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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  1716. package/lib/utils/clothingColors.d.ts +120 -0
  1717. package/lib/utils/clothingColors.d.ts.map +1 -0
  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
  1719. package/lib/utils/clothingMaterials.d.ts.map +1 -0
  1720. package/lib/utils/colorHelpers.d.ts +67 -0
  1721. package/lib/utils/colorHelpers.d.ts.map +1 -0
  1722. package/lib/utils/colorHelpers.js +81 -0
  1723. package/lib/utils/colorHelpers.js.map +1 -0
  1724. package/lib/utils/colorUtils.d.ts +113 -0
  1725. package/lib/utils/colorUtils.d.ts.map +1 -0
  1726. package/lib/utils/colorUtils.js +225 -0
  1727. package/lib/utils/colorUtils.js.map +1 -0
  1728. package/lib/utils/combatReadiness.d.ts +132 -0
  1729. package/lib/utils/combatReadiness.d.ts.map +1 -0
  1730. package/lib/utils/combatReadiness.js +176 -0
  1731. package/lib/utils/combatReadiness.js.map +1 -0
  1732. package/lib/utils/controlMapping.d.ts +171 -0
  1733. package/lib/utils/controlMapping.d.ts.map +1 -0
  1734. package/lib/utils/controlMapping.js +288 -0
  1735. package/lib/utils/controlMapping.js.map +1 -0
  1736. package/lib/utils/deviceDetection.d.ts +159 -0
  1737. package/lib/utils/deviceDetection.d.ts.map +1 -0
  1738. package/lib/utils/deviceDetection.js +337 -0
  1739. package/lib/utils/deviceDetection.js.map +1 -0
  1740. package/lib/utils/effectUtils.d.ts +63 -0
  1741. package/lib/utils/effectUtils.d.ts.map +1 -0
  1742. package/lib/utils/effectUtils.js +737 -0
  1743. package/lib/utils/effectUtils.js.map +1 -0
  1744. package/lib/utils/eventConstants.d.ts +25 -0
  1745. package/lib/utils/eventConstants.d.ts.map +1 -0
  1746. package/lib/utils/eventConstants.js +3 -0
  1747. package/lib/utils/eventConstants.js.map +1 -0
  1748. package/lib/utils/fabricTextures.d.ts +136 -0
  1749. package/lib/utils/fabricTextures.d.ts.map +1 -0
  1750. package/lib/utils/fabricTextures.js +301 -0
  1751. package/lib/utils/fabricTextures.js.map +1 -0
  1752. package/lib/utils/hapticFeedback.d.ts +224 -0
  1753. package/lib/utils/hapticFeedback.d.ts.map +1 -0
  1754. package/lib/utils/hapticFeedback.js +143 -0
  1755. package/lib/utils/hapticFeedback.js.map +1 -0
  1756. package/lib/utils/haptics.d.ts +139 -0
  1757. package/lib/utils/haptics.d.ts.map +1 -0
  1758. package/lib/utils/haptics.js +66 -0
  1759. package/lib/utils/haptics.js.map +1 -0
  1760. package/lib/utils/htmlOverlayHelpers.d.ts +168 -0
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  1763. package/lib/utils/htmlOverlayHelpers.js.map +1 -0
  1764. package/lib/utils/index.d.ts +15 -0
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  1766. package/lib/utils/index.js +92 -0
  1767. package/lib/utils/index.js.map +1 -0
  1768. package/lib/utils/inputSystem.d.ts +154 -0
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  1770. package/lib/utils/inputSystem.js +324 -0
  1771. package/lib/utils/inputSystem.js.map +1 -0
  1772. package/lib/utils/koreanThemeHelpers.d.ts +328 -0
  1773. package/lib/utils/koreanThemeHelpers.d.ts.map +1 -0
  1774. package/lib/utils/koreanThemeHelpers.js +348 -0
  1775. package/lib/utils/koreanThemeHelpers.js.map +1 -0
  1776. package/lib/utils/math.d.ts +80 -0
  1777. package/lib/utils/math.d.ts.map +1 -0
  1778. package/lib/utils/math.js +70 -0
  1779. package/lib/utils/math.js.map +1 -0
  1780. package/lib/utils/mobileLayoutHelpers.d.ts +52 -0
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  1782. package/lib/utils/mobileLayoutHelpers.js +66 -0
  1783. package/lib/utils/mobileLayoutHelpers.js.map +1 -0
  1784. package/lib/utils/mobileUIUtils.d.ts +266 -0
  1785. package/lib/utils/mobileUIUtils.d.ts.map +1 -0
  1786. package/lib/utils/mobileUIUtils.js +33 -0
  1787. package/lib/utils/mobileUIUtils.js.map +1 -0
  1788. package/lib/utils/objectPool.d.ts +92 -0
  1789. package/lib/utils/objectPool.d.ts.map +1 -0
  1790. package/lib/utils/particlePool.d.ts +138 -0
  1791. package/lib/utils/particlePool.d.ts.map +1 -0
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  1795. package/lib/utils/performance/PerformanceMonitor.js.map +1 -0
  1796. package/lib/utils/performance/PerformanceOverlay3D.d.ts +20 -0
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  1800. package/lib/utils/performance/index.d.ts +12 -0
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  1813. package/lib/utils/player3DHelpers.d.ts +82 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,284 @@
1
+ import { AnimationState } from "../../../../systems/animation/core/types.js";
2
+ import { CombatAttackType, DamageType, PlayerArchetype } from "../../../../types/common.js";
3
+ import { TRIGRAM_STANCES_ORDER } from "../../../../systems/trigram/types.js";
4
+ import { calculateDistance3D } from "../../../../utils/math.js";
5
+ import { getAnimationForTechnique } from "../../../../systems/animation/core/AnimationRegistry.js";
6
+ import "../../../../systems/animation/index.js";
7
+ import { getTechniquesByStance } from "../../../../systems/trigram/techniques/index.js";
8
+ import { KoreanTechniquesSystem } from "../../../../systems/trigram/KoreanTechniques.js";
9
+ import { DEFAULT_BODY_RADIUS_METERS } from "../../../../types/physicsConstants.js";
10
+ import { physicalReachCalculator } from "../../../../systems/physics/PhysicalReachCalculator.js";
11
+ import "../../../../systems/physics/index.js";
12
+ import { getArchetypePhysicalAttributes } from "../../../../data/archetypePhysicalAttributes.js";
13
+ import { useCallback, useRef } from "react";
14
+ //#region src/components/screens/training/hooks/useTrainingActions.ts
15
+ /**
16
+ * useTrainingActions Hook - Training Action Handlers
17
+ *
18
+ * Custom hook for managing training action handlers.
19
+ * Mirrors useCombatActions pattern for consistency.
20
+ *
21
+ * @korean 훈련액션훅 - 훈련 액션 핸들러 관리
22
+ */
23
+ /**
24
+ * Get the best default technique for an archetype based on current stance.
25
+ *
26
+ * Each archetype has preferred combat styles:
27
+ * - MUSA: Direct strikes, joint techniques (BLUNT/JOINT damage)
28
+ * - AMSALJA: Nerve strikes, pressure points (NERVE/PRESSURE damage)
29
+ * - HACKER: Precise calculated strikes (high accuracy)
30
+ * - JEONGBO_YOWON: Psychological pressure, submissions (PRESSURE/JOINT)
31
+ * - JOJIK_POKRYEOKBAE: High damage brutal strikes
32
+ *
33
+ * @korean 원형별 기본 기술 선택 - 8개 자세에 따른 최적 기술
34
+ */
35
+ function getDefaultTechniqueForArchetype(archetype, stance) {
36
+ const techniques = getTechniquesByStance(stance);
37
+ if (techniques.length === 0) return void 0;
38
+ const scoredTechniques = techniques.map((tech) => {
39
+ let score = 0;
40
+ const damageType = tech.damageType;
41
+ const attackType = tech.type;
42
+ const isAdvanced = (tech.kiCost || 0) >= 10 || (tech.staminaCost || 0) >= 15;
43
+ switch (archetype) {
44
+ case PlayerArchetype.MUSA:
45
+ if (damageType === DamageType.JOINT) score += 30;
46
+ if (damageType === DamageType.CRUSHING) score += 25;
47
+ if (damageType === DamageType.BLUNT) score += 20;
48
+ if (attackType === CombatAttackType.STRIKE) score += 15;
49
+ if (attackType === CombatAttackType.PUNCH) score += 10;
50
+ if (isAdvanced) score += 10;
51
+ break;
52
+ case PlayerArchetype.AMSALJA:
53
+ if (damageType === DamageType.NERVE) score += 35;
54
+ if (damageType === DamageType.PRESSURE) score += 30;
55
+ if (attackType === CombatAttackType.NERVE_STRIKE) score += 25;
56
+ if (attackType === CombatAttackType.PRESSURE_POINT) score += 25;
57
+ if (attackType === CombatAttackType.THRUST) score += 15;
58
+ if ((tech.accuracy || 0) >= .9) score += 10;
59
+ break;
60
+ case PlayerArchetype.HACKER:
61
+ if ((tech.accuracy || 0) >= .9) score += 30;
62
+ if ((tech.accuracy || 0) >= .8) score += 15;
63
+ if (damageType === DamageType.NERVE) score += 20;
64
+ if (damageType === DamageType.INTERNAL) score += 20;
65
+ if (attackType === CombatAttackType.PRESSURE_POINT) score += 15;
66
+ break;
67
+ case PlayerArchetype.JEONGBO_YOWON:
68
+ if (damageType === DamageType.PRESSURE) score += 30;
69
+ if (damageType === DamageType.JOINT) score += 25;
70
+ if (attackType === CombatAttackType.GRAPPLE) score += 20;
71
+ if (attackType === CombatAttackType.PRESSURE_POINT) score += 15;
72
+ break;
73
+ case PlayerArchetype.JOJIK_POKRYEOKBAE:
74
+ if ((tech.damage || 0) >= 35) score += 35;
75
+ if ((tech.damage || 0) >= 30) score += 20;
76
+ if (damageType === DamageType.SLASHING) score += 20;
77
+ if (damageType === DamageType.PIERCING) score += 15;
78
+ if (damageType === DamageType.CRUSHING) score += 15;
79
+ if (attackType === CombatAttackType.KICK) score += 10;
80
+ break;
81
+ }
82
+ return {
83
+ technique: tech,
84
+ score
85
+ };
86
+ });
87
+ scoredTechniques.sort((a, b) => b.score - a.score);
88
+ return scoredTechniques[0]?.technique;
89
+ }
90
+ /**
91
+ * Calculate hit accuracy based on distance and effective reach.
92
+ * Uses PhysicalReachCalculator for animation-aware reach calculation.
93
+ *
94
+ * Distance logic matches CombatSystem: if out of reach, guaranteed miss (accuracy 0).
95
+ * Training scene coordinates are in meters, using METERS_TO_TRAINING_UNITS = 1.0.
96
+ *
97
+ * **IMPORTANT**: Distance calculation accounts for body radius.
98
+ * Center-to-center distance is adjusted by subtracting target body radius
99
+ * because attacks hit the body surface, not the center point.
100
+ * The target body radius is calculated from physical attributes for archetypes,
101
+ * or uses DEFAULT_BODY_RADIUS_METERS for training dummies.
102
+ *
103
+ * Example: If player center is 1.5m from dummy center, but dummy body
104
+ * extends 0.23m from center, the effective distance to hit is 1.27m.
105
+ *
106
+ * @korean 거리 기반 명중률 계산 - 사정거리 밖이면 빗나감
107
+ */
108
+ function calculateHitAccuracy(playerPos, dummyPos, archetype, stance, animationType, reachConfig) {
109
+ const centerToCenterDistance = calculateDistance3D(playerPos, dummyPos);
110
+ const playerPhysicalAttributes = getArchetypePhysicalAttributes(archetype);
111
+ const effectiveDistance = Math.max(0, centerToCenterDistance - DEFAULT_BODY_RADIUS_METERS);
112
+ if (animationType !== void 0) {
113
+ const reachInUnits = physicalReachCalculator.calculateMaxReach(playerPhysicalAttributes, animationType, stance, reachConfig) * 1;
114
+ if (effectiveDistance > reachInUnits) return 0;
115
+ return Math.max(.7, 1 - effectiveDistance / reachInUnits * .3);
116
+ }
117
+ const defaultReach = .7 * 1;
118
+ if (effectiveDistance > defaultReach) return 0;
119
+ return Math.max(.5, 1 - effectiveDistance / defaultReach * .5);
120
+ }
121
+ /**
122
+ * useTrainingActions hook
123
+ * Provides training action handlers with proper memoization
124
+ */
125
+ function useTrainingActions(config) {
126
+ const { state, actions, player3DPosition, dummyPosition, playerArchetype, playerStance, currentTechniqueAnimationTypeRef, audio, playBoneImpactSound, playAttackSound, onPlayerUpdate, playerAnimation, pendingAttackRef, selectedTechniqueId, setAttackAnimation } = config;
127
+ const dummyResetTimeoutRef = useRef(null);
128
+ const handleStartTraining = useCallback(() => {
129
+ actions.startTraining();
130
+ audio.playSFX("menu_select");
131
+ }, [actions, audio]);
132
+ const handleStopTraining = useCallback(() => {
133
+ if (dummyResetTimeoutRef.current) {
134
+ clearTimeout(dummyResetTimeoutRef.current);
135
+ dummyResetTimeoutRef.current = null;
136
+ }
137
+ actions.stopTraining();
138
+ audio.playSFX("menu_back");
139
+ }, [actions, audio]);
140
+ const handleDummyDefeated = useCallback(() => {
141
+ actions.setFeedback("훈련 더미 무력화! | Dummy Defeated!");
142
+ audio.playSFX("ki_release");
143
+ if (dummyResetTimeoutRef.current) clearTimeout(dummyResetTimeoutRef.current);
144
+ dummyResetTimeoutRef.current = setTimeout(() => {
145
+ actions.resetDummy();
146
+ }, 2e3);
147
+ }, [actions, audio]);
148
+ return {
149
+ handleStartTraining,
150
+ handleStopTraining,
151
+ handleDummyHit: useCallback((_vitalPointId, attackContext) => {
152
+ const animationType = attackContext?.animationType;
153
+ let reachConfig;
154
+ const resolvedTechniqueId = attackContext?.techniqueId ?? selectedTechniqueId;
155
+ if (resolvedTechniqueId) reachConfig = KoreanTechniquesSystem.getTechniqueById(resolvedTechniqueId)?.reachConfig;
156
+ const accuracy = calculateHitAccuracy(player3DPosition, dummyPosition, playerArchetype, playerStance, animationType, reachConfig);
157
+ const hitPosition = [
158
+ dummyPosition[0],
159
+ 1.5,
160
+ dummyPosition[2]
161
+ ];
162
+ if (accuracy > .5) {
163
+ const points = Math.round(accuracy * 100);
164
+ const damage = Math.round(accuracy * 15);
165
+ const isPerfect = accuracy > .9;
166
+ if (state.isTraining) actions.registerHit(points, damage, isPerfect);
167
+ if (playBoneImpactSound) playBoneImpactSound({
168
+ damage,
169
+ remainingHealth: 100,
170
+ vitalPoint: false,
171
+ hitPosition: {
172
+ x: hitPosition[0],
173
+ y: hitPosition[1],
174
+ z: hitPosition[2]
175
+ }
176
+ });
177
+ let effectType;
178
+ if (isPerfect) {
179
+ actions.setFeedback("완벽한 타격! | Perfect Strike!");
180
+ audio.playSFX("ki_release");
181
+ effectType = "perfect";
182
+ } else if (accuracy > .7) {
183
+ actions.setFeedback("좋은 타격! | Good Strike!");
184
+ audio.playSFX("ki_charge");
185
+ effectType = "success";
186
+ } else {
187
+ actions.setFeedback("타격 성공 | Strike Success");
188
+ audio.playSFX("menu_click");
189
+ effectType = "success";
190
+ }
191
+ actions.addHitEffect({
192
+ position: hitPosition,
193
+ type: effectType,
194
+ visible: true,
195
+ damage
196
+ });
197
+ return true;
198
+ } else {
199
+ if (state.isTraining) actions.registerMiss();
200
+ actions.setFeedback("빗나감 | Miss - Out of reach!");
201
+ audio.playSFX("menu_navigate");
202
+ actions.addHitEffect({
203
+ position: hitPosition,
204
+ type: "miss",
205
+ visible: true
206
+ });
207
+ return false;
208
+ }
209
+ }, [
210
+ state.isTraining,
211
+ player3DPosition,
212
+ dummyPosition,
213
+ playerArchetype,
214
+ playerStance,
215
+ actions,
216
+ audio,
217
+ playBoneImpactSound,
218
+ selectedTechniqueId
219
+ ]),
220
+ handleDummyDefeated,
221
+ handleStanceChange: useCallback((stanceIndex) => {
222
+ actions.setStanceIndex(stanceIndex);
223
+ const stance = TRIGRAM_STANCES_ORDER[stanceIndex];
224
+ if (stance) {
225
+ playerAnimation.transitionToStanceGuard(stance);
226
+ onPlayerUpdate({ currentStance: stance });
227
+ audio.playSFX("stance_change");
228
+ }
229
+ }, [
230
+ actions,
231
+ onPlayerUpdate,
232
+ audio,
233
+ playerAnimation
234
+ ]),
235
+ handleAttack: useCallback(() => {
236
+ let techniqueToUse;
237
+ let techniqueId = selectedTechniqueId;
238
+ if (!techniqueId) {
239
+ const defaultTechnique = getDefaultTechniqueForArchetype(playerArchetype, playerStance);
240
+ if (defaultTechnique) {
241
+ techniqueToUse = defaultTechnique;
242
+ techniqueId = defaultTechnique.id;
243
+ }
244
+ }
245
+ let animationType = currentTechniqueAnimationTypeRef.current;
246
+ if (techniqueToUse?.animationType) {
247
+ animationType = techniqueToUse.animationType;
248
+ currentTechniqueAnimationTypeRef.current = animationType;
249
+ }
250
+ const startTime = performance.now() / 1e3;
251
+ pendingAttackRef.current = {
252
+ accuracy: calculateHitAccuracy(player3DPosition, dummyPosition, playerArchetype, playerStance, animationType, techniqueToUse?.reachConfig),
253
+ vitalPoint: state.selectedVitalPoint ?? "generic",
254
+ animationType,
255
+ startTime,
256
+ techniqueId
257
+ };
258
+ if (setAttackAnimation && techniqueId) setAttackAnimation(getAnimationForTechnique(techniqueId));
259
+ playerAnimation.transitionTo(AnimationState.ATTACK);
260
+ if (!techniqueToUse && selectedTechniqueId) techniqueToUse = KoreanTechniquesSystem.getTechniqueById(selectedTechniqueId);
261
+ if (playAttackSound) {
262
+ const damage = techniqueToUse?.damage ?? 10;
263
+ playAttackSound(damage >= 40 ? "critical" : damage >= 25 ? "heavy" : damage >= 10 ? "medium" : "light");
264
+ } else audio.playSFX("whoosh");
265
+ }, [
266
+ state.selectedVitalPoint,
267
+ player3DPosition,
268
+ dummyPosition,
269
+ playerArchetype,
270
+ playerStance,
271
+ currentTechniqueAnimationTypeRef,
272
+ playerAnimation,
273
+ audio,
274
+ playAttackSound,
275
+ pendingAttackRef,
276
+ selectedTechniqueId,
277
+ setAttackAnimation
278
+ ])
279
+ };
280
+ }
281
+ //#endregion
282
+ export { useTrainingActions as default };
283
+
284
+ //# sourceMappingURL=useTrainingActions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useTrainingActions.js","names":[],"sources":["../../../../../src/components/screens/training/hooks/useTrainingActions.ts"],"sourcesContent":["/**\n * useTrainingActions Hook - Training Action Handlers\n *\n * Custom hook for managing training action handlers.\n * Mirrors useCombatActions pattern for consistency.\n *\n * @korean 훈련액션훅 - 훈련 액션 핸들러 관리\n */\n\nimport { useCallback, useRef } from \"react\";\nimport {\n AudioBodyRegion,\n ImpactIntensity,\n} from \"../../../../audio/types\";\nimport type { AttackIntensity } from \"../../../screens/combat/hooks/useCombatAudio\";\nimport { getArchetypePhysicalAttributes } from \"../../../../data/archetypePhysicalAttributes\";\nimport {\n AnimationState,\n AnimationType,\n getAnimationForTechnique,\n} from \"../../../../systems/animation\";\nimport { physicalReachCalculator } from \"../../../../systems/physics\";\nimport { getTechniquesByStance } from \"../../../../systems/trigram/techniques\";\nimport { KoreanTechniquesSystem } from \"../../../../systems/trigram/KoreanTechniques\";\nimport { TRIGRAM_STANCES_ORDER } from \"../../../../systems/trigram/types\";\nimport type { KoreanTechnique } from \"../../../../systems/vitalpoint/types\";\nimport {\n CombatAttackType,\n DamageType,\n PlayerArchetype,\n Position,\n TrigramStance,\n} from \"../../../../types/common\";\nimport {\n DEFAULT_BODY_RADIUS_METERS,\n METERS_TO_TRAINING_UNITS,\n} from \"../../../../types/physicsConstants\";\nimport { calculateDistance3D } from \"../../../../utils/math\";\nimport { TrainingActions, TrainingScreenState } from \"./useTrainingState\";\n\nexport interface UseTrainingActionsConfig {\n readonly state: TrainingScreenState;\n readonly actions: TrainingActions;\n readonly playerPosition: Position;\n readonly player3DPosition: [number, number, number];\n readonly dummyPosition: [number, number, number];\n readonly playerArchetype: import(\"../../../../types/common\").PlayerArchetype;\n readonly playerStance: TrigramStance;\n /** Ref to current selected technique's animation type for distance-based hit detection */\n readonly currentTechniqueAnimationTypeRef: React.MutableRefObject<AnimationType>;\n readonly audio: {\n readonly playSFX: (sound: string, volume?: number) => Promise<void>;\n };\n /** Attack sound function from useCombatAudio for playing attack whoosh sounds */\n readonly playAttackSound?: (intensity: AttackIntensity) => Promise<void>;\n /** Bone impact audio function from useCombatAudio or similar hook */\n readonly playBoneImpactSound?: (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 }) => Promise<void>;\n readonly onPlayerUpdate: (updates: {\n currentStance?: TrigramStance;\n lastActionTime?: number;\n position?: Position;\n }) => void;\n readonly playerAnimation: {\n readonly transitionTo: (state: AnimationState) => boolean;\n readonly transitionToStanceGuard: (stance: TrigramStance) => boolean;\n readonly currentState: string;\n };\n /** External ref to store pending attack data - shared with animation events */\n readonly pendingAttackRef: React.MutableRefObject<{\n accuracy: number;\n vitalPoint: string;\n animationType?: AnimationType;\n startTime?: number;\n techniqueId?: string;\n } | null>;\n /** Currently selected technique ID (from technique bar) */\n readonly selectedTechniqueId?: string;\n /** Callback to set the visual attack animation */\n readonly setAttackAnimation?: (animationName: string | undefined) => void;\n}\n\nexport interface UseTrainingActionsReturn {\n readonly handleStartTraining: () => void;\n readonly handleStopTraining: () => void;\n readonly handleDummyHit: (\n vitalPointId: string,\n attackContext?: {\n animationType?: AnimationType;\n techniqueId?: string;\n },\n ) => boolean;\n readonly handleDummyDefeated: () => void;\n readonly handleStanceChange: (stanceIndex: number) => void;\n readonly handleAttack: () => void;\n}\n\n/**\n * Get the best default technique for an archetype based on current stance.\n *\n * Each archetype has preferred combat styles:\n * - MUSA: Direct strikes, joint techniques (BLUNT/JOINT damage)\n * - AMSALJA: Nerve strikes, pressure points (NERVE/PRESSURE damage)\n * - HACKER: Precise calculated strikes (high accuracy)\n * - JEONGBO_YOWON: Psychological pressure, submissions (PRESSURE/JOINT)\n * - JOJIK_POKRYEOKBAE: High damage brutal strikes\n *\n * @korean 원형별 기본 기술 선택 - 8개 자세에 따른 최적 기술\n */\nfunction getDefaultTechniqueForArchetype(\n archetype: PlayerArchetype,\n stance: TrigramStance,\n): KoreanTechnique | undefined {\n const techniques = getTechniquesByStance(stance);\n if (techniques.length === 0) return undefined;\n\n // Score each technique based on archetype preference\n const scoredTechniques = techniques.map((tech) => {\n let score = 0;\n const damageType = tech.damageType;\n const attackType = tech.type;\n const isAdvanced =\n (tech.kiCost || 0) >= 10 || (tech.staminaCost || 0) >= 15;\n\n switch (archetype) {\n case PlayerArchetype.MUSA:\n // Musa prefers: strikes, blocks, counter-attacks (BLUNT/JOINT/CRUSHING)\n if (damageType === DamageType.JOINT) score += 30;\n if (damageType === DamageType.CRUSHING) score += 25;\n if (damageType === DamageType.BLUNT) score += 20;\n if (attackType === CombatAttackType.STRIKE) score += 15;\n if (attackType === CombatAttackType.PUNCH) score += 10;\n if (isAdvanced) score += 10;\n break;\n\n case PlayerArchetype.AMSALJA:\n // Amsalja prefers: nerve strikes, pressure points, thrusts\n if (damageType === DamageType.NERVE) score += 35;\n if (damageType === DamageType.PRESSURE) score += 30;\n if (attackType === CombatAttackType.NERVE_STRIKE) score += 25;\n if (attackType === CombatAttackType.PRESSURE_POINT) score += 25;\n if (attackType === CombatAttackType.THRUST) score += 15;\n if ((tech.accuracy || 0) >= 0.9) score += 10;\n break;\n\n case PlayerArchetype.HACKER:\n // Hacker prefers: high accuracy, calculated strikes\n if ((tech.accuracy || 0) >= 0.9) score += 30;\n if ((tech.accuracy || 0) >= 0.8) score += 15;\n if (damageType === DamageType.NERVE) score += 20;\n if (damageType === DamageType.INTERNAL) score += 20;\n if (attackType === CombatAttackType.PRESSURE_POINT) score += 15;\n break;\n\n case PlayerArchetype.JEONGBO_YOWON:\n // Jeongbo prefers: psychological pressure, submissions\n if (damageType === DamageType.PRESSURE) score += 30;\n if (damageType === DamageType.JOINT) score += 25;\n if (attackType === CombatAttackType.GRAPPLE) score += 20;\n if (attackType === CombatAttackType.PRESSURE_POINT) score += 15;\n break;\n\n case PlayerArchetype.JOJIK_POKRYEOKBAE:\n // Jojik prefers: high damage, brutal techniques\n if ((tech.damage || 0) >= 35) score += 35;\n if ((tech.damage || 0) >= 30) score += 20;\n if (damageType === DamageType.SLASHING) score += 20;\n if (damageType === DamageType.PIERCING) score += 15;\n if (damageType === DamageType.CRUSHING) score += 15;\n if (attackType === CombatAttackType.KICK) score += 10;\n break;\n }\n\n return { technique: tech, score };\n });\n\n // Sort by score descending, return highest scoring technique\n scoredTechniques.sort((a, b) => b.score - a.score);\n return scoredTechniques[0]?.technique;\n}\n\n/**\n * Calculate hit accuracy based on distance and effective reach.\n * Uses PhysicalReachCalculator for animation-aware reach calculation.\n *\n * Distance logic matches CombatSystem: if out of reach, guaranteed miss (accuracy 0).\n * Training scene coordinates are in meters, using METERS_TO_TRAINING_UNITS = 1.0.\n *\n * **IMPORTANT**: Distance calculation accounts for body radius.\n * Center-to-center distance is adjusted by subtracting target body radius\n * because attacks hit the body surface, not the center point.\n * The target body radius is calculated from physical attributes for archetypes,\n * or uses DEFAULT_BODY_RADIUS_METERS for training dummies.\n *\n * Example: If player center is 1.5m from dummy center, but dummy body\n * extends 0.23m from center, the effective distance to hit is 1.27m.\n *\n * @korean 거리 기반 명중률 계산 - 사정거리 밖이면 빗나감\n */\nfunction calculateHitAccuracy(\n playerPos: [number, number, number],\n dummyPos: [number, number, number],\n archetype: import(\"../../../../types/common\").PlayerArchetype,\n stance: TrigramStance,\n animationType?: AnimationType,\n reachConfig?: import(\"../../../../types/physics\").PhysicalReachConfig,\n): number {\n // Calculate 3D distance between player and dummy centers (in meters)\n const centerToCenterDistance = calculateDistance3D(playerPos, dummyPos);\n\n // Get player's physical attributes for reach calculation\n const playerPhysicalAttributes = getArchetypePhysicalAttributes(archetype);\n\n // Training dummy uses default body radius since it has no archetype\n // For combat between players, we would use calculateBodyRadius(targetPhysicalAttributes)\n // 훈련 더미는 원형이 없으므로 기본 몸체 반경 사용\n const targetBodyRadius = DEFAULT_BODY_RADIUS_METERS;\n\n // Effective distance = center-to-center minus target body radius only\n // Note: PhysicalReachCalculator already includes player body pivot/offset in reach calculation,\n // so we only subtract the target radius to avoid double-counting.\n // 유효 거리 = 중심간 거리 - 더미 몸체 반경 (플레이어 몸체 오프셋은 도달 거리에 포함됨)\n const effectiveDistance = Math.max(\n 0,\n centerToCenterDistance - targetBodyRadius,\n );\n\n // If animation type is available, use physics-based reach calculation\n // We use calculateMaxReach (peak time reach) because:\n // 1. Training hit detection happens at animation frame 6 (~100ms)\n // 2. But technique hit timings expect longer animations (e.g., roundhouse 200-480ms)\n // 3. Using max reach ensures the technique can hit if within peak reach range\n // 4. This matches intuitive behavior - if you're close enough to be hit by the kick, it hits\n // 훈련 타격 감지는 최대 도달 거리 사용 (애니메이션 타이밍과 기술 타이밍 불일치 보정)\n if (animationType !== undefined) {\n const maxReachMeters = physicalReachCalculator.calculateMaxReach(\n playerPhysicalAttributes,\n animationType,\n stance,\n reachConfig, // Use technique's designed reach if provided\n );\n\n // Convert reach from meters to training scene units.\n // Training scenes are authored in real-world meters, so we intentionally\n // use a 1:1 conversion here (METERS_TO_TRAINING_UNITS = 1.0).\n // Combat AI uses METERS_TO_PIXELS_SCALE (100) for pixel coordinates.\n const reachInUnits = maxReachMeters * METERS_TO_TRAINING_UNITS;\n\n // STRICT DISTANCE CHECK (matches CombatSystem behavior):\n // Out of reach = guaranteed miss with accuracy 0\n if (effectiveDistance > reachInUnits) {\n return 0;\n }\n\n // Within reach: accuracy based on how centered the hit is\n // Closer = higher accuracy (0.7 to 1.0 range)\n return Math.max(0.7, 1.0 - (effectiveDistance / reachInUnits) * 0.3);\n }\n\n // Fallback: use default punch reach (0.7 meters) for legacy behavior\n const defaultReach = 0.7 * METERS_TO_TRAINING_UNITS;\n if (effectiveDistance > defaultReach) {\n return 0; // Out of reach = miss\n }\n // Within default reach: linear accuracy based on distance\n return Math.max(0.5, 1.0 - (effectiveDistance / defaultReach) * 0.5);\n}\n\n/**\n * useTrainingActions hook\n * Provides training action handlers with proper memoization\n */\nexport function useTrainingActions(\n config: UseTrainingActionsConfig,\n): UseTrainingActionsReturn {\n const {\n state,\n actions,\n player3DPosition,\n dummyPosition,\n playerArchetype,\n playerStance,\n currentTechniqueAnimationTypeRef,\n audio,\n playBoneImpactSound,\n playAttackSound,\n onPlayerUpdate,\n playerAnimation,\n pendingAttackRef,\n selectedTechniqueId,\n setAttackAnimation,\n } = config;\n\n // Ref to store timeout for dummy reset\n const dummyResetTimeoutRef = useRef<NodeJS.Timeout | null>(null);\n\n const handleStartTraining = useCallback(() => {\n actions.startTraining();\n audio.playSFX(\"menu_select\");\n }, [actions, audio]);\n\n const handleStopTraining = useCallback(() => {\n // Clear any pending dummy reset timeout\n if (dummyResetTimeoutRef.current) {\n clearTimeout(dummyResetTimeoutRef.current);\n dummyResetTimeoutRef.current = null;\n }\n actions.stopTraining();\n audio.playSFX(\"menu_back\");\n }, [actions, audio]);\n\n const handleDummyDefeated = useCallback(() => {\n actions.setFeedback(\"훈련 더미 무력화! | Dummy Defeated!\");\n audio.playSFX(\"ki_release\");\n\n // Clear any existing timeout\n if (dummyResetTimeoutRef.current) {\n clearTimeout(dummyResetTimeoutRef.current);\n }\n\n // Reset dummy health after delay\n dummyResetTimeoutRef.current = setTimeout(() => {\n actions.resetDummy();\n }, 2000);\n }, [actions, audio]);\n\n const handleDummyHit = useCallback(\n (\n _vitalPointId: string,\n attackContext?: {\n animationType?: AnimationType;\n techniqueId?: string;\n },\n ): boolean => {\n // Get animation context from the passed attackContext parameter\n // (TrainingScreen3D.tsx should pass the attackData before clearing the ref)\n const animationType = attackContext?.animationType;\n\n // Get technique's reachConfig for accurate reach calculation\n // Priority: attackContext.techniqueId (resolved in handleAttack) > selectedTechniqueId\n // This ensures default techniques (chosen when no explicit selection) also get their reachConfig\n let reachConfig: import(\"../../../../types/physics\").PhysicalReachConfig | undefined;\n const resolvedTechniqueId =\n attackContext?.techniqueId ?? selectedTechniqueId;\n if (resolvedTechniqueId) {\n const technique = KoreanTechniquesSystem.getTechniqueById(resolvedTechniqueId);\n reachConfig = technique?.reachConfig;\n }\n\n const accuracy = calculateHitAccuracy(\n player3DPosition,\n dummyPosition,\n playerArchetype,\n playerStance,\n animationType,\n reachConfig,\n );\n\n // Determine hit position (dummy center)\n const hitPosition: [number, number, number] = [\n dummyPosition[0],\n 1.5,\n dummyPosition[2],\n ];\n\n if (accuracy > 0.5) {\n const points = Math.round(accuracy * 100);\n const damage = Math.round(accuracy * 15); // 0-15 damage based on accuracy\n const isPerfect = accuracy > 0.9;\n\n // Register hit with state (only counts if training)\n if (state.isTraining) {\n actions.registerHit(points, damage, isPerfect);\n }\n\n // Play bone impact audio with anatomical feedback using proper audio system\n if (playBoneImpactSound) {\n void playBoneImpactSound({\n damage,\n remainingHealth: 100, // Dummy has 100 health\n vitalPoint: false,\n hitPosition: { x: hitPosition[0], y: hitPosition[1], z: hitPosition[2] },\n });\n }\n\n // Determine feedback and sound\n let effectType: \"success\" | \"perfect\";\n if (isPerfect) {\n actions.setFeedback(\"완벽한 타격! | Perfect Strike!\");\n audio.playSFX(\"ki_release\");\n effectType = \"perfect\";\n } else if (accuracy > 0.7) {\n actions.setFeedback(\"좋은 타격! | Good Strike!\");\n audio.playSFX(\"ki_charge\");\n effectType = \"success\";\n } else {\n actions.setFeedback(\"타격 성공 | Strike Success\");\n audio.playSFX(\"menu_click\");\n effectType = \"success\";\n }\n\n // Add hit effect\n actions.addHitEffect({\n position: hitPosition,\n type: effectType,\n visible: true,\n damage,\n });\n\n return true;\n } else {\n // Register miss (only counts if training)\n if (state.isTraining) {\n actions.registerMiss();\n }\n actions.setFeedback(\"빗나감 | Miss - Out of reach!\");\n audio.playSFX(\"menu_navigate\");\n\n // Add miss effect\n actions.addHitEffect({\n position: hitPosition,\n type: \"miss\",\n visible: true,\n });\n\n return false;\n }\n },\n [\n state.isTraining,\n player3DPosition,\n dummyPosition,\n playerArchetype,\n playerStance,\n actions,\n audio,\n playBoneImpactSound,\n selectedTechniqueId,\n ],\n );\n\n const handleStanceChange = useCallback(\n (stanceIndex: number) => {\n actions.setStanceIndex(stanceIndex);\n const stance = TRIGRAM_STANCES_ORDER[stanceIndex];\n if (stance) {\n // Directly transition to stance guard animation (skips transitional animation)\n // 자세 가드 애니메이션으로 직접 전환 (전환 애니메이션 생략)\n playerAnimation.transitionToStanceGuard(stance);\n onPlayerUpdate({ currentStance: stance });\n audio.playSFX(\"stance_change\");\n }\n },\n [actions, onPlayerUpdate, audio, playerAnimation],\n );\n\n const handleAttack = useCallback(() => {\n // Determine which technique to use:\n // 1. If a technique is explicitly selected from the TechniqueBar, use that\n // 2. Otherwise, use the best default technique for the archetype + stance\n // 사용할 기술 결정: 명시적 선택 또는 원형+자세 기반 기본 기술\n let techniqueToUse: KoreanTechnique | undefined;\n let techniqueId = selectedTechniqueId;\n\n if (!techniqueId) {\n // No technique explicitly selected - get default for archetype + stance\n // 명시적 선택 없음 - 원형과 자세에 맞는 기본 기술 사용\n const defaultTechnique = getDefaultTechniqueForArchetype(\n playerArchetype,\n playerStance,\n );\n if (defaultTechnique) {\n techniqueToUse = defaultTechnique;\n techniqueId = defaultTechnique.id;\n }\n }\n\n // Get the animation type from the technique\n // 기술에서 애니메이션 타입 가져오기\n let animationType = currentTechniqueAnimationTypeRef.current;\n if (techniqueToUse?.animationType) {\n animationType = techniqueToUse.animationType;\n currentTechniqueAnimationTypeRef.current = animationType;\n }\n\n const startTime = performance.now() / 1000; // Current time in seconds\n\n const accuracy = calculateHitAccuracy(\n player3DPosition,\n dummyPosition,\n playerArchetype,\n playerStance,\n animationType,\n techniqueToUse?.reachConfig, // Pass technique's reachConfig for accurate reach\n );\n\n pendingAttackRef.current = {\n accuracy,\n vitalPoint: state.selectedVitalPoint ?? \"generic\",\n animationType,\n startTime,\n techniqueId, // Store resolved technique ID for handleDummyHit\n };\n\n // Set visual attack animation based on technique (AnimationRegistry lookup)\n // This ensures the 3D model plays the correct technique animation (kick vs punch vs elbow)\n // 기술에 따른 시각적 공격 애니메이션 설정 (발차기 vs 주먹 vs 팔꿈치)\n if (setAttackAnimation && techniqueId) {\n const animationName = getAnimationForTechnique(techniqueId);\n setAttackAnimation(animationName);\n }\n\n // Trigger attack animation - this will fire onFrame event at frame 6\n playerAnimation.transitionTo(AnimationState.ATTACK);\n\n // Play attack sound based on technique damage/intensity\n // Resolve technique data if we only have an ID (from TechniqueBar selection)\n if (!techniqueToUse && selectedTechniqueId) {\n // Technique selected from TechniqueBar but not yet resolved\n techniqueToUse = KoreanTechniquesSystem.getTechniqueById(selectedTechniqueId);\n }\n\n if (playAttackSound) {\n // Prefer explicit technique damage when available\n const damage = techniqueToUse?.damage ?? 10;\n const intensity: AttackIntensity =\n damage >= 40\n ? \"critical\"\n : damage >= 25\n ? \"heavy\"\n : damage >= 10\n ? \"medium\"\n : \"light\";\n void playAttackSound(intensity);\n } else {\n // Fallback to generic whoosh if playAttackSound not available\n audio.playSFX(\"whoosh\");\n }\n }, [\n state.selectedVitalPoint,\n player3DPosition,\n dummyPosition,\n playerArchetype,\n playerStance,\n currentTechniqueAnimationTypeRef,\n playerAnimation,\n audio,\n playAttackSound,\n pendingAttackRef,\n selectedTechniqueId,\n setAttackAnimation,\n ]);\n\n return {\n handleStartTraining,\n handleStopTraining,\n handleDummyHit,\n handleDummyDefeated,\n handleStanceChange,\n handleAttack,\n };\n}\n\nexport default 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@@ -0,0 +1,62 @@
1
+ /**
2
+ * useTrainingLayout Hook - Enhanced Responsive Training Layout
3
+ *
4
+ * Custom hook for managing responsive training screen layout calculations with
5
+ * comprehensive support for all screen sizes from mobile to ultra-wide displays.
6
+ *
7
+ * Enhanced Features:
8
+ * - Five screen size categories (mobile, tablet, desktop, large, xlarge)
9
+ * - Proportional scaling for consistent sizing across devices
10
+ * - Optimized layout sizing for each device category
11
+ * - Smooth transitions for resize operations
12
+ * - 60fps performance maintained
13
+ *
14
+ * Uses robust device detection combining user-agent and screen size to ensure
15
+ * mobile controls are shown on all mobile devices, including high-resolution phones.
16
+ *
17
+ * Performance:
18
+ * - Reduces recalculations by checking only breakpoint changes, not exact dimensions
19
+ * - Memoizes layout constants to prevent cascading re-renders
20
+ * - Targets <1ms execution time for layout calculations
21
+ *
22
+ * @param width - Screen width
23
+ * @param height - Screen height
24
+ *
25
+ * @returns Layout constants and training area bounds
26
+ *
27
+ * @example
28
+ * ```typescript
29
+ * const { layoutConstants, trainingAreaBounds, isMobile, screenSize } = useTrainingLayout(1200, 800);
30
+ * ```
31
+ */
32
+ import type { ScreenSize } from "../../../../systems/ResponsiveScaling";
33
+ export interface TrainingLayoutConstants {
34
+ readonly padding: number;
35
+ readonly headerHeight: number;
36
+ readonly buttonHeight: number;
37
+ readonly sectionSpacing: number;
38
+ readonly controlsHeight: number;
39
+ readonly footerHeight: number;
40
+ }
41
+ export interface TrainingAreaBounds {
42
+ readonly x: number;
43
+ readonly y: number;
44
+ readonly width: number;
45
+ readonly height: number;
46
+ readonly scale: number;
47
+ readonly worldWidthMeters: number;
48
+ readonly worldDepthMeters: number;
49
+ }
50
+ export interface TrainingLayout {
51
+ readonly layoutConstants: TrainingLayoutConstants;
52
+ readonly trainingAreaBounds: TrainingAreaBounds;
53
+ readonly isMobile: boolean;
54
+ readonly screenSize: ScreenSize;
55
+ }
56
+ /**
57
+ * Custom hook for training screen layout calculations
58
+ * Enhanced with centralized responsive scaling system
59
+ * Optimized to reduce recalculations and improve 60fps performance
60
+ */
61
+ export declare function useTrainingLayout(width: number, height: number): TrainingLayout;
62
+ //# sourceMappingURL=useTrainingLayout.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useTrainingLayout.d.ts","sourceRoot":"","sources":["../../../../../src/components/screens/training/hooks/useTrainingLayout.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AAQH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,uCAAuC,CAAC;AAExE,MAAM,WAAW,uBAAuB;IACtC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;CAC/B;AAED,MAAM,WAAW,kBAAkB;IACjC,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,cAAc;IAC7B,QAAQ,CAAC,eAAe,EAAE,uBAAuB,CAAC;IAClD,QAAQ,CAAC,kBAAkB,EAAE,kBAAkB,CAAC;IAChD,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;CACjC;AAED;;;;GAIG;AACH,wBAAgB,iBAAiB,CAC/B,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,GACb,cAAc,CA8FhB"}
@@ -0,0 +1,96 @@
1
+ import { getScreenSize } from "../../../../systems/ResponsiveScaling.js";
2
+ import { calculateArenaWorldDimensions } from "../../../../utils/arenaWorldDimensions.js";
3
+ import { shouldUseMobileControls } from "../../../../utils/deviceDetection.js";
4
+ import { calculateMobileAreaBounds } from "../../../../utils/mobileLayoutHelpers.js";
5
+ import { useMemo } from "react";
6
+ //#region src/components/screens/training/hooks/useTrainingLayout.ts
7
+ /**
8
+ * useTrainingLayout Hook - Enhanced Responsive Training Layout
9
+ *
10
+ * Custom hook for managing responsive training screen layout calculations with
11
+ * comprehensive support for all screen sizes from mobile to ultra-wide displays.
12
+ *
13
+ * Enhanced Features:
14
+ * - Five screen size categories (mobile, tablet, desktop, large, xlarge)
15
+ * - Proportional scaling for consistent sizing across devices
16
+ * - Optimized layout sizing for each device category
17
+ * - Smooth transitions for resize operations
18
+ * - 60fps performance maintained
19
+ *
20
+ * Uses robust device detection combining user-agent and screen size to ensure
21
+ * mobile controls are shown on all mobile devices, including high-resolution phones.
22
+ *
23
+ * Performance:
24
+ * - Reduces recalculations by checking only breakpoint changes, not exact dimensions
25
+ * - Memoizes layout constants to prevent cascading re-renders
26
+ * - Targets <1ms execution time for layout calculations
27
+ *
28
+ * @param width - Screen width
29
+ * @param height - Screen height
30
+ *
31
+ * @returns Layout constants and training area bounds
32
+ *
33
+ * @example
34
+ * ```typescript
35
+ * const { layoutConstants, trainingAreaBounds, isMobile, screenSize } = useTrainingLayout(1200, 800);
36
+ * ```
37
+ */
38
+ /**
39
+ * Custom hook for training screen layout calculations
40
+ * Enhanced with centralized responsive scaling system
41
+ * Optimized to reduce recalculations and improve 60fps performance
42
+ */
43
+ function useTrainingLayout(width, height) {
44
+ const screenSize = useMemo(() => getScreenSize(width), [width]);
45
+ const isMobile = shouldUseMobileControls();
46
+ const layoutConstants = useMemo(() => {
47
+ const isLargeDesktop = screenSize === "xlarge";
48
+ const isTablet = screenSize === "tablet";
49
+ return {
50
+ padding: isMobile ? 20 : isTablet ? 25 : isLargeDesktop ? 35 : 30,
51
+ headerHeight: isMobile ? 80 : isTablet ? 90 : isLargeDesktop ? 110 : 100,
52
+ buttonHeight: isMobile ? 45 : isTablet ? 50 : isLargeDesktop ? 60 : 55,
53
+ sectionSpacing: isMobile ? 15 : isTablet ? 18 : isLargeDesktop ? 25 : 20,
54
+ controlsHeight: isMobile ? 120 : isTablet ? 110 : isLargeDesktop ? 150 : 130,
55
+ footerHeight: isMobile ? 60 : isTablet ? 70 : isLargeDesktop ? 90 : 80
56
+ };
57
+ }, [isMobile, screenSize]);
58
+ return {
59
+ layoutConstants,
60
+ trainingAreaBounds: useMemo(() => {
61
+ const areaY = layoutConstants.headerHeight + layoutConstants.padding;
62
+ const worldDimensions = calculateArenaWorldDimensions(width);
63
+ if (isMobile) return calculateMobileAreaBounds(width, height, 80, 120, areaY);
64
+ const totalReservedHeight = layoutConstants.headerHeight + layoutConstants.controlsHeight + layoutConstants.footerHeight;
65
+ const totalPadding = layoutConstants.padding * 3;
66
+ const availableHeight = height - totalReservedHeight - totalPadding;
67
+ let arenaWidth = width * .8;
68
+ let arenaHeight = arenaWidth * (3 / 4);
69
+ if (arenaHeight > availableHeight) {
70
+ arenaHeight = availableHeight;
71
+ arenaWidth = arenaHeight * (4 / 3);
72
+ }
73
+ const scale = arenaWidth / worldDimensions.widthMeters / 100;
74
+ return {
75
+ x: (width - arenaWidth) / 2,
76
+ y: areaY,
77
+ width: arenaWidth,
78
+ height: arenaHeight,
79
+ scale,
80
+ worldWidthMeters: worldDimensions.widthMeters,
81
+ worldDepthMeters: worldDimensions.depthMeters
82
+ };
83
+ }, [
84
+ width,
85
+ height,
86
+ layoutConstants,
87
+ isMobile
88
+ ]),
89
+ isMobile,
90
+ screenSize
91
+ };
92
+ }
93
+ //#endregion
94
+ export { useTrainingLayout };
95
+
96
+ //# sourceMappingURL=useTrainingLayout.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"useTrainingLayout.js","names":[],"sources":["../../../../../src/components/screens/training/hooks/useTrainingLayout.ts"],"sourcesContent":["/**\n * useTrainingLayout Hook - Enhanced Responsive Training Layout\n *\n * Custom hook for managing responsive training 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 layout 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 layout constants 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 training area bounds\n *\n * @example\n * ```typescript\n * const { layoutConstants, trainingAreaBounds, isMobile, screenSize } = useTrainingLayout(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\";\n\nimport type { ScreenSize } from \"../../../../systems/ResponsiveScaling\";\n\nexport interface TrainingLayoutConstants {\n readonly padding: number;\n readonly headerHeight: number;\n readonly buttonHeight: number;\n readonly sectionSpacing: number;\n readonly controlsHeight: number;\n readonly footerHeight: number;\n}\n\nexport interface TrainingAreaBounds {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly scale: number; // 3D scale factor for training area (1.0 = desktop, <1.0 = mobile)\n readonly worldWidthMeters: number; // Physical training area width in meters\n readonly worldDepthMeters: number; // Physical training area depth in meters\n}\n\nexport interface TrainingLayout {\n readonly layoutConstants: TrainingLayoutConstants;\n readonly trainingAreaBounds: TrainingAreaBounds;\n readonly isMobile: boolean;\n readonly screenSize: ScreenSize;\n}\n\n/**\n * Custom hook for training screen layout calculations\n * Enhanced with centralized responsive scaling system\n * Optimized to reduce recalculations and improve 60fps performance\n */\nexport function useTrainingLayout(\n width: number,\n height: number,\n): TrainingLayout {\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 const layoutConstants = useMemo<TrainingLayoutConstants>(() => {\n // Determine if large desktop\n const isLargeDesktop = screenSize === \"xlarge\";\n const isTablet = screenSize === \"tablet\";\n\n return {\n padding: isMobile ? 20 : isTablet ? 25 : isLargeDesktop ? 35 : 30,\n headerHeight: isMobile ? 80 : isTablet ? 90 : isLargeDesktop ? 110 : 100,\n buttonHeight: isMobile ? 45 : isTablet ? 50 : isLargeDesktop ? 60 : 55,\n sectionSpacing: isMobile ? 15 : isTablet ? 18 : isLargeDesktop ? 25 : 20,\n controlsHeight: isMobile\n ? 120\n : isTablet\n ? 110\n : isLargeDesktop\n ? 150\n : 130,\n footerHeight: isMobile ? 60 : isTablet ? 70 : isLargeDesktop ? 90 : 80,\n };\n }, [isMobile, screenSize]);\n\n // Training area bounds 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 const trainingAreaBounds = useMemo<TrainingAreaBounds>(() => {\n const areaY = layoutConstants.headerHeight + layoutConstants.padding;\n\n // Calculate world dimensions based on screen resolution (not device type)\n const worldDimensions = calculateArenaWorldDimensions(width);\n\n // Mobile-specific training area sizing for better screen fit\n if (isMobile) {\n // Use shared mobile area calculation for consistency with combat screen\n // Mobile bounds already include world dimensions from resolution\n return calculateMobileAreaBounds(\n width,\n height,\n 80, // minTopClearance (header space)\n 120, // minBottomClearance (controls space)\n areaY,\n );\n }\n\n // Desktop training area sizing - create 4:3 aspect ratio arena\n const totalReservedHeight =\n layoutConstants.headerHeight +\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: areaY,\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 trainingAreaBounds,\n isMobile,\n screenSize,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuEA,SAAgB,kBACd,OACA,QACgB;CAEhB,MAAM,aAAa,cAAc,cAAc,MAAM,EAAE,CAAC,MAAM,CAAC;CAI/D,MAAM,WAAW,yBAAyB;CAI1C,MAAM,kBAAkB,cAAuC;EAE7D,MAAM,iBAAiB,eAAe;EACtC,MAAM,WAAW,eAAe;AAEhC,SAAO;GACL,SAAS,WAAW,KAAK,WAAW,KAAK,iBAAiB,KAAK;GAC/D,cAAc,WAAW,KAAK,WAAW,KAAK,iBAAiB,MAAM;GACrE,cAAc,WAAW,KAAK,WAAW,KAAK,iBAAiB,KAAK;GACpE,gBAAgB,WAAW,KAAK,WAAW,KAAK,iBAAiB,KAAK;GACtE,gBAAgB,WACZ,MACA,WACE,MACA,iBACE,MACA;GACR,cAAc,WAAW,KAAK,WAAW,KAAK,iBAAiB,KAAK;GACrE;IACA,CAAC,UAAU,WAAW,CAAC;AA2D1B,QAAO;EACL;EACA,oBAzDyB,cAAkC;GAC3D,MAAM,QAAQ,gBAAgB,eAAe,gBAAgB;GAG7D,MAAM,kBAAkB,8BAA8B,MAAM;AAG5D,OAAI,SAGF,QAAO,0BACL,OACA,QACA,IACA,KACA,MACD;GAIH,MAAM,sBACJ,gBAAgB,eAChB,gBAAgB,iBAChB,gBAAgB;GAClB,MAAM,eAAe,gBAAgB,UAAU;GAC/C,MAAM,kBAAkB,SAAS,sBAAsB;GAKvD,IAAI,aAJmB,QAAQ;GAK/B,IAAI,cAAc,cAAc,IAAI;AAGpC,OAAI,cAAc,iBAAiB;AACjC,kBAAc;AACd,iBAAa,eAAe,IAAI;;GAMlC,MAAM,QAFiB,aAAa,gBAAgB,cACpB;AAGhC,UAAO;IACL,IAAI,QAAQ,cAAc;IAC1B,GAAG;IACH,OAAO;IACP,QAAQ;IACR;IACA,kBAAkB,gBAAgB;IAClC,kBAAkB,gBAAgB;IACnC;KACA;GAAC;GAAO;GAAQ;GAAiB;GAAS,CAAC;EAK5C;EACA;EACD"}
@@ -0,0 +1,100 @@
1
+ /**
2
+ * useTrainingState Hook - Consolidated Training State Management
3
+ *
4
+ * Custom hook for managing training state using useReducer.
5
+ * Mirrors useCombatState pattern for consistency.
6
+ *
7
+ * @korean 훈련상태관리훅 - useReducer를 사용한 통합 훈련 상태 관리
8
+ */
9
+ import type { AnatomyLayer } from "../components/AnatomyOverlay3D";
10
+ import type { FootworkDrill } from "../components/FootworkDrillsOverlayHtml";
11
+ import type { TrainingMode } from "../components/TrainingModeSelectorOverlayHtml";
12
+ export type { AnatomyLayer, FootworkDrill, TrainingMode };
13
+ /**
14
+ * Training statistics
15
+ */
16
+ export interface TrainingStats {
17
+ readonly score: number;
18
+ readonly combo: number;
19
+ readonly hits: number;
20
+ readonly misses: number;
21
+ readonly accuracy: number;
22
+ readonly sessionDuration?: number;
23
+ readonly bestCombo?: number;
24
+ readonly perfectStrikes?: number;
25
+ }
26
+ /**
27
+ * Hit effect for training
28
+ */
29
+ export interface TrainingHitEffect {
30
+ readonly id: number;
31
+ readonly position: [number, number, number];
32
+ readonly type: "success" | "perfect" | "miss";
33
+ readonly visible: boolean;
34
+ readonly damage?: number;
35
+ }
36
+ /**
37
+ * Training screen state managed by the reducer
38
+ */
39
+ export interface TrainingScreenState {
40
+ readonly trainingMode: TrainingMode;
41
+ readonly isTraining: boolean;
42
+ readonly selectedVitalPoint: string | null;
43
+ readonly feedback: string;
44
+ readonly showFeedback: boolean;
45
+ readonly hitEffects: TrainingHitEffect[];
46
+ readonly nextEffectId: number;
47
+ readonly dummyHealth: number;
48
+ readonly sessionStartTime: number | null;
49
+ readonly sessionDuration: number;
50
+ readonly perfectStrikes: number;
51
+ readonly bestCombo: number;
52
+ readonly stats: TrainingStats;
53
+ readonly currentStanceIndex: number;
54
+ readonly stanceWheelExpanded: boolean;
55
+ readonly visibleAnatomyLayers: AnatomyLayer[];
56
+ readonly footworkDrillActive: boolean;
57
+ readonly footworkDrillType: FootworkDrill;
58
+ readonly footworkDrillStep: number;
59
+ }
60
+ /**
61
+ * Training state actions interface
62
+ */
63
+ export interface TrainingActions {
64
+ readonly setTrainingMode: (mode: TrainingMode) => void;
65
+ readonly startTraining: () => void;
66
+ readonly stopTraining: () => void;
67
+ readonly setSelectedVitalPoint: (point: string | null) => void;
68
+ readonly setFeedback: (feedback: string, show?: boolean) => void;
69
+ readonly hideFeedback: () => void;
70
+ readonly addHitEffect: (effect: Omit<TrainingHitEffect, "id">) => void;
71
+ readonly removeHitEffect: (id: number) => void;
72
+ readonly setDummyHealth: (health: number) => void;
73
+ readonly resetDummy: () => void;
74
+ readonly updateSessionDuration: (duration: number) => void;
75
+ readonly registerHit: (points: number, damage: number, isPerfect: boolean) => void;
76
+ readonly registerMiss: () => void;
77
+ readonly setStanceIndex: (index: number) => void;
78
+ readonly toggleStanceWheel: () => void;
79
+ readonly updateBestCombo: (combo: number) => void;
80
+ readonly toggleAnatomyLayer: (layer: AnatomyLayer) => void;
81
+ readonly setAnatomyLayers: (layers: AnatomyLayer[]) => void;
82
+ readonly startFootworkDrill: (drillType: FootworkDrill) => void;
83
+ readonly stopFootworkDrill: () => void;
84
+ readonly advanceFootworkStep: () => void;
85
+ readonly resetFootworkDrill: () => void;
86
+ }
87
+ /**
88
+ * Hook return type
89
+ */
90
+ export interface UseTrainingStateReturn {
91
+ readonly state: TrainingScreenState;
92
+ readonly actions: TrainingActions;
93
+ }
94
+ /**
95
+ * useTrainingState hook
96
+ * Provides consolidated training state management using useReducer
97
+ */
98
+ export declare function useTrainingState(): UseTrainingStateReturn;
99
+ export default useTrainingState;
100
+ //# sourceMappingURL=useTrainingState.d.ts.map
@@ -0,0 +1 @@
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