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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+ {"version":3,"file":"BodyPartHealthSystem.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartHealthSystem.ts"],"sourcesContent":["/**\n * Body Part Health System\n * \n * **Korean**: 신체부위 체력 시스템\n * \n * Manages body part-specific health tracking, damage distribution, and combat\n * capability effects. Implements realistic localized damage mechanics based on\n * Korean martial arts vital point targeting principles.\n * \n * ## System Features\n * \n * - Independent health tracking for 8 body parts\n * - Automatic combat capability penalties based on damage\n * - Damage distribution from hit locations to body parts\n * - UI-friendly status information generation\n * - Performance-optimized calculations\n * \n * @module systems/bodypart/BodyPartHealthSystem\n * @category Body Part System\n * @korean 신체부위체력시스템\n */\n\nimport { BodyRegion, KOREAN_COLORS, KoreanText } from \"@/types\";\nimport {\n BodyPart,\n BodyPartDamageDistribution,\n BodyPartEffects,\n BodyPartHealth,\n BodyPartHealthConfig,\n BodyPartMaxHealth,\n BodyPartStatus,\n BODY_PART_EFFECT_CONSTANTS,\n DEFAULT_BODY_PART_CONFIG,\n} from \"./types\";\n\n/**\n * Body Part Health System class.\n * \n * **Korean**: 신체부위 체력 시스템 클래스\n * \n * Provides methods for managing body part health, calculating effects,\n * and distributing damage based on hit locations.\n * \n * @example\n * ```typescript\n * const system = new BodyPartHealthSystem();\n * \n * // Create initial body part health\n * const health = system.createDefaultBodyPartHealth();\n * \n * // Apply damage to head\n * const damaged = system.applyDamageToBodyPart(\n * health,\n * BodyPart.HEAD,\n * 25\n * );\n * \n * // Calculate combat effects\n * const effects = system.calculateBodyPartEffects(damaged);\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class BodyPartHealthSystem {\n private config: BodyPartHealthConfig;\n\n constructor(config: BodyPartHealthConfig = DEFAULT_BODY_PART_CONFIG) {\n this.config = config;\n }\n\n /**\n * Create default body part health with all parts at maximum.\n * \n * **Korean**: 기본 신체부위 체력 생성\n * \n * @param maxHealth - Optional custom max health per part (default: 100)\n * @returns Body part health structure with all parts at max HP\n * \n * @public\n */\n createDefaultBodyPartHealth(maxHealth: number = 100): BodyPartHealth {\n return {\n head: maxHealth,\n neck: maxHealth,\n torsoUpper: maxHealth,\n torsoLower: maxHealth,\n armLeft: maxHealth,\n armRight: maxHealth,\n legLeft: maxHealth,\n legRight: maxHealth,\n };\n }\n\n /**\n * Create default maximum health values for body parts.\n * \n * **Korean**: 기본 최대 체력 생성\n * \n * @param baseMaxHealth - Base maximum health per part\n * @returns Maximum health structure\n * \n * @public\n */\n createDefaultMaxHealth(baseMaxHealth: number = 100): BodyPartMaxHealth {\n return {\n head: baseMaxHealth,\n neck: baseMaxHealth,\n torsoUpper: baseMaxHealth,\n torsoLower: baseMaxHealth,\n armLeft: baseMaxHealth,\n armRight: baseMaxHealth,\n legLeft: baseMaxHealth,\n legRight: baseMaxHealth,\n };\n }\n\n /**\n * Apply damage to a specific body part.\n * \n * **Korean**: 신체부위 피해 적용\n * \n * Reduces health of the specified body part by the damage amount.\n * Health is clamped to 0-maxHealth range.\n * \n * @param current - Current body part health\n * @param bodyPart - Body part to damage\n * @param damage - Damage amount to apply\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n applyDamageToBodyPart(\n current: BodyPartHealth,\n bodyPart: BodyPart,\n damage: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const newHealth = Math.max(0, current[bodyPart] - damage);\n const clampedHealth = maxHealth\n ? Math.min(newHealth, maxHealth[bodyPart])\n : newHealth;\n\n return {\n ...current,\n [bodyPart]: clampedHealth,\n };\n }\n\n /**\n * Distribute damage across body parts based on hit location.\n * \n * **Korean**: 피해 분배\n * \n * Maps a BodyRegion hit location to primary and secondary body parts,\n * distributing damage according to impact mechanics.\n * \n * @param bodyRegion - Hit location\n * @returns Damage distribution configuration\n * \n * @public\n */\n getDamageDistribution(bodyRegion: BodyRegion): BodyPartDamageDistribution {\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return {\n primary: { part: BodyPart.HEAD, percentage: 0.9 },\n secondary: [{ part: BodyPart.NECK, percentage: 0.1 }],\n };\n\n case BodyRegion.NECK:\n return {\n primary: { part: BodyPart.NECK, percentage: 0.8 },\n secondary: [\n { part: BodyPart.HEAD, percentage: 0.1 },\n { part: BodyPart.TORSO_UPPER, percentage: 0.1 },\n ],\n };\n\n case BodyRegion.TORSO:\n return {\n primary: { part: BodyPart.TORSO_UPPER, percentage: 0.6 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.4 }],\n };\n\n case BodyRegion.CORE:\n return {\n primary: { part: BodyPart.TORSO_LOWER, percentage: 0.7 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.3 }],\n };\n\n case BodyRegion.LEFT_ARM:\n return {\n primary: { part: BodyPart.ARM_LEFT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.1 }],\n };\n\n case BodyRegion.RIGHT_ARM:\n return {\n primary: { part: BodyPart.ARM_RIGHT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.1 }],\n };\n\n case BodyRegion.LEFT_LEG:\n return {\n primary: { part: BodyPart.LEG_LEFT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.1 }],\n };\n\n case BodyRegion.RIGHT_LEG:\n return {\n primary: { part: BodyPart.LEG_RIGHT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.1 }],\n };\n\n default:\n // Default to torso upper for unknown regions\n return {\n primary: { part: BodyPart.TORSO_UPPER, percentage: 1.0 },\n secondary: [],\n };\n }\n }\n\n /**\n * Apply distributed damage to body parts from a hit.\n * \n * **Korean**: 분산 피해 적용\n * \n * Takes total damage and distributes it across primary and secondary\n * body parts based on the hit location.\n * \n * @param current - Current body part health\n * @param bodyRegion - Hit location\n * @param totalDamage - Total damage to distribute\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n applyDistributedDamage(\n current: BodyPartHealth,\n bodyRegion: BodyRegion,\n totalDamage: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const distribution = this.getDamageDistribution(bodyRegion);\n let updated = { ...current };\n\n // Apply primary damage\n updated = this.applyDamageToBodyPart(\n updated,\n distribution.primary.part,\n totalDamage * distribution.primary.percentage,\n maxHealth\n );\n\n // Apply secondary damage\n for (const secondary of distribution.secondary) {\n updated = this.applyDamageToBodyPart(\n updated,\n secondary.part,\n totalDamage * secondary.percentage,\n maxHealth\n );\n }\n\n return updated;\n }\n\n /**\n * Calculate combat capability effects from body part damage.\n * \n * **Korean**: 전투 능력 효과 계산\n * \n * Analyzes body part health and returns multipliers for various combat\n * capabilities. Implements acceptance criteria:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns Combat capability effect multipliers\n * \n * @public\n */\n calculateBodyPartEffects(\n health: BodyPartHealth,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartEffects {\n const max = maxHealth ?? this.createDefaultMaxHealth();\n\n // Calculate head/neck effects on consciousness\n const headPercentage = health.head / max.head;\n const neckPercentage = health.neck / max.neck;\n const minHeadNeck = Math.min(headPercentage, neckPercentage);\n \n let consciousnessModifier = 1.0;\n if (minHeadNeck < BODY_PART_EFFECT_CONSTANTS.HEAD.CRITICAL_THRESHOLD) {\n consciousnessModifier = BODY_PART_EFFECT_CONSTANTS.HEAD.CONSCIOUSNESS_PENALTY_AT_50;\n }\n\n // Calculate torso effects on stamina regeneration\n const torsoUpperPercentage = health.torsoUpper / max.torsoUpper;\n const torsoLowerPercentage = health.torsoLower / max.torsoLower;\n const avgTorso = (torsoUpperPercentage + torsoLowerPercentage) / 2;\n \n let staminaRegenModifier = 1.0;\n if (avgTorso < BODY_PART_EFFECT_CONSTANTS.TORSO.CRITICAL_THRESHOLD) {\n staminaRegenModifier = BODY_PART_EFFECT_CONSTANTS.TORSO.STAMINA_REGEN_PENALTY_AT_50;\n }\n\n // Calculate arm effects on attack damage\n const armLeftPercentage = health.armLeft / max.armLeft;\n const armRightPercentage = health.armRight / max.armRight;\n const avgArms = (armLeftPercentage + armRightPercentage) / 2;\n \n let attackDamageModifier = 1.0;\n if (avgArms < BODY_PART_EFFECT_CONSTANTS.ARMS.CRITICAL_THRESHOLD) {\n attackDamageModifier = BODY_PART_EFFECT_CONSTANTS.ARMS.ATTACK_DAMAGE_PENALTY_AT_50;\n }\n\n // Calculate leg effects on movement speed\n const legLeftPercentage = health.legLeft / max.legLeft;\n const legRightPercentage = health.legRight / max.legRight;\n const avgLegs = (legLeftPercentage + legRightPercentage) / 2;\n \n let movementSpeedModifier = 1.0;\n if (avgLegs < BODY_PART_EFFECT_CONSTANTS.LEGS.CRITICAL_THRESHOLD) {\n movementSpeedModifier = BODY_PART_EFFECT_CONSTANTS.LEGS.MOVEMENT_SPEED_PENALTY_AT_50;\n }\n\n // Balance affected by torso and legs\n const balanceModifier = Math.min(avgTorso, avgLegs);\n\n // Technique accuracy affected by head and arms\n const techniqueAccuracyModifier = Math.min(headPercentage, avgArms);\n\n return {\n consciousnessModifier,\n staminaRegenModifier,\n attackDamageModifier,\n movementSpeedModifier,\n balanceModifier,\n techniqueAccuracyModifier,\n };\n }\n\n /**\n * Calculate aggregate health from body parts.\n * \n * **Korean**: 종합 체력 계산\n * \n * Computes overall health as average of all body part health values.\n * This maintains backwards compatibility with single health bar systems.\n * \n * @param health - Body part health\n * @returns Aggregate health value (0-100)\n * \n * @public\n */\n calculateAggregateHealth(health: BodyPartHealth): number {\n const sum =\n health.head +\n health.neck +\n health.torsoUpper +\n health.torsoLower +\n health.armLeft +\n health.armRight +\n health.legLeft +\n health.legRight;\n\n return sum / 8;\n }\n\n /**\n * Get body part status for UI display.\n * \n * **Korean**: 신체부위 상태 조회\n * \n * Provides UI-friendly status information including color coding,\n * status text, and critical/disabled flags.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param part - Body part to query\n * @returns Status information for display\n * \n * @public\n */\n getBodyPartStatus(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n part: BodyPart\n ): BodyPartStatus {\n const current = health[part];\n const max = maxHealth[part];\n const percentage = current / max;\n\n // Determine status and color\n let status: KoreanText;\n let color: number;\n let critical: boolean;\n let disabled: boolean;\n\n if (percentage === 0) {\n status = { korean: \"무력화\", english: \"Disabled\" };\n color = KOREAN_COLORS.NEGATIVE_RED;\n critical = true;\n disabled = true;\n } else if (percentage < this.config.criticalThreshold) {\n status = { korean: \"치명적\", english: \"Critical\" };\n color = KOREAN_COLORS.NEGATIVE_RED;\n critical = true;\n disabled = false;\n } else if (percentage < this.config.severePenaltyThreshold) {\n status = { korean: \"심각\", english: \"Severe\" };\n color = KOREAN_COLORS.WARNING_ORANGE;\n critical = false;\n disabled = false;\n } else if (percentage < this.config.majorPenaltyThreshold) {\n status = { korean: \"중상\", english: \"Major\" };\n color = KOREAN_COLORS.WARNING_YELLOW;\n critical = false;\n disabled = false;\n } else if (percentage < this.config.minorPenaltyThreshold) {\n status = { korean: \"경상\", english: \"Minor\" };\n color = KOREAN_COLORS.HEALTH_FULL;\n critical = false;\n disabled = false;\n } else {\n status = { korean: \"정상\", english: \"Normal\" };\n color = KOREAN_COLORS.HEALTH_FULL;\n critical = false;\n disabled = false;\n }\n\n return {\n part,\n health: current,\n maxHealth: max,\n percentage,\n status,\n color,\n critical,\n disabled,\n };\n }\n\n /**\n * Get all body part statuses for UI.\n * \n * **Korean**: 모든 신체부위 상태 조회\n * \n * Returns status information for all body parts in a single call.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns Array of status information for all parts\n * \n * @public\n */\n getAllBodyPartStatuses(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): BodyPartStatus[] {\n return Object.values(BodyPart).map((part) =>\n this.getBodyPartStatus(health, maxHealth, part)\n );\n }\n\n /**\n * Heal a specific body part.\n * \n * **Korean**: 신체부위 치유\n * \n * Increases health of the specified body part by the heal amount.\n * Health is clamped to 0-maxHealth range.\n * \n * @param current - Current body part health\n * @param bodyPart - Body part to heal\n * @param healAmount - Amount of health to restore\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n healBodyPart(\n current: BodyPartHealth,\n bodyPart: BodyPart,\n healAmount: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const max = maxHealth ?? this.createDefaultMaxHealth();\n const newHealth = Math.min(max[bodyPart], current[bodyPart] + healAmount);\n\n return {\n ...current,\n [bodyPart]: newHealth,\n };\n }\n\n /**\n * Check if player is incapacitated based on body part health.\n * \n * **Korean**: 무력화 상태 확인\n * \n * Player is incapacitated if:\n * - Head is at 0 HP (unconscious)\n * - Both legs are at 0 HP (cannot move)\n * - Aggregate health below 10%\n * \n * @param health - Current body part health\n * @returns Whether player is incapacitated\n * \n * @public\n */\n isIncapacitated(health: BodyPartHealth): boolean {\n // Unconscious from head damage\n if (health.head <= 0) return true;\n\n // Cannot move from leg damage\n if (health.legLeft <= 0 && health.legRight <= 0) return true;\n\n // Aggregate health critical\n const aggregate = this.calculateAggregateHealth(health);\n if (aggregate < 10) return true;\n\n return false;\n }\n}\n\n/**\n * Singleton instance of Body Part Health System.\n * \n * **Korean**: 신체부위 체력 시스템 싱글톤\n * \n * Provides global access to the body part health system throughout the game.\n * \n * @public\n */\nexport const bodyPartHealthSystem = new 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@@ -0,0 +1,116 @@
1
+ /**
2
+ * Body Part Position Mapping Utilities
3
+ *
4
+ * **Korean**: 신체 부위 위치 매핑 유틸리티
5
+ *
6
+ * Maps body regions and body parts to 3D positions on character models
7
+ * for accurate trauma visualization placement.
8
+ *
9
+ * @module systems/bodypart/BodyPartPositionMapping
10
+ * @category Body Part System
11
+ * @korean 신체부위위치매핑
12
+ */
13
+ import * as THREE from "three";
14
+ import { BodyPart } from "./types";
15
+ import { BodyRegion } from "../../types/common";
16
+ /**
17
+ * Standard character model dimensions.
18
+ *
19
+ * Based on average human proportions scaled for game character.
20
+ * Character center is at [0, 0, 0], standing upright.
21
+ */
22
+ export declare const CHARACTER_DIMENSIONS: {
23
+ /** Total height from feet to head */
24
+ readonly HEIGHT: 2;
25
+ /** Width at shoulders */
26
+ readonly SHOULDER_WIDTH: 0.6;
27
+ /** Torso height */
28
+ readonly TORSO_HEIGHT: 0.8;
29
+ /** Leg length */
30
+ readonly LEG_LENGTH: 1;
31
+ /** Arm length */
32
+ readonly ARM_LENGTH: 0.7;
33
+ /** Head height */
34
+ readonly HEAD_HEIGHT: 0.3;
35
+ };
36
+ /**
37
+ * Get 3D position for a body part on character model.
38
+ *
39
+ * **Korean**: 신체 부위 3D 위치 가져오기
40
+ *
41
+ * Returns center position of the body part relative to character origin.
42
+ * Character is centered at [0, 0, 0] standing upright.
43
+ * Positions are calculated from CHARACTER_DIMENSIONS for consistency.
44
+ *
45
+ * @param bodyPart - Body part to get position for
46
+ * @returns 3D position vector
47
+ *
48
+ * @public
49
+ */
50
+ export declare function getBodyPartPosition(bodyPart: BodyPart): THREE.Vector3;
51
+ /**
52
+ * Get 3D position for a body region on character model.
53
+ *
54
+ * **Korean**: 신체 영역 3D 위치 가져오기
55
+ *
56
+ * @param bodyRegion - Body region to get position for
57
+ * @returns 3D position vector
58
+ *
59
+ * @public
60
+ */
61
+ export declare function getBodyRegionPosition(bodyRegion: BodyRegion): THREE.Vector3;
62
+ /**
63
+ * Map BodyRegion to corresponding BodyPart.
64
+ *
65
+ * **Korean**: 신체 영역을 신체 부위로 매핑
66
+ *
67
+ * @param bodyRegion - Body region to map
68
+ * @returns Corresponding body part
69
+ *
70
+ * @public
71
+ */
72
+ export declare function mapBodyRegionToBodyPart(bodyRegion: BodyRegion): BodyPart;
73
+ /**
74
+ * Add random offset to position for varied injury placement.
75
+ *
76
+ * **Korean**: 부상 위치에 무작위 오프셋 추가
77
+ *
78
+ * Adds slight randomness to injury positions to avoid exact overlap
79
+ * and create more realistic trauma distribution.
80
+ *
81
+ * @param basePosition - Base position to offset from
82
+ * @param maxOffset - Maximum offset in any direction (default: 0.1)
83
+ * @returns New position with random offset
84
+ *
85
+ * @public
86
+ */
87
+ export declare function addRandomOffset(basePosition: THREE.Vector3, maxOffset?: number): THREE.Vector3;
88
+ /**
89
+ * Get injury position with slight randomization.
90
+ *
91
+ * **Korean**: 무작위 오프셋이 포함된 부상 위치 가져오기
92
+ *
93
+ * Convenience function that combines region-to-position mapping
94
+ * with random offset for natural injury placement.
95
+ *
96
+ * @param bodyRegion - Body region that was hit
97
+ * @param maxOffset - Maximum offset for randomization
98
+ * @returns Position with random offset
99
+ *
100
+ * @public
101
+ */
102
+ export declare function getInjuryPositionWithOffset(bodyRegion: BodyRegion, maxOffset?: number): THREE.Vector3;
103
+ /**
104
+ * Check if position is within body part bounds.
105
+ *
106
+ * **Korean**: 위치가 신체 부위 경계 내에 있는지 확인
107
+ *
108
+ * @param position - Position to check
109
+ * @param bodyPart - Body part to check against
110
+ * @param tolerance - Distance tolerance (default: 0.3)
111
+ * @returns Whether position is within body part bounds
112
+ *
113
+ * @public
114
+ */
115
+ export declare function isPositionInBodyPart(position: THREE.Vector3, bodyPart: BodyPart, tolerance?: number): boolean;
116
+ //# sourceMappingURL=BodyPartPositionMapping.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BodyPartPositionMapping.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/BodyPartPositionMapping.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AACnC,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAEhD;;;;;GAKG;AACH,eAAO,MAAM,oBAAoB;IAC/B,qCAAqC;;IAErC,yBAAyB;;IAEzB,mBAAmB;;IAEnB,iBAAiB;;IAEjB,iBAAiB;;IAEjB,kBAAkB;;CAEV,CAAC;AAEX;;;;;;;;;;;;;GAaG;AACH,wBAAgB,mBAAmB,CAAC,QAAQ,EAAE,QAAQ,GAAG,KAAK,CAAC,OAAO,CAsCrE;AAED;;;;;;;;;GASG;AACH,wBAAgB,qBAAqB,CAAC,UAAU,EAAE,UAAU,GAAG,KAAK,CAAC,OAAO,CAwC3E;AAED;;;;;;;;;GASG;AACH,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,UAAU,GAAG,QAAQ,CA8BxE;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,eAAe,CAC7B,YAAY,EAAE,KAAK,CAAC,OAAO,EAC3B,SAAS,GAAE,MAAY,GACtB,KAAK,CAAC,OAAO,CAQf;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,2BAA2B,CACzC,UAAU,EAAE,UAAU,EACtB,SAAS,GAAE,MAAY,GACtB,KAAK,CAAC,OAAO,CAGf;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,oBAAoB,CAClC,QAAQ,EAAE,KAAK,CAAC,OAAO,EACvB,QAAQ,EAAE,QAAQ,EAClB,SAAS,GAAE,MAAY,GACtB,OAAO,CAIT"}
@@ -0,0 +1,122 @@
1
+ import { BodyRegion } from "../../types/common.js";
2
+ import { BodyPart } from "./types.js";
3
+ import * as THREE from "three";
4
+ //#region src/systems/bodypart/BodyPartPositionMapping.ts
5
+ /**
6
+ * Body Part Position Mapping Utilities
7
+ *
8
+ * **Korean**: 신체 부위 위치 매핑 유틸리티
9
+ *
10
+ * Maps body regions and body parts to 3D positions on character models
11
+ * for accurate trauma visualization placement.
12
+ *
13
+ * @module systems/bodypart/BodyPartPositionMapping
14
+ * @category Body Part System
15
+ * @korean 신체부위위치매핑
16
+ */
17
+ /**
18
+ * Standard character model dimensions.
19
+ *
20
+ * Based on average human proportions scaled for game character.
21
+ * Character center is at [0, 0, 0], standing upright.
22
+ */
23
+ var CHARACTER_DIMENSIONS = {
24
+ HEIGHT: 2,
25
+ SHOULDER_WIDTH: .6,
26
+ TORSO_HEIGHT: .8,
27
+ LEG_LENGTH: 1,
28
+ ARM_LENGTH: .7,
29
+ HEAD_HEIGHT: .3
30
+ };
31
+ /**
32
+ * Get 3D position for a body region on character model.
33
+ *
34
+ * **Korean**: 신체 영역 3D 위치 가져오기
35
+ *
36
+ * @param bodyRegion - Body region to get position for
37
+ * @returns 3D position vector
38
+ *
39
+ * @public
40
+ */
41
+ function getBodyRegionPosition(bodyRegion) {
42
+ const { HEIGHT, LEG_LENGTH, SHOULDER_WIDTH } = CHARACTER_DIMENSIONS;
43
+ const headY = HEIGHT * .9;
44
+ const neckY = HEIGHT * .8;
45
+ const torsoY = HEIGHT * .6;
46
+ const coreY = HEIGHT * .45;
47
+ const armY = torsoY;
48
+ const legY = LEG_LENGTH * .4;
49
+ switch (bodyRegion) {
50
+ case BodyRegion.HEAD: return new THREE.Vector3(0, headY, 0);
51
+ case BodyRegion.NECK: return new THREE.Vector3(0, neckY, 0);
52
+ case BodyRegion.TORSO: return new THREE.Vector3(0, torsoY, 0);
53
+ case BodyRegion.CORE: return new THREE.Vector3(0, coreY, 0);
54
+ case BodyRegion.LEFT_ARM: return new THREE.Vector3(-SHOULDER_WIDTH / 2, armY, 0);
55
+ case BodyRegion.RIGHT_ARM: return new THREE.Vector3(SHOULDER_WIDTH / 2, armY, 0);
56
+ case BodyRegion.LEFT_LEG: return new THREE.Vector3(-SHOULDER_WIDTH * .25, legY, 0);
57
+ case BodyRegion.RIGHT_LEG: return new THREE.Vector3(SHOULDER_WIDTH * .25, legY, 0);
58
+ default: return new THREE.Vector3(0, torsoY, 0);
59
+ }
60
+ }
61
+ /**
62
+ * Map BodyRegion to corresponding BodyPart.
63
+ *
64
+ * **Korean**: 신체 영역을 신체 부위로 매핑
65
+ *
66
+ * @param bodyRegion - Body region to map
67
+ * @returns Corresponding body part
68
+ *
69
+ * @public
70
+ */
71
+ function mapBodyRegionToBodyPart(bodyRegion) {
72
+ switch (bodyRegion) {
73
+ case BodyRegion.HEAD: return BodyPart.HEAD;
74
+ case BodyRegion.NECK: return BodyPart.NECK;
75
+ case BodyRegion.TORSO: return BodyPart.TORSO_UPPER;
76
+ case BodyRegion.CORE: return BodyPart.TORSO_LOWER;
77
+ case BodyRegion.LEFT_ARM: return BodyPart.ARM_LEFT;
78
+ case BodyRegion.RIGHT_ARM: return BodyPart.ARM_RIGHT;
79
+ case BodyRegion.LEFT_LEG: return BodyPart.LEG_LEFT;
80
+ case BodyRegion.RIGHT_LEG: return BodyPart.LEG_RIGHT;
81
+ default: return BodyPart.TORSO_UPPER;
82
+ }
83
+ }
84
+ /**
85
+ * Add random offset to position for varied injury placement.
86
+ *
87
+ * **Korean**: 부상 위치에 무작위 오프셋 추가
88
+ *
89
+ * Adds slight randomness to injury positions to avoid exact overlap
90
+ * and create more realistic trauma distribution.
91
+ *
92
+ * @param basePosition - Base position to offset from
93
+ * @param maxOffset - Maximum offset in any direction (default: 0.1)
94
+ * @returns New position with random offset
95
+ *
96
+ * @public
97
+ */
98
+ function addRandomOffset(basePosition, maxOffset = .1) {
99
+ const offset = new THREE.Vector3((Math.random() - .5) * maxOffset * 2, (Math.random() - .5) * maxOffset * 2, (Math.random() - .5) * maxOffset * 2);
100
+ return basePosition.clone().add(offset);
101
+ }
102
+ /**
103
+ * Get injury position with slight randomization.
104
+ *
105
+ * **Korean**: 무작위 오프셋이 포함된 부상 위치 가져오기
106
+ *
107
+ * Convenience function that combines region-to-position mapping
108
+ * with random offset for natural injury placement.
109
+ *
110
+ * @param bodyRegion - Body region that was hit
111
+ * @param maxOffset - Maximum offset for randomization
112
+ * @returns Position with random offset
113
+ *
114
+ * @public
115
+ */
116
+ function getInjuryPositionWithOffset(bodyRegion, maxOffset = .1) {
117
+ return addRandomOffset(getBodyRegionPosition(bodyRegion), maxOffset);
118
+ }
119
+ //#endregion
120
+ export { CHARACTER_DIMENSIONS, addRandomOffset, getBodyRegionPosition, getInjuryPositionWithOffset, mapBodyRegionToBodyPart };
121
+
122
+ //# sourceMappingURL=BodyPartPositionMapping.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BodyPartPositionMapping.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartPositionMapping.ts"],"sourcesContent":["/**\n * Body Part Position Mapping Utilities\n * \n * **Korean**: 신체 부위 위치 매핑 유틸리티\n * \n * Maps body regions and body parts to 3D positions on character models\n * for accurate trauma visualization placement.\n * \n * @module systems/bodypart/BodyPartPositionMapping\n * @category Body Part System\n * @korean 신체부위위치매핑\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Standard character model dimensions.\n * \n * Based on average human proportions scaled for game character.\n * Character center is at [0, 0, 0], standing upright.\n */\nexport const CHARACTER_DIMENSIONS = {\n /** Total height from feet to head */\n HEIGHT: 2.0,\n /** Width at shoulders */\n SHOULDER_WIDTH: 0.6,\n /** Torso height */\n TORSO_HEIGHT: 0.8,\n /** Leg length */\n LEG_LENGTH: 1.0,\n /** Arm length */\n ARM_LENGTH: 0.7,\n /** Head height */\n HEAD_HEIGHT: 0.3,\n} as const;\n\n/**\n * Get 3D position for a body part on character model.\n * \n * **Korean**: 신체 부위 3D 위치 가져오기\n * \n * Returns center position of the body part relative to character origin.\n * Character is centered at [0, 0, 0] standing upright.\n * Positions are calculated from CHARACTER_DIMENSIONS for consistency.\n * \n * @param bodyPart - Body part to get position for\n * @returns 3D position vector\n * \n * @public\n */\nexport function getBodyPartPosition(bodyPart: BodyPart): THREE.Vector3 {\n // Calculate positions from CHARACTER_DIMENSIONS\n const headY = CHARACTER_DIMENSIONS.HEIGHT - CHARACTER_DIMENSIONS.HEAD_HEIGHT / 2;\n const neckY = CHARACTER_DIMENSIONS.HEIGHT - CHARACTER_DIMENSIONS.HEAD_HEIGHT;\n const torsoTop = neckY - CHARACTER_DIMENSIONS.TORSO_HEIGHT / 3;\n const torsoBottom = neckY - (2 * CHARACTER_DIMENSIONS.TORSO_HEIGHT) / 3;\n const armY = neckY - CHARACTER_DIMENSIONS.TORSO_HEIGHT / 3;\n const legY = CHARACTER_DIMENSIONS.LEG_LENGTH / 2;\n \n switch (bodyPart) {\n case BodyPart.HEAD:\n return new THREE.Vector3(0, headY, 0);\n\n case BodyPart.NECK:\n return new THREE.Vector3(0, neckY, 0);\n\n case BodyPart.TORSO_UPPER:\n return new THREE.Vector3(0, torsoTop, 0);\n\n case BodyPart.TORSO_LOWER:\n return new THREE.Vector3(0, torsoBottom, 0);\n\n case BodyPart.ARM_LEFT:\n return new THREE.Vector3(-CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyPart.ARM_RIGHT:\n return new THREE.Vector3(CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyPart.LEG_LEFT:\n return new THREE.Vector3(-CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 4, legY, 0);\n\n case BodyPart.LEG_RIGHT:\n return new THREE.Vector3(CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 4, legY, 0);\n\n default:\n // Default to torso center\n return new THREE.Vector3(0, CHARACTER_DIMENSIONS.HEIGHT / 2, 0);\n }\n}\n\n/**\n * Get 3D position for a body region on character model.\n * \n * **Korean**: 신체 영역 3D 위치 가져오기\n * \n * @param bodyRegion - Body region to get position for\n * @returns 3D position vector\n * \n * @public\n */\nexport function getBodyRegionPosition(bodyRegion: BodyRegion): THREE.Vector3 {\n // Calculate positions based on CHARACTER_DIMENSIONS for single source of truth\n const { HEIGHT, LEG_LENGTH, SHOULDER_WIDTH } = CHARACTER_DIMENSIONS;\n \n const headY = HEIGHT * 0.9; // 1.8 for HEIGHT 2.0\n const neckY = HEIGHT * 0.8; // 1.6 for HEIGHT 2.0\n const torsoY = HEIGHT * 0.6; // 1.2 for HEIGHT 2.0\n const coreY = HEIGHT * 0.45; // 0.9 for HEIGHT 2.0\n const armY = torsoY; // Arms at torso level\n const legY = LEG_LENGTH * 0.4; // 0.4 for LEG_LENGTH 1.0\n\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return new THREE.Vector3(0, headY, 0);\n\n case BodyRegion.NECK:\n return new THREE.Vector3(0, neckY, 0);\n\n case BodyRegion.TORSO:\n return new THREE.Vector3(0, torsoY, 0);\n\n case BodyRegion.CORE:\n return new THREE.Vector3(0, coreY, 0);\n\n case BodyRegion.LEFT_ARM:\n return new THREE.Vector3(-SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyRegion.RIGHT_ARM:\n return new THREE.Vector3(SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyRegion.LEFT_LEG:\n return new THREE.Vector3(-SHOULDER_WIDTH * 0.25, legY, 0);\n\n case BodyRegion.RIGHT_LEG:\n return new THREE.Vector3(SHOULDER_WIDTH * 0.25, legY, 0);\n\n default:\n // Default to torso center\n return new THREE.Vector3(0, torsoY, 0);\n }\n}\n\n/**\n * Map BodyRegion to corresponding BodyPart.\n * \n * **Korean**: 신체 영역을 신체 부위로 매핑\n * \n * @param bodyRegion - Body region to map\n * @returns Corresponding body part\n * \n * @public\n */\nexport function mapBodyRegionToBodyPart(bodyRegion: BodyRegion): BodyPart {\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return BodyPart.HEAD;\n\n case BodyRegion.NECK:\n return BodyPart.NECK;\n\n case BodyRegion.TORSO:\n return BodyPart.TORSO_UPPER;\n\n case BodyRegion.CORE:\n return BodyPart.TORSO_LOWER;\n\n case BodyRegion.LEFT_ARM:\n return BodyPart.ARM_LEFT;\n\n case BodyRegion.RIGHT_ARM:\n return BodyPart.ARM_RIGHT;\n\n case BodyRegion.LEFT_LEG:\n return BodyPart.LEG_LEFT;\n\n case BodyRegion.RIGHT_LEG:\n return BodyPart.LEG_RIGHT;\n\n default:\n // Default to upper torso\n return BodyPart.TORSO_UPPER;\n }\n}\n\n/**\n * Add random offset to position for varied injury placement.\n * \n * **Korean**: 부상 위치에 무작위 오프셋 추가\n * \n * Adds slight randomness to injury positions to avoid exact overlap\n * and create more realistic trauma distribution.\n * \n * @param basePosition - Base position to offset from\n * @param maxOffset - Maximum offset in any direction (default: 0.1)\n * @returns New position with random offset\n * \n * @public\n */\nexport function addRandomOffset(\n basePosition: THREE.Vector3,\n maxOffset: number = 0.1\n): THREE.Vector3 {\n const offset = new THREE.Vector3(\n (Math.random() - 0.5) * maxOffset * 2,\n (Math.random() - 0.5) * maxOffset * 2,\n (Math.random() - 0.5) * maxOffset * 2\n );\n\n return basePosition.clone().add(offset);\n}\n\n/**\n * Get injury position with slight randomization.\n * \n * **Korean**: 무작위 오프셋이 포함된 부상 위치 가져오기\n * \n * Convenience function that combines region-to-position mapping\n * with random offset for natural injury placement.\n * \n * @param bodyRegion - Body region that was hit\n * @param maxOffset - Maximum offset for randomization\n * @returns Position with random offset\n * \n * @public\n */\nexport function getInjuryPositionWithOffset(\n bodyRegion: BodyRegion,\n maxOffset: number = 0.1\n): THREE.Vector3 {\n const basePosition = getBodyRegionPosition(bodyRegion);\n return addRandomOffset(basePosition, maxOffset);\n}\n\n/**\n * Check if position is within body part bounds.\n * \n * **Korean**: 위치가 신체 부위 경계 내에 있는지 확인\n * \n * @param position - Position to check\n * @param bodyPart - Body part to check against\n * @param tolerance - Distance tolerance (default: 0.3)\n * @returns Whether position is within body part bounds\n * \n * @public\n */\nexport function isPositionInBodyPart(\n position: THREE.Vector3,\n bodyPart: BodyPart,\n tolerance: number = 0.3\n): boolean {\n const partPosition = getBodyPartPosition(bodyPart);\n const distance = position.distanceTo(partPosition);\n return distance <= tolerance;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AAuBA,IAAa,uBAAuB;CAElC,QAAQ;CAER,gBAAgB;CAEhB,cAAc;CAEd,YAAY;CAEZ,YAAY;CAEZ,aAAa;CACd;;;;;;;;;;;AAkED,SAAgB,sBAAsB,YAAuC;CAE3E,MAAM,EAAE,QAAQ,YAAY,mBAAmB;CAE/C,MAAM,QAAQ,SAAS;CACvB,MAAM,QAAQ,SAAS;CACvB,MAAM,SAAS,SAAS;CACxB,MAAM,QAAQ,SAAS;CACvB,MAAM,OAAO;CACb,MAAM,OAAO,aAAa;AAE1B,SAAQ,YAAR;EACE,KAAK,WAAW,KACd,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,KACd,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,MACd,QAAO,IAAI,MAAM,QAAQ,GAAG,QAAQ,EAAE;EAExC,KAAK,WAAW,KACd,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,SACd,QAAO,IAAI,MAAM,QAAQ,CAAC,iBAAiB,GAAG,MAAM,EAAE;EAExD,KAAK,WAAW,UACd,QAAO,IAAI,MAAM,QAAQ,iBAAiB,GAAG,MAAM,EAAE;EAEvD,KAAK,WAAW,SACd,QAAO,IAAI,MAAM,QAAQ,CAAC,iBAAiB,KAAM,MAAM,EAAE;EAE3D,KAAK,WAAW,UACd,QAAO,IAAI,MAAM,QAAQ,iBAAiB,KAAM,MAAM,EAAE;EAE1D,QAEE,QAAO,IAAI,MAAM,QAAQ,GAAG,QAAQ,EAAE;;;;;;;;;;;;;AAc5C,SAAgB,wBAAwB,YAAkC;AACxE,SAAQ,YAAR;EACE,KAAK,WAAW,KACd,QAAO,SAAS;EAElB,KAAK,WAAW,KACd,QAAO,SAAS;EAElB,KAAK,WAAW,MACd,QAAO,SAAS;EAElB,KAAK,WAAW,KACd,QAAO,SAAS;EAElB,KAAK,WAAW,SACd,QAAO,SAAS;EAElB,KAAK,WAAW,UACd,QAAO,SAAS;EAElB,KAAK,WAAW,SACd,QAAO,SAAS;EAElB,KAAK,WAAW,UACd,QAAO,SAAS;EAElB,QAEE,QAAO,SAAS;;;;;;;;;;;;;;;;;AAkBtB,SAAgB,gBACd,cACA,YAAoB,IACL;CACf,MAAM,SAAS,IAAI,MAAM,SACtB,KAAK,QAAQ,GAAG,MAAO,YAAY,IACnC,KAAK,QAAQ,GAAG,MAAO,YAAY,IACnC,KAAK,QAAQ,GAAG,MAAO,YAAY,EACrC;AAED,QAAO,aAAa,OAAO,CAAC,IAAI,OAAO;;;;;;;;;;;;;;;;AAiBzC,SAAgB,4BACd,YACA,YAAoB,IACL;AAEf,QAAO,gBADc,sBAAsB,WAAW,EACjB,UAAU"}
@@ -0,0 +1,191 @@
1
+ /**
2
+ * Combat Injury Integration
3
+ *
4
+ * **Korean**: 전투 부상 통합
5
+ *
6
+ * Integrates InjuryTracker with combat damage events to automatically
7
+ * record injuries and trigger visual trauma effects during combat.
8
+ *
9
+ * @module systems/bodypart/CombatInjuryIntegration
10
+ * @category Body Part System
11
+ * @korean 전투부상통합
12
+ */
13
+ import * as THREE from "three";
14
+ import { BodyRegion, DamageType } from "../../types/common";
15
+ import { InjuryTracker } from "./InjuryTracker";
16
+ /**
17
+ * Combat damage event data.
18
+ *
19
+ * **Korean**: 전투 피해 이벤트 데이터
20
+ *
21
+ * @public
22
+ */
23
+ export interface CombatDamageEvent {
24
+ /** Damage amount (0-100) */
25
+ readonly damage: number;
26
+ /** Body region hit */
27
+ readonly bodyRegion: BodyRegion;
28
+ /** Damage type */
29
+ readonly damageType?: DamageType;
30
+ /** Optional specific position override */
31
+ readonly position?: THREE.Vector3;
32
+ /** Whether this is a critical hit */
33
+ readonly isCritical?: boolean;
34
+ }
35
+ /**
36
+ * Configuration for combat injury integration.
37
+ *
38
+ * @public
39
+ */
40
+ export interface CombatInjuryConfig {
41
+ /** Enable automatic injury tracking */
42
+ readonly enabled: boolean;
43
+ /** Minimum damage to create injury */
44
+ readonly minDamage: number;
45
+ /** Damage threshold for blood effects */
46
+ readonly bloodThreshold: number;
47
+ /**
48
+ * InjuryTracker instance to use for this integration.
49
+ * Must be explicitly provided per character; singleton usage is no longer supported.
50
+ */
51
+ readonly tracker: InjuryTracker;
52
+ }
53
+ /**
54
+ * Default combat injury configuration.
55
+ *
56
+ * Note: A valid `tracker` must still be supplied by the caller.
57
+ * This provides defaults for other configuration values only.
58
+ *
59
+ * @public
60
+ */
61
+ export declare const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'>;
62
+ /**
63
+ * Combat Injury Integration Handler.
64
+ *
65
+ * **Korean**: 전투 부상 통합 핸들러
66
+ *
67
+ * Processes combat damage events and records injuries for visualization.
68
+ * Automatically maps damage types to injury types and applies blood effects.
69
+ *
70
+ * @example
71
+ * ```typescript
72
+ * // Recommended: Use PlayerInjuryTrackingManager for per-player tracking
73
+ * import { playerInjuryManager } from '../bodypart';
74
+ * const integration = playerInjuryManager.getIntegrationForPlayer('player-1');
75
+ *
76
+ * // Or create with explicit tracker for testing/custom scenarios
77
+ * const handler = new CombatInjuryIntegration({
78
+ * ...DEFAULT_COMBAT_INJURY_CONFIG,
79
+ * tracker: new InjuryTracker(),
80
+ * });
81
+ *
82
+ * // Record combat damage
83
+ * handler.recordCombatDamage({
84
+ * damage: 35,
85
+ * bodyRegion: BodyRegion.TORSO,
86
+ * damageType: DamageType.BLUNT,
87
+ * });
88
+ *
89
+ * // Get injuries for visualization
90
+ * const injuries = handler.getInjuries();
91
+ * ```
92
+ *
93
+ * @public
94
+ */
95
+ export declare class CombatInjuryIntegration {
96
+ private tracker;
97
+ private config;
98
+ constructor(config: CombatInjuryConfig);
99
+ /**
100
+ * Record injury from combat damage event.
101
+ *
102
+ * **Korean**: 전투 피해로부터 부상 기록
103
+ *
104
+ * Automatically determines injury type from damage type and applies
105
+ * appropriate visual effects.
106
+ *
107
+ * @param event - Combat damage event
108
+ * @returns Whether injury was recorded (false if damage too low)
109
+ *
110
+ * @public
111
+ */
112
+ recordCombatDamage(event: CombatDamageEvent): boolean;
113
+ /**
114
+ * Check if damage should trigger blood effects.
115
+ *
116
+ * **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인
117
+ *
118
+ * @param damage - Damage amount
119
+ * @returns Whether to show blood effects
120
+ *
121
+ * @public
122
+ */
123
+ shouldShowBloodEffect(damage: number): boolean;
124
+ /**
125
+ * Get injury type from damage type.
126
+ *
127
+ * **Korean**: 피해 타입으로부터 부상 타입 가져오기
128
+ *
129
+ * @param damageType - Type of damage dealt
130
+ * @returns Corresponding injury type for visualization
131
+ *
132
+ * @private
133
+ */
134
+ private getInjuryTypeFromDamage;
135
+ /**
136
+ * Get all tracked injuries.
137
+ *
138
+ * **Korean**: 모든 추적된 부상 가져오기
139
+ *
140
+ * @returns Array of injuries
141
+ *
142
+ * @public
143
+ */
144
+ getInjuries(): import("./InjuryTracker").InjuryLocation[];
145
+ /**
146
+ * Get tracker instance.
147
+ *
148
+ * @returns InjuryTracker instance
149
+ *
150
+ * @public
151
+ */
152
+ getTracker(): InjuryTracker;
153
+ /**
154
+ * Clear all injuries (for new round/match).
155
+ *
156
+ * **Korean**: 모든 부상 초기화
157
+ *
158
+ * @public
159
+ */
160
+ clearInjuries(): void;
161
+ /**
162
+ * Remove expired injuries.
163
+ *
164
+ * **Korean**: 만료된 부상 제거
165
+ *
166
+ * @public
167
+ */
168
+ removeExpiredInjuries(): void;
169
+ }
170
+ /**
171
+ * @deprecated Use {@link PlayerInjuryTrackingManager} instead to get per-player instances.
172
+ *
173
+ * Creating a singleton is no longer supported because it mixes injuries between
174
+ * multiple characters. Use `playerInjuryManager.getIntegrationForPlayer(playerId)`
175
+ * to get a properly scoped integration instance.
176
+ *
177
+ * **Korean**: PlayerInjuryTrackingManager를 사용하여 플레이어별 인스턴스를 가져오세요
178
+ *
179
+ * @example
180
+ * ```typescript
181
+ * // OLD (deprecated):
182
+ * // import { combatInjuryIntegration } from '../bodypart';
183
+ *
184
+ * // NEW (correct):
185
+ * import { playerInjuryManager } from '../bodypart';
186
+ * const integration = playerInjuryManager.getIntegrationForPlayer(playerId);
187
+ * ```
188
+ *
189
+ * @public
190
+ */
191
+ //# sourceMappingURL=CombatInjuryIntegration.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,169 @@
1
+ import { DamageType } from "../../types/common.js";
2
+ import { getInjuryPositionWithOffset, mapBodyRegionToBodyPart } from "./BodyPartPositionMapping.js";
3
+ import { InjuryType } from "../../types/injury.js";
4
+ //#region src/systems/bodypart/CombatInjuryIntegration.ts
5
+ /**
6
+ * Combat Injury Integration Handler.
7
+ *
8
+ * **Korean**: 전투 부상 통합 핸들러
9
+ *
10
+ * Processes combat damage events and records injuries for visualization.
11
+ * Automatically maps damage types to injury types and applies blood effects.
12
+ *
13
+ * @example
14
+ * ```typescript
15
+ * // Recommended: Use PlayerInjuryTrackingManager for per-player tracking
16
+ * import { playerInjuryManager } from '@/systems/bodypart';
17
+ * const integration = playerInjuryManager.getIntegrationForPlayer('player-1');
18
+ *
19
+ * // Or create with explicit tracker for testing/custom scenarios
20
+ * const handler = new CombatInjuryIntegration({
21
+ * ...DEFAULT_COMBAT_INJURY_CONFIG,
22
+ * tracker: new InjuryTracker(),
23
+ * });
24
+ *
25
+ * // Record combat damage
26
+ * handler.recordCombatDamage({
27
+ * damage: 35,
28
+ * bodyRegion: BodyRegion.TORSO,
29
+ * damageType: DamageType.BLUNT,
30
+ * });
31
+ *
32
+ * // Get injuries for visualization
33
+ * const injuries = handler.getInjuries();
34
+ * ```
35
+ *
36
+ * @public
37
+ */
38
+ var CombatInjuryIntegration = class {
39
+ tracker;
40
+ config;
41
+ constructor(config) {
42
+ this.config = config;
43
+ this.tracker = config.tracker;
44
+ }
45
+ /**
46
+ * Record injury from combat damage event.
47
+ *
48
+ * **Korean**: 전투 피해로부터 부상 기록
49
+ *
50
+ * Automatically determines injury type from damage type and applies
51
+ * appropriate visual effects.
52
+ *
53
+ * @param event - Combat damage event
54
+ * @returns Whether injury was recorded (false if damage too low)
55
+ *
56
+ * @public
57
+ */
58
+ recordCombatDamage(event) {
59
+ if (!this.config.enabled) return false;
60
+ if (event.damage < this.config.minDamage) return false;
61
+ const injuryType = this.getInjuryTypeFromDamage(event.damageType);
62
+ const position = event.position ?? getInjuryPositionWithOffset(event.bodyRegion, .15);
63
+ const bodyPart = mapBodyRegionToBodyPart(event.bodyRegion);
64
+ return this.tracker.recordInjury(bodyPart, event.bodyRegion, position, event.damage, injuryType) !== null;
65
+ }
66
+ /**
67
+ * Check if damage should trigger blood effects.
68
+ *
69
+ * **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인
70
+ *
71
+ * @param damage - Damage amount
72
+ * @returns Whether to show blood effects
73
+ *
74
+ * @public
75
+ */
76
+ shouldShowBloodEffect(damage) {
77
+ return damage > this.config.bloodThreshold;
78
+ }
79
+ /**
80
+ * Get injury type from damage type.
81
+ *
82
+ * **Korean**: 피해 타입으로부터 부상 타입 가져오기
83
+ *
84
+ * @param damageType - Type of damage dealt
85
+ * @returns Corresponding injury type for visualization
86
+ *
87
+ * @private
88
+ */
89
+ getInjuryTypeFromDamage(damageType) {
90
+ if (!damageType) return InjuryType.BRUISE;
91
+ switch (damageType) {
92
+ case DamageType.BLUNT:
93
+ case DamageType.IMPACT:
94
+ case DamageType.CRUSHING: return InjuryType.BRUISE;
95
+ case DamageType.PIERCING:
96
+ case DamageType.SHARP: return InjuryType.CUT;
97
+ case DamageType.SLASHING: return InjuryType.LACERATION;
98
+ case DamageType.JOINT: return InjuryType.FRACTURE;
99
+ default: return InjuryType.BRUISE;
100
+ }
101
+ }
102
+ /**
103
+ * Get all tracked injuries.
104
+ *
105
+ * **Korean**: 모든 추적된 부상 가져오기
106
+ *
107
+ * @returns Array of injuries
108
+ *
109
+ * @public
110
+ */
111
+ getInjuries() {
112
+ return this.tracker.getInjuries();
113
+ }
114
+ /**
115
+ * Get tracker instance.
116
+ *
117
+ * @returns InjuryTracker instance
118
+ *
119
+ * @public
120
+ */
121
+ getTracker() {
122
+ return this.tracker;
123
+ }
124
+ /**
125
+ * Clear all injuries (for new round/match).
126
+ *
127
+ * **Korean**: 모든 부상 초기화
128
+ *
129
+ * @public
130
+ */
131
+ clearInjuries() {
132
+ this.tracker.clearInjuries();
133
+ }
134
+ /**
135
+ * Remove expired injuries.
136
+ *
137
+ * **Korean**: 만료된 부상 제거
138
+ *
139
+ * @public
140
+ */
141
+ removeExpiredInjuries() {
142
+ this.tracker.removeExpiredInjuries();
143
+ }
144
+ };
145
+ /**
146
+ * @deprecated Use {@link PlayerInjuryTrackingManager} instead to get per-player instances.
147
+ *
148
+ * Creating a singleton is no longer supported because it mixes injuries between
149
+ * multiple characters. Use `playerInjuryManager.getIntegrationForPlayer(playerId)`
150
+ * to get a properly scoped integration instance.
151
+ *
152
+ * **Korean**: PlayerInjuryTrackingManager를 사용하여 플레이어별 인스턴스를 가져오세요
153
+ *
154
+ * @example
155
+ * ```typescript
156
+ * // OLD (deprecated):
157
+ * // import { combatInjuryIntegration } from '@/systems/bodypart';
158
+ *
159
+ * // NEW (correct):
160
+ * import { playerInjuryManager } from '@/systems/bodypart';
161
+ * const integration = playerInjuryManager.getIntegrationForPlayer(playerId);
162
+ * ```
163
+ *
164
+ * @public
165
+ */
166
+ //#endregion
167
+ export { CombatInjuryIntegration };
168
+
169
+ //# sourceMappingURL=CombatInjuryIntegration.js.map