blacktrigram 0.7.23 → 0.7.24

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- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;AAEL,UAAA,UAAA;;AAEA,UAAA,UAAA;;AAEA,UAAA,iBAAA;;AAEA,UAAA,iBAAA;;AAEA,UAAA,cAAA;;AAEA,UAAA,eAAA;;AAEA,UAAA,cAAA;;AAEA,UAAA,eAAA;;KACD;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;AAEL,gBAAA,YAAA;;AAEA,gBAAA,aAAA;;AAEA,gBAAA,iBAAA;;AAEA,gBAAA,aAAA;;KACD;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;CAGD,YAAY;EAEV,mBAAmB;EAEnB,uBAAuB;EACxB;CACF"}
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+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;AAEL,UAAA,UAAO;;AAEP,UAAA,UAAO;;AAEP,UAAA,iBAAc;;AAEd,UAAA,iBAAc;;AAEd,UAAA,cAAW;;AAEX,UAAA,eAAY;;AAEZ,UAAA,cAAW;;AAEX,UAAA,eAAY;;KACb;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;AAEL,gBAAA,YAAS;;AAET,gBAAA,aAAU;;AAEV,gBAAA,iBAAc;;AAEd,gBAAA,aAAU;;KACX;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;CAGD,YAAY;EAEV,mBAAmB;EAEnB,uBAAuB;EACxB;CACF"}
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- {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @public\n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? 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+ {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @public\n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - 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- {"version":3,"file":"BalanceSystem.js","names":[],"sources":["../../../src/systems/combat/BalanceSystem.ts"],"sourcesContent":["/**\n * Balance System for managing stability and vulnerability windows.\n *\n * **Korean**: 균형 시스템 (Balance System)\n *\n * Implements physical balance and stability mechanics. Loss of balance creates\n * vulnerability windows where damage is increased and defensive options limited.\n * Balance is affected by:\n * - Leg strikes\n * - Throws and sweeps\n * - Heavy impacts\n * - Fatigue (low stamina)\n * - Stance transitions (0.5s vulnerability window)\n * - Body part damage (legs reduce balance)\n * - Rapid stance changes (penalty system)\n *\n * ## Balance States\n *\n * - **Stable**: 80-100 balance - Full mobility and defense\n * - **Unsteady**: 50-79 balance - Reduced evasion, slower movement\n * - **Off-Balance**: 20-49 balance - Vulnerability window, defense penalty\n * - **Falling**: 0-19 balance - Severe vulnerability, possible knockdown\n *\n * ## Fall System Integration\n *\n * When balance falls below 20%, the system can trigger fall animations (낙법).\n * Fall direction is determined by attack vector and player stance.\n *\n * ## Stance Transition Vulnerability\n *\n * Changing stances creates a 0.5s vulnerability window with 1.5x damage multiplier.\n * Rapid stance changes (>2 in 3s) apply additional 20% balance penalty for 2s.\n *\n * @module systems/combat/BalanceSystem\n * @category Combat System\n * @korean 균형시스템\n */\n\nimport { BodyRegion } from \"@/types\";\nimport { TrigramStance } from \"@/types/common\";\nimport {\n determineFallDirection,\n determineFallFromStance,\n getRecoveryConfig,\n isVulnerableFrame,\n} from \"../animation\";\nimport type {\n FallType,\n GroundState,\n RecoveryAnimationType,\n} from \"../animation/core/types\";\nimport { PlayerState } from \"../player\";\n\n/**\n * Stance transition state tracking.\n *\n * **Korean**: 자세 전환 상태 (Stance Transition State)\n *\n * Tracks when a player is transitioning between stances, creating a\n * 0.5s vulnerability window with increased damage multiplier.\n */\nexport interface TransitionState {\n /** Whether player is currently transitioning */\n readonly isTransitioning: boolean;\n /** Timestamp when transition started (ms) */\n readonly transitionStartTime: number;\n /** Damage multiplier during transition (1.5x) */\n readonly vulnerabilityMultiplier: number;\n /** Stance transitioning from */\n readonly fromStance: TrigramStance | null;\n /** Stance transitioning to */\n readonly toStance: TrigramStance | null;\n}\n\n/**\n * Stance change history entry.\n *\n * **Korean**: 자세 변경 기록 (Stance Change Record)\n */\ninterface StanceChangeRecord {\n /** Timestamp of stance change */\n readonly timestamp: number;\n /** Stance changed from */\n readonly fromStance: TrigramStance;\n /** Stance changed to */\n readonly toStance: TrigramStance;\n}\n\n/**\n * Extended player state with balance system data.\n *\n * Extends PlayerState with additional balance-specific tracking.\n */\nexport interface BalancePlayerState extends PlayerState {\n /** Stance transition state */\n readonly transitionState?: TransitionState;\n /** Stance change history (last 5 changes) */\n readonly stanceChangeHistory?: readonly StanceChangeRecord[];\n /** Rapid change penalty end timestamp */\n readonly rapidChangePenaltyEnd?: number;\n}\n\n/**\n * Balance levels representing physical stability.\n *\n * **Korean**: 균형 수준\n */\nexport enum BalanceLevel {\n /** Stable footing (80-100) */\n STABLE = \"stable\",\n /** Unsteady but controlled (50-79) */\n UNSTEADY = \"unsteady\",\n /** Off-balance, vulnerable (20-49) */\n OFF_BALANCE = \"off_balance\",\n /** Falling or knocked down (0-19) */\n FALLING = \"falling\",\n}\n\n/**\n * Effects of balance on combat performance.\n */\ninterface BalanceEffects {\n /** Balance value range */\n readonly range: readonly [number, number];\n /** Defense multiplier */\n readonly defenseMultiplier: number;\n /** Evasion success chance modifier */\n readonly evasionModifier: number;\n /** Movement speed multiplier */\n readonly movementSpeedMultiplier: number;\n /** Vulnerability to attacks multiplier */\n readonly vulnerabilityMultiplier: number;\n /** Can perform evasive actions */\n readonly canEvade: boolean;\n /** Risk of knockdown */\n readonly knockdownRisk: number;\n}\n\n/**\n * Balance System managing stability and vulnerability.\n *\n * Balance represents physical stability and center of gravity control.\n * Low balance creates vulnerability windows where opponents can capitalize\n * with increased damage and reduced defensive options.\n *\n * @example\n * ```typescript\n * const balanceSystem = new BalanceSystem();\n *\n * // Apply balance disruption from leg strike\n * const newPlayer = balanceSystem.disruptBalance(\n * player,\n * 15,\n * BodyRegion.LEFT_LEG\n * );\n *\n * // Check if vulnerable\n * const isVulnerable = balanceSystem.isVulnerable(newPlayer);\n *\n * // Apply recovery\n * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);\n * ```\n *\n * @public\n * @korean 균형시스템\n */\nexport class BalanceSystem {\n /**\n * Balance level effects and thresholds.\n */\n private readonly balanceEffects: Record<BalanceLevel, BalanceEffects> = {\n [BalanceLevel.STABLE]: {\n range: [80, 100],\n defenseMultiplier: 1.0,\n evasionModifier: 1.0,\n movementSpeedMultiplier: 1.0,\n vulnerabilityMultiplier: 1.0,\n canEvade: true,\n knockdownRisk: 0.0,\n },\n [BalanceLevel.UNSTEADY]: {\n range: [50, 79],\n defenseMultiplier: 0.85,\n evasionModifier: 0.7,\n movementSpeedMultiplier: 0.85,\n vulnerabilityMultiplier: 1.15,\n canEvade: true,\n knockdownRisk: 0.1,\n },\n [BalanceLevel.OFF_BALANCE]: {\n range: [20, 49],\n defenseMultiplier: 0.6,\n evasionModifier: 0.4,\n movementSpeedMultiplier: 0.6,\n vulnerabilityMultiplier: 1.5, // 50% more damage taken\n canEvade: false,\n knockdownRisk: 0.3,\n },\n [BalanceLevel.FALLING]: {\n range: [0, 19],\n defenseMultiplier: 0.3,\n evasionModifier: 0.0,\n movementSpeedMultiplier: 0.3,\n vulnerabilityMultiplier: 2.0, // 100% more damage taken\n canEvade: false,\n knockdownRisk: 0.8,\n },\n };\n\n /**\n * Balance disruption multipliers by body region.\n */\n private readonly regionMultipliers: Record<string, number> = {\n [BodyRegion.LEFT_LEG]: 2.5,\n [BodyRegion.RIGHT_LEG]: 2.5,\n [BodyRegion.CORE]: 2.0,\n [BodyRegion.TORSO]: 1.5,\n [BodyRegion.HEAD]: 1.0,\n default: 0.5,\n };\n\n /**\n * Base balance recovery rate per second.\n */\n private readonly baseRecoveryRate = 8.0; // 8 points per second\n\n /**\n * Maximum balance value.\n */\n private readonly maxBalance = 100;\n\n /**\n * Stance transition constants.\n */\n private readonly transitionDuration = 500; // 0.5s in milliseconds\n private readonly transitionVulnerabilityMultiplier = 1.5; // 1.5x damage during transition\n\n /**\n * Rapid stance change penalty constants.\n */\n private readonly rapidChangeWindow = 3000; // 3 seconds in milliseconds\n private readonly rapidChangeThreshold = 2; // >2 changes trigger penalty\n private readonly rapidChangePenalty = 0.2; // 20% balance reduction\n private readonly rapidChangePenaltyDuration = 2000; // 2 seconds penalty\n private readonly stanceChangeHistoryLimit = 5; // Keep last 5 changes\n\n /**\n * Disrupts balance from combat impact.\n *\n * Calculates balance loss based on damage amount and body region hit.\n * Leg strikes cause maximum balance disruption.\n *\n * Now also considers:\n * - Body part damage modifier (damaged legs reduce balance more)\n * - Rapid stance change penalty (20% additional reduction)\n *\n * @param player - Current player state\n * @param impact - Impact force amount\n * @param region - Body region affected\n * @param currentTime - Current game time for penalty checks (optional)\n * @returns Updated player state with reduced balance\n *\n * @example\n * ```typescript\n * // Leg sweep causes major balance disruption\n * player = system.disruptBalance(\n * player,\n * 20,\n * BodyRegion.RIGHT_LEG,\n * Date.now()\n * );\n * ```\n *\n * @public\n * @korean 균형파괴\n */\n disruptBalance(\n player: BalancePlayerState,\n impact: number,\n region?: BodyRegion,\n currentTime?: number\n ): BalancePlayerState {\n // Get multiplier based on region\n const multiplier = region\n ? this.regionMultipliers[region] ?? this.regionMultipliers.default\n : this.regionMultipliers.default;\n\n // Calculate base balance loss\n let balanceLoss = impact * multiplier * 0.6; // 0.6 = balance sensitivity\n\n // Apply body part damage modifier\n const bodyModifier = this.calculateBalanceModifier(player);\n balanceLoss *= 1.0 / bodyModifier; // More damage = more balance loss\n\n // Apply rapid stance change penalty if time is provided\n if (currentTime !== undefined && this.isRapidChangePenaltyActive(player, currentTime)) {\n balanceLoss *= 1.0 + this.rapidChangePenalty; // +20% balance loss\n }\n\n // Apply balance loss, clamped to 0\n const newBalance = Math.max(0, player.balance - balanceLoss);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Applies balance recovery over time.\n *\n * Balance recovers quickly when not being disrupted, allowing\n * fighters to regain stable footing between exchanges.\n *\n * Recovery is affected by:\n * - Balance level (harder to recover when off-balance)\n * - Stamina (low stamina = slow recovery)\n * - Body part damage (leg damage reduces recovery rate)\n *\n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @returns Updated player state with recovered balance\n *\n * @example\n * ```typescript\n * // In game loop\n * player = system.applyRecovery(player, 16); // ~60fps\n * ```\n *\n * @public\n * @korean 균형회복\n */\n applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState {\n // Already at maximum balance\n if (player.balance >= this.maxBalance) {\n return player;\n }\n\n const deltaSeconds = deltaTime / 1000;\n const level = this.getBalanceLevel(player.balance);\n\n // Recovery modifier based on balance level\n let recoveryModifier = 1.0;\n if (level === BalanceLevel.OFF_BALANCE) {\n recoveryModifier = 0.7; // Harder to recover when off-balance\n } else if (level === BalanceLevel.FALLING) {\n recoveryModifier = 0.4; // Very hard to recover when falling\n }\n\n // Stamina affects recovery rate\n const staminaFactor = player.stamina / player.maxStamina;\n \n // Body part damage affects recovery rate\n const bodyModifier = this.calculateBalanceModifier(player);\n \n const finalModifier = recoveryModifier * (0.5 + staminaFactor * 0.5) * bodyModifier;\n\n const recovery = this.baseRecoveryRate * deltaSeconds * finalModifier;\n const newBalance = Math.min(this.maxBalance, player.balance + recovery);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Determines balance level from balance value.\n *\n * @param balance - Balance value (0-100)\n * @returns Current balance level\n *\n * @public\n * @korean 균형수준확인\n */\n getBalanceLevel(balance: number): BalanceLevel {\n if (balance >= 80) return BalanceLevel.STABLE;\n if (balance >= 50) return BalanceLevel.UNSTEADY;\n if (balance >= 20) return BalanceLevel.OFF_BALANCE;\n return BalanceLevel.FALLING;\n }\n\n /**\n * Gets effects for a specific balance level.\n *\n * @param level - Balance level\n * @returns Effects applied at that level\n *\n * @public\n * @korean 균형효과\n */\n getEffects(level: BalanceLevel): BalanceEffects {\n return this.balanceEffects[level];\n }\n\n /**\n * Applies balance effects to player state.\n *\n * Modifies player stats based on current balance level.\n *\n * @param player - Current player state\n * @returns Modified player state with balance effects\n *\n * @public\n * @korean 균형효과적용\n */\n applyEffects(player: PlayerState): PlayerState {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n\n return {\n ...player,\n defense: Math.floor(player.defense * effects.defenseMultiplier),\n speed: Math.floor(player.speed * effects.movementSpeedMultiplier),\n };\n }\n\n /**\n * Checks if player is vulnerable due to balance.\n *\n * @param player - Current player state\n * @returns True if off-balance or falling\n *\n * @public\n * @korean 균형취약확인\n */\n isVulnerable(player: PlayerState): boolean {\n const level = this.getBalanceLevel(player.balance);\n return level === BalanceLevel.OFF_BALANCE || level === BalanceLevel.FALLING;\n }\n\n /**\n * Calculates damage multiplier for vulnerable balance state.\n *\n * @param player - Current player state\n * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)\n *\n * @public\n * @korean 취약성배율\n */\n getVulnerabilityMultiplier(player: PlayerState): number {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return effects.vulnerabilityMultiplier;\n }\n\n /**\n * Checks if knockdown should occur, using a provided random function for determinism.\n *\n * @param player - Current player state\n * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random\n * @returns True if knockdown should occur\n *\n * @public\n * @korean 넘어짐확인\n */\n shouldKnockdown(\n player: PlayerState,\n randomFn: () => number = Math.random\n ): boolean {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return randomFn() < effects.knockdownRisk;\n }\n\n /**\n * Gets bilingual name for balance level.\n *\n * @param level - Balance level\n * @returns Korean and English level names\n *\n * @public\n * @korean 균형이름\n */\n getLevelName(level: BalanceLevel): { korean: string; english: string } {\n const names: Record<BalanceLevel, { korean: string; english: string }> = {\n [BalanceLevel.STABLE]: {\n korean: \"안정\",\n english: \"Stable\",\n },\n [BalanceLevel.UNSTEADY]: {\n korean: \"불안정\",\n english: \"Unsteady\",\n },\n [BalanceLevel.OFF_BALANCE]: {\n korean: \"균형상실\",\n english: \"Off-Balance\",\n },\n [BalanceLevel.FALLING]: {\n korean: \"낙하중\",\n english: \"Falling\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets color indicator for balance level (for UI).\n *\n * @param level - Balance level\n * @returns Hex color code\n *\n * @public\n * @korean 균형색상\n */\n getLevelColor(level: BalanceLevel): number {\n const colors: Record<BalanceLevel, number> = {\n [BalanceLevel.STABLE]: 0x00ff00, // Green\n [BalanceLevel.UNSTEADY]: 0xffff00, // Yellow\n [BalanceLevel.OFF_BALANCE]: 0xff8800, // Orange\n [BalanceLevel.FALLING]: 0xff0000, // Red\n };\n\n return colors[level];\n }\n\n /**\n * Checks if balance is low enough to trigger fall animation.\n *\n * Falls occur when balance drops below 20% (FALLING state).\n * This creates realistic knockdown conditions from balance loss.\n *\n * @param player - Current player state\n * @returns True if fall animation should trigger\n *\n * @example\n * ```typescript\n * if (balanceSystem.shouldTriggerFall(player)) {\n * const fallType = balanceSystem.determineFallType(\n * player,\n * attackAngle,\n * attackHeight\n * );\n * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);\n * }\n * ```\n *\n * @public\n * @korean 낙법발동확인\n */\n shouldTriggerFall(player: PlayerState): boolean {\n return player.balance < 20; // FALLING threshold\n }\n\n /**\n * Determines which fall animation to play based on attack and stance.\n *\n * Calculates fall direction using:\n * - Attack angle relative to player\n * - Attack height (high/mid/low)\n * - Player's current stance bias\n *\n * Korean falling techniques (낙법):\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall\n * - 후방낙법 (Hubang Nakbeop): Backward fall\n * - 측방낙법 (Cheukbang Nakbeop): Side fall\n *\n * @param player - Current player state\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Player facing forward (0°), attacked from behind (π)\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI,\n * 'mid'\n * );\n * // Returns: 'forward' (pushed forward by rear attack)\n *\n * // Low sweep from right side\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI/2,\n * 'low'\n * );\n * // Returns: 'side_right' (swept to the side)\n * ```\n *\n * @public\n * @korean 낙법유형결정\n */\n determineFallType(\n _player: PlayerState,\n attackAngle: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): FallType {\n // Get player facing angle from position or default to 0\n const playerFacing = 0; // Default facing forward\n\n // Use attack direction to determine fall\n return determineFallDirection(attackAngle, playerFacing, attackHeight);\n }\n\n /**\n * Determines fall type based on player stance when no attack direction available.\n *\n * Uses stance bias to determine likely fall direction when balance is lost\n * without a specific attack (e.g., from fatigue, leg damage accumulation).\n *\n * @param stance - Current trigram stance\n * @returns Fall type based on stance characteristics\n *\n * @example\n * ```typescript\n * // Player in Heaven stance (aggressive forward)\n * const fallType = balanceSystem.determineFallTypeFromStance(\n * TrigramStance.GEON\n * );\n * // Returns: 'forward' (Heaven stance has forward bias)\n * ```\n *\n * @public\n * @korean 자세낙법결정\n */\n determineFallTypeFromStance(stance: TrigramStance): FallType {\n return determineFallFromStance(stance);\n }\n\n /**\n * Check if player is in a grounded state based on animation state.\n *\n * Player is considered grounded when in any ground_* animation state\n * (ground_prone, ground_supine, ground_side_left, ground_side_right).\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns True if player is on the ground\n *\n * @example\n * ```typescript\n * const isGrounded = balanceSystem.isGrounded(\"ground_prone\");\n * // Returns: true\n *\n * const notGrounded = balanceSystem.isGrounded(\"idle\");\n * // Returns: false\n * ```\n *\n * @public\n * @korean 지면상태확인\n */\n isGrounded(animationState: string): boolean {\n return animationState.startsWith(\"ground_\");\n }\n\n /**\n * Get ground state from animation state.\n *\n * Extracts the ground position type from animation state name.\n * Returns null if not in a ground state.\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns Ground state or null if not grounded\n *\n * @example\n * ```typescript\n * const state = balanceSystem.getGroundState(\"ground_prone\");\n * // Returns: \"prone\"\n *\n * const none = balanceSystem.getGroundState(\"idle\");\n * // Returns: null\n * ```\n *\n * @public\n * @korean 지면자세가져오기\n */\n getGroundState(animationState: string): GroundState | null {\n if (!this.isGrounded(animationState)) {\n return null;\n }\n\n // Extract ground state from animation state name\n // \"ground_prone\" -> \"prone\"\n const groundType = animationState.replace(\"ground_\", \"\");\n\n // Validate that it's a valid ground state\n if (\n groundType === \"prone\" ||\n groundType === \"supine\" ||\n groundType === \"side_left\" ||\n groundType === \"side_right\"\n ) {\n return groundType as GroundState;\n }\n\n return null;\n }\n\n /**\n * Check if player can execute recovery based on stamina.\n *\n * Some recovery animations (like roll recovery) require stamina.\n * This checks if player has sufficient stamina for the recovery type.\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns True if player has enough stamina\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const canRoll = balanceSystem.canRecoverWithType(player, \"roll_recovery\");\n * // Returns: true if player.stamina >= 20\n *\n * // Normal recoveries have no cost\n * const canStand = balanceSystem.canRecoverWithType(player, \"prone_standup\");\n * // Returns: true (no stamina requirement)\n * ```\n *\n * @public\n * @korean 회복가능확인\n */\n canRecoverWithType(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): boolean {\n const config = getRecoveryConfig(recoveryType);\n\n // Check if player has enough stamina\n return player.stamina >= config.staminaCost;\n }\n\n /**\n * Apply stamina cost for recovery animation.\n *\n * Deducts stamina cost from player state for recovery animations\n * that require stamina (like roll recovery).\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns Updated player state with stamina deducted\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const recovered = balanceSystem.applyRecoveryCost(player, \"roll_recovery\");\n * // recovered.stamina = player.stamina - 20\n * ```\n *\n * @public\n * @korean 회복비용적용\n */\n applyRecoveryCost(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): PlayerState {\n const config = getRecoveryConfig(recoveryType);\n\n if (config.staminaCost === 0) {\n return player;\n }\n\n return {\n ...player,\n stamina: Math.max(0, player.stamina - config.staminaCost),\n };\n }\n\n /**\n * Get damage multiplier during recovery animation.\n *\n * Some recovery animations (like defensive getup) provide damage reduction.\n * This returns the multiplier to apply to incoming damage.\n *\n * @param recoveryType - Type of recovery animation\n * @param currentFrame - Current frame in the animation\n * @returns Damage multiplier (1.0 = normal, 0.5 = 50% reduction)\n *\n * @example\n * ```typescript\n * // Defensive getup has 50% damage reduction\n * const multiplier = balanceSystem.getRecoveryDamageMultiplier(\"defensive_getup\", 20);\n * // Returns: 0.5 (50% damage reduction)\n *\n * // Normal recoveries have no reduction\n * const normal = balanceSystem.getRecoveryDamageMultiplier(\"prone_standup\", 15);\n * // Returns: 1.0 (full damage)\n * ```\n *\n * @public\n * @korean 회복피해배율\n */\n getRecoveryDamageMultiplier(\n recoveryType: RecoveryAnimationType,\n currentFrame: number\n ): number {\n const config = getRecoveryConfig(recoveryType);\n\n // Only apply damage reduction during vulnerable frames\n if (!isVulnerableFrame(recoveryType, currentFrame)) {\n return 1.0; // No vulnerability = full damage (or no damage if invulnerable)\n }\n\n // Apply damage reduction\n // damageReduction of 0.5 means 50% reduction, so multiplier is 0.5\n return 1.0 - config.damageReduction;\n }\n\n /**\n * Start a stance transition, creating vulnerability window.\n *\n * When a player changes stance, they become vulnerable for 0.5s with\n * a 1.5x damage multiplier. This creates tactical depth around stance changes.\n *\n * @param player - Current player state\n * @param newStance - Target stance to transition to\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state with transition tracking\n *\n * @example\n * ```typescript\n * // Player switches from Heaven to Water stance\n * const transitioning = balanceSystem.startStanceTransition(\n * player,\n * TrigramStance.GAM,\n * Date.now()\n * );\n * // transitioning.transitionState.isTransitioning = true\n * // transitioning.transitionState.vulnerabilityMultiplier = 1.5\n * ```\n *\n * @public\n * @korean 자세전환시작\n */\n startStanceTransition(\n player: BalancePlayerState,\n newStance: TrigramStance,\n currentTime: number\n ): BalancePlayerState {\n // No-op if changing to the same stance (avoid unnecessary transitions)\n if (newStance === player.currentStance) {\n return player;\n }\n\n // Initialize transition state\n const transitionState: TransitionState = {\n isTransitioning: true,\n transitionStartTime: currentTime,\n vulnerabilityMultiplier: this.transitionVulnerabilityMultiplier,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n // Add to stance change history\n const historyEntry: StanceChangeRecord = {\n timestamp: currentTime,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n const history = player.stanceChangeHistory ?? [];\n const newHistory = [...history, historyEntry].slice(-this.stanceChangeHistoryLimit);\n\n // Check for rapid stance changes (inclusive boundary)\n const recentChanges = newHistory.filter(\n (entry) => currentTime - entry.timestamp <= this.rapidChangeWindow\n );\n\n let rapidChangePenaltyEnd = player.rapidChangePenaltyEnd;\n\n if (recentChanges.length > this.rapidChangeThreshold) {\n // Apply rapid change penalty\n rapidChangePenaltyEnd = currentTime + this.rapidChangePenaltyDuration;\n }\n\n return {\n ...player,\n currentStance: newStance,\n lastStanceChangeTime: currentTime,\n transitionState,\n stanceChangeHistory: newHistory,\n rapidChangePenaltyEnd,\n };\n }\n\n /**\n * Update stance transition state based on time elapsed.\n *\n * Transitions last 0.5s. After that, vulnerability window closes.\n * Called each frame to manage transition timing.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state\n *\n * @example\n * ```typescript\n * // In game loop\n * player = balanceSystem.updateTransition(player, Date.now());\n * ```\n *\n * @public\n * @korean 전환상태갱신\n */\n updateTransition(\n player: BalancePlayerState,\n currentTime: number\n ): BalancePlayerState {\n if (!player.transitionState?.isTransitioning) {\n return player;\n }\n\n const elapsed = currentTime - player.transitionState.transitionStartTime;\n\n // Check if transition window has ended\n if (elapsed >= this.transitionDuration) {\n return {\n ...player,\n transitionState: {\n ...player.transitionState,\n isTransitioning: false,\n vulnerabilityMultiplier: 1.0,\n },\n };\n }\n\n return player;\n }\n\n /**\n * Calculate balance modifier based on body part damage.\n *\n * Leg damage significantly reduces balance. The leg-specific modifier\n * scales linearly from 0.7x at 0% leg health to 1.0x at 100% leg health:\n * - 100% leg health: 1.0x balance (no reduction from legs)\n * - 70% leg health: ≈0.91x balance (≈9% reduction from legs)\n * - 30% leg health: ≈0.79x balance (≈21% reduction from legs)\n * - 0% leg health: 0.7x balance (30% reduction from legs)\n *\n * Torso damage also affects balance but to a lesser degree, and the\n * combined leg/torso modifier is clamped so the final balance modifier\n * stays within the range 0.5x to 1.0x.\n *\n * @param player - Current player state with body part health\n * @returns Balance modifier (0.5 to 1.0)\n *\n * @example\n * ```typescript\n * const modifier = balanceSystem.calculateBalanceModifier(player);\n * const effectiveBalance = player.balance * modifier;\n * ```\n *\n * @public\n * @korean 균형조정계수계산\n */\n calculateBalanceModifier(player: BalancePlayerState): number {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return 1.0; // No body part tracking, no modifier\n }\n\n // Read leg and torso health ratios from body part health tracking\n const leftLegHealthRaw =\n (player.bodyPartHealth.legLeft ?? 0) /\n (player.bodyPartMaxHealth.legLeft ?? 1);\n const rightLegHealthRaw =\n (player.bodyPartHealth.legRight ?? 0) /\n (player.bodyPartMaxHealth.legRight ?? 1);\n \n // Use torsoLower for core balance (lower body)\n const torsoHealthRaw =\n (player.bodyPartHealth.torsoLower ?? 0) /\n (player.bodyPartMaxHealth.torsoLower ?? 1);\n\n // Clamp health ratios to [0, 1] to prevent out-of-range values\n const leftLegHealth = Math.max(0, Math.min(1, leftLegHealthRaw));\n const rightLegHealth = Math.max(0, Math.min(1, rightLegHealthRaw));\n const torsoHealth = Math.max(0, Math.min(1, torsoHealthRaw));\n\n // Average leg health (both legs affect balance)\n const avgLegHealth = (leftLegHealth + rightLegHealth) / 2;\n\n // Leg damage: 0-30% reduction based on damage\n const legModifier = 0.7 + avgLegHealth * 0.3; // Range: 0.7 to 1.0\n\n // Torso damage: 0-10% reduction based on damage\n const torsoModifier = 0.9 + torsoHealth * 0.1; // Range: 0.9 to 1.0\n\n // Combine modifiers (multiplicative)\n const combinedModifier = legModifier * torsoModifier;\n\n // Clamp to [0.5, 1.0] range as documented\n return Math.max(0.5, Math.min(1.0, combinedModifier));\n }\n\n /**\n * Calculate knockback resistance based on current stance.\n *\n * Different stances provide varying levels of knockback resistance:\n * - Defensive stances (Mountain, Earth): +50% resistance\n * - Balanced stances (Water, Wind): normal resistance\n * - Offensive stances (Heaven, Fire, Thunder): -30% resistance\n * - Fluid stance (Lake): normal resistance\n *\n * @param stance - Current trigram stance\n * @returns Knockback resistance multiplier (0.7 to 1.5)\n *\n * @example\n * ```typescript\n * const resistance = balanceSystem.getKnockbackResistance(TrigramStance.GAN);\n * const effectiveKnockback = baseKnockback * (1.0 / resistance);\n * ```\n *\n * @public\n * @korean 넉백저항계산\n */\n getKnockbackResistance(stance: TrigramStance): number {\n // Defensive stances: +50% resistance\n if (stance === TrigramStance.GAN || stance === TrigramStance.GON) {\n // Mountain, Earth\n return 1.5;\n }\n\n // Offensive stances: -30% resistance\n if (stance === TrigramStance.GEON || stance === TrigramStance.LI || stance === TrigramStance.JIN) {\n // Heaven, Fire, Thunder\n return 0.7;\n }\n\n // Balanced/adaptive stances: normal resistance\n return 1.0; // Water, Wind, Lake\n }\n\n /**\n * Check if rapid stance change penalty is active.\n *\n * Penalty applies when player changes stances >2 times in 3 seconds.\n * Lasts for 2 seconds after the last rapid change.\n * The penalty increases balance loss by 20% in `disruptBalance()`.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns True if penalty is active\n *\n * @example\n * ```typescript\n * // The penalty is applied automatically in disruptBalance()\n * if (balanceSystem.isRapidChangePenaltyActive(player, Date.now())) {\n * // Penalty active: balance loss will be increased by 20%\n * cy.log(\"Rapid change penalty active\");\n * }\n * ```\n *\n * @public\n * @korean 급속변경벌칙확인\n */\n isRapidChangePenaltyActive(\n player: BalancePlayerState,\n currentTime: number\n ): boolean {\n if (!player.rapidChangePenaltyEnd) {\n return false;\n }\n return currentTime < player.rapidChangePenaltyEnd;\n }\n\n /**\n * Get total vulnerability multiplier considering all factors.\n *\n * Combines:\n * - Base balance state vulnerability (1.0 to 2.0)\n * - Stance transition vulnerability (1.5x during 0.5s window)\n *\n * @param player - Current player state\n * @returns Combined vulnerability multiplier\n *\n * @example\n * ```typescript\n * const multiplier = balanceSystem.getTotalVulnerabilityMultiplier(player);\n * const finalDamage = baseDamage * multiplier;\n * ```\n *\n * @public\n * @korean 총취약성배율\n */\n getTotalVulnerabilityMultiplier(player: BalancePlayerState): number {\n // Get base balance vulnerability\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n let multiplier = effects.vulnerabilityMultiplier;\n\n // Apply transition vulnerability if active\n if (player.transitionState?.isTransitioning) {\n multiplier *= player.transitionState.vulnerabilityMultiplier;\n }\n\n return multiplier;\n }\n}\n\nexport default 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+ {"version":3,"file":"BalanceSystem.js","names":[],"sources":["../../../src/systems/combat/BalanceSystem.ts"],"sourcesContent":["/**\n * Balance System for managing stability and vulnerability windows.\n *\n * **Korean**: 균형 시스템 (Balance System)\n *\n * Implements physical balance and stability mechanics. Loss of balance creates\n * vulnerability windows where damage is increased and defensive options limited.\n * Balance is affected by:\n * - Leg strikes\n * - Throws and sweeps\n * - Heavy impacts\n * - Fatigue (low stamina)\n * - Stance transitions (0.5s vulnerability window)\n * - Body part damage (legs reduce balance)\n * - Rapid stance changes (penalty system)\n *\n * ## Balance States\n *\n * - **Stable**: 80-100 balance - Full mobility and defense\n * - **Unsteady**: 50-79 balance - Reduced evasion, slower movement\n * - **Off-Balance**: 20-49 balance - Vulnerability window, defense penalty\n * - **Falling**: 0-19 balance - Severe vulnerability, possible knockdown\n *\n * ## Fall System Integration\n *\n * When balance falls below 20%, the system can trigger fall animations (낙법).\n * Fall direction is determined by attack vector and player stance.\n *\n * ## Stance Transition Vulnerability\n *\n * Changing stances creates a 0.5s vulnerability window with 1.5x damage multiplier.\n * Rapid stance changes (>2 in 3s) apply additional 20% balance penalty for 2s.\n *\n * @module systems/combat/BalanceSystem\n * @category Combat System\n * @korean 균형시스템\n */\n\nimport { BodyRegion } from \"@/types\";\nimport { TrigramStance } from \"@/types/common\";\nimport {\n determineFallDirection,\n determineFallFromStance,\n getRecoveryConfig,\n isVulnerableFrame,\n} from \"../animation\";\nimport type {\n FallType,\n GroundState,\n RecoveryAnimationType,\n} from \"../animation/core/types\";\nimport { PlayerState } from \"../player\";\n\n/**\n * Stance transition state tracking.\n *\n * **Korean**: 자세 전환 상태 (Stance Transition State)\n *\n * Tracks when a player is transitioning between stances, creating a\n * 0.5s vulnerability window with increased damage multiplier.\n */\nexport interface TransitionState {\n /** Whether player is currently transitioning */\n readonly isTransitioning: boolean;\n /** Timestamp when transition started (ms) */\n readonly transitionStartTime: number;\n /** Damage multiplier during transition (1.5x) */\n readonly vulnerabilityMultiplier: number;\n /** Stance transitioning from */\n readonly fromStance: TrigramStance | null;\n /** Stance transitioning to */\n readonly toStance: TrigramStance | null;\n}\n\n/**\n * Stance change history entry.\n *\n * **Korean**: 자세 변경 기록 (Stance Change Record)\n */\ninterface StanceChangeRecord {\n /** Timestamp of stance change */\n readonly timestamp: number;\n /** Stance changed from */\n readonly fromStance: TrigramStance;\n /** Stance changed to */\n readonly toStance: TrigramStance;\n}\n\n/**\n * Extended player state with balance system data.\n *\n * Extends PlayerState with additional balance-specific tracking.\n */\nexport interface BalancePlayerState extends PlayerState {\n /** Stance transition state */\n readonly transitionState?: TransitionState;\n /** Stance change history (last 5 changes) */\n readonly stanceChangeHistory?: readonly StanceChangeRecord[];\n /** Rapid change penalty end timestamp */\n readonly rapidChangePenaltyEnd?: number;\n}\n\n/**\n * Balance levels representing physical stability.\n *\n * **Korean**: 균형 수준\n */\nexport enum BalanceLevel {\n /** Stable footing (80-100) */\n STABLE = \"stable\",\n /** Unsteady but controlled (50-79) */\n UNSTEADY = \"unsteady\",\n /** Off-balance, vulnerable (20-49) */\n OFF_BALANCE = \"off_balance\",\n /** Falling or knocked down (0-19) */\n FALLING = \"falling\",\n}\n\n/**\n * Effects of balance on combat performance.\n */\ninterface BalanceEffects {\n /** Balance value range */\n readonly range: readonly [number, number];\n /** Defense multiplier */\n readonly defenseMultiplier: number;\n /** Evasion success chance modifier */\n readonly evasionModifier: number;\n /** Movement speed multiplier */\n readonly movementSpeedMultiplier: number;\n /** Vulnerability to attacks multiplier */\n readonly vulnerabilityMultiplier: number;\n /** Can perform evasive actions */\n readonly canEvade: boolean;\n /** Risk of knockdown */\n readonly knockdownRisk: number;\n}\n\n/**\n * Balance System managing stability and vulnerability.\n *\n * Balance represents physical stability and center of gravity control.\n * Low balance creates vulnerability windows where opponents can capitalize\n * with increased damage and reduced defensive options.\n *\n * @example\n * ```typescript\n * const balanceSystem = new BalanceSystem();\n *\n * // Apply balance disruption from leg strike\n * const newPlayer = balanceSystem.disruptBalance(\n * player,\n * 15,\n * BodyRegion.LEFT_LEG\n * );\n *\n * // Check if vulnerable\n * const isVulnerable = balanceSystem.isVulnerable(newPlayer);\n *\n * // Apply recovery\n * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);\n * ```\n *\n * @public\n * @korean 균형시스템\n */\nexport class BalanceSystem {\n /**\n * Balance level effects and thresholds.\n */\n private readonly balanceEffects: Record<BalanceLevel, BalanceEffects> = {\n [BalanceLevel.STABLE]: {\n range: [80, 100],\n defenseMultiplier: 1.0,\n evasionModifier: 1.0,\n movementSpeedMultiplier: 1.0,\n vulnerabilityMultiplier: 1.0,\n canEvade: true,\n knockdownRisk: 0.0,\n },\n [BalanceLevel.UNSTEADY]: {\n range: [50, 79],\n defenseMultiplier: 0.85,\n evasionModifier: 0.7,\n movementSpeedMultiplier: 0.85,\n vulnerabilityMultiplier: 1.15,\n canEvade: true,\n knockdownRisk: 0.1,\n },\n [BalanceLevel.OFF_BALANCE]: {\n range: [20, 49],\n defenseMultiplier: 0.6,\n evasionModifier: 0.4,\n movementSpeedMultiplier: 0.6,\n vulnerabilityMultiplier: 1.5, // 50% more damage taken\n canEvade: false,\n knockdownRisk: 0.3,\n },\n [BalanceLevel.FALLING]: {\n range: [0, 19],\n defenseMultiplier: 0.3,\n evasionModifier: 0.0,\n movementSpeedMultiplier: 0.3,\n vulnerabilityMultiplier: 2.0, // 100% more damage taken\n canEvade: false,\n knockdownRisk: 0.8,\n },\n };\n\n /**\n * Balance disruption multipliers by body region.\n */\n private readonly regionMultipliers: Record<string, number> = {\n [BodyRegion.LEFT_LEG]: 2.5,\n [BodyRegion.RIGHT_LEG]: 2.5,\n [BodyRegion.CORE]: 2.0,\n [BodyRegion.TORSO]: 1.5,\n [BodyRegion.HEAD]: 1.0,\n default: 0.5,\n };\n\n /**\n * Base balance recovery rate per second.\n */\n private readonly baseRecoveryRate = 8.0; // 8 points per second\n\n /**\n * Maximum balance value.\n */\n private readonly maxBalance = 100;\n\n /**\n * Stance transition constants.\n */\n private readonly transitionDuration = 500; // 0.5s in milliseconds\n private readonly transitionVulnerabilityMultiplier = 1.5; // 1.5x damage during transition\n\n /**\n * Rapid stance change penalty constants.\n */\n private readonly rapidChangeWindow = 3000; // 3 seconds in milliseconds\n private readonly rapidChangeThreshold = 2; // >2 changes trigger penalty\n private readonly rapidChangePenalty = 0.2; // 20% balance reduction\n private readonly rapidChangePenaltyDuration = 2000; // 2 seconds penalty\n private readonly stanceChangeHistoryLimit = 5; // Keep last 5 changes\n\n /**\n * Disrupts balance from combat impact.\n *\n * Calculates balance loss based on damage amount and body region hit.\n * Leg strikes cause maximum balance disruption.\n *\n * Now also considers:\n * - Body part damage modifier (damaged legs reduce balance more)\n * - Rapid stance change penalty (20% additional reduction)\n *\n * @param player - Current player state\n * @param impact - Impact force amount\n * @param region - Body region affected\n * @param currentTime - Current game time for penalty checks (optional)\n * @returns Updated player state with reduced balance\n *\n * @example\n * ```typescript\n * // Leg sweep causes major balance disruption\n * player = system.disruptBalance(\n * player,\n * 20,\n * BodyRegion.RIGHT_LEG,\n * Date.now()\n * );\n * ```\n *\n * @public\n * @korean 균형파괴\n */\n disruptBalance(\n player: BalancePlayerState,\n impact: number,\n region?: BodyRegion,\n currentTime?: number\n ): BalancePlayerState {\n // Get multiplier based on region\n const multiplier = region\n ? this.regionMultipliers[region] ?? this.regionMultipliers.default\n : this.regionMultipliers.default;\n\n // Calculate base balance loss\n let balanceLoss = impact * multiplier * 0.6; // 0.6 = balance sensitivity\n\n // Apply body part damage modifier\n const bodyModifier = this.calculateBalanceModifier(player);\n balanceLoss *= 1.0 / bodyModifier; // More damage = more balance loss\n\n // Apply rapid stance change penalty if time is provided\n if (currentTime !== undefined && this.isRapidChangePenaltyActive(player, currentTime)) {\n balanceLoss *= 1.0 + this.rapidChangePenalty; // +20% balance loss\n }\n\n // Apply balance loss, clamped to 0\n const newBalance = Math.max(0, player.balance - balanceLoss);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Applies balance recovery over time.\n *\n * Balance recovers quickly when not being disrupted, allowing\n * fighters to regain stable footing between exchanges.\n *\n * Recovery is affected by:\n * - Balance level (harder to recover when off-balance)\n * - Stamina (low stamina = slow recovery)\n * - Body part damage (leg damage reduces recovery rate)\n *\n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @returns Updated player state with recovered balance\n *\n * @example\n * ```typescript\n * // In game loop\n * player = system.applyRecovery(player, 16); // ~60fps\n * ```\n *\n * @public\n * @korean 균형회복\n */\n applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState {\n // Already at maximum balance\n if (player.balance >= this.maxBalance) {\n return player;\n }\n\n const deltaSeconds = deltaTime / 1000;\n const level = this.getBalanceLevel(player.balance);\n\n // Recovery modifier based on balance level\n let recoveryModifier = 1.0;\n if (level === BalanceLevel.OFF_BALANCE) {\n recoveryModifier = 0.7; // Harder to recover when off-balance\n } else if (level === BalanceLevel.FALLING) {\n recoveryModifier = 0.4; // Very hard to recover when falling\n }\n\n // Stamina affects recovery rate\n const staminaFactor = player.stamina / player.maxStamina;\n \n // Body part damage affects recovery rate\n const bodyModifier = this.calculateBalanceModifier(player);\n \n const finalModifier = recoveryModifier * (0.5 + staminaFactor * 0.5) * bodyModifier;\n\n const recovery = this.baseRecoveryRate * deltaSeconds * finalModifier;\n const newBalance = Math.min(this.maxBalance, player.balance + recovery);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Determines balance level from balance value.\n *\n * @param balance - Balance value (0-100)\n * @returns Current balance level\n *\n * @public\n * @korean 균형수준확인\n */\n getBalanceLevel(balance: number): BalanceLevel {\n if (balance >= 80) return BalanceLevel.STABLE;\n if (balance >= 50) return BalanceLevel.UNSTEADY;\n if (balance >= 20) return BalanceLevel.OFF_BALANCE;\n return BalanceLevel.FALLING;\n }\n\n /**\n * Gets effects for a specific balance level.\n *\n * @param level - Balance level\n * @returns Effects applied at that level\n *\n * @public\n * @korean 균형효과\n */\n getEffects(level: BalanceLevel): BalanceEffects {\n return this.balanceEffects[level];\n }\n\n /**\n * Applies balance effects to player state.\n *\n * Modifies player stats based on current balance level.\n *\n * @param player - Current player state\n * @returns Modified player state with balance effects\n *\n * @public\n * @korean 균형효과적용\n */\n applyEffects(player: PlayerState): PlayerState {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n\n return {\n ...player,\n defense: Math.floor(player.defense * effects.defenseMultiplier),\n speed: Math.floor(player.speed * effects.movementSpeedMultiplier),\n };\n }\n\n /**\n * Checks if player is vulnerable due to balance.\n *\n * @param player - Current player state\n * @returns True if off-balance or falling\n *\n * @public\n * @korean 균형취약확인\n */\n isVulnerable(player: PlayerState): boolean {\n const level = this.getBalanceLevel(player.balance);\n return level === BalanceLevel.OFF_BALANCE || level === BalanceLevel.FALLING;\n }\n\n /**\n * Calculates damage multiplier for vulnerable balance state.\n *\n * @param player - Current player state\n * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)\n *\n * @public\n * @korean 취약성배율\n */\n getVulnerabilityMultiplier(player: PlayerState): number {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return effects.vulnerabilityMultiplier;\n }\n\n /**\n * Checks if knockdown should occur, using a provided random function for determinism.\n *\n * @param player - Current player state\n * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random\n * @returns True if knockdown should occur\n *\n * @public\n * @korean 넘어짐확인\n */\n shouldKnockdown(\n player: PlayerState,\n randomFn: () => number = Math.random\n ): boolean {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return randomFn() < effects.knockdownRisk;\n }\n\n /**\n * Gets bilingual name for balance level.\n *\n * @param level - Balance level\n * @returns Korean and English level names\n *\n * @public\n * @korean 균형이름\n */\n getLevelName(level: BalanceLevel): { korean: string; english: string } {\n const names: Record<BalanceLevel, { korean: string; english: string }> = {\n [BalanceLevel.STABLE]: {\n korean: \"안정\",\n english: \"Stable\",\n },\n [BalanceLevel.UNSTEADY]: {\n korean: \"불안정\",\n english: \"Unsteady\",\n },\n [BalanceLevel.OFF_BALANCE]: {\n korean: \"균형상실\",\n english: \"Off-Balance\",\n },\n [BalanceLevel.FALLING]: {\n korean: \"낙하중\",\n english: \"Falling\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets color indicator for balance level (for UI).\n *\n * @param level - Balance level\n * @returns Hex color code\n *\n * @public\n * @korean 균형색상\n */\n getLevelColor(level: BalanceLevel): number {\n const colors: Record<BalanceLevel, number> = {\n [BalanceLevel.STABLE]: 0x00ff00, // Green\n [BalanceLevel.UNSTEADY]: 0xffff00, // Yellow\n [BalanceLevel.OFF_BALANCE]: 0xff8800, // Orange\n [BalanceLevel.FALLING]: 0xff0000, // Red\n };\n\n return colors[level];\n }\n\n /**\n * Checks if balance is low enough to trigger fall animation.\n *\n * Falls occur when balance drops below 20% (FALLING state).\n * This creates realistic knockdown conditions from balance loss.\n *\n * @param player - Current player state\n * @returns True if fall animation should trigger\n *\n * @example\n * ```typescript\n * if (balanceSystem.shouldTriggerFall(player)) {\n * const fallType = balanceSystem.determineFallType(\n * player,\n * attackAngle,\n * attackHeight\n * );\n * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);\n * }\n * ```\n *\n * @public\n * @korean 낙법발동확인\n */\n shouldTriggerFall(player: PlayerState): boolean {\n return player.balance < 20; // FALLING threshold\n }\n\n /**\n * Determines which fall animation to play based on attack and stance.\n *\n * Calculates fall direction using:\n * - Attack angle relative to player\n * - Attack height (high/mid/low)\n * - Player's current stance bias\n *\n * Korean falling techniques (낙법):\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall\n * - 후방낙법 (Hubang Nakbeop): Backward fall\n * - 측방낙법 (Cheukbang Nakbeop): Side fall\n *\n * @param player - Current player state\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Player facing forward (0°), attacked from behind (π)\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI,\n * 'mid'\n * );\n * // Returns: 'forward' (pushed forward by rear attack)\n *\n * // Low sweep from right side\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI/2,\n * 'low'\n * );\n * // Returns: 'side_right' (swept to the side)\n * ```\n *\n * @public\n * @korean 낙법유형결정\n */\n determineFallType(\n _player: PlayerState,\n attackAngle: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): FallType {\n // Get player facing angle from position or default to 0\n const playerFacing = 0; // Default facing forward\n\n // Use attack direction to determine fall\n return determineFallDirection(attackAngle, playerFacing, attackHeight);\n }\n\n /**\n * Determines fall type based on player stance when no attack direction available.\n *\n * Uses stance bias to determine likely fall direction when balance is lost\n * without a specific attack (e.g., from fatigue, leg damage accumulation).\n *\n * @param stance - Current trigram stance\n * @returns Fall type based on stance characteristics\n *\n * @example\n * ```typescript\n * // Player in Heaven stance (aggressive forward)\n * const fallType = balanceSystem.determineFallTypeFromStance(\n * TrigramStance.GEON\n * );\n * // Returns: 'forward' (Heaven stance has forward bias)\n * ```\n *\n * @public\n * @korean 자세낙법결정\n */\n determineFallTypeFromStance(stance: TrigramStance): FallType {\n return determineFallFromStance(stance);\n }\n\n /**\n * Check if player is in a grounded state based on animation state.\n *\n * Player is considered grounded when in any ground_* animation state\n * (ground_prone, ground_supine, ground_side_left, ground_side_right).\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns True if player is on the ground\n *\n * @example\n * ```typescript\n * const isGrounded = balanceSystem.isGrounded(\"ground_prone\");\n * // Returns: true\n *\n * const notGrounded = balanceSystem.isGrounded(\"idle\");\n * // Returns: false\n * ```\n *\n * @public\n * @korean 지면상태확인\n */\n isGrounded(animationState: string): boolean {\n return animationState.startsWith(\"ground_\");\n }\n\n /**\n * Get ground state from animation state.\n *\n * Extracts the ground position type from animation state name.\n * Returns null if not in a ground state.\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns Ground state or null if not grounded\n *\n * @example\n * ```typescript\n * const state = balanceSystem.getGroundState(\"ground_prone\");\n * // Returns: \"prone\"\n *\n * const none = balanceSystem.getGroundState(\"idle\");\n * // Returns: null\n * ```\n *\n * @public\n * @korean 지면자세가져오기\n */\n getGroundState(animationState: string): GroundState | null {\n if (!this.isGrounded(animationState)) {\n return null;\n }\n\n // Extract ground state from animation state name\n // \"ground_prone\" -> \"prone\"\n const groundType = animationState.replace(\"ground_\", \"\");\n\n // Validate that it's a valid ground state\n if (\n groundType === \"prone\" ||\n groundType === \"supine\" ||\n groundType === \"side_left\" ||\n groundType === \"side_right\"\n ) {\n return groundType as GroundState;\n }\n\n return null;\n }\n\n /**\n * Check if player can execute recovery based on stamina.\n *\n * Some recovery animations (like roll recovery) require stamina.\n * This checks if player has sufficient stamina for the recovery type.\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns True if player has enough stamina\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const canRoll = balanceSystem.canRecoverWithType(player, \"roll_recovery\");\n * // Returns: true if player.stamina >= 20\n *\n * // Normal recoveries have no cost\n * const canStand = balanceSystem.canRecoverWithType(player, \"prone_standup\");\n * // Returns: true (no stamina requirement)\n * ```\n *\n * @public\n * @korean 회복가능확인\n */\n canRecoverWithType(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): boolean {\n const config = getRecoveryConfig(recoveryType);\n\n // Check if player has enough stamina\n return player.stamina >= config.staminaCost;\n }\n\n /**\n * Apply stamina cost for recovery animation.\n *\n * Deducts stamina cost from player state for recovery animations\n * that require stamina (like roll recovery).\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns Updated player state with stamina deducted\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const recovered = balanceSystem.applyRecoveryCost(player, \"roll_recovery\");\n * // recovered.stamina = player.stamina - 20\n * ```\n *\n * @public\n * @korean 회복비용적용\n */\n applyRecoveryCost(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): PlayerState {\n const config = getRecoveryConfig(recoveryType);\n\n if (config.staminaCost === 0) {\n return player;\n }\n\n return {\n ...player,\n stamina: Math.max(0, player.stamina - config.staminaCost),\n };\n }\n\n /**\n * Get damage multiplier during recovery animation.\n *\n * Some recovery animations (like defensive getup) provide damage reduction.\n * This returns the multiplier to apply to incoming damage.\n *\n * @param recoveryType - Type of recovery animation\n * @param currentFrame - Current frame in the animation\n * @returns Damage multiplier (1.0 = normal, 0.5 = 50% reduction)\n *\n * @example\n * ```typescript\n * // Defensive getup has 50% damage reduction\n * const multiplier = balanceSystem.getRecoveryDamageMultiplier(\"defensive_getup\", 20);\n * // Returns: 0.5 (50% damage reduction)\n *\n * // Normal recoveries have no reduction\n * const normal = balanceSystem.getRecoveryDamageMultiplier(\"prone_standup\", 15);\n * // Returns: 1.0 (full damage)\n * ```\n *\n * @public\n * @korean 회복피해배율\n */\n getRecoveryDamageMultiplier(\n recoveryType: RecoveryAnimationType,\n currentFrame: number\n ): number {\n const config = getRecoveryConfig(recoveryType);\n\n // Only apply damage reduction during vulnerable frames\n if (!isVulnerableFrame(recoveryType, currentFrame)) {\n return 1.0; // No vulnerability = full damage (or no damage if invulnerable)\n }\n\n // Apply damage reduction\n // damageReduction of 0.5 means 50% reduction, so multiplier is 0.5\n return 1.0 - config.damageReduction;\n }\n\n /**\n * Start a stance transition, creating vulnerability window.\n *\n * When a player changes stance, they become vulnerable for 0.5s with\n * a 1.5x damage multiplier. This creates tactical depth around stance changes.\n *\n * @param player - Current player state\n * @param newStance - Target stance to transition to\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state with transition tracking\n *\n * @example\n * ```typescript\n * // Player switches from Heaven to Water stance\n * const transitioning = balanceSystem.startStanceTransition(\n * player,\n * TrigramStance.GAM,\n * Date.now()\n * );\n * // transitioning.transitionState.isTransitioning = true\n * // transitioning.transitionState.vulnerabilityMultiplier = 1.5\n * ```\n *\n * @public\n * @korean 자세전환시작\n */\n startStanceTransition(\n player: BalancePlayerState,\n newStance: TrigramStance,\n currentTime: number\n ): BalancePlayerState {\n // No-op if changing to the same stance (avoid unnecessary transitions)\n if (newStance === player.currentStance) {\n return player;\n }\n\n // Initialize transition state\n const transitionState: TransitionState = {\n isTransitioning: true,\n transitionStartTime: currentTime,\n vulnerabilityMultiplier: this.transitionVulnerabilityMultiplier,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n // Add to stance change history\n const historyEntry: StanceChangeRecord = {\n timestamp: currentTime,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n const history = player.stanceChangeHistory ?? [];\n const newHistory = [...history, historyEntry].slice(-this.stanceChangeHistoryLimit);\n\n // Check for rapid stance changes (inclusive boundary)\n const recentChanges = newHistory.filter(\n (entry) => currentTime - entry.timestamp <= this.rapidChangeWindow\n );\n\n let rapidChangePenaltyEnd = player.rapidChangePenaltyEnd;\n\n if (recentChanges.length > this.rapidChangeThreshold) {\n // Apply rapid change penalty\n rapidChangePenaltyEnd = currentTime + this.rapidChangePenaltyDuration;\n }\n\n return {\n ...player,\n currentStance: newStance,\n lastStanceChangeTime: currentTime,\n transitionState,\n stanceChangeHistory: newHistory,\n rapidChangePenaltyEnd,\n };\n }\n\n /**\n * Update stance transition state based on time elapsed.\n *\n * Transitions last 0.5s. After that, vulnerability window closes.\n * Called each frame to manage transition timing.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state\n *\n * @example\n * ```typescript\n * // In game loop\n * player = balanceSystem.updateTransition(player, Date.now());\n * ```\n *\n * @public\n * @korean 전환상태갱신\n */\n updateTransition(\n player: BalancePlayerState,\n currentTime: number\n ): BalancePlayerState {\n if (!player.transitionState?.isTransitioning) {\n return player;\n }\n\n const elapsed = currentTime - player.transitionState.transitionStartTime;\n\n // Check if transition window has ended\n if (elapsed >= this.transitionDuration) {\n return {\n ...player,\n transitionState: {\n ...player.transitionState,\n isTransitioning: false,\n vulnerabilityMultiplier: 1.0,\n },\n };\n }\n\n return player;\n }\n\n /**\n * Calculate balance modifier based on body part damage.\n *\n * Leg damage significantly reduces balance. The leg-specific modifier\n * scales linearly from 0.7x at 0% leg health to 1.0x at 100% leg health:\n * - 100% leg health: 1.0x balance (no reduction from legs)\n * - 70% leg health: ≈0.91x balance (≈9% reduction from legs)\n * - 30% leg health: ≈0.79x balance (≈21% reduction from legs)\n * - 0% leg health: 0.7x balance (30% reduction from legs)\n *\n * Torso damage also affects balance but to a lesser degree, and the\n * combined leg/torso modifier is clamped so the final balance modifier\n * stays within the range 0.5x to 1.0x.\n *\n * @param player - Current player state with body part health\n * @returns Balance modifier (0.5 to 1.0)\n *\n * @example\n * ```typescript\n * const modifier = balanceSystem.calculateBalanceModifier(player);\n * const effectiveBalance = player.balance * modifier;\n * ```\n *\n * @public\n * @korean 균형조정계수계산\n */\n calculateBalanceModifier(player: BalancePlayerState): number {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return 1.0; // No body part tracking, no modifier\n }\n\n // Read leg and torso health ratios from body part health tracking\n const leftLegHealthRaw =\n (player.bodyPartHealth.legLeft ?? 0) /\n (player.bodyPartMaxHealth.legLeft ?? 1);\n const rightLegHealthRaw =\n (player.bodyPartHealth.legRight ?? 0) /\n (player.bodyPartMaxHealth.legRight ?? 1);\n \n // Use torsoLower for core balance (lower body)\n const torsoHealthRaw =\n (player.bodyPartHealth.torsoLower ?? 0) /\n (player.bodyPartMaxHealth.torsoLower ?? 1);\n\n // Clamp health ratios to [0, 1] to prevent out-of-range values\n const leftLegHealth = Math.max(0, Math.min(1, leftLegHealthRaw));\n const rightLegHealth = Math.max(0, Math.min(1, rightLegHealthRaw));\n const torsoHealth = Math.max(0, Math.min(1, torsoHealthRaw));\n\n // Average leg health (both legs affect balance)\n const avgLegHealth = (leftLegHealth + rightLegHealth) / 2;\n\n // Leg damage: 0-30% reduction based on damage\n const legModifier = 0.7 + avgLegHealth * 0.3; // Range: 0.7 to 1.0\n\n // Torso damage: 0-10% reduction based on damage\n const torsoModifier = 0.9 + torsoHealth * 0.1; // Range: 0.9 to 1.0\n\n // Combine modifiers (multiplicative)\n const combinedModifier = legModifier * torsoModifier;\n\n // Clamp to [0.5, 1.0] range as documented\n return Math.max(0.5, Math.min(1.0, combinedModifier));\n }\n\n /**\n * Calculate knockback resistance based on current stance.\n *\n * Different stances provide varying levels of knockback resistance:\n * - Defensive stances (Mountain, Earth): +50% resistance\n * - Balanced stances (Water, Wind): normal resistance\n * - Offensive stances (Heaven, Fire, Thunder): -30% resistance\n * - Fluid stance (Lake): normal resistance\n *\n * @param stance - Current trigram stance\n * @returns Knockback resistance multiplier (0.7 to 1.5)\n *\n * @example\n * ```typescript\n * const resistance = balanceSystem.getKnockbackResistance(TrigramStance.GAN);\n * const effectiveKnockback = baseKnockback * (1.0 / resistance);\n * ```\n *\n * @public\n * @korean 넉백저항계산\n */\n getKnockbackResistance(stance: TrigramStance): number {\n // Defensive stances: +50% resistance\n if (stance === TrigramStance.GAN || stance === TrigramStance.GON) {\n // Mountain, Earth\n return 1.5;\n }\n\n // Offensive stances: -30% resistance\n if (stance === TrigramStance.GEON || stance === TrigramStance.LI || stance === TrigramStance.JIN) {\n // Heaven, Fire, Thunder\n return 0.7;\n }\n\n // Balanced/adaptive stances: normal resistance\n return 1.0; // Water, Wind, Lake\n }\n\n /**\n * Check if rapid stance change penalty is active.\n *\n * Penalty applies when player changes stances >2 times in 3 seconds.\n * Lasts for 2 seconds after the last rapid change.\n * The penalty increases balance loss by 20% in `disruptBalance()`.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns True if penalty is active\n *\n * @example\n * ```typescript\n * // The penalty is applied automatically in disruptBalance()\n * if (balanceSystem.isRapidChangePenaltyActive(player, Date.now())) {\n * // Penalty active: balance loss will be increased by 20%\n * cy.log(\"Rapid change penalty active\");\n * }\n * ```\n *\n * @public\n * @korean 급속변경벌칙확인\n */\n isRapidChangePenaltyActive(\n player: BalancePlayerState,\n currentTime: number\n ): boolean {\n if (!player.rapidChangePenaltyEnd) {\n return false;\n }\n return currentTime < player.rapidChangePenaltyEnd;\n }\n\n /**\n * Get total vulnerability multiplier considering all factors.\n *\n * Combines:\n * - Base balance state vulnerability (1.0 to 2.0)\n * - Stance transition vulnerability (1.5x during 0.5s window)\n *\n * @param player - Current player state\n * @returns Combined vulnerability multiplier\n *\n * @example\n * ```typescript\n * const multiplier = balanceSystem.getTotalVulnerabilityMultiplier(player);\n * const finalDamage = baseDamage * multiplier;\n * ```\n *\n * @public\n * @korean 총취약성배율\n */\n getTotalVulnerabilityMultiplier(player: BalancePlayerState): number {\n // Get base balance vulnerability\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n let multiplier = effects.vulnerabilityMultiplier;\n\n // Apply transition vulnerability if active\n if (player.transitionState?.isTransitioning) {\n multiplier *= player.transitionState.vulnerabilityMultiplier;\n }\n\n return multiplier;\n }\n}\n\nexport default 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- {"version":3,"file":"CombatStateSystem.js","names":[],"sources":["../../../src/systems/combat/CombatStateSystem.ts"],"sourcesContent":["/**\n * Combat State System for managing Ready/Shaken/Vulnerable/Helpless states.\n * \n * **Korean**: 전투 상태 시스템 (Combat State System)\n * \n * Implements the combat readiness state machine based on cumulative damage,\n * pain, consciousness, and balance. Each state affects player capabilities\n * with specific multipliers.\n * \n * ## Combat States\n * \n * - **🟢 READY**: 100% capability - perfect combat condition\n * - **🟡 SHAKEN**: 80% capability - slightly compromised, -20% accuracy\n * - **🟠 VULNERABLE**: 60% capability - significantly exposed, -40% defense\n * - **🔴 HELPLESS**: 20% capability - near incapacitation, cannot block\n * \n * @module systems/combat/CombatStateSystem\n * @category Combat System\n * @korean 전투상태시스템\n */\n\nimport { PlayerState } from \"../player\";\n\n/**\n * Combat readiness states representing player combat effectiveness.\n * \n * **Korean**: 전투 준비 상태\n */\nexport enum CombatReadinessState {\n /** 🟢 Ready - Full combat capability (100%) */\n READY = \"ready\",\n /** 🟡 Shaken - Reduced effectiveness (80%) */\n SHAKEN = \"shaken\",\n /** 🟠 Vulnerable - Significantly impaired (60%) */\n VULNERABLE = \"vulnerable\",\n /** 🔴 Helpless - Near incapacitation (20%) */\n HELPLESS = \"helpless\",\n}\n\n/**\n * State capability modifiers for each combat state.\n * \n * **Korean**: 상태 능력 배율\n */\ninterface StateCapability {\n /** Overall capability percentage */\n readonly capability: number;\n /** Accuracy modifier (affects hit chance and damage output) */\n readonly accuracyModifier: number;\n /** Defense modifier (affects damage reduction) */\n readonly defenseModifier: number;\n /** Damage modifier (affects outgoing damage) */\n readonly damageModifier: number;\n /** Damage taken multiplier (affects incoming damage) */\n readonly damageTakenMultiplier: number;\n /** Movement speed modifier */\n readonly speedModifier: number;\n /** Can perform blocking actions */\n readonly canBlock: boolean;\n /** Can execute techniques */\n readonly canExecuteTechniques: boolean;\n}\n\n/**\n * Combat State System managing readiness state transitions.\n * \n * Evaluates player condition and determines current combat readiness state.\n * States degrade based on:\n * - Cumulative damage (health loss)\n * - Pain overload\n * - Consciousness reduction\n * - Balance disruption\n * \n * @example\n * ```typescript\n * const combatStateSystem = new CombatStateSystem();\n * \n * // Determine current state\n * const state = combatStateSystem.determineState(player);\n * \n * // Get capability modifiers\n * const capability = combatStateSystem.getCapability(state);\n * console.log(`Capability: ${capability.capability}%`);\n * \n * // Apply modifiers to damage calculation\n * const modifiedDamage = baseDamage * capability.accuracyModifier;\n * ```\n * \n * @public\n * @korean 전투상태시스템\n */\nexport class CombatStateSystem {\n /**\n * State capability definitions with modifiers per state.\n * \n * Based on acceptance criteria:\n * - READY: 100% capability (baseline)\n * - SHAKEN: -15% accuracy, -10% damage\n * - VULNERABLE: -30% accuracy, -25% damage, +50% damage taken\n * - HELPLESS: Cannot attack, cannot block, +100% damage taken\n */\n private readonly stateCapabilities: Record<CombatReadinessState, StateCapability> = {\n [CombatReadinessState.READY]: {\n capability: 1.0, // 100%\n accuracyModifier: 1.0,\n defenseModifier: 1.0,\n damageModifier: 1.0,\n damageTakenMultiplier: 1.0, // Normal damage taken\n speedModifier: 1.0,\n canBlock: true,\n canExecuteTechniques: true,\n },\n [CombatReadinessState.SHAKEN]: {\n capability: 0.85, // 85%\n accuracyModifier: 0.85, // -15% accuracy\n defenseModifier: 1.0,\n damageModifier: 0.9, // -10% damage\n damageTakenMultiplier: 1.0, // Normal damage taken\n speedModifier: 0.95,\n canBlock: true,\n canExecuteTechniques: true,\n },\n [CombatReadinessState.VULNERABLE]: {\n capability: 0.7, // 70%\n accuracyModifier: 0.7, // -30% accuracy\n defenseModifier: 0.75,\n damageModifier: 0.75, // -25% damage\n damageTakenMultiplier: 1.5, // +50% damage taken\n speedModifier: 0.8,\n canBlock: true,\n canExecuteTechniques: true,\n },\n [CombatReadinessState.HELPLESS]: {\n capability: 0.0, // 0%\n accuracyModifier: 0.0, // Cannot attack\n defenseModifier: 0.0,\n damageModifier: 0.0, // Cannot attack\n damageTakenMultiplier: 2.0, // +100% damage taken (2x)\n speedModifier: 0.3,\n canBlock: false, // Cannot block\n canExecuteTechniques: false,\n },\n };\n\n /**\n * Determines the current combat readiness state based on player condition.\n * \n * Evaluates health, pain, consciousness, balance, and recent hits to determine\n * the most appropriate combat state. State transitions follow acceptance criteria:\n * - READY → SHAKEN: After taking 2-3 hits or significant vital point strike\n * - SHAKEN → VULNERABLE: After additional 2 hits or loss of 30% body part health\n * - VULNERABLE → HELPLESS: After head trauma, pain >80, or knock-down\n * - Recovery: HELPLESS → READY over 5 seconds if no additional hits\n * \n * @param player - Current player state\n * @param currentTime - Current timestamp in milliseconds\n * @returns Current combat readiness state\n * \n * @example\n * ```typescript\n * const state = combatStateSystem.determineState(player, Date.now());\n * if (state === CombatReadinessState.HELPLESS) {\n * console.log(\"Player is near incapacitation!\");\n * }\n * ```\n * \n * @public\n * @korean 상태결정\n */\n determineState(player: PlayerState, currentTime?: number): CombatReadinessState {\n const healthPercent = player.health / player.maxHealth;\n const pain = player.pain;\n const consciousness = player.consciousness;\n const balance = player.balance;\n \n // Count recent hits (within last 10 seconds)\n const recentHits = this.countRecentHits(player, currentTime, 10000);\n \n // Check for recovery from HELPLESS state\n // If player was helpless and recovery conditions are met, allow normal state determination\n // Recovery overrides low stats if enough time has passed without hits\n if (player.lastHelplessStateTime && currentTime) {\n const timeSinceHelpless = currentTime - player.lastHelplessStateTime;\n const noRecentHits = this.countRecentHits(player, currentTime, 5000) === 0;\n \n // Recovery: HELPLESS → normal state after 5 seconds if no additional hits\n if (timeSinceHelpless >= 5000 && noRecentHits) {\n // Player has recovered - skip HELPLESS check and determine state normally\n // This allows recovery even if stats are still low\n // Continue to normal state determination below\n } else if (timeSinceHelpless < 5000) {\n // Still in recovery period, check if should remain HELPLESS\n const stillCritical = healthPercent <= 0.3 || pain > 80 || consciousness <= 20 || balance <= 20;\n if (stillCritical) {\n return CombatReadinessState.HELPLESS;\n }\n }\n }\n\n // Check for HELPLESS state (worst condition) - only if not in recovery\n // Triggers: health <= 30%, pain > 80, consciousness <= 20, balance <= 20, or head trauma\n const hasHeadTrauma = player.bodyPartHealth \n ? (player.bodyPartHealth.head / (player.bodyPartMaxHealth?.head ?? 100)) < 0.5\n : false;\n \n // Only enter HELPLESS if not already recovering\n const isRecovering = player.lastHelplessStateTime && currentTime \n && (currentTime - player.lastHelplessStateTime) >= 5000\n && this.countRecentHits(player, currentTime, 5000) === 0;\n \n if (!isRecovering && (\n healthPercent <= 0.3 ||\n pain > 80 ||\n consciousness <= 20 ||\n balance <= 20 ||\n hasHeadTrauma\n )) {\n return CombatReadinessState.HELPLESS;\n }\n\n // Check for VULNERABLE state\n // Triggers: health <= 50%, pain > 60, consciousness <= 40, balance <= 40,\n // or 30% body part health loss\n const hasBodyPartDamage = this.checkBodyPartHealthLoss(player, 0.3);\n \n if (\n healthPercent <= 0.5 ||\n pain > 60 ||\n consciousness <= 40 ||\n balance <= 40 ||\n hasBodyPartDamage ||\n recentHits >= 4 // Additional 2 hits from SHAKEN (total 4-5 hits)\n ) {\n return CombatReadinessState.VULNERABLE;\n }\n\n // Check for SHAKEN state\n // Triggers: health <= 70%, pain > 30, consciousness <= 60, balance <= 60,\n // or 2-3 recent hits\n if (\n healthPercent <= 0.7 ||\n pain > 30 ||\n consciousness <= 60 ||\n balance <= 60 ||\n recentHits >= 2 // 2-3 hits triggers SHAKEN\n ) {\n return CombatReadinessState.SHAKEN;\n }\n\n // Default to READY state\n return CombatReadinessState.READY;\n }\n\n /**\n * Gets the capability modifiers for a specific combat state.\n * \n * Returns all modifiers that should be applied to player actions\n * based on their current combat readiness.\n * \n * @param state - Combat readiness state\n * @returns Capability modifiers for the state\n * \n * @example\n * ```typescript\n * const capability = combatStateSystem.getCapability(\n * CombatReadinessState.SHAKEN\n * );\n * \n * // Apply to damage calculation\n * const finalDamage = baseDamage * capability.accuracyModifier;\n * \n * // Check if can block\n * if (!capability.canBlock) {\n * console.log(\"Cannot block in this state!\");\n * }\n * ```\n * \n * @public\n * @korean 능력조회\n */\n getCapability(state: CombatReadinessState): StateCapability {\n return this.stateCapabilities[state];\n }\n\n /**\n * Applies combat state modifiers to a player state.\n * \n * Creates a modified player state with capability reductions\n * based on current combat readiness.\n * \n * @param player - Current player state\n * @param state - Combat readiness state to apply\n * @returns Modified player state with applied modifiers\n * \n * @example\n * ```typescript\n * const state = combatStateSystem.determineState(player);\n * const modifiedPlayer = combatStateSystem.applyStateModifiers(\n * player,\n * state\n * );\n * ```\n * \n * @public\n * @korean 상태적용\n */\n applyStateModifiers(\n player: PlayerState,\n state: CombatReadinessState\n ): PlayerState {\n const capability = this.getCapability(state);\n\n return {\n ...player,\n attackPower: Math.floor(player.attackPower * capability.damageModifier),\n defense: Math.floor(player.defense * capability.defenseModifier),\n speed: Math.floor(player.speed * capability.speedModifier),\n isBlocking: player.isBlocking && capability.canBlock,\n isStunned: player.isStunned || !capability.canExecuteTechniques,\n };\n }\n\n /**\n * Gets bilingual name for combat state.\n * \n * @param state - Combat readiness state\n * @returns Korean and English state names\n * \n * @public\n * @korean 상태이름\n */\n getStateName(state: CombatReadinessState): { korean: string; english: string } {\n const names: Record<CombatReadinessState, { korean: string; english: string }> = {\n [CombatReadinessState.READY]: {\n korean: \"준비완료\",\n english: \"Ready\",\n },\n [CombatReadinessState.SHAKEN]: {\n korean: \"동요상태\",\n english: \"Shaken\",\n },\n [CombatReadinessState.VULNERABLE]: {\n korean: \"취약상태\",\n english: \"Vulnerable\",\n },\n [CombatReadinessState.HELPLESS]: {\n korean: \"무력상태\",\n english: \"Helpless\",\n },\n };\n\n return names[state];\n }\n\n /**\n * Gets emoji indicator for combat state.\n * \n * @param state - Combat readiness state\n * @returns Emoji representing the state\n * \n * @public\n * @korean 상태아이콘\n */\n getStateEmoji(state: CombatReadinessState): string {\n const emojis: Record<CombatReadinessState, string> = {\n [CombatReadinessState.READY]: \"🟢\",\n [CombatReadinessState.SHAKEN]: \"🟡\",\n [CombatReadinessState.VULNERABLE]: \"🟠\",\n [CombatReadinessState.HELPLESS]: \"🔴\",\n };\n\n return emojis[state];\n }\n\n /**\n * Counts recent hits within a time window.\n * \n * @param player - Current player state\n * @param currentTime - Current timestamp (milliseconds)\n * @param timeWindow - Time window to check in milliseconds\n * @returns Number of hits within the time window\n * \n * @private\n * @korean 최근타격횟수\n */\n private countRecentHits(\n player: PlayerState,\n currentTime: number | undefined,\n timeWindow: number\n ): number {\n if (!currentTime || !player.recentHitTimestamps) {\n return 0;\n }\n\n const cutoffTime = currentTime - timeWindow;\n return player.recentHitTimestamps.filter(\n (timestamp) => timestamp >= cutoffTime\n ).length;\n }\n\n /**\n * Checks if any body part has lost more than the specified percentage of health.\n * \n * @param player - Current player state\n * @param lossThreshold - Health loss threshold (0.0 to 1.0)\n * @returns True if any body part has lost more than the threshold\n * \n * @private\n * @korean 신체부위손상확인\n */\n private checkBodyPartHealthLoss(\n player: PlayerState,\n lossThreshold: number\n ): boolean {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return false;\n }\n\n const bodyParts: Array<keyof typeof player.bodyPartHealth> = [\n \"head\",\n \"neck\",\n \"torsoUpper\",\n \"torsoLower\",\n \"armLeft\",\n \"armRight\",\n \"legLeft\",\n \"legRight\",\n ];\n\n for (const part of bodyParts) {\n const current = player.bodyPartHealth[part];\n const max = player.bodyPartMaxHealth[part];\n const healthPercent = current / max;\n const lossPercent = 1 - healthPercent;\n\n if (lossPercent >= lossThreshold) {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Records a hit on the player and updates recent hit tracking.\n * \n * Should be called by combat system when player takes a hit.\n * Maintains a rolling window of the last 10 hit timestamps.\n * \n * @param player - Current player state\n * @param currentTime - Timestamp of the hit\n * @returns Updated player state with recorded hit\n * \n * @public\n * @korean 타격기록\n */\n recordHit(player: PlayerState, currentTime: number): PlayerState {\n const recentHits = player.recentHitTimestamps ?? [];\n \n // Add new hit timestamp and keep only last 10\n const updatedHits = [...recentHits, currentTime].slice(-10);\n\n return {\n ...player,\n recentHitTimestamps: updatedHits,\n hitsTaken: player.hitsTaken + 1,\n };\n }\n\n /**\n * Updates player when entering HELPLESS state.\n * \n * Records the timestamp for recovery tracking.\n * \n * @param player - Current player state\n * @param currentTime - Timestamp when entering helpless state\n * @returns Updated player state\n * \n * @public\n * @korean 무력상태기록\n */\n enterHelplessState(player: PlayerState, currentTime: number): PlayerState {\n return {\n ...player,\n lastHelplessStateTime: currentTime,\n };\n }\n\n /**\n * Checks if player can recover from HELPLESS state.\n * \n * Recovery occurs after 5 seconds with no additional hits.\n * \n * @param player - Current player state\n * @param currentTime - Current timestamp\n * @returns True if recovery is possible\n * \n * @public\n * @korean 회복가능확인\n */\n canRecoverFromHelpless(player: PlayerState, currentTime: number): boolean {\n if (!player.lastHelplessStateTime) {\n return false;\n }\n\n const timeSinceHelpless = currentTime - player.lastHelplessStateTime;\n const noRecentHits = this.countRecentHits(player, currentTime, 5000) === 0;\n\n return timeSinceHelpless >= 5000 && noRecentHits;\n }\n}\n\nexport default CombatStateSystem;\n"],"mappings":";;;;;;AA4BA,IAAY,uBAAL,yBAAA,sBAAA;;AAEL,sBAAA,WAAA;;AAEA,sBAAA,YAAA;;AAEA,sBAAA,gBAAA;;AAEA,sBAAA,cAAA;;KACD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsDD,IAAa,oBAAb,MAA+B;;;;;;;;;;CAU7B,oBAAoF;GACjF,qBAAqB,QAAQ;GAC5B,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;GACA,qBAAqB,SAAS;GAC7B,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;GACA,qBAAqB,aAAa;GACjC,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;GACA,qBAAqB,WAAW;GAC/B,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;EACF;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BD,eAAe,QAAqB,aAA4C;EAC9E,MAAM,gBAAgB,OAAO,SAAS,OAAO;EAC7C,MAAM,OAAO,OAAO;EACpB,MAAM,gBAAgB,OAAO;EAC7B,MAAM,UAAU,OAAO;EAGvB,MAAM,aAAa,KAAK,gBAAgB,QAAQ,aAAa,IAAM;AAKnE,MAAI,OAAO,yBAAyB,aAAa;GAC/C,MAAM,oBAAoB,cAAc,OAAO;GAC/C,MAAM,eAAe,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK;AAGzE,OAAI,qBAAqB,OAAQ,cAAc,YAIpC,oBAAoB;QAEP,iBAAiB,MAAO,OAAO,MAAM,iBAAiB,MAAM,WAAW,GAE3F,QAAO,qBAAqB;;;EAOlC,MAAM,gBAAgB,OAAO,iBACxB,OAAO,eAAe,QAAQ,OAAO,mBAAmB,QAAQ,OAAQ,KACzE;AAOJ,MAAI,EAJiB,OAAO,yBAAyB,eAC/C,cAAc,OAAO,yBAA0B,OAChD,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK,OAGvD,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,eAEA,QAAO,qBAAqB;EAM9B,MAAM,oBAAoB,KAAK,wBAAwB,QAAQ,GAAI;AAEnE,MACE,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,qBACA,cAAc,EAEd,QAAO,qBAAqB;AAM9B,MACE,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,cAAc,EAEd,QAAO,qBAAqB;AAI9B,SAAO,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B9B,cAAc,OAA8C;AAC1D,SAAO,KAAK,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;CAyBhC,oBACE,QACA,OACa;EACb,MAAM,aAAa,KAAK,cAAc,MAAM;AAE5C,SAAO;GACL,GAAG;GACH,aAAa,KAAK,MAAM,OAAO,cAAc,WAAW,eAAe;GACvE,SAAS,KAAK,MAAM,OAAO,UAAU,WAAW,gBAAgB;GAChE,OAAO,KAAK,MAAM,OAAO,QAAQ,WAAW,cAAc;GAC1D,YAAY,OAAO,cAAc,WAAW;GAC5C,WAAW,OAAO,aAAa,CAAC,WAAW;GAC5C;;;;;;;;;;;CAYH,aAAa,OAAkE;AAoB7E,SAnBiF;IAC9E,qBAAqB,QAAQ;IAC5B,QAAQ;IACR,SAAS;IACV;IACA,qBAAqB,SAAS;IAC7B,QAAQ;IACR,SAAS;IACV;IACA,qBAAqB,aAAa;IACjC,QAAQ;IACR,SAAS;IACV;IACA,qBAAqB,WAAW;IAC/B,QAAQ;IACR,SAAS;IACV;GACF,CAEY;;;;;;;;;;;CAYf,cAAc,OAAqC;AAQjD,SAPqD;IAClD,qBAAqB,QAAQ;IAC7B,qBAAqB,SAAS;IAC9B,qBAAqB,aAAa;IAClC,qBAAqB,WAAW;GAClC,CAEa;;;;;;;;;;;;;CAchB,gBACE,QACA,aACA,YACQ;AACR,MAAI,CAAC,eAAe,CAAC,OAAO,oBAC1B,QAAO;EAGT,MAAM,aAAa,cAAc;AACjC,SAAO,OAAO,oBAAoB,QAC/B,cAAc,aAAa,WAC7B,CAAC;;;;;;;;;;;;CAaJ,wBACE,QACA,eACS;AACT,MAAI,CAAC,OAAO,kBAAkB,CAAC,OAAO,kBACpC,QAAO;AAcT,OAAK,MAAM,QAXkD;GAC3D;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACD,CAQC,KAFoB,IAHJ,OAAO,eAAe,QAC1B,OAAO,kBAAkB,SAIlB,cACjB,QAAO;AAIX,SAAO;;;;;;;;;;;;;;;CAgBT,UAAU,QAAqB,aAAkC;EAI/D,MAAM,cAAc,CAAC,GAHF,OAAO,uBAAuB,EAAE,EAGf,YAAY,CAAC,MAAM,IAAI;AAE3D,SAAO;GACL,GAAG;GACH,qBAAqB;GACrB,WAAW,OAAO,YAAY;GAC/B;;;;;;;;;;;;;;CAeH,mBAAmB,QAAqB,aAAkC;AACxE,SAAO;GACL,GAAG;GACH,uBAAuB;GACxB;;;;;;;;;;;;;;CAeH,uBAAuB,QAAqB,aAA8B;AACxE,MAAI,CAAC,OAAO,sBACV,QAAO;EAGT,MAAM,oBAAoB,cAAc,OAAO;EAC/C,MAAM,eAAe,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK;AAEzE,SAAO,qBAAqB,OAAQ"}
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+ {"version":3,"file":"CombatStateSystem.js","names":[],"sources":["../../../src/systems/combat/CombatStateSystem.ts"],"sourcesContent":["/**\n * Combat State System for managing Ready/Shaken/Vulnerable/Helpless states.\n * \n * **Korean**: 전투 상태 시스템 (Combat State System)\n * \n * Implements the combat readiness state machine based on cumulative damage,\n * pain, consciousness, and balance. Each state affects player capabilities\n * with specific multipliers.\n * \n * ## Combat States\n * \n * - **🟢 READY**: 100% capability - perfect combat condition\n * - **🟡 SHAKEN**: 80% capability - slightly compromised, -20% accuracy\n * - **🟠 VULNERABLE**: 60% capability - significantly exposed, -40% defense\n * - **🔴 HELPLESS**: 20% capability - near incapacitation, cannot block\n * \n * @module systems/combat/CombatStateSystem\n * @category Combat System\n * @korean 전투상태시스템\n */\n\nimport { PlayerState } from \"../player\";\n\n/**\n * Combat readiness states representing player combat effectiveness.\n * \n * **Korean**: 전투 준비 상태\n */\nexport enum CombatReadinessState {\n /** 🟢 Ready - Full combat capability (100%) */\n READY = \"ready\",\n /** 🟡 Shaken - Reduced effectiveness (80%) */\n SHAKEN = \"shaken\",\n /** 🟠 Vulnerable - Significantly impaired (60%) */\n VULNERABLE = \"vulnerable\",\n /** 🔴 Helpless - Near incapacitation (20%) */\n HELPLESS = \"helpless\",\n}\n\n/**\n * State capability modifiers for each combat state.\n * \n * **Korean**: 상태 능력 배율\n */\ninterface StateCapability {\n /** Overall capability percentage */\n readonly capability: number;\n /** Accuracy modifier (affects hit chance and damage output) */\n readonly accuracyModifier: number;\n /** Defense modifier (affects damage reduction) */\n readonly defenseModifier: number;\n /** Damage modifier (affects outgoing damage) */\n readonly damageModifier: number;\n /** Damage taken multiplier (affects incoming damage) */\n readonly damageTakenMultiplier: number;\n /** Movement speed modifier */\n readonly speedModifier: number;\n /** Can perform blocking actions */\n readonly canBlock: boolean;\n /** Can execute techniques */\n readonly canExecuteTechniques: boolean;\n}\n\n/**\n * Combat State System managing readiness state transitions.\n * \n * Evaluates player condition and determines current combat readiness state.\n * States degrade based on:\n * - Cumulative damage (health loss)\n * - Pain overload\n * - Consciousness reduction\n * - Balance disruption\n * \n * @example\n * ```typescript\n * const combatStateSystem = new CombatStateSystem();\n * \n * // Determine current state\n * const state = combatStateSystem.determineState(player);\n * \n * // Get capability modifiers\n * const capability = combatStateSystem.getCapability(state);\n * console.log(`Capability: ${capability.capability}%`);\n * \n * // Apply modifiers to damage calculation\n * const modifiedDamage = baseDamage * capability.accuracyModifier;\n * ```\n * \n * @public\n * @korean 전투상태시스템\n */\nexport class CombatStateSystem {\n /**\n * State capability definitions with modifiers per state.\n * \n * Based on acceptance criteria:\n * - READY: 100% capability (baseline)\n * - SHAKEN: -15% accuracy, -10% damage\n * - VULNERABLE: -30% accuracy, -25% damage, +50% damage taken\n * - HELPLESS: Cannot attack, cannot block, +100% damage taken\n */\n private readonly stateCapabilities: Record<CombatReadinessState, StateCapability> = {\n [CombatReadinessState.READY]: {\n capability: 1.0, // 100%\n accuracyModifier: 1.0,\n defenseModifier: 1.0,\n damageModifier: 1.0,\n damageTakenMultiplier: 1.0, // Normal damage taken\n speedModifier: 1.0,\n canBlock: true,\n canExecuteTechniques: true,\n },\n [CombatReadinessState.SHAKEN]: {\n capability: 0.85, // 85%\n accuracyModifier: 0.85, // -15% accuracy\n defenseModifier: 1.0,\n damageModifier: 0.9, // -10% damage\n damageTakenMultiplier: 1.0, // Normal damage taken\n speedModifier: 0.95,\n canBlock: true,\n canExecuteTechniques: true,\n },\n [CombatReadinessState.VULNERABLE]: {\n capability: 0.7, // 70%\n accuracyModifier: 0.7, // -30% accuracy\n defenseModifier: 0.75,\n damageModifier: 0.75, // -25% damage\n damageTakenMultiplier: 1.5, // +50% damage taken\n speedModifier: 0.8,\n canBlock: true,\n canExecuteTechniques: true,\n },\n [CombatReadinessState.HELPLESS]: {\n capability: 0.0, // 0%\n accuracyModifier: 0.0, // Cannot attack\n defenseModifier: 0.0,\n damageModifier: 0.0, // Cannot attack\n damageTakenMultiplier: 2.0, // +100% damage taken (2x)\n speedModifier: 0.3,\n canBlock: false, // Cannot block\n canExecuteTechniques: false,\n },\n };\n\n /**\n * Determines the current combat readiness state based on player condition.\n * \n * Evaluates health, pain, consciousness, balance, and recent hits to determine\n * the most appropriate combat state. State transitions follow acceptance criteria:\n * - READY → SHAKEN: After taking 2-3 hits or significant vital point strike\n * - SHAKEN → VULNERABLE: After additional 2 hits or loss of 30% body part health\n * - VULNERABLE → HELPLESS: After head trauma, pain >80, or knock-down\n * - Recovery: HELPLESS → READY over 5 seconds if no additional hits\n * \n * @param player - Current player state\n * @param currentTime - Current timestamp in milliseconds\n * @returns Current combat readiness state\n * \n * @example\n * ```typescript\n * const state = combatStateSystem.determineState(player, Date.now());\n * if (state === CombatReadinessState.HELPLESS) {\n * console.log(\"Player is near incapacitation!\");\n * }\n * ```\n * \n * @public\n * @korean 상태결정\n */\n determineState(player: PlayerState, currentTime?: number): CombatReadinessState {\n const healthPercent = player.health / player.maxHealth;\n const pain = player.pain;\n const consciousness = player.consciousness;\n const balance = player.balance;\n \n // Count recent hits (within last 10 seconds)\n const recentHits = this.countRecentHits(player, currentTime, 10000);\n \n // Check for recovery from HELPLESS state\n // If player was helpless and recovery conditions are met, allow normal state determination\n // Recovery overrides low stats if enough time has passed without hits\n if (player.lastHelplessStateTime && currentTime) {\n const timeSinceHelpless = currentTime - player.lastHelplessStateTime;\n const noRecentHits = this.countRecentHits(player, currentTime, 5000) === 0;\n \n // Recovery: HELPLESS → normal state after 5 seconds if no additional hits\n if (timeSinceHelpless >= 5000 && noRecentHits) {\n // Player has recovered - skip HELPLESS check and determine state normally\n // This allows recovery even if stats are still low\n // Continue to normal state determination below\n } else if (timeSinceHelpless < 5000) {\n // Still in recovery period, check if should remain HELPLESS\n const stillCritical = healthPercent <= 0.3 || pain > 80 || consciousness <= 20 || balance <= 20;\n if (stillCritical) {\n return CombatReadinessState.HELPLESS;\n }\n }\n }\n\n // Check for HELPLESS state (worst condition) - only if not in recovery\n // Triggers: health <= 30%, pain > 80, consciousness <= 20, balance <= 20, or head trauma\n const hasHeadTrauma = player.bodyPartHealth \n ? (player.bodyPartHealth.head / (player.bodyPartMaxHealth?.head ?? 100)) < 0.5\n : false;\n \n // Only enter HELPLESS if not already recovering\n const isRecovering = player.lastHelplessStateTime && currentTime \n && (currentTime - player.lastHelplessStateTime) >= 5000\n && this.countRecentHits(player, currentTime, 5000) === 0;\n \n if (!isRecovering && (\n healthPercent <= 0.3 ||\n pain > 80 ||\n consciousness <= 20 ||\n balance <= 20 ||\n hasHeadTrauma\n )) {\n return CombatReadinessState.HELPLESS;\n }\n\n // Check for VULNERABLE state\n // Triggers: health <= 50%, pain > 60, consciousness <= 40, balance <= 40,\n // or 30% body part health loss\n const hasBodyPartDamage = this.checkBodyPartHealthLoss(player, 0.3);\n \n if (\n healthPercent <= 0.5 ||\n pain > 60 ||\n consciousness <= 40 ||\n balance <= 40 ||\n hasBodyPartDamage ||\n recentHits >= 4 // Additional 2 hits from SHAKEN (total 4-5 hits)\n ) {\n return CombatReadinessState.VULNERABLE;\n }\n\n // Check for SHAKEN state\n // Triggers: health <= 70%, pain > 30, consciousness <= 60, balance <= 60,\n // or 2-3 recent hits\n if (\n healthPercent <= 0.7 ||\n pain > 30 ||\n consciousness <= 60 ||\n balance <= 60 ||\n recentHits >= 2 // 2-3 hits triggers SHAKEN\n ) {\n return CombatReadinessState.SHAKEN;\n }\n\n // Default to READY state\n return CombatReadinessState.READY;\n }\n\n /**\n * Gets the capability modifiers for a specific combat state.\n * \n * Returns all modifiers that should be applied to player actions\n * based on their current combat readiness.\n * \n * @param state - Combat readiness state\n * @returns Capability modifiers for the state\n * \n * @example\n * ```typescript\n * const capability = combatStateSystem.getCapability(\n * CombatReadinessState.SHAKEN\n * );\n * \n * // Apply to damage calculation\n * const finalDamage = baseDamage * capability.accuracyModifier;\n * \n * // Check if can block\n * if (!capability.canBlock) {\n * console.log(\"Cannot block in this state!\");\n * }\n * ```\n * \n * @public\n * @korean 능력조회\n */\n getCapability(state: CombatReadinessState): StateCapability {\n return this.stateCapabilities[state];\n }\n\n /**\n * Applies combat state modifiers to a player state.\n * \n * Creates a modified player state with capability reductions\n * based on current combat readiness.\n * \n * @param player - Current player state\n * @param state - Combat readiness state to apply\n * @returns Modified player state with applied modifiers\n * \n * @example\n * ```typescript\n * const state = combatStateSystem.determineState(player);\n * const modifiedPlayer = combatStateSystem.applyStateModifiers(\n * player,\n * state\n * );\n * ```\n * \n * @public\n * @korean 상태적용\n */\n applyStateModifiers(\n player: PlayerState,\n state: CombatReadinessState\n ): PlayerState {\n const capability = this.getCapability(state);\n\n return {\n ...player,\n attackPower: Math.floor(player.attackPower * capability.damageModifier),\n defense: Math.floor(player.defense * capability.defenseModifier),\n speed: Math.floor(player.speed * capability.speedModifier),\n isBlocking: player.isBlocking && capability.canBlock,\n isStunned: player.isStunned || !capability.canExecuteTechniques,\n };\n }\n\n /**\n * Gets bilingual name for combat state.\n * \n * @param state - Combat readiness state\n * @returns Korean and English state names\n * \n * @public\n * @korean 상태이름\n */\n getStateName(state: CombatReadinessState): { korean: string; english: string } {\n const names: Record<CombatReadinessState, { korean: string; english: string }> = {\n [CombatReadinessState.READY]: {\n korean: \"준비완료\",\n english: \"Ready\",\n },\n [CombatReadinessState.SHAKEN]: {\n korean: \"동요상태\",\n english: \"Shaken\",\n },\n [CombatReadinessState.VULNERABLE]: {\n korean: \"취약상태\",\n english: \"Vulnerable\",\n },\n [CombatReadinessState.HELPLESS]: {\n korean: \"무력상태\",\n english: \"Helpless\",\n },\n };\n\n return names[state];\n }\n\n /**\n * Gets emoji indicator for combat state.\n * \n * @param state - Combat readiness state\n * @returns Emoji representing the state\n * \n * @public\n * @korean 상태아이콘\n */\n getStateEmoji(state: CombatReadinessState): string {\n const emojis: Record<CombatReadinessState, string> = {\n [CombatReadinessState.READY]: \"🟢\",\n [CombatReadinessState.SHAKEN]: \"🟡\",\n [CombatReadinessState.VULNERABLE]: \"🟠\",\n [CombatReadinessState.HELPLESS]: \"🔴\",\n };\n\n return emojis[state];\n }\n\n /**\n * Counts recent hits within a time window.\n * \n * @param player - Current player state\n * @param currentTime - Current timestamp (milliseconds)\n * @param timeWindow - Time window to check in milliseconds\n * @returns Number of hits within the time window\n * \n * @private\n * @korean 최근타격횟수\n */\n private countRecentHits(\n player: PlayerState,\n currentTime: number | undefined,\n timeWindow: number\n ): number {\n if (!currentTime || !player.recentHitTimestamps) {\n return 0;\n }\n\n const cutoffTime = currentTime - timeWindow;\n return player.recentHitTimestamps.filter(\n (timestamp) => timestamp >= cutoffTime\n ).length;\n }\n\n /**\n * Checks if any body part has lost more than the specified percentage of health.\n * \n * @param player - Current player state\n * @param lossThreshold - Health loss threshold (0.0 to 1.0)\n * @returns True if any body part has lost more than the threshold\n * \n * @private\n * @korean 신체부위손상확인\n */\n private checkBodyPartHealthLoss(\n player: PlayerState,\n lossThreshold: number\n ): boolean {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return false;\n }\n\n const bodyParts: Array<keyof typeof player.bodyPartHealth> = [\n \"head\",\n \"neck\",\n \"torsoUpper\",\n \"torsoLower\",\n \"armLeft\",\n \"armRight\",\n \"legLeft\",\n \"legRight\",\n ];\n\n for (const part of bodyParts) {\n const current = player.bodyPartHealth[part];\n const max = player.bodyPartMaxHealth[part];\n const healthPercent = current / max;\n const lossPercent = 1 - healthPercent;\n\n if (lossPercent >= lossThreshold) {\n return true;\n }\n }\n\n return false;\n }\n\n /**\n * Records a hit on the player and updates recent hit tracking.\n * \n * Should be called by combat system when player takes a hit.\n * Maintains a rolling window of the last 10 hit timestamps.\n * \n * @param player - Current player state\n * @param currentTime - Timestamp of the hit\n * @returns Updated player state with recorded hit\n * \n * @public\n * @korean 타격기록\n */\n recordHit(player: PlayerState, currentTime: number): PlayerState {\n const recentHits = player.recentHitTimestamps ?? [];\n \n // Add new hit timestamp and keep only last 10\n const updatedHits = [...recentHits, currentTime].slice(-10);\n\n return {\n ...player,\n recentHitTimestamps: updatedHits,\n hitsTaken: player.hitsTaken + 1,\n };\n }\n\n /**\n * Updates player when entering HELPLESS state.\n * \n * Records the timestamp for recovery tracking.\n * \n * @param player - Current player state\n * @param currentTime - Timestamp when entering helpless state\n * @returns Updated player state\n * \n * @public\n * @korean 무력상태기록\n */\n enterHelplessState(player: PlayerState, currentTime: number): PlayerState {\n return {\n ...player,\n lastHelplessStateTime: currentTime,\n };\n }\n\n /**\n * Checks if player can recover from HELPLESS state.\n * \n * Recovery occurs after 5 seconds with no additional hits.\n * \n * @param player - Current player state\n * @param currentTime - Current timestamp\n * @returns True if recovery is possible\n * \n * @public\n * @korean 회복가능확인\n */\n canRecoverFromHelpless(player: PlayerState, currentTime: number): boolean {\n if (!player.lastHelplessStateTime) {\n return false;\n }\n\n const timeSinceHelpless = currentTime - player.lastHelplessStateTime;\n const noRecentHits = this.countRecentHits(player, currentTime, 5000) === 0;\n\n return timeSinceHelpless >= 5000 && noRecentHits;\n }\n}\n\nexport default CombatStateSystem;\n"],"mappings":";;;;;;AA4BA,IAAY,uBAAL,yBAAA,sBAAA;;AAEL,sBAAA,WAAQ;;AAER,sBAAA,YAAS;;AAET,sBAAA,gBAAa;;AAEb,sBAAA,cAAW;;KACZ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsDD,IAAa,oBAAb,MAA+B;;;;;;;;;;CAU7B,oBAAoF;GACjF,qBAAqB,QAAQ;GAC5B,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;GACA,qBAAqB,SAAS;GAC7B,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;GACA,qBAAqB,aAAa;GACjC,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;GACA,qBAAqB,WAAW;GAC/B,YAAY;GACZ,kBAAkB;GAClB,iBAAiB;GACjB,gBAAgB;GAChB,uBAAuB;GACvB,eAAe;GACf,UAAU;GACV,sBAAsB;GACvB;EACF;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BD,eAAe,QAAqB,aAA4C;EAC9E,MAAM,gBAAgB,OAAO,SAAS,OAAO;EAC7C,MAAM,OAAO,OAAO;EACpB,MAAM,gBAAgB,OAAO;EAC7B,MAAM,UAAU,OAAO;EAGvB,MAAM,aAAa,KAAK,gBAAgB,QAAQ,aAAa,IAAM;AAKnE,MAAI,OAAO,yBAAyB,aAAa;GAC/C,MAAM,oBAAoB,cAAc,OAAO;GAC/C,MAAM,eAAe,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK;AAGzE,OAAI,qBAAqB,OAAQ,cAAc,YAIpC,oBAAoB;QAEP,iBAAiB,MAAO,OAAO,MAAM,iBAAiB,MAAM,WAAW,GAE3F,QAAO,qBAAqB;;;EAOlC,MAAM,gBAAgB,OAAO,iBACxB,OAAO,eAAe,QAAQ,OAAO,mBAAmB,QAAQ,OAAQ,KACzE;AAOJ,MAAI,EAJiB,OAAO,yBAAyB,eAC/C,cAAc,OAAO,yBAA0B,OAChD,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK,OAGvD,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,eAEA,QAAO,qBAAqB;EAM9B,MAAM,oBAAoB,KAAK,wBAAwB,QAAQ,GAAI;AAEnE,MACE,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,qBACA,cAAc,EAEd,QAAO,qBAAqB;AAM9B,MACE,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,cAAc,EAEd,QAAO,qBAAqB;AAI9B,SAAO,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B9B,cAAc,OAA8C;AAC1D,SAAO,KAAK,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;CAyBhC,oBACE,QACA,OACa;EACb,MAAM,aAAa,KAAK,cAAc,MAAM;AAE5C,SAAO;GACL,GAAG;GACH,aAAa,KAAK,MAAM,OAAO,cAAc,WAAW,eAAe;GACvE,SAAS,KAAK,MAAM,OAAO,UAAU,WAAW,gBAAgB;GAChE,OAAO,KAAK,MAAM,OAAO,QAAQ,WAAW,cAAc;GAC1D,YAAY,OAAO,cAAc,WAAW;GAC5C,WAAW,OAAO,aAAa,CAAC,WAAW;GAC5C;;;;;;;;;;;CAYH,aAAa,OAAkE;AAoB7E,SAnBiF;IAC9E,qBAAqB,QAAQ;IAC5B,QAAQ;IACR,SAAS;IACV;IACA,qBAAqB,SAAS;IAC7B,QAAQ;IACR,SAAS;IACV;IACA,qBAAqB,aAAa;IACjC,QAAQ;IACR,SAAS;IACV;IACA,qBAAqB,WAAW;IAC/B,QAAQ;IACR,SAAS;IACV;GACF,CAEY;;;;;;;;;;;CAYf,cAAc,OAAqC;AAQjD,SAPqD;IAClD,qBAAqB,QAAQ;IAC7B,qBAAqB,SAAS;IAC9B,qBAAqB,aAAa;IAClC,qBAAqB,WAAW;GAClC,CAEa;;;;;;;;;;;;;CAchB,gBACE,QACA,aACA,YACQ;AACR,MAAI,CAAC,eAAe,CAAC,OAAO,oBAC1B,QAAO;EAGT,MAAM,aAAa,cAAc;AACjC,SAAO,OAAO,oBAAoB,QAC/B,cAAc,aAAa,WAC7B,CAAC;;;;;;;;;;;;CAaJ,wBACE,QACA,eACS;AACT,MAAI,CAAC,OAAO,kBAAkB,CAAC,OAAO,kBACpC,QAAO;AAcT,OAAK,MAAM,QAXkD;GAC3D;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACD,CAQC,KAFoB,IAHJ,OAAO,eAAe,QAC1B,OAAO,kBAAkB,SAIlB,cACjB,QAAO;AAIX,SAAO;;;;;;;;;;;;;;;CAgBT,UAAU,QAAqB,aAAkC;EAI/D,MAAM,cAAc,CAAC,GAHF,OAAO,uBAAuB,EAAE,EAGf,YAAY,CAAC,MAAM,IAAI;AAE3D,SAAO;GACL,GAAG;GACH,qBAAqB;GACrB,WAAW,OAAO,YAAY;GAC/B;;;;;;;;;;;;;;CAeH,mBAAmB,QAAqB,aAAkC;AACxE,SAAO;GACL,GAAG;GACH,uBAAuB;GACxB;;;;;;;;;;;;;;CAeH,uBAAuB,QAAqB,aAA8B;AACxE,MAAI,CAAC,OAAO,sBACV,QAAO;EAGT,MAAM,oBAAoB,cAAc,OAAO;EAC/C,MAAM,eAAe,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK;AAEzE,SAAO,qBAAqB,OAAQ"}