blacktrigram 0.7.39 → 0.7.40
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/App2.js.map +1 -1
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/audio/VariantSelector.js.map +1 -1
- package/lib/audio/types.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
- package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
- package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
- package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
- package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
- package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
- package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
- package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
- package/lib/components/shared/three/ui/MenuList.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/BackButton.js.map +1 -1
- package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
- package/lib/components/shared/ui/CombatTimer.js.map +1 -1
- package/lib/components/shared/ui/ErrorModal.js.map +1 -1
- package/lib/components/shared/ui/LoadingState.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/SplashScreen.js.map +1 -1
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/shared/ui/VolumeControl.js.map +1 -1
- package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/constants/bodyDimensions.js.map +1 -1
- package/lib/constants/bodyRenderingConstants.js.map +1 -1
- package/lib/data/archetypeClothing.js.map +1 -1
- package/lib/data/archetypePhysicalAttributes.js.map +1 -1
- package/lib/data/techniqueMappings.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useActionFeedback.js.map +1 -1
- package/lib/hooks/useBalanceAnimations.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useDebounce.js.map +1 -1
- package/lib/hooks/useHUDLayout.js.map +1 -1
- package/lib/hooks/useHandPoseTransitions.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useMatchCountdown.js.map +1 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/usePauseMenu.js.map +1 -1
- package/lib/hooks/usePlayerAnimation.js.map +1 -1
- package/lib/hooks/useResponsiveLayout.js.map +1 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useThrottle.js.map +1 -1
- package/lib/hooks/useTouchControls.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/hooks/useWindowSize.js.map +1 -1
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/LayoutSystem.js.map +1 -1
- package/lib/systems/PlayerEffectManager.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/ComboSystem.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/ai/TrainingAI.js.map +1 -1
- package/lib/systems/ai/types.js.map +1 -1
- package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/HandPoses.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
- package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
- package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
- package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
- package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
- package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
- package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
- package/lib/systems/animation/core/types.js.map +1 -1
- package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
- package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
- package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
- package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
- package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
- package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
- package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
- package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
- package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
- package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
- package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
- package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
- package/lib/systems/bodypart/types.js.map +1 -1
- package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
- package/lib/systems/breathing/feedback.js.map +1 -1
- package/lib/systems/breathing/integration.js.map +1 -1
- package/lib/systems/combat/BalanceSystem.js.map +1 -1
- package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
- package/lib/systems/combat/CombatStateSystem.js.map +1 -1
- package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
- package/lib/systems/combat/FallIntegration.js.map +1 -1
- package/lib/systems/combat/GrappleSystem.js.map +1 -1
- package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
- package/lib/systems/combat/PainResponseSystem.js.map +1 -1
- package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
- package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
- package/lib/systems/combat/typeGuards.js.map +1 -1
- package/lib/systems/effects.js.map +1 -1
- package/lib/systems/game.js.map +1 -1
- package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
- package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
- package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
- package/lib/systems/movement/integration.js.map +1 -1
- package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
- package/lib/systems/physics/CollisionDetection.js.map +1 -1
- package/lib/systems/physics/CoordinateMapper.js.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
- package/lib/systems/physics/MovementPhysics.js.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
- package/lib/systems/trigram/KoreanCulture.js.map +1 -1
- package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
- package/lib/systems/trigram/StanceManager.js.map +1 -1
- package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
- package/lib/systems/trigram/techniques/DarkOpsTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GamTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GanTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/GonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/SonTechniques.js.map +1 -1
- package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
- package/lib/systems/trigram/techniques/index.js.map +1 -1
- package/lib/systems/trigram/types/GonTechniqueExtensions.js.map +1 -1
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
- package/lib/systems/vitalpoint/HitDetection.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
- package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
- package/lib/types/AccessibilityTypes.js.map +1 -1
- package/lib/types/PhysicsTypes.js.map +1 -1
- package/lib/types/common.js.map +1 -1
- package/lib/types/constants/colors.js.map +1 -1
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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":"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":"feedback.js","names":[],"sources":["../../../src/systems/breathing/feedback.ts"],"sourcesContent":["/**\n * Visual and Audio Feedback Types for Breathing Disruption System.\n * \n * **Korean**: 호흡곤란 시각/청각 피드백\n * \n * Type definitions for visual indicators, animations, and audio effects\n * that provide player feedback for breathing disruption status.\n * \n * @module systems/breathing/feedback\n * @category Combat Systems\n * @korean 호흡곤란피드백\n */\n\nimport { KoreanText } from \"@/types\";\nimport { BreathingDisruptionLevel } from \"./BreathingDisruptionSystem\";\n\n/**\n * Visual indicator configuration for breathing disruption HUD display.\n * \n * **Korean**: 호흡곤란 HUD 표시기\n * \n * Displays breathing difficulty status with color-coded lungs icon (🫁)\n * and severity-based visual styling.\n */\nexport interface BreathingIndicatorConfig {\n /** Whether to show the breathing indicator */\n readonly visible: boolean;\n \n /** Current breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Icon to display (default: 🫁 lungs emoji) */\n readonly icon: string;\n \n /** Color based on severity */\n readonly color: number;\n \n /** Opacity for pulsing effect (0-1) */\n readonly opacity: number;\n \n /** Scale for emphasis (1.0 = normal) */\n readonly scale: number;\n \n /** Bilingual text label */\n readonly label: KoreanText;\n \n /** Time remaining until recovery (milliseconds) */\n readonly timeRemaining: number;\n \n /** Whether recovery is in progress */\n readonly isRecovering: boolean;\n}\n\n/**\n * Animation state for character posture during breathing disruption.\n * \n * **Korean**: 호흡곤란 자세 애니메이션\n * \n * Defines character posture and movement patterns based on breathing difficulty.\n */\nexport interface BreathingPostureState {\n /** Breathing disruption level affecting posture */\n readonly level: BreathingDisruptionLevel;\n \n /** Body bend angle (degrees) - 0 = upright, positive = bent forward */\n readonly bendAngle: number;\n \n /** Breathing rhythm speed multiplier (0-1) */\n readonly breathingSpeed: number;\n \n /** Chest expansion intensity (0-1) */\n readonly chestExpansion: number;\n \n /** Shoulder rise/fall intensity (0-1) */\n readonly shoulderMovement: number;\n \n /** Whether character is gasping (rapid breathing) */\n readonly isGasping: boolean;\n \n /** Whether character is holding chest/torso */\n readonly isHoldingTorso: boolean;\n \n /** Movement speed penalty (0-1, where 1 = no penalty) */\n readonly movementPenalty: number;\n}\n\n/**\n * Audio effect configuration for breathing sounds.\n * \n * **Korean**: 호흡 소리 효과\n * \n * Defines audio playback for breathing difficulty sounds.\n */\nexport interface BreathingAudioEffect {\n /** Breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Audio file ID or URL */\n readonly audioId: string;\n \n /** Volume level (0-1) */\n readonly volume: number;\n \n /** Playback speed multiplier */\n readonly playbackRate: number;\n \n /** Whether to loop the sound */\n readonly loop: boolean;\n \n /** Fade in duration (milliseconds) */\n readonly fadeIn: number;\n \n /** Fade out duration (milliseconds) */\n readonly fadeOut: number;\n \n /** Korean voice callout (optional) */\n readonly voiceCallout?: {\n readonly text: string;\n readonly audioId: string;\n };\n}\n\n/**\n * Predefined breathing indicator configurations for each severity level.\n */\nexport const BREATHING_INDICATOR_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n Omit<BreathingIndicatorConfig, \"visible\" | \"timeRemaining\" | \"isRecovering\">\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n icon: \"🫁\",\n color: 0xffd700, // Gold - mild warning\n opacity: 0.7,\n scale: 1.0,\n label: {\n korean: \"바람맞음\",\n english: \"Winded\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n icon: \"🫁\",\n color: 0xffa500, // Orange - moderate warning\n opacity: 0.85,\n scale: 1.1,\n label: {\n korean: \"헐떡임\",\n english: \"Gasping\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n icon: \"🫁\",\n color: 0xff4444, // Red - severe warning\n opacity: 1.0,\n scale: 1.2,\n label: {\n korean: \"심각한 호흡곤란\",\n english: \"Severely Winded\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Predefined posture states for each breathing disruption level.\n */\nexport const BREATHING_POSTURE_STATES: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingPostureState\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n bendAngle: 5, // Slight forward lean\n breathingSpeed: 1.3, // 30% faster breathing\n chestExpansion: 0.6,\n shoulderMovement: 0.5,\n isGasping: false,\n isHoldingTorso: false,\n movementPenalty: 0.95, // 5% movement penalty\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n bendAngle: 15, // Noticeable forward bend\n breathingSpeed: 1.8, // 80% faster breathing\n chestExpansion: 0.4,\n shoulderMovement: 0.7,\n isGasping: true,\n isHoldingTorso: false,\n movementPenalty: 0.85, // 15% movement penalty\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n bendAngle: 30, // Bent over significantly\n breathingSpeed: 2.5, // 150% faster breathing\n chestExpansion: 0.2,\n shoulderMovement: 0.9,\n isGasping: true,\n isHoldingTorso: true,\n movementPenalty: 0.70, // 30% movement penalty\n },\n};\n\n/**\n * Audio effect configurations for breathing sounds.\n */\nexport const BREATHING_AUDIO_EFFECTS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingAudioEffect\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n audioId: \"breathing_heavy\",\n volume: 0.5,\n playbackRate: 1.2,\n loop: true,\n fadeIn: 200,\n fadeOut: 500,\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n audioId: \"breathing_gasping\",\n volume: 0.7,\n playbackRate: 1.5,\n loop: true,\n fadeIn: 150,\n fadeOut: 500,\n voiceCallout: {\n text: \"헉헉\", // Gasp sound\n audioId: \"voice_gasping_kr\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n audioId: \"breathing_severe\",\n volume: 0.9,\n playbackRate: 2.0,\n loop: true,\n fadeIn: 100,\n fadeOut: 500,\n voiceCallout: {\n text: \"호흡곤란!\", // Breathing difficulty!\n audioId: \"voice_breathing_difficulty_kr\",\n },\n },\n};\n\n/**\n * Create breathing indicator config for current player state.\n * \n * @param level - Current breathing disruption level\n * @param timeRemaining - Milliseconds until effect expires\n * @param isRecovering - Whether recovery is in progress\n * @returns Complete BreathingIndicatorConfig for HUD display\n */\nexport function createBreathingIndicator(\n level: BreathingDisruptionLevel,\n timeRemaining: number,\n isRecovering: boolean\n): BreathingIndicatorConfig {\n if (level === BreathingDisruptionLevel.NONE) {\n return {\n visible: false,\n level,\n icon: \"🫁\",\n color: 0x00ff00,\n opacity: 0,\n scale: 1.0,\n label: { korean: \"정상\", english: \"Normal\", romanized: \"jeongsang\" },\n timeRemaining: 0,\n isRecovering: false,\n };\n }\n\n const baseConfig = BREATHING_INDICATOR_CONFIGS[level];\n \n return {\n ...baseConfig,\n visible: true,\n timeRemaining,\n isRecovering,\n };\n}\n\n/**\n * Get posture state for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingPostureState for character animation\n */\nexport function getBreathingPosture(\n level: BreathingDisruptionLevel\n): BreathingPostureState | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_POSTURE_STATES[level];\n}\n\n/**\n * Get audio effect for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingAudioEffect for audio playback\n */\nexport function getBreathingAudio(\n level: BreathingDisruptionLevel\n): BreathingAudioEffect | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_AUDIO_EFFECTS[level];\n}\n"],"mappings":";;;;;AA6HA,IAAa,8BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;CACF;;;;AAKD,IAAa,2BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,WAAW;EACX,gBAAgB;EAChB,gBAAgB;EAChB,kBAAkB;EAClB,WAAW;EACX,gBAAgB;EAChB,iBAAiB;EAClB;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,WAAW;EACX,gBAAgB;EAChB,gBAAgB;EAChB,kBAAkB;EAClB,WAAW;EACX,gBAAgB;EAChB,iBAAiB;EAClB;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,WAAW;EACX,gBAAgB;EAChB,gBAAgB;EAChB,kBAAkB;EAClB,WAAW;EACX,gBAAgB;EAChB,iBAAiB;EAClB;CACF;;;;AAKD,IAAa,0BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,SAAS;EACT,QAAQ;EACR,cAAc;EACd,MAAM;EACN,QAAQ;EACR,SAAS;EACV;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,SAAS;EACT,QAAQ;EACR,cAAc;EACd,MAAM;EACN,QAAQ;EACR,SAAS;EACT,cAAc;GACZ,MAAM;GACN,SAAS;GACV;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,SAAS;EACT,QAAQ;EACR,cAAc;EACd,MAAM;EACN,QAAQ;EACR,SAAS;EACT,cAAc;GACZ,MAAM;GACN,SAAS;GACV;EACF;CACF;;;;;;;;;AAUD,SAAgB,yBACd,OACA,eACA,cAC0B;AAC1B,KAAI,UAAU,yBAAyB,KACrC,QAAO;EACL,SAAS;EACT;EACA,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GAAE,QAAQ;GAAM,SAAS;GAAU,WAAW;GAAa;EAClE,eAAe;EACf,cAAc;EACf;AAKH,QAAO;EACL,GAHiB,4BAA4B;EAI7C,SAAS;EACT;EACA;EACD;;;;;;;;AASH,SAAgB,oBACd,OAC8B;AAC9B,KAAI,UAAU,yBAAyB,KACrC,QAAO;AAGT,QAAO,yBAAyB;;;;;;;;AASlC,SAAgB,kBACd,OAC6B;AAC7B,KAAI,UAAU,yBAAyB,KACrC,QAAO;AAGT,QAAO,wBAAwB"}
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{"version":3,"file":"feedback.js","names":[],"sources":["../../../src/systems/breathing/feedback.ts"],"sourcesContent":["/**\n * Visual and Audio Feedback Types for Breathing Disruption System.\n * \n * **Korean**: 호흡곤란 시각/청각 피드백\n * \n * Type definitions for visual indicators, animations, and audio effects\n * that provide player feedback for breathing disruption status.\n * \n * @module systems/breathing/feedback\n * @category Combat Systems\n * @korean 호흡곤란피드백\n */\n\nimport { KoreanText } from \"@/types\";\nimport { BreathingDisruptionLevel } from \"./BreathingDisruptionSystem\";\n\n/**\n * Visual indicator configuration for breathing disruption HUD display.\n * \n * **Korean**: 호흡곤란 HUD 표시기\n * \n * Displays breathing difficulty status with color-coded lungs icon (🫁)\n * and severity-based visual styling.\n */\nexport interface BreathingIndicatorConfig {\n /** Whether to show the breathing indicator */\n readonly visible: boolean;\n \n /** Current breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Icon to display (default: 🫁 lungs emoji) */\n readonly icon: string;\n \n /** Color based on severity */\n readonly color: number;\n \n /** Opacity for pulsing effect (0-1) */\n readonly opacity: number;\n \n /** Scale for emphasis (1.0 = normal) */\n readonly scale: number;\n \n /** Bilingual text label */\n readonly label: KoreanText;\n \n /** Time remaining until recovery (milliseconds) */\n readonly timeRemaining: number;\n \n /** Whether recovery is in progress */\n readonly isRecovering: boolean;\n}\n\n/**\n * Animation state for character posture during breathing disruption.\n * \n * **Korean**: 호흡곤란 자세 애니메이션\n * \n * Defines character posture and movement patterns based on breathing difficulty.\n */\nexport interface BreathingPostureState {\n /** Breathing disruption level affecting posture */\n readonly level: BreathingDisruptionLevel;\n \n /** Body bend angle (degrees) - 0 = upright, positive = bent forward */\n readonly bendAngle: number;\n \n /** Breathing rhythm speed multiplier (0-1) */\n readonly breathingSpeed: number;\n \n /** Chest expansion intensity (0-1) */\n readonly chestExpansion: number;\n \n /** Shoulder rise/fall intensity (0-1) */\n readonly shoulderMovement: number;\n \n /** Whether character is gasping (rapid breathing) */\n readonly isGasping: boolean;\n \n /** Whether character is holding chest/torso */\n readonly isHoldingTorso: boolean;\n \n /** Movement speed penalty (0-1, where 1 = no penalty) */\n readonly movementPenalty: number;\n}\n\n/**\n * Audio effect configuration for breathing sounds.\n * \n * **Korean**: 호흡 소리 효과\n * \n * Defines audio playback for breathing difficulty sounds.\n */\nexport interface BreathingAudioEffect {\n /** Breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Audio file ID or URL */\n readonly audioId: string;\n \n /** Volume level (0-1) */\n readonly volume: number;\n \n /** Playback speed multiplier */\n readonly playbackRate: number;\n \n /** Whether to loop the sound */\n readonly loop: boolean;\n \n /** Fade in duration (milliseconds) */\n readonly fadeIn: number;\n \n /** Fade out duration (milliseconds) */\n readonly fadeOut: number;\n \n /** Korean voice callout (optional) */\n readonly voiceCallout?: {\n readonly text: string;\n readonly audioId: string;\n };\n}\n\n/**\n * Predefined breathing indicator configurations for each severity level.\n */\nexport const BREATHING_INDICATOR_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n Omit<BreathingIndicatorConfig, \"visible\" | \"timeRemaining\" | \"isRecovering\">\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n icon: \"🫁\",\n color: 0xffd700, // Gold - mild warning\n opacity: 0.7,\n scale: 1.0,\n label: {\n korean: \"바람맞음\",\n english: \"Winded\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n icon: \"🫁\",\n color: 0xffa500, // Orange - moderate warning\n opacity: 0.85,\n scale: 1.1,\n label: {\n korean: \"헐떡임\",\n english: \"Gasping\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n icon: \"🫁\",\n color: 0xff4444, // Red - severe warning\n opacity: 1.0,\n scale: 1.2,\n label: {\n korean: \"심각한 호흡곤란\",\n english: \"Severely Winded\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Predefined posture states for each breathing disruption level.\n */\nexport const BREATHING_POSTURE_STATES: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingPostureState\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n bendAngle: 5, // Slight forward lean\n breathingSpeed: 1.3, // 30% faster breathing\n chestExpansion: 0.6,\n shoulderMovement: 0.5,\n isGasping: false,\n isHoldingTorso: false,\n movementPenalty: 0.95, // 5% movement penalty\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n bendAngle: 15, // Noticeable forward bend\n breathingSpeed: 1.8, // 80% faster breathing\n chestExpansion: 0.4,\n shoulderMovement: 0.7,\n isGasping: true,\n isHoldingTorso: false,\n movementPenalty: 0.85, // 15% movement penalty\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n bendAngle: 30, // Bent over significantly\n breathingSpeed: 2.5, // 150% faster breathing\n chestExpansion: 0.2,\n shoulderMovement: 0.9,\n isGasping: true,\n isHoldingTorso: true,\n movementPenalty: 0.70, // 30% movement penalty\n },\n};\n\n/**\n * Audio effect configurations for breathing sounds.\n */\nexport const BREATHING_AUDIO_EFFECTS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingAudioEffect\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n audioId: \"breathing_heavy\",\n volume: 0.5,\n playbackRate: 1.2,\n loop: true,\n fadeIn: 200,\n fadeOut: 500,\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n audioId: \"breathing_gasping\",\n volume: 0.7,\n playbackRate: 1.5,\n loop: true,\n fadeIn: 150,\n fadeOut: 500,\n voiceCallout: {\n text: \"헉헉\", // Gasp sound\n audioId: \"voice_gasping_kr\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n audioId: \"breathing_severe\",\n volume: 0.9,\n playbackRate: 2.0,\n loop: true,\n fadeIn: 100,\n fadeOut: 500,\n voiceCallout: {\n text: \"호흡곤란!\", // Breathing difficulty!\n audioId: \"voice_breathing_difficulty_kr\",\n },\n },\n};\n\n/**\n * Create breathing indicator config for current player state.\n * \n * @param level - Current breathing disruption level\n * @param timeRemaining - Milliseconds until effect expires\n * @param isRecovering - Whether recovery is in progress\n * @returns Complete BreathingIndicatorConfig for HUD display\n */\nexport function createBreathingIndicator(\n level: BreathingDisruptionLevel,\n timeRemaining: number,\n isRecovering: boolean\n): BreathingIndicatorConfig {\n if (level === BreathingDisruptionLevel.NONE) {\n return {\n visible: false,\n level,\n icon: \"🫁\",\n color: 0x00ff00,\n opacity: 0,\n scale: 1.0,\n label: { korean: \"정상\", english: \"Normal\", romanized: \"jeongsang\" },\n timeRemaining: 0,\n isRecovering: false,\n };\n }\n\n const baseConfig = BREATHING_INDICATOR_CONFIGS[level];\n \n return {\n ...baseConfig,\n visible: true,\n timeRemaining,\n isRecovering,\n };\n}\n\n/**\n * Get posture state for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingPostureState for character animation\n */\nexport function getBreathingPosture(\n level: BreathingDisruptionLevel\n): BreathingPostureState | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_POSTURE_STATES[level];\n}\n\n/**\n * Get audio effect for current breathing disruption level.\n * \n * @param level - 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{"version":3,"file":"integration.js","names":[],"sources":["../../../src/systems/breathing/integration.ts"],"sourcesContent":["/**\n * Integration of Breathing Disruption System with Vital Point System.\n * \n * **Korean**: 호흡곤란-급소 통합\n * \n * This module bridges the breathing disruption system with the vital point targeting\n * system, applying appropriate respiratory effects based on which torso vital points\n * are struck.\n * \n * ## Torso Vital Points with Breathing Effects\n * \n * - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)\n * - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)\n * - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)\n * - **복부 (Abdomen)**: Light disruption (25% penalty, 5s)\n * \n * @module systems/breathing/integration\n * @category Combat Systems\n * @korean 호흡곤란통합\n */\n\nimport { VitalPoint } from \"../vitalpoint/types\";\nimport { PlayerState } from \"../player\";\nimport { StatusEffect } from \"../types\";\nimport {\n BreathingDisruptionSystem,\n BreathingDisruptionLevel,\n BreathingDisruptionEffect,\n} from \"./BreathingDisruptionSystem\";\nimport { VitalPointEffectType } from \"@/types\";\n\n/**\n * Torso vital point IDs that cause breathing disruption.\n * \n * Maps vital point IDs to their corresponding breathing disruption levels.\n */\nconst BREATHING_DISRUPTION_VITAL_POINTS: Record<\n string,\n BreathingDisruptionLevel\n> = {\n // Solar plexus - instant severe disruption\n torso_solar_plexus: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Floating ribs - moderate disruption\n torso_floating_ribs: BreathingDisruptionLevel.GASPING,\n torso_rib_left: BreathingDisruptionLevel.GASPING,\n torso_rib_right: BreathingDisruptionLevel.GASPING,\n \n // Diaphragm - severe disruption\n torso_diaphragm: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Lower torso - light disruption\n torso_abdomen: BreathingDisruptionLevel.WINDED,\n torso_liver: BreathingDisruptionLevel.WINDED,\n torso_kidney_left: BreathingDisruptionLevel.WINDED,\n torso_kidney_right: BreathingDisruptionLevel.WINDED,\n};\n\n/**\n * Check if a vital point causes breathing disruption.\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns True if this vital point affects breathing\n */\nexport function causesBreathingDisruption(vitalPointId: string): boolean {\n return vitalPointId in BREATHING_DISRUPTION_VITAL_POINTS;\n}\n\n/**\n * Get breathing disruption level for a vital point.\n * \n * **Korean**: 급소별 호흡곤란 수준\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns Breathing disruption level, or NONE if not applicable\n */\nexport function getBreathingDisruptionLevel(\n vitalPointId: string\n): BreathingDisruptionLevel {\n return (\n BREATHING_DISRUPTION_VITAL_POINTS[vitalPointId] ??\n BreathingDisruptionLevel.NONE\n );\n}\n\n/**\n * Apply breathing disruption effect from vital point strike.\n * \n * **Korean**: 급소 타격으로 호흡곤란 적용\n * \n * Creates a breathing disruption effect when a torso vital point is struck.\n * If player already has breathing disruption, stacks the effects.\n * \n * @param player - Player state to modify\n * @param vitalPoint - Vital point that was struck\n * @param timestamp - Current game timestamp in milliseconds\n * @returns Updated player state with breathing disruption effect applied\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe breathing disruption\n * const updatedPlayer = applyBreathingDisruptionFromVitalPoint(\n * player,\n * solarPlexusVitalPoint,\n * Date.now()\n * );\n * \n * // Player now has 75% stamina regen penalty for 15 seconds\n * const penalty = BreathingDisruptionSystem.calculateStaminaRegen(\n * updatedPlayer,\n * 10\n * );\n * // penalty === 2.5 (25% of normal regen)\n * ```\n */\nexport function applyBreathingDisruptionFromVitalPoint(\n player: PlayerState,\n vitalPoint: VitalPoint,\n timestamp: number\n): PlayerState {\n // Check if this vital point causes breathing disruption\n const level = getBreathingDisruptionLevel(vitalPoint.id);\n \n if (level === BreathingDisruptionLevel.NONE) {\n // No breathing effect from this vital point\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Apply breathing disruption from general torso damage.\n * \n * **Korean**: 일반 몸통 피해로 호흡곤란 적용\n * \n * When torso is hit but no specific vital point is targeted,\n * calculates appropriate breathing disruption level from damage amount.\n * \n * @param player - Current player state\n * @param damage - Torso damage amount\n * @param isSolarPlexusArea - Whether strike was near solar plexus\n * @param timestamp - Current game time\n * @returns Updated player state with breathing disruption effect\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage)\n * const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(\n * player,\n * 15,\n * false,\n * Date.now()\n * );\n * \n * // Player gets Winded effect (25% penalty for 5s)\n * ```\n */\nexport function applyBreathingDisruptionFromTorsoDamage(\n player: PlayerState,\n damage: number,\n isSolarPlexusArea: boolean,\n timestamp: number\n): PlayerState {\n // Calculate disruption level from damage\n const level = BreathingDisruptionSystem.calculateLevelFromDamage(\n damage,\n isSolarPlexusArea\n );\n \n if (level === BreathingDisruptionLevel.NONE) {\n // Damage too low to cause breathing disruption\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n \"Torso Strike\",\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n \"Torso Strike\",\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Update breathing disruption effects each frame.\n * \n * **Korean**: 호흡곤란 효과 프레임 업데이트\n * \n * Handles recovery when torso health > 50% and removes expired effects.\n * Should be called each game frame (60fps).\n * \n * @param player - Current player state\n * @param deltaTime - Time since last frame (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated player state with modified breathing disruption\n * \n * @example\n * ```typescript\n * // In game loop (60fps)\n * function gameUpdate(deltaTime: number) {\n * player = updateBreathingDisruption(player, deltaTime, Date.now());\n * \n * // Stamina regen now reflects breathing disruption penalty\n * const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * BASE_STAMINA_REGEN\n * );\n * }\n * ```\n */\nexport function updateBreathingDisruption(\n player: PlayerState,\n deltaTime: number,\n timestamp: number\n): PlayerState {\n const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n if (!activeEffect) {\n // No breathing disruption to update\n return player;\n }\n\n // Check if effect has expired\n if (timestamp >= activeEffect.endTime) {\n // Remove expired effect\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n\n // Check if player can recover (torso health > 50%)\n if (BreathingDisruptionSystem.canRecover(player)) {\n // Apply gradual recovery\n const recoveredEffect = BreathingDisruptionSystem.applyGradualRecovery(\n activeEffect,\n deltaTime,\n timestamp\n );\n \n if (!recoveredEffect) {\n // Fully recovered\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n \n // Replace with recovered effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, recoveredEffect],\n };\n }\n\n // No recovery, effect continues normally\n return player;\n}\n\n/**\n * Replace legacy BREATHLESSNESS effects with new breathing disruption system.\n *\n * **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환\n *\n * Upgrades old-style breathlessness status effects to use the new\n * breathing disruption system with proper stamina regen penalties.\n *\n * @deprecated Retained as a backward-compatibility migration helper for\n * consumers still producing legacy `BREATHLESSNESS` status effects without a\n * `level` field. New code should produce {@link BreathingDisruptionEffect}\n * instances directly via {@link BreathingDisruptionSystem.createEffect}. This\n * helper will be removed in a future major release.\n *\n * @param player - Player state with legacy effects\n * @param timestamp - Current game time\n * @returns Player state with upgraded breathing disruption effects\n */\nexport function upgradeLegacyBreathlessness(\n player: PlayerState,\n timestamp: number\n): PlayerState {\n // Find legacy breathlessness effects (without breathing disruption level)\n const legacyEffects = player.statusEffects.filter(\n (effect): effect is StatusEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n !(\"level\" in effect)\n );\n\n if (legacyEffects.length === 0) {\n return player;\n }\n\n // Remove legacy effects\n const nonLegacyEffects = player.statusEffects.filter(\n (effect) =>\n effect.type !== VitalPointEffectType.BREATHLESSNESS ||\n \"level\" in effect\n );\n\n // Create new breathing disruption effect based on legacy effect intensity\n const legacyEffect = legacyEffects[0]; // Use first/strongest effect\n let level: BreathingDisruptionLevel;\n\n // Map legacy intensity to new disruption levels.\n // Legacy `BREATHLESSNESS` effects can carry any `EffectIntensity` value\n // (see `EffectIntensity` enum in `systems/effects.ts` — `weak`, `minor`,\n // `low`, `medium`, `moderate`, `high`, `severe`, `critical`, `extreme`).\n // Highest-tier intensities (`extreme`, `critical`, `severe`, `high`) map\n // to `SEVERELY_WINDED`; mid-tier (`moderate`, `medium`) map to `GASPING`;\n // everything else (`low`, `minor`, `weak`, unknown) maps to `WINDED`.\n switch (legacyEffect.intensity) {\n case \"extreme\":\n case \"critical\":\n case \"severe\":\n case \"high\":\n level = BreathingDisruptionLevel.SEVERELY_WINDED;\n break;\n case \"moderate\":\n case \"medium\":\n level = BreathingDisruptionLevel.GASPING;\n break;\n default:\n level = BreathingDisruptionLevel.WINDED;\n }\n\n const newEffect = BreathingDisruptionSystem.createEffect(\n level,\n legacyEffect.source || \"Legacy Effect\",\n timestamp\n );\n\n return {\n ...player,\n statusEffects: [...nonLegacyEffects, newEffect],\n };\n}\n"],"mappings":";;;;;;;;AAoCA,IAAM,oCAGF;CAEF,oBAAoB,yBAAyB;CAG7C,qBAAqB,yBAAyB;CAC9C,gBAAgB,yBAAyB;CACzC,iBAAiB,yBAAyB;CAG1C,iBAAiB,yBAAyB;CAG1C,eAAe,yBAAyB;CACxC,aAAa,yBAAyB;CACtC,mBAAmB,yBAAyB;CAC5C,oBAAoB,yBAAyB;CAC9C;;;;;;;AAQD,SAAgB,0BAA0B,cAA+B;AACvE,QAAO,gBAAgB;;;;;;;;;;AAWzB,SAAgB,4BACd,cAC0B;AAC1B,QACE,kCAAkC,iBAClC,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkC7B,SAAgB,uCACd,QACA,YACA,WACa;CAEb,MAAM,QAAQ,4BAA4B,WAAW,GAAG;AAExD,KAAI,UAAU,yBAAyB,KAErC,QAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;AAEJ,KAAI,gBAAgB;AAElB,cAAY,0BAA0B,YACpC,gBACA,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;AAEL,cAAY,0BAA0B,aACpC,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,wCACd,QACA,QACA,mBACA,WACa;CAEb,MAAM,QAAQ,0BAA0B,yBACtC,QACA,kBACD;AAED,KAAI,UAAU,yBAAyB,KAErC,QAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;AAEJ,KAAI,gBAAgB;AAElB,cAAY,0BAA0B,YACpC,gBACA,OACA,gBACA,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;AAEL,cAAY,0BAA0B,aACpC,OACA,gBACA,UACD;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,0BACd,QACA,WACA,WACa;CACb,MAAM,eAAe,0BAA0B,gBAAgB,OAAO;AAEtE,KAAI,CAAC,aAEH,QAAO;AAIT,KAAI,aAAa,aAAa,SAAS;EAErC,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;AAED,SAAO;GACL,GAAG;GACH,eAAe;GAChB;;AAIH,KAAI,0BAA0B,WAAW,OAAO,EAAE;EAEhD,MAAM,kBAAkB,0BAA0B,qBAChD,cACA,WACA,UACD;AAED,MAAI,CAAC,iBAAiB;GAEpB,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;AAED,UAAO;IACL,GAAG;IACH,eAAe;IAChB;;EAIH,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,aAAa,GACxC;AAED,SAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,gBAAgB;GAClD;;AAIH,QAAO;;;;;;;;;;;;;;;;;;;;AAqBT,SAAgB,4BACd,QACA,WACa;CAEb,MAAM,gBAAgB,OAAO,cAAc,QACxC,WACC,OAAO,SAAS,qBAAqB,kBACrC,EAAE,WAAW,QAChB;AAED,KAAI,cAAc,WAAW,EAC3B,QAAO;CAIT,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,OACd;CAGD,MAAM,eAAe,cAAc;CACnC,IAAI;AASJ,SAAQ,aAAa,WAArB;EACE,KAAK;EACL,KAAK;EACL,KAAK;EACL,KAAK;AACH,WAAQ,yBAAyB;AACjC;EACF,KAAK;EACL,KAAK;AACH,WAAQ,yBAAyB;AACjC;EACF,QACE,SAAQ,yBAAyB;;CAGrC,MAAM,YAAY,0BAA0B,aAC1C,OACA,aAAa,UAAU,iBACvB,UACD;AAED,QAAO;EACL,GAAG;EACH,eAAe,CAAC,GAAG,kBAAkB,UAAU;EAChD"}
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{"version":3,"file":"integration.js","names":[],"sources":["../../../src/systems/breathing/integration.ts"],"sourcesContent":["/**\n * Integration of Breathing Disruption System with Vital Point System.\n * \n * **Korean**: 호흡곤란-급소 통합\n * \n * This module bridges the breathing disruption system with the vital point targeting\n * system, applying appropriate respiratory effects based on which torso vital points\n * are struck.\n * \n * ## Torso Vital Points with Breathing Effects\n * \n * - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)\n * - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)\n * - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)\n * - **복부 (Abdomen)**: Light disruption (25% penalty, 5s)\n * \n * @module systems/breathing/integration\n * @category Combat Systems\n * @korean 호흡곤란통합\n */\n\nimport { VitalPoint } from \"../vitalpoint/types\";\nimport { PlayerState } from \"../player\";\nimport { StatusEffect } from \"../types\";\nimport {\n BreathingDisruptionSystem,\n BreathingDisruptionLevel,\n BreathingDisruptionEffect,\n} from \"./BreathingDisruptionSystem\";\nimport { VitalPointEffectType } from \"@/types\";\n\n/**\n * Torso vital point IDs that cause breathing disruption.\n * \n * Maps vital point IDs to their corresponding breathing disruption levels.\n */\nconst BREATHING_DISRUPTION_VITAL_POINTS: Record<\n string,\n BreathingDisruptionLevel\n> = {\n // Solar plexus - instant severe disruption\n torso_solar_plexus: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Floating ribs - moderate disruption\n torso_floating_ribs: BreathingDisruptionLevel.GASPING,\n torso_rib_left: BreathingDisruptionLevel.GASPING,\n torso_rib_right: BreathingDisruptionLevel.GASPING,\n \n // Diaphragm - severe disruption\n torso_diaphragm: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Lower torso - light disruption\n torso_abdomen: BreathingDisruptionLevel.WINDED,\n torso_liver: BreathingDisruptionLevel.WINDED,\n torso_kidney_left: BreathingDisruptionLevel.WINDED,\n torso_kidney_right: BreathingDisruptionLevel.WINDED,\n};\n\n/**\n * Check if a vital point causes breathing disruption.\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns True if this vital point affects breathing\n */\nexport function causesBreathingDisruption(vitalPointId: string): boolean {\n return vitalPointId in BREATHING_DISRUPTION_VITAL_POINTS;\n}\n\n/**\n * Get breathing disruption level for a vital point.\n * \n * **Korean**: 급소별 호흡곤란 수준\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns Breathing disruption level, or NONE if not applicable\n */\nexport function getBreathingDisruptionLevel(\n vitalPointId: string\n): BreathingDisruptionLevel {\n return (\n BREATHING_DISRUPTION_VITAL_POINTS[vitalPointId] ??\n BreathingDisruptionLevel.NONE\n );\n}\n\n/**\n * Apply breathing disruption effect from vital point strike.\n * \n * **Korean**: 급소 타격으로 호흡곤란 적용\n * \n * Creates a breathing disruption effect when a torso vital point is struck.\n * If player already has breathing disruption, stacks the effects.\n * \n * @param player - Player state to modify\n * @param vitalPoint - Vital point that was struck\n * @param timestamp - Current game timestamp in milliseconds\n * @returns Updated player state with breathing disruption effect applied\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe breathing disruption\n * const updatedPlayer = applyBreathingDisruptionFromVitalPoint(\n * player,\n * solarPlexusVitalPoint,\n * Date.now()\n * );\n * \n * // Player now has 75% stamina regen penalty for 15 seconds\n * const penalty = BreathingDisruptionSystem.calculateStaminaRegen(\n * updatedPlayer,\n * 10\n * );\n * // penalty === 2.5 (25% of normal regen)\n * ```\n */\nexport function applyBreathingDisruptionFromVitalPoint(\n player: PlayerState,\n vitalPoint: VitalPoint,\n timestamp: number\n): PlayerState {\n // Check if this vital point causes breathing disruption\n const level = getBreathingDisruptionLevel(vitalPoint.id);\n \n if (level === BreathingDisruptionLevel.NONE) {\n // No breathing effect from this vital point\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Apply breathing disruption from general torso damage.\n * \n * **Korean**: 일반 몸통 피해로 호흡곤란 적용\n * \n * When torso is hit but no specific vital point is targeted,\n * calculates appropriate breathing disruption level from damage amount.\n * \n * @param player - Current player state\n * @param damage - Torso damage amount\n * @param isSolarPlexusArea - Whether strike was near solar plexus\n * @param timestamp - Current game time\n * @returns Updated player state with breathing disruption effect\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage)\n * const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(\n * player,\n * 15,\n * false,\n * Date.now()\n * );\n * \n * // Player gets Winded effect (25% penalty for 5s)\n * ```\n */\nexport function applyBreathingDisruptionFromTorsoDamage(\n player: PlayerState,\n damage: number,\n isSolarPlexusArea: boolean,\n timestamp: number\n): PlayerState {\n // Calculate disruption level from damage\n const level = BreathingDisruptionSystem.calculateLevelFromDamage(\n damage,\n isSolarPlexusArea\n );\n \n if (level === BreathingDisruptionLevel.NONE) {\n // Damage too low to cause breathing disruption\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n \"Torso Strike\",\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n \"Torso Strike\",\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Update breathing disruption effects each frame.\n * \n * **Korean**: 호흡곤란 효과 프레임 업데이트\n * \n * Handles recovery when torso health > 50% and removes expired effects.\n * Should be called each game frame (60fps).\n * \n * @param player - Current player state\n * @param deltaTime - Time since last frame (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated player state with modified breathing disruption\n * \n * @example\n * ```typescript\n * // In game loop (60fps)\n * function gameUpdate(deltaTime: number) {\n * player = updateBreathingDisruption(player, deltaTime, Date.now());\n * \n * // Stamina regen now reflects breathing disruption penalty\n * const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * BASE_STAMINA_REGEN\n * );\n * }\n * ```\n */\nexport function updateBreathingDisruption(\n player: PlayerState,\n deltaTime: number,\n timestamp: number\n): PlayerState {\n const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n if (!activeEffect) {\n // No breathing disruption to update\n return player;\n }\n\n // Check if effect has expired\n if (timestamp >= activeEffect.endTime) {\n // Remove expired effect\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n\n // Check if player can recover (torso health > 50%)\n if (BreathingDisruptionSystem.canRecover(player)) {\n // Apply gradual recovery\n const recoveredEffect = BreathingDisruptionSystem.applyGradualRecovery(\n activeEffect,\n deltaTime,\n timestamp\n );\n \n if (!recoveredEffect) {\n // Fully recovered\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n \n // Replace with recovered effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, recoveredEffect],\n };\n }\n\n // No recovery, effect continues normally\n return player;\n}\n\n/**\n * Replace legacy BREATHLESSNESS effects with new breathing disruption system.\n *\n * **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환\n *\n * Upgrades old-style breathlessness status effects to use the new\n * breathing disruption system with proper stamina regen penalties.\n *\n * @deprecated Retained as a backward-compatibility migration helper for\n * consumers still producing legacy `BREATHLESSNESS` status effects without a\n * `level` field. New code should produce {@link BreathingDisruptionEffect}\n * instances directly via {@link BreathingDisruptionSystem.createEffect}. This\n * helper will be removed in a future major release.\n *\n * @param player - Player state with legacy effects\n * @param timestamp - Current game time\n * @returns Player state with upgraded breathing disruption effects\n */\nexport function upgradeLegacyBreathlessness(\n player: PlayerState,\n timestamp: number\n): PlayerState {\n // Find legacy breathlessness effects (without breathing disruption level)\n const legacyEffects = player.statusEffects.filter(\n (effect): effect is StatusEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n !(\"level\" in effect)\n );\n\n if (legacyEffects.length === 0) {\n return player;\n }\n\n // Remove legacy effects\n const nonLegacyEffects = player.statusEffects.filter(\n (effect) =>\n effect.type !== VitalPointEffectType.BREATHLESSNESS ||\n \"level\" in effect\n );\n\n // Create new breathing disruption effect based on legacy effect intensity\n const legacyEffect = legacyEffects[0]; // Use first/strongest effect\n let level: BreathingDisruptionLevel;\n\n // Map legacy intensity to new disruption levels.\n // Legacy `BREATHLESSNESS` effects can carry any `EffectIntensity` value\n // (see `EffectIntensity` enum in `systems/effects.ts` — `weak`, `minor`,\n // `low`, `medium`, `moderate`, `high`, `severe`, `critical`, `extreme`).\n // Highest-tier intensities (`extreme`, `critical`, `severe`, `high`) map\n // to `SEVERELY_WINDED`; mid-tier (`moderate`, `medium`) map to `GASPING`;\n // everything else (`low`, `minor`, `weak`, unknown) maps to `WINDED`.\n switch (legacyEffect.intensity) {\n case \"extreme\":\n case \"critical\":\n case \"severe\":\n case \"high\":\n level = BreathingDisruptionLevel.SEVERELY_WINDED;\n break;\n case \"moderate\":\n case \"medium\":\n level = BreathingDisruptionLevel.GASPING;\n break;\n default:\n level = BreathingDisruptionLevel.WINDED;\n }\n\n const newEffect = BreathingDisruptionSystem.createEffect(\n level,\n legacyEffect.source || \"Legacy Effect\",\n timestamp\n );\n\n return {\n ...player,\n statusEffects: [...nonLegacyEffects, newEffect],\n };\n}\n"],"mappings":";;;;;;;;AAoCA,IAAM,oCAGF;CAEF,oBAAoB,yBAAyB;CAG7C,qBAAqB,yBAAyB;CAC9C,gBAAgB,yBAAyB;CACzC,iBAAiB,yBAAyB;CAG1C,iBAAiB,yBAAyB;CAG1C,eAAe,yBAAyB;CACxC,aAAa,yBAAyB;CACtC,mBAAmB,yBAAyB;CAC5C,oBAAoB,yBAAyB;CAC9C;;;;;;;AAQD,SAAgB,0BAA0B,cAA+B;CACvE,OAAO,gBAAgB;;;;;;;;;;AAWzB,SAAgB,4BACd,cAC0B;CAC1B,OACE,kCAAkC,iBAClC,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkC7B,SAAgB,uCACd,QACA,YACA,WACa;CAEb,MAAM,QAAQ,4BAA4B,WAAW,GAAG;CAExD,IAAI,UAAU,yBAAyB,MAErC,OAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;CAEJ,IAAI,gBAAgB;EAElB,YAAY,0BAA0B,YACpC,gBACA,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;EAEL,YAAY,0BAA0B,aACpC,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,wCACd,QACA,QACA,mBACA,WACa;CAEb,MAAM,QAAQ,0BAA0B,yBACtC,QACA,kBACD;CAED,IAAI,UAAU,yBAAyB,MAErC,OAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;CAEJ,IAAI,gBAAgB;EAElB,YAAY,0BAA0B,YACpC,gBACA,OACA,gBACA,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;EAEL,YAAY,0BAA0B,aACpC,OACA,gBACA,UACD;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,0BACd,QACA,WACA,WACa;CACb,MAAM,eAAe,0BAA0B,gBAAgB,OAAO;CAEtE,IAAI,CAAC,cAEH,OAAO;CAIT,IAAI,aAAa,aAAa,SAAS;EAErC,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;EAED,OAAO;GACL,GAAG;GACH,eAAe;GAChB;;CAIH,IAAI,0BAA0B,WAAW,OAAO,EAAE;EAEhD,MAAM,kBAAkB,0BAA0B,qBAChD,cACA,WACA,UACD;EAED,IAAI,CAAC,iBAAiB;GAEpB,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;GAED,OAAO;IACL,GAAG;IACH,eAAe;IAChB;;EAIH,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,aAAa,GACxC;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,gBAAgB;GAClD;;CAIH,OAAO;;;;;;;;;;;;;;;;;;;;AAqBT,SAAgB,4BACd,QACA,WACa;CAEb,MAAM,gBAAgB,OAAO,cAAc,QACxC,WACC,OAAO,SAAS,qBAAqB,kBACrC,EAAE,WAAW,QAChB;CAED,IAAI,cAAc,WAAW,GAC3B,OAAO;CAIT,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,OACd;CAGD,MAAM,eAAe,cAAc;CACnC,IAAI;CASJ,QAAQ,aAAa,WAArB;EACE,KAAK;EACL,KAAK;EACL,KAAK;EACL,KAAK;GACH,QAAQ,yBAAyB;GACjC;EACF,KAAK;EACL,KAAK;GACH,QAAQ,yBAAyB;GACjC;EACF,SACE,QAAQ,yBAAyB;;CAGrC,MAAM,YAAY,0BAA0B,aAC1C,OACA,aAAa,UAAU,iBACvB,UACD;CAED,OAAO;EACL,GAAG;EACH,eAAe,CAAC,GAAG,kBAAkB,UAAU;EAChD"}
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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":"BreakingStatusEffects.js","names":[],"sources":["../../../src/systems/combat/BreakingStatusEffects.ts"],"sourcesContent":["/**\n * Breaking Technique Status Effect Constants\n *\n * **Korean**: 파쇄기술 상태효과 상수\n *\n * Defines status effect IDs used by the limb exposure and breaking technique system.\n * These effects are applied when joints/bones are broken during counter-attacks.\n *\n * @module systems/combat/BreakingStatusEffects\n * @korean 파쇄상태효과\n */\n\n/**\n * Status effect IDs for breaking techniques.\n *\n * These IDs are used when creating StatusEffect objects after successful\n * breaking technique execution. Each ID should eventually have a corresponding\n * StatusEffect implementation in the game's effect system.\n *\n * **Korean**: 파쇄 상태효과 ID\n *\n * @public\n * @korean 파쇄상태효과ID\n */\nexport const BREAKING_STATUS_EFFECT_IDS = {\n /**\n * General pain effect applied on all successful breaks.\n * Maps to existing VitalPointEffectType.PAIN.\n * @korean 고통\n */\n PAIN: \"pain\" as const,\n\n /**\n * Severe injury from high-severity breaks (severity > 0.8).\n * Indicates major trauma requiring immediate attention.\n * @korean 심각한부상\n */\n SEVERE_INJURY: \"severe_injury\" as const,\n\n /**\n * Limb is completely disabled and cannot be used.\n * Applied to broken joints/bones preventing limb function.\n * @korean 사지불능\n */\n DISABLED_LIMB: \"disabled_limb\" as const,\n\n /**\n * Moderate limb injury (severity 0.5-0.8).\n * Limb can be used but with reduced effectiveness.\n * @korean 사지부상\n */\n INJURED_LIMB: \"injured_limb\" as const,\n\n /**\n * Minor joint sprain or strain (severity < 0.5).\n * Causes discomfort but doesn't prevent use.\n * @korean 관절염좌\n */\n SPRAINED_JOINT: \"sprained_joint\" as const,\n\n /**\n * Movement speed reduction from leg/ankle breaks.\n * Applied when ankle or knee is broken.\n * @korean 이동력감소\n */\n IMPAIRED_MOBILITY: \"impaired_mobility\" as const,\n\n /**\n * Bleeding from severe bone breaks (severity > 0.6).\n * Causes continuous health drain.\n * @korean 출혈\n */\n BLEEDING: \"bleeding\" as const,\n} as const;\n\n/**\n * Type representing valid breaking status effect IDs.\n * Use this type when referencing breaking effect IDs to ensure type safety.\n *\n * @public\n * @korean 파쇄상태효과ID타입\n */\nexport type BreakingStatusEffectId =\n (typeof BREAKING_STATUS_EFFECT_IDS)[keyof typeof BREAKING_STATUS_EFFECT_IDS];\n\n/**\n * Helper function to validate if a string is a valid breaking status effect ID.\n *\n * @param id - The ID to validate\n * @returns true if the ID is a valid breaking status effect\n *\n * @public\n * @korean 파쇄상태효과ID검증\n */\nexport function isBreakingStatusEffectId(\n id: string\n): id is BreakingStatusEffectId {\n return Object.values(BREAKING_STATUS_EFFECT_IDS).includes(\n id as BreakingStatusEffectId\n );\n}\n\n/**\n * Get all breaking status effect IDs as an array.\n *\n * @returns Array of all breaking status effect ID strings\n *\n * @public\n * @korean 모든파쇄상태효과ID\n */\nexport function getAllBreakingStatusEffectIds(): readonly string[] {\n return Object.values(BREAKING_STATUS_EFFECT_IDS);\n}\n\nexport default BREAKING_STATUS_EFFECT_IDS;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,6BAA6B;;;;;;CAMxC,MAAM;;;;;;CAON,eAAe;;;;;;CAOf,eAAe;;;;;;CAOf,cAAc;;;;;;CAOd,gBAAgB;;;;;;CAOhB,mBAAmB;;;;;;CAOnB,UAAU;CACX;;;;;;;;;;AAqBD,SAAgB,yBACd,IAC8B;
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{"version":3,"file":"BreakingStatusEffects.js","names":[],"sources":["../../../src/systems/combat/BreakingStatusEffects.ts"],"sourcesContent":["/**\n * Breaking Technique Status Effect Constants\n *\n * **Korean**: 파쇄기술 상태효과 상수\n *\n * Defines status effect IDs used by the limb exposure and breaking technique system.\n * These effects are applied when joints/bones are broken during counter-attacks.\n *\n * @module systems/combat/BreakingStatusEffects\n * @korean 파쇄상태효과\n */\n\n/**\n * Status effect IDs for breaking techniques.\n *\n * These IDs are used when creating StatusEffect objects after successful\n * breaking technique execution. Each ID should eventually have a corresponding\n * StatusEffect implementation in the game's effect system.\n *\n * **Korean**: 파쇄 상태효과 ID\n *\n * @public\n * @korean 파쇄상태효과ID\n */\nexport const BREAKING_STATUS_EFFECT_IDS = {\n /**\n * General pain effect applied on all successful breaks.\n * Maps to existing VitalPointEffectType.PAIN.\n * @korean 고통\n */\n PAIN: \"pain\" as const,\n\n /**\n * Severe injury from high-severity breaks (severity > 0.8).\n * Indicates major trauma requiring immediate attention.\n * @korean 심각한부상\n */\n SEVERE_INJURY: \"severe_injury\" as const,\n\n /**\n * Limb is completely disabled and cannot be used.\n * Applied to broken joints/bones preventing limb function.\n * @korean 사지불능\n */\n DISABLED_LIMB: \"disabled_limb\" as const,\n\n /**\n * Moderate limb injury (severity 0.5-0.8).\n * Limb can be used but with reduced effectiveness.\n * @korean 사지부상\n */\n INJURED_LIMB: \"injured_limb\" as const,\n\n /**\n * Minor joint sprain or strain (severity < 0.5).\n * Causes discomfort but doesn't prevent use.\n * @korean 관절염좌\n */\n SPRAINED_JOINT: \"sprained_joint\" as const,\n\n /**\n * Movement speed reduction from leg/ankle breaks.\n * Applied when ankle or knee is broken.\n * @korean 이동력감소\n */\n IMPAIRED_MOBILITY: \"impaired_mobility\" as const,\n\n /**\n * Bleeding from severe bone breaks (severity > 0.6).\n * Causes continuous health drain.\n * @korean 출혈\n */\n BLEEDING: \"bleeding\" as const,\n} as const;\n\n/**\n * Type representing valid breaking status effect IDs.\n * Use this type when referencing breaking effect IDs to ensure type safety.\n *\n * @public\n * @korean 파쇄상태효과ID타입\n */\nexport type BreakingStatusEffectId =\n (typeof BREAKING_STATUS_EFFECT_IDS)[keyof typeof BREAKING_STATUS_EFFECT_IDS];\n\n/**\n * Helper function to validate if a string is a valid breaking status effect ID.\n *\n * @param id - The ID to validate\n * @returns true if the ID is a valid breaking status effect\n *\n * @public\n * @korean 파쇄상태효과ID검증\n */\nexport function isBreakingStatusEffectId(\n id: string\n): id is BreakingStatusEffectId {\n return Object.values(BREAKING_STATUS_EFFECT_IDS).includes(\n id as BreakingStatusEffectId\n );\n}\n\n/**\n * Get all breaking status effect IDs as an array.\n *\n * @returns Array of all breaking status effect ID strings\n *\n * @public\n * @korean 모든파쇄상태효과ID\n */\nexport function getAllBreakingStatusEffectIds(): readonly string[] {\n return Object.values(BREAKING_STATUS_EFFECT_IDS);\n}\n\nexport default BREAKING_STATUS_EFFECT_IDS;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,6BAA6B;;;;;;CAMxC,MAAM;;;;;;CAON,eAAe;;;;;;CAOf,eAAe;;;;;;CAOf,cAAc;;;;;;CAOd,gBAAgB;;;;;;CAOhB,mBAAmB;;;;;;CAOnB,UAAU;CACX;;;;;;;;;;AAqBD,SAAgB,yBACd,IAC8B;CAC9B,OAAO,OAAO,OAAO,2BAA2B,CAAC,SAC/C,GACD;;;;;;;;;;AAWH,SAAgB,gCAAmD;CACjE,OAAO,OAAO,OAAO,2BAA2B"}
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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,SAAO;IAlBJ,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;GAGI,CAAM;;;;;;;;;;;CAYf,cAAc,OAAqC;AAQjD,SAAO;IANJ,qBAAqB,QAAQ;IAC7B,qBAAqB,SAAS;IAC9B,qBAAqB,aAAa;IAClC,qBAAqB,WAAW;GAG5B,CAAO;;;;;;;;;;;;;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,QAAQ;GAVjB;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GAGiB,CAMjB,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;;CAEL,qBAAA,WAAQ;;CAER,qBAAA,YAAS;;CAET,qBAAA,gBAAa;;CAEb,qBAAA,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;EAKnE,IAAI,OAAO,yBAAyB,aAAa;GAC/C,MAAM,oBAAoB,cAAc,OAAO;GAC/C,MAAM,eAAe,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK;GAGzE,IAAI,qBAAqB,OAAQ,cAAc,QAIxC,IAAI,oBAAoB;QAEP,iBAAiB,MAAO,OAAO,MAAM,iBAAiB,MAAM,WAAW,IAE3F,OAAO,qBAAqB;;;EAOlC,MAAM,gBAAgB,OAAO,iBACxB,OAAO,eAAe,QAAQ,OAAO,mBAAmB,QAAQ,OAAQ,KACzE;EAOJ,IAAI,EAJiB,OAAO,yBAAyB,eAC/C,cAAc,OAAO,yBAA0B,OAChD,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK,OAGvD,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,gBAEA,OAAO,qBAAqB;EAM9B,MAAM,oBAAoB,KAAK,wBAAwB,QAAQ,GAAI;EAEnE,IACE,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,qBACA,cAAc,GAEd,OAAO,qBAAqB;EAM9B,IACE,iBAAiB,MACjB,OAAO,MACP,iBAAiB,MACjB,WAAW,MACX,cAAc,GAEd,OAAO,qBAAqB;EAI9B,OAAO,qBAAqB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B9B,cAAc,OAA8C;EAC1D,OAAO,KAAK,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;CAyBhC,oBACE,QACA,OACa;EACb,MAAM,aAAa,KAAK,cAAc,MAAM;EAE5C,OAAO;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;EAoB7E,OAAO;IAlBJ,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;GAGI,CAAM;;;;;;;;;;;CAYf,cAAc,OAAqC;EAQjD,OAAO;IANJ,qBAAqB,QAAQ;IAC7B,qBAAqB,SAAS;IAC9B,qBAAqB,aAAa;IAClC,qBAAqB,WAAW;GAG5B,CAAO;;;;;;;;;;;;;CAchB,gBACE,QACA,aACA,YACQ;EACR,IAAI,CAAC,eAAe,CAAC,OAAO,qBAC1B,OAAO;EAGT,MAAM,aAAa,cAAc;EACjC,OAAO,OAAO,oBAAoB,QAC/B,cAAc,aAAa,WAC7B,CAAC;;;;;;;;;;;;CAaJ,wBACE,QACA,eACS;EACT,IAAI,CAAC,OAAO,kBAAkB,CAAC,OAAO,mBACpC,OAAO;EAcT,KAAK,MAAM,QAAQ;GAVjB;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GAGiB,EAMjB,IAFoB,IAHJ,OAAO,eAAe,QAC1B,OAAO,kBAAkB,SAIlB,eACjB,OAAO;EAIX,OAAO;;;;;;;;;;;;;;;CAgBT,UAAU,QAAqB,aAAkC;EAI/D,MAAM,cAAc,CAAC,GAHF,OAAO,uBAAuB,EAAE,EAGf,YAAY,CAAC,MAAM,IAAI;EAE3D,OAAO;GACL,GAAG;GACH,qBAAqB;GACrB,WAAW,OAAO,YAAY;GAC/B;;;;;;;;;;;;;;CAeH,mBAAmB,QAAqB,aAAkC;EACxE,OAAO;GACL,GAAG;GACH,uBAAuB;GACxB;;;;;;;;;;;;;;CAeH,uBAAuB,QAAqB,aAA8B;EACxE,IAAI,CAAC,OAAO,uBACV,OAAO;EAGT,MAAM,oBAAoB,cAAc,OAAO;EAC/C,MAAM,eAAe,KAAK,gBAAgB,QAAQ,aAAa,IAAK,KAAK;EAEzE,OAAO,qBAAqB,OAAQ"}
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