blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,157 @@
1
+ //#region src/systems/bodypart/types.ts
2
+ /**
3
+ * Body part identifiers for health tracking.
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+ *
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+ * **Korean**: 신체 부위 (Body Parts)
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+ *
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+ * Each body part tracks independent health from 0-100 HP. Damage to specific
8
+ * parts affects different combat capabilities based on anatomical function.
9
+ *
10
+ * @example
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+ * ```typescript
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+ * const bodyPart: BodyPart = BodyPart.HEAD;
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+ * const health = player.bodyPartHealth[bodyPart]; // 0-100
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+ * ```
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+ *
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+ * @public
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+ * @category Body Part System
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+ * @korean 신체부위
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+ */
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+ var BodyPart = /* @__PURE__ */ function(BodyPart) {
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+ /** Head region - affects consciousness and awareness */
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+ BodyPart["HEAD"] = "head";
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+ /** Neck region - affects breathing and blood flow */
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+ BodyPart["NECK"] = "neck";
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+ /** Upper torso - affects heart, lungs, stamina recovery */
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+ BodyPart["TORSO_UPPER"] = "torsoUpper";
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+ /** Lower torso - affects core strength and balance */
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+ BodyPart["TORSO_LOWER"] = "torsoLower";
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+ /** Left arm - affects attack capability on left side */
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+ BodyPart["ARM_LEFT"] = "armLeft";
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+ /** Right arm - affects attack capability on right side */
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+ BodyPart["ARM_RIGHT"] = "armRight";
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+ /** Left leg - affects movement and balance */
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+ BodyPart["LEG_LEFT"] = "legLeft";
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+ /** Right leg - affects movement and balance */
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+ BodyPart["LEG_RIGHT"] = "legRight";
37
+ return BodyPart;
38
+ }({});
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+ /**
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+ * Default configuration values for body part health system.
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+ *
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+ * @public
43
+ * @category Body Part System
44
+ */
45
+ var DEFAULT_BODY_PART_CONFIG = {
46
+ defaultMaxHealth: 100,
47
+ minorPenaltyThreshold: .75,
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+ majorPenaltyThreshold: .5,
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+ severePenaltyThreshold: .25,
50
+ criticalThreshold: .1,
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+ effectMultipliers: {
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+ minor: .9,
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+ major: .7,
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+ severe: .4,
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+ critical: .1
56
+ }
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+ };
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+ /**
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+ * Body part health effect constants matching acceptance criteria.
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+ *
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+ * **Korean**: 신체 부위 효과 상수
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+ *
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+ * Defines specific combat penalties as per requirements:
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+ * - Head <50%: Consciousness penalties
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+ * - Torso <50%: Stamina regen -50%
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+ * - Arms <50%: Attack damage -30%
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+ * - Legs <50%: Movement speed -40%
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+ *
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+ * @public
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+ * @category Body Part System
71
+ */
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+ var BODY_PART_EFFECT_CONSTANTS = {
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+ HEAD: {
74
+ CONSCIOUSNESS_PENALTY_AT_50: .75,
75
+ CRITICAL_THRESHOLD: .5
76
+ },
77
+ TORSO: {
78
+ STAMINA_REGEN_PENALTY_AT_50: .5,
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+ CRITICAL_THRESHOLD: .5
80
+ },
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+ ARMS: {
82
+ ATTACK_DAMAGE_PENALTY_AT_50: .7,
83
+ CRITICAL_THRESHOLD: .5
84
+ },
85
+ LEGS: {
86
+ MOVEMENT_SPEED_PENALTY_AT_50: .6,
87
+ CRITICAL_THRESHOLD: .5
88
+ }
89
+ };
90
+ /**
91
+ * Leg injury severity levels for movement penalties.
92
+ *
93
+ * **Korean**: 다리 부상 정도 (Leg Injury Severity)
94
+ *
95
+ * Defines movement impairment states based on leg health percentage.
96
+ *
97
+ * @public
98
+ * @category Body Part System
99
+ * @korean 다리부상정도
100
+ */
101
+ var LegInjuryState = /* @__PURE__ */ function(LegInjuryState) {
102
+ /** Normal movement - Leg health 100-70% */
103
+ LegInjuryState["NORMAL"] = "normal";
104
+ /** Limping - Leg health 69-50% */
105
+ LegInjuryState["LIMPING"] = "limping";
106
+ /** Severe limp - Leg health 49-30% */
107
+ LegInjuryState["SEVERE_LIMP"] = "severe_limp";
108
+ /** Hobbled - Leg health <30%, cannot run */
109
+ LegInjuryState["HOBBLED"] = "hobbled";
110
+ return LegInjuryState;
111
+ }({});
112
+ /**
113
+ * Movement penalty constants matching acceptance criteria.
114
+ *
115
+ * **Korean**: 이동 패널티 상수
116
+ *
117
+ * Defines thresholds and multipliers for injury-based movement penalties:
118
+ * - 100-70%: Normal speed (100%)
119
+ * - 69-50%: Limping (-20% speed)
120
+ * - 49-30%: Severe limp (-40% speed)
121
+ * - <30%: Hobbled (-60% speed, cannot run)
122
+ *
123
+ * @public
124
+ * @category Body Part System
125
+ */
126
+ var MOVEMENT_PENALTY_CONSTANTS = {
127
+ THRESHOLDS: {
128
+ NORMAL: .7,
129
+ LIMPING: .5,
130
+ SEVERE_LIMP: .3,
131
+ HOBBLED: 0
132
+ },
133
+ SPEED_MULTIPLIERS: {
134
+ NORMAL: 1,
135
+ LIMPING: .8,
136
+ SEVERE_LIMP: .6,
137
+ HOBBLED: .4
138
+ },
139
+ STANCE_CHANGE: {
140
+ NORMAL: 1,
141
+ INJURED: 2,
142
+ CRITICAL_THRESHOLD: .5,
143
+ RESTRICTION_THRESHOLD: .3
144
+ },
145
+ INSTANT_PENALTY: {
146
+ SPEED_MULTIPLIER: .3,
147
+ DURATION: 5e3
148
+ },
149
+ ASYMMETRIC: {
150
+ SAME_SIDE_PENALTY: .8,
151
+ OPPOSITE_SIDE_PENALTY: .9
152
+ }
153
+ };
154
+ //#endregion
155
+ export { BODY_PART_EFFECT_CONSTANTS, BodyPart, DEFAULT_BODY_PART_CONFIG, LegInjuryState, MOVEMENT_PENALTY_CONSTANTS };
156
+
157
+ //# sourceMappingURL=types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\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 * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;AAEL,UAAA,UAAA;;AAEA,UAAA,UAAA;;AAEA,UAAA,iBAAA;;AAEA,UAAA,iBAAA;;AAEA,UAAA,cAAA;;AAEA,UAAA,eAAA;;AAEA,UAAA,cAAA;;AAEA,UAAA,eAAA;;KACD;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;AAEL,gBAAA,YAAA;;AAEA,gBAAA,aAAA;;AAEA,gBAAA,iBAAA;;AAEA,gBAAA,aAAA;;KACD;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;CAGD,YAAY;EAEV,mBAAmB;EAEnB,uBAAuB;EACxB;CACF"}
@@ -0,0 +1,289 @@
1
+ /**
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+ * Breathing Disruption System for realistic respiratory targeting mechanics.
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+ *
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+ * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)
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+ *
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+ * This system implements realistic breathing disruption from torso strikes targeting
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+ * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina
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+ * regeneration and creates authentic combat trauma effects.
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+ *
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+ * ## Disruption Levels (호흡곤란 수준)
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+ *
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+ * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds
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+ * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds
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+ * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds
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+ *
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+ * ## Korean Martial Arts Context
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+ *
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+ * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:
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+ * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption
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+ * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty
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+ * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact
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+ *
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+ * ## Game Design Philosophy
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+ *
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+ * Breathing disruption creates tactical depth by:
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+ * 1. Rewarding torso targeting over simple head/limb attacks
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+ * 2. Creating stamina management gameplay - disrupted fighters must fight defensively
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+ * 3. Providing realistic combat trauma feedback
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+ * 4. Encouraging recovery periods when torso health is compromised
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+ *
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+ * @module systems/breathing
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+ * @category Combat Systems
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+ * @korean 호흡곤란시스템
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+ */
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+ import { VitalPointEffectType } from "../../types";
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+ import { StatusEffect } from "../types";
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+ import { PlayerState } from "../player";
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+ /**
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+ * Breathing disruption severity levels.
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+ *
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+ * **Korean**: 호흡곤란 수준
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+ *
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+ * Progressive levels of respiratory impairment from torso strikes.
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+ * Higher levels stack duration and increase stamina regeneration penalties.
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+ *
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+ * @public
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+ * @category Combat Systems
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+ * @korean 호흡곤란수준
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+ */
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+ export declare enum BreathingDisruptionLevel {
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+ /** No breathing disruption - normal stamina regeneration */
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+ NONE = "none",
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+ /**
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+ * Winded (바람맞음)
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+ * - 25% stamina regeneration penalty
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+ * - Duration: 5 seconds
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+ * - Caused by: Moderate torso strikes
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+ */
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+ WINDED = "winded",
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+ /**
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+ * Gasping (헐떡임)
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+ * - 50% stamina regeneration penalty
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+ * - Duration: 10 seconds
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+ * - Caused by: Heavy torso strikes or multiple hits
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+ */
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+ GASPING = "gasping",
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+ /**
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+ * Severely Winded (심각한 호흡곤란)
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+ * - 75% stamina regeneration penalty
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+ * - Duration: 15 seconds
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+ * - Caused by: Solar plexus vital point strikes
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+ */
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+ SEVERELY_WINDED = "severely_winded"
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+ }
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+ /**
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+ * Breathing disruption effect extending StatusEffect.
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+ *
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+ * **Korean**: 호흡곤란 효과
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+ *
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+ * Tracks active breathing difficulty with Korean-English terminology.
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+ * Integrates with the status effect system for consistent duration tracking.
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+ *
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+ * @public
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+ * @category Combat Systems
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+ * @korean 호흡곤란효과
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+ */
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+ export interface BreathingDisruptionEffect extends StatusEffect {
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+ /** Effect type is always BREATHLESSNESS */
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+ readonly type: VitalPointEffectType.BREATHLESSNESS;
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+ /** Breathing disruption severity level */
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+ readonly level: BreathingDisruptionLevel;
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+ /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */
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+ readonly staminaRegenMultiplier: number;
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+ /** Whether this effect can stack with additional torso hits */
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+ readonly stackable: true;
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+ }
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+ /**
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+ * Breathing Disruption System implementation.
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+ *
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+ * **Korean**: 호흡곤란 시스템
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+ *
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+ * Manages breathing disruption effects from torso targeting.
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+ * Integrates with vital point system and stamina regeneration.
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+ *
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+ * @public
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+ * @category Combat Systems
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+ */
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+ export declare class BreathingDisruptionSystem {
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+ /**
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+ * Create a breathing disruption effect at specified severity level.
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+ *
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+ * **Korean**: 호흡곤란 효과 생성
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+ *
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+ * @param level - Severity level of breathing disruption
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+ * @param source - Source of the disruption (technique name, vital point, etc.)
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+ * @param timestamp - When the effect was applied (game time)
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+ * @returns BreathingDisruptionEffect ready to apply to PlayerState
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+ *
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+ * @example
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+ * ```typescript
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+ * // Solar plexus strike causes severe disruption
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+ * const effect = BreathingDisruptionSystem.createEffect(
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+ * BreathingDisruptionLevel.SEVERELY_WINDED,
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+ * "명치타격 (Solar Plexus Strike)",
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+ * Date.now()
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+ * );
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+ * ```
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+ */
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+ static createEffect(level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, source: string, timestamp: number): BreathingDisruptionEffect;
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+ /**
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+ * Convert breathing disruption level to effect intensity.
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+ *
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+ * Maps severity levels to standardized EffectIntensity enum.
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+ *
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+ * @param level - Breathing disruption severity
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+ * @returns Corresponding EffectIntensity value
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+ */
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+ private static levelToIntensity;
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+ /**
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+ * Calculate breathing disruption level from damage amount.
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+ *
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+ * **Korean**: 피해량으로 호흡곤란 수준 계산
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+ *
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+ * Determines appropriate disruption severity based on torso strike damage.
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+ * Used when vital point ID is not specified but torso region was hit.
146
+ *
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+ * @param damage - Base damage of the torso strike
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+ * @param isSolarPlexus - Whether strike hit solar plexus vital point
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+ * @returns Appropriate breathing disruption level
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+ *
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+ * @example
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+ * ```typescript
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+ * // Moderate torso strike (15 damage) causes winded effect
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+ * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);
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+ * // level === BreathingDisruptionLevel.WINDED
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+ *
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+ * // Solar plexus vital strike (20+ damage) causes severe effect
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+ * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);
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+ * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED
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+ * ```
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+ */
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+ static calculateLevelFromDamage(damage: number, isSolarPlexus: boolean): BreathingDisruptionLevel;
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+ /**
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+ * Stack multiple breathing disruption effects.
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+ *
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+ * **Korean**: 호흡곤란 효과 누적
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+ *
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+ * Cumulative torso hits increase disruption duration and potentially severity.
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+ * Multiple hits stack duration, and severe hits can escalate the level.
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+ *
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+ * @param existingEffect - Current active breathing disruption effect
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+ * @param newLevel - Severity of new torso strike
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+ * @param source - Source of the new disruption
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+ * @param timestamp - Current game time
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+ * @returns Updated BreathingDisruptionEffect with stacked duration/severity
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+ *
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+ * @example
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+ * ```typescript
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+ * // First hit: Winded for 5 seconds
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+ * let effect = BreathingDisruptionSystem.createEffect(
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+ * BreathingDisruptionLevel.WINDED, "Rib Strike", 1000
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+ * );
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+ *
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+ * // Second hit: Stacks to Gasping with extended duration
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+ * effect = BreathingDisruptionSystem.stackEffect(
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+ * effect, BreathingDisruptionLevel.WINDED, "Rib Strike", 3000
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+ * );
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+ * // Now Gasping level with 10+ seconds remaining
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+ * ```
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+ */
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+ static stackEffect(existingEffect: BreathingDisruptionEffect, newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, source: string, timestamp: number): BreathingDisruptionEffect;
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+ /**
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+ * Compare two disruption levels and return the more severe.
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+ *
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+ * @param level1 - First disruption level
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+ * @param level2 - Second disruption level
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+ * @returns The more severe of the two levels
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+ */
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+ private static getHigherLevel;
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+ /**
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+ * Get active breathing disruption effect from player state.
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+ *
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+ * **Korean**: 활성 호흡곤란 효과 가져오기
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+ *
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+ * Searches player's active status effects for breathing disruption.
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+ *
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+ * @param player - Current player state
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+ * @returns Active BreathingDisruptionEffect or undefined
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+ */
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+ static getActiveEffect(player: PlayerState): BreathingDisruptionEffect | undefined;
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+ /**
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+ * Calculate stamina regeneration multiplier with breathing disruption.
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+ *
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+ * **Korean**: 호흡곤란 포함 스태미나 재생 계산
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+ *
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+ * Applies breathing disruption penalty to base stamina regeneration rate.
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+ * Used by stamina regeneration system each frame.
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+ *
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+ * @param player - Current player state
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+ * @param baseRegenRate - Base stamina regeneration per second
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+ * @returns Modified regeneration rate with breathing penalty applied
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+ *
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+ * @example
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+ * ```typescript
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+ * const baseRegen = 10; // 10 stamina/second normally
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+ *
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+ * // With Gasping effect (50% penalty)
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+ * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(
229
+ * player, baseRegen
230
+ * );
231
+ * // modifiedRegen === 5 (50% of base rate)
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+ * ```
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+ */
234
+ static calculateStaminaRegen(player: PlayerState, baseRegenRate: number): number;
235
+ /**
236
+ * Check if player can recover from breathing disruption.
237
+ *
238
+ * **Korean**: 호흡곤란 회복 가능 여부 확인
239
+ *
240
+ * Recovery is possible when torso health > 50%.
241
+ * Player must avoid additional torso damage to allow breathing to normalize.
242
+ *
243
+ * @param player - Current player state
244
+ * @returns True if torso health supports recovery
245
+ */
246
+ static canRecover(player: PlayerState): boolean;
247
+ /**
248
+ * Apply gradual recovery to breathing disruption effect.
249
+ *
250
+ * **Korean**: 호흡곤란 점진적 회복 적용
251
+ *
252
+ * When torso health > 50% and no new hits, breathing gradually improves.
253
+ * This provides tactical gameplay: fighters with damaged torsos must fight defensively.
254
+ *
255
+ * @param effect - Current breathing disruption effect
256
+ * @param deltaTime - Time since last update (milliseconds)
257
+ * @param timestamp - Current game time
258
+ * @returns Updated effect with recovery applied, or undefined if fully recovered
259
+ *
260
+ * @example
261
+ * ```typescript
262
+ * // Each frame with torso health > 50%
263
+ * const updated = BreathingDisruptionSystem.applyGradualRecovery(
264
+ * effect, 16.67, timestamp
265
+ * );
266
+ * // Effect duration decreases faster than normal expiration
267
+ * ```
268
+ */
269
+ static applyGradualRecovery(effect: BreathingDisruptionEffect, deltaTime: number, timestamp: number): BreathingDisruptionEffect | undefined;
270
+ /**
271
+ * Get breathing disruption level from player state.
272
+ *
273
+ * **Korean**: 플레이어 호흡곤란 수준 가져오기
274
+ *
275
+ * Convenience method to get current disruption level.
276
+ *
277
+ * @param player - Current player state
278
+ * @returns Current breathing disruption level (NONE if no active effect)
279
+ */
280
+ static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel;
281
+ /**
282
+ * Check if breathing disruption is active.
283
+ *
284
+ * @param player - Current player state
285
+ * @returns True if player has active breathing disruption
286
+ */
287
+ static isActive(player: PlayerState): boolean;
288
+ }
289
+ //# sourceMappingURL=BreathingDisruptionSystem.d.ts.map
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