blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,157 @@
1
+ /**
2
+ * Animation Mirroring Utility - Left/Right Stance Reflection
3
+ *
4
+ * Provides utilities to mirror skeletal animations for left/right foot forward stances.
5
+ * This enables single animation definitions to work for both orthodox and southpaw fighters.
6
+ *
7
+ * Mirror Operations:
8
+ * - Swaps left/right bone rotations (HIP_L ↔ HIP_R, SHOULDER_L ↔ SHOULDER_R, etc.)
9
+ * - Negates Y rotation for pelvis (facing direction)
10
+ * - Negates Z rotation for lateral movements
11
+ * - Inverts X-axis positions for root motion
12
+ *
13
+ * @module systems/animation/utils/AnimationMirror
14
+ * @korean 애니메이션반전유틸리티
15
+ */
16
+ import * as THREE from "three";
17
+ import { BoneName, type AnimationKeyframe, type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Lead foot indicator for stance side
20
+ *
21
+ * Orthodox: Left foot forward (traditional right-handed stance)
22
+ * Southpaw: Right foot forward (traditional left-handed stance)
23
+ *
24
+ * @korean 선발발
25
+ */
26
+ export type LeadFoot = "left" | "right";
27
+ /**
28
+ * Stance side for combat positioning
29
+ *
30
+ * @korean 자세방향
31
+ */
32
+ export type StanceSide = "orthodox" | "southpaw";
33
+ /**
34
+ * Get the mirrored bone name (left ↔ right)
35
+ *
36
+ * @param bone - Original bone name
37
+ * @returns Mirrored bone name (or same if center bone)
38
+ *
39
+ * @korean 반전된뼈대이름가져오기
40
+ */
41
+ export declare function getMirroredBone(bone: BoneName): BoneName;
42
+ /**
43
+ * Mirror an Euler rotation for the opposite side
44
+ *
45
+ * For lateral bones (limbs):
46
+ * - X rotation is preserved (flexion/extension)
47
+ * - Y rotation is negated (internal/external rotation)
48
+ * - Z rotation is negated (abduction/adduction)
49
+ *
50
+ * For center bones (spine, pelvis):
51
+ * - X rotation is preserved (forward/back tilt)
52
+ * - Y rotation is negated (left/right rotation)
53
+ * - Z rotation is negated (side bend)
54
+ *
55
+ * @param rotation - Original rotation as Euler
56
+ * @param bone - The bone this rotation belongs to
57
+ * @returns Mirrored rotation
58
+ *
59
+ * @korean 회전반전
60
+ */
61
+ export declare function mirrorRotation(rotation: THREE.Euler, bone: BoneName): THREE.Euler;
62
+ /**
63
+ * Mirror a position vector for the opposite side
64
+ *
65
+ * @param position - Original position
66
+ * @returns Mirrored position (X negated for lateral mirror)
67
+ *
68
+ * @korean 위치반전
69
+ */
70
+ export declare function mirrorPosition(position: THREE.Vector3): THREE.Vector3;
71
+ /**
72
+ * Mirror a single animation keyframe
73
+ *
74
+ * Swaps left/right bone rotations and mirrors center bone rotations.
75
+ *
76
+ * @param keyframe - Original keyframe
77
+ * @returns Mirrored keyframe
78
+ *
79
+ * @korean 키프레임반전
80
+ */
81
+ export declare function mirrorKeyframe(keyframe: AnimationKeyframe): AnimationKeyframe;
82
+ /**
83
+ * Mirror an entire skeletal animation for the opposite stance side
84
+ *
85
+ * Creates a new animation with all keyframes mirrored left-to-right.
86
+ * Useful for creating southpaw variants from orthodox animations.
87
+ *
88
+ * @param animation - Original animation (assumed orthodox/left-foot-forward)
89
+ * @param options - Mirroring options
90
+ * @returns New animation with mirrored keyframes
91
+ *
92
+ * @example
93
+ * ```typescript
94
+ * // Create southpaw jab from orthodox jab
95
+ * const southpawJab = mirrorAnimation(JAB_ANIMATION, {
96
+ * nameSuffix: '_southpaw',
97
+ * koreanNameSuffix: '(사우스포)'
98
+ * });
99
+ * ```
100
+ *
101
+ * @korean 애니메이션반전
102
+ */
103
+ export declare function mirrorAnimation(animation: SkeletalAnimation, options?: {
104
+ readonly nameSuffix?: string;
105
+ readonly koreanNameSuffix?: string;
106
+ }): SkeletalAnimation;
107
+ /**
108
+ * Get animation for specified stance side
109
+ *
110
+ * If the animation is already in the correct stance, returns as-is.
111
+ * If not, mirrors the animation.
112
+ *
113
+ * @param animation - Base animation (orthodox)
114
+ * @param leadFoot - Which foot should be forward
115
+ * @param cache - Optional cache for mirrored animations
116
+ * @returns Animation for the specified stance
117
+ *
118
+ * @korean 자세별애니메이션가져오기
119
+ */
120
+ export declare function getAnimationForStance(animation: SkeletalAnimation, leadFoot: LeadFoot, cache?: Map<string, SkeletalAnimation>): SkeletalAnimation;
121
+ /**
122
+ * Convert lead foot to stance side
123
+ *
124
+ * @param leadFoot - Which foot is forward
125
+ * @returns Stance side name
126
+ *
127
+ * @korean 선발발에서자세방향변환
128
+ */
129
+ export declare function leadFootToStanceSide(leadFoot: LeadFoot): StanceSide;
130
+ /**
131
+ * Convert stance side to lead foot
132
+ *
133
+ * @param stanceSide - Stance side name
134
+ * @returns Which foot is forward
135
+ *
136
+ * @korean 자세방향에서선발발변환
137
+ */
138
+ export declare function stanceSideToLeadFoot(stanceSide: StanceSide): LeadFoot;
139
+ /**
140
+ * Get the opposite lead foot
141
+ *
142
+ * @param leadFoot - Current lead foot
143
+ * @returns Opposite lead foot
144
+ *
145
+ * @korean 반대선발발가져오기
146
+ */
147
+ export declare function getOppositeLeadFoot(leadFoot: LeadFoot): LeadFoot;
148
+ /**
149
+ * Get the rear foot based on lead foot
150
+ *
151
+ * @param leadFoot - Which foot is forward
152
+ * @returns Which foot is in the rear
153
+ *
154
+ * @korean 후발발가져오기
155
+ */
156
+ export declare function getRearFoot(leadFoot: LeadFoot): LeadFoot;
157
+ //# sourceMappingURL=AnimationMirror.d.ts.map
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@@ -0,0 +1,30 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import "three";
3
+ //#region src/systems/animation/utils/AnimationMirror.ts
4
+ /**
5
+ * Mapping of left-side bones to their right-side counterparts
6
+ *
7
+ * @korean 좌측뼈대우측뼈대매핑
8
+ */
9
+ var LEFT_TO_RIGHT_BONE_MAP = new Map([
10
+ [BoneName.SHOULDER_L, BoneName.SHOULDER_R],
11
+ [BoneName.ELBOW_L, BoneName.ELBOW_R],
12
+ [BoneName.WRIST_L, BoneName.WRIST_R],
13
+ [BoneName.HAND_L, BoneName.HAND_R],
14
+ [BoneName.HIP_L, BoneName.HIP_R],
15
+ [BoneName.KNEE_L, BoneName.KNEE_R],
16
+ [BoneName.SHIN_L, BoneName.SHIN_R],
17
+ [BoneName.FOOT_L, BoneName.FOOT_R]
18
+ ]);
19
+ new Map(Array.from(LEFT_TO_RIGHT_BONE_MAP.entries()).map(([left, right]) => [right, left]));
20
+ new Set([
21
+ BoneName.PELVIS,
22
+ BoneName.SPINE_LOWER,
23
+ BoneName.SPINE_MIDDLE,
24
+ BoneName.SPINE_UPPER,
25
+ BoneName.NECK,
26
+ BoneName.HEAD
27
+ ]);
28
+ //#endregion
29
+
30
+ //# sourceMappingURL=AnimationMirror.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AnimationMirror.js","names":[],"sources":["../../../../src/systems/animation/utils/AnimationMirror.ts"],"sourcesContent":["/**\n * Animation Mirroring Utility - Left/Right Stance Reflection\n *\n * Provides utilities to mirror skeletal animations for left/right foot forward stances.\n * This enables single animation definitions to work for both orthodox and southpaw fighters.\n *\n * Mirror Operations:\n * - Swaps left/right bone rotations (HIP_L ↔ HIP_R, SHOULDER_L ↔ SHOULDER_R, etc.)\n * - Negates Y rotation for pelvis (facing direction)\n * - Negates Z rotation for lateral movements\n * - Inverts X-axis positions for root motion\n *\n * @module systems/animation/utils/AnimationMirror\n * @korean 애니메이션반전유틸리티\n */\n\nimport * as THREE from \"three\";\nimport {\n BoneName,\n type AnimationKeyframe,\n type SkeletalAnimation,\n} from \"../../../types/skeletal\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BONE PAIR MAPPINGS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Mapping of left-side bones to their right-side counterparts\n *\n * @korean 좌측뼈대우측뼈대매핑\n */\nconst LEFT_TO_RIGHT_BONE_MAP: ReadonlyMap<BoneName, BoneName> = new Map([\n [BoneName.SHOULDER_L, BoneName.SHOULDER_R],\n [BoneName.ELBOW_L, BoneName.ELBOW_R],\n [BoneName.WRIST_L, BoneName.WRIST_R],\n [BoneName.HAND_L, BoneName.HAND_R],\n [BoneName.HIP_L, BoneName.HIP_R],\n [BoneName.KNEE_L, BoneName.KNEE_R],\n [BoneName.SHIN_L, BoneName.SHIN_R],\n [BoneName.FOOT_L, BoneName.FOOT_R],\n]);\n\n/**\n * Mapping of right-side bones to their left-side counterparts\n *\n * @korean 우측뼈대좌측뼈대매핑\n */\nconst RIGHT_TO_LEFT_BONE_MAP: ReadonlyMap<BoneName, BoneName> = new Map(\n Array.from(LEFT_TO_RIGHT_BONE_MAP.entries()).map(([left, right]) => [\n right,\n left,\n ]),\n);\n\n/**\n * Center bones that need Y/Z rotation negation when mirroring\n *\n * @korean 중앙뼈대\n */\nconst CENTER_BONES: ReadonlySet<BoneName> = new Set([\n BoneName.PELVIS,\n BoneName.SPINE_LOWER,\n BoneName.SPINE_MIDDLE,\n BoneName.SPINE_UPPER,\n BoneName.NECK,\n BoneName.HEAD,\n]);\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE TYPES\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Lead foot indicator for stance side\n *\n * Orthodox: Left foot forward (traditional right-handed stance)\n * Southpaw: Right foot forward (traditional left-handed stance)\n *\n * @korean 선발발\n */\nexport type LeadFoot = \"left\" | \"right\";\n\n/**\n * Stance side for combat positioning\n *\n * @korean 자세방향\n */\nexport type StanceSide = \"orthodox\" | \"southpaw\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// MIRRORING FUNCTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Get the mirrored bone name (left ↔ right)\n *\n * @param bone - Original bone name\n * @returns Mirrored bone name (or same if center bone)\n *\n * @korean 반전된뼈대이름가져오기\n */\nexport function getMirroredBone(bone: BoneName): BoneName {\n const leftToRight = LEFT_TO_RIGHT_BONE_MAP.get(bone);\n if (leftToRight) return leftToRight;\n\n const rightToLeft = RIGHT_TO_LEFT_BONE_MAP.get(bone);\n if (rightToLeft) return rightToLeft;\n\n return bone; // Center bones remain unchanged\n}\n\n/**\n * Mirror an Euler rotation for the opposite side\n *\n * For lateral bones (limbs):\n * - X rotation is preserved (flexion/extension)\n * - Y rotation is negated (internal/external rotation)\n * - Z rotation is negated (abduction/adduction)\n *\n * For center bones (spine, pelvis):\n * - X rotation is preserved (forward/back tilt)\n * - Y rotation is negated (left/right rotation)\n * - Z rotation is negated (side bend)\n *\n * @param rotation - Original rotation as Euler\n * @param bone - The bone this rotation belongs to\n * @returns Mirrored rotation\n *\n * @korean 회전반전\n */\nexport function mirrorRotation(\n rotation: THREE.Euler,\n bone: BoneName,\n): THREE.Euler {\n const isCenterBone = CENTER_BONES.has(bone);\n\n if (isCenterBone) {\n // Center bones: negate Y and Z for bilateral symmetry\n return new THREE.Euler(\n rotation.x, // Preserve forward/back tilt\n -rotation.y, // Negate left/right rotation\n -rotation.z, // Negate side bend\n rotation.order,\n );\n } else {\n // Limb bones: preserve X (flexion), negate Y and Z\n return new THREE.Euler(\n rotation.x, // Preserve flexion/extension\n -rotation.y, // Negate internal/external rotation\n -rotation.z, // Negate abduction/adduction\n rotation.order,\n );\n }\n}\n\n/**\n * Mirror a position vector for the opposite side\n *\n * @param position - Original position\n * @returns Mirrored position (X negated for lateral mirror)\n *\n * @korean 위치반전\n */\nexport function mirrorPosition(position: THREE.Vector3): THREE.Vector3 {\n return new THREE.Vector3(\n -position.x, // Negate lateral position\n position.y, // Preserve vertical\n position.z, // Preserve depth\n );\n}\n\n/**\n * Mirror a single animation keyframe\n *\n * Swaps left/right bone rotations and mirrors center bone rotations.\n *\n * @param keyframe - Original keyframe\n * @returns Mirrored keyframe\n *\n * @korean 키프레임반전\n */\nexport function mirrorKeyframe(keyframe: AnimationKeyframe): AnimationKeyframe {\n // Process bone rotations - return empty Map if source is undefined\n const mirroredRotations = new Map<string, THREE.Euler>();\n if (keyframe.boneRotations) {\n keyframe.boneRotations.forEach((rotation, bone) => {\n const mirroredBone = getMirroredBone(bone as BoneName);\n const mirroredRotation = mirrorRotation(rotation, bone as BoneName);\n mirroredRotations.set(mirroredBone, mirroredRotation);\n });\n }\n\n // Process bone positions - return empty Map if source is undefined\n const mirroredPositions = new Map<string, THREE.Vector3>();\n if (keyframe.bonePositions) {\n keyframe.bonePositions.forEach((position, bone) => {\n const mirroredBone = getMirroredBone(bone as BoneName);\n const mirroredPos = mirrorPosition(position);\n mirroredPositions.set(mirroredBone, mirroredPos);\n });\n }\n\n // Copy other keyframe properties\n const result: AnimationKeyframe = {\n time: keyframe.time,\n easing: keyframe.easing,\n boneRotations: mirroredRotations,\n bonePositions: mirroredPositions,\n };\n\n // Copy hand pose properties if they exist (swap left/right)\n if (keyframe.leftHandPose || keyframe.rightHandPose) {\n return {\n ...result,\n leftHandPose: keyframe.rightHandPose,\n rightHandPose: keyframe.leftHandPose,\n };\n }\n\n return result;\n}\n\n/**\n * Mirror an entire skeletal animation for the opposite stance side\n *\n * Creates a new animation with all keyframes mirrored left-to-right.\n * Useful for creating southpaw variants from orthodox animations.\n *\n * @param animation - Original animation (assumed orthodox/left-foot-forward)\n * @param options - Mirroring options\n * @returns New animation with mirrored keyframes\n *\n * @example\n * ```typescript\n * // Create southpaw jab from orthodox jab\n * const southpawJab = mirrorAnimation(JAB_ANIMATION, {\n * nameSuffix: '_southpaw',\n * koreanNameSuffix: '(사우스포)'\n * });\n * ```\n *\n * @korean 애니메이션반전\n */\nexport function mirrorAnimation(\n animation: SkeletalAnimation,\n options: {\n readonly nameSuffix?: string;\n readonly koreanNameSuffix?: string;\n } = {},\n): SkeletalAnimation {\n const { nameSuffix = \"_mirrored\", koreanNameSuffix = \"(반전)\" } = options;\n\n const mirroredKeyframes = animation.keyframes.map((kf) => mirrorKeyframe(kf));\n\n return {\n ...animation,\n name: `${animation.name}${nameSuffix}`,\n koreanName: `${animation.koreanName || animation.name}${koreanNameSuffix}`,\n keyframes: mirroredKeyframes,\n };\n}\n\n/**\n * Get animation for specified stance side\n *\n * If the animation is already in the correct stance, returns as-is.\n * If not, mirrors the animation.\n *\n * @param animation - Base animation (orthodox)\n * @param leadFoot - Which foot should be forward\n * @param cache - Optional cache for mirrored animations\n * @returns Animation for the specified stance\n *\n * @korean 자세별애니메이션가져오기\n */\nexport function getAnimationForStance(\n animation: SkeletalAnimation,\n leadFoot: LeadFoot,\n cache?: Map<string, SkeletalAnimation>,\n): SkeletalAnimation {\n // Orthodox stance (left foot forward) - use original\n if (leadFoot === \"left\") {\n return animation;\n }\n\n // Southpaw stance (right foot forward) - need mirrored version\n const cacheKey = `${animation.name}_southpaw`;\n\n if (cache?.has(cacheKey)) {\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- checked with has() above\n return cache.get(cacheKey)!;\n }\n\n const mirrored = mirrorAnimation(animation, {\n nameSuffix: \"_southpaw\",\n koreanNameSuffix: \"(사우스포)\",\n });\n\n cache?.set(cacheKey, mirrored);\n\n return mirrored;\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE UTILITIES\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Convert lead foot to stance side\n *\n * @param leadFoot - Which foot is forward\n * @returns Stance side name\n *\n * @korean 선발발에서자세방향변환\n */\nexport function leadFootToStanceSide(leadFoot: LeadFoot): StanceSide {\n return leadFoot === \"left\" ? \"orthodox\" : \"southpaw\";\n}\n\n/**\n * Convert stance side to lead foot\n *\n * @param stanceSide - Stance side name\n * @returns Which foot is forward\n *\n * @korean 자세방향에서선발발변환\n */\nexport function stanceSideToLeadFoot(stanceSide: StanceSide): LeadFoot {\n return stanceSide === \"orthodox\" ? \"left\" : \"right\";\n}\n\n/**\n * Get the opposite lead foot\n *\n * @param leadFoot - Current lead foot\n * @returns Opposite lead foot\n *\n * @korean 반대선발발가져오기\n */\nexport function getOppositeLeadFoot(leadFoot: LeadFoot): LeadFoot {\n return leadFoot === \"left\" ? \"right\" : \"left\";\n}\n\n/**\n * Get the rear foot based on lead foot\n *\n * @param leadFoot - Which foot is forward\n * @returns Which foot is in the rear\n *\n * @korean 후발발가져오기\n */\nexport function getRearFoot(leadFoot: LeadFoot): LeadFoot {\n return getOppositeLeadFoot(leadFoot);\n}\n"],"mappings":";;;;;;;;AAgCA,IAAM,yBAA0D,IAAI,IAAI;CACtE,CAAC,SAAS,YAAY,SAAS,WAAW;CAC1C,CAAC,SAAS,SAAS,SAAS,QAAQ;CACpC,CAAC,SAAS,SAAS,SAAS,QAAQ;CACpC,CAAC,SAAS,QAAQ,SAAS,OAAO;CAClC,CAAC,SAAS,OAAO,SAAS,MAAM;CAChC,CAAC,SAAS,QAAQ,SAAS,OAAO;CAClC,CAAC,SAAS,QAAQ,SAAS,OAAO;CAClC,CAAC,SAAS,QAAQ,SAAS,OAAO;CACnC,CAAC;AAO8D,IAAI,IAClE,MAAM,KAAK,uBAAuB,SAAS,CAAC,CAAC,KAAK,CAAC,MAAM,WAAW,CAClE,OACA,KACD,CAAC,CACH;AAO2C,IAAI,IAAI;CAClD,SAAS;CACT,SAAS;CACT,SAAS;CACT,SAAS;CACT,SAAS;CACT,SAAS;CACV,CAAC"}
@@ -0,0 +1,182 @@
1
+ /**
2
+ * Bone Impact Audio System for Black Trigram (흑괘)
3
+ *
4
+ * Provides realistic bone contact sounds, fracture audio, and anatomically-accurate
5
+ * impact feedback for Korean martial arts combat.
6
+ *
7
+ * **Korean**: 골절음 시스템 (骨折音 - Bone Fracture Sound System)
8
+ *
9
+ * @module BoneImpactAudioSystem
10
+ *
11
+ * Features:
12
+ * - 5 body region categories (head, torso, arms, legs, soft tissue)
13
+ * - Impact intensity scaling (light 70% → fracture 130% volume)
14
+ * - Fracture detection when health < 30%
15
+ * - Spatial audio positioning (planned feature, not yet implemented in AudioManager)
16
+ * - Korean-English bilingual audio cues
17
+ */
18
+ import { AudioBodyRegion, BoneImpactEvent, ImpactIntensity } from "../../audio/types";
19
+ import { VitalPoint } from "../vitalpoint/types";
20
+ /**
21
+ * 3D Position for spatial audio
22
+ */
23
+ export interface Vector3 {
24
+ readonly x: number;
25
+ readonly y: number;
26
+ readonly z: number;
27
+ }
28
+ /**
29
+ * Audio manager interface (minimal subset needed)
30
+ *
31
+ * Note: Spatial audio parameters (position) are not currently supported by the
32
+ * actual IAudioManager interface. This interface documents the intended API
33
+ * for future spatial audio integration with Howler.js.
34
+ */
35
+ export interface AudioManagerInterface {
36
+ playSFX(soundId: string, volume?: number): Promise<void>;
37
+ }
38
+ /**
39
+ * Configuration for BoneImpactAudioSystem
40
+ */
41
+ export interface BoneImpactAudioConfig {
42
+ /**
43
+ * Enable spatial audio positioning (default: true).
44
+ *
45
+ * NOTE: Spatial/positional audio is a planned future feature. The current
46
+ * AudioManager implementation does not support 3D positions, so this flag
47
+ * is effectively a no-op until the core audio layer is extended.
48
+ */
49
+ readonly enableSpatialAudio?: boolean;
50
+ /** Master volume multiplier for bone impacts (default: 1.0) */
51
+ readonly masterVolume?: number;
52
+ /** Minimum interval between bone impact sounds in ms (default: 50) */
53
+ readonly minPlayInterval?: number;
54
+ /** Character height for body region detection (default: 2.0) */
55
+ readonly characterHeight?: number;
56
+ /** Enable Korean-English audio cues (default: false - not implemented yet) */
57
+ readonly enableBilingualCues?: boolean;
58
+ }
59
+ /**
60
+ * Statistics for BoneImpactAudioSystem monitoring
61
+ */
62
+ export interface BoneImpactAudioStats {
63
+ readonly totalImpactsPlayed: number;
64
+ readonly impactsByRegion: Record<AudioBodyRegion, number>;
65
+ readonly impactsByIntensity: Record<ImpactIntensity, number>;
66
+ readonly fracturesTriggered: number;
67
+ readonly vitalPointStrikes: number;
68
+ readonly lastImpactTime: number;
69
+ }
70
+ /**
71
+ * Bone Impact Audio System
72
+ *
73
+ * Centralized system for playing anatomically-accurate bone and flesh impact sounds
74
+ * based on strike location, intensity, and target health.
75
+ */
76
+ export declare class BoneImpactAudioSystem {
77
+ private readonly audioManager;
78
+ private readonly config;
79
+ private lastPlayTime;
80
+ private stats;
81
+ /**
82
+ * Create a new BoneImpactAudioSystem
83
+ *
84
+ * @param audioManager - Audio manager for playing sounds
85
+ * @param config - Optional configuration
86
+ */
87
+ constructor(audioManager: AudioManagerInterface, config?: BoneImpactAudioConfig);
88
+ /**
89
+ * Play bone impact sound based on event parameters
90
+ *
91
+ * **Korean**: 골절음 재생
92
+ *
93
+ * @param event - Bone impact event with region, intensity, and health info
94
+ * @param _position - Optional 3D position for spatial audio (future feature, not yet implemented)
95
+ * @returns Promise that resolves when sound starts playing
96
+ *
97
+ * @example
98
+ * ```typescript
99
+ * await system.playBoneImpact(
100
+ * { region: 'head', intensity: 'heavy', vitalPoint: false },
101
+ * { x: 0, y: 1.8, z: 0 }
102
+ * );
103
+ * ```
104
+ */
105
+ playBoneImpact(event: BoneImpactEvent, _position?: Vector3): Promise<void>;
106
+ /**
107
+ * Play bone impact from vital point strike
108
+ *
109
+ * @param vitalPoint - Vital point that was struck
110
+ * @param impactForce - Force of impact (damage amount)
111
+ * @param remainingHealth - Target's remaining health
112
+ * @param position - 3D position of strike
113
+ *
114
+ * @example
115
+ * ```typescript
116
+ * await system.playBoneImpactFromVitalPoint(
117
+ * ribVitalPoint,
118
+ * 35,
119
+ * 25,
120
+ * { x: 0.2, y: 1.2, z: 0 }
121
+ * );
122
+ * ```
123
+ */
124
+ playBoneImpactFromVitalPoint(vitalPoint: VitalPoint, impactForce: number, remainingHealth: number, position: Vector3): Promise<void>;
125
+ /**
126
+ * Play bone impact from damage and position
127
+ * Auto-detects body region and calculates intensity
128
+ *
129
+ * @param damage - Damage amount
130
+ * @param remainingHealth - Target's remaining health
131
+ * @param hitPosition - 3D position where strike landed
132
+ * @param isVitalPoint - Whether strike hit a vital point
133
+ *
134
+ * @example
135
+ * ```typescript
136
+ * await system.playBoneImpactFromDamage(
137
+ * 40,
138
+ * 60,
139
+ * { x: 0, y: 1.8, z: 0 },
140
+ * false
141
+ * );
142
+ * ```
143
+ */
144
+ playBoneImpactFromDamage(damage: number, remainingHealth: number, hitPosition: Vector3, isVitalPoint?: boolean): Promise<void>;
145
+ /**
146
+ * Determine bone type from vital point category
147
+ * Maps vital point data to audio body regions
148
+ *
149
+ * @param vitalPoint - Vital point that was struck
150
+ * @returns Audio body region
151
+ */
152
+ private getBoneTypeFromVitalPoint;
153
+ /**
154
+ * Update statistics for monitoring
155
+ */
156
+ private updateStats;
157
+ /**
158
+ * Play Korean-English bilingual audio cue
159
+ * (Future feature - placeholder for now)
160
+ *
161
+ * @param cueId - Audio cue ID (e.g., "bone_fracture")
162
+ */
163
+ private playBilingualCue;
164
+ /**
165
+ * Get current statistics
166
+ *
167
+ * @returns Current statistics object
168
+ */
169
+ getStats(): Readonly<BoneImpactAudioStats>;
170
+ /**
171
+ * Reset statistics
172
+ */
173
+ resetStats(): void;
174
+ /**
175
+ * Get configuration
176
+ *
177
+ * @returns Current configuration object
178
+ */
179
+ getConfig(): Readonly<Required<BoneImpactAudioConfig>>;
180
+ }
181
+ export default BoneImpactAudioSystem;
182
+ //# sourceMappingURL=BoneImpactAudioSystem.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,7 @@
1
+ /**
2
+ * Audio Systems Export Module
3
+ *
4
+ * Exports audio-related systems for Black Trigram combat
5
+ */
6
+ export { BoneImpactAudioSystem, type AudioManagerInterface, type BoneImpactAudioConfig, type BoneImpactAudioStats, type Vector3, } from "./BoneImpactAudioSystem";
7
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/systems/audio/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,EACL,qBAAqB,EACrB,KAAK,qBAAqB,EAC1B,KAAK,qBAAqB,EAC1B,KAAK,oBAAoB,EACzB,KAAK,OAAO,GACb,MAAM,yBAAyB,CAAC"}
@@ -0,0 +1,149 @@
1
+ /**
2
+ * Body Part Damage Integration for Combat System
3
+ *
4
+ * **Korean**: 신체부위 피해 통합
5
+ *
6
+ * Extends the damage calculation system to apply damage to specific body parts
7
+ * based on vital point hits and attack locations. Integrates with the existing
8
+ * VitalPointSystem and DamageCalculator.
9
+ *
10
+ * @module systems/bodypart/BodyPartDamageIntegration
11
+ * @category Body Part System
12
+ * @korean 신체부위피해통합
13
+ */
14
+ import { BodyRegion } from "../../types";
15
+ import type { VitalPoint } from "../vitalpoint/types";
16
+ import { BodyPartHealth, BodyPartMaxHealth } from "./types";
17
+ /**
18
+ * Minimal player view needed for body part damage operations.
19
+ */
20
+ export interface BodyPartDamageTarget {
21
+ readonly health: number;
22
+ readonly bodyPartHealth?: BodyPartHealth;
23
+ readonly bodyPartMaxHealth?: BodyPartMaxHealth;
24
+ }
25
+ /**
26
+ * Map vital point to its corresponding body region.
27
+ *
28
+ * **Korean**: 급소에서 신체 영역 매핑
29
+ *
30
+ * Analyzes a vital point's location and category to determine which
31
+ * BodyRegion it belongs to, enabling proper damage distribution.
32
+ *
33
+ * @param vitalPoint - Vital point that was struck
34
+ * @returns Corresponding body region
35
+ *
36
+ * @public
37
+ */
38
+ export declare function getBodyRegionFromVitalPoint(vitalPoint: VitalPoint): BodyRegion;
39
+ /**
40
+ * Apply damage to player's body parts based on hit location.
41
+ *
42
+ * **Korean**: 타격 위치 기반 신체부위 피해 적용
43
+ *
44
+ * Takes total damage and distributes it across body parts according to
45
+ * the hit location. Updates both aggregate health and body part health.
46
+ *
47
+ * For combat compatibility, the aggregate health is directly reduced by
48
+ * the damage amount (traditional behavior), while body part health is
49
+ * updated proportionally for visualization purposes.
50
+ *
51
+ * @param player - Player receiving damage
52
+ * @param totalDamage - Total damage amount
53
+ * @param bodyRegion - Body region that was hit
54
+ * @returns Updated player state with body part damage applied
55
+ *
56
+ * @public
57
+ */
58
+ export declare function applyDamageToBodyParts<T extends BodyPartDamageTarget>(player: T, totalDamage: number, bodyRegion: BodyRegion): T;
59
+ /**
60
+ * Apply damage from a vital point hit to appropriate body parts.
61
+ *
62
+ * **Korean**: 급소 타격 신체부위 피해 적용
63
+ *
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+ * Specialized damage application for vital point strikes. Maps the vital
65
+ * point to its body region and applies damage with appropriate distribution.
66
+ *
67
+ * @param player - Player receiving damage
68
+ * @param totalDamage - Total damage amount
69
+ * @param vitalPoint - Vital point that was struck
70
+ * @returns Updated player state with vital point damage applied
71
+ *
72
+ * @public
73
+ */
74
+ export declare function applyVitalPointDamageToBodyParts<T extends BodyPartDamageTarget>(player: T, totalDamage: number, vitalPoint: VitalPoint): T;
75
+ /**
76
+ * Get combat capability modifiers from body part health.
77
+ *
78
+ * **Korean**: 신체부위 전투 능력 수정치 조회
79
+ *
80
+ * Calculates how body part damage affects combat capabilities.
81
+ * Returns modifiers that should be applied to:
82
+ * - Consciousness (awareness, reaction time)
83
+ * - Stamina regeneration
84
+ * - Attack damage output
85
+ * - Movement speed
86
+ * - Balance and stability
87
+ * - Technique accuracy
88
+ *
89
+ * @param player - Player state to analyze
90
+ * @returns Combat capability effect multipliers (0.0-1.0)
91
+ *
92
+ * @example
93
+ * ```typescript
94
+ * const effects = getBodyPartCombatEffects(player);
95
+ * const actualDamage = baseDamage * effects.attackDamageModifier;
96
+ * const actualSpeed = baseSpeed * effects.movementSpeedModifier;
97
+ * ```
98
+ *
99
+ * @public
100
+ */
101
+ export declare function getBodyPartCombatEffects(player: BodyPartDamageTarget): import("./types").BodyPartEffects;
102
+ /**
103
+ * Check if player is incapacitated by body part damage.
104
+ *
105
+ * **Korean**: 신체부위 무력화 확인
106
+ *
107
+ * Determines if the player can continue fighting based on body part health.
108
+ * Player is incapacitated if:
109
+ * - Head is at 0 HP (unconscious)
110
+ * - Both legs are at 0 HP (cannot stand)
111
+ * - Aggregate health is below 10%
112
+ *
113
+ * @param player - Player state to check
114
+ * @returns Whether player is incapacitated
115
+ *
116
+ * @public
117
+ */
118
+ export declare function isPlayerIncapacitatedByBodyDamage(player: BodyPartDamageTarget): boolean;
119
+ /**
120
+ * Initialize body part health for a player.
121
+ *
122
+ * **Korean**: 플레이어 신체부위 체력 초기화
123
+ *
124
+ * Sets up body part health and max health for a player if not already present.
125
+ * Uses the provided max health or defaults to 100 per part.
126
+ *
127
+ * @param player - Player state to initialize
128
+ * @param maxHealthPerPart - Optional custom max health per part
129
+ * @returns Player state with body part health initialized
130
+ *
131
+ * @public
132
+ */
133
+ export declare function initializeBodyPartHealthForPlayer<T extends BodyPartDamageTarget>(player: T, maxHealthPerPart?: number): T;
134
+ /**
135
+ * Heal body parts proportionally based on total healing amount.
136
+ *
137
+ * **Korean**: 신체부위 비례 치유
138
+ *
139
+ * Distributes healing across all damaged body parts proportionally to
140
+ * their damage level. Most damaged parts receive more healing.
141
+ *
142
+ * @param player - Player state to heal
143
+ * @param totalHealAmount - Total healing to distribute
144
+ * @returns Updated player state with healing applied
145
+ *
146
+ * @public
147
+ */
148
+ export declare function healBodyPartsProportionally<T extends BodyPartDamageTarget>(player: T, totalHealAmount: number): T;
149
+ //# sourceMappingURL=BodyPartDamageIntegration.d.ts.map
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+ {"version":3,"file":"BodyPartDamageIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/BodyPartDamageIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAEtD,OAAO,EAAY,cAAc,EAAE,iBAAiB,EAAE,MAAM,SAAS,CAAC;AAEtE;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,cAAc,CAAC,EAAE,cAAc,CAAC;IACzC,QAAQ,CAAC,iBAAiB,CAAC,EAAE,iBAAiB,CAAC;CAChD;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,2BAA2B,CACzC,UAAU,EAAE,UAAU,GACrB,UAAU,CAoGZ;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,sBAAsB,CAAC,CAAC,SAAS,oBAAoB,EACnE,MAAM,EAAE,CAAC,EACT,WAAW,EAAE,MAAM,EACnB,UAAU,EAAE,UAAU,GACrB,CAAC,CA0BH;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,gCAAgC,CAC9C,CAAC,SAAS,oBAAoB,EAC9B,MAAM,EAAE,CAAC,EAAE,WAAW,EAAE,MAAM,EAAE,UAAU,EAAE,UAAU,GAAG,CAAC,CAG3D;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,wBAAwB,CAAC,MAAM,EAAE,oBAAoB,qCAiBpE;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,iCAAiC,CAC/C,MAAM,EAAE,oBAAoB,GAC3B,OAAO,CAMT;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,iCAAiC,CAC/C,CAAC,SAAS,oBAAoB,EAC9B,MAAM,EAAE,CAAC,EAAE,gBAAgB,GAAE,MAAY,GAAG,CAAC,CAiB9C;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,2BAA2B,CAAC,CAAC,SAAS,oBAAoB,EACxE,MAAM,EAAE,CAAC,EACT,eAAe,EAAE,MAAM,GACtB,CAAC,CA+CH"}
@@ -0,0 +1,38 @@
1
+ import "../../types/index.js";
2
+ import { bodyPartHealthSystem } from "./BodyPartHealthSystem.js";
3
+ //#region src/systems/bodypart/BodyPartDamageIntegration.ts
4
+ /**
5
+ * Apply damage to player's body parts based on hit location.
6
+ *
7
+ * **Korean**: 타격 위치 기반 신체부위 피해 적용
8
+ *
9
+ * Takes total damage and distributes it across body parts according to
10
+ * the hit location. Updates both aggregate health and body part health.
11
+ *
12
+ * For combat compatibility, the aggregate health is directly reduced by
13
+ * the damage amount (traditional behavior), while body part health is
14
+ * updated proportionally for visualization purposes.
15
+ *
16
+ * @param player - Player receiving damage
17
+ * @param totalDamage - Total damage amount
18
+ * @param bodyRegion - Body region that was hit
19
+ * @returns Updated player state with body part damage applied
20
+ *
21
+ * @public
22
+ */
23
+ function applyDamageToBodyParts(player, totalDamage, bodyRegion) {
24
+ const bodyPartHealth = player.bodyPartHealth ?? bodyPartHealthSystem.createDefaultBodyPartHealth();
25
+ const bodyPartMaxHealth = player.bodyPartMaxHealth ?? bodyPartHealthSystem.createDefaultMaxHealth();
26
+ const updatedBodyPartHealth = bodyPartHealthSystem.applyDistributedDamage(bodyPartHealth, bodyRegion, totalDamage, bodyPartMaxHealth);
27
+ const newAggregateHealth = Math.max(0, player.health - totalDamage);
28
+ return {
29
+ ...player,
30
+ bodyPartHealth: updatedBodyPartHealth,
31
+ bodyPartMaxHealth,
32
+ health: newAggregateHealth
33
+ };
34
+ }
35
+ //#endregion
36
+ export { applyDamageToBodyParts };
37
+
38
+ //# sourceMappingURL=BodyPartDamageIntegration.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BodyPartDamageIntegration.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartDamageIntegration.ts"],"sourcesContent":["/**\n * Body Part Damage Integration for Combat System\n *\n * **Korean**: 신체부위 피해 통합\n *\n * Extends the damage calculation system to apply damage to specific body parts\n * based on vital point hits and attack locations. Integrates with the existing\n * VitalPointSystem and DamageCalculator.\n *\n * @module systems/bodypart/BodyPartDamageIntegration\n * @category Body Part System\n * @korean 신체부위피해통합\n */\n\nimport { BodyRegion } from \"@/types\";\nimport type { VitalPoint } from \"../vitalpoint/types\";\nimport { bodyPartHealthSystem } from \"./BodyPartHealthSystem\";\nimport { BodyPart, BodyPartHealth, BodyPartMaxHealth } from \"./types\";\n\n/**\n * Minimal player view needed for body part damage operations.\n */\nexport interface BodyPartDamageTarget {\n readonly health: number;\n readonly bodyPartHealth?: BodyPartHealth;\n readonly bodyPartMaxHealth?: BodyPartMaxHealth;\n}\n\n/**\n * Map vital point to its corresponding body region.\n *\n * **Korean**: 급소에서 신체 영역 매핑\n *\n * Analyzes a vital point's location and category to determine which\n * BodyRegion it belongs to, enabling proper damage distribution.\n *\n * @param vitalPoint - Vital point that was struck\n * @returns Corresponding body region\n *\n * @public\n */\nexport function getBodyRegionFromVitalPoint(\n vitalPoint: VitalPoint\n): BodyRegion {\n const pointId = vitalPoint.id.toLowerCase();\n\n // Head region vital points\n if (\n pointId.includes(\"head_\") ||\n pointId.includes(\"temple\") ||\n pointId.includes(\"jaw\") ||\n pointId.includes(\"crown\") ||\n pointId.includes(\"forehead\") ||\n pointId.includes(\"eye\") ||\n pointId.includes(\"nose\") ||\n pointId.includes(\"ear\") ||\n pointId.includes(\"skull\")\n ) {\n return BodyRegion.HEAD;\n }\n\n // Neck region vital points\n if (\n pointId.includes(\"neck\") ||\n pointId.includes(\"throat\") ||\n pointId.includes(\"carotid\") ||\n pointId.includes(\"cervical\")\n ) {\n return BodyRegion.NECK;\n }\n\n // Torso region vital points\n if (\n pointId.includes(\"torso_\") ||\n pointId.includes(\"chest\") ||\n pointId.includes(\"solar_plexus\") ||\n pointId.includes(\"ribs\") ||\n pointId.includes(\"sternum\") ||\n pointId.includes(\"heart\") ||\n pointId.includes(\"lung\") ||\n pointId.includes(\"abdomen\")\n ) {\n return BodyRegion.TORSO;\n }\n\n // Core region vital points\n if (\n pointId.includes(\"core\") ||\n pointId.includes(\"dantian\") ||\n pointId.includes(\"kidney\") ||\n pointId.includes(\"liver\") ||\n pointId.includes(\"spleen\") ||\n pointId.includes(\"bladder\")\n ) {\n return BodyRegion.CORE;\n }\n\n // Left arm vital points\n if (\n pointId.includes(\"arm_left\") ||\n pointId.includes(\"left_shoulder\") ||\n pointId.includes(\"left_elbow\") ||\n pointId.includes(\"left_wrist\") ||\n pointId.includes(\"left_hand\")\n ) {\n return BodyRegion.LEFT_ARM;\n }\n\n // Right arm vital points\n if (\n pointId.includes(\"arm_right\") ||\n pointId.includes(\"right_shoulder\") ||\n pointId.includes(\"right_elbow\") ||\n pointId.includes(\"right_wrist\") ||\n pointId.includes(\"right_hand\")\n ) {\n return BodyRegion.RIGHT_ARM;\n }\n\n // Left leg vital points\n if (\n pointId.includes(\"leg_left\") ||\n pointId.includes(\"left_knee\") ||\n pointId.includes(\"left_ankle\") ||\n pointId.includes(\"left_foot\") ||\n pointId.includes(\"left_thigh\")\n ) {\n return BodyRegion.LEFT_LEG;\n }\n\n // Right leg vital points\n if (\n pointId.includes(\"leg_right\") ||\n pointId.includes(\"right_knee\") ||\n pointId.includes(\"right_ankle\") ||\n pointId.includes(\"right_foot\") ||\n pointId.includes(\"right_thigh\")\n ) {\n return BodyRegion.RIGHT_LEG;\n }\n\n // Default to torso for unmatched points\n return BodyRegion.TORSO;\n}\n\n/**\n * Apply damage to player's body parts based on hit location.\n *\n * **Korean**: 타격 위치 기반 신체부위 피해 적용\n *\n * Takes total damage and distributes it across body parts according to\n * the hit location. Updates both aggregate health and body part health.\n *\n * For combat compatibility, the aggregate health is directly reduced by\n * the damage amount (traditional behavior), while body part health is\n * updated proportionally for visualization purposes.\n *\n * @param player - Player receiving damage\n * @param totalDamage - Total damage amount\n * @param bodyRegion - Body region that was hit\n * @returns Updated player state with body part damage applied\n *\n * @public\n */\nexport function applyDamageToBodyParts<T extends BodyPartDamageTarget>(\n player: T,\n totalDamage: number,\n bodyRegion: BodyRegion\n): T {\n // If body part health not initialized, initialize it\n const bodyPartHealth =\n player.bodyPartHealth ?? bodyPartHealthSystem.createDefaultBodyPartHealth();\n const bodyPartMaxHealth =\n player.bodyPartMaxHealth ?? bodyPartHealthSystem.createDefaultMaxHealth();\n\n // Apply distributed damage to body parts for visualization\n const updatedBodyPartHealth = bodyPartHealthSystem.applyDistributedDamage(\n bodyPartHealth,\n bodyRegion,\n totalDamage,\n bodyPartMaxHealth\n );\n\n // Calculate new aggregate health directly: traditional damage reduction\n // This ensures combat damage calculations remain consistent\n const newAggregateHealth = Math.max(0, player.health - totalDamage);\n\n // Update player state with new body part health and aggregate health\n return {\n ...player,\n bodyPartHealth: updatedBodyPartHealth,\n bodyPartMaxHealth,\n health: newAggregateHealth,\n };\n}\n\n/**\n * Apply damage from a vital point hit to appropriate body parts.\n *\n * **Korean**: 급소 타격 신체부위 피해 적용\n *\n * Specialized damage application for vital point strikes. Maps the vital\n * point to its body region and applies damage with appropriate distribution.\n *\n * @param player - Player receiving damage\n * @param totalDamage - Total damage amount\n * @param vitalPoint - Vital point that was struck\n * @returns Updated player state with vital point damage applied\n *\n * @public\n */\nexport function applyVitalPointDamageToBodyParts<\n T extends BodyPartDamageTarget\n>(player: T, totalDamage: number, vitalPoint: VitalPoint): T {\n const bodyRegion = getBodyRegionFromVitalPoint(vitalPoint);\n return applyDamageToBodyParts(player, totalDamage, bodyRegion);\n}\n\n/**\n * Get combat capability modifiers from body part health.\n *\n * **Korean**: 신체부위 전투 능력 수정치 조회\n *\n * Calculates how body part damage affects combat capabilities.\n * Returns modifiers that should be applied to:\n * - Consciousness (awareness, reaction time)\n * - Stamina regeneration\n * - Attack damage output\n * - Movement speed\n * - Balance and stability\n * - Technique accuracy\n *\n * @param player - Player state to analyze\n * @returns Combat capability effect multipliers (0.0-1.0)\n *\n * @example\n * ```typescript\n * const effects = getBodyPartCombatEffects(player);\n * const actualDamage = baseDamage * effects.attackDamageModifier;\n * const actualSpeed = baseSpeed * effects.movementSpeedModifier;\n * ```\n *\n * @public\n */\nexport function getBodyPartCombatEffects(player: BodyPartDamageTarget) {\n // If no body part health, return no effects\n if (!player.bodyPartHealth) {\n return {\n consciousnessModifier: 1.0,\n staminaRegenModifier: 1.0,\n attackDamageModifier: 1.0,\n movementSpeedModifier: 1.0,\n balanceModifier: 1.0,\n techniqueAccuracyModifier: 1.0,\n };\n }\n\n return bodyPartHealthSystem.calculateBodyPartEffects(\n player.bodyPartHealth,\n player.bodyPartMaxHealth\n );\n}\n\n/**\n * Check if player is incapacitated by body part damage.\n *\n * **Korean**: 신체부위 무력화 확인\n *\n * Determines if the player can continue fighting based on body part health.\n * Player is incapacitated if:\n * - Head is at 0 HP (unconscious)\n * - Both legs are at 0 HP (cannot stand)\n * - Aggregate health is below 10%\n *\n * @param player - Player state to check\n * @returns Whether player is incapacitated\n *\n * @public\n */\nexport function isPlayerIncapacitatedByBodyDamage(\n player: BodyPartDamageTarget\n): boolean {\n if (!player.bodyPartHealth) {\n return false; // No body part system = use aggregate health only\n }\n\n return bodyPartHealthSystem.isIncapacitated(player.bodyPartHealth);\n}\n\n/**\n * Initialize body part health for a player.\n *\n * **Korean**: 플레이어 신체부위 체력 초기화\n *\n * Sets up body part health and max health for a player if not already present.\n * Uses the provided max health or defaults to 100 per part.\n *\n * @param player - Player state to initialize\n * @param maxHealthPerPart - Optional custom max health per part\n * @returns Player state with body part health initialized\n *\n * @public\n */\nexport function initializeBodyPartHealthForPlayer<\n T extends BodyPartDamageTarget\n>(player: T, maxHealthPerPart: number = 100): T {\n // Skip if already initialized\n if (player.bodyPartHealth && player.bodyPartMaxHealth) {\n return player;\n }\n\n const bodyPartHealth =\n bodyPartHealthSystem.createDefaultBodyPartHealth(maxHealthPerPart);\n const bodyPartMaxHealth =\n bodyPartHealthSystem.createDefaultMaxHealth(maxHealthPerPart);\n\n return {\n ...player,\n bodyPartHealth,\n bodyPartMaxHealth,\n health: bodyPartHealthSystem.calculateAggregateHealth(bodyPartHealth),\n };\n}\n\n/**\n * Heal body parts proportionally based on total healing amount.\n *\n * **Korean**: 신체부위 비례 치유\n *\n * Distributes healing across all damaged body parts proportionally to\n * their damage level. Most damaged parts receive more healing.\n *\n * @param player - Player state to heal\n * @param totalHealAmount - Total healing to distribute\n * @returns Updated player state with healing applied\n *\n * @public\n */\nexport function healBodyPartsProportionally<T extends BodyPartDamageTarget>(\n player: T,\n totalHealAmount: number\n): T {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return player; // No body part system active\n }\n\n const bodyPartHealth = player.bodyPartHealth;\n const bodyPartMaxHealth = player.bodyPartMaxHealth;\n\n // Calculate total missing health across all parts\n const missingHealth = (Object.keys(bodyPartHealth) as BodyPart[]).reduce(\n (sum, part) => {\n return sum + (bodyPartMaxHealth[part] - bodyPartHealth[part]);\n },\n 0\n );\n\n // If no damage, return unchanged\n if (missingHealth <= 0) {\n return player;\n }\n\n // Heal each part proportionally to its damage\n let updatedHealth = { ...bodyPartHealth };\n\n (Object.keys(bodyPartHealth) as BodyPart[]).forEach((part) => {\n const partMissingHealth = bodyPartMaxHealth[part] - bodyPartHealth[part];\n if (partMissingHealth > 0) {\n const proportion = partMissingHealth / missingHealth;\n const healForThisPart = totalHealAmount * proportion;\n updatedHealth = bodyPartHealthSystem.healBodyPart(\n updatedHealth,\n part,\n healForThisPart,\n bodyPartMaxHealth\n );\n }\n });\n\n // Calculate new aggregate health\n const newAggregateHealth =\n bodyPartHealthSystem.calculateAggregateHealth(updatedHealth);\n\n return {\n ...player,\n bodyPartHealth: updatedHealth,\n health: newAggregateHealth,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AAoKA,SAAgB,uBACd,QACA,aACA,YACG;CAEH,MAAM,iBACJ,OAAO,kBAAkB,qBAAqB,6BAA6B;CAC7E,MAAM,oBACJ,OAAO,qBAAqB,qBAAqB,wBAAwB;CAG3E,MAAM,wBAAwB,qBAAqB,uBACjD,gBACA,YACA,aACA,kBACD;CAID,MAAM,qBAAqB,KAAK,IAAI,GAAG,OAAO,SAAS,YAAY;AAGnE,QAAO;EACL,GAAG;EACH,gBAAgB;EAChB;EACA,QAAQ;EACT"}