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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/**
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* This system implements realistic breathing disruption from torso strikes targeting
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* Traditional Korean martial arts (νκΆλ, ν©κΈ°λ, ν견) emphasize torso strikes:
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*/
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/**
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* Breathing disruption severity levels.
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*/
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var BreathingDisruptionLevel = /* @__PURE__ */ function(BreathingDisruptionLevel) {
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/** No breathing disruption - normal stamina regeneration */
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BreathingDisruptionLevel["NONE"] = "none";
|
|
54
|
+
/**
|
|
55
|
+
* Winded (λ°λλ§μ)
|
|
56
|
+
* - 25% stamina regeneration penalty
|
|
57
|
+
* - Duration: 5 seconds
|
|
58
|
+
* - Caused by: Moderate torso strikes
|
|
59
|
+
*/
|
|
60
|
+
BreathingDisruptionLevel["WINDED"] = "winded";
|
|
61
|
+
/**
|
|
62
|
+
* Gasping (νλ‘μ)
|
|
63
|
+
* - 50% stamina regeneration penalty
|
|
64
|
+
* - Duration: 10 seconds
|
|
65
|
+
* - Caused by: Heavy torso strikes or multiple hits
|
|
66
|
+
*/
|
|
67
|
+
BreathingDisruptionLevel["GASPING"] = "gasping";
|
|
68
|
+
/**
|
|
69
|
+
* Severely Winded (μ¬κ°ν νΈν‘κ³€λ)
|
|
70
|
+
* - 75% stamina regeneration penalty
|
|
71
|
+
* - Duration: 15 seconds
|
|
72
|
+
* - Caused by: Solar plexus vital point strikes
|
|
73
|
+
*/
|
|
74
|
+
BreathingDisruptionLevel["SEVERELY_WINDED"] = "severely_winded";
|
|
75
|
+
return BreathingDisruptionLevel;
|
|
76
|
+
}({});
|
|
77
|
+
/**
|
|
78
|
+
* Breathing disruption level configurations.
|
|
79
|
+
*
|
|
80
|
+
* Defines stamina penalties, durations, and bilingual descriptions
|
|
81
|
+
* for each severity level.
|
|
82
|
+
*/
|
|
83
|
+
var BREATHING_DISRUPTION_CONFIGS = {
|
|
84
|
+
[BreathingDisruptionLevel.WINDED]: {
|
|
85
|
+
level: BreathingDisruptionLevel.WINDED,
|
|
86
|
+
duration: 5e3,
|
|
87
|
+
staminaRegenMultiplier: .75,
|
|
88
|
+
koreanName: "λ°λλ§μ",
|
|
89
|
+
englishName: "Winded",
|
|
90
|
+
description: {
|
|
91
|
+
korean: "μ€κ° κ°λμ λͺΈν΅ ν격μΌλ‘ νΈν‘μ΄ λΆκ·μΉν΄μ§",
|
|
92
|
+
english: "Breathing is irregular from moderate torso strike",
|
|
93
|
+
romanized: "baram-maeum"
|
|
94
|
+
}
|
|
95
|
+
},
|
|
96
|
+
[BreathingDisruptionLevel.GASPING]: {
|
|
97
|
+
level: BreathingDisruptionLevel.GASPING,
|
|
98
|
+
duration: 1e4,
|
|
99
|
+
staminaRegenMultiplier: .5,
|
|
100
|
+
koreanName: "νλ‘μ",
|
|
101
|
+
englishName: "Gasping",
|
|
102
|
+
description: {
|
|
103
|
+
korean: "κ°ν λͺΈν΅ ν격μΌλ‘ νΈν‘μ΄ μ΄λ €μμ§",
|
|
104
|
+
english: "Heavy torso strikes cause breathing difficulty",
|
|
105
|
+
romanized: "heoltteogim"
|
|
106
|
+
}
|
|
107
|
+
},
|
|
108
|
+
[BreathingDisruptionLevel.SEVERELY_WINDED]: {
|
|
109
|
+
level: BreathingDisruptionLevel.SEVERELY_WINDED,
|
|
110
|
+
duration: 15e3,
|
|
111
|
+
staminaRegenMultiplier: .25,
|
|
112
|
+
koreanName: "μ¬κ°ν νΈν‘κ³€λ",
|
|
113
|
+
englishName: "Severely Winded",
|
|
114
|
+
description: {
|
|
115
|
+
korean: "λͺ
μΉ κΈμ ν격μΌλ‘ μ¬κ°ν νΈν‘κ³€λ λ°μ",
|
|
116
|
+
english: "Solar plexus vital strike causes severe breathing disruption",
|
|
117
|
+
romanized: "simgakhan hoheup gonnan"
|
|
118
|
+
}
|
|
119
|
+
}
|
|
120
|
+
};
|
|
121
|
+
/**
|
|
122
|
+
* Breathing Disruption System implementation.
|
|
123
|
+
*
|
|
124
|
+
* **Korean**: νΈν‘κ³€λ μμ€ν
|
|
125
|
+
*
|
|
126
|
+
* Manages breathing disruption effects from torso targeting.
|
|
127
|
+
* Integrates with vital point system and stamina regeneration.
|
|
128
|
+
*
|
|
129
|
+
* @public
|
|
130
|
+
* @category Combat Systems
|
|
131
|
+
*/
|
|
132
|
+
var BreathingDisruptionSystem = class {
|
|
133
|
+
/**
|
|
134
|
+
* Create a breathing disruption effect at specified severity level.
|
|
135
|
+
*
|
|
136
|
+
* **Korean**: νΈν‘κ³€λ ν¨κ³Ό μμ±
|
|
137
|
+
*
|
|
138
|
+
* @param level - Severity level of breathing disruption
|
|
139
|
+
* @param source - Source of the disruption (technique name, vital point, etc.)
|
|
140
|
+
* @param timestamp - When the effect was applied (game time)
|
|
141
|
+
* @returns BreathingDisruptionEffect ready to apply to PlayerState
|
|
142
|
+
*
|
|
143
|
+
* @example
|
|
144
|
+
* ```typescript
|
|
145
|
+
* // Solar plexus strike causes severe disruption
|
|
146
|
+
* const effect = BreathingDisruptionSystem.createEffect(
|
|
147
|
+
* BreathingDisruptionLevel.SEVERELY_WINDED,
|
|
148
|
+
* "λͺ
μΉν격 (Solar Plexus Strike)",
|
|
149
|
+
* Date.now()
|
|
150
|
+
* );
|
|
151
|
+
* ```
|
|
152
|
+
*/
|
|
153
|
+
static createEffect(level, source, timestamp) {
|
|
154
|
+
const config = BREATHING_DISRUPTION_CONFIGS[level];
|
|
155
|
+
return {
|
|
156
|
+
id: `breathing_disruption_${level}_${timestamp}`,
|
|
157
|
+
type: VitalPointEffectType.BREATHLESSNESS,
|
|
158
|
+
level,
|
|
159
|
+
intensity: this.levelToIntensity(level),
|
|
160
|
+
duration: config.duration,
|
|
161
|
+
staminaRegenMultiplier: config.staminaRegenMultiplier,
|
|
162
|
+
description: config.description,
|
|
163
|
+
stackable: true,
|
|
164
|
+
source,
|
|
165
|
+
startTime: timestamp,
|
|
166
|
+
endTime: timestamp + config.duration
|
|
167
|
+
};
|
|
168
|
+
}
|
|
169
|
+
/**
|
|
170
|
+
* Convert breathing disruption level to effect intensity.
|
|
171
|
+
*
|
|
172
|
+
* Maps severity levels to standardized EffectIntensity enum.
|
|
173
|
+
*
|
|
174
|
+
* @param level - Breathing disruption severity
|
|
175
|
+
* @returns Corresponding EffectIntensity value
|
|
176
|
+
*/
|
|
177
|
+
static levelToIntensity(level) {
|
|
178
|
+
switch (level) {
|
|
179
|
+
case BreathingDisruptionLevel.WINDED: return EffectIntensity.LOW;
|
|
180
|
+
case BreathingDisruptionLevel.GASPING: return EffectIntensity.MEDIUM;
|
|
181
|
+
case BreathingDisruptionLevel.SEVERELY_WINDED: return EffectIntensity.HIGH;
|
|
182
|
+
default: return EffectIntensity.WEAK;
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
/**
|
|
186
|
+
* Calculate breathing disruption level from damage amount.
|
|
187
|
+
*
|
|
188
|
+
* **Korean**: νΌν΄λμΌλ‘ νΈν‘κ³€λ μμ€ κ³μ°
|
|
189
|
+
*
|
|
190
|
+
* Determines appropriate disruption severity based on torso strike damage.
|
|
191
|
+
* Used when vital point ID is not specified but torso region was hit.
|
|
192
|
+
*
|
|
193
|
+
* @param damage - Base damage of the torso strike
|
|
194
|
+
* @param isSolarPlexus - Whether strike hit solar plexus vital point
|
|
195
|
+
* @returns Appropriate breathing disruption level
|
|
196
|
+
*
|
|
197
|
+
* @example
|
|
198
|
+
* ```typescript
|
|
199
|
+
* // Moderate torso strike (15 damage) causes winded effect
|
|
200
|
+
* const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);
|
|
201
|
+
* // level === BreathingDisruptionLevel.WINDED
|
|
202
|
+
*
|
|
203
|
+
* // Solar plexus vital strike (20+ damage) causes severe effect
|
|
204
|
+
* const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);
|
|
205
|
+
* // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED
|
|
206
|
+
* ```
|
|
207
|
+
*/
|
|
208
|
+
static calculateLevelFromDamage(damage, isSolarPlexus) {
|
|
209
|
+
if (isSolarPlexus) return BreathingDisruptionLevel.SEVERELY_WINDED;
|
|
210
|
+
if (damage >= 20) return BreathingDisruptionLevel.GASPING;
|
|
211
|
+
else if (damage >= 10) return BreathingDisruptionLevel.WINDED;
|
|
212
|
+
return BreathingDisruptionLevel.NONE;
|
|
213
|
+
}
|
|
214
|
+
/**
|
|
215
|
+
* Stack multiple breathing disruption effects.
|
|
216
|
+
*
|
|
217
|
+
* **Korean**: νΈν‘κ³€λ ν¨κ³Ό λμ
|
|
218
|
+
*
|
|
219
|
+
* Cumulative torso hits increase disruption duration and potentially severity.
|
|
220
|
+
* Multiple hits stack duration, and severe hits can escalate the level.
|
|
221
|
+
*
|
|
222
|
+
* @param existingEffect - Current active breathing disruption effect
|
|
223
|
+
* @param newLevel - Severity of new torso strike
|
|
224
|
+
* @param source - Source of the new disruption
|
|
225
|
+
* @param timestamp - Current game time
|
|
226
|
+
* @returns Updated BreathingDisruptionEffect with stacked duration/severity
|
|
227
|
+
*
|
|
228
|
+
* @example
|
|
229
|
+
* ```typescript
|
|
230
|
+
* // First hit: Winded for 5 seconds
|
|
231
|
+
* let effect = BreathingDisruptionSystem.createEffect(
|
|
232
|
+
* BreathingDisruptionLevel.WINDED, "Rib Strike", 1000
|
|
233
|
+
* );
|
|
234
|
+
*
|
|
235
|
+
* // Second hit: Stacks to Gasping with extended duration
|
|
236
|
+
* effect = BreathingDisruptionSystem.stackEffect(
|
|
237
|
+
* effect, BreathingDisruptionLevel.WINDED, "Rib Strike", 3000
|
|
238
|
+
* );
|
|
239
|
+
* // Now Gasping level with 10+ seconds remaining
|
|
240
|
+
* ```
|
|
241
|
+
*/
|
|
242
|
+
static stackEffect(existingEffect, newLevel, source, timestamp) {
|
|
243
|
+
const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];
|
|
244
|
+
const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);
|
|
245
|
+
const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];
|
|
246
|
+
const totalDuration = Math.max(0, existingEffect.endTime - timestamp) + Math.floor(newConfig.duration * .5);
|
|
247
|
+
return {
|
|
248
|
+
...existingEffect,
|
|
249
|
+
level: effectiveLevel,
|
|
250
|
+
intensity: this.levelToIntensity(effectiveLevel),
|
|
251
|
+
duration: totalDuration,
|
|
252
|
+
staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,
|
|
253
|
+
description: effectiveConfig.description,
|
|
254
|
+
source: `${existingEffect.source}, ${source}`,
|
|
255
|
+
endTime: timestamp + totalDuration
|
|
256
|
+
};
|
|
257
|
+
}
|
|
258
|
+
/**
|
|
259
|
+
* Compare two disruption levels and return the more severe.
|
|
260
|
+
*
|
|
261
|
+
* @param level1 - First disruption level
|
|
262
|
+
* @param level2 - Second disruption level
|
|
263
|
+
* @returns The more severe of the two levels
|
|
264
|
+
*/
|
|
265
|
+
static getHigherLevel(level1, level2) {
|
|
266
|
+
const severity = {
|
|
267
|
+
[BreathingDisruptionLevel.NONE]: 0,
|
|
268
|
+
[BreathingDisruptionLevel.WINDED]: 1,
|
|
269
|
+
[BreathingDisruptionLevel.GASPING]: 2,
|
|
270
|
+
[BreathingDisruptionLevel.SEVERELY_WINDED]: 3
|
|
271
|
+
};
|
|
272
|
+
return severity[level1] > severity[level2] ? level1 : level2;
|
|
273
|
+
}
|
|
274
|
+
/**
|
|
275
|
+
* Get active breathing disruption effect from player state.
|
|
276
|
+
*
|
|
277
|
+
* **Korean**: νμ± νΈν‘κ³€λ ν¨κ³Ό κ°μ Έμ€κΈ°
|
|
278
|
+
*
|
|
279
|
+
* Searches player's active status effects for breathing disruption.
|
|
280
|
+
*
|
|
281
|
+
* @param player - Current player state
|
|
282
|
+
* @returns Active BreathingDisruptionEffect or undefined
|
|
283
|
+
*/
|
|
284
|
+
static getActiveEffect(player) {
|
|
285
|
+
return player.statusEffects.find((effect) => effect.type === VitalPointEffectType.BREATHLESSNESS && "level" in effect && "staminaRegenMultiplier" in effect);
|
|
286
|
+
}
|
|
287
|
+
/**
|
|
288
|
+
* Calculate stamina regeneration multiplier with breathing disruption.
|
|
289
|
+
*
|
|
290
|
+
* **Korean**: νΈν‘κ³€λ ν¬ν¨ μ€νλ―Έλ μ¬μ κ³μ°
|
|
291
|
+
*
|
|
292
|
+
* Applies breathing disruption penalty to base stamina regeneration rate.
|
|
293
|
+
* Used by stamina regeneration system each frame.
|
|
294
|
+
*
|
|
295
|
+
* @param player - Current player state
|
|
296
|
+
* @param baseRegenRate - Base stamina regeneration per second
|
|
297
|
+
* @returns Modified regeneration rate with breathing penalty applied
|
|
298
|
+
*
|
|
299
|
+
* @example
|
|
300
|
+
* ```typescript
|
|
301
|
+
* const baseRegen = 10; // 10 stamina/second normally
|
|
302
|
+
*
|
|
303
|
+
* // With Gasping effect (50% penalty)
|
|
304
|
+
* const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(
|
|
305
|
+
* player, baseRegen
|
|
306
|
+
* );
|
|
307
|
+
* // modifiedRegen === 5 (50% of base rate)
|
|
308
|
+
* ```
|
|
309
|
+
*/
|
|
310
|
+
static calculateStaminaRegen(player, baseRegenRate) {
|
|
311
|
+
const activeEffect = this.getActiveEffect(player);
|
|
312
|
+
if (!activeEffect) return baseRegenRate;
|
|
313
|
+
return baseRegenRate * activeEffect.staminaRegenMultiplier;
|
|
314
|
+
}
|
|
315
|
+
/**
|
|
316
|
+
* Check if player can recover from breathing disruption.
|
|
317
|
+
*
|
|
318
|
+
* **Korean**: νΈν‘κ³€λ ν볡 κ°λ₯ μ¬λΆ νμΈ
|
|
319
|
+
*
|
|
320
|
+
* Recovery is possible when torso health > 50%.
|
|
321
|
+
* Player must avoid additional torso damage to allow breathing to normalize.
|
|
322
|
+
*
|
|
323
|
+
* @param player - Current player state
|
|
324
|
+
* @returns True if torso health supports recovery
|
|
325
|
+
*/
|
|
326
|
+
static canRecover(player) {
|
|
327
|
+
if (!player.bodyPartHealth) return player.health > player.maxHealth * .5;
|
|
328
|
+
return ((player.bodyPartHealth.torsoUpper ?? 0) + (player.bodyPartHealth.torsoLower ?? 0)) / 2 / (((player.bodyPartMaxHealth?.torsoUpper ?? 100) + (player.bodyPartMaxHealth?.torsoLower ?? 100)) / 2) > .5;
|
|
329
|
+
}
|
|
330
|
+
/**
|
|
331
|
+
* Apply gradual recovery to breathing disruption effect.
|
|
332
|
+
*
|
|
333
|
+
* **Korean**: νΈν‘κ³€λ μ μ§μ ν볡 μ μ©
|
|
334
|
+
*
|
|
335
|
+
* When torso health > 50% and no new hits, breathing gradually improves.
|
|
336
|
+
* This provides tactical gameplay: fighters with damaged torsos must fight defensively.
|
|
337
|
+
*
|
|
338
|
+
* @param effect - Current breathing disruption effect
|
|
339
|
+
* @param deltaTime - Time since last update (milliseconds)
|
|
340
|
+
* @param timestamp - Current game time
|
|
341
|
+
* @returns Updated effect with recovery applied, or undefined if fully recovered
|
|
342
|
+
*
|
|
343
|
+
* @example
|
|
344
|
+
* ```typescript
|
|
345
|
+
* // Each frame with torso health > 50%
|
|
346
|
+
* const updated = BreathingDisruptionSystem.applyGradualRecovery(
|
|
347
|
+
* effect, 16.67, timestamp
|
|
348
|
+
* );
|
|
349
|
+
* // Effect duration decreases faster than normal expiration
|
|
350
|
+
* ```
|
|
351
|
+
*/
|
|
352
|
+
static applyGradualRecovery(effect, deltaTime, timestamp) {
|
|
353
|
+
const recoveryTime = deltaTime * 2;
|
|
354
|
+
const newEndTime = effect.endTime - recoveryTime;
|
|
355
|
+
if (newEndTime <= timestamp) return;
|
|
356
|
+
return {
|
|
357
|
+
...effect,
|
|
358
|
+
endTime: newEndTime,
|
|
359
|
+
duration: newEndTime - effect.startTime
|
|
360
|
+
};
|
|
361
|
+
}
|
|
362
|
+
/**
|
|
363
|
+
* Get breathing disruption level from player state.
|
|
364
|
+
*
|
|
365
|
+
* **Korean**: νλ μ΄μ΄ νΈν‘κ³€λ μμ€ κ°μ Έμ€κΈ°
|
|
366
|
+
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//#endregion
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export { BreathingDisruptionLevel, BreathingDisruptionSystem };
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{"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: νΈν‘κ³€λ μμ€ν
(Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (νΈν‘κ³€λ μμ€)\n * \n * - **Winded (λ°λλ§μ)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (νλ‘μ)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (μ¬κ°ν νΈν‘κ³€λ)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (νκΆλ, ν©κΈ°λ, ν견) emphasize torso strikes:\n * - **λͺ
μΉ (Myeongchi)**: Solar plexus - instant breath disruption\n * - **λ골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **ν‘κ²©λ§ (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean νΈν‘κ³€λμμ€ν
\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: νΈν‘κ³€λ μμ€\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @public\n * @category Combat Systems\n * @korean νΈν‘κ³€λμμ€\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (λ°λλ§μ)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (νλ‘μ)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (μ¬κ°ν νΈν‘κ³€λ)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: νΈν‘κ³€λ ν¨κ³Ό\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @public\n * @category Combat Systems\n * @korean νΈν‘κ³€λν¨κ³Ό\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: νΈν‘κ³€λ μ€μ \n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"λ°λλ§μ\",\n englishName: \"Winded\",\n description: {\n korean: \"μ€κ° κ°λμ λͺΈν΅ ν격μΌλ‘ νΈν‘μ΄ λΆκ·μΉν΄μ§\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"νλ‘μ\",\n englishName: \"Gasping\",\n description: {\n korean: \"κ°ν λͺΈν΅ ν격μΌλ‘ νΈν‘μ΄ μ΄λ €μμ§\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"μ¬κ°ν νΈν‘κ³€λ\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"λͺ
μΉ κΈμ ν격μΌλ‘ μ¬κ°ν νΈν‘κ³€λ λ°μ\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: νΈν‘κ³€λ μμ€ν
\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @public\n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: νΈν‘κ³€λ ν¨κ³Ό μμ±\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"λͺ
μΉν격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: νΌν΄λμΌλ‘ νΈν‘κ³€λ μμ€ κ³μ°\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: νΈν‘κ³€λ ν¨κ³Ό λμ \n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: νμ± νΈν‘κ³€λ ν¨κ³Ό κ°μ Έμ€κΈ°\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: νΈν‘κ³€λ ν¬ν¨ μ€νλ―Έλ μ¬μ κ³μ°\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: νΈν‘κ³€λ ν볡 κ°λ₯ μ¬λΆ νμΈ\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: νΈν‘κ³€λ μ μ§μ ν볡 μ μ©\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: νλ μ΄μ΄ νΈν‘κ³€λ μμ€ κ°μ Έμ€κΈ°\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Check if breathing disruption is active.\n * \n * @param player - Current player state\n * @returns True if player has active breathing disruption\n */\n static isActive(player: PlayerState): boolean {\n return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoDA,IAAY,2BAAL,yBAAA,0BAAA;;AAEL,0BAAA,UAAA;;;;;;;AAQA,0BAAA,YAAA;;;;;;;AAQA,0BAAA,aAAA;;;;;;;AAQA,0BAAA,qBAAA;;KACD;;;;;;;AAgDD,IAAM,+BAGF;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;CACF;;;;;;;;;;;;AAaD,IAAa,4BAAb,MAAuC;;;;;;;;;;;;;;;;;;;;;CAqBrC,OAAO,aACL,OACA,QACA,WAC2B;EAC3B,MAAM,SAAS,6BAA6B;AAE5C,SAAO;GACL,IAAI,wBAAwB,MAAM,GAAG;GACrC,MAAM,qBAAqB;GAC3B;GACA,WAAW,KAAK,iBAAiB,MAAM;GACvC,UAAU,OAAO;GACjB,wBAAwB,OAAO;GAC/B,aAAa,OAAO;GACpB,WAAW;GACX;GACA,WAAW;GACX,SAAS,YAAY,OAAO;GAC7B;;;;;;;;;;CAWH,OAAe,iBACb,OACiB;AACjB,UAAQ,OAAR;GACE,KAAK,yBAAyB,OAC5B,QAAO,gBAAgB;GACzB,KAAK,yBAAyB,QAC5B,QAAO,gBAAgB;GACzB,KAAK,yBAAyB,gBAC5B,QAAO,gBAAgB;GACzB,QACE,QAAO,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;;;;CA2B7B,OAAO,yBACL,QACA,eAC0B;AAE1B,MAAI,cACF,QAAO,yBAAyB;AAIlC,MAAI,UAAU,GACZ,QAAO,yBAAyB;WACvB,UAAU,GACnB,QAAO,yBAAyB;AAGlC,SAAO,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+BlC,OAAO,YACL,gBACA,UACA,QACA,WAC2B;EAC3B,MAAM,YAAY,6BAA6B;EAG/C,MAAM,iBAAiB,KAAK,eAAe,eAAe,OAAO,SAAS;EAC1E,MAAM,kBAAkB,6BAA6B;EAKrD,MAAM,gBAFgB,KAAK,IAAI,GAAG,eAAe,UAAU,UAAU,GAC9C,KAAK,MAAM,UAAU,WAAW,GAAI;AAG3D,SAAO;GACL,GAAG;GACH,OAAO;GACP,WAAW,KAAK,iBAAiB,eAAe;GAChD,UAAU;GACV,wBAAwB,gBAAgB;GACxC,aAAa,gBAAgB;GAC7B,QAAQ,GAAG,eAAe,OAAO,IAAI;GACrC,SAAS,YAAY;GACtB;;;;;;;;;CAUH,OAAe,eACb,QACA,QACkE;EAClE,MAAM,WAAW;IACd,yBAAyB,OAAO;IAChC,yBAAyB,SAAS;IAClC,yBAAyB,UAAU;IACnC,yBAAyB,kBAAkB;GAC7C;AAKD,SAHe,SAAS,UAAU,SAAS,UAAU,SAAS;;;;;;;;;;;;CAgBhE,OAAO,gBACL,QACuC;AACvC,SAAO,OAAO,cAAc,MACzB,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,UACX,4BAA4B,OAC/B;;;;;;;;;;;;;;;;;;;;;;;;;CA0BH,OAAO,sBACL,QACA,eACQ;EACR,MAAM,eAAe,KAAK,gBAAgB,OAAO;AAEjD,MAAI,CAAC,aACH,QAAO;AAGT,SAAO,gBAAgB,aAAa;;;;;;;;;;;;;CActC,OAAO,WAAW,QAA8B;AAE9C,MAAI,CAAC,OAAO,eAEV,QAAO,OAAO,SAAS,OAAO,YAAY;AAc5C,WAVyB,OAAO,eAAe,cAAc,MACpC,OAAO,eAAe,cAAc,MACE,OAEnC,OAAO,mBAAmB,cAAc,QACxC,OAAO,mBAAmB,cAAc,QACI,KAI5C;;;;;;;;;;;;;;;;;;;;;;;;CAyB9B,OAAO,qBACL,QACA,WACA,WACuC;EAGvC,MAAM,eAAe,YADM;EAG3B,MAAM,aAAa,OAAO,UAAU;AAGpC,MAAI,cAAc,UAChB;AAGF,SAAO;GACL,GAAG;GACH,SAAS;GACT,UAAU,aAAa,OAAO;GAC/B;;;;;;;;;;;;CAaH,OAAO,gBAAgB,QAA+C;AAEpE,SADqB,KAAK,gBAAgB,OAAO,EAC5B,SAAS,yBAAyB;;;;;;;;CASzD,OAAO,SAAS,QAA8B;AAC5C,SAAO,KAAK,gBAAgB,OAAO,KAAK,yBAAyB"}
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/**
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* Visual and Audio Feedback Types for Breathing Disruption System.
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*
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* **Korean**: νΈν‘κ³€λ μκ°/μ²κ° νΌλλ°±
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*
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* Type definitions for visual indicators, animations, and audio effects
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* that provide player feedback for breathing disruption status.
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* @module systems/breathing/feedback
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* @category Combat Systems
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* @korean νΈν‘κ³€λνΌλλ°±
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*/
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import { KoreanText } from "../../types";
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import { BreathingDisruptionLevel } from "./BreathingDisruptionSystem";
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/**
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* Visual indicator configuration for breathing disruption HUD display.
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*
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* **Korean**: νΈν‘κ³€λ HUD νμκΈ°
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*
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* Displays breathing difficulty status with color-coded lungs icon (π«)
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* and severity-based visual styling.
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*/
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export interface BreathingIndicatorConfig {
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/** Whether to show the breathing indicator */
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readonly visible: boolean;
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/** Current breathing disruption level */
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readonly level: BreathingDisruptionLevel;
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/** Icon to display (default: π« lungs emoji) */
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readonly icon: string;
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/** Color based on severity */
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readonly color: number;
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/** Opacity for pulsing effect (0-1) */
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readonly opacity: number;
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/** Scale for emphasis (1.0 = normal) */
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readonly scale: number;
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/** Bilingual text label */
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readonly label: KoreanText;
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/** Time remaining until recovery (milliseconds) */
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readonly timeRemaining: number;
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/** Whether recovery is in progress */
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readonly isRecovering: boolean;
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}
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/**
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* Animation state for character posture during breathing disruption.
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*
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* **Korean**: νΈν‘κ³€λ μμΈ μ λλ©μ΄μ
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*
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* Defines character posture and movement patterns based on breathing difficulty.
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*/
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export interface BreathingPostureState {
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/** Breathing disruption level affecting posture */
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readonly level: BreathingDisruptionLevel;
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/** Body bend angle (degrees) - 0 = upright, positive = bent forward */
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readonly bendAngle: number;
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/** Breathing rhythm speed multiplier (0-1) */
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readonly breathingSpeed: number;
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/** Chest expansion intensity (0-1) */
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readonly chestExpansion: number;
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/** Shoulder rise/fall intensity (0-1) */
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readonly shoulderMovement: number;
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/** Whether character is gasping (rapid breathing) */
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readonly isGasping: boolean;
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/** Whether character is holding chest/torso */
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readonly isHoldingTorso: boolean;
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/** Movement speed penalty (0-1, where 1 = no penalty) */
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readonly movementPenalty: number;
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}
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/**
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* Audio effect configuration for breathing sounds.
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*
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* **Korean**: νΈν‘ μ리 ν¨κ³Ό
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*
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* Defines audio playback for breathing difficulty sounds.
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*/
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export interface BreathingAudioEffect {
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/** Breathing disruption level */
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readonly level: BreathingDisruptionLevel;
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/** Audio file ID or URL */
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readonly audioId: string;
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/** Volume level (0-1) */
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readonly volume: number;
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/** Playback speed multiplier */
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readonly playbackRate: number;
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/** Whether to loop the sound */
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readonly loop: boolean;
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/** Fade in duration (milliseconds) */
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readonly fadeIn: number;
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/** Fade out duration (milliseconds) */
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readonly fadeOut: number;
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/** Korean voice callout (optional) */
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readonly voiceCallout?: {
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readonly text: string;
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readonly audioId: string;
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};
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}
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/**
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* Predefined breathing indicator configurations for each severity level.
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*/
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export declare const BREATHING_INDICATOR_CONFIGS: Record<Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, Omit<BreathingIndicatorConfig, "visible" | "timeRemaining" | "isRecovering">>;
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/**
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* Predefined posture states for each breathing disruption level.
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*/
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export declare const BREATHING_POSTURE_STATES: Record<Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, BreathingPostureState>;
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/**
|
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* Audio effect configurations for breathing sounds.
|
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*/
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export declare const BREATHING_AUDIO_EFFECTS: Record<Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, BreathingAudioEffect>;
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/**
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* Create breathing indicator config for current player state.
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*
|
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* @param level - Current breathing disruption level
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* @param timeRemaining - Milliseconds until effect expires
|
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* @param isRecovering - Whether recovery is in progress
|
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* @returns Complete BreathingIndicatorConfig for HUD display
|
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*/
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export declare function createBreathingIndicator(level: BreathingDisruptionLevel, timeRemaining: number, isRecovering: boolean): BreathingIndicatorConfig;
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/**
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* Get posture state for current breathing disruption level.
|
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*
|
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* @param level - Current breathing disruption level
|
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* @returns BreathingPostureState for character animation
|
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*/
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export declare function getBreathingPosture(level: BreathingDisruptionLevel): BreathingPostureState | null;
|
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/**
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+
* Get audio effect for current breathing disruption level.
|
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*
|
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+
* @param level - Current breathing disruption level
|
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+
* @returns BreathingAudioEffect for audio playback
|
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+
*/
|
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|
+
export declare function getBreathingAudio(level: BreathingDisruptionLevel): BreathingAudioEffect | null;
|
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//# sourceMappingURL=feedback.d.ts.map
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@@ -0,0 +1 @@
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1
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{"version":3,"file":"feedback.d.ts","sourceRoot":"","sources":["../../../src/systems/breathing/feedback.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,EAAE,wBAAwB,EAAE,MAAM,6BAA6B,CAAC;AAEvE;;;;;;;GAOG;AACH,MAAM,WAAW,wBAAwB;IACvC,8CAA8C;IAC9C,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAE1B,yCAAyC;IACzC,QAAQ,CAAC,KAAK,EAAE,wBAAwB,CAAC;IAEzC,gDAAgD;IAChD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IAEtB,8BAA8B;IAC9B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,uCAAuC;IACvC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IAEzB,wCAAwC;IACxC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,2BAA2B;IAC3B,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAC;IAE3B,mDAAmD;IACnD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAE/B,sCAAsC;IACtC,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;CAChC;AAED;;;;;;GAMG;AACH,MAAM,WAAW,qBAAqB;IACpC,mDAAmD;IACnD,QAAQ,CAAC,KAAK,EAAE,wBAAwB,CAAC;IAEzC,uEAAuE;IACvE,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAE3B,8CAA8C;IAC9C,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAEhC,sCAAsC;IACtC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAEhC,yCAAyC;IACzC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAElC,qDAAqD;IACrD,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAE5B,+CAA+C;IAC/C,QAAQ,CAAC,cAAc,EAAE,OAAO,CAAC;IAEjC,yDAAyD;IACzD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;CAClC;AAED;;;;;;GAMG;AACH,MAAM,WAAW,oBAAoB;IACnC,iCAAiC;IACjC,QAAQ,CAAC,KAAK,EAAE,wBAAwB,CAAC;IAEzC,2BAA2B;IAC3B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IAEzB,yBAAyB;IACzB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IAExB,gCAAgC;IAChC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAE9B,gCAAgC;IAChC,QAAQ,CAAC,IAAI,EAAE,OAAO,CAAC;IAEvB,sCAAsC;IACtC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IAExB,uCAAuC;IACvC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IAEzB,sCAAsC;IACtC,QAAQ,CAAC,YAAY,CAAC,EAAE;QACtB,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;QACtB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;CACH;AAED;;GAEG;AACH,eAAO,MAAM,2BAA2B,EAAE,MAAM,CAC9C,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EAChE,IAAI,CAAC,wBAAwB,EAAE,SAAS,GAAG,eAAe,GAAG,cAAc,CAAC,CAsC7E,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,wBAAwB,EAAE,MAAM,CAC3C,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EAChE,qBAAqB,CAgCtB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,uBAAuB,EAAE,MAAM,CAC1C,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EAChE,oBAAoB,CAqCrB,CAAC;AAEF;;;;;;;GAOG;AACH,wBAAgB,wBAAwB,CACtC,KAAK,EAAE,wBAAwB,EAC/B,aAAa,EAAE,MAAM,EACrB,YAAY,EAAE,OAAO,GACpB,wBAAwB,CAuB1B;AAED;;;;;GAKG;AACH,wBAAgB,mBAAmB,CACjC,KAAK,EAAE,wBAAwB,GAC9B,qBAAqB,GAAG,IAAI,CAM9B;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,CAC/B,KAAK,EAAE,wBAAwB,GAC9B,oBAAoB,GAAG,IAAI,CAM7B"}
|
|
@@ -0,0 +1,80 @@
|
|
|
1
|
+
import { BreathingDisruptionLevel } from "./BreathingDisruptionSystem.js";
|
|
2
|
+
//#region src/systems/breathing/feedback.ts
|
|
3
|
+
/**
|
|
4
|
+
* Predefined breathing indicator configurations for each severity level.
|
|
5
|
+
*/
|
|
6
|
+
var BREATHING_INDICATOR_CONFIGS = {
|
|
7
|
+
[BreathingDisruptionLevel.WINDED]: {
|
|
8
|
+
level: BreathingDisruptionLevel.WINDED,
|
|
9
|
+
icon: "π«",
|
|
10
|
+
color: 16766720,
|
|
11
|
+
opacity: .7,
|
|
12
|
+
scale: 1,
|
|
13
|
+
label: {
|
|
14
|
+
korean: "λ°λλ§μ",
|
|
15
|
+
english: "Winded",
|
|
16
|
+
romanized: "baram-maeum"
|
|
17
|
+
}
|
|
18
|
+
},
|
|
19
|
+
[BreathingDisruptionLevel.GASPING]: {
|
|
20
|
+
level: BreathingDisruptionLevel.GASPING,
|
|
21
|
+
icon: "π«",
|
|
22
|
+
color: 16753920,
|
|
23
|
+
opacity: .85,
|
|
24
|
+
scale: 1.1,
|
|
25
|
+
label: {
|
|
26
|
+
korean: "νλ‘μ",
|
|
27
|
+
english: "Gasping",
|
|
28
|
+
romanized: "heoltteogim"
|
|
29
|
+
}
|
|
30
|
+
},
|
|
31
|
+
[BreathingDisruptionLevel.SEVERELY_WINDED]: {
|
|
32
|
+
level: BreathingDisruptionLevel.SEVERELY_WINDED,
|
|
33
|
+
icon: "π«",
|
|
34
|
+
color: 16729156,
|
|
35
|
+
opacity: 1,
|
|
36
|
+
scale: 1.2,
|
|
37
|
+
label: {
|
|
38
|
+
korean: "μ¬κ°ν νΈν‘κ³€λ",
|
|
39
|
+
english: "Severely Winded",
|
|
40
|
+
romanized: "simgakhan hoheup gonnan"
|
|
41
|
+
}
|
|
42
|
+
}
|
|
43
|
+
};
|
|
44
|
+
BreathingDisruptionLevel.WINDED, BreathingDisruptionLevel.WINDED, BreathingDisruptionLevel.GASPING, BreathingDisruptionLevel.GASPING, BreathingDisruptionLevel.SEVERELY_WINDED, BreathingDisruptionLevel.SEVERELY_WINDED;
|
|
45
|
+
BreathingDisruptionLevel.WINDED, BreathingDisruptionLevel.WINDED, BreathingDisruptionLevel.GASPING, BreathingDisruptionLevel.GASPING, BreathingDisruptionLevel.SEVERELY_WINDED, BreathingDisruptionLevel.SEVERELY_WINDED;
|
|
46
|
+
/**
|
|
47
|
+
* Create breathing indicator config for current player state.
|
|
48
|
+
*
|
|
49
|
+
* @param level - Current breathing disruption level
|
|
50
|
+
* @param timeRemaining - Milliseconds until effect expires
|
|
51
|
+
* @param isRecovering - Whether recovery is in progress
|
|
52
|
+
* @returns Complete BreathingIndicatorConfig for HUD display
|
|
53
|
+
*/
|
|
54
|
+
function createBreathingIndicator(level, timeRemaining, isRecovering) {
|
|
55
|
+
if (level === BreathingDisruptionLevel.NONE) return {
|
|
56
|
+
visible: false,
|
|
57
|
+
level,
|
|
58
|
+
icon: "π«",
|
|
59
|
+
color: 65280,
|
|
60
|
+
opacity: 0,
|
|
61
|
+
scale: 1,
|
|
62
|
+
label: {
|
|
63
|
+
korean: "μ μ",
|
|
64
|
+
english: "Normal",
|
|
65
|
+
romanized: "jeongsang"
|
|
66
|
+
},
|
|
67
|
+
timeRemaining: 0,
|
|
68
|
+
isRecovering: false
|
|
69
|
+
};
|
|
70
|
+
return {
|
|
71
|
+
...BREATHING_INDICATOR_CONFIGS[level],
|
|
72
|
+
visible: true,
|
|
73
|
+
timeRemaining,
|
|
74
|
+
isRecovering
|
|
75
|
+
};
|
|
76
|
+
}
|
|
77
|
+
//#endregion
|
|
78
|
+
export { BREATHING_INDICATOR_CONFIGS, createBreathingIndicator };
|
|
79
|
+
|
|
80
|
+
//# sourceMappingURL=feedback.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"feedback.js","names":[],"sources":["../../../src/systems/breathing/feedback.ts"],"sourcesContent":["/**\n * Visual and Audio Feedback Types for Breathing Disruption System.\n * \n * **Korean**: νΈν‘κ³€λ μκ°/μ²κ° νΌλλ°±\n * \n * Type definitions for visual indicators, animations, and audio effects\n * that provide player feedback for breathing disruption status.\n * \n * @module systems/breathing/feedback\n * @category Combat Systems\n * @korean νΈν‘κ³€λνΌλλ°±\n */\n\nimport { KoreanText } from \"@/types\";\nimport { BreathingDisruptionLevel } from \"./BreathingDisruptionSystem\";\n\n/**\n * Visual indicator configuration for breathing disruption HUD display.\n * \n * **Korean**: νΈν‘κ³€λ HUD νμκΈ°\n * \n * Displays breathing difficulty status with color-coded lungs icon (π«)\n * and severity-based visual styling.\n */\nexport interface BreathingIndicatorConfig {\n /** Whether to show the breathing indicator */\n readonly visible: boolean;\n \n /** Current breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Icon to display (default: π« lungs emoji) */\n readonly icon: string;\n \n /** Color based on severity */\n readonly color: number;\n \n /** Opacity for pulsing effect (0-1) */\n readonly opacity: number;\n \n /** Scale for emphasis (1.0 = normal) */\n readonly scale: number;\n \n /** Bilingual text label */\n readonly label: KoreanText;\n \n /** Time remaining until recovery (milliseconds) */\n readonly timeRemaining: number;\n \n /** Whether recovery is in progress */\n readonly isRecovering: boolean;\n}\n\n/**\n * Animation state for character posture during breathing disruption.\n * \n * **Korean**: νΈν‘κ³€λ μμΈ μ λλ©μ΄μ
\n * \n * Defines character posture and movement patterns based on breathing difficulty.\n */\nexport interface BreathingPostureState {\n /** Breathing disruption level affecting posture */\n readonly level: BreathingDisruptionLevel;\n \n /** Body bend angle (degrees) - 0 = upright, positive = bent forward */\n readonly bendAngle: number;\n \n /** Breathing rhythm speed multiplier (0-1) */\n readonly breathingSpeed: number;\n \n /** Chest expansion intensity (0-1) */\n readonly chestExpansion: number;\n \n /** Shoulder rise/fall intensity (0-1) */\n readonly shoulderMovement: number;\n \n /** Whether character is gasping (rapid breathing) */\n readonly isGasping: boolean;\n \n /** Whether character is holding chest/torso */\n readonly isHoldingTorso: boolean;\n \n /** Movement speed penalty (0-1, where 1 = no penalty) */\n readonly movementPenalty: number;\n}\n\n/**\n * Audio effect configuration for breathing sounds.\n * \n * **Korean**: νΈν‘ μ리 ν¨κ³Ό\n * \n * Defines audio playback for breathing difficulty sounds.\n */\nexport interface BreathingAudioEffect {\n /** Breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Audio file ID or URL */\n readonly audioId: string;\n \n /** Volume level (0-1) */\n readonly volume: number;\n \n /** Playback speed multiplier */\n readonly playbackRate: number;\n \n /** Whether to loop the sound */\n readonly loop: boolean;\n \n /** Fade in duration (milliseconds) */\n readonly fadeIn: number;\n \n /** Fade out duration (milliseconds) */\n readonly fadeOut: number;\n \n /** Korean voice callout (optional) */\n readonly voiceCallout?: {\n readonly text: string;\n readonly audioId: string;\n };\n}\n\n/**\n * Predefined breathing indicator configurations for each severity level.\n */\nexport const BREATHING_INDICATOR_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n Omit<BreathingIndicatorConfig, \"visible\" | \"timeRemaining\" | \"isRecovering\">\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n icon: \"π«\",\n color: 0xffd700, // Gold - mild warning\n opacity: 0.7,\n scale: 1.0,\n label: {\n korean: \"λ°λλ§μ\",\n english: \"Winded\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n icon: \"π«\",\n color: 0xffa500, // Orange - moderate warning\n opacity: 0.85,\n scale: 1.1,\n label: {\n korean: \"νλ‘μ\",\n english: \"Gasping\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n icon: \"π«\",\n color: 0xff4444, // Red - severe warning\n opacity: 1.0,\n scale: 1.2,\n label: {\n korean: \"μ¬κ°ν νΈν‘κ³€λ\",\n english: \"Severely Winded\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Predefined posture states for each breathing disruption level.\n */\nexport const BREATHING_POSTURE_STATES: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingPostureState\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n bendAngle: 5, // Slight forward lean\n breathingSpeed: 1.3, // 30% faster breathing\n chestExpansion: 0.6,\n shoulderMovement: 0.5,\n isGasping: false,\n isHoldingTorso: false,\n movementPenalty: 0.95, // 5% movement penalty\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n bendAngle: 15, // Noticeable forward bend\n breathingSpeed: 1.8, // 80% faster breathing\n chestExpansion: 0.4,\n shoulderMovement: 0.7,\n isGasping: true,\n isHoldingTorso: false,\n movementPenalty: 0.85, // 15% movement penalty\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n bendAngle: 30, // Bent over significantly\n breathingSpeed: 2.5, // 150% faster breathing\n chestExpansion: 0.2,\n shoulderMovement: 0.9,\n isGasping: true,\n isHoldingTorso: true,\n movementPenalty: 0.70, // 30% movement penalty\n },\n};\n\n/**\n * Audio effect configurations for breathing sounds.\n */\nexport const BREATHING_AUDIO_EFFECTS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingAudioEffect\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n audioId: \"breathing_heavy\",\n volume: 0.5,\n playbackRate: 1.2,\n loop: true,\n fadeIn: 200,\n fadeOut: 500,\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n audioId: \"breathing_gasping\",\n volume: 0.7,\n playbackRate: 1.5,\n loop: true,\n fadeIn: 150,\n fadeOut: 500,\n voiceCallout: {\n text: \"νν\", // Gasp sound\n audioId: \"voice_gasping_kr\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n audioId: \"breathing_severe\",\n volume: 0.9,\n playbackRate: 2.0,\n loop: true,\n fadeIn: 100,\n fadeOut: 500,\n voiceCallout: {\n text: \"νΈν‘κ³€λ!\", // Breathing difficulty!\n audioId: \"voice_breathing_difficulty_kr\",\n },\n },\n};\n\n/**\n * Create breathing indicator config for current player state.\n * \n * @param level - Current breathing disruption level\n * @param timeRemaining - Milliseconds until effect expires\n * @param isRecovering - Whether recovery is in progress\n * @returns Complete BreathingIndicatorConfig for HUD display\n */\nexport function createBreathingIndicator(\n level: BreathingDisruptionLevel,\n timeRemaining: number,\n isRecovering: boolean\n): BreathingIndicatorConfig {\n if (level === BreathingDisruptionLevel.NONE) {\n return {\n visible: false,\n level,\n icon: \"π«\",\n color: 0x00ff00,\n opacity: 0,\n scale: 1.0,\n label: { korean: \"μ μ\", english: \"Normal\", romanized: \"jeongsang\" },\n timeRemaining: 0,\n isRecovering: false,\n };\n }\n\n const baseConfig = BREATHING_INDICATOR_CONFIGS[level];\n \n return {\n ...baseConfig,\n visible: true,\n timeRemaining,\n isRecovering,\n };\n}\n\n/**\n * Get posture state for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingPostureState for character animation\n */\nexport function getBreathingPosture(\n level: BreathingDisruptionLevel\n): BreathingPostureState | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_POSTURE_STATES[level];\n}\n\n/**\n * Get audio effect for current breathing disruption level.\n * \n * @param level - 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