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 +1,12 @@
1
+ /**
2
+ * Breathing Disruption System exports.
3
+ *
4
+ * **Korean**: 호흡곤란 시스템 내보내기
5
+ *
6
+ * @module systems/breathing
7
+ * @category Combat Systems
8
+ */
9
+ export { BreathingDisruptionSystem, BreathingDisruptionLevel, type BreathingDisruptionEffect, } from "./BreathingDisruptionSystem";
10
+ export { causesBreathingDisruption, getBreathingDisruptionLevel, applyBreathingDisruptionFromVitalPoint, applyBreathingDisruptionFromTorsoDamage, updateBreathingDisruption, upgradeLegacyBreathlessness, } from "./integration";
11
+ export { type BreathingIndicatorConfig, type BreathingPostureState, type BreathingAudioEffect, BREATHING_INDICATOR_CONFIGS, BREATHING_POSTURE_STATES, BREATHING_AUDIO_EFFECTS, createBreathingIndicator, getBreathingPosture, getBreathingAudio, } from "./feedback";
12
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,3 @@
1
+ import "./BreathingDisruptionSystem.js";
2
+ import "./integration.js";
3
+ import "./feedback.js";
@@ -0,0 +1,140 @@
1
+ /**
2
+ * Integration of Breathing Disruption System with Vital Point System.
3
+ *
4
+ * **Korean**: 호흡곤란-급소 통합
5
+ *
6
+ * This module bridges the breathing disruption system with the vital point targeting
7
+ * system, applying appropriate respiratory effects based on which torso vital points
8
+ * are struck.
9
+ *
10
+ * ## Torso Vital Points with Breathing Effects
11
+ *
12
+ * - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)
13
+ * - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)
14
+ * - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)
15
+ * - **복부 (Abdomen)**: Light disruption (25% penalty, 5s)
16
+ *
17
+ * @module systems/breathing/integration
18
+ * @category Combat Systems
19
+ * @korean 호흡곤란통합
20
+ */
21
+ import { VitalPoint } from "../vitalpoint/types";
22
+ import { PlayerState } from "../player";
23
+ import { BreathingDisruptionLevel } from "./BreathingDisruptionSystem";
24
+ /**
25
+ * Check if a vital point causes breathing disruption.
26
+ *
27
+ * @param vitalPointId - ID of the vital point struck
28
+ * @returns True if this vital point affects breathing
29
+ */
30
+ export declare function causesBreathingDisruption(vitalPointId: string): boolean;
31
+ /**
32
+ * Get breathing disruption level for a vital point.
33
+ *
34
+ * **Korean**: 급소별 호흡곤란 수준
35
+ *
36
+ * @param vitalPointId - ID of the vital point struck
37
+ * @returns Breathing disruption level, or NONE if not applicable
38
+ */
39
+ export declare function getBreathingDisruptionLevel(vitalPointId: string): BreathingDisruptionLevel;
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
+ export declare function applyBreathingDisruptionFromVitalPoint(player: PlayerState, vitalPoint: VitalPoint, timestamp: number): PlayerState;
71
+ /**
72
+ * Apply breathing disruption from general torso damage.
73
+ *
74
+ * **Korean**: 일반 몸통 피해로 호흡곤란 적용
75
+ *
76
+ * When torso is hit but no specific vital point is targeted,
77
+ * calculates appropriate breathing disruption level from damage amount.
78
+ *
79
+ * @param player - Current player state
80
+ * @param damage - Torso damage amount
81
+ * @param isSolarPlexusArea - Whether strike was near solar plexus
82
+ * @param timestamp - Current game time
83
+ * @returns Updated player state with breathing disruption effect
84
+ *
85
+ * @example
86
+ * ```typescript
87
+ * // Moderate torso strike (15 damage)
88
+ * const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(
89
+ * player,
90
+ * 15,
91
+ * false,
92
+ * Date.now()
93
+ * );
94
+ *
95
+ * // Player gets Winded effect (25% penalty for 5s)
96
+ * ```
97
+ */
98
+ export declare function applyBreathingDisruptionFromTorsoDamage(player: PlayerState, damage: number, isSolarPlexusArea: boolean, timestamp: number): PlayerState;
99
+ /**
100
+ * Update breathing disruption effects each frame.
101
+ *
102
+ * **Korean**: 호흡곤란 효과 프레임 업데이트
103
+ *
104
+ * Handles recovery when torso health > 50% and removes expired effects.
105
+ * Should be called each game frame (60fps).
106
+ *
107
+ * @param player - Current player state
108
+ * @param deltaTime - Time since last frame (milliseconds)
109
+ * @param timestamp - Current game time
110
+ * @returns Updated player state with modified breathing disruption
111
+ *
112
+ * @example
113
+ * ```typescript
114
+ * // In game loop (60fps)
115
+ * function gameUpdate(deltaTime: number) {
116
+ * player = updateBreathingDisruption(player, deltaTime, Date.now());
117
+ *
118
+ * // Stamina regen now reflects breathing disruption penalty
119
+ * const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(
120
+ * player,
121
+ * BASE_STAMINA_REGEN
122
+ * );
123
+ * }
124
+ * ```
125
+ */
126
+ export declare function updateBreathingDisruption(player: PlayerState, deltaTime: number, timestamp: number): PlayerState;
127
+ /**
128
+ * Replace legacy BREATHLESSNESS effects with new breathing disruption system.
129
+ *
130
+ * **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환
131
+ *
132
+ * Upgrades old-style breathlessness status effects to use the new
133
+ * breathing disruption system with proper stamina regen penalties.
134
+ *
135
+ * @param player - Player state with legacy effects
136
+ * @param timestamp - Current game time
137
+ * @returns Player state with upgraded breathing disruption effects
138
+ */
139
+ export declare function upgradeLegacyBreathlessness(player: PlayerState, timestamp: number): PlayerState;
140
+ //# sourceMappingURL=integration.d.ts.map
@@ -0,0 +1 @@
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,
171
+ statusEffects: remainingEffects
172
+ };
173
+ }
174
+ if (BreathingDisruptionSystem.canRecover(player)) {
175
+ const recoveredEffect = BreathingDisruptionSystem.applyGradualRecovery(activeEffect, deltaTime, timestamp);
176
+ if (!recoveredEffect) {
177
+ const remainingEffects = player.statusEffects.filter((effect) => effect.id !== activeEffect.id);
178
+ return {
179
+ ...player,
180
+ statusEffects: remainingEffects
181
+ };
182
+ }
183
+ const otherEffects = player.statusEffects.filter((effect) => effect.id !== activeEffect.id);
184
+ return {
185
+ ...player,
186
+ statusEffects: [...otherEffects, recoveredEffect]
187
+ };
188
+ }
189
+ return player;
190
+ }
191
+ //#endregion
192
+ export { applyBreathingDisruptionFromTorsoDamage, applyBreathingDisruptionFromVitalPoint, causesBreathingDisruption, getBreathingDisruptionLevel, updateBreathingDisruption };
193
+
194
+ //# sourceMappingURL=integration.js.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,223 @@
1
+ /**
2
+ * AI Counter-Attack Integration Example
3
+ *
4
+ * **Korean**: AI 반격 통합 예제 (AI Banggyeok Tonghap Yeje)
5
+ *
6
+ * Demonstrates how the AI DecisionTree can integrate with LimbExposureSystem
7
+ * to intelligently detect and exploit opponent vulnerabilities during combat.
8
+ *
9
+ * This serves as both documentation and a template for implementing
10
+ * counter-attack awareness in the AI system.
11
+ *
12
+ * @module systems/combat/AICounterAttackIntegration
13
+ * @korean AI반격통합
14
+ */
15
+ import type { KoreanTechnique } from "../vitalpoint/types";
16
+ import type { PlayerState } from "../player";
17
+ import type { CounterOpportunity } from "../../types/physics";
18
+ /**
19
+ * Extended combat context with limb exposure awareness.
20
+ *
21
+ * **Korean**: 사지 노출 인식 전투 상황
22
+ *
23
+ * Extends the existing CombatContext type with information about
24
+ * opponent's exposed limbs and counter-attack opportunities.
25
+ */
26
+ export interface CounterAwareCombatContext {
27
+ /** Player executing technique */
28
+ readonly player: PlayerState;
29
+ /** Opponent state */
30
+ readonly opponent: PlayerState;
31
+ /** Distance between combatants (meters) */
32
+ readonly distance: number;
33
+ /** Opponent's current technique (if executing) */
34
+ readonly opponentTechnique?: KoreanTechnique;
35
+ /** Time elapsed in opponent's technique execution (ms) */
36
+ readonly opponentTechniqueTime?: number;
37
+ /** Detected counter opportunity (if any) */
38
+ readonly counterOpportunity?: CounterOpportunity;
39
+ /** Opponent's current vulnerability multiplier */
40
+ readonly opponentVulnerability: number;
41
+ }
42
+ /**
43
+ * Analyze combat context for counter-attack opportunities.
44
+ *
45
+ * **Korean**: 반격 기회 분석
46
+ *
47
+ * Evaluates the current combat situation to detect if the opponent
48
+ * has exposed limbs that can be exploited for counter-attacks.
49
+ *
50
+ * **TEMPLATE/EXAMPLE IMPLEMENTATION**: This function demonstrates the
51
+ * integration pattern but requires PlayerState to track currentTechnique
52
+ * and techniqueElapsedTime fields before it can be fully functional.
53
+ *
54
+ * @param player - The AI-controlled player
55
+ * @param opponent - The opponent player
56
+ * @param distance - Distance between combatants
57
+ * @returns Enhanced combat context with counter-attack data
58
+ *
59
+ * @remarks
60
+ * TODO: PlayerState needs to be extended with:
61
+ * - currentTechnique?: KoreanTechnique
62
+ * - techniqueElapsedTime?: number
63
+ * Once these fields exist, remove the undefined assignments and use actual data.
64
+ *
65
+ * @example
66
+ * ```typescript
67
+ * const context = analyzeCounterOpportunity(aiPlayer, humanPlayer, 0.8);
68
+ * if (context.counterOpportunity?.allowsBreaking) {
69
+ * // AI can execute breaking technique!
70
+ * const breakingTechnique = selectBreakingTechnique(context);
71
+ * executeTechnique(aiPlayer, breakingTechnique);
72
+ * }
73
+ * ```
74
+ */
75
+ export declare function analyzeCounterOpportunity(player: PlayerState, opponent: PlayerState, distance: number): CounterAwareCombatContext;
76
+ /**
77
+ * AI decision priorities for counter-attack scenarios.
78
+ *
79
+ * **Korean**: AI 반격 우선순위
80
+ */
81
+ export declare enum CounterAttackPriority {
82
+ /** Ignore counter, continue offense */
83
+ IGNORE = 0,
84
+ /** Low priority, only if perfect opportunity */
85
+ LOW = 1,
86
+ /** Medium priority, consider if favorable */
87
+ MEDIUM = 2,
88
+ /** High priority, strongly favor counter */
89
+ HIGH = 3,
90
+ /** Maximum priority, always counter */
91
+ CRITICAL = 4
92
+ }
93
+ /**
94
+ * Determine AI's priority for executing a counter-attack.
95
+ *
96
+ * **Korean**: 반격 우선순위 결정
97
+ *
98
+ * Calculates how strongly the AI should favor a counter-attack
99
+ * based on archetype, personality, and opportunity quality.
100
+ *
101
+ * @param context - Combat context with counter opportunity
102
+ * @param aiArchetype - AI's player archetype
103
+ * @param aiPersonality - AI personality traits
104
+ * @returns Priority level for counter-attack
105
+ */
106
+ export declare function calculateCounterPriority(context: CounterAwareCombatContext, aiArchetype: string, aiPersonality: {
107
+ defensiveness: number;
108
+ aggression: number;
109
+ }): CounterAttackPriority;
110
+ /**
111
+ * Select the best counter-technique for the opportunity.
112
+ *
113
+ * **Korean**: 최적 반격 기술 선택
114
+ *
115
+ * Chooses an appropriate counter-technique from the AI's available
116
+ * techniques based on the exposed limb and opportunity window.
117
+ *
118
+ * @param context - Combat context with counter opportunity
119
+ * @param availableTechniques - AI's available techniques
120
+ * @returns Selected counter technique, or undefined if none suitable
121
+ */
122
+ export declare function selectCounterTechnique(context: CounterAwareCombatContext, availableTechniques: readonly KoreanTechnique[]): KoreanTechnique | undefined;
123
+ /**
124
+ * Example AI decision flow integrating counter-attacks.
125
+ *
126
+ * **Korean**: AI 반격 의사결정 흐름 예제
127
+ *
128
+ * Demonstrates a complete decision cycle for an AI combatant
129
+ * that can recognize and exploit counter-attack opportunities.
130
+ *
131
+ * @example
132
+ * ```typescript
133
+ * // In AI combat loop:
134
+ * const context = analyzeCounterOpportunity(ai, human, distance);
135
+ * const decision = aiDecisionWithCounters(context, ai.techniques);
136
+ *
137
+ * if (decision.action === "counter") {
138
+ * executeTechnique(ai, decision.technique!);
139
+ * }
140
+ * ```
141
+ */
142
+ export declare function aiDecisionWithCounters(context: CounterAwareCombatContext, availableTechniques: readonly KoreanTechnique[]): {
143
+ action: "counter" | "attack" | "defend" | "reposition";
144
+ 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
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