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 { STANCE_SPEED_MODIFIERS } from "../physics/MovementPhysics.js";
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//#region src/systems/movement/InjuryMovementModifier.ts
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/**
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* Default configuration matching acceptance criteria.
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*/
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var DEFAULT_INJURY_MOVEMENT_CONFIG = {
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legThresholds: {
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normal: 70,
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limping: 30,
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critical: 10
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},
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maxTorsoPenalty: .3,
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bothLegsInjuredMultiplier: .8,
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painOverloadThreshold: 80,
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painOverloadMultiplier: .85,
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minSpeedMultiplier: .1
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};
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/**
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* Singleton instance for global access.
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*
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*/
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var injuryMovementModifier = new class InjuryMovementModifier {
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config;
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/**
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* Threshold for determining if both legs are significantly injured.
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* Uses epsilon to avoid floating-point rounding issues at boundary.
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*
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* @private
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*/
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static BOTH_LEGS_THRESHOLD = .3000000001;
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/**
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* Creates a new InjuryMovementModifier with optional configuration.
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*
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* @param config - Optional configuration overrides (supports partial threshold overrides)
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*/
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constructor(config) {
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const mergedConfig = {
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legThresholds: {
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normal: config?.legThresholds?.normal ?? DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.normal,
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limping: config?.legThresholds?.limping ?? DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.limping,
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critical: config?.legThresholds?.critical ?? DEFAULT_INJURY_MOVEMENT_CONFIG.legThresholds.critical
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},
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maxTorsoPenalty: config?.maxTorsoPenalty ?? DEFAULT_INJURY_MOVEMENT_CONFIG.maxTorsoPenalty,
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bothLegsInjuredMultiplier: config?.bothLegsInjuredMultiplier ?? DEFAULT_INJURY_MOVEMENT_CONFIG.bothLegsInjuredMultiplier,
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painOverloadThreshold: config?.painOverloadThreshold ?? DEFAULT_INJURY_MOVEMENT_CONFIG.painOverloadThreshold,
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painOverloadMultiplier: config?.painOverloadMultiplier ?? DEFAULT_INJURY_MOVEMENT_CONFIG.painOverloadMultiplier,
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minSpeedMultiplier: config?.minSpeedMultiplier ?? DEFAULT_INJURY_MOVEMENT_CONFIG.minSpeedMultiplier
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};
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if (process.env.NODE_ENV !== "production") {
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const { normal, limping, critical } = mergedConfig.legThresholds;
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if (!(Number.isFinite(normal) && Number.isFinite(limping) && Number.isFinite(critical)) || !(normal >= limping && limping >= critical)) console.warn("[InjuryMovementModifier] Invalid legThresholds configuration detected:", mergedConfig.legThresholds);
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}
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this.config = mergedConfig;
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}
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/**
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* Calculate modified movement speed based on all injury factors.
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*
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* **Korean**: 이동 속도 계산
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*
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* Applies penalties from:
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* 1. Leg injuries (primary factor)
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* 2. Torso injuries (minor factor)
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* 3. Both legs injured (cumulative penalty)
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* 4. Stance modifiers
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* 5. Pain overload
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*
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* @param baseSpeed - Base movement speed (m/s)
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* @param bodyPartHealth - Current body part health values
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* @param stance - Current trigram stance
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* @param painLevel - Current pain level (0-100)
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* @returns Complete movement calculation result
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*
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* @public
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* @korean 이동속도계산
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*/
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calculateMovementSpeed(baseSpeed, bodyPartHealth, stance, painLevel) {
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const leftLegPenalty = this.calculateLegPenalty(bodyPartHealth.legLeft);
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79
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const rightLegPenalty = this.calculateLegPenalty(bodyPartHealth.legRight);
|
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80
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let speedMultiplier = 1 - Math.max(leftLegPenalty, rightLegPenalty);
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81
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const bothLegsInjured = this.areBothLegsInjured(leftLegPenalty, rightLegPenalty);
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if (bothLegsInjured) speedMultiplier *= this.config.bothLegsInjuredMultiplier;
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83
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const avgTorsoHealth = (bodyPartHealth.torsoUpper + bodyPartHealth.torsoLower) / 2;
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84
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const torsoPenalty = (100 - Math.min(100, Math.max(0, avgTorsoHealth))) / 100 * this.config.maxTorsoPenalty;
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85
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speedMultiplier *= 1 - torsoPenalty;
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86
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+
const stanceModifier = this.getStanceSpeedModifier(stance);
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87
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speedMultiplier *= stanceModifier;
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const painOverload = painLevel >= this.config.painOverloadThreshold;
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if (painOverload) speedMultiplier *= this.config.painOverloadMultiplier;
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90
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speedMultiplier = Math.max(speedMultiplier, this.config.minSpeedMultiplier);
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91
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+
const finalSpeed = baseSpeed * speedMultiplier;
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92
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+
const worstLegHealth = Math.min(bodyPartHealth.legLeft, bodyPartHealth.legRight);
|
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93
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+
const isLimping = worstLegHealth < this.config.legThresholds.normal && worstLegHealth >= this.config.legThresholds.limping;
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94
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+
const isSevereLimp = worstLegHealth < this.config.legThresholds.limping;
|
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95
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+
const statusText = this.generateStatusText(worstLegHealth, bothLegsInjured, painOverload);
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96
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+
return {
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finalSpeed,
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+
speedMultiplier,
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99
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penalties: {
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100
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+
leftLegPenalty,
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101
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rightLegPenalty,
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102
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torsoPenalty,
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bothLegsInjured,
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stanceModifier,
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105
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+
painOverload
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},
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107
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+
isLimping,
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108
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+
isSevereLimp,
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109
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+
statusText
|
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110
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+
};
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+
}
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112
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+
/**
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113
|
+
* Calculate movement penalty from leg injury severity.
|
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+
*
|
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115
|
+
* **Korean**: 다리 부상 페널티 계산
|
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116
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+
*
|
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117
|
+
* Progressive penalty scaling:
|
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118
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+
* - 100-70%: No penalty (0%)
|
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119
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+
* - 70-30%: Linear scaling (0-40%)
|
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120
|
+
* - 30-10%: Accelerated scaling (40-80%)
|
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|
+
* - 10-0%: Critical scaling (80-100%)
|
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+
*
|
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123
|
+
* @param legHealth - Leg health (0-100)
|
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+
* @returns Penalty factor (0.0-1.0), clamped to valid range
|
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|
+
*
|
|
126
|
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* @private
|
|
127
|
+
*/
|
|
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|
+
calculateLegPenalty(legHealth) {
|
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129
|
+
const { normal, limping, critical } = this.config.legThresholds;
|
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130
|
+
const clampedHealth = Math.min(Math.max(legHealth, 0), 100);
|
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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 InjuryMovementModifier();\n"],"mappings":";;;;;AAkFA,IAAa,iCAAuD;CAClE,eAAe;EACb,QAAQ;EACR,SAAS;EACT,UAAU;EACX;CACD,iBAAiB;CACjB,2BAA2B;CAC3B,uBAAuB;CACvB,wBAAwB;CACxB,oBAAoB;CACrB;;;;;;AA8cD,IAAa,yBAAyB,IAhZtC,MAAa,uBAAuB;CAClC;;;;;;;CAQA,OAAwB,sBAAsB;;;;;;CAO9C,YAAY,QAAsC;EAehD,MAAM,eAAqC;GACzC,eAb0B;IAC1B,QACE,QAAQ,eAAe,UACvB,+BAA+B,cAAc;IAC/C,SACE,QAAQ,eAAe,WACvB,+BAA+B,cAAc;IAC/C,UACE,QAAQ,eAAe,YACvB,+BAA+B,cAAc;IAChD;GAIC,iBACE,QAAQ,mBACR,+BAA+B;GACjC,2BACE,QAAQ,6BACR,+BAA+B;GACjC,uBACE,QAAQ,yBACR,+BAA+B;GACjC,wBACE,QAAQ,0BACR,+BAA+B;GACjC,oBACE,QAAQ,sBACR,+BAA+B;GAClC;AAGD,MAAA,QAAA,IAAA,aAA6B,cAAc;GACzC,MAAM,EAAE,QAAQ,SAAS,aAAa,aAAa;AAOnD,OAAI,EALF,OAAO,SAAS,OAAO,IACvB,OAAO,SAAS,QAAQ,IACxB,OAAO,SAAS,SAAS,KAGT,EAFF,UAAU,WAAW,WAAW,UAI9C,SAAQ,KACN,0EACA,aAAa,cACd;;AAIL,OAAK,SAAS;;;;;;;;;;;;;;;;;;;;;;;CAwBhB,uBACE,WACA,gBACA,QACA,WACsB;EAEtB,MAAM,iBAAiB,KAAK,oBAAoB,eAAe,QAAQ;EACvE,MAAM,kBAAkB,KAAK,oBAAoB,eAAe,SAAS;EAIzE,IAAI,kBAAkB,IADC,KAAK,IAAI,gBAAgB,gBAAgB;EAIhE,MAAM,kBAAkB,KAAK,mBAAmB,gBAAgB,gBAAgB;AAChF,MAAI,gBAEF,oBAAmB,KAAK,OAAO;EAIjC,MAAM,kBAAkB,eAAe,aAAa,eAAe,cAAc;EAGjF,MAAM,gBAAiB,MADO,KAAK,IAAI,KAAK,KAAK,IAAI,GAAG,eAAe,CAAC,IAClB,MAAO,KAAK,OAAO;AACzE,qBAAoB,IAAI;EAGxB,MAAM,iBAAiB,KAAK,uBAAuB,OAAO;AAC1D,qBAAmB;EAGnB,MAAM,eAAe,aAAa,KAAK,OAAO;AAC9C,MAAI,aACF,oBAAmB,KAAK,OAAO;AAIjC,oBAAkB,KAAK,IAAI,iBAAiB,KAAK,OAAO,mBAAmB;EAG3E,MAAM,aAAa,YAAY;EAM/B,MAAM,iBAAiB,KAAK,IAAI,eAAe,SAAS,eAAe,SAAS;EAChF,MAAM,YACJ,iBAAiB,KAAK,OAAO,cAAc,UAC3C,kBAAkB,KAAK,OAAO,cAAc;EAC9C,MAAM,eAAe,iBAAiB,KAAK,OAAO,cAAc;EAGhE,MAAM,aAAa,KAAK,mBAAmB,gBAAgB,iBAAiB,aAAa;AAEzF,SAAO;GACL;GACA;GACA,WAAW;IACT;IACA;IACA;IACA;IACA;IACA;IACD;GACD;GACA;GACA;GACD;;;;;;;;;;;;;;;;;;CAmBH,oBAA4B,WAA2B;EACrD,MAAM,EAAE,QAAQ,SAAS,aAAa,KAAK,OAAO;EAGlD,MAAM,gBAAgB,KAAK,IAAI,KAAK,IAAI,WAAW,EAAE,EAAE,IAAI;EAE3D,IAAI;AAEJ,MAAI,iBAAiB,OAEnB,WAAU;WACD,iBAAiB,SAAS;GAEnC,MAAM,cAAc,SAAS;AAK7B,cAHqB,cAAc,KAC9B,SAAS,iBAAiB,cAC3B,KACqB;aAChB,iBAAiB,UAAU;GAEpC,MAAM,cAAc,UAAU;AAK9B,aAAU,MAHW,cAAc,KAC9B,UAAU,iBAAiB,cAC5B,KAC4B;QAOhC,WAAU,MAHW,WAAW,KAC3B,WAAW,iBAAiB,WAC7B,KAC4B;AAIlC,SAAO,KAAK,IAAI,KAAK,IAAI,SAAS,EAAE,EAAE,EAAE;;;;;;;;;;;CAY1C,mBAA2B,gBAAwB,iBAAkC;AACnF,SAAO,kBAAkB,uBAAuB,uBACzC,mBAAmB,uBAAuB;;;;;;;;;;;;CAanD,uBAA8B,QAA+B;EAC3D,MAAM,WAAW,uBAAuB;AAGxC,MAAI,YAAY,MAAM;AAEpB,OACE,OAAO,YAAY,eAAA,QAAA,IAAA,aACO,cAE1B,SAAQ,KACN,4CAA4C,OAC1C,OACD,CAAC,0DACH;AAEH,UAAO;;AAGT,SAAO;;;;;;;;;;;;;;CAeT,mBACE,oBACA,iBACA,cACqC;EACrC,MAAM,EAAE,QAAQ,SAAS,aAAa,KAAK,OAAO;AAElD,MAAI,qBAAqB,UAAU;GACjC,MAAM,WAAW,eAAe,cAAc;GAC9C,MAAM,aAAa,eAAe,qBAAqB;GACvD,MAAM,aAAa,kBAAkB,kBAAkB;GACvD,MAAM,cAAc,kBAAkB,gCAAgC;AACtE,UAAO;IACL,QAAQ,GAAG,aAAa;IACxB,SAAS,GAAG,cAAc;IAC3B;aACQ,qBAAqB,SAAS;GACvC,MAAM,WAAW,eAAe,cAAc;GAC9C,MAAM,aAAa,eAAe,qBAAqB;GACvD,MAAM,aAAa,kBAAkB,mBAAmB;GACxD,MAAM,cAAc,kBAAkB,+BAA+B;AACrE,UAAO;IACL,QAAQ,GAAG,aAAa;IACxB,SAAS,GAAG,cAAc;IAC3B;aACQ,qBAAqB,QAAQ;GACtC,MAAM,gBAAgB,CAAC,OAAO;GAC9B,MAAM,gBAAgB,CAAC,UAAU;AAEjC,OAAI,iBAAiB;AACnB,kBAAc,KAAK,OAAO;AAC1B,kBAAc,KAAK,YAAY;;AAGjC,OAAI,cAAc;AAChB,kBAAc,KAAK,SAAS;AAC5B,kBAAc,KAAK,gBAAgB;;AAGrC,UAAO;IACL,QAAQ,cAAc,KAAK,MAAM;IACjC,SAAS,cAAc,KAAK,MAAM;IACnC;aACQ,aACT,QAAO;GACL,QAAQ;GACR,SAAS;GACV;MAED,QAAO;GACL,QAAQ;GACR,SAAS;GACV;;;;;;;;;;;;;;CAgBL,WAAkB,gBAAyC;AAEzD,SADuB,KAAK,IAAI,eAAe,SAAS,eAAe,SAAS,GACxD,KAAK,OAAO,cAAc;;;;;;;;;;;;;;CAepD,cAAqB,gBAAyC;AAE5D,SADuB,KAAK,IAAI,eAAe,SAAS,eAAe,SAAS,GACxD,KAAK,OAAO,cAAc;;;;;;;;;;;;;;CAepD,qBAA4B,gBAG1B;EACA,MAAM,iBAAiB,KAAK,IAAI,eAAe,SAAS,eAAe,SAAS;EAChF,MAAM,iBAAiB,KAAK,oBAAoB,eAAe,QAAQ;EACvE,MAAM,kBAAkB,KAAK,oBAAoB,eAAe,SAAS;EACzE,MAAM,kBAAkB,KAAK,mBAAmB,gBAAgB,gBAAgB;AAEhF,SAAO,KAAK,mBAAmB,gBAAgB,iBAAiB,MAAM;;GASR"}
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/**
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* AccelerationUpdater - Component that updates movement acceleration at 60fps
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*
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* Uses useFrame to track continuous movement time and calculate acceleration-based speed.
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* Throttles state updates to only call onSpeedUpdate when speed changes meaningfully.
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* This component only updates movement state and renders no visual elements.
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*
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* @module systems/movement/helpers/AccelerationUpdater
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* @category Movement
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* @korean 가속업데이터
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*/
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import React from "react";
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/**
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* Props for AccelerationUpdater component
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*/
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export interface AccelerationUpdaterProps {
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/** Whether player is currently moving */
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readonly isMoving: boolean;
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/** Current velocity vector */
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readonly velocity: {
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x: number;
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y: number;
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} | undefined;
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/** Ref to track accumulated movement time */
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readonly movementTimeRef: React.MutableRefObject<number>;
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/** Ref to track last movement direction */
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readonly lastDirectionRef: React.MutableRefObject<{
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x: number;
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y: number;
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}>;
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/** Callback to update calculated speed - only called on meaningful changes */
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readonly onSpeedUpdate: (speed: number) => void;
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/** Walking speed in m/s (from archetype or default) */
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readonly walkSpeed?: number;
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/** Running speed in m/s (from archetype or default) */
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readonly runSpeed?: number;
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}
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/**
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* AccelerationUpdater Component
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*
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* Updates movement acceleration at 60fps using Three.js useFrame hook.
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* Tracks continuous movement time and calculates speed based on direction consistency.
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* Only calls onSpeedUpdate when speed changes by more than epsilon AND sufficient time
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* has passed (100ms throttle), preventing excessive React re-renders at frame rate.
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*
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* @example
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* ```tsx
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* <AccelerationUpdater
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* isMoving={isMoving}
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* velocity={velocity}
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* movementTimeRef={movementTimeRef}
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* lastDirectionRef={lastDirectionRef}
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* onSpeedUpdate={setAccelerationBasedSpeed}
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* walkSpeed={physicalAttributes.walkSpeed}
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* runSpeed={physicalAttributes.runSpeed}
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* />
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* ```
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*/
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export declare const AccelerationUpdater: React.FC<AccelerationUpdaterProps>;
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export default AccelerationUpdater;
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//# sourceMappingURL=AccelerationUpdater.d.ts.map
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{"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"}
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import { ACCELERATION_CONSTANTS, calculateAcceleratedSpeed, isDirectionConsistent, isSpeedChangeMeaningful } from "./accelerationUtils.js";
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import { useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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//#region src/systems/movement/helpers/AccelerationUpdater.tsx
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/**
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* AccelerationUpdater - Component that updates movement acceleration at 60fps
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*
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* Uses useFrame to track continuous movement time and calculate acceleration-based speed.
|
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* Throttles state updates to only call onSpeedUpdate when speed changes meaningfully.
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* This component only updates movement state and renders no visual elements.
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*
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* @module systems/movement/helpers/AccelerationUpdater
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* @category Movement
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* @korean 가속업데이터
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*/
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/**
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* AccelerationUpdater Component
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*
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* Updates movement acceleration at 60fps using Three.js useFrame hook.
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* Tracks continuous movement time and calculates speed based on direction consistency.
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* Only calls onSpeedUpdate when speed changes by more than epsilon AND sufficient time
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* has passed (100ms throttle), preventing excessive React re-renders at frame rate.
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*
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* @example
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* ```tsx
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* <AccelerationUpdater
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* isMoving={isMoving}
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* velocity={velocity}
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* movementTimeRef={movementTimeRef}
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* lastDirectionRef={lastDirectionRef}
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* onSpeedUpdate={setAccelerationBasedSpeed}
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* walkSpeed={physicalAttributes.walkSpeed}
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* runSpeed={physicalAttributes.runSpeed}
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* />
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* ```
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*/
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var AccelerationUpdater = ({ isMoving, velocity, movementTimeRef, lastDirectionRef, onSpeedUpdate, walkSpeed = ACCELERATION_CONSTANTS.DEFAULT_WALK_SPEED, runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED }) => {
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const lastReportedSpeedRef = useRef(walkSpeed);
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const lastUpdateTimeRef = useRef(0);
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const UPDATE_THROTTLE_MS = 100;
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useFrame((_state, delta) => {
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if (!isMoving || !velocity || velocity.x === 0 && velocity.y === 0) {
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movementTimeRef.current = 0;
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lastDirectionRef.current = {
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x: 0,
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y: 0
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};
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if (isSpeedChangeMeaningful(lastReportedSpeedRef.current, walkSpeed)) {
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lastReportedSpeedRef.current = walkSpeed;
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onSpeedUpdate(walkSpeed);
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lastUpdateTimeRef.current = performance.now();
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}
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return;
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}
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const currentDir = {
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x: velocity.x,
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y: velocity.y
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};
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if (!isDirectionConsistent(currentDir, lastDirectionRef.current)) movementTimeRef.current = 0;
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else movementTimeRef.current += delta;
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lastDirectionRef.current = currentDir;
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const newSpeed = calculateAcceleratedSpeed(movementTimeRef.current, walkSpeed, runSpeed);
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const now = performance.now();
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if (now - lastUpdateTimeRef.current >= UPDATE_THROTTLE_MS && isSpeedChangeMeaningful(lastReportedSpeedRef.current, newSpeed)) {
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lastReportedSpeedRef.current = newSpeed;
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onSpeedUpdate(newSpeed);
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lastUpdateTimeRef.current = now;
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}
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});
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return null;
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};
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//#endregion
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export { AccelerationUpdater as default };
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//# sourceMappingURL=AccelerationUpdater.js.map
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{"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"}
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/**
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* Acceleration Utilities for Movement System
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*
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* Pure functions for calculating acceleration-based running speeds.
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* Extracted for testability and reusability across training and combat screens.
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*
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* @module systems/movement/helpers/accelerationUtils
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* @category Movement
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* @korean 가속 유틸리티
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*/
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/**
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* Step distance thresholds for foot laterality alternation
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* 발 측면성 교대를 위한 걸음 거리 임계값
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*/
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export declare const STEP_DISTANCE_THRESHOLDS: {
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/**
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* Average step length when walking (meters)
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* 걷기 시 평균 걸음 길이
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*/
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readonly WALK: 0.7;
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/**
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* Average step length when running (meters)
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* 달리기 시 평균 걸음 길이
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*/
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readonly RUN: 1;
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};
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/**
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* Constants for acceleration-based running (defaults for non-archetype usage)
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*/
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export declare const ACCELERATION_CONSTANTS: {
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/** Default walking speed in m/s (when no archetype speed provided) */
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readonly DEFAULT_WALK_SPEED: 6;
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/** Default running speed in m/s (when no archetype speed provided) */
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readonly DEFAULT_RUN_SPEED: 10;
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/** Time to reach running speed in seconds */
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readonly TIME_TO_RUN: 1.5;
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/** Threshold for considering direction "same" (cos(45°) = √2/2) */
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readonly DIRECTION_THRESHOLD: number;
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/** Running threshold as percentage of max speed (0-1) */
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readonly RUN_THRESHOLD_PERCENT: 0.9;
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/** Epsilon for speed change detection (m/s) */
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readonly SPEED_CHANGE_EPSILON: 0.05;
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};
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/**
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* Calculate running threshold speed
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* @param runSpeed - Maximum running speed (from archetype or default)
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* @returns Speed at which movement is considered running (m/s)
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*/
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export declare function calculateRunThreshold(runSpeed?: number): number;
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/**
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* Check if two directions are consistent (within threshold angle)
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* @param currentDir Current direction vector
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* @returns True if directions are within 45° of each other
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*/
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export declare function isDirectionConsistent(currentDir: {
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x: number;
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y: number;
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}, lastDir: {
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x: number;
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y: number;
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}): boolean;
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/**
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* Calculate acceleration-based speed
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* @param movementTime Accumulated movement time in same direction (seconds)
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* @param walkSpeed - Walking speed in m/s (from archetype or default)
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* @param runSpeed - Running speed in m/s (from archetype or default)
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* @returns Interpolated speed between walk and run (m/s)
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*/
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export declare function calculateAcceleratedSpeed(movementTime: number, walkSpeed?: number, runSpeed?: number): number;
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/**
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* Check if speed change is meaningful (exceeds epsilon)
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* @param oldSpeed Previous speed (m/s)
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* @param newSpeed New speed (m/s)
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* @returns True if change exceeds threshold
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*/
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export declare function isSpeedChangeMeaningful(oldSpeed: number, newSpeed: number): boolean;
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/**
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* Determine if player is running based on current speed
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* @param speed Current speed (m/s)
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* @param runSpeed - Maximum running speed (from archetype or default)
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* @returns True if speed exceeds running threshold
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*/
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export declare function isRunningSpeed(speed: number, runSpeed?: number): boolean;
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//# sourceMappingURL=accelerationUtils.d.ts.map
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{"version":3,"file":"accelerationUtils.d.ts","sourceRoot":"","sources":["../../../../src/systems/movement/helpers/accelerationUtils.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH;;;GAGG;AACH,eAAO,MAAM,wBAAwB;IACnC;;;OAGG;;IAGH;;;OAGG;;CAEK,CAAC;AAEX;;GAEG;AACH,eAAO,MAAM,sBAAsB;IACjC,sEAAsE;;IAEtE,sEAAsE;;IAEtE,6CAA6C;;IAE7C,mEAAmE;;IAEnE,yDAAyD;;IAEzD,+CAA+C;;CAEvC,CAAC;AAEX;;;;GAIG;AACH,wBAAgB,qBAAqB,CACnC,QAAQ,GAAE,MAAiD,GAC1D,MAAM,CAER;AAED;;;;;GAKG;AACH,wBAAgB,qBAAqB,CACnC,UAAU,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EACpC,OAAO,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,GAChC,OAAO,CAqBT;AAED;;;;;;GAMG;AACH,wBAAgB,yBAAyB,CACvC,YAAY,EAAE,MAAM,EACpB,SAAS,GAAE,MAAkD,EAC7D,QAAQ,GAAE,MAAiD,GAC1D,MAAM,CAGR;AAED;;;;;GAKG;AACH,wBAAgB,uBAAuB,CAAC,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,OAAO,CAEnF;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAC5B,KAAK,EAAE,MAAM,EACb,QAAQ,GAAE,MAAiD,GAC1D,OAAO,CAET"}
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//#region src/systems/movement/helpers/accelerationUtils.ts
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/**
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* Acceleration Utilities for Movement System
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*
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* Pure functions for calculating acceleration-based running speeds.
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* Extracted for testability and reusability across training and combat screens.
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*
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* @module systems/movement/helpers/accelerationUtils
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* @category Movement
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* @korean 가속 유틸리티
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*/
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/**
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* Step distance thresholds for foot laterality alternation
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* 발 측면성 교대를 위한 걸음 거리 임계값
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*/
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var STEP_DISTANCE_THRESHOLDS = {
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WALK: .7,
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RUN: 1
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};
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/**
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* Constants for acceleration-based running (defaults for non-archetype usage)
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*/
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var ACCELERATION_CONSTANTS = {
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DEFAULT_WALK_SPEED: 6,
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DEFAULT_RUN_SPEED: 10,
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TIME_TO_RUN: 1.5,
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DIRECTION_THRESHOLD: Math.cos(Math.PI / 4),
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RUN_THRESHOLD_PERCENT: .9,
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SPEED_CHANGE_EPSILON: .05
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};
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/**
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* Calculate running threshold speed
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* @param runSpeed - Maximum running speed (from archetype or default)
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* @returns Speed at which movement is considered running (m/s)
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*/
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function calculateRunThreshold(runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED) {
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return runSpeed * ACCELERATION_CONSTANTS.RUN_THRESHOLD_PERCENT;
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}
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/**
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* Check if two directions are consistent (within threshold angle)
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* @param currentDir Current direction vector
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* @param lastDir Previous direction vector
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* @returns True if directions are within 45° of each other
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*/
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function isDirectionConsistent(currentDir, lastDir) {
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if (lastDir.x === 0 && lastDir.y === 0) return true;
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const dot = currentDir.x * lastDir.x + currentDir.y * lastDir.y;
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const magCurrent = Math.sqrt(currentDir.x ** 2 + currentDir.y ** 2);
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const magLast = Math.sqrt(lastDir.x ** 2 + lastDir.y ** 2);
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if (magCurrent === 0 || magLast === 0) return false;
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const cosAngleRaw = dot / (magCurrent * magLast);
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return Math.max(-1, Math.min(1, cosAngleRaw)) >= ACCELERATION_CONSTANTS.DIRECTION_THRESHOLD;
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}
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/**
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* Calculate acceleration-based speed
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* @param movementTime Accumulated movement time in same direction (seconds)
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* @param walkSpeed - Walking speed in m/s (from archetype or default)
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* @param runSpeed - Running speed in m/s (from archetype or default)
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* @returns Interpolated speed between walk and run (m/s)
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*/
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function calculateAcceleratedSpeed(movementTime, walkSpeed = ACCELERATION_CONSTANTS.DEFAULT_WALK_SPEED, runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED) {
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const progress = Math.min(movementTime / ACCELERATION_CONSTANTS.TIME_TO_RUN, 1);
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return walkSpeed + (runSpeed - walkSpeed) * progress;
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}
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/**
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* Check if speed change is meaningful (exceeds epsilon)
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* @param oldSpeed Previous speed (m/s)
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* @param newSpeed New speed (m/s)
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* @returns True if change exceeds threshold
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*/
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function isSpeedChangeMeaningful(oldSpeed, newSpeed) {
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return Math.abs(newSpeed - oldSpeed) >= ACCELERATION_CONSTANTS.SPEED_CHANGE_EPSILON;
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}
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/**
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* Determine if player is running based on current speed
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* @param speed Current speed (m/s)
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* @param runSpeed - Maximum running speed (from archetype or default)
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* @returns True if speed exceeds running threshold
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*/
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function isRunningSpeed(speed, runSpeed = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED) {
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return speed >= calculateRunThreshold(runSpeed);
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}
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//#endregion
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export { ACCELERATION_CONSTANTS, STEP_DISTANCE_THRESHOLDS, calculateAcceleratedSpeed, isDirectionConsistent, isRunningSpeed, isSpeedChangeMeaningful };
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//# sourceMappingURL=accelerationUtils.js.map
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