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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+ {"version":3,"file":"BalanceSystem.js","names":[],"sources":["../../../src/systems/combat/BalanceSystem.ts"],"sourcesContent":["/**\n * Balance System for managing stability and vulnerability windows.\n *\n * **Korean**: 균형 시스템 (Balance System)\n *\n * Implements physical balance and stability mechanics. Loss of balance creates\n * vulnerability windows where damage is increased and defensive options limited.\n * Balance is affected by:\n * - Leg strikes\n * - Throws and sweeps\n * - Heavy impacts\n * - Fatigue (low stamina)\n * - Stance transitions (0.5s vulnerability window)\n * - Body part damage (legs reduce balance)\n * - Rapid stance changes (penalty system)\n *\n * ## Balance States\n *\n * - **Stable**: 80-100 balance - Full mobility and defense\n * - **Unsteady**: 50-79 balance - Reduced evasion, slower movement\n * - **Off-Balance**: 20-49 balance - Vulnerability window, defense penalty\n * - **Falling**: 0-19 balance - Severe vulnerability, possible knockdown\n *\n * ## Fall System Integration\n *\n * When balance falls below 20%, the system can trigger fall animations (낙법).\n * Fall direction is determined by attack vector and player stance.\n *\n * ## Stance Transition Vulnerability\n *\n * Changing stances creates a 0.5s vulnerability window with 1.5x damage multiplier.\n * Rapid stance changes (>2 in 3s) apply additional 20% balance penalty for 2s.\n *\n * @module systems/combat/BalanceSystem\n * @category Combat System\n * @korean 균형시스템\n */\n\nimport { BodyRegion } from \"@/types\";\nimport { TrigramStance } from \"@/types/common\";\nimport {\n determineFallDirection,\n determineFallFromStance,\n getRecoveryConfig,\n isVulnerableFrame,\n} from \"../animation\";\nimport type {\n FallType,\n GroundState,\n RecoveryAnimationType,\n} from \"../animation/core/types\";\nimport { PlayerState } from \"../player\";\n\n/**\n * Stance transition state tracking.\n *\n * **Korean**: 자세 전환 상태 (Stance Transition State)\n *\n * Tracks when a player is transitioning between stances, creating a\n * 0.5s vulnerability window with increased damage multiplier.\n */\nexport interface TransitionState {\n /** Whether player is currently transitioning */\n readonly isTransitioning: boolean;\n /** Timestamp when transition started (ms) */\n readonly transitionStartTime: number;\n /** Damage multiplier during transition (1.5x) */\n readonly vulnerabilityMultiplier: number;\n /** Stance transitioning from */\n readonly fromStance: TrigramStance | null;\n /** Stance transitioning to */\n readonly toStance: TrigramStance | null;\n}\n\n/**\n * Stance change history entry.\n *\n * **Korean**: 자세 변경 기록 (Stance Change Record)\n */\ninterface StanceChangeRecord {\n /** Timestamp of stance change */\n readonly timestamp: number;\n /** Stance changed from */\n readonly fromStance: TrigramStance;\n /** Stance changed to */\n readonly toStance: TrigramStance;\n}\n\n/**\n * Extended player state with balance system data.\n *\n * Extends PlayerState with additional balance-specific tracking.\n */\nexport interface BalancePlayerState extends PlayerState {\n /** Stance transition state */\n readonly transitionState?: TransitionState;\n /** Stance change history (last 5 changes) */\n readonly stanceChangeHistory?: readonly StanceChangeRecord[];\n /** Rapid change penalty end timestamp */\n readonly rapidChangePenaltyEnd?: number;\n}\n\n/**\n * Balance levels representing physical stability.\n *\n * **Korean**: 균형 수준\n */\nexport enum BalanceLevel {\n /** Stable footing (80-100) */\n STABLE = \"stable\",\n /** Unsteady but controlled (50-79) */\n UNSTEADY = \"unsteady\",\n /** Off-balance, vulnerable (20-49) */\n OFF_BALANCE = \"off_balance\",\n /** Falling or knocked down (0-19) */\n FALLING = \"falling\",\n}\n\n/**\n * Effects of balance on combat performance.\n */\ninterface BalanceEffects {\n /** Balance value range */\n readonly range: readonly [number, number];\n /** Defense multiplier */\n readonly defenseMultiplier: number;\n /** Evasion success chance modifier */\n readonly evasionModifier: number;\n /** Movement speed multiplier */\n readonly movementSpeedMultiplier: number;\n /** Vulnerability to attacks multiplier */\n readonly vulnerabilityMultiplier: number;\n /** Can perform evasive actions */\n readonly canEvade: boolean;\n /** Risk of knockdown */\n readonly knockdownRisk: number;\n}\n\n/**\n * Balance System managing stability and vulnerability.\n *\n * Balance represents physical stability and center of gravity control.\n * Low balance creates vulnerability windows where opponents can capitalize\n * with increased damage and reduced defensive options.\n *\n * @example\n * ```typescript\n * const balanceSystem = new BalanceSystem();\n *\n * // Apply balance disruption from leg strike\n * const newPlayer = balanceSystem.disruptBalance(\n * player,\n * 15,\n * BodyRegion.LEFT_LEG\n * );\n *\n * // Check if vulnerable\n * const isVulnerable = balanceSystem.isVulnerable(newPlayer);\n *\n * // Apply recovery\n * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);\n * ```\n *\n * @public\n * @korean 균형시스템\n */\nexport class BalanceSystem {\n /**\n * Balance level effects and thresholds.\n */\n private readonly balanceEffects: Record<BalanceLevel, BalanceEffects> = {\n [BalanceLevel.STABLE]: {\n range: [80, 100],\n defenseMultiplier: 1.0,\n evasionModifier: 1.0,\n movementSpeedMultiplier: 1.0,\n vulnerabilityMultiplier: 1.0,\n canEvade: true,\n knockdownRisk: 0.0,\n },\n [BalanceLevel.UNSTEADY]: {\n range: [50, 79],\n defenseMultiplier: 0.85,\n evasionModifier: 0.7,\n movementSpeedMultiplier: 0.85,\n vulnerabilityMultiplier: 1.15,\n canEvade: true,\n knockdownRisk: 0.1,\n },\n [BalanceLevel.OFF_BALANCE]: {\n range: [20, 49],\n defenseMultiplier: 0.6,\n evasionModifier: 0.4,\n movementSpeedMultiplier: 0.6,\n vulnerabilityMultiplier: 1.5, // 50% more damage taken\n canEvade: false,\n knockdownRisk: 0.3,\n },\n [BalanceLevel.FALLING]: {\n range: [0, 19],\n defenseMultiplier: 0.3,\n evasionModifier: 0.0,\n movementSpeedMultiplier: 0.3,\n vulnerabilityMultiplier: 2.0, // 100% more damage taken\n canEvade: false,\n knockdownRisk: 0.8,\n },\n };\n\n /**\n * Balance disruption multipliers by body region.\n */\n private readonly regionMultipliers: Record<string, number> = {\n [BodyRegion.LEFT_LEG]: 2.5,\n [BodyRegion.RIGHT_LEG]: 2.5,\n [BodyRegion.CORE]: 2.0,\n [BodyRegion.TORSO]: 1.5,\n [BodyRegion.HEAD]: 1.0,\n default: 0.5,\n };\n\n /**\n * Base balance recovery rate per second.\n */\n private readonly baseRecoveryRate = 8.0; // 8 points per second\n\n /**\n * Maximum balance value.\n */\n private readonly maxBalance = 100;\n\n /**\n * Stance transition constants.\n */\n private readonly transitionDuration = 500; // 0.5s in milliseconds\n private readonly transitionVulnerabilityMultiplier = 1.5; // 1.5x damage during transition\n\n /**\n * Rapid stance change penalty constants.\n */\n private readonly rapidChangeWindow = 3000; // 3 seconds in milliseconds\n private readonly rapidChangeThreshold = 2; // >2 changes trigger penalty\n private readonly rapidChangePenalty = 0.2; // 20% balance reduction\n private readonly rapidChangePenaltyDuration = 2000; // 2 seconds penalty\n private readonly stanceChangeHistoryLimit = 5; // Keep last 5 changes\n\n /**\n * Disrupts balance from combat impact.\n *\n * Calculates balance loss based on damage amount and body region hit.\n * Leg strikes cause maximum balance disruption.\n *\n * Now also considers:\n * - Body part damage modifier (damaged legs reduce balance more)\n * - Rapid stance change penalty (20% additional reduction)\n *\n * @param player - Current player state\n * @param impact - Impact force amount\n * @param region - Body region affected\n * @param currentTime - Current game time for penalty checks (optional)\n * @returns Updated player state with reduced balance\n *\n * @example\n * ```typescript\n * // Leg sweep causes major balance disruption\n * player = system.disruptBalance(\n * player,\n * 20,\n * BodyRegion.RIGHT_LEG,\n * Date.now()\n * );\n * ```\n *\n * @public\n * @korean 균형파괴\n */\n disruptBalance(\n player: BalancePlayerState,\n impact: number,\n region?: BodyRegion,\n currentTime?: number\n ): BalancePlayerState {\n // Get multiplier based on region\n const multiplier = region\n ? this.regionMultipliers[region] ?? this.regionMultipliers.default\n : this.regionMultipliers.default;\n\n // Calculate base balance loss\n let balanceLoss = impact * multiplier * 0.6; // 0.6 = balance sensitivity\n\n // Apply body part damage modifier\n const bodyModifier = this.calculateBalanceModifier(player);\n balanceLoss *= 1.0 / bodyModifier; // More damage = more balance loss\n\n // Apply rapid stance change penalty if time is provided\n if (currentTime !== undefined && this.isRapidChangePenaltyActive(player, currentTime)) {\n balanceLoss *= 1.0 + this.rapidChangePenalty; // +20% balance loss\n }\n\n // Apply balance loss, clamped to 0\n const newBalance = Math.max(0, player.balance - balanceLoss);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Applies balance recovery over time.\n *\n * Balance recovers quickly when not being disrupted, allowing\n * fighters to regain stable footing between exchanges.\n *\n * Recovery is affected by:\n * - Balance level (harder to recover when off-balance)\n * - Stamina (low stamina = slow recovery)\n * - Body part damage (leg damage reduces recovery rate)\n *\n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @returns Updated player state with recovered balance\n *\n * @example\n * ```typescript\n * // In game loop\n * player = system.applyRecovery(player, 16); // ~60fps\n * ```\n *\n * @public\n * @korean 균형회복\n */\n applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState {\n // Already at maximum balance\n if (player.balance >= this.maxBalance) {\n return player;\n }\n\n const deltaSeconds = deltaTime / 1000;\n const level = this.getBalanceLevel(player.balance);\n\n // Recovery modifier based on balance level\n let recoveryModifier = 1.0;\n if (level === BalanceLevel.OFF_BALANCE) {\n recoveryModifier = 0.7; // Harder to recover when off-balance\n } else if (level === BalanceLevel.FALLING) {\n recoveryModifier = 0.4; // Very hard to recover when falling\n }\n\n // Stamina affects recovery rate\n const staminaFactor = player.stamina / player.maxStamina;\n \n // Body part damage affects recovery rate\n const bodyModifier = this.calculateBalanceModifier(player);\n \n const finalModifier = recoveryModifier * (0.5 + staminaFactor * 0.5) * bodyModifier;\n\n const recovery = this.baseRecoveryRate * deltaSeconds * finalModifier;\n const newBalance = Math.min(this.maxBalance, player.balance + recovery);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Determines balance level from balance value.\n *\n * @param balance - Balance value (0-100)\n * @returns Current balance level\n *\n * @public\n * @korean 균형수준확인\n */\n getBalanceLevel(balance: number): BalanceLevel {\n if (balance >= 80) return BalanceLevel.STABLE;\n if (balance >= 50) return BalanceLevel.UNSTEADY;\n if (balance >= 20) return BalanceLevel.OFF_BALANCE;\n return BalanceLevel.FALLING;\n }\n\n /**\n * Gets effects for a specific balance level.\n *\n * @param level - Balance level\n * @returns Effects applied at that level\n *\n * @public\n * @korean 균형효과\n */\n getEffects(level: BalanceLevel): BalanceEffects {\n return this.balanceEffects[level];\n }\n\n /**\n * Applies balance effects to player state.\n *\n * Modifies player stats based on current balance level.\n *\n * @param player - Current player state\n * @returns Modified player state with balance effects\n *\n * @public\n * @korean 균형효과적용\n */\n applyEffects(player: PlayerState): PlayerState {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n\n return {\n ...player,\n defense: Math.floor(player.defense * effects.defenseMultiplier),\n speed: Math.floor(player.speed * effects.movementSpeedMultiplier),\n };\n }\n\n /**\n * Checks if player is vulnerable due to balance.\n *\n * @param player - Current player state\n * @returns True if off-balance or falling\n *\n * @public\n * @korean 균형취약확인\n */\n isVulnerable(player: PlayerState): boolean {\n const level = this.getBalanceLevel(player.balance);\n return level === BalanceLevel.OFF_BALANCE || level === BalanceLevel.FALLING;\n }\n\n /**\n * Calculates damage multiplier for vulnerable balance state.\n *\n * @param player - Current player state\n * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)\n *\n * @public\n * @korean 취약성배율\n */\n getVulnerabilityMultiplier(player: PlayerState): number {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return effects.vulnerabilityMultiplier;\n }\n\n /**\n * Checks if knockdown should occur, using a provided random function for determinism.\n *\n * @param player - Current player state\n * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random\n * @returns True if knockdown should occur\n *\n * @public\n * @korean 넘어짐확인\n */\n shouldKnockdown(\n player: PlayerState,\n randomFn: () => number = Math.random\n ): boolean {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return randomFn() < effects.knockdownRisk;\n }\n\n /**\n * Gets bilingual name for balance level.\n *\n * @param level - Balance level\n * @returns Korean and English level names\n *\n * @public\n * @korean 균형이름\n */\n getLevelName(level: BalanceLevel): { korean: string; english: string } {\n const names: Record<BalanceLevel, { korean: string; english: string }> = {\n [BalanceLevel.STABLE]: {\n korean: \"안정\",\n english: \"Stable\",\n },\n [BalanceLevel.UNSTEADY]: {\n korean: \"불안정\",\n english: \"Unsteady\",\n },\n [BalanceLevel.OFF_BALANCE]: {\n korean: \"균형상실\",\n english: \"Off-Balance\",\n },\n [BalanceLevel.FALLING]: {\n korean: \"낙하중\",\n english: \"Falling\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets color indicator for balance level (for UI).\n *\n * @param level - Balance level\n * @returns Hex color code\n *\n * @public\n * @korean 균형색상\n */\n getLevelColor(level: BalanceLevel): number {\n const colors: Record<BalanceLevel, number> = {\n [BalanceLevel.STABLE]: 0x00ff00, // Green\n [BalanceLevel.UNSTEADY]: 0xffff00, // Yellow\n [BalanceLevel.OFF_BALANCE]: 0xff8800, // Orange\n [BalanceLevel.FALLING]: 0xff0000, // Red\n };\n\n return colors[level];\n }\n\n /**\n * Checks if balance is low enough to trigger fall animation.\n *\n * Falls occur when balance drops below 20% (FALLING state).\n * This creates realistic knockdown conditions from balance loss.\n *\n * @param player - Current player state\n * @returns True if fall animation should trigger\n *\n * @example\n * ```typescript\n * if (balanceSystem.shouldTriggerFall(player)) {\n * const fallType = balanceSystem.determineFallType(\n * player,\n * attackAngle,\n * attackHeight\n * );\n * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);\n * }\n * ```\n *\n * @public\n * @korean 낙법발동확인\n */\n shouldTriggerFall(player: PlayerState): boolean {\n return player.balance < 20; // FALLING threshold\n }\n\n /**\n * Determines which fall animation to play based on attack and stance.\n *\n * Calculates fall direction using:\n * - Attack angle relative to player\n * - Attack height (high/mid/low)\n * - Player's current stance bias\n *\n * Korean falling techniques (낙법):\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall\n * - 후방낙법 (Hubang Nakbeop): Backward fall\n * - 측방낙법 (Cheukbang Nakbeop): Side fall\n *\n * @param player - Current player state\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Player facing forward (0°), attacked from behind (π)\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI,\n * 'mid'\n * );\n * // Returns: 'forward' (pushed forward by rear attack)\n *\n * // Low sweep from right side\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI/2,\n * 'low'\n * );\n * // Returns: 'side_right' (swept to the side)\n * ```\n *\n * @public\n * @korean 낙법유형결정\n */\n determineFallType(\n _player: PlayerState,\n attackAngle: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): FallType {\n // Get player facing angle from position or default to 0\n const playerFacing = 0; // Default facing forward\n\n // Use attack direction to determine fall\n return determineFallDirection(attackAngle, playerFacing, attackHeight);\n }\n\n /**\n * Determines fall type based on player stance when no attack direction available.\n *\n * Uses stance bias to determine likely fall direction when balance is lost\n * without a specific attack (e.g., from fatigue, leg damage accumulation).\n *\n * @param stance - Current trigram stance\n * @returns Fall type based on stance characteristics\n *\n * @example\n * ```typescript\n * // Player in Heaven stance (aggressive forward)\n * const fallType = balanceSystem.determineFallTypeFromStance(\n * TrigramStance.GEON\n * );\n * // Returns: 'forward' (Heaven stance has forward bias)\n * ```\n *\n * @public\n * @korean 자세낙법결정\n */\n determineFallTypeFromStance(stance: TrigramStance): FallType {\n return determineFallFromStance(stance);\n }\n\n /**\n * Check if player is in a grounded state based on animation state.\n *\n * Player is considered grounded when in any ground_* animation state\n * (ground_prone, ground_supine, ground_side_left, ground_side_right).\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns True if player is on the ground\n *\n * @example\n * ```typescript\n * const isGrounded = balanceSystem.isGrounded(\"ground_prone\");\n * // Returns: true\n *\n * const notGrounded = balanceSystem.isGrounded(\"idle\");\n * // Returns: false\n * ```\n *\n * @public\n * @korean 지면상태확인\n */\n isGrounded(animationState: string): boolean {\n return animationState.startsWith(\"ground_\");\n }\n\n /**\n * Get ground state from animation state.\n *\n * Extracts the ground position type from animation state name.\n * Returns null if not in a ground state.\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns Ground state or null if not grounded\n *\n * @example\n * ```typescript\n * const state = balanceSystem.getGroundState(\"ground_prone\");\n * // Returns: \"prone\"\n *\n * const none = balanceSystem.getGroundState(\"idle\");\n * // Returns: null\n * ```\n *\n * @public\n * @korean 지면자세가져오기\n */\n getGroundState(animationState: string): GroundState | null {\n if (!this.isGrounded(animationState)) {\n return null;\n }\n\n // Extract ground state from animation state name\n // \"ground_prone\" -> \"prone\"\n const groundType = animationState.replace(\"ground_\", \"\");\n\n // Validate that it's a valid ground state\n if (\n groundType === \"prone\" ||\n groundType === \"supine\" ||\n groundType === \"side_left\" ||\n groundType === \"side_right\"\n ) {\n return groundType as GroundState;\n }\n\n return null;\n }\n\n /**\n * Check if player can execute recovery based on stamina.\n *\n * Some recovery animations (like roll recovery) require stamina.\n * This checks if player has sufficient stamina for the recovery type.\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns True if player has enough stamina\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const canRoll = balanceSystem.canRecoverWithType(player, \"roll_recovery\");\n * // Returns: true if player.stamina >= 20\n *\n * // Normal recoveries have no cost\n * const canStand = balanceSystem.canRecoverWithType(player, \"prone_standup\");\n * // Returns: true (no stamina requirement)\n * ```\n *\n * @public\n * @korean 회복가능확인\n */\n canRecoverWithType(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): boolean {\n const config = getRecoveryConfig(recoveryType);\n\n // Check if player has enough stamina\n return player.stamina >= config.staminaCost;\n }\n\n /**\n * Apply stamina cost for recovery animation.\n *\n * Deducts stamina cost from player state for recovery animations\n * that require stamina (like roll recovery).\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns Updated player state with stamina deducted\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const recovered = balanceSystem.applyRecoveryCost(player, \"roll_recovery\");\n * // recovered.stamina = player.stamina - 20\n * ```\n *\n * @public\n * @korean 회복비용적용\n */\n applyRecoveryCost(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): PlayerState {\n const config = getRecoveryConfig(recoveryType);\n\n if (config.staminaCost === 0) {\n return player;\n }\n\n return {\n ...player,\n stamina: Math.max(0, player.stamina - config.staminaCost),\n };\n }\n\n /**\n * Get damage multiplier during recovery animation.\n *\n * Some recovery animations (like defensive getup) provide damage reduction.\n * This returns the multiplier to apply to incoming damage.\n *\n * @param recoveryType - Type of recovery animation\n * @param currentFrame - Current frame in the animation\n * @returns Damage multiplier (1.0 = normal, 0.5 = 50% reduction)\n *\n * @example\n * ```typescript\n * // Defensive getup has 50% damage reduction\n * const multiplier = balanceSystem.getRecoveryDamageMultiplier(\"defensive_getup\", 20);\n * // Returns: 0.5 (50% damage reduction)\n *\n * // Normal recoveries have no reduction\n * const normal = balanceSystem.getRecoveryDamageMultiplier(\"prone_standup\", 15);\n * // Returns: 1.0 (full damage)\n * ```\n *\n * @public\n * @korean 회복피해배율\n */\n getRecoveryDamageMultiplier(\n recoveryType: RecoveryAnimationType,\n currentFrame: number\n ): number {\n const config = getRecoveryConfig(recoveryType);\n\n // Only apply damage reduction during vulnerable frames\n if (!isVulnerableFrame(recoveryType, currentFrame)) {\n return 1.0; // No vulnerability = full damage (or no damage if invulnerable)\n }\n\n // Apply damage reduction\n // damageReduction of 0.5 means 50% reduction, so multiplier is 0.5\n return 1.0 - config.damageReduction;\n }\n\n /**\n * Start a stance transition, creating vulnerability window.\n *\n * When a player changes stance, they become vulnerable for 0.5s with\n * a 1.5x damage multiplier. This creates tactical depth around stance changes.\n *\n * @param player - Current player state\n * @param newStance - Target stance to transition to\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state with transition tracking\n *\n * @example\n * ```typescript\n * // Player switches from Heaven to Water stance\n * const transitioning = balanceSystem.startStanceTransition(\n * player,\n * TrigramStance.GAM,\n * Date.now()\n * );\n * // transitioning.transitionState.isTransitioning = true\n * // transitioning.transitionState.vulnerabilityMultiplier = 1.5\n * ```\n *\n * @public\n * @korean 자세전환시작\n */\n startStanceTransition(\n player: BalancePlayerState,\n newStance: TrigramStance,\n currentTime: number\n ): BalancePlayerState {\n // No-op if changing to the same stance (avoid unnecessary transitions)\n if (newStance === player.currentStance) {\n return player;\n }\n\n // Initialize transition state\n const transitionState: TransitionState = {\n isTransitioning: true,\n transitionStartTime: currentTime,\n vulnerabilityMultiplier: this.transitionVulnerabilityMultiplier,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n // Add to stance change history\n const historyEntry: StanceChangeRecord = {\n timestamp: currentTime,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n const history = player.stanceChangeHistory ?? [];\n const newHistory = [...history, historyEntry].slice(-this.stanceChangeHistoryLimit);\n\n // Check for rapid stance changes (inclusive boundary)\n const recentChanges = newHistory.filter(\n (entry) => currentTime - entry.timestamp <= this.rapidChangeWindow\n );\n\n let rapidChangePenaltyEnd = player.rapidChangePenaltyEnd;\n\n if (recentChanges.length > this.rapidChangeThreshold) {\n // Apply rapid change penalty\n rapidChangePenaltyEnd = currentTime + this.rapidChangePenaltyDuration;\n }\n\n return {\n ...player,\n currentStance: newStance,\n lastStanceChangeTime: currentTime,\n transitionState,\n stanceChangeHistory: newHistory,\n rapidChangePenaltyEnd,\n };\n }\n\n /**\n * Update stance transition state based on time elapsed.\n *\n * Transitions last 0.5s. After that, vulnerability window closes.\n * Called each frame to manage transition timing.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state\n *\n * @example\n * ```typescript\n * // In game loop\n * player = balanceSystem.updateTransition(player, Date.now());\n * ```\n *\n * @public\n * @korean 전환상태갱신\n */\n updateTransition(\n player: BalancePlayerState,\n currentTime: number\n ): BalancePlayerState {\n if (!player.transitionState?.isTransitioning) {\n return player;\n }\n\n const elapsed = currentTime - player.transitionState.transitionStartTime;\n\n // Check if transition window has ended\n if (elapsed >= this.transitionDuration) {\n return {\n ...player,\n transitionState: {\n ...player.transitionState,\n isTransitioning: false,\n vulnerabilityMultiplier: 1.0,\n },\n };\n }\n\n return player;\n }\n\n /**\n * Calculate balance modifier based on body part damage.\n *\n * Leg damage significantly reduces balance. The leg-specific modifier\n * scales linearly from 0.7x at 0% leg health to 1.0x at 100% leg health:\n * - 100% leg health: 1.0x balance (no reduction from legs)\n * - 70% leg health: ≈0.91x balance (≈9% reduction from legs)\n * - 30% leg health: ≈0.79x balance (≈21% reduction from legs)\n * - 0% leg health: 0.7x balance (30% reduction from legs)\n *\n * Torso damage also affects balance but to a lesser degree, and the\n * combined leg/torso modifier is clamped so the final balance modifier\n * stays within the range 0.5x to 1.0x.\n *\n * @param player - Current player state with body part health\n * @returns Balance modifier (0.5 to 1.0)\n *\n * @example\n * ```typescript\n * const modifier = balanceSystem.calculateBalanceModifier(player);\n * const effectiveBalance = player.balance * modifier;\n * ```\n *\n * @public\n * @korean 균형조정계수계산\n */\n calculateBalanceModifier(player: BalancePlayerState): number {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return 1.0; // No body part tracking, no modifier\n }\n\n // Read leg and torso health ratios from body part health tracking\n const leftLegHealthRaw =\n (player.bodyPartHealth.legLeft ?? 0) /\n (player.bodyPartMaxHealth.legLeft ?? 1);\n const rightLegHealthRaw =\n (player.bodyPartHealth.legRight ?? 0) /\n (player.bodyPartMaxHealth.legRight ?? 1);\n \n // Use torsoLower for core balance (lower body)\n const torsoHealthRaw =\n (player.bodyPartHealth.torsoLower ?? 0) /\n (player.bodyPartMaxHealth.torsoLower ?? 1);\n\n // Clamp health ratios to [0, 1] to prevent out-of-range values\n const leftLegHealth = Math.max(0, Math.min(1, leftLegHealthRaw));\n const rightLegHealth = Math.max(0, Math.min(1, rightLegHealthRaw));\n const torsoHealth = Math.max(0, Math.min(1, torsoHealthRaw));\n\n // Average leg health (both legs affect balance)\n const avgLegHealth = (leftLegHealth + rightLegHealth) / 2;\n\n // Leg damage: 0-30% reduction based on damage\n const legModifier = 0.7 + avgLegHealth * 0.3; // Range: 0.7 to 1.0\n\n // Torso damage: 0-10% reduction based on damage\n const torsoModifier = 0.9 + torsoHealth * 0.1; // Range: 0.9 to 1.0\n\n // Combine modifiers (multiplicative)\n const combinedModifier = legModifier * torsoModifier;\n\n // Clamp to [0.5, 1.0] range as documented\n return Math.max(0.5, Math.min(1.0, combinedModifier));\n }\n\n /**\n * Calculate knockback resistance based on current stance.\n *\n * Different stances provide varying levels of knockback resistance:\n * - Defensive stances (Mountain, Earth): +50% resistance\n * - Balanced stances (Water, Wind): normal resistance\n * - Offensive stances (Heaven, Fire, Thunder): -30% resistance\n * - Fluid stance (Lake): normal resistance\n *\n * @param stance - Current trigram stance\n * @returns Knockback resistance multiplier (0.7 to 1.5)\n *\n * @example\n * ```typescript\n * const resistance = balanceSystem.getKnockbackResistance(TrigramStance.GAN);\n * const effectiveKnockback = baseKnockback * (1.0 / resistance);\n * ```\n *\n * @public\n * @korean 넉백저항계산\n */\n getKnockbackResistance(stance: TrigramStance): number {\n // Defensive stances: +50% resistance\n if (stance === TrigramStance.GAN || stance === TrigramStance.GON) {\n // Mountain, Earth\n return 1.5;\n }\n\n // Offensive stances: -30% resistance\n if (stance === TrigramStance.GEON || stance === TrigramStance.LI || stance === TrigramStance.JIN) {\n // Heaven, Fire, Thunder\n return 0.7;\n }\n\n // Balanced/adaptive stances: normal resistance\n return 1.0; // Water, Wind, Lake\n }\n\n /**\n * Check if rapid stance change penalty is active.\n *\n * Penalty applies when player changes stances >2 times in 3 seconds.\n * Lasts for 2 seconds after the last rapid change.\n * The penalty increases balance loss by 20% in `disruptBalance()`.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns True if penalty is active\n *\n * @example\n * ```typescript\n * // The penalty is applied automatically in disruptBalance()\n * if (balanceSystem.isRapidChangePenaltyActive(player, Date.now())) {\n * // Penalty active: balance loss will be increased by 20%\n * cy.log(\"Rapid change penalty active\");\n * }\n * ```\n *\n * @public\n * @korean 급속변경벌칙확인\n */\n isRapidChangePenaltyActive(\n player: BalancePlayerState,\n currentTime: number\n ): boolean {\n if (!player.rapidChangePenaltyEnd) {\n return false;\n }\n return currentTime < player.rapidChangePenaltyEnd;\n }\n\n /**\n * Get total vulnerability multiplier considering all factors.\n *\n * Combines:\n * - Base balance state vulnerability (1.0 to 2.0)\n * - Stance transition vulnerability (1.5x during 0.5s window)\n *\n * @param player - Current player state\n * @returns Combined vulnerability multiplier\n *\n * @example\n * ```typescript\n * const multiplier = balanceSystem.getTotalVulnerabilityMultiplier(player);\n * const finalDamage = baseDamage * multiplier;\n * ```\n *\n * @public\n * @korean 총취약성배율\n */\n getTotalVulnerabilityMultiplier(player: BalancePlayerState): number {\n // Get base balance vulnerability\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n let multiplier = effects.vulnerabilityMultiplier;\n\n // Apply transition vulnerability if active\n if (player.transitionState?.isTransitioning) {\n multiplier *= player.transitionState.vulnerabilityMultiplier;\n }\n\n return multiplier;\n }\n}\n\nexport default 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@@ -0,0 +1,96 @@
1
+ /**
2
+ * Breaking Technique Status Effect Constants
3
+ *
4
+ * **Korean**: 파쇄기술 상태효과 상수
5
+ *
6
+ * Defines status effect IDs used by the limb exposure and breaking technique system.
7
+ * These effects are applied when joints/bones are broken during counter-attacks.
8
+ *
9
+ * @module systems/combat/BreakingStatusEffects
10
+ * @korean 파쇄상태효과
11
+ */
12
+ /**
13
+ * Status effect IDs for breaking techniques.
14
+ *
15
+ * These IDs are used when creating StatusEffect objects after successful
16
+ * breaking technique execution. Each ID should eventually have a corresponding
17
+ * StatusEffect implementation in the game's effect system.
18
+ *
19
+ * **Korean**: 파쇄 상태효과 ID
20
+ *
21
+ * @public
22
+ * @korean 파쇄상태효과ID
23
+ */
24
+ export declare const BREAKING_STATUS_EFFECT_IDS: {
25
+ /**
26
+ * General pain effect applied on all successful breaks.
27
+ * Maps to existing VitalPointEffectType.PAIN.
28
+ * @korean 고통
29
+ */
30
+ readonly PAIN: "pain";
31
+ /**
32
+ * Severe injury from high-severity breaks (severity > 0.8).
33
+ * Indicates major trauma requiring immediate attention.
34
+ * @korean 심각한부상
35
+ */
36
+ readonly SEVERE_INJURY: "severe_injury";
37
+ /**
38
+ * Limb is completely disabled and cannot be used.
39
+ * Applied to broken joints/bones preventing limb function.
40
+ * @korean 사지불능
41
+ */
42
+ readonly DISABLED_LIMB: "disabled_limb";
43
+ /**
44
+ * Moderate limb injury (severity 0.5-0.8).
45
+ * Limb can be used but with reduced effectiveness.
46
+ * @korean 사지부상
47
+ */
48
+ readonly INJURED_LIMB: "injured_limb";
49
+ /**
50
+ * Minor joint sprain or strain (severity < 0.5).
51
+ * Causes discomfort but doesn't prevent use.
52
+ * @korean 관절염좌
53
+ */
54
+ readonly SPRAINED_JOINT: "sprained_joint";
55
+ /**
56
+ * Movement speed reduction from leg/ankle breaks.
57
+ * Applied when ankle or knee is broken.
58
+ * @korean 이동력감소
59
+ */
60
+ readonly IMPAIRED_MOBILITY: "impaired_mobility";
61
+ /**
62
+ * Bleeding from severe bone breaks (severity > 0.6).
63
+ * Causes continuous health drain.
64
+ * @korean 출혈
65
+ */
66
+ readonly BLEEDING: "bleeding";
67
+ };
68
+ /**
69
+ * Type representing valid breaking status effect IDs.
70
+ * Use this type when referencing breaking effect IDs to ensure type safety.
71
+ *
72
+ * @public
73
+ * @korean 파쇄상태효과ID타입
74
+ */
75
+ export type BreakingStatusEffectId = (typeof BREAKING_STATUS_EFFECT_IDS)[keyof typeof BREAKING_STATUS_EFFECT_IDS];
76
+ /**
77
+ * Helper function to validate if a string is a valid breaking status effect ID.
78
+ *
79
+ * @param id - The ID to validate
80
+ * @returns true if the ID is a valid breaking status effect
81
+ *
82
+ * @public
83
+ * @korean 파쇄상태효과ID검증
84
+ */
85
+ export declare function isBreakingStatusEffectId(id: string): id is BreakingStatusEffectId;
86
+ /**
87
+ * Get all breaking status effect IDs as an array.
88
+ *
89
+ * @returns Array of all breaking status effect ID strings
90
+ *
91
+ * @public
92
+ * @korean 모든파쇄상태효과ID
93
+ */
94
+ export declare function getAllBreakingStatusEffectIds(): readonly string[];
95
+ export default BREAKING_STATUS_EFFECT_IDS;
96
+ //# sourceMappingURL=BreakingStatusEffects.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BreakingStatusEffects.d.ts","sourceRoot":"","sources":["../../../src/systems/combat/BreakingStatusEffects.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,0BAA0B;IACrC;;;;OAIG;;IAGH;;;;OAIG;;IAGH;;;;OAIG;;IAGH;;;;OAIG;;IAGH;;;;OAIG;;IAGH;;;;OAIG;;IAGH;;;;OAIG;;CAEK,CAAC;AAEX;;;;;;GAMG;AACH,MAAM,MAAM,sBAAsB,GAChC,CAAC,OAAO,0BAA0B,CAAC,CAAC,MAAM,OAAO,0BAA0B,CAAC,CAAC;AAE/E;;;;;;;;GAQG;AACH,wBAAgB,wBAAwB,CACtC,EAAE,EAAE,MAAM,GACT,EAAE,IAAI,sBAAsB,CAI9B;AAED;;;;;;;GAOG;AACH,wBAAgB,6BAA6B,IAAI,SAAS,MAAM,EAAE,CAEjE;AAED,eAAe,0BAA0B,CAAC"}
@@ -0,0 +1,60 @@
1
+ //#region src/systems/combat/BreakingStatusEffects.ts
2
+ /**
3
+ * Breaking Technique Status Effect Constants
4
+ *
5
+ * **Korean**: 파쇄기술 상태효과 상수
6
+ *
7
+ * Defines status effect IDs used by the limb exposure and breaking technique system.
8
+ * These effects are applied when joints/bones are broken during counter-attacks.
9
+ *
10
+ * @module systems/combat/BreakingStatusEffects
11
+ * @korean 파쇄상태효과
12
+ */
13
+ /**
14
+ * Status effect IDs for breaking techniques.
15
+ *
16
+ * These IDs are used when creating StatusEffect objects after successful
17
+ * breaking technique execution. Each ID should eventually have a corresponding
18
+ * StatusEffect implementation in the game's effect system.
19
+ *
20
+ * **Korean**: 파쇄 상태효과 ID
21
+ *
22
+ * @public
23
+ * @korean 파쇄상태효과ID
24
+ */
25
+ var BREAKING_STATUS_EFFECT_IDS = {
26
+ PAIN: "pain",
27
+ SEVERE_INJURY: "severe_injury",
28
+ DISABLED_LIMB: "disabled_limb",
29
+ INJURED_LIMB: "injured_limb",
30
+ SPRAINED_JOINT: "sprained_joint",
31
+ IMPAIRED_MOBILITY: "impaired_mobility",
32
+ BLEEDING: "bleeding"
33
+ };
34
+ /**
35
+ * Helper function to validate if a string is a valid breaking status effect ID.
36
+ *
37
+ * @param id - The ID to validate
38
+ * @returns true if the ID is a valid breaking status effect
39
+ *
40
+ * @public
41
+ * @korean 파쇄상태효과ID검증
42
+ */
43
+ function isBreakingStatusEffectId(id) {
44
+ return Object.values(BREAKING_STATUS_EFFECT_IDS).includes(id);
45
+ }
46
+ /**
47
+ * Get all breaking status effect IDs as an array.
48
+ *
49
+ * @returns Array of all breaking status effect ID strings
50
+ *
51
+ * @public
52
+ * @korean 모든파쇄상태효과ID
53
+ */
54
+ function getAllBreakingStatusEffectIds() {
55
+ return Object.values(BREAKING_STATUS_EFFECT_IDS);
56
+ }
57
+ //#endregion
58
+ export { BREAKING_STATUS_EFFECT_IDS as default, getAllBreakingStatusEffectIds, isBreakingStatusEffectId };
59
+
60
+ //# sourceMappingURL=BreakingStatusEffects.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BreakingStatusEffects.js","names":[],"sources":["../../../src/systems/combat/BreakingStatusEffects.ts"],"sourcesContent":["/**\n * Breaking Technique Status Effect Constants\n *\n * **Korean**: 파쇄기술 상태효과 상수\n *\n * Defines status effect IDs used by the limb exposure and breaking technique system.\n * These effects are applied when joints/bones are broken during counter-attacks.\n *\n * @module systems/combat/BreakingStatusEffects\n * @korean 파쇄상태효과\n */\n\n/**\n * Status effect IDs for breaking techniques.\n *\n * These IDs are used when creating StatusEffect objects after successful\n * breaking technique execution. Each ID should eventually have a corresponding\n * StatusEffect implementation in the game's effect system.\n *\n * **Korean**: 파쇄 상태효과 ID\n *\n * @public\n * @korean 파쇄상태효과ID\n */\nexport const BREAKING_STATUS_EFFECT_IDS = {\n /**\n * General pain effect applied on all successful breaks.\n * Maps to existing VitalPointEffectType.PAIN.\n * @korean 고통\n */\n PAIN: \"pain\" as const,\n\n /**\n * Severe injury from high-severity breaks (severity > 0.8).\n * Indicates major trauma requiring immediate attention.\n * @korean 심각한부상\n */\n SEVERE_INJURY: \"severe_injury\" as const,\n\n /**\n * Limb is completely disabled and cannot be used.\n * Applied to broken joints/bones preventing limb function.\n * @korean 사지불능\n */\n DISABLED_LIMB: \"disabled_limb\" as const,\n\n /**\n * Moderate limb injury (severity 0.5-0.8).\n * Limb can be used but with reduced effectiveness.\n * @korean 사지부상\n */\n INJURED_LIMB: \"injured_limb\" as const,\n\n /**\n * Minor joint sprain or strain (severity < 0.5).\n * Causes discomfort but doesn't prevent use.\n * @korean 관절염좌\n */\n SPRAINED_JOINT: \"sprained_joint\" as const,\n\n /**\n * Movement speed reduction from leg/ankle breaks.\n * Applied when ankle or knee is broken.\n * @korean 이동력감소\n */\n IMPAIRED_MOBILITY: \"impaired_mobility\" as const,\n\n /**\n * Bleeding from severe bone breaks (severity > 0.6).\n * Causes continuous health drain.\n * @korean 출혈\n */\n BLEEDING: \"bleeding\" as const,\n} as const;\n\n/**\n * Type representing valid breaking status effect IDs.\n * Use this type when referencing breaking effect IDs to ensure type safety.\n *\n * @public\n * @korean 파쇄상태효과ID타입\n */\nexport type BreakingStatusEffectId =\n (typeof BREAKING_STATUS_EFFECT_IDS)[keyof typeof BREAKING_STATUS_EFFECT_IDS];\n\n/**\n * Helper function to validate if a string is a valid breaking status effect ID.\n *\n * @param id - The ID to validate\n * @returns true if the ID is a valid breaking status effect\n *\n * @public\n * @korean 파쇄상태효과ID검증\n */\nexport function isBreakingStatusEffectId(\n id: string\n): id is BreakingStatusEffectId {\n return Object.values(BREAKING_STATUS_EFFECT_IDS).includes(\n id as BreakingStatusEffectId\n );\n}\n\n/**\n * Get all breaking status effect IDs as an array.\n *\n * @returns Array of all breaking status effect ID strings\n *\n * @public\n * @korean 모든파쇄상태효과ID\n */\nexport function getAllBreakingStatusEffectIds(): readonly string[] {\n return Object.values(BREAKING_STATUS_EFFECT_IDS);\n}\n\nexport default BREAKING_STATUS_EFFECT_IDS;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,6BAA6B;CAMxC,MAAM;CAON,eAAe;CAOf,eAAe;CAOf,cAAc;CAOd,gBAAgB;CAOhB,mBAAmB;CAOnB,UAAU;CACX;;;;;;;;;;AAqBD,SAAgB,yBACd,IAC8B;AAC9B,QAAO,OAAO,OAAO,2BAA2B,CAAC,SAC/C,GACD;;;;;;;;;;AAWH,SAAgB,gCAAmD;AACjE,QAAO,OAAO,OAAO,2BAA2B"}
@@ -0,0 +1,264 @@
1
+ /**
2
+ * Combat State System for managing Ready/Shaken/Vulnerable/Helpless states.
3
+ *
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+ * **Korean**: 전투 상태 시스템 (Combat State System)
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+ *
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+ * Implements the combat readiness state machine based on cumulative damage,
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+ * pain, consciousness, and balance. Each state affects player capabilities
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+ * with specific multipliers.
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+ *
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+ * ## Combat States
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+ *
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+ * - **🟢 READY**: 100% capability - perfect combat condition
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+ * - **🟡 SHAKEN**: 80% capability - slightly compromised, -20% accuracy
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+ * - **🟠 VULNERABLE**: 60% capability - significantly exposed, -40% defense
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+ * - **🔴 HELPLESS**: 20% capability - near incapacitation, cannot block
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+ *
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+ * @module systems/combat/CombatStateSystem
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+ * @category Combat System
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+ * @korean 전투상태시스템
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+ */
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+ import { PlayerState } from "../player";
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+ /**
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+ * Combat readiness states representing player combat effectiveness.
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+ *
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+ * **Korean**: 전투 준비 상태
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+ */
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+ export declare enum CombatReadinessState {
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+ /** 🟢 Ready - Full combat capability (100%) */
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+ READY = "ready",
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+ /** 🟡 Shaken - Reduced effectiveness (80%) */
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+ SHAKEN = "shaken",
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+ /** 🟠 Vulnerable - Significantly impaired (60%) */
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+ VULNERABLE = "vulnerable",
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+ /** 🔴 Helpless - Near incapacitation (20%) */
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+ HELPLESS = "helpless"
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+ }
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+ /**
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+ * State capability modifiers for each combat state.
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+ *
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+ * **Korean**: 상태 능력 배율
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+ */
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+ interface StateCapability {
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+ /** Overall capability percentage */
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+ readonly capability: number;
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+ /** Accuracy modifier (affects hit chance and damage output) */
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+ readonly accuracyModifier: number;
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+ /** Defense modifier (affects damage reduction) */
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+ readonly defenseModifier: number;
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+ /** Damage modifier (affects outgoing damage) */
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+ readonly damageModifier: number;
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+ /** Damage taken multiplier (affects incoming damage) */
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+ readonly damageTakenMultiplier: number;
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+ /** Movement speed modifier */
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+ readonly speedModifier: number;
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+ /** Can perform blocking actions */
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+ readonly canBlock: boolean;
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+ /** Can execute techniques */
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+ readonly canExecuteTechniques: boolean;
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+ }
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+ /**
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+ * Combat State System managing readiness state transitions.
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+ *
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+ * Evaluates player condition and determines current combat readiness state.
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+ * States degrade based on:
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+ * - Cumulative damage (health loss)
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+ * - Pain overload
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+ * - Consciousness reduction
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+ * - Balance disruption
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+ *
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+ * @example
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+ * ```typescript
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+ * const combatStateSystem = new CombatStateSystem();
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+ *
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+ * // Determine current state
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+ * const state = combatStateSystem.determineState(player);
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+ *
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+ * // Get capability modifiers
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+ * const capability = combatStateSystem.getCapability(state);
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+ * console.log(`Capability: ${capability.capability}%`);
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+ *
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+ * // Apply modifiers to damage calculation
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+ * const modifiedDamage = baseDamage * capability.accuracyModifier;
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+ * ```
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+ *
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+ * @public
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+ * @korean 전투상태시스템
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+ */
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+ export declare class CombatStateSystem {
89
+ /**
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+ * State capability definitions with modifiers per state.
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+ *
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+ * Based on acceptance criteria:
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+ * - READY: 100% capability (baseline)
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+ * - SHAKEN: -15% accuracy, -10% damage
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+ * - VULNERABLE: -30% accuracy, -25% damage, +50% damage taken
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+ * - HELPLESS: Cannot attack, cannot block, +100% damage taken
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+ */
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+ private readonly stateCapabilities;
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+ /**
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+ * Determines the current combat readiness state based on player condition.
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+ *
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+ * Evaluates health, pain, consciousness, balance, and recent hits to determine
103
+ * the most appropriate combat state. State transitions follow acceptance criteria:
104
+ * - READY → SHAKEN: After taking 2-3 hits or significant vital point strike
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+ * - SHAKEN → VULNERABLE: After additional 2 hits or loss of 30% body part health
106
+ * - VULNERABLE → HELPLESS: After head trauma, pain >80, or knock-down
107
+ * - Recovery: HELPLESS → READY over 5 seconds if no additional hits
108
+ *
109
+ * @param player - Current player state
110
+ * @param currentTime - Current timestamp in milliseconds
111
+ * @returns Current combat readiness state
112
+ *
113
+ * @example
114
+ * ```typescript
115
+ * const state = combatStateSystem.determineState(player, Date.now());
116
+ * if (state === CombatReadinessState.HELPLESS) {
117
+ * console.log("Player is near incapacitation!");
118
+ * }
119
+ * ```
120
+ *
121
+ * @public
122
+ * @korean 상태결정
123
+ */
124
+ determineState(player: PlayerState, currentTime?: number): CombatReadinessState;
125
+ /**
126
+ * Gets the capability modifiers for a specific combat state.
127
+ *
128
+ * Returns all modifiers that should be applied to player actions
129
+ * based on their current combat readiness.
130
+ *
131
+ * @param state - Combat readiness state
132
+ * @returns Capability modifiers for the state
133
+ *
134
+ * @example
135
+ * ```typescript
136
+ * const capability = combatStateSystem.getCapability(
137
+ * CombatReadinessState.SHAKEN
138
+ * );
139
+ *
140
+ * // Apply to damage calculation
141
+ * const finalDamage = baseDamage * capability.accuracyModifier;
142
+ *
143
+ * // Check if can block
144
+ * if (!capability.canBlock) {
145
+ * console.log("Cannot block in this state!");
146
+ * }
147
+ * ```
148
+ *
149
+ * @public
150
+ * @korean 능력조회
151
+ */
152
+ getCapability(state: CombatReadinessState): StateCapability;
153
+ /**
154
+ * Applies combat state modifiers to a player state.
155
+ *
156
+ * Creates a modified player state with capability reductions
157
+ * based on current combat readiness.
158
+ *
159
+ * @param player - Current player state
160
+ * @param state - Combat readiness state to apply
161
+ * @returns Modified player state with applied modifiers
162
+ *
163
+ * @example
164
+ * ```typescript
165
+ * const state = combatStateSystem.determineState(player);
166
+ * const modifiedPlayer = combatStateSystem.applyStateModifiers(
167
+ * player,
168
+ * state
169
+ * );
170
+ * ```
171
+ *
172
+ * @public
173
+ * @korean 상태적용
174
+ */
175
+ applyStateModifiers(player: PlayerState, state: CombatReadinessState): PlayerState;
176
+ /**
177
+ * Gets bilingual name for combat state.
178
+ *
179
+ * @param state - Combat readiness state
180
+ * @returns Korean and English state names
181
+ *
182
+ * @public
183
+ * @korean 상태이름
184
+ */
185
+ getStateName(state: CombatReadinessState): {
186
+ korean: string;
187
+ english: string;
188
+ };
189
+ /**
190
+ * Gets emoji indicator for combat state.
191
+ *
192
+ * @param state - Combat readiness state
193
+ * @returns Emoji representing the state
194
+ *
195
+ * @public
196
+ * @korean 상태아이콘
197
+ */
198
+ getStateEmoji(state: CombatReadinessState): string;
199
+ /**
200
+ * Counts recent hits within a time window.
201
+ *
202
+ * @param player - Current player state
203
+ * @param currentTime - Current timestamp (milliseconds)
204
+ * @param timeWindow - Time window to check in milliseconds
205
+ * @returns Number of hits within the time window
206
+ *
207
+ * @private
208
+ * @korean 최근타격횟수
209
+ */
210
+ private countRecentHits;
211
+ /**
212
+ * Checks if any body part has lost more than the specified percentage of health.
213
+ *
214
+ * @param player - Current player state
215
+ * @param lossThreshold - Health loss threshold (0.0 to 1.0)
216
+ * @returns True if any body part has lost more than the threshold
217
+ *
218
+ * @private
219
+ * @korean 신체부위손상확인
220
+ */
221
+ private checkBodyPartHealthLoss;
222
+ /**
223
+ * Records a hit on the player and updates recent hit tracking.
224
+ *
225
+ * Should be called by combat system when player takes a hit.
226
+ * Maintains a rolling window of the last 10 hit timestamps.
227
+ *
228
+ * @param player - Current player state
229
+ * @param currentTime - Timestamp of the hit
230
+ * @returns Updated player state with recorded hit
231
+ *
232
+ * @public
233
+ * @korean 타격기록
234
+ */
235
+ recordHit(player: PlayerState, currentTime: number): PlayerState;
236
+ /**
237
+ * Updates player when entering HELPLESS state.
238
+ *
239
+ * Records the timestamp for recovery tracking.
240
+ *
241
+ * @param player - Current player state
242
+ * @param currentTime - Timestamp when entering helpless state
243
+ * @returns Updated player state
244
+ *
245
+ * @public
246
+ * @korean 무력상태기록
247
+ */
248
+ enterHelplessState(player: PlayerState, currentTime: number): PlayerState;
249
+ /**
250
+ * Checks if player can recover from HELPLESS state.
251
+ *
252
+ * Recovery occurs after 5 seconds with no additional hits.
253
+ *
254
+ * @param player - Current player state
255
+ * @param currentTime - Current timestamp
256
+ * @returns True if recovery is possible
257
+ *
258
+ * @public
259
+ * @korean 회복가능확인
260
+ */
261
+ canRecoverFromHelpless(player: PlayerState, currentTime: number): boolean;
262
+ }
263
+ export default CombatStateSystem;
264
+ //# sourceMappingURL=CombatStateSystem.d.ts.map
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