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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  1853. package/package.json +222 -0
@@ -0,0 +1,1247 @@
1
+ /**
2
+ * Common utility types for Korean martial arts game.
3
+ *
4
+ * This module provides foundational types used throughout the Black Trigram (흑괘) game,
5
+ * including geometric types, Korean text support, and utility type helpers.
6
+ *
7
+ * @module types/common
8
+ * @category Type Definitions
9
+ * @korean 공통타입
10
+ */
11
+ /**
12
+ * Represents a position in 2D space.
13
+ *
14
+ * **Unit Handling**: The coordinate units depend on the system using this type:
15
+ * - **Combat System**: Coordinates are in **meters** (physics-first architecture)
16
+ * - **Rendering System**: Coordinates are in **pixels** (screen rendering)
17
+ * - **Legacy Systems**: May use pixels or other units
18
+ *
19
+ * When working with combat/physics, positions are in meters relative to arena center (0, 0).
20
+ * Arena boundaries extend from ±worldWidthMeters/2 in X and ±worldDepthMeters/2 in Z (mapped to y).
21
+ *
22
+ * @example
23
+ * ```typescript
24
+ * // Combat position (meters, centered at origin)
25
+ * const playerPos: Position = { x: 2.5, y: -1.0 }; // 2.5m right, 1m back from center
26
+ *
27
+ * // Rendering position (pixels, top-left origin)
28
+ * const screenPos: Position = { x: 640, y: 480 }; // 640px right, 480px down
29
+ * ```
30
+ *
31
+ * @public
32
+ * @category Core Types
33
+ */
34
+ export interface Position {
35
+ /** X coordinate (meters in combat, pixels in rendering) */
36
+ x: number;
37
+ /** Y coordinate (meters in combat, pixels in rendering) */
38
+ y: number;
39
+ }
40
+ /**
41
+ * Represents size dimensions for game objects.
42
+ *
43
+ * @public
44
+ * @category Core Types
45
+ */
46
+ export interface Size {
47
+ /** Width in pixels */
48
+ readonly width: number;
49
+ /** Height in pixels */
50
+ readonly height: number;
51
+ }
52
+ /**
53
+ * Represents rectangle bounds combining position and size.
54
+ *
55
+ * @public
56
+ * @category Core Types
57
+ */
58
+ export interface Bounds extends Position, Size {
59
+ }
60
+ /**
61
+ * Color represented as a hexadecimal number (e.g., 0xFF0000 for red).
62
+ *
63
+ * @example
64
+ * ```typescript
65
+ * const primaryCyan: Color = 0x00FFFF;
66
+ * const accentGold: Color = 0xFFAA00;
67
+ * ```
68
+ *
69
+ * @public
70
+ * @category Core Types
71
+ */
72
+ export type Color = number;
73
+ /**
74
+ * Time duration in milliseconds.
75
+ *
76
+ * @public
77
+ * @category Core Types
78
+ */
79
+ export type Duration = number;
80
+ /**
81
+ * Percentage value represented as a decimal (0.0 to 1.0).
82
+ *
83
+ * @example
84
+ * ```typescript
85
+ * const halfHealth: Percentage = 0.5;
86
+ * const fullAccuracy: Percentage = 1.0;
87
+ * ```
88
+ *
89
+ * @public
90
+ * @category Core Types
91
+ */
92
+ export type Percentage = number;
93
+ /**
94
+ * Unique identifier string.
95
+ *
96
+ * @public
97
+ * @category Core Types
98
+ */
99
+ export type ID = string;
100
+ /**
101
+ * Generic callback function type.
102
+ *
103
+ * @typeParam T - Return type of the callback, defaults to void
104
+ *
105
+ * @public
106
+ * @category Core Types
107
+ */
108
+ export type Callback<T = void> = () => T;
109
+ /**
110
+ * Event handler function type.
111
+ *
112
+ * @typeParam T - Type of event data, defaults to any
113
+ *
114
+ * @public
115
+ * @category Core Types
116
+ */
117
+ export type EventHandler<T = any> = (event: T) => void;
118
+ /**
119
+ * Utility type to make specific properties optional.
120
+ *
121
+ * @typeParam T - The base type
122
+ * @typeParam K - Keys of T to make optional
123
+ *
124
+ * @public
125
+ * @category Utility Types
126
+ */
127
+ export type Optional<T, K extends keyof T> = Omit<T, K> & Partial<Pick<T, K>>;
128
+ /**
129
+ * Utility type to make specific properties required.
130
+ *
131
+ * @typeParam T - The base type
132
+ * @typeParam K - Keys of T to make required
133
+ *
134
+ * @public
135
+ * @category Utility Types
136
+ */
137
+ export type Required<T, K extends keyof T> = T & {
138
+ [P in K]-?: T[P];
139
+ };
140
+ /**
141
+ * Utility type to make all properties deeply readonly.
142
+ *
143
+ * @typeParam T - The type to make deeply readonly
144
+ *
145
+ * @public
146
+ * @category Utility Types
147
+ */
148
+ export type DeepReadonly<T> = {
149
+ readonly [P in keyof T]: T[P] extends object ? DeepReadonly<T[P]> : T[P];
150
+ };
151
+ /**
152
+ * Represents bilingual Korean-English text content.
153
+ *
154
+ * Used throughout the game to provide authentic Korean terminology with English translations,
155
+ * supporting the cultural authenticity of the Korean martial arts theme.
156
+ *
157
+ * @example
158
+ * ```typescript
159
+ * const techniqueName: KoreanText = {
160
+ * korean: "천둥벽력",
161
+ * english: "Thunder Strike",
162
+ * romanized: "cheondu byeokryeok"
163
+ * };
164
+ * ```
165
+ *
166
+ * @public
167
+ * @category Korean Martial Arts
168
+ * @korean 한글텍스트
169
+ */
170
+ export interface KoreanText {
171
+ /** Korean text in Hangul */
172
+ readonly korean: string;
173
+ /** English translation */
174
+ readonly english: string;
175
+ /** Optional romanized Korean pronunciation */
176
+ readonly romanized?: string;
177
+ }
178
+ /**
179
+ * Base entity interface with Korean naming support.
180
+ *
181
+ * Provides a foundation for game entities with bilingual identification.
182
+ *
183
+ * @public
184
+ * @category Korean Martial Arts
185
+ * @korean 한글개체
186
+ */
187
+ export interface KoreanEntity {
188
+ /** Unique identifier */
189
+ readonly id: ID;
190
+ /** Bilingual name */
191
+ readonly name: KoreanText;
192
+ /** Optional bilingual description */
193
+ readonly description?: KoreanText;
194
+ }
195
+ /**
196
+ * Font sizes for Korean text rendering.
197
+ *
198
+ * Provides consistent typography sizing across the game interface.
199
+ *
200
+ * @public
201
+ * @category UI
202
+ * @korean 글자크기
203
+ */
204
+ export declare enum KoreanTextSize {
205
+ /** Extra small: 10px */
206
+ XSMALL = "xsmall",
207
+ /** Tiny: 12px */
208
+ TINY = "tiny",
209
+ /** Small: 14px */
210
+ SMALL = "small",
211
+ /** Medium: 16px */
212
+ MEDIUM = "medium",
213
+ /** Large: 18px */
214
+ LARGE = "large",
215
+ /** Extra large: 20px */
216
+ XLARGE = "xlarge",
217
+ /** Double extra large: 24px */
218
+ XXLARGE = "xxlarge",
219
+ /** Huge: 32px */
220
+ HUGE = "huge",
221
+ /** Title: 48px */
222
+ TITLE = "title"
223
+ }
224
+ /**
225
+ * Font weights for Korean text rendering.
226
+ *
227
+ * Provides consistent typography weights for Korean Hangul characters.
228
+ *
229
+ * @public
230
+ * @category UI
231
+ * @korean 글자무게
232
+ */
233
+ export declare enum KoreanTextWeight {
234
+ /** Light weight: 300 */
235
+ LIGHT = "light",
236
+ /** Normal weight: 400 */
237
+ NORMAL = "normal",
238
+ /** Regular weight: 400 (alias for NORMAL) */
239
+ REGULAR = "regular",
240
+ /** Medium weight: 500 */
241
+ MEDIUM = "medium",
242
+ /** Semi-bold weight: 600 */
243
+ SEMIBOLD = "semibold",
244
+ /** Bold weight: 700 */
245
+ BOLD = "bold",
246
+ /** Heavy weight: 900 */
247
+ HEAVY = "heavy"
248
+ }
249
+ /**
250
+ * Text alignment options for Korean text.
251
+ *
252
+ * @public
253
+ * @category UI
254
+ */
255
+ export type KoreanTextAlignment = "left" | "center" | "right";
256
+ /**
257
+ * Styling configuration for Korean text rendering.
258
+ *
259
+ * @public
260
+ * @category UI
261
+ * @korean 글자스타일
262
+ */
263
+ export interface KoreanTextStyle {
264
+ /** Text size */
265
+ readonly size: KoreanTextSize;
266
+ /** Font weight */
267
+ readonly weight: KoreanTextWeight;
268
+ /** Text color as hex number */
269
+ readonly color: number;
270
+ /** Horizontal alignment */
271
+ readonly alignment: KoreanTextAlignment;
272
+ }
273
+ /**
274
+ * Represents a range of damage values for combat calculations.
275
+ *
276
+ * Used for techniques and vital point strikes to define variable damage output.
277
+ *
278
+ * @public
279
+ * @category Combat
280
+ * @korean 피해범위
281
+ */
282
+ export interface DamageRange {
283
+ /** Minimum damage value */
284
+ readonly min: number;
285
+ /** Maximum damage value */
286
+ readonly max: number;
287
+ /** Type of damage dealt */
288
+ readonly type?: DamageType;
289
+ /** Pre-calculated average damage */
290
+ readonly average?: number;
291
+ }
292
+ /**
293
+ * Game settings configuration interface for UI controls.
294
+ *
295
+ * Manages volume, graphics quality, control schemes, and language preferences.
296
+ *
297
+ * @public
298
+ * @category UI
299
+ * @korean 게임설정
300
+ */
301
+ export interface UIGameSettings {
302
+ /** Audio volume settings */
303
+ readonly volume: {
304
+ /** Master volume (0.0 - 1.0) */
305
+ readonly master: number;
306
+ /** Music volume (0.0 - 1.0) */
307
+ readonly music: number;
308
+ /** Sound effects volume (0.0 - 1.0) */
309
+ readonly sfx: number;
310
+ };
311
+ /** Graphics settings */
312
+ readonly graphics: {
313
+ /** Graphics quality preset */
314
+ readonly quality: "low" | "medium" | "high";
315
+ /** Fullscreen mode enabled */
316
+ readonly fullscreen: boolean;
317
+ /** Vertical sync enabled */
318
+ readonly vsync: boolean;
319
+ };
320
+ /** Control settings */
321
+ readonly controls: {
322
+ /** Keyboard layout preference */
323
+ readonly keyboardLayout: "qwerty" | "dvorak" | "colemak";
324
+ /** Mouse sensitivity multiplier */
325
+ readonly mouseSensitivity: number;
326
+ };
327
+ /** Language preference */
328
+ readonly language: "korean" | "english" | "both";
329
+ }
330
+ /**
331
+ * Duration tracking for status effects.
332
+ *
333
+ * Tracks when an effect started, when it ends, and its total duration.
334
+ *
335
+ * @public
336
+ * @category Combat
337
+ * @korean 효과지속시간
338
+ */
339
+ export interface EffectDuration {
340
+ /** Effect start timestamp (milliseconds) */
341
+ readonly startTime: number;
342
+ /** Effect end timestamp (milliseconds) */
343
+ readonly endTime: number;
344
+ /** Total duration (milliseconds) */
345
+ readonly duration: number;
346
+ }
347
+ /**
348
+ * Generic game entity with positioning and visibility.
349
+ *
350
+ * Extends {@link KoreanEntity} with spatial and state properties.
351
+ *
352
+ * @public
353
+ * @category Core Types
354
+ * @korean 게임개체
355
+ */
356
+ export interface GameEntity extends KoreanEntity {
357
+ /** Position in game world */
358
+ readonly position?: Position;
359
+ /** Size dimensions */
360
+ readonly size?: Size;
361
+ /** Whether entity is active */
362
+ readonly active?: boolean;
363
+ /** Whether entity is visible */
364
+ readonly visible?: boolean;
365
+ }
366
+ /**
367
+ * Animation transition configuration.
368
+ *
369
+ * Defines how to transition between two states with timing and easing.
370
+ *
371
+ * @public
372
+ * @category UI
373
+ * @korean 전환
374
+ */
375
+ export interface Transition {
376
+ /** Starting state identifier */
377
+ readonly from: string;
378
+ /** Target state identifier */
379
+ readonly to: string;
380
+ /** Transition duration in milliseconds */
381
+ readonly duration: Duration;
382
+ /** Optional easing function name */
383
+ readonly easing?: string;
384
+ }
385
+ /**
386
+ * Theme color configuration.
387
+ *
388
+ * Defines primary colors used throughout the game UI.
389
+ *
390
+ * @public
391
+ * @category UI
392
+ * @korean 테마
393
+ */
394
+ export interface Theme {
395
+ /** Primary color */
396
+ readonly primary: Color;
397
+ /** Secondary color */
398
+ readonly secondary: Color;
399
+ /** Accent color */
400
+ readonly accent?: Color;
401
+ /** Background color */
402
+ readonly background?: Color;
403
+ /** Text color */
404
+ readonly text?: Color;
405
+ }
406
+ /**
407
+ * Generic configuration object.
408
+ *
409
+ * @public
410
+ * @category Core Types
411
+ */
412
+ export interface Config {
413
+ readonly [key: string]: any;
414
+ }
415
+ /**
416
+ * Generic result wrapper for operations that may succeed or fail.
417
+ *
418
+ * @typeParam T - Type of successful result data
419
+ * @typeParam E - Type of error, defaults to Error
420
+ *
421
+ * @example
422
+ * ```typescript
423
+ * const result: Result<PlayerState> = {
424
+ * success: true,
425
+ * data: playerState
426
+ * };
427
+ * ```
428
+ *
429
+ * @public
430
+ * @category Core Types
431
+ */
432
+ export interface Result<T, E = Error> {
433
+ /** Whether operation succeeded */
434
+ readonly success: boolean;
435
+ /** Result data if successful */
436
+ readonly data?: T;
437
+ /** Error if operation failed */
438
+ readonly error?: E;
439
+ /** Optional message */
440
+ readonly message?: string;
441
+ }
442
+ /**
443
+ * Validation result with errors and warnings.
444
+ *
445
+ * @public
446
+ * @category Core Types
447
+ */
448
+ export interface ValidationResult {
449
+ /** Whether validation passed */
450
+ readonly valid: boolean;
451
+ /** List of validation errors */
452
+ readonly errors: readonly string[];
453
+ /** Optional list of warnings */
454
+ readonly warnings?: readonly string[];
455
+ }
456
+ /**
457
+ * Game modes available in Black Trigram.
458
+ *
459
+ * Each mode offers different gameplay experiences and training opportunities.
460
+ *
461
+ * @public
462
+ * @category Game Systems
463
+ * @korean 게임모드
464
+ */
465
+ export declare enum GameMode {
466
+ /** Versus mode: Player vs AI or Player vs Player */
467
+ VERSUS = "versus",
468
+ /** Training mode: Practice techniques against training dummy */
469
+ TRAINING = "training",
470
+ /** Tutorial mode: Learn game mechanics and controls */
471
+ TUTORIAL = "tutorial",
472
+ /** Practice mode: Free form combat practice */
473
+ PRACTICE = "practice",
474
+ /** Story mode: Campaign with narrative */
475
+ STORY = "story",
476
+ /** Arcade mode: Progressive difficulty challenges */
477
+ ARCADE = "arcade",
478
+ /** Controls screen: View and customize controls */
479
+ CONTROLS = "controls",
480
+ /** Philosophy screen: Learn about Korean martial arts philosophy */
481
+ PHILOSOPHY = "philosophy"
482
+ }
483
+ /**
484
+ * Game phases representing the current state of the game.
485
+ *
486
+ * Controls which screen is displayed and what game logic is active.
487
+ *
488
+ * @public
489
+ * @category Game Systems
490
+ * @korean 게임단계
491
+ */
492
+ export declare enum GamePhase {
493
+ /** Intro/splash screen */
494
+ INTRO = "intro",
495
+ /** Main menu */
496
+ MENU = "menu",
497
+ /** Character selection screen */
498
+ CHARACTER_SELECT = "character_select",
499
+ /** Active combat */
500
+ COMBAT = "combat",
501
+ /** Training mode */
502
+ TRAINING = "training",
503
+ /** Victory screen */
504
+ VICTORY = "victory",
505
+ /** Defeat screen */
506
+ DEFEAT = "defeat",
507
+ /** Game paused */
508
+ PAUSED = "paused",
509
+ /** Game over screen */
510
+ GAME_OVER = "game_over",
511
+ /** Loading screen */
512
+ LOADING = "loading"
513
+ }
514
+ /**
515
+ * Player archetypes representing Korean martial arts combat specialists.
516
+ *
517
+ * **Korean**: 플레이어 원형 (Player Archetypes)
518
+ *
519
+ * Each archetype has unique combat styles, favored stances, and philosophical approaches
520
+ * rooted in Korean martial arts traditions and modern cyberpunk adaptation.
521
+ *
522
+ * @example
523
+ * ```typescript
524
+ * const player = createPlayer({
525
+ * archetype: PlayerArchetype.MUSA,
526
+ * name: { korean: "이순신", english: "Yi Sun-sin" }
527
+ * });
528
+ * ```
529
+ *
530
+ * @public
531
+ * @category Player & Archetypes
532
+ * @korean 플레이어원형
533
+ */
534
+ export declare enum PlayerArchetype {
535
+ /**
536
+ * 무사 (Musa) - Traditional Warrior
537
+ *
538
+ * Honor-bound martial artist following traditional Korean warrior codes.
539
+ * Favors direct confrontation and disciplined techniques.
540
+ */
541
+ MUSA = "musa",
542
+ /**
543
+ * 암살자 (Amsalja) - Shadow Assassin
544
+ *
545
+ * Precision striker focused on vital point targeting and silent elimination.
546
+ * Specializes in nerve strikes and pressure point techniques.
547
+ */
548
+ AMSALJA = "amsalja",
549
+ /**
550
+ * 해커 (Hacker) - Cyber Warrior
551
+ *
552
+ * Technology-enhanced combatant blending modern cybernetics with traditional techniques.
553
+ * Uses augmented reflexes and data-driven combat analysis.
554
+ */
555
+ HACKER = "hacker",
556
+ /**
557
+ * 정보요원 (Jeongbo Yowon) - Intelligence Operative
558
+ *
559
+ * Strategic analyst who uses combat intelligence and tactical advantage.
560
+ * Excels at reading opponent patterns and exploiting weaknesses.
561
+ */
562
+ JEONGBO_YOWON = "jeongbo_yowon",
563
+ /**
564
+ * 조직폭력배 (Jojik Pokryeokbae) - Organized Crime
565
+ *
566
+ * Ruthless pragmatist who ignores traditional honor codes.
567
+ * Uses brutal, efficient techniques with no concern for ethics.
568
+ */
569
+ JOJIK_POKRYEOKBAE = "jojik_pokryeokbae"
570
+ }
571
+ /**
572
+ * Physical attributes representing realistic body dimensions and composition.
573
+ *
574
+ * **Korean**: 신체 속성 (Body Attributes)
575
+ *
576
+ * These attributes affect combat calculations including reach, movement speed,
577
+ * damage output, defense capability, and stamina. Based on realistic human
578
+ * physiology and Korean martial arts biomechanics.
579
+ *
580
+ * ## Combat Impact
581
+ *
582
+ * - **Weight**: Affects movement speed, knockback resistance, and throw effectiveness
583
+ * - **Leg Length**: Determines kick range and movement speed base
584
+ * - **Arm Length**: Determines punch/strike range and grappling reach
585
+ * - **Muscle Mass**: Affects base damage output and stamina pool
586
+ * - **Fat Mass**: Affects defense absorption and stamina drain rate
587
+ * - **Age**: Affects stamina recovery speed and Ki regeneration
588
+ *
589
+ * @example
590
+ * ```typescript
591
+ * const musaPhysical: PhysicalAttributes = {
592
+ * weight: 75, // kg - balanced warrior
593
+ * legLength: 95, // cm - average leg reach
594
+ * armLength: 75, // cm - average arm reach
595
+ * muscleMass: 38, // kg - high muscle for power
596
+ * fatMass: 12, // kg - low fat for mobility
597
+ * age: 32, // years - prime combat age
598
+ * };
599
+ * ```
600
+ *
601
+ * @public
602
+ * @category Player & Archetypes
603
+ * @korean 신체속성
604
+ */
605
+ export interface PhysicalAttributes {
606
+ /**
607
+ * Body weight in kilograms.
608
+ *
609
+ * **Korean**: 체중 (Body Weight)
610
+ *
611
+ * Typical Range: 55-95 kg for combatants
612
+ * - Affects movement speed (inversely)
613
+ * - Affects knockback resistance (positively)
614
+ * - Affects throw effectiveness (positively)
615
+ * - Affects ground control (positively)
616
+ */
617
+ readonly weight: number;
618
+ /**
619
+ * Leg length in centimeters (hip to ankle).
620
+ *
621
+ * **Korean**: 다리 길이 (Leg Length)
622
+ *
623
+ * Typical Range: 85-105 cm
624
+ * - Determines kick technique maximum range
625
+ * - Affects base movement speed
626
+ * - Affects sweep technique effectiveness
627
+ * - Affects jumping attack height
628
+ */
629
+ readonly legLength: number;
630
+ /**
631
+ * Arm length in centimeters (shoulder to wrist).
632
+ *
633
+ * **Korean**: 팔 길이 (Arm Length)
634
+ *
635
+ * Typical Range: 65-85 cm
636
+ * - Determines punch/strike technique range
637
+ * - Affects grappling and throw range
638
+ * - Affects block coverage area
639
+ * - Affects elbow strike effectiveness
640
+ */
641
+ readonly armLength: number;
642
+ /**
643
+ * Muscle mass in kilograms.
644
+ *
645
+ * **Korean**: 근육량 (Muscle Mass)
646
+ *
647
+ * Typical Range: 25-45 kg
648
+ * - Affects base damage output (positively)
649
+ * - Affects maximum stamina pool (positively)
650
+ * - Affects grappling and throw power
651
+ * - Affects movement acceleration
652
+ */
653
+ readonly muscleMass: number;
654
+ /**
655
+ * Fat mass in kilograms.
656
+ *
657
+ * **Korean**: 지방량 (Fat Mass)
658
+ *
659
+ * Typical Range: 8-20 kg for combatants
660
+ * - Affects blunt damage absorption (positively)
661
+ * - Affects stamina drain rate (negatively)
662
+ * - Affects movement speed (negatively)
663
+ * - Affects recovery time between actions
664
+ */
665
+ readonly fatMass: number;
666
+ /**
667
+ * Age in years.
668
+ *
669
+ * **Korean**: 나이 (Age)
670
+ *
671
+ * Typical Range: 22-45 years for peak combatants
672
+ * - Affects stamina recovery speed (optimal 25-35)
673
+ * - Affects Ki regeneration rate (wisdom with age)
674
+ * - Affects injury recovery time (slower with age)
675
+ * - Affects technique execution speed (prime 28-35)
676
+ */
677
+ readonly age: number;
678
+ /**
679
+ * Total body height in centimeters.
680
+ *
681
+ * **Korean**: 키 (Height)
682
+ *
683
+ * Typical Range: 160-195 cm
684
+ * - Scales entire skeleton proportionally
685
+ * - Affects reach calculations (combined with limb ratios)
686
+ * - Affects center of gravity positioning
687
+ * - Determines visual body model scaling
688
+ * - Influences balance and stability in stances
689
+ */
690
+ readonly totalHeight: number;
691
+ /**
692
+ * Torso length in centimeters (pelvis to shoulders).
693
+ *
694
+ * **Korean**: 몸통 길이 (Torso Length)
695
+ *
696
+ * Typical Range: 50-65 cm
697
+ * - Affects core hitbox size and vital point positioning
698
+ * - Influences breath control and stamina capacity
699
+ * - Affects spinal rotation range in techniques
700
+ * - Determines torso vital point target area
701
+ * - Impacts center of mass calculations
702
+ */
703
+ readonly torsoLength: number;
704
+ /**
705
+ * Head size (diameter) in centimeters.
706
+ *
707
+ * **Korean**: 머리 크기 (Head Size)
708
+ *
709
+ * Typical Range: 20-24 cm
710
+ * - Affects head vital point targeting precision
711
+ * - Determines head hitbox size for strikes
712
+ * - Influences helmet/headgear fit (if applicable)
713
+ * - Affects visual skull scaling in 3D model
714
+ * - Impacts consciousness vulnerability to head trauma
715
+ */
716
+ readonly headSize: number;
717
+ /**
718
+ * Neck length in centimeters (skull base to shoulders).
719
+ *
720
+ * **Korean**: 목 길이 (Neck Length)
721
+ *
722
+ * Typical Range: 8-12 cm
723
+ * - Affects vulnerability to chokes and strangles
724
+ * - Determines neck vital point target area
725
+ * - Influences blood choke effectiveness
726
+ * - Affects guillotine and rear naked choke mechanics
727
+ * - Impacts head mobility and evasion capability
728
+ */
729
+ readonly neckLength: number;
730
+ /**
731
+ * Shoulder width in centimeters (shoulder to shoulder).
732
+ *
733
+ * **Korean**: 어깨 너비 (Shoulder Width)
734
+ *
735
+ * Typical Range: 38-48 cm
736
+ * - Affects defense coverage area (blocking)
737
+ * - Determines upper body strike zone width
738
+ * - Influences grappling control positions
739
+ * - Affects visual upper body model scaling
740
+ * - Impacts balance and stability in wide stances
741
+ */
742
+ readonly shoulderWidth: number;
743
+ /**
744
+ * Base walking speed in meters per second.
745
+ *
746
+ * **Korean**: 걷기 속도 (Walk Speed)
747
+ *
748
+ * Typical Range: 5.0-6.5 m/s for combat movement
749
+ * - Determines tactical repositioning speed
750
+ * - Affected by weight and leg length
751
+ * - Base speed for defensive movement
752
+ * - Modified by stance and combat state
753
+ */
754
+ readonly walkSpeed: number;
755
+ /**
756
+ * Base running speed in meters per second.
757
+ *
758
+ * **Korean**: 달리기 속도 (Run Speed)
759
+ *
760
+ * Typical Range: 8.0-11.0 m/s for sprint movement
761
+ * - Determines rapid repositioning speed
762
+ * - Affected by muscle mass and conditioning
763
+ * - Base speed for aggressive approach
764
+ * - Consumes stamina during use
765
+ */
766
+ readonly runSpeed: number;
767
+ /**
768
+ * Base acceleration in meters per second squared.
769
+ *
770
+ * **Korean**: 가속도 (Acceleration)
771
+ *
772
+ * Typical Range: 9.0-15.0 m/s² for combat movement
773
+ * - Determines how quickly fighter reaches max speed
774
+ * - Based on muscle-to-weight ratio (explosiveness)
775
+ * - Higher = more explosive starts and direction changes
776
+ * - Affects combat responsiveness and evasion
777
+ */
778
+ readonly acceleration: number;
779
+ }
780
+ /**
781
+ * Eight Trigram stances (팔괘) representing fundamental combat principles.
782
+ *
783
+ * **Korean**: 팔괘 자세 (Eight Trigram Stances)
784
+ * **Origin**: I Ching (易經 / Yijing) divination system adapted for Korean martial arts
785
+ *
786
+ * The Eight Trigrams (Bagua / 八卦) form the foundation of the combat system.
787
+ * Each trigram represents a natural element and combat philosophy, influencing
788
+ * available techniques, movement patterns, and strategic advantages.
789
+ *
790
+ * ## Trigram Philosophy
791
+ *
792
+ * - **☰ 건 (Geon)** - Heaven: Yang energy, direct aggression, overwhelming force
793
+ * - **☱ 태 (Tae)** - Lake: Joy and fluidity, joint locks and flow techniques
794
+ * - **☲ 리 (Li)** - Fire: Precision and speed, nerve strikes and rapid attacks
795
+ * - **☳ 진 (Jin)** - Thunder: Explosive power, shocking techniques
796
+ * - **☴ 손 (Son)** - Wind: Continuous pressure, evasion and mobility
797
+ * - **☵ 감 (Gam)** - Water: Adaptive flow, counters and redirection
798
+ * - **☶ 간 (Gan)** - Mountain: Immovable defense, endurance and patience
799
+ * - **☷ 곤 (Gon)** - Earth: Grounding techniques, takedowns and throws
800
+ *
801
+ * @example
802
+ * ```typescript
803
+ * // Change to Heaven stance for aggressive attack
804
+ * player.currentStance = TrigramStance.GEON;
805
+ *
806
+ * // Execute heaven-aligned technique
807
+ * const technique = getTrigramTechniques(TrigramStance.GEON)[0];
808
+ * executeTechnique(player, opponent, technique);
809
+ * ```
810
+ *
811
+ * @see {@link https://en.wikipedia.org/wiki/Bagua | Bagua (Eight Trigrams) - Wikipedia}
812
+ * @see {@link https://en.wikipedia.org/wiki/I_Ching | I Ching - Wikipedia}
813
+ *
814
+ * @public
815
+ * @category Trigram System
816
+ * @category Korean Martial Arts
817
+ * @korean 팔괘
818
+ */
819
+ export declare enum TrigramStance {
820
+ /**
821
+ * ☰ 건 (Geon) - Heaven Stance
822
+ *
823
+ * **Element**: Heaven / Sky (天)
824
+ * **Nature**: Yang, creative, strong
825
+ * **Combat Style**: Direct force, aggressive techniques, overwhelming power
826
+ * **Philosophy**: "The creative principle - pure yang energy that drives forward"
827
+ *
828
+ * Techniques emphasize straight attacks, powerful strikes, and dominant positioning.
829
+ */
830
+ GEON = "geon",
831
+ /**
832
+ * ☱ 태 (Tae) - Lake Stance
833
+ *
834
+ * **Element**: Lake / Marsh (澤)
835
+ * **Nature**: Yin exterior, Yang interior - joyful movement
836
+ * **Combat Style**: Fluid joint manipulation, flowing techniques, adaptable responses
837
+ * **Philosophy**: "The joyful - water above earth, freedom of movement"
838
+ *
839
+ * Techniques focus on joint locks, throws, and using opponent's momentum.
840
+ */
841
+ TAE = "tae",
842
+ /**
843
+ * ☲ 리 (Li) - Fire Stance
844
+ *
845
+ * **Element**: Fire / Flame (火)
846
+ * **Nature**: Yang exterior, Yin interior - bright and precise
847
+ * **Combat Style**: Precise nerve strikes, rapid attacks, speed techniques
848
+ * **Philosophy**: "The clinging - illuminating and consuming"
849
+ *
850
+ * Techniques emphasize vital point targeting, quick combinations, and precision.
851
+ */
852
+ LI = "li",
853
+ /**
854
+ * ☳ 진 (Jin) - Thunder Stance
855
+ *
856
+ * **Element**: Thunder / Arousing (雷)
857
+ * **Nature**: Yang moving, sudden and shocking
858
+ * **Combat Style**: Explosive power, shocking techniques, sudden movements
859
+ * **Philosophy**: "The arousing - thunder brings shock and awakening"
860
+ *
861
+ * Techniques feature explosive bursts, stunning strikes, and overwhelming force.
862
+ */
863
+ JIN = "jin",
864
+ /**
865
+ * ☴ 손 (Son) - Wind Stance
866
+ *
867
+ * **Element**: Wind / Wood (風)
868
+ * **Nature**: Yin, gentle but penetrating
869
+ * **Combat Style**: Continuous pressure, evasion techniques, mobility
870
+ * **Philosophy**: "The gentle - penetrating like wind, persistent like wood"
871
+ *
872
+ * Techniques emphasize movement, pressure point chains, and wearing down opponents.
873
+ */
874
+ SON = "son",
875
+ /**
876
+ * ☵ 감 (Gam) - Water Stance
877
+ *
878
+ * **Element**: Water / Abyss (水)
879
+ * **Nature**: Yang surrounded by Yin - dangerous depths
880
+ * **Combat Style**: Flow and adaptation, counter techniques, redirection
881
+ * **Philosophy**: "The abysmal - water flows around obstacles and fills voids"
882
+ *
883
+ * Techniques focus on counters, deflections, and adaptive responses.
884
+ */
885
+ GAM = "gam",
886
+ /**
887
+ * ☶ 간 (Gan) - Mountain Stance
888
+ *
889
+ * **Element**: Mountain / Stillness (山)
890
+ * **Nature**: Yang above Yin - firm and unyielding
891
+ * **Combat Style**: Defensive mastery, immovable stance, endurance
892
+ * **Philosophy**: "The keeping still - mountains are firm and unmoving"
893
+ *
894
+ * Techniques emphasize blocks, parries, and defensive positioning.
895
+ */
896
+ GAN = "gan",
897
+ /**
898
+ * ☷ 곤 (Gon) - Earth Stance
899
+ *
900
+ * **Element**: Earth / Receptive (地)
901
+ * **Nature**: Pure Yin - receptive and yielding
902
+ * **Combat Style**: Grounding techniques, takedowns, throws
903
+ * **Philosophy**: "The receptive - earth receives and supports all"
904
+ *
905
+ * Techniques focus on sweeps, trips, takedowns, and ground control.
906
+ */
907
+ GON = "gon"
908
+ }
909
+ /**
910
+ * Combat attack types available in the game.
911
+ *
912
+ * Defines the mechanical type of attack being performed, which affects
913
+ * damage calculation, vital point targeting, and defensive options.
914
+ *
915
+ * @public
916
+ * @category Combat System
917
+ * @korean 공격타입
918
+ */
919
+ export declare enum CombatAttackType {
920
+ /** Standard striking attack */
921
+ STRIKE = "strike",
922
+ /** Thrusting attack with focused force */
923
+ THRUST = "thrust",
924
+ /** Defensive blocking action */
925
+ BLOCK = "block",
926
+ /** Counter-attack performed after successful defense */
927
+ COUNTER_ATTACK = "counter_attack",
928
+ /** Throwing technique to off-balance opponent */
929
+ THROW = "throw",
930
+ /** Grappling and joint control technique */
931
+ GRAPPLE = "grapple",
932
+ /** Precise pressure point strike */
933
+ PRESSURE_POINT = "pressure_point",
934
+ /** Nerve disruption strike */
935
+ NERVE_STRIKE = "nerve_strike",
936
+ /** Closed fist punch */
937
+ PUNCH = "punch",
938
+ /** Leg kick attack */
939
+ KICK = "kick",
940
+ /** Elbow strike */
941
+ ELBOW = "elbow",
942
+ /** Knee strike */
943
+ KNEE = "knee"
944
+ }
945
+ /**
946
+ * Damage types representing different methods of inflicting harm.
947
+ *
948
+ * Each damage type interacts differently with vital points and defensive techniques.
949
+ * Some types are more effective against specific body regions or defense styles.
950
+ *
951
+ * @public
952
+ * @category Combat System
953
+ * @korean 피해타입
954
+ */
955
+ export declare enum DamageType {
956
+ /** Blunt force trauma */
957
+ BLUNT = "blunt",
958
+ /** Piercing damage penetrating tissue */
959
+ PIERCING = "piercing",
960
+ /** Slashing cuts */
961
+ SLASHING = "slashing",
962
+ /** Pressure point manipulation */
963
+ PRESSURE = "pressure",
964
+ /** Nerve disruption */
965
+ NERVE = "nerve",
966
+ /** Joint manipulation and locks */
967
+ JOINT = "joint",
968
+ /** Internal organ damage */
969
+ INTERNAL = "internal",
970
+ /** Impact shock */
971
+ IMPACT = "impact",
972
+ /** Crushing force */
973
+ CRUSHING = "crushing",
974
+ /** Sharp edge damage */
975
+ SHARP = "sharp",
976
+ /** Electric shock */
977
+ ELECTRIC = "electric",
978
+ /** Fire/heat damage */
979
+ FIRE = "fire",
980
+ /** Cold/freeze damage */
981
+ ICE = "ice",
982
+ /** Poison/toxin damage */
983
+ POISON = "poison",
984
+ /** Psychic/mental damage */
985
+ PSYCHIC = "psychic",
986
+ /** Blood loss damage */
987
+ BLOOD = "blood"
988
+ }
989
+ /**
990
+ * Vital point categories representing anatomical targeting systems.
991
+ *
992
+ * **Korean**: 급소 범주 (Vital Point Categories)
993
+ *
994
+ * The game features 70 Korean vital points (급소) based on traditional martial arts
995
+ * knowledge and modern anatomical understanding. Each category represents different
996
+ * physiological systems that can be targeted for combat effectiveness.
997
+ *
998
+ * @example
999
+ * ```typescript
1000
+ * const vitalPoint: VitalPoint = {
1001
+ * id: "GB-20",
1002
+ * category: VitalPointCategory.NEUROLOGICAL,
1003
+ * severity: VitalPointSeverity.CRITICAL,
1004
+ * name: { korean: "풍지", english: "Wind Pool" }
1005
+ * };
1006
+ * ```
1007
+ *
1008
+ * @public
1009
+ * @category Vital Point System
1010
+ * @korean 급소범주
1011
+ */
1012
+ export declare enum VitalPointCategory {
1013
+ /** Neurological system - nerve clusters and neural pathways */
1014
+ NEUROLOGICAL = "neurological",
1015
+ /** Vascular system - major blood vessels and circulation */
1016
+ VASCULAR = "vascular",
1017
+ /** Respiratory system - airways and breathing mechanisms */
1018
+ RESPIRATORY = "respiratory",
1019
+ /** Muscular system - muscle groups and tendons */
1020
+ MUSCULAR = "muscular",
1021
+ /** Skeletal system - bones and structural supports */
1022
+ SKELETAL = "skeletal",
1023
+ /** Organ system - internal organs */
1024
+ ORGAN = "organ",
1025
+ /** Circulatory system - heart and blood flow */
1026
+ CIRCULATORY = "circulatory",
1027
+ /** Lymphatic system - lymph nodes and immune response */
1028
+ LYMPHATIC = "lymphatic",
1029
+ /** Endocrine system - hormonal glands */
1030
+ ENDOCRINE = "endocrine",
1031
+ /** Joint system - articulation points */
1032
+ JOINT = "joint",
1033
+ /** Nerve system - peripheral nerves */
1034
+ NERVE = "nerve",
1035
+ /** Pressure system - pressure-sensitive areas */
1036
+ PRESSURE = "pressure"
1037
+ }
1038
+ /**
1039
+ * Vital point severity levels indicating potential impact.
1040
+ *
1041
+ * Determines the damage multiplier and status effects applied when
1042
+ * a vital point is successfully struck.
1043
+ *
1044
+ * ## Severity Guidelines
1045
+ *
1046
+ * - **MINOR**: 1.1-1.3x damage, temporary discomfort
1047
+ * - **MODERATE**: 1.5-2.0x damage, brief incapacitation
1048
+ * - **MAJOR**: 2.5-3.5x damage, significant impairment
1049
+ * - **CRITICAL**: 4.0-5.0x damage, severe trauma
1050
+ * - **LETHAL**: 6.0-10.0x damage, immediate incapacitation
1051
+ *
1052
+ * @public
1053
+ * @category Vital Point System
1054
+ * @korean 급소심각도
1055
+ */
1056
+ export declare enum VitalPointSeverity {
1057
+ /** Minor impact - temporary pain or discomfort */
1058
+ MINOR = "minor",
1059
+ /** Moderate impact - brief stunning or reduced effectiveness */
1060
+ MODERATE = "moderate",
1061
+ /** Major impact - significant damage and impairment */
1062
+ MAJOR = "major",
1063
+ /** Critical impact - severe trauma requiring immediate response */
1064
+ CRITICAL = "critical",
1065
+ /** Lethal impact - immediate incapacitation or death */
1066
+ LETHAL = "lethal"
1067
+ }
1068
+ /**
1069
+ * Status effects that can result from vital point strikes.
1070
+ *
1071
+ * Each effect type represents a physiological response to targeting
1072
+ * specific anatomical structures. Effects stack and interact with
1073
+ * combat mechanics.
1074
+ *
1075
+ * @public
1076
+ * @category Vital Point System
1077
+ * @korean 급소효과
1078
+ */
1079
+ export declare enum VitalPointEffectType {
1080
+ /** Loss of consciousness */
1081
+ UNCONSCIOUSNESS = "unconsciousness",
1082
+ /** Inability to breathe properly */
1083
+ BREATHLESSNESS = "breathlessness",
1084
+ /** Intense pain reducing combat effectiveness */
1085
+ PAIN = "pain",
1086
+ /** Temporary or permanent paralysis */
1087
+ PARALYSIS = "paralysis",
1088
+ /** Brief stunning preventing action */
1089
+ STUN = "stun",
1090
+ /** Reduced strength and effectiveness */
1091
+ WEAKNESS = "weakness",
1092
+ /** Confusion and impaired targeting */
1093
+ DISORIENTATION = "disorientation",
1094
+ /** Restricted blood flow to area */
1095
+ BLOOD_FLOW_RESTRICTION = "blood_flow_restriction",
1096
+ /** Nerve pathway interruption */
1097
+ NERVE_DISRUPTION = "nerve_disruption",
1098
+ /** Internal organ malfunction */
1099
+ ORGAN_DISRUPTION = "organ_disruption"
1100
+ }
1101
+ /**
1102
+ * Combat states representing the current action phase of a fighter.
1103
+ *
1104
+ * Determines available actions, defensive capabilities, and animation states.
1105
+ * State transitions follow combat flow logic and timing windows.
1106
+ *
1107
+ * @public
1108
+ * @category Combat System
1109
+ * @korean 전투상태
1110
+ */
1111
+ export declare enum CombatState {
1112
+ /** Neutral state, all actions available */
1113
+ IDLE = "idle",
1114
+ /** Executing an attack, vulnerable to counters */
1115
+ ATTACKING = "attacking",
1116
+ /** In defensive stance, reduced offensive capability */
1117
+ DEFENDING = "defending",
1118
+ /** Temporarily incapacitated, cannot act */
1119
+ STUNNED = "stunned",
1120
+ /** Recovering from action, limited options */
1121
+ RECOVERING = "recovering",
1122
+ /** Executing a counter-attack */
1123
+ COUNTERING = "countering",
1124
+ /** Transitioning between stances */
1125
+ TRANSITIONING = "transitioning",
1126
+ /** Grappling/controlling opponent */
1127
+ GRAPPLING = "grappling",
1128
+ /** Being grappled/controlled */
1129
+ GRAPPLED = "grappled"
1130
+ }
1131
+ /**
1132
+ * Body regions for anatomical targeting in combat.
1133
+ *
1134
+ * Each region contains multiple vital points and has different
1135
+ * defensive properties and vulnerability profiles.
1136
+ *
1137
+ * @public
1138
+ * @category Combat System
1139
+ * @korean 신체부위
1140
+ */
1141
+ export declare enum BodyRegion {
1142
+ /** Head region - contains critical neurological targets */
1143
+ HEAD = "head",
1144
+ /** Neck region - contains vascular and respiratory targets */
1145
+ NECK = "neck",
1146
+ /** Torso region - contains organ targets */
1147
+ TORSO = "torso",
1148
+ /** Left arm region - contains nerve and joint targets */
1149
+ LEFT_ARM = "left_arm",
1150
+ /** Right arm region - contains nerve and joint targets */
1151
+ RIGHT_ARM = "right_arm",
1152
+ /** Left leg region - contains structural and mobility targets */
1153
+ LEFT_LEG = "left_leg",
1154
+ /** Right leg region - contains structural and mobility targets */
1155
+ RIGHT_LEG = "right_leg",
1156
+ /** Core/center region - contains balance and power centers */
1157
+ CORE = "core"
1158
+ }
1159
+ /**
1160
+ * Grappling state representing control and hold status.
1161
+ *
1162
+ * **Korean**: 잡기 상태 (Grapple State)
1163
+ *
1164
+ * Tracks the current phase of a grappling exchange based on Hapkido
1165
+ * and Ssireum techniques. State transitions follow realistic grappling
1166
+ * flow where control must be established before manipulation.
1167
+ *
1168
+ * @public
1169
+ * @category Combat System
1170
+ * @korean 잡기상태
1171
+ */
1172
+ export declare enum GrappleState {
1173
+ /** Not in grapple - normal combat */
1174
+ NONE = "none",
1175
+ /** Initiating grab attempt */
1176
+ GRABBING = "grabbing",
1177
+ /** Successfully controlling opponent */
1178
+ CONTROLLING = "controlling",
1179
+ /** Attempting to escape control */
1180
+ ESCAPING = "escaping",
1181
+ /** Transitioning to throw or takedown */
1182
+ THROWING = "throwing",
1183
+ /** Applying joint lock technique */
1184
+ LOCKING = "locking"
1185
+ }
1186
+ /**
1187
+ * Target for grappling techniques.
1188
+ *
1189
+ * **Korean**: 잡기 목표 (Grapple Target)
1190
+ *
1191
+ * Specifies which body part is being controlled in a grapple.
1192
+ * Different targets allow different follow-up techniques and
1193
+ * have different escape difficulties.
1194
+ *
1195
+ * @public
1196
+ * @category Combat System
1197
+ * @korean 잡기목표
1198
+ */
1199
+ export declare enum GrappleTarget {
1200
+ /** Hand/wrist control - 손목잡기 */
1201
+ HAND = "hand",
1202
+ /** Arm control - 팔잡기 */
1203
+ ARM = "arm",
1204
+ /** Leg control - 다리잡기 */
1205
+ LEG = "leg",
1206
+ /** Torso/body control - 몸통잡기 */
1207
+ TORSO = "torso",
1208
+ /** Neck control - 목잡기 */
1209
+ NECK = "neck",
1210
+ /** Both arms control - 양팔잡기 */
1211
+ BOTH_ARMS = "both_arms"
1212
+ }
1213
+ /**
1214
+ * Grappling control information.
1215
+ *
1216
+ * **Korean**: 잡기 제어 (Grapple Control)
1217
+ *
1218
+ * Tracks active grappling state between combatants, including
1219
+ * control duration, grip strength, and target limb.
1220
+ *
1221
+ * @public
1222
+ * @category Combat System
1223
+ * @korean 잡기제어
1224
+ */
1225
+ export interface GrappleControl {
1226
+ /** Current grapple state */
1227
+ readonly state: GrappleState;
1228
+ /** Body part being controlled */
1229
+ readonly target: GrappleTarget;
1230
+ /** ID of controlling player */
1231
+ readonly controllerId: string;
1232
+ /** ID of controlled player */
1233
+ readonly targetId: string;
1234
+ /** Grip strength (0-100) affecting escape difficulty */
1235
+ readonly gripStrength: number;
1236
+ /** Duration of control in milliseconds */
1237
+ readonly duration: number;
1238
+ /** Timestamp when grapple was initiated */
1239
+ readonly startTime: number;
1240
+ /** Whether control can be broken this frame */
1241
+ readonly canEscape: boolean;
1242
+ /** Stamina cost per second to maintain control */
1243
+ readonly staminaCostPerSecond: number;
1244
+ }
1245
+ declare const _default: {};
1246
+ export default _default;
1247
+ //# sourceMappingURL=common.d.ts.map