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 { TrigramStance } from "../../types/common.js";
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import { AI_PERSONALITIES } from "./AIPersonality.js";
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//#region src/systems/ai/TrainingAI.ts
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/**
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* TrainingAI - AI opponent system for training mode
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* Integrates AIPersonality, DecisionTree, and ComboSystem to create
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*
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* **Korean Philosophy (훈련 AI 철학)**:
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easy: {
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reactionTime: 500,
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medium: {
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reactionTime: 300,
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counterChance: .3,
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aiSkillLevel: .6
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hard: {
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reactionTime: 150,
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blockChance: .7,
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counterChance: .5,
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aggressionMultiplier: 1,
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aiSkillLevel: .9
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}
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};
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/**
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* TrainingAI System
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*
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* Manages AI opponent behavior in training mode using existing AI systems.
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var TrainingAI = class {
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state;
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decisionTree;
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comboSystem;
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adaptiveDifficulty;
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actionDelayTimer = 0;
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constructor(difficulty = "medium", initialPosition = {
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x: 5,
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y: 0
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}, personalityKey) {
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const personality = personalityKey ? AI_PERSONALITIES[personalityKey] ?? AI_PERSONALITIES.BALANCED_FIGHTER : this.selectPersonalityForDifficulty(difficulty);
|
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59
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+
const config = DIFFICULTY_CONFIGS[difficulty];
|
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60
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+
this.state = {
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61
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difficulty,
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62
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personality,
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63
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currentAction: null,
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64
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+
position: initialPosition,
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65
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stance: personality.favoredStances[0] ?? TrigramStance.GEON,
|
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66
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isActive: false,
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67
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reactionTime: config.reactionTime,
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68
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+
blockChance: config.blockChance,
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69
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counterChance: config.counterChance,
|
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70
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lastActionTime: 0
|
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71
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};
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72
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+
this.decisionTree = new AIDecisionTree();
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73
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this.decisionTree.setDifficultyLevel(config.aiSkillLevel);
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74
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this.comboSystem = new AIComboSystem();
|
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75
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this.adaptiveDifficulty = new AdaptiveDifficulty();
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76
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}
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77
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/**
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78
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* Select appropriate personality for difficulty level
|
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79
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+
*/
|
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80
|
+
selectPersonalityForDifficulty(difficulty) {
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81
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switch (difficulty) {
|
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82
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case "easy": return AI_PERSONALITIES.DEFENSIVE_SPECIALIST;
|
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83
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+
case "medium": return AI_PERSONALITIES.BALANCED_FIGHTER;
|
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84
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+
case "hard": return AI_PERSONALITIES.AGGRESSIVE_STRIKER;
|
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85
|
+
default: return AI_PERSONALITIES.BALANCED_FIGHTER;
|
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86
|
+
}
|
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87
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+
}
|
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88
|
+
/**
|
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89
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+
* Activate AI opponent
|
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90
|
+
*/
|
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91
|
+
activate() {
|
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92
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+
this.state = {
|
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93
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+
...this.state,
|
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94
|
+
isActive: true,
|
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95
|
+
lastActionTime: Date.now()
|
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96
|
+
};
|
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97
|
+
}
|
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98
|
+
/**
|
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99
|
+
* Deactivate AI opponent
|
|
100
|
+
*/
|
|
101
|
+
deactivate() {
|
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102
|
+
this.state = {
|
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103
|
+
...this.state,
|
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104
|
+
isActive: false,
|
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105
|
+
currentAction: null
|
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106
|
+
};
|
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107
|
+
}
|
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108
|
+
/**
|
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109
|
+
* Update AI behavior (60fps game loop)
|
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110
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+
*
|
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111
|
+
* Internal method called each frame by the TrainingAI system to process AI decision-making and update state.
|
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112
|
+
* Respects reaction time delays based on difficulty level.
|
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113
|
+
*
|
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114
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+
* @param deltaTime - Time since last frame in seconds
|
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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;
|
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124
|
+
const context = {
|
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125
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+
playerPosition: this.state.position,
|
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126
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+
opponentPosition: playerState.position,
|
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127
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+
playerHealth: aiPlayerState.health,
|
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128
|
+
playerMaxHealth: aiPlayerState.maxHealth,
|
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129
|
+
playerKi: aiPlayerState.ki,
|
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130
|
+
playerMaxKi: aiPlayerState.maxKi,
|
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131
|
+
playerStamina: aiPlayerState.stamina,
|
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132
|
+
playerMaxStamina: aiPlayerState.maxStamina,
|
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133
|
+
opponentHealth: playerState.health,
|
|
134
|
+
opponentStance: playerState.currentStance,
|
|
135
|
+
playerStance: this.state.stance,
|
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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 TrainingAI;\n"],"mappings":";;;;;;;;;;;;;;;;;;AAmDA,IAAM,qBAAqE;CACzE,MAAM;EACJ,cAAc;EACd,aAAa;EACb,eAAe;EACf,sBAAsB;EACtB,cAAc;EACf;CACD,QAAQ;EACN,cAAc;EACd,aAAa;EACb,eAAe;EACf,sBAAsB;EACtB,cAAc;EACf;CACD,MAAM;EACJ,cAAc;EACd,aAAa;EACb,eAAe;EACf,sBAAsB;EACtB,cAAc;EACf;CACF;;;;;;;AAQD,IAAa,aAAb,MAAwB;CACtB;CACA;CACA;CACA;CACA,mBAAmC;CAEnC,YACE,aAAmC,UACnC,kBAA4B;EAAE,GAAG;EAAG,GAAG;EAAG,EAC1C,gBACA;EAEA,MAAM,cAAc,iBACf,iBAAiB,mBAAmB,iBAAiB,mBACtD,KAAK,+BAA+B,WAAW;EAEnD,MAAM,SAAS,mBAAmB;AAElC,OAAK,QAAQ;GACX;GACA;GACA,eAAe;GACf,UAAU;GACV,QAAQ,YAAY,eAAe,MAAM,cAAc;GACvD,UAAU;GACV,cAAc,OAAO;GACrB,aAAa,OAAO;GACpB,eAAe,OAAO;GACtB,gBAAgB;GACjB;AAGD,OAAK,eAAe,IAAI,gBAAgB;AACxC,OAAK,aAAa,mBAAmB,OAAO,aAAa;AAEzD,OAAK,cAAc,IAAI,eAAe;AACtC,OAAK,qBAAqB,IAAI,oBAAoB;;;;;CAMpD,+BACE,YACe;AACf,UAAQ,YAAR;GACE,KAAK,OACH,QAAO,iBAAiB;GAC1B,KAAK,SACH,QAAO,iBAAiB;GAC1B,KAAK,OACH,QAAO,iBAAiB;GAC1B,QACE,QAAO,iBAAiB;;;;;;CAO9B,WAAiB;AACf,OAAK,QAAQ;GACX,GAAG,KAAK;GACR,UAAU;GACV,gBAAgB,KAAK,KAAK;GAC3B;;;;;CAMH,aAAmB;AACjB,OAAK,QAAQ;GACX,GAAG,KAAK;GACR,UAAU;GACV,eAAe;GAChB;;;;;;;;;;;;;CAcH,OACE,WACA,aACA,eACmB;AACnB,MAAI,CAAC,KAAK,MAAM,SACd,QAAO;EAGT,MAAM,MAAM,KAAK,KAAK;AAGtB,OAAK,mBAAmB,KAAK,IAC3B,GACA,KAAK,mBAAmB,YAAY,IACrC;AAGD,MAAI,KAAK,mBAAmB,EAC1B,QAAO,KAAK,MAAM;EAIpB,MAAM,UAAyB;GAC7B,gBAAgB,KAAK,MAAM;GAC3B,kBAAkB,YAAY;GAC9B,cAAc,cAAc;GAC5B,iBAAiB,cAAc;GAC/B,UAAU,cAAc;GACxB,aAAa,cAAc;GAC3B,eAAe,cAAc;GAC7B,kBAAkB,cAAc;GAChC,gBAAgB,YAAY;GAC5B,gBAAgB,YAAY;GAC5B,cAAc,KAAK,MAAM;GACzB,oBAAoB,KAAK,kBACvB,KAAK,MAAM,UACX,YAAY,SACb;GACD,cAAc,MAAM,KAAK,MAAM,kBAAkB;GACjD,qBAAqB,KAAK,kBAAkB,YAAY;GACxD,mBAAmB,cAAc;GACjC,aAAa;IACX,GAAG;IACH,GAAG;IACH,OAAO;IACP,QAAQ;IACR,kBAAkB;IAClB,kBAAkB;IACnB;GACF;EAGD,MAAM,sBAAsB,KAAK,6BAC/B,KAAK,MAAM,YACZ;EAGD,MAAM,WAAW,KAAK,aAAa,aACjC,SACA,qBACA,KAAK,YACN;AAGD,OAAK,mBAAmB,KAAK,MAAM;AAGnC,OAAK,QAAQ;GACX,GAAG,KAAK;GACR,eAAe;GACf,gBAAgB;GACjB;AAED,SAAO;;;;;CAMT,6BACE,iBACe;EACf,MAAM,SAAS,mBAAmB,KAAK,MAAM;AAG7C,SAAO;GACL,GAAG;GACH,iBACE,gBAAgB,kBAAkB,OAAO;GAC3C,mBACE,gBAAgB,qBAAqB,IAAI,OAAO;GACnD;;;;;CAMH,kBAA0B,MAAgB,MAAwB;EAChE,MAAM,KAAK,KAAK,IAAI,KAAK;EACzB,MAAM,KAAK,KAAK,IAAI,KAAK;AACzB,SAAO,KAAK,KAAK,KAAK,KAAK,KAAK,GAAG;;;;;CAMrC,kBAA0B,aAAmC;AAE3D,SAD4B,KAAK,KAAK,GAAG,YAAY,iBACxB;;;;;CAM/B,eAAe,aAA6B;AAC1C,OAAK,QAAQ;GACX,GAAG,KAAK;GACR,UAAU;GACX;;;;;CAMH,aAAa,WAAgC;AAC3C,OAAK,QAAQ;GACX,GAAG,KAAK;GACR,QAAQ;GACT;;;;;CAMH,cAAc,YAAwC;EACpD,MAAM,SAAS,mBAAmB;EAClC,MAAM,cAAc,KAAK,+BAA+B,WAAW;AAEnE,OAAK,QAAQ;GACX,GAAG,KAAK;GACR;GACA;GACA,cAAc,OAAO;GACrB,aAAa,OAAO;GACpB,eAAe,OAAO;GACvB;AAED,OAAK,aAAa,mBAAmB,OAAO,aAAa;;;;;CAM3D,QAAc;AACZ,OAAK,aAAa,OAAO;AACzB,OAAK,YAAY,YAAY;AAC7B,OAAK,mBAAmB;AAExB,OAAK,QAAQ;GACX,GAAG,KAAK;GACR,eAAe;GACf,gBAAgB,KAAK,KAAK;GAC3B;;;;;CAMH,WAAsC;AACpC,SAAO,KAAK;;;;;CAMd,cAAuB;AACrB,SAAO,KAAK,QAAQ,GAAG,KAAK,MAAM;;;;;CAMpC,gBAAyB;AACvB,SAAO,KAAK,QAAQ,GAAG,KAAK,MAAM;;;;;CAMpC,qBAAwC;AACtC,SAAO,KAAK,MAAM;;;;;CAMpB,yBAAyB,WAUhB;AACP,OAAK,mBAAmB,mBAAmB,UAAU"}
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/**
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* AI Performance Benchmarks
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*
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* Performance testing for AI combat decision-making to ensure real-time performance requirements:
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* - AI decision time: <10ms average, <25ms maximum
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* - Combat frame rate: ≥58fps average with AI active
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* - Memory usage: No leaks over extended gameplay
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*
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* Benchmarks validate:
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* - Single AI decision latency
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* - Batch decision performance (60fps simulation)
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* - Distance calculation hot path
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* - Decision tree evaluation overhead
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* - Memory allocation patterns
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*
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* @module systems/ai/__tests__/AI-Performance
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*/
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export {};
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//# sourceMappingURL=AI-Performance.bench.d.ts.map
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{"version":3,"file":"AI-Performance.bench.d.ts","sourceRoot":"","sources":["../../../../src/systems/ai/__tests__/AI-Performance.bench.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG"}
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/**
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* @module systems/ai
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* @category AI Systems
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* AI combat systems for Korean martial arts
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*/
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export * from "./AIPersonality";
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export * from "./ComboSystem";
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export * from "./AdaptiveDifficulty";
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export * from "./DecisionTree";
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export * from "./TrainingAI";
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export * from "./ArchetypeEnforcer";
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//# sourceMappingURL=index.d.ts.map
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{"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"}
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/**
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* AI Combat System Type Definitions
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*
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* Core types for AI decision-making and combat behavior.
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* Separated to avoid circular dependencies between modules.
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*
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* @module systems/ai/types
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* @category AI Combat
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* @korean AI 전투 시스템 타입 정의
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*/
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import { Position, TrigramStance } from "../../types";
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import { BalanceState } from "../../types/player-visual";
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import type { CounterOpportunity } from "../../types/physics";
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/**
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* AI action types
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*
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* @korean AI 행동 유형
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*/
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export declare enum AIActionType {
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ATTACK = "attack",
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TECHNIQUE = "technique",
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DEFEND = "defend",
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COUNTER = "counter",
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RETREAT = "retreat",
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APPROACH = "approach",
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CIRCLE = "circle",
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STANCE_CHANGE = "stance_change",
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FEINT = "feint",
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WAIT = "wait",
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COMBO = "combo"
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}
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+
/**
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* AI decision result
|
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*
|
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* @korean AI 결정 결과
|
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*/
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export interface AIDecision {
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readonly action: AIActionType;
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+
readonly targetPosition?: Position;
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+
readonly targetStance?: TrigramStance;
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readonly targetVitalPoint?: string;
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readonly priority: number;
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readonly reason: string;
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}
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+
/**
|
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* Vulnerability assessment context for exploitation tactics
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+
*
|
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+
* Comprehensive analysis of opponent's defenseless states:
|
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|
+
* - **isHelpless**: Balance === HELPLESS (90% takedown priority)
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+
* - **isVulnerable**: Balance === VULNERABLE or HELPLESS (70% aggressive attack priority)
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+
* - **isShaken**: Balance === SHAKEN, VULNERABLE, or HELPLESS (50% pressure tactics priority)
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* - **hasLowStamina**: Stamina < 20% (60% exploitation priority)
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+
* - **hasNoKi**: Ki < 10% (50% technique spam priority)
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+
* - **overallVulnerability**: Composite vulnerability score (0.0-1.0)
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+
*
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* @korean 취약성 평가 컨텍스트
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*/
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export interface VulnerabilityContext {
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readonly isHelpless: boolean;
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+
readonly isVulnerable: boolean;
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readonly isShaken: boolean;
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readonly hasLowStamina: boolean;
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readonly hasNoKi: boolean;
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+
readonly overallVulnerability: number;
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+
}
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+
/**
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* Combat context for decision making
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*
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* @korean 전투 컨텍스트
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*/
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export interface CombatContext {
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readonly playerPosition: Position;
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readonly opponentPosition: Position;
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readonly playerHealth: number;
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readonly playerMaxHealth: number;
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readonly playerKi: number;
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readonly playerMaxKi: number;
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readonly playerStamina: number;
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readonly playerMaxStamina: number;
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readonly opponentHealth: number;
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readonly opponentMaxHealth?: number;
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readonly opponentStance: TrigramStance;
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readonly playerStance: TrigramStance;
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readonly distanceToOpponent: number;
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readonly timeInMatch: number;
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+
readonly isOpponentAttacking: boolean;
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+
readonly recentDamageTaken: number;
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readonly opponentBalance?: BalanceState;
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+
readonly opponentStamina?: number;
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+
readonly opponentMaxStamina?: number;
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readonly opponentKi?: number;
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readonly opponentMaxKi?: number;
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readonly stanceFatigue?: {
|
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+
readonly timeInStance: number;
|
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+
};
|
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+
readonly arenaBounds: {
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+
readonly x: number;
|
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+
readonly y: number;
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+
readonly width: number;
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+
readonly height: number;
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+
readonly worldWidthMeters: number;
|
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+
readonly worldDepthMeters: number;
|
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};
|
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+
/**
|
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* Detected counter-attack opportunity from opponent's limb exposure.
|
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+
* Includes exposed limb, timing window, vulnerability multiplier, and recommended counters.
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* **Korean**: 반격 기회 (Counter Opportunity)
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*/
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readonly counterOpportunity?: CounterOpportunity;
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}
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//# sourceMappingURL=types.d.ts.map
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//#region src/systems/ai/types.ts
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/**
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* AI action types
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*
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* @korean AI 행동 유형
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*/
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var AIActionType = /* @__PURE__ */ function(AIActionType) {
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AIActionType["ATTACK"] = "attack";
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AIActionType["TECHNIQUE"] = "technique";
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AIActionType["DEFEND"] = "defend";
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AIActionType["COUNTER"] = "counter";
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AIActionType["RETREAT"] = "retreat";
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AIActionType["APPROACH"] = "approach";
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AIActionType["CIRCLE"] = "circle";
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AIActionType["STANCE_CHANGE"] = "stance_change";
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AIActionType["FEINT"] = "feint";
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AIActionType["WAIT"] = "wait";
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AIActionType["COMBO"] = "combo";
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return AIActionType;
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}({});
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//#endregion
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export { AIActionType };
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//# sourceMappingURL=types.js.map
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{"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"}
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/**
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* Animation Type Categories
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* 애니메이션 타입 분류
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*
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* Represents CATEGORIES of animations, not unique instances.
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* Multiple techniques can share the same AnimationType.
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* Each technique has a unique AnimationId for 1-1 mapping.
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*
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* PROPER ARCHITECTURE:
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* - AnimationType: Category (shared) - "What kind of animation?"
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* - AnimationId: Unique ID (1-1 with TechniqueId) - "Which specific animation?"
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*
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* @module systems/animation/AnimationCategory
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* @korean 애니메이션분류
|
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+
*/
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/**
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* Animation Type Categories
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*
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* These represent broad categories of animations that can be
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* shared across multiple techniques. The animation system uses
|
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+
* these for categorization, fallbacks, and animation blending.
|
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*/
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+
export declare enum AnimationCategory {
|
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24
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+
/** Straight punches - jabs, crosses, straights */
|
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25
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+
PUNCH = "punch",
|
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26
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+
/** General strikes - palm, nerve, pressure point strikes */
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+
STRIKE = "strike",
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28
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+
/** General kicks - consolidated category for all kick types */
|
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+
KICK = "kick",
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+
/** Jumping/flying kicks - aerial kicks */
|
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31
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+
JUMPING_KICK = "jumping_kick",
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32
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+
/** Elbow strikes */
|
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33
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+
ELBOW_STRIKE = "elbow_strike",
|
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34
|
+
/** Knee strikes */
|
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35
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+
KNEE_STRIKE = "knee_strike",
|
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36
|
+
/** Throwing techniques - hip throws, shoulder throws */
|
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37
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+
THROW = "throw",
|
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38
|
+
/** Joint locks - arm bars, wrist locks, shoulder locks */
|
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39
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+
JOINT_LOCK = "joint_lock",
|
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40
|
+
/** Takedowns - single/double leg, body locks */
|
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41
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+
TAKEDOWN = "takedown",
|
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42
|
+
/** Sweeps - leg sweeps, ankle picks */
|
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43
|
+
SWEEP = "sweep",
|
|
44
|
+
/** General grappling control */
|
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45
|
+
GRAPPLE = "grapple",
|
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46
|
+
/** Defensive techniques - blocks, parries, guards */
|
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47
|
+
DEFENSIVE = "defensive",
|
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48
|
+
/** Counter techniques - defensive counters */
|
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49
|
+
COUNTER = "counter",
|
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50
|
+
/** Footwork and repositioning */
|
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51
|
+
FOOTWORK = "footwork",
|
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52
|
+
/** Idle/ready stance */
|
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53
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+
STANCE = "stance"
|
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54
|
+
}
|
|
55
|
+
/**
|
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56
|
+
* Helper to get category from detailed animation name
|
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57
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+
* Returns consolidated categories matching the 15-category system
|
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58
|
+
*/
|
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59
|
+
export declare function getAnimationCategoryFromId(animationId: string): AnimationCategory;
|
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60
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+
/**
|
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61
|
+
* Validate that an animation ID matches its declared category
|
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62
|
+
*/
|
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63
|
+
export declare function validateAnimationCategory(animationId: string, declaredCategory: AnimationCategory): boolean;
|
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+
//# sourceMappingURL=AnimationCategory.d.ts.map
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{"version":3,"file":"AnimationCategory.d.ts","sourceRoot":"","sources":["../../../src/systems/animation/AnimationCategory.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH;;;;;;GAMG;AACH,oBAAY,iBAAiB;IAE3B,kDAAkD;IAClD,KAAK,UAAU;IAEf,4DAA4D;IAC5D,MAAM,WAAW;IAGjB,+DAA+D;IAC/D,IAAI,SAAS;IAEb,0CAA0C;IAC1C,YAAY,iBAAiB;IAG7B,oBAAoB;IACpB,YAAY,iBAAiB;IAE7B,mBAAmB;IACnB,WAAW,gBAAgB;IAG3B,wDAAwD;IACxD,KAAK,UAAU;IAEf,0DAA0D;IAC1D,UAAU,eAAe;IAEzB,gDAAgD;IAChD,QAAQ,aAAa;IAErB,uCAAuC;IACvC,KAAK,UAAU;IAEf,gCAAgC;IAChC,OAAO,YAAY;IAGnB,qDAAqD;IACrD,SAAS,cAAc;IAEvB,8CAA8C;IAC9C,OAAO,YAAY;IAGnB,iCAAiC;IACjC,QAAQ,aAAa;IAGrB,wBAAwB;IACxB,MAAM,WAAW;CAClB;AAED;;;GAGG;AACH,wBAAgB,0BAA0B,CAAC,WAAW,EAAE,MAAM,GAAG,iBAAiB,CA0CjF;AAED;;GAEG;AACH,wBAAgB,yBAAyB,CACvC,WAAW,EAAE,MAAM,EACnB,gBAAgB,EAAE,iBAAiB,GAClC,OAAO,CAGT"}
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