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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import { TrigramStance } from "../../types/common.js";
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import { PLAYER_ARCHETYPES_DATA } from "../types.js";
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import { TrigramCalculator } from "./TrigramCalculator.js";
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//#region src/systems/trigram/StanceManager.ts
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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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var StanceManager = class {
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minTransitionInterval = 500;
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lateralityTransitionTime = 400;
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currentStance;
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currentLaterality = "right";
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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() {
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return this.currentStance;
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}
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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() {
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return this.currentLaterality;
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}
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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, currentLaterality) {
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const lateralityCost = {
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ki: 0,
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stamina: 2,
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timeMilliseconds: this.lateralityTransitionTime
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};
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if (player.stamina < lateralityCost.stamina) return {
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success: false,
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updatedPlayer: player,
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cost: lateralityCost,
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laterality: currentLaterality,
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message: "Insufficient stamina to switch stance side"
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};
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if (Date.now() - (player.lastStanceChangeTime || 0) < this.minTransitionInterval) return {
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success: false,
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updatedPlayer: player,
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cost: lateralityCost,
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laterality: currentLaterality,
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message: "Stance side switch on cooldown"
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};
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const newLaterality = currentLaterality === "left" ? "right" : "left";
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this.currentLaterality = newLaterality;
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return {
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success: true,
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updatedPlayer: {
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...player,
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stamina: Math.max(0, player.stamina - lateralityCost.stamina),
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lastStanceChangeTime: Date.now()
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},
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cost: lateralityCost,
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laterality: newLaterality
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};
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}
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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, newStance) {
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const cost = this.getStanceTransitionCost(player.currentStance, newStance, player);
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if (!this.canChangeStance(player, newStance)) return {
|
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success: false,
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updatedPlayer: player,
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cost,
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laterality: this.currentLaterality,
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message: "Cannot change stance - insufficient resources or cooldown active"
|
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};
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if (player.currentStance === newStance) {
|
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this.currentStance = newStance;
|
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return {
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success: true,
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updatedPlayer: {
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...player,
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lastStanceChangeTime: Date.now()
|
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},
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cost: {
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ki: 0,
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stamina: 0,
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timeMilliseconds: 0
|
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},
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laterality: this.currentLaterality
|
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};
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}
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const updatedPlayer = {
|
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...player,
|
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currentStance: newStance,
|
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ki: Math.max(0, player.ki - cost.ki),
|
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stamina: Math.max(0, player.stamina - cost.stamina),
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lastStanceChangeTime: Date.now()
|
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};
|
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this.currentStance = newStance;
|
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return {
|
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success: true,
|
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updatedPlayer,
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cost,
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laterality: this.currentLaterality
|
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};
|
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}
|
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/**
|
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143
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* Check if player can change to the specified stance
|
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*/
|
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canChangeStance(player, newStance) {
|
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const cost = this.getStanceTransitionCost(player.currentStance, newStance, player);
|
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+
if (player.ki < cost.ki || player.stamina < cost.stamina) return false;
|
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if (Date.now() - (player.lastStanceChangeTime || 0) < this.minTransitionInterval) return false;
|
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if (player.isStunned || player.consciousness < 50) return false;
|
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return true;
|
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|
+
}
|
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/**
|
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153
|
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* Calculate the cost of transitioning between stances
|
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|
+
*/
|
|
155
|
+
getStanceTransitionCost(fromStance, toStance, player) {
|
|
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|
+
if (fromStance === toStance) return {
|
|
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|
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ki: 0,
|
|
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|
+
stamina: 0,
|
|
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|
+
timeMilliseconds: 0
|
|
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|
+
};
|
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|
+
const baseCost = {
|
|
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|
+
ki: 10,
|
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|
+
stamina: 15,
|
|
164
|
+
timeMilliseconds: 500
|
|
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|
+
};
|
|
166
|
+
const difficultyMultiplier = 1 + TrigramCalculator.calculateTransitionDifficulty(fromStance, toStance);
|
|
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|
+
const archetypeModifier = (PLAYER_ARCHETYPES_DATA[player.archetype].favoredStances || []).includes(toStance) ? .8 : 1;
|
|
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|
+
return {
|
|
169
|
+
ki: Math.floor(baseCost.ki * difficultyMultiplier * archetypeModifier),
|
|
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|
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stamina: Math.floor(baseCost.stamina * difficultyMultiplier * archetypeModifier),
|
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|
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timeMilliseconds: Math.floor(baseCost.timeMilliseconds * difficultyMultiplier)
|
|
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|
+
};
|
|
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|
+
}
|
|
174
|
+
/**
|
|
175
|
+
* Get optimal stance recommendation
|
|
176
|
+
*/
|
|
177
|
+
getOptimalStance(player, opponent) {
|
|
178
|
+
if (opponent) return TrigramCalculator.getCounterStance(opponent.currentStance);
|
|
179
|
+
const favoredStances = PLAYER_ARCHETYPES_DATA[player.archetype].favoredStances || [];
|
|
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|
+
return favoredStances.length > 0 ? favoredStances[0] : TrigramStance.GEON;
|
|
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|
+
}
|
|
182
|
+
/**
|
|
183
|
+
* Get all valid transitions from current stance
|
|
184
|
+
*/
|
|
185
|
+
getValidTransitions(player) {
|
|
186
|
+
return Object.values(TrigramStance).filter((stance) => this.canChangeStance(player, stance));
|
|
187
|
+
}
|
|
188
|
+
};
|
|
189
|
+
//#endregion
|
|
190
|
+
export { StanceManager };
|
|
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|
+
|
|
192
|
+
//# sourceMappingURL=StanceManager.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"StanceManager.js","names":[],"sources":["../../../src/systems/trigram/StanceManager.ts"],"sourcesContent":["import { TrigramStance } from \"../../types/common\";\nimport { PlayerState } from \"../player\";\nimport { PLAYER_ARCHETYPES_DATA } from \"../types\";\nimport { TrigramCalculator } from \"./TrigramCalculator\";\nimport { StanceLaterality, TrigramTransitionCost } from \"./types\";\n\nexport interface StanceChangeResult {\n readonly success: boolean;\n readonly updatedPlayer: PlayerState;\n readonly cost: TrigramTransitionCost;\n readonly laterality?: StanceLaterality;\n readonly message?: string;\n}\n\n/**\n * Manager for trigram stance changes and laterality state\n * \n * **Korean**: 자세 관리자\n * \n * Manages both trigram stance selection (8 stances) and laterality (left/right).\n * Supports authentic Korean martial arts stance configurations with:\n * - 8 trigram stances (☰–☷)\n * - 2 laterality options (left/right foot forward)\n * - 16 total stance configurations\n * \n * Laterality transitions take 400ms (24 frames @ 60fps) and cost 2 stamina.\n */\nexport class StanceManager {\n private readonly minTransitionInterval = 500;\n private readonly lateralityTransitionTime = 400; // 400ms for stance side switch\n private currentStance?: TrigramStance;\n private currentLaterality: StanceLaterality = \"right\"; // Default: right foot forward\n\n constructor() {\n // No initialization needed\n }\n\n /**\n * Get the current stance\n * \n * @returns Current trigram stance or undefined if not set\n * @korean 현재자세가져오기\n */\n public getCurrent(): TrigramStance | undefined {\n return this.currentStance;\n }\n\n /**\n * Get the current stance laterality (left or right foot forward)\n * \n * **Korean**: 현재 측면성\n * \n * @returns Current laterality (\"left\" or \"right\")\n * @korean 현재측면성가져오기\n */\n public getCurrentLaterality(): StanceLaterality {\n return this.currentLaterality;\n }\n\n /**\n * Switch stance side (left ↔ right) without changing trigram stance\n * \n * **Korean**: 자세 측면 전환\n * \n * Mirrors the current guard position from left to right or vice versa.\n * Takes 400ms (24 frames @ 60fps) and costs 2 stamina.\n * \n * Korean terminology:\n * - 왼발서기 (Oenbal Seogi): Left foot forward\n * - 오른발서기 (Oreun Bal Seogi): Right foot forward\n * \n * @param player - Current player state\n * @param currentLaterality - Current laterality to toggle from\n * @returns Result with updated laterality\n * @korean 측면전환\n */\n public switchStanceSide(player: PlayerState, currentLaterality: StanceLaterality): StanceChangeResult {\n const lateralityCost: TrigramTransitionCost = {\n ki: 0,\n stamina: 2,\n timeMilliseconds: this.lateralityTransitionTime,\n };\n\n // Check if player has enough stamina\n if (player.stamina < lateralityCost.stamina) {\n return {\n success: false,\n updatedPlayer: player,\n cost: lateralityCost,\n laterality: currentLaterality,\n message: \"Insufficient stamina to switch stance side\",\n };\n }\n\n // Check cooldown\n const timeSinceLastChange = Date.now() - (player.lastStanceChangeTime || 0);\n if (timeSinceLastChange < this.minTransitionInterval) {\n return {\n success: false,\n updatedPlayer: player,\n cost: lateralityCost,\n laterality: currentLaterality,\n message: \"Stance side switch on cooldown\",\n };\n }\n\n // Switch laterality (toggle from current)\n const newLaterality: StanceLaterality = \n currentLaterality === \"left\" ? \"right\" : \"left\";\n this.currentLaterality = newLaterality;\n\n // Apply stamina cost and update timestamp\n const updatedPlayer: PlayerState = {\n ...player,\n stamina: Math.max(0, player.stamina - lateralityCost.stamina),\n lastStanceChangeTime: Date.now(),\n };\n\n return {\n success: true,\n updatedPlayer,\n cost: lateralityCost,\n laterality: newLaterality,\n };\n }\n\n /**\n * Attempt to change stance\n * \n * @param player - Current player state\n * @param newStance - Target trigram stance\n * @returns Result with success status and updated player\n * @korean 자세변경\n */\n changeStance(\n player: PlayerState,\n newStance: TrigramStance\n ): StanceChangeResult {\n const cost = this.getStanceTransitionCost(\n player.currentStance,\n newStance,\n player\n );\n\n // Check if transition is possible\n if (!this.canChangeStance(player, newStance)) {\n return {\n success: false,\n updatedPlayer: player,\n cost,\n laterality: this.currentLaterality,\n message:\n \"Cannot change stance - insufficient resources or cooldown active\",\n };\n }\n\n // Same stance - no cost, but update laterality info\n if (player.currentStance === newStance) {\n this.currentStance = newStance;\n return {\n success: true,\n updatedPlayer: {\n ...player,\n lastStanceChangeTime: Date.now(),\n },\n cost: { ki: 0, stamina: 0, timeMilliseconds: 0 },\n laterality: this.currentLaterality,\n };\n }\n\n // Apply stance change\n const updatedPlayer: PlayerState = {\n ...player,\n currentStance: newStance,\n ki: Math.max(0, player.ki - cost.ki),\n stamina: Math.max(0, player.stamina - cost.stamina),\n lastStanceChangeTime: Date.now(),\n };\n this.currentStance = newStance;\n\n return {\n success: true,\n updatedPlayer,\n cost,\n laterality: this.currentLaterality,\n };\n }\n\n /**\n * Check if player can change to the specified stance\n */\n canChangeStance(player: PlayerState, newStance: TrigramStance): boolean {\n const cost = this.getStanceTransitionCost(\n player.currentStance,\n newStance,\n player\n );\n\n // Check resources\n if (player.ki < cost.ki || player.stamina < cost.stamina) {\n return false;\n }\n\n // Check cooldown\n const timeSinceLastChange = Date.now() - (player.lastStanceChangeTime || 0);\n if (timeSinceLastChange < this.minTransitionInterval) {\n return false;\n }\n\n // Check if player is stunned or incapacitated\n if (player.isStunned || player.consciousness < 50) {\n return false;\n }\n\n return true;\n }\n\n /**\n * Calculate the cost of transitioning between stances\n */\n getStanceTransitionCost(\n fromStance: TrigramStance,\n toStance: TrigramStance,\n player: PlayerState\n ): TrigramTransitionCost {\n if (fromStance === toStance) {\n return { ki: 0, stamina: 0, timeMilliseconds: 0 };\n }\n\n const baseCost = { ki: 10, stamina: 15, timeMilliseconds: 500 };\n const difficulty = TrigramCalculator.calculateTransitionDifficulty(\n fromStance,\n toStance\n );\n const difficultyMultiplier = 1 + difficulty;\n\n // Apply archetype modifiers\n const archetypeData = PLAYER_ARCHETYPES_DATA[player.archetype];\n const favoredStances = archetypeData.favoredStances || [];\n const archetypeModifier = favoredStances.includes(toStance) ? 0.8 : 1.0;\n\n return {\n ki: Math.floor(baseCost.ki * difficultyMultiplier * archetypeModifier),\n stamina: Math.floor(\n baseCost.stamina * difficultyMultiplier * archetypeModifier\n ),\n timeMilliseconds: Math.floor(\n baseCost.timeMilliseconds * difficultyMultiplier\n ),\n };\n }\n\n /**\n * Get optimal stance recommendation\n */\n getOptimalStance(player: PlayerState, opponent?: PlayerState): TrigramStance {\n if (opponent) {\n // Get counter stance against opponent\n return TrigramCalculator.getCounterStance(opponent.currentStance);\n }\n\n // Default to archetype preferred stance\n const archetypeData = PLAYER_ARCHETYPES_DATA[player.archetype];\n const favoredStances = archetypeData.favoredStances || [];\n\n return favoredStances.length > 0 ? favoredStances[0] : TrigramStance.GEON; // Fix: Use enum value\n }\n\n /**\n * Get all valid transitions from current stance\n */\n getValidTransitions(player: PlayerState): TrigramStance[] {\n return Object.values(TrigramStance).filter(\n (\n stance // Fix: Use enum values\n ) => this.canChangeStance(player, stance)\n );\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;AA2BA,IAAa,gBAAb,MAA2B;CACzB,wBAAyC;CACzC,2BAA4C;CAC5C;CACA,oBAA8C;CAE9C,cAAc;;;;;;;CAUd,aAA+C;AAC7C,SAAO,KAAK;;;;;;;;;;CAWd,uBAAgD;AAC9C,SAAO,KAAK;;;;;;;;;;;;;;;;;;;CAoBd,iBAAwB,QAAqB,mBAAyD;EACpG,MAAM,iBAAwC;GAC5C,IAAI;GACJ,SAAS;GACT,kBAAkB,KAAK;GACxB;AAGD,MAAI,OAAO,UAAU,eAAe,QAClC,QAAO;GACL,SAAS;GACT,eAAe;GACf,MAAM;GACN,YAAY;GACZ,SAAS;GACV;AAKH,MAD4B,KAAK,KAAK,IAAI,OAAO,wBAAwB,KAC/C,KAAK,sBAC7B,QAAO;GACL,SAAS;GACT,eAAe;GACf,MAAM;GACN,YAAY;GACZ,SAAS;GACV;EAIH,MAAM,gBACJ,sBAAsB,SAAS,UAAU;AAC3C,OAAK,oBAAoB;AASzB,SAAO;GACL,SAAS;GACT,eARiC;IACjC,GAAG;IACH,SAAS,KAAK,IAAI,GAAG,OAAO,UAAU,eAAe,QAAQ;IAC7D,sBAAsB,KAAK,KAAK;IACjC;GAKC,MAAM;GACN,YAAY;GACb;;;;;;;;;;CAWH,aACE,QACA,WACoB;EACpB,MAAM,OAAO,KAAK,wBAChB,OAAO,eACP,WACA,OACD;AAGD,MAAI,CAAC,KAAK,gBAAgB,QAAQ,UAAU,CAC1C,QAAO;GACL,SAAS;GACT,eAAe;GACf;GACA,YAAY,KAAK;GACjB,SACE;GACH;AAIH,MAAI,OAAO,kBAAkB,WAAW;AACtC,QAAK,gBAAgB;AACrB,UAAO;IACL,SAAS;IACT,eAAe;KACb,GAAG;KACH,sBAAsB,KAAK,KAAK;KACjC;IACD,MAAM;KAAE,IAAI;KAAG,SAAS;KAAG,kBAAkB;KAAG;IAChD,YAAY,KAAK;IAClB;;EAIH,MAAM,gBAA6B;GACjC,GAAG;GACH,eAAe;GACf,IAAI,KAAK,IAAI,GAAG,OAAO,KAAK,KAAK,GAAG;GACpC,SAAS,KAAK,IAAI,GAAG,OAAO,UAAU,KAAK,QAAQ;GACnD,sBAAsB,KAAK,KAAK;GACjC;AACD,OAAK,gBAAgB;AAErB,SAAO;GACL,SAAS;GACT;GACA;GACA,YAAY,KAAK;GAClB;;;;;CAMH,gBAAgB,QAAqB,WAAmC;EACtE,MAAM,OAAO,KAAK,wBAChB,OAAO,eACP,WACA,OACD;AAGD,MAAI,OAAO,KAAK,KAAK,MAAM,OAAO,UAAU,KAAK,QAC/C,QAAO;AAKT,MAD4B,KAAK,KAAK,IAAI,OAAO,wBAAwB,KAC/C,KAAK,sBAC7B,QAAO;AAIT,MAAI,OAAO,aAAa,OAAO,gBAAgB,GAC7C,QAAO;AAGT,SAAO;;;;;CAMT,wBACE,YACA,UACA,QACuB;AACvB,MAAI,eAAe,SACjB,QAAO;GAAE,IAAI;GAAG,SAAS;GAAG,kBAAkB;GAAG;EAGnD,MAAM,WAAW;GAAE,IAAI;GAAI,SAAS;GAAI,kBAAkB;GAAK;EAK/D,MAAM,uBAAuB,IAJV,kBAAkB,8BACnC,YACA,SACD;EAMD,MAAM,qBAFgB,uBAAuB,OAAO,WACf,kBAAkB,EAAE,EAChB,SAAS,SAAS,GAAG,KAAM;AAEpE,SAAO;GACL,IAAI,KAAK,MAAM,SAAS,KAAK,uBAAuB,kBAAkB;GACtE,SAAS,KAAK,MACZ,SAAS,UAAU,uBAAuB,kBAC3C;GACD,kBAAkB,KAAK,MACrB,SAAS,mBAAmB,qBAC7B;GACF;;;;;CAMH,iBAAiB,QAAqB,UAAuC;AAC3E,MAAI,SAEF,QAAO,kBAAkB,iBAAiB,SAAS,cAAc;EAKnE,MAAM,iBADgB,uBAAuB,OAAO,WACf,kBAAkB,EAAE;AAEzD,SAAO,eAAe,SAAS,IAAI,eAAe,KAAK,cAAc;;;;;CAMvE,oBAAoB,QAAsC;AACxD,SAAO,OAAO,OAAO,cAAc,CAAC,QAEhC,WACG,KAAK,gBAAgB,QAAQ,OAAO,CAC1C"}
|
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|
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1
|
+
import { TrigramStance } from "../../types";
|
|
2
|
+
import { type StanceTransitionType } from "../animation/core/AnimationTransitions";
|
|
3
|
+
import { PlayerState } from "../player";
|
|
4
|
+
import { TrigramTransitionCost, TrigramTransitionRule } from "./types";
|
|
5
|
+
/**
|
|
6
|
+
* Calculator for trigram stance transition costs and validation
|
|
7
|
+
*
|
|
8
|
+
* **Korean**: 자세 전환 계산기
|
|
9
|
+
*
|
|
10
|
+
* Calculates costs, paths, and validation for transitions between trigram stances.
|
|
11
|
+
* Integrates with the animation system's stance transition matrix.
|
|
12
|
+
*
|
|
13
|
+
* @category Trigram System
|
|
14
|
+
* @korean 자세전환계산기
|
|
15
|
+
*/
|
|
16
|
+
export declare class TransitionCalculator {
|
|
17
|
+
private calculateBaseCost;
|
|
18
|
+
generateTransitionRule(from: TrigramStance, to: TrigramStance): TrigramTransitionRule;
|
|
19
|
+
/**
|
|
20
|
+
* Calculate the cost of transitioning between stances
|
|
21
|
+
*
|
|
22
|
+
* **Korean**: 자세 전환 비용 계산
|
|
23
|
+
*
|
|
24
|
+
* Calculates ki, stamina, and time costs based on stance distance.
|
|
25
|
+
* Uses animation system's transition configurations for accurate timing.
|
|
26
|
+
*
|
|
27
|
+
* @param from - Source stance
|
|
28
|
+
* @param to - Target stance
|
|
29
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* @returns Transition cost breakdown
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*
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* @korean 자세전환비용계산
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*/
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static calculateCost(from: TrigramStance, to: TrigramStance): TrigramTransitionCost;
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/**
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* Check if a transition is valid for a player
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*/
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static canTransition(from: TrigramStance, to: TrigramStance, player: PlayerState): boolean;
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/**
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* Check if transition is valid based on player state
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*/
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static isTransitionValid(from: TrigramStance, to: TrigramStance, player: PlayerState): boolean;
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/**
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* Get Ki cost for transition
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*/
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static getKiCost(from: TrigramStance, to: TrigramStance, _player: PlayerState): number;
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/**
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* Get Stamina cost for transition
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*/
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static getStaminaCost(from: TrigramStance, to: TrigramStance, _player: PlayerState): number;
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/**
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* Get transition time
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*/
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static getTransitionTime(from: TrigramStance, to: TrigramStance, _player: PlayerState): number;
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/**
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* Get adjacency modifier for stance transitions
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*
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* **Korean**: 인접도 수정자
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*
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* Uses the animation system's distance calculation for consistency.
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* Adjacent stances (distance 1) get 0.7x cost, others get 1.0x cost.
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*
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* @param from - Source stance
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* @param to - Target stance
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* @returns Cost modifier (0.7 for adjacent, 1.0 for distant)
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*
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* @korean 인접도수정자
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*/
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private static getAdjacencyModifier;
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/**
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* Get the shortest transition path between stances
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*
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* **Korean**: 최단 전환 경로
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*
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* For direct transitions, returns [from, to].
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* For indirect transitions, may include intermediate stances for smoother animation.
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*
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* @param from - Source stance
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* @param to - Target stance
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* @returns Array of stances in transition path
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*
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* @example
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* ```typescript
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* // Adjacent stances - direct path
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* getTransitionPath(TrigramStance.GEON, TrigramStance.TAE);
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* // Returns: ["geon", "tae"]
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*
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* // Opposite stances - may use intermediate
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* getTransitionPath(TrigramStance.GEON, TrigramStance.GON);
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* // Returns: ["geon", "gon"] (direct is shortest even though opposite)
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* ```
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*
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* @korean 최단전환경로
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*/
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static getTransitionPath(from: TrigramStance, to: TrigramStance): TrigramStance[];
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/**
|
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* Get transition type for a stance change
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*
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* **Korean**: 전환 유형 가져오기
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*
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* Determines if transition is direct (adjacent), indirect (opposite), or self.
|
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*
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* @param from - Source stance
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* @param to - Target stance
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* @returns Transition type classification
|
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*
|
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* @korean 전환유형가져오기
|
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*/
|
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static getTransitionType(from: TrigramStance, to: TrigramStance): StanceTransitionType;
|
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/**
|
|
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* Calculate stance distance around the wheel
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*
|
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+
* **Korean**: 자세 거리 계산
|
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*
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* Returns the number of steps between stances on the octagonal wheel.
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*
|
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* @param from - Source stance
|
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* @param to - Target stance
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* @returns Distance (0-4)
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*
|
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|
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* @korean 자세거리계산
|
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*/
|
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|
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static getStanceDistance(from: TrigramStance, to: TrigramStance): number;
|
|
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|
+
/**
|
|
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|
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* Calculate total cost for a transition path
|
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*/
|
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|
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static calculatePathCost(path: TrigramStance[]): TrigramTransitionCost;
|
|
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|
+
/**
|
|
128
|
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* Get all valid transitions from a stance
|
|
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|
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*/
|
|
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|
+
static getValidTransitions(from: TrigramStance, player: PlayerState): TrigramTransitionRule[];
|
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|
+
}
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|
+
//# sourceMappingURL=TransitionCalculator.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TransitionCalculator.d.ts","sourceRoot":"","sources":["../../../src/systems/trigram/TransitionCalculator.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC;AAE5C,OAAO,EAIL,KAAK,oBAAoB,EAC1B,MAAM,wCAAwC,CAAC;AAChD,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AACxC,OAAO,EAAE,qBAAqB,EAAE,qBAAqB,EAAE,MAAM,SAAS,CAAC;AAEvE;;;;;;;;;;GAUG;AACH,qBAAa,oBAAoB;IAC/B,OAAO,CAAC,iBAAiB;IAWzB,sBAAsB,CACpB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,GAChB,qBAAqB;IAgBxB;;;;;;;;;;;;;OAaG;IACH,MAAM,CAAC,aAAa,CAClB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,GAChB,qBAAqB;IAmBxB;;OAEG;IACH,MAAM,CAAC,aAAa,CAClB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,MAAM,EAAE,WAAW,GAClB,OAAO;IAKV;;OAEG;IACH,MAAM,CAAC,iBAAiB,CACtB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,MAAM,EAAE,WAAW,GAClB,OAAO;IAIV;;OAEG;IACH,MAAM,CAAC,SAAS,CACd,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,OAAO,EAAE,WAAW,GACnB,MAAM;IAIT;;OAEG;IACH,MAAM,CAAC,cAAc,CACnB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,OAAO,EAAE,WAAW,GACnB,MAAM;IAIT;;OAEG;IACH,MAAM,CAAC,iBAAiB,CACtB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,OAAO,EAAE,WAAW,GACnB,MAAM;IAIT;;;;;;;;;;;;;OAaG;IACH,OAAO,CAAC,MAAM,CAAC,oBAAoB;IAgBnC;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,MAAM,CAAC,iBAAiB,CACtB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,GAChB,aAAa,EAAE;IAQlB;;;;;;;;;;;;OAYG;IACH,MAAM,CAAC,iBAAiB,CACtB,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,GAChB,oBAAoB;IAIvB;;;;;;;;;;;;OAYG;IACH,MAAM,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,EAAE,EAAE,EAAE,aAAa,GAAG,MAAM;IAIxE;;OAEG;IACH,MAAM,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,EAAE,GAAG,qBAAqB;IAiBtE;;OAEG;IACH,MAAM,CAAC,mBAAmB,CACxB,IAAI,EAAE,aAAa,EACnB,MAAM,EAAE,WAAW,GAClB,qBAAqB,EAAE;CAuB3B"}
|
|
@@ -0,0 +1,233 @@
|
|
|
1
|
+
import { TrigramStance } from "../../types/common.js";
|
|
2
|
+
import { calculateStanceDistance, determineTransitionType, getStanceTransition } from "../animation/core/AnimationTransitions.js";
|
|
3
|
+
//#region src/systems/trigram/TransitionCalculator.ts
|
|
4
|
+
/**
|
|
5
|
+
* Calculator for trigram stance transition costs and validation
|
|
6
|
+
*
|
|
7
|
+
* **Korean**: 자세 전환 계산기
|
|
8
|
+
*
|
|
9
|
+
* Calculates costs, paths, and validation for transitions between trigram stances.
|
|
10
|
+
* Integrates with the animation system's stance transition matrix.
|
|
11
|
+
*
|
|
12
|
+
* @category Trigram System
|
|
13
|
+
* @korean 자세전환계산기
|
|
14
|
+
*/
|
|
15
|
+
var TransitionCalculator = class {
|
|
16
|
+
calculateBaseCost(from, to) {
|
|
17
|
+
if (from === to) return {
|
|
18
|
+
ki: 0,
|
|
19
|
+
stamina: 0,
|
|
20
|
+
timeMilliseconds: 0
|
|
21
|
+
};
|
|
22
|
+
return {
|
|
23
|
+
ki: 10,
|
|
24
|
+
stamina: 15,
|
|
25
|
+
timeMilliseconds: 500
|
|
26
|
+
};
|
|
27
|
+
}
|
|
28
|
+
generateTransitionRule(from, to) {
|
|
29
|
+
return {
|
|
30
|
+
from,
|
|
31
|
+
to,
|
|
32
|
+
cost: this.calculateBaseCost(from, to),
|
|
33
|
+
effectiveness: 1,
|
|
34
|
+
conditions: [],
|
|
35
|
+
description: {
|
|
36
|
+
korean: `${from}에서 ${to}로 전환`,
|
|
37
|
+
english: `Transition from ${from} to ${to}`
|
|
38
|
+
}
|
|
39
|
+
};
|
|
40
|
+
}
|
|
41
|
+
/**
|
|
42
|
+
* Calculate the cost of transitioning between stances
|
|
43
|
+
*
|
|
44
|
+
* **Korean**: 자세 전환 비용 계산
|
|
45
|
+
*
|
|
46
|
+
* Calculates ki, stamina, and time costs based on stance distance.
|
|
47
|
+
* Uses animation system's transition configurations for accurate timing.
|
|
48
|
+
*
|
|
49
|
+
* @param from - Source stance
|
|
50
|
+
* @param to - Target stance
|
|
51
|
+
* @returns Transition cost breakdown
|
|
52
|
+
*
|
|
53
|
+
* @korean 자세전환비용계산
|
|
54
|
+
*/
|
|
55
|
+
static calculateCost(from, to) {
|
|
56
|
+
if (from === to) return {
|
|
57
|
+
ki: 0,
|
|
58
|
+
stamina: 0,
|
|
59
|
+
timeMilliseconds: 0
|
|
60
|
+
};
|
|
61
|
+
const timeMs = getStanceTransition(from, to)?.duration ?? 600;
|
|
62
|
+
const baseCost = {
|
|
63
|
+
ki: 15,
|
|
64
|
+
stamina: 10,
|
|
65
|
+
timeMilliseconds: timeMs
|
|
66
|
+
};
|
|
67
|
+
const modifier = this.getAdjacencyModifier(from, to);
|
|
68
|
+
return {
|
|
69
|
+
ki: Math.floor(baseCost.ki * modifier),
|
|
70
|
+
stamina: Math.floor(baseCost.stamina * modifier),
|
|
71
|
+
timeMilliseconds: timeMs
|
|
72
|
+
};
|
|
73
|
+
}
|
|
74
|
+
/**
|
|
75
|
+
* Check if a transition is valid for a player
|
|
76
|
+
*/
|
|
77
|
+
static canTransition(from, to, player) {
|
|
78
|
+
const cost = this.calculateCost(from, to);
|
|
79
|
+
return player.ki >= cost.ki && player.stamina >= cost.stamina;
|
|
80
|
+
}
|
|
81
|
+
/**
|
|
82
|
+
* Check if transition is valid based on player state
|
|
83
|
+
*/
|
|
84
|
+
static isTransitionValid(from, to, player) {
|
|
85
|
+
return this.canTransition(from, to, player);
|
|
86
|
+
}
|
|
87
|
+
/**
|
|
88
|
+
* Get Ki cost for transition
|
|
89
|
+
*/
|
|
90
|
+
static getKiCost(from, to, _player) {
|
|
91
|
+
return this.calculateCost(from, to).ki;
|
|
92
|
+
}
|
|
93
|
+
/**
|
|
94
|
+
* Get Stamina cost for transition
|
|
95
|
+
*/
|
|
96
|
+
static getStaminaCost(from, to, _player) {
|
|
97
|
+
return this.calculateCost(from, to).stamina;
|
|
98
|
+
}
|
|
99
|
+
/**
|
|
100
|
+
* Get transition time
|
|
101
|
+
*/
|
|
102
|
+
static getTransitionTime(from, to, _player) {
|
|
103
|
+
return this.calculateCost(from, to).timeMilliseconds;
|
|
104
|
+
}
|
|
105
|
+
/**
|
|
106
|
+
* Get adjacency modifier for stance transitions
|
|
107
|
+
*
|
|
108
|
+
* **Korean**: 인접도 수정자
|
|
109
|
+
*
|
|
110
|
+
* Uses the animation system's distance calculation for consistency.
|
|
111
|
+
* Adjacent stances (distance 1) get 0.7x cost, others get 1.0x cost.
|
|
112
|
+
*
|
|
113
|
+
* @param from - Source stance
|
|
114
|
+
* @param to - Target stance
|
|
115
|
+
* @returns Cost modifier (0.7 for adjacent, 1.0 for distant)
|
|
116
|
+
*
|
|
117
|
+
* @korean 인접도수정자
|
|
118
|
+
*/
|
|
119
|
+
static getAdjacencyModifier(from, to) {
|
|
120
|
+
const distance = calculateStanceDistance(from, to);
|
|
121
|
+
if (distance === 1) return .7;
|
|
122
|
+
if (distance === 2) return .85;
|
|
123
|
+
return 1;
|
|
124
|
+
}
|
|
125
|
+
/**
|
|
126
|
+
* Get the shortest transition path between stances
|
|
127
|
+
*
|
|
128
|
+
* **Korean**: 최단 전환 경로
|
|
129
|
+
*
|
|
130
|
+
* For direct transitions, returns [from, to].
|
|
131
|
+
* For indirect transitions, may include intermediate stances for smoother animation.
|
|
132
|
+
*
|
|
133
|
+
* @param from - Source stance
|
|
134
|
+
* @param to - Target stance
|
|
135
|
+
* @returns Array of stances in transition path
|
|
136
|
+
*
|
|
137
|
+
* @example
|
|
138
|
+
* ```typescript
|
|
139
|
+
* // Adjacent stances - direct path
|
|
140
|
+
* getTransitionPath(TrigramStance.GEON, TrigramStance.TAE);
|
|
141
|
+
* // Returns: ["geon", "tae"]
|
|
142
|
+
*
|
|
143
|
+
* // Opposite stances - may use intermediate
|
|
144
|
+
* getTransitionPath(TrigramStance.GEON, TrigramStance.GON);
|
|
145
|
+
* // Returns: ["geon", "gon"] (direct is shortest even though opposite)
|
|
146
|
+
* ```
|
|
147
|
+
*
|
|
148
|
+
* @korean 최단전환경로
|
|
149
|
+
*/
|
|
150
|
+
static getTransitionPath(from, to) {
|
|
151
|
+
if (from === to) return [from];
|
|
152
|
+
return [from, to];
|
|
153
|
+
}
|
|
154
|
+
/**
|
|
155
|
+
* Get transition type for a stance change
|
|
156
|
+
*
|
|
157
|
+
* **Korean**: 전환 유형 가져오기
|
|
158
|
+
*
|
|
159
|
+
* Determines if transition is direct (adjacent), indirect (opposite), or self.
|
|
160
|
+
*
|
|
161
|
+
* @param from - Source stance
|
|
162
|
+
* @param to - Target stance
|
|
163
|
+
* @returns Transition type classification
|
|
164
|
+
*
|
|
165
|
+
* @korean 전환유형가져오기
|
|
166
|
+
*/
|
|
167
|
+
static getTransitionType(from, to) {
|
|
168
|
+
return determineTransitionType(from, to);
|
|
169
|
+
}
|
|
170
|
+
/**
|
|
171
|
+
* Calculate stance distance around the wheel
|
|
172
|
+
*
|
|
173
|
+
* **Korean**: 자세 거리 계산
|
|
174
|
+
*
|
|
175
|
+
* Returns the number of steps between stances on the octagonal wheel.
|
|
176
|
+
*
|
|
177
|
+
* @param from - Source stance
|
|
178
|
+
* @param to - Target stance
|
|
179
|
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* @returns Distance (0-4)
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*
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* @korean 자세거리계산
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*/
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static getStanceDistance(from, to) {
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return calculateStanceDistance(from, to);
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}
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/**
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* Calculate total cost for a transition path
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*/
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static calculatePathCost(path) {
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if (path.length <= 1) return {
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ki: 0,
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stamina: 0,
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timeMilliseconds: 0
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};
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const totalCost = {
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ki: 0,
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stamina: 0,
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timeMilliseconds: 0
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};
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for (let i = 0; i < path.length - 1; i++) {
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const stepCost = this.calculateCost(path[i], path[i + 1]);
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totalCost.ki += stepCost.ki;
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totalCost.stamina += stepCost.stamina;
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totalCost.timeMilliseconds += stepCost.timeMilliseconds;
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}
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return totalCost;
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}
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/**
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* Get all valid transitions from a stance
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*/
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static getValidTransitions(from, player) {
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const transitions = [];
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for (const to of Object.values(TrigramStance)) if (this.isTransitionValid(from, to, player)) {
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const cost = this.calculateCost(from, to);
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transitions.push({
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from,
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to,
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cost,
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effectiveness: 1,
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conditions: [],
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description: {
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korean: `${from}에서 ${to}로`,
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english: `From ${from} to ${to}`
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}
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});
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}
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return transitions;
|
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}
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};
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//#endregion
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export { TransitionCalculator };
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//# sourceMappingURL=TransitionCalculator.js.map
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{"version":3,"file":"TransitionCalculator.js","names":[],"sources":["../../../src/systems/trigram/TransitionCalculator.ts"],"sourcesContent":["import { TrigramStance } from \"../../types\";\nimport { TrigramStance as TrigramStanceEnum } from \"../../types/common\";\nimport {\n calculateStanceDistance,\n determineTransitionType,\n getStanceTransition,\n type StanceTransitionType,\n} from \"../animation/core/AnimationTransitions\";\nimport { PlayerState } from \"../player\";\nimport { TrigramTransitionCost, TrigramTransitionRule } from \"./types\";\n\n/**\n * Calculator for trigram stance transition costs and validation\n *\n * **Korean**: 자세 전환 계산기\n *\n * Calculates costs, paths, and validation for transitions between trigram stances.\n * Integrates with the animation system's stance transition matrix.\n *\n * @category Trigram System\n * @korean 자세전환계산기\n */\nexport class TransitionCalculator {\n private calculateBaseCost(\n from: TrigramStance,\n to: TrigramStance\n ): TrigramTransitionCost {\n if (from === to) {\n return { ki: 0, stamina: 0, timeMilliseconds: 0 };\n }\n\n return { ki: 10, stamina: 15, timeMilliseconds: 500 };\n }\n\n generateTransitionRule(\n from: TrigramStance,\n to: TrigramStance\n ): TrigramTransitionRule {\n const cost = this.calculateBaseCost(from, to);\n\n return {\n from,\n to,\n cost,\n effectiveness: 1.0, // Fix: Add missing effectiveness property\n conditions: [],\n description: {\n korean: `${from}에서 ${to}로 전환`,\n english: `Transition from ${from} to ${to}`,\n },\n };\n }\n\n /**\n * Calculate the cost of transitioning between stances\n *\n * **Korean**: 자세 전환 비용 계산\n *\n * Calculates ki, stamina, and time costs based on stance distance.\n * Uses animation system's transition configurations for accurate timing.\n *\n * @param from - Source stance\n * @param to - Target stance\n * @returns Transition cost breakdown\n *\n * @korean 자세전환비용계산\n */\n static calculateCost(\n from: TrigramStance,\n to: TrigramStance\n ): TrigramTransitionCost {\n if (from === to) {\n return { ki: 0, stamina: 0, timeMilliseconds: 0 };\n }\n\n // Get transition from animation system for accurate timing\n const transition = getStanceTransition(from, to);\n const timeMs = transition?.duration ?? 600;\n\n const baseCost = { ki: 15, stamina: 10, timeMilliseconds: timeMs };\n const modifier = this.getAdjacencyModifier(from, to);\n\n return {\n ki: Math.floor(baseCost.ki * modifier),\n stamina: Math.floor(baseCost.stamina * modifier),\n timeMilliseconds: timeMs, // Use actual transition duration\n };\n }\n\n /**\n * Check if a transition is valid for a player\n */\n static canTransition(\n from: TrigramStance,\n to: TrigramStance,\n player: PlayerState\n ): boolean {\n const cost = this.calculateCost(from, to);\n return player.ki >= cost.ki && player.stamina >= cost.stamina;\n }\n\n /**\n * Check if transition is valid based on player state\n */\n static isTransitionValid(\n from: TrigramStance,\n to: TrigramStance,\n player: PlayerState\n ): boolean {\n return this.canTransition(from, to, player);\n }\n\n /**\n * Get Ki cost for transition\n */\n static getKiCost(\n from: TrigramStance,\n to: TrigramStance,\n _player: PlayerState\n ): number {\n return this.calculateCost(from, to).ki;\n }\n\n /**\n * Get Stamina cost for transition\n */\n static getStaminaCost(\n from: TrigramStance,\n to: TrigramStance,\n _player: PlayerState\n ): number {\n return this.calculateCost(from, to).stamina;\n }\n\n /**\n * Get transition time\n */\n static getTransitionTime(\n from: TrigramStance,\n to: TrigramStance,\n _player: PlayerState\n ): number {\n return this.calculateCost(from, to).timeMilliseconds; // Fix property name\n }\n\n /**\n * Get adjacency modifier for stance transitions\n *\n * **Korean**: 인접도 수정자\n *\n * Uses the animation system's distance calculation for consistency.\n * Adjacent stances (distance 1) get 0.7x cost, others get 1.0x cost.\n *\n * @param from - Source stance\n * @param to - Target stance\n * @returns Cost modifier (0.7 for adjacent, 1.0 for distant)\n *\n * @korean 인접도수정자\n */\n private static getAdjacencyModifier(\n from: TrigramStance,\n to: TrigramStance\n ): number {\n const distance = calculateStanceDistance(from, to);\n\n // Adjacent stances (distance 1) have reduced cost\n if (distance === 1) return 0.7;\n\n // Near-adjacent (distance 2) have slightly reduced cost\n if (distance === 2) return 0.85;\n\n // Distant/opposite stances have full cost\n return 1.0;\n }\n\n /**\n * Get the shortest transition path between stances\n *\n * **Korean**: 최단 전환 경로\n *\n * For direct transitions, returns [from, to].\n * For indirect transitions, may include intermediate stances for smoother animation.\n *\n * @param from - Source stance\n * @param to - Target stance\n * @returns Array of stances in transition path\n *\n * @example\n * ```typescript\n * // Adjacent stances - direct path\n * getTransitionPath(TrigramStance.GEON, TrigramStance.TAE);\n * // Returns: [\"geon\", \"tae\"]\n *\n * // Opposite stances - may use intermediate\n * getTransitionPath(TrigramStance.GEON, TrigramStance.GON);\n * // Returns: [\"geon\", \"gon\"] (direct is shortest even though opposite)\n * ```\n *\n * @korean 최단전환경로\n */\n static getTransitionPath(\n from: TrigramStance,\n to: TrigramStance\n ): TrigramStance[] {\n if (from === to) return [from];\n\n // For all transitions, direct path is used\n // The animation system handles the complexity with keyframes\n return [from, to];\n }\n\n /**\n * Get transition type for a stance change\n *\n * **Korean**: 전환 유형 가져오기\n *\n * Determines if transition is direct (adjacent), indirect (opposite), or self.\n *\n * @param from - Source stance\n * @param to - Target stance\n * @returns Transition type classification\n *\n * @korean 전환유형가져오기\n */\n static getTransitionType(\n from: TrigramStance,\n to: TrigramStance\n ): StanceTransitionType {\n return determineTransitionType(from, to);\n }\n\n /**\n * Calculate stance distance around the wheel\n *\n * **Korean**: 자세 거리 계산\n *\n * Returns the number of steps between stances on the octagonal wheel.\n *\n * @param from - Source stance\n * @param to - Target stance\n * @returns Distance (0-4)\n *\n * @korean 자세거리계산\n */\n static getStanceDistance(from: TrigramStance, to: TrigramStance): number {\n return calculateStanceDistance(from, to);\n }\n\n /**\n * Calculate total cost for a transition path\n */\n static calculatePathCost(path: TrigramStance[]): TrigramTransitionCost {\n if (path.length <= 1) {\n return { ki: 0, stamina: 0, timeMilliseconds: 0 }; // Fix: Use timeMilliseconds\n }\n\n const totalCost = { ki: 0, stamina: 0, timeMilliseconds: 0 };\n\n for (let i = 0; i < path.length - 1; i++) {\n const stepCost = this.calculateCost(path[i], path[i + 1]);\n totalCost.ki += stepCost.ki;\n totalCost.stamina += stepCost.stamina;\n totalCost.timeMilliseconds += stepCost.timeMilliseconds;\n }\n\n return totalCost;\n }\n\n /**\n * Get all valid transitions from a stance\n */\n static getValidTransitions(\n from: TrigramStance,\n player: PlayerState\n ): TrigramTransitionRule[] {\n const transitions: TrigramTransitionRule[] = [];\n\n for (const to of Object.values(TrigramStanceEnum)) {\n if (this.isTransitionValid(from, to, player)) {\n const cost = this.calculateCost(from, to);\n\n transitions.push({\n from,\n to,\n cost,\n effectiveness: 1.0, // Add missing property\n conditions: [],\n description: {\n korean: `${from}에서 ${to}로`,\n english: `From ${from} to ${to}`,\n },\n });\n }\n }\n\n return transitions;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;AAsBA,IAAa,uBAAb,MAAkC;CAChC,kBACE,MACA,IACuB;AACvB,MAAI,SAAS,GACX,QAAO;GAAE,IAAI;GAAG,SAAS;GAAG,kBAAkB;GAAG;AAGnD,SAAO;GAAE,IAAI;GAAI,SAAS;GAAI,kBAAkB;GAAK;;CAGvD,uBACE,MACA,IACuB;AAGvB,SAAO;GACL;GACA;GACA,MALW,KAAK,kBAAkB,MAAM,GAAG;GAM3C,eAAe;GACf,YAAY,EAAE;GACd,aAAa;IACX,QAAQ,GAAG,KAAK,KAAK,GAAG;IACxB,SAAS,mBAAmB,KAAK,MAAM;IACxC;GACF;;;;;;;;;;;;;;;;CAiBH,OAAO,cACL,MACA,IACuB;AACvB,MAAI,SAAS,GACX,QAAO;GAAE,IAAI;GAAG,SAAS;GAAG,kBAAkB;GAAG;EAKnD,MAAM,SADa,oBAAoB,MAAM,GAAG,EACrB,YAAY;EAEvC,MAAM,WAAW;GAAE,IAAI;GAAI,SAAS;GAAI,kBAAkB;GAAQ;EAClE,MAAM,WAAW,KAAK,qBAAqB,MAAM,GAAG;AAEpD,SAAO;GACL,IAAI,KAAK,MAAM,SAAS,KAAK,SAAS;GACtC,SAAS,KAAK,MAAM,SAAS,UAAU,SAAS;GAChD,kBAAkB;GACnB;;;;;CAMH,OAAO,cACL,MACA,IACA,QACS;EACT,MAAM,OAAO,KAAK,cAAc,MAAM,GAAG;AACzC,SAAO,OAAO,MAAM,KAAK,MAAM,OAAO,WAAW,KAAK;;;;;CAMxD,OAAO,kBACL,MACA,IACA,QACS;AACT,SAAO,KAAK,cAAc,MAAM,IAAI,OAAO;;;;;CAM7C,OAAO,UACL,MACA,IACA,SACQ;AACR,SAAO,KAAK,cAAc,MAAM,GAAG,CAAC;;;;;CAMtC,OAAO,eACL,MACA,IACA,SACQ;AACR,SAAO,KAAK,cAAc,MAAM,GAAG,CAAC;;;;;CAMtC,OAAO,kBACL,MACA,IACA,SACQ;AACR,SAAO,KAAK,cAAc,MAAM,GAAG,CAAC;;;;;;;;;;;;;;;;CAiBtC,OAAe,qBACb,MACA,IACQ;EACR,MAAM,WAAW,wBAAwB,MAAM,GAAG;AAGlD,MAAI,aAAa,EAAG,QAAO;AAG3B,MAAI,aAAa,EAAG,QAAO;AAG3B,SAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BT,OAAO,kBACL,MACA,IACiB;AACjB,MAAI,SAAS,GAAI,QAAO,CAAC,KAAK;AAI9B,SAAO,CAAC,MAAM,GAAG;;;;;;;;;;;;;;;CAgBnB,OAAO,kBACL,MACA,IACsB;AACtB,SAAO,wBAAwB,MAAM,GAAG;;;;;;;;;;;;;;;CAgB1C,OAAO,kBAAkB,MAAqB,IAA2B;AACvE,SAAO,wBAAwB,MAAM,GAAG;;;;;CAM1C,OAAO,kBAAkB,MAA8C;AACrE,MAAI,KAAK,UAAU,EACjB,QAAO;GAAE,IAAI;GAAG,SAAS;GAAG,kBAAkB;GAAG;EAGnD,MAAM,YAAY;GAAE,IAAI;GAAG,SAAS;GAAG,kBAAkB;GAAG;AAE5D,OAAK,IAAI,IAAI,GAAG,IAAI,KAAK,SAAS,GAAG,KAAK;GACxC,MAAM,WAAW,KAAK,cAAc,KAAK,IAAI,KAAK,IAAI,GAAG;AACzD,aAAU,MAAM,SAAS;AACzB,aAAU,WAAW,SAAS;AAC9B,aAAU,oBAAoB,SAAS;;AAGzC,SAAO;;;;;CAMT,OAAO,oBACL,MACA,QACyB;EACzB,MAAM,cAAuC,EAAE;AAE/C,OAAK,MAAM,MAAM,OAAO,OAAO,cAAkB,CAC/C,KAAI,KAAK,kBAAkB,MAAM,IAAI,OAAO,EAAE;GAC5C,MAAM,OAAO,KAAK,cAAc,MAAM,GAAG;AAEzC,eAAY,KAAK;IACf;IACA;IACA;IACA,eAAe;IACf,YAAY,EAAE;IACd,aAAa;KACX,QAAQ,GAAG,KAAK,KAAK,GAAG;KACxB,SAAS,QAAQ,KAAK,MAAM;KAC7B;IACF,CAAC;;AAIN,SAAO"}
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+
import { TrigramStance } from "../../types/common";
|
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2
|
+
import { StanceLaterality } from "./types";
|
|
3
|
+
/**
|
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4
|
+
* Enhanced stance effectiveness matrix for Korean martial arts
|
|
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|
+
* Based on traditional I-Ching trigram relationships
|
|
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|
+
*/
|
|
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|
+
declare const STANCE_EFFECTIVENESS_MATRIX: Record<TrigramStance, Partial<Record<TrigramStance, number>>>;
|
|
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|
+
export declare class TrigramCalculator {
|
|
9
|
+
/**
|
|
10
|
+
* Calculate effectiveness of one stance against another
|
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|
+
*/
|
|
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|
+
calculateStanceEffectiveness(attackerStance: TrigramStance, defenderStance: TrigramStance): number;
|
|
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|
+
/**
|
|
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|
+
* Get the optimal counter stance for a given stance
|
|
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|
+
*/
|
|
16
|
+
getCounterStance(targetStance: TrigramStance): TrigramStance;
|
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|
+
/**
|
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|
+
* Calculate transition difficulty between stances
|
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|
+
*/
|
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|
+
calculateTransitionDifficulty(fromStance: TrigramStance, toStance: TrigramStance): number;
|
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|
+
/**
|
|
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|
+
* Calculate stance effectiveness between attacker and defender
|
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|
+
*/
|
|
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|
+
static calculateStanceEffectiveness(attackerStance: TrigramStance, defenderStance: TrigramStance): number;
|
|
25
|
+
/**
|
|
26
|
+
* Get optimal counter stance against opponent stance
|
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|
+
*/
|
|
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|
+
static getCounterStance(opponentStance: TrigramStance): TrigramStance;
|
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|
+
/**
|
|
30
|
+
* Calculate difficulty of transitioning between stances
|
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|
+
*/
|
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32
|
+
static calculateTransitionDifficulty(fromStance: TrigramStance, toStance: TrigramStance): number;
|
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|
+
/**
|
|
34
|
+
* Calculate laterality modifier based on stance matching.
|
|
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|
+
*
|
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|
+
* In Korean martial arts, matched stances (both fighters in same laterality)
|
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|
+
* create tactical advantages for mid-level attacks as centerlines are more exposed.
|
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|
+
* Mismatched stances (opposite laterality) provide defensive advantages as lead guards
|
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|
+
* naturally protect the centerline.
|
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|
+
*
|
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|
+
* @param attackerLaterality - Attacker's stance laterality (left or right)
|
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|
+
* @param defenderLaterality - Defender's stance laterality (left or right)
|
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|
+
* @param attackLevel - Attack level: "high", "mid", or "low"
|
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|
+
* @returns Damage multiplier (1.0 = neutral, >1.0 = advantage, <1.0 = disadvantage)
|
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|
+
*
|
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|
+
* @example
|
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|
+
* ```typescript
|
|
48
|
+
* // Matched stances: attacker gains mid-level advantage
|
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|
+
* const modifier = TrigramCalculator.calculateLateralityModifier("left", "left", "mid");
|
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|
+
* // Returns 1.15 (+15% effectiveness)
|
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|
+
*
|
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|
+
* // Mismatched stances: defender's guard protects centerline
|
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|
+
* const modifier = TrigramCalculator.calculateLateralityModifier("left", "right", "mid");
|
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|
+
* // Returns 0.90 (-10% effectiveness)
|
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|
+
* ```
|
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|
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*
|
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|
+
* @public
|
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|
+
* @korean 측면성수정자계산
|
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|
+
*/
|
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|
+
static calculateLateralityModifier(attackerLaterality: StanceLaterality, defenderLaterality: StanceLaterality, attackLevel?: "high" | "mid" | "low"): number;
|
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|
+
}
|
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|
+
export { STANCE_EFFECTIVENESS_MATRIX };
|
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|
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//# sourceMappingURL=TrigramCalculator.d.ts.map
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|
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|
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