blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1 @@
1
+ {"version":3,"file":"StaminaWarning.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/indicators/StaminaWarning.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,KAAkB,MAAM,OAAO,CAAC;AAIvC,MAAM,WAAW,mBAAmB;IAClC;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IAEzB;;;OAGG;IACH,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,cAAc,EAAE,KAAK,CAAC,EAAE,CAAC,mBAAmB,CAkExD,CAAC"}
@@ -0,0 +1,83 @@
1
+ import { hexToRgbaString } from "../../../../../utils/colorUtils.js";
2
+ import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
3
+ import { useMemo } from "react";
4
+ import { Fragment, jsx, jsxs } from "react/jsx-runtime";
5
+ //#region src/components/screens/combat/components/indicators/StaminaWarning.tsx
6
+ /**
7
+ * StaminaWarning Component - Visual warning for low stamina
8
+ *
9
+ * Displays a yellow flashing indicator when stamina drops below critical threshold (20%).
10
+ * Uses CSS animation for attention-grabbing flash effect.
11
+ *
12
+ * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.
13
+ * It does NOT use Html from drei - it's a standard React component.
14
+ *
15
+ * Refactored to use useKoreanTheme for consistent styling.
16
+ *
17
+ * @module components/combat/StaminaWarning
18
+ * @category Combat UI
19
+ * @korean 체력경고
20
+ */
21
+ /**
22
+ * StaminaWarning - Yellow flash warning for critical stamina depletion
23
+ *
24
+ * Renders a fullscreen flashing yellow border when stamina drops below 20%.
25
+ * Only visible when stamina is below 20. If stamina is 20 or higher, the component does not render.
26
+ * Uses CSS keyframe animation for fast attention-grabbing flash at 60fps.
27
+ * Uses useKoreanTheme for consistent color scheme.
28
+ *
29
+ * @example
30
+ * ```tsx
31
+ * <StaminaWarning stamina={15} isMobile={false} /> // Renders warning
32
+ * <StaminaWarning stamina={25} isMobile={false} /> // Does not render
33
+ * ```
34
+ */
35
+ var StaminaWarning = ({ stamina, isMobile }) => {
36
+ const theme = useKoreanTheme({
37
+ variant: "danger",
38
+ size: "md",
39
+ isMobile
40
+ });
41
+ const warningStyle = useMemo(() => {
42
+ const criticalThreshold = 20;
43
+ if (stamina >= criticalThreshold) return null;
44
+ const urgency = (criticalThreshold - Math.max(0, Math.min(criticalThreshold, stamina))) / criticalThreshold;
45
+ const borderWidth = isMobile ? "4px" : "6px";
46
+ const warningColor = hexToRgbaString(theme.colors.WARNING_YELLOW, 1);
47
+ const animationDuration = Math.max(.6, 1.2 - urgency * .6);
48
+ return {
49
+ position: "fixed",
50
+ inset: borderWidth,
51
+ pointerEvents: "none",
52
+ border: `${borderWidth} solid ${warningColor}`,
53
+ boxShadow: `0 0 20px ${warningColor}`,
54
+ animation: `staminaFlash ${animationDuration}s ease-in-out infinite`,
55
+ transition: "border-color 0.3s ease-out",
56
+ zIndex: 85
57
+ };
58
+ }, [
59
+ stamina,
60
+ isMobile,
61
+ theme.colors.WARNING_YELLOW
62
+ ]);
63
+ if (stamina >= 20 || !warningStyle) return null;
64
+ return /* @__PURE__ */ jsxs(Fragment, { children: [/* @__PURE__ */ jsx("style", { children: `
65
+ @keyframes staminaFlash {
66
+ 0%, 100% {
67
+ opacity: 0.3;
68
+ }
69
+ 50% {
70
+ opacity: 1;
71
+ }
72
+ }
73
+ ` }), /* @__PURE__ */ jsx("div", {
74
+ "data-testid": "stamina-warning",
75
+ style: warningStyle,
76
+ "aria-hidden": "true"
77
+ })] });
78
+ };
79
+ StaminaWarning.displayName = "StaminaWarning";
80
+ //#endregion
81
+ export { StaminaWarning };
82
+
83
+ //# sourceMappingURL=StaminaWarning.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"StaminaWarning.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/StaminaWarning.tsx"],"sourcesContent":["/**\n * StaminaWarning Component - Visual warning for low stamina\n *\n * Displays a yellow flashing indicator when stamina drops below critical threshold (20%).\n * Uses CSS animation for attention-grabbing flash effect.\n *\n * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.\n * It does NOT use Html from drei - it's a standard React component.\n *\n * Refactored to use useKoreanTheme for consistent styling.\n *\n * @module components/combat/StaminaWarning\n * @category Combat UI\n * @korean 체력경고\n */\n\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface StaminaWarningProps {\n /**\n * Current stamina amount (0-100)\n * @korean 체력량\n */\n readonly stamina: number;\n\n /**\n * Mobile responsive mode (reduced flash intensity)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n}\n\n/**\n * StaminaWarning - Yellow flash warning for critical stamina depletion\n *\n * Renders a fullscreen flashing yellow border when stamina drops below 20%.\n * Only visible when stamina is below 20. If stamina is 20 or higher, the component does not render.\n * Uses CSS keyframe animation for fast attention-grabbing flash at 60fps.\n * Uses useKoreanTheme for consistent color scheme.\n *\n * @example\n * ```tsx\n * <StaminaWarning stamina={15} isMobile={false} /> // Renders warning\n * <StaminaWarning stamina={25} isMobile={false} /> // Does not render\n * ```\n */\nexport const StaminaWarning: React.FC<StaminaWarningProps> = ({\n stamina,\n isMobile,\n}) => {\n const theme = useKoreanTheme({ variant: \"danger\", size: \"md\", isMobile });\n \n const warningStyle = useMemo(() => {\n // Only show when stamina is critically low\n const criticalThreshold = 20;\n if (stamina >= criticalThreshold) {\n return null;\n }\n\n // Clamp stamina to 0-20 range for intensity calculation\n const clampedStamina = Math.max(0, Math.min(criticalThreshold, stamina));\n\n // Calculate urgency based on how low stamina is (20-0% -> 0-1)\n const urgency = (criticalThreshold - clampedStamina) / criticalThreshold;\n\n // Mobile uses thinner border\n const borderWidth = isMobile ? \"4px\" : \"6px\";\n\n // Use theme WARNING_YELLOW constant with proper conversion\n const warningColor = hexToRgbaString(theme.colors.WARNING_YELLOW, 1);\n // Animation speed increases with urgency\n const animationDuration = Math.max(0.6, 1.2 - urgency * 0.6);\n\n return {\n position: \"fixed\" as const,\n inset: borderWidth,\n pointerEvents: \"none\" as const,\n border: `${borderWidth} solid ${warningColor}`,\n boxShadow: `0 0 20px ${warningColor}`,\n animation: `staminaFlash ${animationDuration}s ease-in-out infinite`,\n transition: \"border-color 0.3s ease-out\",\n zIndex: 85, // Below balance indicator but above game content\n };\n }, [stamina, isMobile, theme.colors.WARNING_YELLOW]);\n\n // Don't render if stamina is not critical\n if (stamina >= 20 || !warningStyle) {\n return null;\n }\n\n return (\n <>\n {/* CSS keyframe animation for flashing */}\n <style>\n {`\n @keyframes staminaFlash {\n 0%, 100% {\n opacity: 0.3;\n }\n 50% {\n opacity: 1;\n }\n }\n `}\n </style>\n <div\n data-testid=\"stamina-warning\"\n style={warningStyle}\n aria-hidden=\"true\"\n />\n </>\n );\n};\n\nStaminaWarning.displayName = \"StaminaWarning\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,IAAa,kBAAiD,EAC5D,SACA,eACI;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAU,MAAM;EAAM;EAAU,CAAC;CAEzE,MAAM,eAAe,cAAc;EAEjC,MAAM,oBAAoB;AAC1B,MAAI,WAAW,kBACb,QAAO;EAOT,MAAM,WAAW,oBAHM,KAAK,IAAI,GAAG,KAAK,IAAI,mBAAmB,QAAQ,CAAC,IAGjB;EAGvD,MAAM,cAAc,WAAW,QAAQ;EAGvC,MAAM,eAAe,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;EAEpE,MAAM,oBAAoB,KAAK,IAAI,IAAK,MAAM,UAAU,GAAI;AAE5D,SAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,QAAQ,GAAG,YAAY,SAAS;GAChC,WAAW,YAAY;GACvB,WAAW,gBAAgB,kBAAkB;GAC7C,YAAY;GACZ,QAAQ;GACT;IACA;EAAC;EAAS;EAAU,MAAM,OAAO;EAAe,CAAC;AAGpD,KAAI,WAAW,MAAM,CAAC,aACpB,QAAO;AAGT,QACE,qBAAA,UAAA,EAAA,UAAA,CAEE,oBAAC,SAAD,EAAA,UACG;;;;;;;;;WAUK,CAAA,EACR,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA,CACD,EAAA,CAAA;;AAIP,eAAe,cAAc"}
@@ -0,0 +1,83 @@
1
+ /**
2
+ * Technique Name Display Component
3
+ *
4
+ * Shows Korean technique name during attack execution with animated overlay.
5
+ * Implements the technique-to-animation link by displaying technique names
6
+ * when attacks are performed.
7
+ *
8
+ * Refactored to use useKoreanTheme for consistent theming.
9
+ *
10
+ * @module components/combat/components/TechniqueNameDisplay
11
+ * @category Combat UI
12
+ * @korean 기술이름표시
13
+ */
14
+ import React from "react";
15
+ /**
16
+ * Props for TechniqueNameDisplay component
17
+ *
18
+ * @public
19
+ * @korean 기술이름표시속성
20
+ */
21
+ export interface TechniqueNameDisplayProps {
22
+ /**
23
+ * Korean technique name to display
24
+ * @korean 한글기술이름
25
+ */
26
+ readonly koreanName?: string;
27
+ /**
28
+ * English technique name (optional)
29
+ * @korean 영어기술이름
30
+ */
31
+ readonly englishName?: string;
32
+ /**
33
+ * Duration to display in milliseconds
34
+ * @korean 표시지속시간
35
+ */
36
+ readonly duration?: number;
37
+ /**
38
+ * Position in 3D space (relative to attacker)
39
+ * @korean 3D공간위치
40
+ */
41
+ readonly position?: [number, number, number];
42
+ /**
43
+ * Whether technique is critical hit
44
+ * @korean 치명타여부
45
+ */
46
+ readonly isCritical?: boolean;
47
+ /**
48
+ * Whether to show the technique name
49
+ * @korean 표시여부
50
+ */
51
+ readonly visible?: boolean;
52
+ }
53
+ /**
54
+ * Technique Name Display Component
55
+ *
56
+ * Displays Korean and English technique names during attack execution.
57
+ * Uses Html overlay from @react-three/drei for 3D positioning.
58
+ * Uses useKoreanTheme for consistent color scheme.
59
+ *
60
+ * Features:
61
+ * - Bilingual Korean-English display
62
+ * - Animated fade-in/fade-out
63
+ * - Critical hit styling with red glow
64
+ * - Auto-hide after duration
65
+ *
66
+ * @example
67
+ * ```tsx
68
+ * <TechniqueNameDisplay
69
+ * koreanName="경동맥격"
70
+ * englishName="Carotid Strike"
71
+ * duration={2000}
72
+ * position={[0, 2, 0]}
73
+ * isCritical={true}
74
+ * visible={true}
75
+ * />
76
+ * ```
77
+ *
78
+ * @public
79
+ * @korean 기술이름표시컴포넌트
80
+ */
81
+ export declare const TechniqueNameDisplay: React.FC<TechniqueNameDisplayProps>;
82
+ export default TechniqueNameDisplay;
83
+ //# sourceMappingURL=TechniqueNameDisplay.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TechniqueNameDisplay.d.ts","sourceRoot":"","sources":["../../../../../../src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAuC,MAAM,OAAO,CAAC;AAK5D;;;;;GAKG;AACH,MAAM,WAAW,yBAAyB;IACxC;;;OAGG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,CAAC;IAE7B;;;OAGG;IACH,QAAQ,CAAC,WAAW,CAAC,EAAE,MAAM,CAAC;IAE9B;;;OAGG;IACH,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAE3B;;;OAGG;IACH,QAAQ,CAAC,QAAQ,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAE7C;;;OAGG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;IAE9B;;;OAGG;IACH,QAAQ,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAoIpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
@@ -0,0 +1,161 @@
1
+ import { hexColorToCSS } from "../../../../../utils/colorUtils.js";
2
+ import { useKoreanTheme } from "../../../../shared/base/useKoreanTheme.js";
3
+ import { useEffect, useMemo, useState } from "react";
4
+ import { jsx, jsxs } from "react/jsx-runtime";
5
+ import { Html } from "@react-three/drei";
6
+ //#region src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx
7
+ /**
8
+ * Technique Name Display Component
9
+ *
10
+ * Shows Korean technique name during attack execution with animated overlay.
11
+ * Implements the technique-to-animation link by displaying technique names
12
+ * when attacks are performed.
13
+ *
14
+ * Refactored to use useKoreanTheme for consistent theming.
15
+ *
16
+ * @module components/combat/components/TechniqueNameDisplay
17
+ * @category Combat UI
18
+ * @korean 기술이름표시
19
+ */
20
+ /**
21
+ * Technique Name Display Component
22
+ *
23
+ * Displays Korean and English technique names during attack execution.
24
+ * Uses Html overlay from @react-three/drei for 3D positioning.
25
+ * Uses useKoreanTheme for consistent color scheme.
26
+ *
27
+ * Features:
28
+ * - Bilingual Korean-English display
29
+ * - Animated fade-in/fade-out
30
+ * - Critical hit styling with red glow
31
+ * - Auto-hide after duration
32
+ *
33
+ * @example
34
+ * ```tsx
35
+ * <TechniqueNameDisplay
36
+ * koreanName="경동맥격"
37
+ * englishName="Carotid Strike"
38
+ * duration={2000}
39
+ * position={[0, 2, 0]}
40
+ * isCritical={true}
41
+ * visible={true}
42
+ * />
43
+ * ```
44
+ *
45
+ * @public
46
+ * @korean 기술이름표시컴포넌트
47
+ */
48
+ var TechniqueNameDisplay = ({ koreanName, englishName, duration = 2e3, position = [
49
+ 0,
50
+ 2,
51
+ 0
52
+ ], isCritical = false, visible = true }) => {
53
+ const theme = useKoreanTheme({
54
+ variant: "primary",
55
+ size: "xlarge",
56
+ isMobile: false
57
+ });
58
+ const [opacity, setOpacity] = useState(0);
59
+ const [isVisible, setIsVisible] = useState(false);
60
+ useEffect(() => {
61
+ if (!visible || !koreanName && !englishName) {
62
+ setIsVisible(false);
63
+ setOpacity(0);
64
+ return;
65
+ }
66
+ setIsVisible(true);
67
+ setOpacity(1);
68
+ const fadeOutTimer = setTimeout(() => {
69
+ setOpacity(0);
70
+ }, duration - 500);
71
+ const hideTimer = setTimeout(() => {
72
+ setIsVisible(false);
73
+ }, duration);
74
+ return () => {
75
+ clearTimeout(fadeOutTimer);
76
+ clearTimeout(hideTimer);
77
+ };
78
+ }, [
79
+ visible,
80
+ koreanName,
81
+ englishName,
82
+ duration
83
+ ]);
84
+ const { textColor, glowColor } = useMemo(() => {
85
+ if (isCritical) return {
86
+ textColor: "#FF0055",
87
+ glowColor: "#FF0055"
88
+ };
89
+ return {
90
+ textColor: hexColorToCSS(theme.colors.ACCENT_GOLD),
91
+ glowColor: hexColorToCSS(theme.colors.PRIMARY_CYAN)
92
+ };
93
+ }, [
94
+ isCritical,
95
+ theme.colors.ACCENT_GOLD,
96
+ theme.colors.PRIMARY_CYAN
97
+ ]);
98
+ if (!isVisible || !koreanName && !englishName) return null;
99
+ return /* @__PURE__ */ jsx(Html, {
100
+ position,
101
+ center: true,
102
+ distanceFactor: 10,
103
+ occlude: false,
104
+ style: {
105
+ transition: "opacity 0.5s ease-in-out",
106
+ opacity,
107
+ pointerEvents: "none",
108
+ userSelect: "none"
109
+ },
110
+ "data-testid": "technique-name-display",
111
+ children: /* @__PURE__ */ jsxs("div", {
112
+ style: {
113
+ display: "flex",
114
+ flexDirection: "column",
115
+ alignItems: "center",
116
+ gap: "4px",
117
+ fontFamily: theme.fontFamily.KOREAN,
118
+ textShadow: `0 0 10px ${glowColor}, 0 0 20px ${glowColor}`
119
+ },
120
+ children: [
121
+ koreanName && /* @__PURE__ */ jsx("div", {
122
+ style: {
123
+ fontSize: isCritical ? "32px" : "28px",
124
+ fontWeight: "bold",
125
+ color: textColor,
126
+ letterSpacing: "2px"
127
+ },
128
+ "data-testid": "technique-name-korean",
129
+ children: koreanName
130
+ }),
131
+ englishName && /* @__PURE__ */ jsx("div", {
132
+ style: {
133
+ fontSize: isCritical ? "18px" : "16px",
134
+ fontWeight: "normal",
135
+ color: hexColorToCSS(theme.colors.PRIMARY_CYAN),
136
+ opacity: .8,
137
+ letterSpacing: "1px"
138
+ },
139
+ "data-testid": "technique-name-english",
140
+ children: englishName
141
+ }),
142
+ isCritical && /* @__PURE__ */ jsx("div", {
143
+ style: {
144
+ fontSize: "14px",
145
+ fontWeight: "bold",
146
+ color: "#FF0055",
147
+ marginTop: "4px",
148
+ textTransform: "uppercase",
149
+ letterSpacing: "2px"
150
+ },
151
+ "data-testid": "technique-critical-indicator",
152
+ children: "치명타 | CRITICAL"
153
+ })
154
+ ]
155
+ })
156
+ });
157
+ };
158
+ //#endregion
159
+ export { TechniqueNameDisplay as default };
160
+
161
+ //# sourceMappingURL=TechniqueNameDisplay.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TechniqueNameDisplay.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx"],"sourcesContent":["/**\n * Technique Name Display Component\n * \n * Shows Korean technique name during attack execution with animated overlay.\n * Implements the technique-to-animation link by displaying technique names\n * when attacks are performed.\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/combat/components/TechniqueNameDisplay\n * @category Combat UI\n * @korean 기술이름표시\n */\n\nimport React, { useEffect, useState, useMemo } from \"react\";\nimport { Html } from \"@react-three/drei\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexColorToCSS } from \"../../../../../utils/colorUtils\";\n\n/**\n * Props for TechniqueNameDisplay component\n * \n * @public\n * @korean 기술이름표시속성\n */\nexport interface TechniqueNameDisplayProps {\n /**\n * Korean technique name to display\n * @korean 한글기술이름\n */\n readonly koreanName?: string;\n\n /**\n * English technique name (optional)\n * @korean 영어기술이름\n */\n readonly englishName?: string;\n\n /**\n * Duration to display in milliseconds\n * @korean 표시지속시간\n */\n readonly duration?: number;\n\n /**\n * Position in 3D space (relative to attacker)\n * @korean 3D공간위치\n */\n readonly position?: [number, number, number];\n\n /**\n * Whether technique is critical hit\n * @korean 치명타여부\n */\n readonly isCritical?: boolean;\n\n /**\n * Whether to show the technique name\n * @korean 표시여부\n */\n readonly visible?: boolean;\n}\n\n/**\n * Technique Name Display Component\n * \n * Displays Korean and English technique names during attack execution.\n * Uses Html overlay from @react-three/drei for 3D positioning.\n * Uses useKoreanTheme for consistent color scheme.\n * \n * Features:\n * - Bilingual Korean-English display\n * - Animated fade-in/fade-out\n * - Critical hit styling with red glow\n * - Auto-hide after duration\n * \n * @example\n * ```tsx\n * <TechniqueNameDisplay\n * koreanName=\"경동맥격\"\n * englishName=\"Carotid Strike\"\n * duration={2000}\n * position={[0, 2, 0]}\n * isCritical={true}\n * visible={true}\n * />\n * ```\n * \n * @public\n * @korean 기술이름표시컴포넌트\n */\nexport const TechniqueNameDisplay: React.FC<TechniqueNameDisplayProps> = ({\n koreanName,\n englishName,\n duration = 2000,\n position = [0, 2, 0],\n isCritical = false,\n visible = true,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"xlarge\", isMobile: false });\n const [opacity, setOpacity] = useState(0);\n const [isVisible, setIsVisible] = useState(false);\n\n useEffect(() => {\n if (!visible || (!koreanName && !englishName)) {\n // Ensure overlay is hidden when not visible or no names provided\n setIsVisible(false);\n setOpacity(0);\n return;\n }\n\n // Fade in\n setIsVisible(true);\n setOpacity(1);\n\n // Fade out after duration\n const fadeOutTimer = setTimeout(() => {\n setOpacity(0);\n }, duration - 500); // Start fading 500ms before end\n\n // Hide completely after fade out\n const hideTimer = setTimeout(() => {\n setIsVisible(false);\n }, duration);\n\n return () => {\n clearTimeout(fadeOutTimer);\n clearTimeout(hideTimer);\n };\n }, [visible, koreanName, englishName, duration]);\n\n // Memoize colors to avoid recalculating on every render\n const { textColor, glowColor } = useMemo(() => {\n if (isCritical) {\n return {\n textColor: \"#FF0055\",\n glowColor: \"#FF0055\",\n };\n }\n return {\n textColor: hexColorToCSS(theme.colors.ACCENT_GOLD),\n glowColor: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n };\n }, [isCritical, theme.colors.ACCENT_GOLD, theme.colors.PRIMARY_CYAN]);\n\n if (!isVisible || (!koreanName && !englishName)) {\n return null;\n }\n\n return (\n <Html\n position={position}\n center\n distanceFactor={10}\n occlude={false}\n style={{\n transition: \"opacity 0.5s ease-in-out\",\n opacity,\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n data-testid=\"technique-name-display\"\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"4px\",\n fontFamily: theme.fontFamily.KOREAN,\n textShadow: `0 0 10px ${glowColor}, 0 0 20px ${glowColor}`,\n }}\n >\n {/* Korean name (primary) */}\n {koreanName && (\n <div\n style={{\n fontSize: isCritical ? \"32px\" : \"28px\",\n fontWeight: \"bold\",\n color: textColor,\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-name-korean\"\n >\n {koreanName}\n </div>\n )}\n\n {/* English name (secondary) */}\n {englishName && (\n <div\n style={{\n fontSize: isCritical ? \"18px\" : \"16px\",\n fontWeight: \"normal\",\n color: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n opacity: 0.8,\n letterSpacing: \"1px\",\n }}\n data-testid=\"technique-name-english\"\n >\n {englishName}\n </div>\n )}\n\n {/* Critical hit indicator */}\n {isCritical && (\n <div\n style={{\n fontSize: \"14px\",\n fontWeight: \"bold\",\n color: \"#FF0055\",\n marginTop: \"4px\",\n textTransform: \"uppercase\",\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-critical-indicator\"\n >\n 치명타 | CRITICAL\n </div>\n )}\n </div>\n </Html>\n );\n};\n\nexport default TechniqueNameDisplay;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2FA,IAAa,wBAA6D,EACxE,YACA,aACA,WAAW,KACX,WAAW;CAAC;CAAG;CAAG;CAAE,EACpB,aAAa,OACb,UAAU,WACN;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAU,UAAU;EAAO,CAAC;CACrF,MAAM,CAAC,SAAS,cAAc,SAAS,EAAE;CACzC,MAAM,CAAC,WAAW,gBAAgB,SAAS,MAAM;AAEjD,iBAAgB;AACd,MAAI,CAAC,WAAY,CAAC,cAAc,CAAC,aAAc;AAE7C,gBAAa,MAAM;AACnB,cAAW,EAAE;AACb;;AAIF,eAAa,KAAK;AAClB,aAAW,EAAE;EAGb,MAAM,eAAe,iBAAiB;AACpC,cAAW,EAAE;KACZ,WAAW,IAAI;EAGlB,MAAM,YAAY,iBAAiB;AACjC,gBAAa,MAAM;KAClB,SAAS;AAEZ,eAAa;AACX,gBAAa,aAAa;AAC1B,gBAAa,UAAU;;IAExB;EAAC;EAAS;EAAY;EAAa;EAAS,CAAC;CAGhD,MAAM,EAAE,WAAW,cAAc,cAAc;AAC7C,MAAI,WACF,QAAO;GACL,WAAW;GACX,WAAW;GACZ;AAEH,SAAO;GACL,WAAW,cAAc,MAAM,OAAO,YAAY;GAClD,WAAW,cAAc,MAAM,OAAO,aAAa;GACpD;IACA;EAAC;EAAY,MAAM,OAAO;EAAa,MAAM,OAAO;EAAa,CAAC;AAErE,KAAI,CAAC,aAAc,CAAC,cAAc,CAAC,YACjC,QAAO;AAGT,QACE,oBAAC,MAAD;EACY;EACV,QAAA;EACA,gBAAgB;EAChB,SAAS;EACT,OAAO;GACL,YAAY;GACZ;GACA,eAAe;GACf,YAAY;GACb;EACD,eAAY;YAEZ,qBAAC,OAAD;GACE,OAAO;IACL,SAAS;IACT,eAAe;IACf,YAAY;IACZ,KAAK;IACL,YAAY,MAAM,WAAW;IAC7B,YAAY,YAAY,UAAU,aAAa;IAChD;aARH;IAWG,cACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,aAAa,SAAS;MAChC,YAAY;MACZ,OAAO;MACP,eAAe;MAChB;KACD,eAAY;eAEX;KACG,CAAA;IAIP,eACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,aAAa,SAAS;MAChC,YAAY;MACZ,OAAO,cAAc,MAAM,OAAO,aAAa;MAC/C,SAAS;MACT,eAAe;MAChB;KACD,eAAY;eAEX;KACG,CAAA;IAIP,cACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU;MACV,YAAY;MACZ,OAAO;MACP,WAAW;MACX,eAAe;MACf,eAAe;MAChB;KACD,eAAY;eACb;KAEK,CAAA;IAEJ;;EACD,CAAA"}
@@ -0,0 +1,38 @@
1
+ /**
2
+ * AnimationUpdater - Component that updates player animations at 60fps
3
+ *
4
+ * Uses useFrame to call update() on both animation state machines.
5
+ * This component only updates animation state and renders no visual elements.
6
+ *
7
+ * @module components/combat/helpers/AnimationUpdater
8
+ * @category Combat Utilities
9
+ * @korean 애니메이션업데이터
10
+ */
11
+ import React from "react";
12
+ import { usePlayerAnimation } from "../../../../hooks/usePlayerAnimation";
13
+ /**
14
+ * Props for AnimationUpdater component
15
+ */
16
+ export interface AnimationUpdaterProps {
17
+ /** Player 1 animation state machine */
18
+ readonly player1Animation: ReturnType<typeof usePlayerAnimation>;
19
+ /** Player 2 animation state machine */
20
+ readonly player2Animation: ReturnType<typeof usePlayerAnimation>;
21
+ }
22
+ /**
23
+ * AnimationUpdater Component
24
+ *
25
+ * Updates both player animations at 60fps using Three.js useFrame hook.
26
+ * Component only updates animation state, renders no visual elements.
27
+ *
28
+ * @example
29
+ * ```tsx
30
+ * <AnimationUpdater
31
+ * player1Animation={player1Animation}
32
+ * player2Animation={player2Animation}
33
+ * />
34
+ * ```
35
+ */
36
+ export declare const AnimationUpdater: React.FC<AnimationUpdaterProps>;
37
+ export default AnimationUpdater;
38
+ //# sourceMappingURL=AnimationUpdater.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AnimationUpdater.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/helpers/AnimationUpdater.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAGH,OAAO,KAAK,MAAM,OAAO,CAAC;AAC1B,OAAO,EAAE,kBAAkB,EAAE,MAAM,sCAAsC,CAAC;AAE1E;;GAEG;AACH,MAAM,WAAW,qBAAqB;IACpC,uCAAuC;IACvC,QAAQ,CAAC,gBAAgB,EAAE,UAAU,CAAC,OAAO,kBAAkB,CAAC,CAAC;IACjE,uCAAuC;IACvC,QAAQ,CAAC,gBAAgB,EAAE,UAAU,CAAC,OAAO,kBAAkB,CAAC,CAAC;CAClE;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,gBAAgB,EAAE,KAAK,CAAC,EAAE,CAAC,qBAAqB,CAW5D,CAAC;AAEF,eAAe,gBAAgB,CAAC"}
@@ -0,0 +1,37 @@
1
+ import { useFrame } from "@react-three/fiber";
2
+ //#region src/components/screens/combat/helpers/AnimationUpdater.tsx
3
+ /**
4
+ * AnimationUpdater - Component that updates player animations at 60fps
5
+ *
6
+ * Uses useFrame to call update() on both animation state machines.
7
+ * This component only updates animation state and renders no visual elements.
8
+ *
9
+ * @module components/combat/helpers/AnimationUpdater
10
+ * @category Combat Utilities
11
+ * @korean 애니메이션업데이터
12
+ */
13
+ /**
14
+ * AnimationUpdater Component
15
+ *
16
+ * Updates both player animations at 60fps using Three.js useFrame hook.
17
+ * Component only updates animation state, renders no visual elements.
18
+ *
19
+ * @example
20
+ * ```tsx
21
+ * <AnimationUpdater
22
+ * player1Animation={player1Animation}
23
+ * player2Animation={player2Animation}
24
+ * />
25
+ * ```
26
+ */
27
+ var AnimationUpdater = ({ player1Animation, player2Animation }) => {
28
+ useFrame((_state, delta) => {
29
+ player1Animation.update(delta);
30
+ player2Animation.update(delta);
31
+ });
32
+ return null;
33
+ };
34
+ //#endregion
35
+ export { AnimationUpdater as default };
36
+
37
+ //# sourceMappingURL=AnimationUpdater.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AnimationUpdater.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/AnimationUpdater.tsx"],"sourcesContent":["/**\n * AnimationUpdater - Component that updates player animations at 60fps\n *\n * Uses useFrame to call update() on both animation state machines.\n * This component only updates animation state and renders no visual elements.\n *\n * @module components/combat/helpers/AnimationUpdater\n * @category Combat Utilities\n * @korean 애니메이션업데이터\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React from \"react\";\nimport { usePlayerAnimation } from \"../../../../hooks/usePlayerAnimation\";\n\n/**\n * Props for AnimationUpdater component\n */\nexport interface AnimationUpdaterProps {\n /** Player 1 animation state machine */\n readonly player1Animation: ReturnType<typeof usePlayerAnimation>;\n /** Player 2 animation state machine */\n readonly player2Animation: ReturnType<typeof usePlayerAnimation>;\n}\n\n/**\n * AnimationUpdater Component\n *\n * Updates both player animations at 60fps using Three.js useFrame hook.\n * Component only updates animation state, renders no visual elements.\n *\n * @example\n * ```tsx\n * <AnimationUpdater\n * player1Animation={player1Animation}\n * player2Animation={player2Animation}\n * />\n * ```\n */\nexport const AnimationUpdater: React.FC<AnimationUpdaterProps> = ({\n player1Animation,\n player2Animation,\n}) => {\n useFrame((_state, delta) => {\n // Update both player animations at 60fps\n player1Animation.update(delta);\n player2Animation.update(delta);\n });\n\n return null; // Component only updates animation state, renders no visual elements\n};\n\nexport default AnimationUpdater;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AAuCA,IAAa,oBAAqD,EAChE,kBACA,uBACI;AACJ,WAAU,QAAQ,UAAU;AAE1B,mBAAiB,OAAO,MAAM;AAC9B,mBAAiB,OAAO,MAAM;GAC9B;AAEF,QAAO"}
@@ -0,0 +1,37 @@
1
+ /**
2
+ * CombatScreen3D Helper Utilities
3
+ *
4
+ * Extracted helper functions and constants from CombatScreen3D
5
+ * for better code organization and maintainability.
6
+ *
7
+ * @module components/combat/helpers/combatHelpers
8
+ * @category Combat Utilities
9
+ * @korean 전투화면도우미
10
+ */
11
+ import { PlayerState } from "../../../../systems";
12
+ import { TrigramStance } from "../../../../types";
13
+ /**
14
+ * Map of trigram stances to their array indices for fast lookups
15
+ */
16
+ export declare const STANCE_INDEX_MAP: Map<TrigramStance, number>;
17
+ /**
18
+ * Round announcement fade-out delay (in milliseconds)
19
+ * Wait for previous announcement to fully fade out before showing next one
20
+ */
21
+ export declare const ANNOUNCEMENT_FADE_OUT_DELAY = 300;
22
+ /**
23
+ * Calculate accuracy percentage for a player
24
+ * Uses hits / (hits + misses) when miss tracking is available
25
+ * Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity
26
+ *
27
+ * @param player - Player state with combat statistics
28
+ * @returns Accuracy percentage (0-100)
29
+ *
30
+ * @example
31
+ * ```typescript
32
+ * const accuracy = calculateAccuracy(playerState);
33
+ * console.log(`Accuracy: ${accuracy}%`);
34
+ * ```
35
+ */
36
+ export declare const calculateAccuracy: (player: PlayerState) => number;
37
+ //# sourceMappingURL=combatHelpers.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"combatHelpers.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/helpers/combatHelpers.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAClD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAGlD;;GAEG;AACH,eAAO,MAAM,gBAAgB,4BAAmC,CAAC;AAKjE;;;GAGG;AACH,eAAO,MAAM,2BAA2B,MAAM,CAAC;AAE/C;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,iBAAiB,GAAI,QAAQ,WAAW,KAAG,MAavD,CAAC"}
@@ -0,0 +1,33 @@
1
+ import { TRIGRAM_STANCES_ORDER } from "../../../../systems/trigram/types.js";
2
+ //#region src/components/screens/combat/helpers/combatHelpers.ts
3
+ /**
4
+ * Map of trigram stances to their array indices for fast lookups
5
+ */
6
+ var STANCE_INDEX_MAP = /* @__PURE__ */ new Map();
7
+ TRIGRAM_STANCES_ORDER.forEach((stance, index) => {
8
+ STANCE_INDEX_MAP.set(stance, index);
9
+ });
10
+ /**
11
+ * Calculate accuracy percentage for a player
12
+ * Uses hits / (hits + misses) when miss tracking is available
13
+ * Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity
14
+ *
15
+ * @param player - Player state with combat statistics
16
+ * @returns Accuracy percentage (0-100)
17
+ *
18
+ * @example
19
+ * ```typescript
20
+ * const accuracy = calculateAccuracy(playerState);
21
+ * console.log(`Accuracy: ${accuracy}%`);
22
+ * ```
23
+ */
24
+ var calculateAccuracy = (player) => {
25
+ const hits = player.hitsLanded ?? 0;
26
+ const totalAttempts = hits + (player.misses ?? 0);
27
+ if (totalAttempts > 0) return hits / totalAttempts * 100;
28
+ return hits > 0 ? 100 : 0;
29
+ };
30
+ //#endregion
31
+ export { STANCE_INDEX_MAP, calculateAccuracy };
32
+
33
+ //# sourceMappingURL=combatHelpers.js.map
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+ {"version":3,"file":"combatHelpers.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/combatHelpers.ts"],"sourcesContent":["/**\n * CombatScreen3D Helper Utilities\n *\n * Extracted helper functions and constants from CombatScreen3D\n * for better code organization and maintainability.\n *\n * @module components/combat/helpers/combatHelpers\n * @category Combat Utilities\n * @korean 전투화면도우미\n */\n\nimport { PlayerState } from \"../../../../systems\";\nimport { TrigramStance } from \"../../../../types\";\nimport { TRIGRAM_STANCES_ORDER } from \"../../../../systems/trigram/types\";\n\n/**\n * Map of trigram stances to their array indices for fast lookups\n */\nexport const STANCE_INDEX_MAP = new Map<TrigramStance, number>();\nTRIGRAM_STANCES_ORDER.forEach((stance, index) => {\n STANCE_INDEX_MAP.set(stance, index);\n});\n\n/**\n * Round announcement fade-out delay (in milliseconds)\n * Wait for previous announcement to fully fade out before showing next one\n */\nexport const ANNOUNCEMENT_FADE_OUT_DELAY = 300;\n\n/**\n * Calculate accuracy percentage for a player\n * Uses hits / (hits + misses) when miss tracking is available\n * Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity\n *\n * @param player - Player state with combat statistics\n * @returns Accuracy percentage (0-100)\n *\n * @example\n * ```typescript\n * const accuracy = calculateAccuracy(playerState);\n * console.log(`Accuracy: ${accuracy}%`);\n * ```\n */\nexport const calculateAccuracy = (player: PlayerState): number => {\n const hits = player.hitsLanded ?? 0;\n const misses = player.misses ?? 0;\n const totalAttempts = hits + misses;\n\n // If we have miss tracking, use proper accuracy formula\n if (totalAttempts > 0) {\n return (hits / totalAttempts) * 100;\n }\n\n // Fallback: if no miss tracking and hits exist, show 100%\n // Otherwise 0% (no combat activity)\n return hits > 0 ? 100 : 0;\n};\n"],"mappings":";;;;;AAkBA,IAAa,mCAAmB,IAAI,KAA4B;AAChE,sBAAsB,SAAS,QAAQ,UAAU;AAC/C,kBAAiB,IAAI,QAAQ,MAAM;EACnC;;;;;;;;;;;;;;;AAsBF,IAAa,qBAAqB,WAAgC;CAChE,MAAM,OAAO,OAAO,cAAc;CAElC,MAAM,gBAAgB,QADP,OAAO,UAAU;AAIhC,KAAI,gBAAgB,EAClB,QAAQ,OAAO,gBAAiB;AAKlC,QAAO,OAAO,IAAI,MAAM"}
@@ -0,0 +1,8 @@
1
+ /**
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+ * @module components/combat/helpers
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+ * @category Combat Utilities
4
+ */
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+ export { AnimationUpdater } from "./AnimationUpdater";
6
+ export type { AnimationUpdaterProps } from "./AnimationUpdater";
7
+ export { STANCE_INDEX_MAP, ANNOUNCEMENT_FADE_OUT_DELAY, calculateAccuracy, } from "./combatHelpers";
8
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/helpers/index.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,YAAY,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAChE,OAAO,EACL,gBAAgB,EAChB,2BAA2B,EAC3B,iBAAiB,GAClB,MAAM,iBAAiB,CAAC"}
@@ -0,0 +1,2 @@
1
+ import "./AnimationUpdater.js";
2
+ import "./combatHelpers.js";
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1
+ /**
2
+ * useAICombat Hook - AI Combat System Integration
3
+ *
4
+ * Custom hook for AI combat behavior with strategic decision-making.
5
+ *
6
+ * Manages AI opponent behavior including:
7
+ * - Strategic decision-making via DecisionTree
8
+ * - Combo attack sequences
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+ * - Adaptive difficulty based on player skill
10
+ * - Performance monitoring (<10ms target for decisions)
11
+ *
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+ * Side effects:
13
+ * - Manages internal state for AI actions and aggression
14
+ * - Sets up intervals/timers for AI action scheduling
15
+ * - Updates state in response to combat events and round status
16
+ *
17
+ * @param config Configuration object for AI combat behavior.
18
+ * @param config.player The AI-controlled player state.
19
+ * @param config.opponent The opponent player state.
20
+ * @param config.personality The AI's personality archetype.
21
+ * @param config.adaptiveDifficulty Adaptive difficulty system instance.
22
+ * @param config.arenaBounds Arena boundaries for movement validation.
23
+ * @param config.roundStarted Whether the combat round has started.
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+ * @param config.roundEnded Whether the combat round has ended.
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+ * @param config.isPaused Whether the game is paused.
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+ * @param config.onExecuteAction Callback to execute AI actions.
27
+ * @param config.onStanceChange Callback to handle stance changes.
28
+ *
29
+ * @returns AI combat state and control functions
30
+ *
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+ * @example
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+ * ```typescript
33
+ * const { aiState } = useAICombat({
34
+ * player: aiPlayer,
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+ * opponent: humanPlayer,
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+ * personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,
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+ * adaptiveDifficulty,
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+ * arenaBounds,
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+ * roundStarted,
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+ * roundEnded,
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+ * isPaused,
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+ * onExecuteAction: handleAction,
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+ * onStanceChange: handleStanceChange,
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+ * });
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+ * ```
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+ */
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+ import { AdaptiveDifficulty, AIComboSystem, AIDecisionTree, AIPersonality, DifficultyParameters } from "../../../../systems/ai";
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+ import { PlayerState } from "../../../../systems/player";
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+ import { KoreanTechnique } from "../../../../systems/vitalpoint/types";
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+ import { Position, TrigramStance } from "../../../../types";
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+ /**
52
+ * AI state management
53
+ */
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+ interface AIState {
55
+ nextAction: number;
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+ targetPosition: Position;
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+ lastActionType: string;
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+ consecutiveAttacks: number;
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+ actionCooldown: number;
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+ aggressionLevel: number;
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+ selectedTechnique?: KoreanTechnique;
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+ targetVitalPoint?: string;
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+ recentTechniques: string[];
64
+ }
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+ /**
66
+ * AI combat hook configuration
67
+ */
68
+ interface UseAICombatConfig {
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+ readonly player: PlayerState;
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+ readonly opponent: PlayerState;
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+ readonly personality: AIPersonality;
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+ readonly adaptiveDifficulty: AdaptiveDifficulty;
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+ readonly isPaused: boolean;
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+ readonly roundStarted: boolean;
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+ readonly roundEnded: boolean;
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+ readonly arenaBounds: {
77
+ readonly x: number;
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+ readonly y: number;
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+ readonly width: number;
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+ readonly height: number;
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+ readonly scale?: number;
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+ readonly worldWidthMeters: number;
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+ readonly worldDepthMeters: number;
84
+ };
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+ readonly onExecuteAction: (action: string, targetPosition?: Position, selectedTechnique?: KoreanTechnique, targetVitalPoint?: string) => void;
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+ readonly onStanceChange?: (stance: TrigramStance) => void;
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+ readonly onLateralityChange?: () => void;
88
+ readonly playerLaterality?: "left" | "right";
89
+ readonly opponentLaterality?: "left" | "right";
90
+ }
91
+ /**
92
+ * AI combat hook return type
93
+ */
94
+ interface UseAICombatReturn {
95
+ readonly aiState: AIState;
96
+ readonly comboSystem: AIComboSystem;
97
+ readonly decisionTree: AIDecisionTree;
98
+ readonly adjustedPersonality: AIPersonality;
99
+ readonly executeAIAction: (action: string, targetPosition?: Position, selectedTechnique?: KoreanTechnique, targetVitalPoint?: string) => void;
100
+ readonly currentDifficultyParams: DifficultyParameters;
101
+ readonly updateDifficultyTarget: (newParams: DifficultyParameters) => void;
102
+ }
103
+ /**
104
+ * Custom hook for AI combat behavior
105
+ */
106
+ export declare function useAICombat(config: UseAICombatConfig): UseAICombatReturn;
107
+ export {};
108
+ //# sourceMappingURL=useAICombat.d.ts.map