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 +1,125 @@
1
+ /**
2
+ * Shared physics configuration for Black Trigram screens.
3
+ *
4
+ * **Korean**: 공유 물리 설정
5
+ *
6
+ * This module provides shared physics configuration utilities to ensure
7
+ * consistent physics behavior, coordinate systems, and camera setup across
8
+ * TrainingScreen3D and CombatScreen3D.
9
+ *
10
+ * ## Synchronization Guarantees
11
+ *
12
+ * All screens using these utilities will have:
13
+ * - Identical camera FOV and positioning for same device types
14
+ * - Consistent arena bounds calculations
15
+ * - Same physics constants (acceleration, stamina regen, etc.)
16
+ * - Unified coordinate system (meter-based)
17
+ * - Matching movement speed and range calculations
18
+ *
19
+ * @module utils/sharedPhysicsConfig
20
+ * @category Physics
21
+ * @korean 공유물리설정
22
+ */
23
+ import { COMBAT_RANGES_METERS } from "../types/physicsConstants";
24
+ import { type ArenaConfiguration } from "./arenaWorldDimensions";
25
+ /**
26
+ * Camera configuration for 3D rendering.
27
+ *
28
+ * **Korean**: 카메라 설정
29
+ *
30
+ * @public
31
+ */
32
+ export interface CameraConfiguration {
33
+ /** Field of view in degrees */
34
+ readonly fov: number;
35
+ /** Camera position [x, y, z] in meters */
36
+ readonly position: readonly [number, number, number];
37
+ /** Near clipping plane */
38
+ readonly near: number;
39
+ /** Far clipping plane */
40
+ readonly far: number;
41
+ }
42
+ /**
43
+ * Complete physics configuration for a game screen.
44
+ *
45
+ * **Korean**: 물리 설정
46
+ *
47
+ * Includes all parameters needed to ensure consistent physics
48
+ * behavior across different screens and device types.
49
+ *
50
+ * @public
51
+ */
52
+ export interface PhysicsConfiguration {
53
+ /** Arena configuration with pixel and meter dimensions */
54
+ readonly arenaConfig: ArenaConfiguration;
55
+ /** Camera configuration for consistent perspective */
56
+ readonly cameraConfig: CameraConfiguration;
57
+ /** Base stamina regeneration rate (stamina/second) */
58
+ readonly staminaRegenRate: number;
59
+ /** Base movement acceleration (m/s²) */
60
+ readonly movementAcceleration: number;
61
+ /** Combat ranges in meters */
62
+ readonly combatRanges: typeof COMBAT_RANGES_METERS;
63
+ /** Pixels per meter ratio for this configuration */
64
+ readonly pixelsPerMeter: number;
65
+ }
66
+ /**
67
+ * Create camera configuration based on device type.
68
+ *
69
+ * Mobile devices get a tighter FOV and closer camera position
70
+ * for better framing of the smaller arena. Desktop gets a wider
71
+ * FOV and further camera for full arena view.
72
+ *
73
+ * **Korean**: 카메라 설정 생성
74
+ *
75
+ * @param isMobile - Whether the device is mobile
76
+ * @returns Camera configuration for device type
77
+ *
78
+ * @example
79
+ * ```typescript
80
+ * const mobile = createCameraConfig(true);
81
+ * // { fov: 55, position: [0, 6, 10], near: 0.1, far: 1000 }
82
+ *
83
+ * const desktop = createCameraConfig(false);
84
+ * // { fov: 60, position: [0, 8, 12], near: 0.1, far: 1000 }
85
+ * ```
86
+ *
87
+ * @public
88
+ */
89
+ export declare function createCameraConfig(isMobile: boolean): CameraConfiguration;
90
+ /**
91
+ * Create complete physics configuration for a screen.
92
+ *
93
+ * This is the primary function for setting up physics in both
94
+ * TrainingScreen3D and CombatScreen3D. It ensures consistent
95
+ * physics behavior by using the same calculations and constants.
96
+ *
97
+ * **Korean**: 물리 설정 생성
98
+ *
99
+ * @param screenWidth - Screen width in pixels
100
+ * @param screenHeight - Screen height in pixels
101
+ * @param topOffset - Pixels reserved at top (HUD, headers)
102
+ * @param bottomOffset - Pixels reserved at bottom (controls, footer)
103
+ * @param isMobile - Whether the device is mobile
104
+ * @returns Complete physics configuration
105
+ *
106
+ * @example
107
+ * ```typescript
108
+ * // Training screen
109
+ * const trainingPhysics = createPhysicsConfig(
110
+ * 1920, 1080, 60, 100, false
111
+ * );
112
+ *
113
+ * // Combat screen
114
+ * const combatPhysics = createPhysicsConfig(
115
+ * 1920, 1080, 60, 100, false
116
+ * );
117
+ *
118
+ * // Both have identical physics configuration
119
+ * trainingPhysics.pixelsPerMeter === combatPhysics.pixelsPerMeter; // true
120
+ * ```
121
+ *
122
+ * @public
123
+ */
124
+ export declare function createPhysicsConfig(screenWidth: number, screenHeight: number, topOffset: number, bottomOffset: number, isMobile: boolean): PhysicsConfiguration;
125
+ //# sourceMappingURL=sharedPhysicsConfig.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sharedPhysicsConfig.d.ts","sourceRoot":"","sources":["../../src/utils/sharedPhysicsConfig.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAGL,oBAAoB,EACrB,MAAM,0BAA0B,CAAC;AAClC,OAAO,EAEL,KAAK,kBAAkB,EACxB,MAAM,wBAAwB,CAAC;AAEhC;;;;;;GAMG;AACH,MAAM,WAAW,mBAAmB;IAClC,+BAA+B;IAC/B,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;IACrB,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACrD,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,yBAAyB;IACzB,QAAQ,CAAC,GAAG,EAAE,MAAM,CAAC;CACtB;AAED;;;;;;;;;GASG;AACH,MAAM,WAAW,oBAAoB;IACnC,0DAA0D;IAC1D,QAAQ,CAAC,WAAW,EAAE,kBAAkB,CAAC;IACzC,sDAAsD;IACtD,QAAQ,CAAC,YAAY,EAAE,mBAAmB,CAAC;IAC3C,sDAAsD;IACtD,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,wCAAwC;IACxC,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,8BAA8B;IAC9B,QAAQ,CAAC,YAAY,EAAE,OAAO,oBAAoB,CAAC;IACnD,oDAAoD;IACpD,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;CACjC;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,kBAAkB,CAAC,QAAQ,EAAE,OAAO,GAAG,mBAAmB,CAgBzE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,wBAAgB,mBAAmB,CACjC,WAAW,EAAE,MAAM,EACnB,YAAY,EAAE,MAAM,EACpB,SAAS,EAAE,MAAM,EACjB,YAAY,EAAE,MAAM,EACpB,QAAQ,EAAE,OAAO,GAChB,oBAAoB,CAoBtB"}
@@ -0,0 +1,119 @@
1
+ import { COMBAT_RANGES_METERS } from "../types/physicsConstants.js";
2
+ import { calculateArenaConfiguration } from "./arenaWorldDimensions.js";
3
+ //#region src/utils/sharedPhysicsConfig.ts
4
+ /**
5
+ * Shared physics configuration for Black Trigram screens.
6
+ *
7
+ * **Korean**: 공유 물리 설정
8
+ *
9
+ * This module provides shared physics configuration utilities to ensure
10
+ * consistent physics behavior, coordinate systems, and camera setup across
11
+ * TrainingScreen3D and CombatScreen3D.
12
+ *
13
+ * ## Synchronization Guarantees
14
+ *
15
+ * All screens using these utilities will have:
16
+ * - Identical camera FOV and positioning for same device types
17
+ * - Consistent arena bounds calculations
18
+ * - Same physics constants (acceleration, stamina regen, etc.)
19
+ * - Unified coordinate system (meter-based)
20
+ * - Matching movement speed and range calculations
21
+ *
22
+ * @module utils/sharedPhysicsConfig
23
+ * @category Physics
24
+ * @korean 공유물리설정
25
+ */
26
+ /**
27
+ * Create camera configuration based on device type.
28
+ *
29
+ * Mobile devices get a tighter FOV and closer camera position
30
+ * for better framing of the smaller arena. Desktop gets a wider
31
+ * FOV and further camera for full arena view.
32
+ *
33
+ * **Korean**: 카메라 설정 생성
34
+ *
35
+ * @param isMobile - Whether the device is mobile
36
+ * @returns Camera configuration for device type
37
+ *
38
+ * @example
39
+ * ```typescript
40
+ * const mobile = createCameraConfig(true);
41
+ * // { fov: 55, position: [0, 6, 10], near: 0.1, far: 1000 }
42
+ *
43
+ * const desktop = createCameraConfig(false);
44
+ * // { fov: 60, position: [0, 8, 12], near: 0.1, far: 1000 }
45
+ * ```
46
+ *
47
+ * @public
48
+ */
49
+ function createCameraConfig(isMobile) {
50
+ if (isMobile) return {
51
+ fov: 55,
52
+ position: [
53
+ 0,
54
+ 6,
55
+ 10
56
+ ],
57
+ near: .1,
58
+ far: 1e3
59
+ };
60
+ return {
61
+ fov: 60,
62
+ position: [
63
+ 0,
64
+ 8,
65
+ 12
66
+ ],
67
+ near: .1,
68
+ far: 1e3
69
+ };
70
+ }
71
+ /**
72
+ * Create complete physics configuration for a screen.
73
+ *
74
+ * This is the primary function for setting up physics in both
75
+ * TrainingScreen3D and CombatScreen3D. It ensures consistent
76
+ * physics behavior by using the same calculations and constants.
77
+ *
78
+ * **Korean**: 물리 설정 생성
79
+ *
80
+ * @param screenWidth - Screen width in pixels
81
+ * @param screenHeight - Screen height in pixels
82
+ * @param topOffset - Pixels reserved at top (HUD, headers)
83
+ * @param bottomOffset - Pixels reserved at bottom (controls, footer)
84
+ * @param isMobile - Whether the device is mobile
85
+ * @returns Complete physics configuration
86
+ *
87
+ * @example
88
+ * ```typescript
89
+ * // Training screen
90
+ * const trainingPhysics = createPhysicsConfig(
91
+ * 1920, 1080, 60, 100, false
92
+ * );
93
+ *
94
+ * // Combat screen
95
+ * const combatPhysics = createPhysicsConfig(
96
+ * 1920, 1080, 60, 100, false
97
+ * );
98
+ *
99
+ * // Both have identical physics configuration
100
+ * trainingPhysics.pixelsPerMeter === combatPhysics.pixelsPerMeter; // true
101
+ * ```
102
+ *
103
+ * @public
104
+ */
105
+ function createPhysicsConfig(screenWidth, screenHeight, topOffset, bottomOffset, isMobile) {
106
+ const arenaConfig = calculateArenaConfiguration(screenWidth, screenHeight, topOffset, bottomOffset);
107
+ return {
108
+ arenaConfig,
109
+ cameraConfig: createCameraConfig(isMobile),
110
+ staminaRegenRate: 15,
111
+ movementAcceleration: 30,
112
+ combatRanges: COMBAT_RANGES_METERS,
113
+ pixelsPerMeter: arenaConfig.pixelsPerMeter
114
+ };
115
+ }
116
+ //#endregion
117
+ export { createCameraConfig, createPhysicsConfig };
118
+
119
+ //# sourceMappingURL=sharedPhysicsConfig.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sharedPhysicsConfig.js","names":[],"sources":["../../src/utils/sharedPhysicsConfig.ts"],"sourcesContent":["/**\n * Shared physics configuration for Black Trigram screens.\n *\n * **Korean**: 공유 물리 설정\n *\n * This module provides shared physics configuration utilities to ensure\n * consistent physics behavior, coordinate systems, and camera setup across\n * TrainingScreen3D and CombatScreen3D.\n *\n * ## Synchronization Guarantees\n *\n * All screens using these utilities will have:\n * - Identical camera FOV and positioning for same device types\n * - Consistent arena bounds calculations\n * - Same physics constants (acceleration, stamina regen, etc.)\n * - Unified coordinate system (meter-based)\n * - Matching movement speed and range calculations\n *\n * @module utils/sharedPhysicsConfig\n * @category Physics\n * @korean 공유물리설정\n */\n\nimport {\n BASE_STAMINA_REGEN_RATE,\n BASE_MOVEMENT_ACCELERATION,\n COMBAT_RANGES_METERS,\n} from \"@/types/physicsConstants\";\nimport {\n calculateArenaConfiguration,\n type ArenaConfiguration,\n} from \"./arenaWorldDimensions\";\n\n/**\n * Camera configuration for 3D rendering.\n *\n * **Korean**: 카메라 설정\n *\n * @public\n */\nexport interface CameraConfiguration {\n /** Field of view in degrees */\n readonly fov: number;\n /** Camera position [x, y, z] in meters */\n readonly position: readonly [number, number, number];\n /** Near clipping plane */\n readonly near: number;\n /** Far clipping plane */\n readonly far: number;\n}\n\n/**\n * Complete physics configuration for a game screen.\n *\n * **Korean**: 물리 설정\n *\n * Includes all parameters needed to ensure consistent physics\n * behavior across different screens and device types.\n *\n * @public\n */\nexport interface PhysicsConfiguration {\n /** Arena configuration with pixel and meter dimensions */\n readonly arenaConfig: ArenaConfiguration;\n /** Camera configuration for consistent perspective */\n readonly cameraConfig: CameraConfiguration;\n /** Base stamina regeneration rate (stamina/second) */\n readonly staminaRegenRate: number;\n /** Base movement acceleration (m/s²) */\n readonly movementAcceleration: number;\n /** Combat ranges in meters */\n readonly combatRanges: typeof COMBAT_RANGES_METERS;\n /** Pixels per meter ratio for this configuration */\n readonly pixelsPerMeter: number;\n}\n\n/**\n * Create camera configuration based on device type.\n *\n * Mobile devices get a tighter FOV and closer camera position\n * for better framing of the smaller arena. Desktop gets a wider\n * FOV and further camera for full arena view.\n *\n * **Korean**: 카메라 설정 생성\n *\n * @param isMobile - Whether the device is mobile\n * @returns Camera configuration for device type\n *\n * @example\n * ```typescript\n * const mobile = createCameraConfig(true);\n * // { fov: 55, position: [0, 6, 10], near: 0.1, far: 1000 }\n *\n * const desktop = createCameraConfig(false);\n * // { fov: 60, position: [0, 8, 12], near: 0.1, far: 1000 }\n * ```\n *\n * @public\n */\nexport function createCameraConfig(isMobile: boolean): CameraConfiguration {\n if (isMobile) {\n return {\n fov: 55, // Tighter FOV for smaller mobile arena\n position: [0, 6, 10], // Closer camera\n near: 0.1,\n far: 1000,\n };\n }\n\n return {\n fov: 60, // Standard FOV for desktop\n position: [0, 8, 12], // Further back for full view\n near: 0.1,\n far: 1000,\n };\n}\n\n/**\n * Create complete physics configuration for a screen.\n *\n * This is the primary function for setting up physics in both\n * TrainingScreen3D and CombatScreen3D. It ensures consistent\n * physics behavior by using the same calculations and constants.\n *\n * **Korean**: 물리 설정 생성\n *\n * @param screenWidth - Screen width in pixels\n * @param screenHeight - Screen height in pixels\n * @param topOffset - Pixels reserved at top (HUD, headers)\n * @param bottomOffset - Pixels reserved at bottom (controls, footer)\n * @param isMobile - Whether the device is mobile\n * @returns Complete physics configuration\n *\n * @example\n * ```typescript\n * // Training screen\n * const trainingPhysics = createPhysicsConfig(\n * 1920, 1080, 60, 100, false\n * );\n *\n * // Combat screen\n * const combatPhysics = createPhysicsConfig(\n * 1920, 1080, 60, 100, false\n * );\n *\n * // Both have identical physics configuration\n * trainingPhysics.pixelsPerMeter === combatPhysics.pixelsPerMeter; // true\n * ```\n *\n * @public\n */\nexport function createPhysicsConfig(\n screenWidth: number,\n screenHeight: number,\n topOffset: number,\n bottomOffset: number,\n isMobile: boolean,\n): PhysicsConfiguration {\n // Calculate arena dimensions (same for both screens)\n const arenaConfig = calculateArenaConfiguration(\n screenWidth,\n screenHeight,\n topOffset,\n bottomOffset,\n );\n\n // Create camera config based on device type\n const cameraConfig = createCameraConfig(isMobile);\n\n return {\n arenaConfig,\n cameraConfig,\n staminaRegenRate: BASE_STAMINA_REGEN_RATE,\n movementAcceleration: BASE_MOVEMENT_ACCELERATION,\n combatRanges: COMBAT_RANGES_METERS,\n pixelsPerMeter: arenaConfig.pixelsPerMeter,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmGA,SAAgB,mBAAmB,UAAwC;AACzE,KAAI,SACF,QAAO;EACL,KAAK;EACL,UAAU;GAAC;GAAG;GAAG;GAAG;EACpB,MAAM;EACN,KAAK;EACN;AAGH,QAAO;EACL,KAAK;EACL,UAAU;GAAC;GAAG;GAAG;GAAG;EACpB,MAAM;EACN,KAAK;EACN;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqCH,SAAgB,oBACd,aACA,cACA,WACA,cACA,UACsB;CAEtB,MAAM,cAAc,4BAClB,aACA,cACA,WACA,aACD;AAKD,QAAO;EACL;EACA,cAJmB,mBAAmB,SAAS;EAK/C,kBAAA;EACA,sBAAA;EACA,cAAc;EACd,gBAAgB,YAAY;EAC7B"}
@@ -0,0 +1,285 @@
1
+ /**
2
+ * Skeleton rig scaling based on physical attributes.
3
+ *
4
+ * **Korean**: 골격 크기 조정 (Skeleton Scaling)
5
+ *
6
+ * This module provides functions to scale the skeleton rig based on player
7
+ * physical attributes, allowing each archetype to have anatomically accurate
8
+ * body proportions that affect combat hitboxes, vital point positioning, and
9
+ * visual representation.
10
+ *
11
+ * ## Visual Amplification System
12
+ *
13
+ * Raw physical attribute differences between archetypes are subtle (2-12%).
14
+ * To create recognizable visual silhouettes in 3D, this system applies
15
+ * amplification factors that enhance differences while maintaining realistic
16
+ * proportions:
17
+ *
18
+ * - **Limb Scaling**: 2.5x amplification (subtle 5% difference → 12.5% visual)
19
+ * - **Shoulder Width**: 1.15x additional amplification for silhouette distinction
20
+ * - **Overall Height**: 1.5x amplification (kept subtle for realism)
21
+ *
22
+ * ### Expected Visual Silhouettes
23
+ *
24
+ * Each archetype has a distinct, recognizable body shape:
25
+ *
26
+ * - **해커 (Hacker)**: Compact, narrow shoulders (43cm), shortest limbs - SMALLEST
27
+ * - **암살자 (Amsalja)**: Tall (186cm), lean, long limbs (102cm legs) - TALLEST
28
+ * - **정보요원 (Jeongbo)**: Balanced, average proportions - BASELINE
29
+ * - **무사 (Musa)**: Athletic military build (46cm shoulders) - TRADITIONAL
30
+ * - **조직폭력배 (Jojik)**: Massive, widest shoulders (54cm), imposing - LARGEST
31
+ *
32
+ * ## Integration with Korean Anatomy
33
+ *
34
+ * The scaling system respects Korean martial arts anatomy principles:
35
+ * - **Head vital points** (두부 급소) scale with head size
36
+ * - **Neck vulnerability** (경부 취약성) affected by neck length
37
+ * - **Torso vital points** (몸통 급소) distributed across torso length
38
+ * - **Limb reach** (팔다리 거리) determined by arm/leg length
39
+ * - **Shoulder defense** (어깨 방어) coverage from shoulder width
40
+ *
41
+ * @module utils/skeletonScaling
42
+ * @category Combat System
43
+ * @korean 골격조정
44
+ */
45
+ import { PhysicalAttributes } from "../types";
46
+ /**
47
+ * Bone scaling factors for each body region.
48
+ *
49
+ * **Korean**: 뼈 크기 비율 (Bone Scaling Factors)
50
+ *
51
+ * Defines how physical attributes map to skeleton bone scaling.
52
+ * Each factor is a multiplier applied to the base bone length.
53
+ *
54
+ * @public
55
+ * @korean 뼈크기비율
56
+ */
57
+ export interface BoneScalingFactors {
58
+ /** Head bone scaling (based on headSize) */
59
+ readonly head: number;
60
+ /** Neck bone scaling (based on neckLength) */
61
+ readonly neck: number;
62
+ /** Spine bones scaling (based on torsoLength) */
63
+ readonly spine: number;
64
+ /** Upper arm bones scaling (based on armLength) */
65
+ readonly upperArm: number;
66
+ /** Forearm bones scaling (based on armLength) */
67
+ readonly forearm: number;
68
+ /** Thigh bones scaling (based on legLength) */
69
+ readonly thigh: number;
70
+ /** Shin bones scaling (based on legLength) */
71
+ readonly shin: number;
72
+ /** Shoulder bones scaling (based on shoulderWidth) */
73
+ readonly shoulder: number;
74
+ /** Overall skeleton scaling (based on totalHeight) */
75
+ readonly overall: number;
76
+ }
77
+ /**
78
+ * Calculate bone scaling factors from physical attributes.
79
+ *
80
+ * **Korean**: 뼈 크기 비율 계산 (Calculate Bone Scaling Factors)
81
+ *
82
+ * Computes scaling multipliers for each bone region based on the
83
+ * player's physical attributes compared to reference values.
84
+ * Differences are amplified for more noticeable visual distinction
85
+ * between archetypes.
86
+ *
87
+ * @param attributes - Player's physical attributes
88
+ * @returns Bone scaling factors for skeleton rig
89
+ *
90
+ * @example
91
+ * ```typescript
92
+ * const factors = calculateBoneScalingFactors(AMSALJA_PHYSICAL);
93
+ * // Amsalja has longer legs: factors.thigh ~= 1.06 (amplified from ~1.03)
94
+ * // Amsalja has smaller head: factors.head ~= 0.90 (amplified from ~0.95)
95
+ * ```
96
+ *
97
+ * @public
98
+ * @korean 뼈크기비율계산
99
+ */
100
+ export declare function calculateBoneScalingFactors(attributes: PhysicalAttributes): BoneScalingFactors;
101
+ /**
102
+ * Get scaled bone length for a specific bone.
103
+ *
104
+ * **Korean**: 크기 조정된 뼈 길이 (Scaled Bone Length)
105
+ *
106
+ * Returns the scaled length for a specific bone based on the player's
107
+ * physical attributes. Used when creating or updating skeleton rigs.
108
+ *
109
+ * @param boneName - Name of the bone to scale
110
+ * @param attributes - Player's physical attributes
111
+ * @returns Scaled bone length in centimeters
112
+ *
113
+ * @example
114
+ * ```typescript
115
+ * const headLength = getScaledBoneLength(BoneName.HEAD, JOJIK_PHYSICAL);
116
+ * // Jojik has larger head: returns ~23cm (base 20cm * 1.15)
117
+ * ```
118
+ *
119
+ * @public
120
+ * @korean 크기조정된뼈길이
121
+ */
122
+ export declare function getScaledBoneLength(boneName: string, attributes: PhysicalAttributes): number;
123
+ /**
124
+ * Calculate scaled shoulder offset for skeleton positioning.
125
+ *
126
+ * **Korean**: 어깨 오프셋 계산 (Shoulder Offset Calculation)
127
+ *
128
+ * Determines the horizontal offset for shoulder bones based on
129
+ * shoulder width. Used to position arms correctly on the skeleton.
130
+ *
131
+ * Applies amplification to shoulder width for more noticeable silhouette
132
+ * differences between archetypes:
133
+ * - Jojik (54cm): Offset = 31.05cm (54/2 * 1.15) - WIDE, imposing
134
+ * - Hacker (43cm): Offset = 24.73cm (43/2 * 1.15) - NARROW, compact
135
+ * - Difference: 26% wider shoulder span for visual distinction
136
+ *
137
+ * @param attributes - Player's physical attributes
138
+ * @returns Shoulder offset in centimeters (half of total shoulder width, amplified)
139
+ *
140
+ * @example
141
+ * ```typescript
142
+ * const offset = calculateShoulderOffset(JOJIK_PHYSICAL);
143
+ * // Jojik has wide shoulders: returns ~31cm (54cm width / 2 * 1.15)
144
+ * // Left shoulder at -31cm, right shoulder at +31cm
145
+ * ```
146
+ *
147
+ * @public
148
+ * @korean 어깨오프셋계산
149
+ */
150
+ export declare function calculateShoulderOffset(attributes: PhysicalAttributes): number;
151
+ /**
152
+ * Calculate hitbox dimensions based on physical attributes.
153
+ *
154
+ * **Korean**: 히트박스 크기 계산 (Hitbox Dimension Calculation)
155
+ *
156
+ * Determines the bounding box dimensions for collision detection
157
+ * and hit registration based on body proportions.
158
+ *
159
+ * @param attributes - Player's physical attributes
160
+ * @returns Hitbox dimensions {width, height, depth} in centimeters
161
+ *
162
+ * @example
163
+ * ```typescript
164
+ * const hitbox = calculateHitboxDimensions(AMSALJA_PHYSICAL);
165
+ * // Amsalja is tall and lean: {width: 40, height: 182, depth: 25}
166
+ * ```
167
+ *
168
+ * @public
169
+ * @korean 히트박스크기계산
170
+ */
171
+ export declare function calculateHitboxDimensions(attributes: PhysicalAttributes): {
172
+ width: number;
173
+ height: number;
174
+ depth: number;
175
+ };
176
+ /**
177
+ * Calculate vital point offset adjustments based on body proportions.
178
+ *
179
+ * **Korean**: 급소 위치 조정 (Vital Point Position Adjustment)
180
+ *
181
+ * Adjusts vital point positions based on scaled skeleton dimensions.
182
+ * Ensures vital points remain anatomically accurate for different
183
+ * body types while maintaining Korean anatomy principles.
184
+ *
185
+ * @param vitalPointId - ID of the vital point to adjust
186
+ * @param attributes - Player's physical attributes
187
+ * @returns Position adjustment {x, y} offset in centimeters
188
+ *
189
+ * @example
190
+ * ```typescript
191
+ * const adjustment = calculateVitalPointAdjustment("head_temple", MUSA_PHYSICAL);
192
+ * // Returns offset based on head size and torso height
193
+ * ```
194
+ *
195
+ * @public
196
+ * @korean 급소위치조정
197
+ */
198
+ export declare function calculateVitalPointAdjustment(vitalPointId: string, attributes: PhysicalAttributes): {
199
+ x: number;
200
+ y: number;
201
+ };
202
+ /**
203
+ * Calculate choke effectiveness modifier based on neck dimensions.
204
+ *
205
+ * **Korean**: 목 조르기 효과 계산 (Choke Effectiveness Calculation)
206
+ *
207
+ * Determines how effective chokes and strangles are based on neck
208
+ * length and thickness. Longer, thinner necks are more vulnerable.
209
+ *
210
+ * @param attributes - Player's physical attributes
211
+ * @returns Choke effectiveness multiplier (1.0 = baseline)
212
+ *
213
+ * @example
214
+ * ```typescript
215
+ * const chokeEffectiveness = calculateChokeEffectiveness(AMSALJA_PHYSICAL);
216
+ * // Amsalja has longer neck: returns ~1.1 (10% more vulnerable)
217
+ *
218
+ * const jojikChoke = calculateChokeEffectiveness(JOJIK_PHYSICAL);
219
+ * // Jojik has shorter, thicker neck: returns ~0.9 (10% more resistant)
220
+ * ```
221
+ *
222
+ * @public
223
+ * @korean 목조르기효과계산
224
+ */
225
+ export declare function calculateChokeEffectiveness(attributes: PhysicalAttributes): number;
226
+ /**
227
+ * Calculate head strike vulnerability based on head size.
228
+ *
229
+ * **Korean**: 머리 타격 취약성 계산 (Head Strike Vulnerability)
230
+ *
231
+ * Determines vulnerability to head strikes based on head size.
232
+ * Larger heads have more mass and resistance, smaller heads are
233
+ * more vulnerable to concussive force.
234
+ *
235
+ * @param attributes - Player's physical attributes
236
+ * @returns Head strike vulnerability multiplier (1.0 = baseline)
237
+ *
238
+ * @example
239
+ * ```typescript
240
+ * const headVuln = calculateHeadStrikeVulnerability(JOJIK_PHYSICAL);
241
+ * // Jojik has larger head: returns ~0.95 (5% more resistant)
242
+ * ```
243
+ *
244
+ * @public
245
+ * @korean 머리타격취약성계산
246
+ */
247
+ export declare function calculateHeadStrikeVulnerability(attributes: PhysicalAttributes): number;
248
+ /**
249
+ * Calculate body radius for hit distance calculation.
250
+ *
251
+ * **Korean**: 몸체 반경 계산 (Body Radius Calculation)
252
+ *
253
+ * When calculating hit distance, we measure center-to-center, but attacks
254
+ * land on the target's body surface. This function calculates the effective
255
+ * "depth" of a fighter's body from their center point based on their
256
+ * physical attributes.
257
+ *
258
+ * The calculation uses torso depth derived from shoulder width, as broader
259
+ * fighters have proportionally deeper torsos. This is more anatomically
260
+ * accurate than using a fixed constant.
261
+ *
262
+ * Formula: shoulderWidth * 0.5 (torso depth ratio) / 100 (cm to meters)
263
+ *
264
+ * Example body radii:
265
+ * - Hacker (43cm shoulders): 0.215m depth → 0.215m radius
266
+ * - Musa (46cm shoulders): 0.23m depth → 0.23m radius
267
+ * - Jojik (54cm shoulders): 0.27m depth → 0.27m radius
268
+ *
269
+ * @param attributes - Player's physical attributes
270
+ * @returns Body radius in meters (distance from center to body surface)
271
+ *
272
+ * @example
273
+ * ```typescript
274
+ * const radius = calculateBodyRadius(JOJIK_PHYSICAL);
275
+ * // Jojik has wide shoulders (54cm): returns 0.27m
276
+ *
277
+ * const hackerRadius = calculateBodyRadius(HACKER_PHYSICAL);
278
+ * // Hacker is lean (43cm shoulders): returns 0.215m
279
+ * ```
280
+ *
281
+ * @public
282
+ * @korean 몸체반경계산
283
+ */
284
+ export declare function calculateBodyRadius(attributes: PhysicalAttributes): number;
285
+ //# sourceMappingURL=skeletonScaling.d.ts.map
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@@ -0,0 +1,46 @@
1
+ import "../types/skeletal.js";
2
+ import { REFERENCE_ATTRIBUTES as REFERENCE_ATTRIBUTES$1 } from "../constants/bodyRenderingConstants.js";
3
+ ({ ...REFERENCE_ATTRIBUTES$1 });
4
+ /**
5
+ * Calculate body radius for hit distance calculation.
6
+ *
7
+ * **Korean**: 몸체 반경 계산 (Body Radius Calculation)
8
+ *
9
+ * When calculating hit distance, we measure center-to-center, but attacks
10
+ * land on the target's body surface. This function calculates the effective
11
+ * "depth" of a fighter's body from their center point based on their
12
+ * physical attributes.
13
+ *
14
+ * The calculation uses torso depth derived from shoulder width, as broader
15
+ * fighters have proportionally deeper torsos. This is more anatomically
16
+ * accurate than using a fixed constant.
17
+ *
18
+ * Formula: shoulderWidth * 0.5 (torso depth ratio) / 100 (cm to meters)
19
+ *
20
+ * Example body radii:
21
+ * - Hacker (43cm shoulders): 0.215m depth → 0.215m radius
22
+ * - Musa (46cm shoulders): 0.23m depth → 0.23m radius
23
+ * - Jojik (54cm shoulders): 0.27m depth → 0.27m radius
24
+ *
25
+ * @param attributes - Player's physical attributes
26
+ * @returns Body radius in meters (distance from center to body surface)
27
+ *
28
+ * @example
29
+ * ```typescript
30
+ * const radius = calculateBodyRadius(JOJIK_PHYSICAL);
31
+ * // Jojik has wide shoulders (54cm): returns 0.27m
32
+ *
33
+ * const hackerRadius = calculateBodyRadius(HACKER_PHYSICAL);
34
+ * // Hacker is lean (43cm shoulders): returns 0.215m
35
+ * ```
36
+ *
37
+ * @public
38
+ * @korean 몸체반경계산
39
+ */
40
+ function calculateBodyRadius(attributes) {
41
+ return attributes.shoulderWidth * .5 / 100;
42
+ }
43
+ //#endregion
44
+ export { calculateBodyRadius };
45
+
46
+ //# sourceMappingURL=skeletonScaling.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"skeletonScaling.js","names":[],"sources":["../../src/utils/skeletonScaling.ts"],"sourcesContent":["/**\n * Skeleton rig scaling based on physical attributes.\n *\n * **Korean**: 골격 크기 조정 (Skeleton Scaling)\n *\n * This module provides functions to scale the skeleton rig based on player\n * physical attributes, allowing each archetype to have anatomically accurate\n * body proportions that affect combat hitboxes, vital point positioning, and\n * visual representation.\n *\n * ## Visual Amplification System\n *\n * Raw physical attribute differences between archetypes are subtle (2-12%).\n * To create recognizable visual silhouettes in 3D, this system applies\n * amplification factors that enhance differences while maintaining realistic\n * proportions:\n *\n * - **Limb Scaling**: 2.5x amplification (subtle 5% difference → 12.5% visual)\n * - **Shoulder Width**: 1.15x additional amplification for silhouette distinction\n * - **Overall Height**: 1.5x amplification (kept subtle for realism)\n *\n * ### Expected Visual Silhouettes\n *\n * Each archetype has a distinct, recognizable body shape:\n *\n * - **해커 (Hacker)**: Compact, narrow shoulders (43cm), shortest limbs - SMALLEST\n * - **암살자 (Amsalja)**: Tall (186cm), lean, long limbs (102cm legs) - TALLEST\n * - **정보요원 (Jeongbo)**: Balanced, average proportions - BASELINE\n * - **무사 (Musa)**: Athletic military build (46cm shoulders) - TRADITIONAL\n * - **조직폭력배 (Jojik)**: Massive, widest shoulders (54cm), imposing - LARGEST\n *\n * ## Integration with Korean Anatomy\n *\n * The scaling system respects Korean martial arts anatomy principles:\n * - **Head vital points** (두부 급소) scale with head size\n * - **Neck vulnerability** (경부 취약성) affected by neck length\n * - **Torso vital points** (몸통 급소) distributed across torso length\n * - **Limb reach** (팔다리 거리) determined by arm/leg length\n * - **Shoulder defense** (어깨 방어) coverage from shoulder width\n *\n * @module utils/skeletonScaling\n * @category Combat System\n * @korean 골격조정\n */\n\nimport { PhysicalAttributes } from \"@/types\";\nimport { BoneName } from \"@/types/skeletal\";\nimport {\n amplifyScaling,\n REFERENCE_ATTRIBUTES as BODY_REFERENCE_ATTRIBUTES,\n} from \"../constants/bodyRenderingConstants\";\n\n/**\n * Bone scaling factors for each body region.\n *\n * **Korean**: 뼈 크기 비율 (Bone Scaling Factors)\n *\n * Defines how physical attributes map to skeleton bone scaling.\n * Each factor is a multiplier applied to the base bone length.\n *\n * @public\n * @korean 뼈크기비율\n */\nexport interface BoneScalingFactors {\n /** Head bone scaling (based on headSize) */\n readonly head: number;\n /** Neck bone scaling (based on neckLength) */\n readonly neck: number;\n /** Spine bones scaling (based on torsoLength) */\n readonly spine: number;\n /** Upper arm bones scaling (based on armLength) */\n readonly upperArm: number;\n /** Forearm bones scaling (based on armLength) */\n readonly forearm: number;\n /** Thigh bones scaling (based on legLength) */\n readonly thigh: number;\n /** Shin bones scaling (based on legLength) */\n readonly shin: number;\n /** Shoulder bones scaling (based on shoulderWidth) */\n readonly shoulder: number;\n /** Overall skeleton scaling (based on totalHeight) */\n readonly overall: number;\n}\n\n/**\n * Anatomically correct bone dimensions in centimeters.\n *\n * **Korean**: 해부학적 뼈 치수 (Anatomical Bone Dimensions)\n *\n * These are anatomically accurate bone lengths based on human proportions.\n * For a 178cm reference height, these values create a realistic skeleton.\n *\n * Reference: Human body proportions (8-head canon)\n * - Head: ~12.5% of height (22cm)\n * - Neck: ~5.5% of height (10cm)\n * - Torso: ~33% of height (59cm / 3 segments = 20cm each)\n * - Legs: ~48% of height (85cm total)\n * - Thigh: ~55% of leg length (47cm)\n * - Shin: ~45% of leg length (38cm)\n *\n * @internal\n * @korean 기본뼈치수\n */\nconst BASE_BONE_DIMENSIONS = {\n // Head region\n head: 22, // Head bone length in cm (12.5% of 178cm)\n neck: 10, // Neck bone length in cm (5.5% of 178cm)\n\n // Torso region - Total torso ~59cm for 178cm person (33%)\n spineLower: 20, // Lower spine segment (lumbar)\n spineMiddle: 20, // Middle spine segment (thoracic)\n spineUpper: 19, // Upper spine segment (upper thoracic)\n pelvis: 8, // Pelvis/root bone height (~4.5% of height)\n\n // Arm region (one side) - Total arm ~75cm for 178cm (42% of height)\n shoulder: 12, // Shoulder/clavicle bone (~6.5% of height)\n upperArm: 32, // Upper arm (shoulder to elbow) - ~55% of arm\n forearm: 27, // Forearm (elbow to wrist) - ~45% of arm (including wrist)\n hand: 19, // Hand length (~10.5% of height)\n\n // Leg region (one side) - Total leg ~95cm for 178cm (53% of height)\n hip: 10, // Hip joint height\n thigh: 48, // Thigh (hip to knee) - ~55% of leg length\n shin: 40, // Shin (knee to ankle) - ~45% of leg length\n foot: 5, // Foot/ankle height (ground to ankle)\n\n // Width measurements\n shoulderWidth: 43, // Total shoulder width (half = 21.5cm offset)\n hipWidth: 30, // Total hip width (half = 15cm offset)\n} as const;\n\n/**\n * Reference physical attributes for baseline scaling.\n *\n * **Korean**: 기준 신체 속성 (Reference Physical Attributes)\n *\n * These represent the \"average\" Korean male fighter that the base\n * skeleton rig is designed for. Scaling is calculated relative to\n * these reference values.\n *\n * Uses centralized REFERENCE_ATTRIBUTES from bodyRenderingConstants.\n *\n * @internal\n * @korean 기준신체속성\n */\nconst REFERENCE_ATTRIBUTES: PhysicalAttributes = {\n ...BODY_REFERENCE_ATTRIBUTES,\n};\n\n// VISUAL_AMPLIFICATION_FACTOR and amplifyScaling imported from bodyRenderingConstants\n\n/**\n * Calculate bone scaling factors from physical attributes.\n *\n * **Korean**: 뼈 크기 비율 계산 (Calculate Bone Scaling Factors)\n *\n * Computes scaling multipliers for each bone region based on the\n * player's physical attributes compared to reference values.\n * Differences are amplified for more noticeable visual distinction\n * between archetypes.\n *\n * @param attributes - Player's physical attributes\n * @returns Bone scaling factors for skeleton rig\n *\n * @example\n * ```typescript\n * const factors = calculateBoneScalingFactors(AMSALJA_PHYSICAL);\n * // Amsalja has longer legs: factors.thigh ~= 1.06 (amplified from ~1.03)\n * // Amsalja has smaller head: factors.head ~= 0.90 (amplified from ~0.95)\n * ```\n *\n * @public\n * @korean 뼈크기비율계산\n */\nexport function calculateBoneScalingFactors(\n attributes: PhysicalAttributes,\n): BoneScalingFactors {\n // Calculate raw scaling ratios from physical attributes\n const rawOverall = attributes.totalHeight / REFERENCE_ATTRIBUTES.totalHeight;\n const rawHead = attributes.headSize / REFERENCE_ATTRIBUTES.headSize;\n const rawNeck = attributes.neckLength / REFERENCE_ATTRIBUTES.neckLength;\n const rawSpine = attributes.torsoLength / REFERENCE_ATTRIBUTES.torsoLength;\n const rawArm = attributes.armLength / REFERENCE_ATTRIBUTES.armLength;\n const rawLeg = attributes.legLength / REFERENCE_ATTRIBUTES.legLength;\n const rawShoulder =\n attributes.shoulderWidth / REFERENCE_ATTRIBUTES.shoulderWidth;\n\n // Apply visual amplification for more noticeable archetype differences\n // Overall height scaling is kept subtle (1.5x) for realism\n const overall = 1.0 + (rawOverall - 1.0) * 1.5;\n\n // Head, neck, and body proportions are amplified for visual distinction\n const head = amplifyScaling(rawHead);\n const neck = amplifyScaling(rawNeck);\n const spine = amplifyScaling(rawSpine);\n\n // Limb proportions amplified for noticeable reach differences\n const upperArm = amplifyScaling(rawArm);\n const forearm = amplifyScaling(rawArm);\n const thigh = amplifyScaling(rawLeg);\n const shin = amplifyScaling(rawLeg);\n\n // Shoulder width amplified for body silhouette distinction\n const shoulder = amplifyScaling(rawShoulder);\n\n return {\n head,\n neck,\n spine,\n upperArm,\n forearm,\n thigh,\n shin,\n shoulder,\n overall,\n };\n}\n\n/**\n * Get scaled bone length for a specific bone.\n *\n * **Korean**: 크기 조정된 뼈 길이 (Scaled Bone Length)\n *\n * Returns the scaled length for a specific bone based on the player's\n * physical attributes. Used when creating or updating skeleton rigs.\n *\n * @param boneName - Name of the bone to scale\n * @param attributes - Player's physical attributes\n * @returns Scaled bone length in centimeters\n *\n * @example\n * ```typescript\n * const headLength = getScaledBoneLength(BoneName.HEAD, JOJIK_PHYSICAL);\n * // Jojik has larger head: returns ~23cm (base 20cm * 1.15)\n * ```\n *\n * @public\n * @korean 크기조정된뼈길이\n */\nexport function getScaledBoneLength(\n boneName: string,\n attributes: PhysicalAttributes,\n): number {\n const factors = calculateBoneScalingFactors(attributes);\n\n // Map bone names to their base dimensions and scaling factors\n switch (boneName) {\n // Head region\n case BoneName.HEAD:\n return BASE_BONE_DIMENSIONS.head * factors.head;\n case BoneName.NECK:\n return BASE_BONE_DIMENSIONS.neck * factors.neck;\n\n // Spine region\n case BoneName.SPINE_LOWER:\n return BASE_BONE_DIMENSIONS.spineLower * factors.spine;\n case BoneName.SPINE_MIDDLE:\n return BASE_BONE_DIMENSIONS.spineMiddle * factors.spine;\n case BoneName.SPINE_UPPER:\n return BASE_BONE_DIMENSIONS.spineUpper * factors.spine;\n case BoneName.PELVIS:\n return BASE_BONE_DIMENSIONS.pelvis * factors.overall;\n\n // Left arm\n case BoneName.SHOULDER_L:\n case BoneName.SHOULDER_R:\n return BASE_BONE_DIMENSIONS.shoulder * factors.shoulder;\n case BoneName.UPPER_ARM_L:\n case BoneName.UPPER_ARM_R:\n return BASE_BONE_DIMENSIONS.upperArm * factors.upperArm;\n case BoneName.FOREARM_L:\n case BoneName.FOREARM_R:\n return BASE_BONE_DIMENSIONS.forearm * factors.forearm;\n case BoneName.HAND_L:\n case BoneName.HAND_R:\n return BASE_BONE_DIMENSIONS.hand * factors.overall;\n\n // Left leg\n case BoneName.THIGH_L:\n case BoneName.THIGH_R:\n return BASE_BONE_DIMENSIONS.thigh * factors.thigh;\n case BoneName.SHIN_L:\n case BoneName.SHIN_R:\n return BASE_BONE_DIMENSIONS.shin * factors.shin;\n case BoneName.FOOT_L:\n case BoneName.FOOT_R:\n return BASE_BONE_DIMENSIONS.foot * factors.overall;\n\n // Default: use overall scaling\n default:\n return 10 * factors.overall; // Default bone length\n }\n}\n\n/**\n * Calculate scaled shoulder offset for skeleton positioning.\n *\n * **Korean**: 어깨 오프셋 계산 (Shoulder Offset Calculation)\n *\n * Determines the horizontal offset for shoulder bones based on\n * shoulder width. Used to position arms correctly on the skeleton.\n *\n * Applies amplification to shoulder width for more noticeable silhouette\n * differences between archetypes:\n * - Jojik (54cm): Offset = 31.05cm (54/2 * 1.15) - WIDE, imposing\n * - Hacker (43cm): Offset = 24.73cm (43/2 * 1.15) - NARROW, compact\n * - Difference: 26% wider shoulder span for visual distinction\n *\n * @param attributes - Player's physical attributes\n * @returns Shoulder offset in centimeters (half of total shoulder width, amplified)\n *\n * @example\n * ```typescript\n * const offset = calculateShoulderOffset(JOJIK_PHYSICAL);\n * // Jojik has wide shoulders: returns ~31cm (54cm width / 2 * 1.15)\n * // Left shoulder at -31cm, right shoulder at +31cm\n * ```\n *\n * @public\n * @korean 어깨오프셋계산\n */\nexport function calculateShoulderOffset(\n attributes: PhysicalAttributes,\n): number {\n // Shoulder width is the total span, so divide by 2 for offset from center\n // Apply amplification factor for more visible width differences\n const SHOULDER_AMPLIFICATION = 1.15;\n return (attributes.shoulderWidth / 2) * SHOULDER_AMPLIFICATION;\n}\n\n/**\n * Calculate hitbox dimensions based on physical attributes.\n *\n * **Korean**: 히트박스 크기 계산 (Hitbox Dimension Calculation)\n *\n * Determines the bounding box dimensions for collision detection\n * and hit registration based on body proportions.\n *\n * @param attributes - Player's physical attributes\n * @returns Hitbox dimensions {width, height, depth} in centimeters\n *\n * @example\n * ```typescript\n * const hitbox = calculateHitboxDimensions(AMSALJA_PHYSICAL);\n * // Amsalja is tall and lean: {width: 40, height: 182, depth: 25}\n * ```\n *\n * @public\n * @korean 히트박스크기계산\n */\nexport function calculateHitboxDimensions(attributes: PhysicalAttributes): {\n width: number;\n height: number;\n depth: number;\n} {\n return {\n width: attributes.shoulderWidth,\n height: attributes.totalHeight,\n depth: attributes.shoulderWidth * 0.5, // Approximate depth from shoulder width\n };\n}\n\n/**\n * Calculate vital point offset adjustments based on body proportions.\n *\n * **Korean**: 급소 위치 조정 (Vital Point Position Adjustment)\n *\n * Adjusts vital point positions based on scaled skeleton dimensions.\n * Ensures vital points remain anatomically accurate for different\n * body types while maintaining Korean anatomy principles.\n *\n * @param vitalPointId - ID of the vital point to adjust\n * @param attributes - Player's physical attributes\n * @returns Position adjustment {x, y} offset in centimeters\n *\n * @example\n * ```typescript\n * const adjustment = calculateVitalPointAdjustment(\"head_temple\", MUSA_PHYSICAL);\n * // Returns offset based on head size and torso height\n * ```\n *\n * @public\n * @korean 급소위치조정\n */\nexport function calculateVitalPointAdjustment(\n vitalPointId: string,\n attributes: PhysicalAttributes,\n): { x: number; y: number } {\n const factors = calculateBoneScalingFactors(attributes);\n\n // Determine which body region this vital point belongs to\n // Use exact prefix matching to avoid ambiguity\n if (vitalPointId.startsWith(\"head_\")) {\n // Head vital points scale with head size and torso height\n return {\n x: 0,\n y: (factors.head - 1.0) * 20 + (factors.spine - 1.0) * 60,\n };\n } else if (vitalPointId.startsWith(\"neck_\")) {\n // Neck vital points scale with neck length and torso height\n return {\n x: 0,\n y: (factors.neck - 1.0) * 10 + (factors.spine - 1.0) * 60,\n };\n } else if (vitalPointId.startsWith(\"torso_\")) {\n // Torso vital points scale with torso length\n return {\n x: 0,\n y: (factors.spine - 1.0) * 30,\n };\n } else if (\n vitalPointId.startsWith(\"shoulder_\") ||\n vitalPointId.startsWith(\"arm_\")\n ) {\n // Arm vital points scale with arm length and shoulder width\n return {\n x: (factors.shoulder - 1.0) * 15,\n y: (factors.upperArm - 1.0) * 12,\n };\n } else if (\n vitalPointId.startsWith(\"leg_\") ||\n vitalPointId.startsWith(\"knee_\")\n ) {\n // Leg vital points scale with leg length\n return {\n x: 0,\n y: -(factors.thigh - 1.0) * 15,\n };\n }\n\n // Default: no adjustment\n return { x: 0, y: 0 };\n}\n\n/**\n * Calculate choke effectiveness modifier based on neck dimensions.\n *\n * **Korean**: 목 조르기 효과 계산 (Choke Effectiveness Calculation)\n *\n * Determines how effective chokes and strangles are based on neck\n * length and thickness. Longer, thinner necks are more vulnerable.\n *\n * @param attributes - Player's physical attributes\n * @returns Choke effectiveness multiplier (1.0 = baseline)\n *\n * @example\n * ```typescript\n * const chokeEffectiveness = calculateChokeEffectiveness(AMSALJA_PHYSICAL);\n * // Amsalja has longer neck: returns ~1.1 (10% more vulnerable)\n *\n * const jojikChoke = calculateChokeEffectiveness(JOJIK_PHYSICAL);\n * // Jojik has shorter, thicker neck: returns ~0.9 (10% more resistant)\n * ```\n *\n * @public\n * @korean 목조르기효과계산\n */\nexport function calculateChokeEffectiveness(\n attributes: PhysicalAttributes,\n): number {\n // Longer necks are more vulnerable to chokes\n const lengthFactor = attributes.neckLength / REFERENCE_ATTRIBUTES.neckLength;\n\n // Thicker necks (from muscle/weight) resist chokes better\n const thicknessFactor = REFERENCE_ATTRIBUTES.weight / attributes.weight;\n\n // Combine factors: longer neck + lighter weight = more vulnerable\n return lengthFactor * thicknessFactor;\n}\n\n/**\n * Calculate head strike vulnerability based on head size.\n *\n * **Korean**: 머리 타격 취약성 계산 (Head Strike Vulnerability)\n *\n * Determines vulnerability to head strikes based on head size.\n * Larger heads have more mass and resistance, smaller heads are\n * more vulnerable to concussive force.\n *\n * @param attributes - Player's physical attributes\n * @returns Head strike vulnerability multiplier (1.0 = baseline)\n *\n * @example\n * ```typescript\n * const headVuln = calculateHeadStrikeVulnerability(JOJIK_PHYSICAL);\n * // Jojik has larger head: returns ~0.95 (5% more resistant)\n * ```\n *\n * @public\n * @korean 머리타격취약성계산\n */\nexport function calculateHeadStrikeVulnerability(\n attributes: PhysicalAttributes,\n): number {\n // Larger heads have more mass, providing some protection\n const sizeFactor = REFERENCE_ATTRIBUTES.headSize / attributes.headSize;\n\n // But larger heads are also bigger targets (handled by hitbox size)\n // Here we only calculate the mass-based resistance\n return sizeFactor;\n}\n\n/**\n * Calculate body radius for hit distance calculation.\n *\n * **Korean**: 몸체 반경 계산 (Body Radius Calculation)\n *\n * When calculating hit distance, we measure center-to-center, but attacks\n * land on the target's body surface. This function calculates the effective\n * \"depth\" of a fighter's body from their center point based on their\n * physical attributes.\n *\n * The calculation uses torso depth derived from shoulder width, as broader\n * fighters have proportionally deeper torsos. This is more anatomically\n * accurate than using a fixed constant.\n *\n * Formula: shoulderWidth * 0.5 (torso depth ratio) / 100 (cm to meters)\n *\n * Example body radii:\n * - Hacker (43cm shoulders): 0.215m depth → 0.215m radius\n * - Musa (46cm shoulders): 0.23m depth → 0.23m radius\n * - Jojik (54cm shoulders): 0.27m depth → 0.27m radius\n *\n * @param attributes - Player's physical attributes\n * @returns Body radius in meters (distance from center to body surface)\n *\n * @example\n * ```typescript\n * const radius = calculateBodyRadius(JOJIK_PHYSICAL);\n * // Jojik has wide shoulders (54cm): returns 0.27m\n *\n * const hackerRadius = calculateBodyRadius(HACKER_PHYSICAL);\n * // Hacker is lean (43cm shoulders): returns 0.215m\n * ```\n *\n * @public\n * @korean 몸체반경계산\n */\nexport function calculateBodyRadius(attributes: PhysicalAttributes): number {\n // Body depth is approximately half of shoulder width (anatomical ratio)\n // This matches calculateHitboxDimensions which uses shoulderWidth * 0.5\n const bodyDepthCm = attributes.shoulderWidth * 0.5;\n\n // Convert from centimeters to meters\n // The radius is the distance from center to body surface (half of total depth)\n // Since bodyDepthCm represents front-to-back depth, we use it directly as\n // the distance from center to front surface\n return bodyDepthCm / 100;\n}\n"],"mappings":";;CAiJiD,EAC/C,GAAG,wBACJ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuYD,SAAgB,oBAAoB,YAAwC;AAS1E,QANoB,WAAW,gBAAgB,KAM1B"}