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 +1,302 @@
1
+ /**
2
+ * Speed Modifier System
3
+ *
4
+ * **Korean**: 속도 변경 시스템 (Speed Modifier System)
5
+ *
6
+ * Implements comprehensive movement speed modifier system that dynamically adjusts
7
+ * player movement speed based on multiple factors: combat stance, leg injuries,
8
+ * stamina depletion, and combat state. Integrates with physics-based movement
9
+ * system for authentic Korean martial arts combat feel.
10
+ *
11
+ * ## System Features
12
+ *
13
+ * - Base movement speeds for walking, running, backward, lateral, and crouching
14
+ * - Eight Trigram stance-based speed modifiers (80% to 125%)
15
+ * - Injury-based speed reduction from leg damage (0% to 100% penalty)
16
+ * - Stamina-based acceleration penalty (0% to 75% penalty)
17
+ * - Combat state speed adjustments (0% to 100% penalty)
18
+ * - Multiplicative and additive modifier stacking
19
+ *
20
+ * ## Speed Calculation Formula
21
+ *
22
+ * ```
23
+ * Final Speed = Base Speed
24
+ * × Stance Modifier
25
+ * × (1 - Injury Penalty from Legs, Torso & Pain)
26
+ * × (1 - Combat State Penalty)
27
+ *
28
+ * Final Acceleration = Base Acceleration
29
+ * × (1 - Stamina Penalty)
30
+ * ```
31
+ *
32
+ * @module systems/physics/SpeedModifierSystem
33
+ * @category Physics System
34
+ * @korean 속도변경시스템
35
+ */
36
+ import type { PlayerState } from "../player";
37
+ /**
38
+ * Complete speed modifier state for physics calculations.
39
+ *
40
+ * **Korean**: 속도 변경 상태 (Speed Modifier State)
41
+ *
42
+ * Contains all calculated speed modifiers and final values for application
43
+ * to the physics-based movement system.
44
+ *
45
+ * @public
46
+ * @category Physics System
47
+ * @korean 속도변경상태
48
+ */
49
+ export interface SpeedModifierState {
50
+ /** Base movement speed before modifiers (m/s) */
51
+ readonly baseSpeed: number;
52
+ /** Stance-based speed multiplier (0.80 to 1.25) */
53
+ readonly stanceModifier: number;
54
+ /** Injury-based speed reduction (0.0 to 0.75, percentage reduction) - Korean: 부상감소 */
55
+ readonly injuryPenalty: number;
56
+ /** Combat state speed reduction (0.0 to 1.0, percentage reduction) */
57
+ readonly combatStatePenalty: number;
58
+ /** Stamina-based acceleration reduction (0.0 to 0.75, percentage reduction) - Korean: 스태미나효과 */
59
+ readonly staminaPenalty: number;
60
+ /** Final calculated movement speed (m/s) */
61
+ readonly finalSpeed: number;
62
+ /** Final calculated acceleration (m/s²) */
63
+ readonly finalAcceleration: number;
64
+ /** Whether running is allowed (false when stamina < 10%) */
65
+ readonly canRun: boolean;
66
+ }
67
+ /**
68
+ * Movement type enumeration.
69
+ *
70
+ * **Korean**: 이동 유형 (Movement Type)
71
+ *
72
+ * @public
73
+ * @category Physics System
74
+ */
75
+ export declare enum MovementType {
76
+ /** Walking forward - Korean: 걷기 */
77
+ WALKING = "walking",
78
+ /** Running/sprinting forward - Korean: 달리기 */
79
+ RUNNING = "running",
80
+ /** Moving backward - Korean: 후퇴 */
81
+ BACKWARD = "backward",
82
+ /** Side-stepping left/right - Korean: 측면이동 */
83
+ LATERAL = "lateral",
84
+ /** Crouching movement - Korean: 웅크리기 */
85
+ CROUCHING = "crouching"
86
+ }
87
+ /**
88
+ * Speed Modifier System class.
89
+ *
90
+ * **Korean**: 속도 변경 시스템 클래스
91
+ *
92
+ * Calculates comprehensive speed modifiers from multiple factors including
93
+ * stance, injuries, stamina, and combat state. Integrates with existing
94
+ * body part and movement systems.
95
+ *
96
+ * @example
97
+ * ```typescript
98
+ * const system = new SpeedModifierSystem();
99
+ *
100
+ * const modifiers = system.calculateSpeedModifiers(
101
+ * playerState,
102
+ * MovementType.RUNNING,
103
+ * true // isCrouching
104
+ * );
105
+ *
106
+ * // Apply to movement physics
107
+ * movementPhysics.setMaxSpeed(modifiers.finalSpeed);
108
+ * movementPhysics.setAcceleration(modifiers.finalAcceleration);
109
+ * ```
110
+ *
111
+ * @public
112
+ * @category Physics System
113
+ */
114
+ export declare class SpeedModifierSystem {
115
+ /**
116
+ * Base walking speed (m/s)
117
+ * Standard walking pace for combat movement - crosses 14m arena in ~2.3s
118
+ *
119
+ * **Korean**: 기본 걷기 속도 (Base Walking Speed)
120
+ */
121
+ private readonly BASE_WALKING_SPEED;
122
+ /**
123
+ * Base running speed (m/s)
124
+ * Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s
125
+ *
126
+ * **Korean**: 기본 달리기 속도 (Base Running Speed)
127
+ */
128
+ private readonly BASE_RUNNING_SPEED;
129
+ /**
130
+ * Lateral movement speed (m/s)
131
+ * Fast side-stepping for combat positioning
132
+ *
133
+ * **Korean**: 측면 이동 속도 (Lateral Movement Speed)
134
+ */
135
+ private readonly LATERAL_SPEED;
136
+ /**
137
+ * Crouching movement speed (m/s)
138
+ * Defensive low movement for cautious approach
139
+ *
140
+ * **Korean**: 웅크림 이동 속도 (Crouching Movement Speed)
141
+ */
142
+ private readonly CROUCHING_SPEED;
143
+ /**
144
+ * Backward speed multiplier (75% of forward speed)
145
+ *
146
+ * **Korean**: 후퇴 속도 배수 (Backward Speed Multiplier)
147
+ */
148
+ private readonly BACKWARD_SPEED_MULTIPLIER;
149
+ /**
150
+ * Base acceleration rate (m/s²)
151
+ * Instant-response acceleration for combat movement
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.
156
+ *
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
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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 */
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+ MovementType["WALKING"] = "walking";
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+ /** Running/sprinting forward - Korean: 달리기 */
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+ MovementType["RUNNING"] = "running";
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+ /** Moving backward - Korean: 후퇴 */
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+ MovementType["BACKWARD"] = "backward";
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+ /** Side-stepping left/right - Korean: 측면이동 */
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+ MovementType["LATERAL"] = "lateral";
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+ /** Crouching movement - Korean: 웅크리기 */
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+ MovementType["CROUCHING"] = "crouching";
24
+ return MovementType;
25
+ }({});
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+ /**
27
+ * Speed Modifier System class.
28
+ *
29
+ * **Korean**: 속도 변경 시스템 클래스
30
+ *
31
+ * Calculates comprehensive speed modifiers from multiple factors including
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+ * stance, injuries, stamina, and combat state. Integrates with existing
33
+ * body part and movement systems.
34
+ *
35
+ * @example
36
+ * ```typescript
37
+ * const system = new SpeedModifierSystem();
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+ *
39
+ * const modifiers = system.calculateSpeedModifiers(
40
+ * playerState,
41
+ * MovementType.RUNNING,
42
+ * true // isCrouching
43
+ * );
44
+ *
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+ * // Apply to movement physics
46
+ * movementPhysics.setMaxSpeed(modifiers.finalSpeed);
47
+ * movementPhysics.setAcceleration(modifiers.finalAcceleration);
48
+ * ```
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+ *
50
+ * @public
51
+ * @category Physics System
52
+ */
53
+ var SpeedModifierSystem = class {
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+ /**
55
+ * Base walking speed (m/s)
56
+ * Standard walking pace for combat movement - crosses 14m arena in ~2.3s
57
+ *
58
+ * **Korean**: 기본 걷기 속도 (Base Walking Speed)
59
+ */
60
+ BASE_WALKING_SPEED = 6;
61
+ /**
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;
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+ /**
69
+ * Lateral movement speed (m/s)
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+ * Fast side-stepping for combat positioning
71
+ *
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+ * **Korean**: 측면 이동 속도 (Lateral Movement Speed)
73
+ */
74
+ LATERAL_SPEED = 5;
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+ /**
76
+ * Crouching movement speed (m/s)
77
+ * Defensive low movement for cautious approach
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+ *
79
+ * **Korean**: 웅크림 이동 속도 (Crouching Movement Speed)
80
+ */
81
+ CROUCHING_SPEED = 3;
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+ /**
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"}
@@ -0,0 +1,16 @@
1
+ /**
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+ * Combat Physics Performance Benchmarks
3
+ *
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+ * Performance benchmarks for physics systems targeting 60fps (16.67ms per frame).
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+ *
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+ * **Budget Allocation** (per frame):
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+ * - Physics: <5.0ms (30% of frame budget)
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+ * - Rendering: <8.0ms (48% of frame budget)
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+ * - Game logic: <3.67ms (22% of frame budget)
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+ *
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+ * Run with: `npm run test:ai-performance`
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+ *
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+ * @module systems/physics/__tests__/PhysicsPerformance
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+ */
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+ export {};
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+ //# sourceMappingURL=PhysicsPerformance.bench.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"PhysicsPerformance.bench.d.ts","sourceRoot":"","sources":["../../../../src/systems/physics/__tests__/PhysicsPerformance.bench.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG"}