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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@@ -0,0 +1,308 @@
1
+ import BREAKING_STATUS_EFFECT_IDS from "./BreakingStatusEffects.js";
2
+ //#region src/systems/combat/LimbExposureSystem.ts
3
+ /**
4
+ * Breaking technique constants
5
+ * **Korean**: 파쇄기술 상수
6
+ */
7
+ /**
8
+ * Minimum effective force required to successfully execute a breaking technique.
9
+ * Force below this threshold will not break joints/bones.
10
+ * Typical damage values range from 20-80, with 40 being the minimum for effective breaks.
11
+ * @korean 파쇄최소힘
12
+ */
13
+ var BREAKING_FORCE_THRESHOLD = 40;
14
+ /**
15
+ * Maximum effective force for calculating break severity on 0-1 scale.
16
+ * Force values above 80 are clamped to 1.0 severity (complete break).
17
+ * @korean 파쇄최대힘
18
+ */
19
+ var BREAKING_MAX_FORCE = 80;
20
+ /**
21
+ * Maximum range in meters for executing counter-attacks.
22
+ * Counter-attacks are close-range defensive techniques requiring proximity.
23
+ * @korean 반격최대거리
24
+ */
25
+ var MAX_COUNTER_RANGE_METERS = 1;
26
+ /**
27
+ * Calculate counter-attack opportunities from a technique's reach configuration.
28
+ *
29
+ * **Korean**: 반격 기회 계산
30
+ *
31
+ * Analyzes the technique's execution timeline and limb exposure to identify
32
+ * windows where the opponent is vulnerable to counter-attacks.
33
+ *
34
+ * @param technique - The technique being executed
35
+ * @param currentTime - Current time in technique execution (ms)
36
+ * @returns Counter opportunity if one exists, undefined otherwise
37
+ *
38
+ * @public
39
+ * @korean 반격기회계산
40
+ */
41
+ function calculateCounterOpportunity(technique, currentTime) {
42
+ const { reachConfig, executionTime } = technique;
43
+ if (!reachConfig.exposureWindow) return;
44
+ const exposure = reachConfig.exposureWindow;
45
+ const windowStart = executionTime * exposure.startTime;
46
+ const windowEnd = windowStart + exposure.duration;
47
+ if (currentTime < windowStart || currentTime > windowEnd) return;
48
+ const recommendedCounters = getRecommendedCounters(exposure.exposedLimb, reachConfig, exposure.allowsBreaking);
49
+ return {
50
+ exposedLimb: exposure.exposedLimb,
51
+ windowStart,
52
+ windowDuration: exposure.duration,
53
+ vulnerabilityMultiplier: exposure.vulnerabilityMultiplier,
54
+ allowsBreaking: exposure.allowsBreaking,
55
+ recommendedCounters
56
+ };
57
+ }
58
+ /**
59
+ * Get recommended counter-technique IDs for an exposed limb.
60
+ *
61
+ * **Korean**: 추천 반격 기술 조회
62
+ *
63
+ * Returns technique IDs that would be effective against the exposed limb.
64
+ * These IDs are string-based and should match techniques in the game's
65
+ * technique library. When implementing, validate these IDs exist.
66
+ *
67
+ * **Note**: These are example/placeholder IDs. Actual implementation should
68
+ * reference real technique definitions or use a typed enum of technique IDs.
69
+ *
70
+ * @param exposedLimb - The limb that is exposed
71
+ * @param reachConfig - Reach configuration of the attacking technique
72
+ * @param allowsBreaking - Whether breaking techniques are viable
73
+ * @returns Array of recommended counter-technique IDs (unvalidated strings)
74
+ *
75
+ * @internal
76
+ * @korean 추천반격기술조회
77
+ */
78
+ function getRecommendedCounters(exposedLimb, reachConfig, allowsBreaking) {
79
+ const counters = [];
80
+ if (allowsBreaking) {
81
+ if (exposedLimb.includes("leg") || exposedLimb.includes("ankle")) counters.push("leg_sweep", "ankle_break", "knee_stomp");
82
+ else if (exposedLimb.includes("knee")) counters.push("knee_break", "hyperextension_kick");
83
+ else if (exposedLimb.includes("arm") || exposedLimb.includes("elbow")) counters.push("arm_bar", "elbow_break", "joint_lock");
84
+ else if (exposedLimb.includes("wrist")) counters.push("wrist_lock", "wrist_break");
85
+ }
86
+ if (exposedLimb.includes("arm")) counters.push("ulnar_nerve_strike", "radial_nerve_pressure");
87
+ else if (exposedLimb.includes("leg")) counters.push("peroneal_nerve_strike", "thigh_pressure_point");
88
+ if (reachConfig.bodyPart === "leg") counters.push("leg_parry_counter", "inside_leg_kick");
89
+ else if (reachConfig.bodyPart === "arm") counters.push("arm_trap_counter", "redirect_punch");
90
+ return counters;
91
+ }
92
+ /**
93
+ * 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
+ * @param currentTime - Current time in technique execution (ms)
102
+ * @returns Vulnerability multiplier (1.0 = normal, >1.0 = more vulnerable)
103
+ *
104
+ * @public
105
+ * @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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@@ -0,0 +1,299 @@
1
+ /**
2
+ * Pain Response System for managing cumulative pain effects in combat.
3
+ *
4
+ * **Korean**: 고통 반응 시스템 (Pain Response System)
5
+ *
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+ * Implements realistic pain accumulation that progressively reduces combat
7
+ * effectiveness. Unlike health, pain represents the body's protective response
8
+ * to damage, reducing capabilities before critical injury occurs.
9
+ *
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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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+ *
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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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+ *
25
+ * @module systems/combat/PainResponseSystem
26
+ * @category Combat System
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+ * @korean 고통반응시스템
28
+ */
29
+ import { PlayerState } from "../player";
30
+ import { VitalPointSeverity, VitalPointCategory } from "../../types";
31
+ /**
32
+ * Pain level categories for status indication.
33
+ */
34
+ export declare enum PainLevel {
35
+ /** Minimal pain (0-20) - no significant effects */
36
+ MINIMAL = "minimal",
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+ /** Moderate pain (20-40) - slight performance reduction (-10%) */
38
+ MODERATE = "moderate",
39
+ /** Significant pain (40-60) - noticeable impairment (-20%) */
40
+ SIGNIFICANT = "significant",
41
+ /** Severe pain (60-80) - major limitations (-35%) */
42
+ SEVERE = "severe",
43
+ /** Pain overload (80-100) - chance of stun/unconsciousness, extreme impairment (-50%) */
44
+ OVERLOAD = "overload"
45
+ }
46
+ /**
47
+ * Shock pain effect from sudden trauma.
48
+ *
49
+ * **Korean**: 충격통 효과 (Shock Pain Effect)
50
+ *
51
+ * Represents instant reaction to damage affecting all abilities for 2-3 seconds.
52
+ */
53
+ export interface ShockPainEffect {
54
+ /** Intensity of shock pain (0.1-0.3 for 10-30% reduction) */
55
+ readonly intensity: number;
56
+ /** Duration remaining in milliseconds (2000-3000ms) */
57
+ readonly duration: number;
58
+ /** Timestamp when shock pain was applied */
59
+ readonly startTime: number;
60
+ /** Damage value that caused the shock */
61
+ readonly causedByDamage: number;
62
+ }
63
+ /**
64
+ * Effects of pain on combat performance.
65
+ */
66
+ interface PainEffects {
67
+ /** Pain value range */
68
+ readonly range: readonly [number, number];
69
+ /** Overall performance penalty multiplier */
70
+ readonly performancePenalty: number;
71
+ /** Accuracy reduction */
72
+ readonly accuracyReduction: number;
73
+ /** Damage output reduction */
74
+ readonly damageReduction: number;
75
+ /** Movement speed reduction */
76
+ readonly speedReduction: number;
77
+ /** Chance of involuntary stun (0-1) */
78
+ readonly stunChance: number;
79
+ }
80
+ /**
81
+ * Pain Response System managing cumulative pain effects.
82
+ *
83
+ * Pain accumulates from all damage sources and reduces combat effectiveness
84
+ * progressively. High pain can incapacitate even if health remains adequate.
85
+ * Pain dissipates slowly over time.
86
+ *
87
+ * @example
88
+ * ```typescript
89
+ * const painSystem = new PainResponseSystem();
90
+ *
91
+ * // Apply pain from damage
92
+ * const newPlayer = painSystem.applyPain(player, 15, VitalPointSeverity.MAJOR);
93
+ *
94
+ * // Check pain level
95
+ * const level = painSystem.getPainLevel(newPlayer.pain);
96
+ *
97
+ * // Apply dissipation over time
98
+ * const recovered = painSystem.applyDissipation(newPlayer, 1000);
99
+ * ```
100
+ *
101
+ * @public
102
+ * @korean 고통반응시스템
103
+ */
104
+ export declare class PainResponseSystem {
105
+ /**
106
+ * Pain level effects and thresholds matching requirements.
107
+ */
108
+ private readonly painEffects;
109
+ /**
110
+ * Pain multipliers by vital point severity.
111
+ */
112
+ private readonly severityMultipliers;
113
+ /**
114
+ * Pain multipliers by vital point category.
115
+ */
116
+ private readonly categoryMultipliers;
117
+ /**
118
+ * Base pain dissipation rate per second (requirement: -5 pain/second).
119
+ */
120
+ private readonly BASE_DISSIPATION_RATE;
121
+ /**
122
+ * Shock pain duration range in milliseconds (requirement: 2-3 seconds).
123
+ */
124
+ private readonly SHOCK_PAIN_DURATION;
125
+ /**
126
+ * Minimum damage to trigger shock pain.
127
+ */
128
+ private readonly SHOCK_PAIN_THRESHOLD;
129
+ /**
130
+ * Pain overload threshold for stun chance (requirement: >80).
131
+ */
132
+ private readonly PAIN_OVERLOAD_THRESHOLD;
133
+ /**
134
+ * Shock pain intensity constants.
135
+ */
136
+ private readonly MAX_SHOCK_INTENSITY;
137
+ private readonly MIN_SHOCK_INTENSITY;
138
+ private readonly DAMAGE_SCALE_FACTOR;
139
+ private readonly INTENSITY_RANGE;
140
+ /**
141
+ * Pain to damage ratio for cumulative trauma calculation.
142
+ */
143
+ private readonly PAIN_TO_DAMAGE_RATIO;
144
+ /**
145
+ * Applies pain from combat damage with shock pain effects.
146
+ *
147
+ * Calculates pain increase based on damage amount, vital point severity,
148
+ * and vital point category. Also determines if shock pain effect should be triggered.
149
+ *
150
+ * **Shock Pain**: Instant 10-30% reduction for 2-3 seconds on significant hits (>=10 damage)
151
+ * **Cumulative Trauma**: Progressive pain accumulation that reduces performance
152
+ * **Pain Overload**: At >80 pain, chance of stun/unconsciousness
153
+ *
154
+ * @param player - Current player state
155
+ * @param damage - Base damage amount
156
+ * @param severity - Optional vital point severity
157
+ * @param category - Optional vital point category for more accurate pain calculation
158
+ * @returns Updated player state with increased pain and optional shock effect
159
+ *
160
+ * @example
161
+ * ```typescript
162
+ * // Normal hit
163
+ * const result = system.applyPain(player, 10);
164
+ *
165
+ * // Vital point neurological hit with shock pain
166
+ * const result = system.applyPain(
167
+ * player,
168
+ * 20,
169
+ * VitalPointSeverity.MAJOR,
170
+ * VitalPointCategory.NEUROLOGICAL
171
+ * );
172
+ * if (result.shockEffect) {
173
+ * console.log(`Shock pain active for ${result.shockEffect.duration}ms`);
174
+ * }
175
+ * ```
176
+ *
177
+ * @public
178
+ * @korean 고통적용
179
+ */
180
+ applyPain(player: PlayerState, damage: number, severity?: VitalPointSeverity, category?: VitalPointCategory): {
181
+ player: PlayerState;
182
+ shockEffect?: ShockPainEffect;
183
+ };
184
+ /**
185
+ * Applies pain dissipation over time (requirement: -5 pain/second).
186
+ *
187
+ * Pain naturally dissipates when not taking damage at a constant rate
188
+ * of -5 pain per second.
189
+ *
190
+ * @param player - Current player state
191
+ * @param deltaTime - Time elapsed in milliseconds
192
+ * @returns Updated player state with reduced pain
193
+ *
194
+ * @example
195
+ * ```typescript
196
+ * // In game loop (~60fps, 16ms per frame)
197
+ * player = system.applyDissipation(player, 16);
198
+ * ```
199
+ *
200
+ * @public
201
+ * @korean 고통감소
202
+ */
203
+ applyDissipation(player: PlayerState, deltaTime: number): PlayerState;
204
+ /**
205
+ * Determines pain level from pain value.
206
+ *
207
+ * @param pain - Pain value (0-100)
208
+ * @returns Current pain level
209
+ *
210
+ * @public
211
+ * @korean 고통수준확인
212
+ */
213
+ getPainLevel(pain: number): PainLevel;
214
+ /**
215
+ * Gets effects for a specific pain level.
216
+ *
217
+ * @param level - Pain level
218
+ * @returns Effects applied at that level
219
+ *
220
+ * @public
221
+ * @korean 고통효과
222
+ */
223
+ getEffects(level: PainLevel): PainEffects;
224
+ /**
225
+ * Applies pain effects to player state, including shock pain.
226
+ *
227
+ * Modifies player stats based on current pain level. When shock pain
228
+ * is active, additional penalties are applied temporarily.
229
+ *
230
+ * @param player - Current player state
231
+ * @param shockEffect - Optional active shock pain effect
232
+ * @returns Modified player state with pain effects
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
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).
253
+ *
254
+ * @param player - Current player state
255
+ * @returns True if pain is above overload threshold
256
+ *
257
+ * @public
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
265
+ * @returns True if pain is at overload level
266
+ *
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
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