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":"KnockbackPhysics.js","names":[],"sources":["../../../src/systems/physics/KnockbackPhysics.ts"],"sourcesContent":["/**\n * Knockback Physics System for realistic force-based displacement.\n * \n * **Korean**: 밀침 물리 시스템 (Knockback Physics System)\n * \n * Implements realistic combat knockback mechanics that calculate force-based\n * displacement when players are hit. The system integrates with BalanceSystem\n * for authentic stumbling/falling reactions.\n * \n * ## Knockback Mechanics\n * \n * Knockback force is determined by:\n * - Attack damage and technique type\n * - Impact angle and direction\n * - Current balance state\n * - Stance resistance modifiers (8 trigram stances)\n * \n * ## Balance Integration\n * \n * - High balance (>70%): Reduced knockback by 30%\n * - Medium balance (40-70%): Normal knockback\n * - Low balance (<40%): Increased knockback by 50%, stumbling\n * - Critical balance (<20%): Guaranteed fall, 2s recovery\n * \n * ## Performance\n * \n * Optimized for 60fps with efficient vector calculations and smooth\n * easing curves for realistic knockback feel.\n * \n * @module systems/physics/KnockbackPhysics\n * @category Physics System\n * @korean 밀침물리\n */\n\nimport * as THREE from 'three';\nimport { TrigramStance } from '@/types/common';\n\n/**\n * Balance state information for knockback calculations.\n * \n * **Korean**: 균형 상태 (Balance State)\n * \n * @public\n * @korean 균형상태\n */\nexport interface BalanceState {\n /** Current balance value (0-100) */\n readonly current: number;\n /** Maximum balance value (typically 100) */\n readonly max: number;\n}\n\n/**\n * Configuration for knockback force calculation.\n * \n * **Korean**: 밀침 설정 (Knockback Configuration)\n * \n * @public\n * @korean 밀침설정\n */\nexport interface KnockbackConfig {\n /** Force magnitude in Newtons */\n readonly force: number;\n /** Normalized attack direction vector (attacker → defender) */\n readonly direction: THREE.Vector3;\n /** Duration of knockback effect in seconds */\n readonly duration: number;\n /** Current balance state */\n readonly balanceState: BalanceState;\n /** Current trigram stance */\n readonly currentStance: TrigramStance;\n}\n\n/**\n * Result of knockback calculation.\n * \n * **Korean**: 밀침 결과 (Knockback Result)\n * \n * Contains displacement vector, animation timing, and fall determination.\n * \n * @public\n * @korean 밀침결과\n */\nexport interface KnockbackResult {\n /** Total knockback displacement vector in world space */\n readonly displacement: THREE.Vector3;\n /** Duration of knockback animation in seconds */\n readonly duration: number;\n /** Vulnerable state duration after knockback ends in seconds */\n readonly recoveryWindow: number;\n /** Whether fall animation should trigger */\n readonly shouldFall: boolean;\n}\n\n/**\n * Knockback Physics Engine.\n * \n * **Korean**: 밀침 물리 엔진\n * \n * Calculates realistic knockback displacement based on attack force,\n * stance resistance, and balance state. Integrates with BalanceSystem\n * for stumbling and falling mechanics.\n * \n * @example\n * ```typescript\n * const physics = new KnockbackPhysics();\n * \n * // Calculate knockback from heavy strike\n * const config: KnockbackConfig = {\n * force: 800, // 80 damage\n * direction: new THREE.Vector3(1, 0, 0).normalize(),\n * duration: 0.8,\n * balanceState: { current: 35, max: 100 }, // Low balance\n * currentStance: TrigramStance.LI, // Fire stance (low resistance)\n * };\n * \n * const result = physics.calculateKnockback(config, 80);\n * // Result: 2.5m base * 1.3 (Fire penalty) * 1.5 (low balance) = ~4.9m\n * // shouldFall: false (balance > 20%)\n * // recoveryWindow: 1.05s (0.7s * 1.5 for low balance)\n * ```\n * \n * @public\n * @korean 밀침물리\n */\nexport class KnockbackPhysics {\n /**\n * Calculates knockback displacement and effects.\n * \n * **Korean**: 밀침 계산 (Calculate Knockback)\n * \n * Determines knockback distance, duration, and fall state based on:\n * 1. Base knockback from damage amount\n * 2. Stance resistance modifier (8 trigram effects)\n * 3. Balance state modifier (stumbling/falling)\n * 4. Recovery window (vulnerable state after)\n * \n * @param config - Knockback configuration with force and state\n * @param attackDamage - Damage dealt by attack (0-100+)\n * @returns Knockback result with displacement and timing\n * \n * @example\n * ```typescript\n * // Light strike on stable player\n * const light = physics.calculateKnockback({\n * force: 300,\n * direction: attackVector,\n * duration: 0.3,\n * balanceState: { current: 85, max: 100 },\n * currentStance: TrigramStance.GEON,\n * }, 30);\n * // Result: ~0.3m knockback (0.5m * 0.9 Geon * 0.7 high balance)\n * \n * // Critical strike on low-balance player\n * const critical = physics.calculateKnockback({\n * force: 1200,\n * direction: attackVector,\n * duration: 1.2,\n * balanceState: { current: 15, max: 100 },\n * currentStance: TrigramStance.SON,\n * }, 110);\n * // Result: ~9.6m knockback, shouldFall: true, 3.0s recovery\n * ```\n * \n * @public\n * @korean 밀침계산\n */\n calculateKnockback(config: KnockbackConfig, attackDamage: number): KnockbackResult {\n // 1. Base knockback distance from damage\n let baseDistance = this.getBaseKnockbackDistance(attackDamage);\n \n // 2. Apply stance resistance modifier\n const stanceResistance = this.getStanceResistanceModifier(config.currentStance);\n baseDistance *= (1 - stanceResistance);\n \n // 3. Apply balance modifier (stumbling/falling)\n const balanceModifier = this.getBalanceModifier(config.balanceState);\n const finalDistance = baseDistance * balanceModifier;\n \n // 4. Calculate displacement vector\n const displacement = config.direction.clone().multiplyScalar(finalDistance);\n \n // 5. Determine duration based on distance\n const duration = this.calculateKnockbackDuration(finalDistance);\n \n // 6. Calculate recovery window (vulnerable state)\n const recoveryWindow = this.calculateRecoveryWindow(attackDamage, config.balanceState);\n \n // 7. Check if balance is critical (should fall)\n const shouldFall = config.balanceState.current < 20;\n \n return {\n displacement,\n duration,\n recoveryWindow,\n shouldFall,\n };\n }\n\n /**\n * Gets base knockback distance from damage amount.\n * \n * **Korean**: 기본 밀침 거리 (Base Knockback Distance)\n * \n * Damage thresholds:\n * - Light (20-40): 0.5m knockback, 0.3s duration\n * - Medium (40-70): 1.2m knockback, 0.5s duration\n * - Heavy (70-100): 2.5m knockback, 0.8s duration\n * - Critical (100+): 4.0m knockback, 1.2s duration + fall\n * \n * @param damage - Attack damage amount\n * @returns Base knockback distance in meters\n * \n * @private\n * @korean 기본밀침거리\n */\n private getBaseKnockbackDistance(damage: number): number {\n if (damage < 40) return 0.5; // Light strike\n if (damage < 70) return 1.2; // Medium strike\n if (damage < 100) return 2.5; // Heavy strike\n return 4.0; // Critical strike\n }\n\n /**\n * Gets stance resistance modifier for knockback.\n * \n * **Korean**: 자세 저항 배율 (Stance Resistance Modifier)\n * \n * Trigram stance resistance modifiers:\n * - ☶ 간 (Gan/Mountain): +40% resistance (defensive mastery)\n * - ☷ 곤 (Gon/Earth): +30% resistance (grounded techniques)\n * - ☰ 건 (Geon/Heaven): +10% resistance (balanced force)\n * - ☵ 감 (Gam/Water): 0% (neutral, adaptive)\n * - ☱ 태 (Tae/Lake): 0% (neutral, fluid)\n * - ☳ 진 (Jin/Thunder): -10% resistance (explosive power)\n * - ☴ 손 (Son/Wind): -20% resistance (fluid, mobile)\n * - ☲ 리 (Li/Fire): -30% resistance (aggressive, exposed)\n * \n * @param stance - Current trigram stance\n * @returns Resistance modifier (-0.3 to +0.4)\n * \n * @private\n * @korean 자세저항배율\n */\n private getStanceResistanceModifier(stance: TrigramStance): number {\n const resistances: Record<TrigramStance, number> = {\n [TrigramStance.GAN]: 0.40, // Mountain: +40% resistance\n [TrigramStance.GON]: 0.30, // Earth: +30% resistance\n [TrigramStance.GEON]: 0.10, // Heaven: +10% resistance\n [TrigramStance.GAM]: 0.00, // Water: neutral\n [TrigramStance.TAE]: 0.00, // Lake: neutral\n [TrigramStance.JIN]: -0.10, // Thunder: -10% resistance\n [TrigramStance.SON]: -0.20, // Wind: -20% resistance (fluid)\n [TrigramStance.LI]: -0.30, // Fire: -30% resistance (aggressive)\n };\n return resistances[stance];\n }\n\n /**\n * Gets balance modifier for knockback distance.\n * \n * **Korean**: 균형 배율 (Balance Modifier)\n * \n * Balance thresholds:\n * - High balance (>70%): 0.70x (30% reduction)\n * - Medium balance (40-70%): 1.00x (normal)\n * - Low balance (20-40%): 1.50x (50% increase, stumbling)\n * - Critical balance (<20%): 2.00x (100% increase, falling)\n * \n * @param balanceState - Current balance state\n * @returns Balance multiplier (0.7 to 2.0)\n * \n * @private\n * @korean 균형배율\n */\n private getBalanceModifier(balanceState: BalanceState): number {\n const balancePercent = (balanceState.current / balanceState.max) * 100;\n \n if (balancePercent > 70) return 0.70; // High balance: -30% knockback\n if (balancePercent > 40) return 1.00; // Normal knockback\n if (balancePercent > 20) return 1.50; // Low balance: +50% knockback\n return 2.00; // Critical balance: +100% knockback\n }\n\n /**\n * Calculates knockback animation duration.\n * \n * **Korean**: 밀침 지속시간 계산 (Calculate Knockback Duration)\n * \n * Linear relationship between distance and duration:\n * - 0.5m = 0.3s (light)\n * - 1.2m = 0.48s\n * - 2.5m = 0.86s\n * - 4.0m = 1.2s (critical)\n * \n * @param distance - Knockback distance in meters\n * @returns Duration in seconds\n * \n * @private\n * @korean 밀침지속시간계산\n */\n private calculateKnockbackDuration(distance: number): number {\n // Linear relationship: 0.5m = 0.3s, 4.0m = 1.2s\n return 0.3 + (distance / 4.0) * 0.9;\n }\n\n /**\n * Calculates recovery window (vulnerability duration).\n * \n * **Korean**: 회복 대기시간 계산 (Calculate Recovery Window)\n * \n * Recovery windows by damage:\n * - Light (<40): 0.2s vulnerability\n * - Medium (40-70): 0.4s vulnerability\n * - Heavy (70-100): 0.7s vulnerability\n * - Critical (100+): 1.5s vulnerability + grounded\n * \n * Low balance increases vulnerability by 50%.\n * \n * @param damage - Attack damage amount\n * @param balanceState - Current balance state\n * @returns Vulnerability duration in seconds\n * \n * @private\n * @korean 회복대기시간계산\n */\n private calculateRecoveryWindow(damage: number, balanceState: BalanceState): number {\n // Base recovery time from damage\n const baseRecoveryTime = damage < 40 ? 0.2 : damage < 70 ? 0.4 : damage < 100 ? 0.7 : 1.5;\n \n // Increase recovery time if balance is low (more vulnerable)\n const balancePercent = (balanceState.current / balanceState.max) * 100;\n const balanceModifier = balancePercent < 40 ? 1.5 : 1.0;\n \n return baseRecoveryTime * balanceModifier;\n }\n\n /**\n * Applies knockback force to player position over time.\n * \n * **Korean**: 밀침 힘 적용 (Apply Knockback Force)\n * \n * Uses smooth ease-out cubic curve for realistic knockback feel:\n * - Fast initial displacement (impact)\n * - Gradual deceleration (friction/resistance)\n * - Smooth stop at final position\n * \n * @param playerPosition - Current player position\n * @param result - Knockback result with displacement\n * @param deltaTime - Time elapsed since knockback started\n * @param progress - Knockback progress (0 to 1)\n * @returns New player position\n * \n * @example\n * ```typescript\n * // In game loop (60fps)\n * const newPosition = physics.applyKnockbackForce(\n * playerPosition,\n * knockbackResult,\n * deltaTime,\n * elapsedTime / knockbackResult.duration\n * );\n * \n * // Progress 0.0: At original position\n * // Progress 0.5: ~88% of total displacement (ease-out)\n * // Progress 1.0: At final position\n * ```\n * \n * @public\n * @korean 밀침힘적용\n */\n applyKnockbackForce(\n playerPosition: THREE.Vector3,\n result: KnockbackResult,\n _deltaTime: number,\n progress: number\n ): THREE.Vector3 {\n // Clamp progress to [0, 1]\n const clampedProgress = Math.max(0, Math.min(1, progress));\n \n // Smooth knockback curve (ease-out cubic)\n // Fast initial impact, gradual deceleration\n const easedProgress = 1 - Math.pow(1 - clampedProgress, 3);\n \n // Calculate position along knockback path\n const currentDisplacement = result.displacement.clone().multiplyScalar(easedProgress);\n \n return playerPosition.clone().add(currentDisplacement);\n }\n\n /**\n * Checks if player is currently in knockback state.\n * \n * **Korean**: 밀침 상태 확인 (Check Knockback State)\n * \n * @param elapsedTime - Time elapsed since knockback started\n * @param duration - Total knockback duration\n * @returns True if still in knockback animation\n * \n * @public\n * @korean 밀침상태확인\n */\n isInKnockback(elapsedTime: number, duration: number): boolean {\n return elapsedTime < duration;\n }\n\n /**\n * Checks if player is in recovery window (vulnerable state).\n * \n * **Korean**: 회복 대기 확인 (Check Recovery Window)\n * \n * @param elapsedTime - Time elapsed since knockback ended\n * @param recoveryWindow - Total recovery window duration\n * @returns True if in vulnerable recovery state\n * \n * @public\n * @korean 회복대기확인\n */\n isInRecoveryWindow(elapsedTime: number, recoveryWindow: number): boolean {\n return elapsedTime < recoveryWindow;\n }\n\n /**\n * Gets bilingual Korean-English name for knockback state.\n * \n * **Korean**: 밀침 상태 이름 (Knockback State Name)\n * \n * @param shouldFall - Whether knockback causes fall\n * @returns Korean and English state names\n * \n * @public\n * @korean 밀침상태이름\n */\n static getKnockbackStateName(shouldFall: boolean): { korean: string; english: string } {\n if (shouldFall) {\n return {\n korean: \"넘어짐\",\n english: \"Falling\",\n };\n }\n \n return {\n korean: \"밀침\",\n english: \"Knockback\",\n };\n }\n\n /**\n * Gets bilingual Korean-English name for recovery state.\n * \n * **Korean**: 회복 상태 이름 (Recovery State Name)\n * \n * @returns Korean and English state names\n * \n * @public\n * @korean 회복상태이름\n */\n getRecoveryStateName(): { korean: string; english: string } {\n return {\n korean: \"회복\",\n english: \"Recovery\",\n };\n }\n\n /**\n * Gets bilingual Korean-English name for stumbling state.\n * \n * **Korean**: 휘청거림 상태 이름 (Stumbling State Name)\n * \n * @returns Korean and English state names\n * \n * @public\n * @korean 휘청거림상태이름\n */\n getStumblingStateName(): { korean: string; english: string } {\n return {\n korean: \"휘청거림\",\n english: \"Stumbling\",\n };\n }\n}\n\nexport default KnockbackPhysics;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6HA,IAAa,mBAAb,MAA8B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0C5B,mBAAmB,QAAyB,cAAuC;EAEjF,IAAI,eAAe,KAAK,yBAAyB,aAAa;EAG9D,MAAM,mBAAmB,KAAK,4BAA4B,OAAO,cAAc;AAC/E,kBAAiB,IAAI;EAGrB,MAAM,kBAAkB,KAAK,mBAAmB,OAAO,aAAa;EACpE,MAAM,gBAAgB,eAAe;AAcrC,SAAO;GACL,cAZmB,OAAO,UAAU,OAAO,CAAC,eAAe,cAAc;GAazE,UAVe,KAAK,2BAA2B,cAAc;GAW7D,gBARqB,KAAK,wBAAwB,cAAc,OAAO,aAAa;GASpF,YANiB,OAAO,aAAa,UAAU;GAOhD;;;;;;;;;;;;;;;;;;;CAoBH,yBAAiC,QAAwB;AACvD,MAAI,SAAS,GAAI,QAAO;AACxB,MAAI,SAAS,GAAI,QAAO;AACxB,MAAI,SAAS,IAAK,QAAO;AACzB,SAAO;;;;;;;;;;;;;;;;;;;;;;;CAwBT,4BAAoC,QAA+B;AAWjE,SAVmD;IAChD,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,OAAO;IACrB,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,MAAM;IACpB,cAAc,KAAK;GACrB,CACkB;;;;;;;;;;;;;;;;;;;CAoBrB,mBAA2B,cAAoC;EAC7D,MAAM,iBAAkB,aAAa,UAAU,aAAa,MAAO;AAEnE,MAAI,iBAAiB,GAAI,QAAO;AAChC,MAAI,iBAAiB,GAAI,QAAO;AAChC,MAAI,iBAAiB,GAAI,QAAO;AAChC,SAAO;;;;;;;;;;;;;;;;;;;CAoBT,2BAAmC,UAA0B;AAE3D,SAAO,KAAO,WAAW,IAAO;;;;;;;;;;;;;;;;;;;;;;CAuBlC,wBAAgC,QAAgB,cAAoC;AAQlF,UANyB,SAAS,KAAK,KAAM,SAAS,KAAK,KAAM,SAAS,MAAM,KAAM,QAG9D,aAAa,UAAU,aAAa,MAAO,MAC1B,KAAK,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCtD,oBACE,gBACA,QACA,YACA,UACe;EAMf,MAAM,gBAAgB,IAAI,KAAK,IAAI,IAJX,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,SAAS,CAAC,EAIF,EAAE;EAG1D,MAAM,sBAAsB,OAAO,aAAa,OAAO,CAAC,eAAe,cAAc;AAErF,SAAO,eAAe,OAAO,CAAC,IAAI,oBAAoB;;;;;;;;;;;;;;CAexD,cAAc,aAAqB,UAA2B;AAC5D,SAAO,cAAc;;;;;;;;;;;;;;CAevB,mBAAmB,aAAqB,gBAAiC;AACvE,SAAO,cAAc;;;;;;;;;;;;;CAcvB,OAAO,sBAAsB,YAA0D;AACrF,MAAI,WACF,QAAO;GACL,QAAQ;GACR,SAAS;GACV;AAGH,SAAO;GACL,QAAQ;GACR,SAAS;GACV;;;;;;;;;;;;CAaH,uBAA4D;AAC1D,SAAO;GACL,QAAQ;GACR,SAAS;GACV;;;;;;;;;;;;CAaH,wBAA6D;AAC3D,SAAO;GACL,QAAQ;GACR,SAAS;GACV"}
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/**
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* Physics-based movement system for realistic combat movement.
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*
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* **Korean**: 이동 물리 시스템 (Movement Physics System)
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*
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* This module implements realistic physics-based player movement with proper
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* acceleration/deceleration, foot-wide step precision, and stance-based speed
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* modifiers for authentic Korean martial arts combat feel.
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*
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* ## Features
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*
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* - **Realistic Acceleration**: 0 to 2m/s in 0.5 seconds (4.0 m/s²)
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* - **Realistic Deceleration**: 2m/s to 0 in 0.3 seconds (6.67 m/s²)
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* - **Foot-wide Steps**: Discrete 30cm movement increments for tactical positioning
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* - **Stance Modifiers**: 8 trigram stances with different speed characteristics
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* - **Injury Integration**: Movement speed reduced by leg damage (10-50%)
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* @module systems/physics/MovementPhysics
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* @category Physics System
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* @korean 이동물리
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*/
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import { TrigramStance } from "../../types/common";
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import type { MovementArenaBounds } from "../../types/PhysicsTypes";
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import * as THREE from "three";
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/**
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* Movement input from keyboard/gamepad controls.
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*
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* **Korean**: 이동 입력 (Movement Input)
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* @public
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* @category Physics System
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* @korean 이동입력
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*/
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export interface MovementInput {
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/** Forward/backward input (-1 to 1, where 1 is forward) */
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readonly forward: number;
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/** Lateral left/right input (-1 to 1, where 1 is right) */
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readonly lateral: number;
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/** Whether sprint/run key is held */
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readonly isRunning: boolean;
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/** Whether any movement input is active */
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readonly isMoving: boolean;
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/** Whether to use tactical step mode (30cm grid) */
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readonly useTacticalSteps: boolean;
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}
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/**
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* Complete movement state for physics calculations.
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*
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* **Korean**: 이동 상태 (Movement State)
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*
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* Contains position, velocity, and current movement parameters.
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* All vectors are mutable for performance (updated in-place during physics loop).
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*/
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export interface MovementState {
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/**
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* Current position in 3D space (meters).
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*/
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readonly position: THREE.Vector3;
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/**
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* Current velocity vector (m/s).
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*
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* NOTE: This is a readonly reference to a mutable THREE.Vector3.
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* The physics engine updates this vector in-place each frame.
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* Callers must not reassign the velocity reference, but may pass
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*/
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readonly velocity: THREE.Vector3;
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/** Current acceleration magnitude (m/s²) */
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acceleration: number;
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/** Maximum speed for current state (m/s) */
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maxSpeed: number;
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/** Current Eight Trigram stance */
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readonly currentStance: TrigramStance;
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/** Leg injury percentage (0-1, where 1 is fully injured) */
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legInjuryFactor: number;
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}
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/**
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* Stance-based speed modifiers for Eight Trigram system.
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*
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* **Korean**: 팔괘 속도 배수 (Eight Trigram Speed Multipliers)
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*
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* Each trigram stance has unique movement characteristics based on
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* traditional Korean martial arts philosophy:
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*
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* - ☰ 건 (Geon/Heaven): 100% - Balanced, standard speed
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* - ☱ 태 (Tae/Lake): 110% - Fluid movement, flowing techniques
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* - ☲ 리 (Li/Fire): 120% - Aggressive, fast attacks
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* - ☳ 진 (Jin/Thunder): 115% - Explosive power
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* - ☴ 손 (Son/Wind): 125% - Continuous motion, fastest stance
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* - ☵ 감 (Gam/Water): 105% - Adaptive, slightly faster than neutral
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* - ☶ 간 (Gan/Mountain): 80% - Solid defense, slower movement
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* - ☷ 곤 (Gon/Earth): 85% - Grounded, stable but slower
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*
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* @korean 자세속도배수
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*/
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export declare const STANCE_SPEED_MODIFIERS: Record<TrigramStance, number>;
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/**
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* Physics-based movement engine for combat.
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*
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* **Korean**: 이동 물리 엔진 (Movement Physics Engine)
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*
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* Implements realistic acceleration, deceleration, and stance-based movement
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* for authentic Korean martial arts combat. Supports both continuous movement
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* and tactical foot-wide steps for precise positioning.
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*
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* @example
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* ```typescript
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* const physics = new MovementPhysics();
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*
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* const state: MovementState = {
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* position: new THREE.Vector3(0, 0, 0),
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* velocity: new THREE.Vector3(0, 0, 0),
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* acceleration: 0,
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* maxSpeed: 2.0,
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* currentStance: TrigramStance.GEON,
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* legInjuryFactor: 0,
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* };
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*
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* const input: MovementInput = {
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* forward: 1.0,
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* lateral: 0,
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* isRunning: false,
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* isMoving: true,
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* useTacticalSteps: false,
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* };
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*
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* // In game loop at 60fps
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* physics.updateMovement(state, input, deltaTime);
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* ```
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*
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* @public
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* @category Physics System
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* @korean 이동물리엔진
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*/
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export declare class MovementPhysics {
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/**
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* Base acceleration rate (m/s²)
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* Achieves 0 to 6m/s in 0.2 seconds (instant-response combat movement)
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* Increased from 12.0 to 30.0 for arcade-style responsiveness
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*
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* Imported from physicsConstants.ts to maintain consistency across systems.
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*
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* **Korean**: 기본 가속도 (Base Acceleration)
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*/
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private readonly BASE_ACCELERATION;
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/**
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* Base deceleration rate (m/s²)
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* Achieves 6m/s to 0 in 0.3 seconds (responsive combat stopping)
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*
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* **Korean**: 기본 감속도 (Base Deceleration)
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*/
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private readonly BASE_DECELERATION;
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/**
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* Foot-wide step size (meters)
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* Standard Korean martial arts step is approximately 30cm
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*
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* **Korean**: 보법 거리 (Step Distance)
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*/
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private readonly STEP_SIZE;
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/**
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* Base walking speed (m/s)
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* Optimized for responsive combat movement - crosses 14m arena in ~2.3s
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*
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* **Korean**: 기본 걷기 속도 (Base Walking Speed)
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*/
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private readonly BASE_WALK_SPEED;
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/**
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* Base running speed (m/s)
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* Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s
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*
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* **Korean**: 기본 달리기 속도 (Base Running Speed)
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*/
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private readonly BASE_RUN_SPEED;
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/**
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* Reference arena size for speed calibration (meters).
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* All speeds are calibrated for a 10m arena.
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*
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* **Korean**: 기준 경기장 크기 (Reference Arena Size)
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*/
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private readonly REFERENCE_ARENA_SIZE;
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/**
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* Current arena width in meters for arena-aware speed scaling.
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*
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* **Korean**: 현재 경기장 너비 (Current Arena Width)
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+
*/
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private _arenaWidthMeters;
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/**
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* Override for max speed from external speed modifier systems.
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*
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* **Korean**: 최대속도 재정의 (Max Speed Override)
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*/
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private _overrideMaxSpeed;
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/**
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* Override for acceleration from external speed modifier systems.
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*
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206
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* **Korean**: 가속도 재정의 (Acceleration Override)
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+
*/
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private _overrideAcceleration;
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/**
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* Cached arena speed scale to avoid repeated calculations.
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+
*
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* **Korean**: 캐시된 경기장 속도 배수 (Cached Arena Speed Scale)
|
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+
*/
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+
private _cachedArenaSpeedScale;
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+
private readonly tempTargetVelocity;
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+
private readonly tempMovement;
|
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+
private readonly tempDirection;
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+
private readonly tempTargetDirection;
|
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+
/**
|
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220
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+
* Create a new MovementPhysics instance.
|
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+
*
|
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222
|
+
* **Korean**: 이동 물리 생성 (Create Movement Physics)
|
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|
+
*
|
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|
+
* @param arenaWidthMeters - Width of the arena in meters (default: 10m, min: 1m)
|
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|
+
* @throws {Error} If arenaWidthMeters is not a positive number
|
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+
*
|
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|
+
* @example
|
|
228
|
+
* ```typescript
|
|
229
|
+
* // Default 10m arena (1.0x speed scale)
|
|
230
|
+
* const physics = new MovementPhysics();
|
|
231
|
+
*
|
|
232
|
+
* // Small 6m arena (0.7x speed scale)
|
|
233
|
+
* const smallPhysics = new MovementPhysics(6.0);
|
|
234
|
+
*
|
|
235
|
+
* // Large 14m arena (1.3x speed scale)
|
|
236
|
+
* const largePhysics = new MovementPhysics(14.0);
|
|
237
|
+
* ```
|
|
238
|
+
*
|
|
239
|
+
* @public
|
|
240
|
+
*/
|
|
241
|
+
constructor(arenaWidthMeters?: number);
|
|
242
|
+
/**
|
|
243
|
+
* Calculate arena-aware speed scaling factor.
|
|
244
|
+
*
|
|
245
|
+
* **Korean**: 경기장 크기 기반 속도 배수 (Arena-Based Speed Multiplier)
|
|
246
|
+
*
|
|
247
|
+
* Scales movement speed proportionally to arena size to maintain consistent
|
|
248
|
+
* gameplay feel across different screen resolutions. Smaller arenas get
|
|
249
|
+
* slightly slower speeds, larger arenas get slightly faster speeds.
|
|
250
|
+
*
|
|
251
|
+
* Formula: scaleFactor = arenaWidth / referenceArenaSize
|
|
252
|
+
* Clamped to [0.7, 1.3] range for balanced gameplay
|
|
253
|
+
*
|
|
254
|
+
* Examples:
|
|
255
|
+
* - 6m arena: 0.7x speed (70% of base)
|
|
256
|
+
* - 10m arena: 1.0x speed (baseline)
|
|
257
|
+
* - 14m arena: 1.3x speed (130% of base)
|
|
258
|
+
*
|
|
259
|
+
* @returns Speed multiplier (0.7 to 1.3)
|
|
260
|
+
*
|
|
261
|
+
* @korean 경기장속도배수
|
|
262
|
+
*/
|
|
263
|
+
private calculateArenaSpeedScale;
|
|
264
|
+
/**
|
|
265
|
+
* Update player movement based on input and physics.
|
|
266
|
+
*
|
|
267
|
+
* **Korean**: 이동 업데이트 (Update Movement)
|
|
268
|
+
*
|
|
269
|
+
* Called every frame (60fps) to update player position based on
|
|
270
|
+
* current velocity, acceleration, and input. Applies stance modifiers
|
|
271
|
+
* and injury penalties automatically.
|
|
272
|
+
*
|
|
273
|
+
* @param state - Current movement state (modified in-place)
|
|
274
|
+
* @param input - Current movement input from controls
|
|
275
|
+
* @param deltaTime - Time since last update (seconds)
|
|
276
|
+
* @param bounds - Optional arena bounds for clamping position (meters)
|
|
277
|
+
*
|
|
278
|
+
* @korean 이동업데이트
|
|
279
|
+
*/
|
|
280
|
+
updateMovement(state: MovementState, input: MovementInput, deltaTime: number, bounds?: MovementArenaBounds): void;
|
|
281
|
+
/**
|
|
282
|
+
* Get speed modifier for a specific trigram stance.
|
|
283
|
+
*
|
|
284
|
+
* **Korean**: 자세 속도 배수 가져오기 (Get Stance Speed Modifier)
|
|
285
|
+
*
|
|
286
|
+
* @param stance - Eight Trigram stance
|
|
287
|
+
* @returns Speed multiplier (0.8 to 1.25)
|
|
288
|
+
*
|
|
289
|
+
* @korean 자세속도배수
|
|
290
|
+
*/
|
|
291
|
+
getStanceSpeedModifier(stance: TrigramStance): number;
|
|
292
|
+
/**
|
|
293
|
+
* Calculate movement penalty from leg injury.
|
|
294
|
+
*
|
|
295
|
+
* **Korean**: 부상 이동 페널티 (Injury Movement Penalty)
|
|
296
|
+
*
|
|
297
|
+
* Leg damage reduces movement speed by 10-50% based on injury severity.
|
|
298
|
+
*
|
|
299
|
+
* @param legHealthPercentage - Remaining leg health (0-1)
|
|
300
|
+
* @returns Injury factor (0 = no injury, 1 = maximum injury)
|
|
301
|
+
*
|
|
302
|
+
* @korean 부상페널티
|
|
303
|
+
*/
|
|
304
|
+
calculateInjuryPenalty(legHealthPercentage: number): number;
|
|
305
|
+
/**
|
|
306
|
+
* Get maximum speed for current state configuration.
|
|
307
|
+
*
|
|
308
|
+
* **Korean**: 최대 속도 계산 (Calculate Maximum Speed)
|
|
309
|
+
*
|
|
310
|
+
* @param isRunning - Whether running (vs walking)
|
|
311
|
+
* @param stance - Current trigram stance
|
|
312
|
+
* @param legInjuryFactor - Leg injury severity (0-1)
|
|
313
|
+
* @returns Maximum speed in m/s (includes arena scaling)
|
|
314
|
+
*
|
|
315
|
+
* @korean 최대속도
|
|
316
|
+
*/
|
|
317
|
+
getMaxSpeed(isRunning: boolean, stance: TrigramStance, legInjuryFactor: number): number;
|
|
318
|
+
/**
|
|
319
|
+
* Calculate time required to reach target speed from current velocity.
|
|
320
|
+
*
|
|
321
|
+
* **Korean**: 가속 시간 (Acceleration Time)
|
|
322
|
+
*
|
|
323
|
+
* @param currentSpeed - Current speed magnitude (m/s)
|
|
324
|
+
* @param targetSpeed - Desired speed magnitude (m/s)
|
|
325
|
+
* @returns Time in seconds to reach target speed
|
|
326
|
+
*
|
|
327
|
+
* @korean 가속시간
|
|
328
|
+
*/
|
|
329
|
+
getAccelerationTime(currentSpeed: number, targetSpeed: number): number;
|
|
330
|
+
/**
|
|
331
|
+
* Calculate stopping distance from current velocity.
|
|
332
|
+
*
|
|
333
|
+
* **Korean**: 제동 거리 (Braking Distance)
|
|
334
|
+
*
|
|
335
|
+
* @param currentSpeed - Current speed magnitude (m/s)
|
|
336
|
+
* @returns Distance in meters required to stop
|
|
337
|
+
*
|
|
338
|
+
* @korean 제동거리
|
|
339
|
+
*/
|
|
340
|
+
getStoppingDistance(currentSpeed: number): number;
|
|
341
|
+
/**
|
|
342
|
+
* Get tactical step size.
|
|
343
|
+
*
|
|
344
|
+
* **Korean**: 보법 거리 (Step Distance)
|
|
345
|
+
*
|
|
346
|
+
* @returns Step size in meters (0.3m = 30cm)
|
|
347
|
+
*
|
|
348
|
+
* @korean 보법거리
|
|
349
|
+
*/
|
|
350
|
+
getStepSize(): number;
|
|
351
|
+
/**
|
|
352
|
+
* Override maximum speed for external speed modifier systems.
|
|
353
|
+
*
|
|
354
|
+
* **Korean**: 최대 속도 설정 (Set Maximum Speed)
|
|
355
|
+
*
|
|
356
|
+
* Allows external systems (like SpeedModifierSystem) to override
|
|
357
|
+
* the calculated maximum speed. This is applied in the next
|
|
358
|
+
* updateMovement call.
|
|
359
|
+
*
|
|
360
|
+
* @param speed - Maximum speed in m/s
|
|
361
|
+
*
|
|
362
|
+
* @public
|
|
363
|
+
*/
|
|
364
|
+
setMaxSpeed(speed: number): void;
|
|
365
|
+
/**
|
|
366
|
+
* Override acceleration for external speed modifier systems.
|
|
367
|
+
*
|
|
368
|
+
* **Korean**: 가속도 설정 (Set Acceleration)
|
|
369
|
+
*
|
|
370
|
+
* Allows external systems (like SpeedModifierSystem) to override
|
|
371
|
+
* the base acceleration rate. This is applied in the next
|
|
372
|
+
* updateMovement call.
|
|
373
|
+
*
|
|
374
|
+
* @param acceleration - Acceleration in m/s²
|
|
375
|
+
*
|
|
376
|
+
* @public
|
|
377
|
+
*/
|
|
378
|
+
setAcceleration(acceleration: number): void;
|
|
379
|
+
/**
|
|
380
|
+
* Clear speed and acceleration overrides.
|
|
381
|
+
*
|
|
382
|
+
* **Korean**: 속도 재정의 해제 (Clear Speed Overrides)
|
|
383
|
+
*
|
|
384
|
+
* Resets movement to use default calculations without external
|
|
385
|
+
* override values.
|
|
386
|
+
*
|
|
387
|
+
* @public
|
|
388
|
+
*/
|
|
389
|
+
clearOverrides(): void;
|
|
390
|
+
/**
|
|
391
|
+
* Set arena width for arena-aware speed scaling.
|
|
392
|
+
*
|
|
393
|
+
* **Korean**: 경기장 너비 설정 (Set Arena Width)
|
|
394
|
+
*
|
|
395
|
+
* Updates the arena width used for speed scaling calculations.
|
|
396
|
+
* Call this when the arena size changes (e.g., screen resize).
|
|
397
|
+
* Recalculates and caches the arena speed scale.
|
|
398
|
+
*
|
|
399
|
+
* @param widthMeters - Arena width in meters (must be positive)
|
|
400
|
+
* @throws {Error} If widthMeters is not a positive number
|
|
401
|
+
*
|
|
402
|
+
* @public
|
|
403
|
+
*/
|
|
404
|
+
setArenaWidth(widthMeters: number): void;
|
|
405
|
+
/**
|
|
406
|
+
* Get current arena width.
|
|
407
|
+
*
|
|
408
|
+
* **Korean**: 경기장 너비 가져오기 (Get Arena Width)
|
|
409
|
+
*
|
|
410
|
+
* @returns Arena width in meters
|
|
411
|
+
*
|
|
412
|
+
* @public
|
|
413
|
+
*/
|
|
414
|
+
getArenaWidth(): number;
|
|
415
|
+
/**
|
|
416
|
+
* Get current arena speed scale factor.
|
|
417
|
+
*
|
|
418
|
+
* **Korean**: 경기장 속도 배수 가져오기 (Get Arena Speed Scale)
|
|
419
|
+
*
|
|
420
|
+
* Returns the cached arena speed scale value.
|
|
421
|
+
*
|
|
422
|
+
* @returns Arena-based speed multiplier (0.7 to 1.3)
|
|
423
|
+
*
|
|
424
|
+
* @public
|
|
425
|
+
*/
|
|
426
|
+
getArenaSpeedScale(): number;
|
|
427
|
+
}
|
|
428
|
+
//# sourceMappingURL=MovementPhysics.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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