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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  1853. package/package.json +222 -0
@@ -0,0 +1,296 @@
1
+ import { KOREAN_COLORS } from "../../../../../types/constants/colors.js";
2
+ import { FONT_FAMILY } from "../../../../../types/constants/typography.js";
3
+ import "../../../../../types/constants/index.js";
4
+ import { InjuryType } from "../../../../../types/injury.js";
5
+ import { hexToRgbaString } from "../../../../../utils/colorUtils.js";
6
+ import { useMemo } from "react";
7
+ import { jsx, jsxs } from "react/jsx-runtime";
8
+ import { Html } from "@react-three/drei";
9
+ import * as THREE from "three";
10
+ //#region src/components/screens/combat/components/effects/TraumaOverlay3D.tsx
11
+ /**
12
+ * TraumaOverlay3D - Bruising and injury visualization system
13
+ *
14
+ * Renders progressive bruising, cuts, and bone fracture indicators on 3D character models
15
+ * using shader-based texture overlays with color blending. Bruises darken with repeated
16
+ * hits to the same body region and persist across combat rounds.
17
+ *
18
+ * Features:
19
+ * - Progressive bruising (purple/black gradients)
20
+ * - Cut/laceration marks for sharp strikes
21
+ * - Bone fracture indicators at <30% health
22
+ * - Injury persistence across rounds
23
+ * - Korean-themed injury visualization
24
+ *
25
+ * @module components/combat/TraumaOverlay3D
26
+ * @category Combat Effects
27
+ * @korean 외상오버레이3D
28
+ */
29
+ /**
30
+ * Color constants for injury visualization
31
+ */
32
+ var INJURY_COLORS = {
33
+ BRUISE_FRESH: 9109504,
34
+ BRUISE_OLD: 4915330,
35
+ BRUISE_SEVERE: 0,
36
+ CUT_COLOR: 16711680,
37
+ FRACTURE_INDICATOR: KOREAN_COLORS.ACCENT_GOLD
38
+ };
39
+ /**
40
+ * Get bruise color based on severity and hit count
41
+ */
42
+ var getBruiseColor = (severity, hitCount) => {
43
+ if (hitCount >= 3 || severity > .8) return INJURY_COLORS.BRUISE_SEVERE;
44
+ else if (hitCount >= 2 || severity > .5) return INJURY_COLORS.BRUISE_OLD;
45
+ else return INJURY_COLORS.BRUISE_FRESH;
46
+ };
47
+ /**
48
+ * Get injury size based on severity
49
+ */
50
+ var getInjurySize = (severity) => {
51
+ return .1 + severity * .3;
52
+ };
53
+ /**
54
+ * InjuryMarker - Individual injury visualization
55
+ */
56
+ var InjuryMarker = ({ injury, characterPosition, isMobile }) => {
57
+ const worldPosition = useMemo(() => {
58
+ return [
59
+ characterPosition[0] + injury.position[0],
60
+ characterPosition[1] + injury.position[1],
61
+ characterPosition[2] + injury.position[2]
62
+ ];
63
+ }, [characterPosition, injury.position]);
64
+ const size = useMemo(() => getInjurySize(injury.severity), [injury.severity]);
65
+ switch (injury.type) {
66
+ case InjuryType.BRUISE: {
67
+ const color = getBruiseColor(injury.severity, injury.hitCount);
68
+ const opacity = Math.min(.8, .3 + injury.severity * .5);
69
+ return /* @__PURE__ */ jsxs("mesh", {
70
+ position: worldPosition,
71
+ "data-testid": `injury-${injury.id}`,
72
+ children: [/* @__PURE__ */ jsx("sphereGeometry", { args: [
73
+ size,
74
+ isMobile ? 8 : 16,
75
+ isMobile ? 8 : 16
76
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
77
+ color,
78
+ transparent: true,
79
+ opacity,
80
+ depthTest: true
81
+ })]
82
+ });
83
+ }
84
+ case InjuryType.CUT:
85
+ case InjuryType.LACERATION: {
86
+ const cutLength = injury.type === InjuryType.LACERATION ? size * 3 : size * 2;
87
+ return /* @__PURE__ */ jsxs("group", {
88
+ position: worldPosition,
89
+ "data-testid": `injury-${injury.id}`,
90
+ children: [/* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
91
+ cutLength,
92
+ .02,
93
+ .02
94
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
95
+ color: INJURY_COLORS.CUT_COLOR,
96
+ transparent: true,
97
+ opacity: .9
98
+ })] }), injury.type === InjuryType.LACERATION && /* @__PURE__ */ jsxs("mesh", {
99
+ position: [
100
+ 0,
101
+ -size * .5,
102
+ 0
103
+ ],
104
+ children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
105
+ .02,
106
+ size,
107
+ .02
108
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
109
+ color: KOREAN_COLORS.BLOODLOSS_INDICATOR,
110
+ transparent: true,
111
+ opacity: .7
112
+ })]
113
+ })]
114
+ });
115
+ }
116
+ case InjuryType.FRACTURE: return /* @__PURE__ */ jsxs("group", {
117
+ position: worldPosition,
118
+ "data-testid": `injury-${injury.id}`,
119
+ children: [
120
+ /* @__PURE__ */ jsxs("mesh", {
121
+ rotation: [
122
+ -Math.PI / 2,
123
+ 0,
124
+ 0
125
+ ],
126
+ children: [/* @__PURE__ */ jsx("ringGeometry", { args: [
127
+ size * .8,
128
+ size,
129
+ 16
130
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
131
+ color: INJURY_COLORS.FRACTURE_INDICATOR,
132
+ transparent: true,
133
+ opacity: .6,
134
+ side: THREE.DoubleSide
135
+ })]
136
+ }),
137
+ /* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
138
+ size * 2,
139
+ .02,
140
+ .02
141
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
142
+ color: INJURY_COLORS.FRACTURE_INDICATOR,
143
+ transparent: true,
144
+ opacity: .8
145
+ })] }),
146
+ /* @__PURE__ */ jsxs("mesh", {
147
+ rotation: [
148
+ 0,
149
+ 0,
150
+ Math.PI / 2
151
+ ],
152
+ children: [/* @__PURE__ */ jsx("boxGeometry", { args: [
153
+ size * 2,
154
+ .02,
155
+ .02
156
+ ] }), /* @__PURE__ */ jsx("meshBasicMaterial", {
157
+ color: INJURY_COLORS.FRACTURE_INDICATOR,
158
+ transparent: true,
159
+ opacity: .8
160
+ })]
161
+ })
162
+ ]
163
+ });
164
+ default: return null;
165
+ }
166
+ };
167
+ /**
168
+ * FractureWarning - Html overlay warning for critical bone damage
169
+ *
170
+ * Rendered as a styled Html overlay with Korean/English text and alert semantics.
171
+ */
172
+ var FractureWarning = ({ health, isMobile }) => {
173
+ const warningOpacity = useMemo(() => {
174
+ const rawOpacity = .5 + (30 - health) / 60;
175
+ return Math.min(1, Math.max(0, rawOpacity));
176
+ }, [health]);
177
+ if (health >= 30) return null;
178
+ return /* @__PURE__ */ jsxs(Html, {
179
+ center: true,
180
+ position: [
181
+ 0,
182
+ 2.5,
183
+ 0
184
+ ],
185
+ children: [/* @__PURE__ */ jsx("div", {
186
+ style: {
187
+ padding: isMobile ? "8px 12px" : "10px 16px",
188
+ backgroundColor: hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, warningOpacity * .3),
189
+ border: `2px solid ${hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, 1)}`,
190
+ borderRadius: "6px",
191
+ fontSize: isMobile ? "12px" : "14px",
192
+ color: hexToRgbaString(INJURY_COLORS.FRACTURE_INDICATOR, 1),
193
+ fontWeight: "bold",
194
+ textShadow: "0 0 4px rgba(0,0,0,0.8)",
195
+ animation: "fracturePulse 1s ease-in-out infinite",
196
+ fontFamily: FONT_FAMILY.KOREAN
197
+ },
198
+ "data-testid": "fracture-warning",
199
+ role: "alert",
200
+ "aria-live": "assertive",
201
+ children: "⚠️ 골절위험 | Bone Fracture Risk"
202
+ }), /* @__PURE__ */ jsx("style", { children: `
203
+ @keyframes fracturePulse {
204
+ 0%, 100% { opacity: 0.7; transform: scale(1); }
205
+ 50% { opacity: 1; transform: scale(1.05); }
206
+ }
207
+ ` })]
208
+ });
209
+ };
210
+ /**
211
+ * TraumaOverlay3D Component
212
+ *
213
+ * Visualizes progressive combat trauma including bruising, cuts, and bone damage
214
+ * on 3D character models. Injuries persist across rounds and darken with repeated
215
+ * hits to the same body region.
216
+ *
217
+ * @example
218
+ * ```tsx
219
+ * const [injuries, setInjuries] = useState<Injury[]>([]);
220
+ *
221
+ * // On hit event
222
+ * const handleHit = (region: BodyRegion, position: [number, number, number], type: InjuryType) => {
223
+ * const existingInjury = injuries.find(i =>
224
+ * i.region === region &&
225
+ * distance(i.position, position) < 0.2
226
+ * );
227
+ *
228
+ * if (existingInjury) {
229
+ * // Progressive bruising - increase hit count
230
+ * setInjuries(prev => prev.map(i =>
231
+ * i.id === existingInjury.id
232
+ * ? { ...i, hitCount: i.hitCount + 1, severity: Math.min(1.0, i.severity + 0.2) }
233
+ * : i
234
+ * ));
235
+ * } else {
236
+ * // New injury
237
+ * setInjuries([...injuries, {
238
+ * id: generateId(),
239
+ * region,
240
+ * type,
241
+ * position,
242
+ * severity: 0.5,
243
+ * hitCount: 1,
244
+ * timestamp: Date.now(),
245
+ * }]);
246
+ * }
247
+ * };
248
+ *
249
+ * <TraumaOverlay3D
250
+ * playerId={playerId}
251
+ * health={playerHealth}
252
+ * injuries={injuries}
253
+ * characterPosition={characterPosition}
254
+ * isMobile={isMobile}
255
+ * showFractures={true}
256
+ * />
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)
271
+ };
272
+ }, [playerInjuries]);
273
+ return /* @__PURE__ */ jsxs("group", {
274
+ "data-testid": `trauma-overlay-${playerId}`,
275
+ children: [
276
+ otherInjuries.map((injury) => /* @__PURE__ */ jsx(InjuryMarker, {
277
+ injury,
278
+ characterPosition,
279
+ isMobile
280
+ }, injury.id)),
281
+ showFractures && health < 30 && fractures.map((injury) => /* @__PURE__ */ jsx(InjuryMarker, {
282
+ injury,
283
+ characterPosition,
284
+ isMobile
285
+ }, injury.id)),
286
+ showFractures && health < 30 && fractures.length > 0 && /* @__PURE__ */ jsx(FractureWarning, {
287
+ health,
288
+ isMobile
289
+ })
290
+ ]
291
+ });
292
+ };
293
+ //#endregion
294
+ export { TraumaOverlay3D as default };
295
+
296
+ //# sourceMappingURL=TraumaOverlay3D.js.map
@@ -0,0 +1 @@
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 // - 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@@ -0,0 +1,64 @@
1
+ /**
2
+ * WaterRipple3D - Adaptive flow ripple effects for Gam (Water) trigram footwork
3
+ *
4
+ * Creates concentric water ripple rings that emanate from footfall positions
5
+ * during Gam stance techniques. Ripples expand outward with wave motion and
6
+ * fade over time, following the philosophy: "물처럼 흘러 적의 힘을 이용하라"
7
+ * (Flow like water and use the enemy's force).
8
+ *
9
+ * PERFORMANCE OPTIMIZATION (Minimal Allocations):
10
+ * - Uses primitive numeric types instead of Vector3 objects to minimize allocations
11
+ * - Ring-based geometry with instancing for efficient rendering
12
+ * - Target: 60fps with up to 10 simultaneous ripple effects
13
+ *
14
+ * Features:
15
+ * - Concentric ring expansion from footfall
16
+ * - Korean cyberpunk cyan water coloring
17
+ * - Wave amplitude oscillation
18
+ * - Smooth alpha fade-out
19
+ * - Mobile performance optimization
20
+ *
21
+ * @module components/combat/WaterRipple3D
22
+ * @category Combat Effects - Water (감괘)
23
+ * @korean 물결파문3D
24
+ */
25
+ import React from "react";
26
+ /**
27
+ * Water ripple effect data for Gam (Water) trigram
28
+ * 물결 파문 효과 데이터 (감괘)
29
+ */
30
+ export interface WaterRippleEffect {
31
+ /** Unique identifier */
32
+ readonly id: string;
33
+ /** Origin position in 3D world space (foot impact point) */
34
+ readonly position: [number, number, number];
35
+ /** Flow type: adaptive, flowing, or reactive */
36
+ readonly flowType: "adaptive" | "flowing" | "reactive";
37
+ /** Timestamp when effect was created */
38
+ readonly startTime: number;
39
+ /** Intensity of ripple (0.0 to 1.0) - affects amplitude and radius */
40
+ readonly intensity?: number;
41
+ }
42
+ /**
43
+ * Props for WaterRipple3D component
44
+ */
45
+ export interface WaterRipple3DProps {
46
+ /** Active ripple effects to render */
47
+ readonly effects: readonly WaterRippleEffect[];
48
+ /** Whether to enable ripple effects */
49
+ readonly enabled?: boolean;
50
+ /** Mobile device mode (reduced ring count) */
51
+ readonly isMobile?: boolean;
52
+ /** Callback when effect completes */
53
+ readonly onEffectComplete?: (effectId: string) => void;
54
+ }
55
+ /**
56
+ * WaterRipple3D Component
57
+ * Renders water ripple effects for Gam (Water) trigram techniques
58
+ */
59
+ export declare const WaterRipple3D: React.FC<WaterRipple3DProps>;
60
+ /**
61
+ * Default export for lazy loading
62
+ */
63
+ export default WaterRipple3D;
64
+ //# sourceMappingURL=WaterRipple3D.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,72 @@
1
+ /**
2
+ * WaterWave3D - Wave particle burst for Gam (Water) counter techniques
3
+ *
4
+ * Creates flowing wave particles that burst outward during counter-attack
5
+ * techniques, visualizing the redirection of opponent's force. Particles
6
+ * flow in curved trajectories mimicking water splashing and flowing.
7
+ *
8
+ * Used for:
9
+ * - gam_water_counter (수류반격) - Adaptive flow burst
10
+ * - gam_circular_parry (원형받기) - Circular flowing waves
11
+ * - gam_wrist_twist_counter (손목비틀기반격) - Reactive splash
12
+ *
13
+ * PERFORMANCE OPTIMIZATION (Object Pooling):
14
+ * - Uses ThreeObjectPools for all Vector3 allocations
15
+ * - Instanced particle rendering
16
+ * - Target: 60fps with up to 5 simultaneous wave effects
17
+ *
18
+ * Features:
19
+ * - Flowing water particle trajectories
20
+ * - Counter timing window visualization
21
+ * - Perfect counter enhanced effects
22
+ * - Korean cyberpunk cyan coloring
23
+ * - Flow type-specific patterns
24
+ *
25
+ * @module components/combat/WaterWave3D
26
+ * @category Combat Effects - Water (감괘)
27
+ * @korean 물결파동3D
28
+ */
29
+ import React from "react";
30
+ /**
31
+ * Water wave effect data for counter techniques
32
+ * 물결 파동 효과 데이터 (반격 기술)
33
+ */
34
+ export interface WaterWaveEffect {
35
+ /** Unique identifier */
36
+ readonly id: string;
37
+ /** Origin position (counter impact point) */
38
+ readonly position: [number, number, number];
39
+ /** Direction of wave burst (opponent's force vector) */
40
+ readonly direction: [number, number, number];
41
+ /** Flow type determines particle pattern */
42
+ readonly flowType: "adaptive" | "flowing" | "reactive";
43
+ /** Whether this was a perfect counter (enhanced effect) */
44
+ readonly isPerfect: boolean;
45
+ /** Timestamp when effect was created */
46
+ readonly startTime: number;
47
+ /** Intensity multiplier (0.0 to 1.0) */
48
+ readonly intensity?: number;
49
+ }
50
+ /**
51
+ * Props for WaterWave3D component
52
+ */
53
+ export interface WaterWave3DProps {
54
+ /** Active wave effects to render */
55
+ readonly effects: readonly WaterWaveEffect[];
56
+ /** Whether to enable wave effects */
57
+ readonly enabled?: boolean;
58
+ /** Mobile device mode (reduced particle count) */
59
+ readonly isMobile?: boolean;
60
+ /** Callback when effect completes */
61
+ readonly onEffectComplete?: (effectId: string) => void;
62
+ }
63
+ /**
64
+ * WaterWave3D Component
65
+ * Renders water wave particles for counter techniques
66
+ */
67
+ export declare const WaterWave3D: React.FC<WaterWave3DProps>;
68
+ /**
69
+ * Default export for lazy loading
70
+ */
71
+ export default WaterWave3D;
72
+ //# sourceMappingURL=WaterWave3D.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
@@ -0,0 +1,121 @@
1
+ /**
2
+ * Particle Effects System - Enhanced 3D particle effects for combat realism
3
+ *
4
+ * This module provides a comprehensive particle effects system for Black Trigram,
5
+ * including blood splatter, impact sparks, dust clouds, and Korean trigram symbols.
6
+ *
7
+ * Features:
8
+ * - Object pooling for performance optimization
9
+ * - Physics-based particle simulation
10
+ * - Korean cultural theming and aesthetics
11
+ * - Mobile performance optimization
12
+ * - 75 comprehensive tests with 100% pass rate
13
+ *
14
+ * @module components/effects
15
+ * @category Combat Effects
16
+ * @korean 입자효과체계
17
+ */
18
+ export { ParticlePool, globalParticlePool, } from "../../../../../utils/particlePool";
19
+ export type { ParticlePoolConfig } from "../../../../../utils/particlePool";
20
+ export { BloodParticles3D } from "./BloodParticles3D";
21
+ export type { BloodSplatterEffect, BloodParticles3DProps, } from "./BloodParticles3D";
22
+ export { ArterialSpray3D } from "./ArterialSpray3D";
23
+ export type { ArterialSprayEffect, ArterialSpray3DProps, ArterialVitalPoint, } from "./ArterialSpray3D";
24
+ export { BoneCrackParticles3D } from "./BoneCrackParticles3D";
25
+ export type { BoneCrackEffect, BoneCrackParticles3DProps, FractureType, BoneType, } from "./BoneCrackParticles3D";
26
+ export { NerveStrikeParticles3D } from "./NerveStrikeParticles3D";
27
+ export type { NerveStrikeEffect, NerveStrikeParticles3DProps, } from "./NerveStrikeParticles3D";
28
+ export { InternalDamage3D } from "./InternalDamage3D";
29
+ export type { InternalDamageEffect, InternalDamage3DProps, OrganType, PenetrationDepth, } from "./InternalDamage3D";
30
+ export { BloodViscosity3D } from "./BloodViscosity3D";
31
+ export type { BloodViscosityEffect, BloodViscosity3DProps, ViscosityType, } from "./BloodViscosity3D";
32
+ export { ParticleAudio3D, createAudioTrigger } from "./ParticleAudio3D";
33
+ export type { ParticleAudioTrigger, ParticleAudio3DProps, ParticleEffectType, } from "./ParticleAudio3D";
34
+ export { CombatParticleEffects3D } from "./CombatParticleEffects3D";
35
+ export type { CombatParticleEffects3DProps } from "./CombatParticleEffects3D";
36
+ export { ImpactSparks3D } from "./ImpactSparks3D";
37
+ export type { ImpactSparkEffect, ImpactSparks3DProps } from "./ImpactSparks3D";
38
+ export { DustClouds3D } from "./DustClouds3D";
39
+ export type { DustCloudEffect, DustClouds3DProps } from "./DustClouds3D";
40
+ export { EarthCrackEffect3D } from "./EarthCrackEffect3D";
41
+ export type { EarthCrackEffect, EarthCrackEffect3DProps, } from "./EarthCrackEffect3D";
42
+ export { EarthHealingEffect3D } from "./EarthHealingEffect3D";
43
+ export type { EarthHealingEffect, EarthHealingEffect3DProps, } from "./EarthHealingEffect3D";
44
+ export { default as HitEffects3D } from "../../../../shared/three/effects/HitEffects3D";
45
+ export type { HitEffects3DProps } from "../../../../shared/three/effects/HitEffects3D";
46
+ /**
47
+ * Performance Configuration Guide
48
+ *
49
+ * **Desktop (60fps target):**
50
+ * - Impact Sparks: 50-100 particles
51
+ * - Dust Clouds: 30-60 particles (80 for throw impacts)
52
+ * - Earth Cracks: 8 lines × 6 segments = 48 line segments
53
+ * - Earth Healing: 6 roots × 8 particles/HP = 48 particles (max)
54
+ * - Blood Splatter: 100-300 particles
55
+ * - Arterial Spray: 250 particles (high-velocity jets)
56
+ * - Bone Fractures: 15-60 particles (fracture type dependent)
57
+ * - Nerve Strikes: 80 particles (electric-blue pulse)
58
+ * - Trigram Symbols: 8 symbols per effect
59
+ * - Max concurrent effects: 10-15
60
+ *
61
+ * **Mobile (55fps target):**
62
+ * - Impact Sparks: 25-50 particles
63
+ * - Dust Clouds: 15-30 particles (40 for throw impacts)
64
+ * - Earth Cracks: 5 lines × 4 segments = 20 line segments
65
+ * - Earth Healing: 4 roots × 5 particles/HP = 20 particles (max)
66
+ * - Blood Splatter: 50-100 particles
67
+ * - Arterial Spray: 120 particles (optimized)
68
+ * - Bone Fractures: 8-30 particles (reduced)
69
+ * - Nerve Strikes: 40 particles (optimized)
70
+ * - Trigram Symbols: 8 symbols per effect
71
+ * - Max concurrent effects: 5-8
72
+ *
73
+ * **Memory Budget:**
74
+ * - Particle pool: ~2MB
75
+ * - Active particles: ~1-3MB
76
+ * - Total overhead: +2-5MB
77
+ *
78
+ * @example
79
+ * ```typescript
80
+ * import {
81
+ * ImpactSparks3D,
82
+ * DustClouds3D,
83
+ * type ImpactSparkEffect,
84
+ * type DustCloudEffect,
85
+ * } from '../../../../effects';
86
+ *
87
+ * // Manage effect state
88
+ * const [sparkEffects, setSparkEffects] = useState<ImpactSparkEffect[]>([]);
89
+ * const [dustEffects, setDustEffects] = useState<DustCloudEffect[]>([]);
90
+ *
91
+ * // Trigger effects on game events
92
+ * const handleCriticalHit = (position: [number, number, number]) => {
93
+ * const effect: ImpactSparkEffect = {
94
+ * id: generateId(),
95
+ * position,
96
+ * isCritical: true,
97
+ * intensity: 1.0,
98
+ * startTime: Date.now(),
99
+ * };
100
+ * setSparkEffects([...sparkEffects, effect]);
101
+ * };
102
+ *
103
+ * // Render in scene
104
+ * <Scene3D>
105
+ * <ImpactSparks3D
106
+ * effects={sparkEffects}
107
+ * enabled={visualSettings.sparks}
108
+ * isMobile={isMobile}
109
+ * onEffectComplete={(id) => setSparkEffects(prev => prev.filter(e => e.id !== id))}
110
+ * />
111
+ *
112
+ * <DustClouds3D
113
+ * effects={dustEffects}
114
+ * enabled={visualSettings.dust}
115
+ * isMobile={isMobile}
116
+ * onEffectComplete={(id) => setDustEffects(prev => prev.filter(e => e.id !== id))}
117
+ * />
118
+ * </Scene3D>
119
+ * ```
120
+ */
121
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
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@@ -0,0 +1,31 @@
1
+ /**
2
+ * MatchCountdown Component - Displays match start countdown sequence
3
+ *
4
+ * Korean: 매치 시작 카운트다운 (Match Start Countdown)
5
+ *
6
+ * Shows "Ready?" → "3... 2... 1..." → "Fight!" sequence with animations.
7
+ * Implements Korean cyberpunk aesthetic with bilingual text support.
8
+ * Plays audio cues for countdown and fight announcement.
9
+ *
10
+ * Refactored to use useKoreanTheme for consistent styling.
11
+ *
12
+ * @module components/combat/MatchCountdown
13
+ * @category Combat UI
14
+ */
15
+ import React from "react";
16
+ /**
17
+ * Props for the MatchCountdown component
18
+ */
19
+ export interface MatchCountdownProps {
20
+ /** Callback when countdown completes */
21
+ readonly onComplete: () => void;
22
+ /** Whether layout should adapt for mobile screens */
23
+ readonly isMobile: boolean;
24
+ /** Optional callback for skip button */
25
+ readonly onSkip?: () => void;
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
@@ -0,0 +1 @@
1
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