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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47
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+
* @returns AI combat state and control functions
|
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48
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+
*
|
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49
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+
* @example
|
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50
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+
* ```typescript
|
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51
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+
* const { aiState } = useAICombat({
|
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52
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+
* player: aiPlayer,
|
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53
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+
* opponent: humanPlayer,
|
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54
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+
* personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,
|
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55
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+
* adaptiveDifficulty,
|
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56
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+
* arenaBounds,
|
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57
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+
* roundStarted,
|
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58
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+
* roundEnded,
|
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59
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+
* isPaused,
|
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60
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+
* onExecuteAction: handleAction,
|
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61
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+
* onStanceChange: handleStanceChange,
|
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62
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+
* });
|
|
63
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+
* ```
|
|
64
|
+
*/
|
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65
|
+
var AI_DECISION_THRESHOLD_MS = 10;
|
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66
|
+
var WARNING_THROTTLE_MS = 5e3;
|
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67
|
+
/**
|
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68
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+
* Technique range system (physics-first: meters)
|
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69
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+
* All distances and ranges are in meters - no pixel conversions for game logic
|
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70
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+
*
|
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71
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+
* Each technique has a reachConfig with baseExtension multiplier
|
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72
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+
* Applied to archetype's limb length: reach = (limbLength/100) × baseExtension × stanceModifier
|
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73
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+
*
|
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74
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+
* @korean 기술 범위 시스템 (물리 우선: 미터)
|
|
75
|
+
*/
|
|
76
|
+
/**
|
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77
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+
* Get viable techniques based on distance, stance, and stamina
|
|
78
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+
*
|
|
79
|
+
* Filters techniques that:
|
|
80
|
+
* - Match current stance
|
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81
|
+
* - Are within effective range of opponent
|
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82
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+
* - Have sufficient stamina to execute
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83
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+
* - Applies selection bias against recently used techniques (avoid >70% repetition)
|
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84
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+
*
|
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85
|
+
* @korean 거리, 자세, 체력에 따른 실행 가능한 기술 선택
|
|
86
|
+
*
|
|
87
|
+
* @param distance - Distance to opponent in meters (physics-first)
|
|
88
|
+
* @param stance - Current trigram stance
|
|
89
|
+
* @param stamina - Available stamina
|
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90
|
+
* @param archetype - Player archetype for specialized techniques
|
|
91
|
+
* @param recentTechniques - Array of recently used technique IDs (for variation)
|
|
92
|
+
* @returns Array of viable techniques sorted by effectiveness with variation bias
|
|
93
|
+
*/
|
|
94
|
+
function getViableTechniques(distance, stance, stamina, archetype, recentTechniques = []) {
|
|
95
|
+
const stanceTechniques = KoreanTechniquesSystem.getAllAvailableTechniques(stance, archetype);
|
|
96
|
+
if (stanceTechniques.length === 0) return [];
|
|
97
|
+
const viableTechniques = stanceTechniques.filter((tech) => {
|
|
98
|
+
const physicalAttributes = getArchetypePhysicalAttributes(archetype);
|
|
99
|
+
const animType = tech.animationType;
|
|
100
|
+
let maxReach;
|
|
101
|
+
if (animType) maxReach = physicalReachCalculator.calculateMaxReach(physicalAttributes, animType, stance);
|
|
102
|
+
else {
|
|
103
|
+
const limbLength = tech.reachConfig.bodyPart === "leg" ? physicalAttributes.legLength : physicalAttributes.armLength;
|
|
104
|
+
let bodyPivot;
|
|
105
|
+
if (tech.reachConfig.bodyPart === "leg") bodyPivot = .25;
|
|
106
|
+
else bodyPivot = physicalAttributes.shoulderWidth / 2 / 100 + .1;
|
|
107
|
+
const stanceModifier = STANCE_REACH_MODIFIERS[stance];
|
|
108
|
+
maxReach = (limbLength / 100 + bodyPivot) * tech.reachConfig.baseExtension * stanceModifier;
|
|
109
|
+
}
|
|
110
|
+
const inRange = distance <= maxReach;
|
|
111
|
+
const hasStamina = stamina >= tech.staminaCost;
|
|
112
|
+
return inRange && hasStamina;
|
|
113
|
+
});
|
|
114
|
+
const recentUseCounts = /* @__PURE__ */ new Map();
|
|
115
|
+
for (const tech of viableTechniques) recentUseCounts.set(tech.id, recentTechniques.filter((id) => id === tech.id).length);
|
|
116
|
+
return viableTechniques.sort((a, b) => {
|
|
117
|
+
const baseEffectivenessA = (a.damage ?? 0) * (a.accuracy ?? .8);
|
|
118
|
+
const baseEffectivenessB = (b.damage ?? 0) * (b.accuracy ?? .8);
|
|
119
|
+
const recentUsesA = recentUseCounts.get(a.id) ?? 0;
|
|
120
|
+
const recentUsesB = recentUseCounts.get(b.id) ?? 0;
|
|
121
|
+
const penaltyA = Math.min(.6, recentUsesA * .2);
|
|
122
|
+
const penaltyB = Math.min(.6, recentUsesB * .2);
|
|
123
|
+
const finalEffectivenessA = baseEffectivenessA * (1 - penaltyA);
|
|
124
|
+
return baseEffectivenessB * (1 - penaltyB) - finalEffectivenessA;
|
|
125
|
+
});
|
|
126
|
+
}
|
|
127
|
+
/**
|
|
128
|
+
* Select optimal vital point for attack based on stance compatibility and archetype priority
|
|
129
|
+
*
|
|
130
|
+
* Prioritizes vital points by:
|
|
131
|
+
* 1. Archetype vital target priority (health/pain/consciousness/balanced)
|
|
132
|
+
* 2. Stance compatibility (must be in effectiveStances array)
|
|
133
|
+
* 3. Base damage threshold (>25 damage preferred)
|
|
134
|
+
* 4. Targeting difficulty vs AI skill level
|
|
135
|
+
*
|
|
136
|
+
* @korean 자세 효과 및 원형 우선순위에 따른 최적 급소 선택
|
|
137
|
+
*
|
|
138
|
+
* @param stance - Current trigram stance
|
|
139
|
+
* @param difficultyLevel - AI difficulty level (0.0-1.0)
|
|
140
|
+
* @param archetype - Player archetype for priority targeting
|
|
141
|
+
* @returns Vital point ID or null if no suitable target
|
|
142
|
+
*/
|
|
143
|
+
function selectOptimalVitalPoint(stance, difficultyLevel, archetype) {
|
|
144
|
+
if (KOREAN_VITAL_POINTS.length === 0) return null;
|
|
145
|
+
const behavior = getArchetypeBehavior(archetype);
|
|
146
|
+
const effectivePoints = KOREAN_VITAL_POINTS.filter((point) => point.effectiveStances?.includes(stance));
|
|
147
|
+
if (effectivePoints.length === 0) return KOREAN_VITAL_POINTS[Math.floor(Math.random() * KOREAN_VITAL_POINTS.length)]?.id ?? null;
|
|
148
|
+
const HIGH_DAMAGE_THRESHOLD = 25;
|
|
149
|
+
const highDamagePoints = effectivePoints.filter((point) => (point.baseDamage ?? 0) > HIGH_DAMAGE_THRESHOLD);
|
|
150
|
+
return [...highDamagePoints.length > 0 ? highDamagePoints : effectivePoints].sort((a, b) => {
|
|
151
|
+
const baseSuitabilityA = (a.baseDamage ?? 0) * (1 - Math.abs(difficultyLevel - a.targetingDifficulty));
|
|
152
|
+
const baseSuitabilityB = (b.baseDamage ?? 0) * (1 - Math.abs(difficultyLevel - b.targetingDifficulty));
|
|
153
|
+
const priorityMultiplierA = getVitalPointPriorityScore(a, behavior.vitalTargetPriority);
|
|
154
|
+
const priorityMultiplierB = getVitalPointPriorityScore(b, behavior.vitalTargetPriority);
|
|
155
|
+
const finalSuitabilityA = baseSuitabilityA * priorityMultiplierA;
|
|
156
|
+
return baseSuitabilityB * priorityMultiplierB - finalSuitabilityA;
|
|
157
|
+
})[0]?.id ?? null;
|
|
158
|
+
}
|
|
159
|
+
/**
|
|
160
|
+
* Calculate priority score for vital point based on archetype targeting preference
|
|
161
|
+
*
|
|
162
|
+
* @korean 원형 타격 우선순위 점수 계산
|
|
163
|
+
*
|
|
164
|
+
* @param vitalPoint - Vital point to score
|
|
165
|
+
* @param priority - Archetype vital target priority
|
|
166
|
+
* @returns Priority multiplier (1.0 = neutral, >1.0 = preferred, <1.0 = deprioritized)
|
|
167
|
+
*/
|
|
168
|
+
function getVitalPointPriorityScore(vitalPoint, priority) {
|
|
169
|
+
const effects = vitalPoint.effects ?? [];
|
|
170
|
+
switch (priority) {
|
|
171
|
+
case "health": return (vitalPoint.baseDamage ?? 0) > 30 ? 1.5 : 1;
|
|
172
|
+
case "pain": return effects.some((e) => String(e).toLowerCase().includes("pain") || String(e).toLowerCase().includes("disorientation")) ? 1.5 : 1;
|
|
173
|
+
case "consciousness": return effects.some((e) => String(e).toLowerCase().includes("unconscious") || String(e).toLowerCase().includes("stun") || String(e).toLowerCase().includes("breathless")) ? 1.5 : 1;
|
|
174
|
+
default: return 1;
|
|
175
|
+
}
|
|
176
|
+
}
|
|
177
|
+
/**
|
|
178
|
+
* Check if a technique is a signature move for the given archetype
|
|
179
|
+
*
|
|
180
|
+
* Signature techniques are identified by:
|
|
181
|
+
* - Damage type and attack type matching archetype preferences
|
|
182
|
+
* - Ki/Stamina costs indicating advanced techniques
|
|
183
|
+
* - Specific technique characteristics (e.g., nerve strikes for Amsalja)
|
|
184
|
+
*
|
|
185
|
+
* @korean 원형 대표 기술 확인
|
|
186
|
+
*
|
|
187
|
+
* @param technique - Technique to check
|
|
188
|
+
* @param archetype - Player archetype
|
|
189
|
+
* @returns True if technique is signature for the archetype
|
|
190
|
+
*/
|
|
191
|
+
function isSignatureTechnique(technique, archetype) {
|
|
192
|
+
const damageType = technique.damageType;
|
|
193
|
+
const attackType = technique.type;
|
|
194
|
+
const isAdvanced = (technique.kiCost ?? 0) >= 10 || (technique.staminaCost ?? 0) >= 15;
|
|
195
|
+
switch (archetype) {
|
|
196
|
+
case PlayerArchetype.MUSA: return damageType === DamageType.JOINT || damageType === DamageType.CRUSHING || damageType === DamageType.BLUNT && isAdvanced;
|
|
197
|
+
case PlayerArchetype.AMSALJA: return damageType === DamageType.NERVE || damageType === DamageType.PRESSURE || attackType === CombatAttackType.NERVE_STRIKE || attackType === CombatAttackType.PRESSURE_POINT;
|
|
198
|
+
case PlayerArchetype.HACKER: return damageType === DamageType.INTERNAL || damageType === DamageType.NERVE || isAdvanced && (technique.accuracy ?? 0) >= .8;
|
|
199
|
+
case PlayerArchetype.JEONGBO_YOWON: return damageType === DamageType.PRESSURE || damageType === DamageType.JOINT || attackType === CombatAttackType.GRAPPLE;
|
|
200
|
+
case PlayerArchetype.JOJIK_POKRYEOKBAE: return (technique.damage ?? 0) >= 30 || damageType === DamageType.SLASHING || damageType === DamageType.PIERCING;
|
|
201
|
+
default: return false;
|
|
202
|
+
}
|
|
203
|
+
}
|
|
204
|
+
/**
|
|
205
|
+
* Update technique usage frequency and rotation queue
|
|
206
|
+
*
|
|
207
|
+
* Tracks technique usage for diversity enforcement:
|
|
208
|
+
* 1. Updates usage frequency counter
|
|
209
|
+
* 2. Adds to recent techniques queue (last 5)
|
|
210
|
+
* 3. Marks as used in current match
|
|
211
|
+
* 4. Resets "all used" when all 4 archetype techniques completed
|
|
212
|
+
*
|
|
213
|
+
* @korean 기술 사용 빈도 및 순환 큐 업데이트
|
|
214
|
+
*
|
|
215
|
+
* @param techniqueId - ID of technique just used
|
|
216
|
+
* @param rotationQueue - Technique rotation tracking object
|
|
217
|
+
* @param archetypeTechniqueIds - All technique IDs for this archetype (for reset detection)
|
|
218
|
+
*/
|
|
219
|
+
function updateTechniqueRotation(techniqueId, rotationQueue, archetypeTechniqueIds) {
|
|
220
|
+
const current = rotationQueue.frequency.get(techniqueId) ?? 0;
|
|
221
|
+
rotationQueue.frequency.set(techniqueId, current + 1);
|
|
222
|
+
rotationQueue.totalAttacks++;
|
|
223
|
+
rotationQueue.used.push(techniqueId);
|
|
224
|
+
if (rotationQueue.used.length > 5) rotationQueue.used.shift();
|
|
225
|
+
rotationQueue.allUsed.add(techniqueId);
|
|
226
|
+
let allTechniquesUsed = true;
|
|
227
|
+
for (const techId of archetypeTechniqueIds) if (!rotationQueue.allUsed.has(techId)) {
|
|
228
|
+
allTechniquesUsed = false;
|
|
229
|
+
break;
|
|
230
|
+
}
|
|
231
|
+
if (allTechniquesUsed) rotationQueue.allUsed.clear();
|
|
232
|
+
}
|
|
233
|
+
/**
|
|
234
|
+
* Check if technique is overused (exceeds 40% threshold)
|
|
235
|
+
*
|
|
236
|
+
* Enforces variety by identifying techniques that have been
|
|
237
|
+
* used more than 40% of total attacks.
|
|
238
|
+
*
|
|
239
|
+
* @korean 기술 과다 사용 확인 (40% 임계값)
|
|
240
|
+
*
|
|
241
|
+
* @param techniqueId - Technique ID to check
|
|
242
|
+
* @param rotationQueue - Technique rotation tracking object
|
|
243
|
+
* @returns True if technique exceeds 40% usage threshold
|
|
244
|
+
*/
|
|
245
|
+
function isOverused(techniqueId, rotationQueue) {
|
|
246
|
+
if (rotationQueue.totalAttacks === 0) return false;
|
|
247
|
+
return (rotationQueue.frequency.get(techniqueId) ?? 0) / rotationQueue.totalAttacks > .4;
|
|
248
|
+
}
|
|
249
|
+
/**
|
|
250
|
+
* Select technique with rotation bias for diversity
|
|
251
|
+
*
|
|
252
|
+
* Prioritizes techniques in this order:
|
|
253
|
+
* 1. Never used in this match (highest priority)
|
|
254
|
+
* 2. Not used in last 5 techniques (avoid repetition)
|
|
255
|
+
* 3. Any viable technique (fallback)
|
|
256
|
+
*
|
|
257
|
+
* Within each priority tier, selects by effectiveness (damage × accuracy).
|
|
258
|
+
*
|
|
259
|
+
* @korean 다양성을 위한 순환 편향 기술 선택
|
|
260
|
+
*
|
|
261
|
+
* @param viableTechniques - Techniques that are viable (range, stamina, stance)
|
|
262
|
+
* @param rotationQueue - Technique rotation tracking object
|
|
263
|
+
* @returns Best technique with rotation bias applied
|
|
264
|
+
*/
|
|
265
|
+
function selectTechniqueWithRotation(viableTechniques, rotationQueue) {
|
|
266
|
+
if (viableTechniques.length === 0) return;
|
|
267
|
+
const balancedTechniques = viableTechniques.filter((t) => !isOverused(t.id, rotationQueue));
|
|
268
|
+
const candidates = balancedTechniques.length > 0 ? balancedTechniques : viableTechniques;
|
|
269
|
+
if (balancedTechniques.length === 0 && rotationQueue.totalAttacks > 0) {
|
|
270
|
+
rotationQueue.frequency.clear();
|
|
271
|
+
rotationQueue.totalAttacks = 0;
|
|
272
|
+
}
|
|
273
|
+
const neverUsed = candidates.filter((t) => !rotationQueue.allUsed.has(t.id));
|
|
274
|
+
if (neverUsed.length > 0) return [...neverUsed].sort((a, b) => {
|
|
275
|
+
const effA = (a.damage ?? 0) * (a.accuracy ?? .8);
|
|
276
|
+
return (b.damage ?? 0) * (b.accuracy ?? .8) - effA;
|
|
277
|
+
})[0];
|
|
278
|
+
const unusedRecently = candidates.filter((t) => !rotationQueue.used.includes(t.id));
|
|
279
|
+
if (unusedRecently.length > 0) return [...unusedRecently].sort((a, b) => {
|
|
280
|
+
const effA = (a.damage ?? 0) * (a.accuracy ?? .8);
|
|
281
|
+
return (b.damage ?? 0) * (b.accuracy ?? .8) - effA;
|
|
282
|
+
})[0];
|
|
283
|
+
return [...candidates].sort((a, b) => {
|
|
284
|
+
const effA = (a.damage ?? 0) * (a.accuracy ?? .8);
|
|
285
|
+
return (b.damage ?? 0) * (b.accuracy ?? .8) - effA;
|
|
286
|
+
})[0];
|
|
287
|
+
}
|
|
288
|
+
/**
|
|
289
|
+
* Filter techniques by cooldown availability
|
|
290
|
+
*
|
|
291
|
+
* Returns only techniques that are off cooldown and ready to use.
|
|
292
|
+
* If all techniques are on cooldown, returns empty array.
|
|
293
|
+
*
|
|
294
|
+
* @korean 재사용 대기시간별 기술 필터링
|
|
295
|
+
*
|
|
296
|
+
* @param techniques - Techniques to filter
|
|
297
|
+
* @param cooldownMap - Map of technique ID to last use timestamp
|
|
298
|
+
* @returns Techniques that are off cooldown
|
|
299
|
+
*/
|
|
300
|
+
function filterByCooldown(techniques, cooldownMap) {
|
|
301
|
+
const now = Date.now();
|
|
302
|
+
return techniques.filter((t) => {
|
|
303
|
+
const lastUsed = cooldownMap.get(t.id) ?? 0;
|
|
304
|
+
const cooldown = (t.recoveryTime ?? 0) + (t.executionTime ?? 0);
|
|
305
|
+
return now - lastUsed >= cooldown;
|
|
306
|
+
});
|
|
307
|
+
}
|
|
308
|
+
/**
|
|
309
|
+
* Get all techniques for an archetype (for cross-stance usage)
|
|
310
|
+
*
|
|
311
|
+
* Returns all 4 techniques available to the archetype,
|
|
312
|
+
* regardless of stance requirements.
|
|
313
|
+
*
|
|
314
|
+
* @korean 원형의 모든 기술 가져오기 (교차 자세 사용)
|
|
315
|
+
*
|
|
316
|
+
* @param archetype - Player archetype
|
|
317
|
+
* @returns All techniques for the archetype
|
|
318
|
+
*/
|
|
319
|
+
function getAllArchetypeTechniques(archetype) {
|
|
320
|
+
return KoreanTechniquesSystem.getTechniquesByArchetype(archetype);
|
|
321
|
+
}
|
|
322
|
+
/**
|
|
323
|
+
* Apply cross-stance damage modifier to technique
|
|
324
|
+
*
|
|
325
|
+
* Creates a modified copy of the technique with 80% damage for cross-stance usage.
|
|
326
|
+
* This prevents mutation of the original technique object.
|
|
327
|
+
*
|
|
328
|
+
* **Design Rationale for 80% Effectiveness:**
|
|
329
|
+
* Cross-stance techniques are performed from a non-optimal stance, reducing
|
|
330
|
+
* power generation and body mechanics efficiency. The 80% modifier reflects:
|
|
331
|
+
* - Suboptimal weight transfer and leverage
|
|
332
|
+
* - Reduced muscle engagement from non-ideal positioning
|
|
333
|
+
* - Decreased stability and balance during execution
|
|
334
|
+
*
|
|
335
|
+
* This is consistent with Korean martial arts philosophy where proper stance
|
|
336
|
+
* (자세) is fundamental to technique effectiveness. Other properties like
|
|
337
|
+
* accuracy and execution time remain unchanged as the technique mechanics
|
|
338
|
+
* themselves are unchanged, only the power generation is affected.
|
|
339
|
+
*
|
|
340
|
+
* @korean 교차 자세 피해 배율 적용 (80% 효과)
|
|
341
|
+
*
|
|
342
|
+
* @param technique - Original technique
|
|
343
|
+
* @param isCrossStance - Whether technique is from different stance
|
|
344
|
+
* @returns Modified technique with 80% damage if cross-stance, original otherwise
|
|
345
|
+
*/
|
|
346
|
+
function applyCrossStanceDamageModifier(technique, isCrossStance) {
|
|
347
|
+
if (!isCrossStance || !technique.damage) return technique;
|
|
348
|
+
return {
|
|
349
|
+
...technique,
|
|
350
|
+
damage: Math.floor(technique.damage * .8)
|
|
351
|
+
};
|
|
352
|
+
}
|
|
353
|
+
/**
|
|
354
|
+
* Helper to select technique for AI action with rotation and cooldown awareness
|
|
355
|
+
*
|
|
356
|
+
* Enhanced technique selection with:
|
|
357
|
+
* - Technique rotation queue for diversity (prevents >70% repetition → targets <40%)
|
|
358
|
+
* - Cooldown-aware filtering (prioritizes ready techniques)
|
|
359
|
+
* - Cross-stance fallback (uses other techniques at 80% effectiveness)
|
|
360
|
+
* - Archetype signature bias (maintains 40%+ signature technique usage)
|
|
361
|
+
*
|
|
362
|
+
* @korean 순환 및 재사용 대기시간을 고려한 기술 선택
|
|
363
|
+
*
|
|
364
|
+
* @param isSpecialTechnique - Whether to filter for high-cost special techniques
|
|
365
|
+
* @param context - Current combat context
|
|
366
|
+
* @param player - AI player state
|
|
367
|
+
* @param adaptiveDifficulty - Adaptive difficulty system
|
|
368
|
+
* @param rotationQueue - Technique rotation tracking object
|
|
369
|
+
* @param cooldownMap - Technique cooldown tracking map
|
|
370
|
+
* @returns Selected technique, vital point, action type, and cross-stance flag
|
|
371
|
+
*/
|
|
372
|
+
function selectTechniqueForAction(isSpecialTechnique, context, player, adaptiveDifficulty, rotationQueue, cooldownMap) {
|
|
373
|
+
if (shouldExecuteSignatureMove(player.archetype, context)) {
|
|
374
|
+
const signatureMoveId = getSignatureMove(player.archetype);
|
|
375
|
+
const signatureTechnique = getAllArchetypeTechniques(player.archetype).find((t) => t.id === signatureMoveId);
|
|
376
|
+
if (signatureTechnique) {
|
|
377
|
+
const now = Date.now();
|
|
378
|
+
const lastUsed = cooldownMap.get(signatureMoveId) ?? 0;
|
|
379
|
+
const techniqueCooldown = (signatureTechnique.recoveryTime ?? 0) + (signatureTechnique.executionTime ?? 0);
|
|
380
|
+
if (Math.max(0, techniqueCooldown - (now - lastUsed)) === 0 && player.stamina >= signatureTechnique.staminaCost && player.ki >= signatureTechnique.kiCost) {
|
|
381
|
+
console.log(`[AI] Executing signature move: ${signatureMoveId} for ${player.archetype}`);
|
|
382
|
+
const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();
|
|
383
|
+
return {
|
|
384
|
+
technique: signatureTechnique,
|
|
385
|
+
vitalPoint: selectOptimalVitalPoint(player.currentStance, difficultyLevel, player.archetype) ?? void 0,
|
|
386
|
+
actionType: "signature_move",
|
|
387
|
+
isCrossStance: signatureTechnique.stance !== player.currentStance
|
|
388
|
+
};
|
|
389
|
+
}
|
|
390
|
+
}
|
|
391
|
+
}
|
|
392
|
+
const viableTechniques = getViableTechniques(context.distanceToOpponent, player.currentStance, player.stamina, player.archetype, rotationQueue.used);
|
|
393
|
+
const readyTechniques = filterByCooldown(viableTechniques, cooldownMap);
|
|
394
|
+
let candidates = readyTechniques.length > 0 ? readyTechniques : viableTechniques;
|
|
395
|
+
if (isSpecialTechnique) {
|
|
396
|
+
const specialCandidates = candidates.filter((tech) => tech.kiCost >= 10 || tech.staminaCost >= 15);
|
|
397
|
+
candidates = specialCandidates.length > 0 ? specialCandidates : candidates;
|
|
398
|
+
}
|
|
399
|
+
let isCrossStance = false;
|
|
400
|
+
if (candidates.length === 0) {
|
|
401
|
+
const crossStanceTechniques = getAllArchetypeTechniques(player.archetype).filter((t) => t.stance !== player.currentStance && context.distanceToOpponent <= (t.reachConfig?.baseExtension ?? 1) && player.stamina >= t.staminaCost && !isOverused(t.id, rotationQueue));
|
|
402
|
+
const readyCrossStance = filterByCooldown(crossStanceTechniques, cooldownMap);
|
|
403
|
+
candidates = readyCrossStance.length > 0 ? readyCrossStance : crossStanceTechniques;
|
|
404
|
+
isCrossStance = candidates.length > 0;
|
|
405
|
+
}
|
|
406
|
+
if (candidates.length > 0) {
|
|
407
|
+
const signatureTechniques = candidates.filter((tech) => isSignatureTechnique(tech, player.archetype));
|
|
408
|
+
const technique = selectTechniqueWithRotation(signatureTechniques.length > 0 && Math.random() < .6 ? signatureTechniques : candidates, rotationQueue);
|
|
409
|
+
if (technique) {
|
|
410
|
+
const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();
|
|
411
|
+
const vitalPoint = selectOptimalVitalPoint(player.currentStance, difficultyLevel, player.archetype) ?? void 0;
|
|
412
|
+
return {
|
|
413
|
+
technique: applyCrossStanceDamageModifier(technique, isCrossStance),
|
|
414
|
+
vitalPoint,
|
|
415
|
+
actionType: isSpecialTechnique ? "technique" : "attack",
|
|
416
|
+
isCrossStance
|
|
417
|
+
};
|
|
418
|
+
}
|
|
419
|
+
}
|
|
420
|
+
return { actionType: "idle" };
|
|
421
|
+
}
|
|
422
|
+
/**
|
|
423
|
+
* Determine if AI should switch stance laterality based on personality and tactical situation.
|
|
424
|
+
*
|
|
425
|
+
* Strategic laterality decisions in Korean martial arts:
|
|
426
|
+
* - **Aggressive personality**: Prefers matched stances (same laterality) for offensive advantage
|
|
427
|
+
* Matched stances expose centerlines, creating attack opportunities
|
|
428
|
+
* - **Defensive personality**: Prefers mismatched stances (opposite laterality) for protection
|
|
429
|
+
* Mismatched stances naturally guard centerlines with lead hand
|
|
430
|
+
* - **Health-based modifier**: Low health increases defensive preference
|
|
431
|
+
*
|
|
432
|
+
* @param aiLaterality - AI's current stance laterality
|
|
433
|
+
* @param opponentLaterality - Opponent's stance laterality
|
|
434
|
+
* @param personality - AI personality archetype
|
|
435
|
+
* @param aiHealth - AI's current health (0-100)
|
|
436
|
+
* @param lastSwitchTime - Timestamp of last laterality switch
|
|
437
|
+
* @param currentTime - Current timestamp for cooldown check
|
|
438
|
+
* @returns true if AI should switch laterality, false otherwise
|
|
439
|
+
*
|
|
440
|
+
* @korean AI 측면성 전환 결정
|
|
441
|
+
*/
|
|
442
|
+
function shouldAISwitchLaterality(aiLaterality, opponentLaterality, personality, aiHealth, lastSwitchTime, currentTime) {
|
|
443
|
+
if (currentTime - lastSwitchTime < 3e3) return false;
|
|
444
|
+
const isMatched = aiLaterality === opponentLaterality;
|
|
445
|
+
const aggressionFactor = personality.aggressionLevel;
|
|
446
|
+
const defenseFactor = personality.defensePreference;
|
|
447
|
+
const healthFactor = aiHealth / 100;
|
|
448
|
+
const effectiveAggression = aggressionFactor * Math.max(.3, healthFactor);
|
|
449
|
+
const effectiveDefense = defenseFactor * (1.2 - healthFactor * .2);
|
|
450
|
+
if (effectiveAggression > .6 && !isMatched) return Math.random() < .3;
|
|
451
|
+
if (effectiveDefense > .6 && isMatched) return Math.random() < .25;
|
|
452
|
+
if (aiHealth < 30 && isMatched) return Math.random() < .4;
|
|
453
|
+
return false;
|
|
454
|
+
}
|
|
455
|
+
/**
|
|
456
|
+
* Custom hook for AI combat behavior
|
|
457
|
+
*/
|
|
458
|
+
function useAICombat(config) {
|
|
459
|
+
const { player, opponent, personality, adaptiveDifficulty, isPaused, roundStarted, roundEnded, arenaBounds, onExecuteAction, onStanceChange, onLateralityChange, playerLaterality, opponentLaterality } = config;
|
|
460
|
+
const comboSystem = useMemo(() => new AIComboSystem(), []);
|
|
461
|
+
const decisionTree = useMemo(() => new AIDecisionTree(), []);
|
|
462
|
+
const adjustedPersonality = useMemo(() => adaptiveDifficulty.adjustAIPersonality(personality), [adaptiveDifficulty, personality]);
|
|
463
|
+
const lastSkillLevelRef = useRef(.5);
|
|
464
|
+
useEffect(() => {
|
|
465
|
+
const newSkillLevel = adaptiveDifficulty.calculatePlayerSkill();
|
|
466
|
+
if (Math.abs(newSkillLevel - lastSkillLevelRef.current) > .01) {
|
|
467
|
+
lastSkillLevelRef.current = newSkillLevel;
|
|
468
|
+
decisionTree.setDifficultyLevel(newSkillLevel);
|
|
469
|
+
}
|
|
470
|
+
}, [adaptiveDifficulty, decisionTree]);
|
|
471
|
+
const [currentParams, setCurrentParams] = useState(() => adaptiveDifficulty.getDifficultyParameters());
|
|
472
|
+
const [targetParams, setTargetParams] = useState(() => adaptiveDifficulty.getDifficultyParameters());
|
|
473
|
+
const startParamsRef = useRef(currentParams);
|
|
474
|
+
const transitionStartTimeRef = useRef(0);
|
|
475
|
+
const transitionDurationMs = 1e4;
|
|
476
|
+
const [aiState, setAiState] = useState(() => {
|
|
477
|
+
return {
|
|
478
|
+
nextAction: Date.now(),
|
|
479
|
+
targetPosition: player.position,
|
|
480
|
+
lastActionType: "idle",
|
|
481
|
+
consecutiveAttacks: 0,
|
|
482
|
+
actionCooldown: 500,
|
|
483
|
+
aggressionLevel: adjustedPersonality.aggressionLevel,
|
|
484
|
+
selectedTechnique: void 0,
|
|
485
|
+
targetVitalPoint: void 0,
|
|
486
|
+
recentTechniques: []
|
|
487
|
+
};
|
|
488
|
+
});
|
|
489
|
+
const lastDecisionTimeRef = useRef(0);
|
|
490
|
+
const [initialMatchTime] = useState(() => Date.now());
|
|
491
|
+
const matchStartTimeRef = useRef(initialMatchTime);
|
|
492
|
+
const previousDamageRef = useRef(0);
|
|
493
|
+
const [initialActionTime] = useState(() => Date.now());
|
|
494
|
+
const nextActionRef = useRef(initialActionTime);
|
|
495
|
+
const lastWarningTimeRef = useRef(0);
|
|
496
|
+
const lastLateralitySwitchRef = useRef(0);
|
|
497
|
+
const techniqueRotationQueueRef = useRef({
|
|
498
|
+
used: [],
|
|
499
|
+
allUsed: /* @__PURE__ */ new Set(),
|
|
500
|
+
frequency: /* @__PURE__ */ new Map(),
|
|
501
|
+
totalAttacks: 0
|
|
502
|
+
});
|
|
503
|
+
const techniqueCooldownMapRef = useRef(/* @__PURE__ */ new Map());
|
|
504
|
+
const archetypeTechniqueIds = useMemo(() => {
|
|
505
|
+
const allTechs = getAllArchetypeTechniques(player.archetype);
|
|
506
|
+
return new Set(allTechs.map((t) => t.id));
|
|
507
|
+
}, [player.archetype]);
|
|
508
|
+
const [initialStanceFatigue] = useState(() => ({
|
|
509
|
+
currentStance: player.currentStance,
|
|
510
|
+
lastSwitchTime: Date.now()
|
|
511
|
+
}));
|
|
512
|
+
const stanceFatigueRef = useRef(initialStanceFatigue);
|
|
513
|
+
useEffect(() => {
|
|
514
|
+
if (roundStarted) {
|
|
515
|
+
matchStartTimeRef.current = Date.now();
|
|
516
|
+
previousDamageRef.current = player.totalDamageReceived;
|
|
517
|
+
decisionTree.reset();
|
|
518
|
+
comboSystem.resetCombo();
|
|
519
|
+
stanceFatigueRef.current = {
|
|
520
|
+
currentStance: player.currentStance,
|
|
521
|
+
lastSwitchTime: Date.now()
|
|
522
|
+
};
|
|
523
|
+
techniqueRotationQueueRef.current = {
|
|
524
|
+
used: [],
|
|
525
|
+
allUsed: /* @__PURE__ */ new Set(),
|
|
526
|
+
frequency: /* @__PURE__ */ new Map(),
|
|
527
|
+
totalAttacks: 0
|
|
528
|
+
};
|
|
529
|
+
techniqueCooldownMapRef.current.clear();
|
|
530
|
+
}
|
|
531
|
+
}, [
|
|
532
|
+
roundStarted,
|
|
533
|
+
decisionTree,
|
|
534
|
+
comboSystem
|
|
535
|
+
]);
|
|
536
|
+
useEffect(() => {
|
|
537
|
+
if (!roundStarted || roundEnded || isPaused) return;
|
|
538
|
+
if (player.currentStance !== stanceFatigueRef.current.currentStance) stanceFatigueRef.current = {
|
|
539
|
+
currentStance: player.currentStance,
|
|
540
|
+
lastSwitchTime: Date.now()
|
|
541
|
+
};
|
|
542
|
+
}, [
|
|
543
|
+
player.currentStance,
|
|
544
|
+
roundStarted,
|
|
545
|
+
roundEnded,
|
|
546
|
+
isPaused
|
|
547
|
+
]);
|
|
548
|
+
useEffect(() => {
|
|
549
|
+
if (isPaused || !roundStarted || roundEnded) return;
|
|
550
|
+
let animationFrameId;
|
|
551
|
+
let isComplete = false;
|
|
552
|
+
const animate = () => {
|
|
553
|
+
if (isComplete) return;
|
|
554
|
+
const elapsed = Date.now() - transitionStartTimeRef.current;
|
|
555
|
+
const progress = Math.min(1, elapsed / transitionDurationMs);
|
|
556
|
+
if (progress < 1) {
|
|
557
|
+
setCurrentParams(interpolateDifficultyParameters(startParamsRef.current, targetParams, progress));
|
|
558
|
+
animationFrameId = requestAnimationFrame(animate);
|
|
559
|
+
} else {
|
|
560
|
+
setCurrentParams(targetParams);
|
|
561
|
+
isComplete = true;
|
|
562
|
+
}
|
|
563
|
+
};
|
|
564
|
+
animationFrameId = requestAnimationFrame(animate);
|
|
565
|
+
return () => {
|
|
566
|
+
if (animationFrameId) cancelAnimationFrame(animationFrameId);
|
|
567
|
+
};
|
|
568
|
+
}, [
|
|
569
|
+
isPaused,
|
|
570
|
+
roundStarted,
|
|
571
|
+
roundEnded,
|
|
572
|
+
targetParams,
|
|
573
|
+
transitionDurationMs
|
|
574
|
+
]);
|
|
575
|
+
useEffect(() => {
|
|
576
|
+
decisionTree.setDifficultyParameters(currentParams);
|
|
577
|
+
}, [decisionTree, currentParams]);
|
|
578
|
+
/**
|
|
579
|
+
* Execute AI action callback
|
|
580
|
+
*
|
|
581
|
+
* Passes technique and vital point directly to avoid React state async issues
|
|
582
|
+
*
|
|
583
|
+
* @korean AI 행동 실행 콜백
|
|
584
|
+
*/
|
|
585
|
+
const executeAIAction = useCallback((action, targetPosition, selectedTechnique, targetVitalPoint) => {
|
|
586
|
+
onExecuteAction(action, targetPosition, selectedTechnique, targetVitalPoint);
|
|
587
|
+
}, [onExecuteAction]);
|
|
588
|
+
/**
|
|
589
|
+
* Update difficulty target parameters
|
|
590
|
+
* Triggers smooth interpolation to new difficulty level
|
|
591
|
+
*
|
|
592
|
+
* @korean 난이도 목표 매개변수 업데이트
|
|
593
|
+
*/
|
|
594
|
+
const updateDifficultyTarget = useCallback((newParams) => {
|
|
595
|
+
startParamsRef.current = currentParams;
|
|
596
|
+
transitionStartTimeRef.current = Date.now();
|
|
597
|
+
setTargetParams(newParams);
|
|
598
|
+
}, [currentParams]);
|
|
599
|
+
/**
|
|
600
|
+
* Build combat context for decision-making.
|
|
601
|
+
*
|
|
602
|
+
* **Physics-first**: Positions are now in METERS, so distance is already in meters.
|
|
603
|
+
* No scale conversion needed - direct physics-based calculations.
|
|
604
|
+
*
|
|
605
|
+
* @korean 전투 컨텍스트 구축
|
|
606
|
+
*/
|
|
607
|
+
const buildCombatContext = useCallback(() => {
|
|
608
|
+
const dx = player.position.x - opponent.position.x;
|
|
609
|
+
const dy = player.position.y - opponent.position.y;
|
|
610
|
+
const distanceInMeters = Math.sqrt(dx * dx + dy * dy);
|
|
611
|
+
const recentDamageTaken = Math.max(0, player.totalDamageReceived - previousDamageRef.current);
|
|
612
|
+
previousDamageRef.current = player.totalDamageReceived;
|
|
613
|
+
const opponentBalance = getBalanceState(opponent.balance);
|
|
614
|
+
return {
|
|
615
|
+
playerPosition: player.position,
|
|
616
|
+
opponentPosition: opponent.position,
|
|
617
|
+
playerHealth: player.health,
|
|
618
|
+
playerMaxHealth: player.maxHealth,
|
|
619
|
+
playerKi: player.ki,
|
|
620
|
+
playerMaxKi: player.maxKi,
|
|
621
|
+
playerStamina: player.stamina,
|
|
622
|
+
playerMaxStamina: player.maxStamina,
|
|
623
|
+
opponentHealth: opponent.health,
|
|
624
|
+
opponentStance: opponent.currentStance,
|
|
625
|
+
playerStance: player.currentStance,
|
|
626
|
+
distanceToOpponent: distanceInMeters,
|
|
627
|
+
timeInMatch: Date.now() - matchStartTimeRef.current,
|
|
628
|
+
isOpponentAttacking: opponent.combatState === "attacking",
|
|
629
|
+
recentDamageTaken,
|
|
630
|
+
opponentBalance,
|
|
631
|
+
opponentStamina: opponent.stamina,
|
|
632
|
+
opponentMaxStamina: opponent.maxStamina,
|
|
633
|
+
opponentKi: opponent.ki,
|
|
634
|
+
opponentMaxKi: opponent.maxKi,
|
|
635
|
+
stanceFatigue: { timeInStance: Date.now() - stanceFatigueRef.current.lastSwitchTime },
|
|
636
|
+
arenaBounds
|
|
637
|
+
};
|
|
638
|
+
}, [
|
|
639
|
+
player,
|
|
640
|
+
opponent,
|
|
641
|
+
arenaBounds
|
|
642
|
+
]);
|
|
643
|
+
/**
|
|
644
|
+
* AI decision loop (fixed memory leak - issue #2529466989)
|
|
645
|
+
*/
|
|
646
|
+
useEffect(() => {
|
|
647
|
+
if (isPaused || !roundStarted || roundEnded) return;
|
|
648
|
+
const aiInterval = setInterval(() => {
|
|
649
|
+
const now = Date.now();
|
|
650
|
+
if (now < nextActionRef.current) return;
|
|
651
|
+
const decisionStart = performance.now();
|
|
652
|
+
const context = buildCombatContext();
|
|
653
|
+
const decision = decisionTree.makeDecision(context, adjustedPersonality, comboSystem);
|
|
654
|
+
const decisionTime = performance.now() - decisionStart;
|
|
655
|
+
if (decisionTime > AI_DECISION_THRESHOLD_MS) {
|
|
656
|
+
const now = Date.now();
|
|
657
|
+
if (now - lastWarningTimeRef.current > WARNING_THROTTLE_MS) {
|
|
658
|
+
console.warn(`AI decisions running slow: ${decisionTime.toFixed(2)}ms`);
|
|
659
|
+
lastWarningTimeRef.current = now;
|
|
660
|
+
}
|
|
661
|
+
}
|
|
662
|
+
lastDecisionTimeRef.current = decisionTime;
|
|
663
|
+
let actionType = "idle";
|
|
664
|
+
let newTargetPosition = aiState.targetPosition;
|
|
665
|
+
let newConsecutiveAttacks = aiState.consecutiveAttacks;
|
|
666
|
+
let selectedTechnique;
|
|
667
|
+
let targetVitalPoint;
|
|
668
|
+
switch (decision.action) {
|
|
669
|
+
case AIActionType.ATTACK:
|
|
670
|
+
{
|
|
671
|
+
const result = selectTechniqueForAction(false, context, player, adaptiveDifficulty, techniqueRotationQueueRef.current, techniqueCooldownMapRef.current);
|
|
672
|
+
selectedTechnique = result.technique;
|
|
673
|
+
targetVitalPoint = result.vitalPoint;
|
|
674
|
+
actionType = result.actionType;
|
|
675
|
+
if (selectedTechnique) {
|
|
676
|
+
updateTechniqueRotation(selectedTechnique.id, techniqueRotationQueueRef.current, archetypeTechniqueIds);
|
|
677
|
+
techniqueCooldownMapRef.current.set(selectedTechnique.id, Date.now());
|
|
678
|
+
if (getNextComboTechnique(selectedTechnique.id, player.archetype)) comboSystem.startCombo(player, opponent, adjustedPersonality);
|
|
679
|
+
}
|
|
680
|
+
if (actionType === "attack") newConsecutiveAttacks++;
|
|
681
|
+
}
|
|
682
|
+
break;
|
|
683
|
+
case AIActionType.TECHNIQUE:
|
|
684
|
+
{
|
|
685
|
+
const result = selectTechniqueForAction(true, context, player, adaptiveDifficulty, techniqueRotationQueueRef.current, techniqueCooldownMapRef.current);
|
|
686
|
+
selectedTechnique = result.technique;
|
|
687
|
+
targetVitalPoint = result.vitalPoint;
|
|
688
|
+
actionType = result.actionType;
|
|
689
|
+
if (selectedTechnique) {
|
|
690
|
+
updateTechniqueRotation(selectedTechnique.id, techniqueRotationQueueRef.current, archetypeTechniqueIds);
|
|
691
|
+
techniqueCooldownMapRef.current.set(selectedTechnique.id, Date.now());
|
|
692
|
+
if (getNextComboTechnique(selectedTechnique.id, player.archetype)) comboSystem.startCombo(player, opponent, adjustedPersonality);
|
|
693
|
+
}
|
|
694
|
+
if (actionType === "attack" || actionType === "technique") newConsecutiveAttacks++;
|
|
695
|
+
}
|
|
696
|
+
break;
|
|
697
|
+
case AIActionType.COMBO:
|
|
698
|
+
if (!comboSystem.isComboActive()) comboSystem.startCombo(player, opponent, adjustedPersonality);
|
|
699
|
+
if (comboSystem.shouldContinueCombo(player, opponent, adjustedPersonality)) {
|
|
700
|
+
actionType = comboSystem.getNextComboTechnique() ? "technique" : "attack";
|
|
701
|
+
newConsecutiveAttacks++;
|
|
702
|
+
} else {
|
|
703
|
+
comboSystem.resetCombo();
|
|
704
|
+
actionType = "idle";
|
|
705
|
+
}
|
|
706
|
+
break;
|
|
707
|
+
case AIActionType.DEFEND:
|
|
708
|
+
actionType = "defend";
|
|
709
|
+
newConsecutiveAttacks = 0;
|
|
710
|
+
break;
|
|
711
|
+
case AIActionType.COUNTER:
|
|
712
|
+
actionType = "counter";
|
|
713
|
+
newConsecutiveAttacks = 0;
|
|
714
|
+
break;
|
|
715
|
+
case AIActionType.RETREAT:
|
|
716
|
+
actionType = "retreat";
|
|
717
|
+
newTargetPosition = decision.targetPosition ?? aiState.targetPosition;
|
|
718
|
+
newConsecutiveAttacks = 0;
|
|
719
|
+
break;
|
|
720
|
+
case AIActionType.APPROACH:
|
|
721
|
+
actionType = "approach";
|
|
722
|
+
newTargetPosition = decision.targetPosition ?? opponent.position;
|
|
723
|
+
newConsecutiveAttacks = 0;
|
|
724
|
+
break;
|
|
725
|
+
case AIActionType.CIRCLE:
|
|
726
|
+
actionType = "circle";
|
|
727
|
+
newTargetPosition = decision.targetPosition ?? aiState.targetPosition;
|
|
728
|
+
newConsecutiveAttacks = 0;
|
|
729
|
+
break;
|
|
730
|
+
case AIActionType.STANCE_CHANGE:
|
|
731
|
+
if (decision.targetStance && onStanceChange) onStanceChange(decision.targetStance);
|
|
732
|
+
actionType = "idle";
|
|
733
|
+
newConsecutiveAttacks = 0;
|
|
734
|
+
break;
|
|
735
|
+
case AIActionType.FEINT:
|
|
736
|
+
actionType = "feint";
|
|
737
|
+
newConsecutiveAttacks = 0;
|
|
738
|
+
break;
|
|
739
|
+
case AIActionType.WAIT:
|
|
740
|
+
default:
|
|
741
|
+
actionType = "idle";
|
|
742
|
+
newConsecutiveAttacks = 0;
|
|
743
|
+
break;
|
|
744
|
+
}
|
|
745
|
+
if (onLateralityChange && playerLaterality && opponentLaterality) {
|
|
746
|
+
if (shouldAISwitchLaterality(opponentLaterality, playerLaterality, adjustedPersonality, player.health, lastLateralitySwitchRef.current, now)) {
|
|
747
|
+
onLateralityChange();
|
|
748
|
+
lastLateralitySwitchRef.current = now;
|
|
749
|
+
}
|
|
750
|
+
}
|
|
751
|
+
const actionCooldown = actionType === "attack" || actionType === "technique" ? 200 + Math.random() * 150 : 150 + Math.random() * 150;
|
|
752
|
+
nextActionRef.current = now + actionCooldown;
|
|
753
|
+
setAiState((prevState) => {
|
|
754
|
+
let updatedRecentTechniques = [...prevState.recentTechniques];
|
|
755
|
+
if (selectedTechnique) {
|
|
756
|
+
updatedRecentTechniques.push(selectedTechnique.id);
|
|
757
|
+
if (updatedRecentTechniques.length > 5) updatedRecentTechniques = updatedRecentTechniques.slice(-5);
|
|
758
|
+
}
|
|
759
|
+
return {
|
|
760
|
+
nextAction: nextActionRef.current,
|
|
761
|
+
targetPosition: newTargetPosition,
|
|
762
|
+
lastActionType: actionType,
|
|
763
|
+
consecutiveAttacks: newConsecutiveAttacks,
|
|
764
|
+
actionCooldown,
|
|
765
|
+
aggressionLevel: adjustedPersonality.aggressionLevel,
|
|
766
|
+
selectedTechnique,
|
|
767
|
+
targetVitalPoint,
|
|
768
|
+
recentTechniques: updatedRecentTechniques
|
|
769
|
+
};
|
|
770
|
+
});
|
|
771
|
+
executeAIAction(actionType, newTargetPosition, selectedTechnique, targetVitalPoint);
|
|
772
|
+
}, 50);
|
|
773
|
+
return () => clearInterval(aiInterval);
|
|
774
|
+
}, [
|
|
775
|
+
isPaused,
|
|
776
|
+
roundStarted,
|
|
777
|
+
roundEnded,
|
|
778
|
+
buildCombatContext,
|
|
779
|
+
decisionTree,
|
|
780
|
+
adjustedPersonality,
|
|
781
|
+
comboSystem,
|
|
782
|
+
executeAIAction,
|
|
783
|
+
onStanceChange,
|
|
784
|
+
onLateralityChange,
|
|
785
|
+
player,
|
|
786
|
+
opponent,
|
|
787
|
+
aiState,
|
|
788
|
+
playerLaterality,
|
|
789
|
+
opponentLaterality,
|
|
790
|
+
adaptiveDifficulty,
|
|
791
|
+
archetypeTechniqueIds
|
|
792
|
+
]);
|
|
793
|
+
return {
|
|
794
|
+
aiState,
|
|
795
|
+
comboSystem,
|
|
796
|
+
decisionTree,
|
|
797
|
+
adjustedPersonality,
|
|
798
|
+
executeAIAction,
|
|
799
|
+
currentDifficultyParams: currentParams,
|
|
800
|
+
updateDifficultyTarget
|
|
801
|
+
};
|
|
802
|
+
}
|
|
803
|
+
//#endregion
|
|
804
|
+
export { useAICombat };
|
|
805
|
+
|
|
806
|
+
//# sourceMappingURL=useAICombat.js.map
|