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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|
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import { PlayerArchetype, TrigramStance } from "../../types/common.js";
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import CombatSystem from "../CombatSystem.js";
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//#region src/systems/combat/TrainingCombatSystem.ts
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/**
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* Training-specific combat system for Korean martial arts practice
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* Focuses on technique accuracy, form analysis, and educational feedback
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*/
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var TrainingCombatSystem = class extends CombatSystem {
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trainingDummy;
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accuracyHistory = [];
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techniqueAttempts = 0;
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successfulTechniques = 0;
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constructor() {
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super();
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this.trainingDummy = this.createTrainingDummy();
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}
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/**
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* Create a training dummy with infinite health for practice
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*/
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createTrainingDummy() {
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return {
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id: "training_dummy",
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name: {
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korean: "훈련 더미",
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english: "Training Dummy"
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},
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archetype: PlayerArchetype.MUSA,
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health: 1e3,
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maxHealth: 1e3,
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ki: 1e3,
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maxKi: 1e3,
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stamina: 1e3,
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maxStamina: 1e3,
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energy: 1e3,
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maxEnergy: 1e3,
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attackPower: 50,
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defense: 100,
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speed: 30,
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technique: 50,
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pain: 0,
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consciousness: 100,
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balance: 100,
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momentum: 0,
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currentStance: TrigramStance.GAN,
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combatState: "idle",
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position: {
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x: 600,
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y: 400
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},
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isBlocking: false,
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isStunned: false,
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isCountering: false,
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lastActionTime: 0,
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recoveryTime: 0,
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lastStanceChangeTime: 0,
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statusEffects: [],
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activeEffects: [],
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vitalPoints: [],
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totalDamageReceived: 0,
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totalDamageDealt: 0,
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hitsTaken: 0,
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+
hitsLanded: 0,
|
|
63
|
+
perfectStrikes: 0,
|
|
64
|
+
vitalPointHits: 0
|
|
65
|
+
};
|
|
66
|
+
}
|
|
67
|
+
/**
|
|
68
|
+
* Execute a training technique with detailed analysis
|
|
69
|
+
* Supports optional animation context for physics-based hit detection
|
|
70
|
+
*/
|
|
71
|
+
executeTrainingTechnique(player, technique, targetedVitalPointId, animationContext) {
|
|
72
|
+
this.techniqueAttempts++;
|
|
73
|
+
const baseResult = this.resolveAttack(player, this.trainingDummy, technique, targetedVitalPointId, animationContext);
|
|
74
|
+
const accuracyScore = this.calculateAccuracyScore(player, technique);
|
|
75
|
+
const techniqueScore = this.calculateTechniqueScore(player, technique);
|
|
76
|
+
const formScore = this.calculateFormScore(player, technique);
|
|
77
|
+
this.accuracyHistory.push(accuracyScore);
|
|
78
|
+
if (this.accuracyHistory.length > 10) this.accuracyHistory.shift();
|
|
79
|
+
if (baseResult.hit) this.successfulTechniques++;
|
|
80
|
+
const improvementAreas = this.generateImprovementAreas(accuracyScore, techniqueScore, formScore);
|
|
81
|
+
const nextTrainingGoals = this.generateTrainingGoals(player, technique, accuracyScore);
|
|
82
|
+
return {
|
|
83
|
+
...baseResult,
|
|
84
|
+
accuracyScore,
|
|
85
|
+
techniqueScore,
|
|
86
|
+
formScore,
|
|
87
|
+
improvementAreas,
|
|
88
|
+
nextTrainingGoals
|
|
89
|
+
};
|
|
90
|
+
}
|
|
91
|
+
/**
|
|
92
|
+
* Calculate accuracy score based on stance, timing, and targeting
|
|
93
|
+
*/
|
|
94
|
+
calculateAccuracyScore(player, _technique) {
|
|
95
|
+
let score = .5;
|
|
96
|
+
score += player.technique / 100 * .2;
|
|
97
|
+
return Math.min(1, Math.max(0, score));
|
|
98
|
+
}
|
|
99
|
+
/**
|
|
100
|
+
* Calculate technique execution score
|
|
101
|
+
*/
|
|
102
|
+
calculateTechniqueScore(player, _technique) {
|
|
103
|
+
let score = .6;
|
|
104
|
+
const kiRatio = player.ki / player.maxKi;
|
|
105
|
+
const staminaRatio = player.stamina / player.maxStamina;
|
|
106
|
+
score += kiRatio * .2;
|
|
107
|
+
score += staminaRatio * .2;
|
|
108
|
+
return Math.min(1, Math.max(0, score));
|
|
109
|
+
}
|
|
110
|
+
/**
|
|
111
|
+
* Calculate form score based on balance and positioning
|
|
112
|
+
*/
|
|
113
|
+
calculateFormScore(_player, _technique) {
|
|
114
|
+
return Math.min(1, Math.max(0, .5));
|
|
115
|
+
}
|
|
116
|
+
/**
|
|
117
|
+
* Generate areas for improvement based on scores
|
|
118
|
+
*/
|
|
119
|
+
generateImprovementAreas(accuracy, technique, form) {
|
|
120
|
+
const areas = [];
|
|
121
|
+
if (accuracy < .7) areas.push("targeting_precision");
|
|
122
|
+
if (technique < .7) areas.push("technique_execution");
|
|
123
|
+
if (form < .7) areas.push("stance_stability");
|
|
124
|
+
const koreanAreas = areas.map((area) => {
|
|
125
|
+
switch (area) {
|
|
126
|
+
case "targeting_precision": return "타겟팅 정확도 - Targeting Precision";
|
|
127
|
+
case "technique_execution": return "기법 실행 - Technique Execution";
|
|
128
|
+
case "stance_stability": return "자세 안정성 - Stance Stability";
|
|
129
|
+
default: return area;
|
|
130
|
+
}
|
|
131
|
+
});
|
|
132
|
+
return koreanAreas.length > 0 ? koreanAreas : ["전반적 향상 - Overall Improvement"];
|
|
133
|
+
}
|
|
134
|
+
/**
|
|
135
|
+
* Generate next training goals
|
|
136
|
+
*/
|
|
137
|
+
generateTrainingGoals(_player, technique, accuracy) {
|
|
138
|
+
const goals = [];
|
|
139
|
+
if (accuracy > .8) goals.push("고급 기법 연습 - Practice Advanced Techniques");
|
|
140
|
+
else if (accuracy > .6) goals.push("연속 기법 연습 - Practice Combo Techniques");
|
|
141
|
+
else goals.push("기본 자세 연습 - Practice Basic Stances");
|
|
142
|
+
const stanceGoals = this.getStanceSpecificGoals(technique.stance);
|
|
143
|
+
goals.push(...stanceGoals);
|
|
144
|
+
return goals.slice(0, 3);
|
|
145
|
+
}
|
|
146
|
+
/**
|
|
147
|
+
* Get stance-specific training goals
|
|
148
|
+
*/
|
|
149
|
+
getStanceSpecificGoals(stance) {
|
|
150
|
+
return {
|
|
151
|
+
[TrigramStance.GEON]: ["천괘 직선 공격 마스터 - Master Heaven's Direct Attacks"],
|
|
152
|
+
[TrigramStance.TAE]: ["태괘 유동성 향상 - Improve Lake's Fluidity"],
|
|
153
|
+
[TrigramStance.LI]: ["리괘 정확성 훈련 - Train Fire's Precision"],
|
|
154
|
+
[TrigramStance.JIN]: ["진괘 폭발력 개발 - Develop Thunder's Power"],
|
|
155
|
+
[TrigramStance.SON]: ["손괘 연속성 연습 - Practice Wind's Continuity"],
|
|
156
|
+
[TrigramStance.GAM]: ["감괘 적응력 향상 - Improve Water's Adaptability"],
|
|
157
|
+
[TrigramStance.GAN]: ["간괘 방어력 강화 - Strengthen Mountain's Defense"],
|
|
158
|
+
[TrigramStance.GON]: ["곤괘 제압력 훈련 - Train Earth's Control"]
|
|
159
|
+
}[stance] || ["기본 자세 완성 - Perfect Basic Stance"];
|
|
160
|
+
}
|
|
161
|
+
/**
|
|
162
|
+
* Get training statistics
|
|
163
|
+
*/
|
|
164
|
+
getTrainingStats() {
|
|
165
|
+
const overallAccuracy = this.accuracyHistory.length > 0 ? this.accuracyHistory.reduce((a, b) => a + b, 0) / this.accuracyHistory.length : 0;
|
|
166
|
+
const successRate = this.techniqueAttempts > 0 ? this.successfulTechniques / this.techniqueAttempts : 0;
|
|
167
|
+
return {
|
|
168
|
+
totalAttempts: this.techniqueAttempts,
|
|
169
|
+
successfulTechniques: this.successfulTechniques,
|
|
170
|
+
successRate,
|
|
171
|
+
overallAccuracy,
|
|
172
|
+
recentAccuracy: this.accuracyHistory.slice(-5),
|
|
173
|
+
improvementTrend: this.calculateImprovementTrend()
|
|
174
|
+
};
|
|
175
|
+
}
|
|
176
|
+
/**
|
|
177
|
+
* Calculate improvement trend from recent accuracy scores
|
|
178
|
+
*/
|
|
179
|
+
calculateImprovementTrend() {
|
|
180
|
+
if (this.accuracyHistory.length < 5) return "stable";
|
|
181
|
+
const recent = this.accuracyHistory.slice(-3);
|
|
182
|
+
const earlier = this.accuracyHistory.slice(-6, -3);
|
|
183
|
+
if (earlier.length === 0) return "stable";
|
|
184
|
+
const diff = recent.reduce((a, b) => a + b, 0) / recent.length - earlier.reduce((a, b) => a + b, 0) / earlier.length;
|
|
185
|
+
if (diff > .1) return "improving";
|
|
186
|
+
if (diff < -.1) return "declining";
|
|
187
|
+
return "stable";
|
|
188
|
+
}
|
|
189
|
+
/**
|
|
190
|
+
* Reset training session
|
|
191
|
+
*/
|
|
192
|
+
resetTrainingSession() {
|
|
193
|
+
this.accuracyHistory = [];
|
|
194
|
+
this.techniqueAttempts = 0;
|
|
195
|
+
this.successfulTechniques = 0;
|
|
196
|
+
this.trainingDummy = this.createTrainingDummy();
|
|
197
|
+
}
|
|
198
|
+
/**
|
|
199
|
+
* Fix: Add the missing resetTrainingDummy method that tests expect
|
|
200
|
+
*/
|
|
201
|
+
resetTrainingDummy() {
|
|
202
|
+
this.trainingDummy = this.createTrainingDummy();
|
|
203
|
+
}
|
|
204
|
+
/**
|
|
205
|
+
* Get training dummy for display
|
|
206
|
+
*/
|
|
207
|
+
getTrainingDummy() {
|
|
208
|
+
return this.trainingDummy;
|
|
209
|
+
}
|
|
210
|
+
/**
|
|
211
|
+
* Update training dummy health (for visual feedback)
|
|
212
|
+
*/
|
|
213
|
+
updateTrainingDummy(updates) {
|
|
214
|
+
this.trainingDummy = {
|
|
215
|
+
...this.trainingDummy,
|
|
216
|
+
...updates,
|
|
217
|
+
health: Math.max(this.trainingDummy.health, 900)
|
|
218
|
+
};
|
|
219
|
+
}
|
|
220
|
+
};
|
|
221
|
+
//#endregion
|
|
222
|
+
export { TrainingCombatSystem as default };
|
|
223
|
+
|
|
224
|
+
//# sourceMappingURL=TrainingCombatSystem.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TrainingCombatSystem.js","names":[],"sources":["../../../src/systems/combat/TrainingCombatSystem.ts"],"sourcesContent":["import { PlayerArchetype, TrigramStance } from \"../../types/common\";\nimport { AnimationType } from \"../animation\";\nimport { CombatSystem } from \"../CombatSystem\";\nimport { PlayerState } from \"../player\";\nimport { KoreanTechnique } from \"../vitalpoint\";\nimport { TrainingCombatResult } from \"./types\";\n\n/**\n * Animation context for timing-based hit detection\n */\ninterface AnimationContext {\n readonly animationType: AnimationType;\n readonly currentTime: number;\n}\n\n/**\n * Training-specific combat system for Korean martial arts practice\n * Focuses on technique accuracy, form analysis, and educational feedback\n */\nexport class TrainingCombatSystem extends CombatSystem {\n private trainingDummy: PlayerState;\n private accuracyHistory: number[] = [];\n private techniqueAttempts: number = 0;\n private successfulTechniques: number = 0;\n\n constructor() {\n super();\n this.trainingDummy = this.createTrainingDummy();\n }\n\n /**\n * Create a training dummy with infinite health for practice\n */\n private createTrainingDummy(): PlayerState {\n return {\n id: \"training_dummy\",\n name: { korean: \"훈련 더미\", english: \"Training Dummy\" },\n archetype: PlayerArchetype.MUSA,\n health: 1000,\n maxHealth: 1000,\n ki: 1000,\n maxKi: 1000,\n stamina: 1000,\n maxStamina: 1000,\n energy: 1000,\n maxEnergy: 1000,\n attackPower: 50,\n defense: 100,\n speed: 30,\n technique: 50,\n pain: 0,\n consciousness: 100,\n balance: 100,\n momentum: 0,\n currentStance: TrigramStance.GAN, // Mountain stance - defensive\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- CombatState type is narrower than string literal\n combatState: \"idle\" as any,\n position: { x: 600, y: 400 },\n isBlocking: false,\n isStunned: false,\n isCountering: false,\n lastActionTime: 0,\n recoveryTime: 0,\n lastStanceChangeTime: 0,\n statusEffects: [],\n activeEffects: [],\n vitalPoints: [],\n totalDamageReceived: 0,\n totalDamageDealt: 0,\n hitsTaken: 0,\n hitsLanded: 0,\n perfectStrikes: 0,\n vitalPointHits: 0,\n };\n }\n\n /**\n * Execute a training technique with detailed analysis\n * Supports optional animation context for physics-based hit detection\n */\n executeTrainingTechnique(\n player: PlayerState,\n technique: KoreanTechnique,\n targetedVitalPointId?: string,\n animationContext?: AnimationContext,\n ): TrainingCombatResult {\n this.techniqueAttempts++;\n\n // Base combat resolution with animation context\n const baseResult = this.resolveAttack(\n player,\n this.trainingDummy,\n technique,\n targetedVitalPointId,\n animationContext,\n );\n\n // Calculate training-specific scores\n const accuracyScore = this.calculateAccuracyScore(player, technique);\n const techniqueScore = this.calculateTechniqueScore(player, technique);\n const formScore = this.calculateFormScore(player, technique);\n\n this.accuracyHistory.push(accuracyScore);\n if (this.accuracyHistory.length > 10) {\n this.accuracyHistory.shift(); // Keep last 10 attempts\n }\n\n if (baseResult.hit) {\n this.successfulTechniques++;\n }\n\n // Generate improvement feedback\n const improvementAreas = this.generateImprovementAreas(\n accuracyScore,\n techniqueScore,\n formScore,\n );\n\n const nextTrainingGoals = this.generateTrainingGoals(\n player,\n technique,\n accuracyScore,\n );\n\n return {\n ...baseResult,\n accuracyScore,\n techniqueScore,\n formScore,\n improvementAreas,\n nextTrainingGoals,\n };\n }\n\n /**\n * Calculate accuracy score based on stance, timing, and targeting\n */\n private calculateAccuracyScore(\n player: PlayerState,\n _technique: KoreanTechnique,\n ): number {\n let score = 0.5; // Base score\n\n // Player technique skill\n score += (player.technique / 100) * 0.2;\n\n return Math.min(1.0, Math.max(0.0, score));\n }\n\n /**\n * Calculate technique execution score\n */\n private calculateTechniqueScore(\n player: PlayerState,\n _technique: KoreanTechnique,\n ): number {\n let score = 0.6; // Base execution\n\n // Ki and stamina availability\n const kiRatio = player.ki / player.maxKi;\n const staminaRatio = player.stamina / player.maxStamina;\n\n score += kiRatio * 0.2;\n score += staminaRatio * 0.2;\n\n return Math.min(1.0, Math.max(0.0, score));\n }\n\n /**\n * Calculate form score based on balance and positioning\n */\n private calculateFormScore(\n _player: PlayerState,\n _technique: KoreanTechnique,\n ): number {\n const score = 0.5; // Base form\n\n // For now, return base form score\n return Math.min(1.0, Math.max(0.0, score));\n }\n\n /**\n * Generate areas for improvement based on scores\n */\n private generateImprovementAreas(\n accuracy: number,\n technique: number,\n form: number,\n ): string[] {\n const areas: string[] = [];\n\n if (accuracy < 0.7) {\n areas.push(\"targeting_precision\");\n }\n if (technique < 0.7) {\n areas.push(\"technique_execution\");\n }\n if (form < 0.7) {\n areas.push(\"stance_stability\");\n }\n\n // Korean translations\n const koreanAreas = areas.map((area) => {\n switch (area) {\n case \"targeting_precision\":\n return \"타겟팅 정확도 - Targeting Precision\";\n case \"technique_execution\":\n return \"기법 실행 - Technique Execution\";\n case \"stance_stability\":\n return \"자세 안정성 - Stance Stability\";\n default:\n return area;\n }\n });\n\n return koreanAreas.length > 0\n ? koreanAreas\n : [\"전반적 향상 - Overall Improvement\"];\n }\n\n /**\n * Generate next training goals\n */\n private generateTrainingGoals(\n // Fix: Remove unused player parameter\n _player: PlayerState,\n technique: KoreanTechnique,\n accuracy: number,\n ): string[] {\n const goals: string[] = [];\n\n if (accuracy > 0.8) {\n goals.push(\"고급 기법 연습 - Practice Advanced Techniques\");\n } else if (accuracy > 0.6) {\n goals.push(\"연속 기법 연습 - Practice Combo Techniques\");\n } else {\n goals.push(\"기본 자세 연습 - Practice Basic Stances\");\n }\n\n // Add stance-specific goals\n const stanceGoals = this.getStanceSpecificGoals(technique.stance);\n goals.push(...stanceGoals);\n\n return goals.slice(0, 3); // Limit to 3 goals\n }\n\n /**\n * Get stance-specific training goals\n */\n private getStanceSpecificGoals(stance: TrigramStance): string[] {\n const stanceGoals: Record<TrigramStance, string[]> = {\n [TrigramStance.GEON]: [\n \"천괘 직선 공격 마스터 - Master Heaven's Direct Attacks\",\n ],\n [TrigramStance.TAE]: [\"태괘 유동성 향상 - Improve Lake's Fluidity\"],\n [TrigramStance.LI]: [\"리괘 정확성 훈련 - Train Fire's Precision\"],\n [TrigramStance.JIN]: [\"진괘 폭발력 개발 - Develop Thunder's Power\"],\n [TrigramStance.SON]: [\"손괘 연속성 연습 - Practice Wind's Continuity\"],\n [TrigramStance.GAM]: [\"감괘 적응력 향상 - Improve Water's Adaptability\"],\n [TrigramStance.GAN]: [\"간괘 방어력 강화 - Strengthen Mountain's Defense\"],\n [TrigramStance.GON]: [\"곤괘 제압력 훈련 - Train Earth's Control\"],\n };\n\n return stanceGoals[stance] || [\"기본 자세 완성 - Perfect Basic Stance\"];\n }\n\n /**\n * Get training statistics\n */\n getTrainingStats() {\n const overallAccuracy =\n this.accuracyHistory.length > 0\n ? this.accuracyHistory.reduce((a, b) => a + b, 0) /\n this.accuracyHistory.length\n : 0;\n\n const successRate =\n this.techniqueAttempts > 0\n ? this.successfulTechniques / this.techniqueAttempts\n : 0;\n\n return {\n totalAttempts: this.techniqueAttempts,\n successfulTechniques: this.successfulTechniques,\n successRate,\n overallAccuracy,\n recentAccuracy: this.accuracyHistory.slice(-5),\n improvementTrend: this.calculateImprovementTrend(),\n };\n }\n\n /**\n * Calculate improvement trend from recent accuracy scores\n */\n private calculateImprovementTrend(): \"improving\" | \"stable\" | \"declining\" {\n if (this.accuracyHistory.length < 5) return \"stable\";\n\n const recent = this.accuracyHistory.slice(-3);\n const earlier = this.accuracyHistory.slice(-6, -3);\n\n if (earlier.length === 0) return \"stable\";\n\n const recentAvg = recent.reduce((a, b) => a + b, 0) / recent.length;\n const earlierAvg = earlier.reduce((a, b) => a + b, 0) / earlier.length;\n\n const diff = recentAvg - earlierAvg;\n\n if (diff > 0.1) return \"improving\";\n if (diff < -0.1) return \"declining\";\n return \"stable\";\n }\n\n /**\n * Reset training session\n */\n resetTrainingSession() {\n this.accuracyHistory = [];\n this.techniqueAttempts = 0;\n this.successfulTechniques = 0;\n this.trainingDummy = this.createTrainingDummy();\n }\n\n /**\n * Fix: Add the missing resetTrainingDummy method that tests expect\n */\n resetTrainingDummy() {\n this.trainingDummy = this.createTrainingDummy();\n }\n\n /**\n * Get training dummy for display\n */\n getTrainingDummy(): PlayerState {\n return this.trainingDummy;\n }\n\n /**\n * Update training dummy health (for visual feedback)\n */\n updateTrainingDummy(updates: Partial<PlayerState>) {\n this.trainingDummy = {\n ...this.trainingDummy,\n ...updates,\n // Always keep high health for training\n health: Math.max(this.trainingDummy.health, 900),\n };\n }\n}\n\nexport default TrainingCombatSystem;\n"],"mappings":";;;;;;;AAmBA,IAAa,uBAAb,cAA0C,aAAa;CACrD;CACA,kBAAoC,EAAE;CACtC,oBAAoC;CACpC,uBAAuC;CAEvC,cAAc;AACZ,SAAO;AACP,OAAK,gBAAgB,KAAK,qBAAqB;;;;;CAMjD,sBAA2C;AACzC,SAAO;GACL,IAAI;GACJ,MAAM;IAAE,QAAQ;IAAS,SAAS;IAAkB;GACpD,WAAW,gBAAgB;GAC3B,QAAQ;GACR,WAAW;GACX,IAAI;GACJ,OAAO;GACP,SAAS;GACT,YAAY;GACZ,QAAQ;GACR,WAAW;GACX,aAAa;GACb,SAAS;GACT,OAAO;GACP,WAAW;GACX,MAAM;GACN,eAAe;GACf,SAAS;GACT,UAAU;GACV,eAAe,cAAc;GAE7B,aAAa;GACb,UAAU;IAAE,GAAG;IAAK,GAAG;IAAK;GAC5B,YAAY;GACZ,WAAW;GACX,cAAc;GACd,gBAAgB;GAChB,cAAc;GACd,sBAAsB;GACtB,eAAe,EAAE;GACjB,eAAe,EAAE;GACjB,aAAa,EAAE;GACf,qBAAqB;GACrB,kBAAkB;GAClB,WAAW;GACX,YAAY;GACZ,gBAAgB;GAChB,gBAAgB;GACjB;;;;;;CAOH,yBACE,QACA,WACA,sBACA,kBACsB;AACtB,OAAK;EAGL,MAAM,aAAa,KAAK,cACtB,QACA,KAAK,eACL,WACA,sBACA,iBACD;EAGD,MAAM,gBAAgB,KAAK,uBAAuB,QAAQ,UAAU;EACpE,MAAM,iBAAiB,KAAK,wBAAwB,QAAQ,UAAU;EACtE,MAAM,YAAY,KAAK,mBAAmB,QAAQ,UAAU;AAE5D,OAAK,gBAAgB,KAAK,cAAc;AACxC,MAAI,KAAK,gBAAgB,SAAS,GAChC,MAAK,gBAAgB,OAAO;AAG9B,MAAI,WAAW,IACb,MAAK;EAIP,MAAM,mBAAmB,KAAK,yBAC5B,eACA,gBACA,UACD;EAED,MAAM,oBAAoB,KAAK,sBAC7B,QACA,WACA,cACD;AAED,SAAO;GACL,GAAG;GACH;GACA;GACA;GACA;GACA;GACD;;;;;CAMH,uBACE,QACA,YACQ;EACR,IAAI,QAAQ;AAGZ,WAAU,OAAO,YAAY,MAAO;AAEpC,SAAO,KAAK,IAAI,GAAK,KAAK,IAAI,GAAK,MAAM,CAAC;;;;;CAM5C,wBACE,QACA,YACQ;EACR,IAAI,QAAQ;EAGZ,MAAM,UAAU,OAAO,KAAK,OAAO;EACnC,MAAM,eAAe,OAAO,UAAU,OAAO;AAE7C,WAAS,UAAU;AACnB,WAAS,eAAe;AAExB,SAAO,KAAK,IAAI,GAAK,KAAK,IAAI,GAAK,MAAM,CAAC;;;;;CAM5C,mBACE,SACA,YACQ;AAIR,SAAO,KAAK,IAAI,GAAK,KAAK,IAAI,GAHhB,GAG2B,CAAC;;;;;CAM5C,yBACE,UACA,WACA,MACU;EACV,MAAM,QAAkB,EAAE;AAE1B,MAAI,WAAW,GACb,OAAM,KAAK,sBAAsB;AAEnC,MAAI,YAAY,GACd,OAAM,KAAK,sBAAsB;AAEnC,MAAI,OAAO,GACT,OAAM,KAAK,mBAAmB;EAIhC,MAAM,cAAc,MAAM,KAAK,SAAS;AACtC,WAAQ,MAAR;IACE,KAAK,sBACH,QAAO;IACT,KAAK,sBACH,QAAO;IACT,KAAK,mBACH,QAAO;IACT,QACE,QAAO;;IAEX;AAEF,SAAO,YAAY,SAAS,IACxB,cACA,CAAC,+BAA+B;;;;;CAMtC,sBAEE,SACA,WACA,UACU;EACV,MAAM,QAAkB,EAAE;AAE1B,MAAI,WAAW,GACb,OAAM,KAAK,0CAA0C;WAC5C,WAAW,GACpB,OAAM,KAAK,uCAAuC;MAElD,OAAM,KAAK,oCAAoC;EAIjD,MAAM,cAAc,KAAK,uBAAuB,UAAU,OAAO;AACjE,QAAM,KAAK,GAAG,YAAY;AAE1B,SAAO,MAAM,MAAM,GAAG,EAAE;;;;;CAM1B,uBAA+B,QAAiC;AAc9D,SAbqD;IAClD,cAAc,OAAO,CACpB,gDACD;IACA,cAAc,MAAM,CAAC,sCAAsC;IAC3D,cAAc,KAAK,CAAC,qCAAqC;IACzD,cAAc,MAAM,CAAC,sCAAsC;IAC3D,cAAc,MAAM,CAAC,yCAAyC;IAC9D,cAAc,MAAM,CAAC,2CAA2C;IAChE,cAAc,MAAM,CAAC,4CAA4C;IACjE,cAAc,MAAM,CAAC,oCAAoC;GAC3D,CAEkB,WAAW,CAAC,kCAAkC;;;;;CAMnE,mBAAmB;EACjB,MAAM,kBACJ,KAAK,gBAAgB,SAAS,IAC1B,KAAK,gBAAgB,QAAQ,GAAG,MAAM,IAAI,GAAG,EAAE,GAC/C,KAAK,gBAAgB,SACrB;EAEN,MAAM,cACJ,KAAK,oBAAoB,IACrB,KAAK,uBAAuB,KAAK,oBACjC;AAEN,SAAO;GACL,eAAe,KAAK;GACpB,sBAAsB,KAAK;GAC3B;GACA;GACA,gBAAgB,KAAK,gBAAgB,MAAM,GAAG;GAC9C,kBAAkB,KAAK,2BAA2B;GACnD;;;;;CAMH,4BAA0E;AACxE,MAAI,KAAK,gBAAgB,SAAS,EAAG,QAAO;EAE5C,MAAM,SAAS,KAAK,gBAAgB,MAAM,GAAG;EAC7C,MAAM,UAAU,KAAK,gBAAgB,MAAM,IAAI,GAAG;AAElD,MAAI,QAAQ,WAAW,EAAG,QAAO;EAKjC,MAAM,OAHY,OAAO,QAAQ,GAAG,MAAM,IAAI,GAAG,EAAE,GAAG,OAAO,SAC1C,QAAQ,QAAQ,GAAG,MAAM,IAAI,GAAG,EAAE,GAAG,QAAQ;AAIhE,MAAI,OAAO,GAAK,QAAO;AACvB,MAAI,OAAO,IAAM,QAAO;AACxB,SAAO;;;;;CAMT,uBAAuB;AACrB,OAAK,kBAAkB,EAAE;AACzB,OAAK,oBAAoB;AACzB,OAAK,uBAAuB;AAC5B,OAAK,gBAAgB,KAAK,qBAAqB;;;;;CAMjD,qBAAqB;AACnB,OAAK,gBAAgB,KAAK,qBAAqB;;;;;CAMjD,mBAAgC;AAC9B,SAAO,KAAK;;;;;CAMd,oBAAoB,SAA+B;AACjD,OAAK,gBAAgB;GACnB,GAAG,KAAK;GACR,GAAG;GAEH,QAAQ,KAAK,IAAI,KAAK,cAAc,QAAQ,IAAI;GACjD"}
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/**
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* @module systems/combat
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* @category Combat System
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*/
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export * from "./TrainingCombatSystem";
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export * from "./types";
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export * from "./typeGuards";
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export * from "./CombatStateSystem";
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export * from "./ConsciousnessSystem";
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export * from "./PainResponseSystem";
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export * from "./BalanceSystem";
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export * from "./painConsciousnessUtils";
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export * from "./GrappleSystem";
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export * from "./LimbExposureSystem";
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export * from "./BreakingStatusEffects";
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//# sourceMappingURL=index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/systems/combat/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,cAAc,wBAAwB,CAAC;AACvC,cAAc,SAAS,CAAC;AACxB,cAAc,cAAc,CAAC;AAC7B,cAAc,qBAAqB,CAAC;AACpC,cAAc,uBAAuB,CAAC;AACtC,cAAc,sBAAsB,CAAC;AACrC,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,iBAAiB,CAAC;AAChC,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC"}
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import "./BalanceSystem.js";
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import "./PainResponseSystem.js";
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import "./TrainingCombatSystem.js";
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import "./typeGuards.js";
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import "./CombatStateSystem.js";
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/**
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* Utility functions for Pain and Consciousness management in combat.
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*
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* **Korean**: 고통 의식 관리 유틸리티
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*
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* Provides helper functions for managing pain and consciousness effects
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* in combat scenarios, including status checking, effect application,
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* and recovery management.
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*
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import { PlayerState } from "../player";
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import { VitalPointCategory } from "../../types";
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import { CombatResult } from "./types";
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import PainResponseSystem, { PainLevel, ShockPainEffect } from "./PainResponseSystem";
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import ConsciousnessSystem, { ConsciousnessLevel } from "./ConsciousnessSystem";
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/**
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* Pain and consciousness status information.
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export interface PainConsciousnessStatus {
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/** Current pain level */
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readonly painLevel: PainLevel;
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/** Current consciousness level */
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readonly consciousnessLevel: ConsciousnessLevel;
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/** Whether player is in pain overload */
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readonly isInPainOverload: boolean;
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/** Whether player is at incapacitation threshold */
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readonly isIncapacitated: boolean;
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/** Whether player is combat effective */
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readonly isCombatEffective: boolean;
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/** Overall combat effectiveness percentage (0-1) */
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readonly combatEffectiveness: number;
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/** Bilingual status description */
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readonly statusDescription: {
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readonly korean: string;
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readonly english: string;
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};
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}
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/**
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* Gets comprehensive pain and consciousness status for a player.
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*
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* @param player - Player to check status for
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* @param painSystem - Pain response system instance
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* @param consciousnessSystem - Consciousness system instance
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* @returns Comprehensive status information
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*
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* @example
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* ```typescript
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* const status = getPainConsciousnessStatus(player, painSystem, consciousnessSystem);
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* console.log(`Combat effectiveness: ${status.combatEffectiveness * 100}%`);
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* console.log(`Status: ${status.statusDescription.english}`);
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* ```
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*
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* @public
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* @korean 상태확인
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*/
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export declare function getPainConsciousnessStatus(player: PlayerState, painSystem: PainResponseSystem, consciousnessSystem: ConsciousnessSystem): PainConsciousnessStatus;
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/**
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* Determines if a combat result should trigger head trauma.
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*
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* Head trauma occurs for:
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* - Neurological vital point hits
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* - Vascular hits to head region
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* - High damage hits (>25) that could cause concussion
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* - Critical hits to upper body
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*
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* @param result - Combat result to check
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* @param category - Vital point category if known
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* @returns True if result should cause head trauma
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*
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* @public
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* @korean 두부외상확인
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*/
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export declare function isHeadTraumaHit(result: CombatResult, category?: VitalPointCategory): boolean;
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/**
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* Extracts vital point category from combat result.
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*
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* Uses heuristics to determine category from effect sources and hit data.
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*
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* @param result - Combat result
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* @returns Vital point category if determinable
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*
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* @public
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* @korean 급소분류추출
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*/
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export declare function extractVitalPointCategory(result: CombatResult): VitalPointCategory | undefined;
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/**
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* Calculates recommended recovery time based on player condition.
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*
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* @param player - Player state
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* @param consciousnessSystem - Consciousness system
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* @returns Estimated recovery time in seconds
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*
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* @example
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* ```typescript
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* const recoveryTime = getRecommendedRecoveryTime(player, consciousnessSystem);
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* console.log(`Recovery needed: ${recoveryTime}s`);
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* ```
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*
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* @public
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* @korean 회복시간계산
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*/
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export declare function getRecommendedRecoveryTime(player: PlayerState, consciousnessSystem: ConsciousnessSystem): number;
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/**
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* Checks if shock pain effect is still active.
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*
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* @param shockEffect - Shock pain effect to check
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* @returns True if effect is still active
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*
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* @public
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* @korean 충격통활성확인
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*/
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export declare function isShockPainActive(shockEffect: ShockPainEffect): boolean;
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/**
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* Gets remaining shock pain duration.
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*
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* @param shockEffect - Shock pain effect
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* @returns Remaining duration in milliseconds, or 0 if expired
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*
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* @public
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* @korean 충격통잔여시간
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*/
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export declare function getShockPainRemainingDuration(shockEffect: ShockPainEffect): number;
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/**
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* Formats pain and consciousness values for display.
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*
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* @param player - Player state
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* @returns Formatted display strings
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*
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* @example
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* ```typescript
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* const display = formatPainConsciousnessDisplay(player);
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+
* console.log(display.pain); // "Pain: 45/100"
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+
* console.log(display.consciousness); // "Consciousness: 85/100"
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* ```
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*
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*/
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export declare function formatPainConsciousnessDisplay(player: PlayerState): {
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readonly pain: string;
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readonly consciousness: string;
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readonly painKorean: string;
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readonly consciousnessKorean: string;
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};
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{"version":3,"file":"painConsciousnessUtils.d.ts","sourceRoot":"","sources":["../../../src/systems/combat/painConsciousnessUtils.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AACxC,OAAO,EAAE,kBAAkB,EAAE,MAAM,SAAS,CAAC;AAC7C,OAAO,EAAE,YAAY,EAAE,MAAM,SAAS,CAAC;AACvC,OAAO,kBAAkB,EAAE,EAAE,SAAS,EAAE,eAAe,EAAE,MAAM,sBAAsB,CAAC;AACtF,OAAO,mBAAmB,EAAE,EAAE,kBAAkB,EAAE,MAAM,uBAAuB,CAAC;AAEhF;;GAEG;AACH,MAAM,WAAW,uBAAuB;IACtC,yBAAyB;IACzB,QAAQ,CAAC,SAAS,EAAE,SAAS,CAAC;IAC9B,kCAAkC;IAClC,QAAQ,CAAC,kBAAkB,EAAE,kBAAkB,CAAC;IAChD,yCAAyC;IACzC,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,oDAAoD;IACpD,QAAQ,CAAC,eAAe,EAAE,OAAO,CAAC;IAClC,yCAAyC;IACzC,QAAQ,CAAC,iBAAiB,EAAE,OAAO,CAAC;IACpC,oDAAoD;IACpD,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,mCAAmC;IACnC,QAAQ,CAAC,iBAAiB,EAAE;QAC1B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;CACH;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,0BAA0B,CACxC,MAAM,EAAE,WAAW,EACnB,UAAU,EAAE,kBAAkB,EAC9B,mBAAmB,EAAE,mBAAmB,GACvC,uBAAuB,CAyCzB;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,eAAe,CAC7B,MAAM,EAAE,YAAY,EACpB,QAAQ,CAAC,EAAE,kBAAkB,GAC5B,OAAO,CAsBT;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,yBAAyB,CAAC,MAAM,EAAE,YAAY,GAAG,kBAAkB,GAAG,SAAS,CAoC9F;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,0BAA0B,CACxC,MAAM,EAAE,WAAW,EACnB,mBAAmB,EAAE,mBAAmB,GACvC,MAAM,CA4BR;AAED;;;;;;;;GAQG;AACH,wBAAgB,iBAAiB,CAAC,WAAW,EAAE,eAAe,GAAG,OAAO,CAGvE;AAED;;;;;;;;GAQG;AACH,wBAAgB,6BAA6B,CAAC,WAAW,EAAE,eAAe,GAAG,MAAM,CAGlF;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,8BAA8B,CAAC,MAAM,EAAE,WAAW,GAAG;IACnE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;CACtC,CAOA"}
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import { VitalPointCategory } from "../../types/common.js";
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import "../../types/index.js";
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import { ConsciousnessLevel } from "./ConsciousnessSystem.js";
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//#region src/systems/combat/painConsciousnessUtils.ts
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/**
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* Gets comprehensive pain and consciousness status for a player.
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*
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* @param player - Player to check status for
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* @param painSystem - Pain response system instance
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* @param consciousnessSystem - Consciousness system instance
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* @returns Comprehensive status information
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*
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* @example
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* ```typescript
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* const status = getPainConsciousnessStatus(player, painSystem, consciousnessSystem);
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* console.log(`Combat effectiveness: ${status.combatEffectiveness * 100}%`);
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* console.log(`Status: ${status.statusDescription.english}`);
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* ```
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*
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* @public
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* @korean 상태확인
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*/
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function getPainConsciousnessStatus(player, painSystem, consciousnessSystem) {
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const painLevel = painSystem.getPainLevel(player.pain);
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const consciousnessLevel = consciousnessSystem.getLevel(player.consciousness);
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const isInPainOverload = painSystem.isInPainOverload(player);
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const isIncapacitated = consciousnessSystem.isAtIncapacitationThreshold(player);
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const painPenalty = painSystem.getEffects(painLevel).performancePenalty;
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const consciousnessPenalty = consciousnessSystem.getEffects(consciousnessLevel).accuracyPenalty;
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const combatEffectiveness = Math.max(0, 1 - Math.max(painPenalty, consciousnessPenalty));
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const isCombatEffective = combatEffectiveness > .5;
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const painName = painSystem.getLevelName(painLevel);
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const consciousnessName = consciousnessSystem.getLevelName(consciousnessLevel);
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let statusKorean = `고통: ${painName.korean}, 의식: ${consciousnessName.korean}`;
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let statusEnglish = `Pain: ${painName.english}, Consciousness: ${consciousnessName.english}`;
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if (isIncapacitated) {
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statusKorean = "무력화 상태";
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statusEnglish = "Incapacitated";
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} else if (isInPainOverload) {
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statusKorean = "고통 과부하";
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statusEnglish = "Pain Overload";
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}
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return {
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painLevel,
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consciousnessLevel,
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isInPainOverload,
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isIncapacitated,
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isCombatEffective,
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combatEffectiveness,
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statusDescription: {
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korean: statusKorean,
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english: statusEnglish
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}
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};
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}
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/**
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* Determines if a combat result should trigger head trauma.
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*
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* Head trauma occurs for:
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* - Neurological vital point hits
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* - Vascular hits to head region
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* - High damage hits (>25) that could cause concussion
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* - Critical hits to upper body
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*
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* @param result - Combat result to check
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* @param category - Vital point category if known
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* @returns True if result should cause head trauma
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*
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* @public
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* @korean 두부외상확인
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*/
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function isHeadTraumaHit(result, category) {
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if (category === VitalPointCategory.NEUROLOGICAL) return true;
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if (category === VitalPointCategory.VASCULAR && result.damage > 15) return true;
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if (result.damage > 25) return true;
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if (result.isCritical && result.vitalPointHit) return true;
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return false;
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}
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/**
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* Extracts vital point category from combat result.
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*
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* Uses heuristics to determine category from effect sources and hit data.
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*
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* @param result - Combat result
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* @returns Vital point category if determinable
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*
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* @public
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* @korean 급소분류추출
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*/
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function extractVitalPointCategory(result) {
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if (!result.vitalPointHit || !result.effects || result.effects.length === 0) return;
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const effect = result.effects[0];
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if (!effect.source) return;
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const source = effect.source.toLowerCase();
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if (source.includes("neuro") || source.includes("nerve")) return VitalPointCategory.NEUROLOGICAL;
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if (source.includes("vascular") || source.includes("blood") || source.includes("artery")) return VitalPointCategory.VASCULAR;
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if (source.includes("respiratory") || source.includes("breath") || source.includes("lung")) return VitalPointCategory.RESPIRATORY;
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if (source.includes("skeletal") || source.includes("bone")) return VitalPointCategory.SKELETAL;
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if (source.includes("muscular") || source.includes("muscle")) return VitalPointCategory.MUSCULAR;
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if (source.includes("organ") || source.includes("visceral")) return VitalPointCategory.ORGAN;
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if (source.includes("joint")) return VitalPointCategory.JOINT;
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}
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/**
|
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* Calculates recommended recovery time based on player condition.
|
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+
*
|
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|
+
* @param player - Player state
|
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|
+
* @param consciousnessSystem - Consciousness system
|
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|
+
* @returns Estimated recovery time in seconds
|
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|
+
*
|
|
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|
+
* @example
|
|
111
|
+
* ```typescript
|
|
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|
+
* const recoveryTime = getRecommendedRecoveryTime(player, consciousnessSystem);
|
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|
+
* console.log(`Recovery needed: ${recoveryTime}s`);
|
|
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|
+
* ```
|
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|
+
*
|
|
116
|
+
* @public
|
|
117
|
+
* @korean 회복시간계산
|
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|
+
*/
|
|
119
|
+
function getRecommendedRecoveryTime(player, consciousnessSystem) {
|
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|
+
let painRecoveryTime = 0;
|
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121
|
+
let consciousnessRecoveryTime = 0;
|
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|
+
if (player.pain > 0) painRecoveryTime = player.pain / 5;
|
|
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|
+
if (player.consciousness < 100) {
|
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+
const consciousnessToRecover = 100 - player.consciousness;
|
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125
|
+
const consciousnessLevel = consciousnessSystem.getLevel(player.consciousness);
|
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|
+
let recoveryRate = 5;
|
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127
|
+
if (consciousnessLevel === ConsciousnessLevel.STUNNED) recoveryRate = 2.5;
|
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|
+
else if (consciousnessLevel === ConsciousnessLevel.UNCONSCIOUS) recoveryRate = 1;
|
|
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|
+
consciousnessRecoveryTime = 5 + consciousnessToRecover / recoveryRate;
|
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|
+
}
|
|
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|
+
return Math.ceil(Math.max(painRecoveryTime, consciousnessRecoveryTime));
|
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}
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|
+
/**
|
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134
|
+
* Checks if shock pain effect is still active.
|
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+
*
|
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|
+
* @param shockEffect - Shock pain effect to check
|
|
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|
+
* @returns True if effect is still active
|
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|
+
*
|
|
139
|
+
* @public
|
|
140
|
+
* @korean 충격통활성확인
|
|
141
|
+
*/
|
|
142
|
+
function isShockPainActive(shockEffect) {
|
|
143
|
+
return Date.now() - shockEffect.startTime < shockEffect.duration;
|
|
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|
+
}
|
|
145
|
+
/**
|
|
146
|
+
* Gets remaining shock pain duration.
|
|
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|
+
*
|
|
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|
+
* @param shockEffect - Shock pain effect
|
|
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|
+
* @returns Remaining duration in milliseconds, or 0 if expired
|
|
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|
+
*
|
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151
|
+
* @public
|
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152
|
+
* @korean 충격통잔여시간
|
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|
+
*/
|
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|
+
function getShockPainRemainingDuration(shockEffect) {
|
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|
+
const elapsed = Date.now() - shockEffect.startTime;
|
|
156
|
+
return Math.max(0, shockEffect.duration - elapsed);
|
|
157
|
+
}
|
|
158
|
+
/**
|
|
159
|
+
* Formats pain and consciousness values for display.
|
|
160
|
+
*
|
|
161
|
+
* @param player - Player state
|
|
162
|
+
* @returns Formatted display strings
|
|
163
|
+
*
|
|
164
|
+
* @example
|
|
165
|
+
* ```typescript
|
|
166
|
+
* const display = formatPainConsciousnessDisplay(player);
|
|
167
|
+
* console.log(display.pain); // "Pain: 45/100"
|
|
168
|
+
* console.log(display.consciousness); // "Consciousness: 85/100"
|
|
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|
+
* ```
|
|
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|
+
*
|
|
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|
+
* @public
|
|
172
|
+
* @korean 표시형식
|
|
173
|
+
*/
|
|
174
|
+
function formatPainConsciousnessDisplay(player) {
|
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|
+
return {
|
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176
|
+
pain: `Pain: ${Math.floor(player.pain)}/100`,
|
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|
+
consciousness: `Consciousness: ${Math.floor(player.consciousness)}/100`,
|
|
178
|
+
painKorean: `고통: ${Math.floor(player.pain)}/100`,
|
|
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|
+
consciousnessKorean: `의식: ${Math.floor(player.consciousness)}/100`
|
|
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|
+
};
|
|
181
|
+
}
|
|
182
|
+
//#endregion
|
|
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|
+
export { extractVitalPointCategory, formatPainConsciousnessDisplay, getPainConsciousnessStatus, getRecommendedRecoveryTime, getShockPainRemainingDuration, isHeadTraumaHit, isShockPainActive };
|
|
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|
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|
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//# sourceMappingURL=painConsciousnessUtils.js.map
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|
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|
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|
+
{"version":3,"file":"painConsciousnessUtils.js","names":[],"sources":["../../../src/systems/combat/painConsciousnessUtils.ts"],"sourcesContent":["/**\n * Utility functions for Pain and Consciousness management in combat.\n * \n * **Korean**: 고통 의식 관리 유틸리티\n * \n * Provides helper functions for managing pain and consciousness effects\n * in combat scenarios, including status checking, effect application,\n * and recovery management.\n * \n * @module systems/combat/painConsciousnessUtils\n * @category Combat System\n */\n\nimport { PlayerState } from \"../player\";\nimport { VitalPointCategory } from \"@/types\";\nimport { CombatResult } from \"./types\";\nimport PainResponseSystem, { PainLevel, ShockPainEffect } from \"./PainResponseSystem\";\nimport ConsciousnessSystem, { ConsciousnessLevel } from \"./ConsciousnessSystem\";\n\n/**\n * Pain and consciousness status information.\n */\nexport interface PainConsciousnessStatus {\n /** Current pain level */\n readonly painLevel: PainLevel;\n /** Current consciousness level */\n readonly consciousnessLevel: ConsciousnessLevel;\n /** Whether player is in pain overload */\n readonly isInPainOverload: boolean;\n /** Whether player is at incapacitation threshold */\n readonly isIncapacitated: boolean;\n /** Whether player is combat effective */\n readonly isCombatEffective: boolean;\n /** Overall combat effectiveness percentage (0-1) */\n readonly combatEffectiveness: number;\n /** Bilingual status description */\n readonly statusDescription: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Gets comprehensive pain and consciousness status for a player.\n * \n * @param player - Player to check status for\n * @param painSystem - Pain response system instance\n * @param consciousnessSystem - Consciousness system instance\n * @returns Comprehensive status information\n * \n * @example\n * ```typescript\n * const status = getPainConsciousnessStatus(player, painSystem, consciousnessSystem);\n * console.log(`Combat effectiveness: ${status.combatEffectiveness * 100}%`);\n * console.log(`Status: ${status.statusDescription.english}`);\n * ```\n * \n * @public\n * @korean 상태확인\n */\nexport function getPainConsciousnessStatus(\n player: PlayerState,\n painSystem: PainResponseSystem,\n consciousnessSystem: ConsciousnessSystem\n): PainConsciousnessStatus {\n const painLevel = painSystem.getPainLevel(player.pain);\n const consciousnessLevel = consciousnessSystem.getLevel(player.consciousness);\n \n const isInPainOverload = painSystem.isInPainOverload(player);\n const isIncapacitated = consciousnessSystem.isAtIncapacitationThreshold(player);\n \n // Calculate overall combat effectiveness\n const painPenalty = painSystem.getEffects(painLevel).performancePenalty;\n const consciousnessPenalty = consciousnessSystem.getEffects(consciousnessLevel).accuracyPenalty;\n const combatEffectiveness = Math.max(0, 1 - Math.max(painPenalty, consciousnessPenalty));\n \n const isCombatEffective = combatEffectiveness > 0.5;\n \n // Generate status description\n const painName = painSystem.getLevelName(painLevel);\n const consciousnessName = consciousnessSystem.getLevelName(consciousnessLevel);\n \n let statusKorean = `고통: ${painName.korean}, 의식: ${consciousnessName.korean}`;\n let statusEnglish = `Pain: ${painName.english}, Consciousness: ${consciousnessName.english}`;\n \n if (isIncapacitated) {\n statusKorean = \"무력화 상태\";\n statusEnglish = \"Incapacitated\";\n } else if (isInPainOverload) {\n statusKorean = \"고통 과부하\";\n statusEnglish = \"Pain Overload\";\n }\n \n return {\n painLevel,\n consciousnessLevel,\n isInPainOverload,\n isIncapacitated,\n isCombatEffective,\n combatEffectiveness,\n statusDescription: {\n korean: statusKorean,\n english: statusEnglish,\n },\n };\n}\n\n/**\n * Determines if a combat result should trigger head trauma.\n * \n * Head trauma occurs for:\n * - Neurological vital point hits\n * - Vascular hits to head region\n * - High damage hits (>25) that could cause concussion\n * - Critical hits to upper body\n * \n * @param result - Combat result to check\n * @param category - Vital point category if known\n * @returns True if result should cause head trauma\n * \n * @public\n * @korean 두부외상확인\n */\nexport function isHeadTraumaHit(\n result: CombatResult,\n category?: VitalPointCategory\n): boolean {\n // Neurological hits often target head\n if (category === VitalPointCategory.NEUROLOGICAL) {\n return true;\n }\n \n // Vascular hits to head region\n if (category === VitalPointCategory.VASCULAR && result.damage > 15) {\n return true;\n }\n \n // High damage hits that could concuss\n if (result.damage > 25) {\n return true;\n }\n \n // Critical hits to vital points\n if (result.isCritical && result.vitalPointHit) {\n return true;\n }\n \n return false;\n}\n\n/**\n * Extracts vital point category from combat result.\n * \n * Uses heuristics to determine category from effect sources and hit data.\n * \n * @param result - Combat result\n * @returns Vital point category if determinable\n * \n * @public\n * @korean 급소분류추출\n */\nexport function extractVitalPointCategory(result: CombatResult): VitalPointCategory | undefined {\n if (!result.vitalPointHit || !result.effects || result.effects.length === 0) {\n return undefined;\n }\n \n const effect = result.effects[0];\n if (!effect.source) {\n return undefined;\n }\n \n const source = effect.source.toLowerCase();\n \n // Map source strings to categories\n if (source.includes('neuro') || source.includes('nerve')) {\n return VitalPointCategory.NEUROLOGICAL;\n }\n if (source.includes('vascular') || source.includes('blood') || source.includes('artery')) {\n return VitalPointCategory.VASCULAR;\n }\n if (source.includes('respiratory') || source.includes('breath') || source.includes('lung')) {\n return VitalPointCategory.RESPIRATORY;\n }\n if (source.includes('skeletal') || source.includes('bone')) {\n return VitalPointCategory.SKELETAL;\n }\n if (source.includes('muscular') || source.includes('muscle')) {\n return VitalPointCategory.MUSCULAR;\n }\n if (source.includes('organ') || source.includes('visceral')) {\n return VitalPointCategory.ORGAN;\n }\n if (source.includes('joint')) {\n return VitalPointCategory.JOINT;\n }\n \n return undefined;\n}\n\n/**\n * Calculates recommended recovery time based on player condition.\n * \n * @param player - Player state\n * @param consciousnessSystem - Consciousness system\n * @returns Estimated recovery time in seconds\n * \n * @example\n * ```typescript\n * const recoveryTime = getRecommendedRecoveryTime(player, consciousnessSystem);\n * console.log(`Recovery needed: ${recoveryTime}s`);\n * ```\n * \n * @public\n * @korean 회복시간계산\n */\nexport function getRecommendedRecoveryTime(\n player: PlayerState,\n consciousnessSystem: ConsciousnessSystem\n): number {\n let painRecoveryTime = 0;\n let consciousnessRecoveryTime = 0;\n \n // Pain recovery time (-5 pain/second)\n if (player.pain > 0) {\n painRecoveryTime = player.pain / 5;\n }\n \n // Consciousness recovery time (5 points/second after 5s delay)\n if (player.consciousness < 100) {\n const consciousnessToRecover = 100 - player.consciousness;\n const consciousnessLevel = consciousnessSystem.getLevel(player.consciousness);\n \n // Account for slower recovery at low consciousness\n let recoveryRate = 5; // Base rate\n if (consciousnessLevel === ConsciousnessLevel.STUNNED) {\n recoveryRate = 2.5; // 50% slower\n } else if (consciousnessLevel === ConsciousnessLevel.UNCONSCIOUS) {\n recoveryRate = 1; // 20% of base\n }\n \n consciousnessRecoveryTime = 5 + (consciousnessToRecover / recoveryRate);\n }\n \n // Since pain and consciousness recover in parallel (concurrently in game loop),\n // return the maximum of the two recovery times, not the sum\n return Math.ceil(Math.max(painRecoveryTime, consciousnessRecoveryTime));\n}\n\n/**\n * Checks if shock pain effect is still active.\n * \n * @param shockEffect - Shock pain effect to check\n * @returns True if effect is still active\n * \n * @public\n * @korean 충격통활성확인\n */\nexport function isShockPainActive(shockEffect: ShockPainEffect): boolean {\n const elapsed = Date.now() - shockEffect.startTime;\n return elapsed < shockEffect.duration;\n}\n\n/**\n * Gets remaining shock pain duration.\n * \n * @param shockEffect - Shock pain effect\n * @returns Remaining duration in milliseconds, or 0 if expired\n * \n * @public\n * @korean 충격통잔여시간\n */\nexport function getShockPainRemainingDuration(shockEffect: ShockPainEffect): number {\n const elapsed = Date.now() - shockEffect.startTime;\n return Math.max(0, shockEffect.duration - elapsed);\n}\n\n/**\n * Formats pain and consciousness values for display.\n * \n * @param player - Player state\n * @returns Formatted display strings\n * \n * @example\n * ```typescript\n * const display = formatPainConsciousnessDisplay(player);\n * console.log(display.pain); // \"Pain: 45/100\"\n * console.log(display.consciousness); // \"Consciousness: 85/100\"\n * ```\n * \n * @public\n * @korean 표시형식\n */\nexport function formatPainConsciousnessDisplay(player: PlayerState): {\n readonly pain: string;\n readonly consciousness: string;\n readonly painKorean: string;\n readonly consciousnessKorean: string;\n} {\n return {\n pain: `Pain: ${Math.floor(player.pain)}/100`,\n consciousness: `Consciousness: ${Math.floor(player.consciousness)}/100`,\n painKorean: `고통: ${Math.floor(player.pain)}/100`,\n consciousnessKorean: `의식: ${Math.floor(player.consciousness)}/100`,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AA4DA,SAAgB,2BACd,QACA,YACA,qBACyB;CACzB,MAAM,YAAY,WAAW,aAAa,OAAO,KAAK;CACtD,MAAM,qBAAqB,oBAAoB,SAAS,OAAO,cAAc;CAE7E,MAAM,mBAAmB,WAAW,iBAAiB,OAAO;CAC5D,MAAM,kBAAkB,oBAAoB,4BAA4B,OAAO;CAG/E,MAAM,cAAc,WAAW,WAAW,UAAU,CAAC;CACrD,MAAM,uBAAuB,oBAAoB,WAAW,mBAAmB,CAAC;CAChF,MAAM,sBAAsB,KAAK,IAAI,GAAG,IAAI,KAAK,IAAI,aAAa,qBAAqB,CAAC;CAExF,MAAM,oBAAoB,sBAAsB;CAGhD,MAAM,WAAW,WAAW,aAAa,UAAU;CACnD,MAAM,oBAAoB,oBAAoB,aAAa,mBAAmB;CAE9E,IAAI,eAAe,OAAO,SAAS,OAAO,QAAQ,kBAAkB;CACpE,IAAI,gBAAgB,SAAS,SAAS,QAAQ,mBAAmB,kBAAkB;AAEnF,KAAI,iBAAiB;AACnB,iBAAe;AACf,kBAAgB;YACP,kBAAkB;AAC3B,iBAAe;AACf,kBAAgB;;AAGlB,QAAO;EACL;EACA;EACA;EACA;EACA;EACA;EACA,mBAAmB;GACjB,QAAQ;GACR,SAAS;GACV;EACF;;;;;;;;;;;;;;;;;;AAmBH,SAAgB,gBACd,QACA,UACS;AAET,KAAI,aAAa,mBAAmB,aAClC,QAAO;AAIT,KAAI,aAAa,mBAAmB,YAAY,OAAO,SAAS,GAC9D,QAAO;AAIT,KAAI,OAAO,SAAS,GAClB,QAAO;AAIT,KAAI,OAAO,cAAc,OAAO,cAC9B,QAAO;AAGT,QAAO;;;;;;;;;;;;;AAcT,SAAgB,0BAA0B,QAAsD;AAC9F,KAAI,CAAC,OAAO,iBAAiB,CAAC,OAAO,WAAW,OAAO,QAAQ,WAAW,EACxE;CAGF,MAAM,SAAS,OAAO,QAAQ;AAC9B,KAAI,CAAC,OAAO,OACV;CAGF,MAAM,SAAS,OAAO,OAAO,aAAa;AAG1C,KAAI,OAAO,SAAS,QAAQ,IAAI,OAAO,SAAS,QAAQ,CACtD,QAAO,mBAAmB;AAE5B,KAAI,OAAO,SAAS,WAAW,IAAI,OAAO,SAAS,QAAQ,IAAI,OAAO,SAAS,SAAS,CACtF,QAAO,mBAAmB;AAE5B,KAAI,OAAO,SAAS,cAAc,IAAI,OAAO,SAAS,SAAS,IAAI,OAAO,SAAS,OAAO,CACxF,QAAO,mBAAmB;AAE5B,KAAI,OAAO,SAAS,WAAW,IAAI,OAAO,SAAS,OAAO,CACxD,QAAO,mBAAmB;AAE5B,KAAI,OAAO,SAAS,WAAW,IAAI,OAAO,SAAS,SAAS,CAC1D,QAAO,mBAAmB;AAE5B,KAAI,OAAO,SAAS,QAAQ,IAAI,OAAO,SAAS,WAAW,CACzD,QAAO,mBAAmB;AAE5B,KAAI,OAAO,SAAS,QAAQ,CAC1B,QAAO,mBAAmB;;;;;;;;;;;;;;;;;;AAsB9B,SAAgB,2BACd,QACA,qBACQ;CACR,IAAI,mBAAmB;CACvB,IAAI,4BAA4B;AAGhC,KAAI,OAAO,OAAO,EAChB,oBAAmB,OAAO,OAAO;AAInC,KAAI,OAAO,gBAAgB,KAAK;EAC9B,MAAM,yBAAyB,MAAM,OAAO;EAC5C,MAAM,qBAAqB,oBAAoB,SAAS,OAAO,cAAc;EAG7E,IAAI,eAAe;AACnB,MAAI,uBAAuB,mBAAmB,QAC5C,gBAAe;WACN,uBAAuB,mBAAmB,YACnD,gBAAe;AAGjB,8BAA4B,IAAK,yBAAyB;;AAK5D,QAAO,KAAK,KAAK,KAAK,IAAI,kBAAkB,0BAA0B,CAAC;;;;;;;;;;;AAYzE,SAAgB,kBAAkB,aAAuC;AAEvE,QADgB,KAAK,KAAK,GAAG,YAAY,YACxB,YAAY;;;;;;;;;;;AAY/B,SAAgB,8BAA8B,aAAsC;CAClF,MAAM,UAAU,KAAK,KAAK,GAAG,YAAY;AACzC,QAAO,KAAK,IAAI,GAAG,YAAY,WAAW,QAAQ;;;;;;;;;;;;;;;;;;AAmBpD,SAAgB,+BAA+B,QAK7C;AACA,QAAO;EACL,MAAM,SAAS,KAAK,MAAM,OAAO,KAAK,CAAC;EACvC,eAAe,kBAAkB,KAAK,MAAM,OAAO,cAAc,CAAC;EAClE,YAAY,OAAO,KAAK,MAAM,OAAO,KAAK,CAAC;EAC3C,qBAAqB,OAAO,KAAK,MAAM,OAAO,cAAc,CAAC;EAC9D"}
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