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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//#region src/systems/trigram/KoreanCulture.ts
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/**
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* Korean cultural elements and philosophy for martial arts
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*/
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var KoreanCulture = class {
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/**
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* Traditional Korean martial arts values
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*/
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static MARTIAL_VALUES = {
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honor: {
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korean: "명예",
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english: "Honor"
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},
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respect: {
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korean: "존경",
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english: "Respect"
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},
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discipline: {
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korean: "절제",
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english: "Discipline"
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},
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perseverance: {
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korean: "인내",
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english: "Perseverance"
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loyalty: {
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korean: "충성",
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english: "Loyalty"
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},
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righteousness: {
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korean: "의",
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english: "Righteousness"
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}
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};
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/**
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* Trigram philosophical meanings
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static TRIGRAM_PHILOSOPHY = {
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geon: {
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korean: "하늘의 창조력과 무한한 가능성",
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english: "Heaven's creative force and infinite possibilities"
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},
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tae: {
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korean: "호수의 평온함과 유연한 적응",
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english: "Lake's tranquility and flexible adaptation"
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},
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li: {
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korean: "불의 밝음과 정확한 판단",
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english: "Fire's brightness and precise judgment"
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},
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jin: {
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korean: "천둥의 역동성과 순간적 행동",
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english: "Thunder's dynamism and instantaneous action"
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},
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son: {
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korean: "바람의 지속성과 점진적 변화",
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english: "Wind's persistence and gradual change"
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},
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gam: {
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60
|
+
korean: "물의 깊이와 흐르는 지혜",
|
|
61
|
+
english: "Water's depth and flowing wisdom"
|
|
62
|
+
},
|
|
63
|
+
gan: {
|
|
64
|
+
korean: "산의 견고함과 정적인 힘",
|
|
65
|
+
english: "Mountain's solidity and static strength"
|
|
66
|
+
},
|
|
67
|
+
gon: {
|
|
68
|
+
korean: "땅의 포용과 양육하는 힘",
|
|
69
|
+
english: "Earth's embrace and nurturing power"
|
|
70
|
+
}
|
|
71
|
+
};
|
|
72
|
+
/**
|
|
73
|
+
* Korean martial arts terminology
|
|
74
|
+
*/
|
|
75
|
+
static MARTIAL_TERMS = {
|
|
76
|
+
techniques: {
|
|
77
|
+
strike: {
|
|
78
|
+
korean: "타격",
|
|
79
|
+
english: "Strike"
|
|
80
|
+
},
|
|
81
|
+
block: {
|
|
82
|
+
korean: "막기",
|
|
83
|
+
english: "Block"
|
|
84
|
+
},
|
|
85
|
+
throw: {
|
|
86
|
+
korean: "던지기",
|
|
87
|
+
english: "Throw"
|
|
88
|
+
},
|
|
89
|
+
lock: {
|
|
90
|
+
korean: "꺾기",
|
|
91
|
+
english: "Lock"
|
|
92
|
+
},
|
|
93
|
+
pressure: {
|
|
94
|
+
korean: "압박",
|
|
95
|
+
english: "Pressure"
|
|
96
|
+
}
|
|
97
|
+
},
|
|
98
|
+
body_parts: {
|
|
99
|
+
head: {
|
|
100
|
+
korean: "머리",
|
|
101
|
+
english: "Head"
|
|
102
|
+
},
|
|
103
|
+
neck: {
|
|
104
|
+
korean: "목",
|
|
105
|
+
english: "Neck"
|
|
106
|
+
},
|
|
107
|
+
torso: {
|
|
108
|
+
korean: "몸통",
|
|
109
|
+
english: "Torso"
|
|
110
|
+
},
|
|
111
|
+
arm: {
|
|
112
|
+
korean: "팔",
|
|
113
|
+
english: "Arm"
|
|
114
|
+
},
|
|
115
|
+
leg: {
|
|
116
|
+
korean: "다리",
|
|
117
|
+
english: "Leg"
|
|
118
|
+
}
|
|
119
|
+
},
|
|
120
|
+
concepts: {
|
|
121
|
+
ki: {
|
|
122
|
+
korean: "기",
|
|
123
|
+
english: "Ki/Energy"
|
|
124
|
+
},
|
|
125
|
+
balance: {
|
|
126
|
+
korean: "균형",
|
|
127
|
+
english: "Balance"
|
|
128
|
+
},
|
|
129
|
+
harmony: {
|
|
130
|
+
korean: "조화",
|
|
131
|
+
english: "Harmony"
|
|
132
|
+
},
|
|
133
|
+
flow: {
|
|
134
|
+
korean: "흐름",
|
|
135
|
+
english: "Flow"
|
|
136
|
+
},
|
|
137
|
+
center: {
|
|
138
|
+
korean: "중심",
|
|
139
|
+
english: "Center"
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
};
|
|
143
|
+
/**
|
|
144
|
+
* Get cultural wisdom for a stance
|
|
145
|
+
*/
|
|
146
|
+
static getStanceWisdom(stance) {
|
|
147
|
+
return this.TRIGRAM_PHILOSOPHY[stance];
|
|
148
|
+
}
|
|
149
|
+
/**
|
|
150
|
+
* Get martial arts greeting
|
|
151
|
+
*/
|
|
152
|
+
static getMartialGreeting() {
|
|
153
|
+
return {
|
|
154
|
+
korean: "태권도!",
|
|
155
|
+
english: "Taekwondo!"
|
|
156
|
+
};
|
|
157
|
+
}
|
|
158
|
+
/**
|
|
159
|
+
* Get respect bow phrase
|
|
160
|
+
*/
|
|
161
|
+
static getRespectPhrase() {
|
|
162
|
+
return {
|
|
163
|
+
korean: "경례!",
|
|
164
|
+
english: "Bow with respect!"
|
|
165
|
+
};
|
|
166
|
+
}
|
|
167
|
+
/**
|
|
168
|
+
* Get training motivation phrases
|
|
169
|
+
*/
|
|
170
|
+
static getMotivationPhrases() {
|
|
171
|
+
return [
|
|
172
|
+
{
|
|
173
|
+
korean: "마음을 비우고 수련하라",
|
|
174
|
+
english: "Empty your mind and train"
|
|
175
|
+
},
|
|
176
|
+
{
|
|
177
|
+
korean: "강한 의지로 극복하라",
|
|
178
|
+
english: "Overcome with strong will"
|
|
179
|
+
},
|
|
180
|
+
{
|
|
181
|
+
korean: "겸손함이 진정한 힘이다",
|
|
182
|
+
english: "Humility is true strength"
|
|
183
|
+
},
|
|
184
|
+
{
|
|
185
|
+
korean: "끊임없는 노력이 완성을 만든다",
|
|
186
|
+
english: "Continuous effort creates perfection"
|
|
187
|
+
}
|
|
188
|
+
];
|
|
189
|
+
}
|
|
190
|
+
};
|
|
191
|
+
//#endregion
|
|
192
|
+
export { KoreanCulture };
|
|
193
|
+
|
|
194
|
+
//# sourceMappingURL=KoreanCulture.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"KoreanCulture.js","names":[],"sources":["../../../src/systems/trigram/KoreanCulture.ts"],"sourcesContent":["import type { KoreanText, TrigramStance } from \"../../types\";\n\n/**\n * Korean cultural elements and philosophy for martial arts\n */\nexport class KoreanCulture {\n /**\n * Traditional Korean martial arts values\n */\n static readonly MARTIAL_VALUES = {\n honor: { korean: \"명예\", english: \"Honor\" },\n respect: { korean: \"존경\", english: \"Respect\" },\n discipline: { korean: \"절제\", english: \"Discipline\" },\n perseverance: { korean: \"인내\", english: \"Perseverance\" },\n loyalty: { korean: \"충성\", english: \"Loyalty\" },\n righteousness: { korean: \"의\", english: \"Righteousness\" },\n } as const;\n\n /**\n * Trigram philosophical meanings\n */\n static readonly TRIGRAM_PHILOSOPHY: Record<TrigramStance, KoreanText> = {\n geon: {\n korean: \"하늘의 창조력과 무한한 가능성\",\n english: \"Heaven's creative force and infinite possibilities\",\n },\n tae: {\n korean: \"호수의 평온함과 유연한 적응\",\n english: \"Lake's tranquility and flexible adaptation\",\n },\n li: {\n korean: \"불의 밝음과 정확한 판단\",\n english: \"Fire's brightness and precise judgment\",\n },\n jin: {\n korean: \"천둥의 역동성과 순간적 행동\",\n english: \"Thunder's dynamism and instantaneous action\",\n },\n son: {\n korean: \"바람의 지속성과 점진적 변화\",\n english: \"Wind's persistence and gradual change\",\n },\n gam: {\n korean: \"물의 깊이와 흐르는 지혜\",\n english: \"Water's depth and flowing wisdom\",\n },\n gan: {\n korean: \"산의 견고함과 정적인 힘\",\n english: \"Mountain's solidity and static strength\",\n },\n gon: {\n korean: \"땅의 포용과 양육하는 힘\",\n english: \"Earth's embrace and nurturing power\",\n },\n };\n\n /**\n * Korean martial arts terminology\n */\n static readonly MARTIAL_TERMS = {\n techniques: {\n strike: { korean: \"타격\", english: \"Strike\" },\n block: { korean: \"막기\", english: \"Block\" },\n throw: { korean: \"던지기\", english: \"Throw\" },\n lock: { korean: \"꺾기\", english: \"Lock\" },\n pressure: { korean: \"압박\", english: \"Pressure\" },\n },\n body_parts: {\n head: { korean: \"머리\", english: \"Head\" },\n neck: { korean: \"목\", english: \"Neck\" },\n torso: { korean: \"몸통\", english: \"Torso\" },\n arm: { korean: \"팔\", english: \"Arm\" },\n leg: { korean: \"다리\", english: \"Leg\" },\n },\n concepts: {\n ki: { korean: \"기\", english: \"Ki/Energy\" },\n balance: { korean: \"균형\", english: \"Balance\" },\n harmony: { korean: \"조화\", english: \"Harmony\" },\n flow: { korean: \"흐름\", english: \"Flow\" },\n center: { korean: \"중심\", english: \"Center\" },\n },\n } as const;\n\n /**\n * Get cultural wisdom for a stance\n */\n static getStanceWisdom(stance: TrigramStance): KoreanText {\n return this.TRIGRAM_PHILOSOPHY[stance];\n }\n\n /**\n * Get martial arts greeting\n */\n static getMartialGreeting(): KoreanText {\n return {\n korean: \"태권도!\",\n english: \"Taekwondo!\",\n };\n }\n\n /**\n * Get respect bow phrase\n */\n static getRespectPhrase(): KoreanText {\n return {\n korean: \"경례!\",\n english: \"Bow with respect!\",\n };\n }\n\n /**\n * Get training motivation phrases\n */\n static getMotivationPhrases(): readonly KoreanText[] {\n return [\n {\n korean: \"마음을 비우고 수련하라\",\n english: \"Empty your mind and train\",\n },\n { korean: \"강한 의지로 극복하라\", english: \"Overcome with strong will\" },\n {\n korean: \"겸손함이 진정한 힘이다\",\n english: \"Humility is true strength\",\n },\n {\n korean: \"끊임없는 노력이 완성을 만든다\",\n english: \"Continuous effort creates perfection\",\n },\n ];\n }\n}\n"],"mappings":";;;;AAKA,IAAa,gBAAb,MAA2B;;;;CAIzB,OAAgB,iBAAiB;EAC/B,OAAO;GAAE,QAAQ;GAAM,SAAS;GAAS;EACzC,SAAS;GAAE,QAAQ;GAAM,SAAS;GAAW;EAC7C,YAAY;GAAE,QAAQ;GAAM,SAAS;GAAc;EACnD,cAAc;GAAE,QAAQ;GAAM,SAAS;GAAgB;EACvD,SAAS;GAAE,QAAQ;GAAM,SAAS;GAAW;EAC7C,eAAe;GAAE,QAAQ;GAAK,SAAS;GAAiB;EACzD;;;;CAKD,OAAgB,qBAAwD;EACtE,MAAM;GACJ,QAAQ;GACR,SAAS;GACV;EACD,KAAK;GACH,QAAQ;GACR,SAAS;GACV;EACD,IAAI;GACF,QAAQ;GACR,SAAS;GACV;EACD,KAAK;GACH,QAAQ;GACR,SAAS;GACV;EACD,KAAK;GACH,QAAQ;GACR,SAAS;GACV;EACD,KAAK;GACH,QAAQ;GACR,SAAS;GACV;EACD,KAAK;GACH,QAAQ;GACR,SAAS;GACV;EACD,KAAK;GACH,QAAQ;GACR,SAAS;GACV;EACF;;;;CAKD,OAAgB,gBAAgB;EAC9B,YAAY;GACV,QAAQ;IAAE,QAAQ;IAAM,SAAS;IAAU;GAC3C,OAAO;IAAE,QAAQ;IAAM,SAAS;IAAS;GACzC,OAAO;IAAE,QAAQ;IAAO,SAAS;IAAS;GAC1C,MAAM;IAAE,QAAQ;IAAM,SAAS;IAAQ;GACvC,UAAU;IAAE,QAAQ;IAAM,SAAS;IAAY;GAChD;EACD,YAAY;GACV,MAAM;IAAE,QAAQ;IAAM,SAAS;IAAQ;GACvC,MAAM;IAAE,QAAQ;IAAK,SAAS;IAAQ;GACtC,OAAO;IAAE,QAAQ;IAAM,SAAS;IAAS;GACzC,KAAK;IAAE,QAAQ;IAAK,SAAS;IAAO;GACpC,KAAK;IAAE,QAAQ;IAAM,SAAS;IAAO;GACtC;EACD,UAAU;GACR,IAAI;IAAE,QAAQ;IAAK,SAAS;IAAa;GACzC,SAAS;IAAE,QAAQ;IAAM,SAAS;IAAW;GAC7C,SAAS;IAAE,QAAQ;IAAM,SAAS;IAAW;GAC7C,MAAM;IAAE,QAAQ;IAAM,SAAS;IAAQ;GACvC,QAAQ;IAAE,QAAQ;IAAM,SAAS;IAAU;GAC5C;EACF;;;;CAKD,OAAO,gBAAgB,QAAmC;AACxD,SAAO,KAAK,mBAAmB;;;;;CAMjC,OAAO,qBAAiC;AACtC,SAAO;GACL,QAAQ;GACR,SAAS;GACV;;;;;CAMH,OAAO,mBAA+B;AACpC,SAAO;GACL,QAAQ;GACR,SAAS;GACV;;;;;CAMH,OAAO,uBAA8C;AACnD,SAAO;GACL;IACE,QAAQ;IACR,SAAS;IACV;GACD;IAAE,QAAQ;IAAe,SAAS;IAA6B;GAC/D;IACE,QAAQ;IACR,SAAS;IACV;GACD;IACE,QAAQ;IACR,SAAS;IACV;GACF"}
|
|
@@ -0,0 +1,59 @@
|
|
|
1
|
+
import { PlayerArchetype } from "../../types";
|
|
2
|
+
import { TrigramStance } from "../../types/common";
|
|
3
|
+
import { PlayerState } from "../player";
|
|
4
|
+
import { KoreanTechnique } from "../vitalpoint";
|
|
5
|
+
/**
|
|
6
|
+
* Korean martial arts techniques system
|
|
7
|
+
*/
|
|
8
|
+
export declare class KoreanTechniquesSystem {
|
|
9
|
+
/**
|
|
10
|
+
* Get available techniques for a trigram stance
|
|
11
|
+
*/
|
|
12
|
+
static getAvailableTechniques(stance: TrigramStance): readonly KoreanTechnique[];
|
|
13
|
+
/**
|
|
14
|
+
* Get Dark Ops techniques (암흑작전부대 기술)
|
|
15
|
+
* Specialized techniques for 암살자 (Amsalja) archetype
|
|
16
|
+
*/
|
|
17
|
+
static getDarkOpsTechniques(): readonly KoreanTechnique[];
|
|
18
|
+
/**
|
|
19
|
+
* Get all available techniques including Dark Ops
|
|
20
|
+
*/
|
|
21
|
+
static getAllAvailableTechniques(stance: TrigramStance, archetype?: PlayerArchetype): readonly KoreanTechnique[];
|
|
22
|
+
/**
|
|
23
|
+
* Get primary technique for stance
|
|
24
|
+
*/
|
|
25
|
+
static getPrimaryTechnique(stance: TrigramStance): KoreanTechnique | null;
|
|
26
|
+
/**
|
|
27
|
+
* Check if player can execute technique
|
|
28
|
+
*/
|
|
29
|
+
static canExecuteTechnique(player: PlayerState, technique: KoreanTechnique): boolean;
|
|
30
|
+
/**
|
|
31
|
+
* Get technique effectiveness against target stance
|
|
32
|
+
*/
|
|
33
|
+
static getTechniqueEffectiveness(attackerStance: TrigramStance, defenderStance: TrigramStance): number;
|
|
34
|
+
/**
|
|
35
|
+
* Get all techniques
|
|
36
|
+
*/
|
|
37
|
+
static getAllTechniques(): KoreanTechnique[];
|
|
38
|
+
static getTechniquesByArchetype(archetype: PlayerArchetype): readonly KoreanTechnique[];
|
|
39
|
+
static getTechniqueById(id: string): KoreanTechnique | undefined;
|
|
40
|
+
/**
|
|
41
|
+
* Check if technique is a Dark Ops technique
|
|
42
|
+
*/
|
|
43
|
+
static isDarkOpsTechnique(techniqueId: string): boolean;
|
|
44
|
+
/**
|
|
45
|
+
* Get Dark Ops archetype effectiveness multiplier
|
|
46
|
+
* Uses DARK_OPS_ARCHETYPE_BONUSES from techniques.ts
|
|
47
|
+
*/
|
|
48
|
+
static getDarkOpsArchetypeBonus(archetype: PlayerArchetype): number;
|
|
49
|
+
/**
|
|
50
|
+
* Get night operations bonus (simulated)
|
|
51
|
+
* In a full game, this would use actual game time
|
|
52
|
+
*/
|
|
53
|
+
static getNightOperationsBonus(): number;
|
|
54
|
+
}
|
|
55
|
+
export declare function getTechniquesByStance(stance: TrigramStance): KoreanTechnique[];
|
|
56
|
+
export { DARK_OPS_TECHNIQUES, TRIGRAM_TECHNIQUES } from "./techniques/index";
|
|
57
|
+
export { DARK_OPS_ARCHETYPE_BONUSES, DARK_OPS_NIGHT_BONUS, DARK_OPS_SPECIAL_EFFECTS, DARK_OPS_UNITS, } from "./techniques/index";
|
|
58
|
+
export declare const TECHNIQUE_EFFECTIVENESS_MATRIX: Record<TrigramStance, Partial<Record<TrigramStance, number>>>;
|
|
59
|
+
//# sourceMappingURL=KoreanTechniques.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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import { PlayerArchetype, TrigramStance } from "../../types/common.js";
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import "../../types/index.js";
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import { PLAYER_ARCHETYPES_DATA } from "../types.js";
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import { DARK_OPS_ARCHETYPE_BONUSES, DARK_OPS_TECHNIQUES } from "./techniques/DarkOpsTechniques.js";
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import { TRIGRAM_TECHNIQUES } from "./techniques/index.js";
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//#region src/systems/trigram/KoreanTechniques.ts
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/**
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* Korean martial arts techniques system
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*/
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var KoreanTechniquesSystem = class {
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/**
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* Get available techniques for a trigram stance
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*/
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static getAvailableTechniques(stance) {
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return TRIGRAM_TECHNIQUES[stance] || [];
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}
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/**
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* Get Dark Ops techniques (암흑작전부대 기술)
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* Specialized techniques for 암살자 (Amsalja) archetype
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*/
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static getDarkOpsTechniques() {
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return DARK_OPS_TECHNIQUES;
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}
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/**
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* Get all available techniques including Dark Ops
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*/
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static getAllAvailableTechniques(stance, archetype) {
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const stanceTechniques = this.getAvailableTechniques(stance);
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if (archetype === PlayerArchetype.AMSALJA) {
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const darkOpsTechniques = DARK_OPS_TECHNIQUES.filter((tech) => tech.stance === stance);
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return [...stanceTechniques, ...darkOpsTechniques];
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}
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return stanceTechniques;
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}
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/**
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* Get primary technique for stance
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*/
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static getPrimaryTechnique(stance) {
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return this.getAvailableTechniques(stance)[0] ?? null;
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}
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/**
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* Check if player can execute technique
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*/
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static canExecuteTechnique(player, technique) {
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return player.ki >= technique.kiCost && player.stamina >= technique.staminaCost && player.currentStance === technique.stance;
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}
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/**
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* Get technique effectiveness against target stance
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*/
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static getTechniqueEffectiveness(attackerStance, defenderStance) {
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return TECHNIQUE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance] ?? 1;
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}
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/**
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* Get all techniques
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*/
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static getAllTechniques() {
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const stanceTechniques = Object.values(TRIGRAM_TECHNIQUES).flat();
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const darkOpsTechniques = [...DARK_OPS_TECHNIQUES];
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return [...stanceTechniques, ...darkOpsTechniques];
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}
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static getTechniquesByArchetype(archetype) {
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const allTechniques = this.getAllTechniques();
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const favoredStances = PLAYER_ARCHETYPES_DATA[archetype].favoredStances || [];
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const filteredTechniques = allTechniques.filter((technique) => {
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if (technique.id.startsWith("darkops_")) return false;
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return favoredStances.includes(technique.stance);
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});
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if (archetype === PlayerArchetype.AMSALJA) return [...filteredTechniques, ...DARK_OPS_TECHNIQUES];
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return filteredTechniques;
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}
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static getTechniqueById(id) {
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return this.getAllTechniques().find((technique) => technique.id === id);
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}
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/**
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* Check if technique is a Dark Ops technique
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*/
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static isDarkOpsTechnique(techniqueId) {
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return DARK_OPS_TECHNIQUES.some((tech) => tech.id === techniqueId);
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}
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/**
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* Get Dark Ops archetype effectiveness multiplier
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* Uses DARK_OPS_ARCHETYPE_BONUSES from techniques.ts
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*/
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static getDarkOpsArchetypeBonus(archetype) {
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return DARK_OPS_ARCHETYPE_BONUSES[archetype] || 1;
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}
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/**
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* Get night operations bonus (simulated)
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* In a full game, this would use actual game time
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*/
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static getNightOperationsBonus() {
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const hour = (/* @__PURE__ */ new Date()).getHours();
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if (hour >= 0 && hour < 6) return 1.25;
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if (hour >= 18 && hour < 24) return 1.25;
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if (hour >= 5 && hour < 7) return 1.15;
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if (hour >= 17 && hour < 19) return 1.15;
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return 1;
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}
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};
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function getTechniquesByStance(stance) {
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return [...TRIGRAM_TECHNIQUES[stance] || []];
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}
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var TECHNIQUE_EFFECTIVENESS_MATRIX = {
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[TrigramStance.GEON]: {
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[TrigramStance.GON]: 1.2,
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[TrigramStance.SON]: .8
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},
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[TrigramStance.TAE]: {
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[TrigramStance.JIN]: 1.2,
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[TrigramStance.GAN]: .8
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},
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[TrigramStance.LI]: {
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[TrigramStance.GAM]: 1.2,
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[TrigramStance.TAE]: .8
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},
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[TrigramStance.JIN]: {
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[TrigramStance.SON]: 1.2,
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[TrigramStance.GEON]: .8
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},
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[TrigramStance.SON]: {
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[TrigramStance.GON]: 1.2,
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[TrigramStance.LI]: .8
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},
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[TrigramStance.GAM]: {
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[TrigramStance.LI]: 1.2,
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[TrigramStance.JIN]: .8
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},
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[TrigramStance.GAN]: {
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[TrigramStance.TAE]: 1.2,
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[TrigramStance.GAM]: .8
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},
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[TrigramStance.GON]: {
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[TrigramStance.GEON]: 1.2,
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[TrigramStance.SON]: .8
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}
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};
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//#endregion
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export { KoreanTechniquesSystem, TECHNIQUE_EFFECTIVENESS_MATRIX, getTechniquesByStance };
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//# sourceMappingURL=KoreanTechniques.js.map
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{"version":3,"file":"KoreanTechniques.js","names":[],"sources":["../../../src/systems/trigram/KoreanTechniques.ts"],"sourcesContent":["import { PlayerArchetype } from \"../../types\";\nimport { TrigramStance } from \"../../types/common\";\nimport { PlayerState } from \"../player\";\nimport { PLAYER_ARCHETYPES_DATA } from \"../types\";\nimport { KoreanTechnique } from \"../vitalpoint\";\nimport {\n DARK_OPS_ARCHETYPE_BONUSES,\n DARK_OPS_TECHNIQUES,\n TRIGRAM_TECHNIQUES,\n} from \"./techniques/index\";\n\n/**\n * Korean martial arts techniques system\n */\nexport class KoreanTechniquesSystem {\n /**\n * Get available techniques for a trigram stance\n */\n static getAvailableTechniques(\n stance: TrigramStance\n ): readonly KoreanTechnique[] {\n return (TRIGRAM_TECHNIQUES[stance] as readonly KoreanTechnique[]) || [];\n }\n\n /**\n * Get Dark Ops techniques (암흑작전부대 기술)\n * Specialized techniques for 암살자 (Amsalja) archetype\n */\n static getDarkOpsTechniques(): readonly KoreanTechnique[] {\n return DARK_OPS_TECHNIQUES;\n }\n\n /**\n * Get all available techniques including Dark Ops\n */\n static getAllAvailableTechniques(\n stance: TrigramStance,\n archetype?: PlayerArchetype\n ): readonly KoreanTechnique[] {\n const stanceTechniques = this.getAvailableTechniques(stance);\n\n // Add Dark Ops techniques for 암살자 (Amsalja) archetype\n if (archetype === PlayerArchetype.AMSALJA) {\n const darkOpsTechniques = DARK_OPS_TECHNIQUES.filter(\n (tech) => tech.stance === stance\n );\n return [...stanceTechniques, ...darkOpsTechniques];\n }\n\n return stanceTechniques;\n }\n\n /**\n * Get primary technique for stance\n */\n static getPrimaryTechnique(stance: TrigramStance): KoreanTechnique | null {\n const techniques = this.getAvailableTechniques(stance);\n return techniques[0] ?? null;\n }\n\n /**\n * Check if player can execute technique\n */\n static canExecuteTechnique(\n player: PlayerState,\n technique: KoreanTechnique\n ): boolean {\n return (\n player.ki >= technique.kiCost &&\n player.stamina >= technique.staminaCost &&\n player.currentStance === technique.stance\n );\n }\n\n /**\n * Get technique effectiveness against target stance\n */\n static getTechniqueEffectiveness(\n attackerStance: TrigramStance,\n defenderStance: TrigramStance\n ): number {\n return (\n TECHNIQUE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance] ?? 1.0\n );\n }\n\n /**\n * Get all techniques\n */\n static getAllTechniques(): KoreanTechnique[] {\n // Fix: Convert readonly array to mutable array using spread operator\n const stanceTechniques = Object.values(TRIGRAM_TECHNIQUES).flat();\n const darkOpsTechniques = [...DARK_OPS_TECHNIQUES];\n return [...stanceTechniques, ...darkOpsTechniques] as KoreanTechnique[];\n }\n\n static getTechniquesByArchetype(\n archetype: PlayerArchetype\n ): readonly KoreanTechnique[] {\n const allTechniques = this.getAllTechniques();\n\n // Filter techniques based on archetype preferences\n const archetypeData = PLAYER_ARCHETYPES_DATA[archetype]; // Fix: Now properly imported\n const favoredStances = archetypeData.favoredStances || [];\n\n // Filter by favored stances (excludes Dark Ops techniques initially)\n const filteredTechniques = allTechniques.filter((technique) => {\n // Exclude Dark Ops from initial filtering\n if (technique.id.startsWith(\"darkops_\")) {\n return false;\n }\n return favoredStances.includes(technique.stance);\n });\n\n // Add Dark Ops techniques for 암살자 (Amsalja) only\n if (archetype === PlayerArchetype.AMSALJA) {\n return [...filteredTechniques, ...DARK_OPS_TECHNIQUES];\n }\n\n return filteredTechniques;\n }\n\n static getTechniqueById(id: string): KoreanTechnique | undefined {\n const allTechniques = this.getAllTechniques();\n return allTechniques.find((technique) => technique.id === id);\n }\n\n /**\n * Check if technique is a Dark Ops technique\n */\n static isDarkOpsTechnique(techniqueId: string): boolean {\n return DARK_OPS_TECHNIQUES.some((tech) => tech.id === techniqueId);\n }\n\n /**\n * Get Dark Ops archetype effectiveness multiplier\n * Uses DARK_OPS_ARCHETYPE_BONUSES from techniques.ts\n */\n static getDarkOpsArchetypeBonus(archetype: PlayerArchetype): number {\n return DARK_OPS_ARCHETYPE_BONUSES[archetype] || 1.0;\n }\n\n /**\n * Get night operations bonus (simulated)\n * In a full game, this would use actual game time\n */\n static getNightOperationsBonus(): number {\n // Simulate night time for now (in real game, use game clock)\n // Night: 00:00-06:00, 18:00-23:59 = 1.25x\n // Day: 06:00-18:00 = 1.0x\n const hour = new Date().getHours();\n if (hour >= 0 && hour < 6) return 1.25; // Night\n if (hour >= 18 && hour < 24) return 1.25; // Night\n if (hour >= 5 && hour < 7) return 1.15; // Twilight\n if (hour >= 17 && hour < 19) return 1.15; // Twilight\n return 1.0; // Day\n }\n}\n\n// Export functions for backwards compatibility\nexport function getTechniquesByStance(\n stance: TrigramStance\n): KoreanTechnique[] {\n // Fix: Convert readonly array to mutable array\n return [\n ...((TRIGRAM_TECHNIQUES[stance] as unknown as KoreanTechnique[]) || []),\n ];\n}\n\n// Export TRIGRAM_TECHNIQUES for tests\nexport { DARK_OPS_TECHNIQUES, TRIGRAM_TECHNIQUES } from \"./techniques/index\";\n\n// Export Dark Ops constants\nexport {\n DARK_OPS_ARCHETYPE_BONUSES,\n DARK_OPS_NIGHT_BONUS,\n DARK_OPS_SPECIAL_EFFECTS,\n DARK_OPS_UNITS,\n} from \"./techniques/index\";\n\n// Export technique effectiveness matrix\nexport const TECHNIQUE_EFFECTIVENESS_MATRIX: Record<\n TrigramStance,\n Partial<Record<TrigramStance, number>>\n> = {\n [TrigramStance.GEON]: {\n [TrigramStance.GON]: 1.2,\n [TrigramStance.SON]: 0.8,\n },\n [TrigramStance.TAE]: {\n [TrigramStance.JIN]: 1.2,\n [TrigramStance.GAN]: 0.8,\n },\n [TrigramStance.LI]: {\n [TrigramStance.GAM]: 1.2,\n [TrigramStance.TAE]: 0.8,\n },\n [TrigramStance.JIN]: {\n [TrigramStance.SON]: 1.2,\n [TrigramStance.GEON]: 0.8,\n },\n [TrigramStance.SON]: {\n [TrigramStance.GON]: 1.2,\n [TrigramStance.LI]: 0.8,\n },\n [TrigramStance.GAM]: {\n [TrigramStance.LI]: 1.2,\n [TrigramStance.JIN]: 0.8,\n },\n [TrigramStance.GAN]: {\n [TrigramStance.TAE]: 1.2,\n [TrigramStance.GAM]: 0.8,\n },\n [TrigramStance.GON]: {\n [TrigramStance.GEON]: 1.2,\n [TrigramStance.SON]: 0.8,\n },\n};\n"],"mappings":";;;;;;;;;AAcA,IAAa,yBAAb,MAAoC;;;;CAIlC,OAAO,uBACL,QAC4B;AAC5B,SAAQ,mBAAmB,WAA0C,EAAE;;;;;;CAOzE,OAAO,uBAAmD;AACxD,SAAO;;;;;CAMT,OAAO,0BACL,QACA,WAC4B;EAC5B,MAAM,mBAAmB,KAAK,uBAAuB,OAAO;AAG5D,MAAI,cAAc,gBAAgB,SAAS;GACzC,MAAM,oBAAoB,oBAAoB,QAC3C,SAAS,KAAK,WAAW,OAC3B;AACD,UAAO,CAAC,GAAG,kBAAkB,GAAG,kBAAkB;;AAGpD,SAAO;;;;;CAMT,OAAO,oBAAoB,QAA+C;AAExE,SADmB,KAAK,uBAAuB,OAAO,CACpC,MAAM;;;;;CAM1B,OAAO,oBACL,QACA,WACS;AACT,SACE,OAAO,MAAM,UAAU,UACvB,OAAO,WAAW,UAAU,eAC5B,OAAO,kBAAkB,UAAU;;;;;CAOvC,OAAO,0BACL,gBACA,gBACQ;AACR,SACE,+BAA+B,kBAAkB,mBAAmB;;;;;CAOxE,OAAO,mBAAsC;EAE3C,MAAM,mBAAmB,OAAO,OAAO,mBAAmB,CAAC,MAAM;EACjE,MAAM,oBAAoB,CAAC,GAAG,oBAAoB;AAClD,SAAO,CAAC,GAAG,kBAAkB,GAAG,kBAAkB;;CAGpD,OAAO,yBACL,WAC4B;EAC5B,MAAM,gBAAgB,KAAK,kBAAkB;EAI7C,MAAM,iBADgB,uBAAuB,WACR,kBAAkB,EAAE;EAGzD,MAAM,qBAAqB,cAAc,QAAQ,cAAc;AAE7D,OAAI,UAAU,GAAG,WAAW,WAAW,CACrC,QAAO;AAET,UAAO,eAAe,SAAS,UAAU,OAAO;IAChD;AAGF,MAAI,cAAc,gBAAgB,QAChC,QAAO,CAAC,GAAG,oBAAoB,GAAG,oBAAoB;AAGxD,SAAO;;CAGT,OAAO,iBAAiB,IAAyC;AAE/D,SADsB,KAAK,kBAAkB,CACxB,MAAM,cAAc,UAAU,OAAO,GAAG;;;;;CAM/D,OAAO,mBAAmB,aAA8B;AACtD,SAAO,oBAAoB,MAAM,SAAS,KAAK,OAAO,YAAY;;;;;;CAOpE,OAAO,yBAAyB,WAAoC;AAClE,SAAO,2BAA2B,cAAc;;;;;;CAOlD,OAAO,0BAAkC;EAIvC,MAAM,wBAAO,IAAI,MAAM,EAAC,UAAU;AAClC,MAAI,QAAQ,KAAK,OAAO,EAAG,QAAO;AAClC,MAAI,QAAQ,MAAM,OAAO,GAAI,QAAO;AACpC,MAAI,QAAQ,KAAK,OAAO,EAAG,QAAO;AAClC,MAAI,QAAQ,MAAM,OAAO,GAAI,QAAO;AACpC,SAAO;;;AAKX,SAAgB,sBACd,QACmB;AAEnB,QAAO,CACL,GAAK,mBAAmB,WAA4C,EAAE,CACvE;;AAeH,IAAa,iCAGT;EACD,cAAc,OAAO;GACnB,cAAc,MAAM;GACpB,cAAc,MAAM;EACtB;EACA,cAAc,MAAM;GAClB,cAAc,MAAM;GACpB,cAAc,MAAM;EACtB;EACA,cAAc,KAAK;GACjB,cAAc,MAAM;GACpB,cAAc,MAAM;EACtB;EACA,cAAc,MAAM;GAClB,cAAc,MAAM;GACpB,cAAc,OAAO;EACvB;EACA,cAAc,MAAM;GAClB,cAAc,MAAM;GACpB,cAAc,KAAK;EACrB;EACA,cAAc,MAAM;GAClB,cAAc,KAAK;GACnB,cAAc,MAAM;EACtB;EACA,cAAc,MAAM;GAClB,cAAc,MAAM;GACpB,cAAc,MAAM;EACtB;EACA,cAAc,MAAM;GAClB,cAAc,OAAO;GACrB,cAAc,MAAM;EACtB;CACF"}
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import { TrigramStance } from "../../types/common";
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import { PlayerState } from "../player";
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import { StanceLaterality, TrigramTransitionCost } from "./types";
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export interface StanceChangeResult {
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readonly success: boolean;
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readonly updatedPlayer: PlayerState;
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readonly cost: TrigramTransitionCost;
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readonly laterality?: StanceLaterality;
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readonly message?: string;
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}
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/**
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* Manager for trigram stance changes and laterality state
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*
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* **Korean**: 자세 관리자
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*
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* Manages both trigram stance selection (8 stances) and laterality (left/right).
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* Supports authentic Korean martial arts stance configurations with:
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* - 8 trigram stances (☰–☷)
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* - 2 laterality options (left/right foot forward)
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* - 16 total stance configurations
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*
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* Laterality transitions take 400ms (24 frames @ 60fps) and cost 2 stamina.
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*/
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export declare class StanceManager {
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private readonly minTransitionInterval;
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private readonly lateralityTransitionTime;
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private currentStance?;
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private currentLaterality;
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constructor();
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/**
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* Get the current stance
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*
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* @returns Current trigram stance or undefined if not set
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* @korean 현재자세가져오기
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*/
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getCurrent(): TrigramStance | undefined;
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/**
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* Get the current stance laterality (left or right foot forward)
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*
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* **Korean**: 현재 측면성
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*
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* @returns Current laterality ("left" or "right")
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* @korean 현재측면성가져오기
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*/
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getCurrentLaterality(): StanceLaterality;
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/**
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* Switch stance side (left ↔ right) without changing trigram stance
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*
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* **Korean**: 자세 측면 전환
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*
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* Mirrors the current guard position from left to right or vice versa.
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* Takes 400ms (24 frames @ 60fps) and costs 2 stamina.
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*
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* Korean terminology:
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* - 왼발서기 (Oenbal Seogi): Left foot forward
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* - 오른발서기 (Oreun Bal Seogi): Right foot forward
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*
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* @param player - Current player state
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* @param currentLaterality - Current laterality to toggle from
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* @returns Result with updated laterality
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* @korean 측면전환
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*/
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switchStanceSide(player: PlayerState, currentLaterality: StanceLaterality): StanceChangeResult;
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/**
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* Attempt to change stance
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*
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* @param player - Current player state
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* @param newStance - Target trigram stance
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* @returns Result with success status and updated player
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* @korean 자세변경
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*/
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changeStance(player: PlayerState, newStance: TrigramStance): StanceChangeResult;
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/**
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* Check if player can change to the specified stance
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*/
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canChangeStance(player: PlayerState, newStance: TrigramStance): boolean;
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/**
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* Calculate the cost of transitioning between stances
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*/
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getStanceTransitionCost(fromStance: TrigramStance, toStance: TrigramStance, player: PlayerState): TrigramTransitionCost;
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/**
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* Get optimal stance recommendation
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*/
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getOptimalStance(player: PlayerState, opponent?: PlayerState): TrigramStance;
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/**
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* Get all valid transitions from current stance
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*/
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getValidTransitions(player: PlayerState): TrigramStance[];
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}
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//# sourceMappingURL=StanceManager.d.ts.map
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