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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import { KOREAN_COLORS } from "../../../../../types/constants/colors.js";
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//#region src/components/screens/combat/components/effects/TraumaOverlay3D.tsx
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/**
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* TraumaOverlay3D - Bruising and injury visualization system
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*
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* Renders progressive bruising, cuts, and bone fracture indicators on 3D character models
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* using shader-based texture overlays with color blending. Bruises darken with repeated
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* hits to the same body region and persist across combat rounds.
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*
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* - Bone fracture indicators at <30% health
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*
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*/
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* Color constants for injury visualization
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var INJURY_COLORS = {
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BRUISE_FRESH: 9109504,
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BRUISE_OLD: 4915330,
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BRUISE_SEVERE: 0,
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CUT_COLOR: 16711680,
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FRACTURE_INDICATOR: KOREAN_COLORS.ACCENT_GOLD
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};
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var getBruiseColor = (severity, hitCount) => {
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/**
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* InjuryMarker - Individual injury visualization
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*/
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var InjuryMarker = ({ injury, characterPosition, isMobile }) => {
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const worldPosition = useMemo(() => {
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return [
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characterPosition[0] + injury.position[0],
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characterPosition[1] + injury.position[1],
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characterPosition[2] + injury.position[2]
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];
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}, [characterPosition, injury.position]);
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const size = useMemo(() => getInjurySize(injury.severity), [injury.severity]);
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switch (injury.type) {
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case InjuryType.BRUISE: {
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const color = getBruiseColor(injury.severity, injury.hitCount);
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const opacity = Math.min(.8, .3 + injury.severity * .5);
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return /* @__PURE__ */ jsxs("mesh", {
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position: worldPosition,
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"data-testid": `injury-${injury.id}`,
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children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
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size,
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isMobile ? 8 : 16,
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isMobile ? 8 : 16
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color,
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transparent: true,
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opacity,
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depthTest: true
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})]
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});
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}
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case InjuryType.CUT:
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case InjuryType.LACERATION: {
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const cutLength = injury.type === InjuryType.LACERATION ? size * 3 : size * 2;
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return /* @__PURE__ */ jsxs("group", {
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position: worldPosition,
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"data-testid": `injury-${injury.id}`,
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children: [/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
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cutLength,
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.02,
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.02
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color: INJURY_COLORS.CUT_COLOR,
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transparent: true,
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opacity: .9
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})] }), injury.type === InjuryType.LACERATION && /* @__PURE__ */ jsxs("mesh", {
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position: [
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0,
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-size * .5,
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0
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],
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children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
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size,
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.02
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color: KOREAN_COLORS.BLOODLOSS_INDICATOR,
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transparent: true,
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opacity: .7
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})]
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})]
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});
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}
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case InjuryType.FRACTURE: return /* @__PURE__ */ jsxs("group", {
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position: worldPosition,
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"data-testid": `injury-${injury.id}`,
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children: [
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/* @__PURE__ */ jsxs("mesh", {
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rotation: [
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-Math.PI / 2,
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0,
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0
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],
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children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
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size,
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16
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color: INJURY_COLORS.FRACTURE_INDICATOR,
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transparent: true,
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opacity: .6,
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side: THREE.DoubleSide
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})]
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}),
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/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
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size * 2,
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.02,
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.02
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color: INJURY_COLORS.FRACTURE_INDICATOR,
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transparent: true,
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opacity: .8
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})] }),
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rotation: [
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0,
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0,
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Math.PI / 2
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],
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children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
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size * 2,
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.02,
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.02
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] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
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color: INJURY_COLORS.FRACTURE_INDICATOR,
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transparent: true,
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opacity: .8
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})]
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})
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]
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});
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default: return null;
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}
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};
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/**
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* FractureWarning - Html overlay warning for critical bone damage
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*
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* Rendered as a styled Html overlay with Korean/English text and alert semantics.
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*/
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var FractureWarning = ({ health, isMobile }) => {
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const warningOpacity = useMemo(() => {
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const rawOpacity = .5 + (30 - health) / 60;
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return Math.min(1, Math.max(0, rawOpacity));
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}, [health]);
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if (health >= 30) return null;
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return /* @__PURE__ */ jsxs(Html, {
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center: true,
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position: [
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0,
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2.5,
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0
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],
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children: [/* @__PURE__ */ jsx("div", {
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style: {
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padding: isMobile ? "8px 12px" : "10px 16px",
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backgroundColor: hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, warningOpacity * .3),
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border: `2px solid ${hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, 1)}`,
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borderRadius: "6px",
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fontSize: isMobile ? "12px" : "14px",
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color: hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, 1),
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fontWeight: "bold",
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textShadow: "0 0 4px rgba(0,0,0,0.8)",
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animation: "fracturePulse 1s ease-in-out infinite",
|
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fontFamily: FONT_FAMILY.KOREAN
|
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},
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"data-testid": "fracture-warning",
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role: "alert",
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"aria-live": "assertive",
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children: "⚠️ 골절위험 | Bone Fracture Risk"
|
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}), /* @__PURE__ */ jsx("style", { children: `
|
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@keyframes fracturePulse {
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0%, 100% { opacity: 0.7; transform: scale(1); }
|
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50% { opacity: 1; transform: scale(1.05); }
|
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}
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` })]
|
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});
|
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|
+
};
|
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|
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/**
|
|
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|
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* TraumaOverlay3D Component
|
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|
+
*
|
|
213
|
+
* Visualizes progressive combat trauma including bruising, cuts, and bone damage
|
|
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|
+
* on 3D character models. Injuries persist across rounds and darken with repeated
|
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|
+
* hits to the same body region.
|
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|
+
*
|
|
217
|
+
* @example
|
|
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|
+
* ```tsx
|
|
219
|
+
* const [injuries, setInjuries] = useState<Injury[]>([]);
|
|
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|
+
*
|
|
221
|
+
* // On hit event
|
|
222
|
+
* const handleHit = (region: BodyRegion, position: [number, number, number], type: InjuryType) => {
|
|
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|
+
* const existingInjury = injuries.find(i =>
|
|
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|
+
* i.region === region &&
|
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|
+
* distance(i.position, position) < 0.2
|
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|
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* );
|
|
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|
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*
|
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|
+
* if (existingInjury) {
|
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|
+
* // Progressive bruising - increase hit count
|
|
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|
+
* setInjuries(prev => prev.map(i =>
|
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|
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* i.id === existingInjury.id
|
|
232
|
+
* ? { ...i, hitCount: i.hitCount + 1, severity: Math.min(1.0, i.severity + 0.2) }
|
|
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|
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* : i
|
|
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|
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* ));
|
|
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|
+
* } else {
|
|
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|
+
* // New injury
|
|
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|
+
* setInjuries([...injuries, {
|
|
238
|
+
* id: generateId(),
|
|
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|
+
* region,
|
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|
+
* type,
|
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|
+
* position,
|
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|
+
* severity: 0.5,
|
|
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|
+
* hitCount: 1,
|
|
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|
+
* timestamp: Date.now(),
|
|
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|
+
* }]);
|
|
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|
+
* }
|
|
247
|
+
* };
|
|
248
|
+
*
|
|
249
|
+
* <TraumaOverlay3D
|
|
250
|
+
* playerId={playerId}
|
|
251
|
+
* health={playerHealth}
|
|
252
|
+
* injuries={injuries}
|
|
253
|
+
* characterPosition={characterPosition}
|
|
254
|
+
* isMobile={isMobile}
|
|
255
|
+
* showFractures={true}
|
|
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|
+
* />
|
|
257
|
+
* ```
|
|
258
|
+
*/
|
|
259
|
+
var TraumaOverlay3D = ({ playerId, health, injuries, characterPosition, isMobile = false, showFractures = true }) => {
|
|
260
|
+
const playerInjuries = useMemo(() => {
|
|
261
|
+
if (playerId === null || playerId === void 0) return injuries;
|
|
262
|
+
return injuries.filter((injury) => {
|
|
263
|
+
if (injury.playerId === null || injury.playerId === void 0) return true;
|
|
264
|
+
return injury.playerId === playerId;
|
|
265
|
+
});
|
|
266
|
+
}, [injuries, playerId]);
|
|
267
|
+
const { fractures, otherInjuries } = useMemo(() => {
|
|
268
|
+
return {
|
|
269
|
+
fractures: playerInjuries.filter((i) => i.type === InjuryType.FRACTURE),
|
|
270
|
+
otherInjuries: playerInjuries.filter((i) => i.type !== InjuryType.FRACTURE)
|
|
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|
+
};
|
|
272
|
+
}, [playerInjuries]);
|
|
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|
+
return /* @__PURE__ */ jsxs("group", {
|
|
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|
+
"data-testid": `trauma-overlay-${playerId}`,
|
|
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|
+
children: [
|
|
276
|
+
otherInjuries.map((injury) => /* @__PURE__ */ jsx(InjuryMarker, {
|
|
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|
+
injury,
|
|
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|
+
characterPosition,
|
|
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|
+
isMobile
|
|
280
|
+
}, injury.id)),
|
|
281
|
+
showFractures && health < 30 && fractures.map((injury) => /* @__PURE__ */ jsx(InjuryMarker, {
|
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|
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injury,
|
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|
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characterPosition,
|
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|
+
isMobile
|
|
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|
+
}, injury.id)),
|
|
286
|
+
showFractures && health < 30 && fractures.length > 0 && /* @__PURE__ */ jsx(FractureWarning, {
|
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|
+
health,
|
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|
+
isMobile
|
|
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|
+
})
|
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|
+
]
|
|
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|
+
});
|
|
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|
+
};
|
|
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|
+
//#endregion
|
|
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|
+
export { TraumaOverlay3D as default };
|
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+
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//# sourceMappingURL=TraumaOverlay3D.js.map
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|
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|
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1
|
+
{"version":3,"file":"TraumaOverlay3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/TraumaOverlay3D.tsx"],"sourcesContent":["/**\n * TraumaOverlay3D - Bruising and injury visualization system\n *\n * Renders progressive bruising, cuts, and bone fracture indicators on 3D character models\n * using shader-based texture overlays with color blending. Bruises darken with repeated\n * hits to the same body region and persist across combat rounds.\n *\n * Features:\n * - Progressive bruising (purple/black gradients)\n * - Cut/laceration marks for sharp strikes\n * - Bone fracture indicators at <30% health\n * - Injury persistence across rounds\n * - Korean-themed injury visualization\n *\n * @module components/combat/TraumaOverlay3D\n * @category Combat Effects\n * @korean 외상오버레이3D\n */\n\nimport { Html } from \"@react-three/drei\";\nimport React, { useMemo } from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_COLORS, FONT_FAMILY } from \"../../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { InjuryType, Injury } from \"../../../../../types/injury\";\n\n/**\n * Props for TraumaOverlay3D component\n */\nexport interface TraumaOverlay3DProps {\n /** Character ID for injury tracking */\n readonly playerId: string;\n /** Current health (0-100) */\n readonly health: number;\n /** Active injuries to visualize */\n readonly injuries: readonly Injury[];\n /** Character position in world space */\n readonly characterPosition: [number, number, number];\n /** Whether character is mobile (simplified visualization) */\n readonly isMobile?: boolean;\n /** Whether to show fracture indicators */\n readonly showFractures?: boolean;\n}\n\n// Re-export for backward compatibility\nexport { InjuryType };\nexport type { Injury };\n\n/**\n * Color constants for injury visualization\n */\nconst INJURY_COLORS = {\n BRUISE_FRESH: 0x8B0000, // Dark red (fresh bruise)\n BRUISE_OLD: 0x4B0082, // Indigo (aging bruise)\n BRUISE_SEVERE: 0x000000, // Black (severe bruising)\n CUT_COLOR: 0xFF0000, // Bright red (cut)\n FRACTURE_INDICATOR: KOREAN_COLORS.ACCENT_GOLD, // Gold (bone fracture)\n} as const;\n\n/**\n * Get bruise color based on severity and hit count\n */\nconst getBruiseColor = (severity: number, hitCount: number): number => {\n if (hitCount >= 3 || severity > 0.8) {\n return INJURY_COLORS.BRUISE_SEVERE; // Black for severe/repeated trauma\n } else if (hitCount >= 2 || severity > 0.5) {\n return INJURY_COLORS.BRUISE_OLD; // Indigo for moderate bruising\n } else {\n return INJURY_COLORS.BRUISE_FRESH; // Dark red for fresh bruise\n }\n};\n\n/**\n * Get injury size based on severity\n */\nconst getInjurySize = (severity: number): number => {\n return 0.1 + severity * 0.3; // 0.1 to 0.4 units\n};\n\n/**\n * InjuryMarker - Individual injury visualization\n */\nconst InjuryMarker: React.FC<{\n injury: Injury;\n characterPosition: [number, number, number];\n isMobile: boolean;\n}> = ({ injury, characterPosition, isMobile }) => {\n // Calculate world position relative to character\n const worldPosition: [number, number, number] = useMemo(() => {\n return [\n characterPosition[0] + injury.position[0],\n characterPosition[1] + injury.position[1],\n characterPosition[2] + injury.position[2],\n ];\n }, [characterPosition, injury.position]);\n\n const size = useMemo(() => getInjurySize(injury.severity), [injury.severity]);\n\n // Render based on injury type\n switch (injury.type) {\n case InjuryType.BRUISE: {\n const color = getBruiseColor(injury.severity, injury.hitCount);\n const opacity = Math.min(0.8, 0.3 + injury.severity * 0.5);\n\n return (\n <mesh position={worldPosition} data-testid={`injury-${injury.id}`}>\n <sphereGeometry args={[size, isMobile ? 8 : 16, isMobile ? 8 : 16]} />\n <meshBasicMaterial\n color={color}\n transparent\n opacity={opacity}\n depthTest={true}\n />\n </mesh>\n );\n }\n\n case InjuryType.CUT:\n case InjuryType.LACERATION: {\n const cutLength = injury.type === InjuryType.LACERATION ? size * 3 : size * 2;\n return (\n <group position={worldPosition} data-testid={`injury-${injury.id}`}>\n {/* Cut mark - thin red line */}\n <mesh>\n <boxGeometry args={[cutLength, 0.02, 0.02]} />\n <meshBasicMaterial\n color={INJURY_COLORS.CUT_COLOR}\n transparent\n opacity={0.9}\n />\n </mesh>\n {/* Blood trail for lacerations */}\n {injury.type === InjuryType.LACERATION && (\n <mesh position={[0, -size * 0.5, 0]}>\n <boxGeometry args={[0.02, size, 0.02]} />\n <meshBasicMaterial\n color={KOREAN_COLORS.BLOODLOSS_INDICATOR}\n transparent\n opacity={0.7}\n />\n </mesh>\n )}\n </group>\n );\n }\n\n case InjuryType.FRACTURE: {\n return (\n <group position={worldPosition} data-testid={`injury-${injury.id}`}>\n {/* Fracture indicator - pulsing gold ring */}\n <mesh rotation={[-Math.PI / 2, 0, 0]}>\n <ringGeometry args={[size * 0.8, size, 16]} />\n <meshBasicMaterial\n color={INJURY_COLORS.FRACTURE_INDICATOR}\n transparent\n opacity={0.6}\n side={THREE.DoubleSide}\n />\n </mesh>\n {/* Cross indicator */}\n <mesh>\n <boxGeometry args={[size * 2, 0.02, 0.02]} />\n <meshBasicMaterial\n color={INJURY_COLORS.FRACTURE_INDICATOR}\n transparent\n opacity={0.8}\n />\n </mesh>\n <mesh rotation={[0, 0, Math.PI / 2]}>\n <boxGeometry args={[size * 2, 0.02, 0.02]} />\n <meshBasicMaterial\n color={INJURY_COLORS.FRACTURE_INDICATOR}\n transparent\n opacity={0.8}\n />\n </mesh>\n </group>\n );\n }\n\n default:\n return null;\n }\n};\n\n/**\n * FractureWarning - Html overlay warning for critical bone damage\n * \n * Rendered as a styled Html overlay with Korean/English text and alert semantics.\n */\nconst FractureWarning: React.FC<{\n health: number;\n isMobile: boolean;\n}> = ({ health, isMobile }) => {\n // Calculate opacity before early return to avoid conditional hook call\n const warningOpacity = useMemo(() => {\n // Pulse more intensely as health drops\n const rawOpacity = 0.5 + (30 - health) / 60; // 0.5 at 30% health, 1.0 at 0% health\n // Clamp to valid CSS opacity range [0, 1] in case health falls outside [0, 30]\n return Math.min(1, Math.max(0, rawOpacity));\n }, [health]);\n\n if (health >= 30) return null;\n\n return (\n <Html center position={[0, 2.5, 0]}>\n <div\n style={{\n padding: isMobile ? \"8px 12px\" : \"10px 16px\",\n backgroundColor: hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, warningOpacity * 0.3),\n border: `2px solid ${hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, 1)}`,\n borderRadius: \"6px\",\n fontSize: isMobile ? \"12px\" : \"14px\",\n color: hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, 1),\n fontWeight: \"bold\",\n textShadow: \"0 0 4px rgba(0,0,0,0.8)\",\n animation: \"fracturePulse 1s ease-in-out infinite\",\n fontFamily: FONT_FAMILY.KOREAN,\n }}\n data-testid=\"fracture-warning\"\n role=\"alert\"\n aria-live=\"assertive\"\n >\n ⚠️ 골절위험 | Bone Fracture Risk\n </div>\n <style>\n {`\n @keyframes fracturePulse {\n 0%, 100% { opacity: 0.7; transform: scale(1); }\n 50% { opacity: 1; transform: scale(1.05); }\n }\n `}\n </style>\n </Html>\n );\n};\n\n/**\n * TraumaOverlay3D Component\n *\n * Visualizes progressive combat trauma including bruising, cuts, and bone damage\n * on 3D character models. Injuries persist across rounds and darken with repeated\n * hits to the same body region.\n *\n * @example\n * ```tsx\n * const [injuries, setInjuries] = useState<Injury[]>([]);\n *\n * // On hit event\n * const handleHit = (region: BodyRegion, position: [number, number, number], type: InjuryType) => {\n * const existingInjury = injuries.find(i => \n * i.region === region && \n * distance(i.position, position) < 0.2\n * );\n *\n * if (existingInjury) {\n * // Progressive bruising - increase hit count\n * setInjuries(prev => prev.map(i => \n * i.id === existingInjury.id \n * ? { ...i, hitCount: i.hitCount + 1, severity: Math.min(1.0, i.severity + 0.2) }\n * : i\n * ));\n * } else {\n * // New injury\n * setInjuries([...injuries, {\n * id: generateId(),\n * region,\n * type,\n * position,\n * severity: 0.5,\n * hitCount: 1,\n * timestamp: Date.now(),\n * }]);\n * }\n * };\n *\n * <TraumaOverlay3D\n * playerId={playerId}\n * health={playerHealth}\n * injuries={injuries}\n * characterPosition={characterPosition}\n * isMobile={isMobile}\n * showFractures={true}\n * />\n * ```\n */\nexport const TraumaOverlay3D: React.FC<TraumaOverlay3DProps> = ({\n playerId,\n health,\n injuries,\n characterPosition,\n isMobile = false,\n showFractures = true,\n}) => {\n // Filter injuries for this player\n const playerInjuries = useMemo(() => {\n // In multi-player scenarios, filter by player when available\n if (playerId === null || playerId === undefined) {\n // Single-player or unspecified player: show all injuries\n return injuries;\n }\n\n // Backward-compatible filtering:\n // - If an injury has a playerId, it must match the current playerId.\n // - If an injury has no playerId, include it (legacy/global injuries).\n return injuries.filter((injury) => {\n if (injury.playerId === null || injury.playerId === undefined) {\n return true;\n }\n return injury.playerId === playerId;\n });\n }, [injuries, playerId]);\n\n // Separate fractures from other injuries\n const { fractures, otherInjuries } = useMemo(() => {\n const frac = playerInjuries.filter((i) => i.type === InjuryType.FRACTURE);\n const other = playerInjuries.filter((i) => i.type !== InjuryType.FRACTURE);\n return { fractures: frac, otherInjuries: other };\n }, [playerInjuries]);\n\n return (\n <group data-testid={`trauma-overlay-${playerId}`}>\n {/* Render non-fracture injuries */}\n {otherInjuries.map((injury) => (\n <InjuryMarker\n key={injury.id}\n injury={injury}\n characterPosition={characterPosition}\n isMobile={isMobile}\n />\n ))}\n\n {/* Render fractures if enabled and health is critical */}\n {showFractures &&\n health < 30 &&\n fractures.map((injury) => (\n <InjuryMarker\n key={injury.id}\n injury={injury}\n characterPosition={characterPosition}\n isMobile={isMobile}\n />\n ))}\n\n {/* Fracture warning overlay */}\n {showFractures && health < 30 && fractures.length > 0 && (\n <FractureWarning health={health} isMobile={isMobile} />\n )}\n </group>\n );\n};\n\nexport default TraumaOverlay3D;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAM,gBAAgB;CACpB,cAAc;CACd,YAAY;CACZ,eAAe;CACf,WAAW;CACX,oBAAoB,cAAc;CACnC;;;;AAKD,IAAM,kBAAkB,UAAkB,aAA6B;AACrE,KAAI,YAAY,KAAK,WAAW,GAC9B,QAAO,cAAc;UACZ,YAAY,KAAK,WAAW,GACrC,QAAO,cAAc;KAErB,QAAO,cAAc;;;;;AAOzB,IAAM,iBAAiB,aAA6B;AAClD,QAAO,KAAM,WAAW;;;;;AAM1B,IAAM,gBAIA,EAAE,QAAQ,mBAAmB,eAAe;CAEhD,MAAM,gBAA0C,cAAc;AAC5D,SAAO;GACL,kBAAkB,KAAK,OAAO,SAAS;GACvC,kBAAkB,KAAK,OAAO,SAAS;GACvC,kBAAkB,KAAK,OAAO,SAAS;GACxC;IACA,CAAC,mBAAmB,OAAO,SAAS,CAAC;CAExC,MAAM,OAAO,cAAc,cAAc,OAAO,SAAS,EAAE,CAAC,OAAO,SAAS,CAAC;AAG7E,SAAQ,OAAO,MAAf;EACE,KAAK,WAAW,QAAQ;GACtB,MAAM,QAAQ,eAAe,OAAO,UAAU,OAAO,SAAS;GAC9D,MAAM,UAAU,KAAK,IAAI,IAAK,KAAM,OAAO,WAAW,GAAI;AAE1D,UACE,qBAAC,QAAD;IAAM,UAAU;IAAe,eAAa,UAAU,OAAO;cAA7D,CACE,oBAAC,kBAAD,EAAgB,MAAM;KAAC;KAAM,WAAW,IAAI;KAAI,WAAW,IAAI;KAAG,EAAI,CAAA,EACtE,oBAAC,qBAAD;KACS;KACP,aAAA;KACS;KACT,WAAW;KACX,CAAA,CACG;;;EAIX,KAAK,WAAW;EAChB,KAAK,WAAW,YAAY;GAC1B,MAAM,YAAY,OAAO,SAAS,WAAW,aAAa,OAAO,IAAI,OAAO;AAC5E,UACE,qBAAC,SAAD;IAAO,UAAU;IAAe,eAAa,UAAU,OAAO;cAA9D,CAEE,qBAAC,QAAD,EAAA,UAAA,CACE,oBAAC,eAAD,EAAa,MAAM;KAAC;KAAW;KAAM;KAAK,EAAI,CAAA,EAC9C,oBAAC,qBAAD;KACE,OAAO,cAAc;KACrB,aAAA;KACA,SAAS;KACT,CAAA,CACG,EAAA,CAAA,EAEN,OAAO,SAAS,WAAW,cAC1B,qBAAC,QAAD;KAAM,UAAU;MAAC;MAAG,CAAC,OAAO;MAAK;MAAE;eAAnC,CACE,oBAAC,eAAD,EAAa,MAAM;MAAC;MAAM;MAAM;MAAK,EAAI,CAAA,EACzC,oBAAC,qBAAD;MACE,OAAO,cAAc;MACrB,aAAA;MACA,SAAS;MACT,CAAA,CACG;OAEH;;;EAIZ,KAAK,WAAW,SACd,QACE,qBAAC,SAAD;GAAO,UAAU;GAAe,eAAa,UAAU,OAAO;aAA9D;IAEE,qBAAC,QAAD;KAAM,UAAU;MAAC,CAAC,KAAK,KAAK;MAAG;MAAG;MAAE;eAApC,CACE,oBAAC,gBAAD,EAAc,MAAM;MAAC,OAAO;MAAK;MAAM;MAAG,EAAI,CAAA,EAC9C,oBAAC,qBAAD;MACE,OAAO,cAAc;MACrB,aAAA;MACA,SAAS;MACT,MAAM,MAAM;MACZ,CAAA,CACG;;IAEP,qBAAC,QAAD,EAAA,UAAA,CACE,oBAAC,eAAD,EAAa,MAAM;KAAC,OAAO;KAAG;KAAM;KAAK,EAAI,CAAA,EAC7C,oBAAC,qBAAD;KACE,OAAO,cAAc;KACrB,aAAA;KACA,SAAS;KACT,CAAA,CACG,EAAA,CAAA;IACP,qBAAC,QAAD;KAAM,UAAU;MAAC;MAAG;MAAG,KAAK,KAAK;MAAE;eAAnC,CACE,oBAAC,eAAD,EAAa,MAAM;MAAC,OAAO;MAAG;MAAM;MAAK,EAAI,CAAA,EAC7C,oBAAC,qBAAD;MACE,OAAO,cAAc;MACrB,aAAA;MACA,SAAS;MACT,CAAA,CACG;;IACD;;EAIZ,QACE,QAAO;;;;;;;;AASb,IAAM,mBAGA,EAAE,QAAQ,eAAe;CAE7B,MAAM,iBAAiB,cAAc;EAEnC,MAAM,aAAa,MAAO,KAAK,UAAU;AAEzC,SAAO,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,WAAW,CAAC;IAC1C,CAAC,OAAO,CAAC;AAEZ,KAAI,UAAU,GAAI,QAAO;AAEzB,QACE,qBAAC,MAAD;EAAM,QAAA;EAAO,UAAU;GAAC;GAAG;GAAK;GAAE;YAAlC,CACE,oBAAC,OAAD;GACE,OAAO;IACL,SAAS,WAAW,aAAa;IACjC,iBAAiB,gBAAgB,cAAc,oBAAoB,iBAAiB,GAAI;IACxF,QAAQ,aAAa,gBAAgB,cAAc,oBAAoB,EAAE;IACzE,cAAc;IACd,UAAU,WAAW,SAAS;IAC9B,OAAO,gBAAgB,cAAc,oBAAoB,EAAE;IAC3D,YAAY;IACZ,YAAY;IACZ,WAAW;IACX,YAAY,YAAY;IACzB;GACD,eAAY;GACZ,MAAK;GACL,aAAU;aACX;GAEK,CAAA,EACN,oBAAC,SAAD,EAAA,UACG;;;;;WAMK,CAAA,CACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqDX,IAAa,mBAAmD,EAC9D,UACA,QACA,UACA,mBACA,WAAW,OACX,gBAAgB,WACZ;CAEJ,MAAM,iBAAiB,cAAc;AAEnC,MAAI,aAAa,QAAQ,aAAa,KAAA,EAEpC,QAAO;AAMT,SAAO,SAAS,QAAQ,WAAW;AACjC,OAAI,OAAO,aAAa,QAAQ,OAAO,aAAa,KAAA,EAClD,QAAO;AAET,UAAO,OAAO,aAAa;IAC3B;IACD,CAAC,UAAU,SAAS,CAAC;CAGxB,MAAM,EAAE,WAAW,kBAAkB,cAAc;AAGjD,SAAO;GAAE,WAFI,eAAe,QAAQ,MAAM,EAAE,SAAS,WAAW,SAAS;GAE/C,eADZ,eAAe,QAAQ,MAAM,EAAE,SAAS,WAAW,SAAS;GAC1B;IAC/C,CAAC,eAAe,CAAC;AAEpB,QACE,qBAAC,SAAD;EAAO,eAAa,kBAAkB;YAAtC;GAEG,cAAc,KAAK,WAClB,oBAAC,cAAD;IAEU;IACW;IACT;IACV,EAJK,OAAO,GAIZ,CACF;GAGD,iBACC,SAAS,MACT,UAAU,KAAK,WACb,oBAAC,cAAD;IAEU;IACW;IACT;IACV,EAJK,OAAO,GAIZ,CACF;GAGH,iBAAiB,SAAS,MAAM,UAAU,SAAS,KAClD,oBAAC,iBAAD;IAAyB;IAAkB;IAAY,CAAA;GAEnD"}
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/**
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* WaterRipple3D - Adaptive flow ripple effects for Gam (Water) trigram footwork
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*
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* Creates concentric water ripple rings that emanate from footfall positions
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* during Gam stance techniques. Ripples expand outward with wave motion and
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* fade over time, following the philosophy: "물처럼 흘러 적의 힘을 이용하라"
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* (Flow like water and use the enemy's force).
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*
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* PERFORMANCE OPTIMIZATION (Minimal Allocations):
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* - Uses primitive numeric types instead of Vector3 objects to minimize allocations
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* - Ring-based geometry with instancing for efficient rendering
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* - Target: 60fps with up to 10 simultaneous ripple effects
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*
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* Features:
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* - Concentric ring expansion from footfall
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* - Korean cyberpunk cyan water coloring
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* - Wave amplitude oscillation
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* - Smooth alpha fade-out
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* - Mobile performance optimization
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*
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* @module components/combat/WaterRipple3D
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* @category Combat Effects - Water (감괘)
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* @korean 물결파문3D
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*/
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import React from "react";
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/**
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* Water ripple effect data for Gam (Water) trigram
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* 물결 파문 효과 데이터 (감괘)
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*/
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export interface WaterRippleEffect {
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/** Unique identifier */
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readonly id: string;
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/** Origin position in 3D world space (foot impact point) */
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readonly position: [number, number, number];
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/** Flow type: adaptive, flowing, or reactive */
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readonly flowType: "adaptive" | "flowing" | "reactive";
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/** Timestamp when effect was created */
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readonly startTime: number;
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/** Intensity of ripple (0.0 to 1.0) - affects amplitude and radius */
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readonly intensity?: number;
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}
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/**
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* Props for WaterRipple3D component
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*/
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export interface WaterRipple3DProps {
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/** Active ripple effects to render */
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readonly effects: readonly WaterRippleEffect[];
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/** Whether to enable ripple effects */
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readonly enabled?: boolean;
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/** Mobile device mode (reduced ring count) */
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readonly isMobile?: boolean;
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/** Callback when effect completes */
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}
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/**
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* WaterRipple3D Component
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* Renders water ripple effects for Gam (Water) trigram techniques
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*/
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export declare const WaterRipple3D: React.FC<WaterRipple3DProps>;
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/**
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* Default export for lazy loading
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*/
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export default WaterRipple3D;
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/**
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* WaterWave3D - Wave particle burst for Gam (Water) counter techniques
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*
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* Creates flowing wave particles that burst outward during counter-attack
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* techniques, visualizing the redirection of opponent's force. Particles
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* flow in curved trajectories mimicking water splashing and flowing.
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*
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* Used for:
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* - gam_water_counter (수류반격) - Adaptive flow burst
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* - gam_circular_parry (원형받기) - Circular flowing waves
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* - gam_wrist_twist_counter (손목비틀기반격) - Reactive splash
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*
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* PERFORMANCE OPTIMIZATION (Object Pooling):
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* - Uses ThreeObjectPools for all Vector3 allocations
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* - Instanced particle rendering
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* - Target: 60fps with up to 5 simultaneous wave effects
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*
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* Features:
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* - Flowing water particle trajectories
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* - Counter timing window visualization
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* - Perfect counter enhanced effects
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* - Korean cyberpunk cyan coloring
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* - Flow type-specific patterns
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*
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* @module components/combat/WaterWave3D
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* @category Combat Effects - Water (감괘)
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* @korean 물결파동3D
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*/
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import React from "react";
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/**
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* Water wave effect data for counter techniques
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* 물결 파동 효과 데이터 (반격 기술)
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*/
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export interface WaterWaveEffect {
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/** Unique identifier */
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readonly id: string;
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/** Origin position (counter impact point) */
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readonly position: [number, number, number];
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/** Direction of wave burst (opponent's force vector) */
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readonly direction: [number, number, number];
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/** Flow type determines particle pattern */
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readonly flowType: "adaptive" | "flowing" | "reactive";
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/** Whether this was a perfect counter (enhanced effect) */
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readonly isPerfect: boolean;
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/** Timestamp when effect was created */
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readonly startTime: number;
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/** Intensity multiplier (0.0 to 1.0) */
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readonly intensity?: number;
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}
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/**
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* Props for WaterWave3D component
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*/
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export interface WaterWave3DProps {
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/** Active wave effects to render */
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readonly effects: readonly WaterWaveEffect[];
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/** Whether to enable wave effects */
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readonly enabled?: boolean;
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/** Mobile device mode (reduced particle count) */
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readonly isMobile?: boolean;
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/** Callback when effect completes */
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readonly onEffectComplete?: (effectId: string) => void;
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}
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/**
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* WaterWave3D Component
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* Renders water wave particles for counter techniques
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*/
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export declare const WaterWave3D: React.FC<WaterWave3DProps>;
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/**
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* Default export for lazy loading
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*/
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export default WaterWave3D;
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//# sourceMappingURL=WaterWave3D.d.ts.map
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{"version":3,"file":"WaterWave3D.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/WaterWave3D.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAIH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAK1D;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,wDAAwD;IACxD,QAAQ,CAAC,SAAS,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC7C,4CAA4C;IAC5C,QAAQ,CAAC,QAAQ,EAAE,UAAU,GAAG,SAAS,GAAG,UAAU,CAAC;IACvD,2DAA2D;IAC3D,QAAQ,CAAC,SAAS,EAAE,OAAO,CAAC;IAC5B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,wCAAwC;IACxC,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;CAC7B;AAED;;GAEG;AACH,MAAM,WAAW,gBAAgB;IAC/B,oCAAoC;IACpC,QAAQ,CAAC,OAAO,EAAE,SAAS,eAAe,EAAE,CAAC;IAC7C,qCAAqC;IACrC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;IAC3B,kDAAkD;IAClD,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,qCAAqC;IACrC,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CACxD;AAuLD;;;GAGG;AACH,eAAO,MAAM,WAAW,EAAE,KAAK,CAAC,EAAE,CAAC,gBAAgB,CAqNlD,CAAC;AAEF;;GAEG;AACH,eAAe,WAAW,CAAC"}
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/**
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* Particle Effects System - Enhanced 3D particle effects for combat realism
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*
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* This module provides a comprehensive particle effects system for Black Trigram,
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* including blood splatter, impact sparks, dust clouds, and Korean trigram symbols.
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*
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* Features:
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* - Object pooling for performance optimization
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* - Physics-based particle simulation
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* - Korean cultural theming and aesthetics
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* - Mobile performance optimization
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* - 75 comprehensive tests with 100% pass rate
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*
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* @module components/effects
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* @category Combat Effects
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* @korean 입자효과체계
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*/
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export { ParticlePool, globalParticlePool, } from "../../../../../utils/particlePool";
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export type { ParticlePoolConfig } from "../../../../../utils/particlePool";
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export { BloodParticles3D } from "./BloodParticles3D";
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export type { BloodSplatterEffect, BloodParticles3DProps, } from "./BloodParticles3D";
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export { ArterialSpray3D } from "./ArterialSpray3D";
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export type { ArterialSprayEffect, ArterialSpray3DProps, ArterialVitalPoint, } from "./ArterialSpray3D";
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export { BoneCrackParticles3D } from "./BoneCrackParticles3D";
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export type { BoneCrackEffect, BoneCrackParticles3DProps, FractureType, BoneType, } from "./BoneCrackParticles3D";
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export { NerveStrikeParticles3D } from "./NerveStrikeParticles3D";
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export type { NerveStrikeEffect, NerveStrikeParticles3DProps, } from "./NerveStrikeParticles3D";
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export { InternalDamage3D } from "./InternalDamage3D";
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export type { InternalDamageEffect, InternalDamage3DProps, OrganType, PenetrationDepth, } from "./InternalDamage3D";
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export { BloodViscosity3D } from "./BloodViscosity3D";
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export type { BloodViscosityEffect, BloodViscosity3DProps, ViscosityType, } from "./BloodViscosity3D";
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export { ParticleAudio3D, createAudioTrigger } from "./ParticleAudio3D";
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export type { ParticleAudioTrigger, ParticleAudio3DProps, ParticleEffectType, } from "./ParticleAudio3D";
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export { CombatParticleEffects3D } from "./CombatParticleEffects3D";
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export type { CombatParticleEffects3DProps } from "./CombatParticleEffects3D";
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export { ImpactSparks3D } from "./ImpactSparks3D";
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export type { ImpactSparkEffect, ImpactSparks3DProps } from "./ImpactSparks3D";
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export { DustClouds3D } from "./DustClouds3D";
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export type { DustCloudEffect, DustClouds3DProps } from "./DustClouds3D";
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export { EarthCrackEffect3D } from "./EarthCrackEffect3D";
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export type { EarthCrackEffect, EarthCrackEffect3DProps, } from "./EarthCrackEffect3D";
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export { EarthHealingEffect3D } from "./EarthHealingEffect3D";
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export type { EarthHealingEffect, EarthHealingEffect3DProps, } from "./EarthHealingEffect3D";
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export { default as HitEffects3D } from "../../../../shared/three/effects/HitEffects3D";
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export type { HitEffects3DProps } from "../../../../shared/three/effects/HitEffects3D";
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/**
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* Performance Configuration Guide
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*
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* **Desktop (60fps target):**
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* - Impact Sparks: 50-100 particles
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* - Dust Clouds: 30-60 particles (80 for throw impacts)
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* - Earth Cracks: 8 lines × 6 segments = 48 line segments
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* - Earth Healing: 6 roots × 8 particles/HP = 48 particles (max)
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* - Blood Splatter: 100-300 particles
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* - Arterial Spray: 250 particles (high-velocity jets)
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* - Bone Fractures: 15-60 particles (fracture type dependent)
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* - Nerve Strikes: 80 particles (electric-blue pulse)
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* - Trigram Symbols: 8 symbols per effect
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* - Max concurrent effects: 10-15
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*
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* **Mobile (55fps target):**
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* - Impact Sparks: 25-50 particles
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* - Dust Clouds: 15-30 particles (40 for throw impacts)
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* - Earth Cracks: 5 lines × 4 segments = 20 line segments
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* - Earth Healing: 4 roots × 5 particles/HP = 20 particles (max)
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* - Blood Splatter: 50-100 particles
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* - Arterial Spray: 120 particles (optimized)
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* - Bone Fractures: 8-30 particles (reduced)
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* - Nerve Strikes: 40 particles (optimized)
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* - Trigram Symbols: 8 symbols per effect
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* - Max concurrent effects: 5-8
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*
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* **Memory Budget:**
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* - Particle pool: ~2MB
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* - Active particles: ~1-3MB
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* - Total overhead: +2-5MB
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*
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* @example
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* ```typescript
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* import {
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* ImpactSparks3D,
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* DustClouds3D,
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* type ImpactSparkEffect,
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* type DustCloudEffect,
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* } from '../../../../effects';
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*
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* // Manage effect state
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* const [sparkEffects, setSparkEffects] = useState<ImpactSparkEffect[]>([]);
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* const [dustEffects, setDustEffects] = useState<DustCloudEffect[]>([]);
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*
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* // Trigger effects on game events
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* const handleCriticalHit = (position: [number, number, number]) => {
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* const effect: ImpactSparkEffect = {
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* id: generateId(),
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* position,
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* isCritical: true,
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* intensity: 1.0,
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* startTime: Date.now(),
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* };
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* setSparkEffects([...sparkEffects, effect]);
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* };
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*
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* // Render in scene
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* <Scene3D>
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* <ImpactSparks3D
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* effects={sparkEffects}
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* enabled={visualSettings.sparks}
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* isMobile={isMobile}
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* onEffectComplete={(id) => setSparkEffects(prev => prev.filter(e => e.id !== id))}
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* />
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*
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112
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* <DustClouds3D
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* effects={dustEffects}
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* enabled={visualSettings.dust}
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* isMobile={isMobile}
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* onEffectComplete={(id) => setDustEffects(prev => prev.filter(e => e.id !== id))}
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* />
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* </Scene3D>
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* ```
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+
*/
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//# sourceMappingURL=index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/effects/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;GAgBG;AAGH,OAAO,EACL,YAAY,EACZ,kBAAkB,GACnB,MAAM,mCAAmC,CAAC;AAC3C,YAAY,EAAE,kBAAkB,EAAE,MAAM,mCAAmC,CAAC;AAG5E,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,YAAY,EACV,mBAAmB,EACnB,qBAAqB,GACtB,MAAM,oBAAoB,CAAC;AAG5B,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,YAAY,EACV,mBAAmB,EACnB,oBAAoB,EACpB,kBAAkB,GACnB,MAAM,mBAAmB,CAAC;AAG3B,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,YAAY,EACV,eAAe,EACf,yBAAyB,EACzB,YAAY,EACZ,QAAQ,GACT,MAAM,wBAAwB,CAAC;AAGhC,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,YAAY,EACV,iBAAiB,EACjB,2BAA2B,GAC5B,MAAM,0BAA0B,CAAC;AAGlC,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,YAAY,EACV,oBAAoB,EACpB,qBAAqB,EACrB,SAAS,EACT,gBAAgB,GACjB,MAAM,oBAAoB,CAAC;AAG5B,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,YAAY,EACV,oBAAoB,EACpB,qBAAqB,EACrB,aAAa,GACd,MAAM,oBAAoB,CAAC;AAG5B,OAAO,EAAE,eAAe,EAAE,kBAAkB,EAAE,MAAM,mBAAmB,CAAC;AACxE,YAAY,EACV,oBAAoB,EACpB,oBAAoB,EACpB,kBAAkB,GACnB,MAAM,mBAAmB,CAAC;AAG3B,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AACpE,YAAY,EAAE,4BAA4B,EAAE,MAAM,2BAA2B,CAAC;AAG9E,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAC;AAClD,YAAY,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAG/E,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAC9C,YAAY,EAAE,eAAe,EAAE,iBAAiB,EAAE,MAAM,gBAAgB,CAAC;AAGzE,OAAO,EAAE,kBAAkB,EAAE,MAAM,sBAAsB,CAAC;AAC1D,YAAY,EACV,gBAAgB,EAChB,uBAAuB,GACxB,MAAM,sBAAsB,CAAC;AAG9B,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,YAAY,EACV,kBAAkB,EAClB,yBAAyB,GAC1B,MAAM,wBAAwB,CAAC;AAKhC,OAAO,EAAE,OAAO,IAAI,YAAY,EAAE,MAAM,+CAA+C,CAAC;AACxF,YAAY,EAAE,iBAAiB,EAAE,MAAM,+CAA+C,CAAC;AAEvF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0EG"}
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1
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/**
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2
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+
* MatchCountdown Component - Displays match start countdown sequence
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3
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*
|
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4
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+
* Korean: 매치 시작 카운트다운 (Match Start Countdown)
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5
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+
*
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6
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+
* Shows "Ready?" → "3... 2... 1..." → "Fight!" sequence with animations.
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7
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+
* Implements Korean cyberpunk aesthetic with bilingual text support.
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8
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+
* Plays audio cues for countdown and fight announcement.
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9
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*
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10
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+
* Refactored to use useKoreanTheme for consistent styling.
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11
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+
*
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12
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+
* @module components/combat/MatchCountdown
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13
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+
* @category Combat UI
|
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14
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+
*/
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15
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+
import React from "react";
|
|
16
|
+
/**
|
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17
|
+
* Props for the MatchCountdown component
|
|
18
|
+
*/
|
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19
|
+
export interface MatchCountdownProps {
|
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20
|
+
/** Callback when countdown completes */
|
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21
|
+
readonly onComplete: () => void;
|
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22
|
+
/** Whether layout should adapt for mobile screens */
|
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23
|
+
readonly isMobile: boolean;
|
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24
|
+
/** Optional callback for skip button */
|
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25
|
+
readonly onSkip?: () => void;
|
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26
|
+
/** Whether skip button should be shown */
|
|
27
|
+
readonly showSkip?: boolean;
|
|
28
|
+
}
|
|
29
|
+
export declare const MatchCountdown: React.FC<MatchCountdownProps>;
|
|
30
|
+
export default MatchCountdown;
|
|
31
|
+
//# sourceMappingURL=MatchCountdown.d.ts.map
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{"version":3,"file":"MatchCountdown.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/feedback/MatchCountdown.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAqC,MAAM,OAAO,CAAC;AAS1D;;GAEG;AACH,MAAM,WAAW,mBAAmB;IAClC,wCAAwC;IACxC,QAAQ,CAAC,UAAU,EAAE,MAAM,IAAI,CAAC;IAChC,qDAAqD;IACrD,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,wCAAwC;IACxC,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,IAAI,CAAC;IAC7B,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B;AA+CD,eAAO,MAAM,cAAc,EAAE,KAAK,CAAC,EAAE,CAAC,mBAAmB,CA+OxD,CAAC;AAEF,eAAe,cAAc,CAAC"}
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