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 { __exportAll } from "../_virtual/_rolldown/runtime.js";
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import GAME_CONFIG, { ANIMATION_TIMINGS, AUDIO_DEFAULTS, BASE_PLAYER_STATS, CANVAS_ASPECT_RATIO, CENTER_POSITION_X, COMBAT_AUDIO_MAP, COMBAT_CONFIG, COMBAT_CONSTANTS, COMBAT_CONTROLS, COMBAT_PHASES, COMBAT_RANGES, COMBAT_STATE_MACHINE, COMBAT_TIMING, DAMAGE_CONSTANTS, DAMAGE_TYPES, DIFFICULTY_SETTINGS, EFFECTIVENESS_MODIFIERS, ENHANCED_DAMAGE_CONSTANTS, FRAME_TIME, GAME_METADATA, GAME_MODE_CONFIG, GAME_PHASES, GAME_STATES, HALF_CANVAS_HEIGHT, HALF_CANVAS_WIDTH, HIT_DETECTION, INPUT_CONSTANTS, KEYBOARD_MAPPING, MARTIAL_ARTS_CONFIG, PERFORMANCE_CONFIG, PERFORMANCE_THRESHOLDS, PLAYER_ARCHETYPES_DATA, PLAYER_COLORS, PLAYER_DISTANCE, RESOURCE_COSTS, STATUS_DURATIONS, TECHNIQUE_RESULTS, TICK_RATE, TRAINING_COMBAT_SETTINGS, TRAINING_CONFIG, TRAINING_STATE_MACHINE, UI_LAYOUT, VISUAL_EFFECTS, getStanceFromKey } from "./types.js";
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import { GEON_TECHNIQUES } from "./trigram/techniques/GeonTechniques.js";
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import { JIN_TECHNIQUES } from "./trigram/techniques/JinTechniques.js";
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import { LI_TECHNIQUES } from "./trigram/techniques/LiTechniques.js";
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import { TAE_TECHNIQUES } from "./trigram/techniques/TaeTechniques.js";
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import { GAM_TECHNIQUES, GAM_TECHNIQUE_COUNT, getGamTechniqueById, getGamTechniquesByType } from "./trigram/techniques/GamTechniques.js";
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import { GAN_TECHNIQUES, GAN_TECHNIQUE_COUNT, getGanTechniqueById, getGanTechniquesByType } from "./trigram/techniques/GanTechniques.js";
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import { GON_TECHNIQUES, GON_TECHNIQUE_COUNT, getGonTechniqueById, getGonTechniquesByType } from "./trigram/techniques/GonTechniques.js";
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import { SON_TECHNIQUES, SON_TECHNIQUE_COUNT, getSonTechniqueById, getSonTechniquesByType } from "./trigram/techniques/SonTechniques.js";
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import { DARK_OPS_ARCHETYPE_BONUSES, DARK_OPS_NIGHT_BONUS, DARK_OPS_SPECIAL_EFFECTS, DARK_OPS_TECHNIQUES, DARK_OPS_TECHNIQUE_COUNT, DARK_OPS_UNITS, getDarkOpsArchetypeBonus, getDarkOpsTechniqueById, getDarkOpsTechniquesByUnit } from "./trigram/techniques/DarkOpsTechniques.js";
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import { DAMAGE_TYPE_EFFECTIVENESS, KOREAN_TECHNIQUE_CATEGORIES, TECHNIQUE_DIFFICULTY_LEVELS, TECHNIQUE_MODIFIERS, TECHNIQUE_NAMING, TECHNIQUE_PROPERTIES, TRIGRAM_TECHNIQUE_PROPERTIES, calculateDamageEffectiveness, getTrigramKey, getTrigramProperties } from "./trigram/techniques/TechniqueConfig.js";
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import { TRIGRAM_TECHNIQUES, getAllTechniques, getTechniqueById, getTechniqueCountByStance, getTotalTechniqueCount } from "./trigram/techniques/index.js";
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import { KoreanTechniquesSystem, TECHNIQUE_EFFECTIVENESS_MATRIX, getTechniquesByStance } from "./trigram/KoreanTechniques.js";
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import { EffectIntensity, HitEffectEnum, HitEffectType } from "./effects.js";
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import BalanceSystem, { BalanceLevel } from "./combat/BalanceSystem.js";
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import ConsciousnessSystem, { ConsciousnessLevel } from "./combat/ConsciousnessSystem.js";
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import { extractVitalPointCategory, formatPainConsciousnessDisplay, getPainConsciousnessStatus, getRecommendedRecoveryTime, getShockPainRemainingDuration, isHeadTraumaHit, isShockPainActive } from "./combat/painConsciousnessUtils.js";
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20
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import PainResponseSystem, { PainLevel } from "./combat/PainResponseSystem.js";
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21
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import { KoreanCulture } from "./trigram/KoreanCulture.js";
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22
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import { STANCE_EFFECTIVENESS_MATRIX, TrigramCalculator } from "./trigram/TrigramCalculator.js";
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23
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import { StanceManager } from "./trigram/StanceManager.js";
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import { TransitionCalculator } from "./trigram/TransitionCalculator.js";
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import "./trigram/index.js";
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26
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import TrigramSystem, { COUNTER_STANCE_DAMAGE_MULTIPLIER, STANCE_COUNTERS, applyCounterStanceDamage } from "./TrigramSystem.js";
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import { VITAL_POINT_MERIDIAN_MAP, getMeridianMappingStatistics, getMeridiansForVitalPoint, getVitalPointsForMeridian, isVitalPointOnMeridian } from "./vitalpoint/MeridianVitalPointMapping.js";
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import SAMPLE_VITAL_POINTS, { ANATOMICAL_REGIONS_DATA, ELEMENTAL_RELATIONS, ENERGY_MERIDIANS, ENERGY_MERIDIANS_ARRAY, ENHANCED_ANATOMICAL_ZONES, KOREAN_ANATOMICAL_ZONES, KOREAN_ANATOMICAL_ZONES_ARRAY, KoreanAnatomySystem, calculateAnatomicalVulnerability, calculateEnhancedVulnerability, calculateMeridianFlow, createVitalPointEffect, findOptimalVitalPoints, generateMeridianEffects, generateVulnerabilityHeatMap, getAnatomicalZones, getEnhancedZonesByPosition, getMeridian, getMeridiansByElement, getRegionBoundaries, getRegionForPosition, getVitalPointsInRegion, getZoneByPosition, isPointInPolygon, isPositionInEnhancedZone, isPositionInRegion } from "./vitalpoint/KoreanAnatomy.js";
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import VitalPointSystem from "./VitalPointSystem.js";
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30
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import GrappleSystem, { DEFAULT_GRAPPLE_CONFIG } from "./combat/GrappleSystem.js";
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31
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import CombatSystem, { createCombatResult } from "./CombatSystem.js";
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import { AI_PERSONALITIES, ARCHETYPE_BEHAVIORS, followsHonorCode, getAllPersonalities, getArchetypeBehavior, getOptimalRange, getPersonalityByArchetype, getPersonalityByName, getRandomPersonality } from "./ai/AIPersonality.js";
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import { AIComboSystem, ARCHETYPE_SIGNATURE_COMBOS, getNextComboTechnique } from "./ai/ComboSystem.js";
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import { AdaptiveDifficulty, DIFFICULTY_PARAMETERS, DifficultyTier, interpolateDifficultyParameters, skillScoreToTier } from "./ai/AdaptiveDifficulty.js";
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import KOREAN_VITAL_POINTS, { getVitalPointById, getVitalPointsByCategory, getVitalPointsByDifficulty, getVitalPointsByRegion, getVitalPointsBySeverity, getVitalPointsByStance, getVitalPointsStats } from "./vitalpoint/KoreanVitalPoints.js";
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36
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import { AIActionType } from "./ai/types.js";
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37
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import { ARCHETYPE_ENFORCEMENT, enforceArchetypeBehavior, getActionFrequency, getSignatureMove, isActionProhibited, shouldExecuteSignatureMove } from "./ai/ArchetypeEnforcer.js";
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38
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import { AIDecisionTree } from "./ai/DecisionTree.js";
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39
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import TrainingAI from "./ai/TrainingAI.js";
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40
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import "./ai/index.js";
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41
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import TrainingCombatSystem from "./combat/TrainingCombatSystem.js";
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42
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import { isValidArchetype, isVitalPoint, isVitalPointCategory } from "./combat/typeGuards.js";
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43
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import CombatStateSystem, { CombatReadinessState } from "./combat/CombatStateSystem.js";
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44
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import BREAKING_STATUS_EFFECT_IDS, { getAllBreakingStatusEffectIds, isBreakingStatusEffectId } from "./combat/BreakingStatusEffects.js";
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45
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import { calculateBreakingResult, calculateCounterOpportunity, calculateVulnerabilityMultiplier, canExecuteCounter, determineExposedLimb, generateLimbExposureWindow, mapLimbToBreakingTarget } from "./combat/LimbExposureSystem.js";
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46
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import "./combat/index.js";
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47
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+
import { checkForFall, getFallTypeName, isInFallOrGroundState } from "./combat/FallIntegration.js";
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48
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import { GameEventType } from "./game.js";
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49
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import { LayoutSystem, alignHorizontal, alignVertical, calculateGridPosition, centerElement, defaultLayoutSystem } from "./LayoutSystem.js";
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50
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+
import DamageCalculator from "./vitalpoint/DamageCalculator.js";
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51
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import HitDetection from "./vitalpoint/HitDetection.js";
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52
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+
import "./vitalpoint/index.js";
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53
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+
//#region src/systems/index.ts
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54
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+
var systems_exports = /* @__PURE__ */ __exportAll({
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55
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AIActionType: () => AIActionType,
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56
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+
AIComboSystem: () => AIComboSystem,
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57
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+
AIDecisionTree: () => AIDecisionTree,
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58
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+
AI_PERSONALITIES: () => AI_PERSONALITIES,
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59
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ANATOMICAL_REGIONS_DATA: () => ANATOMICAL_REGIONS_DATA,
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60
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ANIMATION_TIMINGS: () => ANIMATION_TIMINGS,
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61
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ARCHETYPE_BEHAVIORS: () => ARCHETYPE_BEHAVIORS,
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62
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ARCHETYPE_ENFORCEMENT: () => ARCHETYPE_ENFORCEMENT,
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63
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ARCHETYPE_SIGNATURE_COMBOS: () => ARCHETYPE_SIGNATURE_COMBOS,
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64
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AUDIO_DEFAULTS: () => AUDIO_DEFAULTS,
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65
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AdaptiveDifficulty: () => AdaptiveDifficulty,
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66
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+
BASE_PLAYER_STATS: () => BASE_PLAYER_STATS,
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67
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+
BREAKING_STATUS_EFFECT_IDS: () => BREAKING_STATUS_EFFECT_IDS,
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68
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+
BalanceLevel: () => BalanceLevel,
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69
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+
BalanceSystem: () => BalanceSystem,
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70
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+
CANVAS_ASPECT_RATIO: () => CANVAS_ASPECT_RATIO,
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71
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+
CENTER_POSITION_X: () => CENTER_POSITION_X,
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72
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+
COMBAT_AUDIO_MAP: () => COMBAT_AUDIO_MAP,
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73
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+
COMBAT_CONFIG: () => COMBAT_CONFIG,
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74
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+
COMBAT_CONSTANTS: () => COMBAT_CONSTANTS,
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75
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+
COMBAT_CONTROLS: () => COMBAT_CONTROLS,
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76
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COMBAT_PHASES: () => COMBAT_PHASES,
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77
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COMBAT_RANGES: () => COMBAT_RANGES,
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78
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+
COMBAT_STATE_MACHINE: () => COMBAT_STATE_MACHINE,
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79
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COMBAT_TIMING: () => COMBAT_TIMING,
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80
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+
COUNTER_STANCE_DAMAGE_MULTIPLIER: () => COUNTER_STANCE_DAMAGE_MULTIPLIER,
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81
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+
CombatReadinessState: () => CombatReadinessState,
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82
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+
CombatStateSystem: () => CombatStateSystem,
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83
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+
CombatSystem: () => CombatSystem,
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84
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+
ConsciousnessLevel: () => ConsciousnessLevel,
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85
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+
ConsciousnessSystem: () => ConsciousnessSystem,
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86
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+
DAMAGE_CONSTANTS: () => DAMAGE_CONSTANTS,
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87
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+
DAMAGE_TYPES: () => DAMAGE_TYPES,
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88
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+
DAMAGE_TYPE_EFFECTIVENESS: () => DAMAGE_TYPE_EFFECTIVENESS,
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89
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+
DARK_OPS_ARCHETYPE_BONUSES: () => DARK_OPS_ARCHETYPE_BONUSES,
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90
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+
DARK_OPS_NIGHT_BONUS: () => DARK_OPS_NIGHT_BONUS,
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91
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+
DARK_OPS_SPECIAL_EFFECTS: () => DARK_OPS_SPECIAL_EFFECTS,
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92
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+
DARK_OPS_TECHNIQUES: () => DARK_OPS_TECHNIQUES,
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93
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+
DARK_OPS_TECHNIQUE_COUNT: () => DARK_OPS_TECHNIQUE_COUNT,
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94
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+
DARK_OPS_UNITS: () => DARK_OPS_UNITS,
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95
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+
DEFAULT_GAME_SPEED: () => 1,
|
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96
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+
DEFAULT_GRAPPLE_CONFIG: () => DEFAULT_GRAPPLE_CONFIG,
|
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97
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+
DEFAULT_ROW_HEIGHT: () => 100,
|
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98
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+
DIFFICULTY_PARAMETERS: () => DIFFICULTY_PARAMETERS,
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99
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+
DIFFICULTY_SETTINGS: () => DIFFICULTY_SETTINGS,
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100
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+
DamageCalculator: () => DamageCalculator,
|
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101
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+
DifficultyTier: () => DifficultyTier,
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102
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+
EFFECTIVENESS_MODIFIERS: () => EFFECTIVENESS_MODIFIERS,
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103
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+
ELEMENTAL_RELATIONS: () => ELEMENTAL_RELATIONS,
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104
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+
ENERGY_MERIDIANS: () => ENERGY_MERIDIANS,
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105
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+
ENERGY_MERIDIANS_ARRAY: () => ENERGY_MERIDIANS_ARRAY,
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106
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+
ENHANCED_ANATOMICAL_ZONES: () => ENHANCED_ANATOMICAL_ZONES,
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107
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+
ENHANCED_DAMAGE_CONSTANTS: () => ENHANCED_DAMAGE_CONSTANTS,
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108
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+
EffectIntensity: () => EffectIntensity,
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109
|
+
FRAME_TIME: () => FRAME_TIME,
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110
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+
GAME_CONFIG: () => GAME_CONFIG,
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111
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+
GAME_METADATA: () => GAME_METADATA,
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112
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+
GAME_MODE_CONFIG: () => GAME_MODE_CONFIG,
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113
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+
GAME_PHASES: () => GAME_PHASES,
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114
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+
GAME_STATES: () => GAME_STATES,
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115
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+
GAM_TECHNIQUES: () => GAM_TECHNIQUES,
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116
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+
GAM_TECHNIQUE_COUNT: () => GAM_TECHNIQUE_COUNT,
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117
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+
GAN_TECHNIQUES: () => GAN_TECHNIQUES,
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118
|
+
GAN_TECHNIQUE_COUNT: () => GAN_TECHNIQUE_COUNT,
|
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119
|
+
GEON_TECHNIQUES: () => GEON_TECHNIQUES,
|
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120
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+
GON_TECHNIQUES: () => GON_TECHNIQUES,
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121
|
+
GON_TECHNIQUE_COUNT: () => GON_TECHNIQUE_COUNT,
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122
|
+
GameEventType: () => GameEventType,
|
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123
|
+
GrappleSystem: () => GrappleSystem,
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124
|
+
HALF_CANVAS_HEIGHT: () => HALF_CANVAS_HEIGHT,
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125
|
+
HALF_CANVAS_WIDTH: () => HALF_CANVAS_WIDTH,
|
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126
|
+
HIT_DETECTION: () => HIT_DETECTION,
|
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127
|
+
HitDetection: () => HitDetection,
|
|
128
|
+
HitEffectEnum: () => HitEffectEnum,
|
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129
|
+
HitEffectType: () => HitEffectType,
|
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130
|
+
INPUT_CONSTANTS: () => INPUT_CONSTANTS,
|
|
131
|
+
JIN_TECHNIQUES: () => JIN_TECHNIQUES,
|
|
132
|
+
KEYBOARD_MAPPING: () => KEYBOARD_MAPPING,
|
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133
|
+
KOREAN_ANATOMICAL_ZONES: () => KOREAN_ANATOMICAL_ZONES,
|
|
134
|
+
KOREAN_ANATOMICAL_ZONES_ARRAY: () => KOREAN_ANATOMICAL_ZONES_ARRAY,
|
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135
|
+
KOREAN_TECHNIQUE_CATEGORIES: () => KOREAN_TECHNIQUE_CATEGORIES,
|
|
136
|
+
KOREAN_VITAL_POINTS: () => KOREAN_VITAL_POINTS,
|
|
137
|
+
KoreanAnatomySystem: () => KoreanAnatomySystem,
|
|
138
|
+
KoreanCulture: () => KoreanCulture,
|
|
139
|
+
KoreanTechniquesSystem: () => KoreanTechniquesSystem,
|
|
140
|
+
LI_TECHNIQUES: () => LI_TECHNIQUES,
|
|
141
|
+
LayoutSystem: () => LayoutSystem,
|
|
142
|
+
MARTIAL_ARTS_CONFIG: () => MARTIAL_ARTS_CONFIG,
|
|
143
|
+
PERFORMANCE_CONFIG: () => PERFORMANCE_CONFIG,
|
|
144
|
+
PERFORMANCE_THRESHOLDS: () => PERFORMANCE_THRESHOLDS,
|
|
145
|
+
PLAYER_ARCHETYPES_DATA: () => PLAYER_ARCHETYPES_DATA,
|
|
146
|
+
PLAYER_COLORS: () => PLAYER_COLORS,
|
|
147
|
+
PLAYER_DISTANCE: () => PLAYER_DISTANCE,
|
|
148
|
+
PainLevel: () => PainLevel,
|
|
149
|
+
PainResponseSystem: () => PainResponseSystem,
|
|
150
|
+
RESOURCE_COSTS: () => RESOURCE_COSTS,
|
|
151
|
+
SAMPLE_VITAL_POINTS: () => SAMPLE_VITAL_POINTS,
|
|
152
|
+
SON_TECHNIQUES: () => SON_TECHNIQUES,
|
|
153
|
+
SON_TECHNIQUE_COUNT: () => SON_TECHNIQUE_COUNT,
|
|
154
|
+
STANCE_COUNTERS: () => STANCE_COUNTERS,
|
|
155
|
+
STANCE_EFFECTIVENESS_MATRIX: () => STANCE_EFFECTIVENESS_MATRIX,
|
|
156
|
+
STATUS_DURATIONS: () => STATUS_DURATIONS,
|
|
157
|
+
StanceManager: () => StanceManager,
|
|
158
|
+
TAE_TECHNIQUES: () => TAE_TECHNIQUES,
|
|
159
|
+
TECHNIQUE_DIFFICULTY_LEVELS: () => TECHNIQUE_DIFFICULTY_LEVELS,
|
|
160
|
+
TECHNIQUE_EFFECTIVENESS_MATRIX: () => TECHNIQUE_EFFECTIVENESS_MATRIX,
|
|
161
|
+
TECHNIQUE_MODIFIERS: () => TECHNIQUE_MODIFIERS,
|
|
162
|
+
TECHNIQUE_NAMING: () => TECHNIQUE_NAMING,
|
|
163
|
+
TECHNIQUE_PROPERTIES: () => TECHNIQUE_PROPERTIES,
|
|
164
|
+
TECHNIQUE_RESULTS: () => TECHNIQUE_RESULTS,
|
|
165
|
+
TICK_RATE: () => TICK_RATE,
|
|
166
|
+
TRAINING_COMBAT_SETTINGS: () => TRAINING_COMBAT_SETTINGS,
|
|
167
|
+
TRAINING_CONFIG: () => TRAINING_CONFIG,
|
|
168
|
+
TRAINING_STATE_MACHINE: () => TRAINING_STATE_MACHINE,
|
|
169
|
+
TRIGRAM_DATA: () => TRIGRAM_DATA,
|
|
170
|
+
TRIGRAM_STANCES_ORDER: () => TRIGRAM_STANCES_ORDER,
|
|
171
|
+
TRIGRAM_TECHNIQUES: () => TRIGRAM_TECHNIQUES,
|
|
172
|
+
TRIGRAM_TECHNIQUE_PROPERTIES: () => TRIGRAM_TECHNIQUE_PROPERTIES,
|
|
173
|
+
TrainingAI: () => TrainingAI,
|
|
174
|
+
TrainingCombatSystem: () => TrainingCombatSystem,
|
|
175
|
+
TransitionCalculator: () => TransitionCalculator,
|
|
176
|
+
TrigramCalculator: () => TrigramCalculator,
|
|
177
|
+
TrigramSystem: () => TrigramSystem,
|
|
178
|
+
UI_LAYOUT: () => UI_LAYOUT,
|
|
179
|
+
VISUAL_EFFECTS: () => VISUAL_EFFECTS,
|
|
180
|
+
VITAL_POINT_MERIDIAN_MAP: () => VITAL_POINT_MERIDIAN_MAP,
|
|
181
|
+
VitalPointSystem: () => VitalPointSystem,
|
|
182
|
+
alignHorizontal: () => alignHorizontal,
|
|
183
|
+
alignVertical: () => alignVertical,
|
|
184
|
+
applyCounterStanceDamage: () => applyCounterStanceDamage,
|
|
185
|
+
calculateAnatomicalVulnerability: () => calculateAnatomicalVulnerability,
|
|
186
|
+
calculateBreakingResult: () => calculateBreakingResult,
|
|
187
|
+
calculateCounterOpportunity: () => calculateCounterOpportunity,
|
|
188
|
+
calculateDamageEffectiveness: () => calculateDamageEffectiveness,
|
|
189
|
+
calculateEnhancedVulnerability: () => calculateEnhancedVulnerability,
|
|
190
|
+
calculateGridPosition: () => calculateGridPosition,
|
|
191
|
+
calculateMeridianFlow: () => calculateMeridianFlow,
|
|
192
|
+
calculateVulnerabilityMultiplier: () => calculateVulnerabilityMultiplier,
|
|
193
|
+
canExecuteCounter: () => canExecuteCounter,
|
|
194
|
+
centerElement: () => centerElement,
|
|
195
|
+
checkForFall: () => checkForFall,
|
|
196
|
+
combineStanceWithSide: () => combineStanceWithSide,
|
|
197
|
+
createCombatResult: () => createCombatResult,
|
|
198
|
+
createVitalPointEffect: () => createVitalPointEffect,
|
|
199
|
+
defaultLayoutSystem: () => defaultLayoutSystem,
|
|
200
|
+
determineExposedLimb: () => determineExposedLimb,
|
|
201
|
+
enforceArchetypeBehavior: () => enforceArchetypeBehavior,
|
|
202
|
+
extractVitalPointCategory: () => extractVitalPointCategory,
|
|
203
|
+
findOptimalVitalPoints: () => findOptimalVitalPoints,
|
|
204
|
+
followsHonorCode: () => followsHonorCode,
|
|
205
|
+
formatPainConsciousnessDisplay: () => formatPainConsciousnessDisplay,
|
|
206
|
+
generateLimbExposureWindow: () => generateLimbExposureWindow,
|
|
207
|
+
generateMeridianEffects: () => generateMeridianEffects,
|
|
208
|
+
generateVulnerabilityHeatMap: () => generateVulnerabilityHeatMap,
|
|
209
|
+
getActionFrequency: () => getActionFrequency,
|
|
210
|
+
getAllBreakingStatusEffectIds: () => getAllBreakingStatusEffectIds,
|
|
211
|
+
getAllPersonalities: () => getAllPersonalities,
|
|
212
|
+
getAllTechniques: () => getAllTechniques,
|
|
213
|
+
getAnatomicalZones: () => getAnatomicalZones,
|
|
214
|
+
getArchetypeBehavior: () => getArchetypeBehavior,
|
|
215
|
+
getDarkOpsArchetypeBonus: () => getDarkOpsArchetypeBonus,
|
|
216
|
+
getDarkOpsTechniqueById: () => getDarkOpsTechniqueById,
|
|
217
|
+
getDarkOpsTechniquesByUnit: () => getDarkOpsTechniquesByUnit,
|
|
218
|
+
getEnhancedZonesByPosition: () => getEnhancedZonesByPosition,
|
|
219
|
+
getFallTypeName: () => getFallTypeName,
|
|
220
|
+
getGamTechniqueById: () => getGamTechniqueById,
|
|
221
|
+
getGamTechniquesByType: () => getGamTechniquesByType,
|
|
222
|
+
getGanTechniqueById: () => getGanTechniqueById,
|
|
223
|
+
getGanTechniquesByType: () => getGanTechniquesByType,
|
|
224
|
+
getGonTechniqueById: () => getGonTechniqueById,
|
|
225
|
+
getGonTechniquesByType: () => getGonTechniquesByType,
|
|
226
|
+
getMeridian: () => getMeridian,
|
|
227
|
+
getMeridianMappingStatistics: () => getMeridianMappingStatistics,
|
|
228
|
+
getMeridiansByElement: () => getMeridiansByElement,
|
|
229
|
+
getMeridiansForVitalPoint: () => getMeridiansForVitalPoint,
|
|
230
|
+
getNextComboTechnique: () => getNextComboTechnique,
|
|
231
|
+
getOptimalRange: () => getOptimalRange,
|
|
232
|
+
getPainConsciousnessStatus: () => getPainConsciousnessStatus,
|
|
233
|
+
getPersonalityByArchetype: () => getPersonalityByArchetype,
|
|
234
|
+
getPersonalityByName: () => getPersonalityByName,
|
|
235
|
+
getRandomPersonality: () => getRandomPersonality,
|
|
236
|
+
getRecommendedRecoveryTime: () => getRecommendedRecoveryTime,
|
|
237
|
+
getRegionBoundaries: () => getRegionBoundaries,
|
|
238
|
+
getRegionForPosition: () => getRegionForPosition,
|
|
239
|
+
getShockPainRemainingDuration: () => getShockPainRemainingDuration,
|
|
240
|
+
getSignatureMove: () => getSignatureMove,
|
|
241
|
+
getSonTechniqueById: () => getSonTechniqueById,
|
|
242
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+
getSonTechniquesByType: () => getSonTechniquesByType,
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getStanceFromKey: () => getStanceFromKey,
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getTechniqueById: () => getTechniqueById,
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getTechniqueCountByStance: () => getTechniqueCountByStance,
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getTechniquesByStance: () => getTechniquesByStance,
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getTotalTechniqueCount: () => getTotalTechniqueCount,
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getTrigramKey: () => getTrigramKey,
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getTrigramProperties: () => getTrigramProperties,
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getVitalPointById: () => getVitalPointById,
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getVitalPointsByCategory: () => getVitalPointsByCategory,
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getVitalPointsByDifficulty: () => getVitalPointsByDifficulty,
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getVitalPointsByRegion: () => getVitalPointsByRegion,
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getVitalPointsBySeverity: () => getVitalPointsBySeverity,
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getVitalPointsByStance: () => getVitalPointsByStance,
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getVitalPointsForMeridian: () => getVitalPointsForMeridian,
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getVitalPointsInRegion: () => getVitalPointsInRegion,
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getVitalPointsStats: () => getVitalPointsStats,
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getZoneByPosition: () => getZoneByPosition,
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interpolateDifficultyParameters: () => interpolateDifficultyParameters,
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isActionProhibited: () => isActionProhibited,
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isBreakingStatusEffectId: () => isBreakingStatusEffectId,
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isHeadTraumaHit: () => isHeadTraumaHit,
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isInFallOrGroundState: () => isInFallOrGroundState,
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isPointInPolygon: () => isPointInPolygon,
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isPositionInEnhancedZone: () => isPositionInEnhancedZone,
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isPositionInRegion: () => isPositionInRegion,
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isShockPainActive: () => isShockPainActive,
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isValidArchetype: () => isValidArchetype,
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isVitalPoint: () => isVitalPoint,
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isVitalPointCategory: () => isVitalPointCategory,
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isVitalPointOnMeridian: () => isVitalPointOnMeridian,
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mapLimbToBreakingTarget: () => mapLimbToBreakingTarget,
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parseStanceWithSide: () => parseStanceWithSide,
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shouldExecuteSignatureMove: () => shouldExecuteSignatureMove,
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skillScoreToTier: () => skillScoreToTier
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});
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//#endregion
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export { systems_exports };
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//# sourceMappingURL=index.js.map
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{"version":3,"file":"index.js","names":[],"sources":["../../src/systems/index.ts"],"sourcesContent":["/**\n * Barrel exports for systems types\n * @module systems\n * @category Game Systems\n */\n\n// Export base types\nexport type {\n AISystemConfig,\n AnimationSystemInterface,\n CombatSystemConfig,\n CombatSystemInterface,\n DisplayHitEffect,\n EffectSystem,\n EnvironmentalEffect,\n EventBusInterface,\n GameSystemManager,\n GameSystemState,\n HitEffect,\n InputSystemInterface,\n ParticleEffect,\n PhysicsSystemInterface,\n RenderingSystemInterface,\n StatusEffect,\n SystemConfig,\n SystemEvent,\n SystemPerformance,\n TrigramSystemConfig,\n TrigramSystemInterface,\n VisualEffect,\n VitalPointSystemConfig,\n VitalPointSystemInterface,\n} from \"./types\";\n\n// Export specific system types\nexport type {\n CombatEventData,\n CombatResult,\n CombatStats,\n CombatSystem,\n TrainingCombatResult,\n} from \"./combat\";\n\nexport type {\n AnatomicalRegion,\n DamageResult,\n KoreanTechnique,\n VitalPoint,\n VitalPointEffect,\n VitalPointHitResult,\n VitalPointSystem,\n} from \"./vitalpoint\";\n\nexport type {\n StanceTransition,\n TransitionMetrics,\n TransitionPath,\n TrigramCombatStyle,\n TrigramData,\n TrigramPhilosophy,\n TrigramSystem,\n TrigramTheme,\n TrigramTransitionCost,\n TrigramTransitionRule,\n} from \"./trigram\";\n\n// Re-export system types\nexport type {\n AnimationConfig,\n AnimationState,\n CollisionData,\n PhysicsEntityConfig,\n PhysicsEntityState,\n RenderableConfig,\n Velocity,\n} from \"./types\";\n\nexport * from \"./ai\";\nexport * from \"./combat\";\nexport * from \"./combat/FallIntegration\";\nexport * from \"./CombatSystem\";\nexport * from \"./effects\";\nexport * from \"./game\";\nexport * from \"./LayoutSystem\";\nexport * from \"./player\";\nexport * from \"./trigram\";\nexport * from \"./TrigramSystem\";\nexport * from \"./types\";\nexport * from \"./vitalpoint\";\nexport * from \"./VitalPointSystem\";\n"],"mappings":""}
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/**
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* Injury-Based Movement Modifier System
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*
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* **Korean**: 손상 기반 이동 시스템 (Injury-Based Movement System)
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*
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* Dynamically calculates movement speed modifiers based on leg injuries, torso
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* damage, stance configuration, and pain levels. Part of the 12 combat realism
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* systems for authentic Korean martial arts gameplay.
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*
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* ## Movement Speed Calculation
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*
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* Base speed is modified by multiple factors:
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* - **Leg Injuries**: 0-100% penalty based on health
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* - **Torso Injuries**: 0-30% minor penalty
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* - **Both Legs Injured**: Additional 20% cumulative penalty
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* - **Stance Modifiers**: -20% (defensive) to +25% (offensive)
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* - **Pain Overload**: -15% when pain ≥ 80
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*
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* ## Injury Severity Thresholds
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*
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* | Leg Health | State | Speed Penalty |
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* |-----------|-------|---------------|
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* | 70-100% | Normal | 0% |
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* | 30-69% | Limping | 0-40% |
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* | 10-29% | Severe Limp | 40-80% |
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* | 0-9% | Critical | 80-100% |
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*
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* @module systems/movement/InjuryMovementModifier
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* @category Movement System
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* @korean 손상기반이동
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*/
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import type { TrigramStance } from "../../types/common";
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import type { BodyPartHealth } from "../bodypart/types";
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/**
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* Configuration for injury-based movement calculations.
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*
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* **Korean**: 손상 이동 설정
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*
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* @public
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* @category Movement System
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*/
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export interface InjuryMovementConfig {
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/** Leg health thresholds for injury states */
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readonly legThresholds: {
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readonly normal: number;
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readonly limping: number;
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readonly critical: number;
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};
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/** Maximum torso injury penalty (0.3 = 30%) */
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readonly maxTorsoPenalty: number;
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/** Both legs injured cumulative penalty multiplier (0.8 = -20%) */
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readonly bothLegsInjuredMultiplier: number;
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/** Pain overload threshold (80) */
|
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readonly painOverloadThreshold: number;
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/** Pain overload penalty multiplier (0.85 = -15%) */
|
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readonly painOverloadMultiplier: number;
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/** Minimum speed multiplier (0.1 = 10% of base speed) */
|
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readonly minSpeedMultiplier: number;
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}
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/**
|
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* Deep partial type for InjuryMovementConfig to support partial overrides.
|
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* Allows callers to override individual threshold values without providing all.
|
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*
|
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* @public
|
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* @category Movement System
|
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*/
|
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export type PartialInjuryMovementConfig = {
|
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|
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readonly legThresholds?: Partial<InjuryMovementConfig["legThresholds"]>;
|
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|
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readonly maxTorsoPenalty?: number;
|
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|
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readonly bothLegsInjuredMultiplier?: number;
|
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|
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readonly painOverloadThreshold?: number;
|
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|
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readonly painOverloadMultiplier?: number;
|
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|
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readonly minSpeedMultiplier?: number;
|
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};
|
|
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|
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/**
|
|
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|
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* Default configuration matching acceptance criteria.
|
|
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|
+
*/
|
|
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|
+
export declare const DEFAULT_INJURY_MOVEMENT_CONFIG: InjuryMovementConfig;
|
|
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|
+
/**
|
|
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|
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* Result of injury-based movement calculation.
|
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|
+
*
|
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|
+
* **Korean**: 손상 이동 결과
|
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|
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*
|
|
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|
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* @public
|
|
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|
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* @category Movement System
|
|
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|
+
*/
|
|
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|
+
export interface InjuryMovementResult {
|
|
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|
+
/** Final speed in units/second */
|
|
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|
+
readonly finalSpeed: number;
|
|
90
|
+
/** Combined speed multiplier (0.1-1.0+) */
|
|
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|
+
readonly speedMultiplier: number;
|
|
92
|
+
/** Breakdown of penalty sources */
|
|
93
|
+
readonly penalties: {
|
|
94
|
+
readonly leftLegPenalty: number;
|
|
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|
+
readonly rightLegPenalty: number;
|
|
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|
+
readonly torsoPenalty: number;
|
|
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|
+
readonly bothLegsInjured: boolean;
|
|
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|
+
readonly stanceModifier: number;
|
|
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|
+
readonly painOverload: boolean;
|
|
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|
+
};
|
|
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|
+
/** Whether player is limping */
|
|
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|
+
readonly isLimping: boolean;
|
|
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|
+
/** Whether player has severe limp */
|
|
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|
+
readonly isSevereLimp: boolean;
|
|
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|
+
/** Bilingual status text */
|
|
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|
+
readonly statusText: {
|
|
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|
+
readonly korean: string;
|
|
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|
+
readonly english: string;
|
|
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|
+
};
|
|
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|
+
}
|
|
111
|
+
/**
|
|
112
|
+
* Injury-Based Movement Modifier System.
|
|
113
|
+
*
|
|
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|
+
* **Korean**: 손상 기반 이동 수정자 시스템
|
|
115
|
+
*
|
|
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|
+
* Calculates dynamic movement speed based on injuries, stance, and pain.
|
|
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|
+
* Integrates with MovementPhysics to apply realistic combat trauma effects.
|
|
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|
+
*
|
|
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|
+
* @example
|
|
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|
+
* ```typescript
|
|
121
|
+
* const modifier = new InjuryMovementModifier();
|
|
122
|
+
*
|
|
123
|
+
* const result = modifier.calculateMovementSpeed(
|
|
124
|
+
* 5.0, // base speed
|
|
125
|
+
* bodyPartHealth, // current health
|
|
126
|
+
* TrigramStance.GEON, // current stance
|
|
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|
+
* 65 // pain level
|
|
128
|
+
* );
|
|
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|
+
*
|
|
130
|
+
* console.log(`Speed: ${result.finalSpeed} m/s`);
|
|
131
|
+
* console.log(`Status: ${result.statusText.korean} | ${result.statusText.english}`);
|
|
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|
+
* ```
|
|
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|
+
*
|
|
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|
+
* @public
|
|
135
|
+
* @category Movement System
|
|
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|
+
* @korean 손상기반이동수정자
|
|
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|
+
*/
|
|
138
|
+
export declare class InjuryMovementModifier {
|
|
139
|
+
private readonly config;
|
|
140
|
+
/**
|
|
141
|
+
* Threshold for determining if both legs are significantly injured.
|
|
142
|
+
* Uses epsilon to avoid floating-point rounding issues at boundary.
|
|
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|
+
*
|
|
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|
+
* @private
|
|
145
|
+
*/
|
|
146
|
+
private static readonly BOTH_LEGS_THRESHOLD;
|
|
147
|
+
/**
|
|
148
|
+
* Creates a new InjuryMovementModifier with optional configuration.
|
|
149
|
+
*
|
|
150
|
+
* @param config - Optional configuration overrides (supports partial threshold overrides)
|
|
151
|
+
*/
|
|
152
|
+
constructor(config?: PartialInjuryMovementConfig);
|
|
153
|
+
/**
|
|
154
|
+
* Calculate modified movement speed based on all injury factors.
|
|
155
|
+
*
|
|
156
|
+
* **Korean**: 이동 속도 계산
|
|
157
|
+
*
|
|
158
|
+
* Applies penalties from:
|
|
159
|
+
* 1. Leg injuries (primary factor)
|
|
160
|
+
* 2. Torso injuries (minor factor)
|
|
161
|
+
* 3. Both legs injured (cumulative penalty)
|
|
162
|
+
* 4. Stance modifiers
|
|
163
|
+
* 5. Pain overload
|
|
164
|
+
*
|
|
165
|
+
* @param baseSpeed - Base movement speed (m/s)
|
|
166
|
+
* @param bodyPartHealth - Current body part health values
|
|
167
|
+
* @param stance - Current trigram stance
|
|
168
|
+
* @param painLevel - Current pain level (0-100)
|
|
169
|
+
* @returns Complete movement calculation result
|
|
170
|
+
*
|
|
171
|
+
* @public
|
|
172
|
+
* @korean 이동속도계산
|
|
173
|
+
*/
|
|
174
|
+
calculateMovementSpeed(baseSpeed: number, bodyPartHealth: BodyPartHealth, stance: TrigramStance, painLevel: number): InjuryMovementResult;
|
|
175
|
+
/**
|
|
176
|
+
* Calculate movement penalty from leg injury severity.
|
|
177
|
+
*
|
|
178
|
+
* **Korean**: 다리 부상 페널티 계산
|
|
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|
+
*
|
|
180
|
+
* Progressive penalty scaling:
|
|
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|
+
* - 100-70%: No penalty (0%)
|
|
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|
+
* - 70-30%: Linear scaling (0-40%)
|
|
183
|
+
* - 30-10%: Accelerated scaling (40-80%)
|
|
184
|
+
* - 10-0%: Critical scaling (80-100%)
|
|
185
|
+
*
|
|
186
|
+
* @param legHealth - Leg health (0-100)
|
|
187
|
+
* @returns Penalty factor (0.0-1.0), clamped to valid range
|
|
188
|
+
*
|
|
189
|
+
* @private
|
|
190
|
+
*/
|
|
191
|
+
private calculateLegPenalty;
|
|
192
|
+
/**
|
|
193
|
+
* Checks if both legs are significantly injured (>30% penalty each).
|
|
194
|
+
* Uses epsilon-based comparison for floating-point robustness.
|
|
195
|
+
*
|
|
196
|
+
* @param leftLegPenalty - Penalty for left leg (0-1)
|
|
197
|
+
* @param rightLegPenalty - Penalty for right leg (0-1)
|
|
198
|
+
* @returns True if both legs are significantly injured
|
|
199
|
+
* @private
|
|
200
|
+
*/
|
|
201
|
+
private areBothLegsInjured;
|
|
202
|
+
/**
|
|
203
|
+
* Get stance-based speed modifier.
|
|
204
|
+
*
|
|
205
|
+
* **Korean**: 자세 속도 배수 가져오기
|
|
206
|
+
*
|
|
207
|
+
* @param stance - Current trigram stance
|
|
208
|
+
* @returns Speed multiplier (0.8-1.25), defaults to 1.0 for unknown stances
|
|
209
|
+
*
|
|
210
|
+
* @public
|
|
211
|
+
*/
|
|
212
|
+
getStanceSpeedModifier(stance: TrigramStance): number;
|
|
213
|
+
/**
|
|
214
|
+
* Generate bilingual status text based on injury state.
|
|
215
|
+
*
|
|
216
|
+
* **Korean**: 상태 텍스트 생성
|
|
217
|
+
*
|
|
218
|
+
* @param legHealthForStatus - Leg health percentage used for status determination (typically worst leg)
|
|
219
|
+
* @param bothLegsInjured - Whether both legs are significantly injured
|
|
220
|
+
* @param painOverload - Whether pain is over threshold
|
|
221
|
+
* @returns Bilingual status text
|
|
222
|
+
*
|
|
223
|
+
* @private
|
|
224
|
+
*/
|
|
225
|
+
private generateStatusText;
|
|
226
|
+
/**
|
|
227
|
+
* Check if player should display limping animation.
|
|
228
|
+
*
|
|
229
|
+
* **Korean**: 절름거림 확인
|
|
230
|
+
*
|
|
231
|
+
* Uses worst leg health to match movement penalty behavior.
|
|
232
|
+
*
|
|
233
|
+
* @param bodyPartHealth - Current body part health
|
|
234
|
+
* @returns True if limping animation should play
|
|
235
|
+
*
|
|
236
|
+
* @public
|
|
237
|
+
*/
|
|
238
|
+
shouldLimp(bodyPartHealth: BodyPartHealth): boolean;
|
|
239
|
+
/**
|
|
240
|
+
* Check if player has severe limp.
|
|
241
|
+
*
|
|
242
|
+
* **Korean**: 중증 절름거림 확인
|
|
243
|
+
*
|
|
244
|
+
* Uses worst leg health to match movement penalty behavior.
|
|
245
|
+
*
|
|
246
|
+
* @param bodyPartHealth - Current body part health
|
|
247
|
+
* @returns True if severe limp (leg health < 30%)
|
|
248
|
+
*
|
|
249
|
+
* @public
|
|
250
|
+
*/
|
|
251
|
+
hasSevereLimp(bodyPartHealth: BodyPartHealth): boolean;
|
|
252
|
+
/**
|
|
253
|
+
* Get current injury state description.
|
|
254
|
+
*
|
|
255
|
+
* **Korean**: 부상 상태 설명
|
|
256
|
+
*
|
|
257
|
+
* Uses worst leg health to match movement penalty behavior.
|
|
258
|
+
*
|
|
259
|
+
* @param bodyPartHealth - Current body part health
|
|
260
|
+
* @returns Bilingual injury description
|
|
261
|
+
*
|
|
262
|
+
* @public
|
|
263
|
+
*/
|
|
264
|
+
getInjuryDescription(bodyPartHealth: BodyPartHealth): {
|
|
265
|
+
korean: string;
|
|
266
|
+
english: string;
|
|
267
|
+
};
|
|
268
|
+
}
|
|
269
|
+
/**
|
|
270
|
+
* Singleton instance for global access.
|
|
271
|
+
*
|
|
272
|
+
* @public
|
|
273
|
+
*/
|
|
274
|
+
export declare const injuryMovementModifier: InjuryMovementModifier;
|
|
275
|
+
//# sourceMappingURL=InjuryMovementModifier.d.ts.map
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|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|