blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","names":[],"sources":["../../../../src/systems/trigram/techniques/index.ts"],"sourcesContent":["/**\n * Techniques Module Index\n * 한국 무술 기법 모듈\n *\n * This module provides modular access to all Korean martial arts techniques\n * organized by trigram stance, plus Dark Ops techniques and configuration.\n *\n * Structure:\n * - Individual stance files (Geon, Tae, Li, Jin, Son, Gam, Gan, Gon)\n * - Dark Ops techniques for 암살자 archetype\n * - Configuration and constants\n *\n * @module techniques\n */\n\nimport { TrigramStance } from \"../../../types/common\";\nimport type { KoreanTechnique } from \"../../vitalpoint/types\";\n\n// =====================================================\n// STANCE TECHNIQUE IMPORTS\n// =====================================================\n\n// Basic stance techniques (array only)\nexport { GEON_TECHNIQUES } from \"./GeonTechniques\";\nexport { JIN_TECHNIQUES } from \"./JinTechniques\";\nexport { LI_TECHNIQUES } from \"./LiTechniques\";\nexport { TAE_TECHNIQUES } from \"./TaeTechniques\";\n\n// Extended stance techniques (with helper functions)\nexport {\n GAM_TECHNIQUE_COUNT,\n GAM_TECHNIQUES,\n getGamTechniqueById,\n getGamTechniquesByType,\n} from \"./GamTechniques\";\nexport {\n GAN_TECHNIQUE_COUNT,\n GAN_TECHNIQUES,\n getGanTechniqueById,\n getGanTechniquesByType,\n} from \"./GanTechniques\";\nexport {\n getGonTechniqueById,\n getGonTechniquesByType,\n GON_TECHNIQUE_COUNT,\n GON_TECHNIQUES,\n} from \"./GonTechniques\";\nexport {\n getSonTechniqueById,\n getSonTechniquesByType,\n SON_TECHNIQUE_COUNT,\n SON_TECHNIQUES,\n} from \"./SonTechniques\";\n\n// Import for composition\nimport { GAM_TECHNIQUES } from \"./GamTechniques\";\nimport { GAN_TECHNIQUES } from \"./GanTechniques\";\nimport { GEON_TECHNIQUES } from \"./GeonTechniques\";\nimport { GON_TECHNIQUES } from \"./GonTechniques\";\nimport { JIN_TECHNIQUES } from \"./JinTechniques\";\nimport { LI_TECHNIQUES } from \"./LiTechniques\";\nimport { SON_TECHNIQUES } from \"./SonTechniques\";\nimport { TAE_TECHNIQUES } from \"./TaeTechniques\";\n\n// =====================================================\n// DARK OPS TECHNIQUE IMPORTS\n// =====================================================\n\nexport {\n DARK_OPS_ARCHETYPE_BONUSES,\n DARK_OPS_NIGHT_BONUS,\n DARK_OPS_SPECIAL_EFFECTS,\n DARK_OPS_TECHNIQUE_COUNT,\n DARK_OPS_TECHNIQUES,\n DARK_OPS_UNITS,\n getDarkOpsArchetypeBonus,\n getDarkOpsTechniqueById,\n getDarkOpsTechniquesByUnit,\n} from \"./DarkOpsTechniques\";\n\n// =====================================================\n// CONFIGURATION IMPORTS\n// =====================================================\n\nexport {\n ARCHETYPE_TECHNIQUE_BONUSES,\n calculateDamageEffectiveness,\n DAMAGE_TYPE_EFFECTIVENESS,\n getTrigramKey,\n getTrigramProperties,\n KOREAN_TECHNIQUE_CATEGORIES,\n TECHNIQUE_DIFFICULTY_LEVELS,\n TECHNIQUE_MODIFIERS,\n TECHNIQUE_NAMING,\n TECHNIQUE_PROPERTIES,\n TRIGRAM_TECHNIQUE_PROPERTIES,\n} from \"./TechniqueConfig\";\n\n// =====================================================\n// COMPOSED TRIGRAM TECHNIQUES\n// =====================================================\n\n/**\n * Complete TRIGRAM_TECHNIQUES map organized by stance\n * This is the primary technique lookup used throughout the game\n *\n * 팔괘 기술 전체 맵 (스탠스별 구성)\n */\nexport const TRIGRAM_TECHNIQUES: Record<\n TrigramStance,\n readonly KoreanTechnique[]\n> = {\n [TrigramStance.GEON]: GEON_TECHNIQUES,\n [TrigramStance.TAE]: TAE_TECHNIQUES,\n [TrigramStance.LI]: LI_TECHNIQUES,\n [TrigramStance.JIN]: JIN_TECHNIQUES,\n [TrigramStance.SON]: SON_TECHNIQUES,\n [TrigramStance.GAM]: GAM_TECHNIQUES,\n [TrigramStance.GAN]: GAN_TECHNIQUES,\n [TrigramStance.GON]: GON_TECHNIQUES,\n} as const;\n\n// =====================================================\n// HELPER FUNCTIONS\n// =====================================================\n\n/**\n * Get all techniques for a specific stance\n */\nexport function getTechniquesByStance(\n stance: TrigramStance\n): readonly KoreanTechnique[] {\n return TRIGRAM_TECHNIQUES[stance] ?? [];\n}\n\n/**\n * Get a technique by ID from any stance\n */\nexport function getTechniqueById(id: string): KoreanTechnique | undefined {\n for (const techniques of Object.values(TRIGRAM_TECHNIQUES)) {\n const technique = techniques.find((t) => t.id === id);\n if (technique) return technique;\n }\n return undefined;\n}\n\n/**\n * Get all techniques across all stances\n */\nexport function getAllTechniques(): readonly KoreanTechnique[] {\n return Object.values(TRIGRAM_TECHNIQUES).flat();\n}\n\n/**\n * Get total technique count\n */\nexport function getTotalTechniqueCount(): number {\n return Object.values(TRIGRAM_TECHNIQUES).reduce(\n (sum, techniques) => sum + techniques.length,\n 0\n );\n}\n\n/**\n * Get technique count by stance\n */\nexport function getTechniqueCountByStance(): Record<TrigramStance, number> {\n return {\n [TrigramStance.GEON]: GEON_TECHNIQUES.length,\n [TrigramStance.TAE]: TAE_TECHNIQUES.length,\n [TrigramStance.LI]: LI_TECHNIQUES.length,\n [TrigramStance.JIN]: JIN_TECHNIQUES.length,\n [TrigramStance.SON]: SON_TECHNIQUES.length,\n [TrigramStance.GAM]: GAM_TECHNIQUES.length,\n [TrigramStance.GAN]: GAN_TECHNIQUES.length,\n [TrigramStance.GON]: GON_TECHNIQUES.length,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4GA,IAAa,qBAGT;EACD,cAAc,OAAO;EACrB,cAAc,MAAM;EACpB,cAAc,KAAK;EACnB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;CACtB;;;;AASD,SAAgB,sBACd,QAC4B;AAC5B,QAAO,mBAAmB,WAAW,EAAE;;;;;AAMzC,SAAgB,iBAAiB,IAAyC;AACxE,MAAK,MAAM,cAAc,OAAO,OAAO,mBAAmB,EAAE;EAC1D,MAAM,YAAY,WAAW,MAAM,MAAM,EAAE,OAAO,GAAG;AACrD,MAAI,UAAW,QAAO;;;;;;AAQ1B,SAAgB,mBAA+C;AAC7D,QAAO,OAAO,OAAO,mBAAmB,CAAC,MAAM;;;;;AAMjD,SAAgB,yBAAiC;AAC/C,QAAO,OAAO,OAAO,mBAAmB,CAAC,QACtC,KAAK,eAAe,MAAM,WAAW,QACtC,EACD;;;;;AAMH,SAAgB,4BAA2D;AACzE,QAAO;GACJ,cAAc,OAAO,gBAAgB;GACrC,cAAc,MAAM,eAAe;GACnC,cAAc,KAAK,cAAc;GACjC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;EACrC"}
@@ -0,0 +1,506 @@
1
+ /**
2
+ * ☷ 곤 (GON) - Earth Stance Technique Extensions
3
+ * Gon-specific metadata for authentic Ssireum/Hapkido grappling mechanics
4
+ *
5
+ * Extends base TrigramStanceTechnique with Earth-specific properties:
6
+ * - Throw trajectory mechanics (던지기 궤적)
7
+ * - Ground impact multipliers (지면 충격 배수)
8
+ * - Grappling control duration (잡기 제어 시간)
9
+ * - Supportive healing (대지 치유)
10
+ * - Earth visual effects (대지 시각 효과)
11
+ *
12
+ * Based on authentic Korean martial arts:
13
+ * - Ssireum (씨름) - Traditional Korean wrestling
14
+ * - Hapkido (합기도) - Joint locks and throws
15
+ *
16
+ * @module GonTechniqueExtensions
17
+ * @korean 곤괘기술확장
18
+ */
19
+ import type { TrigramStanceTechnique, KoreanTechnique } from "../../vitalpoint";
20
+ /**
21
+ * Throw trajectory types for Gon techniques
22
+ * 던지기 궤적 유형
23
+ *
24
+ * Describes the physical path of the throw for animation and physics
25
+ *
26
+ * @korean 던지기궤적유형
27
+ */
28
+ export type ThrowTrajectory = "arc_over_hip" | "horizontal_sweep" | "forward_drive" | "vertical_slam" | "circular_trip" | "sacrifice_arc" | "clinch_control" | "arc_downward" | "spiral" | "direct_slam";
29
+ /**
30
+ * Takedown type classification
31
+ * 넘어뜨리기 분류
32
+ *
33
+ * @korean 넘어뜨리기분류
34
+ */
35
+ export type TakedownType = "leg_reap" | "hip_throw" | "body_lock" | "sacrifice" | "slam" | "sweep";
36
+ /**
37
+ * Sweep direction for leg techniques
38
+ * 쓸기 방향
39
+ *
40
+ * @korean 쓸기방향
41
+ */
42
+ export type SweepDirection = "inward" | "outward" | "backwards" | "circular";
43
+ /**
44
+ * Ending position after throw
45
+ * 던지기 후 위치
46
+ *
47
+ * @korean 던지기후위치
48
+ */
49
+ export type EndingPosition = "standing_dominant" | "mount" | "side_control" | "back_control" | "ground_mutual";
50
+ /**
51
+ * Breath loss severity
52
+ * 호흡 상실 심각도
53
+ *
54
+ * @korean 호흡상실심각도
55
+ */
56
+ export type BreathLoss = "mild" | "moderate" | "severe";
57
+ /**
58
+ * Lift height for throwing techniques
59
+ * 들어올리기 높이
60
+ *
61
+ * @korean 들어올리기높이
62
+ */
63
+ export type LiftHeight = "none" | "low" | "medium" | "high";
64
+ /**
65
+ * Rotational power level
66
+ * 회전력 수준
67
+ *
68
+ * @korean 회전력수준
69
+ */
70
+ export type RotationalPower = "low" | "medium" | "high";
71
+ /**
72
+ * Momentum transfer level
73
+ * 운동량 전달 수준
74
+ *
75
+ * @korean 운동량전달수준
76
+ */
77
+ export type MomentumTransfer = "low" | "medium" | "high";
78
+ /**
79
+ * Setup speed for technique execution
80
+ * 기술 준비 속도
81
+ *
82
+ * @korean 기술준비속도
83
+ */
84
+ export type SetupSpeed = "slow" | "medium" | "fast";
85
+ /**
86
+ * Penetration depth for stance/level change
87
+ * 침투 깊이
88
+ *
89
+ * @korean 침투깊이
90
+ */
91
+ export type PenetrationDepth = "high" | "medium" | "low";
92
+ /**
93
+ * Extended Gon technique with Earth-specific mechanics
94
+ * 대지 특화 기술 확장 인터페이스
95
+ *
96
+ * Adds authentic Ssireum/Hapkido grappling mechanics to base technique.
97
+ * All Gon stance techniques should implement this interface.
98
+ *
99
+ * **Korean Martial Arts Context**:
100
+ * - Ssireum (씨름): Traditional Korean wrestling with satba belt
101
+ * - Hapkido (합기도): Joint locks, throws, circular motion
102
+ *
103
+ * **Earth Philosophy** (대지 철학):
104
+ * "대지는 모든 것을 품고 키운다" - The earth embraces and nurtures all things
105
+ *
106
+ * @korean 확장곤괘기술
107
+ */
108
+ export interface ExtendedGonTechnique extends TrigramStanceTechnique {
109
+ /**
110
+ * Physical trajectory path of the throw
111
+ * 던지기 궤적
112
+ *
113
+ * Determines animation path and physics simulation
114
+ *
115
+ * @example "arc_over_hip" for traditional Ssireum throw
116
+ * @korean 던지기궤적
117
+ */
118
+ throwTrajectory: ThrowTrajectory;
119
+ /**
120
+ * Ground impact damage multiplier (1.0-2.0 range)
121
+ * 지면 충격 배수
122
+ *
123
+ * Multiplies base damage when opponent hits ground.
124
+ * - 1.0-1.2: Low impact (controlled takedowns)
125
+ * - 1.3-1.5: Medium impact (standard throws)
126
+ * - 1.6-1.8: High impact (power throws)
127
+ * - 1.9-2.0: Maximum impact (slams)
128
+ *
129
+ * **Formula**: `Final Damage = Base Damage × groundImpactMultiplier × (1 + strength_modifier)`
130
+ *
131
+ * @example 2.0 for 대지강타 (Ground Pound) - maximum impact
132
+ * @korean 지면충격배수
133
+ */
134
+ groundImpactMultiplier: number;
135
+ /**
136
+ * Post-throw control duration in milliseconds
137
+ * 던지기 후 제어 시간
138
+ *
139
+ * Duration attacker maintains positional advantage after throw.
140
+ * Affects follow-up attack windows and defender recovery time.
141
+ *
142
+ * **Range**: 800ms (brief) to 2000ms (dominant)
143
+ *
144
+ * @example 1800 for 씨름던지기 (Ssireum Throw) - strong control
145
+ * @korean 제어시간
146
+ */
147
+ controlDuration: number;
148
+ /**
149
+ * Earth's supportive healing value (0-10 scale)
150
+ * 대지 치유 수치
151
+ *
152
+ * HP restored from earth connection during technique execution.
153
+ * Based on Korean philosophy: earth nurtures all things.
154
+ *
155
+ * **Typical Range**: 1-6 for combat techniques
156
+ * - 0-2: Minimal earth connection (aggressive)
157
+ * - 3-4: Moderate earth connection (standard Ssireum)
158
+ * - 5-6: Strong earth connection (traditional, sacrifice throws)
159
+ * - 7-10: RESERVED for meditation/healing techniques
160
+ *
161
+ * **Formula**: `HP Restored = supportiveHealing × (1 + earth_affinity_stat)`
162
+ *
163
+ * @example 5 for 씨름던지기 - traditional technique bonus
164
+ * @korean 대지치유
165
+ */
166
+ supportiveHealing: number;
167
+ /**
168
+ * Whether technique creates earth crack visual effect
169
+ * 대지 균열 효과 여부
170
+ *
171
+ * If true, ground impact creates visual feedback:
172
+ * - Earth crack patterns (Korean pottery-inspired)
173
+ * - Dust clouds (yellow-brown 황토색)
174
+ * - Shockwave ripples (for high impact)
175
+ *
176
+ * **Intensity scales with**: groundImpactMultiplier
177
+ *
178
+ * @example true for all throws/slams, false for clinch control
179
+ * @korean 대지균열효과
180
+ */
181
+ earthCrackEffect: boolean;
182
+ /**
183
+ * Requires traditional Ssireum satba belt grip
184
+ * 샅바 잡기 필요 여부
185
+ *
186
+ * If true, technique uses traditional Korean wrestling belt mechanics
187
+ *
188
+ * @optional
189
+ * @korean 샅바필요
190
+ */
191
+ satbaGripRequired?: boolean;
192
+ /**
193
+ * Cultural authenticity damage bonus
194
+ * 전통 무술 보너스
195
+ *
196
+ * Damage multiplier for traditional Korean techniques
197
+ * Rewards using authentic martial arts
198
+ *
199
+ * @example 1.15 (15% bonus) for 씨름던지기
200
+ * @optional
201
+ * @korean 전통보너스
202
+ */
203
+ traditionalBonus?: number;
204
+ /**
205
+ * Grip strength for escape difficulty (0-1 scale)
206
+ * 잡기 강도
207
+ *
208
+ * Higher values make technique harder to escape from
209
+ * 1.0 = unbreakable, 0.0 = no grip
210
+ *
211
+ * @optional
212
+ * @korean 잡기강도
213
+ */
214
+ gripStrength?: number;
215
+ /**
216
+ * Takedown classification
217
+ * 넘어뜨리기 유형
218
+ *
219
+ * @optional
220
+ * @korean 넘어뜨리기유형
221
+ */
222
+ takedownType?: TakedownType;
223
+ /**
224
+ * Sweep direction for leg techniques
225
+ * 쓸기 방향
226
+ *
227
+ * @optional
228
+ * @korean 쓸기방향
229
+ */
230
+ sweepDirection?: SweepDirection;
231
+ /**
232
+ * Self-risk factor (0-1 scale)
233
+ * 자기 위험도
234
+ *
235
+ * Chance of self-damage from technique (e.g., sacrifice throws)
236
+ * 0.2 = 20% chance of taking damage yourself
237
+ *
238
+ * @optional
239
+ * @korean 자기위험도
240
+ */
241
+ selfRisk?: number;
242
+ /**
243
+ * Counter vulnerability (0-1 scale)
244
+ * 반격 취약성
245
+ *
246
+ * How easily technique can be countered during execution
247
+ * Higher = more vulnerable to counter-attacks
248
+ *
249
+ * @optional
250
+ * @korean 반격취약성
251
+ */
252
+ counterVulnerability?: number;
253
+ /**
254
+ * Positional outcome after technique
255
+ * 기술 후 위치
256
+ *
257
+ * @optional
258
+ * @korean 기술후위치
259
+ */
260
+ endingPosition?: EndingPosition;
261
+ /**
262
+ * Follow-up technique damage bonus
263
+ * 연속 공격 보너스
264
+ *
265
+ * Damage multiplier for chained techniques
266
+ *
267
+ * @example 0.3 (30% bonus) for sacrifice throws
268
+ * @optional
269
+ * @korean 연속공격보너스
270
+ */
271
+ transitionBonus?: number;
272
+ /**
273
+ * Breath restriction level (0-1 scale)
274
+ * 호흡 제한 수준
275
+ *
276
+ * How much technique restricts opponent's breathing
277
+ * Used for body locks and compression techniques
278
+ *
279
+ * @optional
280
+ * @korean 호흡제한
281
+ */
282
+ breathRestriction?: number;
283
+ /**
284
+ * Stun chance probability (0-1 scale)
285
+ * 기절 확률
286
+ *
287
+ * Chance technique stuns opponent on impact
288
+ *
289
+ * @example 0.4 (40% chance) for 대지강타
290
+ * @optional
291
+ * @korean 기절확률
292
+ */
293
+ stunChance?: number;
294
+ /**
295
+ * Breath loss severity
296
+ * 호흡 상실 심각도
297
+ *
298
+ * How severely technique "knocks the wind out"
299
+ *
300
+ * @optional
301
+ * @korean 호흡상실
302
+ */
303
+ breathLoss?: BreathLoss;
304
+ /**
305
+ * Setup speed classification
306
+ * 준비 속도
307
+ *
308
+ * @optional
309
+ * @korean 준비속도
310
+ */
311
+ setupSpeed?: SetupSpeed;
312
+ /**
313
+ * Penetration depth level
314
+ * 침투 깊이
315
+ *
316
+ * @optional
317
+ * @korean 침투깊이
318
+ */
319
+ penetrationDepth?: PenetrationDepth;
320
+ /**
321
+ * Lift height before throw
322
+ * 들어올리기 높이
323
+ *
324
+ * @optional
325
+ * @korean 들어올리기높이
326
+ */
327
+ liftHeight?: LiftHeight;
328
+ /**
329
+ * Rotational power level
330
+ * 회전력 수준
331
+ *
332
+ * @optional
333
+ * @korean 회전력
334
+ */
335
+ rotationalPower?: RotationalPower;
336
+ /**
337
+ * Momentum transfer level
338
+ * 운동량 전달
339
+ *
340
+ * @optional
341
+ * @korean 운동량전달
342
+ */
343
+ momentumTransfer?: MomentumTransfer;
344
+ }
345
+ /**
346
+ * Earth crack visual effect intensity
347
+ * 대지 균열 시각 효과 강도
348
+ *
349
+ * @korean 대지균열강도
350
+ */
351
+ export type EarthCrackIntensity = "none" | "small" | "medium" | "large" | "massive";
352
+ /**
353
+ * Calculate earth crack visual intensity based on impact
354
+ * 충격도에 따른 대지 균열 강도 계산
355
+ *
356
+ * @param technique - Gon technique with impact multiplier
357
+ * @param playerStrength - Player's strength stat modifier
358
+ * @returns Visual effect intensity level
359
+ *
360
+ * @korean 대지균열강도계산
361
+ */
362
+ export declare function calculateEarthCrackIntensity(technique: Pick<ExtendedGonTechnique, "earthCrackEffect" | "groundImpactMultiplier">, playerStrength: number): EarthCrackIntensity;
363
+ /**
364
+ * Type guard to check if technique is extended Gon technique
365
+ * 확장 곤괘 기술 여부 확인
366
+ *
367
+ * Checks both field presence AND type correctness for core Gon fields.
368
+ * For value range validation (e.g., groundImpactMultiplier 1.0-2.0),
369
+ * use `validateGonTechniqueEnhancements()`.
370
+ *
371
+ * @param technique - Technique to check
372
+ * @returns True if technique has all required Gon-specific fields with correct types
373
+ *
374
+ * @see validateGonTechniqueEnhancements for runtime value range validation
375
+ * @korean 확장곤괘기술확인
376
+ */
377
+ export declare function isExtendedGonTechnique(technique: TrigramStanceTechnique): technique is ExtendedGonTechnique;
378
+ /**
379
+ * Safely cast a technique to ExtendedGonTechnique after validation.
380
+ * Helper function to reduce code duplication and improve type safety.
381
+ *
382
+ * @param technique - The technique to cast
383
+ * @returns The technique cast as ExtendedGonTechnique, or null if not valid
384
+ * @korean 곤기술안전변환
385
+ */
386
+ export declare function asExtendedGonTechnique(technique: KoreanTechnique): ExtendedGonTechnique | null;
387
+ /**
388
+ * Validate Gon technique enhancement values
389
+ * 곤괘 기술 강화 수치 검증
390
+ *
391
+ * Ensures all enhancement values are within valid ranges
392
+ *
393
+ * @param technique - Extended Gon technique to validate
394
+ * @returns Validation result with errors if any
395
+ *
396
+ * @korean 곤괘기술검증
397
+ */
398
+ export declare function validateGonTechniqueEnhancements(technique: ExtendedGonTechnique): {
399
+ valid: boolean;
400
+ errors: string[];
401
+ };
402
+ /**
403
+ * Earth philosophy constants
404
+ * 대지 철학 상수
405
+ *
406
+ * @korean 대지철학상수
407
+ */
408
+ export declare const EARTH_PHILOSOPHY: {
409
+ /**
410
+ * Korean philosophy: "The earth embraces and nurtures all things"
411
+ * 대지는 모든 것을 품고 키운다
412
+ */
413
+ readonly CORE_PRINCIPLE: {
414
+ readonly korean: "대지는 모든 것을 품고 키운다";
415
+ readonly romanized: "Daeji-neun modeun geoseul pumgo kiwinda";
416
+ readonly english: "The earth embraces and nurtures all things";
417
+ };
418
+ /**
419
+ * Grounding effect (접지 효과)
420
+ * Physical earth contact provides regeneration
421
+ */
422
+ readonly GROUNDING_EFFECT: {
423
+ readonly korean: "접지 효과";
424
+ readonly romanized: "Jeobji Hyogwa";
425
+ readonly english: "Grounding Effect";
426
+ };
427
+ /**
428
+ * Earth's embrace (대지의 포옹)
429
+ * Low stance connection provides stamina recovery
430
+ */
431
+ readonly EARTH_EMBRACE: {
432
+ readonly korean: "대지의 포옹";
433
+ readonly romanized: "Daeji-ui Po-ong";
434
+ readonly english: "Earth's Embrace";
435
+ };
436
+ /**
437
+ * Nurturing recovery (양육 회복)
438
+ * Post-throw earth contact provides healing
439
+ */
440
+ readonly NURTURING_RECOVERY: {
441
+ readonly korean: "양육 회복";
442
+ readonly romanized: "Yangnyuk Hoibok";
443
+ readonly english: "Nurturing Recovery";
444
+ };
445
+ };
446
+ /**
447
+ * Ssireum cultural context
448
+ * 씨름 문화 배경
449
+ *
450
+ * @korean 씨름문화
451
+ */
452
+ export declare const SSIREUM_CONTEXT: {
453
+ /**
454
+ * UNESCO Intangible Cultural Heritage (2018)
455
+ */
456
+ readonly UNESCO_STATUS: {
457
+ readonly year: 2018;
458
+ readonly category: "Intangible Cultural Heritage of Humanity";
459
+ };
460
+ /**
461
+ * Traditional Ssireum equipment
462
+ */
463
+ readonly EQUIPMENT: {
464
+ /**
465
+ * Satba - fabric belt wrapped around waist and thigh
466
+ * 샅바 - 허리와 넓적다리에 감는 천 띠
467
+ */
468
+ readonly SATBA: {
469
+ readonly korean: "샅바";
470
+ readonly romanized: "Satba";
471
+ readonly english: "Traditional wrestling belt";
472
+ readonly description: "Fabric belt wrapped around waist and right thigh for grip techniques";
473
+ };
474
+ /**
475
+ * Morae-pan - sand circle arena
476
+ * 모래판 - 모래 경기장
477
+ */
478
+ readonly ARENA: {
479
+ readonly korean: "모래판";
480
+ readonly romanized: "Morae-pan";
481
+ readonly english: "Sand circle arena";
482
+ readonly diameter: "8.5m";
483
+ };
484
+ };
485
+ /**
486
+ * Key Ssireum principles
487
+ */
488
+ readonly PRINCIPLES: {
489
+ readonly POWER_TRANSMISSION: {
490
+ readonly korean: "힘의 전달";
491
+ readonly romanized: "Him-ui Jeontal";
492
+ readonly english: "Power transmission through hips";
493
+ };
494
+ readonly CENTER_CONTROL: {
495
+ readonly korean: "중심 잡기";
496
+ readonly romanized: "Jungsim Japgi";
497
+ readonly english: "Controlling opponent's center of gravity";
498
+ };
499
+ readonly EARTH_CONNECTION: {
500
+ readonly korean: "대지와의 연결";
501
+ readonly romanized: "Daeji-wa-ui Yeongyeol";
502
+ readonly english: "Connection with earth for power";
503
+ };
504
+ };
505
+ };
506
+ //# sourceMappingURL=GonTechniqueExtensions.d.ts.map
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@@ -0,0 +1,37 @@
1
+ //#region src/systems/trigram/types/GonTechniqueExtensions.ts
2
+ /**
3
+ * Type guard to check if technique is extended Gon technique
4
+ * 확장 곤괘 기술 여부 확인
5
+ *
6
+ * Checks both field presence AND type correctness for core Gon fields.
7
+ * For value range validation (e.g., groundImpactMultiplier 1.0-2.0),
8
+ * use `validateGonTechniqueEnhancements()`.
9
+ *
10
+ * @param technique - Technique to check
11
+ * @returns True if technique has all required Gon-specific fields with correct types
12
+ *
13
+ * @see validateGonTechniqueEnhancements for runtime value range validation
14
+ * @korean 확장곤괘기술확인
15
+ */
16
+ function isExtendedGonTechnique(technique) {
17
+ if (!("throwTrajectory" in technique && "groundImpactMultiplier" in technique && "controlDuration" in technique && "supportiveHealing" in technique && "earthCrackEffect" in technique)) return false;
18
+ const candidate = technique;
19
+ return typeof candidate.throwTrajectory === "string" && typeof candidate.groundImpactMultiplier === "number" && typeof candidate.controlDuration === "number" && typeof candidate.supportiveHealing === "number" && typeof candidate.earthCrackEffect === "boolean";
20
+ }
21
+ /**
22
+ * Safely cast a technique to ExtendedGonTechnique after validation.
23
+ * Helper function to reduce code duplication and improve type safety.
24
+ *
25
+ * @param technique - The technique to cast
26
+ * @returns The technique cast as ExtendedGonTechnique, or null if not valid
27
+ * @korean 곤기술안전변환
28
+ */
29
+ function asExtendedGonTechnique(technique) {
30
+ const trigramTechnique = technique;
31
+ if (!isExtendedGonTechnique(trigramTechnique)) return null;
32
+ return trigramTechnique;
33
+ }
34
+ //#endregion
35
+ export { asExtendedGonTechnique };
36
+
37
+ //# sourceMappingURL=GonTechniqueExtensions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GonTechniqueExtensions.js","names":[],"sources":["../../../../src/systems/trigram/types/GonTechniqueExtensions.ts"],"sourcesContent":["/**\n * ☷ 곤 (GON) - Earth Stance Technique Extensions\n * Gon-specific metadata for authentic Ssireum/Hapkido grappling mechanics\n *\n * Extends base TrigramStanceTechnique with Earth-specific properties:\n * - Throw trajectory mechanics (던지기 궤적)\n * - Ground impact multipliers (지면 충격 배수)\n * - Grappling control duration (잡기 제어 시간)\n * - Supportive healing (대지 치유)\n * - Earth visual effects (대지 시각 효과)\n *\n * Based on authentic Korean martial arts:\n * - Ssireum (씨름) - Traditional Korean wrestling\n * - Hapkido (합기도) - Joint locks and throws\n *\n * @module GonTechniqueExtensions\n * @korean 곤괘기술확장\n */\n\nimport type { TrigramStanceTechnique, KoreanTechnique } from \"@/systems/vitalpoint\";\n\n/**\n * Throw trajectory types for Gon techniques\n * 던지기 궤적 유형\n *\n * Describes the physical path of the throw for animation and physics\n *\n * @korean 던지기궤적유형\n */\nexport type ThrowTrajectory =\n | \"arc_over_hip\" // 엉덩이 넘기기 - Over the hip rotation (classic Ssireum)\n | \"horizontal_sweep\" // 수평 쓸기 - Horizontal sweeping motion\n | \"forward_drive\" // 앞 밀어붙이기 - Forward driving takedown\n | \"vertical_slam\" // 수직 강타 - Straight down slam\n | \"circular_trip\" // 원형 걸기 - Circular tripping motion\n | \"sacrifice_arc\" // 희생 던지기 궤적 - Sacrifice throw trajectory\n | \"clinch_control\" // 잡기 제어 - Clinch/grip control (no throw)\n | \"arc_downward\" // 호 아래로 - Downward arcing throw\n | \"spiral\" // 나선형 - Spiral/twisting throw\n | \"direct_slam\"; // 직접 내리찍기 - Direct impact slam\n\n/**\n * Takedown type classification\n * 넘어뜨리기 분류\n *\n * @korean 넘어뜨리기분류\n */\nexport type TakedownType =\n | \"leg_reap\" // 다리걸기 - Leg reaping technique\n | \"hip_throw\" // 엉덩이던지기 - Hip throw technique\n | \"body_lock\" // 몸통잡기 - Body lock takedown\n | \"sacrifice\" // 희생던지기 - Sacrifice throw\n | \"slam\" // 내리찍기 - Slam/driving technique\n | \"sweep\"; // 쓸기 - Sweeping technique\n\n/**\n * Sweep direction for leg techniques\n * 쓸기 방향\n *\n * @korean 쓸기방향\n */\nexport type SweepDirection =\n | \"inward\" // 안쪽 - Inner reap (안다리걸기)\n | \"outward\" // 바깥쪽 - Outer reap (바깥다리걸기)\n | \"backwards\" // 뒤쪽 - Backwards sweep\n | \"circular\"; // 원형 - Circular sweep\n\n/**\n * Ending position after throw\n * 던지기 후 위치\n *\n * @korean 던지기후위치\n */\nexport type EndingPosition =\n | \"standing_dominant\" // 서있기 우세 - Opponent down, attacker standing\n | \"mount\" // 기마 자세 - Top mount position\n | \"side_control\" // 옆 제어 - Side control position\n | \"back_control\" // 뒤 제어 - Back control position\n | \"ground_mutual\"; // 둘 다 지면 - Both fighters on ground\n\n/**\n * Breath loss severity\n * 호흡 상실 심각도\n *\n * @korean 호흡상실심각도\n */\nexport type BreathLoss = \"mild\" | \"moderate\" | \"severe\";\n\n/**\n * Lift height for throwing techniques\n * 들어올리기 높이\n *\n * @korean 들어올리기높이\n */\nexport type LiftHeight = \"none\" | \"low\" | \"medium\" | \"high\";\n\n/**\n * Rotational power level\n * 회전력 수준\n *\n * @korean 회전력수준\n */\nexport type RotationalPower = \"low\" | \"medium\" | \"high\";\n\n/**\n * Momentum transfer level\n * 운동량 전달 수준\n *\n * @korean 운동량전달수준\n */\nexport type MomentumTransfer = \"low\" | \"medium\" | \"high\";\n\n/**\n * Setup speed for technique execution\n * 기술 준비 속도\n *\n * @korean 기술준비속도\n */\nexport type SetupSpeed = \"slow\" | \"medium\" | \"fast\";\n\n/**\n * Penetration depth for stance/level change\n * 침투 깊이\n *\n * @korean 침투깊이\n */\nexport type PenetrationDepth = \"high\" | \"medium\" | \"low\";\n\n/**\n * Extended Gon technique with Earth-specific mechanics\n * 대지 특화 기술 확장 인터페이스\n *\n * Adds authentic Ssireum/Hapkido grappling mechanics to base technique.\n * All Gon stance techniques should implement this interface.\n *\n * **Korean Martial Arts Context**:\n * - Ssireum (씨름): Traditional Korean wrestling with satba belt\n * - Hapkido (합기도): Joint locks, throws, circular motion\n *\n * **Earth Philosophy** (대지 철학):\n * \"대지는 모든 것을 품고 키운다\" - The earth embraces and nurtures all things\n *\n * @korean 확장곤괘기술\n */\nexport interface ExtendedGonTechnique extends TrigramStanceTechnique {\n // ============= CORE FIELDS (Phase 1 Implementation) =============\n\n /**\n * Physical trajectory path of the throw\n * 던지기 궤적\n *\n * Determines animation path and physics simulation\n *\n * @example \"arc_over_hip\" for traditional Ssireum throw\n * @korean 던지기궤적\n */\n throwTrajectory: ThrowTrajectory;\n\n /**\n * Ground impact damage multiplier (1.0-2.0 range)\n * 지면 충격 배수\n *\n * Multiplies base damage when opponent hits ground.\n * - 1.0-1.2: Low impact (controlled takedowns)\n * - 1.3-1.5: Medium impact (standard throws)\n * - 1.6-1.8: High impact (power throws)\n * - 1.9-2.0: Maximum impact (slams)\n *\n * **Formula**: `Final Damage = Base Damage × groundImpactMultiplier × (1 + strength_modifier)`\n *\n * @example 2.0 for 대지강타 (Ground Pound) - maximum impact\n * @korean 지면충격배수\n */\n groundImpactMultiplier: number;\n\n /**\n * Post-throw control duration in milliseconds\n * 던지기 후 제어 시간\n *\n * Duration attacker maintains positional advantage after throw.\n * Affects follow-up attack windows and defender recovery time.\n *\n * **Range**: 800ms (brief) to 2000ms (dominant)\n *\n * @example 1800 for 씨름던지기 (Ssireum Throw) - strong control\n * @korean 제어시간\n */\n controlDuration: number;\n\n /**\n * Earth's supportive healing value (0-10 scale)\n * 대지 치유 수치\n *\n * HP restored from earth connection during technique execution.\n * Based on Korean philosophy: earth nurtures all things.\n *\n * **Typical Range**: 1-6 for combat techniques\n * - 0-2: Minimal earth connection (aggressive)\n * - 3-4: Moderate earth connection (standard Ssireum)\n * - 5-6: Strong earth connection (traditional, sacrifice throws)\n * - 7-10: RESERVED for meditation/healing techniques\n *\n * **Formula**: `HP Restored = supportiveHealing × (1 + earth_affinity_stat)`\n *\n * @example 5 for 씨름던지기 - traditional technique bonus\n * @korean 대지치유\n */\n supportiveHealing: number;\n\n /**\n * Whether technique creates earth crack visual effect\n * 대지 균열 효과 여부\n *\n * If true, ground impact creates visual feedback:\n * - Earth crack patterns (Korean pottery-inspired)\n * - Dust clouds (yellow-brown 황토색)\n * - Shockwave ripples (for high impact)\n *\n * **Intensity scales with**: groundImpactMultiplier\n *\n * @example true for all throws/slams, false for clinch control\n * @korean 대지균열효과\n */\n earthCrackEffect: boolean;\n\n // ============= OPTIONAL ADVANCED FIELDS (Phase 3) =============\n\n /**\n * Requires traditional Ssireum satba belt grip\n * 샅바 잡기 필요 여부\n *\n * If true, technique uses traditional Korean wrestling belt mechanics\n *\n * @optional\n * @korean 샅바필요\n */\n satbaGripRequired?: boolean;\n\n /**\n * Cultural authenticity damage bonus\n * 전통 무술 보너스\n *\n * Damage multiplier for traditional Korean techniques\n * Rewards using authentic martial arts\n *\n * @example 1.15 (15% bonus) for 씨름던지기\n * @optional\n * @korean 전통보너스\n */\n traditionalBonus?: number;\n\n /**\n * Grip strength for escape difficulty (0-1 scale)\n * 잡기 강도\n *\n * Higher values make technique harder to escape from\n * 1.0 = unbreakable, 0.0 = no grip\n *\n * @optional\n * @korean 잡기강도\n */\n gripStrength?: number;\n\n /**\n * Takedown classification\n * 넘어뜨리기 유형\n *\n * @optional\n * @korean 넘어뜨리기유형\n */\n takedownType?: TakedownType;\n\n /**\n * Sweep direction for leg techniques\n * 쓸기 방향\n *\n * @optional\n * @korean 쓸기방향\n */\n sweepDirection?: SweepDirection;\n\n /**\n * Self-risk factor (0-1 scale)\n * 자기 위험도\n *\n * Chance of self-damage from technique (e.g., sacrifice throws)\n * 0.2 = 20% chance of taking damage yourself\n *\n * @optional\n * @korean 자기위험도\n */\n selfRisk?: number;\n\n /**\n * Counter vulnerability (0-1 scale)\n * 반격 취약성\n *\n * How easily technique can be countered during execution\n * Higher = more vulnerable to counter-attacks\n *\n * @optional\n * @korean 반격취약성\n */\n counterVulnerability?: number;\n\n /**\n * Positional outcome after technique\n * 기술 후 위치\n *\n * @optional\n * @korean 기술후위치\n */\n endingPosition?: EndingPosition;\n\n /**\n * Follow-up technique damage bonus\n * 연속 공격 보너스\n *\n * Damage multiplier for chained techniques\n *\n * @example 0.3 (30% bonus) for sacrifice throws\n * @optional\n * @korean 연속공격보너스\n */\n transitionBonus?: number;\n\n /**\n * Breath restriction level (0-1 scale)\n * 호흡 제한 수준\n *\n * How much technique restricts opponent's breathing\n * Used for body locks and compression techniques\n *\n * @optional\n * @korean 호흡제한\n */\n breathRestriction?: number;\n\n /**\n * Stun chance probability (0-1 scale)\n * 기절 확률\n *\n * Chance technique stuns opponent on impact\n *\n * @example 0.4 (40% chance) for 대지강타\n * @optional\n * @korean 기절확률\n */\n stunChance?: number;\n\n /**\n * Breath loss severity\n * 호흡 상실 심각도\n *\n * How severely technique \"knocks the wind out\"\n *\n * @optional\n * @korean 호흡상실\n */\n breathLoss?: BreathLoss;\n\n /**\n * Setup speed classification\n * 준비 속도\n *\n * @optional\n * @korean 준비속도\n */\n setupSpeed?: SetupSpeed;\n\n /**\n * Penetration depth level\n * 침투 깊이\n *\n * @optional\n * @korean 침투깊이\n */\n penetrationDepth?: PenetrationDepth;\n\n /**\n * Lift height before throw\n * 들어올리기 높이\n *\n * @optional\n * @korean 들어올리기높이\n */\n liftHeight?: LiftHeight;\n\n /**\n * Rotational power level\n * 회전력 수준\n *\n * @optional\n * @korean 회전력\n */\n rotationalPower?: RotationalPower;\n\n /**\n * Momentum transfer level\n * 운동량 전달\n *\n * @optional\n * @korean 운동량전달\n */\n momentumTransfer?: MomentumTransfer;\n}\n\n/**\n * Earth crack visual effect intensity\n * 대지 균열 시각 효과 강도\n *\n * @korean 대지균열강도\n */\nexport type EarthCrackIntensity = \"none\" | \"small\" | \"medium\" | \"large\" | \"massive\";\n\n/**\n * Calculate earth crack visual intensity based on impact\n * 충격도에 따른 대지 균열 강도 계산\n *\n * @param technique - Gon technique with impact multiplier\n * @param playerStrength - Player's strength stat modifier\n * @returns Visual effect intensity level\n *\n * @korean 대지균열강도계산\n */\nexport function calculateEarthCrackIntensity(\n technique: Pick<ExtendedGonTechnique, \"earthCrackEffect\" | \"groundImpactMultiplier\">,\n playerStrength: number,\n): EarthCrackIntensity {\n if (!technique.earthCrackEffect) return \"none\";\n\n const impactScore = technique.groundImpactMultiplier * playerStrength;\n\n if (impactScore < 1.3) return \"small\";\n if (impactScore < 1.6) return \"medium\";\n if (impactScore < 1.9) return \"large\";\n return \"massive\"; // 대지강타 with high strength = spectacular\n}\n\n/**\n * Type guard to check if technique is extended Gon technique\n * 확장 곤괘 기술 여부 확인\n *\n * Checks both field presence AND type correctness for core Gon fields.\n * For value range validation (e.g., groundImpactMultiplier 1.0-2.0),\n * use `validateGonTechniqueEnhancements()`.\n *\n * @param technique - Technique to check\n * @returns True if technique has all required Gon-specific fields with correct types\n *\n * @see validateGonTechniqueEnhancements for runtime value range validation\n * @korean 확장곤괘기술확인\n */\nexport function isExtendedGonTechnique(\n technique: TrigramStanceTechnique,\n): technique is ExtendedGonTechnique {\n const hasRequiredFields =\n \"throwTrajectory\" in technique &&\n \"groundImpactMultiplier\" in technique &&\n \"controlDuration\" in technique &&\n \"supportiveHealing\" in technique &&\n \"earthCrackEffect\" in technique;\n\n if (!hasRequiredFields) {\n return false;\n }\n\n // Runtime type checking for safety - use safer type assertion\n const candidate = technique as {\n throwTrajectory: unknown;\n groundImpactMultiplier: unknown;\n controlDuration: unknown;\n supportiveHealing: unknown;\n earthCrackEffect: unknown;\n };\n\n return (\n typeof candidate.throwTrajectory === \"string\" &&\n typeof candidate.groundImpactMultiplier === \"number\" &&\n typeof candidate.controlDuration === \"number\" &&\n typeof candidate.supportiveHealing === \"number\" &&\n typeof candidate.earthCrackEffect === \"boolean\"\n );\n}\n\n/**\n * Safely cast a technique to ExtendedGonTechnique after validation.\n * Helper function to reduce code duplication and improve type safety.\n * \n * @param technique - The technique to cast\n * @returns The technique cast as ExtendedGonTechnique, or null if not valid\n * @korean 곤기술안전변환\n */\nexport function asExtendedGonTechnique(\n technique: KoreanTechnique\n): ExtendedGonTechnique | null {\n const trigramTechnique = technique as TrigramStanceTechnique;\n if (!isExtendedGonTechnique(trigramTechnique)) {\n return null;\n }\n // Safe cast after validation\n return trigramTechnique as ExtendedGonTechnique;\n}\n\n/**\n * Validate Gon technique enhancement values\n * 곤괘 기술 강화 수치 검증\n *\n * Ensures all enhancement values are within valid ranges\n *\n * @param technique - Extended Gon technique to validate\n * @returns Validation result with errors if any\n *\n * @korean 곤괘기술검증\n */\nexport function validateGonTechniqueEnhancements(\n technique: ExtendedGonTechnique,\n): { valid: boolean; errors: string[] } {\n const errors: string[] = [];\n\n // Validate groundImpactMultiplier (1.0-2.0)\n if (\n technique.groundImpactMultiplier < 1.0 ||\n technique.groundImpactMultiplier > 2.0\n ) {\n errors.push(\n `groundImpactMultiplier must be 1.0-2.0, got ${technique.groundImpactMultiplier}`,\n );\n }\n\n // Validate controlDuration (800-2000ms)\n if (technique.controlDuration < 800 || technique.controlDuration > 2000) {\n errors.push(\n `controlDuration must be 800-2000ms, got ${technique.controlDuration}ms`,\n );\n }\n\n // Validate supportiveHealing (0-10)\n if (technique.supportiveHealing < 0 || technique.supportiveHealing > 10) {\n errors.push(\n `supportiveHealing must be 0-10, got ${technique.supportiveHealing}`,\n );\n }\n\n // Validate optional fields if present\n if (technique.gripStrength !== undefined) {\n if (technique.gripStrength < 0 || technique.gripStrength > 1) {\n errors.push(`gripStrength must be 0-1, got ${technique.gripStrength}`);\n }\n }\n\n if (technique.selfRisk !== undefined) {\n if (technique.selfRisk < 0 || technique.selfRisk > 1) {\n errors.push(`selfRisk must be 0-1, got ${technique.selfRisk}`);\n }\n }\n\n if (technique.traditionalBonus !== undefined) {\n if (technique.traditionalBonus < 1.0 || technique.traditionalBonus > 2.0) {\n errors.push(\n `traditionalBonus must be 1.0-2.0, got ${technique.traditionalBonus}`,\n );\n }\n }\n\n return {\n valid: errors.length === 0,\n errors,\n };\n}\n\n/**\n * Earth philosophy constants\n * 대지 철학 상수\n *\n * @korean 대지철학상수\n */\nexport const EARTH_PHILOSOPHY = {\n /**\n * Korean philosophy: \"The earth embraces and nurtures all things\"\n * 대지는 모든 것을 품고 키운다\n */\n CORE_PRINCIPLE: {\n korean: \"대지는 모든 것을 품고 키운다\",\n romanized: \"Daeji-neun modeun geoseul pumgo kiwinda\",\n english: \"The earth embraces and nurtures all things\",\n },\n\n /**\n * Grounding effect (접지 효과)\n * Physical earth contact provides regeneration\n */\n GROUNDING_EFFECT: {\n korean: \"접지 효과\",\n romanized: \"Jeobji Hyogwa\",\n english: \"Grounding Effect\",\n },\n\n /**\n * Earth's embrace (대지의 포옹)\n * Low stance connection provides stamina recovery\n */\n EARTH_EMBRACE: {\n korean: \"대지의 포옹\",\n romanized: \"Daeji-ui Po-ong\",\n english: \"Earth's Embrace\",\n },\n\n /**\n * Nurturing recovery (양육 회복)\n * Post-throw earth contact provides healing\n */\n NURTURING_RECOVERY: {\n korean: \"양육 회복\",\n romanized: \"Yangnyuk Hoibok\",\n english: \"Nurturing Recovery\",\n },\n} as const;\n\n/**\n * Ssireum cultural context\n * 씨름 문화 배경\n *\n * @korean 씨름문화\n */\nexport const SSIREUM_CONTEXT = {\n /**\n * UNESCO Intangible Cultural Heritage (2018)\n */\n UNESCO_STATUS: {\n year: 2018,\n category: \"Intangible Cultural Heritage of Humanity\",\n },\n\n /**\n * Traditional Ssireum equipment\n */\n EQUIPMENT: {\n /**\n * Satba - fabric belt wrapped around waist and thigh\n * 샅바 - 허리와 넓적다리에 감는 천 띠\n */\n SATBA: {\n korean: \"샅바\",\n romanized: \"Satba\",\n english: \"Traditional wrestling belt\",\n description:\n \"Fabric belt wrapped around waist and right thigh for grip techniques\",\n },\n\n /**\n * Morae-pan - sand circle arena\n * 모래판 - 모래 경기장\n */\n ARENA: {\n korean: \"모래판\",\n romanized: \"Morae-pan\",\n english: \"Sand circle arena\",\n diameter: \"8.5m\",\n },\n },\n\n /**\n * Key Ssireum principles\n */\n PRINCIPLES: {\n POWER_TRANSMISSION: {\n korean: \"힘의 전달\",\n romanized: \"Him-ui Jeontal\",\n english: \"Power transmission through hips\",\n },\n CENTER_CONTROL: {\n korean: \"중심 잡기\",\n romanized: \"Jungsim Japgi\",\n english: \"Controlling opponent's center of gravity\",\n },\n EARTH_CONNECTION: {\n korean: \"대지와의 연결\",\n romanized: \"Daeji-wa-ui Yeongyeol\",\n english: \"Connection with earth for power\",\n },\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;AAqcA,SAAgB,uBACd,WACmC;AAQnC,KAAI,EANF,qBAAqB,aACrB,4BAA4B,aAC5B,qBAAqB,aACrB,uBAAuB,aACvB,sBAAsB,WAGtB,QAAO;CAIT,MAAM,YAAY;AAQlB,QACE,OAAO,UAAU,oBAAoB,YACrC,OAAO,UAAU,2BAA2B,YAC5C,OAAO,UAAU,oBAAoB,YACrC,OAAO,UAAU,sBAAsB,YACvC,OAAO,UAAU,qBAAqB;;;;;;;;;;AAY1C,SAAgB,uBACd,WAC6B;CAC7B,MAAM,mBAAmB;AACzB,KAAI,CAAC,uBAAuB,iBAAiB,CAC3C,QAAO;AAGT,QAAO"}