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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//#region src/systems/combat/BalanceSystem.ts
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/**
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* Balance System for managing stability and vulnerability windows.
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* **Korean**: 균형 시스템 (Balance System)
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*
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* Implements physical balance and stability mechanics. Loss of balance creates
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* - Heavy impacts
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*
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* ## Stance Transition Vulnerability
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* @korean 균형시스템
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*/
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/**
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* Balance levels representing physical stability.
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var BalanceLevel = /* @__PURE__ */ function(BalanceLevel) {
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/** Stable footing (80-100) */
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BalanceLevel["STABLE"] = "stable";
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BalanceLevel["UNSTEADY"] = "unsteady";
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/** Off-balance, vulnerable (20-49) */
|
|
55
|
+
BalanceLevel["OFF_BALANCE"] = "off_balance";
|
|
56
|
+
/** Falling or knocked down (0-19) */
|
|
57
|
+
BalanceLevel["FALLING"] = "falling";
|
|
58
|
+
return BalanceLevel;
|
|
59
|
+
}({});
|
|
60
|
+
/**
|
|
61
|
+
* Balance System managing stability and vulnerability.
|
|
62
|
+
*
|
|
63
|
+
* Balance represents physical stability and center of gravity control.
|
|
64
|
+
* Low balance creates vulnerability windows where opponents can capitalize
|
|
65
|
+
* with increased damage and reduced defensive options.
|
|
66
|
+
*
|
|
67
|
+
* @example
|
|
68
|
+
* ```typescript
|
|
69
|
+
* const balanceSystem = new BalanceSystem();
|
|
70
|
+
*
|
|
71
|
+
* // Apply balance disruption from leg strike
|
|
72
|
+
* const newPlayer = balanceSystem.disruptBalance(
|
|
73
|
+
* player,
|
|
74
|
+
* 15,
|
|
75
|
+
* BodyRegion.LEFT_LEG
|
|
76
|
+
* );
|
|
77
|
+
*
|
|
78
|
+
* // Check if vulnerable
|
|
79
|
+
* const isVulnerable = balanceSystem.isVulnerable(newPlayer);
|
|
80
|
+
*
|
|
81
|
+
* // Apply recovery
|
|
82
|
+
* const recovered = balanceSystem.applyRecovery(newPlayer, 1000);
|
|
83
|
+
* ```
|
|
84
|
+
*
|
|
85
|
+
* @public
|
|
86
|
+
* @korean 균형시스템
|
|
87
|
+
*/
|
|
88
|
+
var BalanceSystem = class {
|
|
89
|
+
/**
|
|
90
|
+
* Balance level effects and thresholds.
|
|
91
|
+
*/
|
|
92
|
+
balanceEffects = {
|
|
93
|
+
[BalanceLevel.STABLE]: {
|
|
94
|
+
range: [80, 100],
|
|
95
|
+
defenseMultiplier: 1,
|
|
96
|
+
evasionModifier: 1,
|
|
97
|
+
movementSpeedMultiplier: 1,
|
|
98
|
+
vulnerabilityMultiplier: 1,
|
|
99
|
+
canEvade: true,
|
|
100
|
+
knockdownRisk: 0
|
|
101
|
+
},
|
|
102
|
+
[BalanceLevel.UNSTEADY]: {
|
|
103
|
+
range: [50, 79],
|
|
104
|
+
defenseMultiplier: .85,
|
|
105
|
+
evasionModifier: .7,
|
|
106
|
+
movementSpeedMultiplier: .85,
|
|
107
|
+
vulnerabilityMultiplier: 1.15,
|
|
108
|
+
canEvade: true,
|
|
109
|
+
knockdownRisk: .1
|
|
110
|
+
},
|
|
111
|
+
[BalanceLevel.OFF_BALANCE]: {
|
|
112
|
+
range: [20, 49],
|
|
113
|
+
defenseMultiplier: .6,
|
|
114
|
+
evasionModifier: .4,
|
|
115
|
+
movementSpeedMultiplier: .6,
|
|
116
|
+
vulnerabilityMultiplier: 1.5,
|
|
117
|
+
canEvade: false,
|
|
118
|
+
knockdownRisk: .3
|
|
119
|
+
},
|
|
120
|
+
[BalanceLevel.FALLING]: {
|
|
121
|
+
range: [0, 19],
|
|
122
|
+
defenseMultiplier: .3,
|
|
123
|
+
evasionModifier: 0,
|
|
124
|
+
movementSpeedMultiplier: .3,
|
|
125
|
+
vulnerabilityMultiplier: 2,
|
|
126
|
+
canEvade: false,
|
|
127
|
+
knockdownRisk: .8
|
|
128
|
+
}
|
|
129
|
+
};
|
|
130
|
+
/**
|
|
131
|
+
* Balance disruption multipliers by body region.
|
|
132
|
+
*/
|
|
133
|
+
regionMultipliers = {
|
|
134
|
+
[BodyRegion.LEFT_LEG]: 2.5,
|
|
135
|
+
[BodyRegion.RIGHT_LEG]: 2.5,
|
|
136
|
+
[BodyRegion.CORE]: 2,
|
|
137
|
+
[BodyRegion.TORSO]: 1.5,
|
|
138
|
+
[BodyRegion.HEAD]: 1,
|
|
139
|
+
default: .5
|
|
140
|
+
};
|
|
141
|
+
/**
|
|
142
|
+
* Base balance recovery rate per second.
|
|
143
|
+
*/
|
|
144
|
+
baseRecoveryRate = 8;
|
|
145
|
+
/**
|
|
146
|
+
* Maximum balance value.
|
|
147
|
+
*/
|
|
148
|
+
maxBalance = 100;
|
|
149
|
+
/**
|
|
150
|
+
* Stance transition constants.
|
|
151
|
+
*/
|
|
152
|
+
transitionDuration = 500;
|
|
153
|
+
transitionVulnerabilityMultiplier = 1.5;
|
|
154
|
+
/**
|
|
155
|
+
* Rapid stance change penalty constants.
|
|
156
|
+
*/
|
|
157
|
+
rapidChangeWindow = 3e3;
|
|
158
|
+
rapidChangeThreshold = 2;
|
|
159
|
+
rapidChangePenalty = .2;
|
|
160
|
+
rapidChangePenaltyDuration = 2e3;
|
|
161
|
+
stanceChangeHistoryLimit = 5;
|
|
162
|
+
/**
|
|
163
|
+
* Disrupts balance from combat impact.
|
|
164
|
+
*
|
|
165
|
+
* Calculates balance loss based on damage amount and body region hit.
|
|
166
|
+
* Leg strikes cause maximum balance disruption.
|
|
167
|
+
*
|
|
168
|
+
* Now also considers:
|
|
169
|
+
* - Body part damage modifier (damaged legs reduce balance more)
|
|
170
|
+
* - Rapid stance change penalty (20% additional reduction)
|
|
171
|
+
*
|
|
172
|
+
* @param player - Current player state
|
|
173
|
+
* @param impact - Impact force amount
|
|
174
|
+
* @param region - Body region affected
|
|
175
|
+
* @param currentTime - Current game time for penalty checks (optional)
|
|
176
|
+
* @returns Updated player state with reduced balance
|
|
177
|
+
*
|
|
178
|
+
* @example
|
|
179
|
+
* ```typescript
|
|
180
|
+
* // Leg sweep causes major balance disruption
|
|
181
|
+
* player = system.disruptBalance(
|
|
182
|
+
* player,
|
|
183
|
+
* 20,
|
|
184
|
+
* BodyRegion.RIGHT_LEG,
|
|
185
|
+
* Date.now()
|
|
186
|
+
* );
|
|
187
|
+
* ```
|
|
188
|
+
*
|
|
189
|
+
* @public
|
|
190
|
+
* @korean 균형파괴
|
|
191
|
+
*/
|
|
192
|
+
disruptBalance(player, impact, region, currentTime) {
|
|
193
|
+
let balanceLoss = impact * (region ? this.regionMultipliers[region] ?? this.regionMultipliers.default : this.regionMultipliers.default) * .6;
|
|
194
|
+
const bodyModifier = this.calculateBalanceModifier(player);
|
|
195
|
+
balanceLoss *= 1 / bodyModifier;
|
|
196
|
+
if (currentTime !== void 0 && this.isRapidChangePenaltyActive(player, currentTime)) balanceLoss *= 1 + this.rapidChangePenalty;
|
|
197
|
+
const newBalance = Math.max(0, player.balance - balanceLoss);
|
|
198
|
+
return {
|
|
199
|
+
...player,
|
|
200
|
+
balance: newBalance
|
|
201
|
+
};
|
|
202
|
+
}
|
|
203
|
+
/**
|
|
204
|
+
* Applies balance recovery over time.
|
|
205
|
+
*
|
|
206
|
+
* Balance recovers quickly when not being disrupted, allowing
|
|
207
|
+
* fighters to regain stable footing between exchanges.
|
|
208
|
+
*
|
|
209
|
+
* Recovery is affected by:
|
|
210
|
+
* - Balance level (harder to recover when off-balance)
|
|
211
|
+
* - Stamina (low stamina = slow recovery)
|
|
212
|
+
* - Body part damage (leg damage reduces recovery rate)
|
|
213
|
+
*
|
|
214
|
+
* @param player - Current player state
|
|
215
|
+
* @param deltaTime - Time elapsed in milliseconds
|
|
216
|
+
* @returns Updated player state with recovered balance
|
|
217
|
+
*
|
|
218
|
+
* @example
|
|
219
|
+
* ```typescript
|
|
220
|
+
* // In game loop
|
|
221
|
+
* player = system.applyRecovery(player, 16); // ~60fps
|
|
222
|
+
* ```
|
|
223
|
+
*
|
|
224
|
+
* @public
|
|
225
|
+
* @korean 균형회복
|
|
226
|
+
*/
|
|
227
|
+
applyRecovery(player, deltaTime) {
|
|
228
|
+
if (player.balance >= this.maxBalance) return player;
|
|
229
|
+
const deltaSeconds = deltaTime / 1e3;
|
|
230
|
+
const level = this.getBalanceLevel(player.balance);
|
|
231
|
+
let recoveryModifier = 1;
|
|
232
|
+
if (level === BalanceLevel.OFF_BALANCE) recoveryModifier = .7;
|
|
233
|
+
else if (level === BalanceLevel.FALLING) recoveryModifier = .4;
|
|
234
|
+
const staminaFactor = player.stamina / player.maxStamina;
|
|
235
|
+
const bodyModifier = this.calculateBalanceModifier(player);
|
|
236
|
+
const finalModifier = recoveryModifier * (.5 + staminaFactor * .5) * bodyModifier;
|
|
237
|
+
const recovery = this.baseRecoveryRate * deltaSeconds * finalModifier;
|
|
238
|
+
const newBalance = Math.min(this.maxBalance, player.balance + recovery);
|
|
239
|
+
return {
|
|
240
|
+
...player,
|
|
241
|
+
balance: newBalance
|
|
242
|
+
};
|
|
243
|
+
}
|
|
244
|
+
/**
|
|
245
|
+
* Determines balance level from balance value.
|
|
246
|
+
*
|
|
247
|
+
* @param balance - Balance value (0-100)
|
|
248
|
+
* @returns Current balance level
|
|
249
|
+
*
|
|
250
|
+
* @public
|
|
251
|
+
* @korean 균형수준확인
|
|
252
|
+
*/
|
|
253
|
+
getBalanceLevel(balance) {
|
|
254
|
+
if (balance >= 80) return BalanceLevel.STABLE;
|
|
255
|
+
if (balance >= 50) return BalanceLevel.UNSTEADY;
|
|
256
|
+
if (balance >= 20) return BalanceLevel.OFF_BALANCE;
|
|
257
|
+
return BalanceLevel.FALLING;
|
|
258
|
+
}
|
|
259
|
+
/**
|
|
260
|
+
* Gets effects for a specific balance level.
|
|
261
|
+
*
|
|
262
|
+
* @param level - Balance level
|
|
263
|
+
* @returns Effects applied at that level
|
|
264
|
+
*
|
|
265
|
+
* @public
|
|
266
|
+
* @korean 균형효과
|
|
267
|
+
*/
|
|
268
|
+
getEffects(level) {
|
|
269
|
+
return this.balanceEffects[level];
|
|
270
|
+
}
|
|
271
|
+
/**
|
|
272
|
+
* Applies balance effects to player state.
|
|
273
|
+
*
|
|
274
|
+
* Modifies player stats based on current balance level.
|
|
275
|
+
*
|
|
276
|
+
* @param player - Current player state
|
|
277
|
+
* @returns Modified player state with balance effects
|
|
278
|
+
*
|
|
279
|
+
* @public
|
|
280
|
+
* @korean 균형효과적용
|
|
281
|
+
*/
|
|
282
|
+
applyEffects(player) {
|
|
283
|
+
const level = this.getBalanceLevel(player.balance);
|
|
284
|
+
const effects = this.getEffects(level);
|
|
285
|
+
return {
|
|
286
|
+
...player,
|
|
287
|
+
defense: Math.floor(player.defense * effects.defenseMultiplier),
|
|
288
|
+
speed: Math.floor(player.speed * effects.movementSpeedMultiplier)
|
|
289
|
+
};
|
|
290
|
+
}
|
|
291
|
+
/**
|
|
292
|
+
* Checks if player is vulnerable due to balance.
|
|
293
|
+
*
|
|
294
|
+
* @param player - Current player state
|
|
295
|
+
* @returns True if off-balance or falling
|
|
296
|
+
*
|
|
297
|
+
* @public
|
|
298
|
+
* @korean 균형취약확인
|
|
299
|
+
*/
|
|
300
|
+
isVulnerable(player) {
|
|
301
|
+
const level = this.getBalanceLevel(player.balance);
|
|
302
|
+
return level === BalanceLevel.OFF_BALANCE || level === BalanceLevel.FALLING;
|
|
303
|
+
}
|
|
304
|
+
/**
|
|
305
|
+
* Calculates damage multiplier for vulnerable balance state.
|
|
306
|
+
*
|
|
307
|
+
* @param player - Current player state
|
|
308
|
+
* @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)
|
|
309
|
+
*
|
|
310
|
+
* @public
|
|
311
|
+
* @korean 취약성배율
|
|
312
|
+
*/
|
|
313
|
+
getVulnerabilityMultiplier(player) {
|
|
314
|
+
const level = this.getBalanceLevel(player.balance);
|
|
315
|
+
return this.getEffects(level).vulnerabilityMultiplier;
|
|
316
|
+
}
|
|
317
|
+
/**
|
|
318
|
+
* Checks if knockdown should occur, using a provided random function for determinism.
|
|
319
|
+
*
|
|
320
|
+
* @param player - Current player state
|
|
321
|
+
* @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random
|
|
322
|
+
* @returns True if knockdown should occur
|
|
323
|
+
*
|
|
324
|
+
* @public
|
|
325
|
+
* @korean 넘어짐확인
|
|
326
|
+
*/
|
|
327
|
+
shouldKnockdown(player, randomFn = Math.random) {
|
|
328
|
+
const level = this.getBalanceLevel(player.balance);
|
|
329
|
+
const effects = this.getEffects(level);
|
|
330
|
+
return randomFn() < effects.knockdownRisk;
|
|
331
|
+
}
|
|
332
|
+
/**
|
|
333
|
+
* Gets bilingual name for balance level.
|
|
334
|
+
*
|
|
335
|
+
* @param level - Balance level
|
|
336
|
+
* @returns Korean and English level names
|
|
337
|
+
*
|
|
338
|
+
* @public
|
|
339
|
+
* @korean 균형이름
|
|
340
|
+
*/
|
|
341
|
+
getLevelName(level) {
|
|
342
|
+
return {
|
|
343
|
+
[BalanceLevel.STABLE]: {
|
|
344
|
+
korean: "안정",
|
|
345
|
+
english: "Stable"
|
|
346
|
+
},
|
|
347
|
+
[BalanceLevel.UNSTEADY]: {
|
|
348
|
+
korean: "불안정",
|
|
349
|
+
english: "Unsteady"
|
|
350
|
+
},
|
|
351
|
+
[BalanceLevel.OFF_BALANCE]: {
|
|
352
|
+
korean: "균형상실",
|
|
353
|
+
english: "Off-Balance"
|
|
354
|
+
},
|
|
355
|
+
[BalanceLevel.FALLING]: {
|
|
356
|
+
korean: "낙하중",
|
|
357
|
+
english: "Falling"
|
|
358
|
+
}
|
|
359
|
+
}[level];
|
|
360
|
+
}
|
|
361
|
+
/**
|
|
362
|
+
* Gets color indicator for balance level (for UI).
|
|
363
|
+
*
|
|
364
|
+
* @param level - Balance level
|
|
365
|
+
* @returns Hex color code
|
|
366
|
+
*
|
|
367
|
+
* @public
|
|
368
|
+
* @korean 균형색상
|
|
369
|
+
*/
|
|
370
|
+
getLevelColor(level) {
|
|
371
|
+
return {
|
|
372
|
+
[BalanceLevel.STABLE]: 65280,
|
|
373
|
+
[BalanceLevel.UNSTEADY]: 16776960,
|
|
374
|
+
[BalanceLevel.OFF_BALANCE]: 16746496,
|
|
375
|
+
[BalanceLevel.FALLING]: 16711680
|
|
376
|
+
}[level];
|
|
377
|
+
}
|
|
378
|
+
/**
|
|
379
|
+
* Checks if balance is low enough to trigger fall animation.
|
|
380
|
+
*
|
|
381
|
+
* Falls occur when balance drops below 20% (FALLING state).
|
|
382
|
+
* This creates realistic knockdown conditions from balance loss.
|
|
383
|
+
*
|
|
384
|
+
* @param player - Current player state
|
|
385
|
+
* @returns True if fall animation should trigger
|
|
386
|
+
*
|
|
387
|
+
* @example
|
|
388
|
+
* ```typescript
|
|
389
|
+
* if (balanceSystem.shouldTriggerFall(player)) {
|
|
390
|
+
* const fallType = balanceSystem.determineFallType(
|
|
391
|
+
* player,
|
|
392
|
+
* attackAngle,
|
|
393
|
+
* attackHeight
|
|
394
|
+
* );
|
|
395
|
+
* animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);
|
|
396
|
+
* }
|
|
397
|
+
* ```
|
|
398
|
+
*
|
|
399
|
+
* @public
|
|
400
|
+
* @korean 낙법발동확인
|
|
401
|
+
*/
|
|
402
|
+
shouldTriggerFall(player) {
|
|
403
|
+
return player.balance < 20;
|
|
404
|
+
}
|
|
405
|
+
/**
|
|
406
|
+
* Determines which fall animation to play based on attack and stance.
|
|
407
|
+
*
|
|
408
|
+
* Calculates fall direction using:
|
|
409
|
+
* - Attack angle relative to player
|
|
410
|
+
* - Attack height (high/mid/low)
|
|
411
|
+
* - Player's current stance bias
|
|
412
|
+
*
|
|
413
|
+
* Korean falling techniques (낙법):
|
|
414
|
+
* - 전방낙법 (Jeonbang Nakbeop): Forward fall
|
|
415
|
+
* - 후방낙법 (Hubang Nakbeop): Backward fall
|
|
416
|
+
* - 측방낙법 (Cheukbang Nakbeop): Side fall
|
|
417
|
+
*
|
|
418
|
+
* @param player - Current player state
|
|
419
|
+
* @param attackAngle - Angle of attack in radians (0 = from front)
|
|
420
|
+
* @param attackHeight - Attack height: 'high', 'mid', or 'low'
|
|
421
|
+
* @returns Fall type to use for animation
|
|
422
|
+
*
|
|
423
|
+
* @example
|
|
424
|
+
* ```typescript
|
|
425
|
+
* // Player facing forward (0°), attacked from behind (π)
|
|
426
|
+
* const fallType = balanceSystem.determineFallType(
|
|
427
|
+
* player,
|
|
428
|
+
* Math.PI,
|
|
429
|
+
* 'mid'
|
|
430
|
+
* );
|
|
431
|
+
* // Returns: 'forward' (pushed forward by rear attack)
|
|
432
|
+
*
|
|
433
|
+
* // Low sweep from right side
|
|
434
|
+
* const fallType = balanceSystem.determineFallType(
|
|
435
|
+
* player,
|
|
436
|
+
* Math.PI/2,
|
|
437
|
+
* 'low'
|
|
438
|
+
* );
|
|
439
|
+
* // Returns: 'side_right' (swept to the side)
|
|
440
|
+
* ```
|
|
441
|
+
*
|
|
442
|
+
* @public
|
|
443
|
+
* @korean 낙법유형결정
|
|
444
|
+
*/
|
|
445
|
+
determineFallType(_player, attackAngle, attackHeight = "mid") {
|
|
446
|
+
return determineFallDirection(attackAngle, 0, attackHeight);
|
|
447
|
+
}
|
|
448
|
+
/**
|
|
449
|
+
* Determines fall type based on player stance when no attack direction available.
|
|
450
|
+
*
|
|
451
|
+
* Uses stance bias to determine likely fall direction when balance is lost
|
|
452
|
+
* without a specific attack (e.g., from fatigue, leg damage accumulation).
|
|
453
|
+
*
|
|
454
|
+
* @param stance - Current trigram stance
|
|
455
|
+
* @returns Fall type based on stance characteristics
|
|
456
|
+
*
|
|
457
|
+
* @example
|
|
458
|
+
* ```typescript
|
|
459
|
+
* // Player in Heaven stance (aggressive forward)
|
|
460
|
+
* const fallType = balanceSystem.determineFallTypeFromStance(
|
|
461
|
+
* TrigramStance.GEON
|
|
462
|
+
* );
|
|
463
|
+
* // Returns: 'forward' (Heaven stance has forward bias)
|
|
464
|
+
* ```
|
|
465
|
+
*
|
|
466
|
+
* @public
|
|
467
|
+
* @korean 자세낙법결정
|
|
468
|
+
*/
|
|
469
|
+
determineFallTypeFromStance(stance) {
|
|
470
|
+
return determineFallFromStance(stance);
|
|
471
|
+
}
|
|
472
|
+
/**
|
|
473
|
+
* Check if player is in a grounded state based on animation state.
|
|
474
|
+
*
|
|
475
|
+
* Player is considered grounded when in any ground_* animation state
|
|
476
|
+
* (ground_prone, ground_supine, ground_side_left, ground_side_right).
|
|
477
|
+
*
|
|
478
|
+
* @param animationState - Current animation state from AnimationStateMachine
|
|
479
|
+
* @returns True if player is on the ground
|
|
480
|
+
*
|
|
481
|
+
* @example
|
|
482
|
+
* ```typescript
|
|
483
|
+
* const isGrounded = balanceSystem.isGrounded("ground_prone");
|
|
484
|
+
* // Returns: true
|
|
485
|
+
*
|
|
486
|
+
* const notGrounded = balanceSystem.isGrounded("idle");
|
|
487
|
+
* // Returns: false
|
|
488
|
+
* ```
|
|
489
|
+
*
|
|
490
|
+
* @public
|
|
491
|
+
* @korean 지면상태확인
|
|
492
|
+
*/
|
|
493
|
+
isGrounded(animationState) {
|
|
494
|
+
return animationState.startsWith("ground_");
|
|
495
|
+
}
|
|
496
|
+
/**
|
|
497
|
+
* Get ground state from animation state.
|
|
498
|
+
*
|
|
499
|
+
* Extracts the ground position type from animation state name.
|
|
500
|
+
* Returns null if not in a ground state.
|
|
501
|
+
*
|
|
502
|
+
* @param animationState - Current animation state from AnimationStateMachine
|
|
503
|
+
* @returns Ground state or null if not grounded
|
|
504
|
+
*
|
|
505
|
+
* @example
|
|
506
|
+
* ```typescript
|
|
507
|
+
* const state = balanceSystem.getGroundState("ground_prone");
|
|
508
|
+
* // Returns: "prone"
|
|
509
|
+
*
|
|
510
|
+
* const none = balanceSystem.getGroundState("idle");
|
|
511
|
+
* // Returns: null
|
|
512
|
+
* ```
|
|
513
|
+
*
|
|
514
|
+
* @public
|
|
515
|
+
* @korean 지면자세가져오기
|
|
516
|
+
*/
|
|
517
|
+
getGroundState(animationState) {
|
|
518
|
+
if (!this.isGrounded(animationState)) return null;
|
|
519
|
+
const groundType = animationState.replace("ground_", "");
|
|
520
|
+
if (groundType === "prone" || groundType === "supine" || groundType === "side_left" || groundType === "side_right") return groundType;
|
|
521
|
+
return null;
|
|
522
|
+
}
|
|
523
|
+
/**
|
|
524
|
+
* Check if player can execute recovery based on stamina.
|
|
525
|
+
*
|
|
526
|
+
* Some recovery animations (like roll recovery) require stamina.
|
|
527
|
+
* This checks if player has sufficient stamina for the recovery type.
|
|
528
|
+
*
|
|
529
|
+
* @param player - Current player state
|
|
530
|
+
* @param recoveryType - Type of recovery animation
|
|
531
|
+
* @returns True if player has enough stamina
|
|
532
|
+
*
|
|
533
|
+
* @example
|
|
534
|
+
* ```typescript
|
|
535
|
+
* // Roll recovery costs 20 stamina
|
|
536
|
+
* const canRoll = balanceSystem.canRecoverWithType(player, "roll_recovery");
|
|
537
|
+
* // Returns: true if player.stamina >= 20
|
|
538
|
+
*
|
|
539
|
+
* // Normal recoveries have no cost
|
|
540
|
+
* const canStand = balanceSystem.canRecoverWithType(player, "prone_standup");
|
|
541
|
+
* // Returns: true (no stamina requirement)
|
|
542
|
+
* ```
|
|
543
|
+
*
|
|
544
|
+
* @public
|
|
545
|
+
* @korean 회복가능확인
|
|
546
|
+
*/
|
|
547
|
+
canRecoverWithType(player, recoveryType) {
|
|
548
|
+
const config = getRecoveryConfig(recoveryType);
|
|
549
|
+
return player.stamina >= config.staminaCost;
|
|
550
|
+
}
|
|
551
|
+
/**
|
|
552
|
+
* Apply stamina cost for recovery animation.
|
|
553
|
+
*
|
|
554
|
+
* Deducts stamina cost from player state for recovery animations
|
|
555
|
+
* that require stamina (like roll recovery).
|
|
556
|
+
*
|
|
557
|
+
* @param player - Current player state
|
|
558
|
+
* @param recoveryType - Type of recovery animation
|
|
559
|
+
* @returns Updated player state with stamina deducted
|
|
560
|
+
*
|
|
561
|
+
* @example
|
|
562
|
+
* ```typescript
|
|
563
|
+
* // Roll recovery costs 20 stamina
|
|
564
|
+
* const recovered = balanceSystem.applyRecoveryCost(player, "roll_recovery");
|
|
565
|
+
* // recovered.stamina = player.stamina - 20
|
|
566
|
+
* ```
|
|
567
|
+
*
|
|
568
|
+
* @public
|
|
569
|
+
* @korean 회복비용적용
|
|
570
|
+
*/
|
|
571
|
+
applyRecoveryCost(player, recoveryType) {
|
|
572
|
+
const config = getRecoveryConfig(recoveryType);
|
|
573
|
+
if (config.staminaCost === 0) return player;
|
|
574
|
+
return {
|
|
575
|
+
...player,
|
|
576
|
+
stamina: Math.max(0, player.stamina - config.staminaCost)
|
|
577
|
+
};
|
|
578
|
+
}
|
|
579
|
+
/**
|
|
580
|
+
* Get damage multiplier during recovery animation.
|
|
581
|
+
*
|
|
582
|
+
* Some recovery animations (like defensive getup) provide damage reduction.
|
|
583
|
+
* This returns the multiplier to apply to incoming damage.
|
|
584
|
+
*
|
|
585
|
+
* @param recoveryType - Type of recovery animation
|
|
586
|
+
* @param currentFrame - Current frame in the animation
|
|
587
|
+
* @returns Damage multiplier (1.0 = normal, 0.5 = 50% reduction)
|
|
588
|
+
*
|
|
589
|
+
* @example
|
|
590
|
+
* ```typescript
|
|
591
|
+
* // Defensive getup has 50% damage reduction
|
|
592
|
+
* const multiplier = balanceSystem.getRecoveryDamageMultiplier("defensive_getup", 20);
|
|
593
|
+
* // Returns: 0.5 (50% damage reduction)
|
|
594
|
+
*
|
|
595
|
+
* // Normal recoveries have no reduction
|
|
596
|
+
* const normal = balanceSystem.getRecoveryDamageMultiplier("prone_standup", 15);
|
|
597
|
+
* // Returns: 1.0 (full damage)
|
|
598
|
+
* ```
|
|
599
|
+
*
|
|
600
|
+
* @public
|
|
601
|
+
* @korean 회복피해배율
|
|
602
|
+
*/
|
|
603
|
+
getRecoveryDamageMultiplier(recoveryType, currentFrame) {
|
|
604
|
+
const config = getRecoveryConfig(recoveryType);
|
|
605
|
+
if (!isVulnerableFrame(recoveryType, currentFrame)) return 1;
|
|
606
|
+
return 1 - config.damageReduction;
|
|
607
|
+
}
|
|
608
|
+
/**
|
|
609
|
+
* Start a stance transition, creating vulnerability window.
|
|
610
|
+
*
|
|
611
|
+
* When a player changes stance, they become vulnerable for 0.5s with
|
|
612
|
+
* a 1.5x damage multiplier. This creates tactical depth around stance changes.
|
|
613
|
+
*
|
|
614
|
+
* @param player - Current player state
|
|
615
|
+
* @param newStance - Target stance to transition to
|
|
616
|
+
* @param currentTime - Current game time in milliseconds
|
|
617
|
+
* @returns Updated player state with transition tracking
|
|
618
|
+
*
|
|
619
|
+
* @example
|
|
620
|
+
* ```typescript
|
|
621
|
+
* // Player switches from Heaven to Water stance
|
|
622
|
+
* const transitioning = balanceSystem.startStanceTransition(
|
|
623
|
+
* player,
|
|
624
|
+
* TrigramStance.GAM,
|
|
625
|
+
* Date.now()
|
|
626
|
+
* );
|
|
627
|
+
* // transitioning.transitionState.isTransitioning = true
|
|
628
|
+
* // transitioning.transitionState.vulnerabilityMultiplier = 1.5
|
|
629
|
+
* ```
|
|
630
|
+
*
|
|
631
|
+
* @public
|
|
632
|
+
* @korean 자세전환시작
|
|
633
|
+
*/
|
|
634
|
+
startStanceTransition(player, newStance, currentTime) {
|
|
635
|
+
if (newStance === player.currentStance) return player;
|
|
636
|
+
const transitionState = {
|
|
637
|
+
isTransitioning: true,
|
|
638
|
+
transitionStartTime: currentTime,
|
|
639
|
+
vulnerabilityMultiplier: this.transitionVulnerabilityMultiplier,
|
|
640
|
+
fromStance: player.currentStance,
|
|
641
|
+
toStance: newStance
|
|
642
|
+
};
|
|
643
|
+
const historyEntry = {
|
|
644
|
+
timestamp: currentTime,
|
|
645
|
+
fromStance: player.currentStance,
|
|
646
|
+
toStance: newStance
|
|
647
|
+
};
|
|
648
|
+
const newHistory = [...player.stanceChangeHistory ?? [], historyEntry].slice(-this.stanceChangeHistoryLimit);
|
|
649
|
+
const recentChanges = newHistory.filter((entry) => currentTime - entry.timestamp <= this.rapidChangeWindow);
|
|
650
|
+
let rapidChangePenaltyEnd = player.rapidChangePenaltyEnd;
|
|
651
|
+
if (recentChanges.length > this.rapidChangeThreshold) rapidChangePenaltyEnd = currentTime + this.rapidChangePenaltyDuration;
|
|
652
|
+
return {
|
|
653
|
+
...player,
|
|
654
|
+
currentStance: newStance,
|
|
655
|
+
lastStanceChangeTime: currentTime,
|
|
656
|
+
transitionState,
|
|
657
|
+
stanceChangeHistory: newHistory,
|
|
658
|
+
rapidChangePenaltyEnd
|
|
659
|
+
};
|
|
660
|
+
}
|
|
661
|
+
/**
|
|
662
|
+
* Update stance transition state based on time elapsed.
|
|
663
|
+
*
|
|
664
|
+
* Transitions last 0.5s. After that, vulnerability window closes.
|
|
665
|
+
* Called each frame to manage transition timing.
|
|
666
|
+
*
|
|
667
|
+
* @param player - Current player state
|
|
668
|
+
* @param currentTime - Current game time in milliseconds
|
|
669
|
+
* @returns Updated player state
|
|
670
|
+
*
|
|
671
|
+
* @example
|
|
672
|
+
* ```typescript
|
|
673
|
+
* // In game loop
|
|
674
|
+
* player = balanceSystem.updateTransition(player, Date.now());
|
|
675
|
+
* ```
|
|
676
|
+
*
|
|
677
|
+
* @public
|
|
678
|
+
* @korean 전환상태갱신
|
|
679
|
+
*/
|
|
680
|
+
updateTransition(player, currentTime) {
|
|
681
|
+
if (!player.transitionState?.isTransitioning) return player;
|
|
682
|
+
if (currentTime - player.transitionState.transitionStartTime >= this.transitionDuration) return {
|
|
683
|
+
...player,
|
|
684
|
+
transitionState: {
|
|
685
|
+
...player.transitionState,
|
|
686
|
+
isTransitioning: false,
|
|
687
|
+
vulnerabilityMultiplier: 1
|
|
688
|
+
}
|
|
689
|
+
};
|
|
690
|
+
return player;
|
|
691
|
+
}
|
|
692
|
+
/**
|
|
693
|
+
* Calculate balance modifier based on body part damage.
|
|
694
|
+
*
|
|
695
|
+
* Leg damage significantly reduces balance. The leg-specific modifier
|
|
696
|
+
* scales linearly from 0.7x at 0% leg health to 1.0x at 100% leg health:
|
|
697
|
+
* - 100% leg health: 1.0x balance (no reduction from legs)
|
|
698
|
+
* - 70% leg health: ≈0.91x balance (≈9% reduction from legs)
|
|
699
|
+
* - 30% leg health: ≈0.79x balance (≈21% reduction from legs)
|
|
700
|
+
* - 0% leg health: 0.7x balance (30% reduction from legs)
|
|
701
|
+
*
|
|
702
|
+
* Torso damage also affects balance but to a lesser degree, and the
|
|
703
|
+
* combined leg/torso modifier is clamped so the final balance modifier
|
|
704
|
+
* stays within the range 0.5x to 1.0x.
|
|
705
|
+
*
|
|
706
|
+
* @param player - Current player state with body part health
|
|
707
|
+
* @returns Balance modifier (0.5 to 1.0)
|
|
708
|
+
*
|
|
709
|
+
* @example
|
|
710
|
+
* ```typescript
|
|
711
|
+
* const modifier = balanceSystem.calculateBalanceModifier(player);
|
|
712
|
+
* const effectiveBalance = player.balance * modifier;
|
|
713
|
+
* ```
|
|
714
|
+
*
|
|
715
|
+
* @public
|
|
716
|
+
* @korean 균형조정계수계산
|
|
717
|
+
*/
|
|
718
|
+
calculateBalanceModifier(player) {
|
|
719
|
+
if (!player.bodyPartHealth || !player.bodyPartMaxHealth) return 1;
|
|
720
|
+
const leftLegHealthRaw = (player.bodyPartHealth.legLeft ?? 0) / (player.bodyPartMaxHealth.legLeft ?? 1);
|
|
721
|
+
const rightLegHealthRaw = (player.bodyPartHealth.legRight ?? 0) / (player.bodyPartMaxHealth.legRight ?? 1);
|
|
722
|
+
const torsoHealthRaw = (player.bodyPartHealth.torsoLower ?? 0) / (player.bodyPartMaxHealth.torsoLower ?? 1);
|
|
723
|
+
const leftLegHealth = Math.max(0, Math.min(1, leftLegHealthRaw));
|
|
724
|
+
const rightLegHealth = Math.max(0, Math.min(1, rightLegHealthRaw));
|
|
725
|
+
const torsoHealth = Math.max(0, Math.min(1, torsoHealthRaw));
|
|
726
|
+
const combinedModifier = (.7 + (leftLegHealth + rightLegHealth) / 2 * .3) * (.9 + torsoHealth * .1);
|
|
727
|
+
return Math.max(.5, Math.min(1, combinedModifier));
|
|
728
|
+
}
|
|
729
|
+
/**
|
|
730
|
+
* Calculate knockback resistance based on current stance.
|
|
731
|
+
*
|
|
732
|
+
* Different stances provide varying levels of knockback resistance:
|
|
733
|
+
* - Defensive stances (Mountain, Earth): +50% resistance
|
|
734
|
+
* - Balanced stances (Water, Wind): normal resistance
|
|
735
|
+
* - Offensive stances (Heaven, Fire, Thunder): -30% resistance
|
|
736
|
+
* - Fluid stance (Lake): normal resistance
|
|
737
|
+
*
|
|
738
|
+
* @param stance - Current trigram stance
|
|
739
|
+
* @returns Knockback resistance multiplier (0.7 to 1.5)
|
|
740
|
+
*
|
|
741
|
+
* @example
|
|
742
|
+
* ```typescript
|
|
743
|
+
* const resistance = balanceSystem.getKnockbackResistance(TrigramStance.GAN);
|
|
744
|
+
* const effectiveKnockback = baseKnockback * (1.0 / resistance);
|
|
745
|
+
* ```
|
|
746
|
+
*
|
|
747
|
+
* @public
|
|
748
|
+
* @korean 넉백저항계산
|
|
749
|
+
*/
|
|
750
|
+
getKnockbackResistance(stance) {
|
|
751
|
+
if (stance === TrigramStance.GAN || stance === TrigramStance.GON) return 1.5;
|
|
752
|
+
if (stance === TrigramStance.GEON || stance === TrigramStance.LI || stance === TrigramStance.JIN) return .7;
|
|
753
|
+
return 1;
|
|
754
|
+
}
|
|
755
|
+
/**
|
|
756
|
+
* Check if rapid stance change penalty is active.
|
|
757
|
+
*
|
|
758
|
+
* Penalty applies when player changes stances >2 times in 3 seconds.
|
|
759
|
+
* Lasts for 2 seconds after the last rapid change.
|
|
760
|
+
* The penalty increases balance loss by 20% in `disruptBalance()`.
|
|
761
|
+
*
|
|
762
|
+
* @param player - Current player state
|
|
763
|
+
* @param currentTime - Current game time in milliseconds
|
|
764
|
+
* @returns True if penalty is active
|
|
765
|
+
*
|
|
766
|
+
* @example
|
|
767
|
+
* ```typescript
|
|
768
|
+
* // The penalty is applied automatically in disruptBalance()
|
|
769
|
+
* if (balanceSystem.isRapidChangePenaltyActive(player, Date.now())) {
|
|
770
|
+
* // Penalty active: balance loss will be increased by 20%
|
|
771
|
+
* cy.log("Rapid change penalty active");
|
|
772
|
+
* }
|
|
773
|
+
* ```
|
|
774
|
+
*
|
|
775
|
+
* @public
|
|
776
|
+
* @korean 급속변경벌칙확인
|
|
777
|
+
*/
|
|
778
|
+
isRapidChangePenaltyActive(player, currentTime) {
|
|
779
|
+
if (!player.rapidChangePenaltyEnd) return false;
|
|
780
|
+
return currentTime < player.rapidChangePenaltyEnd;
|
|
781
|
+
}
|
|
782
|
+
/**
|
|
783
|
+
* Get total vulnerability multiplier considering all factors.
|
|
784
|
+
*
|
|
785
|
+
* Combines:
|
|
786
|
+
* - Base balance state vulnerability (1.0 to 2.0)
|
|
787
|
+
* - Stance transition vulnerability (1.5x during 0.5s window)
|
|
788
|
+
*
|
|
789
|
+
* @param player - Current player state
|
|
790
|
+
* @returns Combined vulnerability multiplier
|
|
791
|
+
*
|
|
792
|
+
* @example
|
|
793
|
+
* ```typescript
|
|
794
|
+
* const multiplier = balanceSystem.getTotalVulnerabilityMultiplier(player);
|
|
795
|
+
* const finalDamage = baseDamage * multiplier;
|
|
796
|
+
* ```
|
|
797
|
+
*
|
|
798
|
+
* @public
|
|
799
|
+
* @korean 총취약성배율
|
|
800
|
+
*/
|
|
801
|
+
getTotalVulnerabilityMultiplier(player) {
|
|
802
|
+
const level = this.getBalanceLevel(player.balance);
|
|
803
|
+
let multiplier = this.getEffects(level).vulnerabilityMultiplier;
|
|
804
|
+
if (player.transitionState?.isTransitioning) multiplier *= player.transitionState.vulnerabilityMultiplier;
|
|
805
|
+
return multiplier;
|
|
806
|
+
}
|
|
807
|
+
};
|
|
808
|
+
//#endregion
|
|
809
|
+
export { BalanceLevel, BalanceSystem as default };
|
|
810
|
+
|
|
811
|
+
//# sourceMappingURL=BalanceSystem.js.map
|