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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import { CombatState } from "../types/common.js";
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import { ARCHETYPE_ASSETS } from "../types/constants/index.js";
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import { BodyPart } from "../systems/bodypart/types.js";
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import { PLAYER_ARCHETYPES_DATA } from "../systems/types.js";
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//#region src/utils/playerUtils.ts
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* Player state utilities and helper functions
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*/
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/**
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* Default body part health values (100 HP each)
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* @korean 기본 신체부위 체력
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var DEFAULT_BODY_PART_HEALTH = {
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[BodyPart.TORSO_LOWER]: 100,
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[BodyPart.ARM_LEFT]: 100,
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};
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/**
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* Default body part max health values
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*/
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var DEFAULT_BODY_PART_MAX_HEALTH = {
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[BodyPart.HEAD]: 100,
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[BodyPart.NECK]: 100,
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[BodyPart.TORSO_UPPER]: 100,
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[BodyPart.TORSO_LOWER]: 100,
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[BodyPart.ARM_LEFT]: 100,
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[BodyPart.ARM_RIGHT]: 100,
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};
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/**
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* Create a complete PlayerState from archetype and player index
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function createPlayerFromArchetype(archetype, playerIndex) {
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const archetypeData = PLAYER_ARCHETYPES_DATA[archetype];
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x: playerIndex === 0 ? 300 : 500,
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y: 400
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};
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return {
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id: `player_${playerIndex + 1}`,
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name: archetypeData.name,
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archetype,
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+
physicalAttributes: getArchetypePhysicalAttributes(archetype),
|
|
55
|
+
health: archetypeData.baseHealth,
|
|
56
|
+
maxHealth: archetypeData.baseHealth,
|
|
57
|
+
bodyPartHealth: { ...DEFAULT_BODY_PART_HEALTH },
|
|
58
|
+
bodyPartMaxHealth: { ...DEFAULT_BODY_PART_MAX_HEALTH },
|
|
59
|
+
ki: archetypeData.baseKi,
|
|
60
|
+
maxKi: archetypeData.baseKi,
|
|
61
|
+
stamina: archetypeData.baseStamina,
|
|
62
|
+
maxStamina: archetypeData.baseStamina,
|
|
63
|
+
energy: 100,
|
|
64
|
+
maxEnergy: 100,
|
|
65
|
+
attackPower: archetypeData.stats.attackPower,
|
|
66
|
+
defense: archetypeData.stats.defense,
|
|
67
|
+
speed: archetypeData.stats.speed,
|
|
68
|
+
technique: archetypeData.stats.technique,
|
|
69
|
+
pain: 0,
|
|
70
|
+
consciousness: 100,
|
|
71
|
+
balance: 100,
|
|
72
|
+
momentum: 0,
|
|
73
|
+
currentStance: archetypeData.coreStance,
|
|
74
|
+
combatState: CombatState.IDLE,
|
|
75
|
+
position: basePosition,
|
|
76
|
+
stanceSide: playerIndex === 0 ? "orthodox" : "southpaw",
|
|
77
|
+
isBlocking: false,
|
|
78
|
+
isStunned: false,
|
|
79
|
+
isCountering: false,
|
|
80
|
+
lastActionTime: 0,
|
|
81
|
+
recoveryTime: 0,
|
|
82
|
+
lastStanceChangeTime: 0,
|
|
83
|
+
statusEffects: [],
|
|
84
|
+
activeEffects: [],
|
|
85
|
+
vitalPoints: [],
|
|
86
|
+
totalDamageReceived: 0,
|
|
87
|
+
totalDamageDealt: 0,
|
|
88
|
+
hitsTaken: 0,
|
|
89
|
+
hitsLanded: 0,
|
|
90
|
+
perfectStrikes: 0,
|
|
91
|
+
vitalPointHits: 0
|
|
92
|
+
};
|
|
93
|
+
}
|
|
94
|
+
/**
|
|
95
|
+
* Update player state with partial updates
|
|
96
|
+
*/
|
|
97
|
+
function updatePlayerState(player, updates) {
|
|
98
|
+
return {
|
|
99
|
+
...player,
|
|
100
|
+
...updates,
|
|
101
|
+
health: Math.max(0, Math.min(updates.health ?? player.health, player.maxHealth)),
|
|
102
|
+
ki: Math.max(0, Math.min(updates.ki ?? player.ki, player.maxKi)),
|
|
103
|
+
stamina: Math.max(0, Math.min(updates.stamina ?? player.stamina, player.maxStamina)),
|
|
104
|
+
consciousness: Math.max(0, Math.min(updates.consciousness ?? player.consciousness, 100)),
|
|
105
|
+
balance: Math.max(0, Math.min(updates.balance ?? player.balance, 100))
|
|
106
|
+
};
|
|
107
|
+
}
|
|
108
|
+
/**
|
|
109
|
+
* Apply damage to player
|
|
110
|
+
*/
|
|
111
|
+
function applyDamage(player, damage, _damageType) {
|
|
112
|
+
const newHealth = Math.max(0, player.health - damage);
|
|
113
|
+
const isKnockedOut = newHealth <= 0;
|
|
114
|
+
return updatePlayerState(player, {
|
|
115
|
+
health: newHealth,
|
|
116
|
+
totalDamageReceived: player.totalDamageReceived + damage,
|
|
117
|
+
hitsTaken: player.hitsTaken + 1,
|
|
118
|
+
combatState: isKnockedOut ? CombatState.STUNNED : player.combatState,
|
|
119
|
+
consciousness: isKnockedOut ? 0 : player.consciousness
|
|
120
|
+
});
|
|
121
|
+
}
|
|
122
|
+
/**
|
|
123
|
+
* Apply status effect to player
|
|
124
|
+
*/
|
|
125
|
+
function applyStatusEffect(player, effect) {
|
|
126
|
+
const existingEffectIndex = player.statusEffects.findIndex((e) => e.type === effect.type && !e.stackable);
|
|
127
|
+
let newEffects;
|
|
128
|
+
if (existingEffectIndex >= 0 && !effect.stackable) {
|
|
129
|
+
newEffects = [...player.statusEffects];
|
|
130
|
+
newEffects[existingEffectIndex] = effect;
|
|
131
|
+
} else newEffects = [...player.statusEffects, effect];
|
|
132
|
+
return updatePlayerState(player, {
|
|
133
|
+
statusEffects: newEffects,
|
|
134
|
+
activeEffects: [...player.activeEffects, effect.type]
|
|
135
|
+
});
|
|
136
|
+
}
|
|
137
|
+
/**
|
|
138
|
+
* Get vital point by ID (fix return type)
|
|
139
|
+
*/
|
|
140
|
+
function getVitalPointByOnPlayerId(player, vitalPointId) {
|
|
141
|
+
return player.vitalPoints.find((vp) => vp.id === vitalPointId) ?? null;
|
|
142
|
+
}
|
|
143
|
+
/**
|
|
144
|
+
* Check if player can act
|
|
145
|
+
*/
|
|
146
|
+
function canPlayerAct(player) {
|
|
147
|
+
if (player.health <= 0) return false;
|
|
148
|
+
if (player.consciousness <= 0) return false;
|
|
149
|
+
if (player.combatState === CombatState.STUNNED) return false;
|
|
150
|
+
if (player.isStunned) return false;
|
|
151
|
+
return true;
|
|
152
|
+
}
|
|
153
|
+
/**
|
|
154
|
+
* Get player's current stance effectiveness against opponent
|
|
155
|
+
*/
|
|
156
|
+
function getStanceEffectiveness(_playerStance, _opponentStance) {
|
|
157
|
+
return 1;
|
|
158
|
+
}
|
|
159
|
+
/**
|
|
160
|
+
* Check if player has enough resources for action
|
|
161
|
+
*/
|
|
162
|
+
function hasEnoughResources(player, kiCost, staminaCost) {
|
|
163
|
+
return player.ki >= kiCost && player.stamina >= staminaCost;
|
|
164
|
+
}
|
|
165
|
+
/**
|
|
166
|
+
* Get player archetype bonuses
|
|
167
|
+
*/
|
|
168
|
+
function getArchetypeBonuses(archetype) {
|
|
169
|
+
const data = PLAYER_ARCHETYPES_DATA[archetype];
|
|
170
|
+
return {
|
|
171
|
+
attackBonus: data.stats.attackPower * .1,
|
|
172
|
+
defenseBonus: data.stats.defense * .1,
|
|
173
|
+
speedBonus: data.stats.speed * .1,
|
|
174
|
+
techniqueBonus: data.stats.technique * .1
|
|
175
|
+
};
|
|
176
|
+
}
|
|
177
|
+
/**
|
|
178
|
+
* Calculate player's current combat effectiveness
|
|
179
|
+
*/
|
|
180
|
+
function calculateCombatEffectiveness(player) {
|
|
181
|
+
const healthFactor = player.health / player.maxHealth;
|
|
182
|
+
const staminaFactor = player.stamina / player.maxStamina;
|
|
183
|
+
const consciousnessFactor = player.consciousness / 100;
|
|
184
|
+
const balanceFactor = player.balance / 100;
|
|
185
|
+
return (healthFactor + staminaFactor + consciousnessFactor + balanceFactor) / 4;
|
|
186
|
+
}
|
|
187
|
+
/**
|
|
188
|
+
* Remove expired status effects
|
|
189
|
+
*/
|
|
190
|
+
function updateStatusEffects(player, currentTime) {
|
|
191
|
+
const activeEffects = player.statusEffects.filter((effect) => effect.endTime > currentTime);
|
|
192
|
+
return updatePlayerState(player, {
|
|
193
|
+
statusEffects: activeEffects,
|
|
194
|
+
activeEffects: activeEffects.map((e) => e.type)
|
|
195
|
+
});
|
|
196
|
+
}
|
|
197
|
+
/**
|
|
198
|
+
* Reset player to starting state
|
|
199
|
+
*/
|
|
200
|
+
function resetPlayerState(archetype, playerIndex) {
|
|
201
|
+
return createPlayerFromArchetype(archetype, playerIndex);
|
|
202
|
+
}
|
|
203
|
+
/**
|
|
204
|
+
* Get archetype asset paths (image, theme music, etc.)
|
|
205
|
+
*
|
|
206
|
+
* Note: PlayerArchetype enum values are already lowercase (e.g., MUSA = "musa"),
|
|
207
|
+
* so the toLowerCase() call is defensive programming for type safety.
|
|
208
|
+
*/
|
|
209
|
+
function getArchetypeAssets(archetype) {
|
|
210
|
+
const asset = ARCHETYPE_ASSETS[archetype.toLowerCase()];
|
|
211
|
+
if (!asset) {
|
|
212
|
+
console.warn(`No assets found for archetype: ${archetype}`);
|
|
213
|
+
return {
|
|
214
|
+
id: "unknown",
|
|
215
|
+
image: "/assets/visual/logo/black-trigram-256.png",
|
|
216
|
+
theme: "/assets/audio/music/intro_theme.mp3",
|
|
217
|
+
themeId: "intro_theme",
|
|
218
|
+
name_korean: "알 수 없음",
|
|
219
|
+
name_english: "Unknown",
|
|
220
|
+
textureKey: archetype
|
|
221
|
+
};
|
|
222
|
+
}
|
|
223
|
+
return asset;
|
|
224
|
+
}
|
|
225
|
+
/**
|
|
226
|
+
* Initialize body facing for a player based on opponent position
|
|
227
|
+
*
|
|
228
|
+
* Calculates initial facing angle to point toward opponent.
|
|
229
|
+
*
|
|
230
|
+
* @param playerPosition - Player's position
|
|
231
|
+
* @param opponentPosition - Opponent's position
|
|
232
|
+
* @returns Initial BodyFacing state
|
|
233
|
+
* @korean 몸향하기초기화
|
|
234
|
+
*
|
|
235
|
+
* @example
|
|
236
|
+
* ```typescript
|
|
237
|
+
* const player = {
|
|
238
|
+
* ...basePlayer,
|
|
239
|
+
* bodyFacing: initializeBodyFacing(
|
|
240
|
+
* { x: 300, y: 400 },
|
|
241
|
+
* { x: 500, y: 400 }
|
|
242
|
+
* ),
|
|
243
|
+
* };
|
|
244
|
+
* ```
|
|
245
|
+
*/
|
|
246
|
+
function initializeBodyFacing(playerPosition, opponentPosition) {
|
|
247
|
+
return createDefaultBodyFacing(calculateAngleToTarget(playerPosition, opponentPosition));
|
|
248
|
+
}
|
|
249
|
+
/**
|
|
250
|
+
* Toggle the player's stance side (orthodox ↔ southpaw)
|
|
251
|
+
*
|
|
252
|
+
* Switches between orthodox (left foot forward) and southpaw (right foot forward).
|
|
253
|
+
* This is used when executing stance switches or certain techniques.
|
|
254
|
+
*
|
|
255
|
+
* @param player - Current player state
|
|
256
|
+
* @returns Updated player state with toggled stance side
|
|
257
|
+
* @korean 자세측면전환
|
|
258
|
+
*
|
|
259
|
+
* @example
|
|
260
|
+
* ```typescript
|
|
261
|
+
* // Switch from orthodox to southpaw
|
|
262
|
+
* const newState = toggleStanceSide(player);
|
|
263
|
+
* // newState.stanceSide === 'southpaw'
|
|
264
|
+
* ```
|
|
265
|
+
*/
|
|
266
|
+
function toggleStanceSide(player) {
|
|
267
|
+
const newStanceSide = player.stanceSide === "orthodox" ? "southpaw" : "orthodox";
|
|
268
|
+
return {
|
|
269
|
+
...player,
|
|
270
|
+
stanceSide: newStanceSide
|
|
271
|
+
};
|
|
272
|
+
}
|
|
273
|
+
/**
|
|
274
|
+
* Get the lead foot from stance side, defaulting to orthodox if not set
|
|
275
|
+
*
|
|
276
|
+
* @param player - Player state
|
|
277
|
+
* @returns Lead foot ('left' for orthodox, 'right' for southpaw)
|
|
278
|
+
* @korean 자세측면에서선발발가져오기
|
|
279
|
+
*/
|
|
280
|
+
function getPlayerLeadFoot(player) {
|
|
281
|
+
return player.stanceSide === "southpaw" ? "right" : "left";
|
|
282
|
+
}
|
|
283
|
+
/**
|
|
284
|
+
* Get the rear (power) foot for a player
|
|
285
|
+
*
|
|
286
|
+
* @param player - Player state
|
|
287
|
+
* @returns Rear foot ('right' for orthodox, 'left' for southpaw)
|
|
288
|
+
* @korean 후발발가져오기
|
|
289
|
+
*/
|
|
290
|
+
function getPlayerRearFoot(player) {
|
|
291
|
+
return player.stanceSide === "southpaw" ? "left" : "right";
|
|
292
|
+
}
|
|
293
|
+
//#endregion
|
|
294
|
+
export { applyDamage, applyStatusEffect, calculateCombatEffectiveness, canPlayerAct, createPlayerFromArchetype, getArchetypeAssets, getArchetypeBonuses, getPlayerLeadFoot, getPlayerRearFoot, getStanceEffectiveness, getVitalPointByOnPlayerId, hasEnoughResources, initializeBodyFacing, resetPlayerState, toggleStanceSide, updatePlayerState, updateStatusEffects };
|
|
295
|
+
|
|
296
|
+
//# sourceMappingURL=playerUtils.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"playerUtils.js","names":[],"sources":["../../src/utils/playerUtils.ts"],"sourcesContent":["/**\n * Player state utilities and helper functions\n */\n\nimport { getArchetypePhysicalAttributes } from \"../data/archetypePhysicalAttributes\";\nimport { PLAYER_ARCHETYPES_DATA, PlayerState, StatusEffect } from \"../systems\";\nimport {\n calculateAngleToTarget,\n createDefaultBodyFacing,\n} from \"../systems/animation\";\nimport type { BodyFacing } from \"../systems/animation/core/types\";\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n} from \"../systems/bodypart/types\";\nimport { PlayerArchetype, Position, TrigramStance } from \"../types\";\nimport { CombatState } from \"../types/common\";\nimport { ARCHETYPE_ASSETS } from \"../types/constants\";\n\n/**\n * Default body part health values (100 HP each)\n * @korean 기본 신체부위 체력\n */\nconst DEFAULT_BODY_PART_HEALTH: BodyPartHealth = {\n [BodyPart.HEAD]: 100,\n [BodyPart.NECK]: 100,\n [BodyPart.TORSO_UPPER]: 100,\n [BodyPart.TORSO_LOWER]: 100,\n [BodyPart.ARM_LEFT]: 100,\n [BodyPart.ARM_RIGHT]: 100,\n [BodyPart.LEG_LEFT]: 100,\n [BodyPart.LEG_RIGHT]: 100,\n};\n\n/**\n * Default body part max health values\n * @korean 기본 신체부위 최대체력\n */\nconst DEFAULT_BODY_PART_MAX_HEALTH: BodyPartMaxHealth = {\n [BodyPart.HEAD]: 100,\n [BodyPart.NECK]: 100,\n [BodyPart.TORSO_UPPER]: 100,\n [BodyPart.TORSO_LOWER]: 100,\n [BodyPart.ARM_LEFT]: 100,\n [BodyPart.ARM_RIGHT]: 100,\n [BodyPart.LEG_LEFT]: 100,\n [BodyPart.LEG_RIGHT]: 100,\n};\n\n/**\n * Create a complete PlayerState from archetype and player index\n */\nexport function createPlayerFromArchetype(\n archetype: PlayerArchetype,\n playerIndex: number,\n): PlayerState {\n const archetypeData = PLAYER_ARCHETYPES_DATA[archetype];\n\n const basePosition: Position = {\n x: playerIndex === 0 ? 300 : 500,\n y: 400,\n };\n\n return {\n id: `player_${playerIndex + 1}`,\n name: archetypeData.name,\n archetype,\n\n // Physical attributes loaded from archetype defaults\n physicalAttributes: getArchetypePhysicalAttributes(archetype),\n\n // Combat stats\n health: archetypeData.baseHealth,\n maxHealth: archetypeData.baseHealth,\n bodyPartHealth: { ...DEFAULT_BODY_PART_HEALTH },\n bodyPartMaxHealth: { ...DEFAULT_BODY_PART_MAX_HEALTH },\n ki: archetypeData.baseKi,\n maxKi: archetypeData.baseKi,\n stamina: archetypeData.baseStamina,\n maxStamina: archetypeData.baseStamina,\n energy: 100,\n maxEnergy: 100,\n\n // Combat attributes\n attackPower: archetypeData.stats.attackPower,\n defense: archetypeData.stats.defense,\n speed: archetypeData.stats.speed,\n technique: archetypeData.stats.technique,\n pain: 0,\n consciousness: 100,\n balance: 100,\n momentum: 0,\n\n // Combat state\n currentStance: archetypeData.coreStance,\n combatState: CombatState.IDLE,\n position: basePosition,\n // Default to orthodox/southpaw stance\n // Player 1 starts orthodox, Player 2 starts southpaw for facing each other\n stanceSide: playerIndex === 0 ? \"orthodox\" : \"southpaw\",\n isBlocking: false,\n isStunned: false,\n isCountering: false,\n lastActionTime: 0,\n recoveryTime: 0,\n lastStanceChangeTime: 0,\n\n // Status and effects\n statusEffects: [],\n activeEffects: [],\n\n // Vital points state\n vitalPoints: [],\n\n // Match statistics\n totalDamageReceived: 0,\n totalDamageDealt: 0,\n hitsTaken: 0,\n hitsLanded: 0,\n perfectStrikes: 0,\n vitalPointHits: 0,\n };\n}\n\n/**\n * Update player state with partial updates\n */\nexport function updatePlayerState(\n player: PlayerState,\n updates: Partial<PlayerState>,\n): PlayerState {\n return {\n ...player,\n ...updates,\n // Ensure vital constraints\n health: Math.max(\n 0,\n Math.min(updates.health ?? player.health, player.maxHealth),\n ),\n ki: Math.max(0, Math.min(updates.ki ?? player.ki, player.maxKi)),\n stamina: Math.max(\n 0,\n Math.min(updates.stamina ?? player.stamina, player.maxStamina),\n ),\n consciousness: Math.max(\n 0,\n Math.min(updates.consciousness ?? player.consciousness, 100),\n ),\n balance: Math.max(0, Math.min(updates.balance ?? player.balance, 100)),\n };\n}\n\n/**\n * Apply damage to player\n */\nexport function applyDamage(\n player: PlayerState,\n damage: number,\n _damageType?: string, // Fix: Add underscore for unused parameter\n): PlayerState {\n const newHealth = Math.max(0, player.health - damage);\n const isKnockedOut = newHealth <= 0;\n\n return updatePlayerState(player, {\n health: newHealth,\n totalDamageReceived: player.totalDamageReceived + damage,\n hitsTaken: player.hitsTaken + 1,\n combatState: isKnockedOut ? CombatState.STUNNED : player.combatState,\n consciousness: isKnockedOut ? 0 : player.consciousness,\n });\n}\n\n/**\n * Apply status effect to player\n */\nexport function applyStatusEffect(\n player: PlayerState,\n effect: StatusEffect,\n): PlayerState {\n const existingEffectIndex = player.statusEffects.findIndex(\n (e) => e.type === effect.type && !e.stackable,\n );\n\n let newEffects: StatusEffect[];\n if (existingEffectIndex >= 0 && !effect.stackable) {\n // Replace existing non-stackable effect\n newEffects = [...player.statusEffects];\n newEffects[existingEffectIndex] = effect;\n } else {\n // Add new effect\n newEffects = [...player.statusEffects, effect];\n }\n\n return updatePlayerState(player, {\n statusEffects: newEffects,\n activeEffects: [...player.activeEffects, effect.type],\n });\n}\n\n/**\n * Get vital point by ID (fix return type)\n */\nexport function getVitalPointByOnPlayerId(\n player: PlayerState,\n vitalPointId: string,\n): {\n readonly id: string;\n readonly isHit: boolean;\n readonly damage: number;\n readonly lastHitTime: number;\n} | null {\n return player.vitalPoints.find((vp) => vp.id === vitalPointId) ?? null;\n}\n\n/**\n * Check if player can act\n */\nexport function canPlayerAct(player: PlayerState): boolean {\n if (player.health <= 0) return false;\n if (player.consciousness <= 0) return false;\n if (player.combatState === CombatState.STUNNED) return false;\n if (player.isStunned) return false;\n return true;\n}\n\n/**\n * Get player's current stance effectiveness against opponent\n */\nexport function getStanceEffectiveness(\n _playerStance: TrigramStance, // Fix: Add underscore to unused parameter\n _opponentStance: TrigramStance, // Fix: Add underscore to unused parameter\n): number {\n // Basic implementation - could be enhanced with stance matrix\n return 1.0;\n}\n\n/**\n * Check if player has enough resources for action\n */\nexport function hasEnoughResources(\n player: PlayerState,\n kiCost: number,\n staminaCost: number,\n): boolean {\n return player.ki >= kiCost && player.stamina >= staminaCost;\n}\n\n/**\n * Get player archetype bonuses\n */\nexport function getArchetypeBonuses(archetype: PlayerArchetype): {\n attackBonus: number;\n defenseBonus: number;\n speedBonus: number;\n techniqueBonus: number;\n} {\n const data = PLAYER_ARCHETYPES_DATA[archetype];\n return {\n attackBonus: data.stats.attackPower * 0.1,\n defenseBonus: data.stats.defense * 0.1,\n speedBonus: data.stats.speed * 0.1,\n techniqueBonus: data.stats.technique * 0.1,\n };\n}\n\n/**\n * Calculate player's current combat effectiveness\n */\nexport function calculateCombatEffectiveness(player: PlayerState): number {\n const healthFactor = player.health / player.maxHealth;\n const staminaFactor = player.stamina / player.maxStamina;\n const consciousnessFactor = player.consciousness / 100;\n const balanceFactor = player.balance / 100;\n\n return (\n (healthFactor + staminaFactor + consciousnessFactor + balanceFactor) / 4\n );\n}\n\n/**\n * Remove expired status effects\n */\nexport function updateStatusEffects(\n player: PlayerState,\n currentTime: number,\n): PlayerState {\n const activeEffects = player.statusEffects.filter(\n (effect) => effect.endTime > currentTime,\n );\n\n return updatePlayerState(player, {\n statusEffects: activeEffects,\n activeEffects: activeEffects.map((e) => e.type),\n });\n}\n\n/**\n * Reset player to starting state\n */\nexport function resetPlayerState(\n archetype: PlayerArchetype,\n playerIndex: number,\n): PlayerState {\n return createPlayerFromArchetype(archetype, playerIndex);\n}\n\n/**\n * Get archetype asset paths (image, theme music, etc.)\n *\n * Note: PlayerArchetype enum values are already lowercase (e.g., MUSA = \"musa\"),\n * so the toLowerCase() call is defensive programming for type safety.\n */\nexport function getArchetypeAssets(archetype: PlayerArchetype): {\n readonly id: string;\n readonly image: string;\n readonly theme: string;\n readonly themeId: string;\n readonly name_korean: string;\n readonly name_english: string;\n readonly textureKey: string;\n} {\n const archetypeId = archetype.toLowerCase();\n const asset = ARCHETYPE_ASSETS[archetypeId as keyof typeof ARCHETYPE_ASSETS];\n\n if (!asset) {\n console.warn(`No assets found for archetype: ${archetype}`);\n return {\n id: \"unknown\",\n image: \"/assets/visual/logo/black-trigram-256.png\",\n theme: \"/assets/audio/music/intro_theme.mp3\",\n themeId: \"intro_theme\",\n name_korean: \"알 수 없음\",\n name_english: \"Unknown\",\n textureKey: archetype,\n };\n }\n\n return asset;\n}\n\n/**\n * Initialize body facing for a player based on opponent position\n *\n * Calculates initial facing angle to point toward opponent.\n *\n * @param playerPosition - Player's position\n * @param opponentPosition - Opponent's position\n * @returns Initial BodyFacing state\n * @korean 몸향하기초기화\n *\n * @example\n * ```typescript\n * const player = {\n * ...basePlayer,\n * bodyFacing: initializeBodyFacing(\n * { x: 300, y: 400 },\n * { x: 500, y: 400 }\n * ),\n * };\n * ```\n */\nexport function initializeBodyFacing(\n playerPosition: Position,\n opponentPosition: Position,\n): BodyFacing {\n // Calculate initial angle to face opponent\n const initialAngle = calculateAngleToTarget(playerPosition, opponentPosition);\n\n return createDefaultBodyFacing(initialAngle);\n}\n\n/**\n * Toggle the player's stance side (orthodox ↔ southpaw)\n *\n * Switches between orthodox (left foot forward) and southpaw (right foot forward).\n * This is used when executing stance switches or certain techniques.\n *\n * @param player - Current player state\n * @returns Updated player state with toggled stance side\n * @korean 자세측면전환\n *\n * @example\n * ```typescript\n * // Switch from orthodox to southpaw\n * const newState = toggleStanceSide(player);\n * // newState.stanceSide === 'southpaw'\n * ```\n */\nexport function toggleStanceSide(player: PlayerState): PlayerState {\n const newStanceSide = player.stanceSide === \"orthodox\" ? \"southpaw\" : \"orthodox\";\n\n return {\n ...player,\n stanceSide: newStanceSide,\n };\n}\n\n/**\n * Get the lead foot from stance side, defaulting to orthodox if not set\n *\n * @param player - Player state\n * @returns Lead foot ('left' for orthodox, 'right' for southpaw)\n * @korean 자세측면에서선발발가져오기\n */\nexport function getPlayerLeadFoot(player: PlayerState): \"left\" | \"right\" {\n return player.stanceSide === \"southpaw\" ? \"right\" : \"left\"; // Default to orthodox\n}\n\n/**\n * Get the rear (power) foot for a player\n *\n * @param player - Player state\n * @returns Rear foot ('right' for orthodox, 'left' for southpaw)\n * @korean 후발발가져오기\n */\nexport function getPlayerRearFoot(player: PlayerState): \"left\" | \"right\" {\n return player.stanceSide === \"southpaw\" ? \"left\" : \"right\";\n}\n"],"mappings":";;;;;;;;;;;;;;;;AAwBA,IAAM,2BAA2C;EAC9C,SAAS,OAAO;EAChB,SAAS,OAAO;EAChB,SAAS,cAAc;EACvB,SAAS,cAAc;EACvB,SAAS,WAAW;EACpB,SAAS,YAAY;EACrB,SAAS,WAAW;EACpB,SAAS,YAAY;CACvB;;;;;AAMD,IAAM,+BAAkD;EACrD,SAAS,OAAO;EAChB,SAAS,OAAO;EAChB,SAAS,cAAc;EACvB,SAAS,cAAc;EACvB,SAAS,WAAW;EACpB,SAAS,YAAY;EACrB,SAAS,WAAW;EACpB,SAAS,YAAY;CACvB;;;;AAKD,SAAgB,0BACd,WACA,aACa;CACb,MAAM,gBAAgB,uBAAuB;CAE7C,MAAM,eAAyB;EAC7B,GAAG,gBAAgB,IAAI,MAAM;EAC7B,GAAG;EACJ;AAED,QAAO;EACL,IAAI,UAAU,cAAc;EAC5B,MAAM,cAAc;EACpB;EAGA,oBAAoB,+BAA+B,UAAU;EAG7D,QAAQ,cAAc;EACtB,WAAW,cAAc;EACzB,gBAAgB,EAAE,GAAG,0BAA0B;EAC/C,mBAAmB,EAAE,GAAG,8BAA8B;EACtD,IAAI,cAAc;EAClB,OAAO,cAAc;EACrB,SAAS,cAAc;EACvB,YAAY,cAAc;EAC1B,QAAQ;EACR,WAAW;EAGX,aAAa,cAAc,MAAM;EACjC,SAAS,cAAc,MAAM;EAC7B,OAAO,cAAc,MAAM;EAC3B,WAAW,cAAc,MAAM;EAC/B,MAAM;EACN,eAAe;EACf,SAAS;EACT,UAAU;EAGV,eAAe,cAAc;EAC7B,aAAa,YAAY;EACzB,UAAU;EAGV,YAAY,gBAAgB,IAAI,aAAa;EAC7C,YAAY;EACZ,WAAW;EACX,cAAc;EACd,gBAAgB;EAChB,cAAc;EACd,sBAAsB;EAGtB,eAAe,EAAE;EACjB,eAAe,EAAE;EAGjB,aAAa,EAAE;EAGf,qBAAqB;EACrB,kBAAkB;EAClB,WAAW;EACX,YAAY;EACZ,gBAAgB;EAChB,gBAAgB;EACjB;;;;;AAMH,SAAgB,kBACd,QACA,SACa;AACb,QAAO;EACL,GAAG;EACH,GAAG;EAEH,QAAQ,KAAK,IACX,GACA,KAAK,IAAI,QAAQ,UAAU,OAAO,QAAQ,OAAO,UAAU,CAC5D;EACD,IAAI,KAAK,IAAI,GAAG,KAAK,IAAI,QAAQ,MAAM,OAAO,IAAI,OAAO,MAAM,CAAC;EAChE,SAAS,KAAK,IACZ,GACA,KAAK,IAAI,QAAQ,WAAW,OAAO,SAAS,OAAO,WAAW,CAC/D;EACD,eAAe,KAAK,IAClB,GACA,KAAK,IAAI,QAAQ,iBAAiB,OAAO,eAAe,IAAI,CAC7D;EACD,SAAS,KAAK,IAAI,GAAG,KAAK,IAAI,QAAQ,WAAW,OAAO,SAAS,IAAI,CAAC;EACvE;;;;;AAMH,SAAgB,YACd,QACA,QACA,aACa;CACb,MAAM,YAAY,KAAK,IAAI,GAAG,OAAO,SAAS,OAAO;CACrD,MAAM,eAAe,aAAa;AAElC,QAAO,kBAAkB,QAAQ;EAC/B,QAAQ;EACR,qBAAqB,OAAO,sBAAsB;EAClD,WAAW,OAAO,YAAY;EAC9B,aAAa,eAAe,YAAY,UAAU,OAAO;EACzD,eAAe,eAAe,IAAI,OAAO;EAC1C,CAAC;;;;;AAMJ,SAAgB,kBACd,QACA,QACa;CACb,MAAM,sBAAsB,OAAO,cAAc,WAC9C,MAAM,EAAE,SAAS,OAAO,QAAQ,CAAC,EAAE,UACrC;CAED,IAAI;AACJ,KAAI,uBAAuB,KAAK,CAAC,OAAO,WAAW;AAEjD,eAAa,CAAC,GAAG,OAAO,cAAc;AACtC,aAAW,uBAAuB;OAGlC,cAAa,CAAC,GAAG,OAAO,eAAe,OAAO;AAGhD,QAAO,kBAAkB,QAAQ;EAC/B,eAAe;EACf,eAAe,CAAC,GAAG,OAAO,eAAe,OAAO,KAAK;EACtD,CAAC;;;;;AAMJ,SAAgB,0BACd,QACA,cAMO;AACP,QAAO,OAAO,YAAY,MAAM,OAAO,GAAG,OAAO,aAAa,IAAI;;;;;AAMpE,SAAgB,aAAa,QAA8B;AACzD,KAAI,OAAO,UAAU,EAAG,QAAO;AAC/B,KAAI,OAAO,iBAAiB,EAAG,QAAO;AACtC,KAAI,OAAO,gBAAgB,YAAY,QAAS,QAAO;AACvD,KAAI,OAAO,UAAW,QAAO;AAC7B,QAAO;;;;;AAMT,SAAgB,uBACd,eACA,iBACQ;AAER,QAAO;;;;;AAMT,SAAgB,mBACd,QACA,QACA,aACS;AACT,QAAO,OAAO,MAAM,UAAU,OAAO,WAAW;;;;;AAMlD,SAAgB,oBAAoB,WAKlC;CACA,MAAM,OAAO,uBAAuB;AACpC,QAAO;EACL,aAAa,KAAK,MAAM,cAAc;EACtC,cAAc,KAAK,MAAM,UAAU;EACnC,YAAY,KAAK,MAAM,QAAQ;EAC/B,gBAAgB,KAAK,MAAM,YAAY;EACxC;;;;;AAMH,SAAgB,6BAA6B,QAA6B;CACxE,MAAM,eAAe,OAAO,SAAS,OAAO;CAC5C,MAAM,gBAAgB,OAAO,UAAU,OAAO;CAC9C,MAAM,sBAAsB,OAAO,gBAAgB;CACnD,MAAM,gBAAgB,OAAO,UAAU;AAEvC,SACG,eAAe,gBAAgB,sBAAsB,iBAAiB;;;;;AAO3E,SAAgB,oBACd,QACA,aACa;CACb,MAAM,gBAAgB,OAAO,cAAc,QACxC,WAAW,OAAO,UAAU,YAC9B;AAED,QAAO,kBAAkB,QAAQ;EAC/B,eAAe;EACf,eAAe,cAAc,KAAK,MAAM,EAAE,KAAK;EAChD,CAAC;;;;;AAMJ,SAAgB,iBACd,WACA,aACa;AACb,QAAO,0BAA0B,WAAW,YAAY;;;;;;;;AAS1D,SAAgB,mBAAmB,WAQjC;CAEA,MAAM,QAAQ,iBADM,UAAU,aAAa;AAG3C,KAAI,CAAC,OAAO;AACV,UAAQ,KAAK,kCAAkC,YAAY;AAC3D,SAAO;GACL,IAAI;GACJ,OAAO;GACP,OAAO;GACP,SAAS;GACT,aAAa;GACb,cAAc;GACd,YAAY;GACb;;AAGH,QAAO;;;;;;;;;;;;;;;;;;;;;;;AAwBT,SAAgB,qBACd,gBACA,kBACY;AAIZ,QAAO,wBAFc,uBAAuB,gBAAgB,iBAAiB,CAEjC;;;;;;;;;;;;;;;;;;;AAoB9C,SAAgB,iBAAiB,QAAkC;CACjE,MAAM,gBAAgB,OAAO,eAAe,aAAa,aAAa;AAEtE,QAAO;EACL,GAAG;EACH,YAAY;EACb;;;;;;;;;AAUH,SAAgB,kBAAkB,QAAuC;AACvE,QAAO,OAAO,eAAe,aAAa,UAAU;;;;;;;;;AAUtD,SAAgB,kBAAkB,QAAuC;AACvE,QAAO,OAAO,eAAe,aAAa,SAAS"}
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* Responsive Layout Utility Functions
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* Helper functions for responsive layout calculations and touch target validation
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export declare function calculateSafePosition(value: number, safeAreaInset: number): number;
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export declare function calculateHUDHeight(viewportWidth: number, isLandscape: boolean): number;
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export declare function calculateControlsHeight(isMobile: boolean, isLandscape: boolean): number;
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export declare function calculateSpacing(isMobile: boolean, density?: 'compact' | 'normal' | 'spacious'): number;
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*
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*/
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export declare function calculateProgressBarSize(isMobile: boolean, type: 'health' | 'ki' | 'stamina'): {
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height: number;
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};
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*
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export declare function getStanceSelectorLayout(isMobile: boolean, isLandscape: boolean): {
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columns: number;
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};
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/**
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* Resolution breakpoints for responsive design
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*/
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export interface ResolutionBreakpoints {
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readonly mobile: number;
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}
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/**
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*/
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export declare const BREAKPOINTS: ResolutionBreakpoints;
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/**
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*
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*
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* @example
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* ```typescript
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* const fontSize = getResponsiveSize(1024, { mobile: 12, tablet: 14, desktop: 16 });
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* // Returns ~13.3 (interpolated between mobile and tablet)
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* ```
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*/
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export declare function getResponsiveSize(width: number, sizes: {
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mobile: number;
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tablet: number;
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desktop: number;
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}): number;
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/**
|
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* Calculate HUD height as percentage of screen height
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* Ensures minimum and maximum bounds for usability
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*
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* @param height - Screen height in pixels
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*
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* @example
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* ```typescript
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* const hudHeight = getHUDHeight(1080, 0.08); // ~86px (8% of 1080)
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* const tooSmall = getHUDHeight(400, 0.08); // 40px (minimum applied)
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* ```
|
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*/
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export declare function getHUDHeight(height: number, percentage: number): number;
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/**
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* Calculate padding based on resolution
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*
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* @param width - Screen width in pixels
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* @returns Padding value in pixels
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*
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* @example
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* ```typescript
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* const padding = getResponsivePadding(375); // 8px (mobile)
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* const padding = getResponsivePadding(1920); // 16px (desktop)
|
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* ```
|
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*/
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|
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export declare function getResponsivePadding(width: number): number;
|
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/**
|
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|
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* Calculate font size based on resolution
|
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|
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*
|
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* @param width - Screen width in pixels
|
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|
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* @returns Font size in pixels
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|
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*
|
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* @example
|
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|
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* ```typescript
|
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|
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* const fontSize = getResponsiveFontSize(375); // 12px (mobile)
|
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|
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* const fontSize = getResponsiveFontSize(1920); // 16px (desktop)
|
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|
+
* ```
|
|
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|
+
*/
|
|
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|
+
export declare function getResponsiveFontSize(width: number): number;
|
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|
+
/**
|
|
192
|
+
* Determine if mobile controls should be shown
|
|
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|
+
* NOTE: This is the ONLY valid use of isMobile prop
|
|
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|
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*
|
|
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|
+
* @param width - Screen width in pixels
|
|
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|
+
* @param isMobile - Optional mobile device flag
|
|
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|
+
* @returns Whether to show mobile controls
|
|
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|
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*
|
|
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|
+
* @example
|
|
200
|
+
* ```typescript
|
|
201
|
+
* const showControls = shouldShowMobileControls(500, false); // true (narrow screen)
|
|
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|
+
* const showControls = shouldShowMobileControls(1920, false); // false (wide screen)
|
|
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|
+
* const showControls = shouldShowMobileControls(1920, true); // true (mobile device)
|
|
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|
+
* ```
|
|
205
|
+
*/
|
|
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|
+
export declare function shouldShowMobileControls(width: number, isMobile?: boolean): boolean;
|
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|
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//# sourceMappingURL=responsiveLayout.d.ts.map
|
|
@@ -0,0 +1 @@
|
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|
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{"version":3,"file":"responsiveLayout.d.ts","sourceRoot":"","sources":["../../src/utils/responsiveLayout.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AAEH;;GAEG;AACH,eAAO,MAAM,qBAAqB,KAAK,CAAC;AAExC;;;;;;;;;;;;;GAaG;AACH,wBAAgB,kBAAkB,CAChC,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,OAAO,GAAE,MAA8B,GACtC,OAAO,CAET;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,iBAAiB,CAC/B,aAAa,EAAE,MAAM,EACrB,QAAQ,GAAE,MAAW,EACrB,OAAO,GAAE,MAAW,GACnB,MAAM,CAUR;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,qBAAqB,CACnC,KAAK,EAAE,MAAM,EACb,aAAa,EAAE,MAAM,GACpB,MAAM,CAER;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,kBAAkB,CAChC,aAAa,EAAE,MAAM,EACrB,WAAW,EAAE,OAAO,GACnB,MAAM,CAgBR;AAED;;;;;;GAMG;AACH,wBAAgB,uBAAuB,CACrC,QAAQ,EAAE,OAAO,EACjB,WAAW,EAAE,OAAO,GACnB,MAAM,CAUR;AAED;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAC9B,QAAQ,EAAE,OAAO,EACjB,OAAO,GAAE,SAAS,GAAG,QAAQ,GAAG,UAAqB,GACpD,MAAM,CAYR;AAED;;;;;;;GAOG;AACH,wBAAgB,wBAAwB,CACtC,QAAQ,EAAE,OAAO,EACjB,IAAI,EAAE,QAAQ,GAAG,IAAI,GAAG,SAAS,GAChC;IAAE,KAAK,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAA;CAAE,CAgBnC;AAED;;;;;;GAMG;AACH,wBAAgB,uBAAuB,CACrC,QAAQ,EAAE,OAAO,EACjB,WAAW,EAAE,OAAO,GACnB;IAAE,OAAO,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;CAAE,CAYhD;AAED;;;GAGG;AACH,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED;;GAEG;AACH,eAAO,MAAM,WAAW,EAAE,qBAKxB,CAAC;AAEH;;;;;;;;;;;;;GAaG;AACH,wBAAgB,iBAAiB,CAC/B,KAAK,EAAE,MAAM,EACb,KAAK,EAAE;IAAE,MAAM,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,MAAM,CAAA;CAAE,GACzD,MAAM,CAaR;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,GAAG,MAAM,CAEvE;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAE1D;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,qBAAqB,CAAC,KAAK,EAAE,MAAM,GAAG,MAAM,CAE3D;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,MAAM,EAAE,QAAQ,GAAE,OAAe,GAAG,OAAO,CAE1F"}
|
|
@@ -0,0 +1,114 @@
|
|
|
1
|
+
//#region src/utils/responsiveLayout.ts
|
|
2
|
+
/**
|
|
3
|
+
* Standard breakpoints for responsive sizing
|
|
4
|
+
*/
|
|
5
|
+
var BREAKPOINTS = Object.freeze({
|
|
6
|
+
mobile: 768,
|
|
7
|
+
tablet: 1280,
|
|
8
|
+
desktop: 1920,
|
|
9
|
+
ultrawide: 2560
|
|
10
|
+
});
|
|
11
|
+
/**
|
|
12
|
+
* Get responsive size based on screen width
|
|
13
|
+
* Scales linearly between breakpoints
|
|
14
|
+
*
|
|
15
|
+
* @param width - Screen width in pixels
|
|
16
|
+
* @param sizes - Size values at each breakpoint
|
|
17
|
+
* @returns Interpolated size value
|
|
18
|
+
*
|
|
19
|
+
* @example
|
|
20
|
+
* ```typescript
|
|
21
|
+
* const fontSize = getResponsiveSize(1024, { mobile: 12, tablet: 14, desktop: 16 });
|
|
22
|
+
* // Returns ~13.3 (interpolated between mobile and tablet)
|
|
23
|
+
* ```
|
|
24
|
+
*/
|
|
25
|
+
function getResponsiveSize(width, sizes) {
|
|
26
|
+
if (width < BREAKPOINTS.mobile) return sizes.mobile;
|
|
27
|
+
if (width < BREAKPOINTS.tablet) {
|
|
28
|
+
const ratio = (width - BREAKPOINTS.mobile) / (BREAKPOINTS.tablet - BREAKPOINTS.mobile);
|
|
29
|
+
return sizes.mobile + (sizes.tablet - sizes.mobile) * ratio;
|
|
30
|
+
}
|
|
31
|
+
if (width < BREAKPOINTS.desktop) {
|
|
32
|
+
const ratio = (width - BREAKPOINTS.tablet) / (BREAKPOINTS.desktop - BREAKPOINTS.tablet);
|
|
33
|
+
return sizes.tablet + (sizes.desktop - sizes.tablet) * ratio;
|
|
34
|
+
}
|
|
35
|
+
return sizes.desktop;
|
|
36
|
+
}
|
|
37
|
+
/**
|
|
38
|
+
* Calculate HUD height as percentage of screen height
|
|
39
|
+
* Ensures minimum and maximum bounds for usability
|
|
40
|
+
*
|
|
41
|
+
* @param height - Screen height in pixels
|
|
42
|
+
* @param percentage - Target percentage (0.0 - 1.0)
|
|
43
|
+
* @returns Calculated HUD height with bounds applied
|
|
44
|
+
*
|
|
45
|
+
* @example
|
|
46
|
+
* ```typescript
|
|
47
|
+
* const hudHeight = getHUDHeight(1080, 0.08); // ~86px (8% of 1080)
|
|
48
|
+
* const tooSmall = getHUDHeight(400, 0.08); // 40px (minimum applied)
|
|
49
|
+
* const tooLarge = getHUDHeight(3000, 0.08); // 120px (maximum applied)
|
|
50
|
+
* ```
|
|
51
|
+
*/
|
|
52
|
+
function getHUDHeight(height, percentage) {
|
|
53
|
+
return Math.max(40, Math.min(120, height * percentage));
|
|
54
|
+
}
|
|
55
|
+
/**
|
|
56
|
+
* Calculate padding based on resolution
|
|
57
|
+
*
|
|
58
|
+
* @param width - Screen width in pixels
|
|
59
|
+
* @returns Padding value in pixels
|
|
60
|
+
*
|
|
61
|
+
* @example
|
|
62
|
+
* ```typescript
|
|
63
|
+
* const padding = getResponsivePadding(375); // 8px (mobile)
|
|
64
|
+
* const padding = getResponsivePadding(1920); // 16px (desktop)
|
|
65
|
+
* ```
|
|
66
|
+
*/
|
|
67
|
+
function getResponsivePadding(width) {
|
|
68
|
+
return getResponsiveSize(width, {
|
|
69
|
+
mobile: 8,
|
|
70
|
+
tablet: 12,
|
|
71
|
+
desktop: 16
|
|
72
|
+
});
|
|
73
|
+
}
|
|
74
|
+
/**
|
|
75
|
+
* Calculate font size based on resolution
|
|
76
|
+
*
|
|
77
|
+
* @param width - Screen width in pixels
|
|
78
|
+
* @returns Font size in pixels
|
|
79
|
+
*
|
|
80
|
+
* @example
|
|
81
|
+
* ```typescript
|
|
82
|
+
* const fontSize = getResponsiveFontSize(375); // 12px (mobile)
|
|
83
|
+
* const fontSize = getResponsiveFontSize(1920); // 16px (desktop)
|
|
84
|
+
* ```
|
|
85
|
+
*/
|
|
86
|
+
function getResponsiveFontSize(width) {
|
|
87
|
+
return getResponsiveSize(width, {
|
|
88
|
+
mobile: 12,
|
|
89
|
+
tablet: 14,
|
|
90
|
+
desktop: 16
|
|
91
|
+
});
|
|
92
|
+
}
|
|
93
|
+
/**
|
|
94
|
+
* Determine if mobile controls should be shown
|
|
95
|
+
* NOTE: This is the ONLY valid use of isMobile prop
|
|
96
|
+
*
|
|
97
|
+
* @param width - Screen width in pixels
|
|
98
|
+
* @param isMobile - Optional mobile device flag
|
|
99
|
+
* @returns Whether to show mobile controls
|
|
100
|
+
*
|
|
101
|
+
* @example
|
|
102
|
+
* ```typescript
|
|
103
|
+
* const showControls = shouldShowMobileControls(500, false); // true (narrow screen)
|
|
104
|
+
* const showControls = shouldShowMobileControls(1920, false); // false (wide screen)
|
|
105
|
+
* const showControls = shouldShowMobileControls(1920, true); // true (mobile device)
|
|
106
|
+
* ```
|
|
107
|
+
*/
|
|
108
|
+
function shouldShowMobileControls(width, isMobile = false) {
|
|
109
|
+
return isMobile || width < BREAKPOINTS.mobile;
|
|
110
|
+
}
|
|
111
|
+
//#endregion
|
|
112
|
+
export { BREAKPOINTS, getHUDHeight, getResponsiveFontSize, getResponsivePadding, getResponsiveSize, shouldShowMobileControls };
|
|
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|
+
|
|
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|
+
//# sourceMappingURL=responsiveLayout.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"responsiveLayout.js","names":[],"sources":["../../src/utils/responsiveLayout.ts"],"sourcesContent":["/**\n * Responsive Layout Utility Functions\n * \n * Helper functions for responsive layout calculations and touch target validation\n * \n * @module utils/responsiveLayout\n * @category Mobile UI\n * @korean 반응형레이아웃유틸\n */\n\n/**\n * Minimum touch target size according to iOS Human Interface Guidelines\n */\nexport const MIN_TOUCH_TARGET_SIZE = 44;\n\n/**\n * Validate if an element meets minimum touch target requirements\n * \n * @param width - Element width in pixels\n * @param height - Element height in pixels\n * @param minSize - Minimum size (default: 44px iOS guideline)\n * @returns True if element meets minimum requirements\n * \n * @example\n * ```typescript\n * const isValid = isValidTouchTarget(50, 50); // true\n * const isTooSmall = isValidTouchTarget(30, 30); // false\n * ```\n */\nexport function isValidTouchTarget(\n width: number,\n height: number,\n minSize: number = MIN_TOUCH_TARGET_SIZE\n): boolean {\n return width >= minSize && height >= minSize;\n}\n\n/**\n * Calculate optimal font size for given viewport width\n * Ensures minimum readable font sizes on mobile\n * \n * @param viewportWidth - Viewport width in pixels\n * @param baseSize - Base font size for desktop (default: 16)\n * @param minSize - Minimum font size for mobile (default: 14)\n * @returns Calculated font size in pixels\n * \n * @example\n * ```typescript\n * const fontSize = calculateFontSize(375, 16, 14); // 14px for mobile\n * const fontSize = calculateFontSize(1920, 16, 14); // 16px for desktop\n * ```\n */\nexport function calculateFontSize(\n viewportWidth: number,\n baseSize: number = 16,\n minSize: number = 14\n): number {\n if (viewportWidth < 768) {\n // Mobile: use minimum size or scale down slightly\n return Math.max(minSize, Math.floor(baseSize * 0.875));\n } else if (viewportWidth < 1024) {\n // Tablet: scale proportionally\n return Math.max(minSize, Math.floor(baseSize * 0.9375));\n }\n // Desktop: use base size\n return baseSize;\n}\n\n/**\n * Calculate element position within safe area\n * Ensures elements don't overlap notch or home indicator\n * \n * @param value - Position value in pixels\n * @param safeAreaInset - Safe area inset for that edge\n * @returns Adjusted position value\n * \n * @example\n * ```typescript\n * const top = calculateSafePosition(10, 44); // 54px (10 + 44)\n * const bottom = calculateSafePosition(20, 34); // 54px (20 + 34)\n * ```\n */\nexport function calculateSafePosition(\n value: number,\n safeAreaInset: number\n): number {\n return value + safeAreaInset;\n}\n\n/**\n * Calculate optimal HUD height for given viewport\n * Scales based on device type and orientation\n * \n * @param viewportWidth - Viewport width in pixels\n * @param isLandscape - Whether in landscape orientation\n * @returns HUD height in pixels\n * \n * @example\n * ```typescript\n * const hudHeight = calculateHUDHeight(375, false); // ~80px for mobile portrait\n * const hudHeight = calculateHUDHeight(667, true); // ~60px for mobile landscape\n * ```\n */\nexport function calculateHUDHeight(\n viewportWidth: number,\n isLandscape: boolean\n): number {\n const isMobile = viewportWidth < 768;\n const isSmallMobile = viewportWidth <= 375; // Changed to <= to match 375px iPhone SE\n\n if (isLandscape && isMobile) {\n // Landscape: minimize HUD to maximize gameplay area\n return isSmallMobile ? 60 : 70;\n }\n\n if (isMobile) {\n // Portrait mobile: compact but readable\n return isSmallMobile ? 80 : 95;\n }\n\n // Desktop/tablet: larger HUD with more information\n return 120;\n}\n\n/**\n * Calculate optimal control bar height for mobile\n * \n * @param isMobile - Whether on mobile device\n * @param isLandscape - Whether in landscape orientation\n * @returns Control bar height in pixels\n */\nexport function calculateControlsHeight(\n isMobile: boolean,\n isLandscape: boolean\n): number {\n if (!isMobile) {\n return 0; // Desktop uses keyboard\n }\n\n if (isLandscape) {\n return 100; // Minimal controls in landscape\n }\n\n return 130; // Full touch controls in portrait\n}\n\n/**\n * Calculate spacing between HUD elements\n * Ensures proper touch targets and visual hierarchy\n * \n * @param isMobile - Whether on mobile device\n * @param density - Spacing density ('compact' | 'normal' | 'spacious')\n * @returns Spacing value in pixels\n */\nexport function calculateSpacing(\n isMobile: boolean,\n density: 'compact' | 'normal' | 'spacious' = 'normal'\n): number {\n const baseSpacing = isMobile ? 8 : 12;\n\n switch (density) {\n case 'compact':\n return Math.floor(baseSpacing * 0.75);\n case 'spacious':\n return Math.ceil(baseSpacing * 1.5);\n case 'normal':\n default:\n return baseSpacing;\n }\n}\n\n/**\n * Calculate optimal progress bar dimensions\n * Ensures bars are touch-friendly on mobile\n * \n * @param isMobile - Whether on mobile device\n * @param type - Bar type ('health' | 'ki' | 'stamina')\n * @returns Bar dimensions { width, height }\n */\nexport function calculateProgressBarSize(\n isMobile: boolean,\n type: 'health' | 'ki' | 'stamina'\n): { width: number; height: number } {\n if (isMobile) {\n // Mobile: touch-friendly sizes\n const height = type === 'health' ? 48 : 40; // Health bar larger\n return {\n width: 160,\n height,\n };\n }\n\n // Desktop: more detailed display\n const height = type === 'health' ? 55 : 45;\n return {\n width: 220,\n height,\n };\n}\n\n/**\n * Get optimal grid layout for trigram stance selector\n * \n * @param isMobile - Whether on mobile device\n * @param isLandscape - Whether in landscape orientation\n * @returns Grid configuration { columns, rows, gap }\n */\nexport function getStanceSelectorLayout(\n isMobile: boolean,\n isLandscape: boolean\n): { columns: number; rows: number; gap: number } {\n if (isMobile) {\n if (isLandscape) {\n // Landscape: horizontal layout\n return { columns: 4, rows: 2, gap: 8 };\n }\n // Portrait: compact grid\n return { columns: 4, rows: 2, gap: 10 };\n }\n\n // Desktop: spacious layout\n return { columns: 4, rows: 2, gap: 15 };\n}\n\n/**\n * Resolution breakpoints for responsive design\n * @korean 반응형 중단점\n */\nexport interface ResolutionBreakpoints {\n readonly mobile: number; // 768px\n readonly tablet: number; // 1280px\n readonly desktop: number; // 1920px\n readonly ultrawide: number; // 2560px\n}\n\n/**\n * Standard breakpoints for responsive sizing\n */\nexport const BREAKPOINTS: ResolutionBreakpoints = Object.freeze({\n mobile: 768,\n tablet: 1280,\n desktop: 1920,\n ultrawide: 2560,\n});\n\n/**\n * Get responsive size based on screen width\n * Scales linearly between breakpoints\n * \n * @param width - Screen width in pixels\n * @param sizes - Size values at each breakpoint\n * @returns Interpolated size value\n * \n * @example\n * ```typescript\n * const fontSize = getResponsiveSize(1024, { mobile: 12, tablet: 14, desktop: 16 });\n * // Returns ~13.3 (interpolated between mobile and tablet)\n * ```\n */\nexport function getResponsiveSize(\n width: number,\n sizes: { mobile: number; tablet: number; desktop: number }\n): number {\n if (width < BREAKPOINTS.mobile) {\n return sizes.mobile;\n }\n if (width < BREAKPOINTS.tablet) {\n const ratio = (width - BREAKPOINTS.mobile) / (BREAKPOINTS.tablet - BREAKPOINTS.mobile);\n return sizes.mobile + (sizes.tablet - sizes.mobile) * ratio;\n }\n if (width < BREAKPOINTS.desktop) {\n const ratio = (width - BREAKPOINTS.tablet) / (BREAKPOINTS.desktop - BREAKPOINTS.tablet);\n return sizes.tablet + (sizes.desktop - sizes.tablet) * ratio;\n }\n return sizes.desktop;\n}\n\n/**\n * Calculate HUD height as percentage of screen height\n * Ensures minimum and maximum bounds for usability\n * \n * @param height - Screen height in pixels\n * @param percentage - Target percentage (0.0 - 1.0)\n * @returns Calculated HUD height with bounds applied\n * \n * @example\n * ```typescript\n * const hudHeight = getHUDHeight(1080, 0.08); // ~86px (8% of 1080)\n * const tooSmall = getHUDHeight(400, 0.08); // 40px (minimum applied)\n * const tooLarge = getHUDHeight(3000, 0.08); // 120px (maximum applied)\n * ```\n */\nexport function getHUDHeight(height: number, percentage: number): number {\n return Math.max(40, Math.min(120, height * percentage));\n}\n\n/**\n * Calculate padding based on resolution\n * \n * @param width - Screen width in pixels\n * @returns Padding value in pixels\n * \n * @example\n * ```typescript\n * const padding = getResponsivePadding(375); // 8px (mobile)\n * const padding = getResponsivePadding(1920); // 16px (desktop)\n * ```\n */\nexport function getResponsivePadding(width: number): number {\n return getResponsiveSize(width, { mobile: 8, tablet: 12, desktop: 16 });\n}\n\n/**\n * Calculate font size based on resolution\n * \n * @param width - Screen width in pixels\n * @returns Font size in pixels\n * \n * @example\n * ```typescript\n * const fontSize = getResponsiveFontSize(375); // 12px (mobile)\n * const fontSize = getResponsiveFontSize(1920); // 16px (desktop)\n * ```\n */\nexport function getResponsiveFontSize(width: number): number {\n return getResponsiveSize(width, { mobile: 12, tablet: 14, desktop: 16 });\n}\n\n/**\n * Determine if mobile controls should be shown\n * NOTE: This is the ONLY valid use of isMobile prop\n * \n * @param width - Screen width in pixels\n * @param isMobile - Optional mobile device flag\n * @returns Whether to show mobile controls\n * \n * @example\n * ```typescript\n * const showControls = shouldShowMobileControls(500, false); // true (narrow screen)\n * const showControls = shouldShowMobileControls(1920, false); // false (wide screen)\n * const showControls = shouldShowMobileControls(1920, true); // true (mobile device)\n * ```\n */\nexport function shouldShowMobileControls(width: number, isMobile: boolean = false): boolean {\n return isMobile || width < BREAKPOINTS.mobile;\n}\n"],"mappings":";;;;AA8OA,IAAa,cAAqC,OAAO,OAAO;CAC9D,QAAQ;CACR,QAAQ;CACR,SAAS;CACT,WAAW;CACZ,CAAC;;;;;;;;;;;;;;;AAgBF,SAAgB,kBACd,OACA,OACQ;AACR,KAAI,QAAQ,YAAY,OACtB,QAAO,MAAM;AAEf,KAAI,QAAQ,YAAY,QAAQ;EAC9B,MAAM,SAAS,QAAQ,YAAY,WAAW,YAAY,SAAS,YAAY;AAC/E,SAAO,MAAM,UAAU,MAAM,SAAS,MAAM,UAAU;;AAExD,KAAI,QAAQ,YAAY,SAAS;EAC/B,MAAM,SAAS,QAAQ,YAAY,WAAW,YAAY,UAAU,YAAY;AAChF,SAAO,MAAM,UAAU,MAAM,UAAU,MAAM,UAAU;;AAEzD,QAAO,MAAM;;;;;;;;;;;;;;;;;AAkBf,SAAgB,aAAa,QAAgB,YAA4B;AACvE,QAAO,KAAK,IAAI,IAAI,KAAK,IAAI,KAAK,SAAS,WAAW,CAAC;;;;;;;;;;;;;;AAezD,SAAgB,qBAAqB,OAAuB;AAC1D,QAAO,kBAAkB,OAAO;EAAE,QAAQ;EAAG,QAAQ;EAAI,SAAS;EAAI,CAAC;;;;;;;;;;;;;;AAezE,SAAgB,sBAAsB,OAAuB;AAC3D,QAAO,kBAAkB,OAAO;EAAE,QAAQ;EAAI,QAAQ;EAAI,SAAS;EAAI,CAAC;;;;;;;;;;;;;;;;;AAkB1E,SAAgB,yBAAyB,OAAe,WAAoB,OAAgB;AAC1F,QAAO,YAAY,QAAQ,YAAY"}
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