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 +1,298 @@
1
+ import { PlayerArchetype, TrigramStance } from "../../../../types/common.js";
2
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
3
+ import "../../../../types/constants/index.js";
4
+ import KOREAN_VITAL_POINTS from "../../../../systems/vitalpoint/KoreanVitalPoints.js";
5
+ import SkeletalPlayer3D from "../../../shared/three/models/SkeletalPlayer3D.js";
6
+ import VitalPointMarker3D from "./VitalPointMarker3D.js";
7
+ import { useCallback, useEffect, useMemo, useRef, useState } from "react";
8
+ import { jsx, jsxs } from "react/jsx-runtime";
9
+ import { useFrame } from "@react-three/fiber";
10
+ import * as THREE from "three";
11
+ //#region src/components/screens/training/components/TrainingDummy3D.tsx
12
+ /**
13
+ * TrainingDummy3D - 3D training dummy with vital points
14
+ *
15
+ * Provides anatomically accurate training dummy using SkeletalPlayer3D
16
+ * for Korean martial arts practice. Supports anatomy overlays and difficulty modes.
17
+ *
18
+ * Refactored to extend SkeletalPlayer3D for visual consistency with player characters.
19
+ *
20
+ * @module components/screens/training/TrainingDummy3D
21
+ * @category 3D Components
22
+ * @korean 훈련인형3D컴포넌트
23
+ */
24
+ /**
25
+ * Map body region to 3D position on dummy
26
+ *
27
+ * Positions are calibrated for SkeletalPlayer3D bone structure.
28
+ *
29
+ * @param pointId - Unique identifier for the vital point
30
+ * @param category - Anatomical category (head, neck, torso, etc.)
31
+ * @returns 3D coordinates [x, y, z] relative to dummy center
32
+ * @korean 급소위치계산
33
+ */
34
+ var getVitalPointPosition = (pointId, category) => {
35
+ const basePos = {
36
+ head: [
37
+ 0,
38
+ 1.75,
39
+ .12
40
+ ],
41
+ neck: [
42
+ 0,
43
+ 1.5,
44
+ .1
45
+ ],
46
+ torso: [
47
+ 0,
48
+ 1.15,
49
+ .18
50
+ ],
51
+ chest: [
52
+ 0,
53
+ 1.2,
54
+ .2
55
+ ],
56
+ abdomen: [
57
+ 0,
58
+ .85,
59
+ .18
60
+ ],
61
+ back: [
62
+ 0,
63
+ 1.1,
64
+ -.15
65
+ ],
66
+ arm: [
67
+ -.45,
68
+ 1.15,
69
+ 0
70
+ ],
71
+ leg: [
72
+ -.18,
73
+ .4,
74
+ .05
75
+ ],
76
+ neurological: [
77
+ 0,
78
+ 1.7,
79
+ .08
80
+ ],
81
+ vascular: [
82
+ 0,
83
+ 1.45,
84
+ .12
85
+ ],
86
+ muscular: [
87
+ 0,
88
+ 1.1,
89
+ .2
90
+ ],
91
+ skeletal: [
92
+ 0,
93
+ .9,
94
+ .15
95
+ ]
96
+ }[category.toLowerCase()] ?? [
97
+ 0,
98
+ 1.1,
99
+ .15
100
+ ];
101
+ const hash = pointId.split("").reduce((acc, char) => acc + char.charCodeAt(0), 0) * .001;
102
+ return [
103
+ basePos[0] + Math.sin(hash * 7.3) * .08,
104
+ basePos[1] + Math.cos(hash * 5.1) * .08,
105
+ basePos[2] + Math.sin(hash * 3.7) * .03
106
+ ];
107
+ };
108
+ /**
109
+ * Health bar component for training dummy
110
+ *
111
+ * Displays above the dummy with Korean cyberpunk styling.
112
+ * @korean 훈련인형체력바
113
+ */
114
+ var HEALTH_BAR_WIDTH = 1.2;
115
+ var HEALTH_BAR_HEIGHT = .1;
116
+ var DummyHealthBar = ({ health, maxHealth, position }) => {
117
+ const healthPercent = Math.max(0, Math.min(100, health / maxHealth * 100));
118
+ const bgGeometry = useMemo(() => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, .02), []);
119
+ const healthGeometry = useMemo(() => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, .02), []);
120
+ const borderGeometry = useMemo(() => new THREE.BoxGeometry(HEALTH_BAR_WIDTH + .04, HEALTH_BAR_HEIGHT + .04, .01), []);
121
+ const healthColor = useMemo(() => {
122
+ if (healthPercent > 70) return KOREAN_COLORS.HEALTH_FULL;
123
+ if (healthPercent > 40) return KOREAN_COLORS.HEALTH_MEDIUM;
124
+ if (healthPercent > 20) return KOREAN_COLORS.HEALTH_LOW;
125
+ return KOREAN_COLORS.HEALTH_CRITICAL;
126
+ }, [healthPercent]);
127
+ const healthScale = useMemo(() => [
128
+ healthPercent / 100,
129
+ 1,
130
+ 1
131
+ ], [healthPercent]);
132
+ useEffect(() => {
133
+ return () => {
134
+ bgGeometry.dispose();
135
+ healthGeometry.dispose();
136
+ borderGeometry.dispose();
137
+ };
138
+ }, [
139
+ bgGeometry,
140
+ healthGeometry,
141
+ borderGeometry
142
+ ]);
143
+ return /* @__PURE__ */ jsxs("group", {
144
+ position,
145
+ name: "dummy-health-bar",
146
+ children: [
147
+ /* @__PURE__ */ jsxs("mesh", { children: [/* @__PURE__ */ jsx("primitive", { object: bgGeometry }), /* @__PURE__ */ jsx("meshBasicMaterial", {
148
+ color: KOREAN_COLORS.UI_BACKGROUND_DARK,
149
+ transparent: true,
150
+ opacity: .7
151
+ })] }),
152
+ /* @__PURE__ */ jsxs("mesh", {
153
+ position: [
154
+ -(HEALTH_BAR_WIDTH * (1 - healthPercent / 100)) / 2,
155
+ 0,
156
+ .01
157
+ ],
158
+ scale: healthScale,
159
+ children: [/* @__PURE__ */ jsx("primitive", { object: healthGeometry }), /* @__PURE__ */ jsx("meshBasicMaterial", {
160
+ color: healthColor,
161
+ transparent: true,
162
+ opacity: .9
163
+ })]
164
+ }),
165
+ /* @__PURE__ */ jsxs("lineSegments", { children: [/* @__PURE__ */ jsx("edgesGeometry", { args: [borderGeometry] }), /* @__PURE__ */ jsx("lineBasicMaterial", {
166
+ color: KOREAN_COLORS.PRIMARY_CYAN,
167
+ transparent: true,
168
+ opacity: .8
169
+ })] })
170
+ ]
171
+ });
172
+ };
173
+ /**
174
+ * TrainingDummy3D Component
175
+ *
176
+ * Main training dummy using SkeletalPlayer3D for consistent visual appearance.
177
+ * Displays vital points for martial arts practice with difficulty-based sizing.
178
+ *
179
+ * @example
180
+ * ```tsx
181
+ * <TrainingDummy3D
182
+ * position={[0, 0, 5]}
183
+ * selectedVitalPoint="temple"
184
+ * isTraining={true}
185
+ * health={75}
186
+ * difficulty="normal"
187
+ * onVitalPointHit={(id) => console.log(`Hit ${id}`)}
188
+ * />
189
+ * ```
190
+ *
191
+ * @korean 훈련인형3D컴포넌트
192
+ */
193
+ var TrainingDummy3D = ({ position, selectedVitalPoint, isTraining, health = 100, maxHealth = 100, onVitalPointHit, onDefeated, difficulty = "normal", vitalPointCount = 12, isMobile = false, archetype = PlayerArchetype.MUSA, stance = TrigramStance.GEON }) => {
194
+ const groupRef = useRef(null);
195
+ const [isStunned, setIsStunned] = useState(false);
196
+ const vitalPoints = useMemo(() => KOREAN_VITAL_POINTS.slice(0, Math.min(vitalPointCount, KOREAN_VITAL_POINTS.length)), [vitalPointCount]);
197
+ const sizeMultiplier = useMemo(() => {
198
+ switch (difficulty) {
199
+ case "easy": return 1.5;
200
+ case "normal": return 1;
201
+ case "hard": return .7;
202
+ default: return 1;
203
+ }
204
+ }, [difficulty]);
205
+ const prevHealthRef = useRef(health);
206
+ const onDefeatedRef = useRef(onDefeated);
207
+ useEffect(() => {
208
+ onDefeatedRef.current = onDefeated;
209
+ }, [onDefeated]);
210
+ useEffect(() => {
211
+ if (prevHealthRef.current > 0 && health <= 0) onDefeatedRef.current?.();
212
+ if (prevHealthRef.current - health > 20) {
213
+ setIsStunned(true);
214
+ const timer = setTimeout(() => setIsStunned(false), 500);
215
+ return () => clearTimeout(timer);
216
+ }
217
+ prevHealthRef.current = health;
218
+ }, [health]);
219
+ useFrame((state) => {
220
+ if (!groupRef.current) return;
221
+ const time = state.clock.elapsedTime;
222
+ const breathScale = Math.sin(time * 1.5) * .01 + 1;
223
+ groupRef.current.scale.y = breathScale;
224
+ groupRef.current.rotation.y = Math.sin(time * .5) * .02;
225
+ });
226
+ const handlePointHit = useCallback((pointId) => {
227
+ onVitalPointHit?.(pointId);
228
+ }, [onVitalPointHit]);
229
+ return /* @__PURE__ */ jsxs("group", {
230
+ ref: groupRef,
231
+ position,
232
+ name: "training-dummy-3d",
233
+ children: [
234
+ /* @__PURE__ */ jsx(SkeletalPlayer3D, {
235
+ playerId: "training-dummy",
236
+ archetype,
237
+ stance,
238
+ position: [
239
+ 0,
240
+ 0,
241
+ 0
242
+ ],
243
+ rotation: Math.PI,
244
+ facing: "left",
245
+ health,
246
+ maxHealth,
247
+ stamina: 100,
248
+ ki: 50,
249
+ balance: "READY",
250
+ pain: 0,
251
+ consciousness: 100,
252
+ isMobile,
253
+ currentAnimation: "idle",
254
+ isBlocking: false,
255
+ isStunned,
256
+ showHealthBar: false,
257
+ showStanceIndicator: false,
258
+ enableFacialExpressions: true,
259
+ enableEyeTracking: true
260
+ }),
261
+ vitalPoints.map((point) => /* @__PURE__ */ jsx("group", {
262
+ position: getVitalPointPosition(point.id, point.category),
263
+ children: /* @__PURE__ */ jsx(VitalPointMarker3D, {
264
+ vitalPoint: point,
265
+ isSelected: point.id === selectedVitalPoint,
266
+ isTraining,
267
+ isMobile,
268
+ onHit: handlePointHit,
269
+ sizeMultiplier
270
+ })
271
+ }, point.id)),
272
+ isTraining && /* @__PURE__ */ jsx(DummyHealthBar, {
273
+ health,
274
+ maxHealth,
275
+ position: [
276
+ 0,
277
+ 2.3,
278
+ 0
279
+ ]
280
+ }),
281
+ isTraining && /* @__PURE__ */ jsx("pointLight", {
282
+ position: [
283
+ 0,
284
+ 1.2,
285
+ .5
286
+ ],
287
+ color: KOREAN_COLORS.PRIMARY_CYAN,
288
+ intensity: .3,
289
+ distance: 3,
290
+ decay: 2
291
+ })
292
+ ]
293
+ });
294
+ };
295
+ //#endregion
296
+ export { TrainingDummy3D as default };
297
+
298
+ //# sourceMappingURL=TrainingDummy3D.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TrainingDummy3D.js","names":[],"sources":["../../../../../src/components/screens/training/components/TrainingDummy3D.tsx"],"sourcesContent":["/**\n * TrainingDummy3D - 3D training dummy with vital points\n *\n * Provides anatomically accurate training dummy using SkeletalPlayer3D\n * for Korean martial arts practice. Supports anatomy overlays and difficulty modes.\n *\n * Refactored to extend SkeletalPlayer3D for visual consistency with player characters.\n *\n * @module components/screens/training/TrainingDummy3D\n * @category 3D Components\n * @korean 훈련인형3D컴포넌트\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React, {\n useCallback,\n useEffect,\n useMemo,\n useRef,\n useState,\n} from \"react\";\nimport * as THREE from \"three\";\nimport { KOREAN_VITAL_POINTS } from \"../../../../systems/vitalpoint/KoreanVitalPoints\";\nimport { PlayerArchetype, TrigramStance } from \"../../../../types/common\";\nimport { KOREAN_COLORS } from \"../../../../types/constants\";\nimport SkeletalPlayer3D from \"../../../shared/three/models/SkeletalPlayer3D\";\nimport VitalPointMarker3D from \"./VitalPointMarker3D\";\n\n/**\n * Difficulty mode for training\n * @korean 난이도모드\n */\nexport type DifficultyMode = \"easy\" | \"normal\" | \"hard\";\n\n/**\n * Props for TrainingDummy3D component\n * @korean 훈련인형3D속성\n */\nexport interface TrainingDummy3DProps {\n /** 3D world position of the dummy */\n readonly position: [number, number, number];\n /** Currently selected vital point for targeting */\n readonly selectedVitalPoint: string | null;\n /** Whether training is active */\n readonly isTraining: boolean;\n /** Current health of dummy (0-100) */\n readonly health?: number;\n /** Maximum health of dummy */\n readonly maxHealth?: number;\n /** Callback when vital point is hit */\n readonly onVitalPointHit?: (vitalPointId: string) => void;\n /** Callback when dummy is defeated */\n readonly onDefeated?: () => void;\n /** Difficulty mode (affects marker sizes) */\n readonly difficulty?: DifficultyMode;\n /** Number of vital points to display (3-70) */\n readonly vitalPointCount?: number;\n /** Whether on mobile device */\n readonly isMobile?: boolean;\n /** Archetype to display (affects body type and appearance) */\n readonly archetype?: PlayerArchetype;\n /** Current stance for the dummy */\n readonly stance?: TrigramStance;\n}\n\n/**\n * Map body region to 3D position on dummy\n *\n * Positions are calibrated for SkeletalPlayer3D bone structure.\n *\n * @param pointId - Unique identifier for the vital point\n * @param category - Anatomical category (head, neck, torso, etc.)\n * @returns 3D coordinates [x, y, z] relative to dummy center\n * @korean 급소위치계산\n */\nconst getVitalPointPosition = (\n pointId: string,\n category: string,\n): [number, number, number] => {\n // Base positions calibrated for SkeletalPlayer3D skeletal rig\n // These align with the 28-bone humanoid rig structure\n const positions: Record<string, [number, number, number]> = {\n head: [0, 1.75, 0.12], // Head bone + offset\n neck: [0, 1.5, 0.1], // Neck bone\n torso: [0, 1.15, 0.18], // Chest/spine area\n chest: [0, 1.2, 0.2], // Upper chest\n abdomen: [0, 0.85, 0.18], // Lower torso\n back: [0, 1.1, -0.15], // Spine back\n arm: [-0.45, 1.15, 0], // Upper arm area\n leg: [-0.18, 0.4, 0.05], // Thigh area\n neurological: [0, 1.7, 0.08], // Temple/head neural points\n vascular: [0, 1.45, 0.12], // Neck vascular points\n muscular: [0, 1.1, 0.2], // Muscle groups\n skeletal: [0, 0.9, 0.15], // Joints/bones\n };\n\n // Get base position or default to center torso\n const basePos = positions[category.toLowerCase()] ?? [0, 1.1, 0.15];\n\n // Add deterministic offset for multiple points in same region\n // Uses character code of pointId for consistent positioning\n const hash =\n pointId.split(\"\").reduce((acc, char) => acc + char.charCodeAt(0), 0) *\n 0.001;\n return [\n basePos[0] + Math.sin(hash * 7.3) * 0.08,\n basePos[1] + Math.cos(hash * 5.1) * 0.08,\n basePos[2] + Math.sin(hash * 3.7) * 0.03,\n ];\n};\n\n/**\n * Health bar component for training dummy\n *\n * Displays above the dummy with Korean cyberpunk styling.\n * @korean 훈련인형체력바\n */\n\n// Constants defined outside component to avoid recreation\nconst HEALTH_BAR_WIDTH = 1.2;\nconst HEALTH_BAR_HEIGHT = 0.1;\n\nconst DummyHealthBar: React.FC<{\n readonly health: number;\n readonly maxHealth: number;\n readonly position: [number, number, number];\n}> = ({ health, maxHealth, position }) => {\n // Health percentage\n const healthPercent = Math.max(0, Math.min(100, (health / maxHealth) * 100));\n\n // Memoize geometries to avoid recreating on every render\n const bgGeometry = useMemo(\n () => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, 0.02),\n [],\n );\n const healthGeometry = useMemo(\n () => new THREE.BoxGeometry(HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, 0.02),\n [],\n );\n const borderGeometry = useMemo(\n () =>\n new THREE.BoxGeometry(\n HEALTH_BAR_WIDTH + 0.04,\n HEALTH_BAR_HEIGHT + 0.04,\n 0.01,\n ),\n [],\n );\n\n // Determine health bar color based on health percentage\n const healthColor = useMemo(() => {\n if (healthPercent > 70) return KOREAN_COLORS.HEALTH_FULL;\n if (healthPercent > 40) return KOREAN_COLORS.HEALTH_MEDIUM;\n if (healthPercent > 20) return KOREAN_COLORS.HEALTH_LOW;\n return KOREAN_COLORS.HEALTH_CRITICAL;\n }, [healthPercent]);\n\n // Use scale instead of recreating geometry\n const healthScale: [number, number, number] = useMemo(\n () => [healthPercent / 100, 1, 1],\n [healthPercent],\n );\n\n // Cleanup geometries on unmount\n useEffect(() => {\n return () => {\n bgGeometry.dispose();\n healthGeometry.dispose();\n borderGeometry.dispose();\n };\n }, [bgGeometry, healthGeometry, borderGeometry]);\n\n return (\n <group position={position} name=\"dummy-health-bar\">\n {/* Background bar */}\n <mesh>\n <primitive object={bgGeometry} />\n <meshBasicMaterial\n color={KOREAN_COLORS.UI_BACKGROUND_DARK}\n transparent\n opacity={0.7}\n />\n </mesh>\n\n {/* Health bar (scaled based on health, anchored to left edge) */}\n <mesh\n position={[\n -(HEALTH_BAR_WIDTH * (1 - healthPercent / 100)) / 2,\n 0,\n 0.01,\n ]}\n scale={healthScale}\n >\n <primitive object={healthGeometry} />\n <meshBasicMaterial color={healthColor} transparent opacity={0.9} />\n </mesh>\n\n {/* Border frame - outline using EdgesGeometry for crisp border */}\n <lineSegments>\n <edgesGeometry args={[borderGeometry]} />\n <lineBasicMaterial\n color={KOREAN_COLORS.PRIMARY_CYAN}\n transparent\n opacity={0.8}\n />\n </lineSegments>\n </group>\n );\n};\n\n/**\n * TrainingDummy3D Component\n *\n * Main training dummy using SkeletalPlayer3D for consistent visual appearance.\n * Displays vital points for martial arts practice with difficulty-based sizing.\n *\n * @example\n * ```tsx\n * <TrainingDummy3D\n * position={[0, 0, 5]}\n * selectedVitalPoint=\"temple\"\n * isTraining={true}\n * health={75}\n * difficulty=\"normal\"\n * onVitalPointHit={(id) => console.log(`Hit ${id}`)}\n * />\n * ```\n *\n * @korean 훈련인형3D컴포넌트\n */\nexport const TrainingDummy3D: React.FC<TrainingDummy3DProps> = ({\n position,\n selectedVitalPoint,\n isTraining,\n health = 100,\n maxHealth = 100,\n onVitalPointHit,\n onDefeated,\n difficulty = \"normal\",\n vitalPointCount = 12,\n isMobile = false,\n archetype = PlayerArchetype.MUSA,\n stance = TrigramStance.GEON,\n}) => {\n const groupRef = useRef<THREE.Group>(null);\n const [isStunned, setIsStunned] = useState(false);\n\n // Select vital points to display based on count (expandable to 70)\n const vitalPoints = useMemo(\n () =>\n KOREAN_VITAL_POINTS.slice(\n 0,\n Math.min(vitalPointCount, KOREAN_VITAL_POINTS.length),\n ),\n [vitalPointCount],\n );\n\n // Calculate size multiplier based on difficulty\n const sizeMultiplier = useMemo(() => {\n switch (difficulty) {\n case \"easy\":\n return 1.5; // Larger targets\n case \"normal\":\n return 1.0; // Standard size\n case \"hard\":\n return 0.7; // Smaller targets\n default:\n return 1.0;\n }\n }, [difficulty]);\n\n // Track previous health to detect defeat\n const prevHealthRef = useRef(health);\n\n // Store latest onDefeated callback in a ref to avoid stale closure\n const onDefeatedRef = useRef(onDefeated);\n useEffect(() => {\n onDefeatedRef.current = onDefeated;\n }, [onDefeated]);\n\n // Check for defeat and trigger stun effect on significant damage\n useEffect(() => {\n // Defeated check\n if (prevHealthRef.current > 0 && health <= 0) {\n onDefeatedRef.current?.();\n }\n\n // Stun on significant damage (more than 20 points)\n if (prevHealthRef.current - health > 20) {\n setIsStunned(true);\n const timer = setTimeout(() => setIsStunned(false), 500);\n return () => clearTimeout(timer);\n }\n\n prevHealthRef.current = health;\n return undefined;\n }, [health]);\n\n // Subtle idle animation for training dummy\n useFrame((state) => {\n if (!groupRef.current) return;\n\n // Gentle breathing/swaying motion\n const time = state.clock.elapsedTime;\n const breathScale = Math.sin(time * 1.5) * 0.01 + 1;\n groupRef.current.scale.y = breathScale;\n\n // Subtle rotation as if waiting for attack\n groupRef.current.rotation.y = Math.sin(time * 0.5) * 0.02;\n });\n\n // Handle vital point hit\n const handlePointHit = useCallback(\n (pointId: string) => {\n onVitalPointHit?.(pointId);\n },\n [onVitalPointHit],\n );\n\n return (\n <group ref={groupRef} position={position} name=\"training-dummy-3d\">\n {/* SkeletalPlayer3D as the base character model */}\n <SkeletalPlayer3D\n playerId=\"training-dummy\"\n archetype={archetype}\n stance={stance}\n position={[0, 0, 0]}\n rotation={Math.PI} // Face the player\n facing=\"left\"\n health={health}\n maxHealth={maxHealth}\n stamina={100}\n ki={50}\n balance=\"READY\"\n pain={0}\n consciousness={100}\n isMobile={isMobile}\n currentAnimation=\"idle\"\n isBlocking={false}\n isStunned={isStunned}\n showHealthBar={false} // We use custom health bar\n showStanceIndicator={false}\n enableFacialExpressions={true}\n enableEyeTracking={true}\n />\n\n {/* Vital point markers overlaid on the skeletal model */}\n {vitalPoints.map((point) => (\n <group\n key={point.id}\n position={getVitalPointPosition(point.id, point.category)}\n >\n <VitalPointMarker3D\n vitalPoint={point}\n isSelected={point.id === selectedVitalPoint}\n isTraining={isTraining}\n isMobile={isMobile}\n onHit={handlePointHit}\n sizeMultiplier={sizeMultiplier}\n />\n </group>\n ))}\n\n {/* Health bar above dummy */}\n {isTraining && (\n <DummyHealthBar\n health={health}\n maxHealth={maxHealth}\n position={[0, 2.3, 0]}\n />\n )}\n\n 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@@ -0,0 +1,30 @@
1
+ /**
2
+ * TrainingFeedbackOverlayHtml - Html overlay for training feedback messages
3
+ *
4
+ * Displays temporary feedback messages for hits, misses, and achievements
5
+ * with consistent Korean martial arts cyberpunk theming.
6
+ *
7
+ * @module components/screens/training/components/TrainingFeedbackOverlayHtml
8
+ * @category Training UI
9
+ * @korean 훈련피드백오버레이
10
+ */
11
+ import React from "react";
12
+ import "../training.css";
13
+ /**
14
+ * Props for TrainingFeedbackOverlayHtml component
15
+ */
16
+ export interface TrainingFeedbackOverlayHtmlProps {
17
+ /** Feedback message to display */
18
+ readonly message: string;
19
+ /** Whether on mobile device */
20
+ readonly isMobile: boolean;
21
+ }
22
+ /**
23
+ * TrainingFeedbackOverlayHtml Component
24
+ * Html overlay for displaying training feedback with Korean theming
25
+ *
26
+ * @korean 훈련피드백오버레이컴포넌트
27
+ */
28
+ export declare const TrainingFeedbackOverlayHtml: React.NamedExoticComponent<TrainingFeedbackOverlayHtmlProps>;
29
+ export default TrainingFeedbackOverlayHtml;
30
+ //# sourceMappingURL=TrainingFeedbackOverlayHtml.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TrainingFeedbackOverlayHtml.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/TrainingFeedbackOverlayHtml.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,KAAK,MAAM,OAAO,CAAC;AAG1B,OAAO,iBAAiB,CAAC;AAEzB;;GAEG;AACH,MAAM,WAAW,gCAAgC;IAC/C,kCAAkC;IAClC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;GAKG;AACH,eAAO,MAAM,2BAA2B,8DA0BtC,CAAC;AAIH,eAAe,2BAA2B,CAAC"}
@@ -0,0 +1,44 @@
1
+ import { KOREAN_COLORS } from "../../../../types/constants/colors.js";
2
+ import { FONT_FAMILY } from "../../../../types/constants/typography.js";
3
+ import "../../../../types/constants/index.js";
4
+ import { hexToRgbaString } from "../../../../utils/colorUtils.js";
5
+ /* empty css */
6
+ import React from "react";
7
+ import { jsx } from "react/jsx-runtime";
8
+ //#region src/components/screens/training/components/TrainingFeedbackOverlayHtml.tsx
9
+ /**
10
+ * TrainingFeedbackOverlayHtml - Html overlay for training feedback messages
11
+ *
12
+ * Displays temporary feedback messages for hits, misses, and achievements
13
+ * with consistent Korean martial arts cyberpunk theming.
14
+ *
15
+ * @module components/screens/training/components/TrainingFeedbackOverlayHtml
16
+ * @category Training UI
17
+ * @korean 훈련피드백오버레이
18
+ */
19
+ /**
20
+ * TrainingFeedbackOverlayHtml Component
21
+ * Html overlay for displaying training feedback with Korean theming
22
+ *
23
+ * @korean 훈련피드백오버레이컴포넌트
24
+ */
25
+ var TrainingFeedbackOverlayHtml = React.memo(({ message, isMobile }) => {
26
+ return /* @__PURE__ */ jsx("div", {
27
+ className: `training-feedback ${isMobile ? "mobile" : "desktop"}`,
28
+ style: {
29
+ fontFamily: FONT_FAMILY.KOREAN,
30
+ fontWeight: "bold",
31
+ color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD),
32
+ textShadow: `0 2px 10px ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, .5)}`
33
+ },
34
+ "data-testid": "training-feedback-html",
35
+ children: message
36
+ });
37
+ }, (prevProps, nextProps) => {
38
+ return prevProps.message === nextProps.message && prevProps.isMobile === nextProps.isMobile;
39
+ });
40
+ TrainingFeedbackOverlayHtml.displayName = "TrainingFeedbackOverlayHtml";
41
+ //#endregion
42
+ export { TrainingFeedbackOverlayHtml as default };
43
+
44
+ //# sourceMappingURL=TrainingFeedbackOverlayHtml.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TrainingFeedbackOverlayHtml.js","names":[],"sources":["../../../../../src/components/screens/training/components/TrainingFeedbackOverlayHtml.tsx"],"sourcesContent":["/**\n * TrainingFeedbackOverlayHtml - Html overlay for training feedback messages\n * \n * Displays temporary feedback messages for hits, misses, and achievements\n * with consistent Korean martial arts cyberpunk theming.\n * \n * @module components/screens/training/components/TrainingFeedbackOverlayHtml\n * @category Training UI\n * @korean 훈련피드백오버레이\n */\n\nimport React from \"react\";\nimport { FONT_FAMILY, KOREAN_COLORS } from \"../../../../types/constants\";\nimport { hexToRgbaString } from \"../../../../utils/colorUtils\";\nimport \"../training.css\";\n\n/**\n * Props for TrainingFeedbackOverlayHtml component\n */\nexport interface TrainingFeedbackOverlayHtmlProps {\n /** Feedback message to display */\n readonly message: string;\n /** Whether on mobile device */\n readonly isMobile: boolean;\n}\n\n/**\n * TrainingFeedbackOverlayHtml Component\n * Html overlay for displaying training feedback with Korean theming\n * \n * @korean 훈련피드백오버레이컴포넌트\n */\nexport const TrainingFeedbackOverlayHtml = React.memo<TrainingFeedbackOverlayHtmlProps>(\n ({\n message,\n isMobile,\n }) => {\n return (\n <div\n className={`training-feedback ${isMobile ? \"mobile\" : \"desktop\"}`}\n style={{\n fontFamily: FONT_FAMILY.KOREAN,\n fontWeight: \"bold\",\n color: hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD),\n textShadow: `0 2px 10px ${hexToRgbaString(KOREAN_COLORS.ACCENT_GOLD, 0.5)}`,\n }}\n data-testid=\"training-feedback-html\"\n >\n {message}\n </div>\n );\n},\n(prevProps, nextProps) => {\n // Only re-render if message or mobile state changes\n return (\n prevProps.message === nextProps.message &&\n prevProps.isMobile === nextProps.isMobile\n );\n});\n\nTrainingFeedbackOverlayHtml.displayName = \"TrainingFeedbackOverlayHtml\";\n\nexport default TrainingFeedbackOverlayHtml;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAgCA,IAAa,8BAA8B,MAAM,MAC9C,EACC,SACA,eACI;AACN,QACE,oBAAC,OAAD;EACE,WAAW,qBAAqB,WAAW,WAAW;EACtD,OAAO;GACL,YAAY,YAAY;GACxB,YAAY;GACZ,OAAO,gBAAgB,cAAc,YAAY;GACjD,YAAY,cAAc,gBAAgB,cAAc,aAAa,GAAI;GAC1E;EACD,eAAY;YAEX;EACG,CAAA;IAGT,WAAW,cAAc;AAExB,QACE,UAAU,YAAY,UAAU,WAChC,UAAU,aAAa,UAAU;EAEnC;AAEF,4BAA4B,cAAc"}
@@ -0,0 +1,27 @@
1
+ /**
2
+ * TrainingHitEffects3D - Optimized particle effects using InstancedMesh
3
+ *
4
+ * Provides visual feedback for successful and missed strikes
5
+ * Uses InstancedMesh for better performance with many particles
6
+ */
7
+ import React from "react";
8
+ /**
9
+ * Props for TrainingHitEffects3D component
10
+ */
11
+ export interface TrainingHitEffects3DProps {
12
+ /** Position where the hit occurred */
13
+ readonly position: [number, number, number];
14
+ /** Type of hit effect */
15
+ readonly type: "success" | "perfect" | "miss";
16
+ /** Whether to show the effect */
17
+ readonly visible: boolean;
18
+ /** Callback when effect completes */
19
+ readonly onComplete?: () => void;
20
+ }
21
+ /**
22
+ * TrainingHitEffects3D Component
23
+ * Optimized particle burst effect using InstancedMesh for better performance
24
+ */
25
+ export declare const TrainingHitEffects3D: React.FC<TrainingHitEffects3DProps>;
26
+ export default TrainingHitEffects3D;
27
+ //# sourceMappingURL=TrainingHitEffects3D.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"TrainingHitEffects3D.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/components/TrainingHitEffects3D.tsx"],"names":[],"mappings":"AAAA;;;;;GAKG;AAGH,OAAO,KAA+C,MAAM,OAAO,CAAC;AAKpE;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACxC,sCAAsC;IACtC,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,yBAAyB;IACzB,QAAQ,CAAC,IAAI,EAAE,SAAS,GAAG,SAAS,GAAG,MAAM,CAAC;IAC9C,iCAAiC;IACjC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,qCAAqC;IACrC,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,IAAI,CAAC;CAClC;AA6CD;;;GAGG;AACH,eAAO,MAAM,oBAAoB,EAAE,KAAK,CAAC,EAAE,CAAC,yBAAyB,CAgLpE,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
@@ -0,0 +1,6 @@
1
+ import "../../../../types/constants/index.js";
2
+ import "../../../../utils/threeObjectPool.js";
3
+ import "react";
4
+ import "react/jsx-runtime";
5
+ import "@react-three/fiber";
6
+ import "three";
@@ -0,0 +1,51 @@
1
+ /**
2
+ * TrainingModeSelectorOverlayHtml - Html overlay for training mode selection
3
+ *
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+ * Allows switching between different training modes with consistent Korean theming.
5
+ * Uses KOREAN_COLORS constants and bilingual formatting.
6
+ *
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+ * @module components/screens/training
8
+ * @category Training UI
9
+ * @korean 훈련모드선택오버레이
10
+ */
11
+ import React from "react";
12
+ import "../training.css";
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+ /**
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+ * Training mode types
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+ */
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+ export type TrainingMode = "basics" | "advanced" | "free" | "stance_training" | "vital_point" | "combo_practice" | "footwork";
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+ /**
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+ * Props for TrainingModeSelectorOverlayHtml component
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+ */
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+ export interface TrainingModeSelectorOverlayHtmlProps {
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+ /** Currently selected training mode */
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+ readonly currentMode: TrainingMode;
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+ /** Callback when mode changes */
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+ readonly onModeChange: (mode: TrainingMode) => void;
25
+ /** Whether on mobile device */
26
+ readonly isMobile: boolean;
27
+ }
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+ /**
29
+ * TrainingModeSelectorOverlayHtml Component
30
+ *
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+ * Html overlay for selecting training mode with Korean theming.
32
+ * Compact horizontal grid layout optimized for desktop and mobile.
33
+ *
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+ * Optimized with React.memo for 60fps performance:
35
+ * - Prevents re-renders when currentMode hasn't changed
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+ * - Callback expected to be stable (parent should use useCallback)
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+ *
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+ * @example
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+ * ```tsx
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+ * <TrainingModeSelectorOverlayHtml
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+ * currentMode="vital_point"
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+ * onModeChange={(mode) => console.log(mode)}
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+ * isMobile={false}
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+ * />
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+ * ```
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+ *
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+ * @korean 훈련모드선택오버레이컴포넌트
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+ */
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+ export declare const TrainingModeSelectorOverlayHtml: React.NamedExoticComponent<TrainingModeSelectorOverlayHtmlProps>;
50
+ export default TrainingModeSelectorOverlayHtml;
51
+ //# sourceMappingURL=TrainingModeSelectorOverlayHtml.d.ts.map
@@ -0,0 +1 @@
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