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 BREAKING_STATUS_EFFECT_IDS from "./BreakingStatusEffects.js";
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//#region src/systems/combat/LimbExposureSystem.ts
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/**
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* Breaking technique constants
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var BREAKING_FORCE_THRESHOLD = 40;
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* Maximum effective force for calculating break severity on 0-1 scale.
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*
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*
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* Analyzes the technique's execution timeline and limb exposure to identify
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* windows where the opponent is vulnerable to counter-attacks.
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*
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*
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const exposure = reachConfig.exposureWindow;
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windowStart,
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vulnerabilityMultiplier: exposure.vulnerabilityMultiplier,
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allowsBreaking: exposure.allowsBreaking,
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recommendedCounters
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};
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}
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/**
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* Get recommended counter-technique IDs for an exposed limb.
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*
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61
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* **Korean**: 추천 반격 기술 조회
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62
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*
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* Returns technique IDs that would be effective against the exposed limb.
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* These IDs are string-based and should match techniques in the game's
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65
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* technique library. When implementing, validate these IDs exist.
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*
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* **Note**: These are example/placeholder IDs. Actual implementation should
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* reference real technique definitions or use a typed enum of technique IDs.
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*
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* @param exposedLimb - The limb that is exposed
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* @param reachConfig - Reach configuration of the attacking technique
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* @param allowsBreaking - Whether breaking techniques are viable
|
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* @returns Array of recommended counter-technique IDs (unvalidated strings)
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74
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*
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* @internal
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76
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* @korean 추천반격기술조회
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77
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+
*/
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78
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+
function getRecommendedCounters(exposedLimb, reachConfig, allowsBreaking) {
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79
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+
const counters = [];
|
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80
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+
if (allowsBreaking) {
|
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81
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if (exposedLimb.includes("leg") || exposedLimb.includes("ankle")) counters.push("leg_sweep", "ankle_break", "knee_stomp");
|
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82
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+
else if (exposedLimb.includes("knee")) counters.push("knee_break", "hyperextension_kick");
|
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83
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+
else if (exposedLimb.includes("arm") || exposedLimb.includes("elbow")) counters.push("arm_bar", "elbow_break", "joint_lock");
|
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84
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+
else if (exposedLimb.includes("wrist")) counters.push("wrist_lock", "wrist_break");
|
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85
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+
}
|
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86
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+
if (exposedLimb.includes("arm")) counters.push("ulnar_nerve_strike", "radial_nerve_pressure");
|
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87
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+
else if (exposedLimb.includes("leg")) counters.push("peroneal_nerve_strike", "thigh_pressure_point");
|
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88
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if (reachConfig.bodyPart === "leg") counters.push("leg_parry_counter", "inside_leg_kick");
|
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89
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+
else if (reachConfig.bodyPart === "arm") counters.push("arm_trap_counter", "redirect_punch");
|
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90
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+
return counters;
|
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91
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+
}
|
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92
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+
/**
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93
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+
* Calculate vulnerability multiplier for a technique at a specific time.
|
|
94
|
+
*
|
|
95
|
+
* **Korean**: 취약성 배수 계산
|
|
96
|
+
*
|
|
97
|
+
* Determines how vulnerable the attacker is at a given point in their
|
|
98
|
+
* technique execution. Useful for damage calculation during counter-attacks.
|
|
99
|
+
*
|
|
100
|
+
* @param technique - The technique being executed
|
|
101
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* @param currentTime - Current time in technique execution (ms)
|
|
102
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+
* @returns Vulnerability multiplier (1.0 = normal, >1.0 = more vulnerable)
|
|
103
|
+
*
|
|
104
|
+
* @public
|
|
105
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+
* @korean 취약성배수계산
|
|
106
|
+
*/
|
|
107
|
+
function calculateVulnerabilityMultiplier(technique, currentTime) {
|
|
108
|
+
const { reachConfig, executionTime, recoveryTime } = technique;
|
|
109
|
+
if (!reachConfig.exposureWindow) return 1;
|
|
110
|
+
const exposure = reachConfig.exposureWindow;
|
|
111
|
+
const windowStart = executionTime * exposure.startTime;
|
|
112
|
+
const windowEnd = windowStart + exposure.duration;
|
|
113
|
+
if (currentTime < windowStart) return 1.1;
|
|
114
|
+
if (currentTime <= windowEnd) return exposure.vulnerabilityMultiplier;
|
|
115
|
+
const recoveryStart = executionTime;
|
|
116
|
+
const recoveryEnd = executionTime + recoveryTime;
|
|
117
|
+
if (currentTime > recoveryStart && currentTime <= recoveryEnd) {
|
|
118
|
+
const recoveryProgress = (currentTime - recoveryStart) / recoveryTime;
|
|
119
|
+
return exposure.vulnerabilityMultiplier - (exposure.vulnerabilityMultiplier - 1) * recoveryProgress;
|
|
120
|
+
}
|
|
121
|
+
return 1;
|
|
122
|
+
}
|
|
123
|
+
/**
|
|
124
|
+
* Determine which limb is exposed based on technique and animation state.
|
|
125
|
+
*
|
|
126
|
+
* **Korean**: 노출된 사지 결정
|
|
127
|
+
*
|
|
128
|
+
* Analyzes the technique's body part and animation to determine which
|
|
129
|
+
* specific limb (left/right) is currently exposed.
|
|
130
|
+
*
|
|
131
|
+
* @param technique - The technique being executed
|
|
132
|
+
* @param isLeftSided - Whether the technique uses the left side
|
|
133
|
+
* @returns The exposed limb type
|
|
134
|
+
*
|
|
135
|
+
* @public
|
|
136
|
+
* @korean 노출사지결정
|
|
137
|
+
*/
|
|
138
|
+
function determineExposedLimb(technique, isLeftSided = false) {
|
|
139
|
+
const { reachConfig } = technique;
|
|
140
|
+
if (reachConfig.exposureWindow?.exposedLimb) return reachConfig.exposureWindow.exposedLimb;
|
|
141
|
+
const side = isLeftSided ? "left" : "right";
|
|
142
|
+
switch (reachConfig.bodyPart) {
|
|
143
|
+
case "arm": if (reachConfig.baseExtension > .8) return `${side}_arm`;
|
|
144
|
+
else if (reachConfig.baseExtension > .5) return `${side}_elbow`;
|
|
145
|
+
else return `${side}_wrist`;
|
|
146
|
+
case "leg": if (reachConfig.baseExtension > 1) return `${side}_leg`;
|
|
147
|
+
else if (reachConfig.baseExtension > .7) return `${side}_knee`;
|
|
148
|
+
else return `${side}_ankle`;
|
|
149
|
+
case "torso": return `${side}_arm`;
|
|
150
|
+
default: return "right_arm";
|
|
151
|
+
}
|
|
152
|
+
}
|
|
153
|
+
/**
|
|
154
|
+
* Map exposed limb to breaking technique target.
|
|
155
|
+
*
|
|
156
|
+
* **Korean**: 노출 사지를 파쇄 목표로 매핑
|
|
157
|
+
*
|
|
158
|
+
* Converts an exposed limb type to the appropriate breaking target
|
|
159
|
+
* for joint and limb breaking techniques.
|
|
160
|
+
*
|
|
161
|
+
* @param exposedLimb - The exposed limb
|
|
162
|
+
* @returns The breaking target joint/bone
|
|
163
|
+
*
|
|
164
|
+
* @public
|
|
165
|
+
* @korean 파쇄목표매핑
|
|
166
|
+
*/
|
|
167
|
+
function mapLimbToBreakingTarget(exposedLimb) {
|
|
168
|
+
if (exposedLimb.includes("ankle")) return "ankle";
|
|
169
|
+
if (exposedLimb.includes("knee")) return "knee";
|
|
170
|
+
if (exposedLimb.includes("elbow")) return "elbow";
|
|
171
|
+
if (exposedLimb.includes("wrist")) return "wrist";
|
|
172
|
+
if (exposedLimb.includes("leg")) return "knee";
|
|
173
|
+
if (exposedLimb.includes("arm")) return "elbow";
|
|
174
|
+
return "elbow";
|
|
175
|
+
}
|
|
176
|
+
/**
|
|
177
|
+
* Calculate breaking technique effectiveness.
|
|
178
|
+
*
|
|
179
|
+
* **Korean**: 파쇄 기술 효과 계산
|
|
180
|
+
*
|
|
181
|
+
* Determines the result of a breaking technique applied to an exposed limb,
|
|
182
|
+
* considering the vulnerability window, force applied, and target joint.
|
|
183
|
+
*
|
|
184
|
+
* @param breakingTechnique - The breaking technique being applied (reserved for future use)
|
|
185
|
+
* @param counterOpportunity - The counter opportunity being exploited
|
|
186
|
+
* @param force - Force/damage of the breaking technique (typically 20-80 range)
|
|
187
|
+
* @returns Result of the breaking attempt
|
|
188
|
+
*
|
|
189
|
+
* @remarks
|
|
190
|
+
* The breakingTechnique parameter is currently unused but reserved for future
|
|
191
|
+
* extensibility. It may be used to apply technique-specific modifiers or
|
|
192
|
+
* validate technique compatibility with the breaking target.
|
|
193
|
+
*
|
|
194
|
+
* @public
|
|
195
|
+
* @korean 파쇄기술효과계산
|
|
196
|
+
*/
|
|
197
|
+
function calculateBreakingResult(breakingTechnique, counterOpportunity, force) {
|
|
198
|
+
const target = mapLimbToBreakingTarget(counterOpportunity.exposedLimb);
|
|
199
|
+
if (!counterOpportunity.allowsBreaking) return {
|
|
200
|
+
success: false,
|
|
201
|
+
target,
|
|
202
|
+
severity: 0,
|
|
203
|
+
damage: force * .5,
|
|
204
|
+
mobilityReduction: 0,
|
|
205
|
+
statusEffects: []
|
|
206
|
+
};
|
|
207
|
+
const effectiveForce = force * counterOpportunity.vulnerabilityMultiplier;
|
|
208
|
+
const baseSuccess = effectiveForce > BREAKING_FORCE_THRESHOLD;
|
|
209
|
+
const severity = Math.min(effectiveForce / BREAKING_MAX_FORCE, 1);
|
|
210
|
+
if (!baseSuccess) return {
|
|
211
|
+
success: false,
|
|
212
|
+
target,
|
|
213
|
+
severity: 0,
|
|
214
|
+
damage: effectiveForce * .7,
|
|
215
|
+
mobilityReduction: 0,
|
|
216
|
+
statusEffects: []
|
|
217
|
+
};
|
|
218
|
+
const statusEffects = [BREAKING_STATUS_EFFECT_IDS.PAIN];
|
|
219
|
+
let mobilityReduction;
|
|
220
|
+
if (severity > .8) {
|
|
221
|
+
statusEffects.push(BREAKING_STATUS_EFFECT_IDS.SEVERE_INJURY, BREAKING_STATUS_EFFECT_IDS.DISABLED_LIMB);
|
|
222
|
+
mobilityReduction = .6;
|
|
223
|
+
if (target === "ankle" || target === "knee") {
|
|
224
|
+
statusEffects.push(BREAKING_STATUS_EFFECT_IDS.IMPAIRED_MOBILITY);
|
|
225
|
+
mobilityReduction = .8;
|
|
226
|
+
}
|
|
227
|
+
} else if (severity > .5) {
|
|
228
|
+
statusEffects.push(BREAKING_STATUS_EFFECT_IDS.INJURED_LIMB);
|
|
229
|
+
mobilityReduction = .4;
|
|
230
|
+
} else {
|
|
231
|
+
statusEffects.push(BREAKING_STATUS_EFFECT_IDS.SPRAINED_JOINT);
|
|
232
|
+
mobilityReduction = .2;
|
|
233
|
+
}
|
|
234
|
+
if (severity > .6) statusEffects.push(BREAKING_STATUS_EFFECT_IDS.BLEEDING);
|
|
235
|
+
return {
|
|
236
|
+
success: true,
|
|
237
|
+
target,
|
|
238
|
+
severity,
|
|
239
|
+
damage: effectiveForce,
|
|
240
|
+
mobilityReduction,
|
|
241
|
+
statusEffects
|
|
242
|
+
};
|
|
243
|
+
}
|
|
244
|
+
/**
|
|
245
|
+
* Check if a defender can execute a counter-attack.
|
|
246
|
+
*
|
|
247
|
+
* **Korean**: 반격 실행 가능 여부 확인
|
|
248
|
+
*
|
|
249
|
+
* Validates whether a defender is in position and has the resources
|
|
250
|
+
* to execute a counter-attack against an exposed limb.
|
|
251
|
+
*
|
|
252
|
+
* @param defenderStamina - Defender's current stamina
|
|
253
|
+
* @param counterTechnique - The counter technique to execute
|
|
254
|
+
* @param distance - Distance between attacker and defender (meters)
|
|
255
|
+
* @returns Whether the counter can be executed
|
|
256
|
+
*
|
|
257
|
+
* @public
|
|
258
|
+
* @korean 반격실행가능확인
|
|
259
|
+
*/
|
|
260
|
+
function canExecuteCounter(defenderStamina, counterTechnique, distance) {
|
|
261
|
+
if (defenderStamina < counterTechnique.staminaCost) return false;
|
|
262
|
+
if (distance > MAX_COUNTER_RANGE_METERS) return false;
|
|
263
|
+
return true;
|
|
264
|
+
}
|
|
265
|
+
/**
|
|
266
|
+
* Generate limb exposure window for a technique.
|
|
267
|
+
*
|
|
268
|
+
* **Korean**: 사지 노출 시간 생성
|
|
269
|
+
*
|
|
270
|
+
* Creates a default limb exposure window for techniques that don't
|
|
271
|
+
* explicitly define one, based on heuristics from the technique type
|
|
272
|
+
* and reach configuration.
|
|
273
|
+
*
|
|
274
|
+
* @param technique - The technique to generate exposure for
|
|
275
|
+
* @returns Generated limb exposure window
|
|
276
|
+
*
|
|
277
|
+
* @public
|
|
278
|
+
* @korean 사지노출시간생성
|
|
279
|
+
*/
|
|
280
|
+
function generateLimbExposureWindow(technique) {
|
|
281
|
+
const { reachConfig, executionTime } = technique;
|
|
282
|
+
const exposedLimb = determineExposedLimb(technique);
|
|
283
|
+
const isHighExtension = reachConfig.baseExtension > 1;
|
|
284
|
+
const isMediumExtension = reachConfig.baseExtension > .8;
|
|
285
|
+
let vulnerabilityMultiplier;
|
|
286
|
+
let allowsBreaking;
|
|
287
|
+
if (isHighExtension) {
|
|
288
|
+
vulnerabilityMultiplier = 2.2;
|
|
289
|
+
allowsBreaking = true;
|
|
290
|
+
} else if (isMediumExtension) {
|
|
291
|
+
vulnerabilityMultiplier = 1.6;
|
|
292
|
+
allowsBreaking = false;
|
|
293
|
+
} else {
|
|
294
|
+
vulnerabilityMultiplier = 1.2;
|
|
295
|
+
allowsBreaking = false;
|
|
296
|
+
}
|
|
297
|
+
return {
|
|
298
|
+
exposedLimb,
|
|
299
|
+
startTime: .5,
|
|
300
|
+
duration: Math.floor(executionTime * (isHighExtension ? .4 : .25)),
|
|
301
|
+
vulnerabilityMultiplier,
|
|
302
|
+
allowsBreaking
|
|
303
|
+
};
|
|
304
|
+
}
|
|
305
|
+
//#endregion
|
|
306
|
+
export { calculateBreakingResult, calculateCounterOpportunity, calculateVulnerabilityMultiplier, canExecuteCounter, determineExposedLimb, generateLimbExposureWindow, mapLimbToBreakingTarget };
|
|
307
|
+
|
|
308
|
+
//# sourceMappingURL=LimbExposureSystem.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"LimbExposureSystem.js","names":[],"sources":["../../../src/systems/combat/LimbExposureSystem.ts"],"sourcesContent":["/**\n * Limb Exposure System for Counter-Attack Detection\n *\n * **Korean**: 사지 노출 시스템 (Saji Nochul System)\n *\n * Analyzes technique animations to determine when limbs become exposed and vulnerable\n * during attack execution. This enables:\n * - Defensive counter-attacks (반격 - banggyeok)\n * - Breaking techniques (파쇄기 - paswaegi)\n * - Exploiting overextension (과다신장 약점 - gwada sinjang yakjeom)\n *\n * **Martial Arts Philosophy**:\n * - **허점공격** (Heojeom Gonggyeok) - Attacking openings/weaknesses\n * - **후수필승** (Husu Pilseung) - Victory through counter-attack timing\n * - **이순응변** (Isun Eungbyeon) - Adapt and exploit opponent's mistakes\n *\n * @module systems/combat/LimbExposureSystem\n * @korean 사지노출시스템\n */\n\nimport type { KoreanTechnique } from \"../vitalpoint/types\";\nimport type {\n BreakingResult,\n BreakingTarget,\n CounterOpportunity,\n ExposedLimbType,\n LimbExposureWindow,\n PhysicalReachConfig,\n} from \"../../types/physics\";\nimport { BREAKING_STATUS_EFFECT_IDS } from \"./BreakingStatusEffects\";\n\n/**\n * Breaking technique constants\n * **Korean**: 파쇄기술 상수\n */\n\n/**\n * Minimum effective force required to successfully execute a breaking technique.\n * Force below this threshold will not break joints/bones.\n * Typical damage values range from 20-80, with 40 being the minimum for effective breaks.\n * @korean 파쇄최소힘\n */\nconst BREAKING_FORCE_THRESHOLD = 40;\n\n/**\n * Maximum effective force for calculating break severity on 0-1 scale.\n * Force values above 80 are clamped to 1.0 severity (complete break).\n * @korean 파쇄최대힘\n */\nconst BREAKING_MAX_FORCE = 80;\n\n/**\n * Maximum range in meters for executing counter-attacks.\n * Counter-attacks are close-range defensive techniques requiring proximity.\n * @korean 반격최대거리\n */\nconst MAX_COUNTER_RANGE_METERS = 1.0;\n\n/**\n * Calculate counter-attack opportunities from a technique's reach configuration.\n *\n * **Korean**: 반격 기회 계산\n *\n * Analyzes the technique's execution timeline and limb exposure to identify\n * windows where the opponent is vulnerable to counter-attacks.\n *\n * @param technique - The technique being executed\n * @param currentTime - Current time in technique execution (ms)\n * @returns Counter opportunity if one exists, undefined otherwise\n *\n * @public\n * @korean 반격기회계산\n */\nexport function calculateCounterOpportunity(\n technique: KoreanTechnique,\n currentTime: number\n): CounterOpportunity | undefined {\n const { reachConfig, executionTime } = technique;\n\n // No exposure window defined, no counter opportunity\n if (!reachConfig.exposureWindow) {\n return undefined;\n }\n\n const exposure = reachConfig.exposureWindow;\n\n // Calculate absolute timing of exposure window\n const windowStart = executionTime * exposure.startTime;\n const windowEnd = windowStart + exposure.duration;\n\n // Check if current time is within the exposure window\n if (currentTime < windowStart || currentTime > windowEnd) {\n return undefined;\n }\n\n // Determine recommended counter techniques based on exposed limb\n const recommendedCounters = getRecommendedCounters(\n exposure.exposedLimb,\n reachConfig,\n exposure.allowsBreaking\n );\n\n return {\n exposedLimb: exposure.exposedLimb,\n windowStart,\n windowDuration: exposure.duration,\n vulnerabilityMultiplier: exposure.vulnerabilityMultiplier,\n allowsBreaking: exposure.allowsBreaking,\n recommendedCounters,\n };\n}\n\n/**\n * Get recommended counter-technique IDs for an exposed limb.\n *\n * **Korean**: 추천 반격 기술 조회\n *\n * Returns technique IDs that would be effective against the exposed limb.\n * These IDs are string-based and should match techniques in the game's\n * technique library. When implementing, validate these IDs exist.\n *\n * **Note**: These are example/placeholder IDs. Actual implementation should\n * reference real technique definitions or use a typed enum of technique IDs.\n *\n * @param exposedLimb - The limb that is exposed\n * @param reachConfig - Reach configuration of the attacking technique\n * @param allowsBreaking - Whether breaking techniques are viable\n * @returns Array of recommended counter-technique IDs (unvalidated strings)\n *\n * @internal\n * @korean 추천반격기술조회\n */\nfunction getRecommendedCounters(\n exposedLimb: ExposedLimbType,\n reachConfig: PhysicalReachConfig,\n allowsBreaking: boolean\n): readonly string[] {\n const counters: string[] = [];\n\n // Breaking techniques for overextended limbs\n if (allowsBreaking) {\n if (exposedLimb.includes(\"leg\") || exposedLimb.includes(\"ankle\")) {\n counters.push(\"leg_sweep\", \"ankle_break\", \"knee_stomp\");\n } else if (exposedLimb.includes(\"knee\")) {\n counters.push(\"knee_break\", \"hyperextension_kick\");\n } else if (exposedLimb.includes(\"arm\") || exposedLimb.includes(\"elbow\")) {\n counters.push(\"arm_bar\", \"elbow_break\", \"joint_lock\");\n } else if (exposedLimb.includes(\"wrist\")) {\n counters.push(\"wrist_lock\", \"wrist_break\");\n }\n }\n\n // Vital point strikes on exposed limbs\n if (exposedLimb.includes(\"arm\")) {\n counters.push(\"ulnar_nerve_strike\", \"radial_nerve_pressure\");\n } else if (exposedLimb.includes(\"leg\")) {\n counters.push(\"peroneal_nerve_strike\", \"thigh_pressure_point\");\n }\n\n // Counter-strikes based on body part type\n if (reachConfig.bodyPart === \"leg\") {\n counters.push(\"leg_parry_counter\", \"inside_leg_kick\");\n } else if (reachConfig.bodyPart === \"arm\") {\n counters.push(\"arm_trap_counter\", \"redirect_punch\");\n }\n\n return counters;\n}\n\n/**\n * Calculate vulnerability multiplier for a technique at a specific time.\n *\n * **Korean**: 취약성 배수 계산\n *\n * Determines how vulnerable the attacker is at a given point in their\n * technique execution. Useful for damage calculation during counter-attacks.\n *\n * @param technique - The technique being executed\n * @param currentTime - Current time in technique execution (ms)\n * @returns Vulnerability multiplier (1.0 = normal, >1.0 = more vulnerable)\n *\n * @public\n * @korean 취약성배수계산\n */\nexport function calculateVulnerabilityMultiplier(\n technique: KoreanTechnique,\n currentTime: number\n): number {\n const { reachConfig, executionTime, recoveryTime } = technique;\n\n // No exposure window, return baseline vulnerability\n if (!reachConfig.exposureWindow) {\n return 1.0;\n }\n\n const exposure = reachConfig.exposureWindow;\n const windowStart = executionTime * exposure.startTime;\n const windowEnd = windowStart + exposure.duration;\n\n // Before exposure window: slight vulnerability during wind-up\n if (currentTime < windowStart) {\n return 1.1;\n }\n\n // Within exposure window: maximum vulnerability\n if (currentTime <= windowEnd) {\n return exposure.vulnerabilityMultiplier;\n }\n\n // Recovery phase: moderate vulnerability\n const recoveryStart = executionTime;\n const recoveryEnd = executionTime + recoveryTime;\n if (currentTime > recoveryStart && currentTime <= recoveryEnd) {\n const recoveryProgress = (currentTime - recoveryStart) / recoveryTime;\n // Linearly decrease from max vulnerability to baseline\n return (\n exposure.vulnerabilityMultiplier -\n (exposure.vulnerabilityMultiplier - 1.0) * recoveryProgress\n );\n }\n\n // After recovery: baseline vulnerability\n return 1.0;\n}\n\n/**\n * Determine which limb is exposed based on technique and animation state.\n *\n * **Korean**: 노출된 사지 결정\n *\n * Analyzes the technique's body part and animation to determine which\n * specific limb (left/right) is currently exposed.\n *\n * @param technique - The technique being executed\n * @param isLeftSided - Whether the technique uses the left side\n * @returns The exposed limb type\n *\n * @public\n * @korean 노출사지결정\n */\nexport function determineExposedLimb(\n technique: KoreanTechnique,\n isLeftSided: boolean = false\n): ExposedLimbType {\n const { reachConfig } = technique;\n\n // If exposure window explicitly defines the limb, use it\n if (reachConfig.exposureWindow?.exposedLimb) {\n return reachConfig.exposureWindow.exposedLimb;\n }\n\n // Otherwise, infer from body part and sidedness\n const side = isLeftSided ? \"left\" : \"right\";\n\n switch (reachConfig.bodyPart) {\n case \"arm\":\n // Determine joint based on reach extension\n if (reachConfig.baseExtension > 0.8) {\n return `${side}_arm` as ExposedLimbType;\n } else if (reachConfig.baseExtension > 0.5) {\n return `${side}_elbow` as ExposedLimbType;\n } else {\n return `${side}_wrist` as ExposedLimbType;\n }\n\n case \"leg\":\n // Kicks expose different parts based on extension\n if (reachConfig.baseExtension > 1.0) {\n return `${side}_leg` as ExposedLimbType;\n } else if (reachConfig.baseExtension > 0.7) {\n return `${side}_knee` as ExposedLimbType;\n } else {\n return `${side}_ankle` as ExposedLimbType;\n }\n\n case \"torso\":\n // Torso techniques typically expose arms\n return `${side}_arm` as ExposedLimbType;\n\n default:\n return \"right_arm\";\n }\n}\n\n/**\n * Map exposed limb to breaking technique target.\n *\n * **Korean**: 노출 사지를 파쇄 목표로 매핑\n *\n * Converts an exposed limb type to the appropriate breaking target\n * for joint and limb breaking techniques.\n *\n * @param exposedLimb - The exposed limb\n * @returns The breaking target joint/bone\n *\n * @public\n * @korean 파쇄목표매핑\n */\nexport function mapLimbToBreakingTarget(\n exposedLimb: ExposedLimbType\n): BreakingTarget {\n if (exposedLimb.includes(\"ankle\")) return \"ankle\";\n if (exposedLimb.includes(\"knee\")) return \"knee\";\n if (exposedLimb.includes(\"elbow\")) return \"elbow\";\n if (exposedLimb.includes(\"wrist\")) return \"wrist\";\n\n // Default mapping for general limbs\n if (exposedLimb.includes(\"leg\")) return \"knee\";\n if (exposedLimb.includes(\"arm\")) return \"elbow\";\n\n return \"elbow\"; // Default fallback\n}\n\n/**\n * Calculate breaking technique effectiveness.\n *\n * **Korean**: 파쇄 기술 효과 계산\n *\n * Determines the result of a breaking technique applied to an exposed limb,\n * considering the vulnerability window, force applied, and target joint.\n *\n * @param breakingTechnique - The breaking technique being applied (reserved for future use)\n * @param counterOpportunity - The counter opportunity being exploited\n * @param force - Force/damage of the breaking technique (typically 20-80 range)\n * @returns Result of the breaking attempt\n *\n * @remarks\n * The breakingTechnique parameter is currently unused but reserved for future\n * extensibility. It may be used to apply technique-specific modifiers or\n * validate technique compatibility with the breaking target.\n *\n * @public\n * @korean 파쇄기술효과계산\n */\nexport function calculateBreakingResult(\n breakingTechnique: KoreanTechnique,\n counterOpportunity: CounterOpportunity,\n force: number\n): BreakingResult {\n // Note: breakingTechnique parameter reserved for future use\n // (e.g., technique-specific breaking modifiers)\n void breakingTechnique;\n const target = mapLimbToBreakingTarget(counterOpportunity.exposedLimb);\n\n // Breaking only works during valid windows\n if (!counterOpportunity.allowsBreaking) {\n return {\n success: false,\n target,\n severity: 0,\n damage: force * 0.5, // Reduced damage without breaking\n mobilityReduction: 0,\n statusEffects: [],\n };\n }\n\n // Calculate breaking severity based on force and vulnerability\n const effectiveForce = force * counterOpportunity.vulnerabilityMultiplier;\n const baseSuccess = effectiveForce > BREAKING_FORCE_THRESHOLD;\n const severity = Math.min(effectiveForce / BREAKING_MAX_FORCE, 1.0);\n\n if (!baseSuccess) {\n return {\n success: false,\n target,\n severity: 0,\n damage: effectiveForce * 0.7,\n mobilityReduction: 0,\n statusEffects: [],\n };\n }\n\n // Successful break - apply appropriate effects\n // Status effect IDs from BREAKING_STATUS_EFFECT_IDS constants\n // See src/systems/combat/BreakingStatusEffects.ts for all available IDs\n const statusEffects: string[] = [BREAKING_STATUS_EFFECT_IDS.PAIN];\n let mobilityReduction: number;\n\n // Severity-based effects\n if (severity > 0.8) {\n // Severe break - dislocation or fracture\n statusEffects.push(\n BREAKING_STATUS_EFFECT_IDS.SEVERE_INJURY,\n BREAKING_STATUS_EFFECT_IDS.DISABLED_LIMB\n );\n mobilityReduction = 0.6;\n\n if (target === \"ankle\" || target === \"knee\") {\n statusEffects.push(BREAKING_STATUS_EFFECT_IDS.IMPAIRED_MOBILITY);\n mobilityReduction = 0.8; // Leg breaks severely impact movement\n }\n } else if (severity > 0.5) {\n // Moderate break\n statusEffects.push(BREAKING_STATUS_EFFECT_IDS.INJURED_LIMB);\n mobilityReduction = 0.4;\n } else {\n // Minor break - sprain or strain\n statusEffects.push(BREAKING_STATUS_EFFECT_IDS.SPRAINED_JOINT);\n mobilityReduction = 0.2;\n }\n\n // Bleeding for bone breaks\n if (severity > 0.6) {\n statusEffects.push(BREAKING_STATUS_EFFECT_IDS.BLEEDING);\n }\n\n return {\n success: true,\n target,\n severity,\n damage: effectiveForce,\n mobilityReduction,\n statusEffects,\n };\n}\n\n/**\n * Check if a defender can execute a counter-attack.\n *\n * **Korean**: 반격 실행 가능 여부 확인\n *\n * Validates whether a defender is in position and has the resources\n * to execute a counter-attack against an exposed limb.\n *\n * @param defenderStamina - Defender's current stamina\n * @param counterTechnique - The counter technique to execute\n * @param distance - Distance between attacker and defender (meters)\n * @returns Whether the counter can be executed\n *\n * @public\n * @korean 반격실행가능확인\n */\nexport function canExecuteCounter(\n defenderStamina: number,\n counterTechnique: KoreanTechnique,\n distance: number\n): boolean {\n // Check stamina requirement\n if (defenderStamina < counterTechnique.staminaCost) {\n return false;\n }\n\n // Counter must be executable at current distance\n if (distance > MAX_COUNTER_RANGE_METERS) {\n return false;\n }\n\n return true;\n}\n\n/**\n * Generate limb exposure window for a technique.\n *\n * **Korean**: 사지 노출 시간 생성\n *\n * Creates a default limb exposure window for techniques that don't\n * explicitly define one, based on heuristics from the technique type\n * and reach configuration.\n *\n * @param technique - The technique to generate exposure for\n * @returns Generated limb exposure window\n *\n * @public\n * @korean 사지노출시간생성\n */\nexport function generateLimbExposureWindow(\n technique: KoreanTechnique\n): LimbExposureWindow {\n const { reachConfig, executionTime } = technique;\n const exposedLimb = determineExposedLimb(technique);\n\n // High extension = high vulnerability\n const isHighExtension = reachConfig.baseExtension > 1.0;\n const isMediumExtension = reachConfig.baseExtension > 0.8;\n\n // Determine vulnerability based on extension\n let vulnerabilityMultiplier: number;\n let allowsBreaking: boolean;\n\n if (isHighExtension) {\n vulnerabilityMultiplier = 2.2; // Very vulnerable\n allowsBreaking = true;\n } else if (isMediumExtension) {\n vulnerabilityMultiplier = 1.6;\n allowsBreaking = false;\n } else {\n vulnerabilityMultiplier = 1.2; // Low extension, low vulnerability\n allowsBreaking = false;\n }\n\n // Exposure starts during peak extension (typically 40-60% of execution)\n const startTime = 0.5;\n\n // Duration scales with execution time (20-40% of execution)\n const durationRatio = isHighExtension ? 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/**
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* Pain Response System for managing cumulative pain effects in combat.
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*
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* **Korean**: 고통 반응 시스템 (Pain Response System)
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*
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* Implements realistic pain accumulation that progressively reduces combat
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* effectiveness. Unlike health, pain represents the body's protective response
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* to damage, reducing capabilities before critical injury occurs.
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* ## Pain Mechanics
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*
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* - **충격통 (Shock Pain)**: Instant reaction affecting all abilities (10-30% reduction for 2-3 seconds)
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* - **누적외상 (Cumulative Trauma)**: Progressive damage impairment
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* - **통증과부하 (Pain Overload)**: Complete incapacitation from overwhelming pain (>80 pain)
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* - **무력화한계 (Incapacitation Threshold)**: Point of complete combat inability
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*
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* ## Pain Levels
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* - **0-20**: Minimal pain - no significant effects
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* - **20-40**: Moderate pain - slight performance reduction (-10%)
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* - **40-60**: Significant pain - noticeable impairment (-20%)
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* - **60-80**: Severe pain - major limitations (-35%)
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* - **80-100**: Pain overload - chance of stun/unconsciousness, extreme impairment (-50%)
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* @module systems/combat/PainResponseSystem
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* @category Combat System
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* @korean 고통반응시스템
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*/
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import { PlayerState } from "../player";
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import { VitalPointSeverity, VitalPointCategory } from "../../types";
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/**
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* Pain level categories for status indication.
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*/
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export declare enum PainLevel {
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/** Minimal pain (0-20) - no significant effects */
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MINIMAL = "minimal",
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/** Moderate pain (20-40) - slight performance reduction (-10%) */
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MODERATE = "moderate",
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/** Significant pain (40-60) - noticeable impairment (-20%) */
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SIGNIFICANT = "significant",
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/** Severe pain (60-80) - major limitations (-35%) */
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SEVERE = "severe",
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/** Pain overload (80-100) - chance of stun/unconsciousness, extreme impairment (-50%) */
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OVERLOAD = "overload"
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}
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/**
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* Shock pain effect from sudden trauma.
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*
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* **Korean**: 충격통 효과 (Shock Pain Effect)
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*
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* Represents instant reaction to damage affecting all abilities for 2-3 seconds.
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*/
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export interface ShockPainEffect {
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/** Intensity of shock pain (0.1-0.3 for 10-30% reduction) */
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readonly intensity: number;
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/** Duration remaining in milliseconds (2000-3000ms) */
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readonly duration: number;
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/** Timestamp when shock pain was applied */
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readonly startTime: number;
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/** Damage value that caused the shock */
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readonly causedByDamage: number;
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}
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/**
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* Effects of pain on combat performance.
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*/
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interface PainEffects {
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/** Pain value range */
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readonly range: readonly [number, number];
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/** Overall performance penalty multiplier */
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readonly performancePenalty: number;
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/** Accuracy reduction */
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readonly accuracyReduction: number;
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/** Damage output reduction */
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readonly damageReduction: number;
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/** Movement speed reduction */
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readonly speedReduction: number;
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/** Chance of involuntary stun (0-1) */
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readonly stunChance: number;
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}
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/**
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* Pain Response System managing cumulative pain effects.
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*
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* Pain accumulates from all damage sources and reduces combat effectiveness
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* progressively. High pain can incapacitate even if health remains adequate.
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* Pain dissipates slowly over time.
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*
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* @example
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* ```typescript
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* const painSystem = new PainResponseSystem();
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*
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* // Apply pain from damage
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* const newPlayer = painSystem.applyPain(player, 15, VitalPointSeverity.MAJOR);
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*
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* // Check pain level
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* const level = painSystem.getPainLevel(newPlayer.pain);
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*
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* // Apply dissipation over time
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* const recovered = painSystem.applyDissipation(newPlayer, 1000);
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* ```
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*
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* @public
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* @korean 고통반응시스템
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*/
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export declare class PainResponseSystem {
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/**
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* Pain level effects and thresholds matching requirements.
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*/
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private readonly painEffects;
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/**
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* Pain multipliers by vital point severity.
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*/
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private readonly severityMultipliers;
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/**
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* Pain multipliers by vital point category.
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*/
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private readonly categoryMultipliers;
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/**
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* Base pain dissipation rate per second (requirement: -5 pain/second).
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*/
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private readonly BASE_DISSIPATION_RATE;
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/**
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* Shock pain duration range in milliseconds (requirement: 2-3 seconds).
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*/
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private readonly SHOCK_PAIN_DURATION;
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/**
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* Minimum damage to trigger shock pain.
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*/
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private readonly SHOCK_PAIN_THRESHOLD;
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/**
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* Pain overload threshold for stun chance (requirement: >80).
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*/
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private readonly PAIN_OVERLOAD_THRESHOLD;
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/**
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* Shock pain intensity constants.
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*/
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private readonly MAX_SHOCK_INTENSITY;
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private readonly MIN_SHOCK_INTENSITY;
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private readonly DAMAGE_SCALE_FACTOR;
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private readonly INTENSITY_RANGE;
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/**
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* Pain to damage ratio for cumulative trauma calculation.
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*/
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private readonly PAIN_TO_DAMAGE_RATIO;
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/**
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* Applies pain from combat damage with shock pain effects.
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*
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* Calculates pain increase based on damage amount, vital point severity,
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* and vital point category. Also determines if shock pain effect should be triggered.
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*
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* **Shock Pain**: Instant 10-30% reduction for 2-3 seconds on significant hits (>=10 damage)
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* **Cumulative Trauma**: Progressive pain accumulation that reduces performance
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* **Pain Overload**: At >80 pain, chance of stun/unconsciousness
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*
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* @param player - Current player state
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* @param damage - Base damage amount
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* @param severity - Optional vital point severity
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* @param category - Optional vital point category for more accurate pain calculation
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* @returns Updated player state with increased pain and optional shock effect
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*
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* @example
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* ```typescript
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* // Normal hit
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* const result = system.applyPain(player, 10);
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+
*
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* // Vital point neurological hit with shock pain
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* const result = system.applyPain(
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* player,
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* 20,
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* VitalPointSeverity.MAJOR,
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* VitalPointCategory.NEUROLOGICAL
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* );
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+
* if (result.shockEffect) {
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173
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+
* console.log(`Shock pain active for ${result.shockEffect.duration}ms`);
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174
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+
* }
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175
|
+
* ```
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+
*
|
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177
|
+
* @public
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178
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+
* @korean 고통적용
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+
*/
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applyPain(player: PlayerState, damage: number, severity?: VitalPointSeverity, category?: VitalPointCategory): {
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player: PlayerState;
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shockEffect?: ShockPainEffect;
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};
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/**
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185
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* Applies pain dissipation over time (requirement: -5 pain/second).
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*
|
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187
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* Pain naturally dissipates when not taking damage at a constant rate
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* of -5 pain per second.
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+
*
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190
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* @param player - Current player state
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191
|
+
* @param deltaTime - Time elapsed in milliseconds
|
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192
|
+
* @returns Updated player state with reduced pain
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|
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+
*
|
|
194
|
+
* @example
|
|
195
|
+
* ```typescript
|
|
196
|
+
* // In game loop (~60fps, 16ms per frame)
|
|
197
|
+
* player = system.applyDissipation(player, 16);
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|
198
|
+
* ```
|
|
199
|
+
*
|
|
200
|
+
* @public
|
|
201
|
+
* @korean 고통감소
|
|
202
|
+
*/
|
|
203
|
+
applyDissipation(player: PlayerState, deltaTime: number): PlayerState;
|
|
204
|
+
/**
|
|
205
|
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* Determines pain level from pain value.
|
|
206
|
+
*
|
|
207
|
+
* @param pain - Pain value (0-100)
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|
208
|
+
* @returns Current pain level
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|
209
|
+
*
|
|
210
|
+
* @public
|
|
211
|
+
* @korean 고통수준확인
|
|
212
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+
*/
|
|
213
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getPainLevel(pain: number): PainLevel;
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|
214
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+
/**
|
|
215
|
+
* Gets effects for a specific pain level.
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|
216
|
+
*
|
|
217
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* @param level - Pain level
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|
218
|
+
* @returns Effects applied at that level
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|
219
|
+
*
|
|
220
|
+
* @public
|
|
221
|
+
* @korean 고통효과
|
|
222
|
+
*/
|
|
223
|
+
getEffects(level: PainLevel): PainEffects;
|
|
224
|
+
/**
|
|
225
|
+
* Applies pain effects to player state, including shock pain.
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|
226
|
+
*
|
|
227
|
+
* Modifies player stats based on current pain level. When shock pain
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|
228
|
+
* is active, additional penalties are applied temporarily.
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|
229
|
+
*
|
|
230
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+
* @param player - Current player state
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|
231
|
+
* @param shockEffect - Optional active shock pain effect
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|
232
|
+
* @returns Modified player state with pain effects
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|
233
|
+
*
|
|
234
|
+
* @public
|
|
235
|
+
* @korean 고통효과적용
|
|
236
|
+
*/
|
|
237
|
+
applyEffects(player: PlayerState, shockEffect?: ShockPainEffect): PlayerState;
|
|
238
|
+
/**
|
|
239
|
+
* Checks if pain overload should trigger stun.
|
|
240
|
+
*
|
|
241
|
+
* At pain >80, there's a chance per hit to trigger stun based on pain level.
|
|
242
|
+
* Pain Overload level has 30% chance to trigger stun.
|
|
243
|
+
*
|
|
244
|
+
* @param player - Current player state
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|
245
|
+
* @returns True if player should be stunned from pain
|
|
246
|
+
*
|
|
247
|
+
* @public
|
|
248
|
+
* @korean 고통기절확인
|
|
249
|
+
*/
|
|
250
|
+
shouldTriggerStun(player: PlayerState): boolean;
|
|
251
|
+
/**
|
|
252
|
+
* Checks if player is in pain overload state (>80 pain).
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253
|
+
*
|
|
254
|
+
* @param player - Current player state
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|
255
|
+
* @returns True if pain is above overload threshold
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|
256
|
+
*
|
|
257
|
+
* @public
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|
258
|
+
* @korean 고통과부하확인
|
|
259
|
+
*/
|
|
260
|
+
isInPainOverload(player: PlayerState): boolean;
|
|
261
|
+
/**
|
|
262
|
+
* Checks if player is incapacitated by pain.
|
|
263
|
+
*
|
|
264
|
+
* @param player - Current player state
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|
265
|
+
* @returns True if pain is at overload level
|
|
266
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+
*
|
|
267
|
+
* @public
|
|
268
|
+
* @korean 고통무력화확인
|
|
269
|
+
*/
|
|
270
|
+
isIncapacitated(player: PlayerState): boolean;
|
|
271
|
+
/**
|
|
272
|
+
* Gets bilingual name for pain level.
|
|
273
|
+
*
|
|
274
|
+
* @param level - Pain level
|
|
275
|
+
* @returns Korean and English level names
|
|
276
|
+
*
|
|
277
|
+
* @public
|
|
278
|
+
* @korean 고통이름
|
|
279
|
+
*/
|
|
280
|
+
getLevelName(level: PainLevel): {
|
|
281
|
+
korean: string;
|
|
282
|
+
english: string;
|
|
283
|
+
};
|
|
284
|
+
/**
|
|
285
|
+
* Gets description of pain level effects.
|
|
286
|
+
*
|
|
287
|
+
* @param level - Pain level
|
|
288
|
+
* @returns Bilingual description
|
|
289
|
+
*
|
|
290
|
+
* @public
|
|
291
|
+
* @korean 고통설명
|
|
292
|
+
*/
|
|
293
|
+
getLevelDescription(level: PainLevel): {
|
|
294
|
+
korean: string;
|
|
295
|
+
english: string;
|
|
296
|
+
};
|
|
297
|
+
}
|
|
298
|
+
export default PainResponseSystem;
|
|
299
|
+
//# sourceMappingURL=PainResponseSystem.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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+
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