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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* Breathing Disruption System exports.
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*
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export { BreathingDisruptionSystem, BreathingDisruptionLevel, type BreathingDisruptionEffect, } from "./BreathingDisruptionSystem";
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export { causesBreathingDisruption, getBreathingDisruptionLevel, applyBreathingDisruptionFromVitalPoint, applyBreathingDisruptionFromTorsoDamage, updateBreathingDisruption, upgradeLegacyBreathlessness, } from "./integration";
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export { type BreathingIndicatorConfig, type BreathingPostureState, type BreathingAudioEffect, BREATHING_INDICATOR_CONFIGS, BREATHING_POSTURE_STATES, BREATHING_AUDIO_EFFECTS, createBreathingIndicator, getBreathingPosture, getBreathingAudio, } from "./feedback";
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/systems/breathing/index.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAEH,OAAO,EACL,yBAAyB,EACzB,wBAAwB,EACxB,KAAK,yBAAyB,GAC/B,MAAM,6BAA6B,CAAC;AAErC,OAAO,EACL,yBAAyB,EACzB,2BAA2B,EAC3B,sCAAsC,EACtC,uCAAuC,EACvC,yBAAyB,EACzB,2BAA2B,GAC5B,MAAM,eAAe,CAAC;AAEvB,OAAO,EACL,KAAK,wBAAwB,EAC7B,KAAK,qBAAqB,EAC1B,KAAK,oBAAoB,EACzB,2BAA2B,EAC3B,wBAAwB,EACxB,uBAAuB,EACvB,wBAAwB,EACxB,mBAAmB,EACnB,iBAAiB,GAClB,MAAM,YAAY,CAAC"}
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/**
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* Integration of Breathing Disruption System with Vital Point System.
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*
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* This module bridges the breathing disruption system with the vital point targeting
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* - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)
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* - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)
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* - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)
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*/
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import { VitalPoint } from "../vitalpoint/types";
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import { BreathingDisruptionLevel } from "./BreathingDisruptionSystem";
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/**
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* Check if a vital point causes breathing disruption.
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*
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* @param vitalPointId - ID of the vital point struck
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* @returns True if this vital point affects breathing
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*/
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export declare function causesBreathingDisruption(vitalPointId: string): boolean;
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/**
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* Get breathing disruption level for a vital point.
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*
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* **Korean**: 급소별 호흡곤란 수준
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*
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* @param vitalPointId - ID of the vital point struck
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* @returns Breathing disruption level, or NONE if not applicable
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*/
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export declare function getBreathingDisruptionLevel(vitalPointId: string): BreathingDisruptionLevel;
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/**
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* Apply breathing disruption effect from vital point strike.
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*
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* **Korean**: 급소 타격으로 호흡곤란 적용
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*
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* Creates a breathing disruption effect when a torso vital point is struck.
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* If player already has breathing disruption, stacks the effects.
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*
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* @param player - Player state to modify
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* @param vitalPoint - Vital point that was struck
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* @param timestamp - Current game timestamp in milliseconds
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* @returns Updated player state with breathing disruption effect applied
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*
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* @example
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* ```typescript
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* // Solar plexus strike causes severe breathing disruption
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* const updatedPlayer = applyBreathingDisruptionFromVitalPoint(
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* player,
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* solarPlexusVitalPoint,
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* Date.now()
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* );
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*
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* // Player now has 75% stamina regen penalty for 15 seconds
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* const penalty = BreathingDisruptionSystem.calculateStaminaRegen(
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* updatedPlayer,
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* 10
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* );
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* // penalty === 2.5 (25% of normal regen)
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* ```
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*/
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export declare function applyBreathingDisruptionFromVitalPoint(player: PlayerState, vitalPoint: VitalPoint, timestamp: number): PlayerState;
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/**
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* Apply breathing disruption from general torso damage.
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*
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* **Korean**: 일반 몸통 피해로 호흡곤란 적용
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*
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* When torso is hit but no specific vital point is targeted,
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* calculates appropriate breathing disruption level from damage amount.
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*
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* @param player - Current player state
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* @param damage - Torso damage amount
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* @param isSolarPlexusArea - Whether strike was near solar plexus
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* @param timestamp - Current game time
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* @returns Updated player state with breathing disruption effect
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*
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* @example
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* ```typescript
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* // Moderate torso strike (15 damage)
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* const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(
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* player,
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* 15,
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* false,
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* Date.now()
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* );
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*
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* // Player gets Winded effect (25% penalty for 5s)
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* ```
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*/
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export declare function applyBreathingDisruptionFromTorsoDamage(player: PlayerState, damage: number, isSolarPlexusArea: boolean, timestamp: number): PlayerState;
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/**
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* Update breathing disruption effects each frame.
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*
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* **Korean**: 호흡곤란 효과 프레임 업데이트
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*
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* Handles recovery when torso health > 50% and removes expired effects.
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* Should be called each game frame (60fps).
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*
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* @param player - Current player state
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* @param deltaTime - Time since last frame (milliseconds)
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* @param timestamp - Current game time
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* @returns Updated player state with modified breathing disruption
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*
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* @example
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* ```typescript
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* // In game loop (60fps)
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* function gameUpdate(deltaTime: number) {
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* player = updateBreathingDisruption(player, deltaTime, Date.now());
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*
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* // Stamina regen now reflects breathing disruption penalty
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* const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(
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* player,
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* BASE_STAMINA_REGEN
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* );
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* }
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* ```
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*/
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export declare function updateBreathingDisruption(player: PlayerState, deltaTime: number, timestamp: number): PlayerState;
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/**
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* Replace legacy BREATHLESSNESS effects with new breathing disruption system.
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*
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* **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환
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*
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* Upgrades old-style breathlessness status effects to use the new
|
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* breathing disruption system with proper stamina regen penalties.
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*
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* @param player - Player state with legacy effects
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* @param timestamp - Current game time
|
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* @returns Player state with upgraded breathing disruption effects
|
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+
*/
|
|
139
|
+
export declare function upgradeLegacyBreathlessness(player: PlayerState, timestamp: number): PlayerState;
|
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|
+
//# sourceMappingURL=integration.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
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1
|
+
{"version":3,"file":"integration.d.ts","sourceRoot":"","sources":["../../../src/systems/breathing/integration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AAExC,OAAO,EAEL,wBAAwB,EAEzB,MAAM,6BAA6B,CAAC;AA8BrC;;;;;GAKG;AACH,wBAAgB,yBAAyB,CAAC,YAAY,EAAE,MAAM,GAAG,OAAO,CAEvE;AAED;;;;;;;GAOG;AACH,wBAAgB,2BAA2B,CACzC,YAAY,EAAE,MAAM,GACnB,wBAAwB,CAK1B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,wBAAgB,sCAAsC,CACpD,MAAM,EAAE,WAAW,EACnB,UAAU,EAAE,UAAU,EACtB,SAAS,EAAE,MAAM,GAChB,WAAW,CA6Cb;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,uCAAuC,CACrD,MAAM,EAAE,WAAW,EACnB,MAAM,EAAE,MAAM,EACd,iBAAiB,EAAE,OAAO,EAC1B,SAAS,EAAE,MAAM,GAChB,WAAW,CAgDb;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wBAAgB,yBAAyB,CACvC,MAAM,EAAE,WAAW,EACnB,SAAS,EAAE,MAAM,EACjB,SAAS,EAAE,MAAM,GAChB,WAAW,CAuDb;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,2BAA2B,CACzC,MAAM,EAAE,WAAW,EACnB,SAAS,EAAE,MAAM,GAChB,WAAW,CAgDb"}
|
|
@@ -0,0 +1,194 @@
|
|
|
1
|
+
import "../../types/index.js";
|
|
2
|
+
import { BreathingDisruptionLevel, BreathingDisruptionSystem } from "./BreathingDisruptionSystem.js";
|
|
3
|
+
//#region src/systems/breathing/integration.ts
|
|
4
|
+
/**
|
|
5
|
+
* Torso vital point IDs that cause breathing disruption.
|
|
6
|
+
*
|
|
7
|
+
* Maps vital point IDs to their corresponding breathing disruption levels.
|
|
8
|
+
*/
|
|
9
|
+
var BREATHING_DISRUPTION_VITAL_POINTS = {
|
|
10
|
+
torso_solar_plexus: BreathingDisruptionLevel.SEVERELY_WINDED,
|
|
11
|
+
torso_floating_ribs: BreathingDisruptionLevel.GASPING,
|
|
12
|
+
torso_rib_left: BreathingDisruptionLevel.GASPING,
|
|
13
|
+
torso_rib_right: BreathingDisruptionLevel.GASPING,
|
|
14
|
+
torso_diaphragm: BreathingDisruptionLevel.SEVERELY_WINDED,
|
|
15
|
+
torso_abdomen: BreathingDisruptionLevel.WINDED,
|
|
16
|
+
torso_liver: BreathingDisruptionLevel.WINDED,
|
|
17
|
+
torso_kidney_left: BreathingDisruptionLevel.WINDED,
|
|
18
|
+
torso_kidney_right: BreathingDisruptionLevel.WINDED
|
|
19
|
+
};
|
|
20
|
+
/**
|
|
21
|
+
* Check if a vital point causes breathing disruption.
|
|
22
|
+
*
|
|
23
|
+
* @param vitalPointId - ID of the vital point struck
|
|
24
|
+
* @returns True if this vital point affects breathing
|
|
25
|
+
*/
|
|
26
|
+
function causesBreathingDisruption(vitalPointId) {
|
|
27
|
+
return vitalPointId in BREATHING_DISRUPTION_VITAL_POINTS;
|
|
28
|
+
}
|
|
29
|
+
/**
|
|
30
|
+
* Get breathing disruption level for a vital point.
|
|
31
|
+
*
|
|
32
|
+
* **Korean**: 급소별 호흡곤란 수준
|
|
33
|
+
*
|
|
34
|
+
* @param vitalPointId - ID of the vital point struck
|
|
35
|
+
* @returns Breathing disruption level, or NONE if not applicable
|
|
36
|
+
*/
|
|
37
|
+
function getBreathingDisruptionLevel(vitalPointId) {
|
|
38
|
+
return BREATHING_DISRUPTION_VITAL_POINTS[vitalPointId] ?? BreathingDisruptionLevel.NONE;
|
|
39
|
+
}
|
|
40
|
+
/**
|
|
41
|
+
* Apply breathing disruption effect from vital point strike.
|
|
42
|
+
*
|
|
43
|
+
* **Korean**: 급소 타격으로 호흡곤란 적용
|
|
44
|
+
*
|
|
45
|
+
* Creates a breathing disruption effect when a torso vital point is struck.
|
|
46
|
+
* If player already has breathing disruption, stacks the effects.
|
|
47
|
+
*
|
|
48
|
+
* @param player - Player state to modify
|
|
49
|
+
* @param vitalPoint - Vital point that was struck
|
|
50
|
+
* @param timestamp - Current game timestamp in milliseconds
|
|
51
|
+
* @returns Updated player state with breathing disruption effect applied
|
|
52
|
+
*
|
|
53
|
+
* @example
|
|
54
|
+
* ```typescript
|
|
55
|
+
* // Solar plexus strike causes severe breathing disruption
|
|
56
|
+
* const updatedPlayer = applyBreathingDisruptionFromVitalPoint(
|
|
57
|
+
* player,
|
|
58
|
+
* solarPlexusVitalPoint,
|
|
59
|
+
* Date.now()
|
|
60
|
+
* );
|
|
61
|
+
*
|
|
62
|
+
* // Player now has 75% stamina regen penalty for 15 seconds
|
|
63
|
+
* const penalty = BreathingDisruptionSystem.calculateStaminaRegen(
|
|
64
|
+
* updatedPlayer,
|
|
65
|
+
* 10
|
|
66
|
+
* );
|
|
67
|
+
* // penalty === 2.5 (25% of normal regen)
|
|
68
|
+
* ```
|
|
69
|
+
*/
|
|
70
|
+
function applyBreathingDisruptionFromVitalPoint(player, vitalPoint, timestamp) {
|
|
71
|
+
const level = getBreathingDisruptionLevel(vitalPoint.id);
|
|
72
|
+
if (level === BreathingDisruptionLevel.NONE) return player;
|
|
73
|
+
const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);
|
|
74
|
+
let newEffect;
|
|
75
|
+
if (existingEffect) {
|
|
76
|
+
newEffect = BreathingDisruptionSystem.stackEffect(existingEffect, level, `${vitalPoint.names.korean} (${vitalPoint.names.english})`, timestamp);
|
|
77
|
+
const otherEffects = player.statusEffects.filter((effect) => effect.id !== existingEffect.id);
|
|
78
|
+
return {
|
|
79
|
+
...player,
|
|
80
|
+
statusEffects: [...otherEffects, newEffect]
|
|
81
|
+
};
|
|
82
|
+
} else {
|
|
83
|
+
newEffect = BreathingDisruptionSystem.createEffect(level, `${vitalPoint.names.korean} (${vitalPoint.names.english})`, timestamp);
|
|
84
|
+
return {
|
|
85
|
+
...player,
|
|
86
|
+
statusEffects: [...player.statusEffects, newEffect]
|
|
87
|
+
};
|
|
88
|
+
}
|
|
89
|
+
}
|
|
90
|
+
/**
|
|
91
|
+
* Apply breathing disruption from general torso damage.
|
|
92
|
+
*
|
|
93
|
+
* **Korean**: 일반 몸통 피해로 호흡곤란 적용
|
|
94
|
+
*
|
|
95
|
+
* When torso is hit but no specific vital point is targeted,
|
|
96
|
+
* calculates appropriate breathing disruption level from damage amount.
|
|
97
|
+
*
|
|
98
|
+
* @param player - Current player state
|
|
99
|
+
* @param damage - Torso damage amount
|
|
100
|
+
* @param isSolarPlexusArea - Whether strike was near solar plexus
|
|
101
|
+
* @param timestamp - Current game time
|
|
102
|
+
* @returns Updated player state with breathing disruption effect
|
|
103
|
+
*
|
|
104
|
+
* @example
|
|
105
|
+
* ```typescript
|
|
106
|
+
* // Moderate torso strike (15 damage)
|
|
107
|
+
* const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(
|
|
108
|
+
* player,
|
|
109
|
+
* 15,
|
|
110
|
+
* false,
|
|
111
|
+
* Date.now()
|
|
112
|
+
* );
|
|
113
|
+
*
|
|
114
|
+
* // Player gets Winded effect (25% penalty for 5s)
|
|
115
|
+
* ```
|
|
116
|
+
*/
|
|
117
|
+
function applyBreathingDisruptionFromTorsoDamage(player, damage, isSolarPlexusArea, timestamp) {
|
|
118
|
+
const level = BreathingDisruptionSystem.calculateLevelFromDamage(damage, isSolarPlexusArea);
|
|
119
|
+
if (level === BreathingDisruptionLevel.NONE) return player;
|
|
120
|
+
const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);
|
|
121
|
+
let newEffect;
|
|
122
|
+
if (existingEffect) {
|
|
123
|
+
newEffect = BreathingDisruptionSystem.stackEffect(existingEffect, level, "Torso Strike", timestamp);
|
|
124
|
+
const otherEffects = player.statusEffects.filter((effect) => effect.id !== existingEffect.id);
|
|
125
|
+
return {
|
|
126
|
+
...player,
|
|
127
|
+
statusEffects: [...otherEffects, newEffect]
|
|
128
|
+
};
|
|
129
|
+
} else {
|
|
130
|
+
newEffect = BreathingDisruptionSystem.createEffect(level, "Torso Strike", timestamp);
|
|
131
|
+
return {
|
|
132
|
+
...player,
|
|
133
|
+
statusEffects: [...player.statusEffects, newEffect]
|
|
134
|
+
};
|
|
135
|
+
}
|
|
136
|
+
}
|
|
137
|
+
/**
|
|
138
|
+
* Update breathing disruption effects each frame.
|
|
139
|
+
*
|
|
140
|
+
* **Korean**: 호흡곤란 효과 프레임 업데이트
|
|
141
|
+
*
|
|
142
|
+
* Handles recovery when torso health > 50% and removes expired effects.
|
|
143
|
+
* Should be called each game frame (60fps).
|
|
144
|
+
*
|
|
145
|
+
* @param player - Current player state
|
|
146
|
+
* @param deltaTime - Time since last frame (milliseconds)
|
|
147
|
+
* @param timestamp - Current game time
|
|
148
|
+
* @returns Updated player state with modified breathing disruption
|
|
149
|
+
*
|
|
150
|
+
* @example
|
|
151
|
+
* ```typescript
|
|
152
|
+
* // In game loop (60fps)
|
|
153
|
+
* function gameUpdate(deltaTime: number) {
|
|
154
|
+
* player = updateBreathingDisruption(player, deltaTime, Date.now());
|
|
155
|
+
*
|
|
156
|
+
* // Stamina regen now reflects breathing disruption penalty
|
|
157
|
+
* const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(
|
|
158
|
+
* player,
|
|
159
|
+
* BASE_STAMINA_REGEN
|
|
160
|
+
* );
|
|
161
|
+
* }
|
|
162
|
+
* ```
|
|
163
|
+
*/
|
|
164
|
+
function updateBreathingDisruption(player, deltaTime, timestamp) {
|
|
165
|
+
const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);
|
|
166
|
+
if (!activeEffect) return player;
|
|
167
|
+
if (timestamp >= activeEffect.endTime) {
|
|
168
|
+
const remainingEffects = player.statusEffects.filter((effect) => effect.id !== activeEffect.id);
|
|
169
|
+
return {
|
|
170
|
+
...player,
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//#endregion
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export { applyBreathingDisruptionFromTorsoDamage, applyBreathingDisruptionFromVitalPoint, causesBreathingDisruption, getBreathingDisruptionLevel, updateBreathingDisruption };
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{"version":3,"file":"integration.js","names":[],"sources":["../../../src/systems/breathing/integration.ts"],"sourcesContent":["/**\n * Integration of Breathing Disruption System with Vital Point System.\n * \n * **Korean**: 호흡곤란-급소 통합\n * \n * This module bridges the breathing disruption system with the vital point targeting\n * system, applying appropriate respiratory effects based on which torso vital points\n * are struck.\n * \n * ## Torso Vital Points with Breathing Effects\n * \n * - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)\n * - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)\n * - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)\n * - **복부 (Abdomen)**: Light disruption (25% penalty, 5s)\n * \n * @module systems/breathing/integration\n * @category Combat Systems\n * @korean 호흡곤란통합\n */\n\nimport { VitalPoint } from \"../vitalpoint/types\";\nimport { PlayerState } from \"../player\";\nimport { StatusEffect } from \"../types\";\nimport {\n BreathingDisruptionSystem,\n BreathingDisruptionLevel,\n BreathingDisruptionEffect,\n} from \"./BreathingDisruptionSystem\";\nimport { VitalPointEffectType } from \"@/types\";\n\n/**\n * Torso vital point IDs that cause breathing disruption.\n * \n * Maps vital point IDs to their corresponding breathing disruption levels.\n */\nconst BREATHING_DISRUPTION_VITAL_POINTS: Record<\n string,\n BreathingDisruptionLevel\n> = {\n // Solar plexus - instant severe disruption\n torso_solar_plexus: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Floating ribs - moderate disruption\n torso_floating_ribs: BreathingDisruptionLevel.GASPING,\n torso_rib_left: BreathingDisruptionLevel.GASPING,\n torso_rib_right: BreathingDisruptionLevel.GASPING,\n \n // Diaphragm - severe disruption\n torso_diaphragm: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Lower torso - light disruption\n torso_abdomen: BreathingDisruptionLevel.WINDED,\n torso_liver: BreathingDisruptionLevel.WINDED,\n torso_kidney_left: BreathingDisruptionLevel.WINDED,\n torso_kidney_right: BreathingDisruptionLevel.WINDED,\n};\n\n/**\n * Check if a vital point causes breathing disruption.\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns True if this vital point affects breathing\n */\nexport function causesBreathingDisruption(vitalPointId: string): boolean {\n return vitalPointId in BREATHING_DISRUPTION_VITAL_POINTS;\n}\n\n/**\n * Get breathing disruption level for a vital point.\n * \n * **Korean**: 급소별 호흡곤란 수준\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns Breathing disruption level, or NONE if not applicable\n */\nexport function getBreathingDisruptionLevel(\n vitalPointId: string\n): BreathingDisruptionLevel {\n return (\n BREATHING_DISRUPTION_VITAL_POINTS[vitalPointId] ??\n BreathingDisruptionLevel.NONE\n );\n}\n\n/**\n * Apply breathing disruption effect from vital point strike.\n * \n * **Korean**: 급소 타격으로 호흡곤란 적용\n * \n * Creates a breathing disruption effect when a torso vital point is struck.\n * If player already has breathing disruption, stacks the effects.\n * \n * @param player - Player state to modify\n * @param vitalPoint - Vital point that was struck\n * @param timestamp - Current game timestamp in milliseconds\n * @returns Updated player state with breathing disruption effect applied\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe breathing disruption\n * const updatedPlayer = applyBreathingDisruptionFromVitalPoint(\n * player,\n * solarPlexusVitalPoint,\n * Date.now()\n * );\n * \n * // Player now has 75% stamina regen penalty for 15 seconds\n * const penalty = BreathingDisruptionSystem.calculateStaminaRegen(\n * updatedPlayer,\n * 10\n * );\n * // penalty === 2.5 (25% of normal regen)\n * ```\n */\nexport function applyBreathingDisruptionFromVitalPoint(\n player: PlayerState,\n vitalPoint: VitalPoint,\n timestamp: number\n): PlayerState {\n // Check if this vital point causes breathing disruption\n const level = getBreathingDisruptionLevel(vitalPoint.id);\n \n if (level === BreathingDisruptionLevel.NONE) {\n // No breathing effect from this vital point\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Apply breathing disruption from general torso damage.\n * \n * **Korean**: 일반 몸통 피해로 호흡곤란 적용\n * \n * When torso is hit but no specific vital point is targeted,\n * calculates appropriate breathing disruption level from damage amount.\n * \n * @param player - Current player state\n * @param damage - Torso damage amount\n * @param isSolarPlexusArea - Whether strike was near solar plexus\n * @param timestamp - Current game time\n * @returns Updated player state with breathing disruption effect\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage)\n * const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(\n * player,\n * 15,\n * false,\n * Date.now()\n * );\n * \n * // Player gets Winded effect (25% penalty for 5s)\n * ```\n */\nexport function applyBreathingDisruptionFromTorsoDamage(\n player: PlayerState,\n damage: number,\n isSolarPlexusArea: boolean,\n timestamp: number\n): PlayerState {\n // Calculate disruption level from damage\n const level = BreathingDisruptionSystem.calculateLevelFromDamage(\n damage,\n isSolarPlexusArea\n );\n \n if (level === BreathingDisruptionLevel.NONE) {\n // Damage too low to cause breathing disruption\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n \"Torso Strike\",\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n \"Torso Strike\",\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Update breathing disruption effects each frame.\n * \n * **Korean**: 호흡곤란 효과 프레임 업데이트\n * \n * Handles recovery when torso health > 50% and removes expired effects.\n * Should be called each game frame (60fps).\n * \n * @param player - Current player state\n * @param deltaTime - Time since last frame (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated player state with modified breathing disruption\n * \n * @example\n * ```typescript\n * // In game loop (60fps)\n * function gameUpdate(deltaTime: number) {\n * player = updateBreathingDisruption(player, deltaTime, Date.now());\n * \n * // Stamina regen now reflects breathing disruption penalty\n * const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * BASE_STAMINA_REGEN\n * );\n * }\n * ```\n */\nexport function updateBreathingDisruption(\n player: PlayerState,\n deltaTime: number,\n timestamp: number\n): PlayerState {\n const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n if (!activeEffect) {\n // No breathing disruption to update\n return player;\n }\n\n // Check if effect has expired\n if (timestamp >= activeEffect.endTime) {\n // Remove expired effect\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n\n // Check if player can recover (torso health > 50%)\n if (BreathingDisruptionSystem.canRecover(player)) {\n // Apply gradual recovery\n const recoveredEffect = BreathingDisruptionSystem.applyGradualRecovery(\n activeEffect,\n deltaTime,\n timestamp\n );\n \n if (!recoveredEffect) {\n // Fully recovered\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n \n // Replace with recovered effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, recoveredEffect],\n };\n }\n\n // No recovery, effect continues normally\n return player;\n}\n\n/**\n * Replace legacy BREATHLESSNESS effects with new breathing disruption system.\n * \n * **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환\n * \n * Upgrades old-style breathlessness status effects to use the new\n * breathing disruption system with proper stamina regen penalties.\n * \n * @param player - Player state with legacy effects\n * @param timestamp - Current game time\n * @returns Player state with upgraded breathing disruption effects\n */\nexport function upgradeLegacyBreathlessness(\n player: PlayerState,\n timestamp: number\n): PlayerState {\n // Find legacy breathlessness effects (without breathing disruption level)\n const legacyEffects = player.statusEffects.filter(\n (effect): effect is StatusEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n !(\"level\" in effect)\n );\n \n if (legacyEffects.length === 0) {\n return player;\n }\n\n // Remove legacy effects\n const nonLegacyEffects = player.statusEffects.filter(\n (effect) =>\n effect.type !== VitalPointEffectType.BREATHLESSNESS ||\n \"level\" in effect\n );\n \n // Create new breathing disruption effect based on legacy effect intensity\n const legacyEffect = legacyEffects[0]; // Use first/strongest effect\n let level: BreathingDisruptionLevel;\n \n // Map legacy intensity to new disruption levels\n switch (legacyEffect.intensity) {\n case \"high\":\n case \"severe\":\n case \"critical\":\n level = BreathingDisruptionLevel.SEVERELY_WINDED;\n break;\n case \"medium\":\n case \"moderate\":\n level = BreathingDisruptionLevel.GASPING;\n break;\n default:\n level = BreathingDisruptionLevel.WINDED;\n }\n \n const newEffect = BreathingDisruptionSystem.createEffect(\n level,\n legacyEffect.source || \"Legacy Effect\",\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...nonLegacyEffects, newEffect],\n };\n}\n"],"mappings":";;;;;;;;AAoCA,IAAM,oCAGF;CAEF,oBAAoB,yBAAyB;CAG7C,qBAAqB,yBAAyB;CAC9C,gBAAgB,yBAAyB;CACzC,iBAAiB,yBAAyB;CAG1C,iBAAiB,yBAAyB;CAG1C,eAAe,yBAAyB;CACxC,aAAa,yBAAyB;CACtC,mBAAmB,yBAAyB;CAC5C,oBAAoB,yBAAyB;CAC9C;;;;;;;AAQD,SAAgB,0BAA0B,cAA+B;AACvE,QAAO,gBAAgB;;;;;;;;;;AAWzB,SAAgB,4BACd,cAC0B;AAC1B,QACE,kCAAkC,iBAClC,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkC7B,SAAgB,uCACd,QACA,YACA,WACa;CAEb,MAAM,QAAQ,4BAA4B,WAAW,GAAG;AAExD,KAAI,UAAU,yBAAyB,KAErC,QAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;AAEJ,KAAI,gBAAgB;AAElB,cAAY,0BAA0B,YACpC,gBACA,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;AAEL,cAAY,0BAA0B,aACpC,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,wCACd,QACA,QACA,mBACA,WACa;CAEb,MAAM,QAAQ,0BAA0B,yBACtC,QACA,kBACD;AAED,KAAI,UAAU,yBAAyB,KAErC,QAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;AAEJ,KAAI,gBAAgB;AAElB,cAAY,0BAA0B,YACpC,gBACA,OACA,gBACA,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;AAEL,cAAY,0BAA0B,aACpC,OACA,gBACA,UACD;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,0BACd,QACA,WACA,WACa;CACb,MAAM,eAAe,0BAA0B,gBAAgB,OAAO;AAEtE,KAAI,CAAC,aAEH,QAAO;AAIT,KAAI,aAAa,aAAa,SAAS;EAErC,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;AAED,SAAO;GACL,GAAG;GACH,eAAe;GAChB;;AAIH,KAAI,0BAA0B,WAAW,OAAO,EAAE;EAEhD,MAAM,kBAAkB,0BAA0B,qBAChD,cACA,WACA,UACD;AAED,MAAI,CAAC,iBAAiB;GAEpB,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;AAED,UAAO;IACL,GAAG;IACH,eAAe;IAChB;;EAIH,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,aAAa,GACxC;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,gBAAgB;GAClD;;AAIH,QAAO"}
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/**
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* AI Counter-Attack Integration Example
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*
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* **Korean**: AI 반격 통합 예제 (AI Banggyeok Tonghap Yeje)
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*
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* Demonstrates how the AI DecisionTree can integrate with LimbExposureSystem
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* to intelligently detect and exploit opponent vulnerabilities during combat.
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*
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* This serves as both documentation and a template for implementing
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*
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* @module systems/combat/AICounterAttackIntegration
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* @korean AI반격통합
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*/
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import type { KoreanTechnique } from "../vitalpoint/types";
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import type { PlayerState } from "../player";
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import type { CounterOpportunity } from "../../types/physics";
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/**
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* Extended combat context with limb exposure awareness.
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*
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* **Korean**: 사지 노출 인식 전투 상황
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*
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*/
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export interface CounterAwareCombatContext {
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/** Player executing technique */
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readonly player: PlayerState;
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/** Opponent state */
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readonly opponent: PlayerState;
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/** Distance between combatants (meters) */
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readonly distance: number;
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/** Opponent's current technique (if executing) */
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readonly opponentTechnique?: KoreanTechnique;
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/** Time elapsed in opponent's technique execution (ms) */
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readonly opponentTechniqueTime?: number;
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/** Detected counter opportunity (if any) */
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readonly counterOpportunity?: CounterOpportunity;
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/** Opponent's current vulnerability multiplier */
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readonly opponentVulnerability: number;
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}
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/**
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* Analyze combat context for counter-attack opportunities.
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*
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* **Korean**: 반격 기회 분석
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*
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* Evaluates the current combat situation to detect if the opponent
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* has exposed limbs that can be exploited for counter-attacks.
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*
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* **TEMPLATE/EXAMPLE IMPLEMENTATION**: This function demonstrates the
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* and techniqueElapsedTime fields before it can be fully functional.
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*
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* @param player - The AI-controlled player
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* @param opponent - The opponent player
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* @param distance - Distance between combatants
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* @returns Enhanced combat context with counter-attack data
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*
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* @remarks
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* TODO: PlayerState needs to be extended with:
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* - currentTechnique?: KoreanTechnique
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* - techniqueElapsedTime?: number
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* Once these fields exist, remove the undefined assignments and use actual data.
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*
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* @example
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* ```typescript
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* const context = analyzeCounterOpportunity(aiPlayer, humanPlayer, 0.8);
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* if (context.counterOpportunity?.allowsBreaking) {
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* // AI can execute breaking technique!
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* const breakingTechnique = selectBreakingTechnique(context);
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* executeTechnique(aiPlayer, breakingTechnique);
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* }
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* ```
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*/
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export declare function analyzeCounterOpportunity(player: PlayerState, opponent: PlayerState, distance: number): CounterAwareCombatContext;
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/**
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* AI decision priorities for counter-attack scenarios.
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*
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* **Korean**: AI 반격 우선순위
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*/
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export declare enum CounterAttackPriority {
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/** Ignore counter, continue offense */
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IGNORE = 0,
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/** Low priority, only if perfect opportunity */
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LOW = 1,
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/** Medium priority, consider if favorable */
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MEDIUM = 2,
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/** High priority, strongly favor counter */
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HIGH = 3,
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/** Maximum priority, always counter */
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CRITICAL = 4
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}
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/**
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+
* Determine AI's priority for executing a counter-attack.
|
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*
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* **Korean**: 반격 우선순위 결정
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*
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* Calculates how strongly the AI should favor a counter-attack
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* based on archetype, personality, and opportunity quality.
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*
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* @param context - Combat context with counter opportunity
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* @param aiArchetype - AI's player archetype
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* @param aiPersonality - AI personality traits
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* @returns Priority level for counter-attack
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*/
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export declare function calculateCounterPriority(context: CounterAwareCombatContext, aiArchetype: string, aiPersonality: {
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defensiveness: number;
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aggression: number;
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}): CounterAttackPriority;
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/**
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* Select the best counter-technique for the opportunity.
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*
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* **Korean**: 최적 반격 기술 선택
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114
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*
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115
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* Chooses an appropriate counter-technique from the AI's available
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116
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* techniques based on the exposed limb and opportunity window.
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*
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118
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* @param context - Combat context with counter opportunity
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119
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* @param availableTechniques - AI's available techniques
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120
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* @returns Selected counter technique, or undefined if none suitable
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121
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*/
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122
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export declare function selectCounterTechnique(context: CounterAwareCombatContext, availableTechniques: readonly KoreanTechnique[]): KoreanTechnique | undefined;
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123
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/**
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124
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+
* Example AI decision flow integrating counter-attacks.
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125
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+
*
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126
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+
* **Korean**: AI 반격 의사결정 흐름 예제
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127
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+
*
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128
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+
* Demonstrates a complete decision cycle for an AI combatant
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129
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+
* that can recognize and exploit counter-attack opportunities.
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+
*
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131
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+
* @example
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132
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+
* ```typescript
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133
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+
* // In AI combat loop:
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134
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+
* const context = analyzeCounterOpportunity(ai, human, distance);
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135
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+
* const decision = aiDecisionWithCounters(context, ai.techniques);
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136
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+
*
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137
|
+
* if (decision.action === "counter") {
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138
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+
* executeTechnique(ai, decision.technique!);
|
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139
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+
* }
|
|
140
|
+
* ```
|
|
141
|
+
*/
|
|
142
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+
export declare function aiDecisionWithCounters(context: CounterAwareCombatContext, availableTechniques: readonly KoreanTechnique[]): {
|
|
143
|
+
action: "counter" | "attack" | "defend" | "reposition";
|
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144
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+
technique?: KoreanTechnique;
|
|
145
|
+
reason: string;
|
|
146
|
+
};
|
|
147
|
+
/**
|
|
148
|
+
* Integration points for existing AI DecisionTree.
|
|
149
|
+
*
|
|
150
|
+
* **Korean**: 기존 AI 의사결정 트리 통합 지점
|
|
151
|
+
*/
|
|
152
|
+
export declare const AI_INTEGRATION_POINTS: {
|
|
153
|
+
/**
|
|
154
|
+
* 1. CombatContext Enhancement
|
|
155
|
+
* Extend the existing CombatContext interface with limb exposure data.
|
|
156
|
+
* Location: src/systems/ai/types.ts
|
|
157
|
+
*/
|
|
158
|
+
readonly ENHANCE_COMBAT_CONTEXT: "Add counterOpportunity and opponentVulnerability fields";
|
|
159
|
+
/**
|
|
160
|
+
* 2. Decision Tree Evaluation
|
|
161
|
+
* Add counter-attack evaluation before standard action selection.
|
|
162
|
+
* Location: src/systems/ai/DecisionTree.ts - makeDecision()
|
|
163
|
+
*/
|
|
164
|
+
readonly EVALUATE_COUNTERS_FIRST: "Call analyzeCounterOpportunity() at decision start";
|
|
165
|
+
/**
|
|
166
|
+
* 3. Action Selection Priority
|
|
167
|
+
* Integrate counter priority with existing action selection logic.
|
|
168
|
+
* Location: src/systems/ai/DecisionTree.ts - selectAction()
|
|
169
|
+
*/
|
|
170
|
+
readonly PRIORITIZE_COUNTERS: "Check counter priority before attack/defend decisions";
|
|
171
|
+
/**
|
|
172
|
+
* 4. Technique Filtering
|
|
173
|
+
* Filter available techniques to include counter-specific moves.
|
|
174
|
+
* Location: src/systems/ai/DecisionTree.ts - selectTechnique()
|
|
175
|
+
*/
|
|
176
|
+
readonly INCLUDE_COUNTER_TECHNIQUES: "Add breaking techniques to available moves";
|
|
177
|
+
/**
|
|
178
|
+
* 5. Personality Tuning
|
|
179
|
+
* Adjust AI personality traits to influence counter behavior.
|
|
180
|
+
* Location: src/systems/ai/AIPersonality.ts
|
|
181
|
+
*/
|
|
182
|
+
readonly TUNE_DEFENSIVENESS: "Defensive archetypes should favor counters";
|
|
183
|
+
};
|
|
184
|
+
declare const _default: {
|
|
185
|
+
analyzeCounterOpportunity: typeof analyzeCounterOpportunity;
|
|
186
|
+
calculateCounterPriority: typeof calculateCounterPriority;
|
|
187
|
+
selectCounterTechnique: typeof selectCounterTechnique;
|
|
188
|
+
aiDecisionWithCounters: typeof aiDecisionWithCounters;
|
|
189
|
+
AI_INTEGRATION_POINTS: {
|
|
190
|
+
/**
|
|
191
|
+
* 1. CombatContext Enhancement
|
|
192
|
+
* Extend the existing CombatContext interface with limb exposure data.
|
|
193
|
+
* Location: src/systems/ai/types.ts
|
|
194
|
+
*/
|
|
195
|
+
readonly ENHANCE_COMBAT_CONTEXT: "Add counterOpportunity and opponentVulnerability fields";
|
|
196
|
+
/**
|
|
197
|
+
* 2. Decision Tree Evaluation
|
|
198
|
+
* Add counter-attack evaluation before standard action selection.
|
|
199
|
+
* Location: src/systems/ai/DecisionTree.ts - makeDecision()
|
|
200
|
+
*/
|
|
201
|
+
readonly EVALUATE_COUNTERS_FIRST: "Call analyzeCounterOpportunity() at decision start";
|
|
202
|
+
/**
|
|
203
|
+
* 3. Action Selection Priority
|
|
204
|
+
* Integrate counter priority with existing action selection logic.
|
|
205
|
+
* Location: src/systems/ai/DecisionTree.ts - selectAction()
|
|
206
|
+
*/
|
|
207
|
+
readonly PRIORITIZE_COUNTERS: "Check counter priority before attack/defend decisions";
|
|
208
|
+
/**
|
|
209
|
+
* 4. Technique Filtering
|
|
210
|
+
* Filter available techniques to include counter-specific moves.
|
|
211
|
+
* Location: src/systems/ai/DecisionTree.ts - selectTechnique()
|
|
212
|
+
*/
|
|
213
|
+
readonly INCLUDE_COUNTER_TECHNIQUES: "Add breaking techniques to available moves";
|
|
214
|
+
/**
|
|
215
|
+
* 5. Personality Tuning
|
|
216
|
+
* Adjust AI personality traits to influence counter behavior.
|
|
217
|
+
* Location: src/systems/ai/AIPersonality.ts
|
|
218
|
+
*/
|
|
219
|
+
readonly TUNE_DEFENSIVENESS: "Defensive archetypes should favor counters";
|
|
220
|
+
};
|
|
221
|
+
};
|
|
222
|
+
export default _default;
|
|
223
|
+
//# sourceMappingURL=AICounterAttackIntegration.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|