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 { VitalPointCategory, VitalPointSeverity } from "../../types/common.js";
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import "../../types/index.js";
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//#region src/systems/combat/PainResponseSystem.ts
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* Pain level categories for status indication.
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*/
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var PainLevel = /* @__PURE__ */ function(PainLevel) {
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/** Minimal pain (0-20) - no significant effects */
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PainLevel["MINIMAL"] = "minimal";
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/** Moderate pain (20-40) - slight performance reduction (-10%) */
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PainLevel["MODERATE"] = "moderate";
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/** Significant pain (40-60) - noticeable impairment (-20%) */
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PainLevel["SIGNIFICANT"] = "significant";
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/** Severe pain (60-80) - major limitations (-35%) */
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PainLevel["SEVERE"] = "severe";
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/** Pain overload (80-100) - chance of stun/unconsciousness, extreme impairment (-50%) */
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PainLevel["OVERLOAD"] = "overload";
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return PainLevel;
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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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* 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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*
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* ```
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*
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*/
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var PainResponseSystem = class {
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*/
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painEffects = {
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[PainLevel.MINIMAL]: {
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range: [0, 20],
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performancePenalty: 0,
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accuracyReduction: 0,
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damageReduction: 0,
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speedReduction: 0,
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stunChance: 0
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},
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[PainLevel.MODERATE]: {
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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
|
+
},
|
|
358
|
+
[PainLevel.OVERLOAD]: {
|
|
359
|
+
korean: "과부하",
|
|
360
|
+
english: "Overload"
|
|
361
|
+
}
|
|
362
|
+
}[level];
|
|
363
|
+
}
|
|
364
|
+
/**
|
|
365
|
+
* Gets description of pain level effects.
|
|
366
|
+
*
|
|
367
|
+
* @param level - Pain level
|
|
368
|
+
* @returns Bilingual description
|
|
369
|
+
*
|
|
370
|
+
* @public
|
|
371
|
+
* @korean 고통설명
|
|
372
|
+
*/
|
|
373
|
+
getLevelDescription(level) {
|
|
374
|
+
return {
|
|
375
|
+
[PainLevel.MINIMAL]: {
|
|
376
|
+
korean: "최소한의 고통, 전투 능력에 영향 없음",
|
|
377
|
+
english: "Minimal pain, no significant effects on combat"
|
|
378
|
+
},
|
|
379
|
+
[PainLevel.MODERATE]: {
|
|
380
|
+
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%)",
|
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385
|
+
english: "Significant pain, noticeable impairment (-20%)"
|
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386
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+
},
|
|
387
|
+
[PainLevel.SEVERE]: {
|
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388
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+
korean: "심각한 고통, 주요 제한 (-35%)",
|
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389
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+
english: "Severe pain, major limitations (-35%)"
|
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390
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+
},
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391
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+
[PainLevel.OVERLOAD]: {
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392
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+
korean: "고통 과부하, 기절 위험 (-50%, 30% 기절 확률)",
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393
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+
english: "Pain overload, stun risk (-50%, 30% stun chance)"
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394
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+
}
|
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395
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+
}[level];
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396
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+
}
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397
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+
};
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398
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+
//#endregion
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399
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+
export { PainLevel, PainResponseSystem as default };
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400
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+
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401
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+
//# sourceMappingURL=PainResponseSystem.js.map
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@@ -0,0 +1 @@
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1
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+
{"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 - Pain level\n * @returns Bilingual description\n * \n * @public\n * @korean 고통설명\n */\n getLevelDescription(level: PainLevel): {\n korean: string;\n english: string;\n } {\n const descriptions: Record<\n PainLevel,\n { korean: string; english: string }\n > = {\n [PainLevel.MINIMAL]: {\n korean: \"최소한의 고통, 전투 능력에 영향 없음\",\n english: \"Minimal pain, no significant effects on combat\",\n },\n [PainLevel.MODERATE]: {\n korean: \"보통 고통, 약간의 능력 저하 (-10%)\",\n english: \"Moderate pain, slight performance reduction (-10%)\",\n },\n [PainLevel.SIGNIFICANT]: {\n korean: \"상당한 고통, 명확한 손상 (-20%)\",\n english: \"Significant pain, noticeable impairment (-20%)\",\n },\n [PainLevel.SEVERE]: {\n korean: \"심각한 고통, 주요 제한 (-35%)\",\n english: \"Severe pain, major limitations (-35%)\",\n },\n [PainLevel.OVERLOAD]: {\n korean: \"고통 과부하, 기절 위험 (-50%, 30% 기절 확률)\",\n english: \"Pain overload, stun risk (-50%, 30% stun chance)\",\n },\n };\n\n return descriptions[level];\n }\n}\n\nexport default PainResponseSystem;\n"],"mappings":";;;;;;AAmCA,IAAY,YAAL,yBAAA,WAAA;;AAEL,WAAA,aAAA;;AAEA,WAAA,cAAA;;AAEA,WAAA,iBAAA;;AAEA,WAAA,YAAA;;AAEA,WAAA,cAAA;;KACD;;;;;;;;;;;;;;;;;;;;;;;;;AA8DD,IAAa,qBAAb,MAAgC;;;;CAI9B,cAA+D;GAC5D,UAAU,UAAU;GACnB,OAAO,CAAC,GAAG,GAAG;GACd,oBAAoB;GACpB,mBAAmB;GACnB,iBAAiB;GACjB,gBAAgB;GAChB,YAAY;GACb;GACA,UAAU,WAAW;GACpB,OAAO,CAAC,IAAI,GAAG;GACf,oBAAoB;GACpB,mBAAmB;GACnB,iBAAiB;GACjB,gBAAgB;GAChB,YAAY;GACb;GACA,UAAU,cAAc;GACvB,OAAO,CAAC,IAAI,GAAG;GACf,oBAAoB;GACpB,mBAAmB;GACnB,iBAAiB;GACjB,gBAAgB;GAChB,YAAY;GACb;GACA,UAAU,SAAS;GAClB,OAAO,CAAC,IAAI,GAAG;GACf,oBAAoB;GACpB,mBAAmB;GACnB,iBAAiB;GACjB,gBAAgB;GAChB,YAAY;GACb;GACA,UAAU,WAAW;GACpB,OAAO,CAAC,IAAI,IAAI;GAChB,oBAAoB;GACpB,mBAAmB;GACnB,iBAAiB;GACjB,gBAAgB;GAChB,YAAY;GACb;EACF;;;;CAKD,sBAA2E;GACxE,mBAAmB,QAAQ;GAC3B,mBAAmB,WAAW;GAC9B,mBAAmB,QAAQ;GAC3B,mBAAmB,WAAW;GAC9B,mBAAmB,SAAS;EAC9B;;;;CAKD,sBAA+D;GAC5D,mBAAmB,eAAe;GAClC,mBAAmB,WAAW;GAC9B,mBAAmB,cAAc;GACjC,mBAAmB,WAAW;GAC9B,mBAAmB,WAAW;GAC9B,mBAAmB,QAAQ;GAC3B,mBAAmB,QAAQ;GAC3B,mBAAmB,cAAc;EAClC,SAAS;EACV;;;;CAKD,wBAAyC;;;;CAKzC,sBAAuC;EACrC,KAAK;EACL,KAAK;EACN;;;;CAKD,uBAAwC;;;;CAKxC,0BAA2C;;;;CAK3C,sBAAuC;CACvC,sBAAuC;CACvC,sBAAuC;CACvC,kBAAmC;;;;CAKnC,uBAAwC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsCxC,UACE,QACA,QACA,UACA,UACwD;EAExD,MAAM,qBAAqB,WACvB,KAAK,oBAAoB,YACzB;EAEJ,MAAM,qBAAqB,WACvB,KAAK,oBAAoB,aAAa,KAAK,oBAAoB,UAC/D,KAAK,oBAAoB;EAG7B,MAAM,eAAe,SAAS,qBAAqB,qBAAqB,KAAK;EAG7E,MAAM,UAAU,KAAK,IAAI,GAAG,KAAK,IAAI,KAAK,OAAO,OAAO,aAAa,CAAC;EAEtE,IAAI;AAGJ,MAAI,UAAU,KAAK,qBAajB,eAAc;GACZ,WAZqB,KAAK,IAC1B,KAAK,qBACL,KAAK,sBAAuB,SAAS,KAAK,sBAAuB,KAAK,gBACvE;GAUC,UANA,KAAK,oBAAoB,MACzB,KAAK,QAAQ,IACV,KAAK,oBAAoB,MAAM,KAAK,oBAAoB;GAK3D,WAAW,KAAK,KAAK;GACrB,gBAAgB;GACjB;AAQH,SAAO;GAAE,QAL0B;IACjC,GAAG;IACH,MAAM;IACP;GAE+B;GAAa;;;;;;;;;;;;;;;;;;;;;CAsB/C,iBAAiB,QAAqB,WAAgC;AAEpE,MAAI,OAAO,QAAQ,EACjB,QAAO;EAGT,MAAM,eAAe,YAAY;EAGjC,MAAM,cAAc,KAAK,wBAAwB;EACjD,MAAM,UAAU,KAAK,IAAI,GAAG,OAAO,OAAO,YAAY;AAEtD,SAAO;GACL,GAAG;GACH,MAAM;GACP;;;;;;;;;;;CAYH,aAAa,MAAyB;AACpC,MAAI,QAAQ,GAAI,QAAO,UAAU;AACjC,MAAI,QAAQ,GAAI,QAAO,UAAU;AACjC,MAAI,QAAQ,GAAI,QAAO,UAAU;AACjC,MAAI,QAAQ,GAAI,QAAO,UAAU;AACjC,SAAO,UAAU;;;;;;;;;;;CAYnB,WAAW,OAA+B;AACxC,SAAO,KAAK,YAAY;;;;;;;;;;;;;;;CAgB1B,aACE,QACA,aACa;EACb,MAAM,QAAQ,KAAK,aAAa,OAAO,KAAK;EAC5C,MAAM,UAAU,KAAK,WAAW,MAAM;EAGtC,IAAI,uBAAuB,QAAQ;EACnC,IAAI,qBAAqB,QAAQ;AAGjC,MAAI;OACc,KAAK,KAAK,GAAG,YAAY,YAC3B,YAAY,UAAU;AAElC,2BAAuB,KAAK,IAC1B,GACA,uBAAuB,YAAY,UACpC;AACD,yBAAqB,KAAK,IACxB,GACA,qBAAqB,YAAY,UAClC;;;AAIL,SAAO;GACL,GAAG;GACH,aAAa,KAAK,MAChB,OAAO,eAAe,IAAI,oBAC3B;GACD,SAAS,KAAK,MACZ,OAAO,WAAW,IAAI,QAAQ,oBAC/B;GACD,OAAO,KAAK,MACV,OAAO,SAAS,IAAI,QAAQ,gBAC7B;GACD,WAAW,KAAK,MACd,OAAO,aAAa,IAAI,sBACzB;GACF;;;;;;;;;;;;;;CAeH,kBAAkB,QAA8B;AAC9C,MAAI,OAAO,OAAO,KAAK,wBACrB,QAAO;EAGT,MAAM,QAAQ,KAAK,aAAa,OAAO,KAAK;EAC5C,MAAM,UAAU,KAAK,WAAW,MAAM;AAGtC,SAAO,KAAK,QAAQ,GAAG,QAAQ;;;;;;;;;;;CAYjC,iBAAiB,QAA8B;AAC7C,SAAO,OAAO,QAAQ,KAAK;;;;;;;;;;;CAY7B,gBAAgB,QAA8B;AAC5C,SAAO,KAAK,aAAa,OAAO,KAAK,KAAK,UAAU;;;;;;;;;;;CAYtD,aAAa,OAAuD;AAwBlE,SAvBsE;IACnE,UAAU,UAAU;IACnB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,WAAW;IACpB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,cAAc;IACvB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,SAAS;IAClB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,WAAW;IACpB,QAAQ;IACR,SAAS;IACV;GACF,CAEY;;;;;;;;;;;CAYf,oBAAoB,OAGlB;AA2BA,SAvBI;IACD,UAAU,UAAU;IACnB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,WAAW;IACpB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,cAAc;IACvB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,SAAS;IAClB,QAAQ;IACR,SAAS;IACV;IACA,UAAU,WAAW;IACpB,QAAQ;IACR,SAAS;IACV;GACF,CAEmB"}
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/**
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* SlowMotionController.ts
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*
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* Slow-motion time dilation system for Li (Fire) trigram precision strikes.
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* Triggers dramatic slow-motion effects on vital point hits with camera zoom.
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*
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* Features:
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* - Time dilation (0.3x speed for 1-2 seconds)
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* - Smooth camera zoom to focus on vital point impact
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* - Easing functions for smooth transitions
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* - Integration with Three.js animation loop
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* - State management for slow-motion phases
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*
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* Performance: <0.1ms overhead per frame, no GC pressure
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*
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* @module systems/combat/SlowMotionController
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* @korean 슬로우모션컨트롤러
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*/
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import * as THREE from "three";
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/**
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* Slow-motion effect configuration
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*/
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export interface SlowMotionConfig {
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/** Time dilation factor (0.0 = stopped, 1.0 = normal speed) */
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readonly timeDilation: number;
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/** Duration of slow-motion effect in seconds */
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readonly duration: number;
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/** Camera zoom multiplier (>1.0 = zoom in) */
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readonly cameraZoom: number;
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/** Focal point for camera zoom [x, y, z] */
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readonly focusPoint: readonly [number, number, number];
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}
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/**
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* Slow-motion effect state
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*/
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export interface SlowMotionState {
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/** Whether slow-motion is currently active */
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readonly active: boolean;
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/** Current time dilation factor */
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readonly currentTimeDilation: number;
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/** Elapsed time since effect started (seconds) */
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readonly elapsed: number;
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/** Total duration of effect (seconds) */
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readonly duration: number;
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/** Camera zoom progress (0.0 to 1.0) */
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readonly zoomProgress: number;
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}
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/**
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* SlowMotionController Class
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*
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* Manages time dilation and camera effects for precision strike slow-motion
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*/
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export declare class SlowMotionController {
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private active;
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private elapsed;
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private duration;
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private timeDilation;
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private currentTimeDilation;
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private cameraZoom;
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private focusPoint;
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private originalCameraPosition;
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/**
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* Trigger slow-motion effect
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*
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* @param config - Slow-motion configuration
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*/
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trigger(config: SlowMotionConfig): void;
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/**
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* Update slow-motion effect
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*
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* Call this in your game loop / useFrame hook
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*
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* @param delta - Frame time delta (seconds)
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* @returns Modified delta accounting for time dilation
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*/
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update(delta: number): number;
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/**
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* Update camera position for zoom effect
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*
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* Call this in your game loop after update()
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*
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* @param camera - Three.js camera to modify
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* @param delta - Frame time delta (seconds)
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*/
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updateCamera(camera: THREE.Camera, delta: number): void;
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/**
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* Get current slow-motion state
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*
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* @returns Current state
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*/
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getState(): SlowMotionState;
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/**
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* Check if slow-motion is currently active
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*
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* @returns True if active
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*/
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isActive(): boolean;
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/**
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* Force stop slow-motion effect
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*/
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stop(): void;
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/**
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* Get current time dilation factor
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*
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* @returns Current time dilation (0.0 to 1.0)
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*/
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getTimeDilation(): number;
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}
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/**
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* Create a new SlowMotionController instance
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*
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* @returns New controller instance
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*/
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export declare function createSlowMotionController(): SlowMotionController;
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/**
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* Default slow-motion configuration for Li vital point hits
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*/
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export declare const LI_VITAL_POINT_SLOW_MOTION: SlowMotionConfig;
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/**
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* Moderate slow-motion configuration for regular precision strikes
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*/
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export declare const LI_PRECISION_SLOW_MOTION: SlowMotionConfig;
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//# sourceMappingURL=SlowMotionController.d.ts.map
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{"version":3,"file":"SlowMotionController.d.ts","sourceRoot":"","sources":["../../../src/systems/combat/SlowMotionController.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B;;GAEG;AACH,MAAM,WAAW,gBAAgB;IAC/B,+DAA+D;IAC/D,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,gDAAgD;IAChD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,8CAA8C;IAC9C,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,4CAA4C;IAC5C,QAAQ,CAAC,UAAU,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACxD;AAED;;GAEG;AACH,MAAM,WAAW,eAAe;IAC9B,8CAA8C;IAC9C,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC;IACzB,mCAAmC;IACnC,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,kDAAkD;IAClD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,yCAAyC;IACzC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,wCAAwC;IACxC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;CAC/B;AAkBD;;;;GAIG;AACH,qBAAa,oBAAoB;IAC/B,OAAO,CAAC,MAAM,CAAkB;IAChC,OAAO,CAAC,OAAO,CAAa;IAC5B,OAAO,CAAC,QAAQ,CAAa;IAC7B,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,mBAAmB,CAAe;IAC1C,OAAO,CAAC,UAAU,CAAe;IACjC,OAAO,CAAC,UAAU,CAAsC;IACxD,OAAO,CAAC,sBAAsB,CAA8B;IAE5D;;;;OAIG;IACI,OAAO,CAAC,MAAM,EAAE,gBAAgB,GAAG,IAAI;IAmB9C;;;;;;;OAOG;IACI,MAAM,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM;IA2CpC;;;;;;;OAOG;IACI,YAAY,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAqD9D;;;;OAIG;IACI,QAAQ,IAAI,eAAe;IAYlC;;;;OAIG;IACI,QAAQ,IAAI,OAAO;IAI1B;;OAEG;IACI,IAAI,IAAI,IAAI;IAOnB;;;;OAIG;IACI,eAAe,IAAI,MAAM;CAGjC;AAED;;;;GAIG;AACH,wBAAgB,0BAA0B,IAAI,oBAAoB,CAEjE;AAED;;GAEG;AACH,eAAO,MAAM,0BAA0B,EAAE,gBAKxC,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,wBAAwB,EAAE,gBAKtC,CAAC"}
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import { AnimationType } from "../animation";
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import { CombatSystem } from "../CombatSystem";
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import { PlayerState } from "../player";
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import { KoreanTechnique } from "../vitalpoint";
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import { TrainingCombatResult } from "./types";
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+
/**
|
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7
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* Animation context for timing-based hit detection
|
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8
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*/
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interface AnimationContext {
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readonly animationType: AnimationType;
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readonly currentTime: number;
|
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+
}
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/**
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* Training-specific combat system for Korean martial arts practice
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15
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+
* Focuses on technique accuracy, form analysis, and educational feedback
|
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16
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*/
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export declare class TrainingCombatSystem extends CombatSystem {
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private trainingDummy;
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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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|