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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  1716. package/lib/utils/clothingColors.d.ts +120 -0
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  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
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  1728. package/lib/utils/combatReadiness.d.ts +132 -0
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@@ -0,0 +1,327 @@
1
+ /**
2
+ * Head tracking smoothing factor (0-1)
3
+ * Lower values = smoother but slower head tracking
4
+ * 0.1 = smooth, natural head movement
5
+ *
6
+ * @korean 머리추적부드러움
7
+ */
8
+ var HEAD_TRACKING_SMOOTHING = .1;
9
+ /**
10
+ * Normalizes an angle to 0-360 degree range
11
+ *
12
+ * @param angle - Angle in degrees
13
+ * @returns Normalized angle in 0-360 range
14
+ *
15
+ * @example
16
+ * ```typescript
17
+ * normalizeAngle(370); // Returns 10
18
+ * normalizeAngle(-30); // Returns 330
19
+ * ```
20
+ *
21
+ * @public
22
+ * @korean 각도정규화
23
+ */
24
+ function normalizeAngle(angle) {
25
+ let normalized = angle % 360;
26
+ if (normalized < 0) normalized += 360;
27
+ return normalized === 0 ? 0 : normalized;
28
+ }
29
+ /**
30
+ * Calculates the shortest angular difference between two angles
31
+ * Returns value in range [-180, 180]
32
+ * - Positive = clockwise rotation
33
+ * - Negative = counter-clockwise rotation
34
+ *
35
+ * @param from - Starting angle in degrees
36
+ * @param to - Target angle in degrees
37
+ * @returns Shortest angular difference in degrees
38
+ *
39
+ * @example
40
+ * ```typescript
41
+ * calculateAngleDifference(10, 350); // Returns -20 (turn left)
42
+ * calculateAngleDifference(350, 10); // Returns 20 (turn right)
43
+ * calculateAngleDifference(0, 180); // Returns 180
44
+ * ```
45
+ *
46
+ * @public
47
+ * @korean 각도차이계산
48
+ */
49
+ function calculateAngleDifference(from, to) {
50
+ const fromNorm = normalizeAngle(from);
51
+ let diff = normalizeAngle(to) - fromNorm;
52
+ if (diff > 180) diff -= 360;
53
+ else if (diff < -180) diff += 360;
54
+ return diff;
55
+ }
56
+ /**
57
+ * Calculates angle from one position to another
58
+ * Returns angle in degrees (0-360)
59
+ * - 0° = pointing right (+X)
60
+ * - 90° = pointing down (+Z)
61
+ * - 180° = pointing left (-X)
62
+ * - 270° = pointing up (-Z)
63
+ *
64
+ * @param from - Starting position
65
+ * @param to - Target position
66
+ * @returns Angle in degrees
67
+ *
68
+ * @example
69
+ * ```typescript
70
+ * calculateAngleToTarget({ x: 0, y: 0 }, { x: 1, y: 0 }); // Returns 0° (right)
71
+ * calculateAngleToTarget({ x: 0, y: 0 }, { x: 0, y: 1 }); // Returns 90° (down)
72
+ * ```
73
+ *
74
+ * @public
75
+ * @korean 목표각도계산
76
+ */
77
+ function calculateAngleToTarget(from, to) {
78
+ const dx = to.x - from.x;
79
+ const dz = to.y - from.y;
80
+ return normalizeAngle(Math.atan2(dz, dx) * (180 / Math.PI));
81
+ }
82
+ /**
83
+ * Linear interpolation between two values
84
+ *
85
+ * @param start - Start value
86
+ * @param end - End value
87
+ * @param t - Interpolation factor (0-1)
88
+ * @returns Interpolated value
89
+ *
90
+ * @private
91
+ * @korean 선형보간
92
+ */
93
+ function lerp(start, end, t) {
94
+ return start + (end - start) * t;
95
+ }
96
+ /**
97
+ * Creates default body facing state
98
+ *
99
+ * @param initialAngle - Initial facing angle in degrees (default: 0)
100
+ * @returns Default BodyFacing state
101
+ *
102
+ * @public
103
+ * @korean 기본몸향하기생성
104
+ */
105
+ function createDefaultBodyFacing(initialAngle = 0) {
106
+ const initialRadians = initialAngle * Math.PI / 180;
107
+ return {
108
+ currentAngle: normalizeAngle(initialAngle),
109
+ targetAngle: normalizeAngle(initialAngle),
110
+ rotationSpeed: 45,
111
+ headAngleOffset: 0,
112
+ isLocked: false,
113
+ isTurning: false,
114
+ torsoRotation: 0,
115
+ hipRotation: initialRadians
116
+ };
117
+ }
118
+ /**
119
+ * Updates body facing direction with smooth rotation
120
+ *
121
+ * Performs smooth rotation toward target angle at specified speed.
122
+ * Handles:
123
+ * - Rotation locking during attacks
124
+ * - 180° turn animation triggering
125
+ * - Head tracking with independent offset
126
+ * - Smooth interpolation at 45°/sec
127
+ *
128
+ * @param facing - Current body facing state
129
+ * @param targetAngle - Desired facing angle in degrees
130
+ * @param deltaTime - Time elapsed since last update in seconds
131
+ * @param currentTime - Current timestamp in milliseconds
132
+ * @returns Updated body facing state
133
+ *
134
+ * @example
135
+ * ```typescript
136
+ * const facing = createDefaultBodyFacing(0);
137
+ * const updated = updateBodyFacing(facing, 90, 0.016, Date.now());
138
+ * // Rotates ~0.72° toward 90° (45°/sec * 0.016s)
139
+ * ```
140
+ *
141
+ * @public
142
+ * @korean 몸향하기업데이트
143
+ */
144
+ function updateBodyFacing(facing, targetAngle, deltaTime, currentTime) {
145
+ if (facing.isLocked) return facing;
146
+ if (facing.isTurning && facing.turnStartTime) {
147
+ if (currentTime - facing.turnStartTime >= 200) return {
148
+ ...facing,
149
+ currentAngle: normalizeAngle(targetAngle),
150
+ targetAngle: normalizeAngle(targetAngle),
151
+ headAngleOffset: 0,
152
+ isTurning: false,
153
+ turnDirection: void 0,
154
+ turnStartTime: void 0
155
+ };
156
+ return {
157
+ ...facing,
158
+ targetAngle: normalizeAngle(targetAngle)
159
+ };
160
+ }
161
+ const angleDiff = calculateAngleDifference(facing.currentAngle, targetAngle);
162
+ if (Math.abs(angleDiff) > 90 && !facing.isTurning) return {
163
+ ...facing,
164
+ targetAngle: normalizeAngle(targetAngle),
165
+ isTurning: true,
166
+ turnDirection: angleDiff > 0 ? "right" : "left",
167
+ turnStartTime: currentTime
168
+ };
169
+ const maxRotation = facing.rotationSpeed * deltaTime;
170
+ const rotation = Math.sign(angleDiff) * Math.min(Math.abs(angleDiff), maxRotation);
171
+ const newCurrentAngle = normalizeAngle(facing.currentAngle + rotation);
172
+ const remainingDiff = calculateAngleDifference(newCurrentAngle, targetAngle);
173
+ const targetHeadOffset = Math.max(-45, Math.min(45, remainingDiff));
174
+ const newHeadOffset = lerp(facing.headAngleOffset, targetHeadOffset, HEAD_TRACKING_SMOOTHING);
175
+ return {
176
+ ...facing,
177
+ currentAngle: newCurrentAngle,
178
+ targetAngle: normalizeAngle(targetAngle),
179
+ headAngleOffset: newHeadOffset
180
+ };
181
+ }
182
+ /**
183
+ * Updates facing direction to point toward opponent
184
+ *
185
+ * Calculates target angle based on opponent position and updates
186
+ * body facing state with smooth rotation.
187
+ *
188
+ * @param facing - Current body facing state
189
+ * @param playerPosition - Player's current position
190
+ * @param opponentPosition - Opponent's current position
191
+ * @param deltaTime - Time elapsed since last update in seconds
192
+ * @param currentTime - Current timestamp in milliseconds
193
+ * @returns Updated body facing state
194
+ *
195
+ * @example
196
+ * ```typescript
197
+ * const updated = updateFacingTowardOpponent(
198
+ * facing,
199
+ * { x: 100, y: 200 },
200
+ * { x: 300, y: 200 },
201
+ * 0.016,
202
+ * Date.now()
203
+ * );
204
+ * // Faces toward opponent (pointing right in this case)
205
+ * ```
206
+ *
207
+ * @public
208
+ * @korean 상대방향하기업데이트
209
+ */
210
+ function updateFacingTowardOpponent(facing, playerPosition, opponentPosition, deltaTime, currentTime) {
211
+ return updateBodyFacing(facing, calculateAngleToTarget(playerPosition, opponentPosition), deltaTime, currentTime);
212
+ }
213
+ /**
214
+ * Locks facing direction (during attacks/defends)
215
+ *
216
+ * Prevents rotation while attack or defend animation is playing.
217
+ * Maintains current facing angle.
218
+ *
219
+ * @param facing - Current body facing state
220
+ * @returns Updated body facing state with lock enabled
221
+ *
222
+ * @public
223
+ * @korean 회전잠금
224
+ */
225
+ function lockFacing(facing) {
226
+ return {
227
+ ...facing,
228
+ isLocked: true
229
+ };
230
+ }
231
+ /**
232
+ * Unlocks facing direction (after attacks/defends complete)
233
+ *
234
+ * Allows rotation to resume after attack or defend animation completes.
235
+ *
236
+ * @param facing - Current body facing state
237
+ * @returns Updated body facing state with lock disabled
238
+ *
239
+ * @public
240
+ * @korean 회전잠금해제
241
+ */
242
+ function unlockFacing(facing) {
243
+ return {
244
+ ...facing,
245
+ isLocked: false
246
+ };
247
+ }
248
+ /**
249
+ * Gets head angle in radians including offset
250
+ * Combines torso rotation with head tracking offset
251
+ *
252
+ * @param facing - Current body facing state
253
+ * @returns Head rotation angle in radians
254
+ *
255
+ * @public
256
+ * @korean 머리각도라디안
257
+ */
258
+ function getHeadAngleRadians(facing) {
259
+ return (facing.currentAngle + facing.headAngleOffset) * Math.PI / 180;
260
+ }
261
+ /**
262
+ * Body Facing System singleton for managing character rotation
263
+ *
264
+ * Provides centralized system for body facing calculations and updates.
265
+ *
266
+ * @public
267
+ * @korean 몸향하기시스템
268
+ */
269
+ var BodyFacingSystem = class {
270
+ /**
271
+ * Creates default body facing state for a new player
272
+ *
273
+ * @param initialAngle - Initial facing angle in degrees
274
+ * @returns Default body facing state
275
+ *
276
+ * @public
277
+ * @korean 기본상태생성
278
+ */
279
+ createDefaultState(initialAngle = 0) {
280
+ return createDefaultBodyFacing(initialAngle);
281
+ }
282
+ /**
283
+ * Updates body facing with opponent tracking
284
+ *
285
+ * @param facing - Current body facing state
286
+ * @param playerPosition - Player position
287
+ * @param opponentPosition - Opponent position
288
+ * @param deltaTime - Delta time in seconds
289
+ * @param currentTime - Current timestamp
290
+ * @returns Updated body facing state
291
+ *
292
+ * @public
293
+ * @korean 업데이트
294
+ */
295
+ update(facing, playerPosition, opponentPosition, deltaTime, currentTime) {
296
+ return updateFacingTowardOpponent(facing, playerPosition, opponentPosition, deltaTime, currentTime);
297
+ }
298
+ /**
299
+ * Locks facing during attacks
300
+ *
301
+ * @param facing - Current body facing state
302
+ * @returns Updated state with lock
303
+ *
304
+ * @public
305
+ * @korean 잠금
306
+ */
307
+ lock(facing) {
308
+ return lockFacing(facing);
309
+ }
310
+ /**
311
+ * Unlocks facing after attacks
312
+ *
313
+ * @param facing - Current body facing state
314
+ * @returns Updated state without lock
315
+ *
316
+ * @public
317
+ * @korean 잠금해제
318
+ */
319
+ unlock(facing) {
320
+ return unlockFacing(facing);
321
+ }
322
+ };
323
+ new BodyFacingSystem();
324
+ //#endregion
325
+ export { BodyFacingSystem, HEAD_TRACKING_SMOOTHING, calculateAngleDifference, calculateAngleToTarget, createDefaultBodyFacing, getHeadAngleRadians, lockFacing, normalizeAngle, unlockFacing, updateBodyFacing, updateFacingTowardOpponent };
326
+
327
+ //# sourceMappingURL=BodyFacingSystem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BodyFacingSystem.js","names":[],"sources":["../../../../src/systems/animation/systems/BodyFacingSystem.ts"],"sourcesContent":["/**\n * Body Facing Direction System for Black Trigram\n *\n * Manages automatic character rotation to face opponent with:\n * - Smooth torso rotation at 45°/sec (±90° range)\n * - Independent head tracking (±45° range)\n * - 180° turn animations for repositioning\n * - Facing lock during attack/defend animations\n *\n * Korean terminology:\n * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward\n * - 몸회전 (Mom Hoejeon) - Body rotation\n * - 머리추적 (Meori Chujok) - Head tracking\n * - 180도회전 (180-do Hoejeon) - 180-degree turn\n *\n * @module systems/animation/BodyFacingSystem\n * @category Animation System\n * @korean 몸향하기시스템\n */\n\nimport { Position } from \"@/types\";\nimport type { BodyFacing } from \"../core/types\";\n\n/**\n * Default rotation speed in degrees per second\n * 45°/sec provides smooth, realistic rotation\n *\n * @korean 기본회전속도\n */\nexport const DEFAULT_ROTATION_SPEED = 45;\n\n/**\n * Maximum torso rotation range in degrees\n * Torso can rotate ±90° from facing direction\n *\n * @korean 최대몸통회전\n */\nexport const MAX_TORSO_ROTATION = 90;\n\n/**\n * Maximum head rotation offset in degrees\n * Head can track independently ±45° from torso\n *\n * @korean 최대머리회전\n */\nexport const MAX_HEAD_ROTATION = 45;\n\n/**\n * Threshold angle for triggering 180° turn animation\n * If angle difference exceeds this, play full turn animation\n *\n * @korean 180도회전기준각도\n */\nexport const TURN_THRESHOLD_ANGLE = 90;\n\n/**\n * Duration of 180° turn animation in milliseconds\n * 12 frames at 60fps = 200ms\n *\n * @korean 회전애니메이션시간\n */\nexport const TURN_ANIMATION_DURATION = 200;\n\n/**\n * Head tracking smoothing factor (0-1)\n * Lower values = smoother but slower head tracking\n * 0.1 = smooth, natural head movement\n *\n * @korean 머리추적부드러움\n */\nexport const HEAD_TRACKING_SMOOTHING = 0.1;\n\n/**\n * Normalizes an angle to 0-360 degree range\n *\n * @param angle - Angle in degrees\n * @returns Normalized angle in 0-360 range\n *\n * @example\n * ```typescript\n * normalizeAngle(370); // Returns 10\n * normalizeAngle(-30); // Returns 330\n * ```\n *\n * @public\n * @korean 각도정규화\n */\nexport function normalizeAngle(angle: number): number {\n let normalized = angle % 360;\n if (normalized < 0) {\n normalized += 360;\n }\n // Handle -0 edge case (JavaScript quirk)\n return normalized === 0 ? 0 : normalized;\n}\n\n/**\n * Calculates the shortest angular difference between two angles\n * Returns value in range [-180, 180]\n * - Positive = clockwise rotation\n * - Negative = counter-clockwise rotation\n *\n * @param from - Starting angle in degrees\n * @param to - Target angle in degrees\n * @returns Shortest angular difference in degrees\n *\n * @example\n * ```typescript\n * calculateAngleDifference(10, 350); // Returns -20 (turn left)\n * calculateAngleDifference(350, 10); // Returns 20 (turn right)\n * calculateAngleDifference(0, 180); // Returns 180\n * ```\n *\n * @public\n * @korean 각도차이계산\n */\nexport function calculateAngleDifference(from: number, to: number): number {\n const fromNorm = normalizeAngle(from);\n const toNorm = normalizeAngle(to);\n\n let diff = toNorm - fromNorm;\n\n // Find shortest path\n if (diff > 180) {\n diff -= 360;\n } else if (diff < -180) {\n diff += 360;\n }\n\n return diff;\n}\n\n/**\n * Calculates angle from one position to another\n * Returns angle in degrees (0-360)\n * - 0° = pointing right (+X)\n * - 90° = pointing down (+Z)\n * - 180° = pointing left (-X)\n * - 270° = pointing up (-Z)\n *\n * @param from - Starting position\n * @param to - Target position\n * @returns Angle in degrees\n *\n * @example\n * ```typescript\n * calculateAngleToTarget({ x: 0, y: 0 }, { x: 1, y: 0 }); // Returns 0° (right)\n * calculateAngleToTarget({ x: 0, y: 0 }, { x: 0, y: 1 }); // Returns 90° (down)\n * ```\n *\n * @public\n * @korean 목표각도계산\n */\nexport function calculateAngleToTarget(from: Position, to: Position): number {\n const dx = to.x - from.x;\n const dz = to.y - from.y; // Position.y is Z coordinate in 2D top-down\n\n // atan2 returns angle in radians, convert to degrees\n // atan2(y, x) where y is forward/back (Z), x is left/right (X)\n const angle = Math.atan2(dz, dx) * (180 / Math.PI);\n\n return normalizeAngle(angle);\n}\n\n/**\n * Linear interpolation between two values\n *\n * @param start - Start value\n * @param end - End value\n * @param t - Interpolation factor (0-1)\n * @returns Interpolated value\n *\n * @private\n * @korean 선형보간\n */\nfunction lerp(start: number, end: number, t: number): number {\n return start + (end - start) * t;\n}\n\n/**\n * Creates default body facing state\n *\n * @param initialAngle - Initial facing angle in degrees (default: 0)\n * @returns Default BodyFacing state\n *\n * @public\n * @korean 기본몸향하기생성\n */\nexport function createDefaultBodyFacing(initialAngle = 0): BodyFacing {\n const initialRadians = (initialAngle * Math.PI) / 180;\n return {\n currentAngle: normalizeAngle(initialAngle),\n targetAngle: normalizeAngle(initialAngle),\n rotationSpeed: DEFAULT_ROTATION_SPEED,\n headAngleOffset: 0,\n isLocked: false,\n isTurning: false,\n torsoRotation: 0, // No initial torso twist\n hipRotation: initialRadians, // Hips aligned with current angle\n };\n}\n\n/**\n * Updates body facing direction with smooth rotation\n *\n * Performs smooth rotation toward target angle at specified speed.\n * Handles:\n * - Rotation locking during attacks\n * - 180° turn animation triggering\n * - Head tracking with independent offset\n * - Smooth interpolation at 45°/sec\n *\n * @param facing - Current body facing state\n * @param targetAngle - Desired facing angle in degrees\n * @param deltaTime - Time elapsed since last update in seconds\n * @param currentTime - Current timestamp in milliseconds\n * @returns Updated body facing state\n *\n * @example\n * ```typescript\n * const facing = createDefaultBodyFacing(0);\n * const updated = updateBodyFacing(facing, 90, 0.016, Date.now());\n * // Rotates ~0.72° toward 90° (45°/sec * 0.016s)\n * ```\n *\n * @public\n * @korean 몸향하기업데이트\n */\nexport function updateBodyFacing(\n facing: BodyFacing,\n targetAngle: number,\n deltaTime: number,\n currentTime: number\n): BodyFacing {\n // If locked, no rotation allowed\n if (facing.isLocked) {\n return facing;\n }\n\n // Check if 180° turn animation is in progress\n if (facing.isTurning && facing.turnStartTime) {\n const elapsed = currentTime - facing.turnStartTime;\n\n if (elapsed >= TURN_ANIMATION_DURATION) {\n // Turn animation complete - snap to target angle\n return {\n ...facing,\n currentAngle: normalizeAngle(targetAngle),\n targetAngle: normalizeAngle(targetAngle),\n headAngleOffset: 0,\n isTurning: false,\n turnDirection: undefined,\n turnStartTime: undefined,\n };\n }\n\n // Still turning - don't update angle yet\n return {\n ...facing,\n targetAngle: normalizeAngle(targetAngle),\n };\n }\n\n // Calculate angle difference\n const angleDiff = calculateAngleDifference(facing.currentAngle, targetAngle);\n\n // Check if 180° turn is needed\n if (Math.abs(angleDiff) > TURN_THRESHOLD_ANGLE && !facing.isTurning) {\n // Trigger 180° turn animation\n return {\n ...facing,\n targetAngle: normalizeAngle(targetAngle),\n isTurning: true,\n turnDirection: angleDiff > 0 ? \"right\" : \"left\",\n turnStartTime: currentTime,\n };\n }\n\n // Calculate maximum rotation for this frame\n const maxRotation = facing.rotationSpeed * deltaTime;\n\n // Calculate actual rotation (limited by max rotation)\n const rotation =\n Math.sign(angleDiff) * Math.min(Math.abs(angleDiff), maxRotation);\n\n // Update current angle\n const newCurrentAngle = normalizeAngle(facing.currentAngle + rotation);\n\n // Update head tracking (±45° range independent of torso)\n // Head smoothly tracks toward target within allowed range\n const remainingDiff = calculateAngleDifference(newCurrentAngle, targetAngle);\n const targetHeadOffset = Math.max(\n -MAX_HEAD_ROTATION,\n Math.min(MAX_HEAD_ROTATION, remainingDiff)\n );\n\n const newHeadOffset = lerp(\n facing.headAngleOffset,\n targetHeadOffset,\n HEAD_TRACKING_SMOOTHING\n );\n\n return {\n ...facing,\n currentAngle: newCurrentAngle,\n targetAngle: normalizeAngle(targetAngle),\n headAngleOffset: newHeadOffset,\n };\n}\n\n/**\n * Updates facing direction to point toward opponent\n *\n * Calculates target angle based on opponent position and updates\n * body facing state with smooth rotation.\n *\n * @param facing - Current body facing state\n * @param playerPosition - Player's current position\n * @param opponentPosition - Opponent's current position\n * @param deltaTime - Time elapsed since last update in seconds\n * @param currentTime - Current timestamp in milliseconds\n * @returns Updated body facing state\n *\n * @example\n * ```typescript\n * const updated = updateFacingTowardOpponent(\n * facing,\n * { x: 100, y: 200 },\n * { x: 300, y: 200 },\n * 0.016,\n * Date.now()\n * );\n * // Faces toward opponent (pointing right in this case)\n * ```\n *\n * @public\n * @korean 상대방향하기업데이트\n */\nexport function updateFacingTowardOpponent(\n facing: BodyFacing,\n playerPosition: Position,\n opponentPosition: Position,\n deltaTime: number,\n currentTime: number\n): BodyFacing {\n const targetAngle = calculateAngleToTarget(playerPosition, opponentPosition);\n return updateBodyFacing(facing, targetAngle, deltaTime, currentTime);\n}\n\n/**\n * Locks facing direction (during attacks/defends)\n *\n * Prevents rotation while attack or defend animation is playing.\n * Maintains current facing angle.\n *\n * @param facing - Current body facing state\n * @returns Updated body facing state with lock enabled\n *\n * @public\n * @korean 회전잠금\n */\nexport function lockFacing(facing: BodyFacing): BodyFacing {\n return {\n ...facing,\n isLocked: true,\n };\n}\n\n/**\n * Unlocks facing direction (after attacks/defends complete)\n *\n * Allows rotation to resume after attack or defend animation completes.\n *\n * @param facing - Current body facing state\n * @returns Updated body facing state with lock disabled\n *\n * @public\n * @korean 회전잠금해제\n */\nexport function unlockFacing(facing: BodyFacing): BodyFacing {\n return {\n ...facing,\n isLocked: false,\n };\n}\n\n/**\n * Checks if character is currently turning (180° animation)\n *\n * @param facing - Current body facing state\n * @returns True if 180° turn animation is in progress\n *\n * @public\n * @korean 회전중확인\n */\nexport function isTurning(facing: BodyFacing): boolean {\n return facing.isTurning;\n}\n\n/**\n * Gets current facing angle in radians\n * Useful for Three.js rotation (expects radians)\n *\n * @param facing - Current body facing state\n * @returns Current facing angle in radians\n *\n * @public\n * @korean 라디안각도\n */\nexport function getFacingAngleRadians(facing: BodyFacing): number {\n return (facing.currentAngle * Math.PI) / 180;\n}\n\n/**\n * Gets head angle in radians including offset\n * Combines torso rotation with head tracking offset\n *\n * @param facing - Current body facing state\n * @returns Head rotation angle in radians\n *\n * @public\n * @korean 머리각도라디안\n */\nexport function getHeadAngleRadians(facing: BodyFacing): number {\n const totalAngle = facing.currentAngle + facing.headAngleOffset;\n return (totalAngle * Math.PI) / 180;\n}\n\n/**\n * Gets torso rotation in radians\n * Returns the torso rotation relative to hips\n *\n * @param facing - Current body facing state\n * @returns Torso rotation in radians (defaults to 0 if not set)\n *\n * @public\n * @korean 허리회전라디안\n */\nexport function getTorsoRotationRadians(facing: BodyFacing): number {\n return facing.torsoRotation ?? 0;\n}\n\n/**\n * Gets hip rotation in radians\n * Returns the hip/pelvis base rotation\n *\n * @param facing - Current body facing state\n * @returns Hip rotation in radians\n *\n * @public\n * @korean 골반회전라디안\n */\nexport function getHipRotationRadians(facing: BodyFacing): number {\n return facing.hipRotation ?? getFacingAngleRadians(facing);\n}\n\n/**\n * Body Facing System singleton for managing character rotation\n *\n * Provides centralized system for body facing calculations and updates.\n *\n * @public\n * @korean 몸향하기시스템\n */\nexport class BodyFacingSystem {\n /**\n * Creates default body facing state for a new player\n *\n * @param initialAngle - Initial facing angle in degrees\n * @returns Default body facing state\n *\n * @public\n * @korean 기본상태생성\n */\n createDefaultState(initialAngle = 0): BodyFacing {\n return createDefaultBodyFacing(initialAngle);\n }\n\n /**\n * Updates body facing with opponent tracking\n *\n * @param facing - Current body facing state\n * @param playerPosition - Player position\n * @param opponentPosition - Opponent position\n * @param deltaTime - Delta time in seconds\n * @param currentTime - Current timestamp\n * @returns Updated body facing state\n *\n * @public\n * @korean 업데이트\n */\n update(\n facing: BodyFacing,\n playerPosition: Position,\n opponentPosition: Position,\n deltaTime: number,\n currentTime: number\n ): BodyFacing {\n return updateFacingTowardOpponent(\n facing,\n playerPosition,\n opponentPosition,\n deltaTime,\n currentTime\n );\n }\n\n /**\n * Locks facing during attacks\n *\n * @param facing - Current body facing state\n * @returns Updated state with lock\n *\n * @public\n * @korean 잠금\n */\n lock(facing: BodyFacing): BodyFacing {\n return lockFacing(facing);\n }\n\n /**\n * Unlocks facing after attacks\n *\n * @param facing - Current body facing state\n * @returns Updated state without lock\n *\n * @public\n * @korean 잠금해제\n */\n unlock(facing: BodyFacing): BodyFacing {\n return unlockFacing(facing);\n }\n}\n\n/**\n * Default body facing system instance\n *\n * @public\n * @korean 기본몸향하기시스템\n */\nexport const bodyFacingSystem = new BodyFacingSystem();\n\nexport default bodyFacingSystem;\n"],"mappings":";;;;;;;AAsEA,IAAa,0BAA0B;;;;;;;;;;;;;;;;AAiBvC,SAAgB,eAAe,OAAuB;CACpD,IAAI,aAAa,QAAQ;AACzB,KAAI,aAAa,EACf,eAAc;AAGhB,QAAO,eAAe,IAAI,IAAI;;;;;;;;;;;;;;;;;;;;;;AAuBhC,SAAgB,yBAAyB,MAAc,IAAoB;CACzE,MAAM,WAAW,eAAe,KAAK;CAGrC,IAAI,OAFW,eAAe,GAAG,GAEb;AAGpB,KAAI,OAAO,IACT,SAAQ;UACC,OAAO,KAChB,SAAQ;AAGV,QAAO;;;;;;;;;;;;;;;;;;;;;;;AAwBT,SAAgB,uBAAuB,MAAgB,IAAsB;CAC3E,MAAM,KAAK,GAAG,IAAI,KAAK;CACvB,MAAM,KAAK,GAAG,IAAI,KAAK;AAMvB,QAAO,eAFO,KAAK,MAAM,IAAI,GAAG,IAAI,MAAM,KAAK,IAEnB;;;;;;;;;;;;;AAc9B,SAAS,KAAK,OAAe,KAAa,GAAmB;AAC3D,QAAO,SAAS,MAAM,SAAS;;;;;;;;;;;AAYjC,SAAgB,wBAAwB,eAAe,GAAe;CACpE,MAAM,iBAAkB,eAAe,KAAK,KAAM;AAClD,QAAO;EACL,cAAc,eAAe,aAAa;EAC1C,aAAa,eAAe,aAAa;EACzC,eAAA;EACA,iBAAiB;EACjB,UAAU;EACV,WAAW;EACX,eAAe;EACf,aAAa;EACd;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BH,SAAgB,iBACd,QACA,aACA,WACA,aACY;AAEZ,KAAI,OAAO,SACT,QAAO;AAIT,KAAI,OAAO,aAAa,OAAO,eAAe;AAG5C,MAFgB,cAAc,OAAO,iBAAA,IAInC,QAAO;GACL,GAAG;GACH,cAAc,eAAe,YAAY;GACzC,aAAa,eAAe,YAAY;GACxC,iBAAiB;GACjB,WAAW;GACX,eAAe,KAAA;GACf,eAAe,KAAA;GAChB;AAIH,SAAO;GACL,GAAG;GACH,aAAa,eAAe,YAAY;GACzC;;CAIH,MAAM,YAAY,yBAAyB,OAAO,cAAc,YAAY;AAG5E,KAAI,KAAK,IAAI,UAAU,GAAA,MAA2B,CAAC,OAAO,UAExD,QAAO;EACL,GAAG;EACH,aAAa,eAAe,YAAY;EACxC,WAAW;EACX,eAAe,YAAY,IAAI,UAAU;EACzC,eAAe;EAChB;CAIH,MAAM,cAAc,OAAO,gBAAgB;CAG3C,MAAM,WACJ,KAAK,KAAK,UAAU,GAAG,KAAK,IAAI,KAAK,IAAI,UAAU,EAAE,YAAY;CAGnE,MAAM,kBAAkB,eAAe,OAAO,eAAe,SAAS;CAItE,MAAM,gBAAgB,yBAAyB,iBAAiB,YAAY;CAC5E,MAAM,mBAAmB,KAAK,IAC5B,KACA,KAAK,IAAA,IAAuB,cAAc,CAC3C;CAED,MAAM,gBAAgB,KACpB,OAAO,iBACP,kBACA,wBACD;AAED,QAAO;EACL,GAAG;EACH,cAAc;EACd,aAAa,eAAe,YAAY;EACxC,iBAAiB;EAClB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BH,SAAgB,2BACd,QACA,gBACA,kBACA,WACA,aACY;AAEZ,QAAO,iBAAiB,QADJ,uBAAuB,gBAAgB,iBAAiB,EAC/B,WAAW,YAAY;;;;;;;;;;;;;;AAetE,SAAgB,WAAW,QAAgC;AACzD,QAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;;AAcH,SAAgB,aAAa,QAAgC;AAC3D,QAAO;EACL,GAAG;EACH,UAAU;EACX;;;;;;;;;;;;AAwCH,SAAgB,oBAAoB,QAA4B;AAE9D,SADmB,OAAO,eAAe,OAAO,mBAC3B,KAAK,KAAM;;;;;;;;;;AAuClC,IAAa,mBAAb,MAA8B;;;;;;;;;;CAU5B,mBAAmB,eAAe,GAAe;AAC/C,SAAO,wBAAwB,aAAa;;;;;;;;;;;;;;;CAgB9C,OACE,QACA,gBACA,kBACA,WACA,aACY;AACZ,SAAO,2BACL,QACA,gBACA,kBACA,WACA,YACD;;;;;;;;;;;CAYH,KAAK,QAAgC;AACnC,SAAO,WAAW,OAAO;;;;;;;;;;;CAY3B,OAAO,QAAgC;AACrC,SAAO,aAAa,OAAO;;;AAUC,IAAI,kBAAkB"}
@@ -0,0 +1,167 @@
1
+ /**
2
+ * Facial expression system for realistic combat emotion
3
+ *
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+ * Manages facial expression state based on combat conditions:
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+ * - Health, stamina, pain, consciousness levels
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+ * - Recent combat events (hits taken/landed)
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+ * - Dynamic expression transitions
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+ *
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+ * @module systems/animation/FacialExpressions
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+ * @category Animation System
11
+ * @korean 얼굴표정시스템
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+ */
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+ import { FacialExpression, type ExpressionState, type FacialDamageState } from "../../../types/facial";
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+ /**
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+ * Expression transition configuration
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+ *
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+ * @public
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+ * @korean 표정전환설정
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+ */
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+ export interface ExpressionTransitionConfig {
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+ /** Default transition time in seconds */
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+ readonly defaultTransitionTime: number;
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+ /** Quick transition time for immediate reactions */
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+ readonly quickTransitionTime: number;
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+ /** Slow transition time for gradual changes */
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+ readonly slowTransitionTime: number;
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+ }
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+ /**
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+ * Default expression transition configuration
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+ *
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+ * @public
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+ * @korean 기본표정전환설정
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+ */
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+ export declare const DEFAULT_TRANSITION_CONFIG: ExpressionTransitionConfig;
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+ /**
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+ * Get facial expression based on current combat state
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+ *
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+ * Evaluates fighter's physical and mental state to determine appropriate
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+ * facial expression. Priority order:
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+ * 1. Defeated (unconscious)
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+ * 2. Pained (just hit)
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+ * 3. Exhausted (low stamina)
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+ * 4. Victorious (just landed hit)
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+ * 5. Focused (high resources)
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+ * 6. Neutral (default)
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+ *
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+ * @param health - Current health (0-100)
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+ * @param maxHealth - Maximum health
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+ * @param stamina - Current stamina (0-100)
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+ * @param pain - Pain level (0-100)
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+ * @param consciousness - Consciousness level (0-100)
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+ * @param justHit - Whether fighter was just hit
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+ * @param justLanded - Whether fighter just landed a hit
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+ * @returns Appropriate facial expression for combat state
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+ *
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+ * @example
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+ * ```typescript
58
+ * const expression = getExpressionFromCombatState(
59
+ * 85, // health
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+ * 100, // maxHealth
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+ * 60, // stamina
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+ * 20, // pain
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+ * 100, // consciousness
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+ * false, // justHit
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+ * true // justLanded
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+ * );
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+ * // Returns: FacialExpression.VICTORIOUS
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+ * ```
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+ *
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+ * @public
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+ * @korean 전투상태로부터표정가져오기
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+ */
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+ export declare const getExpressionFromCombatState: (health: number, maxHealth: number, stamina: number, _pain: number, // Reserved for future intensity calculation
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+ consciousness: number, justHit: boolean, justLanded: boolean) => FacialExpression;
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+ /**
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+ * Create new expression state with transition
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+ *
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+ * @param currentState - Current expression state
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+ * @param newExpression - New expression to transition to
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+ * @param transitionTime - Time to transition (seconds)
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+ * @returns New expression state with transition initialized
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+ *
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+ * @public
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+ * @korean 새표정상태생성
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+ */
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+ export declare const createExpressionTransition: (currentState: ExpressionState, newExpression: FacialExpression, transitionTime?: number) => ExpressionState;
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+ /**
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+ * Update expression state during transition
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+ *
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+ * @param state - Current expression state
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+ * @param deltaTime - Time since last update (seconds)
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+ * @returns Updated expression state with transition progress
93
+ *
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+ * @public
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+ * @korean 표정상태업데이트
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+ */
97
+ export declare const updateExpressionState: (state: ExpressionState, deltaTime: number) => ExpressionState;
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+ /**
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+ * Calculate facial damage from hit
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+ *
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+ * Updates facial damage state based on hit location and damage amount.
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+ * Different facial regions accumulate damage independently.
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+ *
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+ * @param currentDamage - Current facial damage state
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+ * @param hitLocation - Location of hit on face ("left_eye", "right_eye", "mouth", "nose", etc.)
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+ * @param damageAmount - Amount of damage dealt (0-100)
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+ * @returns Updated facial damage state
108
+ *
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+ * @example
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+ * ```typescript
111
+ * const damage = calculateFacialDamage(
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+ * DEFAULT_FACIAL_DAMAGE,
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+ * "left_eye",
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+ * 25
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+ * );
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+ * // Returns damage state with left eye swelling increased
117
+ * ```
118
+ *
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+ * @public
120
+ * @korean 얼굴손상계산
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+ */
122
+ export declare const calculateFacialDamage: (currentDamage: FacialDamageState, hitLocation: string, damageAmount: number) => FacialDamageState;
123
+ /**
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+ * Reset facial damage (for new round or healing)
125
+ *
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+ * @param partialReset - If true, only reduces damage by percentage (healing)
127
+ * @param resetPercentage - Percentage to reduce damage (0-1)
128
+ * @returns Fresh facial damage state
129
+ *
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+ * @public
131
+ * @korean 얼굴손상초기화
132
+ */
133
+ export declare const resetFacialDamage: (currentDamage: FacialDamageState, partialReset?: boolean, resetPercentage?: number) => FacialDamageState;
134
+ /**
135
+ * Get expression intensity based on combat state
136
+ *
137
+ * Expression intensity affects degree of facial movement.
138
+ * Higher pain/damage = more intense expressions.
139
+ *
140
+ * @param expression - Current facial expression
141
+ * @param pain - Pain level (0-100)
142
+ * @param stamina - Stamina level (0-100)
143
+ * @returns Expression intensity (0-1)
144
+ *
145
+ * @public
146
+ * @korean 표정강도가져오기
147
+ */
148
+ export declare const getExpressionIntensity: (expression: FacialExpression, pain: number, stamina: number) => number;
149
+ /**
150
+ * Create default expression state
151
+ *
152
+ * @returns Default neutral expression state
153
+ *
154
+ * @public
155
+ * @korean 기본표정상태생성
156
+ */
157
+ export declare const createDefaultExpressionState: () => ExpressionState;
158
+ /**
159
+ * Create default facial damage state
160
+ *
161
+ * @returns Default facial damage state with no damage
162
+ *
163
+ * @public
164
+ * @korean 기본얼굴손상생성
165
+ */
166
+ export declare const createDefaultFacialDamage: () => FacialDamageState;
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+ //# sourceMappingURL=FacialExpressions.d.ts.map
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+ {"version":3,"file":"FacialExpressions.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EACL,gBAAgB,EAChB,KAAK,eAAe,EACpB,KAAK,iBAAiB,EAGvB,MAAM,gBAAgB,CAAC;AAExB;;;;;GAKG;AACH,MAAM,WAAW,0BAA0B;IACzC,yCAAyC;IACzC,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IAEvC,oDAAoD;IACpD,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IAErC,+CAA+C;IAC/C,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;CACrC;AAED;;;;;GAKG;AACH,eAAO,MAAM,yBAAyB,EAAE,0BAIvC,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH,eAAO,MAAM,4BAA4B,GACvC,QAAQ,MAAM,EACd,WAAW,MAAM,EACjB,SAAS,MAAM,EACf,OAAO,MAAM,EAAE,4CAA4C;AAC3D,eAAe,MAAM,EACrB,SAAS,OAAO,EAChB,YAAY,OAAO,KAClB,gBA6BF,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,0BAA0B,GACrC,cAAc,eAAe,EAC7B,eAAe,gBAAgB,EAC/B,iBAAiB,MAAM,KACtB,eAaF,CAAC;AAEF;;;;;;;;;GASG;AACH,eAAO,MAAM,qBAAqB,GAChC,OAAO,eAAe,EACtB,WAAW,MAAM,KAChB,eA0BF,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,eAAO,MAAM,qBAAqB,GAChC,eAAe,iBAAiB,EAChC,aAAa,MAAM,EACnB,cAAc,MAAM,KACnB,iBA2FF,CAAC;AAEF;;;;;;;;;GASG;AACH,eAAO,MAAM,iBAAiB,GAC5B,eAAe,iBAAiB,EAChC,sBAAoB,EACpB,wBAAqB,KACpB,iBAkBF,CAAC;AAEF;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,sBAAsB,GACjC,YAAY,gBAAgB,EAC5B,MAAM,MAAM,EACZ,SAAS,MAAM,KACd,MA2BF,CAAC;AAEF;;;;;;;GAOG;AACH,eAAO,MAAM,4BAA4B,QAAO,eAE/C,CAAC;AAEF;;;;;;;GAOG;AACH,eAAO,MAAM,yBAAyB,QAAO,iBAE5C,CAAC"}
@@ -0,0 +1,76 @@
1
+ import { DEFAULT_FACIAL_DAMAGE, FacialExpression } from "../../../types/facial.js";
2
+ //#region src/systems/animation/systems/FacialExpressions.ts
3
+ /**
4
+ * Facial expression system for realistic combat emotion
5
+ *
6
+ * Manages facial expression state based on combat conditions:
7
+ * - Health, stamina, pain, consciousness levels
8
+ * - Recent combat events (hits taken/landed)
9
+ * - Dynamic expression transitions
10
+ *
11
+ * @module systems/animation/FacialExpressions
12
+ * @category Animation System
13
+ * @korean 얼굴표정시스템
14
+ */
15
+ /**
16
+ * Get facial expression based on current combat state
17
+ *
18
+ * Evaluates fighter's physical and mental state to determine appropriate
19
+ * facial expression. Priority order:
20
+ * 1. Defeated (unconscious)
21
+ * 2. Pained (just hit)
22
+ * 3. Exhausted (low stamina)
23
+ * 4. Victorious (just landed hit)
24
+ * 5. Focused (high resources)
25
+ * 6. Neutral (default)
26
+ *
27
+ * @param health - Current health (0-100)
28
+ * @param maxHealth - Maximum health
29
+ * @param stamina - Current stamina (0-100)
30
+ * @param pain - Pain level (0-100)
31
+ * @param consciousness - Consciousness level (0-100)
32
+ * @param justHit - Whether fighter was just hit
33
+ * @param justLanded - Whether fighter just landed a hit
34
+ * @returns Appropriate facial expression for combat state
35
+ *
36
+ * @example
37
+ * ```typescript
38
+ * const expression = getExpressionFromCombatState(
39
+ * 85, // health
40
+ * 100, // maxHealth
41
+ * 60, // stamina
42
+ * 20, // pain
43
+ * 100, // consciousness
44
+ * false, // justHit
45
+ * true // justLanded
46
+ * );
47
+ * // Returns: FacialExpression.VICTORIOUS
48
+ * ```
49
+ *
50
+ * @public
51
+ * @korean 전투상태로부터표정가져오기
52
+ */
53
+ var getExpressionFromCombatState = (health, maxHealth, stamina, _pain, consciousness, justHit, justLanded) => {
54
+ if (consciousness < 20) return FacialExpression.DEFEATED;
55
+ if (justHit) return FacialExpression.PAINED;
56
+ if (stamina < 30) return FacialExpression.EXHAUSTED;
57
+ if (justLanded) return FacialExpression.VICTORIOUS;
58
+ const healthPercentage = health / maxHealth * 100;
59
+ if (stamina > 70 && healthPercentage > 60) return FacialExpression.FOCUSED;
60
+ return FacialExpression.NEUTRAL;
61
+ };
62
+ /**
63
+ * Create default facial damage state
64
+ *
65
+ * @returns Default facial damage state with no damage
66
+ *
67
+ * @public
68
+ * @korean 기본얼굴손상생성
69
+ */
70
+ var createDefaultFacialDamage = () => {
71
+ return { ...DEFAULT_FACIAL_DAMAGE };
72
+ };
73
+ //#endregion
74
+ export { createDefaultFacialDamage, getExpressionFromCombatState };
75
+
76
+ //# sourceMappingURL=FacialExpressions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FacialExpressions.js","names":[],"sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"sourcesContent":["/**\n * Facial expression system for realistic combat emotion\n * \n * Manages facial expression state based on combat conditions:\n * - Health, stamina, pain, consciousness levels\n * - Recent combat events (hits taken/landed)\n * - Dynamic expression transitions\n * \n * @module systems/animation/FacialExpressions\n * @category Animation System\n * @korean 얼굴표정시스템\n */\n\nimport {\n FacialExpression,\n type ExpressionState,\n type FacialDamageState,\n DEFAULT_FACIAL_DAMAGE,\n DEFAULT_EXPRESSION_STATE,\n} from \"@/types/facial\";\n\n/**\n * Expression transition configuration\n * \n * @public\n * @korean 표정전환설정\n */\nexport interface ExpressionTransitionConfig {\n /** Default transition time in seconds */\n readonly defaultTransitionTime: number;\n \n /** Quick transition time for immediate reactions */\n readonly quickTransitionTime: number;\n \n /** Slow transition time for gradual changes */\n readonly slowTransitionTime: number;\n}\n\n/**\n * Default expression transition configuration\n * \n * @public\n * @korean 기본표정전환설정\n */\nexport const DEFAULT_TRANSITION_CONFIG: ExpressionTransitionConfig = {\n defaultTransitionTime: 0.2,\n quickTransitionTime: 0.1,\n slowTransitionTime: 0.5,\n};\n\n/**\n * Get facial expression based on current combat state\n * \n * Evaluates fighter's physical and mental state to determine appropriate\n * facial expression. Priority order:\n * 1. Defeated (unconscious)\n * 2. Pained (just hit)\n * 3. Exhausted (low stamina)\n * 4. Victorious (just landed hit)\n * 5. Focused (high resources)\n * 6. Neutral (default)\n * \n * @param health - Current health (0-100)\n * @param maxHealth - Maximum health\n * @param stamina - Current stamina (0-100)\n * @param pain - Pain level (0-100)\n * @param consciousness - Consciousness level (0-100)\n * @param justHit - Whether fighter was just hit\n * @param justLanded - Whether fighter just landed a hit\n * @returns Appropriate facial expression for combat state\n * \n * @example\n * ```typescript\n * const expression = getExpressionFromCombatState(\n * 85, // health\n * 100, // maxHealth\n * 60, // stamina\n * 20, // pain\n * 100, // consciousness\n * false, // justHit\n * true // justLanded\n * );\n * // Returns: FacialExpression.VICTORIOUS\n * ```\n * \n * @public\n * @korean 전투상태로부터표정가져오기\n */\nexport const getExpressionFromCombatState = (\n health: number,\n maxHealth: number,\n stamina: number,\n _pain: number, // Reserved for future intensity calculation\n consciousness: number,\n justHit: boolean,\n justLanded: boolean\n): FacialExpression => {\n // Knocked out\n if (consciousness < 20) {\n return FacialExpression.DEFEATED;\n }\n\n // Just got hit (always show immediate reaction; pain level can control intensity)\n if (justHit) {\n return FacialExpression.PAINED;\n }\n\n // Low stamina (exhausted)\n if (stamina < 30) {\n return FacialExpression.EXHAUSTED;\n }\n\n // Just landed a hit (brief satisfaction)\n if (justLanded) {\n return FacialExpression.VICTORIOUS;\n }\n\n // High focus (ready to fight)\n const healthPercentage = (health / maxHealth) * 100;\n if (stamina > 70 && healthPercentage > 60) {\n return FacialExpression.FOCUSED;\n }\n\n // Default calm state\n return FacialExpression.NEUTRAL;\n};\n\n/**\n * Create new expression state with transition\n * \n * @param currentState - Current expression state\n * @param newExpression - New expression to transition to\n * @param transitionTime - Time to transition (seconds)\n * @returns New expression state with transition initialized\n * \n * @public\n * @korean 새표정상태생성\n */\nexport const createExpressionTransition = (\n currentState: ExpressionState,\n newExpression: FacialExpression,\n transitionTime?: number\n): ExpressionState => {\n // No transition needed if same expression\n if (currentState.expression === newExpression) {\n return currentState;\n }\n\n return {\n expression: newExpression,\n intensity: 1.0,\n transitionTime: transitionTime ?? DEFAULT_TRANSITION_CONFIG.defaultTransitionTime,\n previousExpression: currentState.expression,\n transitionProgress: 0,\n };\n};\n\n/**\n * Update expression state during transition\n * \n * @param state - Current expression state\n * @param deltaTime - Time since last update (seconds)\n * @returns Updated expression state with transition progress\n * \n * @public\n * @korean 표정상태업데이트\n */\nexport const updateExpressionState = (\n state: ExpressionState,\n deltaTime: number\n): ExpressionState => {\n // No transition in progress\n if (state.transitionProgress === undefined || state.transitionProgress >= 1.0) {\n return state;\n }\n\n // Calculate new progress\n const progressIncrement = deltaTime / state.transitionTime;\n const newProgress = Math.min(state.transitionProgress + progressIncrement, 1.0);\n\n // Transition complete\n if (newProgress >= 1.0) {\n return {\n expression: state.expression,\n intensity: state.intensity,\n transitionTime: state.transitionTime,\n previousExpression: undefined,\n transitionProgress: undefined,\n };\n }\n\n // Transition in progress\n return {\n ...state,\n transitionProgress: newProgress,\n };\n};\n\n/**\n * Calculate facial damage from hit\n * \n * Updates facial damage state based on hit location and damage amount.\n * Different facial regions accumulate damage independently.\n * \n * @param currentDamage - Current facial damage state\n * @param hitLocation - Location of hit on face (\"left_eye\", \"right_eye\", \"mouth\", \"nose\", etc.)\n * @param damageAmount - Amount of damage dealt (0-100)\n * @returns Updated facial damage state\n * \n * @example\n * ```typescript\n * const damage = calculateFacialDamage(\n * DEFAULT_FACIAL_DAMAGE,\n * \"left_eye\",\n * 25\n * );\n * // Returns damage state with left eye swelling increased\n * ```\n * \n * @public\n * @korean 얼굴손상계산\n */\nexport const calculateFacialDamage = (\n currentDamage: FacialDamageState,\n hitLocation: string,\n damageAmount: number\n): FacialDamageState => {\n const damageIntensity = Math.min(damageAmount / 100, 1.0);\n const newDamage = { ...currentDamage };\n\n switch (hitLocation.toLowerCase()) {\n case \"left_eye\":\n case \"temple_left\":\n newDamage.leftEyeSwelling = Math.min(\n currentDamage.leftEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"right_eye\":\n case \"temple_right\":\n newDamage.rightEyeSwelling = Math.min(\n currentDamage.rightEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"mouth\":\n case \"jaw\":\n case \"chin\":\n newDamage.mouthBleeding = Math.min(\n currentDamage.mouthBleeding + damageIntensity * 0.4,\n 1.0\n );\n newDamage.jawBruise = Math.min(\n currentDamage.jawBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"nose\":\n newDamage.noseBleeding = Math.min(\n currentDamage.noseBleeding + damageIntensity * 0.5,\n 1.0\n );\n break;\n\n case \"forehead\":\n case \"crown\":\n newDamage.foreheadBruise = Math.min(\n currentDamage.foreheadBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"cheek_left\":\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n case \"cheek_right\":\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n default:\n // General facial hit - add minor bruising\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n break;\n }\n\n // Update total facial damage\n newDamage.totalFacialDamage = Math.min(\n currentDamage.totalFacialDamage + damageAmount,\n 100\n );\n\n return newDamage;\n};\n\n/**\n * Reset facial damage (for new round or healing)\n * \n * @param partialReset - If true, only reduces damage by percentage (healing)\n * @param resetPercentage - Percentage to reduce damage (0-1)\n * @returns Fresh facial damage state\n * \n * @public\n * @korean 얼굴손상초기화\n */\nexport const resetFacialDamage = (\n currentDamage: FacialDamageState,\n partialReset = false,\n resetPercentage = 1.0\n): FacialDamageState => {\n if (!partialReset) {\n return DEFAULT_FACIAL_DAMAGE;\n }\n\n // Partial healing - reduce all damage values\n const healingFactor = 1.0 - resetPercentage;\n return {\n leftEyeSwelling: currentDamage.leftEyeSwelling * healingFactor,\n rightEyeSwelling: currentDamage.rightEyeSwelling * healingFactor,\n mouthBleeding: currentDamage.mouthBleeding * healingFactor,\n noseBleeding: currentDamage.noseBleeding * healingFactor,\n leftCheekBruise: currentDamage.leftCheekBruise * healingFactor,\n rightCheekBruise: currentDamage.rightCheekBruise * healingFactor,\n foreheadBruise: currentDamage.foreheadBruise * healingFactor,\n jawBruise: currentDamage.jawBruise * healingFactor,\n totalFacialDamage: currentDamage.totalFacialDamage * healingFactor,\n };\n};\n\n/**\n * Get expression intensity based on combat state\n * \n * Expression intensity affects degree of facial movement.\n * Higher pain/damage = more intense expressions.\n * \n * @param expression - Current facial expression\n * @param pain - Pain level (0-100)\n * @param stamina - Stamina level (0-100)\n * @returns Expression intensity (0-1)\n * \n * @public\n * @korean 표정강도가져오기\n */\nexport const getExpressionIntensity = (\n expression: FacialExpression,\n pain: number,\n stamina: number\n): number => {\n switch (expression) {\n case FacialExpression.PAINED:\n // Higher pain = more intense pained expression\n return Math.min(pain / 100, 1.0);\n\n case FacialExpression.EXHAUSTED:\n // Lower stamina = more intense exhaustion\n return Math.min(1.0 - stamina / 100, 1.0);\n\n case FacialExpression.FOCUSED:\n // High stamina = more intense focus\n return Math.min(stamina / 100, 1.0);\n\n case FacialExpression.VICTORIOUS:\n // Brief, moderate intensity\n return 0.7;\n\n case FacialExpression.DEFEATED:\n // Full intensity (unconscious)\n return 1.0;\n\n case FacialExpression.NEUTRAL:\n default:\n // Default intensity\n return 1.0;\n }\n};\n\n/**\n * Create default expression state\n * \n * @returns Default neutral expression state\n * \n * @public\n * @korean 기본표정상태생성\n */\nexport const createDefaultExpressionState = (): ExpressionState => {\n return { ...DEFAULT_EXPRESSION_STATE };\n};\n\n/**\n * Create default facial damage state\n * \n * @returns Default facial damage state with no damage\n * \n * @public\n * @korean 기본얼굴손상생성\n */\nexport const createDefaultFacialDamage = (): FacialDamageState => {\n return { ...DEFAULT_FACIAL_DAMAGE };\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwFA,IAAa,gCACX,QACA,WACA,SACA,OACA,eACA,SACA,eACqB;AAErB,KAAI,gBAAgB,GAClB,QAAO,iBAAiB;AAI1B,KAAI,QACF,QAAO,iBAAiB;AAI1B,KAAI,UAAU,GACZ,QAAO,iBAAiB;AAI1B,KAAI,WACF,QAAO,iBAAiB;CAI1B,MAAM,mBAAoB,SAAS,YAAa;AAChD,KAAI,UAAU,MAAM,mBAAmB,GACrC,QAAO,iBAAiB;AAI1B,QAAO,iBAAiB;;;;;;;;;;AAwS1B,IAAa,kCAAqD;AAChE,QAAO,EAAE,GAAG,uBAAuB"}