blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,287 @@
1
+ import { useAudio } from "../../../../audio/AudioProvider.js";
2
+ import { calculateImpactIntensity, detectAudioBodyRegion, getBoneImpactSoundId, getImpactVolumeMultiplier } from "../../../../audio/BoneImpactAudioMap.js";
3
+ import { useCallback, useEffect, useRef } from "react";
4
+ //#region src/components/screens/combat/hooks/useCombatAudio.ts
5
+ /**
6
+ * Combat Audio Hook for Black Trigram
7
+ * Provides comprehensive audio feedback for combat actions including
8
+ * bone impact sounds, fracture audio, and body-region-specific hit sounds
9
+ */
10
+ /**
11
+ * Maximum number of simultaneous sounds to prevent audio chaos
12
+ */
13
+ var MAX_SIMULTANEOUS_SOUNDS = 5;
14
+ /**
15
+ * Combat audio hook for playing attack, hit, block, dodge, and stance sounds
16
+ * @returns Object with methods for playing various combat sounds
17
+ */
18
+ var useCombatAudio = () => {
19
+ const audio = useAudio();
20
+ const lastPlayTime = useRef({});
21
+ const activeSounds = useRef(/* @__PURE__ */ new Set());
22
+ const timeoutIds = useRef(/* @__PURE__ */ new Set());
23
+ useEffect(() => {
24
+ const timeoutIdsSet = timeoutIds.current;
25
+ return () => {
26
+ timeoutIdsSet.forEach(clearTimeout);
27
+ timeoutIdsSet.clear();
28
+ };
29
+ }, []);
30
+ /**
31
+ * Check if we can play a sound (rate limiting and simultaneous sound check)
32
+ * @param soundType - Type of sound to check
33
+ * @param minInterval - Minimum interval between plays in milliseconds
34
+ * @returns True if sound can be played
35
+ */
36
+ const canPlaySound = useCallback((soundType, minInterval = 50) => {
37
+ if (Date.now() - (lastPlayTime.current[soundType] ?? 0) < minInterval) return false;
38
+ if (activeSounds.current.size >= MAX_SIMULTANEOUS_SOUNDS) return false;
39
+ return true;
40
+ }, []);
41
+ /**
42
+ * Register a sound as active and auto-remove after duration
43
+ * @param soundId - ID of the sound to register
44
+ * @param duration - Duration in milliseconds (default 500ms)
45
+ */
46
+ const registerActiveSound = useCallback((soundId, duration = 500) => {
47
+ activeSounds.current.add(soundId);
48
+ const timeoutId = setTimeout(() => {
49
+ activeSounds.current.delete(soundId);
50
+ timeoutIds.current.delete(timeoutId);
51
+ }, duration);
52
+ timeoutIds.current.add(timeoutId);
53
+ }, []);
54
+ /**
55
+ * Get a random variant from a pool
56
+ * @param base - Base sound ID
57
+ * @param count - Number of variants
58
+ * @returns Random variant ID
59
+ */
60
+ const getRandomVariant = useCallback((base, count) => {
61
+ return `${base}_${Math.floor(Math.random() * count) + 1}`;
62
+ }, []);
63
+ /**
64
+ * Play attack sound based on intensity
65
+ * @param intensity - Attack intensity (light, medium, heavy, critical)
66
+ */
67
+ const playAttackSound = useCallback(async (intensity = "light") => {
68
+ const soundType = `attack_${intensity}`;
69
+ if (!canPlaySound(soundType)) return;
70
+ let soundId;
71
+ switch (intensity) {
72
+ case "light":
73
+ soundId = getRandomVariant("attack_punch_light", 8);
74
+ break;
75
+ case "medium":
76
+ soundId = getRandomVariant("attack_punch_medium", 4);
77
+ break;
78
+ case "heavy":
79
+ soundId = "attack_heavy";
80
+ break;
81
+ case "critical":
82
+ soundId = getRandomVariant("attack_critical", 4);
83
+ break;
84
+ default:
85
+ console.warn(`Unknown attack intensity: ${intensity}, defaulting to light`);
86
+ soundId = getRandomVariant("attack_punch_light", 8);
87
+ }
88
+ try {
89
+ await audio.playSFX(soundId);
90
+ lastPlayTime.current[soundType] = Date.now();
91
+ registerActiveSound(soundId, 400);
92
+ } catch (error) {
93
+ console.warn(`Failed to play attack sound: ${soundId}`, error);
94
+ }
95
+ }, [
96
+ audio,
97
+ canPlaySound,
98
+ getRandomVariant,
99
+ registerActiveSound
100
+ ]);
101
+ /**
102
+ * Play hit reaction sound based on damage amount
103
+ * @param damage - Damage amount to determine hit intensity
104
+ */
105
+ const playHitSound = useCallback(async (damage) => {
106
+ const soundType = "hit";
107
+ if (!canPlaySound(soundType, 100)) return;
108
+ let soundId;
109
+ if (damage >= 40) soundId = getRandomVariant("hit_critical", 4);
110
+ else if (damage >= 25) soundId = getRandomVariant("hit_heavy", 4);
111
+ else if (damage >= 10) soundId = getRandomVariant("hit_medium", 4);
112
+ else soundId = getRandomVariant("hit_light", 4);
113
+ try {
114
+ await audio.playSFX(soundId);
115
+ lastPlayTime.current[soundType] = Date.now();
116
+ registerActiveSound(soundId, 500);
117
+ } catch (error) {
118
+ console.warn(`Failed to play hit sound: ${soundId}`, error);
119
+ }
120
+ }, [
121
+ audio,
122
+ canPlaySound,
123
+ getRandomVariant,
124
+ registerActiveSound
125
+ ]);
126
+ /**
127
+ * Play block/parry sound
128
+ * @param guardBroken - Whether the guard was broken or successfully blocked
129
+ */
130
+ const playBlockSound = useCallback(async (guardBroken = false) => {
131
+ const soundType = "block";
132
+ if (!canPlaySound(soundType, 150)) return;
133
+ let soundId;
134
+ if (guardBroken) soundId = getRandomVariant("block_break", 4);
135
+ else soundId = getRandomVariant("block_success", 4);
136
+ try {
137
+ await audio.playSFX(soundId);
138
+ lastPlayTime.current[soundType] = Date.now();
139
+ registerActiveSound(soundId, 400);
140
+ } catch (error) {
141
+ console.warn(`Failed to play block sound: ${soundId}`, error);
142
+ }
143
+ }, [
144
+ audio,
145
+ canPlaySound,
146
+ getRandomVariant,
147
+ registerActiveSound
148
+ ]);
149
+ /**
150
+ * Play dodge sound
151
+ */
152
+ const playDodgeSound = useCallback(async () => {
153
+ const soundType = "dodge";
154
+ if (!canPlaySound(soundType, 200)) return;
155
+ const soundId = getRandomVariant("dodge", 8);
156
+ try {
157
+ await audio.playSFX(soundId);
158
+ lastPlayTime.current[soundType] = Date.now();
159
+ registerActiveSound(soundId, 300);
160
+ } catch (error) {
161
+ console.warn(`Failed to play dodge sound: ${soundId}`, error);
162
+ }
163
+ }, [
164
+ audio,
165
+ canPlaySound,
166
+ getRandomVariant,
167
+ registerActiveSound
168
+ ]);
169
+ /**
170
+ * Play stance change sound
171
+ */
172
+ const playStanceChangeSound = useCallback(async () => {
173
+ const soundType = "stance";
174
+ if (!canPlaySound(soundType, 250)) return;
175
+ const soundId = getRandomVariant("stance_change", 4);
176
+ try {
177
+ await audio.playSFX(soundId);
178
+ lastPlayTime.current[soundType] = Date.now();
179
+ registerActiveSound(soundId, 400);
180
+ } catch (error) {
181
+ console.warn(`Failed to play stance change sound: ${soundId}`, error);
182
+ }
183
+ }, [
184
+ audio,
185
+ canPlaySound,
186
+ getRandomVariant,
187
+ registerActiveSound
188
+ ]);
189
+ /**
190
+ * Play special technique sound (e.g., Geon special)
191
+ */
192
+ const playSpecialTechniqueSound = useCallback(async () => {
193
+ const soundType = "special";
194
+ if (!canPlaySound(soundType, 300)) return;
195
+ const soundId = getRandomVariant("attack_special_geon", 4);
196
+ try {
197
+ await audio.playSFX(soundId, .8);
198
+ lastPlayTime.current[soundType] = Date.now();
199
+ registerActiveSound(soundId, 600);
200
+ } catch (error) {
201
+ console.warn(`Failed to play special technique sound: ${soundId}`, error);
202
+ }
203
+ }, [
204
+ audio,
205
+ canPlaySound,
206
+ getRandomVariant,
207
+ registerActiveSound
208
+ ]);
209
+ /**
210
+ * Play combat theme music with fade-in
211
+ * @param fadeInDuration - Fade-in duration in milliseconds
212
+ */
213
+ const playCombatMusic = useCallback(async (fadeInDuration = 2e3) => {
214
+ try {
215
+ await audio.fadeIn("combat_theme", fadeInDuration);
216
+ } catch (error) {
217
+ console.warn("Failed to play combat music", error);
218
+ }
219
+ }, [audio]);
220
+ return {
221
+ playAttackSound,
222
+ playHitSound,
223
+ playBlockSound,
224
+ playDodgeSound,
225
+ playStanceChangeSound,
226
+ playSpecialTechniqueSound,
227
+ playCombatMusic,
228
+ playArchetypeMusic: useCallback(async (archetype, fadeInDuration = 2e3) => {
229
+ const musicId = {
230
+ musa: "musa_warrior_theme",
231
+ amsalja: "amsalja_shadow_theme",
232
+ hacker: "hacker_cyber_theme",
233
+ jeongbo_yowon: "jeongbo_intel_theme",
234
+ jojik_pokryeokbae: "jojik_street_theme"
235
+ }[archetype.toLowerCase()];
236
+ if (!musicId) {
237
+ console.warn(`Unknown archetype: ${archetype}, using combat theme`);
238
+ await playCombatMusic(fadeInDuration);
239
+ return;
240
+ }
241
+ try {
242
+ await audio.fadeIn(musicId, fadeInDuration);
243
+ } catch (error) {
244
+ console.warn(`Failed to play archetype music: ${musicId}`, error);
245
+ await playCombatMusic(fadeInDuration);
246
+ }
247
+ }, [audio, playCombatMusic]),
248
+ stopCombatMusic: useCallback(async (fadeOutDuration = 2e3) => {
249
+ try {
250
+ await audio.fadeOut(fadeOutDuration);
251
+ } catch (error) {
252
+ console.warn("Failed to stop combat music", error);
253
+ }
254
+ }, [audio]),
255
+ getActiveSoundCount: useCallback(() => {
256
+ return activeSounds.current.size;
257
+ }, []),
258
+ playBoneImpactSound: useCallback(async (options) => {
259
+ const soundType = "bone_impact";
260
+ if (!canPlaySound(soundType, 100)) return;
261
+ let region = options.region;
262
+ if (!region && options.hitPosition) region = detectAudioBodyRegion(options.hitPosition);
263
+ region ??= "torso";
264
+ let intensity = options.intensity;
265
+ if (!intensity && options.damage !== void 0) intensity = calculateImpactIntensity(options.damage, options.remainingHealth, options.vitalPoint);
266
+ intensity ??= "medium";
267
+ const soundId = getBoneImpactSoundId(region, intensity, true);
268
+ const volumeMultiplier = getImpactVolumeMultiplier(intensity);
269
+ const finalVolume = Math.min(1, .8 * volumeMultiplier);
270
+ try {
271
+ await audio.playSFX(soundId, finalVolume);
272
+ lastPlayTime.current[soundType] = Date.now();
273
+ registerActiveSound(soundId, intensity === "fracture" ? 800 : 500);
274
+ } catch (error) {
275
+ console.warn(`Failed to play bone impact sound: ${soundId} (region: ${region}, intensity: ${intensity})`, error);
276
+ }
277
+ }, [
278
+ audio,
279
+ canPlaySound,
280
+ registerActiveSound
281
+ ])
282
+ };
283
+ };
284
+ //#endregion
285
+ export { useCombatAudio as default };
286
+
287
+ //# sourceMappingURL=useCombatAudio.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useCombatAudio.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useCombatAudio.ts"],"sourcesContent":["/**\n * Combat Audio Hook for Black Trigram\n * Provides comprehensive audio feedback for combat actions including\n * bone impact sounds, fracture audio, and body-region-specific hit sounds\n */\n\nimport { useCallback, useEffect, useRef } from \"react\";\nimport { useAudio } from \"../../../../audio/AudioProvider\";\nimport {\n calculateImpactIntensity,\n detectAudioBodyRegion,\n getBoneImpactSoundId,\n getImpactVolumeMultiplier,\n} from \"../../../../audio/BoneImpactAudioMap\";\nimport { AudioBodyRegion, ImpactIntensity } from \"../../../../audio/types\";\n\n/**\n * Attack intensity levels for sound selection\n */\nexport type AttackIntensity = \"light\" | \"medium\" | \"heavy\" | \"critical\";\n\n/**\n * Maximum number of simultaneous sounds to prevent audio chaos\n */\nconst MAX_SIMULTANEOUS_SOUNDS = 5;\n\n/**\n * Combat audio hook for playing attack, hit, block, dodge, and stance sounds\n * @returns Object with methods for playing various combat sounds\n */\nexport const useCombatAudio = () => {\n const audio = useAudio();\n const lastPlayTime = useRef<Record<string, number>>({});\n const activeSounds = useRef(new Set<string>());\n const timeoutIds = useRef<Set<NodeJS.Timeout>>(new Set());\n\n // Cleanup all timeouts on unmount\n useEffect(() => {\n // Copy ref value to local variable for cleanup\n const timeoutIdsSet = timeoutIds.current;\n return () => {\n timeoutIdsSet.forEach(clearTimeout);\n timeoutIdsSet.clear();\n };\n }, []);\n\n /**\n * Check if we can play a sound (rate limiting and simultaneous sound check)\n * @param soundType - Type of sound to check\n * @param minInterval - Minimum interval between plays in milliseconds\n * @returns True if sound can be played\n */\n const canPlaySound = useCallback(\n (soundType: string, minInterval = 50): boolean => {\n const now = Date.now();\n const lastTime = lastPlayTime.current[soundType] ?? 0;\n\n // Rate limiting check\n if (now - lastTime < minInterval) {\n return false;\n }\n\n // Check simultaneous sounds limit\n if (activeSounds.current.size >= MAX_SIMULTANEOUS_SOUNDS) {\n return false;\n }\n\n return true;\n },\n [],\n );\n\n /**\n * Register a sound as active and auto-remove after duration\n * @param soundId - ID of the sound to register\n * @param duration - Duration in milliseconds (default 500ms)\n */\n const registerActiveSound = useCallback((soundId: string, duration = 500) => {\n activeSounds.current.add(soundId);\n const timeoutId = setTimeout(() => {\n activeSounds.current.delete(soundId);\n timeoutIds.current.delete(timeoutId);\n }, duration);\n timeoutIds.current.add(timeoutId);\n }, []);\n\n /**\n * Get a random variant from a pool\n * @param base - Base sound ID\n * @param count - Number of variants\n * @returns Random variant ID\n */\n const getRandomVariant = useCallback(\n (base: string, count: number): string => {\n const variant = Math.floor(Math.random() * count) + 1;\n return `${base}_${variant}`;\n },\n [],\n );\n\n /**\n * Play attack sound based on intensity\n * @param intensity - Attack intensity (light, medium, heavy, critical)\n */\n const playAttackSound = useCallback(\n async (intensity: AttackIntensity = \"light\") => {\n const soundType = `attack_${intensity}`;\n\n if (!canPlaySound(soundType)) {\n return;\n }\n\n let soundId: string;\n\n switch (intensity) {\n case \"light\":\n // 8 variations of light punch sounds\n soundId = getRandomVariant(\"attack_punch_light\", 8);\n break;\n case \"medium\":\n // 4 variations of medium punch sounds\n soundId = getRandomVariant(\"attack_punch_medium\", 4);\n break;\n case \"heavy\":\n soundId = \"attack_heavy\";\n break;\n case \"critical\":\n // 4 variations of critical attack sounds\n soundId = getRandomVariant(\"attack_critical\", 4);\n break;\n default:\n console.warn(\n `Unknown attack intensity: ${intensity}, defaulting to light`,\n );\n soundId = getRandomVariant(\"attack_punch_light\", 8);\n }\n\n try {\n await audio.playSFX(soundId);\n lastPlayTime.current[soundType] = Date.now();\n registerActiveSound(soundId, 400);\n } catch (error) {\n console.warn(`Failed to play attack sound: ${soundId}`, error);\n }\n },\n [audio, canPlaySound, getRandomVariant, registerActiveSound],\n );\n\n /**\n * Play hit reaction sound based on damage amount\n * @param damage - Damage amount to determine hit intensity\n */\n const playHitSound = useCallback(\n async (damage: number) => {\n const soundType = \"hit\";\n\n if (!canPlaySound(soundType, 100)) {\n return;\n }\n\n let soundId: string;\n\n // Determine hit intensity based on damage\n if (damage >= 40) {\n // Critical hit (4 variations)\n soundId = getRandomVariant(\"hit_critical\", 4);\n } else if (damage >= 25) {\n // Heavy hit (4 variations)\n soundId = getRandomVariant(\"hit_heavy\", 4);\n } else if (damage >= 10) {\n // Medium hit (4 variations)\n soundId = getRandomVariant(\"hit_medium\", 4);\n } else {\n // Light hit (4 variations)\n soundId = getRandomVariant(\"hit_light\", 4);\n }\n\n try {\n await audio.playSFX(soundId);\n lastPlayTime.current[soundType] = Date.now();\n registerActiveSound(soundId, 500);\n } catch (error) {\n console.warn(`Failed to play hit sound: ${soundId}`, error);\n }\n },\n [audio, canPlaySound, getRandomVariant, registerActiveSound],\n );\n\n /**\n * Play block/parry sound\n * @param guardBroken - Whether the guard was broken or successfully blocked\n */\n const playBlockSound = useCallback(\n async (guardBroken: boolean = false) => {\n const soundType = \"block\";\n\n if (!canPlaySound(soundType, 150)) {\n return;\n }\n\n let soundId: string;\n\n if (guardBroken) {\n // 4 variations of guard break sounds\n soundId = getRandomVariant(\"block_break\", 4);\n } else {\n // 4 variations of successful block sounds\n soundId = getRandomVariant(\"block_success\", 4);\n }\n\n try {\n await audio.playSFX(soundId);\n lastPlayTime.current[soundType] = Date.now();\n registerActiveSound(soundId, 400);\n } catch (error) {\n console.warn(`Failed to play block sound: ${soundId}`, error);\n }\n },\n [audio, canPlaySound, getRandomVariant, registerActiveSound],\n );\n\n /**\n * Play dodge sound\n */\n const playDodgeSound = useCallback(async () => {\n const soundType = \"dodge\";\n\n if (!canPlaySound(soundType, 200)) {\n return;\n }\n\n // 8 variations of dodge sounds\n const soundId = getRandomVariant(\"dodge\", 8);\n\n try {\n await audio.playSFX(soundId);\n lastPlayTime.current[soundType] = Date.now();\n registerActiveSound(soundId, 300);\n } catch (error) {\n console.warn(`Failed to play dodge sound: ${soundId}`, error);\n }\n }, [audio, canPlaySound, getRandomVariant, registerActiveSound]);\n\n /**\n * Play stance change sound\n */\n const playStanceChangeSound = useCallback(async () => {\n const soundType = \"stance\";\n\n if (!canPlaySound(soundType, 250)) {\n return;\n }\n\n // 4 variations of stance change sounds\n const soundId = getRandomVariant(\"stance_change\", 4);\n\n try {\n await audio.playSFX(soundId);\n lastPlayTime.current[soundType] = Date.now();\n registerActiveSound(soundId, 400);\n } catch (error) {\n console.warn(`Failed to play stance change sound: ${soundId}`, error);\n }\n }, [audio, canPlaySound, getRandomVariant, registerActiveSound]);\n\n /**\n * Play special technique sound (e.g., Geon special)\n */\n const playSpecialTechniqueSound = useCallback(async () => {\n const soundType = \"special\";\n\n if (!canPlaySound(soundType, 300)) {\n return;\n }\n\n // 4 variations of special Geon technique sounds\n const soundId = getRandomVariant(\"attack_special_geon\", 4);\n\n try {\n await audio.playSFX(soundId, 0.8);\n lastPlayTime.current[soundType] = Date.now();\n registerActiveSound(soundId, 600);\n } catch (error) {\n console.warn(`Failed to play special technique sound: ${soundId}`, error);\n }\n }, [audio, canPlaySound, getRandomVariant, registerActiveSound]);\n\n /**\n * Play combat theme music with fade-in\n * @param fadeInDuration - Fade-in duration in milliseconds\n */\n const playCombatMusic = useCallback(\n async (fadeInDuration: number = 2000) => {\n try {\n await audio.fadeIn(\"combat_theme\", fadeInDuration);\n } catch (error) {\n console.warn(\"Failed to play combat music\", error);\n }\n },\n [audio],\n );\n\n /**\n * Play archetype-specific music theme\n * @param archetype - Player archetype (musa, amsalja, hacker, jeongbo_yowon, jojik_pokryeokbae)\n * @param fadeInDuration - Fade-in duration in milliseconds\n */\n const playArchetypeMusic = useCallback(\n async (archetype: string, fadeInDuration: number = 2000) => {\n const archetypeMap: Record<string, string> = {\n musa: \"musa_warrior_theme\",\n amsalja: \"amsalja_shadow_theme\",\n hacker: \"hacker_cyber_theme\",\n jeongbo_yowon: \"jeongbo_intel_theme\",\n jojik_pokryeokbae: \"jojik_street_theme\",\n };\n\n const musicId = archetypeMap[archetype.toLowerCase()];\n\n if (!musicId) {\n console.warn(`Unknown archetype: ${archetype}, using combat theme`);\n await playCombatMusic(fadeInDuration);\n return;\n }\n\n try {\n await audio.fadeIn(musicId, fadeInDuration);\n } catch (error) {\n console.warn(`Failed to play archetype music: ${musicId}`, error);\n // Fallback to combat theme\n await playCombatMusic(fadeInDuration);\n }\n },\n [audio, playCombatMusic],\n );\n\n /**\n * Stop combat music with fade-out\n * @param fadeOutDuration - Fade-out duration in milliseconds\n */\n const stopCombatMusic = useCallback(\n async (fadeOutDuration: number = 2000) => {\n try {\n await audio.fadeOut(fadeOutDuration);\n } catch (error) {\n console.warn(\"Failed to stop combat music\", error);\n }\n },\n [audio],\n );\n\n /**\n * Get number of currently active sounds\n * @returns Number of active sounds\n */\n const getActiveSoundCount = useCallback((): number => {\n return activeSounds.current.size;\n }, []);\n\n /**\n * Play bone impact sound with body region and intensity awareness\n * Implements realistic bone/flesh audio with fracture detection\n *\n * @param options - Bone impact event parameters\n * @param options.region - Body region struck (head, torso, arms, legs, soft_tissue)\n * @param options.intensity - Impact intensity (auto-calculated if omitted)\n * @param options.damage - Damage amount (for intensity calculation)\n * @param options.remainingHealth - Target's remaining health (for fracture detection)\n * @param options.vitalPoint - Whether strike hit a vital point\n * @param options.hitPosition - 3D position of strike (for auto region detection)\n *\n * @example\n * // Explicit region and intensity\n * playBoneImpactSound({ region: 'head', intensity: 'heavy' });\n *\n * @example\n * // Auto-calculate intensity from damage and health\n * playBoneImpactSound({\n * region: 'torso',\n * damage: 35,\n * remainingHealth: 25,\n * vitalPoint: false\n * });\n *\n * @example\n * // Auto-detect region from 3D hit position\n * playBoneImpactSound({\n * damage: 40,\n * remainingHealth: 60,\n * hitPosition: { x: 0.1, y: 1.8, z: 0 }\n * });\n */\n const playBoneImpactSound = useCallback(\n async (options: {\n region?: AudioBodyRegion;\n intensity?: ImpactIntensity;\n damage?: number;\n remainingHealth?: number;\n vitalPoint?: boolean;\n hitPosition?: { x: number; y: number; z?: number };\n }) => {\n const soundType = \"bone_impact\";\n\n if (!canPlaySound(soundType, 100)) {\n return;\n }\n\n // Auto-detect region from hit position if not provided\n let region = options.region;\n if (!region && options.hitPosition) {\n region = detectAudioBodyRegion(options.hitPosition);\n }\n\n // Default to torso if region still undefined\n region ??= \"torso\";\n\n // Auto-calculate intensity if not provided\n let intensity = options.intensity;\n if (!intensity && options.damage !== undefined) {\n intensity = calculateImpactIntensity(\n options.damage,\n options.remainingHealth,\n options.vitalPoint,\n );\n }\n\n // Default to medium intensity if still undefined\n intensity ??= \"medium\";\n\n // Get appropriate sound ID with random variant\n const soundId = getBoneImpactSoundId(region, intensity, true);\n\n // Get volume multiplier based on intensity\n const volumeMultiplier = getImpactVolumeMultiplier(intensity);\n const finalVolume = Math.min(1.0, 0.8 * volumeMultiplier);\n\n try {\n await audio.playSFX(soundId, finalVolume);\n lastPlayTime.current[soundType] = Date.now();\n\n // Longer active duration for fracture sounds (more impactful)\n const duration = intensity === \"fracture\" ? 800 : 500;\n registerActiveSound(soundId, duration);\n } catch (error) {\n console.warn(\n `Failed to play bone impact sound: ${soundId} (region: ${region}, intensity: ${intensity})`,\n error,\n );\n }\n },\n [audio, canPlaySound, registerActiveSound],\n );\n\n return {\n playAttackSound,\n playHitSound,\n playBlockSound,\n playDodgeSound,\n playStanceChangeSound,\n playSpecialTechniqueSound,\n playCombatMusic,\n playArchetypeMusic,\n stopCombatMusic,\n getActiveSoundCount,\n playBoneImpactSound, // NEW: Body-region-specific bone/flesh impact sounds\n };\n};\n\nexport default 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@@ -0,0 +1,61 @@
1
+ /**
2
+ * useCombatLayout Hook - Enhanced Responsive Combat Layout
3
+ *
4
+ * Custom hook for managing responsive combat screen layout calculations with
5
+ * comprehensive support for all screen sizes from mobile to ultra-wide displays.
6
+ *
7
+ * Enhanced Features:
8
+ * - Five screen size categories (mobile, tablet, desktop, large, xlarge)
9
+ * - Proportional scaling for consistent sizing across devices
10
+ * - Optimized arena sizing for each device category
11
+ * - Smooth transitions for resize operations
12
+ * - 60fps performance maintained
13
+ *
14
+ * Uses robust device detection combining user-agent and screen size to ensure
15
+ * mobile controls are shown on all mobile devices, including high-resolution phones.
16
+ *
17
+ * Performance:
18
+ * - Reduces recalculations by checking only breakpoint changes, not exact dimensions
19
+ * - Memoizes arena bounds to prevent cascading re-renders
20
+ * - Targets <1ms execution time for layout calculations
21
+ *
22
+ * @param width - Screen width
23
+ * @param height - Screen height
24
+ *
25
+ * @returns Layout constants and arena bounds
26
+ *
27
+ * @example
28
+ * ```typescript
29
+ * const { layoutConstants, arenaBounds, isMobile, screenSize } = useCombatLayout(1200, 800);
30
+ * ```
31
+ */
32
+ import type { ScreenSize } from "../../../../systems/ResponsiveScaling";
33
+ export interface LayoutConstants {
34
+ readonly padding: number;
35
+ readonly hudHeight: number;
36
+ readonly controlsHeight: number;
37
+ readonly footerHeight: number;
38
+ readonly healthBarHeight: number;
39
+ }
40
+ export interface ArenaBounds {
41
+ readonly x: number;
42
+ readonly y: number;
43
+ readonly width: number;
44
+ readonly height: number;
45
+ readonly scale: number;
46
+ readonly worldWidthMeters: number;
47
+ readonly worldDepthMeters: number;
48
+ }
49
+ export interface CombatLayout {
50
+ readonly layoutConstants: LayoutConstants;
51
+ readonly arenaBounds: ArenaBounds;
52
+ readonly isMobile: boolean;
53
+ readonly screenSize: ScreenSize;
54
+ }
55
+ /**
56
+ * Custom hook for combat screen layout calculations
57
+ * Enhanced with centralized responsive scaling system
58
+ * Optimized to reduce recalculations and improve 60fps performance
59
+ */
60
+ export declare function useCombatLayout(width: number, height: number): CombatLayout;
61
+ //# sourceMappingURL=useCombatLayout.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useCombatLayout.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/hooks/useCombatLayout.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AASH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,uCAAuC,CAAC;AAExE,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;CAClC;AAED,MAAM,WAAW,WAAW;IAC1B,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,CAAC,EAAE,MAAM,CAAC;IACnB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;CACnC;AAED,MAAM,WAAW,YAAY;IAC3B,QAAQ,CAAC,eAAe,EAAE,eAAe,CAAC;IAC1C,QAAQ,CAAC,WAAW,EAAE,WAAW,CAAC;IAClC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;CACjC;AAED;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,YAAY,CA0F3E"}
@@ -0,0 +1,89 @@
1
+ import { getScreenSize } from "../../../../systems/ResponsiveScaling.js";
2
+ import { calculateArenaWorldDimensions } from "../../../../utils/arenaWorldDimensions.js";
3
+ import { shouldUseMobileControls } from "../../../../utils/deviceDetection.js";
4
+ import { calculateMobileAreaBounds } from "../../../../utils/mobileLayoutHelpers.js";
5
+ import { getCombatLayoutConstants } from "../../../../utils/responsiveLayoutHelpers.js";
6
+ import { useMemo } from "react";
7
+ //#region src/components/screens/combat/hooks/useCombatLayout.ts
8
+ /**
9
+ * useCombatLayout Hook - Enhanced Responsive Combat Layout
10
+ *
11
+ * Custom hook for managing responsive combat screen layout calculations with
12
+ * comprehensive support for all screen sizes from mobile to ultra-wide displays.
13
+ *
14
+ * Enhanced Features:
15
+ * - Five screen size categories (mobile, tablet, desktop, large, xlarge)
16
+ * - Proportional scaling for consistent sizing across devices
17
+ * - Optimized arena sizing for each device category
18
+ * - Smooth transitions for resize operations
19
+ * - 60fps performance maintained
20
+ *
21
+ * Uses robust device detection combining user-agent and screen size to ensure
22
+ * mobile controls are shown on all mobile devices, including high-resolution phones.
23
+ *
24
+ * Performance:
25
+ * - Reduces recalculations by checking only breakpoint changes, not exact dimensions
26
+ * - Memoizes arena bounds to prevent cascading re-renders
27
+ * - Targets <1ms execution time for layout calculations
28
+ *
29
+ * @param width - Screen width
30
+ * @param height - Screen height
31
+ *
32
+ * @returns Layout constants and arena bounds
33
+ *
34
+ * @example
35
+ * ```typescript
36
+ * const { layoutConstants, arenaBounds, isMobile, screenSize } = useCombatLayout(1200, 800);
37
+ * ```
38
+ */
39
+ /**
40
+ * Custom hook for combat screen layout calculations
41
+ * Enhanced with centralized responsive scaling system
42
+ * Optimized to reduce recalculations and improve 60fps performance
43
+ */
44
+ function useCombatLayout(width, height) {
45
+ const screenSize = useMemo(() => getScreenSize(width), [width]);
46
+ const isMobile = shouldUseMobileControls();
47
+ const layoutConstants = useMemo(() => getCombatLayoutConstants(width, isMobile), [width, isMobile]);
48
+ return {
49
+ layoutConstants,
50
+ arenaBounds: useMemo(() => {
51
+ const arenaY = layoutConstants.hudHeight + layoutConstants.padding;
52
+ const worldDimensions = calculateArenaWorldDimensions(width);
53
+ if (isMobile) {
54
+ const isExtraSmall = width < 380;
55
+ return calculateMobileAreaBounds(width, height, isExtraSmall ? 75 : 80, isExtraSmall ? 110 : 120, arenaY);
56
+ }
57
+ const totalReservedHeight = layoutConstants.hudHeight + layoutConstants.controlsHeight + layoutConstants.footerHeight;
58
+ const totalPadding = layoutConstants.padding * 3;
59
+ const availableHeight = height - totalReservedHeight - totalPadding;
60
+ let arenaWidth = width * .8;
61
+ let arenaHeight = arenaWidth * (3 / 4);
62
+ if (arenaHeight > availableHeight) {
63
+ arenaHeight = availableHeight;
64
+ arenaWidth = arenaHeight * (4 / 3);
65
+ }
66
+ const scale = arenaWidth / worldDimensions.widthMeters / 100;
67
+ return {
68
+ x: (width - arenaWidth) / 2,
69
+ y: arenaY,
70
+ width: arenaWidth,
71
+ height: arenaHeight,
72
+ scale,
73
+ worldWidthMeters: worldDimensions.widthMeters,
74
+ worldDepthMeters: worldDimensions.depthMeters
75
+ };
76
+ }, [
77
+ width,
78
+ height,
79
+ layoutConstants,
80
+ isMobile
81
+ ]),
82
+ isMobile,
83
+ screenSize
84
+ };
85
+ }
86
+ //#endregion
87
+ export { useCombatLayout };
88
+
89
+ //# sourceMappingURL=useCombatLayout.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useCombatLayout.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useCombatLayout.ts"],"sourcesContent":["/**\n * useCombatLayout Hook - Enhanced Responsive Combat Layout\n *\n * Custom hook for managing responsive combat screen layout calculations with\n * comprehensive support for all screen sizes from mobile to ultra-wide displays.\n *\n * Enhanced Features:\n * - Five screen size categories (mobile, tablet, desktop, large, xlarge)\n * - Proportional scaling for consistent sizing across devices\n * - Optimized arena sizing for each device category\n * - Smooth transitions for resize operations\n * - 60fps performance maintained\n *\n * Uses robust device detection combining user-agent and screen size to ensure\n * mobile controls are shown on all mobile devices, including high-resolution phones.\n *\n * Performance:\n * - Reduces recalculations by checking only breakpoint changes, not exact dimensions\n * - Memoizes arena bounds to prevent cascading re-renders\n * - Targets <1ms execution time for layout calculations\n *\n * @param width - Screen width\n * @param height - Screen height\n *\n * @returns Layout constants and arena bounds\n *\n * @example\n * ```typescript\n * const { layoutConstants, arenaBounds, isMobile, screenSize } = useCombatLayout(1200, 800);\n * ```\n */\n\nimport { useMemo } from \"react\";\nimport { getScreenSize } from \"../../../../systems/ResponsiveScaling\";\nimport { calculateArenaWorldDimensions } from \"../../../../utils/arenaWorldDimensions\";\nimport { shouldUseMobileControls } from \"../../../../utils/deviceDetection\";\nimport { calculateMobileAreaBounds } from \"../../../../utils/mobileLayoutHelpers\";\nimport { getCombatLayoutConstants } from \"../../../../utils/responsiveLayoutHelpers\";\n\nimport type { ScreenSize } from \"../../../../systems/ResponsiveScaling\";\n\nexport interface LayoutConstants {\n readonly padding: number;\n readonly hudHeight: number;\n readonly controlsHeight: number;\n readonly footerHeight: number;\n readonly healthBarHeight: number;\n}\n\nexport interface ArenaBounds {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly scale: number; // 3D scale factor for arena (1.0 = desktop, <1.0 = mobile)\n readonly worldWidthMeters: number; // Physical arena width in meters\n readonly worldDepthMeters: number; // Physical arena depth in meters\n}\n\nexport interface CombatLayout {\n readonly layoutConstants: LayoutConstants;\n readonly arenaBounds: ArenaBounds;\n readonly isMobile: boolean;\n readonly screenSize: ScreenSize;\n}\n\n/**\n * Custom hook for combat screen layout calculations\n * Enhanced with centralized responsive scaling system\n * Optimized to reduce recalculations and improve 60fps performance\n */\nexport function useCombatLayout(width: number, height: number): CombatLayout {\n // Determine screen size category using centralized scaling system\n const screenSize = useMemo(() => getScreenSize(width), [width]);\n\n // Device detection has its own internal caching based on screen dimensions\n // No need for additional React memoization here\n const isMobile = shouldUseMobileControls();\n\n // Centralized layout constants for easier tweaking\n // Enhanced with tablet-specific values for better responsive support\n // Updated mobile controls height for new sizing: D-Pad (140px), buttons (80px+70px)\n // Uses centralized responsive helper for consistent scaling\n // Now passes isMobile flag to ensure high-res mobile devices get mobile layouts\n const layoutConstants = useMemo<LayoutConstants>(\n () => getCombatLayoutConstants(width, isMobile),\n [width, isMobile],\n );\n\n // Arena bounds calculation using physics-first 4:3 aspect ratio sizing\n // Arena size is based on resolution (6×4.5, 8×6, 10×7.5, 12×9, 14×10.5 meters)\n // Mobile controls are determined separately by device detection\n const arenaBounds = useMemo<ArenaBounds>(() => {\n const arenaY = layoutConstants.hudHeight + layoutConstants.padding;\n\n // Calculate world dimensions based on screen resolution (not device type)\n // All arenas are SQUARE for consistent combat mechanics\n const worldDimensions = calculateArenaWorldDimensions(width);\n\n // Mobile-specific arena sizing for better screen fit\n if (isMobile) {\n // Extra-small device detection for optimized clearances\n const isExtraSmall = width < 380;\n const minTopClearance = isExtraSmall ? 75 : 80;\n const minBottomClearance = isExtraSmall ? 110 : 120;\n\n // Use shared mobile area calculation for consistency with training screen\n const mobileBounds = calculateMobileAreaBounds(\n width,\n height,\n minTopClearance,\n minBottomClearance,\n arenaY,\n );\n\n // Mobile bounds already include world dimensions from resolution\n return mobileBounds;\n }\n\n // Desktop arena sizing - create 4:3 aspect ratio arena\n const totalReservedHeight =\n layoutConstants.hudHeight +\n layoutConstants.controlsHeight +\n layoutConstants.footerHeight;\n const totalPadding = layoutConstants.padding * 3;\n const availableHeight = height - totalReservedHeight - totalPadding;\n const availableWidth = width * 0.8;\n\n // Calculate arena dimensions with 4:3 aspect ratio (width > height)\n // Start with available width, constrain by height if needed\n let arenaWidth = availableWidth;\n let arenaHeight = arenaWidth * (3 / 4); // 4:3 aspect ratio\n\n // If height is constrained, recalculate from height\n if (arenaHeight > availableHeight) {\n arenaHeight = availableHeight;\n arenaWidth = arenaHeight * (4 / 3);\n }\n\n // Calculate pixels-per-meter and scale\n const pixelsPerMeter = arenaWidth / worldDimensions.widthMeters;\n const referencePixelsPerMeter = 100;\n const scale = pixelsPerMeter / referencePixelsPerMeter;\n\n return {\n x: (width - arenaWidth) / 2, // Center horizontally\n y: arenaY,\n width: arenaWidth,\n height: arenaHeight, // 4:3 aspect ratio\n scale,\n worldWidthMeters: worldDimensions.widthMeters,\n worldDepthMeters: worldDimensions.depthMeters,\n };\n }, [width, height, layoutConstants, isMobile]);\n\n return {\n layoutConstants,\n arenaBounds,\n isMobile,\n screenSize,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuEA,SAAgB,gBAAgB,OAAe,QAA8B;CAE3E,MAAM,aAAa,cAAc,cAAc,MAAM,EAAE,CAAC,MAAM,CAAC;CAI/D,MAAM,WAAW,yBAAyB;CAO1C,MAAM,kBAAkB,cAChB,yBAAyB,OAAO,SAAS,EAC/C,CAAC,OAAO,SAAS,CAClB;AAoED,QAAO;EACL;EACA,aAjEkB,cAA2B;GAC7C,MAAM,SAAS,gBAAgB,YAAY,gBAAgB;GAI3D,MAAM,kBAAkB,8BAA8B,MAAM;AAG5D,OAAI,UAAU;IAEZ,MAAM,eAAe,QAAQ;AAc7B,WATqB,0BACnB,OACA,QANsB,eAAe,KAAK,IACjB,eAAe,MAAM,KAQ9C,OACD;;GAOH,MAAM,sBACJ,gBAAgB,YAChB,gBAAgB,iBAChB,gBAAgB;GAClB,MAAM,eAAe,gBAAgB,UAAU;GAC/C,MAAM,kBAAkB,SAAS,sBAAsB;GAKvD,IAAI,aAJmB,QAAQ;GAK/B,IAAI,cAAc,cAAc,IAAI;AAGpC,OAAI,cAAc,iBAAiB;AACjC,kBAAc;AACd,iBAAa,eAAe,IAAI;;GAMlC,MAAM,QAFiB,aAAa,gBAAgB,cACpB;AAGhC,UAAO;IACL,IAAI,QAAQ,cAAc;IAC1B,GAAG;IACH,OAAO;IACP,QAAQ;IACR;IACA,kBAAkB,gBAAgB;IAClC,kBAAkB,gBAAgB;IACnC;KACA;GAAC;GAAO;GAAQ;GAAiB;GAAS,CAAC;EAK5C;EACA;EACD"}
@@ -0,0 +1,75 @@
1
+ /**
2
+ * useCombatState Hook - Consolidated Combat State Management
3
+ *
4
+ * Custom hook for managing complex combat state using useReducer.
5
+ * Consolidates multiple useState calls into a single reducer for better
6
+ * performance and maintainability.
7
+ *
8
+ * Performance:
9
+ * - Uses useReducer to batch state updates
10
+ * - Reduces number of re-renders
11
+ * - Provides clear action-based state updates
12
+ *
13
+ * @returns Combat state and dispatch actions
14
+ *
15
+ * @example
16
+ * ```typescript
17
+ * const { state, actions } = useCombatState();
18
+ * actions.setHitEffects([effect1, effect2]);
19
+ * actions.incrementCombo();
20
+ * ```
21
+ */
22
+ import { HitEffect } from "../../../../systems";
23
+ import type { StanceLaterality } from "../../../../systems/trigram/types";
24
+ /**
25
+ * Combat screen state managed by the reducer
26
+ * Note: Renamed from CombatState to avoid conflict with CombatState enum in types/common.ts
27
+ */
28
+ export interface CombatScreenState {
29
+ readonly hitEffects: HitEffect[];
30
+ readonly isExecutingTechnique: boolean;
31
+ readonly combatMessages: string[];
32
+ readonly roundStarted: boolean;
33
+ readonly roundEnded: boolean;
34
+ readonly roundDisplayStatus: "start" | "fight" | "ko" | "end" | null;
35
+ readonly comboCount: number;
36
+ readonly lastHitTime: number;
37
+ readonly screenShake: {
38
+ x: number;
39
+ y: number;
40
+ };
41
+ readonly playerLaterality: readonly [StanceLaterality, StanceLaterality];
42
+ }
43
+ /**
44
+ * Combat state action creators
45
+ */
46
+ export interface CombatActions {
47
+ readonly setHitEffects: (effects: HitEffect[]) => void;
48
+ readonly addHitEffect: (effect: HitEffect) => void;
49
+ readonly removeHitEffect: (effectId: string) => void;
50
+ readonly setExecutingTechnique: (executing: boolean) => void;
51
+ readonly addCombatMessage: (message: string) => void;
52
+ readonly setRoundStarted: (started: boolean) => void;
53
+ readonly setRoundEnded: (ended: boolean) => void;
54
+ readonly setRoundDisplayStatus: (status: "start" | "fight" | "ko" | "end" | null) => void;
55
+ readonly setComboCount: (count: number) => void;
56
+ readonly incrementCombo: () => void;
57
+ readonly resetCombo: () => void;
58
+ readonly setLastHitTime: (time: number) => void;
59
+ readonly setScreenShake: (shake: {
60
+ x: number;
61
+ y: number;
62
+ }) => void;
63
+ readonly resetScreenShake: () => void;
64
+ readonly resetRoundState: () => void;
65
+ readonly setPlayerLaterality: (laterality: readonly [StanceLaterality, StanceLaterality]) => void;
66
+ readonly setPlayerLateralityIndex: (index: 0 | 1, laterality: StanceLaterality) => void;
67
+ }
68
+ /**
69
+ * Custom hook for combat state management
70
+ */
71
+ export declare function useCombatState(): {
72
+ state: CombatScreenState;
73
+ actions: CombatActions;
74
+ };
75
+ //# sourceMappingURL=useCombatState.d.ts.map
@@ -0,0 +1 @@
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