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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* // Mix skin color with bruise color at 30%
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* const skinColor = 0xffdbac;
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* const bruiseColor = 0x663366;
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* const damaged = mixColors(skinColor, bruiseColor, 0.3);
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*
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* // Gradually transition between colors
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* const transitionColor = mixColors(startColor, endColor, progress);
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* ```
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*/
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export declare function mixColors(color1: number, color2: number, ratio: number): number;
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{"version":3,"file":"colorHelpers.d.ts","sourceRoot":"","sources":["../../src/utils/colorHelpers.ts"],"names":[],"mappings":"AAAA;;;;;GAKG;AAIH;;;;;;;;;;;;GAYG;AACH,wBAAgB,UAAU,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAEhD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,eAAO,MAAM,WAAW;;;;CAAsB,CAAC;AAE/C;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAkB/E"}
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import { colorUtils } from "../types/constants/colors.js";
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//#region src/utils/colorHelpers.ts
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/**
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* Color utility functions for Three.js components
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*
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* @module utils/colorHelpers
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* @category Utilities
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*/
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/**
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* Convert a numeric color value to a hex string with # prefix
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*
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* @param color - Numeric color value (e.g., 0xff6b6b)
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* @returns Hex color string with # prefix (e.g., "#ff6b6b")
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* @korean 색상변환
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*
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* @example
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* ```typescript
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* toHexColor(0xff6b6b) // "#ff6b6b"
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* toHexColor(KOREAN_COLORS.PRIMARY_CYAN) // "#00ffff"
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* ```
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*/
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function toHexColor(color) {
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return `#${color.toString(16).padStart(6, "0")}`;
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}
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/**
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* Extract RGB components from hex color value
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* Re-export of colorUtils.hexToRgb for mobile component convenience
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*
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* @param color - Hex color value (e.g., 0x00ffff)
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* @returns RGB components as object with r, g, b properties (0-255)
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* @korean RGB추출
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*
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* @example
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* ```typescript
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* const { r, g, b } = getColorRGB(0x00ffff);
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* // { r: 0, g: 255, b: 255 }
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*
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* // Use in CSS rgba
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* const cssColor = `rgba(${r}, ${g}, ${b}, 0.8)`;
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* ```
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*/
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var getColorRGB = colorUtils.hexToRgb;
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/**
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* Mix two hex colors with a given ratio
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*
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* Performs linear interpolation between two colors using bit-shifting operations.
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* Useful for damage visualization, bruising effects, and color transitions.
|
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*
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* @param color1 - First color (hex value, e.g., 0xffdbac)
|
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* @param color2 - Second color (hex value, e.g., 0x663366)
|
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* @param ratio - Mix ratio (0-1, where 0 = color1, 1 = color2)
|
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* @returns Mixed color as hex value
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* @korean 색상혼합
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*
|
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* @example
|
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+
* ```typescript
|
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|
+
* // Mix skin color with bruise color at 30%
|
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* const skinColor = 0xffdbac;
|
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* const bruiseColor = 0x663366;
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* const damaged = mixColors(skinColor, bruiseColor, 0.3);
|
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*
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* // Gradually transition between colors
|
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* const transitionColor = mixColors(startColor, endColor, progress);
|
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+
* ```
|
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+
*/
|
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+
function mixColors(color1, color2, ratio) {
|
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+
const r1 = color1 >> 16 & 255;
|
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+
const g1 = color1 >> 8 & 255;
|
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+
const b1 = color1 & 255;
|
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+
const r2 = color2 >> 16 & 255;
|
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+
const g2 = color2 >> 8 & 255;
|
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const b2 = color2 & 255;
|
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const r = Math.floor(r1 * (1 - ratio) + r2 * ratio);
|
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+
const g = Math.floor(g1 * (1 - ratio) + g2 * ratio);
|
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+
const b = Math.floor(b1 * (1 - ratio) + b2 * ratio);
|
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|
+
return r << 16 | g << 8 | b;
|
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+
}
|
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|
+
//#endregion
|
|
79
|
+
export { getColorRGB, mixColors, toHexColor };
|
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|
+
|
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//# sourceMappingURL=colorHelpers.js.map
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{"version":3,"file":"colorHelpers.js","names":[],"sources":["../../src/utils/colorHelpers.ts"],"sourcesContent":["/**\n * Color utility functions for Three.js components\n * \n * @module utils/colorHelpers\n * @category Utilities\n */\n\nimport { colorUtils } from '../types/constants/colors';\n\n/**\n * Convert a numeric color value to a hex string with # prefix\n * \n * @param color - Numeric color value (e.g., 0xff6b6b)\n * @returns Hex color string with # prefix (e.g., \"#ff6b6b\")\n * @korean 색상변환\n * \n * @example\n * ```typescript\n * toHexColor(0xff6b6b) // \"#ff6b6b\"\n * toHexColor(KOREAN_COLORS.PRIMARY_CYAN) // \"#00ffff\"\n * ```\n */\nexport function toHexColor(color: number): string {\n return `#${color.toString(16).padStart(6, \"0\")}`;\n}\n\n/**\n * Extract RGB components from hex color value\n * Re-export of colorUtils.hexToRgb for mobile component convenience\n * \n * @param color - Hex color value (e.g., 0x00ffff)\n * @returns RGB components as object with r, g, b properties (0-255)\n * @korean RGB추출\n * \n * @example\n * ```typescript\n * const { r, g, b } = getColorRGB(0x00ffff);\n * // { r: 0, g: 255, b: 255 }\n * \n * // Use in CSS rgba\n * const cssColor = `rgba(${r}, ${g}, ${b}, 0.8)`;\n * ```\n */\nexport const getColorRGB = colorUtils.hexToRgb;\n\n/**\n * Mix two hex colors with a given ratio\n * \n * Performs linear interpolation between two colors using bit-shifting operations.\n * Useful for damage visualization, bruising effects, and color transitions.\n * \n * @param color1 - First color (hex value, e.g., 0xffdbac)\n * @param color2 - Second color (hex value, e.g., 0x663366)\n * @param ratio - Mix ratio (0-1, where 0 = color1, 1 = color2)\n * @returns Mixed color as hex value\n * @korean 색상혼합\n * \n * @example\n * ```typescript\n * // Mix skin color with bruise color at 30%\n * const skinColor = 0xffdbac;\n * const bruiseColor = 0x663366;\n * const damaged = mixColors(skinColor, bruiseColor, 0.3);\n * \n * // Gradually transition between colors\n * const transitionColor = mixColors(startColor, endColor, progress);\n * ```\n */\nexport function mixColors(color1: number, color2: number, ratio: number): number {\n // Extract RGB components from color1\n const r1 = (color1 >> 16) & 0xff;\n const g1 = (color1 >> 8) & 0xff;\n const b1 = color1 & 0xff;\n \n // Extract RGB components from color2\n const r2 = (color2 >> 16) & 0xff;\n const g2 = (color2 >> 8) & 0xff;\n const b2 = color2 & 0xff;\n \n // Linear interpolation for each channel\n const r = Math.floor(r1 * (1 - ratio) + r2 * ratio);\n const g = Math.floor(g1 * (1 - ratio) + g2 * ratio);\n const b = Math.floor(b1 * (1 - ratio) + b2 * ratio);\n \n // Combine back into hex value\n return (r << 16) | (g << 8) | b;\n}\n\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAsBA,SAAgB,WAAW,OAAuB;AAChD,QAAO,IAAI,MAAM,SAAS,GAAG,CAAC,SAAS,GAAG,IAAI;;;;;;;;;;;;;;;;;;;AAoBhD,IAAa,cAAc,WAAW;;;;;;;;;;;;;;;;;;;;;;;;AAyBtC,SAAgB,UAAU,QAAgB,QAAgB,OAAuB;CAE/E,MAAM,KAAM,UAAU,KAAM;CAC5B,MAAM,KAAM,UAAU,IAAK;CAC3B,MAAM,KAAK,SAAS;CAGpB,MAAM,KAAM,UAAU,KAAM;CAC5B,MAAM,KAAM,UAAU,IAAK;CAC3B,MAAM,KAAK,SAAS;CAGpB,MAAM,IAAI,KAAK,MAAM,MAAM,IAAI,SAAS,KAAK,MAAM;CACnD,MAAM,IAAI,KAAK,MAAM,MAAM,IAAI,SAAS,KAAK,MAAM;CACnD,MAAM,IAAI,KAAK,MAAM,MAAM,IAAI,SAAS,KAAK,MAAM;AAGnD,QAAQ,KAAK,KAAO,KAAK,IAAK"}
|
|
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|
|
|
1
|
+
import type { PlayerArchetype } from "../types/common";
|
|
2
|
+
/**
|
|
3
|
+
* Convert RGB components to hex color
|
|
4
|
+
*/
|
|
5
|
+
export declare function rgbToHex(r: number, g: number, b: number): number;
|
|
6
|
+
/**
|
|
7
|
+
* Convert hex color to RGB components
|
|
8
|
+
*/
|
|
9
|
+
export declare function hexToRgb(hex: number): {
|
|
10
|
+
r: number;
|
|
11
|
+
g: number;
|
|
12
|
+
b: number;
|
|
13
|
+
};
|
|
14
|
+
/**
|
|
15
|
+
* Darken a color by a specified amount
|
|
16
|
+
*/
|
|
17
|
+
export declare function darkenColor(color: number, amount?: number): number;
|
|
18
|
+
/**
|
|
19
|
+
* Lighten a color by a specified amount
|
|
20
|
+
*/
|
|
21
|
+
export declare function lightenColor(color: number, amount?: number): number;
|
|
22
|
+
/**
|
|
23
|
+
* Get archetype colors
|
|
24
|
+
*/
|
|
25
|
+
export declare function getArchetypeColors(archetype: PlayerArchetype): {
|
|
26
|
+
primary: number;
|
|
27
|
+
secondary: number;
|
|
28
|
+
};
|
|
29
|
+
/**
|
|
30
|
+
* Interpolate between two colors
|
|
31
|
+
*/
|
|
32
|
+
export declare function interpolateColor(color1: number, color2: number, factor: number): number;
|
|
33
|
+
/**
|
|
34
|
+
* Get color with alpha
|
|
35
|
+
*/
|
|
36
|
+
export declare function getColorWithAlpha(color: number, alpha: number): number;
|
|
37
|
+
/**
|
|
38
|
+
* Get contrast color (black or white) for given background
|
|
39
|
+
*/
|
|
40
|
+
export declare function getContrastColor(backgroundColor: number): number;
|
|
41
|
+
/**
|
|
42
|
+
* Get color based on health percentage
|
|
43
|
+
*/
|
|
44
|
+
export declare function getHealthColor(healthPercentage: number): number;
|
|
45
|
+
/**
|
|
46
|
+
* Convert hex color to RGBA string for CSS
|
|
47
|
+
* @param hex - Hex color value (e.g., 0x1a1a1a)
|
|
48
|
+
* @param alpha - Alpha value between 0 and 1 (default: 1)
|
|
49
|
+
* @returns RGBA string (e.g., "rgba(26, 26, 26, 0.96)")
|
|
50
|
+
*/
|
|
51
|
+
export declare function hexToRgbaString(hex: number, alpha?: number): string;
|
|
52
|
+
/**
|
|
53
|
+
* Convert numeric color to hex string for CSS
|
|
54
|
+
* @param color - Numeric color value (e.g., 0x00ffff)
|
|
55
|
+
* @returns Hex color string without # prefix (e.g., "00ffff")
|
|
56
|
+
* @example
|
|
57
|
+
* toHex(0x00ffff) // "00ffff"
|
|
58
|
+
* toHex(KOREAN_COLORS.PRIMARY_CYAN) // "00ffff"
|
|
59
|
+
*/
|
|
60
|
+
export declare function toHex(color: number): string;
|
|
61
|
+
/**
|
|
62
|
+
* Convert numeric color to CSS hex string with # prefix
|
|
63
|
+
* @param color - Numeric color value (e.g., 0x00ffff)
|
|
64
|
+
* @returns CSS hex color string (e.g., "#00ffff")
|
|
65
|
+
* @example
|
|
66
|
+
* hexColorToCSS(0x00ffff) // "#00ffff"
|
|
67
|
+
* hexColorToCSS(KOREAN_COLORS.PRIMARY_CYAN) // "#00ffff"
|
|
68
|
+
*/
|
|
69
|
+
export declare function hexColorToCSS(color: number): string;
|
|
70
|
+
/**
|
|
71
|
+
* Get skin tone color for archetype
|
|
72
|
+
*
|
|
73
|
+
* **Korean**: 원형 피부색 가져오기 (Get Archetype Skin Tone)
|
|
74
|
+
*
|
|
75
|
+
* Returns the skin tone color appropriate for the character's
|
|
76
|
+
* background and lifestyle. Used for body, face, and exposed skin.
|
|
77
|
+
*
|
|
78
|
+
* @param archetype - Player archetype
|
|
79
|
+
* @returns Skin tone color as hex number
|
|
80
|
+
*
|
|
81
|
+
* @example
|
|
82
|
+
* ```typescript
|
|
83
|
+
* const skinColor = getArchetypeSkinTone(PlayerArchetype.MUSA);
|
|
84
|
+
* // Returns: 0xdbb896 (healthy tan)
|
|
85
|
+
* ```
|
|
86
|
+
*
|
|
87
|
+
* @korean 원형피부색가져오기
|
|
88
|
+
*/
|
|
89
|
+
export declare function getArchetypeSkinTone(archetype: PlayerArchetype): number;
|
|
90
|
+
/**
|
|
91
|
+
* Get extended archetype visual properties
|
|
92
|
+
*
|
|
93
|
+
* **Korean**: 원형 시각 속성 (Archetype Visual Properties)
|
|
94
|
+
*
|
|
95
|
+
* Returns comprehensive visual properties for an archetype including:
|
|
96
|
+
* - Primary and secondary colors (from clothing theme)
|
|
97
|
+
* - Skin tone color
|
|
98
|
+
* - Emissive accent color for glow effects
|
|
99
|
+
* - Material properties (metalness, roughness)
|
|
100
|
+
*
|
|
101
|
+
* @param archetype - Player archetype
|
|
102
|
+
* @returns Extended visual properties object
|
|
103
|
+
*
|
|
104
|
+
* @korean 원형시각속성
|
|
105
|
+
*/
|
|
106
|
+
export declare function getArchetypeVisualProperties(archetype: PlayerArchetype): {
|
|
107
|
+
readonly primary: number;
|
|
108
|
+
readonly secondary: number;
|
|
109
|
+
readonly skinTone: number;
|
|
110
|
+
readonly emissive: number;
|
|
111
|
+
readonly emissiveIntensity: number;
|
|
112
|
+
};
|
|
113
|
+
//# sourceMappingURL=colorUtils.d.ts.map
|
|
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|
|
|
1
|
+
{"version":3,"file":"colorUtils.d.ts","sourceRoot":"","sources":["../../src/utils/colorUtils.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAGvD;;GAEG;AACH,wBAAgB,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAEhE;AAED;;GAEG;AACH,wBAAgB,QAAQ,CAAC,GAAG,EAAE,MAAM,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAMzE;AAED;;GAEG;AACH,wBAAgB,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,GAAE,MAAY,GAAG,MAAM,CASvE;AAED;;GAEG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,GAAE,MAAY,GAAG,MAAM,CASxE;AAED;;GAEG;AACH,wBAAgB,kBAAkB,CAAC,SAAS,EAAE,eAAe,GAAG;IAC9D,OAAO,EAAE,MAAM,CAAC;IAChB,SAAS,EAAE,MAAM,CAAC;CACnB,CAiCA;AAED;;GAEG;AACH,wBAAgB,gBAAgB,CAC9B,MAAM,EAAE,MAAM,EACd,MAAM,EAAE,MAAM,EACd,MAAM,EAAE,MAAM,GACb,MAAM,CASR;AAED;;GAEG;AACH,wBAAgB,iBAAiB,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAEtE;AAED;;GAEG;AACH,wBAAgB,gBAAgB,CAAC,eAAe,EAAE,MAAM,GAAG,MAAM,CAMhE;AAED;;GAEG;AACH,wBAAgB,cAAc,CAAC,gBAAgB,EAAE,MAAM,GAAG,MAAM,CAQ/D;AAED;;;;;GAKG;AACH,wBAAgB,eAAe,CAAC,GAAG,EAAE,MAAM,EAAE,KAAK,GAAE,MAAU,GAAG,MAAM,CAGtE;AAED;;;;;;;GAOG;AACH,wBAAgB,KAAK,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAE3C;AAED;;;;;;;GAOG;AACH,wBAAgB,aAAa,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAEnD;AAyBD;;;;;;;;;;;;;;;;;;GAkBG;AACH,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,eAAe,GAAG,MAAM,CAEvE;AAED;;;;;;;;;;;;;;;GAeG;AACH,wBAAgB,4BAA4B,CAAC,SAAS,EAAE,eAAe,GAAG;IACxE,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;CACpC,CA4BA"}
|
|
@@ -0,0 +1,225 @@
|
|
|
1
|
+
import { KOREAN_COLORS } from "../types/constants/colors.js";
|
|
2
|
+
//#region src/utils/colorUtils.ts
|
|
3
|
+
/**
|
|
4
|
+
* Convert RGB components to hex color
|
|
5
|
+
*/
|
|
6
|
+
function rgbToHex(r, g, b) {
|
|
7
|
+
return (r & 255) << 16 | (g & 255) << 8 | b & 255;
|
|
8
|
+
}
|
|
9
|
+
/**
|
|
10
|
+
* Convert hex color to RGB components
|
|
11
|
+
*/
|
|
12
|
+
function hexToRgb(hex) {
|
|
13
|
+
return {
|
|
14
|
+
r: hex >> 16 & 255,
|
|
15
|
+
g: hex >> 8 & 255,
|
|
16
|
+
b: hex & 255
|
|
17
|
+
};
|
|
18
|
+
}
|
|
19
|
+
/**
|
|
20
|
+
* Darken a color by a specified amount
|
|
21
|
+
*/
|
|
22
|
+
function darkenColor(color, amount = .1) {
|
|
23
|
+
const { r, g, b } = hexToRgb(color);
|
|
24
|
+
const factor = Math.max(0, 1 - amount);
|
|
25
|
+
return rgbToHex(Math.floor(r * factor), Math.floor(g * factor), Math.floor(b * factor));
|
|
26
|
+
}
|
|
27
|
+
/**
|
|
28
|
+
* Lighten a color by a specified amount
|
|
29
|
+
*/
|
|
30
|
+
function lightenColor(color, amount = .1) {
|
|
31
|
+
const { r, g, b } = hexToRgb(color);
|
|
32
|
+
const factor = Math.min(1, amount);
|
|
33
|
+
return rgbToHex(Math.min(255, Math.floor(r + (255 - r) * factor)), Math.min(255, Math.floor(g + (255 - g) * factor)), Math.min(255, Math.floor(b + (255 - b) * factor)));
|
|
34
|
+
}
|
|
35
|
+
/**
|
|
36
|
+
* Get archetype colors
|
|
37
|
+
*/
|
|
38
|
+
function getArchetypeColors(archetype) {
|
|
39
|
+
return {
|
|
40
|
+
musa: {
|
|
41
|
+
primary: KOREAN_COLORS.ACCENT_GOLD,
|
|
42
|
+
secondary: KOREAN_COLORS.SECONDARY_BROWN_DARK
|
|
43
|
+
},
|
|
44
|
+
amsalja: {
|
|
45
|
+
primary: KOREAN_COLORS.PRIMARY_CYAN,
|
|
46
|
+
secondary: KOREAN_COLORS.KOREAN_BLACK
|
|
47
|
+
},
|
|
48
|
+
hacker: {
|
|
49
|
+
primary: KOREAN_COLORS.SECONDARY_PURPLE,
|
|
50
|
+
secondary: KOREAN_COLORS.UI_BACKGROUND_MEDIUM
|
|
51
|
+
},
|
|
52
|
+
jeongbo_yowon: {
|
|
53
|
+
primary: KOREAN_COLORS.ACCENT_BLUE,
|
|
54
|
+
secondary: KOREAN_COLORS.UI_BACKGROUND_DARK
|
|
55
|
+
},
|
|
56
|
+
jojik_pokryeokbae: {
|
|
57
|
+
primary: KOREAN_COLORS.ACCENT_RED,
|
|
58
|
+
secondary: KOREAN_COLORS.SECONDARY_BROWN_DARK
|
|
59
|
+
}
|
|
60
|
+
}[archetype] || {
|
|
61
|
+
primary: KOREAN_COLORS.WHITE_SOLID,
|
|
62
|
+
secondary: KOREAN_COLORS.UI_STEEL_GRAY
|
|
63
|
+
};
|
|
64
|
+
}
|
|
65
|
+
/**
|
|
66
|
+
* Interpolate between two colors
|
|
67
|
+
*/
|
|
68
|
+
function interpolateColor(color1, color2, factor) {
|
|
69
|
+
const rgb1 = hexToRgb(color1);
|
|
70
|
+
const rgb2 = hexToRgb(color2);
|
|
71
|
+
return rgbToHex(Math.floor(rgb1.r + (rgb2.r - rgb1.r) * factor), Math.floor(rgb1.g + (rgb2.g - rgb1.g) * factor), Math.floor(rgb1.b + (rgb2.b - rgb1.b) * factor));
|
|
72
|
+
}
|
|
73
|
+
/**
|
|
74
|
+
* Get color with alpha
|
|
75
|
+
*/
|
|
76
|
+
function getColorWithAlpha(color, alpha) {
|
|
77
|
+
return Math.floor(alpha * 255) << 24 | color;
|
|
78
|
+
}
|
|
79
|
+
/**
|
|
80
|
+
* Get contrast color (black or white) for given background
|
|
81
|
+
*/
|
|
82
|
+
function getContrastColor(backgroundColor) {
|
|
83
|
+
const { r, g, b } = hexToRgb(backgroundColor);
|
|
84
|
+
return (.299 * r + .587 * g + .114 * b) / 255 > .5 ? KOREAN_COLORS.BLACK_SOLID : KOREAN_COLORS.WHITE_SOLID;
|
|
85
|
+
}
|
|
86
|
+
/**
|
|
87
|
+
* Get color based on health percentage
|
|
88
|
+
*/
|
|
89
|
+
function getHealthColor(healthPercentage) {
|
|
90
|
+
if (healthPercentage > .6) return KOREAN_COLORS.POSITIVE_GREEN;
|
|
91
|
+
else if (healthPercentage > .3) return KOREAN_COLORS.SECONDARY_YELLOW;
|
|
92
|
+
else return KOREAN_COLORS.ACCENT_RED;
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* Convert hex color to RGBA string for CSS
|
|
96
|
+
* @param hex - Hex color value (e.g., 0x1a1a1a)
|
|
97
|
+
* @param alpha - Alpha value between 0 and 1 (default: 1)
|
|
98
|
+
* @returns RGBA string (e.g., "rgba(26, 26, 26, 0.96)")
|
|
99
|
+
*/
|
|
100
|
+
function hexToRgbaString(hex, alpha = 1) {
|
|
101
|
+
const { r, g, b } = hexToRgb(hex);
|
|
102
|
+
return `rgba(${r}, ${g}, ${b}, ${alpha})`;
|
|
103
|
+
}
|
|
104
|
+
/**
|
|
105
|
+
* Convert numeric color to hex string for CSS
|
|
106
|
+
* @param color - Numeric color value (e.g., 0x00ffff)
|
|
107
|
+
* @returns Hex color string without # prefix (e.g., "00ffff")
|
|
108
|
+
* @example
|
|
109
|
+
* toHex(0x00ffff) // "00ffff"
|
|
110
|
+
* toHex(KOREAN_COLORS.PRIMARY_CYAN) // "00ffff"
|
|
111
|
+
*/
|
|
112
|
+
function toHex(color) {
|
|
113
|
+
return color.toString(16).padStart(6, "0");
|
|
114
|
+
}
|
|
115
|
+
/**
|
|
116
|
+
* Convert numeric color to CSS hex string with # prefix
|
|
117
|
+
* @param color - Numeric color value (e.g., 0x00ffff)
|
|
118
|
+
* @returns CSS hex color string (e.g., "#00ffff")
|
|
119
|
+
* @example
|
|
120
|
+
* hexColorToCSS(0x00ffff) // "#00ffff"
|
|
121
|
+
* hexColorToCSS(KOREAN_COLORS.PRIMARY_CYAN) // "#00ffff"
|
|
122
|
+
*/
|
|
123
|
+
function hexColorToCSS(color) {
|
|
124
|
+
return `#${color.toString(16).padStart(6, "0")}`;
|
|
125
|
+
}
|
|
126
|
+
/**
|
|
127
|
+
* Skin tone definitions for archetype visual differentiation
|
|
128
|
+
*
|
|
129
|
+
* **Korean**: 원형별 피부색 (Archetype Skin Tones)
|
|
130
|
+
*
|
|
131
|
+
* Each archetype has a unique skin tone that reflects their
|
|
132
|
+
* background and lifestyle:
|
|
133
|
+
* - MUSA: Healthy tan from outdoor training
|
|
134
|
+
* - AMSALJA: Pale from stealth operations in darkness
|
|
135
|
+
* - HACKER: Slightly pale from indoor tech work
|
|
136
|
+
* - JEONGBO_YOWON: Natural healthy tone
|
|
137
|
+
* - JOJIK_POKRYEOKBAE: Weathered from street life
|
|
138
|
+
*
|
|
139
|
+
* @korean 원형피부색
|
|
140
|
+
*/
|
|
141
|
+
var ARCHETYPE_SKIN_TONES = {
|
|
142
|
+
musa: 14399638,
|
|
143
|
+
amsalja: 15258820,
|
|
144
|
+
hacker: 15784136,
|
|
145
|
+
jeongbo_yowon: 14730408,
|
|
146
|
+
jojik_pokryeokbae: 13150338
|
|
147
|
+
};
|
|
148
|
+
/**
|
|
149
|
+
* Get skin tone color for archetype
|
|
150
|
+
*
|
|
151
|
+
* **Korean**: 원형 피부색 가져오기 (Get Archetype Skin Tone)
|
|
152
|
+
*
|
|
153
|
+
* Returns the skin tone color appropriate for the character's
|
|
154
|
+
* background and lifestyle. Used for body, face, and exposed skin.
|
|
155
|
+
*
|
|
156
|
+
* @param archetype - Player archetype
|
|
157
|
+
* @returns Skin tone color as hex number
|
|
158
|
+
*
|
|
159
|
+
* @example
|
|
160
|
+
* ```typescript
|
|
161
|
+
* const skinColor = getArchetypeSkinTone(PlayerArchetype.MUSA);
|
|
162
|
+
* // Returns: 0xdbb896 (healthy tan)
|
|
163
|
+
* ```
|
|
164
|
+
*
|
|
165
|
+
* @korean 원형피부색가져오기
|
|
166
|
+
*/
|
|
167
|
+
function getArchetypeSkinTone(archetype) {
|
|
168
|
+
return ARCHETYPE_SKIN_TONES[archetype] ?? KOREAN_COLORS.SKIN_TONE;
|
|
169
|
+
}
|
|
170
|
+
/**
|
|
171
|
+
* Get extended archetype visual properties
|
|
172
|
+
*
|
|
173
|
+
* **Korean**: 원형 시각 속성 (Archetype Visual Properties)
|
|
174
|
+
*
|
|
175
|
+
* Returns comprehensive visual properties for an archetype including:
|
|
176
|
+
* - Primary and secondary colors (from clothing theme)
|
|
177
|
+
* - Skin tone color
|
|
178
|
+
* - Emissive accent color for glow effects
|
|
179
|
+
* - Material properties (metalness, roughness)
|
|
180
|
+
*
|
|
181
|
+
* @param archetype - Player archetype
|
|
182
|
+
* @returns Extended visual properties object
|
|
183
|
+
*
|
|
184
|
+
* @korean 원형시각속성
|
|
185
|
+
*/
|
|
186
|
+
function getArchetypeVisualProperties(archetype) {
|
|
187
|
+
const colors = getArchetypeColors(archetype);
|
|
188
|
+
const skinTone = getArchetypeSkinTone(archetype);
|
|
189
|
+
const emissiveProps = {
|
|
190
|
+
musa: {
|
|
191
|
+
color: KOREAN_COLORS.ACCENT_GOLD,
|
|
192
|
+
intensity: .1
|
|
193
|
+
},
|
|
194
|
+
amsalja: {
|
|
195
|
+
color: KOREAN_COLORS.PRIMARY_CYAN,
|
|
196
|
+
intensity: .3
|
|
197
|
+
},
|
|
198
|
+
hacker: {
|
|
199
|
+
color: KOREAN_COLORS.SECONDARY_PURPLE,
|
|
200
|
+
intensity: .25
|
|
201
|
+
},
|
|
202
|
+
jeongbo_yowon: {
|
|
203
|
+
color: KOREAN_COLORS.ACCENT_BLUE,
|
|
204
|
+
intensity: .15
|
|
205
|
+
},
|
|
206
|
+
jojik_pokryeokbae: {
|
|
207
|
+
color: KOREAN_COLORS.ACCENT_RED,
|
|
208
|
+
intensity: .2
|
|
209
|
+
}
|
|
210
|
+
}[archetype] ?? {
|
|
211
|
+
color: 0,
|
|
212
|
+
intensity: 0
|
|
213
|
+
};
|
|
214
|
+
return {
|
|
215
|
+
primary: colors.primary,
|
|
216
|
+
secondary: colors.secondary,
|
|
217
|
+
skinTone,
|
|
218
|
+
emissive: emissiveProps.color,
|
|
219
|
+
emissiveIntensity: emissiveProps.intensity
|
|
220
|
+
};
|
|
221
|
+
}
|
|
222
|
+
//#endregion
|
|
223
|
+
export { darkenColor, getArchetypeColors, getArchetypeSkinTone, getArchetypeVisualProperties, getColorWithAlpha, getContrastColor, getHealthColor, hexColorToCSS, hexToRgb, hexToRgbaString, interpolateColor, lightenColor, rgbToHex, toHex };
|
|
224
|
+
|
|
225
|
+
//# sourceMappingURL=colorUtils.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"colorUtils.js","names":[],"sources":["../../src/utils/colorUtils.ts"],"sourcesContent":["import type { PlayerArchetype } from \"../types/common\";\nimport { KOREAN_COLORS } from \"../types/constants/colors\";\n\n/**\n * Convert RGB components to hex color\n */\nexport function rgbToHex(r: number, g: number, b: number): number {\n return ((r & 0xff) << 16) | ((g & 0xff) << 8) | (b & 0xff);\n}\n\n/**\n * Convert hex color to RGB components\n */\nexport function hexToRgb(hex: number): { r: number; g: number; b: number } {\n return {\n r: (hex >> 16) & 0xff,\n g: (hex >> 8) & 0xff,\n b: hex & 0xff,\n };\n}\n\n/**\n * Darken a color by a specified amount\n */\nexport function darkenColor(color: number, amount: number = 0.1): number {\n const { r, g, b } = hexToRgb(color);\n const factor = Math.max(0, 1 - amount);\n\n return rgbToHex(\n Math.floor(r * factor),\n Math.floor(g * factor),\n Math.floor(b * factor),\n );\n}\n\n/**\n * Lighten a color by a specified amount\n */\nexport function lightenColor(color: number, amount: number = 0.1): number {\n const { r, g, b } = hexToRgb(color);\n const factor = Math.min(1, amount);\n\n return rgbToHex(\n Math.min(255, Math.floor(r + (255 - r) * factor)),\n Math.min(255, Math.floor(g + (255 - g) * factor)),\n Math.min(255, Math.floor(b + (255 - b) * factor)),\n );\n}\n\n/**\n * Get archetype colors\n */\nexport function getArchetypeColors(archetype: PlayerArchetype): {\n primary: number;\n secondary: number;\n} {\n const colorMap: Record<\n PlayerArchetype,\n { primary: number; secondary: number }\n > = {\n musa: {\n primary: KOREAN_COLORS.ACCENT_GOLD,\n secondary: KOREAN_COLORS.SECONDARY_BROWN_DARK, // Fix: Use SECONDARY_BROWN_DARK\n },\n amsalja: {\n primary: KOREAN_COLORS.PRIMARY_CYAN, // Stealth assassin - cyan theme\n secondary: KOREAN_COLORS.KOREAN_BLACK,\n },\n hacker: {\n primary: KOREAN_COLORS.SECONDARY_PURPLE, // Cyber hacker - purple theme\n secondary: KOREAN_COLORS.UI_BACKGROUND_MEDIUM,\n },\n jeongbo_yowon: {\n primary: KOREAN_COLORS.ACCENT_BLUE, // Intelligence operative - blue tactical theme\n secondary: KOREAN_COLORS.UI_BACKGROUND_DARK,\n },\n jojik_pokryeokbae: {\n primary: KOREAN_COLORS.ACCENT_RED,\n secondary: KOREAN_COLORS.SECONDARY_BROWN_DARK, // Fix: Use SECONDARY_BROWN_DARK\n },\n };\n\n return (\n colorMap[archetype] || {\n primary: KOREAN_COLORS.WHITE_SOLID,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY,\n }\n );\n}\n\n/**\n * Interpolate between two colors\n */\nexport function interpolateColor(\n color1: number,\n color2: number,\n factor: number,\n): number {\n const rgb1 = hexToRgb(color1);\n const rgb2 = hexToRgb(color2);\n\n const r = Math.floor(rgb1.r + (rgb2.r - rgb1.r) * factor);\n const g = Math.floor(rgb1.g + (rgb2.g - rgb1.g) * factor);\n const b = Math.floor(rgb1.b + (rgb2.b - rgb1.b) * factor);\n\n return rgbToHex(r, g, b);\n}\n\n/**\n * Get color with alpha\n */\nexport function getColorWithAlpha(color: number, alpha: number): number {\n return (Math.floor(alpha * 255) << 24) | color;\n}\n\n/**\n * Get contrast color (black or white) for given background\n */\nexport function getContrastColor(backgroundColor: number): number {\n const { r, g, b } = hexToRgb(backgroundColor);\n const luminance = (0.299 * r + 0.587 * g + 0.114 * b) / 255;\n return luminance > 0.5\n ? KOREAN_COLORS.BLACK_SOLID\n : KOREAN_COLORS.WHITE_SOLID;\n}\n\n/**\n * Get color based on health percentage\n */\nexport function getHealthColor(healthPercentage: number): number {\n if (healthPercentage > 0.6) {\n return KOREAN_COLORS.POSITIVE_GREEN;\n } else if (healthPercentage > 0.3) {\n return KOREAN_COLORS.SECONDARY_YELLOW;\n } else {\n return KOREAN_COLORS.ACCENT_RED;\n }\n}\n\n/**\n * Convert hex color to RGBA string for CSS\n * @param hex - Hex color value (e.g., 0x1a1a1a)\n * @param alpha - Alpha value between 0 and 1 (default: 1)\n * @returns RGBA string (e.g., \"rgba(26, 26, 26, 0.96)\")\n */\nexport function hexToRgbaString(hex: number, alpha: number = 1): string {\n const { r, g, b } = hexToRgb(hex);\n return `rgba(${r}, ${g}, ${b}, ${alpha})`;\n}\n\n/**\n * Convert numeric color to hex string for CSS\n * @param color - Numeric color value (e.g., 0x00ffff)\n * @returns Hex color string without # prefix (e.g., \"00ffff\")\n * @example\n * toHex(0x00ffff) // \"00ffff\"\n * toHex(KOREAN_COLORS.PRIMARY_CYAN) // \"00ffff\"\n */\nexport function toHex(color: number): string {\n return color.toString(16).padStart(6, \"0\");\n}\n\n/**\n * Convert numeric color to CSS hex string with # prefix\n * @param color - Numeric color value (e.g., 0x00ffff)\n * @returns CSS hex color string (e.g., \"#00ffff\")\n * @example\n * hexColorToCSS(0x00ffff) // \"#00ffff\"\n * hexColorToCSS(KOREAN_COLORS.PRIMARY_CYAN) // \"#00ffff\"\n */\nexport function hexColorToCSS(color: number): string {\n return `#${color.toString(16).padStart(6, \"0\")}`;\n}\n\n/**\n * Skin tone definitions for archetype visual differentiation\n *\n * **Korean**: 원형별 피부색 (Archetype Skin Tones)\n *\n * Each archetype has a unique skin tone that reflects their\n * background and lifestyle:\n * - MUSA: Healthy tan from outdoor training\n * - AMSALJA: Pale from stealth operations in darkness\n * - HACKER: Slightly pale from indoor tech work\n * - JEONGBO_YOWON: Natural healthy tone\n * - JOJIK_POKRYEOKBAE: Weathered from street life\n *\n * @korean 원형피부색\n */\nconst ARCHETYPE_SKIN_TONES: Record<PlayerArchetype, number> = {\n musa: 0xdbb896, // Healthy tan - outdoor military training\n amsalja: 0xe8d4c4, // Pale complexion - stealth operative\n hacker: 0xf0d8c8, // Light skin - indoor tech work\n jeongbo_yowon: 0xe0c4a8, // Natural healthy tone - government operative\n jojik_pokryeokbae: 0xc8a882, // Weathered tan - street fighter\n};\n\n/**\n * Get skin tone color for archetype\n *\n * **Korean**: 원형 피부색 가져오기 (Get Archetype Skin Tone)\n *\n * Returns the skin tone color appropriate for the character's\n * background and lifestyle. Used for body, face, and exposed skin.\n *\n * @param archetype - Player archetype\n * @returns Skin tone color as hex number\n *\n * @example\n * ```typescript\n * const skinColor = getArchetypeSkinTone(PlayerArchetype.MUSA);\n * // Returns: 0xdbb896 (healthy tan)\n * ```\n *\n * @korean 원형피부색가져오기\n */\nexport function getArchetypeSkinTone(archetype: PlayerArchetype): number {\n return ARCHETYPE_SKIN_TONES[archetype] ?? KOREAN_COLORS.SKIN_TONE;\n}\n\n/**\n * Get extended archetype visual properties\n *\n * **Korean**: 원형 시각 속성 (Archetype Visual Properties)\n *\n * Returns comprehensive visual properties for an archetype including:\n * - Primary and secondary colors (from clothing theme)\n * - Skin tone color\n * - Emissive accent color for glow effects\n * - Material properties (metalness, roughness)\n *\n * @param archetype - Player archetype\n * @returns Extended visual properties object\n *\n * @korean 원형시각속성\n */\nexport function getArchetypeVisualProperties(archetype: PlayerArchetype): {\n readonly primary: number;\n readonly secondary: number;\n readonly skinTone: number;\n readonly emissive: number;\n readonly emissiveIntensity: number;\n} {\n const colors = getArchetypeColors(archetype);\n const skinTone = getArchetypeSkinTone(archetype);\n\n // Emissive colors based on archetype theme\n const emissiveMap: Record<\n PlayerArchetype,\n { color: number; intensity: number }\n > = {\n musa: { color: KOREAN_COLORS.ACCENT_GOLD, intensity: 0.1 },\n amsalja: { color: KOREAN_COLORS.PRIMARY_CYAN, intensity: 0.3 },\n hacker: { color: KOREAN_COLORS.SECONDARY_PURPLE, intensity: 0.25 },\n jeongbo_yowon: { color: KOREAN_COLORS.ACCENT_BLUE, intensity: 0.15 },\n jojik_pokryeokbae: { color: KOREAN_COLORS.ACCENT_RED, intensity: 0.2 },\n };\n\n const emissiveProps = emissiveMap[archetype] ?? {\n color: 0x000000,\n intensity: 0,\n };\n\n return {\n primary: colors.primary,\n secondary: colors.secondary,\n skinTone,\n emissive: emissiveProps.color,\n emissiveIntensity: emissiveProps.intensity,\n };\n}\n\n// DO NOT ADD ANY MORE FUNCTIONS BELOW THIS LINE\n// All functions are already exported above using individual export statements\n"],"mappings":";;;;;AAMA,SAAgB,SAAS,GAAW,GAAW,GAAmB;AAChE,SAAS,IAAI,QAAS,MAAQ,IAAI,QAAS,IAAM,IAAI;;;;;AAMvD,SAAgB,SAAS,KAAkD;AACzE,QAAO;EACL,GAAI,OAAO,KAAM;EACjB,GAAI,OAAO,IAAK;EAChB,GAAG,MAAM;EACV;;;;;AAMH,SAAgB,YAAY,OAAe,SAAiB,IAAa;CACvE,MAAM,EAAE,GAAG,GAAG,MAAM,SAAS,MAAM;CACnC,MAAM,SAAS,KAAK,IAAI,GAAG,IAAI,OAAO;AAEtC,QAAO,SACL,KAAK,MAAM,IAAI,OAAO,EACtB,KAAK,MAAM,IAAI,OAAO,EACtB,KAAK,MAAM,IAAI,OAAO,CACvB;;;;;AAMH,SAAgB,aAAa,OAAe,SAAiB,IAAa;CACxE,MAAM,EAAE,GAAG,GAAG,MAAM,SAAS,MAAM;CACnC,MAAM,SAAS,KAAK,IAAI,GAAG,OAAO;AAElC,QAAO,SACL,KAAK,IAAI,KAAK,KAAK,MAAM,KAAK,MAAM,KAAK,OAAO,CAAC,EACjD,KAAK,IAAI,KAAK,KAAK,MAAM,KAAK,MAAM,KAAK,OAAO,CAAC,EACjD,KAAK,IAAI,KAAK,KAAK,MAAM,KAAK,MAAM,KAAK,OAAO,CAAC,CAClD;;;;;AAMH,SAAgB,mBAAmB,WAGjC;AA2BA,QAvBI;EACF,MAAM;GACJ,SAAS,cAAc;GACvB,WAAW,cAAc;GAC1B;EACD,SAAS;GACP,SAAS,cAAc;GACvB,WAAW,cAAc;GAC1B;EACD,QAAQ;GACN,SAAS,cAAc;GACvB,WAAW,cAAc;GAC1B;EACD,eAAe;GACb,SAAS,cAAc;GACvB,WAAW,cAAc;GAC1B;EACD,mBAAmB;GACjB,SAAS,cAAc;GACvB,WAAW,cAAc;GAC1B;EACF,CAGU,cAAc;EACrB,SAAS,cAAc;EACvB,WAAW,cAAc;EAC1B;;;;;AAOL,SAAgB,iBACd,QACA,QACA,QACQ;CACR,MAAM,OAAO,SAAS,OAAO;CAC7B,MAAM,OAAO,SAAS,OAAO;AAM7B,QAAO,SAJG,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO,EAC/C,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO,EAC/C,KAAK,MAAM,KAAK,KAAK,KAAK,IAAI,KAAK,KAAK,OAAO,CAEjC;;;;;AAM1B,SAAgB,kBAAkB,OAAe,OAAuB;AACtE,QAAQ,KAAK,MAAM,QAAQ,IAAI,IAAI,KAAM;;;;;AAM3C,SAAgB,iBAAiB,iBAAiC;CAChE,MAAM,EAAE,GAAG,GAAG,MAAM,SAAS,gBAAgB;AAE7C,SADmB,OAAQ,IAAI,OAAQ,IAAI,OAAQ,KAAK,MACrC,KACf,cAAc,cACd,cAAc;;;;;AAMpB,SAAgB,eAAe,kBAAkC;AAC/D,KAAI,mBAAmB,GACrB,QAAO,cAAc;UACZ,mBAAmB,GAC5B,QAAO,cAAc;KAErB,QAAO,cAAc;;;;;;;;AAUzB,SAAgB,gBAAgB,KAAa,QAAgB,GAAW;CACtE,MAAM,EAAE,GAAG,GAAG,MAAM,SAAS,IAAI;AACjC,QAAO,QAAQ,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,MAAM;;;;;;;;;;AAWzC,SAAgB,MAAM,OAAuB;AAC3C,QAAO,MAAM,SAAS,GAAG,CAAC,SAAS,GAAG,IAAI;;;;;;;;;;AAW5C,SAAgB,cAAc,OAAuB;AACnD,QAAO,IAAI,MAAM,SAAS,GAAG,CAAC,SAAS,GAAG,IAAI;;;;;;;;;;;;;;;;;AAkBhD,IAAM,uBAAwD;CAC5D,MAAM;CACN,SAAS;CACT,QAAQ;CACR,eAAe;CACf,mBAAmB;CACpB;;;;;;;;;;;;;;;;;;;;AAqBD,SAAgB,qBAAqB,WAAoC;AACvE,QAAO,qBAAqB,cAAc,cAAc;;;;;;;;;;;;;;;;;;AAmB1D,SAAgB,6BAA6B,WAM3C;CACA,MAAM,SAAS,mBAAmB,UAAU;CAC5C,MAAM,WAAW,qBAAqB,UAAU;CAchD,MAAM,gBARF;EACF,MAAM;GAAE,OAAO,cAAc;GAAa,WAAW;GAAK;EAC1D,SAAS;GAAE,OAAO,cAAc;GAAc,WAAW;GAAK;EAC9D,QAAQ;GAAE,OAAO,cAAc;GAAkB,WAAW;GAAM;EAClE,eAAe;GAAE,OAAO,cAAc;GAAa,WAAW;GAAM;EACpE,mBAAmB;GAAE,OAAO,cAAc;GAAY,WAAW;GAAK;EACvE,CAEiC,cAAc;EAC9C,OAAO;EACP,WAAW;EACZ;AAED,QAAO;EACL,SAAS,OAAO;EAChB,WAAW,OAAO;EAClB;EACA,UAAU,cAAc;EACxB,mBAAmB,cAAc;EAClC"}
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/**
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* Combat Readiness Calculation System
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*
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* Calculates overall combat readiness from multiple factors:
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* - Body part health (40% weight)
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* - Pain level (20% weight)
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* - Consciousness (20% weight)
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* - Balance state (20% weight)
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*
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* @module utils/combatReadiness
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*/
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import type { PlayerState } from "../systems/player";
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import type { BodyPartHealth } from "../systems/bodypart/types";
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/**
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* Combat readiness level thresholds and colors
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*/
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export declare const COMBAT_READINESS_THRESHOLDS: {
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readonly FULL_CAPABILITY: {
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readonly min: 80;
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readonly max: 100;
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readonly color: 65280;
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readonly label: {
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readonly korean: "전투 준비";
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readonly english: "Combat Ready";
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};
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};
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readonly LIGHT_IMPAIRMENT: {
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readonly min: 60;
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readonly max: 79;
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readonly color: 16776960;
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readonly label: {
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readonly korean: "경미 손상";
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readonly english: "Light Damage";
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};
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};
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readonly MODERATE_IMPAIRMENT: {
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readonly min: 40;
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readonly max: 59;
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readonly color: 16746496;
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readonly label: {
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readonly korean: "중간 손상";
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readonly english: "Moderate Damage";
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};
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};
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readonly HEAVY_IMPAIRMENT: {
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readonly min: 20;
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readonly max: 39;
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readonly color: 16724787;
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readonly label: {
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readonly korean: "중증 손상";
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readonly english: "Heavy Damage";
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};
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};
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readonly CRITICAL: {
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readonly min: 0;
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readonly max: 19;
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readonly color: 10027008;
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readonly label: {
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readonly korean: "위급 상태";
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readonly english: "Critical";
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};
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};
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};
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/**
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* Calculate average body part health percentage
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*
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* @param bodyHealth - Body part health state
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* @returns Average health percentage (0-100)
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* @throws {Error} If bodyHealth is null or undefined
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*/
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export declare function calculateBodyHealthPercentage(bodyHealth: BodyPartHealth): number;
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/**
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* Calculate combat readiness from player state
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*
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* Combines multiple factors with weighted importance:
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* - Body part health (40%): Average health of all body parts
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* - Pain (20%): Inverted pain level (0 pain = 100% contribution)
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* - Consciousness (20%): Direct consciousness level
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* - Balance (20%): Direct balance level
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*
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* @param player - Current player state
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* @returns Combat readiness percentage (0-100)
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* @throws {Error} If player is null or undefined
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*
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* @example
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* ```typescript
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* const readiness = calculateCombatReadiness(playerState);
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* console.log(`Combat Readiness: ${readiness}%`);
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* // Output: "Combat Readiness: 85%"
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* ```
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*/
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export declare function calculateCombatReadiness(player: PlayerState): number;
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/**
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* Get color for combat readiness level
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*
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* @param readiness - Combat readiness percentage (0-100)
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* @returns Hex color code
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* @throws {Error} If readiness is NaN
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*/
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export declare function getCombatReadinessColor(readiness: number): number;
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/**
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* Get label for combat readiness level
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*
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* @param readiness - Combat readiness percentage (0-100)
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* @returns Korean and English labels
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* @throws {Error} If readiness is NaN
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*/
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export declare function getCombatReadinessLabel(readiness: number): {
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korean: string;
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english: string;
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};
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/**
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* Get number of filled bars for combat readiness
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*
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* Uses ceiling behavior: any non-zero readiness shows at least 1 bar.
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* This provides visual feedback even for minimal combat capability.
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*
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* @param readiness - Combat readiness percentage (0-100)
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* @param totalBars - Total number of bars (default: 10)
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* @returns Number of filled bars (0-totalBars)
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* @throws {Error} If readiness is NaN or totalBars is not positive
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*
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* @example
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* ```typescript
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* getCombatReadinessBars(0, 10); // Returns 0 bars
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* getCombatReadinessBars(5, 10); // Returns 1 bar (ceil behavior)
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* getCombatReadinessBars(50, 10); // Returns 5 bars
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* getCombatReadinessBars(100, 10); // Returns 10 bars
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* ```
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*/
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export declare function getCombatReadinessBars(readiness: number, totalBars?: number): number;
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//# sourceMappingURL=combatReadiness.d.ts.map
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