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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{"version":3,"file":"useCombatActions.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useCombatActions.ts"],"sourcesContent":["/**\n * useCombatActions Hook - Combat Action Handlers\n *\n * Custom hook for managing combat action handlers.\n * Consolidates player attack, defend, technique, and AI action logic.\n *\n * Performance:\n * - Memoized callbacks to prevent recreation\n * - Centralized action logic for better maintainability\n * - Reduces main component complexity\n *\n * @param config Combat action configuration\n * @returns Combat action handlers\n *\n * @example\n * ```typescript\n * const {\n * handleAttack,\n * handleDefend,\n * handleTechniqueExecute,\n * handleStanceSwitch,\n * handleAIAttack,\n * handleAIDefend,\n * handleAITechnique,\n * moveAIPlayer\n * } = useCombatActions({\n * validPlayers,\n * playerPositions,\n * combatState,\n * combatActions,\n * combatSystem,\n * onPlayerUpdate,\n * addCombatMessage,\n * addHitEffect,\n * arenaBounds\n * });\n * ```\n */\n\nimport { PlayerState } from \"@/systems\";\nimport {\n AnimationType,\n getAnimationHitTiming,\n type AnimationState,\n} from \"@/systems/animation\";\nimport { movementPenaltySystem } from \"@/systems/bodypart\";\nimport { clampToArenaBounds, type PhysicsArenaBounds } from \"@/types/PhysicsTypes\";\nimport {\n checkForFall,\n getFallTypeName,\n} from \"@/systems/combat/FallIntegration\";\nimport type { CombatResult } from \"@/systems/combat/types\";\nimport { CombatSystem } from \"@/systems/CombatSystem\";\nimport { HitEffectType } from \"@/systems/effects\";\nimport { KnockbackPhysics } from \"@/systems/physics\";\nimport { StanceManager } from \"@/systems/trigram\";\nimport { KoreanTechniquesSystem } from \"@/systems/trigram/KoreanTechniques\";\nimport { getVitalPointById } from \"@/systems/vitalpoint/KoreanVitalPoints\";\nimport { KoreanTechnique } from \"@/systems/vitalpoint/types\";\nimport { Position, Technique, TrigramStance, BodyRegion } from \"@/types\";\nimport { Injury, InjuryType } from \"@/types/injury\";\nimport { useCallback, useEffect, useRef } from \"react\";\nimport { AttackIntensity } from \"./useCombatAudio\";\nimport { CombatActions, CombatScreenState } from \"./useCombatState\";\n\n/**\n * Hit position variation range for randomizing strike heights\n * Produces ±0.2 absolute units (±10% of 2.0 character height)\n */\nconst HIT_Y_VARIATION_RANGE = 0.4;\n\n/**\n * Calculate randomized hit position based on defender position\n * Adds vertical variation to simulate different strike heights\n *\n * @param defenderPos - Position of the defender being struck\n * @returns Hit position with randomized Y coordinate\n */\nfunction calculateHitPosition(defenderPos: Position): { x: number; y: number } {\n const hitYVariation = (Math.random() - 0.5) * HIT_Y_VARIATION_RANGE; // ±0.2 units\n return {\n x: defenderPos.x,\n y: Math.max(0.3, Math.min(1.8, defenderPos.y + hitYVariation)),\n };\n}\n\n/**\n * Determine injury type from combat result and technique damage type\n * 전투 결과와 기술 피해 유형으로 부상 유형 결정\n *\n * @param result - Combat result with damage information\n * @param technique - Technique that was executed\n * @returns InjuryType to create\n */\nfunction determineInjuryType(\n result: CombatResult,\n technique: KoreanTechnique,\n): InjuryType {\n // Slashing damage creates cuts (damageType is a string, not enum)\n if (technique.damageType === \"slashing\") {\n return result.damage > 20 ? InjuryType.LACERATION : InjuryType.CUT;\n }\n\n // Heavy damage creates severe bruising\n if (result.damage > 25) {\n return InjuryType.BRUISE;\n }\n\n // Medium damage creates moderate bruising\n if (result.damage > 15) {\n return InjuryType.BRUISE;\n }\n\n // Light damage creates light bruising\n return InjuryType.BRUISE;\n}\n\n/**\n * Map body region to 3D position offset on character model\n * 신체 부위를 캐릭터 모델의 3D 위치 오프셋으로 매핑\n *\n * @param region - Body region that was hit\n * @returns Position offset [x, y, z] relative to character center\n */\nfunction getBodyRegionPosition(region: BodyRegion): [number, number, number] {\n // Map body regions to approximate positions on character model\n // Character is ~2 units tall, centered at [0, 0, 0]\n switch (region) {\n case BodyRegion.HEAD:\n return [0, 1.6, 0];\n case BodyRegion.NECK:\n return [0, 1.3, 0];\n case BodyRegion.TORSO:\n case BodyRegion.CORE:\n return [0, 0.8, 0];\n case BodyRegion.LEFT_ARM:\n return [-0.4, 1.0, 0];\n case BodyRegion.RIGHT_ARM:\n return [0.4, 1.0, 0];\n case BodyRegion.LEFT_LEG:\n return [-0.2, 0.2, 0];\n case BodyRegion.RIGHT_LEG:\n return [0.2, 0.2, 0];\n default:\n return [0, 0.8, 0]; // Default to torso\n }\n}\n\n/**\n * Create injury from combat damage result\n * 전투 피해 결과로부터 부상 생성\n *\n * @param result - Combat result with damage details\n * @param technique - Technique that caused the damage\n * @param defenderHealth - Current defender health after damage (0-100 scale)\n * @param targetPlayerIndex - Index of the player who was hit (0 or 1)\n * @returns Injury object for visualization\n */\nfunction createInjuryFromDamage(\n result: CombatResult,\n technique: KoreanTechnique,\n defenderHealth: number,\n targetPlayerIndex: number,\n): Injury {\n // Determine body region - use torso as default if not specified\n const bodyRegion = BodyRegion.TORSO; // TODO: Extract from result when available\n\n // Determine injury type based on damage and technique\n let injuryType = determineInjuryType(result, technique);\n\n // Promote to fracture when health is critically low and damage is severe\n // to align with TraumaOverlay3D fracture behavior\n const isLowHealth = defenderHealth <= 30; // 30% health threshold\n const isSevereDamage = result.damage >= 25; // Severe damage threshold\n if (isLowHealth && isSevereDamage && injuryType !== InjuryType.FRACTURE) {\n injuryType = InjuryType.FRACTURE;\n }\n\n // Calculate severity (0.0 to 1.0) based on damage\n // Normalized so that a ~30-damage hit is treated as near-max severity\n const severity = Math.min(1.0, result.damage / 30);\n\n // Get position on character model for this body region\n const basePosition = getBodyRegionPosition(bodyRegion);\n\n // Add small random offset for variety\n const randomOffset: [number, number, number] = [\n (Math.random() - 0.5) * 0.1,\n (Math.random() - 0.5) * 0.1,\n (Math.random() - 0.5) * 0.1,\n ];\n\n const position: [number, number, number] = [\n basePosition[0] + randomOffset[0],\n basePosition[1] + randomOffset[1],\n basePosition[2] + randomOffset[2],\n ];\n\n return {\n id: `injury_${Date.now()}_${Math.random().toString(36).substring(2, 11)}`,\n region: bodyRegion,\n type: injuryType,\n position,\n severity,\n hitCount: 1,\n timestamp: Date.now(),\n playerId: targetPlayerIndex === 0 ? \"player\" : \"enemy\",\n };\n}\n\n/**\n * Apply knockback displacement to defender position\n *\n * **Korean**: 밀침 적용 (Apply Knockback)\n *\n * Updates the defender's position based on knockback physics calculation.\n * The knockback displacement is applied in the direction of the attack vector\n * (attacker → defender), respecting arena boundaries.\n *\n * **Physics-First Architecture**: Both positions and knockback displacement\n * are in meters. Arena bounds are centered at origin (0, 0) with extent\n * ±worldWidthMeters/2 in X and ±worldDepthMeters/2 in Z.\n *\n * @param result - Combat result containing knockback data (in meters)\n * @param defenderPos - Current defender position (in meters)\n * @param arenaBounds - Arena boundary limits with meter dimensions\n * @returns Updated defender position after knockback (in meters)\n *\n * @example\n * ```typescript\n * // 10m × 7.5m arena, player at x=2m knocked back 2.5m to right\n * const newPosition = applyKnockbackDisplacement(\n * result, // knockback.displacement.x = 2.5m\n * { x: 2, y: 0 }, // Current position: 2m from center\n * { worldWidthMeters: 10, worldDepthMeters: 7.5, ... }\n * );\n * // Returns: { x: 4.5, y: 0 } (2m + 2.5m = 4.5m, within ±5m boundary)\n *\n * // Same knockback but would exceed boundary\n * const clampedPosition = applyKnockbackDisplacement(\n * result, // knockback.displacement.x = 2.5m\n * { x: 4, y: 0 }, // Current position: 4m from center\n * { worldWidthMeters: 10, worldDepthMeters: 7.5, ... }\n * );\n * // Returns: { x: 5, y: 0 } (4m + 2.5m = 6.5m, clamped to +5m boundary)\n * ```\n */\nfunction applyKnockbackDisplacement(\n result: CombatResult,\n defenderPos: Position,\n arenaBounds: PhysicsArenaBounds,\n): Position {\n if (!result.knockback) {\n return defenderPos;\n }\n\n // Apply knockback displacement (both in meters)\n // Note: knockback.displacement.z maps to position.y in 2D arena\n const newPos = {\n x: defenderPos.x + result.knockback.displacement.x,\n y: defenderPos.y + result.knockback.displacement.z,\n };\n\n // Clamp to arena boundaries using shared physics helper\n return clampToArenaBounds(newPos, arenaBounds);\n}\n\nexport interface UseCombatActionsConfig {\n readonly validPlayers: readonly [PlayerState, PlayerState];\n readonly playerPositions: readonly [Position, Position];\n readonly combatState: CombatScreenState;\n readonly combatActions: CombatActions;\n readonly combatSystem: CombatSystem;\n readonly onPlayerUpdate: (\n playerIndex: number,\n updates: Partial<PlayerState>,\n ) => void;\n readonly onPlayerPositionUpdate?: (\n playerIndex: number,\n position: Position,\n ) => void;\n readonly onLateralityUpdate?: (\n playerIndex: number,\n laterality: \"left\" | \"right\",\n ) => void;\n readonly onInjuryCreated?: (\n injury: Injury,\n targetPlayerIndex: number,\n ) => void;\n readonly addCombatMessage: (korean: string, english: string) => void;\n readonly addHitEffect: (\n type: HitEffectType,\n position: Position,\n intensity?: number,\n ) => void;\n readonly arenaBounds: PhysicsArenaBounds;\n readonly combatAudio?: {\n readonly playAttackSound: (intensity?: AttackIntensity) => Promise<void>;\n readonly playHitSound: (damage: number) => Promise<void>;\n readonly playBoneImpactSound: (options: {\n region?: import(\"../../../../audio/types\").AudioBodyRegion;\n intensity?: import(\"../../../../audio/types\").ImpactIntensity;\n damage?: number;\n remainingHealth?: number;\n vitalPoint?: boolean;\n hitPosition?: { x: number; y: number; z?: number };\n }) => Promise<void>;\n readonly playBlockSound: (guardBroken?: boolean) => Promise<void>;\n readonly playDodgeSound: () => Promise<void>;\n readonly playStanceChangeSound: () => Promise<void>;\n readonly playSpecialTechniqueSound: () => Promise<void>;\n };\n readonly playerAnimations?: {\n readonly player1: {\n readonly transitionTo: (state: AnimationState) => boolean;\n };\n readonly player2: {\n readonly transitionTo: (state: AnimationState) => boolean;\n };\n };\n}\n\nexport interface UseCombatActionsReturn {\n readonly handleAttack: (technique?: Technique) => void;\n readonly handleDefend: () => void;\n readonly handleTechniqueExecute: () => void;\n readonly handleStanceSwitch: (stance: TrigramStance) => void;\n readonly handleStanceSideSwitch: (playerIndex: 0 | 1) => void;\n readonly handleAIAttack: (\n technique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly handleAIDefend: () => void;\n readonly handleAITechnique: (\n technique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly moveAIPlayer: (targetPos: Position) => void;\n}\n\n/**\n * Helper function to convert Technique to KoreanTechnique format\n * @param technique - The technique to convert\n * @param stance - Current player stance\n * @returns KoreanTechnique compatible with CombatSystem\n */\nfunction convertTechniqueToKorean(\n technique: Technique,\n stance: TrigramStance,\n): KoreanTechnique {\n return {\n id: technique.id,\n name: {\n korean: technique.name.korean,\n english: technique.name.english,\n romanized: technique.name.romanized ?? \"\",\n },\n koreanName: technique.name.korean,\n englishName: technique.name.english,\n romanized: technique.name.romanized ?? \"\",\n description: {\n korean: technique.description.korean,\n english: technique.description.english,\n },\n stance: technique.requiredStance ?? stance,\n type: \"attack\",\n damageType: technique.damageType,\n damage: (technique.damage.min + technique.damage.max) / 2, // Use average damage\n kiCost: technique.kiCost,\n staminaCost: technique.staminaCost,\n accuracy: 0.85, // Default accuracy\n reachConfig: {\n bodyPart: \"arm\" as const,\n techniqueType: \"punch\" as const,\n baseExtension: 0.9,\n },\n executionTime: technique.animationDuration ?? 400,\n recoveryTime: 300,\n critChance: technique.criticalChance ?? 0.1,\n critMultiplier: 1.5,\n effects: [],\n };\n}\n\n/**\n * Custom hook for combat action handlers\n */\nexport function useCombatActions(\n config: UseCombatActionsConfig,\n): UseCombatActionsReturn {\n const {\n validPlayers,\n playerPositions,\n combatState,\n combatActions,\n combatSystem,\n onPlayerUpdate,\n onLateralityUpdate,\n onInjuryCreated,\n addCombatMessage,\n addHitEffect,\n arenaBounds,\n combatAudio,\n } = config;\n\n // Refs to track knockback recovery timeouts for cleanup\n const player1KnockbackTimeoutRef = useRef<NodeJS.Timeout | null>(null);\n const player2KnockbackTimeoutRef = useRef<NodeJS.Timeout | null>(null);\n\n // Cleanup timeouts on unmount\n useEffect(() => {\n return () => {\n if (player1KnockbackTimeoutRef.current) {\n clearTimeout(player1KnockbackTimeoutRef.current);\n }\n if (player2KnockbackTimeoutRef.current) {\n clearTimeout(player2KnockbackTimeoutRef.current);\n }\n };\n }, []);\n\n // Player attack handler\n const handleAttack = useCallback(\n (technique?: Technique) => {\n if (\n combatState.isExecutingTechnique ||\n !combatState.roundStarted ||\n combatState.roundEnded\n )\n return;\n\n const player = validPlayers[0];\n const currentStance = player.currentStance;\n const archetype = player.archetype;\n\n // Use provided technique or select from stance techniques\n let attackTechnique: KoreanTechnique;\n\n if (technique) {\n // Convert selected technique to KoreanTechnique format\n attackTechnique = convertTechniqueToKorean(technique, currentStance);\n } else {\n // Get techniques for current stance and archetype\n const availableTechniques =\n KoreanTechniquesSystem.getAllAvailableTechniques(\n currentStance,\n archetype,\n );\n\n if (availableTechniques.length === 0) {\n console.warn(\n `No techniques found for stance: ${currentStance}, archetype: ${archetype}`,\n );\n addCombatMessage(\"기술 없음\", \"No techniques available\");\n return;\n }\n\n // Select primary technique (first in list)\n const selectedTechnique = availableTechniques[0];\n\n // Check if player has sufficient resources\n if (\n !KoreanTechniquesSystem.canExecuteTechnique(player, selectedTechnique)\n ) {\n addCombatMessage(\"기력/체력 부족\", \"Insufficient Ki/Stamina\");\n return;\n }\n\n attackTechnique = selectedTechnique;\n }\n\n combatActions.setExecutingTechnique(true);\n\n // Play attack sound based on technique damage/intensity\n const damage = attackTechnique.damage ?? 10;\n const intensity: AttackIntensity =\n damage >= 40\n ? \"critical\"\n : damage >= 25\n ? \"heavy\"\n : damage >= 10\n ? \"medium\"\n : \"light\";\n combatAudio?.playAttackSound(intensity);\n\n // Calculate animation timing context for hit detection.\n // For synchronous hit detection, we use the animation's peak time (when limb\n // is fully extended) rather than t=0 (attack start). This ensures the hit\n // window check passes when the attack would visually connect.\n // 동기식 타격 판정: 애니메이션 피크 타임 사용 (팔/다리 완전 신전 시점)\n const animationType = attackTechnique.animationType ?? AnimationType.JAB;\n const hitTiming = getAnimationHitTiming(animationType);\n const peakTime = hitTiming?.hitWindow.peakTime ?? 0.15; // Default to typical punch peak\n const animationContext = {\n animationType,\n currentTime: peakTime, // Use peak time for synchronous hit detection\n };\n\n // Use combat system for proper calculation with animation context\n const result = combatSystem.resolveAttack(\n validPlayers[0],\n validPlayers[1],\n attackTechnique,\n undefined,\n animationContext,\n );\n\n const effectType = result.hit\n ? result.isCritical\n ? HitEffectType.CRITICAL_HIT\n : HitEffectType.HIT\n : HitEffectType.MISS;\n\n addHitEffect(effectType, playerPositions[0], result.hit ? 1 : 0.5);\n\n if (result.hit) {\n // Play bone impact sound with body region and damage context\n const hitPosition = calculateHitPosition(playerPositions[1]);\n\n // Use bone impact audio instead of generic hit sound\n combatAudio?.playBoneImpactSound({\n damage: result.damage,\n remainingHealth: validPlayers[1].health - result.damage,\n vitalPoint: result.isCritical, // Critical hits are often vital points\n hitPosition,\n });\n\n // Combo tracking: reset combo if too much time passed\n const now = Date.now();\n const timeSinceLastHit = now - combatState.lastHitTime;\n const newCombo =\n timeSinceLastHit < 2000 ? combatState.comboCount + 1 : 1;\n combatActions.setComboCount(newCombo);\n combatActions.setLastHitTime(now);\n\n // Apply damage through combat system\n const { updatedAttacker, updatedDefender } =\n combatSystem.applyCombatResult(\n result,\n validPlayers[0],\n validPlayers[1],\n );\n\n onPlayerUpdate(0, updatedAttacker);\n onPlayerUpdate(1, updatedDefender);\n\n // Create injury for trauma visualization\n if (onInjuryCreated) {\n const injury = createInjuryFromDamage(\n result,\n attackTechnique,\n updatedDefender.health,\n 1, // Player 2 (enemy) was hit\n );\n onInjuryCreated(injury, 1);\n }\n\n // Apply knockback displacement (밀침 적용)\n if (result.knockback && config.onPlayerPositionUpdate) {\n const newDefenderPosition = applyKnockbackDisplacement(\n result,\n playerPositions[1],\n config.arenaBounds,\n );\n config.onPlayerPositionUpdate(1, newDefenderPosition);\n\n // Add combat message for significant knockback\n const knockbackDistance = Math.sqrt(\n result.knockback.displacement.x ** 2 +\n result.knockback.displacement.z ** 2,\n );\n if (knockbackDistance > 1.5) {\n const knockbackName = KnockbackPhysics.getKnockbackStateName(\n result.knockback.shouldFall,\n );\n addCombatMessage(knockbackName.korean, knockbackName.english);\n }\n\n // Set stunned state for knockback duration (non-interruptible)\n if (result.knockback.duration > 0) {\n // Clear any existing timeout for player 2\n if (player2KnockbackTimeoutRef.current) {\n clearTimeout(player2KnockbackTimeoutRef.current);\n }\n\n onPlayerUpdate(1, { isStunned: true });\n\n // Schedule recovery after knockback duration + recovery window\n player2KnockbackTimeoutRef.current = setTimeout(\n () => {\n onPlayerUpdate(1, { isStunned: false });\n player2KnockbackTimeoutRef.current = null;\n },\n (result.knockback.duration + result.knockback.recoveryWindow) *\n 1000,\n );\n }\n }\n\n // Check if defender should fall after taking damage\n if (config.playerAnimations?.player2) {\n const fallCheck = checkForFall(\n updatedDefender,\n combatSystem,\n undefined, // lastImpactAngle not tracked yet\n undefined, // attackAngle not tracked yet\n );\n\n if (\n fallCheck.shouldFall &&\n fallCheck.animationState &&\n fallCheck.fallType\n ) {\n config.playerAnimations.player2.transitionTo(\n fallCheck.animationState,\n );\n const fallName = getFallTypeName(fallCheck.fallType);\n addCombatMessage(`${fallName.korean}!`, `${fallName.english}!`);\n }\n }\n\n // Display technique name in combat log\n const techniqueNameKorean =\n attackTechnique.koreanName ?? attackTechnique.name.korean;\n const techniqueNameEnglish =\n attackTechnique.englishName ?? attackTechnique.name.english;\n\n if (result.isCritical) {\n addCombatMessage(\n `치명타! ${techniqueNameKorean}`,\n `Critical Hit! ${techniqueNameEnglish}`,\n );\n } else if (newCombo > 2) {\n addCombatMessage(\n `${newCombo} 연속! ${techniqueNameKorean}`,\n `${newCombo} Combo! ${techniqueNameEnglish}`,\n );\n } else {\n addCombatMessage(\n `${techniqueNameKorean} 성공!`,\n `${techniqueNameEnglish} Hit!`,\n );\n }\n } else {\n combatActions.resetCombo();\n const techniqueNameKorean =\n attackTechnique.koreanName ?? attackTechnique.name.korean;\n const techniqueNameEnglish =\n attackTechnique.englishName ?? attackTechnique.name.english;\n addCombatMessage(\n `${techniqueNameKorean} 빗나감`,\n `${techniqueNameEnglish} Missed`,\n );\n }\n\n setTimeout(() => combatActions.setExecutingTechnique(false), 500);\n },\n [\n validPlayers,\n playerPositions,\n combatState.isExecutingTechnique,\n combatState.roundStarted,\n combatState.roundEnded,\n combatState.comboCount,\n combatState.lastHitTime,\n combatActions,\n combatSystem,\n onPlayerUpdate,\n onInjuryCreated,\n addCombatMessage,\n addHitEffect,\n combatAudio,\n config,\n ],\n );\n\n // Player defend handler\n const handleDefend = useCallback(() => {\n if (!combatState.roundStarted || combatState.roundEnded) return;\n\n // Play block sound\n combatAudio?.playBlockSound(false);\n\n onPlayerUpdate(0, { isBlocking: true });\n addCombatMessage(\"방어 자세\", \"Defensive Stance\");\n addHitEffect(HitEffectType.BLOCK, playerPositions[0], 0.8);\n\n setTimeout(() => {\n onPlayerUpdate(0, { isBlocking: false });\n }, 1000);\n }, [\n combatState.roundStarted,\n combatState.roundEnded,\n onPlayerUpdate,\n addCombatMessage,\n addHitEffect,\n playerPositions,\n combatAudio,\n ]);\n\n // Player technique handler\n const handleTechniqueExecute = useCallback(() => {\n if (\n combatState.isExecutingTechnique ||\n !combatState.roundStarted ||\n combatState.roundEnded\n )\n return;\n if (validPlayers[0].ki < 10 || validPlayers[0].stamina < 15) {\n addCombatMessage(\"기력/체력 부족\", \"Insufficient Ki/Stamina\");\n return;\n }\n\n combatActions.setExecutingTechnique(true);\n\n // Play special technique sound\n combatAudio?.playSpecialTechniqueSound();\n\n addHitEffect(HitEffectType.CRITICAL_HIT, playerPositions[0], 1.5);\n\n // Screen shake effect for impact\n const shakeIntensity = 8;\n const shakeFrames = [\n { x: shakeIntensity, y: -shakeIntensity * 0.5 },\n { x: -shakeIntensity * 0.7, y: shakeIntensity * 0.8 },\n { x: shakeIntensity * 0.5, y: shakeIntensity * 0.3 },\n { x: -shakeIntensity * 0.3, y: -shakeIntensity * 0.6 },\n { x: 0, y: 0 },\n ];\n\n shakeFrames.forEach((shake, index) => {\n setTimeout(() => combatActions.setScreenShake(shake), index * 50);\n });\n\n const distance = Math.sqrt(\n Math.pow(playerPositions[0].x - playerPositions[1].x, 2) +\n Math.pow(playerPositions[0].y - playerPositions[1].y, 2),\n );\n\n if (distance < 150) {\n // Play bone impact sound for special technique hit\n const hitPosition = calculateHitPosition(playerPositions[1]);\n\n combatAudio?.playBoneImpactSound({\n damage: 25,\n remainingHealth: validPlayers[1].health - 25,\n vitalPoint: false,\n hitPosition,\n });\n\n onPlayerUpdate(1, {\n health: Math.max(0, validPlayers[1].health - 25),\n hitsTaken: validPlayers[1].hitsTaken + 1,\n });\n addCombatMessage(\"특수 기술 성공!\", \"Special Technique Hit!\");\n } else {\n addCombatMessage(\"기술 실패\", \"Technique Failed\");\n }\n\n // Consume resources\n onPlayerUpdate(0, {\n ki: Math.max(0, validPlayers[0].ki - 10),\n stamina: Math.max(0, validPlayers[0].stamina - 15),\n });\n\n setTimeout(() => combatActions.setExecutingTechnique(false), 800);\n }, [\n validPlayers,\n playerPositions,\n combatState.isExecutingTechnique,\n combatState.roundStarted,\n combatState.roundEnded,\n combatActions,\n onPlayerUpdate,\n addCombatMessage,\n addHitEffect,\n combatAudio,\n ]);\n\n // Player stance switch handler\n const handleStanceSwitch = useCallback(\n (stance: TrigramStance) => {\n if (!combatState.roundStarted || combatState.roundEnded) return;\n\n // Play stance change sound\n combatAudio?.playStanceChangeSound();\n\n onPlayerUpdate(0, { currentStance: stance });\n addCombatMessage(`자세 변경: ${stance}`, `Stance Change: ${stance}`);\n addHitEffect(HitEffectType.STATUS_EFFECT, playerPositions[0], 0.6);\n },\n [\n combatState.roundStarted,\n combatState.roundEnded,\n onPlayerUpdate,\n addCombatMessage,\n addHitEffect,\n playerPositions,\n combatAudio,\n ],\n );\n\n /**\n * Handle stance side switch (left/right)\n * @korean 자세측면전환처리\n */\n // Reuse StanceManager instance for stance side switches\n const stanceManagerRef = useRef<StanceManager>(new StanceManager());\n\n const handleStanceSideSwitch = useCallback(\n (playerIndex: 0 | 1) => {\n if (!combatState.roundStarted || combatState.roundEnded) return;\n\n const player = validPlayers[playerIndex];\n // Get current laterality from combat state\n const currentLaterality = combatState.playerLaterality[playerIndex];\n\n const result = stanceManagerRef.current.switchStanceSide(\n player,\n currentLaterality,\n );\n\n if (result.success && result.laterality) {\n // Update player state with new stamina\n onPlayerUpdate(playerIndex, result.updatedPlayer);\n\n // Update laterality in combat state via callback\n onLateralityUpdate?.(playerIndex, result.laterality);\n\n // Audio feedback\n combatAudio?.playStanceChangeSound?.();\n\n // Visual feedback\n const koreanText =\n result.laterality === \"left\" ? \"왼발서기\" : \"오른발서기\";\n const englishText =\n result.laterality === \"left\" ? \"Left Stance\" : \"Right Stance\";\n addCombatMessage(koreanText, englishText);\n\n // Visual effect\n addHitEffect(\n HitEffectType.STATUS_EFFECT,\n playerPositions[playerIndex],\n 0.5,\n );\n } else {\n // Feedback for failed switch\n if (result.message?.includes(\"stamina\")) {\n addCombatMessage(\"체력 부족\", \"Insufficient Stamina\");\n } else if (result.message?.includes(\"cooldown\")) {\n addCombatMessage(\"대기 중\", \"On Cooldown\");\n }\n }\n },\n [\n combatState.roundStarted,\n combatState.roundEnded,\n combatState.playerLaterality,\n validPlayers,\n onPlayerUpdate,\n onLateralityUpdate,\n combatAudio,\n addCombatMessage,\n addHitEffect,\n playerPositions,\n ],\n );\n\n /**\n * Helper function to create AI technique objects\n * Reduces code duplication between basic attacks and special techniques\n */\n const createAITechnique = useCallback(\n (type: \"basic\" | \"special\", aiPlayer: PlayerState) => {\n if (type === \"basic\") {\n return {\n id: \"ai_basic_attack\",\n name: {\n korean: \"AI 기본공격\",\n english: \"AI Basic Attack\",\n romanized: \"ai_gibon_gonggyeok\",\n },\n koreanName: \"AI 기본공격\",\n englishName: \"AI Basic Attack\",\n romanized: \"ai_gibon_gonggyeok\",\n description: { korean: \"AI 기본 공격\", english: \"AI basic attack\" },\n stance: aiPlayer.currentStance,\n type: \"attack\" as const,\n damageType: \"physical\" as const,\n damage: 15,\n kiCost: 5,\n staminaCost: 8,\n accuracy: 0.8,\n reachConfig: {\n bodyPart: \"arm\" as const,\n techniqueType: \"punch\" as const,\n baseExtension: 0.95,\n },\n executionTime: 400,\n recoveryTime: 300,\n critChance: 0.1,\n critMultiplier: 1.5,\n effects: [],\n animationType: AnimationType.JAB, // Default animation for basic attack\n };\n } else {\n return {\n id: \"ai_special_technique\",\n name: {\n korean: \"AI 특수기술\",\n english: \"AI Special Technique\",\n romanized: \"ai_teuksu_gisul\",\n },\n koreanName: \"AI 특수기술\",\n englishName: \"AI Special Technique\",\n romanized: \"ai_teuksu_gisul\",\n description: {\n korean: \"AI 특수 기술\",\n english: \"AI special technique\",\n },\n stance: aiPlayer.currentStance,\n type: \"technique\" as const,\n damageType: \"physical\" as const,\n damage: 25,\n kiCost: 10,\n staminaCost: 15,\n accuracy: 0.85,\n reachConfig: {\n bodyPart: \"leg\" as const,\n techniqueType: \"kick\" as const,\n baseExtension: 1.1,\n },\n executionTime: 600,\n recoveryTime: 800,\n critChance: 0.15,\n critMultiplier: 1.8,\n effects: [],\n animationType: AnimationType.SPINNING_HOOK, // Default animation for special technique\n };\n }\n },\n [],\n );\n\n /**\n * Helper function to determine hit effect type based on combat result\n * Reduces duplication between attack and technique handlers\n */\n const getHitEffectType = useCallback(\n (result: { hit: boolean; isCritical?: boolean }): HitEffectType => {\n if (!result.hit) return HitEffectType.MISS;\n return result.isCritical ? HitEffectType.CRITICAL_HIT : HitEffectType.HIT;\n },\n [],\n );\n\n /**\n * AI attack handler with technique and vital point targeting\n *\n * @param technique - Optional Korean martial arts technique to execute. If not provided, creates a basic attack.\n * @param targetVitalPoint - Optional vital point ID to target for increased damage effectiveness.\n */\n const handleAIAttack = useCallback(\n (technique?: KoreanTechnique, targetVitalPoint?: string) => {\n const aiPlayer = validPlayers[1];\n const targetPlayer = validPlayers[0];\n\n // Use provided technique or create basic attack technique\n const attackTechnique = technique ?? createAITechnique(\"basic\", aiPlayer);\n\n // Play attack sound based on technique damage/intensity (consistent with player)\n const damage = attackTechnique.damage ?? 10;\n const intensity: AttackIntensity =\n damage >= 40\n ? \"critical\"\n : damage >= 25\n ? \"heavy\"\n : damage >= 10\n ? \"medium\"\n : \"light\";\n combatAudio?.playAttackSound(intensity);\n\n // Calculate animation timing context for AI hit detection (same as player)\n // 동기식 타격 판정: AI도 피크 타임 사용\n const animationType = attackTechnique.animationType ?? AnimationType.JAB;\n const hitTiming = getAnimationHitTiming(animationType);\n const peakTime = hitTiming?.hitWindow.peakTime ?? 0.15;\n const animationContext = {\n animationType,\n currentTime: peakTime,\n };\n\n // Use combat system for proper calculation with vital point targeting and animation context\n const result = combatSystem.resolveAttack(\n aiPlayer,\n targetPlayer,\n attackTechnique,\n targetVitalPoint, // Pass vital point ID for targeting\n animationContext, // Pass animation context for distance/reach check\n );\n\n const effectType = getHitEffectType(result);\n addHitEffect(effectType, playerPositions[1], result.hit ? 1 : 0.5);\n\n if (result.hit) {\n // Play bone impact sound for AI hits on player\n const hitPosition = calculateHitPosition(playerPositions[0]);\n\n combatAudio?.playBoneImpactSound({\n damage: result.damage,\n remainingHealth: validPlayers[0].health - result.damage,\n vitalPoint: result.isCritical,\n hitPosition,\n });\n\n // Apply damage through combat system (deducts resources)\n const { updatedAttacker, updatedDefender } =\n combatSystem.applyCombatResult(result, aiPlayer, targetPlayer);\n\n onPlayerUpdate(1, updatedAttacker);\n onPlayerUpdate(0, updatedDefender);\n\n // Create injury for trauma visualization (AI hit player)\n if (onInjuryCreated) {\n const injury = createInjuryFromDamage(\n result,\n attackTechnique,\n updatedDefender.health,\n 0, // Player 1 (player) was hit by AI\n );\n onInjuryCreated(injury, 0);\n }\n\n // Apply knockback displacement for AI attacks (밀침 적용)\n if (result.knockback && config.onPlayerPositionUpdate) {\n const newDefenderPosition = applyKnockbackDisplacement(\n result,\n playerPositions[0],\n config.arenaBounds,\n );\n config.onPlayerPositionUpdate(0, newDefenderPosition);\n\n // Add combat message for significant knockback\n const knockbackDistance = Math.sqrt(\n result.knockback.displacement.x ** 2 +\n result.knockback.displacement.z ** 2,\n );\n if (knockbackDistance > 1.5) {\n const knockbackName = KnockbackPhysics.getKnockbackStateName(\n result.knockback.shouldFall,\n );\n addCombatMessage(\n `AI ${knockbackName.korean}`,\n `AI ${knockbackName.english}`,\n );\n }\n\n // Set stunned state for knockback duration (non-interruptible)\n if (result.knockback.duration > 0) {\n // Clear any existing timeout for player 1\n if (player1KnockbackTimeoutRef.current) {\n clearTimeout(player1KnockbackTimeoutRef.current);\n }\n\n onPlayerUpdate(0, { isStunned: true });\n\n // Schedule recovery after knockback duration + recovery window\n player1KnockbackTimeoutRef.current = setTimeout(\n () => {\n onPlayerUpdate(0, { isStunned: false });\n player1KnockbackTimeoutRef.current = null;\n },\n (result.knockback.duration + result.knockback.recoveryWindow) *\n 1000,\n );\n }\n }\n\n // Check if player should fall after taking damage from AI\n if (config.playerAnimations?.player1) {\n const fallCheck = checkForFall(\n updatedDefender,\n combatSystem,\n undefined, // lastImpactAngle not tracked yet\n undefined, // attackAngle not tracked yet\n );\n\n if (\n fallCheck.shouldFall &&\n fallCheck.animationState &&\n fallCheck.fallType\n ) {\n config.playerAnimations.player1.transitionTo(\n fallCheck.animationState,\n );\n const fallName = getFallTypeName(fallCheck.fallType);\n addCombatMessage(`${fallName.korean}!`, `${fallName.english}!`);\n }\n }\n\n // Enhanced combat message with vital point info\n if (result.vitalPointHit && targetVitalPoint) {\n const vitalPoint = getVitalPointById(targetVitalPoint);\n const vpName = vitalPoint\n ? vitalPoint.names.korean\n : targetVitalPoint;\n addCombatMessage(\n `AI 급소 타격! ${vpName}`,\n `AI Vital Point Hit! ${\n vitalPoint?.names.english ?? targetVitalPoint\n }`,\n );\n } else if (result.isCritical) {\n addCombatMessage(\"AI 치명타!\", \"AI Critical Hit!\");\n } else {\n addCombatMessage(\"AI 공격 성공!\", \"AI Attack Hit!\");\n }\n } else {\n // Consume resources on miss for consistency with technique behavior\n onPlayerUpdate(1, {\n ki: Math.max(0, aiPlayer.ki - attackTechnique.kiCost),\n stamina: Math.max(0, aiPlayer.stamina - attackTechnique.staminaCost),\n });\n addCombatMessage(\"AI 공격 빗나감\", \"AI Attack Missed\");\n }\n },\n [\n validPlayers,\n playerPositions,\n combatSystem,\n onPlayerUpdate,\n onInjuryCreated,\n addCombatMessage,\n addHitEffect,\n combatAudio,\n createAITechnique,\n getHitEffectType,\n config,\n ],\n );\n\n // AI defend handler\n const handleAIDefend = useCallback(() => {\n // Play block sound\n combatAudio?.playBlockSound(false);\n\n onPlayerUpdate(1, { isBlocking: true });\n addCombatMessage(\"AI 방어 자세\", \"AI Defensive Stance\");\n addHitEffect(HitEffectType.BLOCK, playerPositions[1], 0.8);\n\n setTimeout(() => {\n onPlayerUpdate(1, { isBlocking: false });\n }, 1000);\n }, [\n onPlayerUpdate,\n addCombatMessage,\n addHitEffect,\n playerPositions,\n combatAudio,\n ]);\n\n /**\n * AI technique handler with technique and vital point targeting\n *\n * @param technique - Optional special Korean martial arts technique to execute. If not provided, creates a special technique.\n * @param targetVitalPoint - Optional vital point ID to target for increased damage effectiveness.\n */\n const handleAITechnique = useCallback(\n (technique?: KoreanTechnique, targetVitalPoint?: string) => {\n const aiPlayer = validPlayers[1];\n const targetPlayer = validPlayers[0];\n\n // Use provided technique or create special technique\n const specialTechnique =\n technique ?? createAITechnique(\"special\", aiPlayer);\n\n // Check if AI has sufficient resources for the technique\n if (\n aiPlayer.ki < specialTechnique.kiCost ||\n aiPlayer.stamina < specialTechnique.staminaCost\n ) {\n handleAIAttack(undefined, targetVitalPoint); // Fallback to basic attack with same targeting\n return;\n }\n\n // Play special technique sound\n combatAudio?.playSpecialTechniqueSound();\n\n // Calculate animation timing context for AI technique hit detection\n // 동기식 타격 판정: AI 특수 기술도 피크 타임 사용\n const animationType =\n specialTechnique.animationType ?? AnimationType.SPINNING_HOOK;\n const hitTiming = getAnimationHitTiming(animationType);\n const peakTime = hitTiming?.hitWindow.peakTime ?? 0.25; // Special techniques often have longer peak times\n const animationContext = {\n animationType,\n currentTime: peakTime,\n };\n\n // Use combat system for proper calculation with vital point targeting and animation context\n const result = combatSystem.resolveAttack(\n aiPlayer,\n targetPlayer,\n specialTechnique,\n targetVitalPoint, // Pass vital point ID for targeting\n animationContext, // Pass animation context for distance/reach check\n );\n\n const effectType = result.hit\n ? HitEffectType.CRITICAL_HIT\n : HitEffectType.MISS;\n\n addHitEffect(effectType, playerPositions[1], result.hit ? 1.5 : 0.5);\n\n if (result.hit) {\n // Play bone impact sound for AI technique hits\n const hitPosition = calculateHitPosition(playerPositions[0]);\n\n combatAudio?.playBoneImpactSound({\n damage: result.damage,\n remainingHealth: validPlayers[0].health - result.damage,\n vitalPoint: result.isCritical === true || !!targetVitalPoint, // Special techniques often target vital points\n hitPosition,\n });\n\n // Apply damage through combat system (deducts resources)\n const { updatedAttacker, updatedDefender } =\n combatSystem.applyCombatResult(result, aiPlayer, targetPlayer);\n\n onPlayerUpdate(1, updatedAttacker);\n onPlayerUpdate(0, updatedDefender);\n\n // Create injury for trauma visualization (AI technique hit player)\n if (onInjuryCreated) {\n const injury = createInjuryFromDamage(\n result,\n specialTechnique,\n updatedDefender.health,\n 0, // Player 1 (player) was hit by AI technique\n );\n onInjuryCreated(injury, 0);\n }\n\n // Apply knockback displacement for AI special techniques (밀침 적용)\n if (result.knockback && config.onPlayerPositionUpdate) {\n const newDefenderPosition = applyKnockbackDisplacement(\n result,\n playerPositions[0],\n config.arenaBounds,\n );\n config.onPlayerPositionUpdate(0, newDefenderPosition);\n\n // Add combat message for significant knockback\n const knockbackDistance = Math.sqrt(\n result.knockback.displacement.x ** 2 +\n result.knockback.displacement.z ** 2,\n );\n if (knockbackDistance > 1.5) {\n const knockbackName = KnockbackPhysics.getKnockbackStateName(\n result.knockback.shouldFall,\n );\n addCombatMessage(\n `AI 특수 ${knockbackName.korean}`,\n `AI Special ${knockbackName.english}`,\n );\n }\n\n // Set stunned state for knockback duration (non-interruptible)\n if (result.knockback.duration > 0) {\n // Clear any existing timeout for player 1\n if (player1KnockbackTimeoutRef.current) {\n clearTimeout(player1KnockbackTimeoutRef.current);\n }\n\n onPlayerUpdate(0, { isStunned: true });\n\n // Schedule recovery after knockback duration + recovery window\n player1KnockbackTimeoutRef.current = setTimeout(\n () => {\n onPlayerUpdate(0, { isStunned: false });\n player1KnockbackTimeoutRef.current = null;\n },\n (result.knockback.duration + result.knockback.recoveryWindow) *\n 1000,\n );\n }\n }\n\n // Check if player should fall after taking damage from AI technique\n if (config.playerAnimations?.player1) {\n const fallCheck = checkForFall(\n updatedDefender,\n combatSystem,\n undefined, // lastImpactAngle not tracked yet\n undefined, // attackAngle not tracked yet\n );\n\n if (\n fallCheck.shouldFall &&\n fallCheck.animationState &&\n fallCheck.fallType\n ) {\n config.playerAnimations.player1.transitionTo(\n fallCheck.animationState,\n );\n const fallName = getFallTypeName(fallCheck.fallType);\n addCombatMessage(`${fallName.korean}!`, `${fallName.english}!`);\n }\n }\n\n // Enhanced combat message with vital point info\n if (result.vitalPointHit && targetVitalPoint) {\n const vitalPoint = getVitalPointById(targetVitalPoint);\n const vpName = vitalPoint\n ? vitalPoint.names.korean\n : targetVitalPoint;\n addCombatMessage(\n `AI 특수 급소 기술! ${vpName}`,\n `AI Special Vital Point Technique! ${\n vitalPoint?.names.english ?? targetVitalPoint\n }`,\n );\n } else {\n addCombatMessage(\"AI 특수 기술!\", \"AI Special Technique!\");\n }\n } else {\n // Consume resources on miss (technique was attempted)\n onPlayerUpdate(1, {\n ki: Math.max(0, aiPlayer.ki - specialTechnique.kiCost),\n stamina: Math.max(0, aiPlayer.stamina - specialTechnique.staminaCost),\n });\n addCombatMessage(\"AI 기술 빗나감\", \"AI Technique Missed\");\n }\n },\n [\n validPlayers,\n playerPositions,\n combatSystem,\n onPlayerUpdate,\n onInjuryCreated,\n addCombatMessage,\n addHitEffect,\n handleAIAttack,\n combatAudio,\n createAITechnique,\n config,\n ],\n );\n\n // AI movement handler with injury-based movement penalties\n // **UPDATED**: Now scale-aware for consistent movement and distance calculations\n // **FIX**: Positions are in METERS, not pixels - use meters-based speed\n const moveAIPlayer = useCallback(\n (targetPos: Position) => {\n const currentPos = playerPositions[1];\n const aiPlayer = validPlayers[1];\n\n // Movement speed calibrated for physics-first system (all in METERS)\n // Combat closing speed: ~2.5 m/s (fast tactical approach, not slow walking)\n // Real fights are over in 4-5 seconds - AI must close distance quickly\n // AI decision loop frequency (defined in useAICombat.ts)\n const AI_DECISION_FREQUENCY_HZ = 20; // 20 calls/second (50ms interval)\n // Calculation: 2.5 m/s / 20 calls/s = 0.125 meters per call\n const baseSpeed = 2.5 / AI_DECISION_FREQUENCY_HZ; // meters per call (0.125m per call)\n\n // Calculate movement direction vector (in meters)\n const dx = targetPos.x - currentPos.x;\n const dy = targetPos.y - currentPos.y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n\n // Apply movement penalties from leg injuries if body part health exists\n let finalSpeed = baseSpeed;\n if (aiPlayer.bodyPartHealth && aiPlayer.bodyPartMaxHealth) {\n // Normalize movement direction\n const movementDirection = {\n x: distance > 0 ? dx / distance : 0,\n y: distance > 0 ? dy / distance : 0,\n };\n\n // Calculate modified speed with all penalties applied\n finalSpeed = movementPenaltySystem.calculateModifiedSpeed(\n baseSpeed,\n aiPlayer.bodyPartHealth,\n aiPlayer.bodyPartMaxHealth,\n movementDirection,\n );\n }\n\n // Physics-first: positions are in METERS, so distance is in meters\n // Stop moving when within 0.05 meters (5cm) of target - close enough for melee range\n const MIN_MOVEMENT_THRESHOLD_METERS = 0.05;\n\n if (distance > MIN_MOVEMENT_THRESHOLD_METERS) {\n const newPos = {\n x: currentPos.x + (dx / distance) * finalSpeed,\n y: currentPos.y + (dy / distance) * finalSpeed,\n };\n\n // Keep AI within arena bounds (positions in meters, centered at origin)\n const halfWidth = arenaBounds.worldWidthMeters / 2;\n const halfDepth = arenaBounds.worldDepthMeters / 2;\n newPos.x = Math.max(-halfWidth, Math.min(halfWidth, newPos.x));\n newPos.y = Math.max(-halfDepth, Math.min(halfDepth, newPos.y));\n\n // Update position through parent - this should trigger playerPositions state update in parent\n onPlayerUpdate(1, { position: newPos });\n }\n },\n [playerPositions, validPlayers, arenaBounds, onPlayerUpdate],\n );\n\n return {\n handleAttack,\n handleDefend,\n handleTechniqueExecute,\n handleStanceSwitch,\n handleStanceSideSwitch,\n handleAIAttack,\n handleAIDefend,\n handleAITechnique,\n moveAIPlayer,\n 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@@ -0,0 +1,85 @@
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1
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/**
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2
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* useCombatAttackMovement Hook - Track Attack Movement for Combat Characters
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3
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*
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4
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+
* Custom hook for managing attack movement physics during combat animations.
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5
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+
* Supports two fighters with simultaneous attack movements and arena bounds.
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6
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+
*
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7
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+
* @korean 전투공격이동훅 - 전투 공격 이동 추적
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8
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+
*/
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9
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+
import { AnimationType } from "../../../../systems/animation";
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10
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+
import { TrigramStance } from "../../../../types/common";
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11
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+
/**
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12
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* Configuration for combat attack movement
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13
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+
*/
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14
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+
export interface CombatAttackMovementConfig {
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15
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/** Whether player 1 is currently attacking */
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16
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readonly player1Attacking: boolean;
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17
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/** Player 1 animation type */
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18
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+
readonly player1AnimationType?: AnimationType;
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19
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/** Player 1 current stance */
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20
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+
readonly player1Stance: TrigramStance;
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21
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/** Player 1 base position */
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22
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+
readonly player1BasePosition: [number, number, number];
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23
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+
/** Player 1 animation duration in seconds (default: 0.4) */
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24
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+
readonly player1AnimationDuration?: number;
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25
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+
/** Whether player 2 is currently attacking */
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26
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+
readonly player2Attacking: boolean;
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27
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+
/** Player 2 animation type */
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28
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+
readonly player2AnimationType?: AnimationType;
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29
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+
/** Player 2 current stance */
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30
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+
readonly player2Stance: TrigramStance;
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31
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+
/** Player 2 base position */
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32
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+
readonly player2BasePosition: [number, number, number];
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33
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+
/** Player 2 animation duration in seconds (default: 0.4) */
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34
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+
readonly player2AnimationDuration?: number;
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35
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+
/** Default animation duration in seconds for both players if individual values not specified (default: 0.4) */
|
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36
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+
readonly animationDuration?: number;
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37
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+
}
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38
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+
/**
|
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39
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+
* Return value from useCombatAttackMovement hook
|
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40
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+
*/
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41
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+
export interface CombatAttackMovementResult {
|
|
42
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+
/** Player 1 current position including attack movement */
|
|
43
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+
readonly player1Position: [number, number, number];
|
|
44
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+
/** Player 2 current position including attack movement */
|
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45
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+
readonly player2Position: [number, number, number];
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46
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+
/** Whether player 1 is in forward lunge phase */
|
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47
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+
readonly player1IsLunging: boolean;
|
|
48
|
+
/** Whether player 2 is in forward lunge phase */
|
|
49
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+
readonly player2IsLunging: boolean;
|
|
50
|
+
}
|
|
51
|
+
/**
|
|
52
|
+
* useCombatAttackMovement hook
|
|
53
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+
*
|
|
54
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+
* Tracks attack movement physics for both fighters in combat.
|
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55
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+
* Automatically handles lunge and recovery phases with smooth easing.
|
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56
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+
* Calculates attack direction between fighters dynamically.
|
|
57
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+
*
|
|
58
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+
* @param config - Combat attack movement configuration
|
|
59
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+
* @returns Current positions and movement states for both fighters
|
|
60
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+
*
|
|
61
|
+
* @example
|
|
62
|
+
* ```typescript
|
|
63
|
+
* const {
|
|
64
|
+
* player1Position,
|
|
65
|
+
* player2Position,
|
|
66
|
+
* player1IsLunging
|
|
67
|
+
* } = useCombatAttackMovement({
|
|
68
|
+
* player1Attacking: isPlayer1Attacking,
|
|
69
|
+
* player1AnimationType: AnimationType.ROUNDHOUSE_KICK,
|
|
70
|
+
* player1Stance: player1.stance,
|
|
71
|
+
* player1BasePosition: [5, 0, 0],
|
|
72
|
+
* player2Attacking: false,
|
|
73
|
+
* player2AnimationType: undefined,
|
|
74
|
+
* player2Stance: player2.stance,
|
|
75
|
+
* player2BasePosition: [-5, 0, 0],
|
|
76
|
+
* });
|
|
77
|
+
*
|
|
78
|
+
* <Player3D position={player1Position} />
|
|
79
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* ```
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*
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*/
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export declare function useCombatAttackMovement(config: CombatAttackMovementConfig): CombatAttackMovementResult;
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{"version":3,"file":"useCombatAttackMovement.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/hooks/useCombatAttackMovement.ts"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AAIH,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAsB/C;;GAEG;AACH,MAAM,WAAW,0BAA0B;IACzC,8CAA8C;IAC9C,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,8BAA8B;IAC9B,QAAQ,CAAC,oBAAoB,CAAC,EAAE,aAAa,CAAC;IAC9C,8BAA8B;IAC9B,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,6BAA6B;IAC7B,QAAQ,CAAC,mBAAmB,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACvD,4DAA4D;IAC5D,QAAQ,CAAC,wBAAwB,CAAC,EAAE,MAAM,CAAC;IAE3C,8CAA8C;IAC9C,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,8BAA8B;IAC9B,QAAQ,CAAC,oBAAoB,CAAC,EAAE,aAAa,CAAC;IAC9C,8BAA8B;IAC9B,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,6BAA6B;IAC7B,QAAQ,CAAC,mBAAmB,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACvD,4DAA4D;IAC5D,QAAQ,CAAC,wBAAwB,CAAC,EAAE,MAAM,CAAC;IAE3C,+GAA+G;IAC/G,QAAQ,CAAC,iBAAiB,CAAC,EAAE,MAAM,CAAC;CACrC;AAED;;GAEG;AACH,MAAM,WAAW,0BAA0B;IACzC,0DAA0D;IAC1D,QAAQ,CAAC,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACnD,0DAA0D;IAC1D,QAAQ,CAAC,eAAe,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACnD,iDAAiD;IACjD,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;IACnC,iDAAiD;IACjD,QAAQ,CAAC,gBAAgB,EAAE,OAAO,CAAC;CACpC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wBAAgB,uBAAuB,CACrC,MAAM,EAAE,0BAA0B,GACjC,0BAA0B,CA6P5B"}
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import AttackMovementPhysics from "../../../../systems/physics/AttackMovementPhysics.js";
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import "../../../../systems/physics/index.js";
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import { useEffect, useRef, useState } from "react";
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import * as THREE from "three";
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//#region src/components/screens/combat/hooks/useCombatAttackMovement.ts
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/**
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* useCombatAttackMovement Hook - Track Attack Movement for Combat Characters
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*
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* Custom hook for managing attack movement physics during combat animations.
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* Supports two fighters with simultaneous attack movements and arena bounds.
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*
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* @korean 전투공격이동훅 - 전투 공격 이동 추적
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*/
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/**
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* Calculate attack direction from attacker to defender
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* 공격자에서 방어자로의 공격 방향 계산
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*
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* @param attackerPos - Attacker position
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* @param defenderPos - Defender position
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* @returns Normalized direction vector
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*/
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function calculateAttackDirection(attackerPos, defenderPos) {
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return new THREE.Vector3(defenderPos[0] - attackerPos[0], 0, defenderPos[2] - attackerPos[2]).normalize();
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}
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/**
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* useCombatAttackMovement hook
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*
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* Tracks attack movement physics for both fighters in combat.
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* Automatically handles lunge and recovery phases with smooth easing.
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* Calculates attack direction between fighters dynamically.
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*
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* @param config - Combat attack movement configuration
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* @returns Current positions and movement states for both fighters
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*
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* @example
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* ```typescript
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* const {
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* player1Position,
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* player2Position,
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* player1IsLunging
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* } = useCombatAttackMovement({
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* player1Attacking: isPlayer1Attacking,
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* player1AnimationType: AnimationType.ROUNDHOUSE_KICK,
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* player1Stance: player1.stance,
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* player1BasePosition: [5, 0, 0],
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* player2Attacking: false,
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* player2AnimationType: undefined,
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* player2Stance: player2.stance,
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* player2BasePosition: [-5, 0, 0],
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* });
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*
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* <Player3D position={player1Position} />
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* <Player3D position={player2Position} />
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* ```
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*
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* @korean 전투공격이동사용
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*/
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function useCombatAttackMovement(config) {
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const { player1Attacking, player1AnimationType, player1Stance, player1BasePosition, player1AnimationDuration, player2Attacking, player2AnimationType, player2Stance, player2BasePosition, player2AnimationDuration, animationDuration = .4 } = config;
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const p1Duration = player1AnimationDuration ?? animationDuration;
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const p2Duration = player2AnimationDuration ?? animationDuration;
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const player1PhysicsRef = useRef(new AttackMovementPhysics());
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const player2PhysicsRef = useRef(new AttackMovementPhysics());
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const player1BasePosVectorRef = useRef(new THREE.Vector3());
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const player2BasePosVectorRef = useRef(new THREE.Vector3());
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const player1AttackStartTimeRef = useRef(null);
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const player1MovementResultRef = useRef(null);
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const player2AttackStartTimeRef = useRef(null);
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const player2MovementResultRef = useRef(null);
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const [player1Position, setPlayer1Position] = useState(player1BasePosition);
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const [player2Position, setPlayer2Position] = useState(player2BasePosition);
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const [player1IsLunging, setPlayer1IsLunging] = useState(false);
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const [player2IsLunging, setPlayer2IsLunging] = useState(false);
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const player1WasAttackingRef = useRef(false);
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const player2WasAttackingRef = useRef(false);
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useEffect(() => {
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const wasAttacking = player1WasAttackingRef.current;
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player1WasAttackingRef.current = player1Attacking;
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if (player1Attacking && player1AnimationType && !wasAttacking) {
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player1AttackStartTimeRef.current = Date.now();
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const direction = calculateAttackDirection(player1BasePosition, player2BasePosition);
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player1MovementResultRef.current = player1PhysicsRef.current.calculateAttackMovement({
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animationType: player1AnimationType,
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currentStance: player1Stance,
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direction,
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animationDuration: p1Duration
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});
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setPlayer1IsLunging(true);
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let animationFrameId;
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const updatePosition = () => {
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const elapsed = Date.now() - (player1AttackStartTimeRef.current ?? 0);
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const movementResult = player1MovementResultRef.current;
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if (!movementResult) {
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setPlayer1Position(player1BasePosition);
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return;
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}
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if (elapsed >= movementResult.totalDuration * 1e3) {
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setPlayer1Position(player1BasePosition);
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setPlayer1IsLunging(false);
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player1AttackStartTimeRef.current = null;
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player1MovementResultRef.current = null;
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return;
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}
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const elapsedSeconds = elapsed / 1e3;
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const basePos = player1BasePosVectorRef.current.set(...player1BasePosition);
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const recovering = elapsed >= movementResult.lungeDuration * 1e3;
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const newPos = player1PhysicsRef.current.applyAttackMovement(basePos, movementResult, elapsedSeconds, recovering);
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setPlayer1Position([
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newPos.x,
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newPos.y,
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newPos.z
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]);
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setPlayer1IsLunging(elapsedSeconds / movementResult.totalDuration < .5);
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animationFrameId = requestAnimationFrame(updatePosition);
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};
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animationFrameId = requestAnimationFrame(updatePosition);
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return () => {
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if (animationFrameId) cancelAnimationFrame(animationFrameId);
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};
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} else {
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setPlayer1Position(player1BasePosition);
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setPlayer1IsLunging(false);
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player1AttackStartTimeRef.current = null;
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player1MovementResultRef.current = null;
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}
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}, [
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player1Attacking,
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player1AnimationType,
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player1Stance,
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player1BasePosition,
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player2BasePosition,
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p1Duration
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]);
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useEffect(() => {
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const wasAttacking = player2WasAttackingRef.current;
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player2WasAttackingRef.current = player2Attacking;
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if (player2Attacking && player2AnimationType && !wasAttacking) {
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player2AttackStartTimeRef.current = Date.now();
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const direction = calculateAttackDirection(player2BasePosition, player1BasePosition);
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player2MovementResultRef.current = player2PhysicsRef.current.calculateAttackMovement({
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animationType: player2AnimationType,
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currentStance: player2Stance,
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direction,
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animationDuration: p2Duration
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+
});
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setPlayer2IsLunging(true);
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+
let animationFrameId;
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+
const updatePosition = () => {
|
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+
const elapsed = Date.now() - (player2AttackStartTimeRef.current ?? 0);
|
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+
const movementResult = player2MovementResultRef.current;
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+
if (!movementResult) {
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setPlayer2Position(player2BasePosition);
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return;
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+
}
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if (elapsed >= movementResult.totalDuration * 1e3) {
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+
setPlayer2Position(player2BasePosition);
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+
setPlayer2IsLunging(false);
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+
player2AttackStartTimeRef.current = null;
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+
player2MovementResultRef.current = null;
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+
return;
|
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+
}
|
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|
+
const elapsedSeconds = elapsed / 1e3;
|
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|
+
const basePos = player2BasePosVectorRef.current.set(...player2BasePosition);
|
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|
+
const recovering = elapsed >= movementResult.lungeDuration * 1e3;
|
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const newPos = player2PhysicsRef.current.applyAttackMovement(basePos, movementResult, elapsedSeconds, recovering);
|
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setPlayer2Position([
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newPos.x,
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newPos.y,
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newPos.z
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]);
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setPlayer2IsLunging(elapsedSeconds / movementResult.totalDuration < .5);
|
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+
animationFrameId = requestAnimationFrame(updatePosition);
|
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+
};
|
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174
|
+
animationFrameId = requestAnimationFrame(updatePosition);
|
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+
return () => {
|
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+
if (animationFrameId) cancelAnimationFrame(animationFrameId);
|
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|
+
};
|
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|
+
} else {
|
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+
setPlayer2Position(player2BasePosition);
|
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+
setPlayer2IsLunging(false);
|
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|
+
player2AttackStartTimeRef.current = null;
|
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|
+
player2MovementResultRef.current = null;
|
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|
+
}
|
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184
|
+
}, [
|
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185
|
+
player2Attacking,
|
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186
|
+
player2AnimationType,
|
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187
|
+
player2Stance,
|
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188
|
+
player1BasePosition,
|
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189
|
+
player2BasePosition,
|
|
190
|
+
p2Duration
|
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191
|
+
]);
|
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192
|
+
return {
|
|
193
|
+
player1Position,
|
|
194
|
+
player2Position,
|
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195
|
+
player1IsLunging,
|
|
196
|
+
player2IsLunging
|
|
197
|
+
};
|
|
198
|
+
}
|
|
199
|
+
//#endregion
|
|
200
|
+
export { useCombatAttackMovement };
|
|
201
|
+
|
|
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|
+
//# sourceMappingURL=useCombatAttackMovement.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"useCombatAttackMovement.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useCombatAttackMovement.ts"],"sourcesContent":["/**\n * useCombatAttackMovement Hook - Track Attack Movement for Combat Characters\n *\n * Custom hook for managing attack movement physics during combat animations.\n * Supports two fighters with simultaneous attack movements and arena bounds.\n *\n * @korean 전투공격이동훅 - 전투 공격 이동 추적\n */\n\nimport { useEffect, useRef, useState } from \"react\";\nimport * as THREE from \"three\";\nimport { AnimationType } from \"@/systems/animation\";\nimport { AttackMovementPhysics } from \"@/systems/physics\";\nimport { TrigramStance } from \"@/types/common\";\n\n/**\n * Calculate attack direction from attacker to defender\n * 공격자에서 방어자로의 공격 방향 계산\n *\n * @param attackerPos - Attacker position\n * @param defenderPos - Defender position\n * @returns Normalized direction vector\n */\nfunction calculateAttackDirection(\n attackerPos: [number, number, number],\n defenderPos: [number, number, number],\n): THREE.Vector3 {\n const direction = new THREE.Vector3(\n defenderPos[0] - attackerPos[0],\n 0, // Keep movement horizontal\n defenderPos[2] - attackerPos[2],\n );\n return direction.normalize();\n}\n\n/**\n * Configuration for combat attack movement\n */\nexport interface CombatAttackMovementConfig {\n /** Whether player 1 is currently attacking */\n readonly player1Attacking: boolean;\n /** Player 1 animation type */\n readonly player1AnimationType?: AnimationType;\n /** Player 1 current stance */\n readonly player1Stance: TrigramStance;\n /** Player 1 base position */\n readonly player1BasePosition: [number, number, number];\n /** Player 1 animation duration in seconds (default: 0.4) */\n readonly player1AnimationDuration?: number;\n\n /** Whether player 2 is currently attacking */\n readonly player2Attacking: boolean;\n /** Player 2 animation type */\n readonly player2AnimationType?: AnimationType;\n /** Player 2 current stance */\n readonly player2Stance: TrigramStance;\n /** Player 2 base position */\n readonly player2BasePosition: [number, number, number];\n /** Player 2 animation duration in seconds (default: 0.4) */\n readonly player2AnimationDuration?: number;\n\n /** Default animation duration in seconds for both players if individual values not specified (default: 0.4) */\n readonly animationDuration?: number;\n}\n\n/**\n * Return value from useCombatAttackMovement hook\n */\nexport interface CombatAttackMovementResult {\n /** Player 1 current position including attack movement */\n readonly player1Position: [number, number, number];\n /** Player 2 current position including attack movement */\n readonly player2Position: [number, number, number];\n /** Whether player 1 is in forward lunge phase */\n readonly player1IsLunging: boolean;\n /** Whether player 2 is in forward lunge phase */\n readonly player2IsLunging: boolean;\n}\n\n/**\n * useCombatAttackMovement hook\n *\n * Tracks attack movement physics for both fighters in combat.\n * Automatically handles lunge and recovery phases with smooth easing.\n * Calculates attack direction between fighters dynamically.\n *\n * @param config - Combat attack movement configuration\n * @returns Current positions and movement states for both fighters\n *\n * @example\n * ```typescript\n * const {\n * player1Position,\n * player2Position,\n * player1IsLunging\n * } = useCombatAttackMovement({\n * player1Attacking: isPlayer1Attacking,\n * player1AnimationType: AnimationType.ROUNDHOUSE_KICK,\n * player1Stance: player1.stance,\n * player1BasePosition: [5, 0, 0],\n * player2Attacking: false,\n * player2AnimationType: undefined,\n * player2Stance: player2.stance,\n * player2BasePosition: [-5, 0, 0],\n * });\n *\n * <Player3D position={player1Position} />\n * <Player3D position={player2Position} />\n * ```\n *\n * @korean 전투공격이동사용\n */\nexport function useCombatAttackMovement(\n config: CombatAttackMovementConfig,\n): CombatAttackMovementResult {\n const {\n player1Attacking,\n player1AnimationType,\n player1Stance,\n player1BasePosition,\n player1AnimationDuration,\n player2Attacking,\n player2AnimationType,\n player2Stance,\n player2BasePosition,\n player2AnimationDuration,\n animationDuration = 0.4,\n } = config;\n\n // Per-player animation durations (fallback to shared default)\n const p1Duration = player1AnimationDuration ?? animationDuration;\n const p2Duration = player2AnimationDuration ?? animationDuration;\n\n // Attack movement physics engines (separate instances for each player to avoid race conditions)\n const player1PhysicsRef = useRef(new AttackMovementPhysics());\n const player2PhysicsRef = useRef(new AttackMovementPhysics());\n\n // Reusable Vector3 objects to avoid GC pressure (60fps allocation)\n const player1BasePosVectorRef = useRef(new THREE.Vector3());\n const player2BasePosVectorRef = useRef(new THREE.Vector3());\n\n // Player 1 attack timing\n const player1AttackStartTimeRef = useRef<number | null>(null);\n const player1MovementResultRef = useRef<ReturnType<\n typeof player1PhysicsRef.current.calculateAttackMovement\n > | null>(null);\n\n // Player 2 attack timing\n const player2AttackStartTimeRef = useRef<number | null>(null);\n const player2MovementResultRef = useRef<ReturnType<\n typeof player2PhysicsRef.current.calculateAttackMovement\n > | null>(null);\n\n // Current positions\n const [player1Position, setPlayer1Position] =\n useState<[number, number, number]>(player1BasePosition);\n const [player2Position, setPlayer2Position] =\n useState<[number, number, number]>(player2BasePosition);\n\n // Movement states\n const [player1IsLunging, setPlayer1IsLunging] = useState(false);\n const [player2IsLunging, setPlayer2IsLunging] = useState(false);\n\n // Track previous attacking state for rising-edge detection\n const player1WasAttackingRef = useRef(false);\n const player2WasAttackingRef = useRef(false);\n\n // Player 1 attack movement effect\n useEffect(() => {\n const wasAttacking = player1WasAttackingRef.current;\n player1WasAttackingRef.current = player1Attacking;\n\n // Only initialize on transition from not-attacking → attacking (rising edge)\n if (player1Attacking && player1AnimationType && !wasAttacking) {\n // Start attack - calculate movement result\n player1AttackStartTimeRef.current = Date.now();\n\n const direction = calculateAttackDirection(\n player1BasePosition,\n player2BasePosition,\n );\n\n player1MovementResultRef.current =\n player1PhysicsRef.current.calculateAttackMovement({\n animationType: player1AnimationType,\n currentStance: player1Stance,\n direction,\n animationDuration: p1Duration,\n });\n\n setPlayer1IsLunging(true);\n\n // Setup animation frame loop\n let animationFrameId: number;\n\n const updatePosition = () => {\n const elapsed = Date.now() - (player1AttackStartTimeRef.current ?? 0);\n const movementResult = player1MovementResultRef.current;\n\n if (!movementResult) {\n setPlayer1Position(player1BasePosition);\n return;\n }\n\n const totalDuration = movementResult.totalDuration * 1000; // Convert to ms\n\n if (elapsed >= totalDuration) {\n // Attack complete - return to base position\n setPlayer1Position(player1BasePosition);\n setPlayer1IsLunging(false);\n player1AttackStartTimeRef.current = null;\n player1MovementResultRef.current = null;\n return;\n }\n\n // Calculate current position with attack movement\n const elapsedSeconds = elapsed / 1000;\n const basePos = player1BasePosVectorRef.current.set(\n ...player1BasePosition,\n );\n const recovering = elapsed >= movementResult.lungeDuration * 1000;\n\n const newPos = player1PhysicsRef.current.applyAttackMovement(\n basePos,\n movementResult,\n elapsedSeconds,\n recovering,\n );\n\n const newPosition: [number, number, number] = [\n newPos.x,\n newPos.y,\n newPos.z,\n ];\n\n setPlayer1Position(newPosition);\n\n // Update lunging state (first half is lunge, second half is recovery)\n const totalProgress = elapsedSeconds / movementResult.totalDuration;\n setPlayer1IsLunging(totalProgress < 0.5);\n\n animationFrameId = requestAnimationFrame(updatePosition);\n };\n\n animationFrameId = requestAnimationFrame(updatePosition);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n } else {\n // Not attacking - reset to base position\n setPlayer1Position(player1BasePosition);\n setPlayer1IsLunging(false);\n player1AttackStartTimeRef.current = null;\n player1MovementResultRef.current = null;\n }\n }, [\n player1Attacking,\n player1AnimationType,\n player1Stance,\n player1BasePosition,\n player2BasePosition,\n p1Duration,\n ]);\n\n // Player 2 attack movement effect (same logic as player 1)\n useEffect(() => {\n const wasAttacking = player2WasAttackingRef.current;\n player2WasAttackingRef.current = player2Attacking;\n\n // Only initialize on transition from not-attacking → attacking (rising edge)\n if (player2Attacking && player2AnimationType && !wasAttacking) {\n player2AttackStartTimeRef.current = Date.now();\n\n const direction = calculateAttackDirection(\n player2BasePosition,\n player1BasePosition,\n );\n\n player2MovementResultRef.current =\n player2PhysicsRef.current.calculateAttackMovement({\n animationType: player2AnimationType,\n currentStance: player2Stance,\n direction,\n animationDuration: p2Duration,\n });\n\n setPlayer2IsLunging(true);\n\n let animationFrameId: number;\n\n const updatePosition = () => {\n const elapsed = Date.now() - (player2AttackStartTimeRef.current ?? 0);\n const movementResult = player2MovementResultRef.current;\n\n if (!movementResult) {\n setPlayer2Position(player2BasePosition);\n return;\n }\n\n const totalDuration = movementResult.totalDuration * 1000;\n\n if (elapsed >= totalDuration) {\n setPlayer2Position(player2BasePosition);\n setPlayer2IsLunging(false);\n player2AttackStartTimeRef.current = null;\n player2MovementResultRef.current = null;\n return;\n }\n\n const elapsedSeconds = elapsed / 1000;\n const basePos = player2BasePosVectorRef.current.set(\n ...player2BasePosition,\n );\n const recovering = elapsed >= movementResult.lungeDuration * 1000;\n\n const newPos = player2PhysicsRef.current.applyAttackMovement(\n basePos,\n movementResult,\n elapsedSeconds,\n recovering,\n );\n\n const newPosition: [number, number, number] = [\n newPos.x,\n newPos.y,\n newPos.z,\n ];\n\n setPlayer2Position(newPosition);\n\n const totalProgress = elapsedSeconds / movementResult.totalDuration;\n setPlayer2IsLunging(totalProgress < 0.5);\n\n animationFrameId = requestAnimationFrame(updatePosition);\n };\n\n animationFrameId = requestAnimationFrame(updatePosition);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n } else {\n setPlayer2Position(player2BasePosition);\n setPlayer2IsLunging(false);\n player2AttackStartTimeRef.current = null;\n player2MovementResultRef.current = null;\n }\n }, [\n player2Attacking,\n player2AnimationType,\n player2Stance,\n player1BasePosition,\n player2BasePosition,\n p2Duration,\n ]);\n\n return {\n player1Position,\n player2Position,\n player1IsLunging,\n player2IsLunging,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAuBA,SAAS,yBACP,aACA,aACe;AAMf,QALkB,IAAI,MAAM,QAC1B,YAAY,KAAK,YAAY,IAC7B,GACA,YAAY,KAAK,YAAY,GAC9B,CACgB,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgF9B,SAAgB,wBACd,QAC4B;CAC5B,MAAM,EACJ,kBACA,sBACA,eACA,qBACA,0BACA,kBACA,sBACA,eACA,qBACA,0BACA,oBAAoB,OAClB;CAGJ,MAAM,aAAa,4BAA4B;CAC/C,MAAM,aAAa,4BAA4B;CAG/C,MAAM,oBAAoB,OAAO,IAAI,uBAAuB,CAAC;CAC7D,MAAM,oBAAoB,OAAO,IAAI,uBAAuB,CAAC;CAG7D,MAAM,0BAA0B,OAAO,IAAI,MAAM,SAAS,CAAC;CAC3D,MAAM,0BAA0B,OAAO,IAAI,MAAM,SAAS,CAAC;CAG3D,MAAM,4BAA4B,OAAsB,KAAK;CAC7D,MAAM,2BAA2B,OAEvB,KAAK;CAGf,MAAM,4BAA4B,OAAsB,KAAK;CAC7D,MAAM,2BAA2B,OAEvB,KAAK;CAGf,MAAM,CAAC,iBAAiB,sBACtB,SAAmC,oBAAoB;CACzD,MAAM,CAAC,iBAAiB,sBACtB,SAAmC,oBAAoB;CAGzD,MAAM,CAAC,kBAAkB,uBAAuB,SAAS,MAAM;CAC/D,MAAM,CAAC,kBAAkB,uBAAuB,SAAS,MAAM;CAG/D,MAAM,yBAAyB,OAAO,MAAM;CAC5C,MAAM,yBAAyB,OAAO,MAAM;AAG5C,iBAAgB;EACd,MAAM,eAAe,uBAAuB;AAC5C,yBAAuB,UAAU;AAGjC,MAAI,oBAAoB,wBAAwB,CAAC,cAAc;AAE7D,6BAA0B,UAAU,KAAK,KAAK;GAE9C,MAAM,YAAY,yBAChB,qBACA,oBACD;AAED,4BAAyB,UACvB,kBAAkB,QAAQ,wBAAwB;IAChD,eAAe;IACf,eAAe;IACf;IACA,mBAAmB;IACpB,CAAC;AAEJ,uBAAoB,KAAK;GAGzB,IAAI;GAEJ,MAAM,uBAAuB;IAC3B,MAAM,UAAU,KAAK,KAAK,IAAI,0BAA0B,WAAW;IACnE,MAAM,iBAAiB,yBAAyB;AAEhD,QAAI,CAAC,gBAAgB;AACnB,wBAAmB,oBAAoB;AACvC;;AAKF,QAAI,WAFkB,eAAe,gBAAgB,KAEvB;AAE5B,wBAAmB,oBAAoB;AACvC,yBAAoB,MAAM;AAC1B,+BAA0B,UAAU;AACpC,8BAAyB,UAAU;AACnC;;IAIF,MAAM,iBAAiB,UAAU;IACjC,MAAM,UAAU,wBAAwB,QAAQ,IAC9C,GAAG,oBACJ;IACD,MAAM,aAAa,WAAW,eAAe,gBAAgB;IAE7D,MAAM,SAAS,kBAAkB,QAAQ,oBACvC,SACA,gBACA,gBACA,WACD;AAQD,uBAN8C;KAC5C,OAAO;KACP,OAAO;KACP,OAAO;KACR,CAE8B;AAI/B,wBADsB,iBAAiB,eAAe,gBAClB,GAAI;AAExC,uBAAmB,sBAAsB,eAAe;;AAG1D,sBAAmB,sBAAsB,eAAe;AAExD,gBAAa;AACX,QAAI,iBACF,sBAAqB,iBAAiB;;SAGrC;AAEL,sBAAmB,oBAAoB;AACvC,uBAAoB,MAAM;AAC1B,6BAA0B,UAAU;AACpC,4BAAyB,UAAU;;IAEpC;EACD;EACA;EACA;EACA;EACA;EACA;EACD,CAAC;AAGF,iBAAgB;EACd,MAAM,eAAe,uBAAuB;AAC5C,yBAAuB,UAAU;AAGjC,MAAI,oBAAoB,wBAAwB,CAAC,cAAc;AAC7D,6BAA0B,UAAU,KAAK,KAAK;GAE9C,MAAM,YAAY,yBAChB,qBACA,oBACD;AAED,4BAAyB,UACvB,kBAAkB,QAAQ,wBAAwB;IAChD,eAAe;IACf,eAAe;IACf;IACA,mBAAmB;IACpB,CAAC;AAEJ,uBAAoB,KAAK;GAEzB,IAAI;GAEJ,MAAM,uBAAuB;IAC3B,MAAM,UAAU,KAAK,KAAK,IAAI,0BAA0B,WAAW;IACnE,MAAM,iBAAiB,yBAAyB;AAEhD,QAAI,CAAC,gBAAgB;AACnB,wBAAmB,oBAAoB;AACvC;;AAKF,QAAI,WAFkB,eAAe,gBAAgB,KAEvB;AAC5B,wBAAmB,oBAAoB;AACvC,yBAAoB,MAAM;AAC1B,+BAA0B,UAAU;AACpC,8BAAyB,UAAU;AACnC;;IAGF,MAAM,iBAAiB,UAAU;IACjC,MAAM,UAAU,wBAAwB,QAAQ,IAC9C,GAAG,oBACJ;IACD,MAAM,aAAa,WAAW,eAAe,gBAAgB;IAE7D,MAAM,SAAS,kBAAkB,QAAQ,oBACvC,SACA,gBACA,gBACA,WACD;AAQD,uBAN8C;KAC5C,OAAO;KACP,OAAO;KACP,OAAO;KACR,CAE8B;AAG/B,wBADsB,iBAAiB,eAAe,gBAClB,GAAI;AAExC,uBAAmB,sBAAsB,eAAe;;AAG1D,sBAAmB,sBAAsB,eAAe;AAExD,gBAAa;AACX,QAAI,iBACF,sBAAqB,iBAAiB;;SAGrC;AACL,sBAAmB,oBAAoB;AACvC,uBAAoB,MAAM;AAC1B,6BAA0B,UAAU;AACpC,4BAAyB,UAAU;;IAEpC;EACD;EACA;EACA;EACA;EACA;EACA;EACD,CAAC;AAEF,QAAO;EACL;EACA;EACA;EACA;EACD"}
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/**
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* Combat Audio Hook for Black Trigram
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* Provides comprehensive audio feedback for combat actions including
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* bone impact sounds, fracture audio, and body-region-specific hit sounds
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*/
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import { AudioBodyRegion, ImpactIntensity } from "../../../../audio/types";
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/**
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* Attack intensity levels for sound selection
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*/
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export type AttackIntensity = "light" | "medium" | "heavy" | "critical";
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/**
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* Combat audio hook for playing attack, hit, block, dodge, and stance sounds
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* @returns Object with methods for playing various combat sounds
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*/
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export declare const useCombatAudio: () => {
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playAttackSound: (intensity?: AttackIntensity) => Promise<void>;
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playHitSound: (damage: number) => Promise<void>;
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playBlockSound: (guardBroken?: boolean) => Promise<void>;
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playDodgeSound: () => Promise<void>;
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playStanceChangeSound: () => Promise<void>;
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playSpecialTechniqueSound: () => Promise<void>;
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playCombatMusic: (fadeInDuration?: number) => Promise<void>;
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playArchetypeMusic: (archetype: string, fadeInDuration?: number) => Promise<void>;
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stopCombatMusic: (fadeOutDuration?: number) => Promise<void>;
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getActiveSoundCount: () => number;
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playBoneImpactSound: (options: {
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region?: AudioBodyRegion;
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intensity?: ImpactIntensity;
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damage?: number;
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remainingHealth?: number;
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vitalPoint?: boolean;
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hitPosition?: {
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x: number;
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y: number;
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z?: number;
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};
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}) => Promise<void>;
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};
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export default useCombatAudio;
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//# sourceMappingURL=useCombatAudio.d.ts.map
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