blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,281 @@
1
+ import { STANCE_SPEED_MODIFIERS } from "../physics/MovementPhysics.js";
2
+ //#region src/systems/movement/InjuryMovementModifier.ts
3
+ /**
4
+ * Default configuration matching acceptance criteria.
5
+ */
6
+ var DEFAULT_INJURY_MOVEMENT_CONFIG = {
7
+ legThresholds: {
8
+ normal: 70,
9
+ limping: 30,
10
+ critical: 10
11
+ },
12
+ maxTorsoPenalty: .3,
13
+ bothLegsInjuredMultiplier: .8,
14
+ painOverloadThreshold: 80,
15
+ painOverloadMultiplier: .85,
16
+ minSpeedMultiplier: .1
17
+ };
18
+ /**
19
+ * Singleton instance for global access.
20
+ *
21
+ * @public
22
+ */
23
+ var injuryMovementModifier = new class InjuryMovementModifier {
24
+ config;
25
+ /**
26
+ * Threshold for determining if both legs are significantly injured.
27
+ * Uses epsilon to avoid floating-point rounding issues at boundary.
28
+ *
29
+ * @private
30
+ */
31
+ static BOTH_LEGS_THRESHOLD = .3000000001;
32
+ /**
33
+ * Creates a new InjuryMovementModifier with optional configuration.
34
+ *
35
+ * @param config - Optional configuration overrides (supports partial threshold overrides)
36
+ */
37
+ constructor(config) {
38
+ const mergedConfig = {
39
+ legThresholds: {
40
+ normal: config?.legThresholds?.normal ?? DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.normal,
41
+ limping: config?.legThresholds?.limping ?? DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.limping,
42
+ critical: config?.legThresholds?.critical ?? DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.critical
43
+ },
44
+ maxTorsoPenalty: config?.maxTorsoPenalty ?? DEFAULT_INJURY_MOVEMENT_CONFIG.maxTorsoPenalty,
45
+ bothLegsInjuredMultiplier: config?.bothLegsInjuredMultiplier ?? DEFAULT_INJURY_MOVEMENT_CONFIG.bothLegsInjuredMultiplier,
46
+ painOverloadThreshold: config?.painOverloadThreshold ?? DEFAULT_INJURY_MOVEMENT_CONFIG.painOverloadThreshold,
47
+ painOverloadMultiplier: config?.painOverloadMultiplier ?? DEFAULT_INJURY_MOVEMENT_CONFIG.painOverloadMultiplier,
48
+ minSpeedMultiplier: config?.minSpeedMultiplier ?? DEFAULT_INJURY_MOVEMENT_CONFIG.minSpeedMultiplier
49
+ };
50
+ if (process.env.NODE_ENV !== "production") {
51
+ const { normal, limping, critical } = mergedConfig.legThresholds;
52
+ if (!(Number.isFinite(normal) && Number.isFinite(limping) && Number.isFinite(critical)) || !(normal >= limping && limping >= critical)) console.warn("[InjuryMovementModifier] Invalid legThresholds configuration detected:", mergedConfig.legThresholds);
53
+ }
54
+ this.config = mergedConfig;
55
+ }
56
+ /**
57
+ * Calculate modified movement speed based on all injury factors.
58
+ *
59
+ * **Korean**: 이동 속도 계산
60
+ *
61
+ * Applies penalties from:
62
+ * 1. Leg injuries (primary factor)
63
+ * 2. Torso injuries (minor factor)
64
+ * 3. Both legs injured (cumulative penalty)
65
+ * 4. Stance modifiers
66
+ * 5. Pain overload
67
+ *
68
+ * @param baseSpeed - Base movement speed (m/s)
69
+ * @param bodyPartHealth - Current body part health values
70
+ * @param stance - Current trigram stance
71
+ * @param painLevel - Current pain level (0-100)
72
+ * @returns Complete movement calculation result
73
+ *
74
+ * @public
75
+ * @korean 이동속도계산
76
+ */
77
+ calculateMovementSpeed(baseSpeed, bodyPartHealth, stance, painLevel) {
78
+ const leftLegPenalty = this.calculateLegPenalty(bodyPartHealth.legLeft);
79
+ const rightLegPenalty = this.calculateLegPenalty(bodyPartHealth.legRight);
80
+ let speedMultiplier = 1 - Math.max(leftLegPenalty, rightLegPenalty);
81
+ const bothLegsInjured = this.areBothLegsInjured(leftLegPenalty, rightLegPenalty);
82
+ if (bothLegsInjured) speedMultiplier *= this.config.bothLegsInjuredMultiplier;
83
+ const avgTorsoHealth = (bodyPartHealth.torsoUpper + bodyPartHealth.torsoLower) / 2;
84
+ const torsoPenalty = (100 - Math.min(100, Math.max(0, avgTorsoHealth))) / 100 * this.config.maxTorsoPenalty;
85
+ speedMultiplier *= 1 - torsoPenalty;
86
+ const stanceModifier = this.getStanceSpeedModifier(stance);
87
+ speedMultiplier *= stanceModifier;
88
+ const painOverload = painLevel >= this.config.painOverloadThreshold;
89
+ if (painOverload) speedMultiplier *= this.config.painOverloadMultiplier;
90
+ speedMultiplier = Math.max(speedMultiplier, this.config.minSpeedMultiplier);
91
+ const finalSpeed = baseSpeed * speedMultiplier;
92
+ const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);
93
+ const isLimping = worstLegHealth < this.config.legThresholds.normal && worstLegHealth >= this.config.legThresholds.limping;
94
+ const isSevereLimp = worstLegHealth < this.config.legThresholds.limping;
95
+ const statusText = this.generateStatusText(worstLegHealth, bothLegsInjured, painOverload);
96
+ return {
97
+ finalSpeed,
98
+ speedMultiplier,
99
+ penalties: {
100
+ leftLegPenalty,
101
+ rightLegPenalty,
102
+ torsoPenalty,
103
+ bothLegsInjured,
104
+ stanceModifier,
105
+ painOverload
106
+ },
107
+ isLimping,
108
+ isSevereLimp,
109
+ statusText
110
+ };
111
+ }
112
+ /**
113
+ * Calculate movement penalty from leg injury severity.
114
+ *
115
+ * **Korean**: 다리 부상 페널티 계산
116
+ *
117
+ * Progressive penalty scaling:
118
+ * - 100-70%: No penalty (0%)
119
+ * - 70-30%: Linear scaling (0-40%)
120
+ * - 30-10%: Accelerated scaling (40-80%)
121
+ * - 10-0%: Critical scaling (80-100%)
122
+ *
123
+ * @param legHealth - Leg health (0-100)
124
+ * @returns Penalty factor (0.0-1.0), clamped to valid range
125
+ *
126
+ * @private
127
+ */
128
+ calculateLegPenalty(legHealth) {
129
+ const { normal, limping, critical } = this.config.legThresholds;
130
+ const clampedHealth = Math.min(Math.max(legHealth, 0), 100);
131
+ let penalty;
132
+ if (clampedHealth >= normal) penalty = 0;
133
+ else if (clampedHealth >= limping) {
134
+ const healthRange = normal - limping;
135
+ penalty = (healthRange > 0 ? (normal - clampedHealth) / healthRange : 0) * .4;
136
+ } else if (clampedHealth >= critical) {
137
+ const healthRange = limping - critical;
138
+ penalty = .4 + (healthRange > 0 ? (limping - clampedHealth) / healthRange : 0) * .4;
139
+ } else penalty = .8 + (critical > 0 ? (critical - clampedHealth) / critical : 1) * .2;
140
+ return Math.min(Math.max(penalty, 0), 1);
141
+ }
142
+ /**
143
+ * Checks if both legs are significantly injured (>30% penalty each).
144
+ * Uses epsilon-based comparison for floating-point robustness.
145
+ *
146
+ * @param leftLegPenalty - Penalty for left leg (0-1)
147
+ * @param rightLegPenalty - Penalty for right leg (0-1)
148
+ * @returns True if both legs are significantly injured
149
+ * @private
150
+ */
151
+ areBothLegsInjured(leftLegPenalty, rightLegPenalty) {
152
+ return leftLegPenalty >= InjuryMovementModifier.BOTH_LEGS_THRESHOLD && rightLegPenalty >= InjuryMovementModifier.BOTH_LEGS_THRESHOLD;
153
+ }
154
+ /**
155
+ * Get stance-based speed modifier.
156
+ *
157
+ * **Korean**: 자세 속도 배수 가져오기
158
+ *
159
+ * @param stance - Current trigram stance
160
+ * @returns Speed multiplier (0.8-1.25), defaults to 1.0 for unknown stances
161
+ *
162
+ * @public
163
+ */
164
+ getStanceSpeedModifier(stance) {
165
+ const modifier = STANCE_SPEED_MODIFIERS[stance];
166
+ if (modifier == null) {
167
+ if (typeof process !== "undefined" && process.env.NODE_ENV === "development") console.warn(`[InjuryMovementModifier] Unknown stance "${String(stance)}" received in getStanceSpeedModifier; defaulting to 1.0.`);
168
+ return 1;
169
+ }
170
+ return modifier;
171
+ }
172
+ /**
173
+ * Generate bilingual status text based on injury state.
174
+ *
175
+ * **Korean**: 상태 텍스트 생성
176
+ *
177
+ * @param legHealthForStatus - Leg health percentage used for status determination (typically worst leg)
178
+ * @param bothLegsInjured - Whether both legs are significantly injured
179
+ * @param painOverload - Whether pain is over threshold
180
+ * @returns Bilingual status text
181
+ *
182
+ * @private
183
+ */
184
+ generateStatusText(legHealthForStatus, bothLegsInjured, painOverload) {
185
+ const { normal, limping, critical } = this.config.legThresholds;
186
+ if (legHealthForStatus < critical) {
187
+ const painText = painOverload ? " | 고통 과부하" : "";
188
+ const painTextEn = painOverload ? " | Pain Overload" : "";
189
+ const baseKorean = bothLegsInjured ? "심각한 부상 | 양 다리" : "심각한 부상";
190
+ const baseEnglish = bothLegsInjured ? "Critical Injury | Both Legs" : "Critical Injury";
191
+ return {
192
+ korean: `${baseKorean}${painText}`,
193
+ english: `${baseEnglish}${painTextEn}`
194
+ };
195
+ } else if (legHealthForStatus < limping) {
196
+ const painText = painOverload ? " | 고통 과부하" : "";
197
+ const painTextEn = painOverload ? " | Pain Overload" : "";
198
+ const baseKorean = bothLegsInjured ? "중증 절름거림 | 양 다리" : "중증 절름거림";
199
+ const baseEnglish = bothLegsInjured ? "Severe Limping | Both Legs" : "Severe Limping";
200
+ return {
201
+ korean: `${baseKorean}${painText}`,
202
+ english: `${baseEnglish}${painTextEn}`
203
+ };
204
+ } else if (legHealthForStatus < normal) {
205
+ const statusKrParts = ["절름거림"];
206
+ const statusEnParts = ["Limping"];
207
+ if (bothLegsInjured) {
208
+ statusKrParts.push("양 다리");
209
+ statusEnParts.push("Both Legs");
210
+ }
211
+ if (painOverload) {
212
+ statusKrParts.push("고통 과부하");
213
+ statusEnParts.push("Pain Overload");
214
+ }
215
+ return {
216
+ korean: statusKrParts.join(" | "),
217
+ english: statusEnParts.join(" | ")
218
+ };
219
+ } else if (painOverload) return {
220
+ korean: "고통 과부하",
221
+ english: "Pain Overload"
222
+ };
223
+ else return {
224
+ korean: "정상",
225
+ english: "Normal"
226
+ };
227
+ }
228
+ /**
229
+ * Check if player should display limping animation.
230
+ *
231
+ * **Korean**: 절름거림 확인
232
+ *
233
+ * Uses worst leg health to match movement penalty behavior.
234
+ *
235
+ * @param bodyPartHealth - Current body part health
236
+ * @returns True if limping animation should play
237
+ *
238
+ * @public
239
+ */
240
+ shouldLimp(bodyPartHealth) {
241
+ return Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight) < this.config.legThresholds.normal;
242
+ }
243
+ /**
244
+ * Check if player has severe limp.
245
+ *
246
+ * **Korean**: 중증 절름거림 확인
247
+ *
248
+ * Uses worst leg health to match movement penalty behavior.
249
+ *
250
+ * @param bodyPartHealth - Current body part health
251
+ * @returns True if severe limp (leg health < 30%)
252
+ *
253
+ * @public
254
+ */
255
+ hasSevereLimp(bodyPartHealth) {
256
+ return Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight) < this.config.legThresholds.limping;
257
+ }
258
+ /**
259
+ * Get current injury state description.
260
+ *
261
+ * **Korean**: 부상 상태 설명
262
+ *
263
+ * Uses worst leg health to match movement penalty behavior.
264
+ *
265
+ * @param bodyPartHealth - Current body part health
266
+ * @returns Bilingual injury description
267
+ *
268
+ * @public
269
+ */
270
+ getInjuryDescription(bodyPartHealth) {
271
+ const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);
272
+ const leftLegPenalty = this.calculateLegPenalty(bodyPartHealth.legLeft);
273
+ const rightLegPenalty = this.calculateLegPenalty(bodyPartHealth.legRight);
274
+ const bothLegsInjured = this.areBothLegsInjured(leftLegPenalty, rightLegPenalty);
275
+ return this.generateStatusText(worstLegHealth, bothLegsInjured, false);
276
+ }
277
+ }();
278
+ //#endregion
279
+ export { injuryMovementModifier };
280
+
281
+ //# sourceMappingURL=InjuryMovementModifier.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"InjuryMovementModifier.js","names":[],"sources":["../../../src/systems/movement/InjuryMovementModifier.ts"],"sourcesContent":["/**\n * Injury-Based Movement Modifier System\n * \n * **Korean**: 손상 기반 이동 시스템 (Injury-Based Movement System)\n * \n * Dynamically calculates movement speed modifiers based on leg injuries, torso\n * damage, stance configuration, and pain levels. Part of the 12 combat realism\n * systems for authentic Korean martial arts gameplay.\n * \n * ## Movement Speed Calculation\n * \n * Base speed is modified by multiple factors:\n * - **Leg Injuries**: 0-100% penalty based on health\n * - **Torso Injuries**: 0-30% minor penalty\n * - **Both Legs Injured**: Additional 20% cumulative penalty\n * - **Stance Modifiers**: -20% (defensive) to +25% (offensive)\n * - **Pain Overload**: -15% when pain ≥ 80\n * \n * ## Injury Severity Thresholds\n * \n * | Leg Health | State | Speed Penalty |\n * |-----------|-------|---------------|\n * | 70-100% | Normal | 0% |\n * | 30-69% | Limping | 0-40% |\n * | 10-29% | Severe Limp | 40-80% |\n * | 0-9% | Critical | 80-100% |\n * \n * @module systems/movement/InjuryMovementModifier\n * @category Movement System\n * @korean 손상기반이동\n */\n\nimport type { TrigramStance } from \"@/types/common\";\nimport type { BodyPartHealth } from \"../bodypart/types\";\nimport { STANCE_SPEED_MODIFIERS } from \"../physics/MovementPhysics\";\n\n/**\n * Configuration for injury-based movement calculations.\n * \n * **Korean**: 손상 이동 설정\n * \n * @public\n * @category Movement System\n */\nexport interface InjuryMovementConfig {\n /** Leg health thresholds for injury states */\n readonly legThresholds: {\n readonly normal: number; // 70% - no penalty\n readonly limping: number; // 30% - start of severe penalty\n readonly critical: number; // 10% - near-maximum penalty\n };\n /** Maximum torso injury penalty (0.3 = 30%) */\n readonly maxTorsoPenalty: number;\n /** Both legs injured cumulative penalty multiplier (0.8 = -20%) */\n readonly bothLegsInjuredMultiplier: number;\n /** Pain overload threshold (80) */\n readonly painOverloadThreshold: number;\n /** Pain overload penalty multiplier (0.85 = -15%) */\n readonly painOverloadMultiplier: number;\n /** Minimum speed multiplier (0.1 = 10% of base speed) */\n readonly minSpeedMultiplier: number;\n}\n\n/**\n * Deep partial type for InjuryMovementConfig to support partial overrides.\n * Allows callers to override individual threshold values without providing all.\n * \n * @public\n * @category Movement System\n */\nexport type PartialInjuryMovementConfig = {\n readonly legThresholds?: Partial<InjuryMovementConfig[\"legThresholds\"]>;\n readonly maxTorsoPenalty?: number;\n readonly bothLegsInjuredMultiplier?: number;\n readonly painOverloadThreshold?: number;\n readonly painOverloadMultiplier?: number;\n readonly minSpeedMultiplier?: number;\n};\n\n/**\n * Default configuration matching acceptance criteria.\n */\nexport const DEFAULT_INJURY_MOVEMENT_CONFIG: InjuryMovementConfig = {\n legThresholds: {\n normal: 70,\n limping: 30,\n critical: 10,\n },\n maxTorsoPenalty: 0.3,\n bothLegsInjuredMultiplier: 0.8,\n painOverloadThreshold: 80,\n painOverloadMultiplier: 0.85,\n minSpeedMultiplier: 0.1,\n} as const;\n\n/**\n * Result of injury-based movement calculation.\n * \n * **Korean**: 손상 이동 결과\n * \n * @public\n * @category Movement System\n */\nexport interface InjuryMovementResult {\n /** Final speed in units/second */\n readonly finalSpeed: number;\n /** Combined speed multiplier (0.1-1.0+) */\n readonly speedMultiplier: number;\n /** Breakdown of penalty sources */\n readonly penalties: {\n readonly leftLegPenalty: number;\n readonly rightLegPenalty: number;\n readonly torsoPenalty: number;\n readonly bothLegsInjured: boolean;\n readonly stanceModifier: number;\n readonly painOverload: boolean;\n };\n /** Whether player is limping */\n readonly isLimping: boolean;\n /** Whether player has severe limp */\n readonly isSevereLimp: boolean;\n /** Bilingual status text */\n readonly statusText: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Injury-Based Movement Modifier System.\n * \n * **Korean**: 손상 기반 이동 수정자 시스템\n * \n * Calculates dynamic movement speed based on injuries, stance, and pain.\n * Integrates with MovementPhysics to apply realistic combat trauma effects.\n * \n * @example\n * ```typescript\n * const modifier = new InjuryMovementModifier();\n * \n * const result = modifier.calculateMovementSpeed(\n * 5.0, // base speed\n * bodyPartHealth, // current health\n * TrigramStance.GEON, // current stance\n * 65 // pain level\n * );\n * \n * console.log(`Speed: ${result.finalSpeed} m/s`);\n * console.log(`Status: ${result.statusText.korean} | ${result.statusText.english}`);\n * ```\n * \n * @public\n * @category Movement System\n * @korean 손상기반이동수정자\n */\nexport class InjuryMovementModifier {\n private readonly config: InjuryMovementConfig;\n\n /**\n * Threshold for determining if both legs are significantly injured.\n * Uses epsilon to avoid floating-point rounding issues at boundary.\n * \n * @private\n */\n private static readonly BOTH_LEGS_THRESHOLD = 0.3 + 1e-10;\n\n /**\n * Creates a new InjuryMovementModifier with optional configuration.\n * \n * @param config - Optional configuration overrides (supports partial threshold overrides)\n */\n constructor(config?: PartialInjuryMovementConfig) {\n // Deep merge leg thresholds to prevent partial overrides from breaking the config.\n // Use ?? to avoid undefined values overwriting defaults when exactOptionalPropertyTypes is disabled.\n const mergedLegThresholds = {\n normal:\n config?.legThresholds?.normal ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.normal,\n limping:\n config?.legThresholds?.limping ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.limping,\n critical:\n config?.legThresholds?.critical ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.critical,\n };\n\n const mergedConfig: InjuryMovementConfig = {\n legThresholds: mergedLegThresholds,\n maxTorsoPenalty:\n config?.maxTorsoPenalty ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.maxTorsoPenalty,\n bothLegsInjuredMultiplier:\n config?.bothLegsInjuredMultiplier ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.bothLegsInjuredMultiplier,\n painOverloadThreshold:\n config?.painOverloadThreshold ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.painOverloadThreshold,\n painOverloadMultiplier:\n config?.painOverloadMultiplier ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.painOverloadMultiplier,\n minSpeedMultiplier:\n config?.minSpeedMultiplier ??\n DEFAULT_INJURY_MOVEMENT_CONFIG.minSpeedMultiplier,\n };\n\n // Development-mode sanity check: ensure thresholds are finite and ordered\n if (process.env.NODE_ENV !== \"production\") {\n const { normal, limping, critical } = mergedConfig.legThresholds;\n const allFinite =\n Number.isFinite(normal) &&\n Number.isFinite(limping) &&\n Number.isFinite(critical);\n const ordered = normal >= limping && limping >= critical;\n\n if (!allFinite || !ordered) {\n // Non-throwing warning to avoid breaking existing behavior\n console.warn(\n \"[InjuryMovementModifier] Invalid legThresholds configuration detected:\",\n mergedConfig.legThresholds\n );\n }\n }\n\n this.config = mergedConfig;\n }\n\n /**\n * Calculate modified movement speed based on all injury factors.\n * \n * **Korean**: 이동 속도 계산\n * \n * Applies penalties from:\n * 1. Leg injuries (primary factor)\n * 2. Torso injuries (minor factor)\n * 3. Both legs injured (cumulative penalty)\n * 4. Stance modifiers\n * 5. Pain overload\n * \n * @param baseSpeed - Base movement speed (m/s)\n * @param bodyPartHealth - Current body part health values\n * @param stance - Current trigram stance\n * @param painLevel - Current pain level (0-100)\n * @returns Complete movement calculation result\n * \n * @public\n * @korean 이동속도계산\n */\n public calculateMovementSpeed(\n baseSpeed: number,\n bodyPartHealth: BodyPartHealth,\n stance: TrigramStance,\n painLevel: number\n ): InjuryMovementResult {\n // Calculate individual leg penalties\n const leftLegPenalty = this.calculateLegPenalty(bodyPartHealth.legLeft);\n const rightLegPenalty = this.calculateLegPenalty(bodyPartHealth.legRight);\n\n // Use worst leg penalty as base\n const baseLegPenalty = Math.max(leftLegPenalty, rightLegPenalty);\n let speedMultiplier = 1.0 - baseLegPenalty;\n\n // Check if both legs are significantly injured using centralized method\n const bothLegsInjured = this.areBothLegsInjured(leftLegPenalty, rightLegPenalty);\n if (bothLegsInjured) {\n // Additional 20% penalty when both legs injured\n speedMultiplier *= this.config.bothLegsInjuredMultiplier;\n }\n\n // Calculate torso penalty (minor effect, 0-30% max)\n const avgTorsoHealth = (bodyPartHealth.torsoUpper + bodyPartHealth.torsoLower) / 2;\n // Clamp torso health to prevent negative penalties or exceeding max penalty\n const clampedAvgTorsoHealth = Math.min(100, Math.max(0, avgTorsoHealth));\n const torsoPenalty = ((100 - clampedAvgTorsoHealth) / 100) * this.config.maxTorsoPenalty;\n speedMultiplier *= (1 - torsoPenalty);\n\n // Apply stance modifier\n const stanceModifier = this.getStanceSpeedModifier(stance);\n speedMultiplier *= stanceModifier;\n\n // Apply pain overload penalty if applicable (>= threshold, not just >)\n const painOverload = painLevel >= this.config.painOverloadThreshold;\n if (painOverload) {\n speedMultiplier *= this.config.painOverloadMultiplier; // -15%\n }\n\n // Clamp to minimum speed (10% of base)\n speedMultiplier = Math.max(speedMultiplier, this.config.minSpeedMultiplier);\n\n // Calculate final speed\n const finalSpeed = baseSpeed * speedMultiplier;\n\n // Determine injury state for status text based on worst leg health\n // This ensures status matches the actual movement penalty (which uses worst leg)\n // Note: isLimping = true when leg health is in range [30-70) (limping range with 0-40% penalty)\n // isSevereLimp = true when leg health is < 30 (severe/critical with 40-100% penalty)\n const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);\n const isLimping =\n worstLegHealth < this.config.legThresholds.normal &&\n worstLegHealth >= this.config.legThresholds.limping;\n const isSevereLimp = worstLegHealth < this.config.legThresholds.limping;\n\n // Generate status text\n const statusText = this.generateStatusText(worstLegHealth, bothLegsInjured, painOverload);\n\n return {\n finalSpeed,\n speedMultiplier,\n penalties: {\n leftLegPenalty,\n rightLegPenalty,\n torsoPenalty,\n bothLegsInjured,\n stanceModifier,\n painOverload,\n },\n isLimping,\n isSevereLimp,\n statusText,\n };\n }\n\n /**\n * Calculate movement penalty from leg injury severity.\n * \n * **Korean**: 다리 부상 페널티 계산\n * \n * Progressive penalty scaling:\n * - 100-70%: No penalty (0%)\n * - 70-30%: Linear scaling (0-40%)\n * - 30-10%: Accelerated scaling (40-80%)\n * - 10-0%: Critical scaling (80-100%)\n * \n * @param legHealth - Leg health (0-100)\n * @returns Penalty factor (0.0-1.0), clamped to valid range\n * \n * @private\n */\n private calculateLegPenalty(legHealth: number): number {\n const { normal, limping, critical } = this.config.legThresholds;\n\n // Clamp input health to valid range to prevent runaway penalties\n const clampedHealth = Math.min(Math.max(legHealth, 0), 100);\n\n let penalty: number;\n\n if (clampedHealth >= normal) {\n // 70-100%: No penalty\n penalty = 0;\n } else if (clampedHealth >= limping) {\n // 30-70%: 0-40% penalty (linear)\n const healthRange = normal - limping;\n // Guard against division by zero if thresholds are misconfigured\n const healthFactor = healthRange > 0 \n ? (normal - clampedHealth) / healthRange \n : 0;\n penalty = healthFactor * 0.4;\n } else if (clampedHealth >= critical) {\n // 10-30%: 40-80% penalty (accelerated)\n const healthRange = limping - critical;\n // Guard against division by zero if thresholds are misconfigured\n const healthFactor = healthRange > 0 \n ? (limping - clampedHealth) / healthRange \n : 0;\n penalty = 0.4 + (healthFactor * 0.4);\n } else {\n // 0-10%: 80-100% penalty (critical)\n // Guard against division by zero if critical is 0\n const healthFactor = critical > 0 \n ? (critical - clampedHealth) / critical \n : 1;\n penalty = 0.8 + (healthFactor * 0.2);\n }\n\n // Ensure returned penalty is always within [0, 1]\n return Math.min(Math.max(penalty, 0), 1);\n }\n\n /**\n * Checks if both legs are significantly injured (>30% penalty each).\n * Uses epsilon-based comparison for floating-point robustness.\n * \n * @param leftLegPenalty - Penalty for left leg (0-1)\n * @param rightLegPenalty - Penalty for right leg (0-1)\n * @returns True if both legs are significantly injured\n * @private\n */\n private areBothLegsInjured(leftLegPenalty: number, rightLegPenalty: number): boolean {\n return leftLegPenalty >= InjuryMovementModifier.BOTH_LEGS_THRESHOLD && \n rightLegPenalty >= InjuryMovementModifier.BOTH_LEGS_THRESHOLD;\n }\n\n /**\n * Get stance-based speed modifier.\n * \n * **Korean**: 자세 속도 배수 가져오기\n * \n * @param stance - Current trigram stance\n * @returns Speed multiplier (0.8-1.25), defaults to 1.0 for unknown stances\n * \n * @public\n */\n public getStanceSpeedModifier(stance: TrigramStance): number {\n const modifier = STANCE_SPEED_MODIFIERS[stance];\n\n // Defensive fallback for unknown stances (e.g., test/invalid values)\n if (modifier == null) {\n // Runtime-safe environment check (works in both Node and browser/Vite environments)\n if (\n typeof process !== \"undefined\" &&\n process.env?.NODE_ENV === \"development\"\n ) {\n console.warn(\n `[InjuryMovementModifier] Unknown stance \"${String(\n stance\n )}\" received in getStanceSpeedModifier; defaulting to 1.0.`\n );\n }\n return 1.0;\n }\n\n return modifier;\n }\n\n /**\n * Generate bilingual status text based on injury state.\n * \n * **Korean**: 상태 텍스트 생성\n * \n * @param legHealthForStatus - Leg health percentage used for status determination (typically worst leg)\n * @param bothLegsInjured - Whether both legs are significantly injured\n * @param painOverload - Whether pain is over threshold\n * @returns Bilingual status text\n * \n * @private\n */\n private generateStatusText(\n legHealthForStatus: number,\n bothLegsInjured: boolean,\n painOverload: boolean\n ): { korean: string; english: string } {\n const { normal, limping, critical } = this.config.legThresholds;\n\n if (legHealthForStatus < critical) {\n const painText = painOverload ? \" | 고통 과부하\" : \"\";\n const painTextEn = painOverload ? \" | Pain Overload\" : \"\";\n const baseKorean = bothLegsInjured ? \"심각한 부상 | 양 다리\" : \"심각한 부상\";\n const baseEnglish = bothLegsInjured ? \"Critical Injury | Both Legs\" : \"Critical Injury\";\n return {\n korean: `${baseKorean}${painText}`,\n english: `${baseEnglish}${painTextEn}`,\n };\n } else if (legHealthForStatus < limping) {\n const painText = painOverload ? \" | 고통 과부하\" : \"\";\n const painTextEn = painOverload ? \" | Pain Overload\" : \"\";\n const baseKorean = bothLegsInjured ? \"중증 절름거림 | 양 다리\" : \"중증 절름거림\";\n const baseEnglish = bothLegsInjured ? \"Severe Limping | Both Legs\" : \"Severe Limping\";\n return {\n korean: `${baseKorean}${painText}`,\n english: `${baseEnglish}${painTextEn}`,\n };\n } else if (legHealthForStatus < normal) {\n const statusKrParts = [\"절름거림\"];\n const statusEnParts = [\"Limping\"];\n\n if (bothLegsInjured) {\n statusKrParts.push(\"양 다리\");\n statusEnParts.push(\"Both Legs\");\n }\n\n if (painOverload) {\n statusKrParts.push(\"고통 과부하\");\n statusEnParts.push(\"Pain Overload\");\n }\n\n return {\n korean: statusKrParts.join(\" | \"),\n english: statusEnParts.join(\" | \"),\n };\n } else if (painOverload) {\n return {\n korean: \"고통 과부하\",\n english: \"Pain Overload\",\n };\n } else {\n return {\n korean: \"정상\",\n english: \"Normal\",\n };\n }\n }\n\n /**\n * Check if player should display limping animation.\n * \n * **Korean**: 절름거림 확인\n * \n * Uses worst leg health to match movement penalty behavior.\n * \n * @param bodyPartHealth - Current body part health\n * @returns True if limping animation should play\n * \n * @public\n */\n public shouldLimp(bodyPartHealth: BodyPartHealth): boolean {\n const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);\n return worstLegHealth < this.config.legThresholds.normal;\n }\n\n /**\n * Check if player has severe limp.\n * \n * **Korean**: 중증 절름거림 확인\n * \n * Uses worst leg health to match movement penalty behavior.\n * \n * @param bodyPartHealth - Current body part health\n * @returns True if severe limp (leg health < 30%)\n * \n * @public\n */\n public hasSevereLimp(bodyPartHealth: BodyPartHealth): boolean {\n const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);\n return worstLegHealth < this.config.legThresholds.limping;\n }\n\n /**\n * Get current injury state description.\n * \n * **Korean**: 부상 상태 설명\n * \n * Uses worst leg health to match movement penalty behavior.\n * \n * @param bodyPartHealth - Current body part health\n * @returns Bilingual injury description\n * \n * @public\n */\n public getInjuryDescription(bodyPartHealth: BodyPartHealth): {\n korean: string;\n english: string;\n } {\n const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);\n const leftLegPenalty = this.calculateLegPenalty(bodyPartHealth.legLeft);\n const rightLegPenalty = this.calculateLegPenalty(bodyPartHealth.legRight);\n const bothLegsInjured = this.areBothLegsInjured(leftLegPenalty, rightLegPenalty);\n\n return this.generateStatusText(worstLegHealth, bothLegsInjured, false);\n }\n}\n\n/**\n * Singleton instance for global access.\n * \n * @public\n */\nexport const injuryMovementModifier = new 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@@ -0,0 +1,61 @@
1
+ /**
2
+ * AccelerationUpdater - Component that updates movement acceleration at 60fps
3
+ *
4
+ * Uses useFrame to track continuous movement time and calculate acceleration-based speed.
5
+ * Throttles state updates to only call onSpeedUpdate when speed changes meaningfully.
6
+ * This component only updates movement state and renders no visual elements.
7
+ *
8
+ * @module systems/movement/helpers/AccelerationUpdater
9
+ * @category Movement
10
+ * @korean 가속업데이터
11
+ */
12
+ import React from "react";
13
+ /**
14
+ * Props for AccelerationUpdater component
15
+ */
16
+ export interface AccelerationUpdaterProps {
17
+ /** Whether player is currently moving */
18
+ readonly isMoving: boolean;
19
+ /** Current velocity vector */
20
+ readonly velocity: {
21
+ x: number;
22
+ y: number;
23
+ } | undefined;
24
+ /** Ref to track accumulated movement time */
25
+ readonly movementTimeRef: React.MutableRefObject<number>;
26
+ /** Ref to track last movement direction */
27
+ readonly lastDirectionRef: React.MutableRefObject<{
28
+ x: number;
29
+ y: number;
30
+ }>;
31
+ /** Callback to update calculated speed - only called on meaningful changes */
32
+ readonly onSpeedUpdate: (speed: number) => void;
33
+ /** Walking speed in m/s (from archetype or default) */
34
+ readonly walkSpeed?: number;
35
+ /** Running speed in m/s (from archetype or default) */
36
+ readonly runSpeed?: number;
37
+ }
38
+ /**
39
+ * AccelerationUpdater Component
40
+ *
41
+ * Updates movement acceleration at 60fps using Three.js useFrame hook.
42
+ * Tracks continuous movement time and calculates speed based on direction consistency.
43
+ * Only calls onSpeedUpdate when speed changes by more than epsilon AND sufficient time
44
+ * has passed (100ms throttle), preventing excessive React re-renders at frame rate.
45
+ *
46
+ * @example
47
+ * ```tsx
48
+ * <AccelerationUpdater
49
+ * isMoving={isMoving}
50
+ * velocity={velocity}
51
+ * movementTimeRef={movementTimeRef}
52
+ * lastDirectionRef={lastDirectionRef}
53
+ * onSpeedUpdate={setAccelerationBasedSpeed}
54
+ * walkSpeed={physicalAttributes.walkSpeed}
55
+ * runSpeed={physicalAttributes.runSpeed}
56
+ * />
57
+ * ```
58
+ */
59
+ export declare const AccelerationUpdater: React.FC<AccelerationUpdaterProps>;
60
+ export default AccelerationUpdater;
61
+ //# sourceMappingURL=AccelerationUpdater.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AccelerationUpdater.d.ts","sourceRoot":"","sources":["../../../../src/systems/movement/helpers/AccelerationUpdater.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAGH,OAAO,KAAiB,MAAM,OAAO,CAAC;AAQtC;;GAEG;AACH,MAAM,WAAW,wBAAwB;IACvC,yCAAyC;IACzC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,8BAA8B;IAC9B,QAAQ,CAAC,QAAQ,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAAG,SAAS,CAAC;IACxD,6CAA6C;IAC7C,QAAQ,CAAC,eAAe,EAAE,KAAK,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;IACzD,2CAA2C;IAC3C,QAAQ,CAAC,gBAAgB,EAAE,KAAK,CAAC,gBAAgB,CAAC;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC,CAAC;IAC5E,8EAA8E;IAC9E,QAAQ,CAAC,aAAa,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IAChD,uDAAuD;IACvD,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,uDAAuD;IACvD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;CAC5B;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,mBAAmB,EAAE,KAAK,CAAC,EAAE,CAAC,wBAAwB,CAiElE,CAAC;AAEF,eAAe,mBAAmB,CAAC"}
@@ -0,0 +1,75 @@
1
+ import { ACCELERATION_CONSTANTS, calculateAcceleratedSpeed, isDirectionConsistent, isSpeedChangeMeaningful } from "./accelerationUtils.js";
2
+ import { useRef } from "react";
3
+ import { useFrame } from "@react-three/fiber";
4
+ //#region src/systems/movement/helpers/AccelerationUpdater.tsx
5
+ /**
6
+ * AccelerationUpdater - Component that updates movement acceleration at 60fps
7
+ *
8
+ * Uses useFrame to track continuous movement time and calculate acceleration-based speed.
9
+ * Throttles state updates to only call onSpeedUpdate when speed changes meaningfully.
10
+ * This component only updates movement state and renders no visual elements.
11
+ *
12
+ * @module systems/movement/helpers/AccelerationUpdater
13
+ * @category Movement
14
+ * @korean 가속업데이터
15
+ */
16
+ /**
17
+ * AccelerationUpdater Component
18
+ *
19
+ * Updates movement acceleration at 60fps using Three.js useFrame hook.
20
+ * Tracks continuous movement time and calculates speed based on direction consistency.
21
+ * Only calls onSpeedUpdate when speed changes by more than epsilon AND sufficient time
22
+ * has passed (100ms throttle), preventing excessive React re-renders at frame rate.
23
+ *
24
+ * @example
25
+ * ```tsx
26
+ * <AccelerationUpdater
27
+ * isMoving={isMoving}
28
+ * velocity={velocity}
29
+ * movementTimeRef={movementTimeRef}
30
+ * lastDirectionRef={lastDirectionRef}
31
+ * onSpeedUpdate={setAccelerationBasedSpeed}
32
+ * walkSpeed={physicalAttributes.walkSpeed}
33
+ * runSpeed={physicalAttributes.runSpeed}
34
+ * />
35
+ * ```
36
+ */
37
+ var AccelerationUpdater = ({ isMoving, velocity, movementTimeRef, lastDirectionRef, onSpeedUpdate, walkSpeed = ACCELERATION_CONSTANTS.DEFAULT_WALK_SPEED, runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED }) => {
38
+ const lastReportedSpeedRef = useRef(walkSpeed);
39
+ const lastUpdateTimeRef = useRef(0);
40
+ const UPDATE_THROTTLE_MS = 100;
41
+ useFrame((_state, delta) => {
42
+ if (!isMoving || !velocity || velocity.x === 0 && velocity.y === 0) {
43
+ movementTimeRef.current = 0;
44
+ lastDirectionRef.current = {
45
+ x: 0,
46
+ y: 0
47
+ };
48
+ if (isSpeedChangeMeaningful(lastReportedSpeedRef.current, walkSpeed)) {
49
+ lastReportedSpeedRef.current = walkSpeed;
50
+ onSpeedUpdate(walkSpeed);
51
+ lastUpdateTimeRef.current = performance.now();
52
+ }
53
+ return;
54
+ }
55
+ const currentDir = {
56
+ x: velocity.x,
57
+ y: velocity.y
58
+ };
59
+ if (!isDirectionConsistent(currentDir, lastDirectionRef.current)) movementTimeRef.current = 0;
60
+ else movementTimeRef.current += delta;
61
+ lastDirectionRef.current = currentDir;
62
+ const newSpeed = calculateAcceleratedSpeed(movementTimeRef.current, walkSpeed, runSpeed);
63
+ const now = performance.now();
64
+ if (now - lastUpdateTimeRef.current >= UPDATE_THROTTLE_MS && isSpeedChangeMeaningful(lastReportedSpeedRef.current, newSpeed)) {
65
+ lastReportedSpeedRef.current = newSpeed;
66
+ onSpeedUpdate(newSpeed);
67
+ lastUpdateTimeRef.current = now;
68
+ }
69
+ });
70
+ return null;
71
+ };
72
+ //#endregion
73
+ export { AccelerationUpdater as default };
74
+
75
+ //# sourceMappingURL=AccelerationUpdater.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AccelerationUpdater.js","names":[],"sources":["../../../../src/systems/movement/helpers/AccelerationUpdater.tsx"],"sourcesContent":["/**\n * AccelerationUpdater - Component that updates movement acceleration at 60fps\n *\n * Uses useFrame to track continuous movement time and calculate acceleration-based speed.\n * Throttles state updates to only call onSpeedUpdate when speed changes meaningfully.\n * This component only updates movement state and renders no visual elements.\n *\n * @module systems/movement/helpers/AccelerationUpdater\n * @category Movement\n * @korean 가속업데이터\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, { useRef } from \"react\";\nimport {\n ACCELERATION_CONSTANTS,\n calculateAcceleratedSpeed,\n isDirectionConsistent,\n isSpeedChangeMeaningful,\n} from \"./accelerationUtils\";\n\n/**\n * Props for AccelerationUpdater component\n */\nexport interface AccelerationUpdaterProps {\n /** Whether player is currently moving */\n readonly isMoving: boolean;\n /** Current velocity vector */\n readonly velocity: { x: number; y: number } | undefined;\n /** Ref to track accumulated movement time */\n readonly movementTimeRef: React.MutableRefObject<number>;\n /** Ref to track last movement direction */\n readonly lastDirectionRef: React.MutableRefObject<{ x: number; y: number }>;\n /** Callback to update calculated speed - only called on meaningful changes */\n readonly onSpeedUpdate: (speed: number) => void;\n /** Walking speed in m/s (from archetype or default) */\n readonly walkSpeed?: number;\n /** Running speed in m/s (from archetype or default) */\n readonly runSpeed?: number;\n}\n\n/**\n * AccelerationUpdater Component\n *\n * Updates movement acceleration at 60fps using Three.js useFrame hook.\n * Tracks continuous movement time and calculates speed based on direction consistency.\n * Only calls onSpeedUpdate when speed changes by more than epsilon AND sufficient time\n * has passed (100ms throttle), preventing excessive React re-renders at frame rate.\n *\n * @example\n * ```tsx\n * <AccelerationUpdater\n * isMoving={isMoving}\n * velocity={velocity}\n * movementTimeRef={movementTimeRef}\n * lastDirectionRef={lastDirectionRef}\n * onSpeedUpdate={setAccelerationBasedSpeed}\n * walkSpeed={physicalAttributes.walkSpeed}\n * runSpeed={physicalAttributes.runSpeed}\n * />\n * ```\n */\nexport const AccelerationUpdater: React.FC<AccelerationUpdaterProps> = ({\n isMoving,\n velocity,\n movementTimeRef,\n lastDirectionRef,\n onSpeedUpdate,\n walkSpeed = ACCELERATION_CONSTANTS.DEFAULT_WALK_SPEED,\n runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED,\n}) => {\n // Track last reported speed and time to throttle updates\n // Initialize with walk speed (archetype-specific or default)\n const lastReportedSpeedRef = useRef<number>(walkSpeed);\n const lastUpdateTimeRef = useRef<number>(0);\n // Throttle interval: update at most every ~100ms (10Hz) instead of 60fps\n const UPDATE_THROTTLE_MS = 100;\n\n useFrame((_state, delta) => {\n // If not moving, reset timers and direction\n if (!isMoving || !velocity || (velocity.x === 0 && velocity.y === 0)) {\n movementTimeRef.current = 0;\n lastDirectionRef.current = { x: 0, y: 0 };\n \n // Only update if changed meaningfully\n if (isSpeedChangeMeaningful(lastReportedSpeedRef.current, walkSpeed)) {\n lastReportedSpeedRef.current = walkSpeed;\n onSpeedUpdate(walkSpeed);\n lastUpdateTimeRef.current = performance.now();\n }\n return;\n }\n\n // Check direction consistency (within 45 degrees)\n const currentDir = { x: velocity.x, y: velocity.y };\n const isSameDirection = isDirectionConsistent(currentDir, lastDirectionRef.current);\n\n // Reset accumulated movement time if direction changed too much\n if (!isSameDirection) {\n movementTimeRef.current = 0;\n } else {\n // Accumulate movement time while moving in a consistent direction\n movementTimeRef.current += delta;\n }\n\n // Update last direction for the next frame\n lastDirectionRef.current = currentDir;\n\n // Calculate new speed with archetype-specific walk/run speeds\n const newSpeed = calculateAcceleratedSpeed(movementTimeRef.current, walkSpeed, runSpeed);\n\n // Throttle updates by both time and epsilon\n // Only call onSpeedUpdate if enough time has passed AND speed changed meaningfully\n const now = performance.now();\n const timeSinceLastUpdate = now - lastUpdateTimeRef.current;\n \n if (\n timeSinceLastUpdate >= UPDATE_THROTTLE_MS &&\n isSpeedChangeMeaningful(lastReportedSpeedRef.current, newSpeed)\n ) {\n lastReportedSpeedRef.current = newSpeed;\n onSpeedUpdate(newSpeed);\n lastUpdateTimeRef.current = now;\n }\n });\n\n return null; // Component only updates movement state, renders no visual elements\n};\n\nexport default AccelerationUpdater;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8DA,IAAa,uBAA2D,EACtE,UACA,UACA,iBACA,kBACA,eACA,YAAY,uBAAuB,oBACnC,WAAW,uBAAuB,wBAC9B;CAGJ,MAAM,uBAAuB,OAAe,UAAU;CACtD,MAAM,oBAAoB,OAAe,EAAE;CAE3C,MAAM,qBAAqB;AAE3B,WAAU,QAAQ,UAAU;AAE1B,MAAI,CAAC,YAAY,CAAC,YAAa,SAAS,MAAM,KAAK,SAAS,MAAM,GAAI;AACpE,mBAAgB,UAAU;AAC1B,oBAAiB,UAAU;IAAE,GAAG;IAAG,GAAG;IAAG;AAGzC,OAAI,wBAAwB,qBAAqB,SAAS,UAAU,EAAE;AACpE,yBAAqB,UAAU;AAC/B,kBAAc,UAAU;AACxB,sBAAkB,UAAU,YAAY,KAAK;;AAE/C;;EAIF,MAAM,aAAa;GAAE,GAAG,SAAS;GAAG,GAAG,SAAS;GAAG;AAInD,MAAI,CAHoB,sBAAsB,YAAY,iBAAiB,QAAQ,CAIjF,iBAAgB,UAAU;MAG1B,iBAAgB,WAAW;AAI7B,mBAAiB,UAAU;EAG3B,MAAM,WAAW,0BAA0B,gBAAgB,SAAS,WAAW,SAAS;EAIxF,MAAM,MAAM,YAAY,KAAK;AAG7B,MAF4B,MAAM,kBAAkB,WAG3B,sBACvB,wBAAwB,qBAAqB,SAAS,SAAS,EAC/D;AACA,wBAAqB,UAAU;AAC/B,iBAAc,SAAS;AACvB,qBAAkB,UAAU;;GAE9B;AAEF,QAAO"}
@@ -0,0 +1,85 @@
1
+ /**
2
+ * Acceleration Utilities for Movement System
3
+ *
4
+ * Pure functions for calculating acceleration-based running speeds.
5
+ * Extracted for testability and reusability across training and combat screens.
6
+ *
7
+ * @module systems/movement/helpers/accelerationUtils
8
+ * @category Movement
9
+ * @korean 가속 유틸리티
10
+ */
11
+ /**
12
+ * Step distance thresholds for foot laterality alternation
13
+ * 발 측면성 교대를 위한 걸음 거리 임계값
14
+ */
15
+ export declare const STEP_DISTANCE_THRESHOLDS: {
16
+ /**
17
+ * Average step length when walking (meters)
18
+ * 걷기 시 평균 걸음 길이
19
+ */
20
+ readonly WALK: 0.7;
21
+ /**
22
+ * Average step length when running (meters)
23
+ * 달리기 시 평균 걸음 길이
24
+ */
25
+ readonly RUN: 1;
26
+ };
27
+ /**
28
+ * Constants for acceleration-based running (defaults for non-archetype usage)
29
+ */
30
+ export declare const ACCELERATION_CONSTANTS: {
31
+ /** Default walking speed in m/s (when no archetype speed provided) */
32
+ readonly DEFAULT_WALK_SPEED: 6;
33
+ /** Default running speed in m/s (when no archetype speed provided) */
34
+ readonly DEFAULT_RUN_SPEED: 10;
35
+ /** Time to reach running speed in seconds */
36
+ readonly TIME_TO_RUN: 1.5;
37
+ /** Threshold for considering direction "same" (cos(45°) = √2/2) */
38
+ readonly DIRECTION_THRESHOLD: number;
39
+ /** Running threshold as percentage of max speed (0-1) */
40
+ readonly RUN_THRESHOLD_PERCENT: 0.9;
41
+ /** Epsilon for speed change detection (m/s) */
42
+ readonly SPEED_CHANGE_EPSILON: 0.05;
43
+ };
44
+ /**
45
+ * Calculate running threshold speed
46
+ * @param runSpeed - Maximum running speed (from archetype or default)
47
+ * @returns Speed at which movement is considered running (m/s)
48
+ */
49
+ export declare function calculateRunThreshold(runSpeed?: number): number;
50
+ /**
51
+ * Check if two directions are consistent (within threshold angle)
52
+ * @param currentDir Current direction vector
53
+ * @param lastDir Previous direction vector
54
+ * @returns True if directions are within 45° of each other
55
+ */
56
+ export declare function isDirectionConsistent(currentDir: {
57
+ x: number;
58
+ y: number;
59
+ }, lastDir: {
60
+ x: number;
61
+ y: number;
62
+ }): boolean;
63
+ /**
64
+ * Calculate acceleration-based speed
65
+ * @param movementTime Accumulated movement time in same direction (seconds)
66
+ * @param walkSpeed - Walking speed in m/s (from archetype or default)
67
+ * @param runSpeed - Running speed in m/s (from archetype or default)
68
+ * @returns Interpolated speed between walk and run (m/s)
69
+ */
70
+ export declare function calculateAcceleratedSpeed(movementTime: number, walkSpeed?: number, runSpeed?: number): number;
71
+ /**
72
+ * Check if speed change is meaningful (exceeds epsilon)
73
+ * @param oldSpeed Previous speed (m/s)
74
+ * @param newSpeed New speed (m/s)
75
+ * @returns True if change exceeds threshold
76
+ */
77
+ export declare function isSpeedChangeMeaningful(oldSpeed: number, newSpeed: number): boolean;
78
+ /**
79
+ * Determine if player is running based on current speed
80
+ * @param speed Current speed (m/s)
81
+ * @param runSpeed - Maximum running speed (from archetype or default)
82
+ * @returns True if speed exceeds running threshold
83
+ */
84
+ export declare function isRunningSpeed(speed: number, runSpeed?: number): boolean;
85
+ //# sourceMappingURL=accelerationUtils.d.ts.map
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@@ -0,0 +1,86 @@
1
+ //#region src/systems/movement/helpers/accelerationUtils.ts
2
+ /**
3
+ * Acceleration Utilities for Movement System
4
+ *
5
+ * Pure functions for calculating acceleration-based running speeds.
6
+ * Extracted for testability and reusability across training and combat screens.
7
+ *
8
+ * @module systems/movement/helpers/accelerationUtils
9
+ * @category Movement
10
+ * @korean 가속 유틸리티
11
+ */
12
+ /**
13
+ * Step distance thresholds for foot laterality alternation
14
+ * 발 측면성 교대를 위한 걸음 거리 임계값
15
+ */
16
+ var STEP_DISTANCE_THRESHOLDS = {
17
+ WALK: .7,
18
+ RUN: 1
19
+ };
20
+ /**
21
+ * Constants for acceleration-based running (defaults for non-archetype usage)
22
+ */
23
+ var ACCELERATION_CONSTANTS = {
24
+ DEFAULT_WALK_SPEED: 6,
25
+ DEFAULT_RUN_SPEED: 10,
26
+ TIME_TO_RUN: 1.5,
27
+ DIRECTION_THRESHOLD: Math.cos(Math.PI / 4),
28
+ RUN_THRESHOLD_PERCENT: .9,
29
+ SPEED_CHANGE_EPSILON: .05
30
+ };
31
+ /**
32
+ * Calculate running threshold speed
33
+ * @param runSpeed - Maximum running speed (from archetype or default)
34
+ * @returns Speed at which movement is considered running (m/s)
35
+ */
36
+ function calculateRunThreshold(runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED) {
37
+ return runSpeed * ACCELERATION_CONSTANTS.RUN_THRESHOLD_PERCENT;
38
+ }
39
+ /**
40
+ * Check if two directions are consistent (within threshold angle)
41
+ * @param currentDir Current direction vector
42
+ * @param lastDir Previous direction vector
43
+ * @returns True if directions are within 45° of each other
44
+ */
45
+ function isDirectionConsistent(currentDir, lastDir) {
46
+ if (lastDir.x === 0 && lastDir.y === 0) return true;
47
+ const dot = currentDir.x * lastDir.x + currentDir.y * lastDir.y;
48
+ const magCurrent = Math.sqrt(currentDir.x ** 2 + currentDir.y ** 2);
49
+ const magLast = Math.sqrt(lastDir.x ** 2 + lastDir.y ** 2);
50
+ if (magCurrent === 0 || magLast === 0) return false;
51
+ const cosAngleRaw = dot / (magCurrent * magLast);
52
+ return Math.max(-1, Math.min(1, cosAngleRaw)) >= ACCELERATION_CONSTANTS.DIRECTION_THRESHOLD;
53
+ }
54
+ /**
55
+ * Calculate acceleration-based speed
56
+ * @param movementTime Accumulated movement time in same direction (seconds)
57
+ * @param walkSpeed - Walking speed in m/s (from archetype or default)
58
+ * @param runSpeed - Running speed in m/s (from archetype or default)
59
+ * @returns Interpolated speed between walk and run (m/s)
60
+ */
61
+ function calculateAcceleratedSpeed(movementTime, walkSpeed = ACCELERATION_CONSTANTS.DEFAULT_WALK_SPEED, runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED) {
62
+ const progress = Math.min(movementTime / ACCELERATION_CONSTANTS.TIME_TO_RUN, 1);
63
+ return walkSpeed + (runSpeed - walkSpeed) * progress;
64
+ }
65
+ /**
66
+ * Check if speed change is meaningful (exceeds epsilon)
67
+ * @param oldSpeed Previous speed (m/s)
68
+ * @param newSpeed New speed (m/s)
69
+ * @returns True if change exceeds threshold
70
+ */
71
+ function isSpeedChangeMeaningful(oldSpeed, newSpeed) {
72
+ return Math.abs(newSpeed - oldSpeed) >= ACCELERATION_CONSTANTS.SPEED_CHANGE_EPSILON;
73
+ }
74
+ /**
75
+ * Determine if player is running based on current speed
76
+ * @param speed Current speed (m/s)
77
+ * @param runSpeed - Maximum running speed (from archetype or default)
78
+ * @returns True if speed exceeds running threshold
79
+ */
80
+ function isRunningSpeed(speed, runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED) {
81
+ return speed >= calculateRunThreshold(runSpeed);
82
+ }
83
+ //#endregion
84
+ export { ACCELERATION_CONSTANTS, STEP_DISTANCE_THRESHOLDS, calculateAcceleratedSpeed, isDirectionConsistent, isRunningSpeed, isSpeedChangeMeaningful };
85
+
86
+ //# sourceMappingURL=accelerationUtils.js.map