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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{"version":3,"file":"accelerationUtils.js","names":[],"sources":["../../../../src/systems/movement/helpers/accelerationUtils.ts"],"sourcesContent":["/**\n * Acceleration Utilities for Movement System\n *\n * Pure functions for calculating acceleration-based running speeds.\n * Extracted for testability and reusability across training and combat screens.\n *\n * @module systems/movement/helpers/accelerationUtils\n * @category Movement\n * @korean 가속 유틸리티\n */\n\n/**\n * Step distance thresholds for foot laterality alternation\n * 발 측면성 교대를 위한 걸음 거리 임계값\n */\nexport const STEP_DISTANCE_THRESHOLDS = {\n /**\n * Average step length when walking (meters)\n * 걷기 시 평균 걸음 길이\n */\n WALK: 0.7,\n\n /**\n * Average step length when running (meters)\n * 달리기 시 평균 걸음 길이\n */\n RUN: 1.0,\n} as const;\n\n/**\n * Constants for acceleration-based running (defaults for non-archetype usage)\n */\nexport const ACCELERATION_CONSTANTS = {\n /** Default walking speed in m/s (when no archetype speed provided) */\n DEFAULT_WALK_SPEED: 6.0,\n /** Default running speed in m/s (when no archetype speed provided) */\n DEFAULT_RUN_SPEED: 10.0,\n /** Time to reach running speed in seconds */\n TIME_TO_RUN: 1.5,\n /** Threshold for considering direction \"same\" (cos(45°) = √2/2) */\n DIRECTION_THRESHOLD: Math.cos(Math.PI / 4),\n /** Running threshold as percentage of max speed (0-1) */\n RUN_THRESHOLD_PERCENT: 0.9,\n /** Epsilon for speed change detection (m/s) */\n SPEED_CHANGE_EPSILON: 0.05,\n} as const;\n\n/**\n * Calculate running threshold speed\n * @param runSpeed - Maximum running speed (from archetype or default)\n * @returns Speed at which movement is considered running (m/s)\n */\nexport function calculateRunThreshold(\n runSpeed: number = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED\n): number {\n return runSpeed * ACCELERATION_CONSTANTS.RUN_THRESHOLD_PERCENT;\n}\n\n/**\n * Check if two directions are consistent (within threshold angle)\n * @param currentDir Current direction vector\n * @param lastDir Previous direction vector\n * @returns True if directions are within 45° of each other\n */\nexport function isDirectionConsistent(\n currentDir: { x: number; y: number },\n lastDir: { x: number; y: number }\n): boolean {\n // If last direction is zero, consider any movement as consistent\n if (lastDir.x === 0 && lastDir.y === 0) {\n return true;\n }\n\n // Calculate dot product\n const dot = currentDir.x * lastDir.x + currentDir.y * lastDir.y;\n const magCurrent = Math.sqrt(currentDir.x ** 2 + currentDir.y ** 2);\n const magLast = Math.sqrt(lastDir.x ** 2 + lastDir.y ** 2);\n\n if (magCurrent === 0 || magLast === 0) {\n return false;\n }\n\n // Clamp cosAngle to [-1, 1] to handle floating-point edge cases\n const cosAngleRaw = dot / (magCurrent * magLast);\n const cosAngle = Math.max(-1, Math.min(1, cosAngleRaw));\n \n // Use >= to include exactly 45° as consistent (not trigger reset)\n return cosAngle >= ACCELERATION_CONSTANTS.DIRECTION_THRESHOLD;\n}\n\n/**\n * Calculate acceleration-based speed\n * @param movementTime Accumulated movement time in same direction (seconds)\n * @param walkSpeed - Walking speed in m/s (from archetype or default)\n * @param runSpeed - Running speed in m/s (from archetype or default)\n * @returns Interpolated speed between walk and run (m/s)\n */\nexport function calculateAcceleratedSpeed(\n movementTime: number,\n walkSpeed: number = ACCELERATION_CONSTANTS.DEFAULT_WALK_SPEED,\n runSpeed: number = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED\n): number {\n const progress = Math.min(movementTime / ACCELERATION_CONSTANTS.TIME_TO_RUN, 1.0);\n return walkSpeed + (runSpeed - walkSpeed) * progress;\n}\n\n/**\n * Check if speed change is meaningful (exceeds epsilon)\n * @param oldSpeed Previous speed (m/s)\n * @param newSpeed New speed (m/s)\n * @returns True if change exceeds threshold\n */\nexport function isSpeedChangeMeaningful(oldSpeed: number, newSpeed: number): boolean {\n return Math.abs(newSpeed - oldSpeed) >= ACCELERATION_CONSTANTS.SPEED_CHANGE_EPSILON;\n}\n\n/**\n * Determine if player is running based on current speed\n * @param speed Current speed (m/s)\n * @param runSpeed - Maximum running speed (from archetype or default)\n * @returns True if speed exceeds running threshold\n */\nexport function isRunningSpeed(\n speed: number,\n runSpeed: number = ACCELERATION_CONSTANTS.DEFAULT_RUN_SPEED\n): boolean {\n return speed >= calculateRunThreshold(runSpeed);\n}\n"],"mappings":";;;;;;;;;;;;;;;AAeA,IAAa,2BAA2B;CAKtC,MAAM;CAMN,KAAK;CACN;;;;AAKD,IAAa,yBAAyB;CAEpC,oBAAoB;CAEpB,mBAAmB;CAEnB,aAAa;CAEb,qBAAqB,KAAK,IAAI,KAAK,KAAK,EAAE;CAE1C,uBAAuB;CAEvB,sBAAsB;CACvB;;;;;;AAOD,SAAgB,sBACd,WAAmB,uBAAuB,mBAClC;AACR,QAAO,WAAW,uBAAuB;;;;;;;;AAS3C,SAAgB,sBACd,YACA,SACS;AAET,KAAI,QAAQ,MAAM,KAAK,QAAQ,MAAM,EACnC,QAAO;CAIT,MAAM,MAAM,WAAW,IAAI,QAAQ,IAAI,WAAW,IAAI,QAAQ;CAC9D,MAAM,aAAa,KAAK,KAAK,WAAW,KAAK,IAAI,WAAW,KAAK,EAAE;CACnE,MAAM,UAAU,KAAK,KAAK,QAAQ,KAAK,IAAI,QAAQ,KAAK,EAAE;AAE1D,KAAI,eAAe,KAAK,YAAY,EAClC,QAAO;CAIT,MAAM,cAAc,OAAO,aAAa;AAIxC,QAHiB,KAAK,IAAI,IAAI,KAAK,IAAI,GAAG,YAAY,CAAC,IAGpC,uBAAuB;;;;;;;;;AAU5C,SAAgB,0BACd,cACA,YAAoB,uBAAuB,oBAC3C,WAAmB,uBAAuB,mBAClC;CACR,MAAM,WAAW,KAAK,IAAI,eAAe,uBAAuB,aAAa,EAAI;AACjF,QAAO,aAAa,WAAW,aAAa;;;;;;;;AAS9C,SAAgB,wBAAwB,UAAkB,UAA2B;AACnF,QAAO,KAAK,IAAI,WAAW,SAAS,IAAI,uBAAuB;;;;;;;;AASjE,SAAgB,eACd,OACA,WAAmB,uBAAuB,mBACjC;AACT,QAAO,SAAS,sBAAsB,SAAS"}
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/**
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* Movement System Module
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*
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*
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* Exports for the injury-based movement system including modifiers,
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export { InjuryMovementModifier, DEFAULT_INJURY_MOVEMENT_CONFIG, type InjuryMovementConfig, type PartialInjuryMovementConfig, type InjuryMovementResult, injuryMovementModifier, } from "./InjuryMovementModifier";
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export { calculateLegInjuryFactor, calculateMovementSpeed, calculateInjuryMultiplier, } from "./integration";
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export { STANCE_SPEED_MODIFIERS } from "../physics/MovementPhysics";
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/systems/movement/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EACL,sBAAsB,EACtB,8BAA8B,EAC9B,KAAK,oBAAoB,EACzB,KAAK,2BAA2B,EAChC,KAAK,oBAAoB,EACzB,sBAAsB,GACvB,MAAM,0BAA0B,CAAC;AAElC,OAAO,EACL,wBAAwB,EACxB,sBAAsB,EACtB,yBAAyB,GAC1B,MAAM,eAAe,CAAC;AAGvB,OAAO,EAAE,sBAAsB,EAAE,MAAM,4BAA4B,CAAC"}
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/**
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* Integration module for InjuryMovementModifier with MovementPhysics
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*
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* **Korean**: 손상 이동 통합 (Injury Movement Integration)
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*
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* Provides helper functions to integrate the InjuryMovementModifier system
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*/
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import type { BodyPartHealth } from "../bodypart/types";
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import { TrigramStance } from "../../types/common";
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/**
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* Calculate leg injury factor for MovementPhysics from body part health.
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*
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*
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* ensuring asymmetric injuries (e.g., one leg at 0%, other at 100%) are properly represented.
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*
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* const legInjuryFactor = calculateLegInjuryFactor(bodyPartHealth);
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* movementState.legInjuryFactor = legInjuryFactor;
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*/
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export declare function calculateLegInjuryFactor(bodyPartHealth: BodyPartHealth): number;
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/**
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* Calculate comprehensive movement speed with all injury modifiers.
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*
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*
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* This is the recommended function for full integration with the new
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* injury system. It applies all modifiers including leg injuries,
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*
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* const finalSpeed = calculateMovementSpeed(
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* playerBodyHealth,
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* ```
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*
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*/
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export declare function calculateMovementSpeed(baseSpeed: number, bodyPartHealth: BodyPartHealth, stance: TrigramStance, painLevel: number): number;
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/**
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* Calculate speed multiplier from injuries (without stance or pain).
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*
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*
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* Useful when you want to apply injury penalties separately from
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* stance and pain modifiers.
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*
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* Uses the shared singleton instance to avoid allocations in per-frame loops.
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*
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* @param bodyPartHealth - Current body part health
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* @returns Speed multiplier (0.1-1.0)
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*
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* @public
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* @korean 손상속도배수계산
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*/
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export declare function calculateInjuryMultiplier(bodyPartHealth: BodyPartHealth): number;
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{"version":3,"file":"integration.d.ts","sourceRoot":"","sources":["../../../src/systems/movement/integration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAGH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AACxD,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAE/C;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,wBAAgB,wBAAwB,CACtC,cAAc,EAAE,cAAc,GAC7B,MAAM,CAeR;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wBAAgB,sBAAsB,CACpC,SAAS,EAAE,MAAM,EACjB,cAAc,EAAE,cAAc,EAC9B,MAAM,EAAE,aAAa,EACrB,SAAS,EAAE,MAAM,GAChB,MAAM,CASR;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,yBAAyB,CACvC,cAAc,EAAE,cAAc,GAC7B,MAAM,CAWR"}
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/**
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* Attack Movement Physics System for realistic forward momentum during attacks.
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*
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* **Korean**: 공격 이동 물리 시스템 (Attack Movement Physics System)
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*
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* Implements realistic forward movement physics when fighters execute attacks.
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* Kicks naturally extend the body forward, punches lunge with body weight,
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* and spinning techniques carry rotational momentum.
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*
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* ## Attack Movement Mechanics
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*
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* Forward movement distance is determined by:
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* - Animation type (kicks > punches > elbows/knees)
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* - Stance modifiers (8 trigram stances affect aggression)
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* - Animation phase timing (extension → peak → recovery)
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*
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* ## Movement Integration
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*
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* - Extension phase (frames 3-6): Forward lunge with ease-out
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* - Peak phase (frame 6): Maximum extension reached
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* - Recovery phase (frames 7-10): Return to original stance
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* - Arena bounds: Automatically clamp movement to valid zone
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*
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* ## Performance
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*
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* Optimized for 60fps with efficient vector calculations and
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* smooth easing curves for realistic attack momentum feel.
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*
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* @module systems/physics/AttackMovementPhysics
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* @category Physics System
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* @korean 공격이동물리
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*/
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import * as THREE from "three";
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import { TrigramStance } from "../../types/common";
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import { AnimationType } from "../animation";
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/**
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* Configuration for attack movement calculation.
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*
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* **Korean**: 공격 이동 설정 (Attack Movement Configuration)
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*
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* @public
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* @korean 공격이동설정
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*/
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export interface AttackMovementConfig {
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/** Animation type being executed */
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readonly animationType: AnimationType;
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/** Current trigram stance */
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readonly currentStance: TrigramStance;
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/** Normalized attack direction vector (attacker → target) */
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readonly direction: THREE.Vector3;
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/** Total attack animation duration in seconds */
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readonly animationDuration: number;
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}
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/**
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* Result of attack movement calculation.
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*
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* **Korean**: 공격 이동 결과 (Attack Movement Result)
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*
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* Contains displacement vector and timing for attack lunge.
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*
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* @public
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* @korean 공격이동결과
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*/
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export interface AttackMovementResult {
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/** Total forward displacement vector in world space */
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readonly displacement: THREE.Vector3;
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/** Duration of forward lunge phase in seconds */
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readonly lungeDuration: number;
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/** Duration of recovery return phase in seconds */
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readonly recoveryDuration: number;
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/** Total movement cycle duration in seconds */
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readonly totalDuration: number;
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}
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/**
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* Attack Movement Physics Engine.
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*
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* **Korean**: 공격 이동 물리 엔진
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*
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* Calculates realistic forward movement during attack animations
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* based on technique type, stance modifiers, and animation timing.
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* Provides smooth lunge and recovery phases for authentic martial arts feel.
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*
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* @example
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* ```typescript
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* const physics = new AttackMovementPhysics();
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*
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* // Calculate movement for roundhouse kick
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* const config: AttackMovementConfig = {
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* animationType: AnimationType.ROUNDHOUSE_KICK,
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* currentStance: TrigramStance.LI, // Fire stance (aggressive)
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* direction: new THREE.Vector3(1, 0, 0).normalize(),
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* animationDuration: 0.48, // 480ms kick animation
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* };
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*
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* const result = physics.calculateAttackMovement(config);
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* // Result: 1.0m base * 1.3 (Fire bonus) = ~1.3m forward lunge
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* // lungeDuration: 0.24s (50% of animation)
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* // recoveryDuration: 0.24s (50% of animation)
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* ```
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*
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* @public
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* @korean 공격이동물리
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*/
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export declare class AttackMovementPhysics {
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/**
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* Calculates attack movement displacement and timing.
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*
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* **Korean**: 공격 이동 계산 (Calculate Attack Movement)
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*
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* Determines forward lunge distance and recovery timing based on:
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* 1. Base movement from animation type
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* 2. Stance movement modifier (8 trigram effects)
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* 3. Animation phase durations (lunge vs recovery)
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*
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* @param config - Attack movement configuration
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* @returns Attack movement result with displacement and timing
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*
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* @example
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* ```typescript
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* // Front kick with Heaven stance
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* const kick = physics.calculateAttackMovement({
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* animationType: AnimationType.FRONT_KICK,
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* currentStance: TrigramStance.GEON,
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* direction: attackVector,
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* animationDuration: 0.4,
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* });
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* // Result: ~0.88m forward (0.8m * 1.1 Geon modifier)
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*
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* // Jab with Mountain stance
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* const jab = physics.calculateAttackMovement({
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* animationType: AnimationType.JAB,
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* currentStance: TrigramStance.GAN,
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* direction: attackVector,
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* animationDuration: 0.25,
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* });
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* // Result: ~0.24m forward (0.3m * 0.8 Gan modifier)
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* ```
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*
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* @public
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* @korean 공격이동계산
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*/
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calculateAttackMovement(config: AttackMovementConfig): AttackMovementResult;
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/**
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* Gets base forward movement distance for animation type.
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*
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* **Korean**: 기본 이동 거리 (Base Movement Distance)
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*
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* Movement distances by technique category:
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* - Kicks: 0.8-1.2m (leg extension, longest reach)
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* - Punches: 0.3-0.5m (arm extension, body lunge)
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* - Elbows/Knees: 0.2-0.3m (close range techniques)
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* - Spinning: 0.5-0.8m (rotation carries momentum)
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*
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* @param animationType - Type of attack animation
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* @returns Base movement distance in meters
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*
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* @private
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* @korean 기본이동거리
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*/
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private getBaseMovementDistance;
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/**
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* Gets stance movement modifier for attack lunge.
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*
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* **Korean**: 자세 이동 배율 (Stance Movement Modifier)
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*
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* Trigram stance movement modifiers based on combat philosophy:
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* - ☰ 건 (Geon/Heaven): +30% movement (aggressive, drives forward with pure yang)
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* - ☳ 진 (Jin/Thunder): +20% movement (explosive power, shocking force)
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* - ☴ 손 (Son/Wind): +15% movement (continuous flow, mobile)
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* - ☲ 리 (Li/Fire): +10% movement (precision strikes, controlled aggression)
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* - ☱ 태 (Tae/Lake): 0% (neutral, fluid and adaptive)
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* - ☵ 감 (Gam/Water): 0% (neutral, flowing and flexible)
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* - ☷ 곤 (Gon/Earth): -10% movement (grounded, stable techniques)
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* - ☶ 간 (Gan/Mountain): -20% movement (defensive mastery, minimal advance)
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*
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* @param stance - Current trigram stance
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* @returns Movement multiplier (0.8 to 1.3)
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*
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* @private
|
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* @korean 자세이동배율
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*/
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private getStanceMovementModifier;
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/**
|
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* Applies attack movement force to attacker position over time.
|
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*
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* **Korean**: 공격 이동 적용 (Apply Attack Movement)
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*
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* Uses smooth ease-out cubic curve for realistic lunge feel:
|
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* - Fast initial forward movement (attack commitment)
|
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* - Gradual deceleration at peak extension
|
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* - Smooth return during recovery phase
|
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*
|
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* @param basePosition - Original stance position (does not change during attack)
|
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* @param result - Attack movement result with displacement
|
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* @param elapsedTime - Time elapsed since attack started
|
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* @param isRecoveryPhase - Whether in recovery (return) phase
|
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* @returns New position with attack displacement applied
|
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*
|
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* @example
|
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* ```typescript
|
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|
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* // In animation update loop (60fps)
|
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|
+
* const basePos = new THREE.Vector3(0, 0, 0); // Original stance position
|
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|
+
*
|
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|
+
* if (elapsedTime < result.lungeDuration) {
|
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+
* // Lunge forward phase
|
|
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|
+
* const newPosition = physics.applyAttackMovement(
|
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|
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* basePos,
|
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+
* result,
|
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|
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* elapsedTime,
|
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* false
|
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+
* );
|
|
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|
+
* } else if (elapsedTime < result.totalDuration) {
|
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|
+
* // Recovery return phase
|
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|
+
* const newPosition = physics.applyAttackMovement(
|
|
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|
+
* basePos,
|
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|
+
* result,
|
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|
+
* elapsedTime,
|
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|
+
* true
|
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|
+
* );
|
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|
+
* }
|
|
221
|
+
* ```
|
|
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|
+
*
|
|
223
|
+
* @public
|
|
224
|
+
* @korean 공격이동적용
|
|
225
|
+
*/
|
|
226
|
+
applyAttackMovement(basePosition: THREE.Vector3, result: AttackMovementResult, elapsedTime: number, isRecoveryPhase: boolean): THREE.Vector3;
|
|
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|
+
/**
|
|
228
|
+
* Checks if attacker is currently in lunge phase.
|
|
229
|
+
*
|
|
230
|
+
* **Korean**: 돌진 상태 확인 (Check Lunge State)
|
|
231
|
+
*
|
|
232
|
+
* @param elapsedTime - Time elapsed since attack started
|
|
233
|
+
* @param lungeDuration - Total lunge phase duration
|
|
234
|
+
* @returns True if in forward lunge phase
|
|
235
|
+
*
|
|
236
|
+
* @public
|
|
237
|
+
* @korean 돌진상태확인
|
|
238
|
+
*/
|
|
239
|
+
isInLungePhase(elapsedTime: number, lungeDuration: number): boolean;
|
|
240
|
+
/**
|
|
241
|
+
* Checks if attacker is in recovery return phase.
|
|
242
|
+
*
|
|
243
|
+
* **Korean**: 회복 상태 확인 (Check Recovery State)
|
|
244
|
+
*
|
|
245
|
+
* @param elapsedTime - Time elapsed since attack started
|
|
246
|
+
* @param result - Attack movement result with timing
|
|
247
|
+
* @returns True if in recovery return phase
|
|
248
|
+
*
|
|
249
|
+
* @public
|
|
250
|
+
* @korean 회복상태확인
|
|
251
|
+
*/
|
|
252
|
+
isInRecoveryPhase(elapsedTime: number, result: AttackMovementResult): boolean;
|
|
253
|
+
/**
|
|
254
|
+
* Gets bilingual Korean-English name for lunge phase.
|
|
255
|
+
*
|
|
256
|
+
* **Korean**: 돌진 단계 이름 (Lunge Phase Name)
|
|
257
|
+
*
|
|
258
|
+
* @returns Korean and English phase names
|
|
259
|
+
*
|
|
260
|
+
* @public
|
|
261
|
+
* @korean 돌진단계이름
|
|
262
|
+
*/
|
|
263
|
+
getLungePhaseName(): {
|
|
264
|
+
korean: string;
|
|
265
|
+
english: string;
|
|
266
|
+
};
|
|
267
|
+
/**
|
|
268
|
+
* Gets bilingual Korean-English name for recovery phase.
|
|
269
|
+
*
|
|
270
|
+
* **Korean**: 복귀 단계 이름 (Recovery Phase Name)
|
|
271
|
+
*
|
|
272
|
+
* @returns Korean and English phase names
|
|
273
|
+
*
|
|
274
|
+
* @public
|
|
275
|
+
* @korean 복귀단계이름
|
|
276
|
+
*/
|
|
277
|
+
getRecoveryPhaseName(): {
|
|
278
|
+
korean: string;
|
|
279
|
+
english: string;
|
|
280
|
+
};
|
|
281
|
+
}
|
|
282
|
+
export default AttackMovementPhysics;
|
|
283
|
+
//# sourceMappingURL=AttackMovementPhysics.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AttackMovementPhysics.d.ts","sourceRoot":"","sources":["../../../src/systems/physics/AttackMovementPhysics.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD;;;;;;;GAOG;AACH,MAAM,WAAW,oBAAoB;IACnC,oCAAoC;IACpC,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,6BAA6B;IAC7B,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,6DAA6D;IAC7D,QAAQ,CAAC,SAAS,EAAE,KAAK,CAAC,OAAO,CAAC;IAClC,iDAAiD;IACjD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;CACpC;AAED;;;;;;;;;GASG;AACH,MAAM,WAAW,oBAAoB;IACnC,uDAAuD;IACvD,QAAQ,CAAC,YAAY,EAAE,KAAK,CAAC,OAAO,CAAC;IACrC,iDAAiD;IACjD,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,mDAAmD;IACnD,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,+CAA+C;IAC/C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;CAChC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,qBAAa,qBAAqB;IAChC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAoCG;IACH,uBAAuB,CACrB,MAAM,EAAE,oBAAoB,GAC3B,oBAAoB;IAuBvB;;;;;;;;;;;;;;;;OAgBG;IACH,OAAO,CAAC,uBAAuB;IAqJ/B;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,OAAO,CAAC,yBAAyB;IAcjC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA0CG;IACH,mBAAmB,CACjB,YAAY,EAAE,KAAK,CAAC,OAAO,EAC3B,MAAM,EAAE,oBAAoB,EAC5B,WAAW,EAAE,MAAM,EACnB,eAAe,EAAE,OAAO,GACvB,KAAK,CAAC,OAAO;IAmChB;;;;;;;;;;;OAWG;IACH,cAAc,CAAC,WAAW,EAAE,MAAM,EAAE,aAAa,EAAE,MAAM,GAAG,OAAO;IAInE;;;;;;;;;;;OAWG;IACH,iBAAiB,CACf,WAAW,EAAE,MAAM,EACnB,MAAM,EAAE,oBAAoB,GAC3B,OAAO;IAOV;;;;;;;;;OASG;IACH,iBAAiB,IAAI;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE;IAOxD;;;;;;;;;OASG;IACH,oBAAoB,IAAI;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE;CAM5D;AAED,eAAe,qBAAqB,CAAC"}
|
|
@@ -0,0 +1,272 @@
|
|
|
1
|
+
import { TrigramStance } from "../../types/common.js";
|
|
2
|
+
import { AnimationType } from "../animation/builders/MartialArtsConstants.js";
|
|
3
|
+
import "../animation/index.js";
|
|
4
|
+
//#region src/systems/physics/AttackMovementPhysics.ts
|
|
5
|
+
/**
|
|
6
|
+
* Attack Movement Physics Engine.
|
|
7
|
+
*
|
|
8
|
+
* **Korean**: 공격 이동 물리 엔진
|
|
9
|
+
*
|
|
10
|
+
* Calculates realistic forward movement during attack animations
|
|
11
|
+
* based on technique type, stance modifiers, and animation timing.
|
|
12
|
+
* Provides smooth lunge and recovery phases for authentic martial arts feel.
|
|
13
|
+
*
|
|
14
|
+
* @example
|
|
15
|
+
* ```typescript
|
|
16
|
+
* const physics = new AttackMovementPhysics();
|
|
17
|
+
*
|
|
18
|
+
* // Calculate movement for roundhouse kick
|
|
19
|
+
* const config: AttackMovementConfig = {
|
|
20
|
+
* animationType: AnimationType.ROUNDHOUSE_KICK,
|
|
21
|
+
* currentStance: TrigramStance.LI, // Fire stance (aggressive)
|
|
22
|
+
* direction: new THREE.Vector3(1, 0, 0).normalize(),
|
|
23
|
+
* animationDuration: 0.48, // 480ms kick animation
|
|
24
|
+
* };
|
|
25
|
+
*
|
|
26
|
+
* const result = physics.calculateAttackMovement(config);
|
|
27
|
+
* // Result: 1.0m base * 1.3 (Fire bonus) = ~1.3m forward lunge
|
|
28
|
+
* // lungeDuration: 0.24s (50% of animation)
|
|
29
|
+
* // recoveryDuration: 0.24s (50% of animation)
|
|
30
|
+
* ```
|
|
31
|
+
*
|
|
32
|
+
* @public
|
|
33
|
+
* @korean 공격이동물리
|
|
34
|
+
*/
|
|
35
|
+
var AttackMovementPhysics = class {
|
|
36
|
+
/**
|
|
37
|
+
* Calculates attack movement displacement and timing.
|
|
38
|
+
*
|
|
39
|
+
* **Korean**: 공격 이동 계산 (Calculate Attack Movement)
|
|
40
|
+
*
|
|
41
|
+
* Determines forward lunge distance and recovery timing based on:
|
|
42
|
+
* 1. Base movement from animation type
|
|
43
|
+
* 2. Stance movement modifier (8 trigram effects)
|
|
44
|
+
* 3. Animation phase durations (lunge vs recovery)
|
|
45
|
+
*
|
|
46
|
+
* @param config - Attack movement configuration
|
|
47
|
+
* @returns Attack movement result with displacement and timing
|
|
48
|
+
*
|
|
49
|
+
* @example
|
|
50
|
+
* ```typescript
|
|
51
|
+
* // Front kick with Heaven stance
|
|
52
|
+
* const kick = physics.calculateAttackMovement({
|
|
53
|
+
* animationType: AnimationType.FRONT_KICK,
|
|
54
|
+
* currentStance: TrigramStance.GEON,
|
|
55
|
+
* direction: attackVector,
|
|
56
|
+
* animationDuration: 0.4,
|
|
57
|
+
* });
|
|
58
|
+
* // Result: ~0.88m forward (0.8m * 1.1 Geon modifier)
|
|
59
|
+
*
|
|
60
|
+
* // Jab with Mountain stance
|
|
61
|
+
* const jab = physics.calculateAttackMovement({
|
|
62
|
+
* animationType: AnimationType.JAB,
|
|
63
|
+
* currentStance: TrigramStance.GAN,
|
|
64
|
+
* direction: attackVector,
|
|
65
|
+
* animationDuration: 0.25,
|
|
66
|
+
* });
|
|
67
|
+
* // Result: ~0.24m forward (0.3m * 0.8 Gan modifier)
|
|
68
|
+
* ```
|
|
69
|
+
*
|
|
70
|
+
* @public
|
|
71
|
+
* @korean 공격이동계산
|
|
72
|
+
*/
|
|
73
|
+
calculateAttackMovement(config) {
|
|
74
|
+
const finalDistance = this.getBaseMovementDistance(config.animationType) * this.getStanceMovementModifier(config.currentStance);
|
|
75
|
+
return {
|
|
76
|
+
displacement: config.direction.clone().multiplyScalar(finalDistance),
|
|
77
|
+
lungeDuration: config.animationDuration * .5,
|
|
78
|
+
recoveryDuration: config.animationDuration * .5,
|
|
79
|
+
totalDuration: config.animationDuration
|
|
80
|
+
};
|
|
81
|
+
}
|
|
82
|
+
/**
|
|
83
|
+
* Gets base forward movement distance for animation type.
|
|
84
|
+
*
|
|
85
|
+
* **Korean**: 기본 이동 거리 (Base Movement Distance)
|
|
86
|
+
*
|
|
87
|
+
* Movement distances by technique category:
|
|
88
|
+
* - Kicks: 0.8-1.2m (leg extension, longest reach)
|
|
89
|
+
* - Punches: 0.3-0.5m (arm extension, body lunge)
|
|
90
|
+
* - Elbows/Knees: 0.2-0.3m (close range techniques)
|
|
91
|
+
* - Spinning: 0.5-0.8m (rotation carries momentum)
|
|
92
|
+
*
|
|
93
|
+
* @param animationType - Type of attack animation
|
|
94
|
+
* @returns Base movement distance in meters
|
|
95
|
+
*
|
|
96
|
+
* @private
|
|
97
|
+
* @korean 기본이동거리
|
|
98
|
+
*/
|
|
99
|
+
getBaseMovementDistance(animationType) {
|
|
100
|
+
if (animationType === AnimationType.ROUNDHOUSE_KICK || animationType === AnimationType.SIDE_KICK || animationType === AnimationType.BACK_KICK) return 1;
|
|
101
|
+
if (animationType === AnimationType.FRONT_KICK || animationType === AnimationType.PUSH_KICK) return .8;
|
|
102
|
+
if (animationType === AnimationType.AXE_KICK || animationType === AnimationType.CRESCENT_KICK || animationType === AnimationType.LOW_KICK) return .9;
|
|
103
|
+
if (animationType === AnimationType.SPINNING_HOOK || animationType === AnimationType.SPINNING_HEEL_KICK || animationType === AnimationType.TORNADO_KICK) return .8;
|
|
104
|
+
if (animationType === AnimationType.FLYING_KICK || animationType === AnimationType.JUMPING_KICK) return 1.2;
|
|
105
|
+
if (animationType === AnimationType.CROSS || animationType === AnimationType.OVERHAND || animationType === AnimationType.HOOK) return .5;
|
|
106
|
+
if (animationType === AnimationType.JAB || animationType === AnimationType.BACKFIST) return .3;
|
|
107
|
+
if (animationType === AnimationType.UPPERCUT || animationType === AnimationType.HAMMER_FIST || animationType === AnimationType.PALM_STRIKE) return .4;
|
|
108
|
+
if (animationType === AnimationType.ELBOW_STRIKE || animationType === AnimationType.KNEE_STRIKE || animationType === AnimationType.KNEE_KICK || animationType === AnimationType.ELBOW_UPPERCUT || animationType === AnimationType.FLYING_KNEE || animationType === AnimationType.CLINCH_KNEE || animationType === AnimationType.SPINNING_ELBOW || animationType === AnimationType.TEMPLE_ELBOW || animationType === AnimationType.SPINNING_BACK_ELBOW || animationType === AnimationType.SPINAL_ELBOW || animationType === AnimationType.BRACHIAL_ELBOW || animationType === AnimationType.KIDNEY_KNEE || animationType === AnimationType.FEMORAL_KNEE) return .2;
|
|
109
|
+
if (animationType === AnimationType.SPEAR_HAND_STRIKE || animationType === AnimationType.NERVE_STRIKE || animationType === AnimationType.PRESSURE_POINT_STRIKE || animationType === AnimationType.LIGHTNING_STRIKE || animationType === AnimationType.RAPID_BARRAGE || animationType === AnimationType.RHYTHMIC_STRIKES || animationType === AnimationType.NERVE_PARALYSIS || animationType === AnimationType.THROAT_STRIKE || animationType === AnimationType.EYE_GOUGE) return .3;
|
|
110
|
+
if (animationType === AnimationType.HEAVEN_STRIKE || animationType === AnimationType.FLOWING_CROSS) return .5;
|
|
111
|
+
if (animationType === AnimationType.SOLAR_PLEXUS_STRIKE || animationType === AnimationType.FLOWING_PUSH || animationType === AnimationType.LIVER_DISRUPTION || animationType === AnimationType.EAR_STRIKE) return .4;
|
|
112
|
+
if (animationType === AnimationType.THROW || animationType === AnimationType.JOINT_LOCK || animationType === AnimationType.TAKEDOWN || animationType === AnimationType.SWEEP || animationType === AnimationType.CLINCH || animationType === AnimationType.GRAPPLE || animationType === AnimationType.SLAM || animationType === AnimationType.WRIST_LOCK || animationType === AnimationType.ARM_BAR || animationType === AnimationType.SHOULDER_LOCK || animationType === AnimationType.HIP_THROW || animationType === AnimationType.LEG_REAP || animationType === AnimationType.SMALL_CIRCLE_LOCK || animationType === AnimationType.FINGER_LOCK || animationType === AnimationType.ELBOW_LOCK || animationType === AnimationType.SHOULDER_MANIPULATION || animationType === AnimationType.MOUNTAIN_LOCK || animationType === AnimationType.EARTH_EMBRACE || animationType === AnimationType.CAROTID_CHOKE) return .05;
|
|
113
|
+
return .2;
|
|
114
|
+
}
|
|
115
|
+
/**
|
|
116
|
+
* Gets stance movement modifier for attack lunge.
|
|
117
|
+
*
|
|
118
|
+
* **Korean**: 자세 이동 배율 (Stance Movement Modifier)
|
|
119
|
+
*
|
|
120
|
+
* Trigram stance movement modifiers based on combat philosophy:
|
|
121
|
+
* - ☰ 건 (Geon/Heaven): +30% movement (aggressive, drives forward with pure yang)
|
|
122
|
+
* - ☳ 진 (Jin/Thunder): +20% movement (explosive power, shocking force)
|
|
123
|
+
* - ☴ 손 (Son/Wind): +15% movement (continuous flow, mobile)
|
|
124
|
+
* - ☲ 리 (Li/Fire): +10% movement (precision strikes, controlled aggression)
|
|
125
|
+
* - ☱ 태 (Tae/Lake): 0% (neutral, fluid and adaptive)
|
|
126
|
+
* - ☵ 감 (Gam/Water): 0% (neutral, flowing and flexible)
|
|
127
|
+
* - ☷ 곤 (Gon/Earth): -10% movement (grounded, stable techniques)
|
|
128
|
+
* - ☶ 간 (Gan/Mountain): -20% movement (defensive mastery, minimal advance)
|
|
129
|
+
*
|
|
130
|
+
* @param stance - Current trigram stance
|
|
131
|
+
* @returns Movement multiplier (0.8 to 1.3)
|
|
132
|
+
*
|
|
133
|
+
* @private
|
|
134
|
+
* @korean 자세이동배율
|
|
135
|
+
*/
|
|
136
|
+
getStanceMovementModifier(stance) {
|
|
137
|
+
return {
|
|
138
|
+
[TrigramStance.GEON]: 1.3,
|
|
139
|
+
[TrigramStance.JIN]: 1.2,
|
|
140
|
+
[TrigramStance.SON]: 1.15,
|
|
141
|
+
[TrigramStance.LI]: 1.1,
|
|
142
|
+
[TrigramStance.TAE]: 1,
|
|
143
|
+
[TrigramStance.GAM]: 1,
|
|
144
|
+
[TrigramStance.GON]: .9,
|
|
145
|
+
[TrigramStance.GAN]: .8
|
|
146
|
+
}[stance];
|
|
147
|
+
}
|
|
148
|
+
/**
|
|
149
|
+
* Applies attack movement force to attacker position over time.
|
|
150
|
+
*
|
|
151
|
+
* **Korean**: 공격 이동 적용 (Apply Attack Movement)
|
|
152
|
+
*
|
|
153
|
+
* Uses smooth ease-out cubic curve for realistic lunge feel:
|
|
154
|
+
* - Fast initial forward movement (attack commitment)
|
|
155
|
+
* - Gradual deceleration at peak extension
|
|
156
|
+
* - Smooth return during recovery phase
|
|
157
|
+
*
|
|
158
|
+
* @param basePosition - Original stance position (does not change during attack)
|
|
159
|
+
* @param result - Attack movement result with displacement
|
|
160
|
+
* @param elapsedTime - Time elapsed since attack started
|
|
161
|
+
* @param isRecoveryPhase - Whether in recovery (return) phase
|
|
162
|
+
* @returns New position with attack displacement applied
|
|
163
|
+
*
|
|
164
|
+
* @example
|
|
165
|
+
* ```typescript
|
|
166
|
+
* // In animation update loop (60fps)
|
|
167
|
+
* const basePos = new THREE.Vector3(0, 0, 0); // Original stance position
|
|
168
|
+
*
|
|
169
|
+
* if (elapsedTime < result.lungeDuration) {
|
|
170
|
+
* // Lunge forward phase
|
|
171
|
+
* const newPosition = physics.applyAttackMovement(
|
|
172
|
+
* basePos,
|
|
173
|
+
* result,
|
|
174
|
+
* elapsedTime,
|
|
175
|
+
* false
|
|
176
|
+
* );
|
|
177
|
+
* } else if (elapsedTime < result.totalDuration) {
|
|
178
|
+
* // Recovery return phase
|
|
179
|
+
* const newPosition = physics.applyAttackMovement(
|
|
180
|
+
* basePos,
|
|
181
|
+
* result,
|
|
182
|
+
* elapsedTime,
|
|
183
|
+
* true
|
|
184
|
+
* );
|
|
185
|
+
* }
|
|
186
|
+
* ```
|
|
187
|
+
*
|
|
188
|
+
* @public
|
|
189
|
+
* @korean 공격이동적용
|
|
190
|
+
*/
|
|
191
|
+
applyAttackMovement(basePosition, result, elapsedTime, isRecoveryPhase) {
|
|
192
|
+
let progress;
|
|
193
|
+
if (!isRecoveryPhase) {
|
|
194
|
+
progress = Math.min(1, elapsedTime / result.lungeDuration);
|
|
195
|
+
const easedProgress = 1 - Math.pow(1 - progress, 3);
|
|
196
|
+
const currentDisplacement = result.displacement.clone().multiplyScalar(easedProgress);
|
|
197
|
+
return basePosition.clone().add(currentDisplacement);
|
|
198
|
+
} else {
|
|
199
|
+
const recoveryTime = elapsedTime - result.lungeDuration;
|
|
200
|
+
progress = Math.min(1, recoveryTime / result.recoveryDuration);
|
|
201
|
+
const easedProgress = Math.pow(progress, 3);
|
|
202
|
+
const returnDisplacement = result.displacement.clone().multiplyScalar(1 - easedProgress);
|
|
203
|
+
return basePosition.clone().add(returnDisplacement);
|
|
204
|
+
}
|
|
205
|
+
}
|
|
206
|
+
/**
|
|
207
|
+
* Checks if attacker is currently in lunge phase.
|
|
208
|
+
*
|
|
209
|
+
* **Korean**: 돌진 상태 확인 (Check Lunge State)
|
|
210
|
+
*
|
|
211
|
+
* @param elapsedTime - Time elapsed since attack started
|
|
212
|
+
* @param lungeDuration - Total lunge phase duration
|
|
213
|
+
* @returns True if in forward lunge phase
|
|
214
|
+
*
|
|
215
|
+
* @public
|
|
216
|
+
* @korean 돌진상태확인
|
|
217
|
+
*/
|
|
218
|
+
isInLungePhase(elapsedTime, lungeDuration) {
|
|
219
|
+
return elapsedTime < lungeDuration;
|
|
220
|
+
}
|
|
221
|
+
/**
|
|
222
|
+
* Checks if attacker is in recovery return phase.
|
|
223
|
+
*
|
|
224
|
+
* **Korean**: 회복 상태 확인 (Check Recovery State)
|
|
225
|
+
*
|
|
226
|
+
* @param elapsedTime - Time elapsed since attack started
|
|
227
|
+
* @param result - Attack movement result with timing
|
|
228
|
+
* @returns True if in recovery return phase
|
|
229
|
+
*
|
|
230
|
+
* @public
|
|
231
|
+
* @korean 회복상태확인
|
|
232
|
+
*/
|
|
233
|
+
isInRecoveryPhase(elapsedTime, result) {
|
|
234
|
+
return elapsedTime >= result.lungeDuration && elapsedTime < result.totalDuration;
|
|
235
|
+
}
|
|
236
|
+
/**
|
|
237
|
+
* Gets bilingual Korean-English name for lunge phase.
|
|
238
|
+
*
|
|
239
|
+
* **Korean**: 돌진 단계 이름 (Lunge Phase Name)
|
|
240
|
+
*
|
|
241
|
+
* @returns Korean and English phase names
|
|
242
|
+
*
|
|
243
|
+
* @public
|
|
244
|
+
* @korean 돌진단계이름
|
|
245
|
+
*/
|
|
246
|
+
getLungePhaseName() {
|
|
247
|
+
return {
|
|
248
|
+
korean: "돌진",
|
|
249
|
+
english: "Lunge"
|
|
250
|
+
};
|
|
251
|
+
}
|
|
252
|
+
/**
|
|
253
|
+
* Gets bilingual Korean-English name for recovery phase.
|
|
254
|
+
*
|
|
255
|
+
* **Korean**: 복귀 단계 이름 (Recovery Phase Name)
|
|
256
|
+
*
|
|
257
|
+
* @returns Korean and English phase names
|
|
258
|
+
*
|
|
259
|
+
* @public
|
|
260
|
+
* @korean 복귀단계이름
|
|
261
|
+
*/
|
|
262
|
+
getRecoveryPhaseName() {
|
|
263
|
+
return {
|
|
264
|
+
korean: "복귀",
|
|
265
|
+
english: "Recovery"
|
|
266
|
+
};
|
|
267
|
+
}
|
|
268
|
+
};
|
|
269
|
+
//#endregion
|
|
270
|
+
export { AttackMovementPhysics as default };
|
|
271
|
+
|
|
272
|
+
//# sourceMappingURL=AttackMovementPhysics.js.map
|