: false,
67
+ reactionTime: config.reactionTime,
68
+ blockChance: config.blockChance,
69
+ counterChance: config.counterChance,
70
+ lastActionTime: 0
71
+ };
72
+ this.decisionTree = new AIDecisionTree();
73
+ this.decisionTree.setDifficultyLevel(config.aiSkillLevel);
74
+ this.comboSystem = new AIComboSystem();
75
+ this.adaptiveDifficulty = new AdaptiveDifficulty();
76
+ }
77
+ /**
78
+ * Select appropriate personality for difficulty level
79
+ */
80
+ selectPersonalityForDifficulty(difficulty) {
81
+ switch (difficulty) {
82
+ case "easy": return AI_PERSONALITIES.DEFENSIVE_SPECIALIST;
83
+ case "medium": return AI_PERSONALITIES.BALANCED_FIGHTER;
84
+ case "hard": return AI_PERSONALITIES.AGGRESSIVE_STRIKER;
85
+ default: return AI_PERSONALITIES.BALANCED_FIGHTER;
86
+ }
87
+ }
88
+ /**
89
+ * Activate AI opponent
90
+ */
91
+ activate() {
92
+ this.state = {
93
+ ...this.state,
94
+ isActive: true,
95
+ lastActionTime: Date.now()
96
+ };
97
+ }
98
+ /**
99
+ * Deactivate AI opponent
100
+ */
101
+ deactivate() {
102
+ this.state = {
103
+ ...this.state,
104
+ isActive: false,
105
+ currentAction: null
106
+ };
107
+ }
108
+ /**
109
+ * Update AI behavior (60fps game loop)
110
+ *
111
+ * Internal method called each frame by the TrainingAI system to process AI decision-making and update state.
112
+ * Respects reaction time delays based on difficulty level.
113
+ *
114
+ * @param deltaTime - Time since last frame in seconds
115
+ * @param playerState - Current player state
116
+ * @param aiPlayerState - Current AI player state (for combat systems)
117
+ * @returns Updated AI decision or null if inactive/delayed
118
+ */
119
+ update(deltaTime, playerState, aiPlayerState) {
120
+ if (!this.state.isActive) return null;
121
+ const now = Date.now();
122
+ this.actionDelayTimer = Math.max(0, this.actionDelayTimer - deltaTime * 1e3);
123
+ if (this.actionDelayTimer > 0) return this.state.currentAction;
124
+ const context = {
125
+ playerPosition: this.state.position,
126
+ opponentPosition: playerState.position,
127
+ playerHealth: aiPlayerState.health,
128
+ playerMaxHealth: aiPlayerState.maxHealth,
129
+ playerKi: aiPlayerState.ki,
130
+ playerMaxKi: aiPlayerState.maxKi,
131
+ playerStamina: aiPlayerState.stamina,
132
+ playerMaxStamina: aiPlayerState.maxStamina,
133
+ opponentHealth: playerState.health,
134
+ opponentStance: playerState.currentStance,
135
+ playerStance: this.state.stance,
136
+ distanceToOpponent: this.calculateDistance(this.state.position, playerState.position),
137
+ timeInMatch: (now - this.state.lastActionTime) / 1e3,
138
+ isOpponentAttacking: this.isPlayerAttacking(playerState),
139
+ recentDamageTaken: aiPlayerState.totalDamageReceived,
140
+ arenaBounds: {
141
+ x: -8,
142
+ y: -6,
143
+ width: 16,
144
+ height: 12,
145
+ worldWidthMeters: 10,
146
+ worldDepthMeters: 7.5
147
+ }
148
+ };
149
+ const adjustedPersonality = this.adjustPersonalityForTraining(this.state.personality);
150
+ const decision = this.decisionTree.makeDecision(context, adjustedPersonality, this.comboSystem);
151
+ this.actionDelayTimer = this.state.reactionTime;
152
+ this.state = {
153
+ ...this.state,
154
+ currentAction: decision,
155
+ lastActionTime: now
156
+ };
157
+ return decision;
158
+ }
159
+ /**
160
+ * Adjust personality based on training context
161
+ */
162
+ adjustPersonalityForTraining(basePersonality) {
163
+ const config = DIFFICULTY_CONFIGS[this.state.difficulty];
164
+ return {
165
+ ...basePersonality,
166
+ aggressionLevel: basePersonality.aggressionLevel * config.aggressionMultiplier,
167
+ defensePreference: basePersonality.defensePreference * (2 - config.aggressionMultiplier)
168
+ };
169
+ }
170
+ /**
171
+ * Calculate distance between two positions
172
+ */
173
+ calculateDistance(pos1, pos2) {
174
+ const dx = pos2.x - pos1.x;
175
+ const dy = pos2.y - pos1.y;
176
+ return Math.sqrt(dx * dx + dy * dy);
177
+ }
178
+ /**
179
+ * Determine if player is currently attacking
180
+ */
181
+ isPlayerAttacking(playerState) {
182
+ return Date.now() - playerState.lastActionTime < 500;
183
+ }
184
+ /**
185
+ * Update AI position (for movement actions)
186
+ */
187
+ updatePosition(newPosition) {
188
+ this.state = {
189
+ ...this.state,
190
+ position: newPosition
191
+ };
192
+ }
193
+ /**
194
+ * Update AI stance
195
+ */
196
+ updateStance(newStance) {
197
+ this.state = {
198
+ ...this.state,
199
+ stance: newStance
200
+ };
201
+ }
202
+ /**
203
+ * Set difficulty
204
+ */
205
+ setDifficulty(difficulty) {
206
+ const config = DIFFICULTY_CONFIGS[difficulty];
207
+ const personality = this.selectPersonalityForDifficulty(difficulty);
208
+ this.state = {
209
+ ...this.state,
210
+ difficulty,
211
+ personality,
212
+ reactionTime: config.reactionTime,
213
+ blockChance: config.blockChance,
214
+ counterChance: config.counterChance
215
+ };
216
+ this.decisionTree.setDifficultyLevel(config.aiSkillLevel);
217
+ }
218
+ /**
219
+ * Reset AI state
220
+ */
221
+ reset() {
222
+ this.decisionTree.reset();
223
+ this.comboSystem.resetCombo();
224
+ this.actionDelayTimer = 0;
225
+ this.state = {
226
+ ...this.state,
227
+ currentAction: null,
228
+ lastActionTime: Date.now()
229
+ };
230
+ }
231
+ /**
232
+ * Get current AI state (for display/debugging)
233
+ */
234
+ getState() {
235
+ return this.state;
236
+ }
237
+ /**
238
+ * Check if AI should block incoming attack
239
+ */
240
+ shouldBlock() {
241
+ return Math.random() < this.state.blockChance;
242
+ }
243
+ /**
244
+ * Check if AI should counter incoming attack
245
+ */
246
+ shouldCounter() {
247
+ return Math.random() < this.state.counterChance;
248
+ }
249
+ /**
250
+ * Get AI's current decision for debugging
251
+ */
252
+ getCurrentDecision() {
253
+ return this.state.currentAction;
254
+ }
255
+ /**
256
+ * Update adaptive difficulty based on match performance
257
+ */
258
+ updateAdaptiveDifficulty(matchData) {
259
+ this.adaptiveDifficulty.updateSkillMetrics(matchData);
260
+ }
261
+ };
262
+ //#endregion
263
+ export { TrainingAI as default };
264
+
265
+ //# sourceMappingURL=TrainingAI.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TrainingAI.js","names":[],"sources":["../../../src/systems/ai/TrainingAI.ts"],"sourcesContent":["/**\n * TrainingAI - AI opponent system for training mode\n *\n * Integrates AIPersonality, DecisionTree, and ComboSystem to create\n * a configurable AI opponent for training scenarios.\n *\n * **Korean Philosophy (훈련 AI 철학)**:\n * - 단계적 난이도 (Stepped Difficulty): Progressive challenge levels\n * - 교육적 피드백 (Educational Feedback): AI teaches through behavior\n * - 적응형 전투 (Adaptive Combat): AI adjusts to player skill\n */\n\nimport { Position, TrigramStance } from \"@/types\";\nimport { PlayerState } from \"../player\";\nimport { AdaptiveDifficulty } from \"./AdaptiveDifficulty\";\nimport { AIPersonality, AI_PERSONALITIES } from \"./AIPersonality\";\nimport { AIComboSystem } from \"./ComboSystem\";\nimport { AIDecision, AIDecisionTree, CombatContext } from \"./DecisionTree\";\n\n/**\n * Training AI difficulty levels\n */\nexport type AITrainingDifficulty = \"easy\" | \"medium\" | \"hard\";\n\n/**\n * Training AI state\n */\nexport interface TrainingAIState {\n readonly difficulty: AITrainingDifficulty;\n readonly personality: AIPersonality;\n readonly currentAction: AIDecision | null;\n readonly position: Position;\n readonly stance: TrigramStance;\n readonly isActive: boolean;\n readonly reactionTime: number; // ms delay before responding\n readonly blockChance: number; // 0.0-1.0\n readonly counterChance: number; // 0.0-1.0\n readonly lastActionTime: number;\n}\n\n/**\n * Training AI configuration based on difficulty\n */\ninterface DifficultyConfig {\n readonly reactionTime: number;\n readonly blockChance: number;\n readonly counterChance: number;\n readonly aggressionMultiplier: number;\n readonly aiSkillLevel: number; // For DecisionTree\n}\n\nconst DIFFICULTY_CONFIGS: Record<AITrainingDifficulty, DifficultyConfig> = {\n easy: {\n reactionTime: 500, // 500ms reaction delay\n blockChance: 0.3,\n counterChance: 0.1,\n aggressionMultiplier: 0.6,\n aiSkillLevel: 0.3,\n },\n medium: {\n reactionTime: 300, // 300ms reaction delay\n blockChance: 0.5,\n counterChance: 0.3,\n aggressionMultiplier: 0.8,\n aiSkillLevel: 0.6,\n },\n hard: {\n reactionTime: 150, // 150ms reaction delay\n blockChance: 0.7,\n counterChance: 0.5,\n aggressionMultiplier: 1.0,\n aiSkillLevel: 0.9,\n },\n};\n\n/**\n * TrainingAI System\n *\n * Manages AI opponent behavior in training mode using existing AI systems.\n * Provides configurable difficulty and realistic martial arts behavior.\n */\nexport class TrainingAI {\n private state: TrainingAIState;\n private decisionTree: AIDecisionTree;\n private comboSystem: AIComboSystem;\n private adaptiveDifficulty: AdaptiveDifficulty;\n private actionDelayTimer: number = 0;\n\n constructor(\n difficulty: AITrainingDifficulty = \"medium\",\n initialPosition: Position = { x: 5, y: 0 },\n personalityKey?: string,\n ) {\n // Select personality based on difficulty or use provided key\n const personality = personalityKey\n ? (AI_PERSONALITIES[personalityKey] ?? AI_PERSONALITIES.BALANCED_FIGHTER)\n : this.selectPersonalityForDifficulty(difficulty);\n\n const config = DIFFICULTY_CONFIGS[difficulty];\n\n this.state = {\n difficulty,\n personality,\n currentAction: null,\n position: initialPosition,\n stance: personality.favoredStances[0] ?? TrigramStance.GEON,\n isActive: false,\n reactionTime: config.reactionTime,\n blockChance: config.blockChance,\n counterChance: config.counterChance,\n lastActionTime: 0,\n };\n\n // Initialize AI systems\n this.decisionTree = new AIDecisionTree();\n this.decisionTree.setDifficultyLevel(config.aiSkillLevel);\n\n this.comboSystem = new AIComboSystem();\n this.adaptiveDifficulty = new AdaptiveDifficulty();\n }\n\n /**\n * Select appropriate personality for difficulty level\n */\n private selectPersonalityForDifficulty(\n difficulty: AITrainingDifficulty,\n ): AIPersonality {\n switch (difficulty) {\n case \"easy\":\n return AI_PERSONALITIES.DEFENSIVE_SPECIALIST; // Less aggressive\n case \"medium\":\n return AI_PERSONALITIES.BALANCED_FIGHTER; // Balanced approach\n case \"hard\":\n return AI_PERSONALITIES.AGGRESSIVE_STRIKER; // More aggressive\n default:\n return AI_PERSONALITIES.BALANCED_FIGHTER;\n }\n }\n\n /**\n * Activate AI opponent\n */\n activate(): void {\n this.state = {\n ...this.state,\n isActive: true,\n lastActionTime: Date.now(),\n };\n }\n\n /**\n * Deactivate AI opponent\n */\n deactivate(): void {\n this.state = {\n ...this.state,\n isActive: false,\n currentAction: null,\n };\n }\n\n /**\n * Update AI behavior (60fps game loop)\n *\n * Internal method called each frame by the TrainingAI system to process AI decision-making and update state.\n * Respects reaction time delays based on difficulty level.\n *\n * @param deltaTime - Time since last frame in seconds\n * @param playerState - Current player state\n * @param aiPlayerState - Current AI player state (for combat systems)\n * @returns Updated AI decision or null if inactive/delayed\n */\n update(\n deltaTime: number,\n playerState: PlayerState,\n aiPlayerState: PlayerState,\n ): AIDecision | null {\n if (!this.state.isActive) {\n return null;\n }\n\n const now = Date.now();\n\n // Update action delay timer\n this.actionDelayTimer = Math.max(\n 0,\n this.actionDelayTimer - deltaTime * 1000,\n );\n\n // Check if enough time has passed since last decision (reaction time)\n if (this.actionDelayTimer > 0) {\n return this.state.currentAction;\n }\n\n // Build combat context\n const context: CombatContext = {\n playerPosition: this.state.position,\n opponentPosition: playerState.position,\n playerHealth: aiPlayerState.health,\n playerMaxHealth: aiPlayerState.maxHealth,\n playerKi: aiPlayerState.ki,\n playerMaxKi: aiPlayerState.maxKi,\n playerStamina: aiPlayerState.stamina,\n playerMaxStamina: aiPlayerState.maxStamina,\n opponentHealth: playerState.health,\n opponentStance: playerState.currentStance,\n playerStance: this.state.stance,\n distanceToOpponent: this.calculateDistance(\n this.state.position,\n playerState.position,\n ),\n timeInMatch: (now - this.state.lastActionTime) / 1000,\n isOpponentAttacking: this.isPlayerAttacking(playerState),\n recentDamageTaken: aiPlayerState.totalDamageReceived,\n arenaBounds: {\n x: -8,\n y: -6,\n width: 16,\n height: 12,\n worldWidthMeters: 10, // Training area is 10m wide\n worldDepthMeters: 7.5, // Training area is 7.5m deep (4:3 ratio)\n },\n };\n\n // Get adjusted personality from adaptive difficulty\n const adjustedPersonality = this.adjustPersonalityForTraining(\n this.state.personality,\n );\n\n // Make decision using decision tree\n const decision = this.decisionTree.makeDecision(\n context,\n adjustedPersonality,\n this.comboSystem,\n );\n\n // Apply reaction time delay for next action\n this.actionDelayTimer = this.state.reactionTime;\n\n // Update state with new decision\n this.state = {\n ...this.state,\n currentAction: decision,\n lastActionTime: now,\n };\n\n return decision;\n }\n\n /**\n * Adjust personality based on training context\n */\n private adjustPersonalityForTraining(\n basePersonality: AIPersonality,\n ): AIPersonality {\n const config = DIFFICULTY_CONFIGS[this.state.difficulty];\n\n // Apply difficulty multiplier to aggression\n return {\n ...basePersonality,\n aggressionLevel:\n basePersonality.aggressionLevel * config.aggressionMultiplier,\n defensePreference:\n basePersonality.defensePreference * (2 - config.aggressionMultiplier),\n };\n }\n\n /**\n * Calculate distance between two positions\n */\n private calculateDistance(pos1: Position, pos2: Position): number {\n const dx = pos2.x - pos1.x;\n const dy = pos2.y - pos1.y;\n return Math.sqrt(dx * dx + dy * dy);\n }\n\n /**\n * Determine if player is currently attacking\n */\n private isPlayerAttacking(playerState: PlayerState): boolean {\n const timeSinceLastAction = Date.now() - playerState.lastActionTime;\n return timeSinceLastAction < 500; // 500ms attack window\n }\n\n /**\n * Update AI position (for movement actions)\n */\n updatePosition(newPosition: Position): void {\n this.state = {\n ...this.state,\n position: newPosition,\n };\n }\n\n /**\n * Update AI stance\n */\n updateStance(newStance: TrigramStance): void {\n this.state = {\n ...this.state,\n stance: newStance,\n };\n }\n\n /**\n * Set difficulty\n */\n setDifficulty(difficulty: AITrainingDifficulty): void {\n const config = DIFFICULTY_CONFIGS[difficulty];\n const personality = this.selectPersonalityForDifficulty(difficulty);\n\n this.state = {\n ...this.state,\n difficulty,\n personality,\n reactionTime: config.reactionTime,\n blockChance: config.blockChance,\n counterChance: config.counterChance,\n };\n\n this.decisionTree.setDifficultyLevel(config.aiSkillLevel);\n }\n\n /**\n * Reset AI state\n */\n reset(): void {\n this.decisionTree.reset();\n this.comboSystem.resetCombo();\n this.actionDelayTimer = 0;\n\n this.state = {\n ...this.state,\n currentAction: null,\n lastActionTime: Date.now(),\n };\n }\n\n /**\n * Get current AI state (for display/debugging)\n */\n getState(): Readonly<TrainingAIState> {\n return this.state;\n }\n\n /**\n * Check if AI should block incoming attack\n */\n shouldBlock(): boolean {\n return Math.random() < this.state.blockChance;\n }\n\n /**\n * Check if AI should counter incoming attack\n */\n shouldCounter(): boolean {\n return Math.random() < this.state.counterChance;\n }\n\n /**\n * Get AI's current decision for debugging\n */\n getCurrentDecision(): AIDecision | null {\n return this.state.currentAction;\n }\n\n /**\n * Update adaptive difficulty based on match performance\n */\n updateAdaptiveDifficulty(matchData: {\n readonly hitsLanded: number;\n readonly totalAttacks: number;\n readonly combosExecuted: number;\n readonly perfectBlockCount: number;\n readonly avgReactionTimeMs: number;\n readonly vitalPointsHit: number;\n readonly effectiveStanceChanges: number;\n readonly damageDealt: number;\n readonly damageTaken: number;\n }): void {\n this.adaptiveDifficulty.updateSkillMetrics(matchData);\n\n // Optionally adjust difficulty based on adaptive system\n // For training, we might want to keep difficulty stable\n }\n}\n\nexport default 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@@ -0,0 +1,19 @@
1
+ /**
2
+ * AI Performance Benchmarks
3
+ *
4
+ * Performance testing for AI combat decision-making to ensure real-time performance requirements:
5
+ * - AI decision time: <10ms average, <25ms maximum
6
+ * - Combat frame rate: ≥58fps average with AI active
7
+ * - Memory usage: No leaks over extended gameplay
8
+ *
9
+ * Benchmarks validate:
10
+ * - Single AI decision latency
11
+ * - Batch decision performance (60fps simulation)
12
+ * - Distance calculation hot path
13
+ * - Decision tree evaluation overhead
14
+ * - Memory allocation patterns
15
+ *
16
+ * @module systems/ai/__tests__/AI-Performance
17
+ */
18
+ export {};
19
+ //# sourceMappingURL=AI-Performance.bench.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AI-Performance.bench.d.ts","sourceRoot":"","sources":["../../../../src/systems/ai/__tests__/AI-Performance.bench.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * @module systems/ai
3
+ * @category AI Systems
4
+ * AI combat systems for Korean martial arts
5
+ */
6
+ export * from "./AIPersonality";
7
+ export * from "./ComboSystem";
8
+ export * from "./AdaptiveDifficulty";
9
+ export * from "./DecisionTree";
10
+ export * from "./TrainingAI";
11
+ export * from "./ArchetypeEnforcer";
12
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/systems/ai/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,cAAc,iBAAiB,CAAC;AAChC,cAAc,eAAe,CAAC;AAC9B,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC"}
@@ -0,0 +1,7 @@
1
+ import "./AIPersonality.js";
2
+ import "./ComboSystem.js";
3
+ import "./AdaptiveDifficulty.js";
4
+ import "./types.js";
5
+ import "./ArchetypeEnforcer.js";
6
+ import "./DecisionTree.js";
7
+ import "./TrainingAI.js";
@@ -0,0 +1,111 @@
1
+ /**
2
+ * AI Combat System Type Definitions
3
+ *
4
+ * Core types for AI decision-making and combat behavior.
5
+ * Separated to avoid circular dependencies between modules.
6
+ *
7
+ * @module systems/ai/types
8
+ * @category AI Combat
9
+ * @korean AI 전투 시스템 타입 정의
10
+ */
11
+ import { Position, TrigramStance } from "../../types";
12
+ import { BalanceState } from "../../types/player-visual";
13
+ import type { CounterOpportunity } from "../../types/physics";
14
+ /**
15
+ * AI action types
16
+ *
17
+ * @korean AI 행동 유형
18
+ */
19
+ export declare enum AIActionType {
20
+ ATTACK = "attack",
21
+ TECHNIQUE = "technique",
22
+ DEFEND = "defend",
23
+ COUNTER = "counter",
24
+ RETREAT = "retreat",
25
+ APPROACH = "approach",
26
+ CIRCLE = "circle",
27
+ STANCE_CHANGE = "stance_change",
28
+ FEINT = "feint",
29
+ WAIT = "wait",
30
+ COMBO = "combo"
31
+ }
32
+ /**
33
+ * AI decision result
34
+ *
35
+ * @korean AI 결정 결과
36
+ */
37
+ export interface AIDecision {
38
+ readonly action: AIActionType;
39
+ readonly targetPosition?: Position;
40
+ readonly targetStance?: TrigramStance;
41
+ readonly targetVitalPoint?: string;
42
+ readonly priority: number;
43
+ readonly reason: string;
44
+ }
45
+ /**
46
+ * Vulnerability assessment context for exploitation tactics
47
+ *
48
+ * Comprehensive analysis of opponent's defenseless states:
49
+ * - **isHelpless**: Balance === HELPLESS (90% takedown priority)
50
+ * - **isVulnerable**: Balance === VULNERABLE or HELPLESS (70% aggressive attack priority)
51
+ * - **isShaken**: Balance === SHAKEN, VULNERABLE, or HELPLESS (50% pressure tactics priority)
52
+ * - **hasLowStamina**: Stamina < 20% (60% exploitation priority)
53
+ * - **hasNoKi**: Ki < 10% (50% technique spam priority)
54
+ * - **overallVulnerability**: Composite vulnerability score (0.0-1.0)
55
+ *
56
+ * @korean 취약성 평가 컨텍스트
57
+ */
58
+ export interface VulnerabilityContext {
59
+ readonly isHelpless: boolean;
60
+ readonly isVulnerable: boolean;
61
+ readonly isShaken: boolean;
62
+ readonly hasLowStamina: boolean;
63
+ readonly hasNoKi: boolean;
64
+ readonly overallVulnerability: number;
65
+ }
66
+ /**
67
+ * Combat context for decision making
68
+ *
69
+ * @korean 전투 컨텍스트
70
+ */
71
+ export interface CombatContext {
72
+ readonly playerPosition: Position;
73
+ readonly opponentPosition: Position;
74
+ readonly playerHealth: number;
75
+ readonly playerMaxHealth: number;
76
+ readonly playerKi: number;
77
+ readonly playerMaxKi: number;
78
+ readonly playerStamina: number;
79
+ readonly playerMaxStamina: number;
80
+ readonly opponentHealth: number;
81
+ readonly opponentMaxHealth?: number;
82
+ readonly opponentStance: TrigramStance;
83
+ readonly playerStance: TrigramStance;
84
+ readonly distanceToOpponent: number;
85
+ readonly timeInMatch: number;
86
+ readonly isOpponentAttacking: boolean;
87
+ readonly recentDamageTaken: number;
88
+ readonly opponentBalance?: BalanceState;
89
+ readonly opponentStamina?: number;
90
+ readonly opponentMaxStamina?: number;
91
+ readonly opponentKi?: number;
92
+ readonly opponentMaxKi?: number;
93
+ readonly stanceFatigue?: {
94
+ readonly timeInStance: number;
95
+ };
96
+ readonly arenaBounds: {
97
+ readonly x: number;
98
+ readonly y: number;
99
+ readonly width: number;
100
+ readonly height: number;
101
+ readonly worldWidthMeters: number;
102
+ readonly worldDepthMeters: number;
103
+ };
104
+ /**
105
+ * Detected counter-attack opportunity from opponent's limb exposure.
106
+ * Includes exposed limb, timing window, vulnerability multiplier, and recommended counters.
107
+ * **Korean**: 반격 기회 (Counter Opportunity)
108
+ */
109
+ readonly counterOpportunity?: CounterOpportunity;
110
+ }
111
+ //# sourceMappingURL=types.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,24 @@
1
+ //#region src/systems/ai/types.ts
2
+ /**
3
+ * AI action types
4
+ *
5
+ * @korean AI 행동 유형
6
+ */
7
+ var AIActionType = /* @__PURE__ */ function(AIActionType) {
8
+ AIActionType["ATTACK"] = "attack";
9
+ AIActionType["TECHNIQUE"] = "technique";
10
+ AIActionType["DEFEND"] = "defend";
11
+ AIActionType["COUNTER"] = "counter";
12
+ AIActionType["RETREAT"] = "retreat";
13
+ AIActionType["APPROACH"] = "approach";
14
+ AIActionType["CIRCLE"] = "circle";
15
+ AIActionType["STANCE_CHANGE"] = "stance_change";
16
+ AIActionType["FEINT"] = "feint";
17
+ AIActionType["WAIT"] = "wait";
18
+ AIActionType["COMBO"] = "combo";
19
+ return AIActionType;
20
+ }({});
21
+ //#endregion
22
+ export { AIActionType };
23
+
24
+ //# sourceMappingURL=types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/ai/types.ts"],"sourcesContent":["/**\n * AI Combat System Type Definitions\n *\n * Core types for AI decision-making and combat behavior.\n * Separated to avoid circular dependencies between modules.\n *\n * @module systems/ai/types\n * @category AI Combat\n * @korean AI 전투 시스템 타입 정의\n */\n\nimport { Position, TrigramStance } from \"@/types\";\nimport { BalanceState } from \"@/types/player-visual\";\nimport type { CounterOpportunity } from \"@/types/physics\";\n\n/**\n * AI action types\n *\n * @korean AI 행동 유형\n */\nexport enum AIActionType {\n ATTACK = \"attack\",\n TECHNIQUE = \"technique\",\n DEFEND = \"defend\",\n COUNTER = \"counter\",\n RETREAT = \"retreat\",\n APPROACH = \"approach\",\n CIRCLE = \"circle\",\n STANCE_CHANGE = \"stance_change\",\n FEINT = \"feint\",\n WAIT = \"wait\",\n COMBO = \"combo\",\n}\n\n/**\n * AI decision result\n *\n * @korean AI 결정 결과\n */\nexport interface AIDecision {\n readonly action: AIActionType;\n readonly targetPosition?: Position;\n readonly targetStance?: TrigramStance;\n readonly targetVitalPoint?: string; // ID of vital point to target\n readonly priority: number; // 0-10: Decision confidence\n readonly reason: string; // For debugging/analysis\n}\n\n/**\n * Vulnerability assessment context for exploitation tactics\n *\n * Comprehensive analysis of opponent's defenseless states:\n * - **isHelpless**: Balance === HELPLESS (90% takedown priority)\n * - **isVulnerable**: Balance === VULNERABLE or HELPLESS (70% aggressive attack priority)\n * - **isShaken**: Balance === SHAKEN, VULNERABLE, or HELPLESS (50% pressure tactics priority)\n * - **hasLowStamina**: Stamina < 20% (60% exploitation priority)\n * - **hasNoKi**: Ki < 10% (50% technique spam priority)\n * - **overallVulnerability**: Composite vulnerability score (0.0-1.0)\n *\n * @korean 취약성 평가 컨텍스트\n */\nexport interface VulnerabilityContext {\n readonly isHelpless: boolean; // balance === HELPLESS\n readonly isVulnerable: boolean; // balance === VULNERABLE or HELPLESS\n readonly isShaken: boolean; // balance === SHAKEN, VULNERABLE, or HELPLESS\n readonly hasLowStamina: boolean; // stamina < 20%\n readonly hasNoKi: boolean; // ki < 10%\n readonly overallVulnerability: number; // 0.0-1.0 composite score\n}\n\n/**\n * Combat context for decision making\n *\n * @korean 전투 컨텍스트\n */\nexport interface CombatContext {\n readonly playerPosition: Position;\n readonly opponentPosition: Position;\n readonly playerHealth: number;\n readonly playerMaxHealth: number;\n readonly playerKi: number;\n readonly playerMaxKi: number;\n readonly playerStamina: number;\n readonly playerMaxStamina: number;\n readonly opponentHealth: number;\n readonly opponentMaxHealth?: number; // Opponent max health (if undefined, assumes symmetric with playerMaxHealth)\n readonly opponentStance: TrigramStance;\n readonly playerStance: TrigramStance;\n readonly distanceToOpponent: number;\n readonly timeInMatch: number;\n readonly isOpponentAttacking: boolean;\n readonly recentDamageTaken: number;\n readonly opponentBalance?: BalanceState; // Balance state: \"READY\" | \"SHAKEN\" | \"VULNERABLE\" | \"HELPLESS\"\n readonly opponentStamina?: number; // Opponent stamina for exploitation\n readonly opponentMaxStamina?: number; // Opponent max stamina\n readonly opponentKi?: number; // Opponent ki for exploitation\n readonly opponentMaxKi?: number; // Opponent max ki\n readonly stanceFatigue?: {\n readonly timeInStance: number; // Milliseconds in current stance\n };\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n /**\n * Detected counter-attack opportunity from opponent's limb exposure.\n * Includes exposed limb, timing window, vulnerability multiplier, and recommended counters.\n * **Korean**: 반격 기회 (Counter Opportunity)\n */\n readonly counterOpportunity?: CounterOpportunity;\n}\n"],"mappings":";;;;;;AAoBA,IAAY,eAAL,yBAAA,cAAA;AACL,cAAA,YAAA;AACA,cAAA,eAAA;AACA,cAAA,YAAA;AACA,cAAA,aAAA;AACA,cAAA,aAAA;AACA,cAAA,cAAA;AACA,cAAA,YAAA;AACA,cAAA,mBAAA;AACA,cAAA,WAAA;AACA,cAAA,UAAA;AACA,cAAA,WAAA;;KACD"}
@@ -0,0 +1,64 @@
1
+ /**
2
+ * Animation Type Categories
3
+ * 애니메이션 타입 분류
4
+ *
5
+ * Represents CATEGORIES of animations, not unique instances.
6
+ * Multiple techniques can share the same AnimationType.
7
+ * Each technique has a unique AnimationId for 1-1 mapping.
8
+ *
9
+ * PROPER ARCHITECTURE:
10
+ * - AnimationType: Category (shared) - "What kind of animation?"
11
+ * - AnimationId: Unique ID (1-1 with TechniqueId) - "Which specific animation?"
12
+ *
13
+ * @module systems/animation/AnimationCategory
14
+ * @korean 애니메이션분류
15
+ */
16
+ /**
17
+ * Animation Type Categories
18
+ *
19
+ * These represent broad categories of animations that can be
20
+ * shared across multiple techniques. The animation system uses
21
+ * these for categorization, fallbacks, and animation blending.
22
+ */
23
+ export declare enum AnimationCategory {
24
+ /** Straight punches - jabs, crosses, straights */
25
+ PUNCH = "punch",
26
+ /** General strikes - palm, nerve, pressure point strikes */
27
+ STRIKE = "strike",
28
+ /** General kicks - consolidated category for all kick types */
29
+ KICK = "kick",
30
+ /** Jumping/flying kicks - aerial kicks */
31
+ JUMPING_KICK = "jumping_kick",
32
+ /** Elbow strikes */
33
+ ELBOW_STRIKE = "elbow_strike",
34
+ /** Knee strikes */
35
+ KNEE_STRIKE = "knee_strike",
36
+ /** Throwing techniques - hip throws, shoulder throws */
37
+ THROW = "throw",
38
+ /** Joint locks - arm bars, wrist locks, shoulder locks */
39
+ JOINT_LOCK = "joint_lock",
40
+ /** Takedowns - single/double leg, body locks */
41
+ TAKEDOWN = "takedown",
42
+ /** Sweeps - leg sweeps, ankle picks */
43
+ SWEEP = "sweep",
44
+ /** General grappling control */
45
+ GRAPPLE = "grapple",
46
+ /** Defensive techniques - blocks, parries, guards */
47
+ DEFENSIVE = "defensive",
48
+ /** Counter techniques - defensive counters */
49
+ COUNTER = "counter",
50
+ /** Footwork and repositioning */
51
+ FOOTWORK = "footwork",
52
+ /** Idle/ready stance */
53
+ STANCE = "stance"
54
+ }
55
+ /**
56
+ * Helper to get category from detailed animation name
57
+ * Returns consolidated categories matching the 15-category system
58
+ */
59
+ export declare function getAnimationCategoryFromId(animationId: string): AnimationCategory;
60
+ /**
61
+ * Validate that an animation ID matches its declared category
62
+ */
63
+ export declare function validateAnimationCategory(animationId: string, declaredCategory: AnimationCategory): boolean;
64
+ //# sourceMappingURL=AnimationCategory.d.ts.map
@@ -0,0 +1 @@
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