blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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/**
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* Speed Modifier System
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*
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* **Korean**: 속도 변경 시스템 (Speed Modifier System)
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*
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* Implements comprehensive movement speed modifier system that dynamically adjusts
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* player movement speed based on multiple factors: combat stance, leg injuries,
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* stamina depletion, and combat state. Integrates with physics-based movement
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* system for authentic Korean martial arts combat feel.
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*
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*
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* - Base movement speeds for walking, running, backward, lateral, and crouching
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* - Eight Trigram stance-based speed modifiers (80% to 125%)
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* - Injury-based speed reduction from leg damage (0% to 100% penalty)
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* - Stamina-based acceleration penalty (0% to 75% penalty)
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* - Combat state speed adjustments (0% to 100% penalty)
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* ```
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* Final Speed = Base Speed
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* × Stance Modifier
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*
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* ```
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* @korean 속도변경시스템
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*/
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import type { PlayerState } from "../player";
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/**
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* Complete speed modifier state for physics calculations.
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*
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* **Korean**: 속도 변경 상태 (Speed Modifier State)
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*
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* Contains all calculated speed modifiers and final values for application
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*/
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export interface SpeedModifierState {
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/** Base movement speed before modifiers (m/s) */
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readonly baseSpeed: number;
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/** Stance-based speed multiplier (0.80 to 1.25) */
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readonly stanceModifier: number;
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/** Injury-based speed reduction (0.0 to 0.75, percentage reduction) - Korean: 부상감소 */
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readonly injuryPenalty: number;
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/** Combat state speed reduction (0.0 to 1.0, percentage reduction) */
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readonly combatStatePenalty: number;
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/** Stamina-based acceleration reduction (0.0 to 0.75, percentage reduction) - Korean: 스태미나효과 */
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readonly staminaPenalty: number;
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/** Final calculated movement speed (m/s) */
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readonly finalSpeed: number;
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/** Final calculated acceleration (m/s²) */
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readonly finalAcceleration: number;
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/** Whether running is allowed (false when stamina < 10%) */
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readonly canRun: boolean;
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}
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/**
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* Movement type enumeration.
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*
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* **Korean**: 이동 유형 (Movement Type)
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*
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* @public
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* @category Physics System
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*/
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export declare enum MovementType {
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/** Walking forward - Korean: 걷기 */
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WALKING = "walking",
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/** Running/sprinting forward - Korean: 달리기 */
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RUNNING = "running",
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80
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/** Moving backward - Korean: 후퇴 */
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BACKWARD = "backward",
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/** Side-stepping left/right - Korean: 측면이동 */
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LATERAL = "lateral",
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/** Crouching movement - Korean: 웅크리기 */
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CROUCHING = "crouching"
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}
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/**
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* Speed Modifier System class.
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*
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* **Korean**: 속도 변경 시스템 클래스
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*
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* Calculates comprehensive speed modifiers from multiple factors including
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* stance, injuries, stamina, and combat state. Integrates with existing
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* body part and movement systems.
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*
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* @example
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* ```typescript
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* const system = new SpeedModifierSystem();
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*
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* const modifiers = system.calculateSpeedModifiers(
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* playerState,
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* MovementType.RUNNING,
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* true // isCrouching
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* );
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*
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* // Apply to movement physics
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* movementPhysics.setMaxSpeed(modifiers.finalSpeed);
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* movementPhysics.setAcceleration(modifiers.finalAcceleration);
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* ```
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*
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* @public
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* @category Physics System
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*/
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export declare class SpeedModifierSystem {
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/**
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* Base walking speed (m/s)
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+
* Standard walking pace for 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_WALKING_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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126
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+
* **Korean**: 기본 달리기 속도 (Base Running Speed)
|
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+
*/
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+
private readonly BASE_RUNNING_SPEED;
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+
/**
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* Lateral movement speed (m/s)
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* Fast side-stepping for combat positioning
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*
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* **Korean**: 측면 이동 속도 (Lateral Movement Speed)
|
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+
*/
|
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135
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+
private readonly LATERAL_SPEED;
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+
/**
|
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+
* Crouching movement speed (m/s)
|
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138
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+
* Defensive low movement for cautious approach
|
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+
*
|
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140
|
+
* **Korean**: 웅크림 이동 속도 (Crouching Movement Speed)
|
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141
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+
*/
|
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142
|
+
private readonly CROUCHING_SPEED;
|
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|
+
/**
|
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144
|
+
* Backward speed multiplier (75% of forward speed)
|
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145
|
+
*
|
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146
|
+
* **Korean**: 후퇴 속도 배수 (Backward Speed Multiplier)
|
|
147
|
+
*/
|
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148
|
+
private readonly BACKWARD_SPEED_MULTIPLIER;
|
|
149
|
+
/**
|
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150
|
+
* Base acceleration rate (m/s²)
|
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151
|
+
* Instant-response acceleration for combat movement
|
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152
|
+
* (e.g., reaches 6 m/s walking speed in 0.2s; 10 m/s sprint speed in 0.33s)
|
|
153
|
+
* Increased from 12.0 to 30.0 for responsive, arcade-style combat feel
|
|
154
|
+
*
|
|
155
|
+
* Imported from physicsConstants.ts to maintain consistency across systems.
|
|
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|
+
*
|
|
157
|
+
* **Korean**: 기본 가속도 (Base Acceleration)
|
|
158
|
+
*/
|
|
159
|
+
private readonly BASE_ACCELERATION;
|
|
160
|
+
/**
|
|
161
|
+
* Combat state speed penalty multipliers
|
|
162
|
+
*
|
|
163
|
+
* **Korean**: 전투 상태 속도 패널티 (Combat State Speed Penalties)
|
|
164
|
+
*/
|
|
165
|
+
private readonly COMBAT_STATE_PENALTIES;
|
|
166
|
+
/**
|
|
167
|
+
* Calculate comprehensive speed modifiers for player movement.
|
|
168
|
+
*
|
|
169
|
+
* **Korean**: 속도 변경 계산 (Calculate Speed Modifiers)
|
|
170
|
+
*
|
|
171
|
+
* Analyzes player state and returns complete speed modifier information
|
|
172
|
+
* including all individual factors and final calculated values.
|
|
173
|
+
*
|
|
174
|
+
* @param playerState - Current player state with stance, health, stamina
|
|
175
|
+
* @param movementType - Type of movement being performed
|
|
176
|
+
* @param isCrouching - Whether player is in crouching stance
|
|
177
|
+
* @returns Complete speed modifier state with all factors
|
|
178
|
+
*
|
|
179
|
+
* @public
|
|
180
|
+
*/
|
|
181
|
+
calculateSpeedModifiers(playerState: PlayerState, movementType?: MovementType, isCrouching?: boolean): SpeedModifierState;
|
|
182
|
+
/**
|
|
183
|
+
* Get base speed for movement type.
|
|
184
|
+
*
|
|
185
|
+
* **Korean**: 기본 속도 계산 (Get Base Speed)
|
|
186
|
+
*
|
|
187
|
+
* Uses archetype-specific walk/run speeds when available,
|
|
188
|
+
* falls back to default values for backwards compatibility.
|
|
189
|
+
*
|
|
190
|
+
* @param movementType - Type of movement
|
|
191
|
+
* @param isCrouching - Whether player is crouching
|
|
192
|
+
* @param physicalAttributes - Player's physical attributes (optional)
|
|
193
|
+
* @returns Base speed in m/s
|
|
194
|
+
*
|
|
195
|
+
* @private
|
|
196
|
+
*/
|
|
197
|
+
private getBaseSpeed;
|
|
198
|
+
/**
|
|
199
|
+
* Get stance-based speed modifier.
|
|
200
|
+
*
|
|
201
|
+
* **Korean**: 자세 속도 배수 계산 (Get Stance Speed Modifier)
|
|
202
|
+
*
|
|
203
|
+
* @param stance - Current Eight Trigram stance
|
|
204
|
+
* @returns Speed multiplier (0.80 to 1.25)
|
|
205
|
+
*
|
|
206
|
+
* @private
|
|
207
|
+
*/
|
|
208
|
+
private getStanceSpeedModifier;
|
|
209
|
+
/**
|
|
210
|
+
* Calculate injury-based speed penalty from leg damage.
|
|
211
|
+
*
|
|
212
|
+
* **Korean**: 부상 속도 패널티 계산 (Calculate Injury Penalty)
|
|
213
|
+
*
|
|
214
|
+
* Uses NEW InjuryMovementModifier to determine speed reduction based on
|
|
215
|
+
* leg damage severity, torso damage, and pain levels.
|
|
216
|
+
* NOTE: Stance modifier is calculated separately to maintain compatibility
|
|
217
|
+
* with existing SpeedModifierState interface.
|
|
218
|
+
*
|
|
219
|
+
* Penalties are progressive and realistic:
|
|
220
|
+
* - Leg injuries: 0-100% penalty based on health
|
|
221
|
+
* - Torso injuries: 0-30% minor penalty
|
|
222
|
+
* - Both legs injured: Additional 20% cumulative penalty
|
|
223
|
+
* - Pain overload: -15% when pain ≥ 80
|
|
224
|
+
*
|
|
225
|
+
* @param bodyPartHealth - Current body part health
|
|
226
|
+
* @param bodyPartMaxHealth - Maximum body part health
|
|
227
|
+
* @param painLevel - Current pain level (0-100)
|
|
228
|
+
* @returns Speed penalty as percentage (0.0 to 0.9 max)
|
|
229
|
+
*
|
|
230
|
+
* @private
|
|
231
|
+
*/
|
|
232
|
+
private calculateInjuryPenalty;
|
|
233
|
+
/**
|
|
234
|
+
* Calculate combat state speed penalty.
|
|
235
|
+
*
|
|
236
|
+
* **Korean**: 전투 상태 속도 패널티 계산 (Get Combat State Penalty)
|
|
237
|
+
*
|
|
238
|
+
* Different combat states restrict movement:
|
|
239
|
+
* - IDLE: 0% penalty (full movement)
|
|
240
|
+
* - ATTACKING: -30% penalty (committed to technique)
|
|
241
|
+
* - DEFENDING: -20% penalty (guard up, limited mobility)
|
|
242
|
+
* - STUNNED: -100% penalty (cannot move)
|
|
243
|
+
* - RECOVERING: -40% penalty (vulnerable, slow movement)
|
|
244
|
+
* - COUNTERING: -25% penalty (counter execution)
|
|
245
|
+
* - TRANSITIONING: -15% penalty (stance change)
|
|
246
|
+
*
|
|
247
|
+
* @param combatState - Current combat state
|
|
248
|
+
* @returns Speed penalty as percentage (0.0 to 1.0)
|
|
249
|
+
*
|
|
250
|
+
* @private
|
|
251
|
+
*/
|
|
252
|
+
private getCombatStatePenalty;
|
|
253
|
+
/**
|
|
254
|
+
* Calculate stamina-based acceleration penalty.
|
|
255
|
+
*
|
|
256
|
+
* **Korean**: 스태미나 가속 패널티 계산 (Calculate Stamina Penalty)
|
|
257
|
+
*
|
|
258
|
+
* Stamina affects acceleration rate, making it harder to change direction
|
|
259
|
+
* or speed up when fatigued:
|
|
260
|
+
* - High stamina (70-100%): 0% penalty (normal acceleration)
|
|
261
|
+
* - Medium stamina (40-70%): -20% penalty
|
|
262
|
+
* - Low stamina (10-40%): -50% penalty
|
|
263
|
+
* - Depleted stamina (<10%): -75% penalty, cannot run
|
|
264
|
+
*
|
|
265
|
+
* @param currentStamina - Current stamina points
|
|
266
|
+
* @param maxStamina - Maximum stamina capacity
|
|
267
|
+
* @returns Acceleration penalty as percentage (0.0 to 0.75)
|
|
268
|
+
*
|
|
269
|
+
* @private
|
|
270
|
+
*/
|
|
271
|
+
private calculateStaminaPenalty;
|
|
272
|
+
/**
|
|
273
|
+
* Check if player can run based on stamina level.
|
|
274
|
+
*
|
|
275
|
+
* **Korean**: 달리기 가능 확인 (Can Player Run)
|
|
276
|
+
*
|
|
277
|
+
* @param currentStamina - Current stamina points
|
|
278
|
+
* @param maxStamina - Maximum stamina capacity
|
|
279
|
+
* @returns True if player has enough stamina to run
|
|
280
|
+
*
|
|
281
|
+
* @private
|
|
282
|
+
*/
|
|
283
|
+
private canPlayerRun;
|
|
284
|
+
/**
|
|
285
|
+
* Apply speed modifiers to movement physics system.
|
|
286
|
+
*
|
|
287
|
+
* **Korean**: 속도 변경 적용 (Apply Speed Modifiers)
|
|
288
|
+
*
|
|
289
|
+
* Convenience method to directly apply calculated modifiers to a
|
|
290
|
+
* movement physics instance.
|
|
291
|
+
*
|
|
292
|
+
* @param movementPhysics - Movement physics system to update
|
|
293
|
+
* @param modifiers - Calculated speed modifier state
|
|
294
|
+
*
|
|
295
|
+
* @public
|
|
296
|
+
*/
|
|
297
|
+
applySpeedModifiers(movementPhysics: {
|
|
298
|
+
setMaxSpeed: (speed: number) => void;
|
|
299
|
+
setAcceleration: (accel: number) => void;
|
|
300
|
+
}, modifiers: SpeedModifierState): void;
|
|
301
|
+
}
|
|
302
|
+
//# sourceMappingURL=SpeedModifierSystem.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|
|
@@ -0,0 +1,301 @@
|
|
|
1
|
+
import { CombatState, TrigramStance } from "../../types/common.js";
|
|
2
|
+
import { STANCE_SPEED_MODIFIERS } from "./MovementPhysics.js";
|
|
3
|
+
import { injuryMovementModifier } from "../movement/InjuryMovementModifier.js";
|
|
4
|
+
//#region src/systems/physics/SpeedModifierSystem.ts
|
|
5
|
+
/**
|
|
6
|
+
* Movement type enumeration.
|
|
7
|
+
*
|
|
8
|
+
* **Korean**: 이동 유형 (Movement Type)
|
|
9
|
+
*
|
|
10
|
+
* @public
|
|
11
|
+
* @category Physics System
|
|
12
|
+
*/
|
|
13
|
+
var MovementType = /* @__PURE__ */ function(MovementType) {
|
|
14
|
+
/** Walking forward - Korean: 걷기 */
|
|
15
|
+
MovementType["WALKING"] = "walking";
|
|
16
|
+
/** Running/sprinting forward - Korean: 달리기 */
|
|
17
|
+
MovementType["RUNNING"] = "running";
|
|
18
|
+
/** Moving backward - Korean: 후퇴 */
|
|
19
|
+
MovementType["BACKWARD"] = "backward";
|
|
20
|
+
/** Side-stepping left/right - Korean: 측면이동 */
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21
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+
MovementType["LATERAL"] = "lateral";
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22
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+
/** Crouching movement - Korean: 웅크리기 */
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23
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+
MovementType["CROUCHING"] = "crouching";
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24
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+
return MovementType;
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25
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+
}({});
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26
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+
/**
|
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27
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+
* Speed Modifier System class.
|
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28
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+
*
|
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29
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+
* **Korean**: 속도 변경 시스템 클래스
|
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30
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+
*
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31
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+
* Calculates comprehensive speed modifiers from multiple factors including
|
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32
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+
* stance, injuries, stamina, and combat state. Integrates with existing
|
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33
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+
* body part and movement systems.
|
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34
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+
*
|
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35
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+
* @example
|
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36
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+
* ```typescript
|
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37
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+
* const system = new SpeedModifierSystem();
|
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+
*
|
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39
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+
* const modifiers = system.calculateSpeedModifiers(
|
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40
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+
* playerState,
|
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41
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+
* MovementType.RUNNING,
|
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42
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+
* true // isCrouching
|
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43
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+
* );
|
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44
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+
*
|
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45
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+
* // Apply to movement physics
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46
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+
* movementPhysics.setMaxSpeed(modifiers.finalSpeed);
|
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47
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+
* movementPhysics.setAcceleration(modifiers.finalAcceleration);
|
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48
|
+
* ```
|
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+
*
|
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50
|
+
* @public
|
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51
|
+
* @category Physics System
|
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52
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+
*/
|
|
53
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+
var SpeedModifierSystem = class {
|
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54
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+
/**
|
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55
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+
* Base walking speed (m/s)
|
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56
|
+
* Standard walking pace for combat movement - crosses 14m arena in ~2.3s
|
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57
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+
*
|
|
58
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+
* **Korean**: 기본 걷기 속도 (Base Walking Speed)
|
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59
|
+
*/
|
|
60
|
+
BASE_WALKING_SPEED = 6;
|
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61
|
+
/**
|
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62
|
+
* Base running speed (m/s)
|
|
63
|
+
* Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s
|
|
64
|
+
*
|
|
65
|
+
* **Korean**: 기본 달리기 속도 (Base Running Speed)
|
|
66
|
+
*/
|
|
67
|
+
BASE_RUNNING_SPEED = 10;
|
|
68
|
+
/**
|
|
69
|
+
* Lateral movement speed (m/s)
|
|
70
|
+
* Fast side-stepping for combat positioning
|
|
71
|
+
*
|
|
72
|
+
* **Korean**: 측면 이동 속도 (Lateral Movement Speed)
|
|
73
|
+
*/
|
|
74
|
+
LATERAL_SPEED = 5;
|
|
75
|
+
/**
|
|
76
|
+
* Crouching movement speed (m/s)
|
|
77
|
+
* Defensive low movement for cautious approach
|
|
78
|
+
*
|
|
79
|
+
* **Korean**: 웅크림 이동 속도 (Crouching Movement Speed)
|
|
80
|
+
*/
|
|
81
|
+
CROUCHING_SPEED = 3;
|
|
82
|
+
/**
|
|
83
|
+
* Backward speed multiplier (75% of forward speed)
|
|
84
|
+
*
|
|
85
|
+
* **Korean**: 후퇴 속도 배수 (Backward Speed Multiplier)
|
|
86
|
+
*/
|
|
87
|
+
BACKWARD_SPEED_MULTIPLIER = .75;
|
|
88
|
+
/**
|
|
89
|
+
* Base acceleration rate (m/s²)
|
|
90
|
+
* Instant-response acceleration for combat movement
|
|
91
|
+
* (e.g., reaches 6 m/s walking speed in 0.2s; 10 m/s sprint speed in 0.33s)
|
|
92
|
+
* Increased from 12.0 to 30.0 for responsive, arcade-style combat feel
|
|
93
|
+
*
|
|
94
|
+
* Imported from physicsConstants.ts to maintain consistency across systems.
|
|
95
|
+
*
|
|
96
|
+
* **Korean**: 기본 가속도 (Base Acceleration)
|
|
97
|
+
*/
|
|
98
|
+
BASE_ACCELERATION = 30;
|
|
99
|
+
/**
|
|
100
|
+
* Combat state speed penalty multipliers
|
|
101
|
+
*
|
|
102
|
+
* **Korean**: 전투 상태 속도 패널티 (Combat State Speed Penalties)
|
|
103
|
+
*/
|
|
104
|
+
COMBAT_STATE_PENALTIES = {
|
|
105
|
+
[CombatState.IDLE]: 0,
|
|
106
|
+
[CombatState.ATTACKING]: .3,
|
|
107
|
+
[CombatState.DEFENDING]: .2,
|
|
108
|
+
[CombatState.STUNNED]: 1,
|
|
109
|
+
[CombatState.RECOVERING]: .4,
|
|
110
|
+
[CombatState.COUNTERING]: .25,
|
|
111
|
+
[CombatState.TRANSITIONING]: .15,
|
|
112
|
+
[CombatState.GRAPPLING]: .8,
|
|
113
|
+
[CombatState.GRAPPLED]: 1
|
|
114
|
+
};
|
|
115
|
+
/**
|
|
116
|
+
* Calculate comprehensive speed modifiers for player movement.
|
|
117
|
+
*
|
|
118
|
+
* **Korean**: 속도 변경 계산 (Calculate Speed Modifiers)
|
|
119
|
+
*
|
|
120
|
+
* Analyzes player state and returns complete speed modifier information
|
|
121
|
+
* including all individual factors and final calculated values.
|
|
122
|
+
*
|
|
123
|
+
* @param playerState - Current player state with stance, health, stamina
|
|
124
|
+
* @param movementType - Type of movement being performed
|
|
125
|
+
* @param isCrouching - Whether player is in crouching stance
|
|
126
|
+
* @returns Complete speed modifier state with all factors
|
|
127
|
+
*
|
|
128
|
+
* @public
|
|
129
|
+
*/
|
|
130
|
+
calculateSpeedModifiers(playerState, movementType = MovementType.WALKING, isCrouching = false) {
|
|
131
|
+
const baseSpeed = this.getBaseSpeed(movementType, isCrouching, playerState.physicalAttributes);
|
|
132
|
+
const injuryPenalty = this.calculateInjuryPenalty(playerState.bodyPartHealth, playerState.bodyPartMaxHealth, playerState.pain);
|
|
133
|
+
const stanceModifier = this.getStanceSpeedModifier(playerState.currentStance);
|
|
134
|
+
const combatStatePenalty = this.getCombatStatePenalty(playerState.combatState);
|
|
135
|
+
const staminaPenalty = this.calculateStaminaPenalty(playerState.stamina, playerState.maxStamina);
|
|
136
|
+
const canRun = this.canPlayerRun(playerState.stamina, playerState.maxStamina);
|
|
137
|
+
return {
|
|
138
|
+
baseSpeed,
|
|
139
|
+
stanceModifier,
|
|
140
|
+
injuryPenalty,
|
|
141
|
+
combatStatePenalty,
|
|
142
|
+
staminaPenalty,
|
|
143
|
+
finalSpeed: baseSpeed * stanceModifier * (1 - injuryPenalty) * (1 - combatStatePenalty),
|
|
144
|
+
finalAcceleration: (playerState.physicalAttributes?.acceleration ?? this.BASE_ACCELERATION) * (1 - staminaPenalty),
|
|
145
|
+
canRun
|
|
146
|
+
};
|
|
147
|
+
}
|
|
148
|
+
/**
|
|
149
|
+
* Get base speed for movement type.
|
|
150
|
+
*
|
|
151
|
+
* **Korean**: 기본 속도 계산 (Get Base Speed)
|
|
152
|
+
*
|
|
153
|
+
* Uses archetype-specific walk/run speeds when available,
|
|
154
|
+
* falls back to default values for backwards compatibility.
|
|
155
|
+
*
|
|
156
|
+
* @param movementType - Type of movement
|
|
157
|
+
* @param isCrouching - Whether player is crouching
|
|
158
|
+
* @param physicalAttributes - Player's physical attributes (optional)
|
|
159
|
+
* @returns Base speed in m/s
|
|
160
|
+
*
|
|
161
|
+
* @private
|
|
162
|
+
*/
|
|
163
|
+
getBaseSpeed(movementType, isCrouching, physicalAttributes) {
|
|
164
|
+
if (isCrouching) return this.CROUCHING_SPEED;
|
|
165
|
+
const archetypeWalkSpeed = physicalAttributes?.walkSpeed ?? this.BASE_WALKING_SPEED;
|
|
166
|
+
const archetypeRunSpeed = physicalAttributes?.runSpeed ?? this.BASE_RUNNING_SPEED;
|
|
167
|
+
switch (movementType) {
|
|
168
|
+
case MovementType.WALKING: return archetypeWalkSpeed;
|
|
169
|
+
case MovementType.RUNNING: return archetypeRunSpeed;
|
|
170
|
+
case MovementType.BACKWARD: return archetypeWalkSpeed * this.BACKWARD_SPEED_MULTIPLIER;
|
|
171
|
+
case MovementType.LATERAL: return archetypeWalkSpeed * (this.LATERAL_SPEED / this.BASE_WALKING_SPEED);
|
|
172
|
+
case MovementType.CROUCHING: return this.CROUCHING_SPEED;
|
|
173
|
+
default: return archetypeWalkSpeed;
|
|
174
|
+
}
|
|
175
|
+
}
|
|
176
|
+
/**
|
|
177
|
+
* Get stance-based speed modifier.
|
|
178
|
+
*
|
|
179
|
+
* **Korean**: 자세 속도 배수 계산 (Get Stance Speed Modifier)
|
|
180
|
+
*
|
|
181
|
+
* @param stance - Current Eight Trigram stance
|
|
182
|
+
* @returns Speed multiplier (0.80 to 1.25)
|
|
183
|
+
*
|
|
184
|
+
* @private
|
|
185
|
+
*/
|
|
186
|
+
getStanceSpeedModifier(stance) {
|
|
187
|
+
return STANCE_SPEED_MODIFIERS[stance] ?? 1;
|
|
188
|
+
}
|
|
189
|
+
/**
|
|
190
|
+
* Calculate injury-based speed penalty from leg damage.
|
|
191
|
+
*
|
|
192
|
+
* **Korean**: 부상 속도 패널티 계산 (Calculate Injury Penalty)
|
|
193
|
+
*
|
|
194
|
+
* Uses NEW InjuryMovementModifier to determine speed reduction based on
|
|
195
|
+
* leg damage severity, torso damage, and pain levels.
|
|
196
|
+
* NOTE: Stance modifier is calculated separately to maintain compatibility
|
|
197
|
+
* with existing SpeedModifierState interface.
|
|
198
|
+
*
|
|
199
|
+
* Penalties are progressive and realistic:
|
|
200
|
+
* - Leg injuries: 0-100% penalty based on health
|
|
201
|
+
* - Torso injuries: 0-30% minor penalty
|
|
202
|
+
* - Both legs injured: Additional 20% cumulative penalty
|
|
203
|
+
* - Pain overload: -15% when pain ≥ 80
|
|
204
|
+
*
|
|
205
|
+
* @param bodyPartHealth - Current body part health
|
|
206
|
+
* @param bodyPartMaxHealth - Maximum body part health
|
|
207
|
+
* @param painLevel - Current pain level (0-100)
|
|
208
|
+
* @returns Speed penalty as percentage (0.0 to 0.9 max)
|
|
209
|
+
*
|
|
210
|
+
* @private
|
|
211
|
+
*/
|
|
212
|
+
calculateInjuryPenalty(bodyPartHealth, bodyPartMaxHealth, painLevel) {
|
|
213
|
+
if (!bodyPartHealth || !bodyPartMaxHealth) return 0;
|
|
214
|
+
const penalty = 1 - injuryMovementModifier.calculateMovementSpeed(1, bodyPartHealth, TrigramStance.GEON, painLevel).speedMultiplier;
|
|
215
|
+
return Math.min(penalty, .9);
|
|
216
|
+
}
|
|
217
|
+
/**
|
|
218
|
+
* Calculate combat state speed penalty.
|
|
219
|
+
*
|
|
220
|
+
* **Korean**: 전투 상태 속도 패널티 계산 (Get Combat State Penalty)
|
|
221
|
+
*
|
|
222
|
+
* Different combat states restrict movement:
|
|
223
|
+
* - IDLE: 0% penalty (full movement)
|
|
224
|
+
* - ATTACKING: -30% penalty (committed to technique)
|
|
225
|
+
* - DEFENDING: -20% penalty (guard up, limited mobility)
|
|
226
|
+
* - STUNNED: -100% penalty (cannot move)
|
|
227
|
+
* - RECOVERING: -40% penalty (vulnerable, slow movement)
|
|
228
|
+
* - COUNTERING: -25% penalty (counter execution)
|
|
229
|
+
* - TRANSITIONING: -15% penalty (stance change)
|
|
230
|
+
*
|
|
231
|
+
* @param combatState - Current combat state
|
|
232
|
+
* @returns Speed penalty as percentage (0.0 to 1.0)
|
|
233
|
+
*
|
|
234
|
+
* @private
|
|
235
|
+
*/
|
|
236
|
+
getCombatStatePenalty(combatState) {
|
|
237
|
+
return this.COMBAT_STATE_PENALTIES[combatState] ?? 0;
|
|
238
|
+
}
|
|
239
|
+
/**
|
|
240
|
+
* Calculate stamina-based acceleration penalty.
|
|
241
|
+
*
|
|
242
|
+
* **Korean**: 스태미나 가속 패널티 계산 (Calculate Stamina Penalty)
|
|
243
|
+
*
|
|
244
|
+
* Stamina affects acceleration rate, making it harder to change direction
|
|
245
|
+
* or speed up when fatigued:
|
|
246
|
+
* - High stamina (70-100%): 0% penalty (normal acceleration)
|
|
247
|
+
* - Medium stamina (40-70%): -20% penalty
|
|
248
|
+
* - Low stamina (10-40%): -50% penalty
|
|
249
|
+
* - Depleted stamina (<10%): -75% penalty, cannot run
|
|
250
|
+
*
|
|
251
|
+
* @param currentStamina - Current stamina points
|
|
252
|
+
* @param maxStamina - Maximum stamina capacity
|
|
253
|
+
* @returns Acceleration penalty as percentage (0.0 to 0.75)
|
|
254
|
+
*
|
|
255
|
+
* @private
|
|
256
|
+
*/
|
|
257
|
+
calculateStaminaPenalty(currentStamina, maxStamina) {
|
|
258
|
+
if (maxStamina <= 0) return 0;
|
|
259
|
+
const staminaPercent = currentStamina / maxStamina * 100;
|
|
260
|
+
if (staminaPercent >= 70) return 0;
|
|
261
|
+
else if (staminaPercent >= 40) return .2;
|
|
262
|
+
else if (staminaPercent >= 10) return .5;
|
|
263
|
+
else return .75;
|
|
264
|
+
}
|
|
265
|
+
/**
|
|
266
|
+
* Check if player can run based on stamina level.
|
|
267
|
+
*
|
|
268
|
+
* **Korean**: 달리기 가능 확인 (Can Player Run)
|
|
269
|
+
*
|
|
270
|
+
* @param currentStamina - Current stamina points
|
|
271
|
+
* @param maxStamina - Maximum stamina capacity
|
|
272
|
+
* @returns True if player has enough stamina to run
|
|
273
|
+
*
|
|
274
|
+
* @private
|
|
275
|
+
*/
|
|
276
|
+
canPlayerRun(currentStamina, maxStamina) {
|
|
277
|
+
if (maxStamina <= 0) return true;
|
|
278
|
+
return currentStamina / maxStamina * 100 >= 10;
|
|
279
|
+
}
|
|
280
|
+
/**
|
|
281
|
+
* Apply speed modifiers to movement physics system.
|
|
282
|
+
*
|
|
283
|
+
* **Korean**: 속도 변경 적용 (Apply Speed Modifiers)
|
|
284
|
+
*
|
|
285
|
+
* Convenience method to directly apply calculated modifiers to a
|
|
286
|
+
* movement physics instance.
|
|
287
|
+
*
|
|
288
|
+
* @param movementPhysics - Movement physics system to update
|
|
289
|
+
* @param modifiers - Calculated speed modifier state
|
|
290
|
+
*
|
|
291
|
+
* @public
|
|
292
|
+
*/
|
|
293
|
+
applySpeedModifiers(movementPhysics, modifiers) {
|
|
294
|
+
movementPhysics.setMaxSpeed(modifiers.finalSpeed);
|
|
295
|
+
movementPhysics.setAcceleration(modifiers.finalAcceleration);
|
|
296
|
+
}
|
|
297
|
+
};
|
|
298
|
+
//#endregion
|
|
299
|
+
export { MovementType, SpeedModifierSystem };
|
|
300
|
+
|
|
301
|
+
//# sourceMappingURL=SpeedModifierSystem.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SpeedModifierSystem.js","names":[],"sources":["../../../src/systems/physics/SpeedModifierSystem.ts"],"sourcesContent":["/**\n * Speed Modifier System\n *\n * **Korean**: 속도 변경 시스템 (Speed Modifier System)\n *\n * Implements comprehensive movement speed modifier system that dynamically adjusts\n * player movement speed based on multiple factors: combat stance, leg injuries,\n * stamina depletion, and combat state. Integrates with physics-based movement\n * system for authentic Korean martial arts combat feel.\n *\n * ## System Features\n *\n * - Base movement speeds for walking, running, backward, lateral, and crouching\n * - Eight Trigram stance-based speed modifiers (80% to 125%)\n * - Injury-based speed reduction from leg damage (0% to 100% penalty)\n * - Stamina-based acceleration penalty (0% to 75% penalty)\n * - Combat state speed adjustments (0% to 100% penalty)\n * - Multiplicative and additive modifier stacking\n *\n * ## Speed Calculation Formula\n *\n * ```\n * Final Speed = Base Speed\n * × Stance Modifier\n * × (1 - Injury Penalty from Legs, Torso & Pain)\n * × (1 - Combat State Penalty)\n *\n * Final Acceleration = Base Acceleration\n * × (1 - Stamina Penalty)\n * ```\n *\n * @module systems/physics/SpeedModifierSystem\n * @category Physics System\n * @korean 속도변경시스템\n */\n\nimport type {\n BodyPartHealth,\n BodyPartMaxHealth,\n} from \"@/systems/bodypart/types\";\nimport type { PlayerState } from \"@/systems/player\";\nimport { CombatState, TrigramStance } from \"@/types/common\";\nimport { BASE_MOVEMENT_ACCELERATION } from \"@/types/physicsConstants\";\nimport { STANCE_SPEED_MODIFIERS } from \"./MovementPhysics\";\nimport { injuryMovementModifier } from \"@/systems/movement/InjuryMovementModifier\";\n\n/**\n * Complete speed modifier state for physics calculations.\n *\n * **Korean**: 속도 변경 상태 (Speed Modifier State)\n *\n * Contains all calculated speed modifiers and final values for application\n * to the physics-based movement system.\n *\n * @public\n * @category Physics System\n * @korean 속도변경상태\n */\nexport interface SpeedModifierState {\n /** Base movement speed before modifiers (m/s) */\n readonly baseSpeed: number;\n /** Stance-based speed multiplier (0.80 to 1.25) */\n readonly stanceModifier: number;\n /** Injury-based speed reduction (0.0 to 0.75, percentage reduction) - Korean: 부상감소 */\n readonly injuryPenalty: number;\n /** Combat state speed reduction (0.0 to 1.0, percentage reduction) */\n readonly combatStatePenalty: number;\n /** Stamina-based acceleration reduction (0.0 to 0.75, percentage reduction) - Korean: 스태미나효과 */\n readonly staminaPenalty: number;\n /** Final calculated movement speed (m/s) */\n readonly finalSpeed: number;\n /** Final calculated acceleration (m/s²) */\n readonly finalAcceleration: number;\n /** Whether running is allowed (false when stamina < 10%) */\n readonly canRun: boolean;\n}\n\n/**\n * Movement type enumeration.\n *\n * **Korean**: 이동 유형 (Movement Type)\n *\n * @public\n * @category Physics System\n */\nexport enum MovementType {\n /** Walking forward - Korean: 걷기 */\n WALKING = \"walking\",\n /** Running/sprinting forward - Korean: 달리기 */\n RUNNING = \"running\",\n /** Moving backward - Korean: 후퇴 */\n BACKWARD = \"backward\",\n /** Side-stepping left/right - Korean: 측면이동 */\n LATERAL = \"lateral\",\n /** Crouching movement - Korean: 웅크리기 */\n CROUCHING = \"crouching\",\n}\n\n/**\n * Speed Modifier System class.\n *\n * **Korean**: 속도 변경 시스템 클래스\n *\n * Calculates comprehensive speed modifiers from multiple factors including\n * stance, injuries, stamina, and combat state. Integrates with existing\n * body part and movement systems.\n *\n * @example\n * ```typescript\n * const system = new SpeedModifierSystem();\n *\n * const modifiers = system.calculateSpeedModifiers(\n * playerState,\n * MovementType.RUNNING,\n * true // isCrouching\n * );\n *\n * // Apply to movement physics\n * movementPhysics.setMaxSpeed(modifiers.finalSpeed);\n * movementPhysics.setAcceleration(modifiers.finalAcceleration);\n * ```\n *\n * @public\n * @category Physics System\n */\nexport class SpeedModifierSystem {\n /**\n * Base walking speed (m/s)\n * Standard walking pace for combat movement - crosses 14m arena in ~2.3s\n *\n * **Korean**: 기본 걷기 속도 (Base Walking Speed)\n */\n private readonly BASE_WALKING_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_RUNNING_SPEED = 10.0;\n\n /**\n * Lateral movement speed (m/s)\n * Fast side-stepping for combat positioning\n *\n * **Korean**: 측면 이동 속도 (Lateral Movement Speed)\n */\n private readonly LATERAL_SPEED = 5.0;\n\n /**\n * Crouching movement speed (m/s)\n * Defensive low movement for cautious approach\n *\n * **Korean**: 웅크림 이동 속도 (Crouching Movement Speed)\n */\n private readonly CROUCHING_SPEED = 3.0;\n\n /**\n * Backward speed multiplier (75% of forward speed)\n *\n * **Korean**: 후퇴 속도 배수 (Backward Speed Multiplier)\n */\n private readonly BACKWARD_SPEED_MULTIPLIER = 0.75;\n\n /**\n * Base acceleration rate (m/s²)\n * Instant-response acceleration for combat movement\n * (e.g., reaches 6 m/s walking speed in 0.2s; 10 m/s sprint speed in 0.33s)\n * Increased from 12.0 to 30.0 for responsive, arcade-style combat feel\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 * Combat state speed penalty multipliers\n *\n * **Korean**: 전투 상태 속도 패널티 (Combat State Speed Penalties)\n */\n private readonly COMBAT_STATE_PENALTIES: Record<CombatState, number> = {\n [CombatState.IDLE]: 0.0, // No penalty when idle\n [CombatState.ATTACKING]: 0.3, // -30% during attack commitment\n [CombatState.DEFENDING]: 0.2, // -20% while guarding\n [CombatState.STUNNED]: 1.0, // Cannot move when stunned\n [CombatState.RECOVERING]: 0.4, // -40% during recovery frames\n [CombatState.COUNTERING]: 0.25, // -25% during counter execution\n [CombatState.TRANSITIONING]: 0.15, // -15% during stance transitions\n [CombatState.GRAPPLING]: 0.8, // -80% while controlling opponent\n [CombatState.GRAPPLED]: 1.0, // Cannot move while being controlled\n };\n\n // Constructor removed - no longer need MovementPenaltySystem instance\n // Using injuryMovementModifier singleton instead\n\n /**\n * Calculate comprehensive speed modifiers for player movement.\n *\n * **Korean**: 속도 변경 계산 (Calculate Speed Modifiers)\n *\n * Analyzes player state and returns complete speed modifier information\n * including all individual factors and final calculated values.\n *\n * @param playerState - Current player state with stance, health, stamina\n * @param movementType - Type of movement being performed\n * @param isCrouching - Whether player is in crouching stance\n * @returns Complete speed modifier state with all factors\n *\n * @public\n */\n public calculateSpeedModifiers(\n playerState: PlayerState,\n movementType: MovementType = MovementType.WALKING,\n isCrouching: boolean = false,\n ): SpeedModifierState {\n // Get base speed based on movement type and archetype-specific speeds\n const baseSpeed = this.getBaseSpeed(\n movementType,\n isCrouching,\n playerState.physicalAttributes,\n );\n\n // Calculate injury penalty from leg damage using NEW InjuryMovementModifier system\n // This replaces the old MovementPenaltySystem with comprehensive injury calculations\n const injuryPenalty = this.calculateInjuryPenalty(\n playerState.bodyPartHealth,\n playerState.bodyPartMaxHealth,\n playerState.pain,\n );\n\n // Calculate stance modifier separately.\n // NOTE: InjuryMovementModifier is called with neutral GEON stance inside\n // calculateInjuryPenalty() so that injury effects are isolated from stance.\n // The actual current stance effect must be applied here via stanceModifier.\n const stanceModifier = this.getStanceSpeedModifier(\n playerState.currentStance,\n );\n\n // Calculate combat state penalty\n const combatStatePenalty = this.getCombatStatePenalty(\n playerState.combatState,\n );\n\n // Calculate stamina penalty (affects acceleration only)\n const staminaPenalty = this.calculateStaminaPenalty(\n playerState.stamina,\n playerState.maxStamina,\n );\n\n // Check if running is allowed\n const canRun = this.canPlayerRun(\n playerState.stamina,\n playerState.maxStamina,\n );\n\n // Calculate final speed with all modifiers applied multiplicatively\n // Formula: Base × Stance × (1 - Injury) × (1 - CombatState)\n // Note: Injury penalty now excludes stance (calculated with GEON), so we apply stance here\n const finalSpeed =\n baseSpeed *\n stanceModifier *\n (1.0 - injuryPenalty) *\n (1.0 - combatStatePenalty);\n\n // Calculate final acceleration using archetype-specific base and stamina penalty\n // Formula: ArchetypeAcceleration × (1 - StaminaPenalty)\n const archetypeAcceleration =\n playerState.physicalAttributes?.acceleration ?? this.BASE_ACCELERATION;\n const finalAcceleration = archetypeAcceleration * (1.0 - staminaPenalty);\n\n return {\n baseSpeed,\n stanceModifier,\n injuryPenalty,\n combatStatePenalty,\n staminaPenalty,\n finalSpeed,\n finalAcceleration,\n canRun,\n };\n }\n\n /**\n * Get base speed for movement type.\n *\n * **Korean**: 기본 속도 계산 (Get Base Speed)\n *\n * Uses archetype-specific walk/run speeds when available,\n * falls back to default values for backwards compatibility.\n *\n * @param movementType - Type of movement\n * @param isCrouching - Whether player is crouching\n * @param physicalAttributes - Player's physical attributes (optional)\n * @returns Base speed in m/s\n *\n * @private\n */\n private getBaseSpeed(\n movementType: MovementType,\n isCrouching: boolean,\n physicalAttributes?: import(\"@/types\").PhysicalAttributes,\n ): number {\n if (isCrouching) {\n return this.CROUCHING_SPEED;\n }\n\n // Use archetype-specific speeds if available\n const archetypeWalkSpeed =\n physicalAttributes?.walkSpeed ?? this.BASE_WALKING_SPEED;\n const archetypeRunSpeed =\n physicalAttributes?.runSpeed ?? this.BASE_RUNNING_SPEED;\n\n switch (movementType) {\n case MovementType.WALKING:\n return archetypeWalkSpeed;\n case MovementType.RUNNING:\n return archetypeRunSpeed;\n case MovementType.BACKWARD:\n return archetypeWalkSpeed * this.BACKWARD_SPEED_MULTIPLIER;\n case MovementType.LATERAL:\n // Lateral speed scales proportionally to archetype walk speed\n return (\n archetypeWalkSpeed * (this.LATERAL_SPEED / this.BASE_WALKING_SPEED)\n );\n case MovementType.CROUCHING:\n return this.CROUCHING_SPEED;\n default:\n return archetypeWalkSpeed;\n }\n }\n\n /**\n * Get stance-based speed modifier.\n *\n * **Korean**: 자세 속도 배수 계산 (Get Stance Speed Modifier)\n *\n * @param stance - Current Eight Trigram stance\n * @returns Speed multiplier (0.80 to 1.25)\n *\n * @private\n */\n private getStanceSpeedModifier(stance: TrigramStance): number {\n return STANCE_SPEED_MODIFIERS[stance] ?? 1.0;\n }\n\n /**\n * Calculate injury-based speed penalty from leg damage.\n *\n * **Korean**: 부상 속도 패널티 계산 (Calculate Injury Penalty)\n *\n * Uses NEW InjuryMovementModifier to determine speed reduction based on\n * leg damage severity, torso damage, and pain levels.\n * NOTE: Stance modifier is calculated separately to maintain compatibility\n * with existing SpeedModifierState interface.\n * \n * Penalties are progressive and realistic:\n * - Leg injuries: 0-100% penalty based on health\n * - Torso injuries: 0-30% minor penalty\n * - Both legs injured: Additional 20% cumulative penalty\n * - Pain overload: -15% when pain ≥ 80\n *\n * @param bodyPartHealth - Current body part health\n * @param bodyPartMaxHealth - Maximum body part health\n * @param painLevel - Current pain level (0-100)\n * @returns Speed penalty as percentage (0.0 to 0.9 max)\n *\n * @private\n */\n private calculateInjuryPenalty(\n bodyPartHealth: BodyPartHealth | undefined,\n bodyPartMaxHealth: BodyPartMaxHealth | undefined,\n painLevel: number,\n ): number {\n if (!bodyPartHealth || !bodyPartMaxHealth) {\n return 0.0; // No penalty if body part health not tracked\n }\n\n // Use NEW InjuryMovementModifier system for comprehensive injury calculation\n // Use NEUTRAL stance (GEON = 1.0x) to get pure injury penalty without stance influence\n // Stance is applied separately in calculateSpeedModifiers for compatibility\n const result = injuryMovementModifier.calculateMovementSpeed(\n 1.0, // Base speed of 1.0 to get pure multiplier\n bodyPartHealth,\n TrigramStance.GEON, // Neutral stance to isolate injury penalty\n painLevel,\n );\n\n // Convert speedMultiplier to penalty percentage\n // speedMultiplier of 1.0 = no penalty (0.0)\n // speedMultiplier of 0.5 = 50% penalty (0.5)\n // speedMultiplier of 0.1 = 90% penalty (0.9)\n const penalty = 1.0 - result.speedMultiplier;\n\n // Return penalty (already clamped by InjuryMovementModifier to min 0.1 speed)\n return Math.min(penalty, 0.9);\n }\n\n /**\n * Calculate combat state speed penalty.\n *\n * **Korean**: 전투 상태 속도 패널티 계산 (Get Combat State Penalty)\n *\n * Different combat states restrict movement:\n * - IDLE: 0% penalty (full movement)\n * - ATTACKING: -30% penalty (committed to technique)\n * - DEFENDING: -20% penalty (guard up, limited mobility)\n * - STUNNED: -100% penalty (cannot move)\n * - RECOVERING: -40% penalty (vulnerable, slow movement)\n * - COUNTERING: -25% penalty (counter execution)\n * - TRANSITIONING: -15% penalty (stance change)\n *\n * @param combatState - Current combat state\n * @returns Speed penalty as percentage (0.0 to 1.0)\n *\n * @private\n */\n private getCombatStatePenalty(combatState: CombatState): number {\n return this.COMBAT_STATE_PENALTIES[combatState] ?? 0.0;\n }\n\n /**\n * Calculate stamina-based acceleration penalty.\n *\n * **Korean**: 스태미나 가속 패널티 계산 (Calculate Stamina Penalty)\n *\n * Stamina affects acceleration rate, making it harder to change direction\n * or speed up when fatigued:\n * - High stamina (70-100%): 0% penalty (normal acceleration)\n * - Medium stamina (40-70%): -20% penalty\n * - Low stamina (10-40%): -50% penalty\n * - Depleted stamina (<10%): -75% penalty, cannot run\n *\n * @param currentStamina - Current stamina points\n * @param maxStamina - Maximum stamina capacity\n * @returns Acceleration penalty as percentage (0.0 to 0.75)\n *\n * @private\n */\n private calculateStaminaPenalty(\n currentStamina: number,\n maxStamina: number,\n ): number {\n if (maxStamina <= 0) {\n return 0.0; // No penalty if stamina not tracked\n }\n\n const staminaPercent = (currentStamina / maxStamina) * 100;\n\n if (staminaPercent >= 70) {\n return 0.0; // High stamina: no penalty\n } else if (staminaPercent >= 40) {\n return 0.2; // Medium stamina: -20% acceleration\n } else if (staminaPercent >= 10) {\n return 0.5; // Low stamina: -50% acceleration\n } else {\n return 0.75; // Depleted stamina: -75% acceleration\n }\n }\n\n /**\n * Check if player can run based on stamina level.\n *\n * **Korean**: 달리기 가능 확인 (Can Player Run)\n *\n * @param currentStamina - Current stamina points\n * @param maxStamina - Maximum stamina capacity\n * @returns True if player has enough stamina to run\n *\n * @private\n */\n private canPlayerRun(currentStamina: number, maxStamina: number): boolean {\n if (maxStamina <= 0) {\n return true; // Allow running if stamina not tracked\n }\n\n const staminaPercent = (currentStamina / maxStamina) * 100;\n return staminaPercent >= 10; // Cannot run when stamina < 10%\n }\n\n /**\n * Apply speed modifiers to movement physics system.\n *\n * **Korean**: 속도 변경 적용 (Apply Speed Modifiers)\n *\n * Convenience method to directly apply calculated modifiers to a\n * movement physics instance.\n *\n * @param movementPhysics - Movement physics system to update\n * @param modifiers - Calculated speed modifier state\n *\n * @public\n */\n public applySpeedModifiers(\n movementPhysics: {\n setMaxSpeed: (speed: number) => void;\n setAcceleration: (accel: number) => void;\n },\n modifiers: SpeedModifierState,\n ): void {\n movementPhysics.setMaxSpeed(modifiers.finalSpeed);\n movementPhysics.setAcceleration(modifiers.finalAcceleration);\n }\n}\n"],"mappings":";;;;;;;;;;;;AAqFA,IAAY,eAAL,yBAAA,cAAA;;AAEL,cAAA,aAAA;;AAEA,cAAA,aAAA;;AAEA,cAAA,cAAA;;AAEA,cAAA,aAAA;;AAEA,cAAA,eAAA;;KACD;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BD,IAAa,sBAAb,MAAiC;;;;;;;CAO/B,qBAAsC;;;;;;;CAQtC,qBAAsC;;;;;;;CAQtC,gBAAiC;;;;;;;CAQjC,kBAAmC;;;;;;CAOnC,4BAA6C;;;;;;;;;;;CAY7C,oBAAA;;;;;;CAOA,yBAAuE;GACpE,YAAY,OAAO;GACnB,YAAY,YAAY;GACxB,YAAY,YAAY;GACxB,YAAY,UAAU;GACtB,YAAY,aAAa;GACzB,YAAY,aAAa;GACzB,YAAY,gBAAgB;GAC5B,YAAY,YAAY;GACxB,YAAY,WAAW;EACzB;;;;;;;;;;;;;;;;CAoBD,wBACE,aACA,eAA6B,aAAa,SAC1C,cAAuB,OACH;EAEpB,MAAM,YAAY,KAAK,aACrB,cACA,aACA,YAAY,mBACb;EAID,MAAM,gBAAgB,KAAK,uBACzB,YAAY,gBACZ,YAAY,mBACZ,YAAY,KACb;EAMD,MAAM,iBAAiB,KAAK,uBAC1B,YAAY,cACb;EAGD,MAAM,qBAAqB,KAAK,sBAC9B,YAAY,YACb;EAGD,MAAM,iBAAiB,KAAK,wBAC1B,YAAY,SACZ,YAAY,WACb;EAGD,MAAM,SAAS,KAAK,aAClB,YAAY,SACZ,YAAY,WACb;AAiBD,SAAO;GACL;GACA;GACA;GACA;GACA;GACA,YAjBA,YACA,kBACC,IAAM,kBACN,IAAM;GAeP,oBAVA,YAAY,oBAAoB,gBAAgB,KAAK,sBACJ,IAAM;GAUvD;GACD;;;;;;;;;;;;;;;;;CAkBH,aACE,cACA,aACA,oBACQ;AACR,MAAI,YACF,QAAO,KAAK;EAId,MAAM,qBACJ,oBAAoB,aAAa,KAAK;EACxC,MAAM,oBACJ,oBAAoB,YAAY,KAAK;AAEvC,UAAQ,cAAR;GACE,KAAK,aAAa,QAChB,QAAO;GACT,KAAK,aAAa,QAChB,QAAO;GACT,KAAK,aAAa,SAChB,QAAO,qBAAqB,KAAK;GACnC,KAAK,aAAa,QAEhB,QACE,sBAAsB,KAAK,gBAAgB,KAAK;GAEpD,KAAK,aAAa,UAChB,QAAO,KAAK;GACd,QACE,QAAO;;;;;;;;;;;;;CAcb,uBAA+B,QAA+B;AAC5D,SAAO,uBAAuB,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;CA0B3C,uBACE,gBACA,mBACA,WACQ;AACR,MAAI,CAAC,kBAAkB,CAAC,kBACtB,QAAO;EAiBT,MAAM,UAAU,IAXD,uBAAuB,uBACpC,GACA,gBACA,cAAc,MACd,UACD,CAM4B;AAG7B,SAAO,KAAK,IAAI,SAAS,GAAI;;;;;;;;;;;;;;;;;;;;;CAsB/B,sBAA8B,aAAkC;AAC9D,SAAO,KAAK,uBAAuB,gBAAgB;;;;;;;;;;;;;;;;;;;;CAqBrD,wBACE,gBACA,YACQ;AACR,MAAI,cAAc,EAChB,QAAO;EAGT,MAAM,iBAAkB,iBAAiB,aAAc;AAEvD,MAAI,kBAAkB,GACpB,QAAO;WACE,kBAAkB,GAC3B,QAAO;WACE,kBAAkB,GAC3B,QAAO;MAEP,QAAO;;;;;;;;;;;;;CAeX,aAAqB,gBAAwB,YAA6B;AACxE,MAAI,cAAc,EAChB,QAAO;AAIT,SADwB,iBAAiB,aAAc,OAC9B;;;;;;;;;;;;;;;CAgB3B,oBACE,iBAIA,WACM;AACN,kBAAgB,YAAY,UAAU,WAAW;AACjD,kBAAgB,gBAAgB,UAAU,kBAAkB"}
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{"version":3,"file":"PhysicsPerformance.bench.d.ts","sourceRoot":"","sources":["../../../../src/systems/physics/__tests__/PhysicsPerformance.bench.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG"}
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