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 +1,388 @@
1
+ import { VitalPointEffectType } from "../../types/common.js";
2
+ import "../../types/index.js";
3
+ import { EffectIntensity } from "../effects.js";
4
+ //#region src/systems/breathing/BreathingDisruptionSystem.ts
5
+ /**
6
+ * Breathing Disruption System for realistic respiratory targeting mechanics.
7
+ *
8
+ * **Korean**: ν˜Έν‘κ³€λž€ μ‹œμŠ€ν…œ (Breathing Disruption System)
9
+ *
10
+ * This system implements realistic breathing disruption from torso strikes targeting
11
+ * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina
12
+ * regeneration and creates authentic combat trauma effects.
13
+ *
14
+ * ## Disruption Levels (ν˜Έν‘κ³€λž€ μˆ˜μ€€)
15
+ *
16
+ * - **Winded (λ°”λžŒλ§žμŒ)**: 25% stamina regeneration penalty for 5 seconds
17
+ * - **Gasping (ν—λ–‘μž„)**: 50% stamina regeneration penalty for 10 seconds
18
+ * - **Severely Winded (μ‹¬κ°ν•œ ν˜Έν‘κ³€λž€)**: 75% stamina regeneration penalty for 15 seconds
19
+ *
20
+ * ## Korean Martial Arts Context
21
+ *
22
+ * Traditional Korean martial arts (νƒœκΆŒλ„, 합기도, 택견) emphasize torso strikes:
23
+ * - **λͺ…μΉ˜ (Myeongchi)**: Solar plexus - instant breath disruption
24
+ * - **λŠ‘κ³¨ (Neukgol)**: Floating ribs - cumulative breathing difficulty
25
+ * - **νš‘κ²©λ§‰ (Hoenggyeongmak)**: Diaphragm - severe respiratory impact
26
+ *
27
+ * ## Game Design Philosophy
28
+ *
29
+ * Breathing disruption creates tactical depth by:
30
+ * 1. Rewarding torso targeting over simple head/limb attacks
31
+ * 2. Creating stamina management gameplay - disrupted fighters must fight defensively
32
+ * 3. Providing realistic combat trauma feedback
33
+ * 4. Encouraging recovery periods when torso health is compromised
34
+ *
35
+ * @module systems/breathing
36
+ * @category Combat Systems
37
+ * @korean ν˜Έν‘κ³€λž€μ‹œμŠ€ν…œ
38
+ */
39
+ /**
40
+ * Breathing disruption severity levels.
41
+ *
42
+ * **Korean**: ν˜Έν‘κ³€λž€ μˆ˜μ€€
43
+ *
44
+ * Progressive levels of respiratory impairment from torso strikes.
45
+ * Higher levels stack duration and increase stamina regeneration penalties.
46
+ *
47
+ * @public
48
+ * @category Combat Systems
49
+ * @korean ν˜Έν‘κ³€λž€μˆ˜μ€€
50
+ */
51
+ var BreathingDisruptionLevel = /* @__PURE__ */ function(BreathingDisruptionLevel) {
52
+ /** No breathing disruption - normal stamina regeneration */
53
+ BreathingDisruptionLevel["NONE"] = "none";
54
+ /**
55
+ * Winded (λ°”λžŒλ§žμŒ)
56
+ * - 25% stamina regeneration penalty
57
+ * - Duration: 5 seconds
58
+ * - Caused by: Moderate torso strikes
59
+ */
60
+ BreathingDisruptionLevel["WINDED"] = "winded";
61
+ /**
62
+ * Gasping (ν—λ–‘μž„)
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•œ ν˜Έν‘κ³€λž€)
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°”λžŒλ§žμŒ",
89
+ englishName: "Winded",
90
+ description: {
91
+ korean: "쀑간 κ°•λ„μ˜ λͺΈν†΅ νƒ€κ²©μœΌλ‘œ 호흑이 λΆˆκ·œμΉ™ν•΄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: "ν—λ–‘μž„",
101
+ englishName: "Gasping",
102
+ description: {
103
+ korean: "κ°•ν•œ λͺΈν†΅ νƒ€κ²©μœΌλ‘œ 호흑이 μ–΄λ €μ›Œμ§",
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•œ ν˜Έν‘κ³€λž€",
113
+ englishName: "Severely Winded",
114
+ description: {
115
+ korean: "λͺ…μΉ˜ κΈ‰μ†Œ νƒ€κ²©μœΌλ‘œ μ‹¬κ°ν•œ ν˜Έν‘κ³€λž€ λ°œμƒ",
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**: ν˜Έν‘κ³€λž€ μ‹œμŠ€ν…œ
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**: ν˜Έν‘κ³€λž€ 효과 생성
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…μΉ˜νƒ€κ²© (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**: ν”Όν•΄λŸ‰μœΌλ‘œ ν˜Έν‘κ³€λž€ μˆ˜μ€€ 계산
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**: ν˜Έν‘κ³€λž€ 효과 λˆ„μ 
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**: ν™œμ„± ν˜Έν‘κ³€λž€ 효과 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**: ν˜Έν‘κ³€λž€ 포함 μŠ€νƒœλ―Έλ‚˜ μž¬μƒ 계산
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**: ν˜Έν‘κ³€λž€ 회볡 κ°€λŠ₯ μ—¬λΆ€ 확인
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**: ν˜Έν‘κ³€λž€ 점진적 회볡 적용
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**: ν”Œλ ˆμ΄μ–΄ ν˜Έν‘κ³€λž€ μˆ˜μ€€ κ°€μ Έμ˜€κΈ°
366
+ *
367
+ * Convenience method to get current disruption level.
368
+ *
369
+ * @param player - Current player state
370
+ * @returns Current breathing disruption level (NONE if no active effect)
371
+ */
372
+ static getCurrentLevel(player) {
373
+ return this.getActiveEffect(player)?.level ?? BreathingDisruptionLevel.NONE;
374
+ }
375
+ /**
376
+ * Check if breathing disruption is active.
377
+ *
378
+ * @param player - Current player state
379
+ * @returns True if player has active breathing disruption
380
+ */
381
+ static isActive(player) {
382
+ return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;
383
+ }
384
+ };
385
+ //#endregion
386
+ export { BreathingDisruptionLevel, BreathingDisruptionSystem };
387
+
388
+ //# sourceMappingURL=BreathingDisruptionSystem.js.map
@@ -0,0 +1 @@
1
+ {"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**: ν˜Έν‘κ³€λž€ μ‹œμŠ€ν…œ (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 (ν˜Έν‘κ³€λž€ μˆ˜μ€€)\n * \n * - **Winded (λ°”λžŒλ§žμŒ)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (ν—λ–‘μž„)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (μ‹¬κ°ν•œ ν˜Έν‘κ³€λž€)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (νƒœκΆŒλ„, 합기도, 택견) emphasize torso strikes:\n * - **λͺ…μΉ˜ (Myeongchi)**: Solar plexus - instant breath disruption\n * - **λŠ‘κ³¨ (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **νš‘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 ν˜Έν‘κ³€λž€μ‹œμŠ€ν…œ\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**: ν˜Έν‘κ³€λž€ μˆ˜μ€€\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 ν˜Έν‘κ³€λž€μˆ˜μ€€\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (λ°”λžŒλ§žμŒ)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (ν—λ–‘μž„)\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•œ ν˜Έν‘κ³€λž€)\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**: ν˜Έν‘κ³€λž€ 효과\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 ν˜Έν‘κ³€λž€νš¨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**: ν˜Έν‘κ³€λž€ 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°”λžŒλ§žμŒ\",\n englishName: \"Winded\",\n description: {\n korean: \"쀑간 κ°•λ„μ˜ λͺΈν†΅ νƒ€κ²©μœΌλ‘œ 호흑이 λΆˆκ·œμΉ™ν•΄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: \"ν—λ–‘μž„\",\n englishName: \"Gasping\",\n description: {\n korean: \"κ°•ν•œ λͺΈν†΅ νƒ€κ²©μœΌλ‘œ 호흑이 μ–΄λ €μ›Œμ§\",\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•œ ν˜Έν‘κ³€λž€\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"λͺ…μΉ˜ κΈ‰μ†Œ νƒ€κ²©μœΌλ‘œ μ‹¬κ°ν•œ ν˜Έν‘κ³€λž€ λ°œμƒ\",\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**: ν˜Έν‘κ³€λž€ μ‹œμŠ€ν…œ\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**: ν˜Έν‘κ³€λž€ 효과 생성\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…μΉ˜νƒ€κ²© (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**: ν”Όν•΄λŸ‰μœΌλ‘œ ν˜Έν‘κ³€λž€ μˆ˜μ€€ 계산\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**: ν˜Έν‘κ³€λž€ 효과 λˆ„μ \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**: ν™œμ„± ν˜Έν‘κ³€λž€ 효과 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**: ν˜Έν‘κ³€λž€ 포함 μŠ€νƒœλ―Έλ‚˜ μž¬μƒ 계산\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**: ν˜Έν‘κ³€λž€ 회볡 κ°€λŠ₯ μ—¬λΆ€ 확인\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**: ν˜Έν‘κ³€λž€ 점진적 회볡 적용\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**: ν”Œλ ˆμ΄μ–΄ ν˜Έν‘κ³€λž€ μˆ˜μ€€ 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"}
@@ -0,0 +1,131 @@
1
+ /**
2
+ * Visual and Audio Feedback Types for Breathing Disruption System.
3
+ *
4
+ * **Korean**: ν˜Έν‘κ³€λž€ μ‹œκ°/청각 ν”Όλ“œλ°±
5
+ *
6
+ * Type definitions for visual indicators, animations, and audio effects
7
+ * that provide player feedback for breathing disruption status.
8
+ *
9
+ * @module systems/breathing/feedback
10
+ * @category Combat Systems
11
+ * @korean ν˜Έν‘κ³€λž€ν”Όλ“œλ°±
12
+ */
13
+ import { KoreanText } from "../../types";
14
+ import { BreathingDisruptionLevel } from "./BreathingDisruptionSystem";
15
+ /**
16
+ * Visual indicator configuration for breathing disruption HUD display.
17
+ *
18
+ * **Korean**: ν˜Έν‘κ³€λž€ HUD ν‘œμ‹œκΈ°
19
+ *
20
+ * Displays breathing difficulty status with color-coded lungs icon (🫁)
21
+ * and severity-based visual styling.
22
+ */
23
+ export interface BreathingIndicatorConfig {
24
+ /** Whether to show the breathing indicator */
25
+ readonly visible: boolean;
26
+ /** Current breathing disruption level */
27
+ readonly level: BreathingDisruptionLevel;
28
+ /** Icon to display (default: 🫁 lungs emoji) */
29
+ readonly icon: string;
30
+ /** Color based on severity */
31
+ readonly color: number;
32
+ /** Opacity for pulsing effect (0-1) */
33
+ readonly opacity: number;
34
+ /** Scale for emphasis (1.0 = normal) */
35
+ readonly scale: number;
36
+ /** Bilingual text label */
37
+ readonly label: KoreanText;
38
+ /** Time remaining until recovery (milliseconds) */
39
+ readonly timeRemaining: number;
40
+ /** Whether recovery is in progress */
41
+ readonly isRecovering: boolean;
42
+ }
43
+ /**
44
+ * Animation state for character posture during breathing disruption.
45
+ *
46
+ * **Korean**: ν˜Έν‘κ³€λž€ μžμ„Έ μ• λ‹ˆλ©”μ΄μ…˜
47
+ *
48
+ * Defines character posture and movement patterns based on breathing difficulty.
49
+ */
50
+ export interface BreathingPostureState {
51
+ /** Breathing disruption level affecting posture */
52
+ readonly level: BreathingDisruptionLevel;
53
+ /** Body bend angle (degrees) - 0 = upright, positive = bent forward */
54
+ readonly bendAngle: number;
55
+ /** Breathing rhythm speed multiplier (0-1) */
56
+ readonly breathingSpeed: number;
57
+ /** Chest expansion intensity (0-1) */
58
+ readonly chestExpansion: number;
59
+ /** Shoulder rise/fall intensity (0-1) */
60
+ readonly shoulderMovement: number;
61
+ /** Whether character is gasping (rapid breathing) */
62
+ readonly isGasping: boolean;
63
+ /** Whether character is holding chest/torso */
64
+ readonly isHoldingTorso: boolean;
65
+ /** Movement speed penalty (0-1, where 1 = no penalty) */
66
+ readonly movementPenalty: number;
67
+ }
68
+ /**
69
+ * Audio effect configuration for breathing sounds.
70
+ *
71
+ * **Korean**: 호흑 μ†Œλ¦¬ 효과
72
+ *
73
+ * Defines audio playback for breathing difficulty sounds.
74
+ */
75
+ export interface BreathingAudioEffect {
76
+ /** Breathing disruption level */
77
+ readonly level: BreathingDisruptionLevel;
78
+ /** Audio file ID or URL */
79
+ readonly audioId: string;
80
+ /** Volume level (0-1) */
81
+ readonly volume: number;
82
+ /** Playback speed multiplier */
83
+ readonly playbackRate: number;
84
+ /** Whether to loop the sound */
85
+ readonly loop: boolean;
86
+ /** Fade in duration (milliseconds) */
87
+ readonly fadeIn: number;
88
+ /** Fade out duration (milliseconds) */
89
+ readonly fadeOut: number;
90
+ /** Korean voice callout (optional) */
91
+ readonly voiceCallout?: {
92
+ readonly text: string;
93
+ readonly audioId: string;
94
+ };
95
+ }
96
+ /**
97
+ * Predefined breathing indicator configurations for each severity level.
98
+ */
99
+ export declare const BREATHING_INDICATOR_CONFIGS: Record<Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, Omit<BreathingIndicatorConfig, "visible" | "timeRemaining" | "isRecovering">>;
100
+ /**
101
+ * Predefined posture states for each breathing disruption level.
102
+ */
103
+ export declare const BREATHING_POSTURE_STATES: Record<Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, BreathingPostureState>;
104
+ /**
105
+ * Audio effect configurations for breathing sounds.
106
+ */
107
+ export declare const BREATHING_AUDIO_EFFECTS: Record<Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>, BreathingAudioEffect>;
108
+ /**
109
+ * Create breathing indicator config for current player state.
110
+ *
111
+ * @param level - Current breathing disruption level
112
+ * @param timeRemaining - Milliseconds until effect expires
113
+ * @param isRecovering - Whether recovery is in progress
114
+ * @returns Complete BreathingIndicatorConfig for HUD display
115
+ */
116
+ export declare function createBreathingIndicator(level: BreathingDisruptionLevel, timeRemaining: number, isRecovering: boolean): BreathingIndicatorConfig;
117
+ /**
118
+ * Get posture state for current breathing disruption level.
119
+ *
120
+ * @param level - Current breathing disruption level
121
+ * @returns BreathingPostureState for character animation
122
+ */
123
+ export declare function getBreathingPosture(level: BreathingDisruptionLevel): BreathingPostureState | null;
124
+ /**
125
+ * Get audio effect for current breathing disruption level.
126
+ *
127
+ * @param level - Current breathing disruption level
128
+ * @returns BreathingAudioEffect for audio playback
129
+ */
130
+ export declare function getBreathingAudio(level: BreathingDisruptionLevel): BreathingAudioEffect | null;
131
+ //# sourceMappingURL=feedback.d.ts.map
@@ -0,0 +1 @@
1
+ {"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: "🫁",
10
+ color: 16766720,
11
+ opacity: .7,
12
+ scale: 1,
13
+ label: {
14
+ korean: "λ°”λžŒλ§žμŒ",
15
+ english: "Winded",
16
+ romanized: "baram-maeum"
17
+ }
18
+ },
19
+ [BreathingDisruptionLevel.GASPING]: {
20
+ level: BreathingDisruptionLevel.GASPING,
21
+ icon: "🫁",
22
+ color: 16753920,
23
+ opacity: .85,
24
+ scale: 1.1,
25
+ label: {
26
+ korean: "ν—λ–‘μž„",
27
+ english: "Gasping",
28
+ romanized: "heoltteogim"
29
+ }
30
+ },
31
+ [BreathingDisruptionLevel.SEVERELY_WINDED]: {
32
+ level: BreathingDisruptionLevel.SEVERELY_WINDED,
33
+ icon: "🫁",
34
+ color: 16729156,
35
+ opacity: 1,
36
+ scale: 1.2,
37
+ label: {
38
+ korean: "μ‹¬κ°ν•œ ν˜Έν‘κ³€λž€",
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: "🫁",
59
+ color: 65280,
60
+ opacity: 0,
61
+ scale: 1,
62
+ label: {
63
+ korean: "정상",
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**: ν˜Έν‘κ³€λž€ μ‹œκ°/청각 ν”Όλ“œλ°±\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 ν˜Έν‘κ³€λž€ν”Όλ“œλ°±\n */\n\nimport { KoreanText } from \"@/types\";\nimport { BreathingDisruptionLevel } from \"./BreathingDisruptionSystem\";\n\n/**\n * Visual indicator configuration for breathing disruption HUD display.\n * \n * **Korean**: ν˜Έν‘κ³€λž€ HUD ν‘œμ‹œκΈ°\n * \n * Displays breathing difficulty status with color-coded lungs icon (🫁)\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: 🫁 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**: ν˜Έν‘κ³€λž€ μžμ„Έ μ• λ‹ˆλ©”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**: 호흑 μ†Œλ¦¬ 효과\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: \"🫁\",\n color: 0xffd700, // Gold - mild warning\n opacity: 0.7,\n scale: 1.0,\n label: {\n korean: \"λ°”λžŒλ§žμŒ\",\n english: \"Winded\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n icon: \"🫁\",\n color: 0xffa500, // Orange - moderate warning\n opacity: 0.85,\n scale: 1.1,\n label: {\n korean: \"ν—λ–‘μž„\",\n english: \"Gasping\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n icon: \"🫁\",\n color: 0xff4444, // Red - severe warning\n opacity: 1.0,\n scale: 1.2,\n label: {\n korean: \"μ‹¬κ°ν•œ ν˜Έν‘κ³€λž€\",\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: \"ν—‰ν—‰\", // 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: \"ν˜Έν‘κ³€λž€!\", // 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: \"🫁\",\n color: 0x00ff00,\n opacity: 0,\n scale: 1.0,\n label: { korean: \"정상\", 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 - Current breathing disruption level\n * @returns BreathingAudioEffect for audio playback\n */\nexport function getBreathingAudio(\n level: BreathingDisruptionLevel\n): BreathingAudioEffect | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_AUDIO_EFFECTS[level];\n}\n"],"mappings":";;;;;AA6HA,IAAa,8BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;CACF;AASE,yBAAyB,QACjB,yBAAyB,QASjC,yBAAyB,SACjB,yBAAyB,SASjC,yBAAyB,iBACjB,yBAAyB;AAkBjC,yBAAyB,QACjB,yBAAyB,QAQjC,yBAAyB,SACjB,yBAAyB,SAYjC,yBAAyB,iBACjB,yBAAyB;;;;;;;;;AAsBpC,SAAgB,yBACd,OACA,eACA,cAC0B;AAC1B,KAAI,UAAU,yBAAyB,KACrC,QAAO;EACL,SAAS;EACT;EACA,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GAAE,QAAQ;GAAM,SAAS;GAAU,WAAW;GAAa;EAClE,eAAe;EACf,cAAc;EACf;AAKH,QAAO;EACL,GAHiB,4BAA4B;EAI7C,SAAS;EACT;EACA;EACD"}