blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,401 @@
1
+ import { VitalPointCategory, VitalPointSeverity } from "../../types/common.js";
2
+ import "../../types/index.js";
3
+ //#region src/systems/combat/PainResponseSystem.ts
4
+ /**
5
+ * Pain level categories for status indication.
6
+ */
7
+ var PainLevel = /* @__PURE__ */ function(PainLevel) {
8
+ /** Minimal pain (0-20) - no significant effects */
9
+ PainLevel["MINIMAL"] = "minimal";
10
+ /** Moderate pain (20-40) - slight performance reduction (-10%) */
11
+ PainLevel["MODERATE"] = "moderate";
12
+ /** Significant pain (40-60) - noticeable impairment (-20%) */
13
+ PainLevel["SIGNIFICANT"] = "significant";
14
+ /** Severe pain (60-80) - major limitations (-35%) */
15
+ PainLevel["SEVERE"] = "severe";
16
+ /** Pain overload (80-100) - chance of stun/unconsciousness, extreme impairment (-50%) */
17
+ PainLevel["OVERLOAD"] = "overload";
18
+ return PainLevel;
19
+ }({});
20
+ /**
21
+ * Pain Response System managing cumulative pain effects.
22
+ *
23
+ * Pain accumulates from all damage sources and reduces combat effectiveness
24
+ * progressively. High pain can incapacitate even if health remains adequate.
25
+ * Pain dissipates slowly over time.
26
+ *
27
+ * @example
28
+ * ```typescript
29
+ * const painSystem = new PainResponseSystem();
30
+ *
31
+ * // Apply pain from damage
32
+ * const newPlayer = painSystem.applyPain(player, 15, VitalPointSeverity.MAJOR);
33
+ *
34
+ * // Check pain level
35
+ * const level = painSystem.getPainLevel(newPlayer.pain);
36
+ *
37
+ * // Apply dissipation over time
38
+ * const recovered = painSystem.applyDissipation(newPlayer, 1000);
39
+ * ```
40
+ *
41
+ * @public
42
+ * @korean 고통반응시스템
43
+ */
44
+ var PainResponseSystem = class {
45
+ /**
46
+ * Pain level effects and thresholds matching requirements.
47
+ */
48
+ painEffects = {
49
+ [PainLevel.MINIMAL]: {
50
+ range: [0, 20],
51
+ performancePenalty: 0,
52
+ accuracyReduction: 0,
53
+ damageReduction: 0,
54
+ speedReduction: 0,
55
+ stunChance: 0
56
+ },
57
+ [PainLevel.MODERATE]: {
58
+ range: [20, 40],
59
+ performancePenalty: .1,
60
+ accuracyReduction: .1,
61
+ damageReduction: .1,
62
+ speedReduction: .05,
63
+ stunChance: 0
64
+ },
65
+ [PainLevel.SIGNIFICANT]: {
66
+ range: [40, 60],
67
+ performancePenalty: .2,
68
+ accuracyReduction: .2,
69
+ damageReduction: .2,
70
+ speedReduction: .15,
71
+ stunChance: .05
72
+ },
73
+ [PainLevel.SEVERE]: {
74
+ range: [60, 80],
75
+ performancePenalty: .35,
76
+ accuracyReduction: .35,
77
+ damageReduction: .35,
78
+ speedReduction: .25,
79
+ stunChance: .15
80
+ },
81
+ [PainLevel.OVERLOAD]: {
82
+ range: [80, 100],
83
+ performancePenalty: .5,
84
+ accuracyReduction: .5,
85
+ damageReduction: .5,
86
+ speedReduction: .4,
87
+ stunChance: .3
88
+ }
89
+ };
90
+ /**
91
+ * Pain multipliers by vital point severity.
92
+ */
93
+ severityMultipliers = {
94
+ [VitalPointSeverity.MINOR]: .5,
95
+ [VitalPointSeverity.MODERATE]: 1,
96
+ [VitalPointSeverity.MAJOR]: 1.5,
97
+ [VitalPointSeverity.CRITICAL]: 2,
98
+ [VitalPointSeverity.LETHAL]: 3
99
+ };
100
+ /**
101
+ * Pain multipliers by vital point category.
102
+ */
103
+ categoryMultipliers = {
104
+ [VitalPointCategory.NEUROLOGICAL]: 2.5,
105
+ [VitalPointCategory.VASCULAR]: 1.5,
106
+ [VitalPointCategory.RESPIRATORY]: 2,
107
+ [VitalPointCategory.SKELETAL]: 1.8,
108
+ [VitalPointCategory.MUSCULAR]: 1.4,
109
+ [VitalPointCategory.ORGAN]: 2.2,
110
+ [VitalPointCategory.JOINT]: 1.9,
111
+ [VitalPointCategory.CIRCULATORY]: 1.6,
112
+ default: 1
113
+ };
114
+ /**
115
+ * Base pain dissipation rate per second (requirement: -5 pain/second).
116
+ */
117
+ BASE_DISSIPATION_RATE = 5;
118
+ /**
119
+ * Shock pain duration range in milliseconds (requirement: 2-3 seconds).
120
+ */
121
+ SHOCK_PAIN_DURATION = {
122
+ min: 2e3,
123
+ max: 3e3
124
+ };
125
+ /**
126
+ * Minimum damage to trigger shock pain.
127
+ */
128
+ SHOCK_PAIN_THRESHOLD = 10;
129
+ /**
130
+ * Pain overload threshold for stun chance (requirement: >80).
131
+ */
132
+ PAIN_OVERLOAD_THRESHOLD = 80;
133
+ /**
134
+ * Shock pain intensity constants.
135
+ */
136
+ MAX_SHOCK_INTENSITY = .3;
137
+ MIN_SHOCK_INTENSITY = .1;
138
+ DAMAGE_SCALE_FACTOR = 100;
139
+ INTENSITY_RANGE = .2;
140
+ /**
141
+ * Pain to damage ratio for cumulative trauma calculation.
142
+ */
143
+ PAIN_TO_DAMAGE_RATIO = .5;
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, damage, severity, category) {
181
+ const severityMultiplier = severity ? this.severityMultipliers[severity] : 1;
182
+ const categoryMultiplier = category ? this.categoryMultipliers[category] ?? this.categoryMultipliers.default : this.categoryMultipliers.default;
183
+ const painIncrease = damage * severityMultiplier * categoryMultiplier * this.PAIN_TO_DAMAGE_RATIO;
184
+ const newPain = Math.max(0, Math.min(100, player.pain + painIncrease));
185
+ let shockEffect;
186
+ if (damage >= this.SHOCK_PAIN_THRESHOLD) shockEffect = {
187
+ intensity: Math.min(this.MAX_SHOCK_INTENSITY, this.MIN_SHOCK_INTENSITY + damage / this.DAMAGE_SCALE_FACTOR * this.INTENSITY_RANGE),
188
+ duration: this.SHOCK_PAIN_DURATION.min + Math.random() * (this.SHOCK_PAIN_DURATION.max - this.SHOCK_PAIN_DURATION.min),
189
+ startTime: Date.now(),
190
+ causedByDamage: damage
191
+ };
192
+ return {
193
+ player: {
194
+ ...player,
195
+ pain: newPain
196
+ },
197
+ shockEffect
198
+ };
199
+ }
200
+ /**
201
+ * Applies pain dissipation over time (requirement: -5 pain/second).
202
+ *
203
+ * Pain naturally dissipates when not taking damage at a constant rate
204
+ * of -5 pain per second.
205
+ *
206
+ * @param player - Current player state
207
+ * @param deltaTime - Time elapsed in milliseconds
208
+ * @returns Updated player state with reduced pain
209
+ *
210
+ * @example
211
+ * ```typescript
212
+ * // In game loop (~60fps, 16ms per frame)
213
+ * player = system.applyDissipation(player, 16);
214
+ * ```
215
+ *
216
+ * @public
217
+ * @korean 고통감소
218
+ */
219
+ applyDissipation(player, deltaTime) {
220
+ if (player.pain <= 0) return player;
221
+ const deltaSeconds = deltaTime / 1e3;
222
+ const dissipation = this.BASE_DISSIPATION_RATE * deltaSeconds;
223
+ const newPain = Math.max(0, player.pain - dissipation);
224
+ return {
225
+ ...player,
226
+ pain: newPain
227
+ };
228
+ }
229
+ /**
230
+ * Determines pain level from pain value.
231
+ *
232
+ * @param pain - Pain value (0-100)
233
+ * @returns Current pain level
234
+ *
235
+ * @public
236
+ * @korean 고통수준확인
237
+ */
238
+ getPainLevel(pain) {
239
+ if (pain >= 80) return PainLevel.OVERLOAD;
240
+ if (pain >= 60) return PainLevel.SEVERE;
241
+ if (pain >= 40) return PainLevel.SIGNIFICANT;
242
+ if (pain >= 20) return PainLevel.MODERATE;
243
+ return PainLevel.MINIMAL;
244
+ }
245
+ /**
246
+ * Gets effects for a specific pain level.
247
+ *
248
+ * @param level - Pain level
249
+ * @returns Effects applied at that level
250
+ *
251
+ * @public
252
+ * @korean 고통효과
253
+ */
254
+ getEffects(level) {
255
+ return this.painEffects[level];
256
+ }
257
+ /**
258
+ * Applies pain effects to player state, including shock pain.
259
+ *
260
+ * Modifies player stats based on current pain level. When shock pain
261
+ * is active, additional penalties are applied temporarily.
262
+ *
263
+ * @param player - Current player state
264
+ * @param shockEffect - Optional active shock pain effect
265
+ * @returns Modified player state with pain effects
266
+ *
267
+ * @public
268
+ * @korean 고통효과적용
269
+ */
270
+ applyEffects(player, shockEffect) {
271
+ const level = this.getPainLevel(player.pain);
272
+ const effects = this.getEffects(level);
273
+ let totalAccuracyPenalty = effects.accuracyReduction;
274
+ let totalDamagePenalty = effects.damageReduction;
275
+ if (shockEffect) {
276
+ if (Date.now() - shockEffect.startTime < shockEffect.duration) {
277
+ totalAccuracyPenalty = Math.min(1, totalAccuracyPenalty + shockEffect.intensity);
278
+ totalDamagePenalty = Math.min(1, totalDamagePenalty + shockEffect.intensity);
279
+ }
280
+ }
281
+ return {
282
+ ...player,
283
+ attackPower: Math.floor(player.attackPower * (1 - totalDamagePenalty)),
284
+ defense: Math.floor(player.defense * (1 - effects.performancePenalty)),
285
+ speed: Math.floor(player.speed * (1 - effects.speedReduction)),
286
+ technique: Math.floor(player.technique * (1 - totalAccuracyPenalty))
287
+ };
288
+ }
289
+ /**
290
+ * Checks if pain overload should trigger stun.
291
+ *
292
+ * At pain >80, there's a chance per hit to trigger stun based on pain level.
293
+ * Pain Overload level has 30% chance to trigger stun.
294
+ *
295
+ * @param player - Current player state
296
+ * @returns True if player should be stunned from pain
297
+ *
298
+ * @public
299
+ * @korean 고통기절확인
300
+ */
301
+ shouldTriggerStun(player) {
302
+ if (player.pain < this.PAIN_OVERLOAD_THRESHOLD) return false;
303
+ const level = this.getPainLevel(player.pain);
304
+ const effects = this.getEffects(level);
305
+ return Math.random() < effects.stunChance;
306
+ }
307
+ /**
308
+ * Checks if player is in pain overload state (>80 pain).
309
+ *
310
+ * @param player - Current player state
311
+ * @returns True if pain is above overload threshold
312
+ *
313
+ * @public
314
+ * @korean 고통과부하확인
315
+ */
316
+ isInPainOverload(player) {
317
+ return player.pain >= this.PAIN_OVERLOAD_THRESHOLD;
318
+ }
319
+ /**
320
+ * Checks if player is incapacitated by pain.
321
+ *
322
+ * @param player - Current player state
323
+ * @returns True if pain is at overload level
324
+ *
325
+ * @public
326
+ * @korean 고통무력화확인
327
+ */
328
+ isIncapacitated(player) {
329
+ return this.getPainLevel(player.pain) === PainLevel.OVERLOAD;
330
+ }
331
+ /**
332
+ * Gets bilingual name for pain level.
333
+ *
334
+ * @param level - Pain level
335
+ * @returns Korean and English level names
336
+ *
337
+ * @public
338
+ * @korean 고통이름
339
+ */
340
+ getLevelName(level) {
341
+ return {
342
+ [PainLevel.MINIMAL]: {
343
+ korean: "최소",
344
+ english: "Minimal"
345
+ },
346
+ [PainLevel.MODERATE]: {
347
+ korean: "보통",
348
+ english: "Moderate"
349
+ },
350
+ [PainLevel.SIGNIFICANT]: {
351
+ korean: "상당",
352
+ english: "Significant"
353
+ },
354
+ [PainLevel.SEVERE]: {
355
+ korean: "심각",
356
+ english: "Severe"
357
+ },
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+ [PainLevel.OVERLOAD]: {
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+ korean: "과부하",
360
+ english: "Overload"
361
+ }
362
+ }[level];
363
+ }
364
+ /**
365
+ * Gets description of pain level effects.
366
+ *
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+ * @param level - Pain level
368
+ * @returns Bilingual description
369
+ *
370
+ * @public
371
+ * @korean 고통설명
372
+ */
373
+ getLevelDescription(level) {
374
+ return {
375
+ [PainLevel.MINIMAL]: {
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+ korean: "최소한의 고통, 전투 능력에 영향 없음",
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+ english: "Minimal pain, no significant effects on combat"
378
+ },
379
+ [PainLevel.MODERATE]: {
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+ korean: "보통 고통, 약간의 능력 저하 (-10%)",
381
+ english: "Moderate pain, slight performance reduction (-10%)"
382
+ },
383
+ [PainLevel.SIGNIFICANT]: {
384
+ korean: "상당한 고통, 명확한 손상 (-20%)",
385
+ english: "Significant pain, noticeable impairment (-20%)"
386
+ },
387
+ [PainLevel.SEVERE]: {
388
+ korean: "심각한 고통, 주요 제한 (-35%)",
389
+ english: "Severe pain, major limitations (-35%)"
390
+ },
391
+ [PainLevel.OVERLOAD]: {
392
+ korean: "고통 과부하, 기절 위험 (-50%, 30% 기절 확률)",
393
+ english: "Pain overload, stun risk (-50%, 30% stun chance)"
394
+ }
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+ }[level];
396
+ }
397
+ };
398
+ //#endregion
399
+ export { PainLevel, PainResponseSystem as default };
400
+
401
+ //# sourceMappingURL=PainResponseSystem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PainResponseSystem.js","names":[],"sources":["../../../src/systems/combat/PainResponseSystem.ts"],"sourcesContent":["/**\n * Pain Response System for managing cumulative pain effects in combat.\n * \n * **Korean**: 고통 반응 시스템 (Pain Response System)\n * \n * Implements realistic pain accumulation that progressively reduces combat\n * effectiveness. Unlike health, pain represents the body's protective response\n * to damage, reducing capabilities before critical injury occurs.\n * \n * ## Pain Mechanics\n * \n * - **충격통 (Shock Pain)**: Instant reaction affecting all abilities (10-30% reduction for 2-3 seconds)\n * - **누적외상 (Cumulative Trauma)**: Progressive damage impairment\n * - **통증과부하 (Pain Overload)**: Complete incapacitation from overwhelming pain (>80 pain)\n * - **무력화한계 (Incapacitation Threshold)**: Point of complete combat inability\n * \n * ## Pain Levels\n * \n * - **0-20**: Minimal pain - no significant effects\n * - **20-40**: Moderate pain - slight performance reduction (-10%)\n * - **40-60**: Significant pain - noticeable impairment (-20%)\n * - **60-80**: Severe pain - major limitations (-35%)\n * - **80-100**: Pain overload - chance of stun/unconsciousness, extreme impairment (-50%)\n * \n * @module systems/combat/PainResponseSystem\n * @category Combat System\n * @korean 고통반응시스템\n */\n\nimport { PlayerState } from \"../player\";\nimport { VitalPointSeverity, VitalPointCategory } from \"@/types\";\n\n/**\n * Pain level categories for status indication.\n */\nexport enum PainLevel {\n /** Minimal pain (0-20) - no significant effects */\n MINIMAL = \"minimal\",\n /** Moderate pain (20-40) - slight performance reduction (-10%) */\n MODERATE = \"moderate\",\n /** Significant pain (40-60) - noticeable impairment (-20%) */\n SIGNIFICANT = \"significant\",\n /** Severe pain (60-80) - major limitations (-35%) */\n SEVERE = \"severe\",\n /** Pain overload (80-100) - chance of stun/unconsciousness, extreme impairment (-50%) */\n OVERLOAD = \"overload\",\n}\n\n/**\n * Shock pain effect from sudden trauma.\n * \n * **Korean**: 충격통 효과 (Shock Pain Effect)\n * \n * Represents instant reaction to damage affecting all abilities for 2-3 seconds.\n */\nexport interface ShockPainEffect {\n /** Intensity of shock pain (0.1-0.3 for 10-30% reduction) */\n readonly intensity: number;\n /** Duration remaining in milliseconds (2000-3000ms) */\n readonly duration: number;\n /** Timestamp when shock pain was applied */\n readonly startTime: number;\n /** Damage value that caused the shock */\n readonly causedByDamage: number;\n}\n\n/**\n * Effects of pain on combat performance.\n */\ninterface PainEffects {\n /** Pain value range */\n readonly range: readonly [number, number];\n /** Overall performance penalty multiplier */\n readonly performancePenalty: number;\n /** Accuracy reduction */\n readonly accuracyReduction: number;\n /** Damage output reduction */\n readonly damageReduction: number;\n /** Movement speed reduction */\n readonly speedReduction: number;\n /** Chance of involuntary stun (0-1) */\n readonly stunChance: number;\n}\n\n/**\n * Pain Response System managing cumulative pain effects.\n * \n * Pain accumulates from all damage sources and reduces combat effectiveness\n * progressively. High pain can incapacitate even if health remains adequate.\n * Pain dissipates slowly over time.\n * \n * @example\n * ```typescript\n * const painSystem = new PainResponseSystem();\n * \n * // Apply pain from damage\n * const newPlayer = painSystem.applyPain(player, 15, VitalPointSeverity.MAJOR);\n * \n * // Check pain level\n * const level = painSystem.getPainLevel(newPlayer.pain);\n * \n * // Apply dissipation over time\n * const recovered = painSystem.applyDissipation(newPlayer, 1000);\n * ```\n * \n * @public\n * @korean 고통반응시스템\n */\nexport class PainResponseSystem {\n /**\n * Pain level effects and thresholds matching requirements.\n */\n private readonly painEffects: Record<PainLevel, PainEffects> = {\n [PainLevel.MINIMAL]: {\n range: [0, 20],\n performancePenalty: 0.0,\n accuracyReduction: 0.0,\n damageReduction: 0.0,\n speedReduction: 0.0,\n stunChance: 0.0,\n },\n [PainLevel.MODERATE]: {\n range: [20, 40],\n performancePenalty: 0.1, // -10% overall\n accuracyReduction: 0.1,\n damageReduction: 0.1,\n speedReduction: 0.05,\n stunChance: 0.0,\n },\n [PainLevel.SIGNIFICANT]: {\n range: [40, 60],\n performancePenalty: 0.2, // -20% overall\n accuracyReduction: 0.2,\n damageReduction: 0.2,\n speedReduction: 0.15,\n stunChance: 0.05, // 5% chance\n },\n [PainLevel.SEVERE]: {\n range: [60, 80],\n performancePenalty: 0.35, // -35% overall\n accuracyReduction: 0.35,\n damageReduction: 0.35,\n speedReduction: 0.25,\n stunChance: 0.15, // 15% chance\n },\n [PainLevel.OVERLOAD]: {\n range: [80, 100],\n performancePenalty: 0.5, // -50% overall\n accuracyReduction: 0.5,\n damageReduction: 0.5,\n speedReduction: 0.4,\n stunChance: 0.3, // 30% chance per hit at pain >80\n },\n };\n\n /**\n * Pain multipliers by vital point severity.\n */\n private readonly severityMultipliers: Record<VitalPointSeverity, number> = {\n [VitalPointSeverity.MINOR]: 0.5,\n [VitalPointSeverity.MODERATE]: 1.0,\n [VitalPointSeverity.MAJOR]: 1.5,\n [VitalPointSeverity.CRITICAL]: 2.0,\n [VitalPointSeverity.LETHAL]: 3.0,\n };\n\n /**\n * Pain multipliers by vital point category.\n */\n private readonly categoryMultipliers: Record<string, number> = {\n [VitalPointCategory.NEUROLOGICAL]: 2.5, // Nerve strikes cause intense pain\n [VitalPointCategory.VASCULAR]: 1.5, // Blood flow restriction\n [VitalPointCategory.RESPIRATORY]: 2.0, // Breathing difficulty causes panic\n [VitalPointCategory.SKELETAL]: 1.8, // Bone/structural damage\n [VitalPointCategory.MUSCULAR]: 1.4, // Muscle trauma\n [VitalPointCategory.ORGAN]: 2.2, // Internal organ trauma\n [VitalPointCategory.JOINT]: 1.9, // Joint damage\n [VitalPointCategory.CIRCULATORY]: 1.6, // Circulatory disruption\n default: 1.0, // Standard damage\n };\n\n /**\n * Base pain dissipation rate per second (requirement: -5 pain/second).\n */\n private readonly BASE_DISSIPATION_RATE = 5.0; // -5 pain per second\n\n /**\n * Shock pain duration range in milliseconds (requirement: 2-3 seconds).\n */\n private readonly SHOCK_PAIN_DURATION = {\n min: 2000, // 2 seconds\n max: 3000, // 3 seconds\n };\n\n /**\n * Minimum damage to trigger shock pain.\n */\n private readonly SHOCK_PAIN_THRESHOLD = 10;\n\n /**\n * Pain overload threshold for stun chance (requirement: >80).\n */\n private readonly PAIN_OVERLOAD_THRESHOLD = 80;\n\n /**\n * Shock pain intensity constants.\n */\n private readonly MAX_SHOCK_INTENSITY = 0.3; // 30% max reduction\n private readonly MIN_SHOCK_INTENSITY = 0.1; // 10% min reduction\n private readonly DAMAGE_SCALE_FACTOR = 100; // for normalizing damage to 0-1 range\n private readonly INTENSITY_RANGE = 0.2; // 20% variable range\n\n /**\n * Pain to damage ratio for cumulative trauma calculation.\n */\n private readonly PAIN_TO_DAMAGE_RATIO = 0.5;\n\n /**\n * Applies pain from combat damage with shock pain effects.\n * \n * Calculates pain increase based on damage amount, vital point severity,\n * and vital point category. Also determines if shock pain effect should be triggered.\n * \n * **Shock Pain**: Instant 10-30% reduction for 2-3 seconds on significant hits (>=10 damage)\n * **Cumulative Trauma**: Progressive pain accumulation that reduces performance\n * **Pain Overload**: At >80 pain, chance of stun/unconsciousness\n * \n * @param player - Current player state\n * @param damage - Base damage amount\n * @param severity - Optional vital point severity\n * @param category - Optional vital point category for more accurate pain calculation\n * @returns Updated player state with increased pain and optional shock effect\n * \n * @example\n * ```typescript\n * // Normal hit\n * const result = system.applyPain(player, 10);\n * \n * // Vital point neurological hit with shock pain\n * const result = system.applyPain(\n * player, \n * 20, \n * VitalPointSeverity.MAJOR,\n * VitalPointCategory.NEUROLOGICAL\n * );\n * if (result.shockEffect) {\n * console.log(`Shock pain active for ${result.shockEffect.duration}ms`);\n * }\n * ```\n * \n * @public\n * @korean 고통적용\n */\n applyPain(\n player: PlayerState,\n damage: number,\n severity?: VitalPointSeverity,\n category?: VitalPointCategory\n ): { player: PlayerState; shockEffect?: ShockPainEffect } {\n // Get multipliers based on severity and category\n const severityMultiplier = severity\n ? this.severityMultipliers[severity]\n : 1.0;\n \n const categoryMultiplier = category\n ? this.categoryMultipliers[category] ?? this.categoryMultipliers.default\n : this.categoryMultipliers.default;\n\n // Calculate pain increase (cumulative trauma)\n const painIncrease = damage * severityMultiplier * categoryMultiplier * this.PAIN_TO_DAMAGE_RATIO;\n\n // Apply pain, clamped to 0-100\n const newPain = Math.max(0, Math.min(100, player.pain + painIncrease));\n\n let shockEffect: ShockPainEffect | undefined;\n\n // Trigger shock pain for significant hits (>=10 damage)\n if (damage >= this.SHOCK_PAIN_THRESHOLD) {\n // Calculate shock intensity: 10-30% reduction based on damage\n const shockIntensity = Math.min(\n this.MAX_SHOCK_INTENSITY,\n this.MIN_SHOCK_INTENSITY + (damage / this.DAMAGE_SCALE_FACTOR) * this.INTENSITY_RANGE\n );\n \n // Random duration between 2-3 seconds\n const shockDuration =\n this.SHOCK_PAIN_DURATION.min +\n Math.random() *\n (this.SHOCK_PAIN_DURATION.max - this.SHOCK_PAIN_DURATION.min);\n\n shockEffect = {\n intensity: shockIntensity,\n duration: shockDuration,\n startTime: Date.now(),\n causedByDamage: damage,\n };\n }\n\n const updatedPlayer: PlayerState = {\n ...player,\n pain: newPain,\n };\n\n return { player: updatedPlayer, shockEffect };\n }\n\n /**\n * Applies pain dissipation over time (requirement: -5 pain/second).\n * \n * Pain naturally dissipates when not taking damage at a constant rate\n * of -5 pain per second.\n * \n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @returns Updated player state with reduced pain\n * \n * @example\n * ```typescript\n * // In game loop (~60fps, 16ms per frame)\n * player = system.applyDissipation(player, 16);\n * ```\n * \n * @public\n * @korean 고통감소\n */\n applyDissipation(player: PlayerState, deltaTime: number): PlayerState {\n // Already at zero pain\n if (player.pain <= 0) {\n return player;\n }\n\n const deltaSeconds = deltaTime / 1000;\n \n // Constant dissipation rate of -5 pain/second\n const dissipation = this.BASE_DISSIPATION_RATE * deltaSeconds;\n const newPain = Math.max(0, player.pain - dissipation);\n\n return {\n ...player,\n pain: newPain,\n };\n }\n\n /**\n * Determines pain level from pain value.\n * \n * @param pain - Pain value (0-100)\n * @returns Current pain level\n * \n * @public\n * @korean 고통수준확인\n */\n getPainLevel(pain: number): PainLevel {\n if (pain >= 80) return PainLevel.OVERLOAD;\n if (pain >= 60) return PainLevel.SEVERE;\n if (pain >= 40) return PainLevel.SIGNIFICANT;\n if (pain >= 20) return PainLevel.MODERATE;\n return PainLevel.MINIMAL;\n }\n\n /**\n * Gets effects for a specific pain level.\n * \n * @param level - Pain level\n * @returns Effects applied at that level\n * \n * @public\n * @korean 고통효과\n */\n getEffects(level: PainLevel): PainEffects {\n return this.painEffects[level];\n }\n\n /**\n * Applies pain effects to player state, including shock pain.\n * \n * Modifies player stats based on current pain level. When shock pain\n * is active, additional penalties are applied temporarily.\n * \n * @param player - Current player state\n * @param shockEffect - Optional active shock pain effect\n * @returns Modified player state with pain effects\n * \n * @public\n * @korean 고통효과적용\n */\n applyEffects(\n player: PlayerState,\n shockEffect?: ShockPainEffect\n ): PlayerState {\n const level = this.getPainLevel(player.pain);\n const effects = this.getEffects(level);\n\n // Calculate total penalties (base pain + shock pain if active)\n let totalAccuracyPenalty = effects.accuracyReduction;\n let totalDamagePenalty = effects.damageReduction;\n\n // Apply shock pain if still active\n if (shockEffect) {\n const elapsed = Date.now() - shockEffect.startTime;\n if (elapsed < shockEffect.duration) {\n // Add shock pain intensity to penalties\n totalAccuracyPenalty = Math.min(\n 1.0,\n totalAccuracyPenalty + shockEffect.intensity\n );\n totalDamagePenalty = Math.min(\n 1.0,\n totalDamagePenalty + shockEffect.intensity\n );\n }\n }\n\n return {\n ...player,\n attackPower: Math.floor(\n player.attackPower * (1 - totalDamagePenalty)\n ),\n defense: Math.floor(\n player.defense * (1 - effects.performancePenalty)\n ),\n speed: Math.floor(\n player.speed * (1 - effects.speedReduction)\n ),\n technique: Math.floor(\n player.technique * (1 - totalAccuracyPenalty)\n ),\n };\n }\n\n /**\n * Checks if pain overload should trigger stun.\n * \n * At pain >80, there's a chance per hit to trigger stun based on pain level.\n * Pain Overload level has 30% chance to trigger stun.\n * \n * @param player - Current player state\n * @returns True if player should be stunned from pain\n * \n * @public\n * @korean 고통기절확인\n */\n shouldTriggerStun(player: PlayerState): boolean {\n if (player.pain < this.PAIN_OVERLOAD_THRESHOLD) {\n return false;\n }\n\n const level = this.getPainLevel(player.pain);\n const effects = this.getEffects(level);\n\n // Roll for stun chance\n return Math.random() < effects.stunChance;\n }\n\n /**\n * Checks if player is in pain overload state (>80 pain).\n * \n * @param player - Current player state\n * @returns True if pain is above overload threshold\n * \n * @public\n * @korean 고통과부하확인\n */\n isInPainOverload(player: PlayerState): boolean {\n return player.pain >= this.PAIN_OVERLOAD_THRESHOLD;\n }\n\n /**\n * Checks if player is incapacitated by pain.\n * \n * @param player - Current player state\n * @returns True if pain is at overload level\n * \n * @public\n * @korean 고통무력화확인\n */\n isIncapacitated(player: PlayerState): boolean {\n return this.getPainLevel(player.pain) === PainLevel.OVERLOAD;\n }\n\n /**\n * Gets bilingual name for pain level.\n * \n * @param level - Pain level\n * @returns Korean and English level names\n * \n * @public\n * @korean 고통이름\n */\n getLevelName(level: PainLevel): { korean: string; english: string } {\n const names: Record<PainLevel, { korean: string; english: string }> = {\n [PainLevel.MINIMAL]: {\n korean: \"최소\",\n english: \"Minimal\",\n },\n [PainLevel.MODERATE]: {\n korean: \"보통\",\n english: \"Moderate\",\n },\n [PainLevel.SIGNIFICANT]: {\n korean: \"상당\",\n english: \"Significant\",\n },\n [PainLevel.SEVERE]: {\n korean: \"심각\",\n english: \"Severe\",\n },\n [PainLevel.OVERLOAD]: {\n korean: \"과부하\",\n english: \"Overload\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets description of pain level effects.\n * \n * @param level - 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@@ -0,0 +1,123 @@
1
+ /**
2
+ * SlowMotionController.ts
3
+ *
4
+ * Slow-motion time dilation system for Li (Fire) trigram precision strikes.
5
+ * Triggers dramatic slow-motion effects on vital point hits with camera zoom.
6
+ *
7
+ * Features:
8
+ * - Time dilation (0.3x speed for 1-2 seconds)
9
+ * - Smooth camera zoom to focus on vital point impact
10
+ * - Easing functions for smooth transitions
11
+ * - Integration with Three.js animation loop
12
+ * - State management for slow-motion phases
13
+ *
14
+ * Performance: <0.1ms overhead per frame, no GC pressure
15
+ *
16
+ * @module systems/combat/SlowMotionController
17
+ * @korean 슬로우모션컨트롤러
18
+ */
19
+ import * as THREE from "three";
20
+ /**
21
+ * Slow-motion effect configuration
22
+ */
23
+ export interface SlowMotionConfig {
24
+ /** Time dilation factor (0.0 = stopped, 1.0 = normal speed) */
25
+ readonly timeDilation: number;
26
+ /** Duration of slow-motion effect in seconds */
27
+ readonly duration: number;
28
+ /** Camera zoom multiplier (>1.0 = zoom in) */
29
+ readonly cameraZoom: number;
30
+ /** Focal point for camera zoom [x, y, z] */
31
+ readonly focusPoint: readonly [number, number, number];
32
+ }
33
+ /**
34
+ * Slow-motion effect state
35
+ */
36
+ export interface SlowMotionState {
37
+ /** Whether slow-motion is currently active */
38
+ readonly active: boolean;
39
+ /** Current time dilation factor */
40
+ readonly currentTimeDilation: number;
41
+ /** Elapsed time since effect started (seconds) */
42
+ readonly elapsed: number;
43
+ /** Total duration of effect (seconds) */
44
+ readonly duration: number;
45
+ /** Camera zoom progress (0.0 to 1.0) */
46
+ readonly zoomProgress: number;
47
+ }
48
+ /**
49
+ * SlowMotionController Class
50
+ *
51
+ * Manages time dilation and camera effects for precision strike slow-motion
52
+ */
53
+ export declare class SlowMotionController {
54
+ private active;
55
+ private elapsed;
56
+ private duration;
57
+ private timeDilation;
58
+ private currentTimeDilation;
59
+ private cameraZoom;
60
+ private focusPoint;
61
+ private originalCameraPosition;
62
+ /**
63
+ * Trigger slow-motion effect
64
+ *
65
+ * @param config - Slow-motion configuration
66
+ */
67
+ trigger(config: SlowMotionConfig): void;
68
+ /**
69
+ * Update slow-motion effect
70
+ *
71
+ * Call this in your game loop / useFrame hook
72
+ *
73
+ * @param delta - Frame time delta (seconds)
74
+ * @returns Modified delta accounting for time dilation
75
+ */
76
+ update(delta: number): number;
77
+ /**
78
+ * Update camera position for zoom effect
79
+ *
80
+ * Call this in your game loop after update()
81
+ *
82
+ * @param camera - Three.js camera to modify
83
+ * @param delta - Frame time delta (seconds)
84
+ */
85
+ updateCamera(camera: THREE.Camera, delta: number): void;
86
+ /**
87
+ * Get current slow-motion state
88
+ *
89
+ * @returns Current state
90
+ */
91
+ getState(): SlowMotionState;
92
+ /**
93
+ * Check if slow-motion is currently active
94
+ *
95
+ * @returns True if active
96
+ */
97
+ isActive(): boolean;
98
+ /**
99
+ * Force stop slow-motion effect
100
+ */
101
+ stop(): void;
102
+ /**
103
+ * Get current time dilation factor
104
+ *
105
+ * @returns Current time dilation (0.0 to 1.0)
106
+ */
107
+ getTimeDilation(): number;
108
+ }
109
+ /**
110
+ * Create a new SlowMotionController instance
111
+ *
112
+ * @returns New controller instance
113
+ */
114
+ export declare function createSlowMotionController(): SlowMotionController;
115
+ /**
116
+ * Default slow-motion configuration for Li vital point hits
117
+ */
118
+ export declare const LI_VITAL_POINT_SLOW_MOTION: SlowMotionConfig;
119
+ /**
120
+ * Moderate slow-motion configuration for regular precision strikes
121
+ */
122
+ export declare const LI_PRECISION_SLOW_MOTION: SlowMotionConfig;
123
+ //# sourceMappingURL=SlowMotionController.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,89 @@
1
+ import { AnimationType } from "../animation";
2
+ import { CombatSystem } from "../CombatSystem";
3
+ import { PlayerState } from "../player";
4
+ import { KoreanTechnique } from "../vitalpoint";
5
+ import { TrainingCombatResult } from "./types";
6
+ /**
7
+ * Animation context for timing-based hit detection
8
+ */
9
+ interface AnimationContext {
10
+ readonly animationType: AnimationType;
11
+ readonly currentTime: number;
12
+ }
13
+ /**
14
+ * Training-specific combat system for Korean martial arts practice
15
+ * Focuses on technique accuracy, form analysis, and educational feedback
16
+ */
17
+ export declare class TrainingCombatSystem extends CombatSystem {
18
+ private trainingDummy;
19
+ private accuracyHistory;
20
+ private techniqueAttempts;
21
+ private successfulTechniques;
22
+ constructor();
23
+ /**
24
+ * Create a training dummy with infinite health for practice
25
+ */
26
+ private createTrainingDummy;
27
+ /**
28
+ * Execute a training technique with detailed analysis
29
+ * Supports optional animation context for physics-based hit detection
30
+ */
31
+ executeTrainingTechnique(player: PlayerState, technique: KoreanTechnique, targetedVitalPointId?: string, animationContext?: AnimationContext): TrainingCombatResult;
32
+ /**
33
+ * Calculate accuracy score based on stance, timing, and targeting
34
+ */
35
+ private calculateAccuracyScore;
36
+ /**
37
+ * Calculate technique execution score
38
+ */
39
+ private calculateTechniqueScore;
40
+ /**
41
+ * Calculate form score based on balance and positioning
42
+ */
43
+ private calculateFormScore;
44
+ /**
45
+ * Generate areas for improvement based on scores
46
+ */
47
+ private generateImprovementAreas;
48
+ /**
49
+ * Generate next training goals
50
+ */
51
+ private generateTrainingGoals;
52
+ /**
53
+ * Get stance-specific training goals
54
+ */
55
+ private getStanceSpecificGoals;
56
+ /**
57
+ * Get training statistics
58
+ */
59
+ getTrainingStats(): {
60
+ totalAttempts: number;
61
+ successfulTechniques: number;
62
+ successRate: number;
63
+ overallAccuracy: number;
64
+ recentAccuracy: number[];
65
+ improvementTrend: "stable" | "improving" | "declining";
66
+ };
67
+ /**
68
+ * Calculate improvement trend from recent accuracy scores
69
+ */
70
+ private calculateImprovementTrend;
71
+ /**
72
+ * Reset training session
73
+ */
74
+ resetTrainingSession(): void;
75
+ /**
76
+ * Fix: Add the missing resetTrainingDummy method that tests expect
77
+ */
78
+ resetTrainingDummy(): void;
79
+ /**
80
+ * Get training dummy for display
81
+ */
82
+ getTrainingDummy(): PlayerState;
83
+ /**
84
+ * Update training dummy health (for visual feedback)
85
+ */
86
+ updateTrainingDummy(updates: Partial<PlayerState>): void;
87
+ }
88
+ export default TrainingCombatSystem;
89
+ //# sourceMappingURL=TrainingCombatSystem.d.ts.map
@@ -0,0 +1 @@
1
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