blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,197 @@
1
+ /**
2
+ * Physical Attributes Validation Utility
3
+ *
4
+ * **Korean**: 신체 속성 검증 유틸리티
5
+ *
6
+ * Validates physical attributes against anatomical formulas to ensure
7
+ * realistic body proportions for Korean adult males.
8
+ *
9
+ * ## Anatomical References
10
+ *
11
+ * Based on Korean anthropometric studies and human proportion canon:
12
+ * - Arm length: ~44% of height (shoulder to fingertip)
13
+ * - Leg length: ~48-53% of height (ground to hip)
14
+ * - Torso length: ~32-34% of height
15
+ * - Head size: ~12.5% of height (8-head proportion)
16
+ * - Shoulder width: ~23-27% of height for males
17
+ *
18
+ * ## Weight Composition
19
+ *
20
+ * For athletic males:
21
+ * - Muscle mass: 35-45% of body weight
22
+ * - Fat mass: 10-20% for athletes, 15-25% for average
23
+ * - Bone/organs: ~40-45% of weight
24
+ *
25
+ * @module utils/physicalAttributeValidation
26
+ * @category Validation
27
+ * @korean 신체속성검증
28
+ */
29
+ import type { PhysicalAttributes } from "../types";
30
+ /**
31
+ * Anatomical proportion ranges for Korean adult males.
32
+ *
33
+ * @korean 해부학적비율범위
34
+ */
35
+ export declare const ANATOMICAL_RANGES: {
36
+ readonly ARM_LENGTH_RATIO: {
37
+ readonly min: 0.4;
38
+ readonly max: 0.47;
39
+ readonly typical: 0.43;
40
+ };
41
+ readonly LEG_LENGTH_RATIO: {
42
+ readonly min: 0.48;
43
+ readonly max: 0.56;
44
+ readonly typical: 0.52;
45
+ };
46
+ readonly TORSO_LENGTH_RATIO: {
47
+ readonly min: 0.3;
48
+ readonly max: 0.36;
49
+ readonly typical: 0.33;
50
+ };
51
+ readonly HEAD_SIZE_RATIO: {
52
+ readonly min: 0.11;
53
+ readonly max: 0.14;
54
+ readonly typical: 0.125;
55
+ };
56
+ readonly NECK_LENGTH_RATIO: {
57
+ readonly min: 0.045;
58
+ readonly max: 0.065;
59
+ readonly typical: 0.055;
60
+ };
61
+ readonly SHOULDER_WIDTH_RATIO: {
62
+ readonly min: 0.22;
63
+ readonly max: 0.3;
64
+ readonly typical: 0.255;
65
+ };
66
+ readonly MUSCLE_MASS_RATIO: {
67
+ readonly min: 0.35;
68
+ readonly max: 0.52;
69
+ readonly typical: 0.43;
70
+ };
71
+ readonly FAT_MASS_RATIO: {
72
+ readonly min: 0.08;
73
+ readonly max: 0.25;
74
+ readonly typical: 0.15;
75
+ };
76
+ readonly SOFT_TISSUE_RATIO: {
77
+ readonly min: 0.5;
78
+ readonly max: 0.7;
79
+ readonly typical: 0.58;
80
+ };
81
+ readonly BMI: {
82
+ readonly min: 18.5;
83
+ readonly max: 30;
84
+ readonly typical: 23.5;
85
+ };
86
+ };
87
+ /**
88
+ * Validation result for a single attribute.
89
+ */
90
+ export interface AttributeValidation {
91
+ readonly attribute: string;
92
+ readonly value: number;
93
+ readonly expected: {
94
+ min: number;
95
+ max: number;
96
+ typical: number;
97
+ };
98
+ readonly isValid: boolean;
99
+ readonly deviation: number;
100
+ readonly suggestion?: string;
101
+ }
102
+ /**
103
+ * Complete validation result for physical attributes.
104
+ */
105
+ export interface ValidationResult {
106
+ readonly isValid: boolean;
107
+ readonly validations: readonly AttributeValidation[];
108
+ readonly summary: string;
109
+ }
110
+ /**
111
+ * Calculate expected arm length from height.
112
+ *
113
+ * Formula: armLength = height * 0.43 (typical Korean male)
114
+ * Arm span is roughly equal to height; each arm is ~43% from shoulder.
115
+ *
116
+ * @param height - Total height in cm
117
+ * @returns Expected arm length in cm
118
+ * @korean 예상팔길이계산
119
+ */
120
+ export declare function calculateExpectedArmLength(height: number): number;
121
+ /**
122
+ * Calculate expected leg length from height.
123
+ *
124
+ * Formula: legLength = height * 0.52 (typical, can vary 0.48-0.56)
125
+ * Korean adults tend toward longer leg proportions.
126
+ *
127
+ * @param height - Total height in cm
128
+ * @returns Expected leg length in cm
129
+ * @korean 예상다리길이계산
130
+ */
131
+ export declare function calculateExpectedLegLength(height: number): number;
132
+ /**
133
+ * Calculate expected torso length from height.
134
+ *
135
+ * Formula: torsoLength = height * 0.33
136
+ *
137
+ * @param height - Total height in cm
138
+ * @returns Expected torso length in cm
139
+ * @korean 예상몸통길이계산
140
+ */
141
+ export declare function calculateExpectedTorsoLength(height: number): number;
142
+ /**
143
+ * Calculate expected shoulder width from height.
144
+ *
145
+ * Formula: shoulderWidth = height * 0.255 (males)
146
+ *
147
+ * @param height - Total height in cm
148
+ * @returns Expected shoulder width in cm
149
+ * @korean 예상어깨너비계산
150
+ */
151
+ export declare function calculateExpectedShoulderWidth(height: number): number;
152
+ /**
153
+ * Calculate expected muscle mass from weight (for athletes).
154
+ *
155
+ * Formula: muscleMass = weight * 0.43 (trained male athlete)
156
+ *
157
+ * @param weight - Body weight in kg
158
+ * @returns Expected muscle mass in kg
159
+ * @korean 예상근육량계산
160
+ */
161
+ export declare function calculateExpectedMuscleMass(weight: number): number;
162
+ /**
163
+ * Calculate BMI from height and weight.
164
+ *
165
+ * Formula: BMI = weight / (height in meters)²
166
+ *
167
+ * @param height - Total height in cm
168
+ * @param weight - Body weight in kg
169
+ * @returns BMI value
170
+ * @korean BMI계산
171
+ */
172
+ export declare function calculateBMI(height: number, weight: number): number;
173
+ /**
174
+ * Validate physical attributes against anatomical formulas.
175
+ *
176
+ * @param attrs - Physical attributes to validate
177
+ * @returns Validation result with details
178
+ * @korean 신체속성검증
179
+ */
180
+ export declare function validatePhysicalAttributes(attrs: PhysicalAttributes): ValidationResult;
181
+ /**
182
+ * Suggest corrections for physical attributes.
183
+ *
184
+ * @param attrs - Physical attributes to correct
185
+ * @returns Suggested corrected attributes
186
+ * @korean 신체속성교정제안
187
+ */
188
+ export declare function suggestCorrectedAttributes(attrs: PhysicalAttributes): Partial<PhysicalAttributes>;
189
+ /**
190
+ * Print validation report to console.
191
+ *
192
+ * @param name - Archetype name
193
+ * @param attrs - Physical attributes
194
+ * @korean 검증리포트출력
195
+ */
196
+ export declare function printValidationReport(name: string, attrs: PhysicalAttributes): void;
197
+ //# sourceMappingURL=physicalAttributeValidation.d.ts.map
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@@ -0,0 +1,82 @@
1
+ /**
2
+ * Utility functions for Player3D component integration
3
+ *
4
+ * Converts PlayerState from combat system to Player3DUnifiedProps for rendering
5
+ * with SkeletalPlayer3D (28-bone articulated body model).
6
+ *
7
+ * @module utils/player3DHelpers
8
+ * @category Utilities
9
+ * @korean 플레이어3D도우미
10
+ */
11
+ import type { PlayerState } from "../systems";
12
+ import type { AnimationState } from "../systems/animation/core/types";
13
+ import type { BalanceState, Player3DUnifiedProps, PlayerAnimation } from "../types/player-visual";
14
+ /**
15
+ * Convert AnimationState to PlayerAnimation
16
+ *
17
+ * Maps the animation system's state types to SkeletalPlayer3D's animation types.
18
+ *
19
+ * @param animState - Animation state from the animation system
20
+ * @returns Corresponding PlayerAnimation type
21
+ * @korean 애니메이션상태변환
22
+ */
23
+ export declare function animationStateToPlayerAnimation(animState: AnimationState): PlayerAnimation;
24
+ /**
25
+ * Convert balance number (0-100) to BalanceState enum
26
+ *
27
+ * @param balance - Balance value from PlayerState (0-100)
28
+ * @returns BalanceState enum value
29
+ * @korean 균형상태변환
30
+ */
31
+ export declare function getBalanceState(balance: number): BalanceState;
32
+ /**
33
+ * Get current animation state from PlayerState
34
+ *
35
+ * Returns stance-specific idle animations when player is in idle/recovering state.
36
+ * This ensures each trigram stance displays the correct guard pose with proper
37
+ * leg positioning and breathing animation.
38
+ *
39
+ * @param player - Current player state
40
+ * @returns PlayerAnimation enum value (stance-specific for idle states)
41
+ * @korean 애니메이션상태가져오기
42
+ */
43
+ export declare function getPlayerAnimation(player: PlayerState): PlayerAnimation;
44
+ /**
45
+ * Converts PlayerState to Player3DUnifiedProps for visual rendering.
46
+ *
47
+ * Note: This function converts base PlayerState properties used in combat.
48
+ * Training-specific stats (misses, accuracy, comboCount) are optional in PlayerState
49
+ * and handled separately in training contexts.
50
+ *
51
+ * @param player - The player state to convert
52
+ * @param position - 3D position [x, y, z]
53
+ * @param rotation - Rotation in radians
54
+ * @param options - Display and behavior options
55
+ * @returns Props for SkeletalPlayer3D component (28-bone articulated body model)
56
+ * @korean 플레이어상태변환
57
+ *
58
+ * @example
59
+ * ```tsx
60
+ * const playerProps = convertPlayerStateToProps(
61
+ * playerState,
62
+ * [-3, 0, 0],
63
+ * 0,
64
+ * { isMobile: false, showVitalPoints: false }
65
+ * );
66
+ *
67
+ * <SkeletalPlayer3D {...playerProps} />
68
+ * ```
69
+ */
70
+ export declare function convertPlayerStateToProps(player: PlayerState, position: [number, number, number], rotation: number, options?: {
71
+ readonly isMobile?: boolean;
72
+ readonly facing?: "left" | "right";
73
+ readonly scale?: number;
74
+ readonly showDetails?: boolean;
75
+ readonly showHealthBar?: boolean;
76
+ readonly showStanceIndicator?: boolean;
77
+ readonly onAnimationComplete?: () => void;
78
+ readonly enableFacialExpressions?: boolean;
79
+ readonly enableEyeTracking?: boolean;
80
+ readonly opponentPosition?: [number, number, number];
81
+ }): Player3DUnifiedProps;
82
+ //# sourceMappingURL=player3DHelpers.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"player3DHelpers.d.ts","sourceRoot":"","sources":["../../src/utils/player3DHelpers.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAC9C,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,iCAAiC,CAAC;AACtE,OAAO,KAAK,EACV,YAAY,EACZ,oBAAoB,EACpB,eAAe,EAChB,MAAM,wBAAwB,CAAC;AAgFhC;;;;;;;;GAQG;AACH,wBAAgB,+BAA+B,CAC7C,SAAS,EAAE,cAAc,GACxB,eAAe,CAEjB;AAED;;;;;;GAMG;AACH,wBAAgB,eAAe,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,CAK7D;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,kBAAkB,CAAC,MAAM,EAAE,WAAW,GAAG,eAAe,CAoBvE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,yBAAyB,CACvC,MAAM,EAAE,WAAW,EACnB,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,EAClC,QAAQ,EAAE,MAAM,EAChB,OAAO,GAAE;IACP,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IACnC,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,WAAW,CAAC,EAAE,OAAO,CAAC;IAC/B,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;IACjC,QAAQ,CAAC,mBAAmB,CAAC,EAAE,OAAO,CAAC;IACvC,QAAQ,CAAC,mBAAmB,CAAC,EAAE,MAAM,IAAI,CAAC;IAE1C,QAAQ,CAAC,uBAAuB,CAAC,EAAE,OAAO,CAAC;IAC3C,QAAQ,CAAC,iBAAiB,CAAC,EAAE,OAAO,CAAC;IACrC,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;CACjD,GACL,oBAAoB,CA0CtB"}
@@ -0,0 +1,176 @@
1
+ //#region src/utils/player3DHelpers.ts
2
+ /**
3
+ * Static mapping from AnimationState to PlayerAnimation
4
+ *
5
+ * Stance guard animations map to "idle" since SkeletalPlayer3D
6
+ * will handle the stance-specific guard rendering.
7
+ * Tactical steps now use dedicated step animations with guard maintenance.
8
+ *
9
+ * @korean 애니메이션상태맵
10
+ */
11
+ var ANIMATION_STATE_MAP = {
12
+ idle: "idle",
13
+ walk: "walk",
14
+ run: "run",
15
+ attack: "attack",
16
+ defend: "defend",
17
+ defend_block_success: "defend",
18
+ defend_parry: "defend",
19
+ defend_guard_break: "defend",
20
+ defend_recovery: "defend",
21
+ hit: "hit",
22
+ stance_change: "stance_change",
23
+ stance_side_switch: "stance_change",
24
+ ko: "death",
25
+ stance_guard_geon: "stance_geon",
26
+ stance_guard_tae: "stance_tae",
27
+ stance_guard_li: "stance_li",
28
+ stance_guard_jin: "stance_jin",
29
+ stance_guard_son: "stance_son",
30
+ stance_guard_gam: "stance_gam",
31
+ stance_guard_gan: "stance_gan",
32
+ stance_guard_gon: "stance_gon",
33
+ step_forward: "step_forward",
34
+ step_back: "step_back",
35
+ step_left: "step_left",
36
+ step_right: "step_right",
37
+ step_forward_left: "step_forward_left",
38
+ step_forward_right: "step_forward_right",
39
+ step_back_left: "step_back_left",
40
+ step_back_right: "step_back_right",
41
+ fall_forward: "fall_forward",
42
+ fall_backward: "fall_backward",
43
+ fall_side_left: "fall_side_left",
44
+ fall_side_right: "fall_side_right",
45
+ ground_prone: "idle",
46
+ ground_supine: "idle",
47
+ ground_side_left: "idle",
48
+ ground_side_right: "idle",
49
+ turn_left: "stance_change",
50
+ turn_right: "stance_change",
51
+ footwork_circular_left: "walk",
52
+ footwork_circular_right: "walk",
53
+ footwork_pivot_left: "walk",
54
+ footwork_pivot_right: "walk",
55
+ footwork_slide_forward: "walk",
56
+ footwork_slide_back: "walk",
57
+ footwork_slide_left: "walk",
58
+ footwork_slide_right: "walk",
59
+ footwork_shuffle: "walk",
60
+ recovery_prone_standup: "idle",
61
+ recovery_supine_standup: "idle",
62
+ recovery_roll: "walk",
63
+ recovery_defensive: "defend",
64
+ grapple_entry: "attack",
65
+ grapple_control: "defend",
66
+ grapple_struggle: "hit",
67
+ grapple_escape: "attack"
68
+ };
69
+ /**
70
+ * Convert AnimationState to PlayerAnimation
71
+ *
72
+ * Maps the animation system's state types to SkeletalPlayer3D's animation types.
73
+ *
74
+ * @param animState - Animation state from the animation system
75
+ * @returns Corresponding PlayerAnimation type
76
+ * @korean 애니메이션상태변환
77
+ */
78
+ function animationStateToPlayerAnimation(animState) {
79
+ return ANIMATION_STATE_MAP[animState];
80
+ }
81
+ /**
82
+ * Convert balance number (0-100) to BalanceState enum
83
+ *
84
+ * @param balance - Balance value from PlayerState (0-100)
85
+ * @returns BalanceState enum value
86
+ * @korean 균형상태변환
87
+ */
88
+ function getBalanceState(balance) {
89
+ if (balance >= 80) return "READY";
90
+ if (balance >= 50) return "SHAKEN";
91
+ if (balance >= 20) return "VULNERABLE";
92
+ return "HELPLESS";
93
+ }
94
+ /**
95
+ * Get current animation state from PlayerState
96
+ *
97
+ * Returns stance-specific idle animations when player is in idle/recovering state.
98
+ * This ensures each trigram stance displays the correct guard pose with proper
99
+ * leg positioning and breathing animation.
100
+ *
101
+ * @param player - Current player state
102
+ * @returns PlayerAnimation enum value (stance-specific for idle states)
103
+ * @korean 애니메이션상태가져오기
104
+ */
105
+ function getPlayerAnimation(player) {
106
+ if (player.isStunned) return "hit";
107
+ if (player.isBlocking) return "defend";
108
+ if (player.isCountering) return "counter";
109
+ switch (player.combatState) {
110
+ case "attacking": return "attack";
111
+ case "defending": return "defend";
112
+ case "stunned": return "hit";
113
+ default: return `stance_${player.currentStance}`;
114
+ }
115
+ }
116
+ /**
117
+ * Converts PlayerState to Player3DUnifiedProps for visual rendering.
118
+ *
119
+ * Note: This function converts base PlayerState properties used in combat.
120
+ * Training-specific stats (misses, accuracy, comboCount) are optional in PlayerState
121
+ * and handled separately in training contexts.
122
+ *
123
+ * @param player - The player state to convert
124
+ * @param position - 3D position [x, y, z]
125
+ * @param rotation - Rotation in radians
126
+ * @param options - Display and behavior options
127
+ * @returns Props for SkeletalPlayer3D component (28-bone articulated body model)
128
+ * @korean 플레이어상태변환
129
+ *
130
+ * @example
131
+ * ```tsx
132
+ * const playerProps = convertPlayerStateToProps(
133
+ * playerState,
134
+ * [-3, 0, 0],
135
+ * 0,
136
+ * { isMobile: false, showVitalPoints: false }
137
+ * );
138
+ *
139
+ * <SkeletalPlayer3D {...playerProps} />
140
+ * ```
141
+ */
142
+ function convertPlayerStateToProps(player, position, rotation, options = {}) {
143
+ return {
144
+ playerId: player.id,
145
+ archetype: player.archetype,
146
+ stance: player.currentStance,
147
+ position,
148
+ rotation,
149
+ health: player.health,
150
+ maxHealth: player.maxHealth,
151
+ stamina: player.stamina,
152
+ ki: player.ki,
153
+ pain: player.pain,
154
+ balance: getBalanceState(player.balance),
155
+ consciousness: player.consciousness,
156
+ isBlocking: player.isBlocking,
157
+ isStunned: player.isStunned,
158
+ isCountering: player.isCountering,
159
+ currentAnimation: getPlayerAnimation(player),
160
+ name: player.name,
161
+ isMobile: options.isMobile ?? false,
162
+ facing: options.facing ?? "right",
163
+ scale: options.scale ?? 1,
164
+ showDetails: options.showDetails,
165
+ showHealthBar: options.showHealthBar,
166
+ showStanceIndicator: options.showStanceIndicator,
167
+ onAnimationComplete: options.onAnimationComplete,
168
+ enableFacialExpressions: options.enableFacialExpressions ?? false,
169
+ enableEyeTracking: options.enableEyeTracking ?? true,
170
+ opponentPosition: options.opponentPosition
171
+ };
172
+ }
173
+ //#endregion
174
+ export { animationStateToPlayerAnimation, convertPlayerStateToProps, getBalanceState, getPlayerAnimation };
175
+
176
+ //# sourceMappingURL=player3DHelpers.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"player3DHelpers.js","names":[],"sources":["../../src/utils/player3DHelpers.ts"],"sourcesContent":["/**\n * Utility functions for Player3D component integration\n *\n * Converts PlayerState from combat system to Player3DUnifiedProps for rendering\n * with SkeletalPlayer3D (28-bone articulated body model).\n *\n * @module utils/player3DHelpers\n * @category Utilities\n * @korean 플레이어3D도우미\n */\n\nimport type { PlayerState } from \"../systems\";\nimport type { AnimationState } from \"../systems/animation/core/types\";\nimport type {\n BalanceState,\n Player3DUnifiedProps,\n PlayerAnimation,\n} from \"../types/player-visual\";\n\n/**\n * Static mapping from AnimationState to PlayerAnimation\n *\n * Stance guard animations map to \"idle\" since SkeletalPlayer3D\n * will handle the stance-specific guard rendering.\n * Tactical steps now use dedicated step animations with guard maintenance.\n *\n * @korean 애니메이션상태맵\n */\nconst ANIMATION_STATE_MAP: Record<AnimationState, PlayerAnimation> = {\n idle: \"idle\",\n walk: \"walk\",\n run: \"run\", // Now uses dedicated RUN_ANIMATION from BasicAnimations\n attack: \"attack\",\n defend: \"defend\",\n // Defensive animations (방어 애니메이션) - map to defend with variations handled by skeletal system\n defend_block_success: \"defend\",\n defend_parry: \"defend\",\n defend_guard_break: \"defend\",\n defend_recovery: \"defend\",\n hit: \"hit\",\n stance_change: \"stance_change\",\n stance_side_switch: \"stance_change\", // Map to stance_change animation (mirroring guard)\n ko: \"death\", // Map ko to death\n // Stance guard animations map to stance-specific idle animations with proper biomechanics\n stance_guard_geon: \"stance_geon\",\n stance_guard_tae: \"stance_tae\",\n stance_guard_li: \"stance_li\",\n stance_guard_jin: \"stance_jin\",\n stance_guard_son: \"stance_son\",\n stance_guard_gam: \"stance_gam\",\n stance_guard_gan: \"stance_gan\",\n stance_guard_gon: \"stance_gon\",\n // Tactical step animations now map to dedicated step animations\n step_forward: \"step_forward\",\n step_back: \"step_back\",\n step_left: \"step_left\",\n step_right: \"step_right\",\n step_forward_left: \"step_forward_left\",\n step_forward_right: \"step_forward_right\",\n step_back_left: \"step_back_left\",\n step_back_right: \"step_back_right\",\n // Fall animations: Now using dedicated FALL_*_ANIMATION from BasicAnimations\n fall_forward: \"fall_forward\",\n fall_backward: \"fall_backward\",\n fall_side_left: \"fall_side_left\",\n fall_side_right: \"fall_side_right\",\n // Ground states map to idle with minimal movement\n ground_prone: \"idle\",\n ground_supine: \"idle\",\n ground_side_left: \"idle\",\n ground_side_right: \"idle\",\n // 180-degree turn animations map to stance_change (body pivot animation)\n turn_left: \"stance_change\",\n turn_right: \"stance_change\",\n // Footwork patterns (보법) - Korean martial arts specialized footwork\n footwork_circular_left: \"walk\", // Lateral movement\n footwork_circular_right: \"walk\",\n footwork_pivot_left: \"walk\", // Rotation movement\n footwork_pivot_right: \"walk\",\n footwork_slide_forward: \"walk\", // Sliding movement\n footwork_slide_back: \"walk\",\n footwork_slide_left: \"walk\",\n footwork_slide_right: \"walk\",\n footwork_shuffle: \"walk\", // Quick adjustment\n // Recovery animations (기상 애니메이션) - Getting up from ground states\n // Map to idle for now, custom 3D recovery animations will be added in future\n recovery_prone_standup: \"idle\",\n recovery_supine_standup: \"idle\",\n recovery_roll: \"walk\", // Rolling motion approximated by walk\n recovery_defensive: \"defend\", // Guarded getup approximated by defend\n // Grappling animations (잡기 애니메이션) - map to attack/defend based on action\n grapple_entry: \"attack\", // Initiating grab uses attack animation\n grapple_control: \"defend\", // Maintaining control uses defensive stance\n grapple_struggle: \"hit\", // Struggling escape uses hit reaction\n grapple_escape: \"attack\", // Successful escape uses attack burst\n};\n\n/**\n * Convert AnimationState to PlayerAnimation\n *\n * Maps the animation system's state types to SkeletalPlayer3D's animation types.\n *\n * @param animState - Animation state from the animation system\n * @returns Corresponding PlayerAnimation type\n * @korean 애니메이션상태변환\n */\nexport function animationStateToPlayerAnimation(\n animState: AnimationState\n): PlayerAnimation {\n return ANIMATION_STATE_MAP[animState];\n}\n\n/**\n * Convert balance number (0-100) to BalanceState enum\n *\n * @param balance - Balance value from PlayerState (0-100)\n * @returns BalanceState enum value\n * @korean 균형상태변환\n */\nexport function getBalanceState(balance: number): BalanceState {\n if (balance >= 80) return \"READY\";\n if (balance >= 50) return \"SHAKEN\";\n if (balance >= 20) return \"VULNERABLE\";\n return \"HELPLESS\";\n}\n\n/**\n * Get current animation state from PlayerState\n *\n * Returns stance-specific idle animations when player is in idle/recovering state.\n * This ensures each trigram stance displays the correct guard pose with proper\n * leg positioning and breathing animation.\n *\n * @param player - Current player state\n * @returns PlayerAnimation enum value (stance-specific for idle states)\n * @korean 애니메이션상태가져오기\n */\nexport function getPlayerAnimation(player: PlayerState): PlayerAnimation {\n if (player.isStunned) return \"hit\";\n if (player.isBlocking) return \"defend\";\n if (player.isCountering) return \"counter\";\n\n // Check combat state (CombatState enum values are lowercase strings)\n switch (player.combatState) {\n case \"attacking\":\n return \"attack\";\n case \"defending\":\n return \"defend\";\n case \"stunned\":\n return \"hit\";\n case \"recovering\":\n case \"idle\":\n default:\n // Use stance-specific idle animation for proper guard pose\n // This ensures correct leg positioning for each trigram stance\n return `stance_${player.currentStance}` as PlayerAnimation;\n }\n}\n\n/**\n * Converts PlayerState to Player3DUnifiedProps for visual rendering.\n *\n * Note: This function converts base PlayerState properties used in combat.\n * Training-specific stats (misses, accuracy, comboCount) are optional in PlayerState\n * and handled separately in training contexts.\n *\n * @param player - The player state to convert\n * @param position - 3D position [x, y, z]\n * @param rotation - Rotation in radians\n * @param options - Display and behavior options\n * @returns Props for SkeletalPlayer3D component (28-bone articulated body model)\n * @korean 플레이어상태변환\n *\n * @example\n * ```tsx\n * const playerProps = convertPlayerStateToProps(\n * playerState,\n * [-3, 0, 0],\n * 0,\n * { isMobile: false, showVitalPoints: false }\n * );\n *\n * <SkeletalPlayer3D {...playerProps} />\n * ```\n */\nexport function convertPlayerStateToProps(\n player: PlayerState,\n position: [number, number, number],\n rotation: number,\n options: {\n readonly isMobile?: boolean;\n readonly facing?: \"left\" | \"right\";\n readonly scale?: number;\n readonly showDetails?: boolean;\n readonly showHealthBar?: boolean;\n readonly showStanceIndicator?: boolean;\n readonly onAnimationComplete?: () => void;\n // Facial expression options - 얼굴 표정 옵션\n readonly enableFacialExpressions?: boolean;\n readonly enableEyeTracking?: boolean;\n readonly opponentPosition?: [number, number, number];\n } = {}\n): Player3DUnifiedProps {\n return {\n playerId: player.id,\n archetype: player.archetype,\n stance: player.currentStance,\n position,\n rotation,\n\n // Health and resources\n health: player.health,\n maxHealth: player.maxHealth,\n stamina: player.stamina,\n ki: player.ki,\n\n // Combat states\n pain: player.pain,\n balance: getBalanceState(player.balance),\n consciousness: player.consciousness,\n\n // Combat flags\n isBlocking: player.isBlocking,\n isStunned: player.isStunned,\n isCountering: player.isCountering,\n\n // Animation (derived from combat state)\n currentAnimation: getPlayerAnimation(player),\n\n // Display options\n name: player.name,\n isMobile: options.isMobile ?? false,\n facing: options.facing ?? \"right\",\n scale: options.scale ?? 1,\n showDetails: options.showDetails,\n showHealthBar: options.showHealthBar,\n showStanceIndicator: options.showStanceIndicator,\n onAnimationComplete: options.onAnimationComplete,\n\n // Facial expression options - 얼굴 표정 옵션\n enableFacialExpressions: options.enableFacialExpressions ?? false,\n enableEyeTracking: options.enableEyeTracking ?? true,\n opponentPosition: options.opponentPosition,\n };\n}\n"],"mappings":";;;;;;;;;;AA4BA,IAAM,sBAA+D;CACnE,MAAM;CACN,MAAM;CACN,KAAK;CACL,QAAQ;CACR,QAAQ;CAER,sBAAsB;CACtB,cAAc;CACd,oBAAoB;CACpB,iBAAiB;CACjB,KAAK;CACL,eAAe;CACf,oBAAoB;CACpB,IAAI;CAEJ,mBAAmB;CACnB,kBAAkB;CAClB,iBAAiB;CACjB,kBAAkB;CAClB,kBAAkB;CAClB,kBAAkB;CAClB,kBAAkB;CAClB,kBAAkB;CAElB,cAAc;CACd,WAAW;CACX,WAAW;CACX,YAAY;CACZ,mBAAmB;CACnB,oBAAoB;CACpB,gBAAgB;CAChB,iBAAiB;CAEjB,cAAc;CACd,eAAe;CACf,gBAAgB;CAChB,iBAAiB;CAEjB,cAAc;CACd,eAAe;CACf,kBAAkB;CAClB,mBAAmB;CAEnB,WAAW;CACX,YAAY;CAEZ,wBAAwB;CACxB,yBAAyB;CACzB,qBAAqB;CACrB,sBAAsB;CACtB,wBAAwB;CACxB,qBAAqB;CACrB,qBAAqB;CACrB,sBAAsB;CACtB,kBAAkB;CAGlB,wBAAwB;CACxB,yBAAyB;CACzB,eAAe;CACf,oBAAoB;CAEpB,eAAe;CACf,iBAAiB;CACjB,kBAAkB;CAClB,gBAAgB;CACjB;;;;;;;;;;AAWD,SAAgB,gCACd,WACiB;AACjB,QAAO,oBAAoB;;;;;;;;;AAU7B,SAAgB,gBAAgB,SAA+B;AAC7D,KAAI,WAAW,GAAI,QAAO;AAC1B,KAAI,WAAW,GAAI,QAAO;AAC1B,KAAI,WAAW,GAAI,QAAO;AAC1B,QAAO;;;;;;;;;;;;;AAcT,SAAgB,mBAAmB,QAAsC;AACvE,KAAI,OAAO,UAAW,QAAO;AAC7B,KAAI,OAAO,WAAY,QAAO;AAC9B,KAAI,OAAO,aAAc,QAAO;AAGhC,SAAQ,OAAO,aAAf;EACE,KAAK,YACH,QAAO;EACT,KAAK,YACH,QAAO;EACT,KAAK,UACH,QAAO;EAGT,QAGE,QAAO,UAAU,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8B9B,SAAgB,0BACd,QACA,UACA,UACA,UAYI,EAAE,EACgB;AACtB,QAAO;EACL,UAAU,OAAO;EACjB,WAAW,OAAO;EAClB,QAAQ,OAAO;EACf;EACA;EAGA,QAAQ,OAAO;EACf,WAAW,OAAO;EAClB,SAAS,OAAO;EAChB,IAAI,OAAO;EAGX,MAAM,OAAO;EACb,SAAS,gBAAgB,OAAO,QAAQ;EACxC,eAAe,OAAO;EAGtB,YAAY,OAAO;EACnB,WAAW,OAAO;EAClB,cAAc,OAAO;EAGrB,kBAAkB,mBAAmB,OAAO;EAG5C,MAAM,OAAO;EACb,UAAU,QAAQ,YAAY;EAC9B,QAAQ,QAAQ,UAAU;EAC1B,OAAO,QAAQ,SAAS;EACxB,aAAa,QAAQ;EACrB,eAAe,QAAQ;EACvB,qBAAqB,QAAQ;EAC7B,qBAAqB,QAAQ;EAG7B,yBAAyB,QAAQ,2BAA2B;EAC5D,mBAAmB,QAAQ,qBAAqB;EAChD,kBAAkB,QAAQ;EAC3B"}
@@ -0,0 +1,137 @@
1
+ /**
2
+ * Player state utilities and helper functions
3
+ */
4
+ import { PlayerState, StatusEffect } from "../systems";
5
+ import type { BodyFacing } from "../systems/animation/core/types";
6
+ import { PlayerArchetype, Position, TrigramStance } from "../types";
7
+ /**
8
+ * Create a complete PlayerState from archetype and player index
9
+ */
10
+ export declare function createPlayerFromArchetype(archetype: PlayerArchetype, playerIndex: number): PlayerState;
11
+ /**
12
+ * Update player state with partial updates
13
+ */
14
+ export declare function updatePlayerState(player: PlayerState, updates: Partial<PlayerState>): PlayerState;
15
+ /**
16
+ * Apply damage to player
17
+ */
18
+ export declare function applyDamage(player: PlayerState, damage: number, _damageType?: string): PlayerState;
19
+ /**
20
+ * Apply status effect to player
21
+ */
22
+ export declare function applyStatusEffect(player: PlayerState, effect: StatusEffect): PlayerState;
23
+ /**
24
+ * Get vital point by ID (fix return type)
25
+ */
26
+ export declare function getVitalPointByOnPlayerId(player: PlayerState, vitalPointId: string): {
27
+ readonly id: string;
28
+ readonly isHit: boolean;
29
+ readonly damage: number;
30
+ readonly lastHitTime: number;
31
+ } | null;
32
+ /**
33
+ * Check if player can act
34
+ */
35
+ export declare function canPlayerAct(player: PlayerState): boolean;
36
+ /**
37
+ * Get player's current stance effectiveness against opponent
38
+ */
39
+ export declare function getStanceEffectiveness(_playerStance: TrigramStance, // Fix: Add underscore to unused parameter
40
+ _opponentStance: TrigramStance): number;
41
+ /**
42
+ * Check if player has enough resources for action
43
+ */
44
+ export declare function hasEnoughResources(player: PlayerState, kiCost: number, staminaCost: number): boolean;
45
+ /**
46
+ * Get player archetype bonuses
47
+ */
48
+ export declare function getArchetypeBonuses(archetype: PlayerArchetype): {
49
+ attackBonus: number;
50
+ defenseBonus: number;
51
+ speedBonus: number;
52
+ techniqueBonus: number;
53
+ };
54
+ /**
55
+ * Calculate player's current combat effectiveness
56
+ */
57
+ export declare function calculateCombatEffectiveness(player: PlayerState): number;
58
+ /**
59
+ * Remove expired status effects
60
+ */
61
+ export declare function updateStatusEffects(player: PlayerState, currentTime: number): PlayerState;
62
+ /**
63
+ * Reset player to starting state
64
+ */
65
+ export declare function resetPlayerState(archetype: PlayerArchetype, playerIndex: number): PlayerState;
66
+ /**
67
+ * Get archetype asset paths (image, theme music, etc.)
68
+ *
69
+ * Note: PlayerArchetype enum values are already lowercase (e.g., MUSA = "musa"),
70
+ * so the toLowerCase() call is defensive programming for type safety.
71
+ */
72
+ export declare function getArchetypeAssets(archetype: PlayerArchetype): {
73
+ readonly id: string;
74
+ readonly image: string;
75
+ readonly theme: string;
76
+ readonly themeId: string;
77
+ readonly name_korean: string;
78
+ readonly name_english: string;
79
+ readonly textureKey: string;
80
+ };
81
+ /**
82
+ * Initialize body facing for a player based on opponent position
83
+ *
84
+ * Calculates initial facing angle to point toward opponent.
85
+ *
86
+ * @param playerPosition - Player's position
87
+ * @param opponentPosition - Opponent's position
88
+ * @returns Initial BodyFacing state
89
+ * @korean 몸향하기초기화
90
+ *
91
+ * @example
92
+ * ```typescript
93
+ * const player = {
94
+ * ...basePlayer,
95
+ * bodyFacing: initializeBodyFacing(
96
+ * { x: 300, y: 400 },
97
+ * { x: 500, y: 400 }
98
+ * ),
99
+ * };
100
+ * ```
101
+ */
102
+ export declare function initializeBodyFacing(playerPosition: Position, opponentPosition: Position): BodyFacing;
103
+ /**
104
+ * Toggle the player's stance side (orthodox ↔ southpaw)
105
+ *
106
+ * Switches between orthodox (left foot forward) and southpaw (right foot forward).
107
+ * This is used when executing stance switches or certain techniques.
108
+ *
109
+ * @param player - Current player state
110
+ * @returns Updated player state with toggled stance side
111
+ * @korean 자세측면전환
112
+ *
113
+ * @example
114
+ * ```typescript
115
+ * // Switch from orthodox to southpaw
116
+ * const newState = toggleStanceSide(player);
117
+ * // newState.stanceSide === 'southpaw'
118
+ * ```
119
+ */
120
+ export declare function toggleStanceSide(player: PlayerState): PlayerState;
121
+ /**
122
+ * Get the lead foot from stance side, defaulting to orthodox if not set
123
+ *
124
+ * @param player - Player state
125
+ * @returns Lead foot ('left' for orthodox, 'right' for southpaw)
126
+ * @korean 자세측면에서선발발가져오기
127
+ */
128
+ export declare function getPlayerLeadFoot(player: PlayerState): "left" | "right";
129
+ /**
130
+ * Get the rear (power) foot for a player
131
+ *
132
+ * @param player - Player state
133
+ * @returns Rear foot ('right' for orthodox, 'left' for southpaw)
134
+ * @korean 후발발가져오기
135
+ */
136
+ export declare function getPlayerRearFoot(player: PlayerState): "left" | "right";
137
+ //# sourceMappingURL=playerUtils.d.ts.map
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