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 +1,393 @@
1
+ import { CombatState, GrappleState, GrappleTarget, TrigramStance } from "../../types/common.js";
2
+ import "../../types/index.js";
3
+ import { asExtendedGonTechnique } from "../trigram/types/GonTechniqueExtensions.js";
4
+ //#region src/systems/combat/GrappleSystem.ts
5
+ /**
6
+ * Default grappling configuration values.
7
+ */
8
+ var DEFAULT_GRAPPLE_CONFIG = {
9
+ baseStaminaCostPerSecond: 5,
10
+ minGripStrength: 20,
11
+ maxGripStrength: 100,
12
+ baseEscapeDifficulty: 1.5,
13
+ escapeStaminaCost: 15,
14
+ minControlDuration: 500
15
+ };
16
+ /**
17
+ * Grappling System for control and hold mechanics.
18
+ *
19
+ * **Korean**: 잡기 시스템 (Grapple System)
20
+ *
21
+ * Manages grappling state between combatants, including grip strength,
22
+ * control duration, escape mechanics, and follow-up techniques.
23
+ */
24
+ var GrappleSystem = class {
25
+ config;
26
+ constructor(config = {}) {
27
+ this.config = {
28
+ ...DEFAULT_GRAPPLE_CONFIG,
29
+ ...config
30
+ };
31
+ }
32
+ /**
33
+ * Attempt to initiate a grapple on target.
34
+ *
35
+ * **Korean**: 잡기 시도 (Attempt Grapple)
36
+ *
37
+ * @param attacker - Player attempting the grapple
38
+ * @param defender - Target player
39
+ * @param target - Body part to grapple
40
+ * @param currentTime - Current game time in milliseconds
41
+ * @returns Result of the grapple attempt
42
+ */
43
+ attemptGrapple(attacker, defender, target, currentTime) {
44
+ if (attacker.combatState === CombatState.STUNNED) return {
45
+ success: false,
46
+ reason: "Attacker is stunned",
47
+ staminaCost: 0
48
+ };
49
+ if (attacker.combatState === CombatState.GRAPPLING) return {
50
+ success: false,
51
+ reason: "Attacker is already grappling another opponent",
52
+ staminaCost: 0
53
+ };
54
+ if (attacker.stamina < this.config.escapeStaminaCost) return {
55
+ success: false,
56
+ reason: "Insufficient stamina",
57
+ staminaCost: 0
58
+ };
59
+ if (defender.combatState === CombatState.GRAPPLED) return {
60
+ success: false,
61
+ reason: "Target is already being grappled",
62
+ staminaCost: 0
63
+ };
64
+ const gripStrength = this.calculateGripStrength(attacker, target);
65
+ const successChance = this.calculateGrappleSuccessChance(attacker, defender, target);
66
+ if (Math.random() < successChance) return {
67
+ success: true,
68
+ grappleControl: {
69
+ state: GrappleState.GRABBING,
70
+ target,
71
+ controllerId: attacker.id,
72
+ targetId: defender.id,
73
+ gripStrength,
74
+ duration: 0,
75
+ startTime: currentTime,
76
+ canEscape: false,
77
+ staminaCostPerSecond: this.calculateStaminaCost(target, gripStrength)
78
+ },
79
+ staminaCost: this.config.escapeStaminaCost
80
+ };
81
+ return {
82
+ success: false,
83
+ reason: `Grapple attempt failed (${Math.round(successChance * 100)}% chance)`,
84
+ staminaCost: this.config.escapeStaminaCost * .5
85
+ };
86
+ }
87
+ /**
88
+ * Update grapple control state over time.
89
+ *
90
+ * **Korean**: 잡기 업데이트 (Update Grapple)
91
+ *
92
+ * @param grappleControl - Current grapple control state
93
+ * @param controller - Player maintaining control
94
+ * @param target - Player being controlled
95
+ * @param deltaTime - Time elapsed since last update (seconds)
96
+ * @param currentTime - Current game time in milliseconds
97
+ * @returns Updated grapple control or null if broken
98
+ */
99
+ updateGrapple(grappleControl, controller, _target, deltaTime, currentTime) {
100
+ if (controller.stamina < grappleControl.staminaCostPerSecond * deltaTime || controller.combatState === CombatState.STUNNED) return null;
101
+ const newDuration = currentTime - grappleControl.startTime;
102
+ let newState = grappleControl.state;
103
+ if (grappleControl.state === GrappleState.GRABBING && newDuration > 0) newState = GrappleState.CONTROLLING;
104
+ const rawGripStrength = grappleControl.gripStrength - 2 * deltaTime;
105
+ if (rawGripStrength < this.config.minGripStrength) return null;
106
+ const newGripStrength = rawGripStrength;
107
+ const canEscape = newDuration >= this.config.minControlDuration;
108
+ return {
109
+ ...grappleControl,
110
+ state: newState,
111
+ gripStrength: newGripStrength,
112
+ duration: newDuration,
113
+ canEscape
114
+ };
115
+ }
116
+ /**
117
+ * Attempt to escape from a grapple.
118
+ *
119
+ * **Korean**: 탈출 시도 (Attempt Escape)
120
+ *
121
+ * @param grappleControl - Current grapple control state
122
+ * @param controller - Player maintaining control
123
+ * @param target - Player attempting to escape
124
+ * @returns Result of the escape attempt
125
+ */
126
+ attemptEscape(grappleControl, controller, target) {
127
+ if (!grappleControl.canEscape) return {
128
+ success: false,
129
+ grappleControl,
130
+ reason: "Cannot escape yet",
131
+ staminaCost: 0
132
+ };
133
+ if (target.stamina < this.config.escapeStaminaCost) return {
134
+ success: false,
135
+ grappleControl,
136
+ reason: "Insufficient stamina",
137
+ staminaCost: 0
138
+ };
139
+ const escapeChance = this.calculateEscapeChance(grappleControl, controller, target);
140
+ if (Math.random() < escapeChance) return {
141
+ success: true,
142
+ grappleControl: null,
143
+ staminaCost: this.config.escapeStaminaCost
144
+ };
145
+ const weakenedGripStrength = Math.max(this.config.minGripStrength, grappleControl.gripStrength - 10);
146
+ return {
147
+ success: false,
148
+ grappleControl: {
149
+ ...grappleControl,
150
+ gripStrength: weakenedGripStrength
151
+ },
152
+ reason: `Escape failed (${Math.round(escapeChance * 100)}% chance)`,
153
+ staminaCost: this.config.escapeStaminaCost
154
+ };
155
+ }
156
+ /**
157
+ * Calculate grip strength based on attacker attributes and target.
158
+ *
159
+ * **Korean**: 악력 계산 (Calculate Grip Strength)
160
+ *
161
+ * @private
162
+ */
163
+ calculateGripStrength(attacker, target) {
164
+ let strength = attacker.attackPower * 3;
165
+ if (attacker.currentStance === TrigramStance.GON) strength *= 1.3;
166
+ else if (attacker.currentStance === TrigramStance.GAN) strength *= 1.15;
167
+ switch (target) {
168
+ case GrappleTarget.HAND:
169
+ strength *= 1.1;
170
+ break;
171
+ case GrappleTarget.ARM:
172
+ strength *= 1;
173
+ break;
174
+ case GrappleTarget.LEG:
175
+ strength *= .9;
176
+ break;
177
+ case GrappleTarget.TORSO:
178
+ strength *= .85;
179
+ break;
180
+ case GrappleTarget.NECK:
181
+ strength *= 1.2;
182
+ break;
183
+ case GrappleTarget.BOTH_ARMS:
184
+ strength *= .7;
185
+ break;
186
+ }
187
+ return Math.min(this.config.maxGripStrength, strength);
188
+ }
189
+ /**
190
+ * Calculate grapple success chance.
191
+ *
192
+ * **Korean**: 잡기 성공률 계산 (Calculate Grapple Success Chance)
193
+ *
194
+ * @private
195
+ */
196
+ calculateGrappleSuccessChance(attacker, defender, target) {
197
+ let baseChance = .5 + (attacker.technique - defender.defense) * .02;
198
+ if (attacker.speed > defender.speed) baseChance += (attacker.speed - defender.speed) * .01;
199
+ if (attacker.currentStance === TrigramStance.GON) baseChance += .15;
200
+ if (defender.combatState === CombatState.ATTACKING) baseChance += .2;
201
+ else if (defender.combatState === CombatState.DEFENDING) baseChance -= .15;
202
+ switch (target) {
203
+ case GrappleTarget.HAND:
204
+ baseChance += .1;
205
+ break;
206
+ case GrappleTarget.BOTH_ARMS:
207
+ baseChance -= .2;
208
+ break;
209
+ case GrappleTarget.NECK:
210
+ baseChance -= .1;
211
+ break;
212
+ }
213
+ return Math.max(.05, Math.min(.95, baseChance));
214
+ }
215
+ /**
216
+ * Calculate escape chance from grapple.
217
+ *
218
+ * **Korean**: 탈출 성공률 계산 (Calculate Escape Chance)
219
+ *
220
+ * @private
221
+ */
222
+ calculateEscapeChance(grappleControl, controller, target) {
223
+ let baseChance = .5 - grappleControl.gripStrength / this.config.maxGripStrength * .3;
224
+ const strengthDiff = target.attackPower - controller.attackPower;
225
+ baseChance += strengthDiff * .02;
226
+ if (target.speed > controller.speed) baseChance += (target.speed - controller.speed) * .015;
227
+ baseChance += target.technique * .005;
228
+ if (target.currentStance === TrigramStance.GON) baseChance += .3;
229
+ else if (target.currentStance === TrigramStance.GAN) baseChance += .15;
230
+ const durationSeconds = grappleControl.duration / 1e3;
231
+ const timePenalty = Math.min(.2, durationSeconds * .02);
232
+ baseChance -= timePenalty;
233
+ return Math.max(.05, Math.min(.85, baseChance));
234
+ }
235
+ /**
236
+ * Calculate stamina cost to maintain control.
237
+ *
238
+ * **Korean**: 체력 소모 계산 (Calculate Stamina Cost)
239
+ *
240
+ * @private
241
+ */
242
+ calculateStaminaCost(target, gripStrength) {
243
+ let cost = this.config.baseStaminaCostPerSecond;
244
+ switch (target) {
245
+ case GrappleTarget.HAND:
246
+ cost *= .8;
247
+ break;
248
+ case GrappleTarget.ARM:
249
+ cost *= 1;
250
+ break;
251
+ case GrappleTarget.LEG:
252
+ cost *= 1.2;
253
+ break;
254
+ case GrappleTarget.TORSO:
255
+ cost *= 1.3;
256
+ break;
257
+ case GrappleTarget.NECK:
258
+ cost *= 1.5;
259
+ break;
260
+ case GrappleTarget.BOTH_ARMS:
261
+ cost *= 1.8;
262
+ break;
263
+ }
264
+ const gripFactor = gripStrength / this.config.maxGripStrength;
265
+ cost *= .7 + gripFactor * .6;
266
+ return cost;
267
+ }
268
+ /**
269
+ * Check if a grapple can be transitioned to a throw.
270
+ *
271
+ * **Korean**: 던지기 전환 확인 (Check Throw Transition)
272
+ *
273
+ * @param grappleControl - Current grapple control state
274
+ * @param controller - Player attempting throw
275
+ * @returns Whether throw transition is possible
276
+ */
277
+ canTransitionToThrow(grappleControl, controller) {
278
+ if (grappleControl.duration < 1e3) return false;
279
+ if (grappleControl.gripStrength < 60) return false;
280
+ if (controller.stamina < 20) return false;
281
+ return [
282
+ GrappleTarget.ARM,
283
+ GrappleTarget.TORSO,
284
+ GrappleTarget.BOTH_ARMS
285
+ ].includes(grappleControl.target);
286
+ }
287
+ /**
288
+ * Check if a grapple can be transitioned to a joint lock.
289
+ *
290
+ * **Korean**: 관절기 전환 확인 (Check Joint Lock Transition)
291
+ *
292
+ * @param grappleControl - Current grapple control state
293
+ * @param controller - Player attempting lock
294
+ * @returns Whether joint lock transition is possible
295
+ */
296
+ canTransitionToJointLock(grappleControl, controller) {
297
+ if (grappleControl.duration < 800) return false;
298
+ if (controller.technique < 10) return false;
299
+ return [
300
+ GrappleTarget.HAND,
301
+ GrappleTarget.ARM,
302
+ GrappleTarget.LEG
303
+ ].includes(grappleControl.target);
304
+ }
305
+ /**
306
+ * Get technique-specific control duration from Gon metadata.
307
+ *
308
+ * **Korean**: 기술별 제어 시간 조회 (Get Technique Control Duration)
309
+ *
310
+ * Retrieves the post-throw positional advantage duration from
311
+ * ExtendedGonTechnique metadata. Falls back to default duration
312
+ * if technique doesn't have Gon-specific enhancements.
313
+ *
314
+ * **Control Duration Philosophy**:
315
+ * - Traditional Ssireum techniques (800-2000ms) provide longer control
316
+ * - Aggressive slam techniques (800-1200ms) provide brief control
317
+ * - Sacrifice throws (1500-2000ms) provide extended ground control
318
+ *
319
+ * **Use Cases**:
320
+ * - Determining follow-up attack windows after throws
321
+ * - Calculating defender recovery time before counterattack
322
+ * - Applying post-throw positional advantage in game state
323
+ *
324
+ * @param technique - Korean martial arts technique (checks for ExtendedGonTechnique)
325
+ * @param defaultDuration - Fallback duration if technique has no metadata (default: 1000ms)
326
+ * @returns Control duration in milliseconds
327
+ *
328
+ * @example
329
+ * ```typescript
330
+ * const controlTime = grappleSystem.getTechniqueControlDuration(
331
+ * ssireumThrowTechnique, // controlDuration: 1800
332
+ * 1000 // default fallback
333
+ * );
334
+ * // Result: 1800ms (uses technique metadata)
335
+ * ```
336
+ *
337
+ * @public
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+ * @korean 기술별제어시간조회
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+ */
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+ getTechniqueControlDuration(technique, defaultDuration = 1e3) {
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+ const gonTechnique = asExtendedGonTechnique(technique);
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+ if (!gonTechnique) return defaultDuration;
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+ return gonTechnique.controlDuration;
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+ }
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+ /**
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+ * Apply post-throw control advantage window.
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+ *
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+ * **Korean**: 던지기 후 우세 적용 (Apply Post-Throw Advantage)
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+ *
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+ * Creates a control advantage state after a successful throw,
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+ * using the technique's `controlDuration` to determine how long
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+ * the attacker maintains positional dominance.
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+ *
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+ * **Advantage Effects**:
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+ * - Attacker gains priority for follow-up attacks
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+ * - Defender must wait for control duration to expire
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+ * - Applies to throw transitions from grapple control
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+ *
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+ * @param technique - Throw technique executed
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+ * @param attackerId - Player who executed throw
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+ * @param defenderId - Player who was thrown
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+ * @param currentTime - Current game time in milliseconds
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+ * @returns Control advantage state with duration from technique metadata
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+ *
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+ * @example
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+ * ```typescript
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+ * const advantage = grappleSystem.applyPostThrowAdvantage(
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+ * ssireumThrowTechnique,
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+ * "player1",
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+ * "player2",
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+ * Date.now()
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+ * );
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+ * // advantage.duration = 1800ms (from technique metadata)
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+ * ```
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+ *
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+ * @public
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+ * @korean 던지기후우세적용
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+ */
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+ applyPostThrowAdvantage(technique, attackerId, defenderId, currentTime) {
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+ const controlDuration = this.getTechniqueControlDuration(technique, 1200);
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+ return {
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+ controllerId: attackerId,
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+ targetId: defenderId,
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+ duration: controlDuration,
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+ startTime: currentTime,
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+ endTime: currentTime + controlDuration
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+ };
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+ }
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+ };
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+ //#endregion
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+ export { DEFAULT_GRAPPLE_CONFIG, GrappleSystem as default };
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+
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+ //# sourceMappingURL=GrappleSystem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GrappleSystem.js","names":[],"sources":["../../../src/systems/combat/GrappleSystem.ts"],"sourcesContent":["/**\n * Grappling System for Korean Martial Arts Combat\n *\n * **Korean**: 잡기 시스템 (Grapple System)\n *\n * Implements realistic grappling and takedown mechanics based on:\n * - **Hapkido (합기도)**: Joint locks and control techniques\n * - **Ssireum (씨름)**: Traditional Korean wrestling\n * - **GON Stance (곤괘)**: Earth stance grounding and control\n *\n * ## Core Mechanics\n *\n * 1. **Grab Initiation**: Establish grip on opponent's limb/body\n * 2. **Control Duration**: Maintain control with stamina cost\n * 3. **Grip Strength**: Affects escape difficulty and follow-up options\n * 4. **Escape Mechanics**: Based on strength, technique, and stamina\n * 5. **Follow-up Techniques**: Throws, takedowns, joint locks from control\n *\n * ## Phase 2 Enhancement\n *\n * Enhanced with Gon (Earth) trigram metadata integration:\n * - Uses `controlDuration` from ExtendedGonTechnique\n * - Supports authentic Ssireum/Hapkido control durations\n * - Maintains backward compatibility with non-Gon techniques\n *\n * @module systems/combat/GrappleSystem\n * @category Combat System\n * @korean 잡기시스템\n */\n\nimport type { PlayerState } from \"@/systems/player\";\nimport {\n CombatState,\n GrappleControl,\n GrappleState,\n GrappleTarget,\n TrigramStance,\n} from \"@/types\";\nimport { asExtendedGonTechnique } from \"../trigram/types/GonTechniqueExtensions\";\nimport type { KoreanTechnique } from \"../vitalpoint/types\";\n\n/**\n * Configuration for grappling mechanics.\n *\n * **Korean**: 잡기 설정 (Grapple Configuration)\n */\nexport interface GrappleConfig {\n /** Base stamina cost per second to maintain control */\n readonly baseStaminaCostPerSecond: number;\n /** Minimum grip strength to maintain control */\n readonly minGripStrength: number;\n /** Maximum grip strength value */\n readonly maxGripStrength: number;\n /** Base escape difficulty multiplier */\n readonly baseEscapeDifficulty: number;\n /** Stamina cost to attempt escape */\n readonly escapeStaminaCost: number;\n /** Minimum duration before escape is possible (ms) */\n readonly minControlDuration: number;\n}\n\n/**\n * Default grappling configuration values.\n */\nexport const DEFAULT_GRAPPLE_CONFIG: GrappleConfig = {\n baseStaminaCostPerSecond: 5,\n minGripStrength: 20,\n maxGripStrength: 100,\n baseEscapeDifficulty: 1.5,\n escapeStaminaCost: 15,\n minControlDuration: 500, // 0.5 seconds\n};\n\n/**\n * Grapple attempt result.\n *\n * **Korean**: 잡기 시도 결과 (Grapple Attempt Result)\n */\nexport interface GrappleAttemptResult {\n /** Whether the grapple was successful */\n readonly success: boolean;\n /** New grapple control state if successful */\n readonly grappleControl?: GrappleControl;\n /** Reason for failure if unsuccessful */\n readonly reason?: string;\n /** Stamina cost for the attempt */\n readonly staminaCost: number;\n}\n\n/**\n * Escape attempt result.\n *\n * **Korean**: 탈출 시도 결과 (Escape Attempt Result)\n */\nexport interface EscapeAttemptResult {\n /** Whether the escape was successful */\n readonly success: boolean;\n /** Updated grapple control state */\n readonly grappleControl: GrappleControl | null;\n /** Reason for failure if unsuccessful */\n readonly reason?: string;\n /** Stamina cost for the attempt */\n readonly staminaCost: number;\n}\n\n/**\n * Grappling System for control and hold mechanics.\n *\n * **Korean**: 잡기 시스템 (Grapple System)\n *\n * Manages grappling state between combatants, including grip strength,\n * control duration, escape mechanics, and follow-up techniques.\n */\nexport class GrappleSystem {\n private readonly config: GrappleConfig;\n\n constructor(config: Partial<GrappleConfig> = {}) {\n this.config = { ...DEFAULT_GRAPPLE_CONFIG, ...config };\n }\n\n /**\n * Attempt to initiate a grapple on target.\n *\n * **Korean**: 잡기 시도 (Attempt Grapple)\n *\n * @param attacker - Player attempting the grapple\n * @param defender - Target player\n * @param target - Body part to grapple\n * @param currentTime - Current game time in milliseconds\n * @returns Result of the grapple attempt\n */\n attemptGrapple(\n attacker: PlayerState,\n defender: PlayerState,\n target: GrappleTarget,\n currentTime: number\n ): GrappleAttemptResult {\n // Check if attacker can grapple\n if (attacker.combatState === CombatState.STUNNED) {\n return {\n success: false,\n reason: \"Attacker is stunned\",\n staminaCost: 0,\n };\n }\n\n // Check if attacker is already grappling someone else\n if (attacker.combatState === CombatState.GRAPPLING) {\n return {\n success: false,\n reason: \"Attacker is already grappling another opponent\",\n staminaCost: 0,\n };\n }\n\n if (attacker.stamina < this.config.escapeStaminaCost) {\n return {\n success: false,\n reason: \"Insufficient stamina\",\n staminaCost: 0,\n };\n }\n\n // Check if defender is already being grappled\n if (defender.combatState === CombatState.GRAPPLED) {\n return {\n success: false,\n reason: \"Target is already being grappled\",\n staminaCost: 0,\n };\n }\n\n // Calculate grip strength based on attacker attributes and stance\n const gripStrength = this.calculateGripStrength(attacker, target);\n\n // Calculate success chance based on attributes\n const successChance = this.calculateGrappleSuccessChance(\n attacker,\n defender,\n target\n );\n\n const roll = Math.random();\n const success = roll < successChance;\n\n if (success) {\n // Create grapple control - start with GRABBING state during initiation\n const grappleControl: GrappleControl = {\n state: GrappleState.GRABBING,\n target,\n controllerId: attacker.id,\n targetId: defender.id,\n gripStrength,\n duration: 0,\n startTime: currentTime,\n canEscape: false, // Initially cannot escape\n staminaCostPerSecond: this.calculateStaminaCost(target, gripStrength),\n };\n\n return {\n success: true,\n grappleControl,\n staminaCost: this.config.escapeStaminaCost,\n };\n }\n\n return {\n success: false,\n reason: `Grapple attempt failed (${Math.round(successChance * 100)}% chance)`,\n staminaCost: this.config.escapeStaminaCost * 0.5, // Half cost on failure\n };\n }\n\n /**\n * Update grapple control state over time.\n *\n * **Korean**: 잡기 업데이트 (Update Grapple)\n *\n * @param grappleControl - Current grapple control state\n * @param controller - Player maintaining control\n * @param target - Player being controlled\n * @param deltaTime - Time elapsed since last update (seconds)\n * @param currentTime - Current game time in milliseconds\n * @returns Updated grapple control or null if broken\n */\n updateGrapple(\n grappleControl: GrappleControl,\n controller: PlayerState,\n _target: PlayerState,\n deltaTime: number,\n currentTime: number\n ): GrappleControl | null {\n // Check if controller can maintain control\n if (\n controller.stamina < grappleControl.staminaCostPerSecond * deltaTime ||\n controller.combatState === CombatState.STUNNED\n ) {\n // Control broken due to stamina or state\n return null;\n }\n\n // Update duration\n const newDuration = currentTime - grappleControl.startTime;\n\n // Transition from GRABBING to CONTROLLING after initial establishment\n let newState = grappleControl.state;\n if (grappleControl.state === GrappleState.GRABBING && newDuration > 0) {\n newState = GrappleState.CONTROLLING;\n }\n\n // Decay grip strength slightly over time\n const gripDecayRate = 2; // points per second\n const rawGripStrength = grappleControl.gripStrength - gripDecayRate * deltaTime;\n\n // Check if grip strength has dropped too low\n if (rawGripStrength < this.config.minGripStrength) {\n return null;\n }\n\n const newGripStrength = rawGripStrength;\n\n // Allow escape attempts after minimum duration\n const canEscape = newDuration >= this.config.minControlDuration;\n\n return {\n ...grappleControl,\n state: newState,\n gripStrength: newGripStrength,\n duration: newDuration,\n canEscape,\n };\n }\n\n /**\n * Attempt to escape from a grapple.\n *\n * **Korean**: 탈출 시도 (Attempt Escape)\n *\n * @param grappleControl - Current grapple control state\n * @param controller - Player maintaining control\n * @param target - Player attempting to escape\n * @returns Result of the escape attempt\n */\n attemptEscape(\n grappleControl: GrappleControl,\n controller: PlayerState,\n target: PlayerState\n ): EscapeAttemptResult {\n // Check if escape is possible\n if (!grappleControl.canEscape) {\n return {\n success: false,\n grappleControl,\n reason: \"Cannot escape yet\",\n staminaCost: 0,\n };\n }\n\n // Check stamina\n if (target.stamina < this.config.escapeStaminaCost) {\n return {\n success: false,\n grappleControl,\n reason: \"Insufficient stamina\",\n staminaCost: 0,\n };\n }\n\n // Calculate escape chance\n const escapeChance = this.calculateEscapeChance(\n grappleControl,\n controller,\n target\n );\n\n const roll = Math.random();\n const success = roll < escapeChance;\n\n if (success) {\n return {\n success: true,\n grappleControl: null, // Escape successful, control broken\n staminaCost: this.config.escapeStaminaCost,\n };\n }\n\n // Escape failed, weaken grip slightly\n const weakenedGripStrength = Math.max(\n this.config.minGripStrength,\n grappleControl.gripStrength - 10\n );\n\n return {\n success: false,\n grappleControl: {\n ...grappleControl,\n gripStrength: weakenedGripStrength,\n },\n reason: `Escape failed (${Math.round(escapeChance * 100)}% chance)`,\n staminaCost: this.config.escapeStaminaCost,\n };\n }\n\n /**\n * Calculate grip strength based on attacker attributes and target.\n *\n * **Korean**: 악력 계산 (Calculate Grip Strength)\n *\n * @private\n */\n private calculateGripStrength(\n attacker: PlayerState,\n target: GrappleTarget\n ): number {\n // Base strength from attack power\n let strength = attacker.attackPower * 3;\n\n // Stance modifiers\n if (attacker.currentStance === TrigramStance.GON) {\n strength *= 1.3; // GON stance excels at grappling\n } else if (attacker.currentStance === TrigramStance.GAN) {\n strength *= 1.15; // GAN stance is also good for control\n }\n\n // Target modifiers\n switch (target) {\n case GrappleTarget.HAND:\n strength *= 1.1; // Easier to control hand\n break;\n case GrappleTarget.ARM:\n strength *= 1.0; // Standard difficulty\n break;\n case GrappleTarget.LEG:\n strength *= 0.9; // Harder to control leg\n break;\n case GrappleTarget.TORSO:\n strength *= 0.85; // Harder to control torso\n break;\n case GrappleTarget.NECK:\n strength *= 1.2; // High control but risky\n break;\n case GrappleTarget.BOTH_ARMS:\n strength *= 0.7; // Very hard to control both arms\n break;\n }\n\n return Math.min(this.config.maxGripStrength, strength);\n }\n\n /**\n * Calculate grapple success chance.\n *\n * **Korean**: 잡기 성공률 계산 (Calculate Grapple Success Chance)\n *\n * @private\n */\n private calculateGrappleSuccessChance(\n attacker: PlayerState,\n defender: PlayerState,\n target: GrappleTarget\n ): number {\n // Base chance from technique vs defense\n const attributeDiff = attacker.technique - defender.defense;\n let baseChance = 0.5 + attributeDiff * 0.02; // ±2% per point difference\n\n // Speed advantage\n if (attacker.speed > defender.speed) {\n baseChance += (attacker.speed - defender.speed) * 0.01;\n }\n\n // Stance modifiers\n if (attacker.currentStance === TrigramStance.GON) {\n baseChance += 0.15; // GON stance excels at grappling\n }\n\n if (defender.combatState === CombatState.ATTACKING) {\n baseChance += 0.2; // Easier to grapple during attack\n } else if (defender.combatState === CombatState.DEFENDING) {\n baseChance -= 0.15; // Harder to grapple defensive opponent\n }\n\n // Target difficulty\n switch (target) {\n case GrappleTarget.HAND:\n baseChance += 0.1; // Easier to grab hand\n break;\n case GrappleTarget.BOTH_ARMS:\n baseChance -= 0.2; // Much harder to grab both arms\n break;\n case GrappleTarget.NECK:\n baseChance -= 0.1; // Risky target\n break;\n }\n\n // Clamp between 0.05 and 0.95\n return Math.max(0.05, Math.min(0.95, baseChance));\n }\n\n /**\n * Calculate escape chance from grapple.\n *\n * **Korean**: 탈출 성공률 계산 (Calculate Escape Chance)\n *\n * @private\n */\n private calculateEscapeChance(\n grappleControl: GrappleControl,\n controller: PlayerState,\n target: PlayerState\n ): number {\n // Base chance from strength vs grip\n const gripFactor = grappleControl.gripStrength / this.config.maxGripStrength;\n let baseChance = 0.5 - gripFactor * 0.3; // Stronger grip = harder escape\n\n // Attribute comparison\n const strengthDiff = target.attackPower - controller.attackPower;\n baseChance += strengthDiff * 0.02;\n\n // Speed advantage helps escape\n if (target.speed > controller.speed) {\n baseChance += (target.speed - controller.speed) * 0.015;\n }\n\n // Technique helps find weaknesses in grip\n baseChance += target.technique * 0.005;\n\n // Stance modifiers - certain stances are better at escaping grapples\n // **Korean**: 곤(坤) 자세는 탈출에 유리 (+30%), 간(艮) 자세는 방어적인 탈출 (+15%)\n if (target.currentStance === TrigramStance.GON) {\n baseChance += 0.3; // GON stance excels at grounding and escape\n } else if (target.currentStance === TrigramStance.GAN) {\n baseChance += 0.15; // GAN stance has defensive escape advantage\n }\n\n // Time factor - longer control makes escape harder\n const durationSeconds = grappleControl.duration / 1000;\n const timePenalty = Math.min(0.2, durationSeconds * 0.02);\n baseChance -= timePenalty;\n\n // Clamp between 0.05 and 0.85\n return Math.max(0.05, Math.min(0.85, baseChance));\n }\n\n /**\n * Calculate stamina cost to maintain control.\n *\n * **Korean**: 체력 소모 계산 (Calculate Stamina Cost)\n *\n * @private\n */\n private calculateStaminaCost(\n target: GrappleTarget,\n gripStrength: number\n ): number {\n let cost = this.config.baseStaminaCostPerSecond;\n\n // Target affects stamina cost\n switch (target) {\n case GrappleTarget.HAND:\n cost *= 0.8; // Easier to maintain\n break;\n case GrappleTarget.ARM:\n cost *= 1.0; // Standard\n break;\n case GrappleTarget.LEG:\n cost *= 1.2; // Harder to maintain\n break;\n case GrappleTarget.TORSO:\n cost *= 1.3; // Much harder to maintain\n break;\n case GrappleTarget.NECK:\n cost *= 1.5; // Very demanding\n break;\n case GrappleTarget.BOTH_ARMS:\n cost *= 1.8; // Extremely demanding\n break;\n }\n\n // Higher grip strength costs more stamina\n const gripFactor = gripStrength / this.config.maxGripStrength;\n cost *= 0.7 + gripFactor * 0.6; // 70-130% based on grip\n\n return cost;\n }\n\n /**\n * Check if a grapple can be transitioned to a throw.\n *\n * **Korean**: 던지기 전환 확인 (Check Throw Transition)\n *\n * @param grappleControl - Current grapple control state\n * @param controller - Player attempting throw\n * @returns Whether throw transition is possible\n */\n canTransitionToThrow(\n grappleControl: GrappleControl,\n controller: PlayerState\n ): boolean {\n // Need sufficient control duration\n if (grappleControl.duration < 1000) {\n return false; // Need at least 1 second of control\n }\n\n // Need sufficient grip strength\n if (grappleControl.gripStrength < 60) {\n return false;\n }\n\n // Need sufficient stamina for throw\n if (controller.stamina < 20) {\n return false;\n }\n\n // Certain targets are better for throws\n const goodThrowTargets = [\n GrappleTarget.ARM,\n GrappleTarget.TORSO,\n GrappleTarget.BOTH_ARMS,\n ];\n\n return goodThrowTargets.includes(grappleControl.target);\n }\n\n /**\n * Check if a grapple can be transitioned to a joint lock.\n *\n * **Korean**: 관절기 전환 확인 (Check Joint Lock Transition)\n *\n * @param grappleControl - Current grapple control state\n * @param controller - Player attempting lock\n * @returns Whether joint lock transition is possible\n */\n canTransitionToJointLock(\n grappleControl: GrappleControl,\n controller: PlayerState\n ): boolean {\n // Need sufficient control duration\n if (grappleControl.duration < 800) {\n return false;\n }\n\n // Need high technique for joint locks\n if (controller.technique < 10) {\n return false;\n }\n\n // Joint locks work on limbs\n const lockTargets = [\n GrappleTarget.HAND,\n GrappleTarget.ARM,\n GrappleTarget.LEG,\n ];\n\n return lockTargets.includes(grappleControl.target);\n }\n\n /**\n * Get technique-specific control duration from Gon metadata.\n *\n * **Korean**: 기술별 제어 시간 조회 (Get Technique Control Duration)\n *\n * Retrieves the post-throw positional advantage duration from\n * ExtendedGonTechnique metadata. Falls back to default duration\n * if technique doesn't have Gon-specific enhancements.\n *\n * **Control Duration Philosophy**:\n * - Traditional Ssireum techniques (800-2000ms) provide longer control\n * - Aggressive slam techniques (800-1200ms) provide brief control\n * - Sacrifice throws (1500-2000ms) provide extended ground control\n *\n * **Use Cases**:\n * - Determining follow-up attack windows after throws\n * - Calculating defender recovery time before counterattack\n * - Applying post-throw positional advantage in game state\n *\n * @param technique - Korean martial arts technique (checks for ExtendedGonTechnique)\n * @param defaultDuration - Fallback duration if technique has no metadata (default: 1000ms)\n * @returns Control duration in milliseconds\n *\n * @example\n * ```typescript\n * const controlTime = grappleSystem.getTechniqueControlDuration(\n * ssireumThrowTechnique, // controlDuration: 1800\n * 1000 // default fallback\n * );\n * // Result: 1800ms (uses technique metadata)\n * ```\n *\n * @public\n * @korean 기술별제어시간조회\n */\n getTechniqueControlDuration(\n technique: KoreanTechnique,\n defaultDuration: number = 1000,\n ): number {\n // Use helper function for safe type casting\n const gonTechnique = asExtendedGonTechnique(technique);\n if (!gonTechnique) {\n // Non-Gon technique: use default duration\n return defaultDuration;\n }\n\n // Extract control duration from validated Gon technique\n return gonTechnique.controlDuration;\n }\n\n /**\n * Apply post-throw control advantage window.\n *\n * **Korean**: 던지기 후 우세 적용 (Apply Post-Throw Advantage)\n *\n * Creates a control advantage state after a successful throw,\n * using the technique's `controlDuration` to determine how long\n * the attacker maintains positional dominance.\n *\n * **Advantage Effects**:\n * - Attacker gains priority for follow-up attacks\n * - Defender must wait for control duration to expire\n * - Applies to throw transitions from grapple control\n *\n * @param technique - Throw technique executed\n * @param attackerId - Player who executed throw\n * @param defenderId - Player who was thrown\n * @param currentTime - Current game time in milliseconds\n * @returns Control advantage state with duration from technique metadata\n *\n * @example\n * ```typescript\n * const advantage = grappleSystem.applyPostThrowAdvantage(\n * ssireumThrowTechnique,\n * \"player1\",\n * \"player2\",\n * Date.now()\n * );\n * // advantage.duration = 1800ms (from technique metadata)\n * ```\n *\n * @public\n * @korean 던지기후우세적용\n */\n applyPostThrowAdvantage(\n technique: KoreanTechnique,\n attackerId: string,\n defenderId: string,\n currentTime: number,\n ): {\n controllerId: string;\n targetId: string;\n duration: number;\n startTime: number;\n endTime: number;\n } {\n // Get technique-specific control duration with 1200ms fallback\n const controlDuration = this.getTechniqueControlDuration(technique, 1200);\n\n return {\n controllerId: attackerId,\n targetId: defenderId,\n duration: controlDuration,\n startTime: currentTime,\n endTime: currentTime + controlDuration,\n };\n }\n}\n\nexport default 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1
+ /**
2
+ * Limb Exposure System for Counter-Attack Detection
3
+ *
4
+ * **Korean**: 사지 노출 시스템 (Saji Nochul System)
5
+ *
6
+ * Analyzes technique animations to determine when limbs become exposed and vulnerable
7
+ * during attack execution. This enables:
8
+ * - Defensive counter-attacks (반격 - banggyeok)
9
+ * - Breaking techniques (파쇄기 - paswaegi)
10
+ * - Exploiting overextension (과다신장 약점 - gwada sinjang yakjeom)
11
+ *
12
+ * **Martial Arts Philosophy**:
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+ * - **허점공격** (Heojeom Gonggyeok) - Attacking openings/weaknesses
14
+ * - **후수필승** (Husu Pilseung) - Victory through counter-attack timing
15
+ * - **이순응변** (Isun Eungbyeon) - Adapt and exploit opponent's mistakes
16
+ *
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+ * @module systems/combat/LimbExposureSystem
18
+ * @korean 사지노출시스템
19
+ */
20
+ import type { KoreanTechnique } from "../vitalpoint/types";
21
+ import type { BreakingResult, BreakingTarget, CounterOpportunity, ExposedLimbType, LimbExposureWindow } from "../../types/physics";
22
+ /**
23
+ * Calculate counter-attack opportunities from a technique's reach configuration.
24
+ *
25
+ * **Korean**: 반격 기회 계산
26
+ *
27
+ * Analyzes the technique's execution timeline and limb exposure to identify
28
+ * windows where the opponent is vulnerable to counter-attacks.
29
+ *
30
+ * @param technique - The technique being executed
31
+ * @param currentTime - Current time in technique execution (ms)
32
+ * @returns Counter opportunity if one exists, undefined otherwise
33
+ *
34
+ * @public
35
+ * @korean 반격기회계산
36
+ */
37
+ export declare function calculateCounterOpportunity(technique: KoreanTechnique, currentTime: number): CounterOpportunity | undefined;
38
+ /**
39
+ * Calculate vulnerability multiplier for a technique at a specific time.
40
+ *
41
+ * **Korean**: 취약성 배수 계산
42
+ *
43
+ * Determines how vulnerable the attacker is at a given point in their
44
+ * technique execution. Useful for damage calculation during counter-attacks.
45
+ *
46
+ * @param technique - The technique being executed
47
+ * @param currentTime - Current time in technique execution (ms)
48
+ * @returns Vulnerability multiplier (1.0 = normal, >1.0 = more vulnerable)
49
+ *
50
+ * @public
51
+ * @korean 취약성배수계산
52
+ */
53
+ export declare function calculateVulnerabilityMultiplier(technique: KoreanTechnique, currentTime: number): number;
54
+ /**
55
+ * Determine which limb is exposed based on technique and animation state.
56
+ *
57
+ * **Korean**: 노출된 사지 결정
58
+ *
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+ * Analyzes the technique's body part and animation to determine which
60
+ * specific limb (left/right) is currently exposed.
61
+ *
62
+ * @param technique - The technique being executed
63
+ * @param isLeftSided - Whether the technique uses the left side
64
+ * @returns The exposed limb type
65
+ *
66
+ * @public
67
+ * @korean 노출사지결정
68
+ */
69
+ export declare function determineExposedLimb(technique: KoreanTechnique, isLeftSided?: boolean): ExposedLimbType;
70
+ /**
71
+ * Map exposed limb to breaking technique target.
72
+ *
73
+ * **Korean**: 노출 사지를 파쇄 목표로 매핑
74
+ *
75
+ * Converts an exposed limb type to the appropriate breaking target
76
+ * for joint and limb breaking techniques.
77
+ *
78
+ * @param exposedLimb - The exposed limb
79
+ * @returns The breaking target joint/bone
80
+ *
81
+ * @public
82
+ * @korean 파쇄목표매핑
83
+ */
84
+ export declare function mapLimbToBreakingTarget(exposedLimb: ExposedLimbType): BreakingTarget;
85
+ /**
86
+ * Calculate breaking technique effectiveness.
87
+ *
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+ * **Korean**: 파쇄 기술 효과 계산
89
+ *
90
+ * Determines the result of a breaking technique applied to an exposed limb,
91
+ * considering the vulnerability window, force applied, and target joint.
92
+ *
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+ * @param breakingTechnique - The breaking technique being applied (reserved for future use)
94
+ * @param counterOpportunity - The counter opportunity being exploited
95
+ * @param force - Force/damage of the breaking technique (typically 20-80 range)
96
+ * @returns Result of the breaking attempt
97
+ *
98
+ * @remarks
99
+ * The breakingTechnique parameter is currently unused but reserved for future
100
+ * extensibility. It may be used to apply technique-specific modifiers or
101
+ * validate technique compatibility with the breaking target.
102
+ *
103
+ * @public
104
+ * @korean 파쇄기술효과계산
105
+ */
106
+ export declare function calculateBreakingResult(breakingTechnique: KoreanTechnique, counterOpportunity: CounterOpportunity, force: number): BreakingResult;
107
+ /**
108
+ * Check if a defender can execute a counter-attack.
109
+ *
110
+ * **Korean**: 반격 실행 가능 여부 확인
111
+ *
112
+ * Validates whether a defender is in position and has the resources
113
+ * to execute a counter-attack against an exposed limb.
114
+ *
115
+ * @param defenderStamina - Defender's current stamina
116
+ * @param counterTechnique - The counter technique to execute
117
+ * @param distance - Distance between attacker and defender (meters)
118
+ * @returns Whether the counter can be executed
119
+ *
120
+ * @public
121
+ * @korean 반격실행가능확인
122
+ */
123
+ export declare function canExecuteCounter(defenderStamina: number, counterTechnique: KoreanTechnique, distance: number): boolean;
124
+ /**
125
+ * Generate limb exposure window for a technique.
126
+ *
127
+ * **Korean**: 사지 노출 시간 생성
128
+ *
129
+ * Creates a default limb exposure window for techniques that don't
130
+ * explicitly define one, based on heuristics from the technique type
131
+ * and reach configuration.
132
+ *
133
+ * @param technique - The technique to generate exposure for
134
+ * @returns Generated limb exposure window
135
+ *
136
+ * @public
137
+ * @korean 사지노출시간생성
138
+ */
139
+ export declare function generateLimbExposureWindow(technique: KoreanTechnique): LimbExposureWindow;
140
+ declare const _default: {
141
+ calculateCounterOpportunity: typeof calculateCounterOpportunity;
142
+ calculateVulnerabilityMultiplier: typeof calculateVulnerabilityMultiplier;
143
+ determineExposedLimb: typeof determineExposedLimb;
144
+ mapLimbToBreakingTarget: typeof mapLimbToBreakingTarget;
145
+ calculateBreakingResult: typeof calculateBreakingResult;
146
+ canExecuteCounter: typeof canExecuteCounter;
147
+ generateLimbExposureWindow: typeof generateLimbExposureWindow;
148
+ };
149
+ export default _default;
150
+ //# sourceMappingURL=LimbExposureSystem.d.ts.map
@@ -0,0 +1 @@
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