blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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+ {"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"}
@@ -0,0 +1,428 @@
1
+ /**
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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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+ *
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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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+ *
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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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+ * @public
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+ * @category Physics System
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+ * @korean 이동상태
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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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+ * NOTE: This is a readonly reference to a mutable THREE.Vector3.
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+ * The physics engine intentionally mutates the vector in-place
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+ * (e.g. via position.add(...)) for performance. The readonly
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+ * modifier prevents reassignment of the Vector3 instance, not
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+ * mutation of its components.
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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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+ * it to APIs that read or modify its components.
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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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+ * **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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+ * Create a new MovementPhysics instance.
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+ *
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+ * **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
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+ * ```typescript
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+ * // Default 10m arena (1.0x speed scale)
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+ * const physics = new MovementPhysics();
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+ *
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+ * // Small 6m arena (0.7x speed scale)
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+ * const smallPhysics = new MovementPhysics(6.0);
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+ *
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+ * // Large 14m arena (1.3x speed scale)
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+ * const largePhysics = new MovementPhysics(14.0);
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+ * ```
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+ *
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+ * @public
240
+ */
241
+ constructor(arenaWidthMeters?: number);
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+ /**
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+ * Calculate arena-aware speed scaling factor.
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+ *
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+ * **Korean**: 경기장 크기 기반 속도 배수 (Arena-Based Speed Multiplier)
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+ *
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+ * Scales movement speed proportionally to arena size to maintain consistent
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+ * gameplay feel across different screen resolutions. Smaller arenas get
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+ * slightly slower speeds, larger arenas get slightly faster speeds.
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+ *
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+ * Formula: scaleFactor = arenaWidth / referenceArenaSize
252
+ * Clamped to [0.7, 1.3] range for balanced gameplay
253
+ *
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+ * Examples:
255
+ * - 6m arena: 0.7x speed (70% of base)
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+ * - 10m arena: 1.0x speed (baseline)
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+ * - 14m arena: 1.3x speed (130% of base)
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+ *
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+ * @returns Speed multiplier (0.7 to 1.3)
260
+ *
261
+ * @korean 경기장속도배수
262
+ */
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+ private calculateArenaSpeedScale;
264
+ /**
265
+ * Update player movement based on input and physics.
266
+ *
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+ * **Korean**: 이동 업데이트 (Update Movement)
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+ *
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
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