blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"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) 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/**
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* Body Part Position Mapping Utilities
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* **Korean**: 신체 부위 위치 매핑 유틸리티
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*
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* Maps body regions and body parts to 3D positions on character models
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* for accurate trauma visualization placement.
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* @category Body Part System
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* @korean 신체부위위치매핑
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*/
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import * as THREE from "three";
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import { BodyPart } from "./types";
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import { BodyRegion } from "../../types/common";
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/**
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* Standard character model dimensions.
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*
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* Based on average human proportions scaled for game character.
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* Character center is at [0, 0, 0], standing upright.
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*/
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export declare const CHARACTER_DIMENSIONS: {
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/** Total height from feet to head */
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readonly HEIGHT: 2;
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/** Width at shoulders */
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readonly SHOULDER_WIDTH: 0.6;
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/** Torso height */
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readonly TORSO_HEIGHT: 0.8;
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/** Leg length */
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readonly LEG_LENGTH: 1;
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/** Arm length */
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readonly ARM_LENGTH: 0.7;
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/** Head height */
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readonly HEAD_HEIGHT: 0.3;
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};
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/**
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* Get 3D position for a body part on character model.
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*
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* **Korean**: 신체 부위 3D 위치 가져오기
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*
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* Returns center position of the body part relative to character origin.
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* Character is centered at [0, 0, 0] standing upright.
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* Positions are calculated from CHARACTER_DIMENSIONS for consistency.
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*
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* @param bodyPart - Body part to get position for
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* @returns 3D position vector
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*
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* @public
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*/
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export declare function getBodyPartPosition(bodyPart: BodyPart): THREE.Vector3;
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/**
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* Get 3D position for a body region on character model.
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*
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* **Korean**: 신체 영역 3D 위치 가져오기
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*
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* @param bodyRegion - Body region to get position for
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* @returns 3D position vector
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*
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* @public
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*/
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export declare function getBodyRegionPosition(bodyRegion: BodyRegion): THREE.Vector3;
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/**
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* Map BodyRegion to corresponding BodyPart.
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*
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* **Korean**: 신체 영역을 신체 부위로 매핑
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*
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* @param bodyRegion - Body region to map
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* @returns Corresponding body part
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*
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* @public
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*/
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export declare function mapBodyRegionToBodyPart(bodyRegion: BodyRegion): BodyPart;
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/**
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* Add random offset to position for varied injury placement.
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*
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* **Korean**: 부상 위치에 무작위 오프셋 추가
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*
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* Adds slight randomness to injury positions to avoid exact overlap
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* and create more realistic trauma distribution.
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*
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* @param basePosition - Base position to offset from
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* @param maxOffset - Maximum offset in any direction (default: 0.1)
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* @returns New position with random offset
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*
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* @public
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*/
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export declare function addRandomOffset(basePosition: THREE.Vector3, maxOffset?: number): THREE.Vector3;
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/**
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* Get injury position with slight randomization.
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*
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* **Korean**: 무작위 오프셋이 포함된 부상 위치 가져오기
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*
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* Convenience function that combines region-to-position mapping
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* with random offset for natural injury placement.
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*
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* @param bodyRegion - Body region that was hit
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* @param maxOffset - Maximum offset for randomization
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* @returns Position with random offset
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*
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* @public
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*/
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export declare function getInjuryPositionWithOffset(bodyRegion: BodyRegion, maxOffset?: number): THREE.Vector3;
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/**
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* Check if position is within body part bounds.
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*
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* **Korean**: 위치가 신체 부위 경계 내에 있는지 확인
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*
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* @param position - Position to check
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* @param bodyPart - Body part to check against
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* @param tolerance - Distance tolerance (default: 0.3)
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* @returns Whether position is within body part bounds
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*
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* @public
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*/
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export declare function isPositionInBodyPart(position: THREE.Vector3, bodyPart: BodyPart, tolerance?: number): boolean;
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//# sourceMappingURL=BodyPartPositionMapping.d.ts.map
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{"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"}
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import { BodyRegion } from "../../types/common.js";
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import { BodyPart } from "./types.js";
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import * as THREE from "three";
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//#region src/systems/bodypart/BodyPartPositionMapping.ts
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/**
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* Body Part Position Mapping Utilities
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*
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* **Korean**: 신체 부위 위치 매핑 유틸리티
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*
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* Maps body regions and body parts to 3D positions on character models
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* for accurate trauma visualization placement.
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*
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* @module systems/bodypart/BodyPartPositionMapping
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* @category Body Part System
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* @korean 신체부위위치매핑
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*/
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/**
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* Standard character model dimensions.
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*
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* Based on average human proportions scaled for game character.
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* Character center is at [0, 0, 0], standing upright.
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*/
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var CHARACTER_DIMENSIONS = {
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HEIGHT: 2,
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SHOULDER_WIDTH: .6,
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TORSO_HEIGHT: .8,
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LEG_LENGTH: 1,
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ARM_LENGTH: .7,
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HEAD_HEIGHT: .3
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};
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/**
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* Get 3D position for a body region on character model.
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*
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* **Korean**: 신체 영역 3D 위치 가져오기
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*
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* @param bodyRegion - Body region to get position for
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* @returns 3D position vector
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*
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* @public
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*/
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function getBodyRegionPosition(bodyRegion) {
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const { HEIGHT, LEG_LENGTH, SHOULDER_WIDTH } = CHARACTER_DIMENSIONS;
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const headY = HEIGHT * .9;
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const neckY = HEIGHT * .8;
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const torsoY = HEIGHT * .6;
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const coreY = HEIGHT * .45;
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const armY = torsoY;
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const legY = LEG_LENGTH * .4;
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switch (bodyRegion) {
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case BodyRegion.HEAD: return new THREE.Vector3(0, headY, 0);
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case BodyRegion.NECK: return new THREE.Vector3(0, neckY, 0);
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case BodyRegion.TORSO: return new THREE.Vector3(0, torsoY, 0);
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case BodyRegion.CORE: return new THREE.Vector3(0, coreY, 0);
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case BodyRegion.LEFT_ARM: return new THREE.Vector3(-SHOULDER_WIDTH / 2, armY, 0);
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case BodyRegion.RIGHT_ARM: return new THREE.Vector3(SHOULDER_WIDTH / 2, armY, 0);
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case BodyRegion.LEFT_LEG: return new THREE.Vector3(-SHOULDER_WIDTH * .25, legY, 0);
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case BodyRegion.RIGHT_LEG: return new THREE.Vector3(SHOULDER_WIDTH * .25, legY, 0);
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default: return new THREE.Vector3(0, torsoY, 0);
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}
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}
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/**
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* Map BodyRegion to corresponding BodyPart.
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*
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+
* **Korean**: 신체 영역을 신체 부위로 매핑
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65
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*
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* @param bodyRegion - Body region to map
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* @returns Corresponding body part
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*
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* @public
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*/
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function mapBodyRegionToBodyPart(bodyRegion) {
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switch (bodyRegion) {
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case BodyRegion.HEAD: return BodyPart.HEAD;
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case BodyRegion.NECK: return BodyPart.NECK;
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case BodyRegion.TORSO: return BodyPart.TORSO_UPPER;
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case BodyRegion.CORE: return BodyPart.TORSO_LOWER;
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case BodyRegion.LEFT_ARM: return BodyPart.ARM_LEFT;
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case BodyRegion.RIGHT_ARM: return BodyPart.ARM_RIGHT;
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case BodyRegion.LEFT_LEG: return BodyPart.LEG_LEFT;
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case BodyRegion.RIGHT_LEG: return BodyPart.LEG_RIGHT;
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default: return BodyPart.TORSO_UPPER;
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}
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}
|
|
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/**
|
|
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
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+
* @param basePosition - Base position to offset from
|
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93
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+
* @param maxOffset - Maximum offset in any direction (default: 0.1)
|
|
94
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+
* @returns New position with random offset
|
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95
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+
*
|
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96
|
+
* @public
|
|
97
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+
*/
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98
|
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function addRandomOffset(basePosition, maxOffset = .1) {
|
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const offset = new THREE.Vector3((Math.random() - .5) * maxOffset * 2, (Math.random() - .5) * maxOffset * 2, (Math.random() - .5) * maxOffset * 2);
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return basePosition.clone().add(offset);
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}
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+
/**
|
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103
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+
* Get injury position with slight randomization.
|
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104
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+
*
|
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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
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+
*
|
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110
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* @param bodyRegion - Body region that was hit
|
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* @param maxOffset - Maximum offset for randomization
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* @returns Position with random offset
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*
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* @public
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*/
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|
+
function getInjuryPositionWithOffset(bodyRegion, maxOffset = .1) {
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return addRandomOffset(getBodyRegionPosition(bodyRegion), maxOffset);
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}
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//#endregion
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|
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export { CHARACTER_DIMENSIONS, addRandomOffset, getBodyRegionPosition, getInjuryPositionWithOffset, mapBodyRegionToBodyPart };
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+
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|
+
//# sourceMappingURL=BodyPartPositionMapping.js.map
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|
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{"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"}
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/**
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* Combat Injury Integration
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*
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* **Korean**: 전투 부상 통합
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*
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* Integrates InjuryTracker with combat damage events to automatically
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* record injuries and trigger visual trauma effects during combat.
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*
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* @module systems/bodypart/CombatInjuryIntegration
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* @category Body Part System
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* @korean 전투부상통합
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*/
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import * as THREE from "three";
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import { BodyRegion, DamageType } from "../../types/common";
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import { InjuryTracker } from "./InjuryTracker";
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/**
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* Combat damage event data.
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*
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* **Korean**: 전투 피해 이벤트 데이터
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*
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* @public
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*/
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export interface CombatDamageEvent {
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/** Damage amount (0-100) */
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readonly damage: number;
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/** Body region hit */
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readonly bodyRegion: BodyRegion;
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/** Damage type */
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readonly damageType?: DamageType;
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/** Optional specific position override */
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readonly position?: THREE.Vector3;
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/** Whether this is a critical hit */
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readonly isCritical?: boolean;
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}
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/**
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* Configuration for combat injury integration.
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*
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* @public
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*/
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export interface CombatInjuryConfig {
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/** Enable automatic injury tracking */
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readonly enabled: boolean;
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/** Minimum damage to create injury */
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readonly minDamage: number;
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/** Damage threshold for blood effects */
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readonly bloodThreshold: number;
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/**
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* InjuryTracker instance to use for this integration.
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* Must be explicitly provided per character; singleton usage is no longer supported.
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*/
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readonly tracker: InjuryTracker;
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}
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/**
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* Default combat injury configuration.
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*
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* Note: A valid `tracker` must still be supplied by the caller.
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* This provides defaults for other configuration values only.
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export declare const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'>;
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/**
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* Combat Injury Integration Handler.
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*
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* **Korean**: 전투 부상 통합 핸들러
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*
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* Processes combat damage events and records injuries for visualization.
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* Automatically maps damage types to injury types and applies blood effects.
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*
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* @example
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* ```typescript
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* // Recommended: Use PlayerInjuryTrackingManager for per-player tracking
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* import { playerInjuryManager } from '../bodypart';
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* const integration = playerInjuryManager.getIntegrationForPlayer('player-1');
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*
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* // Or create with explicit tracker for testing/custom scenarios
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* const handler = new CombatInjuryIntegration({
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* ...DEFAULT_COMBAT_INJURY_CONFIG,
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* tracker: new InjuryTracker(),
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* });
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*
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* // Record combat damage
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* handler.recordCombatDamage({
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* damage: 35,
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* bodyRegion: BodyRegion.TORSO,
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* damageType: DamageType.BLUNT,
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* });
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*
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* // Get injuries for visualization
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* const injuries = handler.getInjuries();
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* ```
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*
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* @public
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*/
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export declare class CombatInjuryIntegration {
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private tracker;
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private config;
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constructor(config: CombatInjuryConfig);
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/**
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* Record injury from combat damage event.
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*
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* **Korean**: 전투 피해로부터 부상 기록
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*
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* Automatically determines injury type from damage type and applies
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* appropriate visual effects.
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*
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* @param event - Combat damage event
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* @returns Whether injury was recorded (false if damage too low)
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*
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* @public
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*/
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recordCombatDamage(event: CombatDamageEvent): boolean;
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/**
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* Check if damage should trigger blood effects.
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*
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* **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인
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*
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* @param damage - Damage amount
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* @returns Whether to show blood effects
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*
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* @public
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*/
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shouldShowBloodEffect(damage: number): boolean;
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/**
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* Get injury type from damage type.
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*
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* **Korean**: 피해 타입으로부터 부상 타입 가져오기
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*
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* @param damageType - Type of damage dealt
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* @returns Corresponding injury type for visualization
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*
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* @private
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*/
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private getInjuryTypeFromDamage;
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/**
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* Get all tracked injuries.
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*
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* **Korean**: 모든 추적된 부상 가져오기
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*
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* @returns Array of injuries
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*
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* @public
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*/
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getInjuries(): import("./InjuryTracker").InjuryLocation[];
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/**
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* Get tracker instance.
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*
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* @returns InjuryTracker instance
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*
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* @public
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*/
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getTracker(): InjuryTracker;
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/**
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* Clear all injuries (for new round/match).
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*
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* **Korean**: 모든 부상 초기화
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*
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* @public
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*/
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clearInjuries(): void;
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/**
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* Remove expired injuries.
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*
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* **Korean**: 만료된 부상 제거
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*
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* @public
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*/
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removeExpiredInjuries(): void;
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}
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/**
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* @deprecated Use {@link PlayerInjuryTrackingManager} instead to get per-player instances.
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*
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* Creating a singleton is no longer supported because it mixes injuries between
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* multiple characters. Use `playerInjuryManager.getIntegrationForPlayer(playerId)`
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* to get a properly scoped integration instance.
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*
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* **Korean**: PlayerInjuryTrackingManager를 사용하여 플레이어별 인스턴스를 가져오세요
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*
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* @example
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* ```typescript
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* // OLD (deprecated):
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* // import { combatInjuryIntegration } from '../bodypart';
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*
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* // NEW (correct):
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* import { playerInjuryManager } from '../bodypart';
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* const integration = playerInjuryManager.getIntegrationForPlayer(playerId);
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* ```
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*
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* @public
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*/
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//# sourceMappingURL=CombatInjuryIntegration.d.ts.map
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{"version":3,"file":"CombatInjuryIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/CombatInjuryIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAOhD;;;;;;GAMG;AACH,MAAM,WAAW,iBAAiB;IAChC,4BAA4B;IAC5B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,sBAAsB;IACtB,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;IAChC,kBAAkB;IAClB,QAAQ,CAAC,UAAU,CAAC,EAAE,UAAU,CAAC;IACjC,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,OAAO,CAAC;IAClC,qCAAqC;IACrC,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;CAC/B;AAED;;;;GAIG;AACH,MAAM,WAAW,kBAAkB;IACjC,uCAAuC;IACvC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,sCAAsC;IACtC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,yCAAyC;IACzC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,aAAa,CAAC;CACjC;AAED;;;;;;;GAOG;AACH,eAAO,MAAM,4BAA4B,EAAE,IAAI,CAAC,kBAAkB,EAAE,SAAS,CAInE,CAAC;AAEX;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,qBAAa,uBAAuB;IAClC,OAAO,CAAC,OAAO,CAAgB;IAC/B,OAAO,CAAC,MAAM,CAAqB;gBAEvB,MAAM,EAAE,kBAAkB;IAMtC;;;;;;;;;;;;OAYG;IACH,kBAAkB,CAAC,KAAK,EAAE,iBAAiB,GAAG,OAAO;IAgCrD;;;;;;;;;OASG;IACH,qBAAqB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAI9C;;;;;;;;;OASG;IACH,OAAO,CAAC,uBAAuB;IA0B/B;;;;;;;;OAQG;IACH,WAAW;IAIX;;;;;;OAMG;IACH,UAAU,IAAI,aAAa;IAI3B;;;;;;OAMG;IACH,aAAa,IAAI,IAAI;IAIrB;;;;;;OAMG;IACH,qBAAqB,IAAI,IAAI;CAG9B;AAED;;;;;;;;;;;;;;;;;;;;GAoBG"}
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import { DamageType } from "../../types/common.js";
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import { getInjuryPositionWithOffset, mapBodyRegionToBodyPart } from "./BodyPartPositionMapping.js";
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import { InjuryType } from "../../types/injury.js";
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//#region src/systems/bodypart/CombatInjuryIntegration.ts
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/**
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* Combat Injury Integration Handler.
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*
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* **Korean**: 전투 부상 통합 핸들러
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*
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* Processes combat damage events and records injuries for visualization.
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* Automatically maps damage types to injury types and applies blood effects.
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*
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* @example
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* ```typescript
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* // Recommended: Use PlayerInjuryTrackingManager for per-player tracking
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* import { playerInjuryManager } from '@/systems/bodypart';
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* const integration = playerInjuryManager.getIntegrationForPlayer('player-1');
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*
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* // Or create with explicit tracker for testing/custom scenarios
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* const handler = new CombatInjuryIntegration({
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* ...DEFAULT_COMBAT_INJURY_CONFIG,
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* tracker: new InjuryTracker(),
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* });
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*
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* // Record combat damage
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* handler.recordCombatDamage({
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* damage: 35,
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* bodyRegion: BodyRegion.TORSO,
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* damageType: DamageType.BLUNT,
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* });
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*
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* // Get injuries for visualization
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* const injuries = handler.getInjuries();
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* ```
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*
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* @public
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*/
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var CombatInjuryIntegration = class {
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tracker;
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config;
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constructor(config) {
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this.config = config;
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this.tracker = config.tracker;
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}
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/**
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* Record injury from combat damage event.
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*
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* **Korean**: 전투 피해로부터 부상 기록
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*
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* Automatically determines injury type from damage type and applies
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* appropriate visual effects.
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*
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* @param event - Combat damage event
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* @returns Whether injury was recorded (false if damage too low)
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*
|
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* @public
|
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*/
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recordCombatDamage(event) {
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if (!this.config.enabled) return false;
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if (event.damage < this.config.minDamage) return false;
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const injuryType = this.getInjuryTypeFromDamage(event.damageType);
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const position = event.position ?? getInjuryPositionWithOffset(event.bodyRegion, .15);
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const bodyPart = mapBodyRegionToBodyPart(event.bodyRegion);
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return this.tracker.recordInjury(bodyPart, event.bodyRegion, position, event.damage, injuryType) !== null;
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}
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/**
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* Check if damage should trigger blood effects.
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*
|
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* **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인
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*
|
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* @param damage - Damage amount
|
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* @returns Whether to show blood effects
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*
|
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* @public
|
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+
*/
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shouldShowBloodEffect(damage) {
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return damage > this.config.bloodThreshold;
|
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}
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/**
|
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* Get injury type from damage type.
|
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*
|
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* **Korean**: 피해 타입으로부터 부상 타입 가져오기
|
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*
|
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* @param damageType - Type of damage dealt
|
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* @returns Corresponding injury type for visualization
|
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*
|
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* @private
|
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*/
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getInjuryTypeFromDamage(damageType) {
|
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90
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+
if (!damageType) return InjuryType.BRUISE;
|
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+
switch (damageType) {
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case DamageType.BLUNT:
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+
case DamageType.IMPACT:
|
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94
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case DamageType.CRUSHING: return InjuryType.BRUISE;
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case DamageType.PIERCING:
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96
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case DamageType.SHARP: return InjuryType.CUT;
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97
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+
case DamageType.SLASHING: return InjuryType.LACERATION;
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case DamageType.JOINT: return InjuryType.FRACTURE;
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default: return InjuryType.BRUISE;
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}
|
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}
|
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/**
|
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103
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* Get all tracked injuries.
|
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104
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*
|
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105
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* **Korean**: 모든 추적된 부상 가져오기
|
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106
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+
*
|
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107
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+
* @returns Array of injuries
|
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108
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+
*
|
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109
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+
* @public
|
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110
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+
*/
|
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111
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+
getInjuries() {
|
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112
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+
return this.tracker.getInjuries();
|
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113
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+
}
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114
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+
/**
|
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115
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+
* Get tracker instance.
|
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116
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+
*
|
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117
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+
* @returns InjuryTracker instance
|
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118
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+
*
|
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119
|
+
* @public
|
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120
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+
*/
|
|
121
|
+
getTracker() {
|
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122
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+
return this.tracker;
|
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123
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+
}
|
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124
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+
/**
|
|
125
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+
* Clear all injuries (for new round/match).
|
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126
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+
*
|
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127
|
+
* **Korean**: 모든 부상 초기화
|
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+
*
|
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129
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+
* @public
|
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130
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+
*/
|
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131
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+
clearInjuries() {
|
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132
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+
this.tracker.clearInjuries();
|
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133
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+
}
|
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134
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+
/**
|
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135
|
+
* Remove expired injuries.
|
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136
|
+
*
|
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137
|
+
* **Korean**: 만료된 부상 제거
|
|
138
|
+
*
|
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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
|
+
|
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|
+
//# sourceMappingURL=CombatInjuryIntegration.js.map
|