blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,622 @@
1
+ //#region src/types/common.ts
2
+ /**
3
+ * Font sizes for Korean text rendering.
4
+ *
5
+ * Provides consistent typography sizing across the game interface.
6
+ *
7
+ * @public
8
+ * @category UI
9
+ * @korean 글자크기
10
+ */
11
+ var KoreanTextSize = /* @__PURE__ */ function(KoreanTextSize) {
12
+ /** Extra small: 10px */
13
+ KoreanTextSize["XSMALL"] = "xsmall";
14
+ /** Tiny: 12px */
15
+ KoreanTextSize["TINY"] = "tiny";
16
+ /** Small: 14px */
17
+ KoreanTextSize["SMALL"] = "small";
18
+ /** Medium: 16px */
19
+ KoreanTextSize["MEDIUM"] = "medium";
20
+ /** Large: 18px */
21
+ KoreanTextSize["LARGE"] = "large";
22
+ /** Extra large: 20px */
23
+ KoreanTextSize["XLARGE"] = "xlarge";
24
+ /** Double extra large: 24px */
25
+ KoreanTextSize["XXLARGE"] = "xxlarge";
26
+ /** Huge: 32px */
27
+ KoreanTextSize["HUGE"] = "huge";
28
+ /** Title: 48px */
29
+ KoreanTextSize["TITLE"] = "title";
30
+ return KoreanTextSize;
31
+ }({});
32
+ /**
33
+ * Font weights for Korean text rendering.
34
+ *
35
+ * Provides consistent typography weights for Korean Hangul characters.
36
+ *
37
+ * @public
38
+ * @category UI
39
+ * @korean 글자무게
40
+ */
41
+ var KoreanTextWeight = /* @__PURE__ */ function(KoreanTextWeight) {
42
+ /** Light weight: 300 */
43
+ KoreanTextWeight["LIGHT"] = "light";
44
+ /** Normal weight: 400 */
45
+ KoreanTextWeight["NORMAL"] = "normal";
46
+ /** Regular weight: 400 (alias for NORMAL) */
47
+ KoreanTextWeight["REGULAR"] = "regular";
48
+ /** Medium weight: 500 */
49
+ KoreanTextWeight["MEDIUM"] = "medium";
50
+ /** Semi-bold weight: 600 */
51
+ KoreanTextWeight["SEMIBOLD"] = "semibold";
52
+ /** Bold weight: 700 */
53
+ KoreanTextWeight["BOLD"] = "bold";
54
+ /** Heavy weight: 900 */
55
+ KoreanTextWeight["HEAVY"] = "heavy";
56
+ return KoreanTextWeight;
57
+ }({});
58
+ /**
59
+ * Game modes available in Black Trigram.
60
+ *
61
+ * Each mode offers different gameplay experiences and training opportunities.
62
+ *
63
+ * @public
64
+ * @category Game Systems
65
+ * @korean 게임모드
66
+ */
67
+ var GameMode = /* @__PURE__ */ function(GameMode) {
68
+ /** Versus mode: Player vs AI or Player vs Player */
69
+ GameMode["VERSUS"] = "versus";
70
+ /** Training mode: Practice techniques against training dummy */
71
+ GameMode["TRAINING"] = "training";
72
+ /** Tutorial mode: Learn game mechanics and controls */
73
+ GameMode["TUTORIAL"] = "tutorial";
74
+ /** Practice mode: Free form combat practice */
75
+ GameMode["PRACTICE"] = "practice";
76
+ /** Story mode: Campaign with narrative */
77
+ GameMode["STORY"] = "story";
78
+ /** Arcade mode: Progressive difficulty challenges */
79
+ GameMode["ARCADE"] = "arcade";
80
+ /** Controls screen: View and customize controls */
81
+ GameMode["CONTROLS"] = "controls";
82
+ /** Philosophy screen: Learn about Korean martial arts philosophy */
83
+ GameMode["PHILOSOPHY"] = "philosophy";
84
+ return GameMode;
85
+ }({});
86
+ /**
87
+ * Game phases representing the current state of the game.
88
+ *
89
+ * Controls which screen is displayed and what game logic is active.
90
+ *
91
+ * @public
92
+ * @category Game Systems
93
+ * @korean 게임단계
94
+ */
95
+ var GamePhase = /* @__PURE__ */ function(GamePhase) {
96
+ /** Intro/splash screen */
97
+ GamePhase["INTRO"] = "intro";
98
+ /** Main menu */
99
+ GamePhase["MENU"] = "menu";
100
+ /** Character selection screen */
101
+ GamePhase["CHARACTER_SELECT"] = "character_select";
102
+ /** Active combat */
103
+ GamePhase["COMBAT"] = "combat";
104
+ /** Training mode */
105
+ GamePhase["TRAINING"] = "training";
106
+ /** Victory screen */
107
+ GamePhase["VICTORY"] = "victory";
108
+ /** Defeat screen */
109
+ GamePhase["DEFEAT"] = "defeat";
110
+ /** Game paused */
111
+ GamePhase["PAUSED"] = "paused";
112
+ /** Game over screen */
113
+ GamePhase["GAME_OVER"] = "game_over";
114
+ /** Loading screen */
115
+ GamePhase["LOADING"] = "loading";
116
+ return GamePhase;
117
+ }({});
118
+ /**
119
+ * Player archetypes representing Korean martial arts combat specialists.
120
+ *
121
+ * **Korean**: 플레이어 원형 (Player Archetypes)
122
+ *
123
+ * Each archetype has unique combat styles, favored stances, and philosophical approaches
124
+ * rooted in Korean martial arts traditions and modern cyberpunk adaptation.
125
+ *
126
+ * @example
127
+ * ```typescript
128
+ * const player = createPlayer({
129
+ * archetype: PlayerArchetype.MUSA,
130
+ * name: { korean: "이순신", english: "Yi Sun-sin" }
131
+ * });
132
+ * ```
133
+ *
134
+ * @public
135
+ * @category Player & Archetypes
136
+ * @korean 플레이어원형
137
+ */
138
+ var PlayerArchetype = /* @__PURE__ */ function(PlayerArchetype) {
139
+ /**
140
+ * 무사 (Musa) - Traditional Warrior
141
+ *
142
+ * Honor-bound martial artist following traditional Korean warrior codes.
143
+ * Favors direct confrontation and disciplined techniques.
144
+ */
145
+ PlayerArchetype["MUSA"] = "musa";
146
+ /**
147
+ * 암살자 (Amsalja) - Shadow Assassin
148
+ *
149
+ * Precision striker focused on vital point targeting and silent elimination.
150
+ * Specializes in nerve strikes and pressure point techniques.
151
+ */
152
+ PlayerArchetype["AMSALJA"] = "amsalja";
153
+ /**
154
+ * 해커 (Hacker) - Cyber Warrior
155
+ *
156
+ * Technology-enhanced combatant blending modern cybernetics with traditional techniques.
157
+ * Uses augmented reflexes and data-driven combat analysis.
158
+ */
159
+ PlayerArchetype["HACKER"] = "hacker";
160
+ /**
161
+ * 정보요원 (Jeongbo Yowon) - Intelligence Operative
162
+ *
163
+ * Strategic analyst who uses combat intelligence and tactical advantage.
164
+ * Excels at reading opponent patterns and exploiting weaknesses.
165
+ */
166
+ PlayerArchetype["JEONGBO_YOWON"] = "jeongbo_yowon";
167
+ /**
168
+ * 조직폭력배 (Jojik Pokryeokbae) - Organized Crime
169
+ *
170
+ * Ruthless pragmatist who ignores traditional honor codes.
171
+ * Uses brutal, efficient techniques with no concern for ethics.
172
+ */
173
+ PlayerArchetype["JOJIK_POKRYEOKBAE"] = "jojik_pokryeokbae";
174
+ return PlayerArchetype;
175
+ }({});
176
+ /**
177
+ * Eight Trigram stances (팔괘) representing fundamental combat principles.
178
+ *
179
+ * **Korean**: 팔괘 자세 (Eight Trigram Stances)
180
+ * **Origin**: I Ching (易經 / Yijing) divination system adapted for Korean martial arts
181
+ *
182
+ * The Eight Trigrams (Bagua / 八卦) form the foundation of the combat system.
183
+ * Each trigram represents a natural element and combat philosophy, influencing
184
+ * available techniques, movement patterns, and strategic advantages.
185
+ *
186
+ * ## Trigram Philosophy
187
+ *
188
+ * - **☰ 건 (Geon)** - Heaven: Yang energy, direct aggression, overwhelming force
189
+ * - **☱ 태 (Tae)** - Lake: Joy and fluidity, joint locks and flow techniques
190
+ * - **☲ 리 (Li)** - Fire: Precision and speed, nerve strikes and rapid attacks
191
+ * - **☳ 진 (Jin)** - Thunder: Explosive power, shocking techniques
192
+ * - **☴ 손 (Son)** - Wind: Continuous pressure, evasion and mobility
193
+ * - **☵ 감 (Gam)** - Water: Adaptive flow, counters and redirection
194
+ * - **☶ 간 (Gan)** - Mountain: Immovable defense, endurance and patience
195
+ * - **☷ 곤 (Gon)** - Earth: Grounding techniques, takedowns and throws
196
+ *
197
+ * @example
198
+ * ```typescript
199
+ * // Change to Heaven stance for aggressive attack
200
+ * player.currentStance = TrigramStance.GEON;
201
+ *
202
+ * // Execute heaven-aligned technique
203
+ * const technique = getTrigramTechniques(TrigramStance.GEON)[0];
204
+ * executeTechnique(player, opponent, technique);
205
+ * ```
206
+ *
207
+ * @see {@link https://en.wikipedia.org/wiki/Bagua | Bagua (Eight Trigrams) - Wikipedia}
208
+ * @see {@link https://en.wikipedia.org/wiki/I_Ching | I Ching - Wikipedia}
209
+ *
210
+ * @public
211
+ * @category Trigram System
212
+ * @category Korean Martial Arts
213
+ * @korean 팔괘
214
+ */
215
+ var TrigramStance = /* @__PURE__ */ function(TrigramStance) {
216
+ /**
217
+ * ☰ 건 (Geon) - Heaven Stance
218
+ *
219
+ * **Element**: Heaven / Sky (天)
220
+ * **Nature**: Yang, creative, strong
221
+ * **Combat Style**: Direct force, aggressive techniques, overwhelming power
222
+ * **Philosophy**: "The creative principle - pure yang energy that drives forward"
223
+ *
224
+ * Techniques emphasize straight attacks, powerful strikes, and dominant positioning.
225
+ */
226
+ TrigramStance["GEON"] = "geon";
227
+ /**
228
+ * ☱ 태 (Tae) - Lake Stance
229
+ *
230
+ * **Element**: Lake / Marsh (澤)
231
+ * **Nature**: Yin exterior, Yang interior - joyful movement
232
+ * **Combat Style**: Fluid joint manipulation, flowing techniques, adaptable responses
233
+ * **Philosophy**: "The joyful - water above earth, freedom of movement"
234
+ *
235
+ * Techniques focus on joint locks, throws, and using opponent's momentum.
236
+ */
237
+ TrigramStance["TAE"] = "tae";
238
+ /**
239
+ * ☲ 리 (Li) - Fire Stance
240
+ *
241
+ * **Element**: Fire / Flame (火)
242
+ * **Nature**: Yang exterior, Yin interior - bright and precise
243
+ * **Combat Style**: Precise nerve strikes, rapid attacks, speed techniques
244
+ * **Philosophy**: "The clinging - illuminating and consuming"
245
+ *
246
+ * Techniques emphasize vital point targeting, quick combinations, and precision.
247
+ */
248
+ TrigramStance["LI"] = "li";
249
+ /**
250
+ * ☳ 진 (Jin) - Thunder Stance
251
+ *
252
+ * **Element**: Thunder / Arousing (雷)
253
+ * **Nature**: Yang moving, sudden and shocking
254
+ * **Combat Style**: Explosive power, shocking techniques, sudden movements
255
+ * **Philosophy**: "The arousing - thunder brings shock and awakening"
256
+ *
257
+ * Techniques feature explosive bursts, stunning strikes, and overwhelming force.
258
+ */
259
+ TrigramStance["JIN"] = "jin";
260
+ /**
261
+ * ☴ 손 (Son) - Wind Stance
262
+ *
263
+ * **Element**: Wind / Wood (風)
264
+ * **Nature**: Yin, gentle but penetrating
265
+ * **Combat Style**: Continuous pressure, evasion techniques, mobility
266
+ * **Philosophy**: "The gentle - penetrating like wind, persistent like wood"
267
+ *
268
+ * Techniques emphasize movement, pressure point chains, and wearing down opponents.
269
+ */
270
+ TrigramStance["SON"] = "son";
271
+ /**
272
+ * ☵ 감 (Gam) - Water Stance
273
+ *
274
+ * **Element**: Water / Abyss (水)
275
+ * **Nature**: Yang surrounded by Yin - dangerous depths
276
+ * **Combat Style**: Flow and adaptation, counter techniques, redirection
277
+ * **Philosophy**: "The abysmal - water flows around obstacles and fills voids"
278
+ *
279
+ * Techniques focus on counters, deflections, and adaptive responses.
280
+ */
281
+ TrigramStance["GAM"] = "gam";
282
+ /**
283
+ * ☶ 간 (Gan) - Mountain Stance
284
+ *
285
+ * **Element**: Mountain / Stillness (山)
286
+ * **Nature**: Yang above Yin - firm and unyielding
287
+ * **Combat Style**: Defensive mastery, immovable stance, endurance
288
+ * **Philosophy**: "The keeping still - mountains are firm and unmoving"
289
+ *
290
+ * Techniques emphasize blocks, parries, and defensive positioning.
291
+ */
292
+ TrigramStance["GAN"] = "gan";
293
+ /**
294
+ * ☷ 곤 (Gon) - Earth Stance
295
+ *
296
+ * **Element**: Earth / Receptive (地)
297
+ * **Nature**: Pure Yin - receptive and yielding
298
+ * **Combat Style**: Grounding techniques, takedowns, throws
299
+ * **Philosophy**: "The receptive - earth receives and supports all"
300
+ *
301
+ * Techniques focus on sweeps, trips, takedowns, and ground control.
302
+ */
303
+ TrigramStance["GON"] = "gon";
304
+ return TrigramStance;
305
+ }({});
306
+ /**
307
+ * Combat attack types available in the game.
308
+ *
309
+ * Defines the mechanical type of attack being performed, which affects
310
+ * damage calculation, vital point targeting, and defensive options.
311
+ *
312
+ * @public
313
+ * @category Combat System
314
+ * @korean 공격타입
315
+ */
316
+ var CombatAttackType = /* @__PURE__ */ function(CombatAttackType) {
317
+ /** Standard striking attack */
318
+ CombatAttackType["STRIKE"] = "strike";
319
+ /** Thrusting attack with focused force */
320
+ CombatAttackType["THRUST"] = "thrust";
321
+ /** Defensive blocking action */
322
+ CombatAttackType["BLOCK"] = "block";
323
+ /** Counter-attack performed after successful defense */
324
+ CombatAttackType["COUNTER_ATTACK"] = "counter_attack";
325
+ /** Throwing technique to off-balance opponent */
326
+ CombatAttackType["THROW"] = "throw";
327
+ /** Grappling and joint control technique */
328
+ CombatAttackType["GRAPPLE"] = "grapple";
329
+ /** Precise pressure point strike */
330
+ CombatAttackType["PRESSURE_POINT"] = "pressure_point";
331
+ /** Nerve disruption strike */
332
+ CombatAttackType["NERVE_STRIKE"] = "nerve_strike";
333
+ /** Closed fist punch */
334
+ CombatAttackType["PUNCH"] = "punch";
335
+ /** Leg kick attack */
336
+ CombatAttackType["KICK"] = "kick";
337
+ /** Elbow strike */
338
+ CombatAttackType["ELBOW"] = "elbow";
339
+ /** Knee strike */
340
+ CombatAttackType["KNEE"] = "knee";
341
+ return CombatAttackType;
342
+ }({});
343
+ /**
344
+ * Damage types representing different methods of inflicting harm.
345
+ *
346
+ * Each damage type interacts differently with vital points and defensive techniques.
347
+ * Some types are more effective against specific body regions or defense styles.
348
+ *
349
+ * @public
350
+ * @category Combat System
351
+ * @korean 피해타입
352
+ */
353
+ var DamageType = /* @__PURE__ */ function(DamageType) {
354
+ /** Blunt force trauma */
355
+ DamageType["BLUNT"] = "blunt";
356
+ /** Piercing damage penetrating tissue */
357
+ DamageType["PIERCING"] = "piercing";
358
+ /** Slashing cuts */
359
+ DamageType["SLASHING"] = "slashing";
360
+ /** Pressure point manipulation */
361
+ DamageType["PRESSURE"] = "pressure";
362
+ /** Nerve disruption */
363
+ DamageType["NERVE"] = "nerve";
364
+ /** Joint manipulation and locks */
365
+ DamageType["JOINT"] = "joint";
366
+ /** Internal organ damage */
367
+ DamageType["INTERNAL"] = "internal";
368
+ /** Impact shock */
369
+ DamageType["IMPACT"] = "impact";
370
+ /** Crushing force */
371
+ DamageType["CRUSHING"] = "crushing";
372
+ /** Sharp edge damage */
373
+ DamageType["SHARP"] = "sharp";
374
+ /** Electric shock */
375
+ DamageType["ELECTRIC"] = "electric";
376
+ /** Fire/heat damage */
377
+ DamageType["FIRE"] = "fire";
378
+ /** Cold/freeze damage */
379
+ DamageType["ICE"] = "ice";
380
+ /** Poison/toxin damage */
381
+ DamageType["POISON"] = "poison";
382
+ /** Psychic/mental damage */
383
+ DamageType["PSYCHIC"] = "psychic";
384
+ /** Blood loss damage */
385
+ DamageType["BLOOD"] = "blood";
386
+ return DamageType;
387
+ }({});
388
+ /**
389
+ * Vital point categories representing anatomical targeting systems.
390
+ *
391
+ * **Korean**: 급소 범주 (Vital Point Categories)
392
+ *
393
+ * The game features 70 Korean vital points (급소) based on traditional martial arts
394
+ * knowledge and modern anatomical understanding. Each category represents different
395
+ * physiological systems that can be targeted for combat effectiveness.
396
+ *
397
+ * @example
398
+ * ```typescript
399
+ * const vitalPoint: VitalPoint = {
400
+ * id: "GB-20",
401
+ * category: VitalPointCategory.NEUROLOGICAL,
402
+ * severity: VitalPointSeverity.CRITICAL,
403
+ * name: { korean: "풍지", english: "Wind Pool" }
404
+ * };
405
+ * ```
406
+ *
407
+ * @public
408
+ * @category Vital Point System
409
+ * @korean 급소범주
410
+ */
411
+ var VitalPointCategory = /* @__PURE__ */ function(VitalPointCategory) {
412
+ /** Neurological system - nerve clusters and neural pathways */
413
+ VitalPointCategory["NEUROLOGICAL"] = "neurological";
414
+ /** Vascular system - major blood vessels and circulation */
415
+ VitalPointCategory["VASCULAR"] = "vascular";
416
+ /** Respiratory system - airways and breathing mechanisms */
417
+ VitalPointCategory["RESPIRATORY"] = "respiratory";
418
+ /** Muscular system - muscle groups and tendons */
419
+ VitalPointCategory["MUSCULAR"] = "muscular";
420
+ /** Skeletal system - bones and structural supports */
421
+ VitalPointCategory["SKELETAL"] = "skeletal";
422
+ /** Organ system - internal organs */
423
+ VitalPointCategory["ORGAN"] = "organ";
424
+ /** Circulatory system - heart and blood flow */
425
+ VitalPointCategory["CIRCULATORY"] = "circulatory";
426
+ /** Lymphatic system - lymph nodes and immune response */
427
+ VitalPointCategory["LYMPHATIC"] = "lymphatic";
428
+ /** Endocrine system - hormonal glands */
429
+ VitalPointCategory["ENDOCRINE"] = "endocrine";
430
+ /** Joint system - articulation points */
431
+ VitalPointCategory["JOINT"] = "joint";
432
+ /** Nerve system - peripheral nerves */
433
+ VitalPointCategory["NERVE"] = "nerve";
434
+ /** Pressure system - pressure-sensitive areas */
435
+ VitalPointCategory["PRESSURE"] = "pressure";
436
+ return VitalPointCategory;
437
+ }({});
438
+ /**
439
+ * Vital point severity levels indicating potential impact.
440
+ *
441
+ * Determines the damage multiplier and status effects applied when
442
+ * a vital point is successfully struck.
443
+ *
444
+ * ## Severity Guidelines
445
+ *
446
+ * - **MINOR**: 1.1-1.3x damage, temporary discomfort
447
+ * - **MODERATE**: 1.5-2.0x damage, brief incapacitation
448
+ * - **MAJOR**: 2.5-3.5x damage, significant impairment
449
+ * - **CRITICAL**: 4.0-5.0x damage, severe trauma
450
+ * - **LETHAL**: 6.0-10.0x damage, immediate incapacitation
451
+ *
452
+ * @public
453
+ * @category Vital Point System
454
+ * @korean 급소심각도
455
+ */
456
+ var VitalPointSeverity = /* @__PURE__ */ function(VitalPointSeverity) {
457
+ /** Minor impact - temporary pain or discomfort */
458
+ VitalPointSeverity["MINOR"] = "minor";
459
+ /** Moderate impact - brief stunning or reduced effectiveness */
460
+ VitalPointSeverity["MODERATE"] = "moderate";
461
+ /** Major impact - significant damage and impairment */
462
+ VitalPointSeverity["MAJOR"] = "major";
463
+ /** Critical impact - severe trauma requiring immediate response */
464
+ VitalPointSeverity["CRITICAL"] = "critical";
465
+ /** Lethal impact - immediate incapacitation or death */
466
+ VitalPointSeverity["LETHAL"] = "lethal";
467
+ return VitalPointSeverity;
468
+ }({});
469
+ /**
470
+ * Status effects that can result from vital point strikes.
471
+ *
472
+ * Each effect type represents a physiological response to targeting
473
+ * specific anatomical structures. Effects stack and interact with
474
+ * combat mechanics.
475
+ *
476
+ * @public
477
+ * @category Vital Point System
478
+ * @korean 급소효과
479
+ */
480
+ var VitalPointEffectType = /* @__PURE__ */ function(VitalPointEffectType) {
481
+ /** Loss of consciousness */
482
+ VitalPointEffectType["UNCONSCIOUSNESS"] = "unconsciousness";
483
+ /** Inability to breathe properly */
484
+ VitalPointEffectType["BREATHLESSNESS"] = "breathlessness";
485
+ /** Intense pain reducing combat effectiveness */
486
+ VitalPointEffectType["PAIN"] = "pain";
487
+ /** Temporary or permanent paralysis */
488
+ VitalPointEffectType["PARALYSIS"] = "paralysis";
489
+ /** Brief stunning preventing action */
490
+ VitalPointEffectType["STUN"] = "stun";
491
+ /** Reduced strength and effectiveness */
492
+ VitalPointEffectType["WEAKNESS"] = "weakness";
493
+ /** Confusion and impaired targeting */
494
+ VitalPointEffectType["DISORIENTATION"] = "disorientation";
495
+ /** Restricted blood flow to area */
496
+ VitalPointEffectType["BLOOD_FLOW_RESTRICTION"] = "blood_flow_restriction";
497
+ /** Nerve pathway interruption */
498
+ VitalPointEffectType["NERVE_DISRUPTION"] = "nerve_disruption";
499
+ /** Internal organ malfunction */
500
+ VitalPointEffectType["ORGAN_DISRUPTION"] = "organ_disruption";
501
+ return VitalPointEffectType;
502
+ }({});
503
+ /**
504
+ * Combat states representing the current action phase of a fighter.
505
+ *
506
+ * Determines available actions, defensive capabilities, and animation states.
507
+ * State transitions follow combat flow logic and timing windows.
508
+ *
509
+ * @public
510
+ * @category Combat System
511
+ * @korean 전투상태
512
+ */
513
+ var CombatState = /* @__PURE__ */ function(CombatState) {
514
+ /** Neutral state, all actions available */
515
+ CombatState["IDLE"] = "idle";
516
+ /** Executing an attack, vulnerable to counters */
517
+ CombatState["ATTACKING"] = "attacking";
518
+ /** In defensive stance, reduced offensive capability */
519
+ CombatState["DEFENDING"] = "defending";
520
+ /** Temporarily incapacitated, cannot act */
521
+ CombatState["STUNNED"] = "stunned";
522
+ /** Recovering from action, limited options */
523
+ CombatState["RECOVERING"] = "recovering";
524
+ /** Executing a counter-attack */
525
+ CombatState["COUNTERING"] = "countering";
526
+ /** Transitioning between stances */
527
+ CombatState["TRANSITIONING"] = "transitioning";
528
+ /** Grappling/controlling opponent */
529
+ CombatState["GRAPPLING"] = "grappling";
530
+ /** Being grappled/controlled */
531
+ CombatState["GRAPPLED"] = "grappled";
532
+ return CombatState;
533
+ }({});
534
+ /**
535
+ * Body regions for anatomical targeting in combat.
536
+ *
537
+ * Each region contains multiple vital points and has different
538
+ * defensive properties and vulnerability profiles.
539
+ *
540
+ * @public
541
+ * @category Combat System
542
+ * @korean 신체부위
543
+ */
544
+ var BodyRegion = /* @__PURE__ */ function(BodyRegion) {
545
+ /** Head region - contains critical neurological targets */
546
+ BodyRegion["HEAD"] = "head";
547
+ /** Neck region - contains vascular and respiratory targets */
548
+ BodyRegion["NECK"] = "neck";
549
+ /** Torso region - contains organ targets */
550
+ BodyRegion["TORSO"] = "torso";
551
+ /** Left arm region - contains nerve and joint targets */
552
+ BodyRegion["LEFT_ARM"] = "left_arm";
553
+ /** Right arm region - contains nerve and joint targets */
554
+ BodyRegion["RIGHT_ARM"] = "right_arm";
555
+ /** Left leg region - contains structural and mobility targets */
556
+ BodyRegion["LEFT_LEG"] = "left_leg";
557
+ /** Right leg region - contains structural and mobility targets */
558
+ BodyRegion["RIGHT_LEG"] = "right_leg";
559
+ /** Core/center region - contains balance and power centers */
560
+ BodyRegion["CORE"] = "core";
561
+ return BodyRegion;
562
+ }({});
563
+ /**
564
+ * Grappling state representing control and hold status.
565
+ *
566
+ * **Korean**: 잡기 상태 (Grapple State)
567
+ *
568
+ * Tracks the current phase of a grappling exchange based on Hapkido
569
+ * and Ssireum techniques. State transitions follow realistic grappling
570
+ * flow where control must be established before manipulation.
571
+ *
572
+ * @public
573
+ * @category Combat System
574
+ * @korean 잡기상태
575
+ */
576
+ var GrappleState = /* @__PURE__ */ function(GrappleState) {
577
+ /** Not in grapple - normal combat */
578
+ GrappleState["NONE"] = "none";
579
+ /** Initiating grab attempt */
580
+ GrappleState["GRABBING"] = "grabbing";
581
+ /** Successfully controlling opponent */
582
+ GrappleState["CONTROLLING"] = "controlling";
583
+ /** Attempting to escape control */
584
+ GrappleState["ESCAPING"] = "escaping";
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+ /** Transitioning to throw or takedown */
586
+ GrappleState["THROWING"] = "throwing";
587
+ /** Applying joint lock technique */
588
+ GrappleState["LOCKING"] = "locking";
589
+ return GrappleState;
590
+ }({});
591
+ /**
592
+ * Target for grappling techniques.
593
+ *
594
+ * **Korean**: 잡기 목표 (Grapple Target)
595
+ *
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+ * Specifies which body part is being controlled in a grapple.
597
+ * Different targets allow different follow-up techniques and
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+ * have different escape difficulties.
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+ *
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+ * @public
601
+ * @category Combat System
602
+ * @korean 잡기목표
603
+ */
604
+ var GrappleTarget = /* @__PURE__ */ function(GrappleTarget) {
605
+ /** Hand/wrist control - 손목잡기 */
606
+ GrappleTarget["HAND"] = "hand";
607
+ /** Arm control - 팔잡기 */
608
+ GrappleTarget["ARM"] = "arm";
609
+ /** Leg control - 다리잡기 */
610
+ GrappleTarget["LEG"] = "leg";
611
+ /** Torso/body control - 몸통잡기 */
612
+ GrappleTarget["TORSO"] = "torso";
613
+ /** Neck control - 목잡기 */
614
+ GrappleTarget["NECK"] = "neck";
615
+ /** Both arms control - 양팔잡기 */
616
+ GrappleTarget["BOTH_ARMS"] = "both_arms";
617
+ return GrappleTarget;
618
+ }({});
619
+ //#endregion
620
+ export { BodyRegion, CombatAttackType, CombatState, DamageType, GameMode, GamePhase, GrappleState, GrappleTarget, KoreanTextSize, KoreanTextWeight, PlayerArchetype, TrigramStance, VitalPointCategory, VitalPointEffectType, VitalPointSeverity };
621
+
622
+ //# sourceMappingURL=common.js.map