blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,529 @@
1
+ import { VitalPointCategory } from "../../types/common.js";
2
+ import "../../types/index.js";
3
+ import { determineFallFromStance } from "../animation/systems/FallAnimations.js";
4
+ import "../animation/index.js";
5
+ //#region src/systems/combat/ConsciousnessSystem.ts
6
+ /**
7
+ * Consciousness System for managing awareness and cognitive function levels.
8
+ *
9
+ * **Korean**: 의식 시스템 (Consciousness System)
10
+ *
11
+ * Implements consciousness levels based on head trauma, blood flow restriction,
12
+ * and neural damage. Consciousness affects reaction time, targeting precision,
13
+ * and overall combat effectiveness.
14
+ *
15
+ * ## Consciousness Levels
16
+ *
17
+ * - **전투각성 (Combat Alert)**: 100% - Full awareness, optimal combat ability
18
+ * - **혼란상태 (Disoriented)**: 70% - Reduced reaction, vulnerability window
19
+ * - **기절직전 (Stunned)**: 40% - Severe impairment, incapacitation opportunity
20
+ * - **무의식 (Unconscious)**: 0% - Complete incapacitation
21
+ *
22
+ * ## Fall System Integration
23
+ *
24
+ * When consciousness drops below 10%, the system triggers fall animations (낙법).
25
+ * The character loses the ability to stand and collapses to the ground.
26
+ * Fall direction is based on last impact location.
27
+ *
28
+ * @module systems/combat/ConsciousnessSystem
29
+ * @category Combat System
30
+ * @korean 의식시스템
31
+ */
32
+ /**
33
+ * Consciousness levels representing cognitive function and awareness.
34
+ *
35
+ * **Korean**: 의식 수준
36
+ */
37
+ var ConsciousnessLevel = /* @__PURE__ */ function(ConsciousnessLevel) {
38
+ /** Full combat awareness (90-100%) */
39
+ ConsciousnessLevel["COMBAT_ALERT"] = "combat_alert";
40
+ /** Disoriented and vulnerable (50-89%) */
41
+ ConsciousnessLevel["DISORIENTED"] = "disoriented";
42
+ /** Severely stunned (10-49%) */
43
+ ConsciousnessLevel["STUNNED"] = "stunned";
44
+ /** Completely unconscious (0-9%) */
45
+ ConsciousnessLevel["UNCONSCIOUS"] = "unconscious";
46
+ return ConsciousnessLevel;
47
+ }({});
48
+ /**
49
+ * Consciousness System managing awareness and cognitive function.
50
+ *
51
+ * Tracks consciousness damage from:
52
+ * - Head trauma (strikes to head region)
53
+ * - Neurological vital point hits
54
+ * - Blood flow restriction (vascular hits)
55
+ * - Respiratory disruption
56
+ *
57
+ * Consciousness naturally recovers over time when not taking damage.
58
+ *
59
+ * @example
60
+ * ```typescript
61
+ * const consciousnessSystem = new ConsciousnessSystem();
62
+ *
63
+ * // Apply damage from head strike
64
+ * const newPlayer = consciousnessSystem.applyDamage(
65
+ * player,
66
+ * 15,
67
+ * VitalPointCategory.NEUROLOGICAL
68
+ * );
69
+ *
70
+ * // Check consciousness level
71
+ * const level = consciousnessSystem.getLevel(newPlayer.consciousness);
72
+ * console.log(`Consciousness: ${level}`);
73
+ *
74
+ * // Apply recovery over time
75
+ * const recovered = consciousnessSystem.applyRecovery(newPlayer, 1000);
76
+ * ```
77
+ *
78
+ * @public
79
+ * @korean 의식시스템
80
+ */
81
+ var ConsciousnessSystem = class {
82
+ /**
83
+ * Consciousness level effects and thresholds.
84
+ */
85
+ levelEffects = {
86
+ [ConsciousnessLevel.COMBAT_ALERT]: {
87
+ range: [90, 100],
88
+ reactionTimeMultiplier: 1,
89
+ accuracyPenalty: 0,
90
+ defensePenalty: 0,
91
+ canAct: true,
92
+ visionClarity: 1
93
+ },
94
+ [ConsciousnessLevel.DISORIENTED]: {
95
+ range: [50, 89],
96
+ reactionTimeMultiplier: 1.3,
97
+ accuracyPenalty: .2,
98
+ defensePenalty: .15,
99
+ canAct: true,
100
+ visionClarity: .7
101
+ },
102
+ [ConsciousnessLevel.STUNNED]: {
103
+ range: [20, 49],
104
+ reactionTimeMultiplier: 2,
105
+ accuracyPenalty: .5,
106
+ defensePenalty: .4,
107
+ canAct: true,
108
+ visionClarity: .4
109
+ },
110
+ [ConsciousnessLevel.UNCONSCIOUS]: {
111
+ range: [0, 19],
112
+ reactionTimeMultiplier: Infinity,
113
+ accuracyPenalty: 1,
114
+ defensePenalty: 1,
115
+ canAct: false,
116
+ visionClarity: 0
117
+ }
118
+ };
119
+ /**
120
+ * Damage multipliers by vital point category affecting consciousness.
121
+ */
122
+ categoryMultipliers = {
123
+ [VitalPointCategory.NEUROLOGICAL]: 3,
124
+ [VitalPointCategory.VASCULAR]: 2,
125
+ [VitalPointCategory.RESPIRATORY]: 1.5,
126
+ default: .5
127
+ };
128
+ /**
129
+ * Base recovery rate per second.
130
+ */
131
+ baseRecoveryRate = 5;
132
+ /**
133
+ * Incapacitation threshold - consciousness <20% renders player helpless.
134
+ *
135
+ * **Korean**: 무력화한계 (Incapacitation Threshold)
136
+ */
137
+ incapacitationThreshold = 20;
138
+ /**
139
+ * Duration of helplessness when consciousness drops below threshold (3-5 seconds).
140
+ */
141
+ helplessDuration = {
142
+ min: 3e3,
143
+ max: 5e3
144
+ };
145
+ /**
146
+ * Time without head trauma required for consciousness recovery (5 seconds).
147
+ */
148
+ noTraumaRecoveryTime = 5e3;
149
+ /**
150
+ * Applies consciousness damage from combat.
151
+ *
152
+ * Calculates consciousness reduction based on damage amount and
153
+ * vital point category. Neurological and vascular damage have
154
+ * the highest impact on consciousness.
155
+ *
156
+ * @param player - Current player state
157
+ * @param damage - Base damage amount
158
+ * @param category - Vital point category hit
159
+ * @returns Updated player state with reduced consciousness
160
+ *
161
+ * @example
162
+ * ```typescript
163
+ * // Head strike causes significant consciousness damage
164
+ * const newPlayer = system.applyDamage(
165
+ * player,
166
+ * 20,
167
+ * VitalPointCategory.NEUROLOGICAL
168
+ * );
169
+ * console.log(`Consciousness: ${newPlayer.consciousness}`);
170
+ * ```
171
+ *
172
+ * @public
173
+ * @korean 의식피해적용
174
+ */
175
+ applyDamage(player, damage, category) {
176
+ const consciousnessDamage = damage * (category ? this.categoryMultipliers[category] ?? this.categoryMultipliers.default : this.categoryMultipliers.default);
177
+ const newConsciousness = Math.max(0, Math.min(100, player.consciousness - consciousnessDamage));
178
+ return {
179
+ ...player,
180
+ consciousness: newConsciousness
181
+ };
182
+ }
183
+ /**
184
+ * Applies consciousness recovery over time.
185
+ *
186
+ * Consciousness naturally recovers when not taking damage.
187
+ * Recovery rate depends on current level - severely stunned
188
+ * players recover more slowly.
189
+ *
190
+ * **Note**: Full recovery only occurs after 5 seconds without head trauma.
191
+ *
192
+ * @param player - Current player state
193
+ * @param deltaTime - Time elapsed in milliseconds
194
+ * @param lastHeadTraumaTime - Timestamp of last head trauma (optional)
195
+ * @returns Updated player state with recovered consciousness
196
+ *
197
+ * @example
198
+ * ```typescript
199
+ * // In game loop (60fps, ~16ms per frame)
200
+ * player = system.applyRecovery(player, 16, player.lastActionTime);
201
+ * ```
202
+ *
203
+ * @public
204
+ * @korean 의식회복
205
+ */
206
+ applyRecovery(player, deltaTime, lastHeadTraumaTime) {
207
+ if (player.consciousness >= 100) return player;
208
+ if ((lastHeadTraumaTime ? Date.now() - lastHeadTraumaTime : Infinity) < this.noTraumaRecoveryTime) return player;
209
+ const deltaSeconds = deltaTime / 1e3;
210
+ const level = this.getLevel(player.consciousness);
211
+ let recoveryModifier = 1;
212
+ if (level === ConsciousnessLevel.STUNNED) recoveryModifier = .5;
213
+ else if (level === ConsciousnessLevel.UNCONSCIOUS) recoveryModifier = .2;
214
+ const recovery = this.baseRecoveryRate * deltaSeconds * recoveryModifier;
215
+ const newConsciousness = Math.min(100, player.consciousness + recovery);
216
+ return {
217
+ ...player,
218
+ consciousness: newConsciousness
219
+ };
220
+ }
221
+ /**
222
+ * Determines consciousness level from consciousness value.
223
+ *
224
+ * Updated thresholds:
225
+ * - 90-100: Combat Alert
226
+ * - 50-89: Disoriented
227
+ * - 20-49: Stunned
228
+ * - 0-19: Unconscious (incapacitation threshold <20%)
229
+ *
230
+ * @param consciousness - Consciousness value (0-100)
231
+ * @returns Current consciousness level
232
+ *
233
+ * @example
234
+ * ```typescript
235
+ * const level = system.getLevel(75);
236
+ * console.log(level); // DISORIENTED
237
+ *
238
+ * const level2 = system.getLevel(15);
239
+ * console.log(level2); // UNCONSCIOUS (below incapacitation threshold)
240
+ * ```
241
+ *
242
+ * @public
243
+ * @korean 의식수준확인
244
+ */
245
+ getLevel(consciousness) {
246
+ if (consciousness >= 90) return ConsciousnessLevel.COMBAT_ALERT;
247
+ if (consciousness >= 50) return ConsciousnessLevel.DISORIENTED;
248
+ if (consciousness >= 20) return ConsciousnessLevel.STUNNED;
249
+ return ConsciousnessLevel.UNCONSCIOUS;
250
+ }
251
+ /**
252
+ * Gets effects for a specific consciousness level.
253
+ *
254
+ * @param level - Consciousness level
255
+ * @returns Effects applied at that level
256
+ *
257
+ * @public
258
+ * @korean 의식효과
259
+ */
260
+ getEffects(level) {
261
+ return this.levelEffects[level];
262
+ }
263
+ /**
264
+ * Applies consciousness effects to player state.
265
+ *
266
+ * Modifies player stats based on current consciousness level.
267
+ *
268
+ * @param player - Current player state
269
+ * @returns Modified player state with consciousness effects
270
+ *
271
+ * @public
272
+ * @korean 의식효과적용
273
+ */
274
+ applyEffects(player) {
275
+ const level = this.getLevel(player.consciousness);
276
+ const effects = this.getEffects(level);
277
+ return {
278
+ ...player,
279
+ attackPower: Math.floor(player.attackPower * (1 - effects.accuracyPenalty)),
280
+ defense: Math.floor(player.defense * (1 - effects.defensePenalty)),
281
+ technique: Math.floor(player.technique * (1 - effects.accuracyPenalty)),
282
+ isStunned: player.isStunned || level === ConsciousnessLevel.UNCONSCIOUS || level === ConsciousnessLevel.STUNNED
283
+ };
284
+ }
285
+ /**
286
+ * Checks if player is at incapacitation threshold.
287
+ *
288
+ * **Korean**: 무력화한계 (Incapacitation Threshold)
289
+ *
290
+ * When consciousness drops below 20%, player becomes helpless for 3-5 seconds.
291
+ *
292
+ * @param player - Current player state
293
+ * @returns True if consciousness is below incapacitation threshold (<20%)
294
+ *
295
+ * @example
296
+ * ```typescript
297
+ * if (system.isAtIncapacitationThreshold(player)) {
298
+ * // Player is helpless, trigger helpless state
299
+ * const helplessDuration = system.getHelplessDuration();
300
+ * console.log(`Player helpless for ${helplessDuration}ms`);
301
+ * }
302
+ * ```
303
+ *
304
+ * @public
305
+ * @korean 무력화한계확인
306
+ */
307
+ isAtIncapacitationThreshold(player) {
308
+ return player.consciousness < this.incapacitationThreshold;
309
+ }
310
+ /**
311
+ * Gets random helpless duration when consciousness drops below threshold.
312
+ *
313
+ * Returns a random duration between 3-5 seconds (3000-5000ms).
314
+ *
315
+ * @returns Helpless duration in milliseconds
316
+ *
317
+ * @public
318
+ * @korean 무력화지속시간
319
+ */
320
+ getHelplessDuration() {
321
+ return this.helplessDuration.min + Math.random() * (this.helplessDuration.max - this.helplessDuration.min);
322
+ }
323
+ /**
324
+ * Checks if enough time has passed for consciousness recovery.
325
+ *
326
+ * Consciousness only recovers after 5 seconds without head trauma.
327
+ *
328
+ * @param lastHeadTraumaTime - Timestamp of last head trauma
329
+ * @returns True if recovery is allowed
330
+ *
331
+ * @public
332
+ * @korean 회복가능확인
333
+ */
334
+ canRecover(lastHeadTraumaTime) {
335
+ return Date.now() - lastHeadTraumaTime >= this.noTraumaRecoveryTime;
336
+ }
337
+ /**
338
+ * Checks if player is incapacitated due to consciousness.
339
+ *
340
+ * @param player - Current player state
341
+ * @returns True if player is unconscious
342
+ *
343
+ * @public
344
+ * @korean 무의식확인
345
+ */
346
+ isIncapacitated(player) {
347
+ return this.getLevel(player.consciousness) === ConsciousnessLevel.UNCONSCIOUS;
348
+ }
349
+ /**
350
+ * Gets bilingual name for consciousness level.
351
+ *
352
+ * @param level - Consciousness level
353
+ * @returns Korean and English level names
354
+ *
355
+ * @public
356
+ * @korean 의식이름
357
+ */
358
+ getLevelName(level) {
359
+ return {
360
+ [ConsciousnessLevel.COMBAT_ALERT]: {
361
+ korean: "전투각성",
362
+ english: "Combat Alert"
363
+ },
364
+ [ConsciousnessLevel.DISORIENTED]: {
365
+ korean: "혼란상태",
366
+ english: "Disoriented"
367
+ },
368
+ [ConsciousnessLevel.STUNNED]: {
369
+ korean: "기절직전",
370
+ english: "Stunned"
371
+ },
372
+ [ConsciousnessLevel.UNCONSCIOUS]: {
373
+ korean: "무의식",
374
+ english: "Unconscious"
375
+ }
376
+ }[level];
377
+ }
378
+ /**
379
+ * Gets description of consciousness level effects.
380
+ *
381
+ * @param level - Consciousness level
382
+ * @returns Bilingual description
383
+ *
384
+ * @public
385
+ * @korean 의식설명
386
+ */
387
+ getLevelDescription(level) {
388
+ return {
389
+ [ConsciousnessLevel.COMBAT_ALERT]: {
390
+ korean: "완전한 의식과 전투 능력",
391
+ english: "Full awareness and combat ability"
392
+ },
393
+ [ConsciousnessLevel.DISORIENTED]: {
394
+ korean: "반응 시간 저하 및 혼란",
395
+ english: "Reduced reaction time and confusion"
396
+ },
397
+ [ConsciousnessLevel.STUNNED]: {
398
+ korean: "심각한 손상, 무력화 위험",
399
+ english: "Severe impairment, incapacitation risk"
400
+ },
401
+ [ConsciousnessLevel.UNCONSCIOUS]: {
402
+ korean: "완전한 무의식 상태",
403
+ english: "Complete unconsciousness"
404
+ }
405
+ }[level];
406
+ }
407
+ /**
408
+ * Gets color indicator for consciousness level (for UI).
409
+ *
410
+ * @param level - Consciousness level
411
+ * @returns Hex color code
412
+ *
413
+ * @public
414
+ * @korean 의식색상
415
+ */
416
+ getLevelColor(level) {
417
+ return {
418
+ [ConsciousnessLevel.COMBAT_ALERT]: 65280,
419
+ [ConsciousnessLevel.DISORIENTED]: 16755200,
420
+ [ConsciousnessLevel.STUNNED]: 16729088,
421
+ [ConsciousnessLevel.UNCONSCIOUS]: 16711680
422
+ }[level];
423
+ }
424
+ /**
425
+ * Checks if consciousness is low enough to trigger fall animation.
426
+ *
427
+ * Falls occur when consciousness drops below 10% (UNCONSCIOUS threshold).
428
+ * This represents complete loss of ability to maintain standing position.
429
+ *
430
+ * Korean terminology:
431
+ * - 의식상실낙법 (Uisik Sangsil Nakbeop): Consciousness loss fall
432
+ * - 기절낙하 (Gijeol Nakha): Knockout collapse
433
+ *
434
+ * @param player - Current player state
435
+ * @returns True if fall animation should trigger
436
+ *
437
+ * @example
438
+ * ```typescript
439
+ * if (consciousnessSystem.shouldTriggerFall(player)) {
440
+ * const fallType = consciousnessSystem.determineFallType(
441
+ * player,
442
+ * lastImpactAngle
443
+ * );
444
+ * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);
445
+ * }
446
+ * ```
447
+ *
448
+ * @public
449
+ * @korean 의식상실낙법확인
450
+ */
451
+ shouldTriggerFall(player) {
452
+ return player.consciousness < 10;
453
+ }
454
+ /**
455
+ * Determines fall direction based on last impact and stance.
456
+ *
457
+ * When consciousness is lost, fall direction is determined by:
458
+ * - Last attack angle (if available)
459
+ * - Current stance bias (if no attack data)
460
+ * - Default to backward fall (natural collapse)
461
+ *
462
+ * Korean falling from consciousness loss:
463
+ * - 후방의식상실 (Hubang Uisik Sangsil): Backward consciousness loss fall
464
+ * - 전방기절 (Jeonbang Gijeol): Forward knockout
465
+ *
466
+ * @param player - Current player state
467
+ * @param lastImpactAngle - Angle of last hit (optional)
468
+ * @returns Fall type to use for animation
469
+ *
470
+ * @example
471
+ * ```typescript
472
+ * // Player loses consciousness from frontal head strike
473
+ * const fallType = consciousnessSystem.determineFallType(
474
+ * player,
475
+ * 0 // Front angle
476
+ * );
477
+ * // Returns: 'backward' (knocked back by frontal strike)
478
+ *
479
+ * // Player loses consciousness without specific impact
480
+ * const fallType = consciousnessSystem.determineFallType(player);
481
+ * // Returns: Stance-based fall or 'backward' default
482
+ * ```
483
+ *
484
+ * @public
485
+ * @korean 의식상실낙법결정
486
+ */
487
+ determineFallType(_player, lastImpactAngle) {
488
+ if (lastImpactAngle !== void 0) {
489
+ const normalizedAngle = Math.abs(lastImpactAngle);
490
+ if (normalizedAngle < Math.PI / 4) return "backward";
491
+ if (normalizedAngle > 3 * Math.PI / 4) return "forward";
492
+ if (lastImpactAngle < 0) return "side_left";
493
+ if (lastImpactAngle > 0) return "side_right";
494
+ return "backward";
495
+ }
496
+ return "backward";
497
+ }
498
+ /**
499
+ * Determines fall type based on stance when consciousness is lost.
500
+ *
501
+ * Uses stance bias to determine fall direction when consciousness
502
+ * is lost without specific impact data.
503
+ *
504
+ * Korean terminology:
505
+ * - 자세의식상실 (Jase Uisik Sangsil): Stance-based consciousness loss
506
+ *
507
+ * @param stance - Current trigram stance
508
+ * @returns Fall type based on stance characteristics
509
+ *
510
+ * @example
511
+ * ```typescript
512
+ * // Player in Mountain stance (defensive back)
513
+ * const fallType = consciousnessSystem.determineFallTypeFromStance(
514
+ * TrigramStance.GAN
515
+ * );
516
+ * // Returns: 'backward' (Mountain has defensive backward bias)
517
+ * ```
518
+ *
519
+ * @public
520
+ * @korean 자세의식상실낙법
521
+ */
522
+ determineFallTypeFromStance(stance) {
523
+ return determineFallFromStance(stance, "backward");
524
+ }
525
+ };
526
+ //#endregion
527
+ export { ConsciousnessLevel, ConsciousnessSystem as default };
528
+
529
+ //# sourceMappingURL=ConsciousnessSystem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ConsciousnessSystem.js","names":[],"sources":["../../../src/systems/combat/ConsciousnessSystem.ts"],"sourcesContent":["/**\n * Consciousness System for managing awareness and cognitive function levels.\n *\n * **Korean**: 의식 시스템 (Consciousness System)\n *\n * Implements consciousness levels based on head trauma, blood flow restriction,\n * and neural damage. Consciousness affects reaction time, targeting precision,\n * and overall combat effectiveness.\n *\n * ## Consciousness Levels\n *\n * - **전투각성 (Combat Alert)**: 100% - Full awareness, optimal combat ability\n * - **혼란상태 (Disoriented)**: 70% - Reduced reaction, vulnerability window\n * - **기절직전 (Stunned)**: 40% - Severe impairment, incapacitation opportunity\n * - **무의식 (Unconscious)**: 0% - Complete incapacitation\n *\n * ## Fall System Integration\n *\n * When consciousness drops below 10%, the system triggers fall animations (낙법).\n * The character loses the ability to stand and collapses to the ground.\n * Fall direction is based on last impact location.\n *\n * @module systems/combat/ConsciousnessSystem\n * @category Combat System\n * @korean 의식시스템\n */\n\nimport { VitalPointCategory } from \"@/types\";\nimport type { TrigramStance } from \"@/types/common\";\nimport { determineFallFromStance } from \"../animation\";\nimport type { FallType } from \"../animation/core/types\";\nimport { PlayerState } from \"../player\";\n\n/**\n * Consciousness levels representing cognitive function and awareness.\n *\n * **Korean**: 의식 수준\n */\nexport enum ConsciousnessLevel {\n /** Full combat awareness (90-100%) */\n COMBAT_ALERT = \"combat_alert\",\n /** Disoriented and vulnerable (50-89%) */\n DISORIENTED = \"disoriented\",\n /** Severely stunned (10-49%) */\n STUNNED = \"stunned\",\n /** Completely unconscious (0-9%) */\n UNCONSCIOUS = \"unconscious\",\n}\n\n/**\n * Effects of consciousness levels on combat performance.\n */\ninterface ConsciousnessEffects {\n /** Consciousness value range */\n readonly range: readonly [number, number];\n /** Reaction time multiplier */\n readonly reactionTimeMultiplier: number;\n /** Accuracy penalty */\n readonly accuracyPenalty: number;\n /** Defense penalty */\n readonly defensePenalty: number;\n /** Can perform actions */\n readonly canAct: boolean;\n /** Vision clarity multiplier */\n readonly visionClarity: number;\n}\n\n/**\n * Consciousness System managing awareness and cognitive function.\n *\n * Tracks consciousness damage from:\n * - Head trauma (strikes to head region)\n * - Neurological vital point hits\n * - Blood flow restriction (vascular hits)\n * - Respiratory disruption\n *\n * Consciousness naturally recovers over time when not taking damage.\n *\n * @example\n * ```typescript\n * const consciousnessSystem = new ConsciousnessSystem();\n *\n * // Apply damage from head strike\n * const newPlayer = consciousnessSystem.applyDamage(\n * player,\n * 15,\n * VitalPointCategory.NEUROLOGICAL\n * );\n *\n * // Check consciousness level\n * const level = consciousnessSystem.getLevel(newPlayer.consciousness);\n * console.log(`Consciousness: ${level}`);\n *\n * // Apply recovery over time\n * const recovered = consciousnessSystem.applyRecovery(newPlayer, 1000);\n * ```\n *\n * @public\n * @korean 의식시스템\n */\nexport class ConsciousnessSystem {\n /**\n * Consciousness level effects and thresholds.\n */\n private readonly levelEffects: Record<\n ConsciousnessLevel,\n ConsciousnessEffects\n > = {\n [ConsciousnessLevel.COMBAT_ALERT]: {\n range: [90, 100],\n reactionTimeMultiplier: 1.0,\n accuracyPenalty: 0.0,\n defensePenalty: 0.0,\n canAct: true,\n visionClarity: 1.0,\n },\n [ConsciousnessLevel.DISORIENTED]: {\n range: [50, 89],\n reactionTimeMultiplier: 1.3, // 30% slower reactions\n accuracyPenalty: 0.2, // -20% accuracy\n defensePenalty: 0.15, // -15% defense\n canAct: true,\n visionClarity: 0.7,\n },\n [ConsciousnessLevel.STUNNED]: {\n range: [20, 49], // Updated: Changed from [10, 49] to [20, 49]\n reactionTimeMultiplier: 2.0, // 2x slower reactions\n accuracyPenalty: 0.5, // -50% accuracy\n defensePenalty: 0.4, // -40% defense\n canAct: true,\n visionClarity: 0.4,\n },\n [ConsciousnessLevel.UNCONSCIOUS]: {\n range: [0, 19], // Updated: Changed from [0, 9] to [0, 19] - incapacitation threshold <20%\n reactionTimeMultiplier: Infinity,\n accuracyPenalty: 1.0, // Complete inability\n defensePenalty: 1.0, // No defense\n canAct: false,\n visionClarity: 0.0,\n },\n };\n\n /**\n * Damage multipliers by vital point category affecting consciousness.\n */\n private readonly categoryMultipliers: Record<string, number> = {\n [VitalPointCategory.NEUROLOGICAL]: 3.0, // Nerve strikes heavily affect consciousness\n [VitalPointCategory.VASCULAR]: 2.0, // Blood flow restriction\n [VitalPointCategory.RESPIRATORY]: 1.5, // Breathing difficulty\n default: 0.5, // Other damage has minor effect\n };\n\n /**\n * Base recovery rate per second.\n */\n private readonly baseRecoveryRate = 5.0; // 5 points per second\n\n /**\n * Incapacitation threshold - consciousness <20% renders player helpless.\n *\n * **Korean**: 무력화한계 (Incapacitation Threshold)\n */\n private readonly incapacitationThreshold = 20;\n\n /**\n * Duration of helplessness when consciousness drops below threshold (3-5 seconds).\n */\n private readonly helplessDuration = {\n min: 3000, // 3 seconds\n max: 5000, // 5 seconds\n };\n\n /**\n * Time without head trauma required for consciousness recovery (5 seconds).\n */\n private readonly noTraumaRecoveryTime = 5000; // 5 seconds\n\n /**\n * Applies consciousness damage from combat.\n *\n * Calculates consciousness reduction based on damage amount and\n * vital point category. Neurological and vascular damage have\n * the highest impact on consciousness.\n *\n * @param player - Current player state\n * @param damage - Base damage amount\n * @param category - Vital point category hit\n * @returns Updated player state with reduced consciousness\n *\n * @example\n * ```typescript\n * // Head strike causes significant consciousness damage\n * const newPlayer = system.applyDamage(\n * player,\n * 20,\n * VitalPointCategory.NEUROLOGICAL\n * );\n * console.log(`Consciousness: ${newPlayer.consciousness}`);\n * ```\n *\n * @public\n * @korean 의식피해적용\n */\n applyDamage(\n player: PlayerState,\n damage: number,\n category?: VitalPointCategory\n ): PlayerState {\n // Get multiplier based on category\n const multiplier = category\n ? this.categoryMultipliers[category] ?? this.categoryMultipliers.default\n : this.categoryMultipliers.default;\n\n // Calculate consciousness damage\n const consciousnessDamage = damage * multiplier;\n\n // Apply damage, clamped to 0-100 range\n const newConsciousness = Math.max(\n 0,\n Math.min(100, player.consciousness - consciousnessDamage)\n );\n\n return {\n ...player,\n consciousness: newConsciousness,\n };\n }\n\n /**\n * Applies consciousness recovery over time.\n *\n * Consciousness naturally recovers when not taking damage.\n * Recovery rate depends on current level - severely stunned\n * players recover more slowly.\n *\n * **Note**: Full recovery only occurs after 5 seconds without head trauma.\n *\n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @param lastHeadTraumaTime - Timestamp of last head trauma (optional)\n * @returns Updated player state with recovered consciousness\n *\n * @example\n * ```typescript\n * // In game loop (60fps, ~16ms per frame)\n * player = system.applyRecovery(player, 16, player.lastActionTime);\n * ```\n *\n * @public\n * @korean 의식회복\n */\n applyRecovery(\n player: PlayerState,\n deltaTime: number,\n lastHeadTraumaTime?: number\n ): PlayerState {\n // Already at full consciousness\n if (player.consciousness >= 100) {\n return player;\n }\n\n // Check if enough time has passed since last head trauma\n const timeSinceTrauma = lastHeadTraumaTime\n ? Date.now() - lastHeadTraumaTime\n : Infinity;\n\n // Don't recover if head trauma is recent (within 5 seconds)\n if (timeSinceTrauma < this.noTraumaRecoveryTime) {\n return player;\n }\n\n // Calculate recovery based on time\n const deltaSeconds = deltaTime / 1000;\n const level = this.getLevel(player.consciousness);\n\n // Recovery rate modifier based on level\n let recoveryModifier = 1.0;\n if (level === ConsciousnessLevel.STUNNED) {\n recoveryModifier = 0.5; // Slower recovery when stunned\n } else if (level === ConsciousnessLevel.UNCONSCIOUS) {\n recoveryModifier = 0.2; // Very slow recovery when unconscious\n }\n\n const recovery = this.baseRecoveryRate * deltaSeconds * recoveryModifier;\n const newConsciousness = Math.min(100, player.consciousness + recovery);\n\n return {\n ...player,\n consciousness: newConsciousness,\n };\n }\n\n /**\n * Determines consciousness level from consciousness value.\n *\n * Updated thresholds:\n * - 90-100: Combat Alert\n * - 50-89: Disoriented\n * - 20-49: Stunned\n * - 0-19: Unconscious (incapacitation threshold <20%)\n *\n * @param consciousness - Consciousness value (0-100)\n * @returns Current consciousness level\n *\n * @example\n * ```typescript\n * const level = system.getLevel(75);\n * console.log(level); // DISORIENTED\n *\n * const level2 = system.getLevel(15);\n * console.log(level2); // UNCONSCIOUS (below incapacitation threshold)\n * ```\n *\n * @public\n * @korean 의식수준확인\n */\n getLevel(consciousness: number): ConsciousnessLevel {\n if (consciousness >= 90) return ConsciousnessLevel.COMBAT_ALERT;\n if (consciousness >= 50) return ConsciousnessLevel.DISORIENTED;\n if (consciousness >= 20) return ConsciousnessLevel.STUNNED;\n return ConsciousnessLevel.UNCONSCIOUS;\n }\n\n /**\n * Gets effects for a specific consciousness level.\n *\n * @param level - Consciousness level\n * @returns Effects applied at that level\n *\n * @public\n * @korean 의식효과\n */\n getEffects(level: ConsciousnessLevel): ConsciousnessEffects {\n return this.levelEffects[level];\n }\n\n /**\n * Applies consciousness effects to player state.\n *\n * Modifies player stats based on current consciousness level.\n *\n * @param player - Current player state\n * @returns Modified player state with consciousness effects\n *\n * @public\n * @korean 의식효과적용\n */\n applyEffects(player: PlayerState): PlayerState {\n const level = this.getLevel(player.consciousness);\n const effects = this.getEffects(level);\n\n return {\n ...player,\n attackPower: Math.floor(\n player.attackPower * (1 - effects.accuracyPenalty)\n ),\n defense: Math.floor(player.defense * (1 - effects.defensePenalty)),\n technique: Math.floor(player.technique * (1 - effects.accuracyPenalty)),\n isStunned:\n player.isStunned ||\n level === ConsciousnessLevel.UNCONSCIOUS ||\n level === ConsciousnessLevel.STUNNED,\n };\n }\n\n /**\n * Checks if player is at incapacitation threshold.\n *\n * **Korean**: 무력화한계 (Incapacitation Threshold)\n *\n * When consciousness drops below 20%, player becomes helpless for 3-5 seconds.\n *\n * @param player - Current player state\n * @returns True if consciousness is below incapacitation threshold (<20%)\n *\n * @example\n * ```typescript\n * if (system.isAtIncapacitationThreshold(player)) {\n * // Player is helpless, trigger helpless state\n * const helplessDuration = system.getHelplessDuration();\n * console.log(`Player helpless for ${helplessDuration}ms`);\n * }\n * ```\n *\n * @public\n * @korean 무력화한계확인\n */\n isAtIncapacitationThreshold(player: PlayerState): boolean {\n return player.consciousness < this.incapacitationThreshold;\n }\n\n /**\n * Gets random helpless duration when consciousness drops below threshold.\n *\n * Returns a random duration between 3-5 seconds (3000-5000ms).\n *\n * @returns Helpless duration in milliseconds\n *\n * @public\n * @korean 무력화지속시간\n */\n getHelplessDuration(): number {\n return (\n this.helplessDuration.min +\n Math.random() * (this.helplessDuration.max - this.helplessDuration.min)\n );\n }\n\n /**\n * Checks if enough time has passed for consciousness recovery.\n *\n * Consciousness only recovers after 5 seconds without head trauma.\n *\n * @param lastHeadTraumaTime - Timestamp of last head trauma\n * @returns True if recovery is allowed\n *\n * @public\n * @korean 회복가능확인\n */\n canRecover(lastHeadTraumaTime: number): boolean {\n const timeSinceTrauma = Date.now() - lastHeadTraumaTime;\n return timeSinceTrauma >= this.noTraumaRecoveryTime;\n }\n\n /**\n * Checks if player is incapacitated due to consciousness.\n *\n * @param player - Current player state\n * @returns True if player is unconscious\n *\n * @public\n * @korean 무의식확인\n */\n isIncapacitated(player: PlayerState): boolean {\n return (\n this.getLevel(player.consciousness) === ConsciousnessLevel.UNCONSCIOUS\n );\n }\n\n /**\n * Gets bilingual name for consciousness level.\n *\n * @param level - Consciousness level\n * @returns Korean and English level names\n *\n * @public\n * @korean 의식이름\n */\n getLevelName(level: ConsciousnessLevel): { korean: string; english: string } {\n const names: Record<\n ConsciousnessLevel,\n { korean: string; english: string }\n > = {\n [ConsciousnessLevel.COMBAT_ALERT]: {\n korean: \"전투각성\",\n english: \"Combat Alert\",\n },\n [ConsciousnessLevel.DISORIENTED]: {\n korean: \"혼란상태\",\n english: \"Disoriented\",\n },\n [ConsciousnessLevel.STUNNED]: {\n korean: \"기절직전\",\n english: \"Stunned\",\n },\n [ConsciousnessLevel.UNCONSCIOUS]: {\n korean: \"무의식\",\n english: \"Unconscious\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets description of consciousness level effects.\n *\n * @param level - Consciousness level\n * @returns Bilingual description\n *\n * @public\n * @korean 의식설명\n */\n getLevelDescription(level: ConsciousnessLevel): {\n korean: string;\n english: string;\n } {\n const descriptions: Record<\n ConsciousnessLevel,\n { korean: string; english: string }\n > = {\n [ConsciousnessLevel.COMBAT_ALERT]: {\n korean: \"완전한 의식과 전투 능력\",\n english: \"Full awareness and combat ability\",\n },\n [ConsciousnessLevel.DISORIENTED]: {\n korean: \"반응 시간 저하 및 혼란\",\n english: \"Reduced reaction time and confusion\",\n },\n [ConsciousnessLevel.STUNNED]: {\n korean: \"심각한 손상, 무력화 위험\",\n english: \"Severe impairment, incapacitation risk\",\n },\n [ConsciousnessLevel.UNCONSCIOUS]: {\n korean: \"완전한 무의식 상태\",\n english: \"Complete unconsciousness\",\n },\n };\n\n return descriptions[level];\n }\n\n /**\n * Gets color indicator for consciousness level (for UI).\n *\n * @param level - Consciousness level\n * @returns Hex color code\n *\n * @public\n * @korean 의식색상\n */\n getLevelColor(level: ConsciousnessLevel): number {\n const colors: Record<ConsciousnessLevel, number> = {\n [ConsciousnessLevel.COMBAT_ALERT]: 0x00ff00, // Green\n [ConsciousnessLevel.DISORIENTED]: 0xffaa00, // Orange\n [ConsciousnessLevel.STUNNED]: 0xff4400, // Red-orange\n [ConsciousnessLevel.UNCONSCIOUS]: 0xff0000, // Red\n };\n\n return colors[level];\n }\n\n /**\n * Checks if consciousness is low enough to trigger fall animation.\n *\n * Falls occur when consciousness drops below 10% (UNCONSCIOUS threshold).\n * This represents complete loss of ability to maintain standing position.\n *\n * Korean terminology:\n * - 의식상실낙법 (Uisik Sangsil Nakbeop): Consciousness loss fall\n * - 기절낙하 (Gijeol Nakha): Knockout collapse\n *\n * @param player - Current player state\n * @returns True if fall animation should trigger\n *\n * @example\n * ```typescript\n * if (consciousnessSystem.shouldTriggerFall(player)) {\n * const fallType = consciousnessSystem.determineFallType(\n * player,\n * lastImpactAngle\n * );\n * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);\n * }\n * ```\n *\n * @public\n * @korean 의식상실낙법확인\n */\n shouldTriggerFall(player: PlayerState): boolean {\n return player.consciousness < 10; // UNCONSCIOUS threshold\n }\n\n /**\n * Determines fall direction based on last impact and stance.\n *\n * When consciousness is lost, fall direction is determined by:\n * - Last attack angle (if available)\n * - Current stance bias (if no attack data)\n * - Default to backward fall (natural collapse)\n *\n * Korean falling from consciousness loss:\n * - 후방의식상실 (Hubang Uisik Sangsil): Backward consciousness loss fall\n * - 전방기절 (Jeonbang Gijeol): Forward knockout\n *\n * @param player - Current player state\n * @param lastImpactAngle - Angle of last hit (optional)\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Player loses consciousness from frontal head strike\n * const fallType = consciousnessSystem.determineFallType(\n * player,\n * 0 // Front angle\n * );\n * // Returns: 'backward' (knocked back by frontal strike)\n *\n * // Player loses consciousness without specific impact\n * const fallType = consciousnessSystem.determineFallType(player);\n * // Returns: Stance-based fall or 'backward' default\n * ```\n *\n * @public\n * @korean 의식상실낙법결정\n */\n determineFallType(_player: PlayerState, lastImpactAngle?: number): FallType {\n // If we have impact angle, use simple direction logic\n if (lastImpactAngle !== undefined) {\n const normalizedAngle = Math.abs(lastImpactAngle);\n\n // Front impact (0° ±45°) causes backward fall\n if (normalizedAngle < Math.PI / 4) {\n return \"backward\";\n }\n\n // Rear impact (180° ±45°) causes forward fall\n // Since normalizedAngle is in [0, π], any angle > 3π/4 is a rear impact\n if (normalizedAngle > (3 * Math.PI) / 4) {\n return \"forward\";\n }\n\n // Side impacts: at this point normalizedAngle is in (π/4, 3π/4),\n // so lastImpactAngle cannot be 0 or ±π.\n if (lastImpactAngle < 0) {\n return \"side_left\";\n }\n if (lastImpactAngle > 0) {\n return \"side_right\";\n }\n\n // Fallback for exact 0 (or extremely small) angles in case future\n // changes alter the front/rear checks above. We treat this as a\n // natural backward collapse rather than a side fall.\n return \"backward\";\n }\n\n // Default to backward fall (natural collapse from consciousness loss)\n return \"backward\";\n }\n\n /**\n * Determines fall type based on stance when consciousness is lost.\n *\n * Uses stance bias to determine fall direction when consciousness\n * is lost without specific impact data.\n *\n * Korean terminology:\n * - 자세의식상실 (Jase Uisik Sangsil): Stance-based consciousness loss\n *\n * @param stance - Current trigram stance\n * @returns Fall type based on stance characteristics\n *\n * @example\n * ```typescript\n * // Player in Mountain stance (defensive back)\n * const fallType = consciousnessSystem.determineFallTypeFromStance(\n * TrigramStance.GAN\n * );\n * // Returns: 'backward' (Mountain has defensive backward bias)\n * ```\n *\n * @public\n * @korean 자세의식상실낙법\n */\n determineFallTypeFromStance(stance: TrigramStance): FallType {\n return determineFallFromStance(stance, \"backward\");\n }\n}\n\nexport default ConsciousnessSystem;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsCA,IAAY,qBAAL,yBAAA,oBAAA;;AAEL,oBAAA,kBAAA;;AAEA,oBAAA,iBAAA;;AAEA,oBAAA,aAAA;;AAEA,oBAAA,iBAAA;;KACD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqDD,IAAa,sBAAb,MAAiC;;;;CAI/B,eAGI;GACD,mBAAmB,eAAe;GACjC,OAAO,CAAC,IAAI,IAAI;GAChB,wBAAwB;GACxB,iBAAiB;GACjB,gBAAgB;GAChB,QAAQ;GACR,eAAe;GAChB;GACA,mBAAmB,cAAc;GAChC,OAAO,CAAC,IAAI,GAAG;GACf,wBAAwB;GACxB,iBAAiB;GACjB,gBAAgB;GAChB,QAAQ;GACR,eAAe;GAChB;GACA,mBAAmB,UAAU;GAC5B,OAAO,CAAC,IAAI,GAAG;GACf,wBAAwB;GACxB,iBAAiB;GACjB,gBAAgB;GAChB,QAAQ;GACR,eAAe;GAChB;GACA,mBAAmB,cAAc;GAChC,OAAO,CAAC,GAAG,GAAG;GACd,wBAAwB;GACxB,iBAAiB;GACjB,gBAAgB;GAChB,QAAQ;GACR,eAAe;GAChB;EACF;;;;CAKD,sBAA+D;GAC5D,mBAAmB,eAAe;GAClC,mBAAmB,WAAW;GAC9B,mBAAmB,cAAc;EAClC,SAAS;EACV;;;;CAKD,mBAAoC;;;;;;CAOpC,0BAA2C;;;;CAK3C,mBAAoC;EAClC,KAAK;EACL,KAAK;EACN;;;;CAKD,uBAAwC;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BxC,YACE,QACA,QACA,UACa;EAOb,MAAM,sBAAsB,UALT,WACf,KAAK,oBAAoB,aAAa,KAAK,oBAAoB,UAC/D,KAAK,oBAAoB;EAM7B,MAAM,mBAAmB,KAAK,IAC5B,GACA,KAAK,IAAI,KAAK,OAAO,gBAAgB,oBAAoB,CAC1D;AAED,SAAO;GACL,GAAG;GACH,eAAe;GAChB;;;;;;;;;;;;;;;;;;;;;;;;;CA0BH,cACE,QACA,WACA,oBACa;AAEb,MAAI,OAAO,iBAAiB,IAC1B,QAAO;AAST,OALwB,qBACpB,KAAK,KAAK,GAAG,qBACb,YAGkB,KAAK,qBACzB,QAAO;EAIT,MAAM,eAAe,YAAY;EACjC,MAAM,QAAQ,KAAK,SAAS,OAAO,cAAc;EAGjD,IAAI,mBAAmB;AACvB,MAAI,UAAU,mBAAmB,QAC/B,oBAAmB;WACV,UAAU,mBAAmB,YACtC,oBAAmB;EAGrB,MAAM,WAAW,KAAK,mBAAmB,eAAe;EACxD,MAAM,mBAAmB,KAAK,IAAI,KAAK,OAAO,gBAAgB,SAAS;AAEvE,SAAO;GACL,GAAG;GACH,eAAe;GAChB;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BH,SAAS,eAA2C;AAClD,MAAI,iBAAiB,GAAI,QAAO,mBAAmB;AACnD,MAAI,iBAAiB,GAAI,QAAO,mBAAmB;AACnD,MAAI,iBAAiB,GAAI,QAAO,mBAAmB;AACnD,SAAO,mBAAmB;;;;;;;;;;;CAY5B,WAAW,OAAiD;AAC1D,SAAO,KAAK,aAAa;;;;;;;;;;;;;CAc3B,aAAa,QAAkC;EAC7C,MAAM,QAAQ,KAAK,SAAS,OAAO,cAAc;EACjD,MAAM,UAAU,KAAK,WAAW,MAAM;AAEtC,SAAO;GACL,GAAG;GACH,aAAa,KAAK,MAChB,OAAO,eAAe,IAAI,QAAQ,iBACnC;GACD,SAAS,KAAK,MAAM,OAAO,WAAW,IAAI,QAAQ,gBAAgB;GAClE,WAAW,KAAK,MAAM,OAAO,aAAa,IAAI,QAAQ,iBAAiB;GACvE,WACE,OAAO,aACP,UAAU,mBAAmB,eAC7B,UAAU,mBAAmB;GAChC;;;;;;;;;;;;;;;;;;;;;;;;CAyBH,4BAA4B,QAA8B;AACxD,SAAO,OAAO,gBAAgB,KAAK;;;;;;;;;;;;CAarC,sBAA8B;AAC5B,SACE,KAAK,iBAAiB,MACtB,KAAK,QAAQ,IAAI,KAAK,iBAAiB,MAAM,KAAK,iBAAiB;;;;;;;;;;;;;CAevE,WAAW,oBAAqC;AAE9C,SADwB,KAAK,KAAK,GAAG,sBACX,KAAK;;;;;;;;;;;CAYjC,gBAAgB,QAA8B;AAC5C,SACE,KAAK,SAAS,OAAO,cAAc,KAAK,mBAAmB;;;;;;;;;;;CAa/D,aAAa,OAAgE;AAuB3E,SAnBI;IACD,mBAAmB,eAAe;IACjC,QAAQ;IACR,SAAS;IACV;IACA,mBAAmB,cAAc;IAChC,QAAQ;IACR,SAAS;IACV;IACA,mBAAmB,UAAU;IAC5B,QAAQ;IACR,SAAS;IACV;IACA,mBAAmB,cAAc;IAChC,QAAQ;IACR,SAAS;IACV;GACF,CAEY;;;;;;;;;;;CAYf,oBAAoB,OAGlB;AAuBA,SAnBI;IACD,mBAAmB,eAAe;IACjC,QAAQ;IACR,SAAS;IACV;IACA,mBAAmB,cAAc;IAChC,QAAQ;IACR,SAAS;IACV;IACA,mBAAmB,UAAU;IAC5B,QAAQ;IACR,SAAS;IACV;IACA,mBAAmB,cAAc;IAChC,QAAQ;IACR,SAAS;IACV;GACF,CAEmB;;;;;;;;;;;CAYtB,cAAc,OAAmC;AAQ/C,SAPmD;IAChD,mBAAmB,eAAe;IAClC,mBAAmB,cAAc;IACjC,mBAAmB,UAAU;IAC7B,mBAAmB,cAAc;GACnC,CAEa;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8BhB,kBAAkB,QAA8B;AAC9C,SAAO,OAAO,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoChC,kBAAkB,SAAsB,iBAAoC;AAE1E,MAAI,oBAAoB,KAAA,GAAW;GACjC,MAAM,kBAAkB,KAAK,IAAI,gBAAgB;AAGjD,OAAI,kBAAkB,KAAK,KAAK,EAC9B,QAAO;AAKT,OAAI,kBAAmB,IAAI,KAAK,KAAM,EACpC,QAAO;AAKT,OAAI,kBAAkB,EACpB,QAAO;AAET,OAAI,kBAAkB,EACpB,QAAO;AAMT,UAAO;;AAIT,SAAO;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BT,4BAA4B,QAAiC;AAC3D,SAAO,wBAAwB,QAAQ,WAAW"}
@@ -0,0 +1,82 @@
1
+ /**
2
+ * Fall Integration Utilities
3
+ *
4
+ * Helper functions to check for fall conditions and determine fall animations
5
+ * based on balance and consciousness systems.
6
+ *
7
+ * @module systems/combat/FallIntegration
8
+ * @category Combat System
9
+ * @korean 낙법통합
10
+ */
11
+ import type { AnimationState, FallType } from "../animation/core/types";
12
+ import type { CombatSystem } from "../CombatSystem";
13
+ import type { PlayerState } from "../player";
14
+ /**
15
+ * Result of fall check with animation state
16
+ * @korean 낙법확인결과
17
+ */
18
+ export interface FallCheckResult {
19
+ /** Whether a fall should be triggered */
20
+ readonly shouldFall: boolean;
21
+ /** Fall type if falling */
22
+ readonly fallType?: FallType;
23
+ /** Animation state to transition to */
24
+ readonly animationState?: AnimationState;
25
+ /** Reason for fall */
26
+ readonly reason?: "balance" | "consciousness";
27
+ }
28
+ /**
29
+ * Checks if player should fall and determines fall animation.
30
+ *
31
+ * Integrates BalanceSystem and ConsciousnessSystem to check fall conditions.
32
+ * Returns animation state to transition to if fall is triggered.
33
+ *
34
+ * Korean terminology:
35
+ * - 균형상실 (Gyunhyeong Sangsil): Balance loss
36
+ * - 의식상실 (Uisik Sangsil): Consciousness loss
37
+ *
38
+ * @param player - Player state to check
39
+ * @param combatSystem - Combat system with balance and consciousness systems
40
+ * @param lastImpactAngle - Optional angle of last impact (for consciousness falls)
41
+ * @param attackAngle - Optional angle of current attack (for balance falls)
42
+ * @returns Fall check result with animation state
43
+ *
44
+ * @example
45
+ * ```typescript
46
+ * const fallCheck = checkForFall(player, combatSystem, undefined, attackAngle);
47
+ * if (fallCheck.shouldFall && fallCheck.animationState) {
48
+ * animationMachine.transitionTo(fallCheck.animationState);
49
+ * console.log(`Player falling: ${fallCheck.reason}`);
50
+ * }
51
+ * ```
52
+ *
53
+ * @public
54
+ * @korean 낙법확인
55
+ */
56
+ export declare function checkForFall(player: PlayerState, combatSystem: CombatSystem, lastImpactAngle?: number, attackAngle?: number): FallCheckResult;
57
+ /**
58
+ * Checks if player is currently in a fall or ground animation state.
59
+ *
60
+ * Used to prevent other actions during falls and ground states.
61
+ *
62
+ * @param animationState - Current animation state
63
+ * @returns True if player is falling or on ground
64
+ *
65
+ * @public
66
+ * @korean 낙법중확인
67
+ */
68
+ export declare function isInFallOrGroundState(animationState: AnimationState): boolean;
69
+ /**
70
+ * Gets Korean description for fall type.
71
+ *
72
+ * @param fallType - Type of fall
73
+ * @returns Korean and English names
74
+ *
75
+ * @public
76
+ * @korean 낙법이름
77
+ */
78
+ export declare function getFallTypeName(fallType: FallType): {
79
+ korean: string;
80
+ english: string;
81
+ };
82
+ //# sourceMappingURL=FallIntegration.d.ts.map
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