blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../src/types/common.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,WAAW,QAAQ;IACvB,2DAA2D;IAC3D,CAAC,EAAE,MAAM,CAAC;IACV,2DAA2D;IAC3D,CAAC,EAAE,MAAM,CAAC;CACX;AAED;;;;;GAKG;AACH,MAAM,WAAW,IAAI;IACnB,sBAAsB;IACtB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,uBAAuB;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;CACzB;AAED;;;;;GAKG;AACH,MAAM,WAAW,MAAO,SAAQ,QAAQ,EAAE,IAAI;CAAG;AAEjD;;;;;;;;;;;GAWG;AACH,MAAM,MAAM,KAAK,GAAG,MAAM,CAAC;AAE3B;;;;;GAKG;AACH,MAAM,MAAM,QAAQ,GAAG,MAAM,CAAC;AAE9B;;;;;;;;;;;GAWG;AACH,MAAM,MAAM,UAAU,GAAG,MAAM,CAAC;AAEhC;;;;;GAKG;AACH,MAAM,MAAM,EAAE,GAAG,MAAM,CAAC;AAExB;;;;;;;GAOG;AACH,MAAM,MAAM,QAAQ,CAAC,CAAC,GAAG,IAAI,IAAI,MAAM,CAAC,CAAC;AAEzC;;;;;;;GAOG;AAEH,MAAM,MAAM,YAAY,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,KAAK,EAAE,CAAC,KAAK,IAAI,CAAC;AAEvD;;;;;;;;GAQG;AACH,MAAM,MAAM,QAAQ,CAAC,CAAC,EAAE,CAAC,SAAS,MAAM,CAAC,IAAI,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAE9E;;;;;;;;GAQG;AACH,MAAM,MAAM,QAAQ,CAAC,CAAC,EAAE,CAAC,SAAS,MAAM,CAAC,IAAI,CAAC,GAAG;KAAG,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;CAAE,CAAC;AAEtE;;;;;;;GAOG;AACH,MAAM,MAAM,YAAY,CAAC,CAAC,IAAI;IAC5B,QAAQ,EAAE,CAAC,IAAI,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,SAAS,MAAM,GAAG,YAAY,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC;CACzE,CAAC;AAEF;;;;;;;;;;;;;;;;;;GAkBG;AACH,MAAM,WAAW,UAAU;IACzB,4BAA4B;IAC5B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,0BAA0B;IAC1B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,8CAA8C;IAC9C,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;CAC7B;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,YAAY;IAC3B,wBAAwB;IACxB,QAAQ,CAAC,EAAE,EAAE,EAAE,CAAC;IAChB,qBAAqB;IACrB,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAC;IAC1B,qCAAqC;IACrC,QAAQ,CAAC,WAAW,CAAC,EAAE,UAAU,CAAC;CACnC;AAED;;;;;;;;GAQG;AACH,oBAAY,cAAc;IACxB,wBAAwB;IACxB,MAAM,WAAW;IACjB,iBAAiB;IACjB,IAAI,SAAS;IACb,kBAAkB;IAClB,KAAK,UAAU;IACf,mBAAmB;IACnB,MAAM,WAAW;IACjB,kBAAkB;IAClB,KAAK,UAAU;IACf,wBAAwB;IACxB,MAAM,WAAW;IACjB,+BAA+B;IAC/B,OAAO,YAAY;IACnB,iBAAiB;IACjB,IAAI,SAAS;IACb,kBAAkB;IAClB,KAAK,UAAU;CAChB;AAED;;;;;;;;GAQG;AACH,oBAAY,gBAAgB;IAC1B,wBAAwB;IACxB,KAAK,UAAU;IACf,yBAAyB;IACzB,MAAM,WAAW;IACjB,6CAA6C;IAC7C,OAAO,YAAY;IACnB,yBAAyB;IACzB,MAAM,WAAW;IACjB,4BAA4B;IAC5B,QAAQ,aAAa;IACrB,uBAAuB;IACvB,IAAI,SAAS;IACb,wBAAwB;IACxB,KAAK,UAAU;CAChB;AAED;;;;;GAKG;AACH,MAAM,MAAM,mBAAmB,GAAG,MAAM,GAAG,QAAQ,GAAG,OAAO,CAAC;AAE9D;;;;;;GAMG;AACH,MAAM,WAAW,eAAe;IAC9B,gBAAgB;IAChB,QAAQ,CAAC,IAAI,EAAE,cAAc,CAAC;IAC9B,kBAAkB;IAClB,QAAQ,CAAC,MAAM,EAAE,gBAAgB,CAAC;IAClC,+BAA+B;IAC/B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,2BAA2B;IAC3B,QAAQ,CAAC,SAAS,EAAE,mBAAmB,CAAC;CACzC;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,WAAW;IAC1B,2BAA2B;IAC3B,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,2BAA2B;IAC3B,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,2BAA2B;IAC3B,QAAQ,CAAC,IAAI,CAAC,EAAE,UAAU,CAAC;IAC3B,oCAAoC;IACpC,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,cAAc;IAC7B,4BAA4B;IAC5B,QAAQ,CAAC,MAAM,EAAE;QACf,gCAAgC;QAChC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,+BAA+B;QAC/B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,uCAAuC;QACvC,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;KACtB,CAAC;IACF,wBAAwB;IACxB,QAAQ,CAAC,QAAQ,EAAE;QACjB,8BAA8B;QAC9B,QAAQ,CAAC,OAAO,EAAE,KAAK,GAAG,QAAQ,GAAG,MAAM,CAAC;QAC5C,8BAA8B;QAC9B,QAAQ,CAAC,UAAU,EAAE,OAAO,CAAC;QAC7B,4BAA4B;QAC5B,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;KACzB,CAAC;IACF,uBAAuB;IACvB,QAAQ,CAAC,QAAQ,EAAE;QACjB,iCAAiC;QACjC,QAAQ,CAAC,cAAc,EAAE,QAAQ,GAAG,QAAQ,GAAG,SAAS,CAAC;QACzD,mCAAmC;QACnC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;KACnC,CAAC;IACF,0BAA0B;IAC1B,QAAQ,CAAC,QAAQ,EAAE,QAAQ,GAAG,SAAS,GAAG,MAAM,CAAC;CAClD;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,cAAc;IAC7B,4CAA4C;IAC5C,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,0CAA0C;IAC1C,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,oCAAoC;IACpC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,UAAW,SAAQ,YAAY;IAC9C,6BAA6B;IAC7B,QAAQ,CAAC,QAAQ,CAAC,EAAE,QAAQ,CAAC;IAC7B,sBAAsB;IACtB,QAAQ,CAAC,IAAI,CAAC,EAAE,IAAI,CAAC;IACrB,+BAA+B;IAC/B,QAAQ,CAAC,MAAM,CAAC,EAAE,OAAO,CAAC;IAC1B,gCAAgC;IAChC,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,UAAU;IACzB,gCAAgC;IAChC,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,8BAA8B;IAC9B,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,QAAQ,CAAC;IAC5B,oCAAoC;IACpC,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,CAAC;CAC1B;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,KAAK;IACpB,oBAAoB;IACpB,QAAQ,CAAC,OAAO,EAAE,KAAK,CAAC;IACxB,sBAAsB;IACtB,QAAQ,CAAC,SAAS,EAAE,KAAK,CAAC;IAC1B,mBAAmB;IACnB,QAAQ,CAAC,MAAM,CAAC,EAAE,KAAK,CAAC;IACxB,uBAAuB;IACvB,QAAQ,CAAC,UAAU,CAAC,EAAE,KAAK,CAAC;IAC5B,iBAAiB;IACjB,QAAQ,CAAC,IAAI,CAAC,EAAE,KAAK,CAAC;CACvB;AAED;;;;;GAKG;AACH,MAAM,WAAW,MAAM;IAErB,QAAQ,EAAE,GAAG,EAAE,MAAM,GAAG,GAAG,CAAC;CAC7B;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,WAAW,MAAM,CAAC,CAAC,EAAE,CAAC,GAAG,KAAK;IAClC,kCAAkC;IAClC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,gCAAgC;IAChC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;IAClB,gCAAgC;IAChC,QAAQ,CAAC,KAAK,CAAC,EAAE,CAAC,CAAC;IACnB,uBAAuB;IACvB,QAAQ,CAAC,OAAO,CAAC,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;GAKG;AACH,MAAM,WAAW,gBAAgB;IAC/B,gCAAgC;IAChC,QAAQ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@@ -0,0 +1,622 @@
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1
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+
//#region src/types/common.ts
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2
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+
/**
|
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3
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+
* Font sizes for Korean text rendering.
|
|
4
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+
*
|
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5
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+
* Provides consistent typography sizing across the game interface.
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6
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+
*
|
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7
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+
* @public
|
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8
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+
* @category UI
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9
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+
* @korean 글자크기
|
|
10
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+
*/
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11
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+
var KoreanTextSize = /* @__PURE__ */ function(KoreanTextSize) {
|
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12
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+
/** Extra small: 10px */
|
|
13
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+
KoreanTextSize["XSMALL"] = "xsmall";
|
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14
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+
/** Tiny: 12px */
|
|
15
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+
KoreanTextSize["TINY"] = "tiny";
|
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16
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+
/** Small: 14px */
|
|
17
|
+
KoreanTextSize["SMALL"] = "small";
|
|
18
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+
/** Medium: 16px */
|
|
19
|
+
KoreanTextSize["MEDIUM"] = "medium";
|
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20
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+
/** 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
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return KoreanTextSize;
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}({});
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* Font weights for Korean text rendering.
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*
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* Provides consistent typography weights for Korean Hangul characters.
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*
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* @public
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* @category UI
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* @korean 글자무게
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*/
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var KoreanTextWeight = /* @__PURE__ */ function(KoreanTextWeight) {
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/** Light weight: 300 */
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KoreanTextWeight["LIGHT"] = "light";
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/** Normal weight: 400 */
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KoreanTextWeight["NORMAL"] = "normal";
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/** Regular weight: 400 (alias for NORMAL) */
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KoreanTextWeight["REGULAR"] = "regular";
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/** Medium weight: 500 */
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KoreanTextWeight["MEDIUM"] = "medium";
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/** Semi-bold weight: 600 */
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KoreanTextWeight["SEMIBOLD"] = "semibold";
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/** Bold weight: 700 */
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KoreanTextWeight["BOLD"] = "bold";
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/** Heavy weight: 900 */
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KoreanTextWeight["HEAVY"] = "heavy";
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return KoreanTextWeight;
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}({});
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/**
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* Game modes available in Black Trigram.
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*
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* Each mode offers different gameplay experiences and training opportunities.
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*
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* @public
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* @category Game Systems
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* @korean 게임모드
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*/
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var GameMode = /* @__PURE__ */ function(GameMode) {
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/** Versus mode: Player vs AI or Player vs Player */
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GameMode["VERSUS"] = "versus";
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/** Training mode: Practice techniques against training dummy */
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GameMode["TRAINING"] = "training";
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/** Tutorial mode: Learn game mechanics and controls */
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GameMode["TUTORIAL"] = "tutorial";
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/** Practice mode: Free form combat practice */
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GameMode["PRACTICE"] = "practice";
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/** Story mode: Campaign with narrative */
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GameMode["STORY"] = "story";
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/** Arcade mode: Progressive difficulty challenges */
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GameMode["ARCADE"] = "arcade";
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/** Controls screen: View and customize controls */
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GameMode["CONTROLS"] = "controls";
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/** Philosophy screen: Learn about Korean martial arts philosophy */
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GameMode["PHILOSOPHY"] = "philosophy";
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return GameMode;
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}({});
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/**
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* Game phases representing the current state of the game.
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*
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* Controls which screen is displayed and what game logic is active.
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*
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* @public
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* @category Game Systems
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* @korean 게임단계
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*/
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var GamePhase = /* @__PURE__ */ function(GamePhase) {
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/** Intro/splash screen */
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GamePhase["INTRO"] = "intro";
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/** Main menu */
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GamePhase["MENU"] = "menu";
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/** Character selection screen */
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GamePhase["CHARACTER_SELECT"] = "character_select";
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/** Active combat */
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GamePhase["COMBAT"] = "combat";
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/** Training mode */
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GamePhase["TRAINING"] = "training";
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/** Victory screen */
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GamePhase["VICTORY"] = "victory";
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/** Defeat screen */
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GamePhase["DEFEAT"] = "defeat";
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/** Game paused */
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GamePhase["PAUSED"] = "paused";
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/** Game over screen */
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GamePhase["GAME_OVER"] = "game_over";
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/** Loading screen */
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GamePhase["LOADING"] = "loading";
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return GamePhase;
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}({});
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/**
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* Player archetypes representing Korean martial arts combat specialists.
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*
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* **Korean**: 플레이어 원형 (Player Archetypes)
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*
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* Each archetype has unique combat styles, favored stances, and philosophical approaches
|
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* rooted in Korean martial arts traditions and modern cyberpunk adaptation.
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*
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* @example
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* ```typescript
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* const player = createPlayer({
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* archetype: PlayerArchetype.MUSA,
|
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* name: { korean: "이순신", english: "Yi Sun-sin" }
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* });
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* ```
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*
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* @public
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* @category Player & Archetypes
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* @korean 플레이어원형
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*/
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var PlayerArchetype = /* @__PURE__ */ function(PlayerArchetype) {
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/**
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+
* 무사 (Musa) - Traditional Warrior
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*
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* Honor-bound martial artist following traditional Korean warrior codes.
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* Favors direct confrontation and disciplined techniques.
|
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*/
|
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|
+
PlayerArchetype["MUSA"] = "musa";
|
|
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|
+
/**
|
|
147
|
+
* 암살자 (Amsalja) - Shadow Assassin
|
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|
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*
|
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|
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* Precision striker focused on vital point targeting and silent elimination.
|
|
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|
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* Specializes in nerve strikes and pressure point techniques.
|
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|
+
*/
|
|
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|
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PlayerArchetype["AMSALJA"] = "amsalja";
|
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|
+
/**
|
|
154
|
+
* 해커 (Hacker) - Cyber Warrior
|
|
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|
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*
|
|
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|
+
* Technology-enhanced combatant blending modern cybernetics with traditional techniques.
|
|
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|
+
* Uses augmented reflexes and data-driven combat analysis.
|
|
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|
+
*/
|
|
159
|
+
PlayerArchetype["HACKER"] = "hacker";
|
|
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|
+
/**
|
|
161
|
+
* 정보요원 (Jeongbo Yowon) - Intelligence Operative
|
|
162
|
+
*
|
|
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|
+
* Strategic analyst who uses combat intelligence and tactical advantage.
|
|
164
|
+
* Excels at reading opponent patterns and exploiting weaknesses.
|
|
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|
+
*/
|
|
166
|
+
PlayerArchetype["JEONGBO_YOWON"] = "jeongbo_yowon";
|
|
167
|
+
/**
|
|
168
|
+
* 조직폭력배 (Jojik Pokryeokbae) - Organized Crime
|
|
169
|
+
*
|
|
170
|
+
* Ruthless pragmatist who ignores traditional honor codes.
|
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171
|
+
* Uses brutal, efficient techniques with no concern for ethics.
|
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+
*/
|
|
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|
+
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
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+
CombatAttackType["KNEE"] = "knee";
|
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341
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+
return CombatAttackType;
|
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342
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+
}({});
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343
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+
/**
|
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344
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+
* Damage types representing different methods of inflicting harm.
|
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345
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+
*
|
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346
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+
* Each damage type interacts differently with vital points and defensive techniques.
|
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347
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+
* Some types are more effective against specific body regions or defense styles.
|
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348
|
+
*
|
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349
|
+
* @public
|
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350
|
+
* @category Combat System
|
|
351
|
+
* @korean 피해타입
|
|
352
|
+
*/
|
|
353
|
+
var DamageType = /* @__PURE__ */ function(DamageType) {
|
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354
|
+
/** Blunt force trauma */
|
|
355
|
+
DamageType["BLUNT"] = "blunt";
|
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356
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+
/** Piercing damage penetrating tissue */
|
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357
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+
DamageType["PIERCING"] = "piercing";
|
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358
|
+
/** Slashing cuts */
|
|
359
|
+
DamageType["SLASHING"] = "slashing";
|
|
360
|
+
/** Pressure point manipulation */
|
|
361
|
+
DamageType["PRESSURE"] = "pressure";
|
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362
|
+
/** Nerve disruption */
|
|
363
|
+
DamageType["NERVE"] = "nerve";
|
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364
|
+
/** Joint manipulation and locks */
|
|
365
|
+
DamageType["JOINT"] = "joint";
|
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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";
|
|
585
|
+
/** 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
|
+
*
|
|
596
|
+
* Specifies which body part is being controlled in a grapple.
|
|
597
|
+
* Different targets allow different follow-up techniques and
|
|
598
|
+
* have different escape difficulties.
|
|
599
|
+
*
|
|
600
|
+
* @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
|