blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,488 @@
1
+ import { TrigramStance } from "../../types/common.js";
2
+ import * as THREE from "three";
3
+ //#region src/systems/physics/MovementPhysics.ts
4
+ /**
5
+ * Physics-based movement system for realistic combat movement.
6
+ *
7
+ * **Korean**: 이동 물리 시스템 (Movement Physics System)
8
+ *
9
+ * This module implements realistic physics-based player movement with proper
10
+ * acceleration/deceleration, foot-wide step precision, and stance-based speed
11
+ * modifiers for authentic Korean martial arts combat feel.
12
+ *
13
+ * ## Features
14
+ *
15
+ * - **Realistic Acceleration**: 0 to 2m/s in 0.5 seconds (4.0 m/s²)
16
+ * - **Realistic Deceleration**: 2m/s to 0 in 0.3 seconds (6.67 m/s²)
17
+ * - **Foot-wide Steps**: Discrete 30cm movement increments for tactical positioning
18
+ * - **Stance Modifiers**: 8 trigram stances with different speed characteristics
19
+ * - **Injury Integration**: Movement speed reduced by leg damage (10-50%)
20
+ *
21
+ * @module systems/physics/MovementPhysics
22
+ * @category Physics System
23
+ * @korean 이동물리
24
+ */
25
+ /**
26
+ * Stance-based speed modifiers for Eight Trigram system.
27
+ *
28
+ * **Korean**: 팔괘 속도 배수 (Eight Trigram Speed Multipliers)
29
+ *
30
+ * Each trigram stance has unique movement characteristics based on
31
+ * traditional Korean martial arts philosophy:
32
+ *
33
+ * - ☰ 건 (Geon/Heaven): 100% - Balanced, standard speed
34
+ * - ☱ 태 (Tae/Lake): 110% - Fluid movement, flowing techniques
35
+ * - ☲ 리 (Li/Fire): 120% - Aggressive, fast attacks
36
+ * - ☳ 진 (Jin/Thunder): 115% - Explosive power
37
+ * - ☴ 손 (Son/Wind): 125% - Continuous motion, fastest stance
38
+ * - ☵ 감 (Gam/Water): 105% - Adaptive, slightly faster than neutral
39
+ * - ☶ 간 (Gan/Mountain): 80% - Solid defense, slower movement
40
+ * - ☷ 곤 (Gon/Earth): 85% - Grounded, stable but slower
41
+ *
42
+ * @korean 자세속도배수
43
+ */
44
+ var STANCE_SPEED_MODIFIERS = {
45
+ [TrigramStance.GEON]: 1,
46
+ [TrigramStance.TAE]: 1.1,
47
+ [TrigramStance.LI]: 1.2,
48
+ [TrigramStance.JIN]: 1.15,
49
+ [TrigramStance.SON]: 1.25,
50
+ [TrigramStance.GAM]: 1.05,
51
+ [TrigramStance.GAN]: .8,
52
+ [TrigramStance.GON]: .85
53
+ };
54
+ /**
55
+ * Physics-based movement engine for combat.
56
+ *
57
+ * **Korean**: 이동 물리 엔진 (Movement Physics Engine)
58
+ *
59
+ * Implements realistic acceleration, deceleration, and stance-based movement
60
+ * for authentic Korean martial arts combat. Supports both continuous movement
61
+ * and tactical foot-wide steps for precise positioning.
62
+ *
63
+ * @example
64
+ * ```typescript
65
+ * const physics = new MovementPhysics();
66
+ *
67
+ * const state: MovementState = {
68
+ * position: new THREE.Vector3(0, 0, 0),
69
+ * velocity: new THREE.Vector3(0, 0, 0),
70
+ * acceleration: 0,
71
+ * maxSpeed: 2.0,
72
+ * currentStance: TrigramStance.GEON,
73
+ * legInjuryFactor: 0,
74
+ * };
75
+ *
76
+ * const input: MovementInput = {
77
+ * forward: 1.0,
78
+ * lateral: 0,
79
+ * isRunning: false,
80
+ * isMoving: true,
81
+ * useTacticalSteps: false,
82
+ * };
83
+ *
84
+ * // In game loop at 60fps
85
+ * physics.updateMovement(state, input, deltaTime);
86
+ * ```
87
+ *
88
+ * @public
89
+ * @category Physics System
90
+ * @korean 이동물리엔진
91
+ */
92
+ var MovementPhysics = class {
93
+ /**
94
+ * Base acceleration rate (m/s²)
95
+ * Achieves 0 to 6m/s in 0.2 seconds (instant-response combat movement)
96
+ * Increased from 12.0 to 30.0 for arcade-style responsiveness
97
+ *
98
+ * Imported from physicsConstants.ts to maintain consistency across systems.
99
+ *
100
+ * **Korean**: 기본 가속도 (Base Acceleration)
101
+ */
102
+ BASE_ACCELERATION = 30;
103
+ /**
104
+ * Base deceleration rate (m/s²)
105
+ * Achieves 6m/s to 0 in 0.3 seconds (responsive combat stopping)
106
+ *
107
+ * **Korean**: 기본 감속도 (Base Deceleration)
108
+ */
109
+ BASE_DECELERATION = 20;
110
+ /**
111
+ * Foot-wide step size (meters)
112
+ * Standard Korean martial arts step is approximately 30cm
113
+ *
114
+ * **Korean**: 보법 거리 (Step Distance)
115
+ */
116
+ STEP_SIZE = .3;
117
+ /**
118
+ * Base walking speed (m/s)
119
+ * Optimized for responsive combat movement - crosses 14m arena in ~2.3s
120
+ *
121
+ * **Korean**: 기본 걷기 속도 (Base Walking Speed)
122
+ */
123
+ BASE_WALK_SPEED = 6;
124
+ /**
125
+ * Base running speed (m/s)
126
+ * Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s
127
+ *
128
+ * **Korean**: 기본 달리기 속도 (Base Running Speed)
129
+ */
130
+ BASE_RUN_SPEED = 10;
131
+ /**
132
+ * Reference arena size for speed calibration (meters).
133
+ * All speeds are calibrated for a 10m arena.
134
+ *
135
+ * **Korean**: 기준 경기장 크기 (Reference Arena Size)
136
+ */
137
+ REFERENCE_ARENA_SIZE = 10;
138
+ /**
139
+ * Current arena width in meters for arena-aware speed scaling.
140
+ *
141
+ * **Korean**: 현재 경기장 너비 (Current Arena Width)
142
+ */
143
+ _arenaWidthMeters = 10;
144
+ /**
145
+ * Override for max speed from external speed modifier systems.
146
+ *
147
+ * **Korean**: 최대속도 재정의 (Max Speed Override)
148
+ */
149
+ _overrideMaxSpeed = null;
150
+ /**
151
+ * Override for acceleration from external speed modifier systems.
152
+ *
153
+ * **Korean**: 가속도 재정의 (Acceleration Override)
154
+ */
155
+ _overrideAcceleration = null;
156
+ /**
157
+ * Cached arena speed scale to avoid repeated calculations.
158
+ *
159
+ * **Korean**: 캐시된 경기장 속도 배수 (Cached Arena Speed Scale)
160
+ */
161
+ _cachedArenaSpeedScale = 1;
162
+ tempTargetVelocity = new THREE.Vector3();
163
+ tempMovement = new THREE.Vector3();
164
+ tempDirection = new THREE.Vector3();
165
+ tempTargetDirection = new THREE.Vector3();
166
+ /**
167
+ * Create a new MovementPhysics instance.
168
+ *
169
+ * **Korean**: 이동 물리 생성 (Create Movement Physics)
170
+ *
171
+ * @param arenaWidthMeters - Width of the arena in meters (default: 10m, min: 1m)
172
+ * @throws {Error} If arenaWidthMeters is not a positive number
173
+ *
174
+ * @example
175
+ * ```typescript
176
+ * // Default 10m arena (1.0x speed scale)
177
+ * const physics = new MovementPhysics();
178
+ *
179
+ * // Small 6m arena (0.7x speed scale)
180
+ * const smallPhysics = new MovementPhysics(6.0);
181
+ *
182
+ * // Large 14m arena (1.3x speed scale)
183
+ * const largePhysics = new MovementPhysics(14.0);
184
+ * ```
185
+ *
186
+ * @public
187
+ */
188
+ constructor(arenaWidthMeters = 10) {
189
+ if (arenaWidthMeters <= 0 || !Number.isFinite(arenaWidthMeters)) throw new Error(`Arena width must be a positive finite number, got: ${arenaWidthMeters}`);
190
+ this._arenaWidthMeters = arenaWidthMeters;
191
+ this._cachedArenaSpeedScale = this.calculateArenaSpeedScale();
192
+ }
193
+ /**
194
+ * Calculate arena-aware speed scaling factor.
195
+ *
196
+ * **Korean**: 경기장 크기 기반 속도 배수 (Arena-Based Speed Multiplier)
197
+ *
198
+ * Scales movement speed proportionally to arena size to maintain consistent
199
+ * gameplay feel across different screen resolutions. Smaller arenas get
200
+ * slightly slower speeds, larger arenas get slightly faster speeds.
201
+ *
202
+ * Formula: scaleFactor = arenaWidth / referenceArenaSize
203
+ * Clamped to [0.7, 1.3] range for balanced gameplay
204
+ *
205
+ * Examples:
206
+ * - 6m arena: 0.7x speed (70% of base)
207
+ * - 10m arena: 1.0x speed (baseline)
208
+ * - 14m arena: 1.3x speed (130% of base)
209
+ *
210
+ * @returns Speed multiplier (0.7 to 1.3)
211
+ *
212
+ * @korean 경기장속도배수
213
+ */
214
+ calculateArenaSpeedScale() {
215
+ const rawScale = this._arenaWidthMeters / this.REFERENCE_ARENA_SIZE;
216
+ return Math.max(.7, Math.min(1.3, rawScale));
217
+ }
218
+ /**
219
+ * Update player movement based on input and physics.
220
+ *
221
+ * **Korean**: 이동 업데이트 (Update Movement)
222
+ *
223
+ * Called every frame (60fps) to update player position based on
224
+ * current velocity, acceleration, and input. Applies stance modifiers
225
+ * and injury penalties automatically.
226
+ *
227
+ * @param state - Current movement state (modified in-place)
228
+ * @param input - Current movement input from controls
229
+ * @param deltaTime - Time since last update (seconds)
230
+ * @param bounds - Optional arena bounds for clamping position (meters)
231
+ *
232
+ * @korean 이동업데이트
233
+ */
234
+ updateMovement(state, input, deltaTime, bounds) {
235
+ const arenaSpeedScale = this._cachedArenaSpeedScale;
236
+ const stanceModifier = this.getStanceSpeedModifier(state.currentStance);
237
+ const injuryPenalty = 1 - state.legInjuryFactor * .5;
238
+ const baseSpeed = input.isRunning ? this.BASE_RUN_SPEED : this.BASE_WALK_SPEED;
239
+ state.maxSpeed = this._overrideMaxSpeed ?? baseSpeed * arenaSpeedScale * stanceModifier * injuryPenalty;
240
+ const currentAcceleration = this._overrideAcceleration ?? this.BASE_ACCELERATION;
241
+ this.tempTargetVelocity.set(input.lateral * state.maxSpeed, 0, input.forward * state.maxSpeed);
242
+ if (input.isMoving) {
243
+ const currentSpeed = state.velocity.length();
244
+ const targetSpeed = this.tempTargetVelocity.length();
245
+ if (currentSpeed < targetSpeed) if (currentSpeed > .001 && targetSpeed > .001) {
246
+ this.tempDirection.copy(state.velocity).normalize();
247
+ this.tempTargetDirection.copy(this.tempTargetVelocity).normalize();
248
+ const directionDot = this.tempDirection.dot(this.tempTargetDirection);
249
+ if (directionDot < 0) {
250
+ const velocityDelta = this.BASE_DECELERATION * deltaTime;
251
+ const newSpeed = Math.max(currentSpeed - velocityDelta, 0);
252
+ if (newSpeed > .001) state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));
253
+ else state.velocity.set(0, 0, 0);
254
+ state.acceleration = -this.BASE_DECELERATION;
255
+ } else if (directionDot < .7) {
256
+ const blendedAccel = currentAcceleration * .6;
257
+ const velocityDelta = blendedAccel * deltaTime;
258
+ const newSpeed = Math.min(currentSpeed + velocityDelta, targetSpeed);
259
+ this.tempDirection.copy(this.tempTargetVelocity).normalize();
260
+ state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));
261
+ state.acceleration = blendedAccel;
262
+ } else {
263
+ this.tempDirection.copy(this.tempTargetVelocity).normalize();
264
+ const velocityDelta = currentAcceleration * deltaTime;
265
+ const newSpeed = Math.min(currentSpeed + velocityDelta, targetSpeed);
266
+ state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));
267
+ state.acceleration = currentAcceleration;
268
+ }
269
+ } else {
270
+ this.tempDirection.copy(this.tempTargetVelocity).normalize();
271
+ const velocityDelta = currentAcceleration * deltaTime;
272
+ const newSpeed = Math.min(currentSpeed + velocityDelta, targetSpeed);
273
+ state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));
274
+ state.acceleration = currentAcceleration;
275
+ }
276
+ else {
277
+ state.velocity.copy(this.tempTargetVelocity);
278
+ state.acceleration = 0;
279
+ }
280
+ } else {
281
+ const currentSpeed = state.velocity.length();
282
+ if (currentSpeed > .01) {
283
+ this.tempDirection.copy(state.velocity).normalize();
284
+ const velocityDelta = this.BASE_DECELERATION * deltaTime;
285
+ const newSpeed = Math.max(currentSpeed - velocityDelta, 0);
286
+ state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));
287
+ } else state.velocity.set(0, 0, 0);
288
+ state.acceleration = -this.BASE_DECELERATION;
289
+ }
290
+ this.tempMovement.copy(state.velocity).multiplyScalar(deltaTime);
291
+ if (input.useTacticalSteps) {
292
+ this.tempMovement.x = Math.round(this.tempMovement.x / this.STEP_SIZE) * this.STEP_SIZE;
293
+ this.tempMovement.z = Math.round(this.tempMovement.z / this.STEP_SIZE) * this.STEP_SIZE;
294
+ }
295
+ state.position.add(this.tempMovement);
296
+ if (bounds) {
297
+ const exceededMinX = state.position.x < bounds.minX;
298
+ const exceededMaxX = state.position.x > bounds.maxX;
299
+ const exceededMinZ = state.position.z < bounds.minZ;
300
+ const exceededMaxZ = state.position.z > bounds.maxZ;
301
+ state.position.x = Math.max(bounds.minX, Math.min(bounds.maxX, state.position.x));
302
+ state.position.z = Math.max(bounds.minZ, Math.min(bounds.maxZ, state.position.z));
303
+ if (exceededMinX || exceededMaxX) state.velocity.x = 0;
304
+ if (exceededMinZ || exceededMaxZ) state.velocity.z = 0;
305
+ }
306
+ }
307
+ /**
308
+ * Get speed modifier for a specific trigram stance.
309
+ *
310
+ * **Korean**: 자세 속도 배수 가져오기 (Get Stance Speed Modifier)
311
+ *
312
+ * @param stance - Eight Trigram stance
313
+ * @returns Speed multiplier (0.8 to 1.25)
314
+ *
315
+ * @korean 자세속도배수
316
+ */
317
+ getStanceSpeedModifier(stance) {
318
+ return STANCE_SPEED_MODIFIERS[stance];
319
+ }
320
+ /**
321
+ * Calculate movement penalty from leg injury.
322
+ *
323
+ * **Korean**: 부상 이동 페널티 (Injury Movement Penalty)
324
+ *
325
+ * Leg damage reduces movement speed by 10-50% based on injury severity.
326
+ *
327
+ * @param legHealthPercentage - Remaining leg health (0-1)
328
+ * @returns Injury factor (0 = no injury, 1 = maximum injury)
329
+ *
330
+ * @korean 부상페널티
331
+ */
332
+ calculateInjuryPenalty(legHealthPercentage) {
333
+ return 1 - Math.max(0, Math.min(1, legHealthPercentage));
334
+ }
335
+ /**
336
+ * Get maximum speed for current state configuration.
337
+ *
338
+ * **Korean**: 최대 속도 계산 (Calculate Maximum Speed)
339
+ *
340
+ * @param isRunning - Whether running (vs walking)
341
+ * @param stance - Current trigram stance
342
+ * @param legInjuryFactor - Leg injury severity (0-1)
343
+ * @returns Maximum speed in m/s (includes arena scaling)
344
+ *
345
+ * @korean 최대속도
346
+ */
347
+ getMaxSpeed(isRunning, stance, legInjuryFactor) {
348
+ const arenaSpeedScale = this._cachedArenaSpeedScale;
349
+ const baseSpeed = isRunning ? this.BASE_RUN_SPEED : this.BASE_WALK_SPEED;
350
+ const stanceModifier = this.getStanceSpeedModifier(stance);
351
+ const injuryPenalty = 1 - legInjuryFactor * .5;
352
+ return baseSpeed * arenaSpeedScale * stanceModifier * injuryPenalty;
353
+ }
354
+ /**
355
+ * Calculate time required to reach target speed from current velocity.
356
+ *
357
+ * **Korean**: 가속 시간 (Acceleration Time)
358
+ *
359
+ * @param currentSpeed - Current speed magnitude (m/s)
360
+ * @param targetSpeed - Desired speed magnitude (m/s)
361
+ * @returns Time in seconds to reach target speed
362
+ *
363
+ * @korean 가속시간
364
+ */
365
+ getAccelerationTime(currentSpeed, targetSpeed) {
366
+ return Math.abs(targetSpeed - currentSpeed) / this.BASE_ACCELERATION;
367
+ }
368
+ /**
369
+ * Calculate stopping distance from current velocity.
370
+ *
371
+ * **Korean**: 제동 거리 (Braking Distance)
372
+ *
373
+ * @param currentSpeed - Current speed magnitude (m/s)
374
+ * @returns Distance in meters required to stop
375
+ *
376
+ * @korean 제동거리
377
+ */
378
+ getStoppingDistance(currentSpeed) {
379
+ return currentSpeed * currentSpeed / (2 * this.BASE_DECELERATION);
380
+ }
381
+ /**
382
+ * Get tactical step size.
383
+ *
384
+ * **Korean**: 보법 거리 (Step Distance)
385
+ *
386
+ * @returns Step size in meters (0.3m = 30cm)
387
+ *
388
+ * @korean 보법거리
389
+ */
390
+ getStepSize() {
391
+ return this.STEP_SIZE;
392
+ }
393
+ /**
394
+ * Override maximum speed for external speed modifier systems.
395
+ *
396
+ * **Korean**: 최대 속도 설정 (Set Maximum Speed)
397
+ *
398
+ * Allows external systems (like SpeedModifierSystem) to override
399
+ * the calculated maximum speed. This is applied in the next
400
+ * updateMovement call.
401
+ *
402
+ * @param speed - Maximum speed in m/s
403
+ *
404
+ * @public
405
+ */
406
+ setMaxSpeed(speed) {
407
+ this._overrideMaxSpeed = speed;
408
+ }
409
+ /**
410
+ * Override acceleration for external speed modifier systems.
411
+ *
412
+ * **Korean**: 가속도 설정 (Set Acceleration)
413
+ *
414
+ * Allows external systems (like SpeedModifierSystem) to override
415
+ * the base acceleration rate. This is applied in the next
416
+ * updateMovement call.
417
+ *
418
+ * @param acceleration - Acceleration in m/s²
419
+ *
420
+ * @public
421
+ */
422
+ setAcceleration(acceleration) {
423
+ this._overrideAcceleration = acceleration;
424
+ }
425
+ /**
426
+ * Clear speed and acceleration overrides.
427
+ *
428
+ * **Korean**: 속도 재정의 해제 (Clear Speed Overrides)
429
+ *
430
+ * Resets movement to use default calculations without external
431
+ * override values.
432
+ *
433
+ * @public
434
+ */
435
+ clearOverrides() {
436
+ this._overrideMaxSpeed = null;
437
+ this._overrideAcceleration = null;
438
+ }
439
+ /**
440
+ * Set arena width for arena-aware speed scaling.
441
+ *
442
+ * **Korean**: 경기장 너비 설정 (Set Arena Width)
443
+ *
444
+ * Updates the arena width used for speed scaling calculations.
445
+ * Call this when the arena size changes (e.g., screen resize).
446
+ * Recalculates and caches the arena speed scale.
447
+ *
448
+ * @param widthMeters - Arena width in meters (must be positive)
449
+ * @throws {Error} If widthMeters is not a positive number
450
+ *
451
+ * @public
452
+ */
453
+ setArenaWidth(widthMeters) {
454
+ if (widthMeters <= 0 || !Number.isFinite(widthMeters)) throw new Error(`Arena width must be a positive finite number, got: ${widthMeters}`);
455
+ this._arenaWidthMeters = widthMeters;
456
+ this._cachedArenaSpeedScale = this.calculateArenaSpeedScale();
457
+ }
458
+ /**
459
+ * Get current arena width.
460
+ *
461
+ * **Korean**: 경기장 너비 가져오기 (Get Arena Width)
462
+ *
463
+ * @returns Arena width in meters
464
+ *
465
+ * @public
466
+ */
467
+ getArenaWidth() {
468
+ return this._arenaWidthMeters;
469
+ }
470
+ /**
471
+ * Get current arena speed scale factor.
472
+ *
473
+ * **Korean**: 경기장 속도 배수 가져오기 (Get Arena Speed Scale)
474
+ *
475
+ * Returns the cached arena speed scale value.
476
+ *
477
+ * @returns Arena-based speed multiplier (0.7 to 1.3)
478
+ *
479
+ * @public
480
+ */
481
+ getArenaSpeedScale() {
482
+ return this._cachedArenaSpeedScale;
483
+ }
484
+ };
485
+ //#endregion
486
+ export { MovementPhysics, STANCE_SPEED_MODIFIERS };
487
+
488
+ //# sourceMappingURL=MovementPhysics.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MovementPhysics.js","names":[],"sources":["../../../src/systems/physics/MovementPhysics.ts"],"sourcesContent":["/**\n * Physics-based movement system for realistic combat movement.\n *\n * **Korean**: 이동 물리 시스템 (Movement Physics System)\n *\n * This module implements realistic physics-based player movement with proper\n * acceleration/deceleration, foot-wide step precision, and stance-based speed\n * modifiers for authentic Korean martial arts combat feel.\n *\n * ## Features\n *\n * - **Realistic Acceleration**: 0 to 2m/s in 0.5 seconds (4.0 m/s²)\n * - **Realistic Deceleration**: 2m/s to 0 in 0.3 seconds (6.67 m/s²)\n * - **Foot-wide Steps**: Discrete 30cm movement increments for tactical positioning\n * - **Stance Modifiers**: 8 trigram stances with different speed characteristics\n * - **Injury Integration**: Movement speed reduced by leg damage (10-50%)\n *\n * @module systems/physics/MovementPhysics\n * @category Physics System\n * @korean 이동물리\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport { BASE_MOVEMENT_ACCELERATION } from \"@/types/physicsConstants\";\nimport type { MovementArenaBounds } from \"@/types/PhysicsTypes\";\nimport * as THREE from \"three\";\n\n/**\n * Movement input from keyboard/gamepad controls.\n *\n * **Korean**: 이동 입력 (Movement Input)\n *\n * @public\n * @category Physics System\n * @korean 이동입력\n */\nexport interface MovementInput {\n /** Forward/backward input (-1 to 1, where 1 is forward) */\n readonly forward: number;\n /** Lateral left/right input (-1 to 1, where 1 is right) */\n readonly lateral: number;\n /** Whether sprint/run key is held */\n readonly isRunning: boolean;\n /** Whether any movement input is active */\n readonly isMoving: boolean;\n /** Whether to use tactical step mode (30cm grid) */\n readonly useTacticalSteps: boolean;\n}\n\n/**\n * Complete movement state for physics calculations.\n *\n * **Korean**: 이동 상태 (Movement State)\n *\n * Contains position, velocity, and current movement parameters.\n * All vectors are mutable for performance (updated in-place during physics loop).\n *\n * @public\n * @category Physics System\n * @korean 이동상태\n */\nexport interface MovementState {\n /**\n * Current position in 3D space (meters).\n *\n * NOTE: This is a readonly reference to a mutable THREE.Vector3.\n * The physics engine intentionally mutates the vector in-place\n * (e.g. via position.add(...)) for performance. The readonly\n * modifier prevents reassignment of the Vector3 instance, not\n * mutation of its components.\n */\n readonly position: THREE.Vector3;\n /**\n * Current velocity vector (m/s).\n *\n * NOTE: This is a readonly reference to a mutable THREE.Vector3.\n * The physics engine updates this vector in-place each frame.\n * Callers must not reassign the velocity reference, but may pass\n * it to APIs that read or modify its components.\n */\n readonly velocity: THREE.Vector3;\n /** Current acceleration magnitude (m/s²) */\n acceleration: number;\n /** Maximum speed for current state (m/s) */\n maxSpeed: number;\n /** Current Eight Trigram stance */\n readonly currentStance: TrigramStance;\n /** Leg injury percentage (0-1, where 1 is fully injured) */\n legInjuryFactor: number;\n}\n\n/**\n * Stance-based speed modifiers for Eight Trigram system.\n *\n * **Korean**: 팔괘 속도 배수 (Eight Trigram Speed Multipliers)\n *\n * Each trigram stance has unique movement characteristics based on\n * traditional Korean martial arts philosophy:\n *\n * - ☰ 건 (Geon/Heaven): 100% - Balanced, standard speed\n * - ☱ 태 (Tae/Lake): 110% - Fluid movement, flowing techniques\n * - ☲ 리 (Li/Fire): 120% - Aggressive, fast attacks\n * - ☳ 진 (Jin/Thunder): 115% - Explosive power\n * - ☴ 손 (Son/Wind): 125% - Continuous motion, fastest stance\n * - ☵ 감 (Gam/Water): 105% - Adaptive, slightly faster than neutral\n * - ☶ 간 (Gan/Mountain): 80% - Solid defense, slower movement\n * - ☷ 곤 (Gon/Earth): 85% - Grounded, stable but slower\n *\n * @korean 자세속도배수\n */\nexport const STANCE_SPEED_MODIFIERS: Record<TrigramStance, number> = {\n [TrigramStance.GEON]: 1.0, // Heaven: balanced\n [TrigramStance.TAE]: 1.1, // Lake: fluid\n [TrigramStance.LI]: 1.2, // Fire: aggressive\n [TrigramStance.JIN]: 1.15, // Thunder: explosive\n [TrigramStance.SON]: 1.25, // Wind: fastest\n [TrigramStance.GAM]: 1.05, // Water: adaptive\n [TrigramStance.GAN]: 0.8, // Mountain: defensive\n [TrigramStance.GON]: 0.85, // Earth: grounded\n};\n\n/**\n * Physics-based movement engine for combat.\n *\n * **Korean**: 이동 물리 엔진 (Movement Physics Engine)\n *\n * Implements realistic acceleration, deceleration, and stance-based movement\n * for authentic Korean martial arts combat. Supports both continuous movement\n * and tactical foot-wide steps for precise positioning.\n *\n * @example\n * ```typescript\n * const physics = new MovementPhysics();\n *\n * const state: MovementState = {\n * position: new THREE.Vector3(0, 0, 0),\n * velocity: new THREE.Vector3(0, 0, 0),\n * acceleration: 0,\n * maxSpeed: 2.0,\n * currentStance: TrigramStance.GEON,\n * legInjuryFactor: 0,\n * };\n *\n * const input: MovementInput = {\n * forward: 1.0,\n * lateral: 0,\n * isRunning: false,\n * isMoving: true,\n * useTacticalSteps: false,\n * };\n *\n * // In game loop at 60fps\n * physics.updateMovement(state, input, deltaTime);\n * ```\n *\n * @public\n * @category Physics System\n * @korean 이동물리엔진\n */\nexport class MovementPhysics {\n /**\n * Base acceleration rate (m/s²)\n * Achieves 0 to 6m/s in 0.2 seconds (instant-response combat movement)\n * Increased from 12.0 to 30.0 for arcade-style responsiveness\n *\n * Imported from physicsConstants.ts to maintain consistency across systems.\n *\n * **Korean**: 기본 가속도 (Base Acceleration)\n */\n private readonly BASE_ACCELERATION = BASE_MOVEMENT_ACCELERATION;\n\n /**\n * Base deceleration rate (m/s²)\n * Achieves 6m/s to 0 in 0.3 seconds (responsive combat stopping)\n *\n * **Korean**: 기본 감속도 (Base Deceleration)\n */\n private readonly BASE_DECELERATION = 20.0;\n\n /**\n * Foot-wide step size (meters)\n * Standard Korean martial arts step is approximately 30cm\n *\n * **Korean**: 보법 거리 (Step Distance)\n */\n private readonly STEP_SIZE = 0.3;\n\n /**\n * Base walking speed (m/s)\n * Optimized for responsive combat movement - crosses 14m arena in ~2.3s\n *\n * **Korean**: 기본 걷기 속도 (Base Walking Speed)\n */\n private readonly BASE_WALK_SPEED = 6.0;\n\n /**\n * Base running speed (m/s)\n * Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s\n *\n * **Korean**: 기본 달리기 속도 (Base Running Speed)\n */\n private readonly BASE_RUN_SPEED = 10.0;\n\n /**\n * Reference arena size for speed calibration (meters).\n * All speeds are calibrated for a 10m arena.\n *\n * **Korean**: 기준 경기장 크기 (Reference Arena Size)\n */\n private readonly REFERENCE_ARENA_SIZE = 10.0;\n\n /**\n * Current arena width in meters for arena-aware speed scaling.\n *\n * **Korean**: 현재 경기장 너비 (Current Arena Width)\n */\n private _arenaWidthMeters: number = 10.0;\n\n // LATERAL_SPEED removed - now using state.maxSpeed for all directions\n // This ensures speed override applies to lateral movement too\n\n /**\n * Override for max speed from external speed modifier systems.\n *\n * **Korean**: 최대속도 재정의 (Max Speed Override)\n */\n private _overrideMaxSpeed: number | null = null;\n\n /**\n * Override for acceleration from external speed modifier systems.\n *\n * **Korean**: 가속도 재정의 (Acceleration Override)\n */\n private _overrideAcceleration: number | null = null;\n\n /**\n * Cached arena speed scale to avoid repeated calculations.\n *\n * **Korean**: 캐시된 경기장 속도 배수 (Cached Arena Speed Scale)\n */\n private _cachedArenaSpeedScale: number = 1.0;\n\n // Temporary vectors to avoid allocations in update loop\n private readonly tempTargetVelocity = new THREE.Vector3();\n private readonly tempMovement = new THREE.Vector3();\n private readonly tempDirection = new THREE.Vector3();\n private readonly tempTargetDirection = new THREE.Vector3();\n\n /**\n * Create a new MovementPhysics instance.\n *\n * **Korean**: 이동 물리 생성 (Create Movement Physics)\n *\n * @param arenaWidthMeters - Width of the arena in meters (default: 10m, min: 1m)\n * @throws {Error} If arenaWidthMeters is not a positive number\n *\n * @example\n * ```typescript\n * // Default 10m arena (1.0x speed scale)\n * const physics = new MovementPhysics();\n *\n * // Small 6m arena (0.7x speed scale)\n * const smallPhysics = new MovementPhysics(6.0);\n *\n * // Large 14m arena (1.3x speed scale)\n * const largePhysics = new MovementPhysics(14.0);\n * ```\n *\n * @public\n */\n constructor(arenaWidthMeters: number = 10.0) {\n if (arenaWidthMeters <= 0 || !Number.isFinite(arenaWidthMeters)) {\n throw new Error(\n `Arena width must be a positive finite number, got: ${arenaWidthMeters}`,\n );\n }\n this._arenaWidthMeters = arenaWidthMeters;\n this._cachedArenaSpeedScale = this.calculateArenaSpeedScale();\n }\n\n /**\n * Calculate arena-aware speed scaling factor.\n *\n * **Korean**: 경기장 크기 기반 속도 배수 (Arena-Based Speed Multiplier)\n *\n * Scales movement speed proportionally to arena size to maintain consistent\n * gameplay feel across different screen resolutions. Smaller arenas get\n * slightly slower speeds, larger arenas get slightly faster speeds.\n *\n * Formula: scaleFactor = arenaWidth / referenceArenaSize\n * Clamped to [0.7, 1.3] range for balanced gameplay\n *\n * Examples:\n * - 6m arena: 0.7x speed (70% of base)\n * - 10m arena: 1.0x speed (baseline)\n * - 14m arena: 1.3x speed (130% of base)\n *\n * @returns Speed multiplier (0.7 to 1.3)\n *\n * @korean 경기장속도배수\n */\n private calculateArenaSpeedScale(): number {\n const rawScale = this._arenaWidthMeters / this.REFERENCE_ARENA_SIZE;\n // Clamp to reasonable range to maintain gameplay balance\n return Math.max(0.7, Math.min(1.3, rawScale));\n }\n\n /**\n * Update player movement based on input and physics.\n *\n * **Korean**: 이동 업데이트 (Update Movement)\n *\n * Called every frame (60fps) to update player position based on\n * current velocity, acceleration, and input. Applies stance modifiers\n * and injury penalties automatically.\n *\n * @param state - Current movement state (modified in-place)\n * @param input - Current movement input from controls\n * @param deltaTime - Time since last update (seconds)\n * @param bounds - Optional arena bounds for clamping position (meters)\n *\n * @korean 이동업데이트\n */\n public updateMovement(\n state: MovementState,\n input: MovementInput,\n deltaTime: number,\n bounds?: MovementArenaBounds,\n ): void {\n // Use cached arena-aware speed scaling\n const arenaSpeedScale = this._cachedArenaSpeedScale;\n\n // Calculate stance speed modifier\n const stanceModifier = this.getStanceSpeedModifier(state.currentStance);\n\n // Calculate injury penalty (0-50% speed reduction)\n const injuryPenalty = 1.0 - state.legInjuryFactor * 0.5;\n\n // Calculate base target speed (walking or running)\n const baseSpeed = input.isRunning\n ? this.BASE_RUN_SPEED\n : this.BASE_WALK_SPEED;\n\n // Apply all modifiers including arena scaling to get final max speed (or use override)\n state.maxSpeed =\n this._overrideMaxSpeed ??\n baseSpeed * arenaSpeedScale * stanceModifier * injuryPenalty;\n\n // Use override acceleration if set, otherwise use base\n const currentAcceleration =\n this._overrideAcceleration ?? this.BASE_ACCELERATION;\n\n // Calculate target velocity based on input direction\n // forward > 0 = moving in positive Z direction (toward bottom of screen)\n // forward < 0 = moving in negative Z direction (toward top of screen)\n // ✅ REMOVED backward multiplier: All directions use full speed for responsive gameplay\n // The backward penalty should be applied contextually by the combat system\n // based on player facing direction vs movement direction\n // ✅ FIX: Both lateral and forward now use state.maxSpeed (which includes all modifiers)\n // This ensures consistent speed in all movement directions and includes arena scaling\n this.tempTargetVelocity.set(\n input.lateral * state.maxSpeed,\n 0,\n input.forward * state.maxSpeed,\n );\n\n // Apply acceleration or deceleration\n if (input.isMoving) {\n // Accelerate toward target velocity with realistic direction changes\n const currentSpeed = state.velocity.length();\n const targetSpeed = this.tempTargetVelocity.length();\n\n if (currentSpeed < targetSpeed) {\n // Check if direction change is needed\n if (currentSpeed > 0.001 && targetSpeed > 0.001) {\n // Current movement direction\n this.tempDirection.copy(state.velocity).normalize();\n // Desired movement direction (reuse temp vector to avoid allocation)\n this.tempTargetDirection.copy(this.tempTargetVelocity).normalize();\n const directionDot = this.tempDirection.dot(this.tempTargetDirection);\n\n if (directionDot < 0) {\n // Moving in opposite direction: decelerate first before reversing\n const velocityDelta = this.BASE_DECELERATION * deltaTime;\n const newSpeed = Math.max(currentSpeed - velocityDelta, 0);\n\n if (newSpeed > 0.001) {\n state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));\n } else {\n // Fully stopped; can now start accelerating in new direction\n state.velocity.set(0, 0, 0);\n }\n state.acceleration = -this.BASE_DECELERATION;\n } else if (directionDot < 0.7) {\n // Perpendicular direction change (e.g., forward to strafe): moderate deceleration\n const blendedAccel = currentAcceleration * 0.6; // Reduced acceleration for sharp turns\n const velocityDelta = blendedAccel * deltaTime;\n const newSpeed = Math.min(\n currentSpeed + velocityDelta,\n targetSpeed,\n );\n this.tempDirection.copy(this.tempTargetVelocity).normalize();\n state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));\n state.acceleration = blendedAccel;\n } else {\n // Same or similar direction: full acceleration\n this.tempDirection.copy(this.tempTargetVelocity).normalize();\n const velocityDelta = currentAcceleration * deltaTime;\n const newSpeed = Math.min(\n currentSpeed + velocityDelta,\n targetSpeed,\n );\n state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));\n state.acceleration = currentAcceleration;\n }\n } else {\n // Very low speed: safe to accelerate directly toward target\n this.tempDirection.copy(this.tempTargetVelocity).normalize();\n const velocityDelta = currentAcceleration * deltaTime;\n const newSpeed = Math.min(currentSpeed + velocityDelta, targetSpeed);\n state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));\n state.acceleration = currentAcceleration;\n }\n } else {\n // Already at or above target speed: snap to target velocity\n state.velocity.copy(this.tempTargetVelocity);\n state.acceleration = 0;\n }\n } else {\n // Decelerate to stop\n const currentSpeed = state.velocity.length();\n if (currentSpeed > 0.01) {\n this.tempDirection.copy(state.velocity).normalize();\n const velocityDelta = this.BASE_DECELERATION * deltaTime;\n const newSpeed = Math.max(currentSpeed - velocityDelta, 0);\n state.velocity.copy(this.tempDirection.multiplyScalar(newSpeed));\n } else {\n state.velocity.set(0, 0, 0);\n }\n state.acceleration = -this.BASE_DECELERATION;\n }\n\n // Calculate movement delta for this frame\n this.tempMovement.copy(state.velocity).multiplyScalar(deltaTime);\n\n // Apply tactical step quantization if enabled\n if (input.useTacticalSteps) {\n // Quantize to 30cm grid steps\n this.tempMovement.x =\n Math.round(this.tempMovement.x / this.STEP_SIZE) * this.STEP_SIZE;\n this.tempMovement.z =\n Math.round(this.tempMovement.z / this.STEP_SIZE) * this.STEP_SIZE;\n }\n\n // Update position\n state.position.add(this.tempMovement);\n\n // Apply arena bounds clamping if bounds provided\n if (bounds) {\n // Check if position exceeded boundaries\n const exceededMinX = state.position.x < bounds.minX;\n const exceededMaxX = state.position.x > bounds.maxX;\n const exceededMinZ = state.position.z < bounds.minZ;\n const exceededMaxZ = state.position.z > bounds.maxZ;\n\n // Clamp position to arena boundaries\n state.position.x = Math.max(bounds.minX, Math.min(bounds.maxX, state.position.x));\n state.position.z = Math.max(bounds.minZ, Math.min(bounds.maxZ, state.position.z));\n\n // Zero velocity component if exceeded boundary (smooth stopping)\n if (exceededMinX || exceededMaxX) {\n state.velocity.x = 0;\n }\n if (exceededMinZ || exceededMaxZ) {\n state.velocity.z = 0;\n }\n }\n }\n\n /**\n * Get speed modifier for a specific trigram stance.\n *\n * **Korean**: 자세 속도 배수 가져오기 (Get Stance Speed Modifier)\n *\n * @param stance - Eight Trigram stance\n * @returns Speed multiplier (0.8 to 1.25)\n *\n * @korean 자세속도배수\n */\n public getStanceSpeedModifier(stance: TrigramStance): number {\n return STANCE_SPEED_MODIFIERS[stance];\n }\n\n /**\n * Calculate movement penalty from leg injury.\n *\n * **Korean**: 부상 이동 페널티 (Injury Movement Penalty)\n *\n * Leg damage reduces movement speed by 10-50% based on injury severity.\n *\n * @param legHealthPercentage - Remaining leg health (0-1)\n * @returns Injury factor (0 = no injury, 1 = maximum injury)\n *\n * @korean 부상페널티\n */\n public calculateInjuryPenalty(legHealthPercentage: number): number {\n // Injury penalty scales from 0% (healthy) to 50% (critical)\n // Clamp between 0 and 1\n const healthFactor = Math.max(0, Math.min(1, legHealthPercentage));\n return 1.0 - healthFactor;\n }\n\n /**\n * Get maximum speed for current state configuration.\n *\n * **Korean**: 최대 속도 계산 (Calculate Maximum Speed)\n *\n * @param isRunning - Whether running (vs walking)\n * @param stance - Current trigram stance\n * @param legInjuryFactor - Leg injury severity (0-1)\n * @returns Maximum speed in m/s (includes arena scaling)\n *\n * @korean 최대속도\n */\n public getMaxSpeed(\n isRunning: boolean,\n stance: TrigramStance,\n legInjuryFactor: number,\n ): number {\n const arenaSpeedScale = this._cachedArenaSpeedScale;\n const baseSpeed = isRunning ? this.BASE_RUN_SPEED : this.BASE_WALK_SPEED;\n const stanceModifier = this.getStanceSpeedModifier(stance);\n const injuryPenalty = 1.0 - legInjuryFactor * 0.5;\n return baseSpeed * arenaSpeedScale * stanceModifier * injuryPenalty;\n }\n\n /**\n * Calculate time required to reach target speed from current velocity.\n *\n * **Korean**: 가속 시간 (Acceleration Time)\n *\n * @param currentSpeed - Current speed magnitude (m/s)\n * @param targetSpeed - Desired speed magnitude (m/s)\n * @returns Time in seconds to reach target speed\n *\n * @korean 가속시간\n */\n public getAccelerationTime(\n currentSpeed: number,\n targetSpeed: number,\n ): number {\n const speedDiff = Math.abs(targetSpeed - currentSpeed);\n return speedDiff / this.BASE_ACCELERATION;\n }\n\n /**\n * Calculate stopping distance from current velocity.\n *\n * **Korean**: 제동 거리 (Braking Distance)\n *\n * @param currentSpeed - Current speed magnitude (m/s)\n * @returns Distance in meters required to stop\n *\n * @korean 제동거리\n */\n public getStoppingDistance(currentSpeed: number): number {\n // Using kinematic equation: d = v² / (2a)\n return (currentSpeed * currentSpeed) / (2 * this.BASE_DECELERATION);\n }\n\n /**\n * Get tactical step size.\n *\n * **Korean**: 보법 거리 (Step Distance)\n *\n * @returns Step size in meters (0.3m = 30cm)\n *\n * @korean 보법거리\n */\n public getStepSize(): number {\n return this.STEP_SIZE;\n }\n\n /**\n * Override maximum speed for external speed modifier systems.\n *\n * **Korean**: 최대 속도 설정 (Set Maximum Speed)\n *\n * Allows external systems (like SpeedModifierSystem) to override\n * the calculated maximum speed. This is applied in the next\n * updateMovement call.\n *\n * @param speed - Maximum speed in m/s\n *\n * @public\n */\n public setMaxSpeed(speed: number): void {\n this._overrideMaxSpeed = speed;\n }\n\n /**\n * Override acceleration for external speed modifier systems.\n *\n * **Korean**: 가속도 설정 (Set Acceleration)\n *\n * Allows external systems (like SpeedModifierSystem) to override\n * the base acceleration rate. This is applied in the next\n * updateMovement call.\n *\n * @param acceleration - Acceleration in m/s²\n *\n * @public\n */\n public setAcceleration(acceleration: number): void {\n this._overrideAcceleration = acceleration;\n }\n\n /**\n * Clear speed and acceleration overrides.\n *\n * **Korean**: 속도 재정의 해제 (Clear Speed Overrides)\n *\n * Resets movement to use default calculations without external\n * override values.\n *\n * @public\n */\n public clearOverrides(): void {\n this._overrideMaxSpeed = null;\n this._overrideAcceleration = null;\n }\n\n /**\n * Set arena width for arena-aware speed scaling.\n *\n * **Korean**: 경기장 너비 설정 (Set Arena Width)\n *\n * Updates the arena width used for speed scaling calculations.\n * Call this when the arena size changes (e.g., screen resize).\n * Recalculates and caches the arena speed scale.\n *\n * @param widthMeters - Arena width in meters (must be positive)\n * @throws {Error} If widthMeters is not a positive number\n *\n * @public\n */\n public setArenaWidth(widthMeters: number): void {\n if (widthMeters <= 0 || !Number.isFinite(widthMeters)) {\n throw new Error(\n `Arena width must be a positive finite number, got: ${widthMeters}`,\n );\n }\n this._arenaWidthMeters = widthMeters;\n this._cachedArenaSpeedScale = this.calculateArenaSpeedScale();\n }\n\n /**\n * Get current arena width.\n *\n * **Korean**: 경기장 너비 가져오기 (Get Arena Width)\n *\n * @returns Arena width in meters\n *\n * @public\n */\n public getArenaWidth(): number {\n return this._arenaWidthMeters;\n }\n\n /**\n * Get current arena speed scale factor.\n *\n * **Korean**: 경기장 속도 배수 가져오기 (Get Arena Speed Scale)\n *\n * Returns the cached arena speed scale value.\n *\n * @returns Arena-based speed multiplier (0.7 to 1.3)\n *\n * @public\n */\n public getArenaSpeedScale(): number {\n return this._cachedArenaSpeedScale;\n 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