blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { FALL_TYPE_TO_ANIMATION, isFallState, isGroundState } from "../animation/core/types.js";
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//#region src/systems/combat/FallIntegration.ts
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/**
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* Checks if player should fall and determines fall animation.
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*
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* Integrates BalanceSystem and ConsciousnessSystem to check fall conditions.
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* Returns animation state to transition to if fall is triggered.
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*
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* Korean terminology:
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* - 균형상실 (Gyunhyeong Sangsil): Balance loss
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* - 의식상실 (Uisik Sangsil): Consciousness loss
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*
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* @param player - Player state to check
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* @param combatSystem - Combat system with balance and consciousness systems
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* @param lastImpactAngle - Optional angle of last impact (for consciousness falls)
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* @param attackAngle - Optional angle of current attack (for balance falls)
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* @returns Fall check result with animation state
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*
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* @example
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* ```typescript
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* const fallCheck = checkForFall(player, combatSystem, undefined, attackAngle);
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* if (fallCheck.shouldFall && fallCheck.animationState) {
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* animationMachine.transitionTo(fallCheck.animationState);
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* console.log(`Player falling: ${fallCheck.reason}`);
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* }
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* ```
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*
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* @public
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* @korean 낙법확인
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*/
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function checkForFall(player, combatSystem, lastImpactAngle, attackAngle) {
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const balanceSystem = combatSystem.getBalanceSystem();
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const consciousnessSystem = combatSystem.getConsciousnessSystem();
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if (consciousnessSystem.shouldTriggerFall(player)) {
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const fallType = consciousnessSystem.determineFallType(player, lastImpactAngle);
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return {
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shouldFall: true,
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fallType,
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animationState: FALL_TYPE_TO_ANIMATION[fallType],
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reason: "consciousness"
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};
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}
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if (balanceSystem.shouldTriggerFall(player)) {
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const fallType = attackAngle !== void 0 ? balanceSystem.determineFallType(player, attackAngle, "mid") : balanceSystem.determineFallTypeFromStance(player.currentStance);
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return {
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shouldFall: true,
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fallType,
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animationState: FALL_TYPE_TO_ANIMATION[fallType],
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reason: "balance"
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};
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}
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return { shouldFall: false };
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}
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/**
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* Checks if player is currently in a fall or ground animation state.
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* Used to prevent other actions during falls and ground states.
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*
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* @param animationState - Current animation state
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*
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* @public
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* @korean 낙법중확인
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*/
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function isInFallOrGroundState(animationState) {
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return isFallState(animationState) || isGroundState(animationState);
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}
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/**
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* Gets Korean description for fall type.
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*
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* @param fallType - Type of fall
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* @returns Korean and English names
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*
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* @public
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* @korean 낙법이름
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*/
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function getFallTypeName(fallType) {
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return {
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forward: {
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korean: "전방낙법",
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english: "Forward Fall"
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},
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backward: {
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korean: "후방낙법",
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english: "Backward Fall"
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},
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side_left: {
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korean: "좌측낙법",
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english: "Left Side Fall"
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},
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side_right: {
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korean: "우측낙법",
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english: "Right Side Fall"
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}
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}[fallType];
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}
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//#endregion
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export { checkForFall, getFallTypeName, isInFallOrGroundState };
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{"version":3,"file":"FallIntegration.js","names":[],"sources":["../../../src/systems/combat/FallIntegration.ts"],"sourcesContent":["/**\n * Fall Integration Utilities\n *\n * Helper functions to check for fall conditions and determine fall animations\n * based on balance and consciousness systems.\n *\n * @module systems/combat/FallIntegration\n * @category Combat System\n * @korean 낙법통합\n */\n\nimport type { AnimationState, FallType } from \"../animation/core/types\";\nimport {\n FALL_TYPE_TO_ANIMATION,\n isFallState,\n isGroundState,\n} from \"../animation/core/types\";\nimport type { CombatSystem } from \"../CombatSystem\";\nimport type { PlayerState } from \"../player\";\n\n/**\n * Result of fall check with animation state\n * @korean 낙법확인결과\n */\nexport interface FallCheckResult {\n /** Whether a fall should be triggered */\n readonly shouldFall: boolean;\n /** Fall type if falling */\n readonly fallType?: FallType;\n /** Animation state to transition to */\n readonly animationState?: AnimationState;\n /** Reason for fall */\n readonly reason?: \"balance\" | \"consciousness\";\n}\n\n/**\n * Checks if player should fall and determines fall animation.\n *\n * Integrates BalanceSystem and ConsciousnessSystem to check fall conditions.\n * Returns animation state to transition to if fall is triggered.\n *\n * Korean terminology:\n * - 균형상실 (Gyunhyeong Sangsil): Balance loss\n * - 의식상실 (Uisik Sangsil): Consciousness loss\n *\n * @param player - Player state to check\n * @param combatSystem - Combat system with balance and consciousness systems\n * @param lastImpactAngle - Optional angle of last impact (for consciousness falls)\n * @param attackAngle - Optional angle of current attack (for balance falls)\n * @returns Fall check result with animation state\n *\n * @example\n * ```typescript\n * const fallCheck = checkForFall(player, combatSystem, undefined, attackAngle);\n * if (fallCheck.shouldFall && fallCheck.animationState) {\n * animationMachine.transitionTo(fallCheck.animationState);\n * console.log(`Player falling: ${fallCheck.reason}`);\n * }\n * ```\n *\n * @public\n * @korean 낙법확인\n */\nexport function checkForFall(\n player: PlayerState,\n combatSystem: CombatSystem,\n lastImpactAngle?: number,\n attackAngle?: number\n): FallCheckResult {\n const balanceSystem = combatSystem.getBalanceSystem();\n const consciousnessSystem = combatSystem.getConsciousnessSystem();\n\n // Check consciousness first (higher priority - complete loss of control)\n if (consciousnessSystem.shouldTriggerFall(player)) {\n const fallType = consciousnessSystem.determineFallType(\n player,\n lastImpactAngle\n );\n return {\n shouldFall: true,\n fallType,\n animationState: FALL_TYPE_TO_ANIMATION[fallType],\n reason: \"consciousness\",\n };\n }\n\n // Check balance (lower priority - still some control)\n if (balanceSystem.shouldTriggerFall(player)) {\n // Use attack angle if available, otherwise use stance-based fall\n const fallType =\n attackAngle !== undefined\n ? balanceSystem.determineFallType(player, attackAngle, \"mid\")\n : balanceSystem.determineFallTypeFromStance(player.currentStance);\n\n return {\n shouldFall: true,\n fallType,\n animationState: FALL_TYPE_TO_ANIMATION[fallType],\n reason: \"balance\",\n };\n }\n\n // No fall condition met\n return {\n shouldFall: false,\n };\n}\n\n/**\n * Checks if player is currently in a fall or ground animation state.\n *\n * Used to prevent other actions during falls and ground states.\n *\n * @param animationState - Current animation state\n * @returns True if player is falling or on ground\n *\n * @public\n * @korean 낙법중확인\n */\nexport function isInFallOrGroundState(animationState: AnimationState): boolean {\n return isFallState(animationState) || isGroundState(animationState);\n}\n\n/**\n * Gets Korean description for fall type.\n *\n * @param fallType - Type of fall\n * @returns Korean and English names\n *\n * @public\n * @korean 낙법이름\n */\nexport function getFallTypeName(fallType: FallType): {\n korean: string;\n english: string;\n} {\n const names: Record<FallType, { korean: string; english: string }> = {\n forward: { korean: \"전방낙법\", english: \"Forward Fall\" },\n backward: { korean: \"후방낙법\", english: \"Backward Fall\" },\n side_left: { korean: \"좌측낙법\", english: \"Left Side Fall\" },\n side_right: { korean: \"우측낙법\", english: \"Right Side Fall\" },\n };\n\n return names[fallType];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+DA,SAAgB,aACd,QACA,cACA,iBACA,aACiB;CACjB,MAAM,gBAAgB,aAAa,kBAAkB;CACrD,MAAM,sBAAsB,aAAa,wBAAwB;AAGjE,KAAI,oBAAoB,kBAAkB,OAAO,EAAE;EACjD,MAAM,WAAW,oBAAoB,kBACnC,QACA,gBACD;AACD,SAAO;GACL,YAAY;GACZ;GACA,gBAAgB,uBAAuB;GACvC,QAAQ;GACT;;AAIH,KAAI,cAAc,kBAAkB,OAAO,EAAE;EAE3C,MAAM,WACJ,gBAAgB,KAAA,IACZ,cAAc,kBAAkB,QAAQ,aAAa,MAAM,GAC3D,cAAc,4BAA4B,OAAO,cAAc;AAErE,SAAO;GACL,YAAY;GACZ;GACA,gBAAgB,uBAAuB;GACvC,QAAQ;GACT;;AAIH,QAAO,EACL,YAAY,OACb;;;;;;;;;;;;;AAcH,SAAgB,sBAAsB,gBAAyC;AAC7E,QAAO,YAAY,eAAe,IAAI,cAAc,eAAe;;;;;;;;;;;AAYrE,SAAgB,gBAAgB,UAG9B;AAQA,QAPqE;EACnE,SAAS;GAAE,QAAQ;GAAQ,SAAS;GAAgB;EACpD,UAAU;GAAE,QAAQ;GAAQ,SAAS;GAAiB;EACtD,WAAW;GAAE,QAAQ;GAAQ,SAAS;GAAkB;EACxD,YAAY;GAAE,QAAQ;GAAQ,SAAS;GAAmB;EAC3D,CAEY"}
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/**
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* Grappling System for Korean Martial Arts Combat
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+
*
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4
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+
* **Korean**: 잡기 시스템 (Grapple System)
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*
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6
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* Implements realistic grappling and takedown mechanics based on:
|
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7
|
+
* - **Hapkido (합기도)**: Joint locks and control techniques
|
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8
|
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* - **Ssireum (씨름)**: Traditional Korean wrestling
|
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* - **GON Stance (곤괘)**: Earth stance grounding and control
|
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+
*
|
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|
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* ## Core Mechanics
|
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|
+
*
|
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|
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* 1. **Grab Initiation**: Establish grip on opponent's limb/body
|
|
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|
+
* 2. **Control Duration**: Maintain control with stamina cost
|
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15
|
+
* 3. **Grip Strength**: Affects escape difficulty and follow-up options
|
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|
+
* 4. **Escape Mechanics**: Based on strength, technique, and stamina
|
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17
|
+
* 5. **Follow-up Techniques**: Throws, takedowns, joint locks from control
|
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|
+
*
|
|
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|
+
* ## Phase 2 Enhancement
|
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|
+
*
|
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|
+
* Enhanced with Gon (Earth) trigram metadata integration:
|
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|
+
* - Uses `controlDuration` from ExtendedGonTechnique
|
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|
+
* - Supports authentic Ssireum/Hapkido control durations
|
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|
+
* - Maintains backward compatibility with non-Gon techniques
|
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|
+
*
|
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|
+
* @module systems/combat/GrappleSystem
|
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|
+
* @category Combat System
|
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|
+
* @korean 잡기시스템
|
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+
*/
|
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|
+
import type { PlayerState } from "../player";
|
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|
+
import { GrappleControl, GrappleTarget } from "../../types";
|
|
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|
+
import type { KoreanTechnique } from "../vitalpoint/types";
|
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|
+
/**
|
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|
+
* Configuration for grappling mechanics.
|
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+
*
|
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|
+
* **Korean**: 잡기 설정 (Grapple Configuration)
|
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|
+
*/
|
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|
+
export interface GrappleConfig {
|
|
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|
+
/** Base stamina cost per second to maintain control */
|
|
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|
+
readonly baseStaminaCostPerSecond: number;
|
|
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|
+
/** Minimum grip strength to maintain control */
|
|
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|
+
readonly minGripStrength: number;
|
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|
+
/** Maximum grip strength value */
|
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|
+
readonly maxGripStrength: number;
|
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|
+
/** Base escape difficulty multiplier */
|
|
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|
+
readonly baseEscapeDifficulty: number;
|
|
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|
+
/** Stamina cost to attempt escape */
|
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|
+
readonly escapeStaminaCost: number;
|
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|
+
/** Minimum duration before escape is possible (ms) */
|
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|
+
readonly minControlDuration: number;
|
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|
+
}
|
|
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|
+
/**
|
|
53
|
+
* Default grappling configuration values.
|
|
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|
+
*/
|
|
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|
+
export declare const DEFAULT_GRAPPLE_CONFIG: GrappleConfig;
|
|
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|
+
/**
|
|
57
|
+
* Grapple attempt result.
|
|
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|
+
*
|
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|
+
* **Korean**: 잡기 시도 결과 (Grapple Attempt Result)
|
|
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|
+
*/
|
|
61
|
+
export interface GrappleAttemptResult {
|
|
62
|
+
/** Whether the grapple was successful */
|
|
63
|
+
readonly success: boolean;
|
|
64
|
+
/** New grapple control state if successful */
|
|
65
|
+
readonly grappleControl?: GrappleControl;
|
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|
+
/** Reason for failure if unsuccessful */
|
|
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|
+
readonly reason?: string;
|
|
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|
+
/** Stamina cost for the attempt */
|
|
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|
+
readonly staminaCost: number;
|
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|
+
}
|
|
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|
+
/**
|
|
72
|
+
* Escape attempt result.
|
|
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|
+
*
|
|
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|
+
* **Korean**: 탈출 시도 결과 (Escape Attempt Result)
|
|
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|
+
*/
|
|
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|
+
export interface EscapeAttemptResult {
|
|
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|
+
/** Whether the escape was successful */
|
|
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|
+
readonly success: boolean;
|
|
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|
+
/** Updated grapple control state */
|
|
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|
+
readonly grappleControl: GrappleControl | null;
|
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+
/** Reason for failure if unsuccessful */
|
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readonly reason?: string;
|
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/** Stamina cost for the attempt */
|
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|
+
readonly staminaCost: number;
|
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+
}
|
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|
+
/**
|
|
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+
* Grappling System for control and hold mechanics.
|
|
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|
+
*
|
|
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|
+
* **Korean**: 잡기 시스템 (Grapple System)
|
|
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|
+
*
|
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|
+
* Manages grappling state between combatants, including grip strength,
|
|
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|
+
* control duration, escape mechanics, and follow-up techniques.
|
|
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|
+
*/
|
|
94
|
+
export declare class GrappleSystem {
|
|
95
|
+
private readonly config;
|
|
96
|
+
constructor(config?: Partial<GrappleConfig>);
|
|
97
|
+
/**
|
|
98
|
+
* Attempt to initiate a grapple on target.
|
|
99
|
+
*
|
|
100
|
+
* **Korean**: 잡기 시도 (Attempt Grapple)
|
|
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|
+
*
|
|
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|
+
* @param attacker - Player attempting the grapple
|
|
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|
+
* @param defender - Target player
|
|
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|
+
* @param target - Body part to grapple
|
|
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|
+
* @param currentTime - Current game time in milliseconds
|
|
106
|
+
* @returns Result of the grapple attempt
|
|
107
|
+
*/
|
|
108
|
+
attemptGrapple(attacker: PlayerState, defender: PlayerState, target: GrappleTarget, currentTime: number): GrappleAttemptResult;
|
|
109
|
+
/**
|
|
110
|
+
* Update grapple control state over time.
|
|
111
|
+
*
|
|
112
|
+
* **Korean**: 잡기 업데이트 (Update Grapple)
|
|
113
|
+
*
|
|
114
|
+
* @param grappleControl - Current grapple control state
|
|
115
|
+
* @param controller - Player maintaining control
|
|
116
|
+
* @param target - Player being controlled
|
|
117
|
+
* @param deltaTime - Time elapsed since last update (seconds)
|
|
118
|
+
* @param currentTime - Current game time in milliseconds
|
|
119
|
+
* @returns Updated grapple control or null if broken
|
|
120
|
+
*/
|
|
121
|
+
updateGrapple(grappleControl: GrappleControl, controller: PlayerState, _target: PlayerState, deltaTime: number, currentTime: number): GrappleControl | null;
|
|
122
|
+
/**
|
|
123
|
+
* Attempt to escape from a grapple.
|
|
124
|
+
*
|
|
125
|
+
* **Korean**: 탈출 시도 (Attempt Escape)
|
|
126
|
+
*
|
|
127
|
+
* @param grappleControl - Current grapple control state
|
|
128
|
+
* @param controller - Player maintaining control
|
|
129
|
+
* @param target - Player attempting to escape
|
|
130
|
+
* @returns Result of the escape attempt
|
|
131
|
+
*/
|
|
132
|
+
attemptEscape(grappleControl: GrappleControl, controller: PlayerState, target: PlayerState): EscapeAttemptResult;
|
|
133
|
+
/**
|
|
134
|
+
* Calculate grip strength based on attacker attributes and target.
|
|
135
|
+
*
|
|
136
|
+
* **Korean**: 악력 계산 (Calculate Grip Strength)
|
|
137
|
+
*
|
|
138
|
+
* @private
|
|
139
|
+
*/
|
|
140
|
+
private calculateGripStrength;
|
|
141
|
+
/**
|
|
142
|
+
* Calculate grapple success chance.
|
|
143
|
+
*
|
|
144
|
+
* **Korean**: 잡기 성공률 계산 (Calculate Grapple Success Chance)
|
|
145
|
+
*
|
|
146
|
+
* @private
|
|
147
|
+
*/
|
|
148
|
+
private calculateGrappleSuccessChance;
|
|
149
|
+
/**
|
|
150
|
+
* Calculate escape chance from grapple.
|
|
151
|
+
*
|
|
152
|
+
* **Korean**: 탈출 성공률 계산 (Calculate Escape Chance)
|
|
153
|
+
*
|
|
154
|
+
* @private
|
|
155
|
+
*/
|
|
156
|
+
private calculateEscapeChance;
|
|
157
|
+
/**
|
|
158
|
+
* Calculate stamina cost to maintain control.
|
|
159
|
+
*
|
|
160
|
+
* **Korean**: 체력 소모 계산 (Calculate Stamina Cost)
|
|
161
|
+
*
|
|
162
|
+
* @private
|
|
163
|
+
*/
|
|
164
|
+
private calculateStaminaCost;
|
|
165
|
+
/**
|
|
166
|
+
* Check if a grapple can be transitioned to a throw.
|
|
167
|
+
*
|
|
168
|
+
* **Korean**: 던지기 전환 확인 (Check Throw Transition)
|
|
169
|
+
*
|
|
170
|
+
* @param grappleControl - Current grapple control state
|
|
171
|
+
* @param controller - Player attempting throw
|
|
172
|
+
* @returns Whether throw transition is possible
|
|
173
|
+
*/
|
|
174
|
+
canTransitionToThrow(grappleControl: GrappleControl, controller: PlayerState): boolean;
|
|
175
|
+
/**
|
|
176
|
+
* Check if a grapple can be transitioned to a joint lock.
|
|
177
|
+
*
|
|
178
|
+
* **Korean**: 관절기 전환 확인 (Check Joint Lock Transition)
|
|
179
|
+
*
|
|
180
|
+
* @param grappleControl - Current grapple control state
|
|
181
|
+
* @param controller - Player attempting lock
|
|
182
|
+
* @returns Whether joint lock transition is possible
|
|
183
|
+
*/
|
|
184
|
+
canTransitionToJointLock(grappleControl: GrappleControl, controller: PlayerState): boolean;
|
|
185
|
+
/**
|
|
186
|
+
* Get technique-specific control duration from Gon metadata.
|
|
187
|
+
*
|
|
188
|
+
* **Korean**: 기술별 제어 시간 조회 (Get Technique Control Duration)
|
|
189
|
+
*
|
|
190
|
+
* Retrieves the post-throw positional advantage duration from
|
|
191
|
+
* ExtendedGonTechnique metadata. Falls back to default duration
|
|
192
|
+
* if technique doesn't have Gon-specific enhancements.
|
|
193
|
+
*
|
|
194
|
+
* **Control Duration Philosophy**:
|
|
195
|
+
* - Traditional Ssireum techniques (800-2000ms) provide longer control
|
|
196
|
+
* - Aggressive slam techniques (800-1200ms) provide brief control
|
|
197
|
+
* - Sacrifice throws (1500-2000ms) provide extended ground control
|
|
198
|
+
*
|
|
199
|
+
* **Use Cases**:
|
|
200
|
+
* - Determining follow-up attack windows after throws
|
|
201
|
+
* - Calculating defender recovery time before counterattack
|
|
202
|
+
* - Applying post-throw positional advantage in game state
|
|
203
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+
*
|
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204
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+
* @param technique - Korean martial arts technique (checks for ExtendedGonTechnique)
|
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205
|
+
* @param defaultDuration - Fallback duration if technique has no metadata (default: 1000ms)
|
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206
|
+
* @returns Control duration in milliseconds
|
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207
|
+
*
|
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208
|
+
* @example
|
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209
|
+
* ```typescript
|
|
210
|
+
* const controlTime = grappleSystem.getTechniqueControlDuration(
|
|
211
|
+
* ssireumThrowTechnique, // controlDuration: 1800
|
|
212
|
+
* 1000 // default fallback
|
|
213
|
+
* );
|
|
214
|
+
* // Result: 1800ms (uses technique metadata)
|
|
215
|
+
* ```
|
|
216
|
+
*
|
|
217
|
+
* @public
|
|
218
|
+
* @korean 기술별제어시간조회
|
|
219
|
+
*/
|
|
220
|
+
getTechniqueControlDuration(technique: KoreanTechnique, defaultDuration?: number): number;
|
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221
|
+
/**
|
|
222
|
+
* Apply post-throw control advantage window.
|
|
223
|
+
*
|
|
224
|
+
* **Korean**: 던지기 후 우세 적용 (Apply Post-Throw Advantage)
|
|
225
|
+
*
|
|
226
|
+
* Creates a control advantage state after a successful throw,
|
|
227
|
+
* using the technique's `controlDuration` to determine how long
|
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228
|
+
* the attacker maintains positional dominance.
|
|
229
|
+
*
|
|
230
|
+
* **Advantage Effects**:
|
|
231
|
+
* - Attacker gains priority for follow-up attacks
|
|
232
|
+
* - Defender must wait for control duration to expire
|
|
233
|
+
* - Applies to throw transitions from grapple control
|
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234
|
+
*
|
|
235
|
+
* @param technique - Throw technique executed
|
|
236
|
+
* @param attackerId - Player who executed throw
|
|
237
|
+
* @param defenderId - Player who was thrown
|
|
238
|
+
* @param currentTime - Current game time in milliseconds
|
|
239
|
+
* @returns Control advantage state with duration from technique metadata
|
|
240
|
+
*
|
|
241
|
+
* @example
|
|
242
|
+
* ```typescript
|
|
243
|
+
* const advantage = grappleSystem.applyPostThrowAdvantage(
|
|
244
|
+
* ssireumThrowTechnique,
|
|
245
|
+
* "player1",
|
|
246
|
+
* "player2",
|
|
247
|
+
* Date.now()
|
|
248
|
+
* );
|
|
249
|
+
* // advantage.duration = 1800ms (from technique metadata)
|
|
250
|
+
* ```
|
|
251
|
+
*
|
|
252
|
+
* @public
|
|
253
|
+
* @korean 던지기후우세적용
|
|
254
|
+
*/
|
|
255
|
+
applyPostThrowAdvantage(technique: KoreanTechnique, attackerId: string, defenderId: string, currentTime: number): {
|
|
256
|
+
controllerId: string;
|
|
257
|
+
targetId: string;
|
|
258
|
+
duration: number;
|
|
259
|
+
startTime: number;
|
|
260
|
+
endTime: number;
|
|
261
|
+
};
|
|
262
|
+
}
|
|
263
|
+
export default GrappleSystem;
|
|
264
|
+
//# sourceMappingURL=GrappleSystem.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|