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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+
* 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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/**
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* useCombatLayout Hook - Enhanced Responsive Combat Layout
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*
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* Custom hook for managing responsive combat screen layout calculations with
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* comprehensive support for all screen sizes from mobile to ultra-wide displays.
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*
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* Enhanced Features:
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* - Five screen size categories (mobile, tablet, desktop, large, xlarge)
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* - Proportional scaling for consistent sizing across devices
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* - Optimized arena sizing for each device category
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* - Smooth transitions for resize operations
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* - 60fps performance maintained
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*
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* Uses robust device detection combining user-agent and screen size to ensure
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* mobile controls are shown on all mobile devices, including high-resolution phones.
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*
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* Performance:
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* - Reduces recalculations by checking only breakpoint changes, not exact dimensions
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* - Memoizes arena bounds to prevent cascading re-renders
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* - Targets <1ms execution time for layout calculations
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*
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* @param width - Screen width
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* @param height - Screen height
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*
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* @returns Layout constants and arena bounds
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*
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* @example
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* ```typescript
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* const { layoutConstants, arenaBounds, isMobile, screenSize } = useCombatLayout(1200, 800);
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* ```
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*/
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import type { ScreenSize } from "../../../../systems/ResponsiveScaling";
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export interface LayoutConstants {
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readonly padding: number;
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readonly hudHeight: number;
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readonly controlsHeight: number;
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readonly footerHeight: number;
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readonly healthBarHeight: number;
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}
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export interface ArenaBounds {
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readonly x: number;
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readonly y: number;
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readonly width: number;
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readonly height: number;
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readonly scale: number;
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readonly worldWidthMeters: number;
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readonly worldDepthMeters: number;
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}
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export interface CombatLayout {
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readonly layoutConstants: LayoutConstants;
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readonly arenaBounds: ArenaBounds;
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readonly isMobile: boolean;
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readonly screenSize: ScreenSize;
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}
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/**
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* Custom hook for combat screen layout calculations
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* Enhanced with centralized responsive scaling system
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* Optimized to reduce recalculations and improve 60fps performance
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*/
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export declare function useCombatLayout(width: number, height: number): CombatLayout;
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//# sourceMappingURL=useCombatLayout.d.ts.map
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{"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"}
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import { getScreenSize } from "../../../../systems/ResponsiveScaling.js";
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import { calculateArenaWorldDimensions } from "../../../../utils/arenaWorldDimensions.js";
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import { shouldUseMobileControls } from "../../../../utils/deviceDetection.js";
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import { calculateMobileAreaBounds } from "../../../../utils/mobileLayoutHelpers.js";
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import { getCombatLayoutConstants } from "../../../../utils/responsiveLayoutHelpers.js";
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import { useMemo } from "react";
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//#region src/components/screens/combat/hooks/useCombatLayout.ts
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8
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/**
|
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9
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+
* useCombatLayout Hook - Enhanced Responsive Combat Layout
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*
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* Custom hook for managing responsive combat screen layout calculations with
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* comprehensive support for all screen sizes from mobile to ultra-wide displays.
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*
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* Enhanced Features:
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* - Five screen size categories (mobile, tablet, desktop, large, xlarge)
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* - Proportional scaling for consistent sizing across devices
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* - Optimized arena sizing for each device category
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* - Smooth transitions for resize operations
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* - 60fps performance maintained
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*
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* Uses robust device detection combining user-agent and screen size to ensure
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* mobile controls are shown on all mobile devices, including high-resolution phones.
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*
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* Performance:
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* - Reduces recalculations by checking only breakpoint changes, not exact dimensions
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* - Memoizes arena bounds to prevent cascading re-renders
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* - Targets <1ms execution time for layout calculations
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*
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* @param width - Screen width
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* @param height - Screen height
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*
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* @returns Layout constants and arena bounds
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*
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* @example
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* ```typescript
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* const { layoutConstants, arenaBounds, isMobile, screenSize } = useCombatLayout(1200, 800);
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* ```
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*/
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/**
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* Custom hook for combat screen layout calculations
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* Enhanced with centralized responsive scaling system
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* Optimized to reduce recalculations and improve 60fps performance
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*/
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function useCombatLayout(width, height) {
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const screenSize = useMemo(() => getScreenSize(width), [width]);
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const isMobile = shouldUseMobileControls();
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const layoutConstants = useMemo(() => getCombatLayoutConstants(width, isMobile), [width, isMobile]);
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return {
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layoutConstants,
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arenaBounds: useMemo(() => {
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const arenaY = layoutConstants.hudHeight + layoutConstants.padding;
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const worldDimensions = calculateArenaWorldDimensions(width);
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if (isMobile) {
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const isExtraSmall = width < 380;
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return calculateMobileAreaBounds(width, height, isExtraSmall ? 75 : 80, isExtraSmall ? 110 : 120, arenaY);
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}
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const totalReservedHeight = layoutConstants.hudHeight + layoutConstants.controlsHeight + layoutConstants.footerHeight;
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const totalPadding = layoutConstants.padding * 3;
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const availableHeight = height - totalReservedHeight - totalPadding;
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let arenaWidth = width * .8;
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let arenaHeight = arenaWidth * (3 / 4);
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if (arenaHeight > availableHeight) {
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arenaHeight = availableHeight;
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arenaWidth = arenaHeight * (4 / 3);
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}
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const scale = arenaWidth / worldDimensions.widthMeters / 100;
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return {
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x: (width - arenaWidth) / 2,
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y: arenaY,
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width: arenaWidth,
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height: arenaHeight,
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scale,
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worldWidthMeters: worldDimensions.widthMeters,
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worldDepthMeters: worldDimensions.depthMeters
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};
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}, [
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width,
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height,
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layoutConstants,
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isMobile
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]),
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isMobile,
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screenSize
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};
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}
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//#endregion
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export { useCombatLayout };
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//# sourceMappingURL=useCombatLayout.js.map
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{"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"}
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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";
|
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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[];
|
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32
|
+
readonly roundStarted: boolean;
|
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33
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+
readonly roundEnded: boolean;
|
|
34
|
+
readonly roundDisplayStatus: "start" | "fight" | "ko" | "end" | null;
|
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35
|
+
readonly comboCount: number;
|
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36
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+
readonly lastHitTime: number;
|
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37
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+
readonly screenShake: {
|
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38
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+
x: number;
|
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39
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+
y: number;
|
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+
};
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+
readonly playerLaterality: readonly [StanceLaterality, StanceLaterality];
|
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+
}
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+
/**
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44
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* Combat state action creators
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45
|
+
*/
|
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46
|
+
export interface CombatActions {
|
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47
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+
readonly setHitEffects: (effects: HitEffect[]) => void;
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48
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+
readonly addHitEffect: (effect: HitEffect) => void;
|
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49
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+
readonly removeHitEffect: (effectId: string) => void;
|
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50
|
+
readonly setExecutingTechnique: (executing: boolean) => void;
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51
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+
readonly addCombatMessage: (message: string) => void;
|
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52
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readonly setRoundStarted: (started: boolean) => void;
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53
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+
readonly setRoundEnded: (ended: boolean) => void;
|
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+
readonly setRoundDisplayStatus: (status: "start" | "fight" | "ko" | "end" | null) => void;
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+
readonly setComboCount: (count: number) => void;
|
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+
readonly incrementCombo: () => void;
|
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57
|
+
readonly resetCombo: () => void;
|
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58
|
+
readonly setLastHitTime: (time: number) => void;
|
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59
|
+
readonly setScreenShake: (shake: {
|
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60
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+
x: number;
|
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61
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y: number;
|
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62
|
+
}) => void;
|
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63
|
+
readonly resetScreenShake: () => void;
|
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64
|
+
readonly resetRoundState: () => void;
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65
|
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readonly setPlayerLaterality: (laterality: readonly [StanceLaterality, StanceLaterality]) => void;
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readonly setPlayerLateralityIndex: (index: 0 | 1, laterality: StanceLaterality) => void;
|
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+
}
|
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/**
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|
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* Custom hook for combat state management
|
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70
|
+
*/
|
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71
|
+
export declare function useCombatState(): {
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state: CombatScreenState;
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actions: CombatActions;
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};
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//# sourceMappingURL=useCombatState.d.ts.map
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|
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|
1
|
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{"version":3,"file":"useCombatState.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/combat/hooks/useCombatState.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH,OAAO,EAAE,SAAS,EAAE,MAAM,WAAW,CAAC;AACtC,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,yBAAyB,CAAC;AAGhE;;;GAGG;AACH,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,UAAU,EAAE,SAAS,EAAE,CAAC;IACjC,QAAQ,CAAC,oBAAoB,EAAE,OAAO,CAAC;IACvC,QAAQ,CAAC,cAAc,EAAE,MAAM,EAAE,CAAC;IAClC,QAAQ,CAAC,YAAY,EAAE,OAAO,CAAC;IAC/B,QAAQ,CAAC,UAAU,EAAE,OAAO,CAAC;IAC7B,QAAQ,CAAC,kBAAkB,EAAE,OAAO,GAAG,OAAO,GAAG,IAAI,GAAG,KAAK,GAAG,IAAI,CAAC;IACrE,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,WAAW,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAC/C,QAAQ,CAAC,gBAAgB,EAAE,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,CAAC,CAAC;CAC1E;AAsHD;;GAEG;AACH,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,aAAa,EAAE,CAAC,OAAO,EAAE,SAAS,EAAE,KAAK,IAAI,CAAC;IACvD,QAAQ,CAAC,YAAY,EAAE,CAAC,MAAM,EAAE,SAAS,KAAK,IAAI,CAAC;IACnD,QAAQ,CAAC,eAAe,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;IACrD,QAAQ,CAAC,qBAAqB,EAAE,CAAC,SAAS,EAAE,OAAO,KAAK,IAAI,CAAC;IAC7D,QAAQ,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,KAAK,IAAI,CAAC;IACrD,QAAQ,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE,OAAO,KAAK,IAAI,CAAC;IACrD,QAAQ,CAAC,aAAa,EAAE,CAAC,KAAK,EAAE,OAAO,KAAK,IAAI,CAAC;IACjD,QAAQ,CAAC,qBAAqB,EAAE,CAAC,MAAM,EAAE,OAAO,GAAG,OAAO,GAAG,IAAI,GAAG,KAAK,GAAG,IAAI,KAAK,IAAI,CAAC;IAC1F,QAAQ,CAAC,aAAa,EAAE,CAAC,KAAK,EAAE,MAAM,KAAK,IAAI,CAAC;IAChD,QAAQ,CAAC,cAAc,EAAE,MAAM,IAAI,CAAC;IACpC,QAAQ,CAAC,UAAU,EAAE,MAAM,IAAI,CAAC;IAChC,QAAQ,CAAC,cAAc,EAAE,CAAC,IAAI,EAAE,MAAM,KAAK,IAAI,CAAC;IAChD,QAAQ,CAAC,cAAc,EAAE,CAAC,KAAK,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,KAAK,IAAI,CAAC;IACnE,QAAQ,CAAC,gBAAgB,EAAE,MAAM,IAAI,CAAC;IACtC,QAAQ,CAAC,eAAe,EAAE,MAAM,IAAI,CAAC;IACrC,QAAQ,CAAC,mBAAmB,EAAE,CAAC,UAAU,EAAE,SAAS,CAAC,gBAAgB,EAAE,gBAAgB,CAAC,KAAK,IAAI,CAAC;IAClG,QAAQ,CAAC,wBAAwB,EAAE,CAAC,KAAK,EAAE,CAAC,GAAG,CAAC,EAAE,UAAU,EAAE,gBAAgB,KAAK,IAAI,CAAC;CACzF;AAED;;GAEG;AACH,wBAAgB,cAAc;;;EAqE7B"}
|