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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+ {"version":3,"file":"types.js","names":[],"sources":["../../src/systems/types.ts"],"sourcesContent":["/**\n * Type definitions for systems types\n * Auto-generated by type migration script\n */\n\n// System imports from shared types - avoid circular dependencies\nimport { AudioSystemInterface, SoundEffectId } from \"@/audio\";\nimport type {\n EffectIntensity,\n EnvironmentalEffectType,\n HitEffectType,\n ParticleType,\n} from \"@/systems/effects\";\nimport { KOREAN_COLORS } from \"@/types\";\nimport {\n KoreanText,\n PlayerArchetype,\n Position,\n TrigramStance,\n} from \"@/types/common\";\n\nexport interface AnimationConfig {\n readonly name: string;\n readonly frames: readonly AnimationFrame[];\n readonly loop?: boolean;\n readonly speed?: number;\n}\n\nexport interface CombatSystemConfig {\n readonly damageMultiplier: number;\n readonly criticalChance: number;\n}\n\nexport interface TrigramSystemConfig {\n readonly transitionSpeed: number;\n readonly energyCost: number;\n}\n\nexport interface AISystemConfig {\n readonly difficulty: \"easy\" | \"medium\" | \"hard\" | \"expert\";\n readonly reactionTime: number;\n}\n\nexport interface VitalPointSystemConfig {\n readonly precisionRequired: number;\n readonly damageMultipliers: Record<string, number>;\n readonly effectDurations: Record<string, number>;\n}\n\n// Deprecated placeholder type - use unknown for generic texture representation\n\ntype Texture = unknown;\n\n// Vital point effect\n// Player archetype data\nexport interface PlayerArchetypeData {\n readonly id: string;\n readonly name: KoreanText;\n readonly description: KoreanText;\n readonly baseHealth: number;\n readonly baseKi: number;\n readonly baseStamina: number;\n readonly coreStance: TrigramStance;\n readonly theme: {\n primary: number;\n secondary: number;\n };\n readonly colors: {\n primary: number;\n secondary: number;\n };\n readonly stats: {\n attackPower: number;\n defense: number;\n speed: number;\n technique: number;\n };\n readonly favoredStances: readonly TrigramStance[];\n readonly specialAbilities: readonly string[];\n readonly philosophy: KoreanText;\n}\n\nexport interface AnimationState {\n readonly currentAnimationName?: string;\n readonly currentFrameIndex: number;\n readonly isPlaying: boolean;\n readonly elapsedTimeInFrame: number;\n}\n\nexport interface CollisionData {\n readonly entityA: EntityId;\n readonly entityB: EntityId;\n readonly normal: Velocity;\n readonly penetration: number;\n}\n\nexport interface PhysicsEntityConfig {\n readonly position: Position;\n readonly velocity?: Velocity;\n readonly mass?: number;\n readonly friction?: number;\n readonly restitution?: number;\n readonly shape:\n | { type: \"circle\"; radius: number }\n | { type: \"rectangle\"; width: number; height: number };\n readonly isStatic?: boolean;\n}\n\nexport interface PhysicsEntityState {\n readonly position: Position;\n readonly velocity: Velocity;\n readonly acceleration?: Velocity;\n readonly angularVelocity?: number;\n}\n\n// @deprecated Use Three.js rendering instead\nexport interface RenderableConfig {\n readonly zOrder?: number;\n readonly visible?: boolean;\n readonly alpha?: number;\n readonly parent?: EntityId | \"stage\";\n}\n\nexport interface StatusEffect {\n readonly id: string;\n readonly type: string;\n readonly intensity: EffectIntensity;\n readonly duration: number;\n readonly description: KoreanText;\n readonly stackable: boolean;\n readonly source: string;\n readonly startTime: number;\n readonly endTime: number;\n}\n\nexport interface HitEffect {\n readonly id: string;\n readonly type: HitEffectType;\n readonly attackerId: string;\n readonly defenderId: string;\n readonly timestamp: number;\n readonly duration: number;\n readonly position?: Position;\n readonly velocity?: { x: number; y: number };\n readonly color?: number;\n readonly size?: number;\n readonly alpha?: number;\n readonly lifespan?: number;\n readonly text?: string | KoreanText;\n readonly damageAmount?: number;\n readonly vitalPointId?: string;\n readonly statusEffect?: StatusEffect;\n readonly yOffset?: number;\n readonly intensity: number;\n readonly startTime: number;\n}\n\nexport interface ParticleEffect {\n readonly id: string;\n readonly type: ParticleType;\n readonly position: Position;\n readonly velocity: { x: number; y: number };\n readonly acceleration?: { x: number; y: number };\n readonly color: number;\n readonly size: number;\n readonly lifetime: number;\n readonly fadeOut?: boolean;\n readonly gravity?: number;\n}\n\nexport interface EnvironmentalEffect {\n readonly id: string;\n readonly type: EnvironmentalEffectType;\n readonly affectedArea: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n };\n readonly effects: {\n readonly visibilityModifier?: number;\n readonly accuracyModifier?: number;\n readonly movementModifier?: number;\n readonly damageModifier?: number;\n };\n readonly duration: number;\n}\n\nexport interface VisualEffect {\n readonly id: string;\n readonly type: string;\n readonly duration: number;\n readonly intensity: number;\n readonly position?: Position;\n readonly color?: number;\n}\n\nexport interface EffectSystem {\n readonly effects: readonly VisualEffect[];\n readonly addEffect: (effect: VisualEffect) => void;\n readonly removeEffect: (id: string) => void;\n readonly updateEffects: (deltaTime: number) => void;\n}\n\nexport interface DisplayHitEffect extends HitEffect {\n readonly opacity: number;\n readonly scale: number;\n readonly startTime: number;\n readonly displayAlpha: number;\n readonly displayY: number;\n readonly displaySize: number;\n}\n\nexport interface InputSystemInterface {\n registerAction: (action: string, callback: () => void) => void;\n unregisterAction: (action: string) => void;\n clearActions: () => void;\n isActionActive: (action: string) => boolean;\n}\n\nexport interface AnimationSystemInterface {\n playAnimation: (entityId: EntityId, animationName: string) => void;\n stopAnimation: (entityId: EntityId, animationName?: string) => void;\n getCurrentFrame: (entityId: EntityId) => AnimationFrame | undefined;\n addAnimation: (config: AnimationConfig) => void;\n getAnimationState: (entityId: EntityId) => AnimationState | undefined;\n}\n\nexport interface PhysicsSystemInterface {\n addEntity: (entityId: EntityId, config: PhysicsEntityConfig) => void;\n removeEntity: (entityId: EntityId) => void;\n update: (deltaTime: number) => void;\n getEntityState: (entityId: EntityId) => PhysicsEntityState | undefined;\n checkCollision: (\n entityIdA: EntityId,\n entityIdB: EntityId,\n ) => CollisionData | null;\n applyForce: (entityId: EntityId, force: Velocity) => void;\n}\n\n// @deprecated Use Three.js rendering instead\nexport interface RenderingSystemInterface {\n addRenderable: (entityId: EntityId, config: RenderableConfig) => void;\n removeRenderable: (entityId: EntityId) => void;\n updateRenderable: (\n entityId: EntityId,\n updates: Partial<RenderableConfig>,\n ) => void;\n render: () => void;\n}\n\nexport interface SystemEvent {\n readonly type: string;\n readonly timestamp: number;\n readonly source: string;\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Event data varies by event type\n readonly data: Record<string, any>;\n}\n\nexport interface EventBusInterface {\n publish: (event: SystemEvent) => void;\n subscribe: (\n eventType: string,\n callback: (event: SystemEvent) => void,\n ) => void;\n unsubscribe: (\n eventType: string,\n callback: (event: SystemEvent) => void,\n ) => void;\n}\n\n// Define system interfaces without importing (to avoid circular deps)\n// These interfaces use `any` to avoid circular dependency issues between\n// systems (combat, vital point, trigram) that reference each other's types.\n// Proper typing would require extracting shared types to a separate module.\n/* eslint-disable @typescript-eslint/no-explicit-any */\nexport interface CombatSystemInterface {\n calculateDamage: (\n technique: any,\n attacker: any,\n defender: any,\n hitResult: any,\n ) => {\n baseDamage: number;\n modifierDamage: number;\n totalDamage: number;\n effectsApplied: readonly StatusEffect[];\n finalDefenderState?: any;\n };\n resolveAttack: (\n attacker: any,\n defender: any,\n technique: any,\n targetedVitalPointId?: string,\n ) => any;\n applyCombatResult: (\n result: any,\n attacker: any,\n defender: any,\n ) => { updatedAttacker: any; updatedDefender: any };\n getAvailableTechniques: (player: any) => readonly any[];\n}\n\nexport interface VitalPointSystemInterface {\n processHit: (\n targetPosition: Position,\n technique: any,\n baseDamage: number,\n attackerArchetype: any,\n targetDimensions: { width: number; height: number },\n targetedVitalPointId?: string | null,\n ) => any;\n calculateHit: (\n technique: any,\n targetVitalPointId: string | null,\n accuracyRoll: number,\n attackerPosition: Position,\n defenderPosition: Position,\n defenderStance: any,\n ) => any;\n applyVitalPointEffects: (\n player: any,\n vitalPoint: any,\n intensityMultiplier?: number,\n ) => any;\n}\n\nexport interface TrigramSystemInterface {\n getTechniqueForStance: (stance: any, archetype?: any) => any | undefined;\n calculateStanceEffectiveness: (\n attackerStance: any,\n defenderStance: any,\n technique?: any,\n ) => number;\n isValidTransition: (from: any, to: any) => boolean;\n getTransitionCost: (\n from: any,\n to: any,\n player?: any,\n ) => { ki: number; stamina: number; timeMs: number };\n recommendStance: (player: any, opponent?: any) => any;\n}\n\nexport interface GameSystemManager {\n readonly combatSystem: CombatSystemInterface;\n readonly vitalPointSystem: VitalPointSystemInterface;\n readonly trigramSystem: TrigramSystemInterface;\n readonly inputSystem: InputSystemInterface;\n readonly audioSystem: AudioSystemInterface;\n readonly animationSystem?: AnimationSystemInterface;\n /* eslint-enable @typescript-eslint/no-explicit-any */\n readonly physicsSystem?: PhysicsSystemInterface;\n readonly renderingSystem?: RenderingSystemInterface;\n readonly eventBus: EventBusInterface;\n initializeAll: () => Promise<void>;\n updateAll: (deltaTime: number) => void;\n}\n\nexport interface SystemConfig {\n readonly debugMode?: boolean;\n readonly performanceMonitoring?: boolean;\n}\n\nexport interface GameSystemState {\n readonly combat: CombatSystemConfig;\n readonly trigram: TrigramSystemConfig;\n readonly vitalPoint: VitalPointSystemConfig;\n readonly ai: AISystemConfig;\n}\n\nexport interface SystemPerformance {\n readonly fps: number;\n readonly memoryUsage: number;\n readonly renderTime: number;\n readonly updateTime: number;\n}\n\n// Fix: Add missing type definitions\nexport type Timestamp = number;\nexport type EntityId = string;\nexport interface Velocity {\n readonly x: number;\n readonly y: number;\n}\n\n// Configuration for the VitalPointSystem\n// Result from VitalPointSystem's hit calculation - unified with anatomy.ts version\n// Combat system interface\n// Vital point system interface\n// Trigram system interface\n// Input system interface\n// Gamepad state\nexport interface GamepadState {\n readonly id: string;\n readonly axes: readonly number[];\n readonly buttons: readonly { pressed: boolean; value: number }[];\n}\n\n// Three.js uses built-in animation systems\n// @deprecated Use Three.js animation system instead\nexport interface AnimationFrame {\n readonly texture: Texture;\n readonly duration: number;\n}\n\n// @deprecated Use Three.js animation system instead\nexport interface AnimationState {\n readonly currentAnimationName?: string;\n readonly currentFrameIndex: number;\n readonly isPlaying: boolean;\n readonly elapsedTimeInFrame: number;\n}\n\n// Physics system interface\n// Physics entity configuration\nexport interface PhysicsEntityConfig {\n readonly position: Position;\n readonly velocity?: Velocity;\n readonly mass?: number;\n readonly friction?: number;\n readonly restitution?: number; // Bounciness\n readonly shape:\n | { type: \"circle\"; radius: number }\n | { type: \"rectangle\"; width: number; height: number };\n readonly isStatic?: boolean; // Cannot be moved by forces // Added\n}\n\n// Added PhysicsEntityState and CollisionData for PhysicsSystemInterface\nexport interface PhysicsEntityState {\n readonly position: Position;\n readonly velocity: Velocity;\n readonly acceleration?: Velocity;\n readonly angularVelocity?: number;\n}\n\nexport interface CollisionData {\n readonly entityA: EntityId;\n readonly entityB: EntityId;\n readonly normal: Velocity; // Collision normal vector\n readonly penetration: number; // How much they are overlapping\n}\n\n// Rendering system interface (deprecated - use Three.js rendering)\n\n// Game system manager\n// System event base type\n// Event bus interface for system communication\n// General system configuration\n// System-specific types for Korean martial arts combat\n\n// Combat system interfaces\nexport interface CombatSystemConfig {\n readonly damageMultiplier: number;\n readonly criticalChance: number;\n readonly blockEffectiveness: number;\n readonly staminaDrainRate: number;\n}\n\n// Trigram system interfaces\nexport interface TrigramSystemConfig {\n readonly transitionSpeed: number;\n readonly energyCost: number;\n readonly effectivenessMatrix: Record<\n TrigramStance,\n Record<TrigramStance, number>\n >;\n}\n\n// Vital point system interfaces\n// AI system interfaces\nexport interface AISystemConfig {\n readonly difficulty: \"easy\" | \"medium\" | \"hard\" | \"expert\";\n readonly reactionTime: number;\n readonly aggressiveness: number;\n readonly adaptability: number;\n}\n\n// Player archetype data\nexport const PLAYER_ARCHETYPES_DATA: Record<\n PlayerArchetype,\n PlayerArchetypeData\n> = {\n [PlayerArchetype.MUSA]: {\n id: \"musa\",\n name: { korean: \"무사 (Musa)\", english: \"Traditional Warrior\" },\n description: {\n korean: \"전통 무사의 길\",\n english: \"Path of the traditional warrior\",\n },\n baseHealth: 120,\n baseKi: 100,\n baseStamina: 110,\n coreStance: TrigramStance.GEON,\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GEON_PRIMARY,\n secondary: KOREAN_COLORS.KOREAN_RED,\n },\n colors: {\n primary: KOREAN_COLORS.TRIGRAM_GEON_PRIMARY,\n secondary: KOREAN_COLORS.KOREAN_RED,\n },\n stats: {\n attackPower: 85,\n defense: 90,\n speed: 70,\n technique: 80,\n },\n favoredStances: [TrigramStance.GEON, TrigramStance.GAN],\n specialAbilities: [\"Honor Strike\", \"Defensive Mastery\"],\n philosophy: {\n korean: \"명예와 정의의 길\",\n english: \"The way of honor and justice\",\n },\n },\n\n [PlayerArchetype.AMSALJA]: {\n id: \"amsalja\",\n name: { korean: \"암살자 (Amsalja)\", english: \"Shadow Assassin\" },\n description: {\n korean: \"그림자 속의 효율성\",\n english: \"Efficiency from the shadows\",\n },\n baseHealth: 80,\n baseKi: 120,\n baseStamina: 100,\n coreStance: TrigramStance.SON,\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_SON_PRIMARY,\n secondary: KOREAN_COLORS.UI_BACKGROUND_DARK,\n },\n colors: {\n primary: KOREAN_COLORS.TRIGRAM_SON_PRIMARY,\n secondary: KOREAN_COLORS.UI_BACKGROUND_DARK,\n },\n stats: {\n attackPower: 95,\n defense: 60,\n speed: 95,\n technique: 90,\n },\n favoredStances: [TrigramStance.SON, TrigramStance.GAM],\n specialAbilities: [\"Shadow Strike\", \"Vital Point Mastery\"],\n philosophy: {\n korean: \"침묵과 정확성의 도\",\n english: \"The way of silence and precision\",\n },\n },\n\n [PlayerArchetype.HACKER]: {\n id: \"hacker\",\n name: { korean: \"해커 (Hacker)\", english: \"Cyber Warrior\" },\n description: {\n korean: \"정보를 통한 힘\",\n english: \"Power through information\",\n },\n baseHealth: 90,\n baseKi: 130,\n baseStamina: 80,\n coreStance: TrigramStance.LI,\n theme: {\n primary: KOREAN_COLORS.PRIMARY_CYAN,\n secondary: KOREAN_COLORS.TRIGRAM_LI_PRIMARY,\n },\n colors: {\n primary: KOREAN_COLORS.PRIMARY_CYAN,\n secondary: KOREAN_COLORS.TRIGRAM_LI_PRIMARY,\n },\n stats: {\n attackPower: 75,\n defense: 70,\n speed: 85,\n technique: 95,\n },\n favoredStances: [TrigramStance.LI, TrigramStance.JIN],\n specialAbilities: [\"System Override\", \"Digital Precision\"],\n philosophy: {\n korean: \"지식과 기술의 융합\",\n english: \"The fusion of knowledge and technology\",\n },\n },\n\n [PlayerArchetype.JEONGBO_YOWON]: {\n id: \"jeongbo_yowon\",\n name: {\n korean: \"정보요원 (Jeongbo Yowon)\",\n english: \"Intelligence Operative\",\n },\n description: {\n korean: \"관찰을 통한 지식\",\n english: \"Knowledge through observation\",\n },\n baseHealth: 100,\n baseKi: 110,\n baseStamina: 100,\n coreStance: TrigramStance.TAE,\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_TAE_PRIMARY,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY,\n },\n colors: {\n primary: KOREAN_COLORS.TRIGRAM_TAE_PRIMARY,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY,\n },\n stats: {\n attackPower: 80,\n defense: 85,\n speed: 80,\n technique: 85,\n },\n favoredStances: [TrigramStance.TAE, TrigramStance.GAN],\n specialAbilities: [\"Intel Gathering\", \"Adaptive Combat\"],\n philosophy: {\n korean: \"적응과 전략의 예술\",\n english: \"The art of adaptation and strategy\",\n },\n },\n\n [PlayerArchetype.JOJIK_POKRYEOKBAE]: {\n id: \"jojik_pokryeokbae\",\n name: {\n korean: \"조직폭력배 (Jojik Pokryeokbae)\",\n english: \"Organized Crime\",\n },\n description: {\n korean: \"무자비함을 통한 생존\",\n english: \"Survival through ruthlessness\",\n },\n baseHealth: 110,\n baseKi: 90,\n baseStamina: 120,\n coreStance: TrigramStance.JIN,\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_JIN_PRIMARY,\n secondary: KOREAN_COLORS.NEGATIVE_RED,\n },\n colors: {\n primary: KOREAN_COLORS.TRIGRAM_JIN_PRIMARY,\n secondary: KOREAN_COLORS.NEGATIVE_RED,\n },\n stats: {\n attackPower: 90,\n defense: 75,\n speed: 75,\n technique: 70,\n },\n favoredStances: [TrigramStance.JIN, TrigramStance.GON],\n specialAbilities: [\"Brutal Force\", \"Street Fighting\"],\n philosophy: {\n korean: \"강함과 의지의 길\",\n english: \"The way of strength and will\",\n },\n },\n} as const;\n\n// Base player stats\nexport const BASE_PLAYER_STATS = {\n HEALTH: 100,\n KI: 100,\n STAMINA: 100,\n ATTACK_POWER: 75,\n DEFENSE: 75,\n SPEED: 75,\n TECHNIQUE: 75,\n} as const;\n\n// Combat configuration\nexport const COMBAT_CONFIG = {\n MAX_HEALTH: 100,\n MAX_KI: 100,\n MAX_STAMINA: 100,\n MAX_BALANCE: 100,\n MAX_CONSCIOUSNESS: 100,\n\n // Damage multipliers - vital points more impactful for Korean martial arts realism\n CRITICAL_HIT_MULTIPLIER: 2.0,\n VITAL_POINT_MULTIPLIER: 2.5, // Increased from 1.5 for more realistic vital point impact\n COUNTER_ATTACK_MULTIPLIER: 1.3,\n\n // Status thresholds\n LOW_HEALTH_THRESHOLD: 25,\n CRITICAL_HEALTH_THRESHOLD: 10,\n UNCONSCIOUS_THRESHOLD: 0,\n STAMINA_EXHAUSTED_THRESHOLD: 0,\n\n // Recovery rates (per second) - increased for 3-minute round sustainability\n STAMINA_RECOVERY_RATE: 15, // Increased from 10 for sustained combat\n KI_RECOVERY_RATE: 8, // Increased from 5 for more technique usage\n BALANCE_RECOVERY_RATE: 15,\n CONSCIOUSNESS_RECOVERY_RATE: 2,\n\n // Combat timing (milliseconds)\n TECHNIQUE_COOLDOWN: 500,\n STANCE_CHANGE_COOLDOWN: 200,\n BLOCK_DURATION: 300,\n RECOVERY_TIME: 400,\n} as const;\n\n// Enhanced damage calculation constants\nexport const ENHANCED_DAMAGE_CONSTANTS = {\n BASE_DAMAGE: 10,\n CRITICAL_MULTIPLIER: 2.0,\n VITAL_POINT_MULTIPLIER: 2.5, // Increased from 1.5 for Korean martial arts vital point realism\n ARMOR_REDUCTION: 0.1,\n STANCE_DEFENSE_BONUS: 0.2,\n BALANCE_IMPACT_MULTIPLIER: 0.3,\n CONSCIOUSNESS_THRESHOLD: 30,\n PAIN_THRESHOLD: 80,\n\n // New damage factors\n TECHNIQUE_POWER_MODIFIER: 0.2,\n ARCHETYPE_BONUS: 0.15,\n COMBO_MULTIPLIER: 1.2,\n PERFECT_TIMING_BONUS: 0.3,\n BASE_CRIT_CHANCE: 0.1, // Added: Base critical hit chance (e.g., 10%)\n} as const;\n\n// Combat system constants for Korean martial arts\n\nexport const COMBAT_CONSTANTS = {\n // Damage calculation\n BASE_DAMAGE: 10,\n CRITICAL_MULTIPLIER: 2.0,\n VITAL_POINT_MULTIPLIER: 2.5, // Increased from 1.5 for Korean martial arts vital point realism\n\n // Status thresholds\n LOW_HEALTH_THRESHOLD: 30,\n CRITICAL_HEALTH_THRESHOLD: 15,\n EXHAUSTED_STAMINA_THRESHOLD: 20,\n\n // Recovery rates (per second) - increased for 3-minute round sustainability\n STAMINA_RECOVERY_RATE: 15, // Increased from 5 for sustained combat\n KI_RECOVERY_RATE: 8, // Increased from 3 for more technique usage\n CONSCIOUSNESS_RECOVERY_RATE: 2,\n\n // Combat timing\n ATTACK_COOLDOWN: 500, // milliseconds\n STANCE_CHANGE_COOLDOWN: 300,\n BLOCK_WINDOW: 200,\n\n // Balance and momentum\n BALANCE_RECOVERY_RATE: 10,\n MOMENTUM_DECAY_RATE: 5,\n\n // Pain and status effects\n PAIN_DECAY_RATE: 3,\n STATUS_EFFECT_DURATION: 3000,\n} as const;\n\n// Combat controls mapping - Enhanced with realistic combat focus\nexport const COMBAT_CONTROLS = {\n // Trigram stance system (1-8 keys) with authentic Korean martial arts techniques\n stanceControls: {\n \"1\": {\n stance: \"geon\" as TrigramStance,\n korean: \"건\",\n english: \"Heaven\",\n symbol: \"☰\",\n technique: {\n korean: \"천둥벽력\",\n english: \"Thunder Strike\",\n },\n combatFocus: {\n korean: \"골격타격\",\n english: \"Bone-striking force\",\n },\n combatEffects: {\n korean: \"골절, 구조적 손상\",\n english: \"Fractures, structural damage\",\n },\n description: {\n korean: \"하늘의 힘으로 적의 뼈를 부수는 강력한 타격\",\n english:\n \"Powerful strikes that shatter enemy bones with heaven's force\",\n },\n },\n \"2\": {\n stance: \"tae\" as TrigramStance,\n korean: \"태\",\n english: \"Lake\",\n symbol: \"☱\",\n technique: {\n korean: \"유수연타\",\n english: \"Flowing Strike\",\n },\n combatFocus: {\n korean: \"관절조작\",\n english: \"Joint manipulation\",\n },\n combatEffects: {\n korean: \"탈구, 이동력 상실\",\n english: \"Dislocations, mobility loss\",\n },\n description: {\n korean: \"호수처럼 부드럽게 흘러 관절을 조작하는 기법\",\n english: \"Techniques that flow like water to manipulate joints\",\n },\n },\n \"3\": {\n stance: \"li\" as TrigramStance,\n korean: \"리\",\n english: \"Fire\",\n symbol: \"☲\",\n technique: {\n korean: \"화염지창\",\n english: \"Fire Spear\",\n },\n combatFocus: {\n korean: \"정밀신경타격\",\n english: \"Precise nerve strikes\",\n },\n combatEffects: {\n korean: \"일시마비, 감각상실\",\n english: \"Temporary paralysis, numbness\",\n },\n description: {\n korean: \"불꽃같은 정확성으로 신경계를 공격하는 치명적 기법\",\n english:\n \"Deadly techniques targeting the nervous system with fire-like precision\",\n },\n },\n \"4\": {\n stance: \"jin\" as TrigramStance,\n korean: \"진\",\n english: \"Thunder\",\n symbol: \"☳\",\n technique: {\n korean: \"벽력일섬\",\n english: \"Lightning Strike\",\n },\n combatFocus: {\n korean: \"기절기법\",\n english: \"Stunning techniques\",\n },\n combatEffects: {\n korean: \"방향감각상실, 의식잃음\",\n english: \"Disorientation, knockouts\",\n },\n description: {\n korean: \"번개처럼 빠른 충격으로 적의 의식을 차단\",\n english: \"Lightning-fast shocks that disrupt enemy consciousness\",\n },\n },\n \"5\": {\n stance: \"son\" as TrigramStance,\n korean: \"손\",\n english: \"Wind\",\n symbol: \"☴\",\n technique: {\n korean: \"선풍연격\",\n english: \"Whirlwind Combo\",\n },\n combatFocus: {\n korean: \"지속압박\",\n english: \"Continuous pressure\",\n },\n combatEffects: {\n korean: \"점진적 무력화\",\n english: \"Gradual incapacitation\",\n },\n description: {\n korean: \"바람처럼 끊임없는 연타로 적을 서서히 무력화\",\n english:\n \"Relentless wind-like strikes that gradually overwhelm the enemy\",\n },\n },\n \"6\": {\n stance: \"gam\" as TrigramStance,\n korean: \"감\",\n english: \"Water\",\n symbol: \"☵\",\n technique: {\n korean: \"수류반격\",\n english: \"Water Counter\",\n },\n combatFocus: {\n korean: \"혈류차단\",\n english: \"Blood flow restriction\",\n },\n combatEffects: {\n korean: \"순환장애\",\n english: \"Circulation disruption\",\n },\n description: {\n korean: \"물의 흐름을 끊듯 혈액순환을 차단하는 위험한 기법\",\n english:\n \"Dangerous techniques that disrupt blood circulation like stopping water flow\",\n },\n },\n \"7\": {\n stance: \"gan\" as TrigramStance,\n korean: \"간\",\n english: \"Mountain\",\n symbol: \"☶\",\n technique: {\n korean: \"반석방어\",\n english: \"Mountain Defense\",\n },\n combatFocus: {\n korean: \"방어반격\",\n english: \"Defensive counters\",\n },\n combatEffects: {\n korean: \"반격, 차단\",\n english: \"Counter-attacks, blocks\",\n },\n description: {\n korean: \"산처럼 견고한 방어에서 나오는 강력한 반격\",\n english: \"Powerful counters emerging from mountain-solid defense\",\n },\n },\n \"8\": {\n stance: \"gon\" as TrigramStance,\n korean: \"곤\",\n english: \"Earth\",\n symbol: \"☷\",\n technique: {\n korean: \"대지포옹\",\n english: \"Earth's Embrace\",\n },\n combatFocus: {\n korean: \"지면기법\",\n english: \"Ground techniques\",\n },\n combatEffects: {\n korean: \"투척, 넘어뜨리기\",\n english: \"Throws, takedowns\",\n },\n description: {\n korean: \"대지의 힘으로 적을 땅에 내동댕이치는 투척술\",\n english:\n \"Throwing techniques that slam enemies to the ground with earth's power\",\n },\n },\n },\n\n // Movement controls with combat context\n movement: {\n WASD: {\n korean: \"전술적 이동과 발놀림\",\n english: \"Tactical positioning and footwork\",\n },\n ArrowKeys: {\n korean: \"대체 이동 시스템\",\n english: \"Alternative movement system\",\n },\n },\n\n // Combat actions with realistic descriptions\n combat: {\n SPACE: {\n korean: \"현재 자세의 기법 실행\",\n english: \"Execute current stance technique\",\n },\n SHIFT: {\n korean: \"방어 자세/차단 위치\",\n english: \"Defensive guard/block position\",\n },\n CTRL: {\n korean: \"정밀 급소 타격 모드\",\n english: \"Precision vital point targeting mode\",\n },\n TAB: {\n korean: \"무술 원형 순환\",\n english: \"Cycle through martial archetypes\",\n },\n },\n\n // System controls\n system: {\n ESC: {\n korean: \"일시정지 메뉴 / 인트로로 돌아가기\",\n english: \"Pause menu / Return to intro\",\n },\n F1: {\n korean: \"도움말 / 조작법 가이드\",\n english: \"Help / Controls guide\",\n },\n M: {\n korean: \"음소거 / 오디오 설정\",\n english: \"Mute / Audio settings\",\n },\n },\n} as const;\n\n// Damage types\nexport const DAMAGE_TYPES = {\n PHYSICAL: \"physical\",\n ENERGY: \"energy\",\n VITAL_POINT: \"vital_point\",\n PSYCHOLOGICAL: \"psychological\",\n} as const;\n\n// Combat phases\nexport const COMBAT_PHASES = {\n PREPARATION: \"preparation\",\n ENGAGEMENT: \"engagement\",\n EXECUTION: \"execution\",\n RECOVERY: \"recovery\",\n RESOLUTION: \"resolution\",\n} as const;\n\n// Combat audio mapping\nexport const COMBAT_AUDIO_MAP: Record<string, SoundEffectId> = {\n light_attack: \"attack_light\",\n medium_attack: \"attack_medium\",\n heavy_attack: \"attack_heavy\",\n critical_attack: \"attack_critical\",\n\n light_hit: \"hit_light\",\n medium_hit: \"hit_medium\",\n heavy_hit: \"hit_heavy\",\n critical_hit: \"critical_hit\",\n\n block: \"block_success\",\n guard_break: \"block_break\",\n miss: \"miss\",\n\n stance_change: \"stance_change\",\n technique: \"technique_execute\",\n\n match_start: \"match_start\",\n combat_end: \"combat_end\",\n victory: \"victory\",\n defeat: \"defeat\",\n\n guard: \"guard\",\n} as const;\n\n// Combat state transitions\nexport const COMBAT_STATE_MACHINE = {\n idle: {\n canTransitionTo: [\"attacking\", \"defending\", \"moving\", \"stunned\"],\n duration: Infinity,\n },\n attacking: {\n canTransitionTo: [\"idle\", \"recovering\", \"stunned\"],\n duration: 500,\n },\n defending: {\n canTransitionTo: [\"idle\", \"attacking\", \"stunned\"],\n duration: 300,\n },\n moving: {\n canTransitionTo: [\"idle\", \"attacking\", \"defending\"],\n duration: 200,\n },\n stunned: {\n canTransitionTo: [\"idle\"],\n duration: 1000,\n },\n recovering: {\n canTransitionTo: [\"idle\"],\n duration: 400,\n },\n unconscious: {\n canTransitionTo: [\"idle\"],\n duration: 5000,\n },\n} as const;\n\n// Training-specific combat constants\nexport const TRAINING_COMBAT_SETTINGS = {\n techniqueCooldown: 500,\n perfectStrikeThreshold: 0.7,\n maxTrainingSession: 300000, // 5 minutes\n kiRegenerationRate: 2,\n staminaRegenerationRate: 1.5,\n} as const;\n\n// Combat state transitions for training mode\nexport const TRAINING_STATE_MACHINE = {\n practicing: {\n canTransitionTo: [\"idle\", \"executing\", \"recovering\"],\n duration: Infinity,\n },\n executing: {\n canTransitionTo: [\"practicing\", \"idle\"],\n duration: 800,\n },\n recovering: {\n canTransitionTo: [\"practicing\", \"idle\"],\n duration: 300,\n },\n} as const;\n\n// Technique execution results\nexport const TECHNIQUE_RESULTS = {\n SUCCESS: \"success\",\n BLOCKED: \"blocked\",\n MISSED: \"missed\",\n COUNTERED: \"countered\",\n INTERRUPTED: \"interrupted\",\n} as const;\n\n// Combat effectiveness modifiers\nexport const EFFECTIVENESS_MODIFIERS = {\n stance_advantage: 1.2,\n stance_disadvantage: 0.8,\n counter_attack: 1.5,\n perfect_timing: 1.3,\n off_balance: 0.7,\n fatigued: 0.6,\n focused: 1.1,\n} as const;\n\n// Combat resource costs\nexport const RESOURCE_COSTS = {\n KI: {\n BASIC_TECHNIQUE: 5,\n ADVANCED_TECHNIQUE: 10,\n SPECIAL_TECHNIQUE: 15,\n ULTIMATE_TECHNIQUE: 25,\n },\n STAMINA: {\n BASIC_ATTACK: 8,\n HEAVY_ATTACK: 15,\n BLOCK: 5,\n DODGE: 10,\n STANCE_CHANGE: 12,\n },\n} as const;\n\n// Hit detection constants\nexport const HIT_DETECTION = {\n PRECISION_THRESHOLD: 0.8,\n VITAL_POINT_THRESHOLD: 0.9,\n BASE_ACCURACY: 0.7,\n MAX_ACCURACY: 0.95,\n\n // Hit boxes\n PLAYER_HITBOX_WIDTH: 60,\n PLAYER_HITBOX_HEIGHT: 180,\n VITAL_POINT_RADIUS: 15,\n} as const;\n\n// Status effect durations\nexport const STATUS_DURATIONS = {\n STUN: 1500,\n POISON: 5000,\n BURN: 3000,\n BLEED: 4000,\n WEAKNESS: 6000,\n STRENGTH_BUFF: 8000,\n} as const;\n\nexport interface CombatControlsConfig {\n readonly stanceControls: Record<\n string,\n { stance: string; korean: string; technique: string }\n >;\n readonly movement: Record<string, string>;\n readonly combat: Record<string, string>;\n readonly system: Record<string, string>;\n}\n\n// Key mapping for easier lookup\nexport const KEYBOARD_MAPPING = {\n // Stance keys\n STANCE_1: \"1\",\n STANCE_2: \"2\",\n STANCE_3: \"3\",\n STANCE_4: \"4\",\n STANCE_5: \"5\",\n STANCE_6: \"6\",\n STANCE_7: \"7\",\n STANCE_8: \"8\",\n\n // Combat actions\n EXECUTE_TECHNIQUE: \" \", // Space\n BLOCK: \"Shift\",\n TARGET_MODE: \"Control\",\n ARCHETYPE_CYCLE: \"Tab\",\n\n // Movement\n MOVE_UP: \"w\",\n MOVE_DOWN: \"s\",\n MOVE_LEFT: \"a\",\n MOVE_RIGHT: \"d\",\n\n // System\n PAUSE: \"Escape\",\n HELP: \"F1\",\n MUTE: \"m\",\n} as const;\n\n/**\n * Get the stance associated with a given key.\n *\n * @param key - The key to lookup.\n * @returns The corresponding stance, or null if not found.\n */\nexport function getStanceFromKey(key: string): TrigramStance | null {\n const stanceMap: Record<string, TrigramStance> = {\n \"1\": TrigramStance.GEON,\n \"2\": TrigramStance.TAE,\n \"3\": TrigramStance.LI,\n \"4\": TrigramStance.JIN,\n \"5\": TrigramStance.SON,\n \"6\": TrigramStance.GAM,\n \"7\": TrigramStance.GAN,\n \"8\": TrigramStance.GON,\n };\n return stanceMap[key] ?? null;\n}\n\nexport interface CombatControlsConfig {\n readonly stanceControls: Record<\n string,\n { stance: string; korean: string; technique: string }\n >;\n readonly movement: Record<string, string>;\n readonly combat: Record<string, string>;\n readonly system: Record<string, string>;\n}\n\n// Input handling types\nexport interface InputEvent {\n readonly type: \"keydown\" | \"keyup\" | \"pointerdown\" | \"pointerup\";\n readonly key?: string;\n readonly position?: { x: number; y: number };\n readonly timestamp: number;\n}\n\nexport interface CombatInput {\n readonly player: number;\n readonly action: string;\n // eslint-disable-next-line @typescript-eslint/no-explicit-any -- Combat input data varies by action type\n readonly data?: any;\n}\n\n// Gesture types\nexport interface Gesture {\n readonly type: \"tap\" | \"hold\" | \"swipe\" | \"combo\";\n readonly duration?: number;\n readonly direction?: \"up\" | \"down\" | \"left\" | \"right\";\n readonly sequence?: string[];\n}\n\nexport const DEFAULT_GAME_SPEED = 1.0;\n\n/**\n * Core game configuration constants for Black Trigram\n */\n\n// Game configuration\nexport const GAME_CONFIG = {\n // Canvas dimensions\n CANVAS_WIDTH: 1200,\n CANVAS_HEIGHT: 800,\n TARGET_FPS: 60,\n MIN_FPS: 30,\n\n // Combat settings\n ROUND_DURATION: 180, // seconds\n MAX_ROUNDS: 3,\n KO_THRESHOLD: 0,\n\n // Player settings\n BASE_HEALTH: 100,\n BASE_KI: 100,\n BASE_STAMINA: 100,\n\n // Player positions\n PLAYER_START_POS_X_1: 300,\n PLAYER_START_POS_X_2: 900,\n PLAYER_START_POS_Y: 400,\n\n // Physics\n GRAVITY: 9.8,\n FRICTION: 0.85,\n\n // UI settings\n UI_PADDING: 20,\n BUTTON_HEIGHT: 50,\n\n // Audio settings\n MASTER_VOLUME: 1.0,\n MUSIC_VOLUME: 0.7,\n SFX_VOLUME: 0.8,\n\n // Debug settings\n DEBUG_MODE: false,\n SHOW_HITBOXES: false,\n SHOW_VITAL_POINTS: false,\n} as const;\n\n// Add missing player colors\nexport const PLAYER_COLORS = {\n PLAYER_1_COLOR: 0x0099ff, // Blue\n PLAYER_2_COLOR: 0xff9900, // Orange\n} as const;\n\n// Difficulty settings\nexport const DIFFICULTY_SETTINGS = {\n BEGINNER: {\n AI_REACTION_TIME: 800,\n DAMAGE_MULTIPLIER: 0.7,\n TECHNIQUE_SUCCESS_RATE: 0.6,\n },\n INTERMEDIATE: {\n AI_REACTION_TIME: 600,\n DAMAGE_MULTIPLIER: 1.0,\n TECHNIQUE_SUCCESS_RATE: 0.8,\n },\n EXPERT: {\n AI_REACTION_TIME: 400,\n DAMAGE_MULTIPLIER: 1.3,\n TECHNIQUE_SUCCESS_RATE: 0.9,\n },\n MASTER: {\n AI_REACTION_TIME: 200,\n DAMAGE_MULTIPLIER: 1.5,\n TECHNIQUE_SUCCESS_RATE: 0.95,\n },\n} as const;\n\n// Game phases\nexport const GAME_PHASES = {\n INTRO: \"intro\",\n TRAINING: \"training\",\n COMBAT: \"combat\",\n VICTORY: \"victory\",\n DEFEAT: \"defeat\",\n} as const;\n\n// Game version and metadata\nexport const GAME_METADATA = {\n VERSION: \"1.0.0\",\n BUILD: \"2024.1\",\n TITLE: \"흑괘 (Black Trigram)\",\n SUBTITLE: \"Korean Martial Arts Combat Simulator\",\n DEVELOPER: \"Black Trigram Team\",\n COPYRIGHT: \"© 2024 Black Trigram\",\n} as const;\n\n// Performance thresholds\nexport const PERFORMANCE_THRESHOLDS = {\n TARGET_FPS: 60,\n MIN_FPS: 30,\n FRAME_TIME_WARNING: 20, // ms\n MEMORY_WARNING: 100, // MB\n GARBAGE_COLLECTION_THRESHOLD: 50, // MB\n} as const;\n\n// Combat timing constants\nexport const COMBAT_TIMING = {\n ATTACK_WINDOW: 500, // ms\n DEFENSE_WINDOW: 300, // ms\n RECOVERY_TIME: 200, // ms\n COUNTER_WINDOW: 150, // ms\n} as const;\n\n// Damage calculation constants\nexport const DAMAGE_CONSTANTS = {\n BASE_DAMAGE: 10,\n CRITICAL_MULTIPLIER: 2.0,\n VITAL_POINT_MULTIPLIER: 1.5,\n ARMOR_REDUCTION: 0.1,\n STANCE_DEFENSE_BONUS: 0.2,\n BALANCE_IMPACT_MULTIPLIER: 0.3,\n CONSCIOUSNESS_THRESHOLD: 30,\n PAIN_THRESHOLD: 80,\n BASE_CRIT_CHANCE: 0.1, // Added: Base critical hit chance (e.g., 10%)\n TECHNIQUE_ACCURACY_MODIFIER: 1.0, // Added\n STANCE_EFFECTIVENESS_RANGE: { MIN: 0.5, MAX: 1.5 }, // Added\n PERFECT_TIMING_BONUS: 0.3, // Added\n} as const;\n\n// Animation timings\nexport const ANIMATION_TIMINGS = {\n STANCE_TRANSITION: 300,\n TECHNIQUE_STARTUP: 150,\n TECHNIQUE_ACTIVE: 100,\n TECHNIQUE_RECOVERY: 250,\n HIT_STUN: 200,\n BLOCK_STUN: 100,\n KNOCKDOWN_RECOVERY: 1000,\n} as const;\n\n// UI Layout constants\nexport const UI_LAYOUT = {\n HUD_HEIGHT: 80,\n CONTROLS_HEIGHT: 120,\n SIDEBAR_WIDTH: 200,\n MARGIN: 20,\n BUTTON_HEIGHT: 50,\n BUTTON_WIDTH: 150,\n} as const;\n\n// Audio volume defaults\nexport const AUDIO_DEFAULTS = {\n MASTER_VOLUME: 0.7,\n SFX_VOLUME: 0.8,\n MUSIC_VOLUME: 0.5,\n AMBIENT_VOLUME: 0.3,\n} as const;\n\n// Calculated constants based on GAME_CONFIG\nexport const HALF_CANVAS_WIDTH = GAME_CONFIG.CANVAS_WIDTH / 2;\nexport const HALF_CANVAS_HEIGHT = GAME_CONFIG.CANVAS_HEIGHT / 2;\nexport const CANVAS_ASPECT_RATIO =\n GAME_CONFIG.CANVAS_WIDTH / GAME_CONFIG.CANVAS_HEIGHT;\nexport const FRAME_TIME = 1000 / GAME_CONFIG.TARGET_FPS;\nexport const TICK_RATE = GAME_CONFIG.TARGET_FPS;\n\n// Player distance calculations\nexport const PLAYER_DISTANCE =\n GAME_CONFIG.PLAYER_START_POS_X_2 - GAME_CONFIG.PLAYER_START_POS_X_1;\nexport const CENTER_POSITION_X =\n (GAME_CONFIG.PLAYER_START_POS_X_1 + GAME_CONFIG.PLAYER_START_POS_X_2) / 2;\n\n// Combat ranges\nexport const COMBAT_RANGES = {\n MELEE_RANGE: 80,\n CLOSE_RANGE: 120,\n MEDIUM_RANGE: 200,\n LONG_RANGE: 300,\n MAX_RANGE: PLAYER_DISTANCE,\n} as const;\n\n// Game state constants\nexport const GAME_STATES = {\n LOADING: \"loading\",\n MENU: \"menu\",\n CHARACTER_SELECT: \"character_select\",\n TRAINING: \"training\",\n COMBAT: \"combat\",\n PAUSED: \"paused\",\n GAME_OVER: \"game_over\",\n} as const;\n\n// Input constants\nexport const INPUT_CONSTANTS = {\n DOUBLE_TAP_TIME: 300, // ms\n HOLD_THRESHOLD: 500, // ms\n GESTURE_TIMEOUT: 1000, // ms\n COMBO_TIMEOUT: 2000, // ms\n} as const;\n\n// Visual effect constants\nexport const VISUAL_EFFECTS = {\n HIT_FLASH_DURATION: 100,\n SCREEN_SHAKE_INTENSITY: 5,\n PARTICLE_LIFETIME: 1000,\n GLOW_PULSE_SPEED: 2,\n STANCE_GLOW_OPACITY: 0.3,\n} as const;\n\n// Training mode constants\nexport const TRAINING_CONFIG = {\n DUMMY_HEALTH: 1000,\n AUTO_RESET_TIME: 5000, // ms\n SHOW_FRAME_DATA: true,\n SHOW_HITBOXES: true,\n INFINITE_KI: true,\n INFINITE_STAMINA: true,\n} as const;\n\n// Game mode configurations\nexport const GAME_MODE_CONFIG = {\n VERSUS: {\n allowPause: true,\n timeLimit: 180,\n rounds: 3,\n enableAI: false,\n },\n TRAINING: {\n allowPause: true,\n timeLimit: null,\n rounds: 1,\n enableAI: true,\n infiniteResources: true,\n },\n PRACTICE: {\n allowPause: true,\n timeLimit: null,\n rounds: 1,\n enableAI: false,\n infiniteResources: true,\n },\n} as const;\n\n// Performance settings\nexport const PERFORMANCE_CONFIG = {\n MAX_PARTICLES: 100,\n MAX_SOUND_SOURCES: 16,\n TEXTURE_QUALITY: \"high\",\n ENABLE_SHADOWS: true,\n ENABLE_POST_PROCESSING: true,\n} as const;\n\n// Korean martial arts specific settings\nexport const MARTIAL_ARTS_CONFIG = {\n VITAL_POINTS_COUNT: 70,\n TRIGRAM_STANCES_COUNT: 8,\n PLAYER_ARCHETYPES_COUNT: 5,\n\n // Combat timing\n ATTACK_WINDOW: 500, // milliseconds\n COUNTER_WINDOW: 300,\n BLOCK_WINDOW: 200,\n\n // Stance transition\n MIN_STANCE_CHANGE_INTERVAL: 500,\n STANCE_CHANGE_COST_BASE: 10,\n\n // Damage calculations\n BASE_DAMAGE_MULTIPLIER: 1.0,\n CRITICAL_HIT_MULTIPLIER: 1.5,\n VITAL_POINT_MULTIPLIER: 2.5, // Increased from 2.0 for impactful vital point strikes\n} as const;\n\nexport default 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@@ -0,0 +1,255 @@
1
+ import { PlayerArchetype } from "../../types/common";
2
+ import { type HipRotationState } from "../animation";
3
+ import { PlayerState } from "../player";
4
+ import { DamageResult, KoreanTechnique, VitalPoint, VitalPointHitResult } from "./types";
5
+ export declare class DamageCalculator {
6
+ /**
7
+ * Vital point severity damage multipliers
8
+ */
9
+ private static readonly SEVERITY_MULTIPLIERS;
10
+ /**
11
+ * Accuracy bonus scaling constants
12
+ * Maps 0.0-1.0 accuracy to 0.8x-1.2x multiplier
13
+ */
14
+ private static readonly ACCURACY_MIN_MULTIPLIER;
15
+ private static readonly ACCURACY_RANGE;
16
+ /**
17
+ * Calculate vital point damage with proper archetype bonuses
18
+ */
19
+ static calculateVitalPointDamage(vitalPoint: VitalPoint, baseDamage: number, attacker: PlayerState, accuracy: number): DamageResult;
20
+ /**
21
+ * Fix: Add missing getArchetypeModifier method
22
+ */
23
+ static getArchetypeModifier(archetype: PlayerArchetype): number;
24
+ /**
25
+ * Calculate technique damage with vital point consideration
26
+ */
27
+ static calculateTechniqueDamage(technique: KoreanTechnique, attacker: PlayerState, vitalPoint: VitalPoint | null, accuracy: number): DamageResult;
28
+ /**
29
+ * Calculate damage reduction from defense
30
+ */
31
+ static calculateDamageReduction(incomingDamage: number, defenderDefense: number, isBlocking?: boolean): number;
32
+ /**
33
+ * Calculate critical hit chance
34
+ */
35
+ static calculateCriticalChance(baseCritChance: number, attacker: PlayerState, technique: KoreanTechnique): number;
36
+ /**
37
+ * Calculate comprehensive vital point damage with all modifiers.
38
+ *
39
+ * **Korean**: 종합 급소 피해 계산 (Comprehensive Vital Point Damage Calculation)
40
+ *
41
+ * Integrates all damage modifiers including:
42
+ * - Base damage from attacker strength and technique power
43
+ * - Stance effectiveness (攻克关系)
44
+ * - Vital point severity multipliers (1.5x-3.0x)
45
+ * - Accuracy bonus (0.8x-1.2x)
46
+ * - Meridian flow bonus (1.0x-1.3x at peak hours)
47
+ * - Time-of-day bonus (+20% for Dark Ops techniques at night)
48
+ * - Archetype-specific bonuses
49
+ * - Hip rotation power modifier (1.0x-1.3x for strikes with full rotation)
50
+ * - Critical hit multiplier (2x when accuracy > 0.9)
51
+ * - Damage variance (±10% randomness)
52
+ * - Defense reduction
53
+ *
54
+ * ## Damage Formula
55
+ *
56
+ * ```typescript
57
+ * finalDamage =
58
+ * baseDamage ×
59
+ * stanceEffectiveness ×
60
+ * vitalPointMultiplier ×
61
+ * accuracyBonus ×
62
+ * meridianBonus ×
63
+ * timeBonus ×
64
+ * archetypeBonus ×
65
+ * hipRotationModifier ×
66
+ * criticalMultiplier ×
67
+ * variance ×
68
+ * defenseReduction
69
+ * ```
70
+ *
71
+ * @param attacker - Attacking player state
72
+ * @param defender - Defending player state
73
+ * @param technique - Korean martial arts technique being used
74
+ * @param vitalPointHit - Result of vital point hit detection
75
+ * @param currentHour - Current hour of day (0-23) for meridian flow
76
+ * @param meridianStates - Current meridian disruption states (0=blocked, 1=normal)
77
+ * @param hipRotationAngle - Hip rotation angle in radians (optional, defaults to 0)
78
+ * @param kickHipState - Hip rotation state for kicks (optional, for kick-specific power)
79
+ * @returns Comprehensive damage result with all modifiers applied
80
+ *
81
+ * @example
82
+ * ```typescript
83
+ * const result = DamageCalculator.calculateEnhancedVitalPointDamage(
84
+ * attackerState,
85
+ * defenderState,
86
+ * technique,
87
+ * vitalPointHitResult,
88
+ * 2, // 2 AM - liver meridian peak
89
+ * { liver: 1.0, gallbladder: 0.8 }
90
+ * );
91
+ * console.log(`Final damage: ${result.damage}`);
92
+ * console.log(`Critical hit: ${result.isCritical}`);
93
+ * ```
94
+ *
95
+ * @public
96
+ * @korean 종합급소피해계산
97
+ */
98
+ static calculateEnhancedVitalPointDamage(attacker: PlayerState, defender: PlayerState, technique: KoreanTechnique, vitalPointHit: VitalPointHitResult, currentHour: number, meridianStates: Record<string, number>, hipRotationAngle?: number, kickHipState?: HipRotationState): DamageResult;
99
+ /**
100
+ * Determine kick type from technique name for hip rotation power calculation
101
+ *
102
+ * @param techniqueName - Name of the technique
103
+ * @returns Kick type for hip rotation calculation
104
+ *
105
+ * @private
106
+ * @korean 차기유형결정
107
+ */
108
+ private static determineKickType;
109
+ /**
110
+ * Calculate meridian flow damage bonus based on time of day.
111
+ *
112
+ * **Korean**: 경락 유효성 피해 보너스 계산
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+ *
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+ * Calculates bonus damage when striking vital points during their peak
115
+ * meridian flow hours. Peak flow provides +30% damage bonus.
116
+ *
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+ * @param vitalPointId - ID of the vital point being struck
118
+ * @param currentHour - Current hour of day (0-23)
119
+ * @param meridianStates - Current meridian disruption states
120
+ * @returns Damage multiplier (1.0-1.3)
121
+ *
122
+ * @private
123
+ * @korean 경락유효성피해보너스계산
124
+ */
125
+ private static calculateMeridianDamageBonus;
126
+ /**
127
+ * Calculate time-of-day bonus for Dark Ops techniques.
128
+ *
129
+ * **Korean**: 시간대 보너스 계산
130
+ *
131
+ * Dark Ops techniques gain +20% damage at night (20:00-05:59)
132
+ * to reflect tactical advantage of darkness.
133
+ *
134
+ * @param technique - Technique being used
135
+ * @param currentHour - Current hour of day (0-23)
136
+ * @returns Time bonus multiplier (1.0 or 1.2)
137
+ *
138
+ * @private
139
+ * @korean 시간대보너스계산
140
+ */
141
+ private static calculateTimeBonus;
142
+ /**
143
+ * Get archetype-specific damage bonus for technique and vital point.
144
+ *
145
+ * **Korean**: 원형 특화 피해 보너스
146
+ *
147
+ * Each archetype has specialized bonuses for different techniques
148
+ * and vital point categories:
149
+ *
150
+ * - **무사 (Musa)**: +20% with 건 (Geon) stance techniques
151
+ * - **암살자 (Amsalja)**: +30% on neurological vital points
152
+ * - **해커 (Hacker)**: +15% baseline precision bonus
153
+ * - **정보요원 (Jeongbo)**: +25% on vascular vital points
154
+ * - **조직폭력배 (Jojik)**: +20% on dirty/ruthless techniques
155
+ *
156
+ * @param archetype - Attacker's archetype
157
+ * @param technique - Technique being used
158
+ * @param vitalPoint - Vital point being struck (optional)
159
+ * @returns Archetype damage multiplier (1.0-1.5)
160
+ *
161
+ * @private
162
+ * @korean 원형특화피해보너스
163
+ */
164
+ private static getArchetypeDamageBonus;
165
+ /**
166
+ * Calculate throw/takedown impact damage with ground multiplier.
167
+ *
168
+ * **Korean**: 던지기 충격 피해 계산 (Throw Impact Damage Calculation)
169
+ *
170
+ * Applies groundImpactMultiplier from Gon (Earth) techniques when opponent
171
+ * hits the ground after a throw or takedown. Integrates with base damage
172
+ * calculation to provide authentic Ssireum/Hapkido throw mechanics.
173
+ *
174
+ * **Formula**:
175
+ * ```
176
+ * impactDamage = baseDamage × groundImpactMultiplier × strengthModifier
177
+ * ```
178
+ *
179
+ * **Ground Impact Multiplier Ranges**:
180
+ * - 1.0-1.2: Low impact (controlled takedowns)
181
+ * - 1.3-1.5: Medium impact (standard throws)
182
+ * - 1.6-1.8: High impact (power throws)
183
+ * - 1.9-2.0: Maximum impact (slams like 대지강타)
184
+ *
185
+ * @param technique - Korean martial arts technique (checks for ExtendedGonTechnique)
186
+ * @param baseDamage - Base damage before ground impact modifier
187
+ * @param attackerStrength - Attacker's strength stat for scaling
188
+ * @param options - Optional configuration for damage calculation
189
+ * @param options.applyVariance - Whether to apply random ±5% variance (default: true)
190
+ * @returns Enhanced damage result with ground impact applied
191
+ *
192
+ * @example
193
+ * ```typescript
194
+ * const throwDamage = DamageCalculator.calculateThrowImpactDamage(
195
+ * ssireumThrowTechnique, // groundImpactMultiplier: 1.7
196
+ * 50, // base damage
197
+ * 80 // attacker strength
198
+ * );
199
+ * // Result: ~85 damage (50 × 1.7 × 1.0) with ±5% variance
200
+ *
201
+ * // For deterministic testing:
202
+ * const testDamage = DamageCalculator.calculateThrowImpactDamage(
203
+ * technique, 50, 80, { applyVariance: false }
204
+ * );
205
+ * ```
206
+ *
207
+ * @public
208
+ * @korean 던지기충격피해계산
209
+ */
210
+ static calculateThrowImpactDamage(technique: KoreanTechnique, baseDamage: number, attackerStrength?: number, options?: {
211
+ applyVariance?: boolean;
212
+ }): DamageResult;
213
+ /**
214
+ * Calculate earth's supportive healing from Gon technique.
215
+ *
216
+ * **Korean**: 대지 치유 계산 (Earth Healing Calculation)
217
+ *
218
+ * Implements Korean martial arts philosophy:
219
+ * "대지는 모든 것을 품고 키운다" (The earth embraces and nurtures all things)
220
+ *
221
+ * Gon techniques restore HP to the attacker after successful execution
222
+ * based on their connection with earth energy. Traditional techniques
223
+ * like Ssireum throws provide stronger healing due to cultural authenticity.
224
+ *
225
+ * **Healing Formula**:
226
+ * ```
227
+ * healingAmount = supportiveHealing × (1 + earthAffinityBonus)
228
+ * ```
229
+ *
230
+ * **Supportive Healing Ranges**:
231
+ * - 0-2: Minimal earth connection (aggressive techniques)
232
+ * - 3-4: Moderate earth connection (standard Ssireum)
233
+ * - 5-6: Strong earth connection (traditional, sacrifice throws)
234
+ * - 7-10: RESERVED for meditation/healing techniques
235
+ *
236
+ * @param technique - Korean martial arts technique (checks for ExtendedGonTechnique)
237
+ * @param earthAffinityBonus - Player's earth affinity stat modifier (0.0-1.0)
238
+ * @returns HP healing amount (0 if not a Gon technique)
239
+ *
240
+ * @example
241
+ * ```typescript
242
+ * const healing = DamageCalculator.calculateEarthHealing(
243
+ * ssireumThrowTechnique, // supportiveHealing: 5
244
+ * 0.3 // 30% earth affinity bonus
245
+ * );
246
+ * // Result: 6.5 HP restored (5 × 1.3)
247
+ * ```
248
+ *
249
+ * @public
250
+ * @korean 대지치유계산
251
+ */
252
+ static calculateEarthHealing(technique: KoreanTechnique, earthAffinityBonus?: number): number;
253
+ }
254
+ export default DamageCalculator;
255
+ //# sourceMappingURL=DamageCalculator.d.ts.map
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