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":"InputBufferDisplay.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/InputBufferDisplay.tsx"],"sourcesContent":["/**\n * InputBufferDisplay - Input queue visualization\n * Shows queued combat actions for player feedback\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/combat/components/InputBufferDisplay\n * @category Combat UI\n * @korean 입력버퍼표시\n */\n\nimport { Html } from \"@react-three/drei\";\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { QueuedInput } from \"../../../../../hooks/useKeyboardControls\";\n\n/**\n * Props for InputBufferDisplay component\n */\nexport interface InputBufferDisplayProps {\n /** Queued inputs to display */\n readonly queuedInputs: readonly QueuedInput[];\n /** Mobile layout flag */\n readonly isMobile?: boolean;\n}\n\n/**\n * InputBufferDisplay Component\n * \n * Displays a list of recently queued combat inputs in the top-right corner.\n * Useful for showing input confirmation and debugging input lag issues.\n * Uses useKoreanTheme for consistent styling.\n * \n * Features:\n * - Displays up to 3 recent inputs\n * - Fades older inputs with reduced opacity\n * - Shows action name and key pressed\n * - Responsive mobile layout\n * - Korean cyberpunk styling via theme\n * - Automatically clears after 2 seconds\n * \n * @example\n * ```tsx\n * <InputBufferDisplay\n * queuedInputs={queuedInputs}\n * isMobile={isMobile}\n * />\n * ```\n * \n * @public\n * @korean 입력버퍼표시\n */\nexport const InputBufferDisplay: React.FC<InputBufferDisplayProps> = ({\n queuedInputs,\n isMobile = false,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"sm\", isMobile });\n \n // Memoize animation styles to prevent redefinition on every render\n const animationStyles = useMemo(() => (\n <style>\n {`\n @keyframes slideIn {\n 0% {\n opacity: 0;\n transform: translateX(10px);\n }\n 100% {\n opacity: 1;\n transform: translateX(0);\n }\n }\n `}\n </style>\n ), []);\n\n if (queuedInputs.length === 0) return null;\n\n const fontSize = isMobile ? 10 : 12;\n const labelFontSize = isMobile ? 8 : 10;\n const top = isMobile ? \"10px\" : \"20px\";\n const right = isMobile ? \"10px\" : \"20px\";\n\n return (\n <Html fullscreen>\n <div\n data-testid=\"input-buffer-display\"\n role=\"log\"\n aria-live=\"polite\"\n aria-label=\"Input queue\"\n style={{\n position: \"absolute\",\n top,\n right,\n background: hexToRgbaString(theme.colors.UI_BACKGROUND_DARK, 0.8),\n border: `1px solid ${hexToRgbaString(theme.colors.ACCENT_BLUE, 0.6)}`,\n borderRadius: \"4px\",\n padding: isMobile ? \"4px\" : \"8px\",\n minWidth: isMobile ? \"100px\" : \"150px\",\n pointerEvents: \"none\",\n zIndex: 998,\n boxShadow: `0 0 10px ${hexToRgbaString(theme.colors.ACCENT_BLUE, 0.2)}`,\n }}\n >\n {/* Title */}\n <div\n style={{\n fontSize: `${labelFontSize}px`,\n color: hexToRgbaString(theme.colors.ACCENT_BLUE, 0.9),\n fontFamily: theme.fontFamily.KOREAN,\n marginBottom: \"4px\",\n fontWeight: \"bold\",\n textTransform: \"uppercase\",\n }}\n >\n Input Queue\n </div>\n\n {/* Input list */}\n <div style={{ display: \"flex\", flexDirection: \"column\", gap: \"2px\" }}>\n {queuedInputs.map((input, index) => {\n // Calculate opacity based on age (newer = more opaque)\n const opacity = 1 - index * 0.3;\n\n return (\n <div\n key={`${input.timestamp}-${input.key}`}\n data-testid={`queued-input-${index}`}\n style={{\n fontSize: `${fontSize}px`,\n color: hexToRgbaString(theme.colors.TEXT_PRIMARY, opacity),\n fontFamily: theme.fontFamily.KOREAN,\n display: \"flex\",\n justifyContent: \"space-between\",\n alignItems: \"center\",\n gap: \"8px\",\n animation: index === 0 ? \"slideIn 0.2s ease-out\" : \"none\",\n }}\n >\n {/* Action name */}\n <span\n style={{\n flex: 1,\n overflow: \"hidden\",\n textOverflow: \"ellipsis\",\n whiteSpace: \"nowrap\",\n }}\n >\n {input.action}\n </span>\n\n {/* Key badge */}\n <span\n style={{\n padding: \"2px 4px\",\n background: hexToRgbaString(\n theme.colors.ACCENT_BLUE,\n 0.2 * opacity\n ),\n border: `1px solid ${hexToRgbaString(theme.colors.ACCENT_BLUE, 0.5 * opacity)}`,\n borderRadius: \"2px\",\n fontSize: `${fontSize - 2}px`,\n fontWeight: \"bold\",\n minWidth: isMobile ? \"20px\" : \"24px\",\n textAlign: \"center\",\n }}\n >\n {input.key.toUpperCase()}\n </span>\n </div>\n );\n })}\n </div>\n\n {/* CSS Animation - Memoized to prevent redefinition */}\n {animationStyles}\n </div>\n </Html>\n );\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqDA,IAAa,sBAAyD,EACpE,cACA,WAAW,YACP;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAM;EAAU,CAAC;CAG1E,MAAM,kBAAkB,cACtB,oBAAC,SAAD,EAAA,UACG;;;;;;;;;;;SAYK,CAAA,EACP,EAAE,CAAC;
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{"version":3,"file":"InputBufferDisplay.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/InputBufferDisplay.tsx"],"sourcesContent":["/**\n * InputBufferDisplay - Input queue visualization\n * Shows queued combat actions for player feedback\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/combat/components/InputBufferDisplay\n * @category Combat UI\n * @korean 입력버퍼표시\n */\n\nimport { Html } from \"@react-three/drei\";\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\nimport { QueuedInput } from \"../../../../../hooks/useKeyboardControls\";\n\n/**\n * Props for InputBufferDisplay component\n */\nexport interface InputBufferDisplayProps {\n /** Queued inputs to display */\n readonly queuedInputs: readonly QueuedInput[];\n /** Mobile layout flag */\n readonly isMobile?: boolean;\n}\n\n/**\n * InputBufferDisplay Component\n * \n * Displays a list of recently queued combat inputs in the top-right corner.\n * Useful for showing input confirmation and debugging input lag issues.\n * Uses useKoreanTheme for consistent styling.\n * \n * Features:\n * - Displays up to 3 recent inputs\n * - Fades older inputs with reduced opacity\n * - Shows action name and key pressed\n * - Responsive mobile layout\n * - Korean cyberpunk styling via theme\n * - Automatically clears after 2 seconds\n * \n * @example\n * ```tsx\n * <InputBufferDisplay\n * queuedInputs={queuedInputs}\n * isMobile={isMobile}\n * />\n * ```\n * \n * @public\n * @korean 입력버퍼표시\n */\nexport const InputBufferDisplay: React.FC<InputBufferDisplayProps> = ({\n queuedInputs,\n isMobile = false,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"sm\", isMobile });\n \n // Memoize animation styles to prevent redefinition on every render\n const animationStyles = useMemo(() => (\n <style>\n {`\n @keyframes slideIn {\n 0% {\n opacity: 0;\n transform: translateX(10px);\n }\n 100% {\n opacity: 1;\n transform: translateX(0);\n }\n }\n `}\n </style>\n ), []);\n\n if (queuedInputs.length === 0) return null;\n\n const fontSize = isMobile ? 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{"version":3,"file":"StaminaWarning.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/StaminaWarning.tsx"],"sourcesContent":["/**\n * StaminaWarning Component - Visual warning for low stamina\n *\n * Displays a yellow flashing indicator when stamina drops below critical threshold (20%).\n * Uses CSS animation for attention-grabbing flash effect.\n *\n * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.\n * It does NOT use Html from drei - it's a standard React component.\n *\n * Refactored to use useKoreanTheme for consistent styling.\n *\n * @module components/combat/StaminaWarning\n * @category Combat UI\n * @korean 체력경고\n */\n\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface StaminaWarningProps {\n /**\n * Current stamina amount (0-100)\n * @korean 체력량\n */\n readonly stamina: number;\n\n /**\n * Mobile responsive mode (reduced flash intensity)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n\n /**\n * Multiplier applied to the warning's visual weight (0.0-1.0).\n *\n * Used to soften the fullscreen flash when the 3D arena is already\n * visually compressed (e.g. portrait mobile). Default is `1.0`.\n *\n * @korean 효과강도배수\n */\n readonly intensityScale?: number;\n}\n\n/**\n * StaminaWarning - Yellow flash warning for critical stamina depletion\n *\n * Renders a fullscreen flashing yellow border when stamina drops below 20%.\n * Only visible when stamina is below 20. If stamina is 20 or higher, the component does not render.\n * Uses CSS keyframe animation for fast attention-grabbing flash at 60fps.\n * Uses useKoreanTheme for consistent color scheme.\n *\n * @example\n * ```tsx\n * <StaminaWarning stamina={15} isMobile={false} /> // Renders warning\n * <StaminaWarning stamina={25} isMobile={false} /> // Does not render\n * ```\n */\nexport const StaminaWarning: React.FC<StaminaWarningProps> = ({\n stamina,\n isMobile,\n intensityScale = 1,\n}) => {\n const theme = useKoreanTheme({ variant: \"danger\", size: \"md\", isMobile });\n \n const warningStyle = useMemo(() => {\n // Only show when stamina is critically low\n const criticalThreshold = 20;\n if (stamina >= criticalThreshold) {\n return null;\n }\n\n // Clamp stamina to 0-20 range for intensity calculation\n const clampedStamina = Math.max(0, Math.min(criticalThreshold, stamina));\n\n // Calculate urgency based on how low stamina is (20-0% -> 0-1)\n const urgency = (criticalThreshold - clampedStamina) / criticalThreshold;\n\n // Attenuation (e.g. 0.5 on portrait mobile). Applied to the glow and\n // a separate `borderColor` alpha, but the border itself always renders\n // at full opacity so the warning frame stays visible.\n const safeScale = Math.max(0, Math.min(1, intensityScale));\n\n // Mobile uses thinner border\n const borderWidth = isMobile ? \"4px\" : \"6px\";\n\n // Border stays at full alpha so the warning outline is always visible,\n // regardless of `intensityScale`.\n const borderColor = hexToRgbaString(theme.colors.WARNING_YELLOW, 1);\n // Glow is attenuated so the overall flash is subtler when requested.\n const glowColor = hexToRgbaString(theme.colors.WARNING_YELLOW, safeScale);\n // Animation speed increases with urgency\n const animationDuration = Math.max(0.6, 1.2 - urgency * 0.6);\n\n return {\n position: \"fixed\" as const,\n inset: borderWidth,\n pointerEvents: \"none\" as const,\n border: `${borderWidth} solid ${borderColor}`,\n boxShadow: `0 0 ${Math.round(20 * safeScale)}px ${glowColor}`,\n animation: `staminaFlash ${animationDuration}s ease-in-out infinite`,\n transition: \"border-color 0.3s ease-out\",\n zIndex: 85, // Below balance indicator but above game content\n };\n }, [stamina, isMobile, intensityScale, theme.colors.WARNING_YELLOW]);\n\n // Don't render if stamina is not critical\n if (stamina >= 20 || !warningStyle) {\n return null;\n }\n\n return (\n <>\n {/* CSS keyframe animation for flashing */}\n <style>\n {`\n @keyframes staminaFlash {\n 0%, 100% {\n opacity: 0.3;\n }\n 50% {\n opacity: 1;\n }\n }\n `}\n </style>\n <div\n data-testid=\"stamina-warning\"\n style={warningStyle}\n aria-hidden=\"true\"\n />\n </>\n );\n};\n\nStaminaWarning.displayName = \"StaminaWarning\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DA,IAAa,kBAAiD,EAC5D,SACA,UACA,iBAAiB,QACb;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAU,MAAM;EAAM;EAAU,CAAC;CAEzE,MAAM,eAAe,cAAc;EAEjC,MAAM,oBAAoB;
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{"version":3,"file":"StaminaWarning.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/StaminaWarning.tsx"],"sourcesContent":["/**\n * StaminaWarning Component - Visual warning for low stamina\n *\n * Displays a yellow flashing indicator when stamina drops below critical threshold (20%).\n * Uses CSS animation for attention-grabbing flash effect.\n *\n * NOTE: This component is rendered OUTSIDE the Canvas as part of the HTML overlay.\n * It does NOT use Html from drei - it's a standard React component.\n *\n * Refactored to use useKoreanTheme for consistent styling.\n *\n * @module components/combat/StaminaWarning\n * @category Combat UI\n * @korean 체력경고\n */\n\nimport React, { useMemo } from \"react\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexToRgbaString } from \"../../../../../utils/colorUtils\";\n\nexport interface StaminaWarningProps {\n /**\n * Current stamina amount (0-100)\n * @korean 체력량\n */\n readonly stamina: number;\n\n /**\n * Mobile responsive mode (reduced flash intensity)\n * @korean 모바일여부\n */\n readonly isMobile: boolean;\n\n /**\n * Multiplier applied to the warning's visual weight (0.0-1.0).\n *\n * Used to soften the fullscreen flash when the 3D arena is already\n * visually compressed (e.g. portrait mobile). Default is `1.0`.\n *\n * @korean 효과강도배수\n */\n readonly intensityScale?: number;\n}\n\n/**\n * StaminaWarning - Yellow flash warning for critical stamina depletion\n *\n * Renders a fullscreen flashing yellow border when stamina drops below 20%.\n * Only visible when stamina is below 20. If stamina is 20 or higher, the component does not render.\n * Uses CSS keyframe animation for fast attention-grabbing flash at 60fps.\n * Uses useKoreanTheme for consistent color scheme.\n *\n * @example\n * ```tsx\n * <StaminaWarning stamina={15} isMobile={false} /> // Renders warning\n * <StaminaWarning stamina={25} isMobile={false} /> // Does not render\n * ```\n */\nexport const StaminaWarning: React.FC<StaminaWarningProps> = ({\n stamina,\n isMobile,\n intensityScale = 1,\n}) => {\n const theme = useKoreanTheme({ variant: \"danger\", size: \"md\", isMobile });\n \n const warningStyle = useMemo(() => {\n // Only show when stamina is critically low\n const criticalThreshold = 20;\n if (stamina >= criticalThreshold) {\n return null;\n }\n\n // Clamp stamina to 0-20 range for intensity calculation\n const clampedStamina = Math.max(0, Math.min(criticalThreshold, stamina));\n\n // Calculate urgency based on how low stamina is (20-0% -> 0-1)\n const urgency = (criticalThreshold - clampedStamina) / criticalThreshold;\n\n // Attenuation (e.g. 0.5 on portrait mobile). Applied to the glow and\n // a separate `borderColor` alpha, but the border itself always renders\n // at full opacity so the warning frame stays visible.\n const safeScale = Math.max(0, Math.min(1, intensityScale));\n\n // Mobile uses thinner border\n const borderWidth = isMobile ? \"4px\" : \"6px\";\n\n // Border stays at full alpha so the warning outline is always visible,\n // regardless of `intensityScale`.\n const borderColor = hexToRgbaString(theme.colors.WARNING_YELLOW, 1);\n // Glow is attenuated so the overall flash is subtler when requested.\n const glowColor = hexToRgbaString(theme.colors.WARNING_YELLOW, safeScale);\n // Animation speed increases with urgency\n const animationDuration = Math.max(0.6, 1.2 - urgency * 0.6);\n\n return {\n position: \"fixed\" as const,\n inset: borderWidth,\n pointerEvents: \"none\" as const,\n border: `${borderWidth} solid ${borderColor}`,\n boxShadow: `0 0 ${Math.round(20 * safeScale)}px ${glowColor}`,\n animation: `staminaFlash ${animationDuration}s ease-in-out infinite`,\n transition: \"border-color 0.3s ease-out\",\n zIndex: 85, // Below balance indicator but above game content\n };\n }, [stamina, isMobile, intensityScale, theme.colors.WARNING_YELLOW]);\n\n // Don't render if stamina is not critical\n if (stamina >= 20 || !warningStyle) {\n return null;\n }\n\n return (\n <>\n {/* CSS keyframe animation for flashing */}\n <style>\n {`\n @keyframes staminaFlash {\n 0%, 100% {\n opacity: 0.3;\n }\n 50% {\n opacity: 1;\n }\n }\n `}\n </style>\n <div\n data-testid=\"stamina-warning\"\n style={warningStyle}\n aria-hidden=\"true\"\n />\n </>\n );\n};\n\nStaminaWarning.displayName = \"StaminaWarning\";\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DA,IAAa,kBAAiD,EAC5D,SACA,UACA,iBAAiB,QACb;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAU,MAAM;EAAM;EAAU,CAAC;CAEzE,MAAM,eAAe,cAAc;EAEjC,MAAM,oBAAoB;EAC1B,IAAI,WAAW,mBACb,OAAO;EAOT,MAAM,WAAW,oBAHM,KAAK,IAAI,GAAG,KAAK,IAAI,mBAAmB,QAAQ,CAGlC,IAAkB;EAKvD,MAAM,YAAY,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,eAAe,CAAC;EAG1D,MAAM,cAAc,WAAW,QAAQ;EAIvC,MAAM,cAAc,gBAAgB,MAAM,OAAO,gBAAgB,EAAE;EAEnE,MAAM,YAAY,gBAAgB,MAAM,OAAO,gBAAgB,UAAU;EAEzE,MAAM,oBAAoB,KAAK,IAAI,IAAK,MAAM,UAAU,GAAI;EAE5D,OAAO;GACL,UAAU;GACV,OAAO;GACP,eAAe;GACf,QAAQ,GAAG,YAAY,SAAS;GAChC,WAAW,OAAO,KAAK,MAAM,KAAK,UAAU,CAAC,KAAK;GAClD,WAAW,gBAAgB,kBAAkB;GAC7C,YAAY;GACZ,QAAQ;GACT;IACA;EAAC;EAAS;EAAU;EAAgB,MAAM,OAAO;EAAe,CAAC;CAGpE,IAAI,WAAW,MAAM,CAAC,cACpB,OAAO;CAGT,OACE,qBAAA,UAAA,EAAA,UAAA,CAEE,oBAAC,SAAD,EAAA,UACG;;;;;;;;;WAUK,CAAA,EACR,oBAAC,OAAD;EACE,eAAY;EACZ,OAAO;EACP,eAAY;EACZ,CAAA,CACD,EAAA,CAAA;;AAIP,eAAe,cAAc"}
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{"version":3,"file":"TechniqueNameDisplay.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx"],"sourcesContent":["/**\n * Technique Name Display Component\n * \n * Shows Korean technique name during attack execution with animated overlay.\n * Implements the technique-to-animation link by displaying technique names\n * when attacks are performed.\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/combat/components/TechniqueNameDisplay\n * @category Combat UI\n * @korean 기술이름표시\n */\n\nimport React, { useEffect, useState, useMemo } from \"react\";\nimport { Html } from \"@react-three/drei\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexColorToCSS } from \"../../../../../utils/colorUtils\";\n\n/**\n * Props for TechniqueNameDisplay component\n * \n * @public\n * @korean 기술이름표시속성\n */\nexport interface TechniqueNameDisplayProps {\n /**\n * Korean technique name to display\n * @korean 한글기술이름\n */\n readonly koreanName?: string;\n\n /**\n * English technique name (optional)\n * @korean 영어기술이름\n */\n readonly englishName?: string;\n\n /**\n * Duration to display in milliseconds\n * @korean 표시지속시간\n */\n readonly duration?: number;\n\n /**\n * Position in 3D space (relative to attacker)\n * @korean 3D공간위치\n */\n readonly position?: [number, number, number];\n\n /**\n * Whether technique is critical hit\n * @korean 치명타여부\n */\n readonly isCritical?: boolean;\n\n /**\n * Whether to show the technique name\n * @korean 표시여부\n */\n readonly visible?: boolean;\n}\n\n/**\n * Technique Name Display Component\n * \n * Displays Korean and English technique names during attack execution.\n * Uses Html overlay from @react-three/drei for 3D positioning.\n * Uses useKoreanTheme for consistent color scheme.\n * \n * Features:\n * - Bilingual Korean-English display\n * - Animated fade-in/fade-out\n * - Critical hit styling with red glow\n * - Auto-hide after duration\n * \n * @example\n * ```tsx\n * <TechniqueNameDisplay\n * koreanName=\"경동맥격\"\n * englishName=\"Carotid Strike\"\n * duration={2000}\n * position={[0, 2, 0]}\n * isCritical={true}\n * visible={true}\n * />\n * ```\n * \n * @public\n * @korean 기술이름표시컴포넌트\n */\nexport const TechniqueNameDisplay: React.FC<TechniqueNameDisplayProps> = ({\n koreanName,\n englishName,\n duration = 2000,\n position = [0, 2, 0],\n isCritical = false,\n visible = true,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"xlarge\", isMobile: false });\n const [opacity, setOpacity] = useState(0);\n const [isVisible, setIsVisible] = useState(false);\n\n useEffect(() => {\n if (!visible || (!koreanName && !englishName)) {\n // Ensure overlay is hidden when not visible or no names provided\n setIsVisible(false);\n setOpacity(0);\n return;\n }\n\n // Fade in\n setIsVisible(true);\n setOpacity(1);\n\n // Fade out after duration\n const fadeOutTimer = setTimeout(() => {\n setOpacity(0);\n }, duration - 500); // Start fading 500ms before end\n\n // Hide completely after fade out\n const hideTimer = setTimeout(() => {\n setIsVisible(false);\n }, duration);\n\n return () => {\n clearTimeout(fadeOutTimer);\n clearTimeout(hideTimer);\n };\n }, [visible, koreanName, englishName, duration]);\n\n // Memoize colors to avoid recalculating on every render\n const { textColor, glowColor } = useMemo(() => {\n if (isCritical) {\n return {\n textColor: \"#FF0055\",\n glowColor: \"#FF0055\",\n };\n }\n return {\n textColor: hexColorToCSS(theme.colors.ACCENT_GOLD),\n glowColor: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n };\n }, [isCritical, theme.colors.ACCENT_GOLD, theme.colors.PRIMARY_CYAN]);\n\n if (!isVisible || (!koreanName && !englishName)) {\n return null;\n }\n\n return (\n <Html\n position={position}\n center\n distanceFactor={10}\n occlude={false}\n style={{\n transition: \"opacity 0.5s ease-in-out\",\n opacity,\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n data-testid=\"technique-name-display\"\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"4px\",\n fontFamily: theme.fontFamily.KOREAN,\n textShadow: `0 0 10px ${glowColor}, 0 0 20px ${glowColor}`,\n }}\n >\n {/* Korean name (primary) */}\n {koreanName && (\n <div\n style={{\n fontSize: isCritical ? \"32px\" : \"28px\",\n fontWeight: \"bold\",\n color: textColor,\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-name-korean\"\n >\n {koreanName}\n </div>\n )}\n\n {/* English name (secondary) */}\n {englishName && (\n <div\n style={{\n fontSize: isCritical ? \"18px\" : \"16px\",\n fontWeight: \"normal\",\n color: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n opacity: 0.8,\n letterSpacing: \"1px\",\n }}\n data-testid=\"technique-name-english\"\n >\n {englishName}\n </div>\n )}\n\n {/* Critical hit indicator */}\n {isCritical && (\n <div\n style={{\n fontSize: \"14px\",\n fontWeight: \"bold\",\n color: \"#FF0055\",\n marginTop: \"4px\",\n textTransform: \"uppercase\",\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-critical-indicator\"\n >\n 치명타 | CRITICAL\n </div>\n )}\n </div>\n </Html>\n );\n};\n\nexport default TechniqueNameDisplay;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2FA,IAAa,wBAA6D,EACxE,YACA,aACA,WAAW,KACX,WAAW;CAAC;CAAG;CAAG;CAAE,EACpB,aAAa,OACb,UAAU,WACN;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAU,UAAU;EAAO,CAAC;CACrF,MAAM,CAAC,SAAS,cAAc,SAAS,EAAE;CACzC,MAAM,CAAC,WAAW,gBAAgB,SAAS,MAAM;
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{"version":3,"file":"TechniqueNameDisplay.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/indicators/TechniqueNameDisplay.tsx"],"sourcesContent":["/**\n * Technique Name Display Component\n * \n * Shows Korean technique name during attack execution with animated overlay.\n * Implements the technique-to-animation link by displaying technique names\n * when attacks are performed.\n * \n * Refactored to use useKoreanTheme for consistent theming.\n * \n * @module components/combat/components/TechniqueNameDisplay\n * @category Combat UI\n * @korean 기술이름표시\n */\n\nimport React, { useEffect, useState, useMemo } from \"react\";\nimport { Html } from \"@react-three/drei\";\nimport { useKoreanTheme } from \"../../../../shared/base/useKoreanTheme\";\nimport { hexColorToCSS } from \"../../../../../utils/colorUtils\";\n\n/**\n * Props for TechniqueNameDisplay component\n * \n * @public\n * @korean 기술이름표시속성\n */\nexport interface TechniqueNameDisplayProps {\n /**\n * Korean technique name to display\n * @korean 한글기술이름\n */\n readonly koreanName?: string;\n\n /**\n * English technique name (optional)\n * @korean 영어기술이름\n */\n readonly englishName?: string;\n\n /**\n * Duration to display in milliseconds\n * @korean 표시지속시간\n */\n readonly duration?: number;\n\n /**\n * Position in 3D space (relative to attacker)\n * @korean 3D공간위치\n */\n readonly position?: [number, number, number];\n\n /**\n * Whether technique is critical hit\n * @korean 치명타여부\n */\n readonly isCritical?: boolean;\n\n /**\n * Whether to show the technique name\n * @korean 표시여부\n */\n readonly visible?: boolean;\n}\n\n/**\n * Technique Name Display Component\n * \n * Displays Korean and English technique names during attack execution.\n * Uses Html overlay from @react-three/drei for 3D positioning.\n * Uses useKoreanTheme for consistent color scheme.\n * \n * Features:\n * - Bilingual Korean-English display\n * - Animated fade-in/fade-out\n * - Critical hit styling with red glow\n * - Auto-hide after duration\n * \n * @example\n * ```tsx\n * <TechniqueNameDisplay\n * koreanName=\"경동맥격\"\n * englishName=\"Carotid Strike\"\n * duration={2000}\n * position={[0, 2, 0]}\n * isCritical={true}\n * visible={true}\n * />\n * ```\n * \n * @public\n * @korean 기술이름표시컴포넌트\n */\nexport const TechniqueNameDisplay: React.FC<TechniqueNameDisplayProps> = ({\n koreanName,\n englishName,\n duration = 2000,\n position = [0, 2, 0],\n isCritical = false,\n visible = true,\n}) => {\n const theme = useKoreanTheme({ variant: \"primary\", size: \"xlarge\", isMobile: false });\n const [opacity, setOpacity] = useState(0);\n const [isVisible, setIsVisible] = useState(false);\n\n useEffect(() => {\n if (!visible || (!koreanName && !englishName)) {\n // Ensure overlay is hidden when not visible or no names provided\n setIsVisible(false);\n setOpacity(0);\n return;\n }\n\n // Fade in\n setIsVisible(true);\n setOpacity(1);\n\n // Fade out after duration\n const fadeOutTimer = setTimeout(() => {\n setOpacity(0);\n }, duration - 500); // Start fading 500ms before end\n\n // Hide completely after fade out\n const hideTimer = setTimeout(() => {\n setIsVisible(false);\n }, duration);\n\n return () => {\n clearTimeout(fadeOutTimer);\n clearTimeout(hideTimer);\n };\n }, [visible, koreanName, englishName, duration]);\n\n // Memoize colors to avoid recalculating on every render\n const { textColor, glowColor } = useMemo(() => {\n if (isCritical) {\n return {\n textColor: \"#FF0055\",\n glowColor: \"#FF0055\",\n };\n }\n return {\n textColor: hexColorToCSS(theme.colors.ACCENT_GOLD),\n glowColor: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n };\n }, [isCritical, theme.colors.ACCENT_GOLD, theme.colors.PRIMARY_CYAN]);\n\n if (!isVisible || (!koreanName && !englishName)) {\n return null;\n }\n\n return (\n <Html\n position={position}\n center\n distanceFactor={10}\n occlude={false}\n style={{\n transition: \"opacity 0.5s ease-in-out\",\n opacity,\n pointerEvents: \"none\",\n userSelect: \"none\",\n }}\n data-testid=\"technique-name-display\"\n >\n <div\n style={{\n display: \"flex\",\n flexDirection: \"column\",\n alignItems: \"center\",\n gap: \"4px\",\n fontFamily: theme.fontFamily.KOREAN,\n textShadow: `0 0 10px ${glowColor}, 0 0 20px ${glowColor}`,\n }}\n >\n {/* Korean name (primary) */}\n {koreanName && (\n <div\n style={{\n fontSize: isCritical ? \"32px\" : \"28px\",\n fontWeight: \"bold\",\n color: textColor,\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-name-korean\"\n >\n {koreanName}\n </div>\n )}\n\n {/* English name (secondary) */}\n {englishName && (\n <div\n style={{\n fontSize: isCritical ? \"18px\" : \"16px\",\n fontWeight: \"normal\",\n color: hexColorToCSS(theme.colors.PRIMARY_CYAN),\n opacity: 0.8,\n letterSpacing: \"1px\",\n }}\n data-testid=\"technique-name-english\"\n >\n {englishName}\n </div>\n )}\n\n {/* Critical hit indicator */}\n {isCritical && (\n <div\n style={{\n fontSize: \"14px\",\n fontWeight: \"bold\",\n color: \"#FF0055\",\n marginTop: \"4px\",\n textTransform: \"uppercase\",\n letterSpacing: \"2px\",\n }}\n data-testid=\"technique-critical-indicator\"\n >\n 치명타 | CRITICAL\n </div>\n )}\n </div>\n </Html>\n );\n};\n\nexport default TechniqueNameDisplay;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2FA,IAAa,wBAA6D,EACxE,YACA,aACA,WAAW,KACX,WAAW;CAAC;CAAG;CAAG;CAAE,EACpB,aAAa,OACb,UAAU,WACN;CACJ,MAAM,QAAQ,eAAe;EAAE,SAAS;EAAW,MAAM;EAAU,UAAU;EAAO,CAAC;CACrF,MAAM,CAAC,SAAS,cAAc,SAAS,EAAE;CACzC,MAAM,CAAC,WAAW,gBAAgB,SAAS,MAAM;CAEjD,gBAAgB;EACd,IAAI,CAAC,WAAY,CAAC,cAAc,CAAC,aAAc;GAE7C,aAAa,MAAM;GACnB,WAAW,EAAE;GACb;;EAIF,aAAa,KAAK;EAClB,WAAW,EAAE;EAGb,MAAM,eAAe,iBAAiB;GACpC,WAAW,EAAE;KACZ,WAAW,IAAI;EAGlB,MAAM,YAAY,iBAAiB;GACjC,aAAa,MAAM;KAClB,SAAS;EAEZ,aAAa;GACX,aAAa,aAAa;GAC1B,aAAa,UAAU;;IAExB;EAAC;EAAS;EAAY;EAAa;EAAS,CAAC;CAGhD,MAAM,EAAE,WAAW,cAAc,cAAc;EAC7C,IAAI,YACF,OAAO;GACL,WAAW;GACX,WAAW;GACZ;EAEH,OAAO;GACL,WAAW,cAAc,MAAM,OAAO,YAAY;GAClD,WAAW,cAAc,MAAM,OAAO,aAAa;GACpD;IACA;EAAC;EAAY,MAAM,OAAO;EAAa,MAAM,OAAO;EAAa,CAAC;CAErE,IAAI,CAAC,aAAc,CAAC,cAAc,CAAC,aACjC,OAAO;CAGT,OACE,oBAAC,MAAD;EACY;EACV,QAAA;EACA,gBAAgB;EAChB,SAAS;EACT,OAAO;GACL,YAAY;GACZ;GACA,eAAe;GACf,YAAY;GACb;EACD,eAAY;YAEZ,qBAAC,OAAD;GACE,OAAO;IACL,SAAS;IACT,eAAe;IACf,YAAY;IACZ,KAAK;IACL,YAAY,MAAM,WAAW;IAC7B,YAAY,YAAY,UAAU,aAAa;IAChD;aARH;IAWG,cACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,aAAa,SAAS;MAChC,YAAY;MACZ,OAAO;MACP,eAAe;MAChB;KACD,eAAY;eAEX;KACG,CAAA;IAIP,eACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU,aAAa,SAAS;MAChC,YAAY;MACZ,OAAO,cAAc,MAAM,OAAO,aAAa;MAC/C,SAAS;MACT,eAAe;MAChB;KACD,eAAY;eAEX;KACG,CAAA;IAIP,cACC,oBAAC,OAAD;KACE,OAAO;MACL,UAAU;MACV,YAAY;MACZ,OAAO;MACP,WAAW;MACX,eAAe;MACf,eAAe;MAChB;KACD,eAAY;eACb;KAEK,CAAA;IAEJ;;EACD,CAAA"}
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{"version":3,"file":"AnimationUpdater.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/AnimationUpdater.tsx"],"sourcesContent":["/**\n * AnimationUpdater - Component that updates player animations at 60fps\n *\n * Uses useFrame to call update() on both animation state machines.\n * This component only updates animation state and renders no visual elements.\n *\n * @module components/combat/helpers/AnimationUpdater\n * @category Combat Utilities\n * @korean 애니메이션업데이터\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React from \"react\";\nimport { usePlayerAnimation } from \"../../../../hooks/usePlayerAnimation\";\n\n/**\n * Props for AnimationUpdater component\n */\nexport interface AnimationUpdaterProps {\n /** Player 1 animation state machine */\n readonly player1Animation: ReturnType<typeof usePlayerAnimation>;\n /** Player 2 animation state machine */\n readonly player2Animation: ReturnType<typeof usePlayerAnimation>;\n}\n\n/**\n * AnimationUpdater Component\n *\n * Updates both player animations at 60fps using Three.js useFrame hook.\n * Component only updates animation state, renders no visual elements.\n *\n * @example\n * ```tsx\n * <AnimationUpdater\n * player1Animation={player1Animation}\n * player2Animation={player2Animation}\n * />\n * ```\n */\nexport const AnimationUpdater: React.FC<AnimationUpdaterProps> = ({\n player1Animation,\n player2Animation,\n}) => {\n useFrame((_state, delta) => {\n // Update both player animations at 60fps\n player1Animation.update(delta);\n player2Animation.update(delta);\n });\n\n return null; // Component only updates animation state, renders no visual elements\n};\n\nexport default AnimationUpdater;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AAuCA,IAAa,oBAAqD,EAChE,kBACA,uBACI;
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{"version":3,"file":"AnimationUpdater.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/AnimationUpdater.tsx"],"sourcesContent":["/**\n * AnimationUpdater - Component that updates player animations at 60fps\n *\n * Uses useFrame to call update() on both animation state machines.\n * This component only updates animation state and renders no visual elements.\n *\n * @module components/combat/helpers/AnimationUpdater\n * @category Combat Utilities\n * @korean 애니메이션업데이터\n */\n\nimport { useFrame } from \"@react-three/fiber\";\nimport React from \"react\";\nimport { usePlayerAnimation } from \"../../../../hooks/usePlayerAnimation\";\n\n/**\n * Props for AnimationUpdater component\n */\nexport interface AnimationUpdaterProps {\n /** Player 1 animation state machine */\n readonly player1Animation: ReturnType<typeof usePlayerAnimation>;\n /** Player 2 animation state machine */\n readonly player2Animation: ReturnType<typeof usePlayerAnimation>;\n}\n\n/**\n * AnimationUpdater Component\n *\n * Updates both player animations at 60fps using Three.js useFrame hook.\n * Component only updates animation state, renders no visual elements.\n *\n * @example\n * ```tsx\n * <AnimationUpdater\n * player1Animation={player1Animation}\n * player2Animation={player2Animation}\n * />\n * ```\n */\nexport const AnimationUpdater: React.FC<AnimationUpdaterProps> = ({\n player1Animation,\n player2Animation,\n}) => {\n useFrame((_state, delta) => {\n // Update both player animations at 60fps\n player1Animation.update(delta);\n player2Animation.update(delta);\n });\n\n return null; // Component only updates animation state, renders no visual elements\n};\n\nexport default AnimationUpdater;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AAuCA,IAAa,oBAAqD,EAChE,kBACA,uBACI;CACJ,UAAU,QAAQ,UAAU;EAE1B,iBAAiB,OAAO,MAAM;EAC9B,iBAAiB,OAAO,MAAM;GAC9B;CAEF,OAAO"}
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{"version":3,"file":"combatHelpers.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/combatHelpers.ts"],"sourcesContent":["/**\n * CombatScreen3D Helper Utilities\n *\n * Extracted helper functions and constants from CombatScreen3D\n * for better code organization and maintainability.\n *\n * @module components/combat/helpers/combatHelpers\n * @category Combat Utilities\n * @korean 전투화면도우미\n */\n\nimport { PlayerState } from \"../../../../systems\";\nimport { TrigramStance } from \"../../../../types\";\nimport { TRIGRAM_STANCES_ORDER } from \"../../../../systems/trigram/types\";\n\n/**\n * Map of trigram stances to their array indices for fast lookups\n */\nexport const STANCE_INDEX_MAP = new Map<TrigramStance, number>();\nTRIGRAM_STANCES_ORDER.forEach((stance, index) => {\n STANCE_INDEX_MAP.set(stance, index);\n});\n\n/**\n * Round announcement fade-out delay (in milliseconds)\n * Wait for previous announcement to fully fade out before showing next one\n */\nexport const ANNOUNCEMENT_FADE_OUT_DELAY = 300;\n\n/**\n * Calculate accuracy percentage for a player\n * Uses hits / (hits + misses) when miss tracking is available\n * Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity\n *\n * @param player - Player state with combat statistics\n * @returns Accuracy percentage (0-100)\n *\n * @example\n * ```typescript\n * const accuracy = calculateAccuracy(playerState);\n * console.log(`Accuracy: ${accuracy}%`);\n * ```\n */\nexport const calculateAccuracy = (player: PlayerState): number => {\n const hits = player.hitsLanded ?? 0;\n const misses = player.misses ?? 0;\n const totalAttempts = hits + misses;\n\n // If we have miss tracking, use proper accuracy formula\n if (totalAttempts > 0) {\n return (hits / totalAttempts) * 100;\n }\n\n // Fallback: if no miss tracking and hits exist, show 100%\n // Otherwise 0% (no combat activity)\n return hits > 0 ? 100 : 0;\n};\n"],"mappings":";;;;;AAkBA,IAAa,mCAAmB,IAAI,KAA4B;AAChE,sBAAsB,SAAS,QAAQ,UAAU;
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{"version":3,"file":"combatHelpers.js","names":[],"sources":["../../../../../src/components/screens/combat/helpers/combatHelpers.ts"],"sourcesContent":["/**\n * CombatScreen3D Helper Utilities\n *\n * Extracted helper functions and constants from CombatScreen3D\n * for better code organization and maintainability.\n *\n * @module components/combat/helpers/combatHelpers\n * @category Combat Utilities\n * @korean 전투화면도우미\n */\n\nimport { PlayerState } from \"../../../../systems\";\nimport { TrigramStance } from \"../../../../types\";\nimport { TRIGRAM_STANCES_ORDER } from \"../../../../systems/trigram/types\";\n\n/**\n * Map of trigram stances to their array indices for fast lookups\n */\nexport const STANCE_INDEX_MAP = new Map<TrigramStance, number>();\nTRIGRAM_STANCES_ORDER.forEach((stance, index) => {\n STANCE_INDEX_MAP.set(stance, index);\n});\n\n/**\n * Round announcement fade-out delay (in milliseconds)\n * Wait for previous announcement to fully fade out before showing next one\n */\nexport const ANNOUNCEMENT_FADE_OUT_DELAY = 300;\n\n/**\n * Calculate accuracy percentage for a player\n * Uses hits / (hits + misses) when miss tracking is available\n * Falls back to 100% if hits exist but no miss tracking, or 0% if no combat activity\n *\n * @param player - Player state with combat statistics\n * @returns Accuracy percentage (0-100)\n *\n * @example\n * ```typescript\n * const accuracy = calculateAccuracy(playerState);\n * console.log(`Accuracy: ${accuracy}%`);\n * ```\n */\nexport const calculateAccuracy = (player: PlayerState): number => {\n const hits = player.hitsLanded ?? 0;\n const misses = player.misses ?? 0;\n const totalAttempts = hits + misses;\n\n // If we have miss tracking, use proper accuracy formula\n if (totalAttempts > 0) {\n return (hits / totalAttempts) * 100;\n }\n\n // Fallback: if no miss tracking and hits exist, show 100%\n // Otherwise 0% (no combat activity)\n return hits > 0 ? 100 : 0;\n};\n"],"mappings":";;;;;AAkBA,IAAa,mCAAmB,IAAI,KAA4B;AAChE,sBAAsB,SAAS,QAAQ,UAAU;CAC/C,iBAAiB,IAAI,QAAQ,MAAM;EACnC;;;;;;;;;;;;;;;AAsBF,IAAa,qBAAqB,WAAgC;CAChE,MAAM,OAAO,OAAO,cAAc;CAElC,MAAM,gBAAgB,QADP,OAAO,UAAU;CAIhC,IAAI,gBAAgB,GAClB,OAAQ,OAAO,gBAAiB;CAKlC,OAAO,OAAO,IAAI,MAAM"}
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{"version":3,"file":"useAICombat.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useAICombat.ts"],"sourcesContent":["/**\n * useAICombat Hook - AI Combat System Integration\n *\n * Custom hook for AI combat behavior with strategic decision-making.\n *\n * Manages AI opponent behavior including:\n * - Strategic decision-making via DecisionTree\n * - Combo attack sequences\n * - Adaptive difficulty based on player skill\n * - Performance monitoring (<10ms target for decisions)\n *\n * Side effects:\n * - Manages internal state for AI actions and aggression\n * - Sets up intervals/timers for AI action scheduling\n * - Updates state in response to combat events and round status\n *\n * @param config Configuration object for AI combat behavior.\n * @param config.player The AI-controlled player state.\n * @param config.opponent The opponent player state.\n * @param config.personality The AI's personality archetype.\n * @param config.adaptiveDifficulty Adaptive difficulty system instance.\n * @param config.arenaBounds Arena boundaries for movement validation.\n * @param config.roundStarted Whether the combat round has started.\n * @param config.roundEnded Whether the combat round has ended.\n * @param config.isPaused Whether the game is paused.\n * @param config.onExecuteAction Callback to execute AI actions.\n * @param config.onStanceChange Callback to handle stance changes.\n *\n * @returns AI combat state and control functions\n *\n * @example\n * ```typescript\n * const { aiState } = useAICombat({\n * player: aiPlayer,\n * opponent: humanPlayer,\n * personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,\n * adaptiveDifficulty,\n * arenaBounds,\n * roundStarted,\n * roundEnded,\n * isPaused,\n * onExecuteAction: handleAction,\n * onStanceChange: handleStanceChange,\n * });\n * ```\n */\n\nimport { getArchetypePhysicalAttributes } from \"@/data/archetypePhysicalAttributes\";\nimport {\n AdaptiveDifficulty,\n AIActionType,\n AIComboSystem,\n AIDecisionTree,\n AIPersonality,\n CombatContext,\n DifficultyParameters,\n getArchetypeBehavior,\n getNextComboTechnique,\n getSignatureMove,\n interpolateDifficultyParameters,\n shouldExecuteSignatureMove,\n} from \"@/systems/ai\";\nimport { physicalReachCalculator } from \"@/systems/physics\";\nimport { PlayerState } from \"@/systems/player\";\nimport { KoreanTechniquesSystem } from \"@/systems/trigram/KoreanTechniques\";\nimport { KOREAN_VITAL_POINTS } from \"@/systems/vitalpoint/KoreanVitalPoints\";\nimport { KoreanTechnique } from \"@/systems/vitalpoint/types\";\nimport {\n CombatAttackType,\n DamageType,\n PlayerArchetype,\n Position,\n TrigramStance,\n} from \"@/types\";\nimport { STANCE_REACH_MODIFIERS } from \"@/types/physics\";\nimport { getBalanceState } from \"@/utils/player3DHelpers\";\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\n\n// Performance monitoring constants\nconst AI_DECISION_THRESHOLD_MS = 10; // Threshold for slow decision warnings\nconst WARNING_THROTTLE_MS = 5000; // Throttle performance warnings to every 5 seconds\n\n/**\n * Technique range system (physics-first: meters)\n * All distances and ranges are in meters - no pixel conversions for game logic\n *\n * Each technique has a reachConfig with baseExtension multiplier\n * Applied to archetype's limb length: reach = (limbLength/100) × baseExtension × stanceModifier\n *\n * @korean 기술 범위 시스템 (물리 우선: 미터)\n */\n\n/**\n * Get viable techniques based on distance, stance, and stamina\n *\n * Filters techniques that:\n * - Match current stance\n * - Are within effective range of opponent\n * - Have sufficient stamina to execute\n * - Applies selection bias against recently used techniques (avoid >70% repetition)\n *\n * @korean 거리, 자세, 체력에 따른 실행 가능한 기술 선택\n *\n * @param distance - Distance to opponent in meters (physics-first)\n * @param stance - Current trigram stance\n * @param stamina - Available stamina\n * @param archetype - Player archetype for specialized techniques\n * @param recentTechniques - Array of recently used technique IDs (for variation)\n * @returns Array of viable techniques sorted by effectiveness with variation bias\n */\nfunction getViableTechniques(\n distance: number,\n stance: TrigramStance,\n stamina: number,\n archetype: PlayerState[\"archetype\"],\n recentTechniques: string[] = [],\n): readonly KoreanTechnique[] {\n // Get all available techniques for stance and archetype\n const stanceTechniques = KoreanTechniquesSystem.getAllAvailableTechniques(\n stance,\n archetype,\n );\n\n // Early return if no techniques available\n if (stanceTechniques.length === 0) {\n return [];\n }\n\n // Filter techniques that are viable for current situation\n const viableTechniques = stanceTechniques.filter((tech) => {\n // Calculate technique effective range using Physical ReachCalculator\n // Get AI player's physical attributes\n const physicalAttributes = getArchetypePhysicalAttributes(archetype);\n\n // Calculate maximum reach for this technique\n // Use animationType if available, otherwise derive from reachConfig\n const animType = tech.animationType;\n let maxReach: number;\n\n if (animType) {\n // Use PhysicalReachCalculator with animation timing\n maxReach = physicalReachCalculator.calculateMaxReach(\n physicalAttributes,\n animType,\n stance,\n );\n } else {\n // Fallback: Calculate reach directly from reachConfig\n // This ensures consistency with technique definitions when no animation type\n const limbLength =\n tech.reachConfig.bodyPart === \"leg\"\n ? physicalAttributes.legLength\n : physicalAttributes.armLength;\n\n // Apply body pivot/offset based on technique type (matching PhysicalReachCalculator logic)\n // Kicks: hip rotation + torso lean = 0.25m\n // Punches: shoulder offset + torso rotation = shoulderWidth/2 + 0.1m\n let bodyPivot: number;\n if (tech.reachConfig.bodyPart === \"leg\") {\n bodyPivot = 0.25; // meters for kicks\n } else {\n // Arm-based: shoulder offset + torso rotation\n const shoulderOffset = physicalAttributes.shoulderWidth / 2 / 100;\n const torsoRotation = 0.1;\n bodyPivot = shoulderOffset + torsoRotation;\n }\n\n // Apply stance modifier using actual stance-specific modifiers\n const stanceModifier = STANCE_REACH_MODIFIERS[stance];\n // Convert cm to meters, add body pivot, and apply modifiers\n maxReach =\n (limbLength / 100 + bodyPivot) *\n tech.reachConfig.baseExtension *\n stanceModifier;\n }\n\n // All distances are in METERS - no pixel conversion needed\n // Check if opponent is within technique range\n const inRange = distance <= maxReach;\n\n // Check if player has sufficient stamina\n const hasStamina = stamina >= tech.staminaCost;\n\n return inRange && hasStamina;\n });\n\n // Pre-compute recent use counts for efficiency (avoid O(n²×m) in sort)\n const recentUseCounts = new Map<string, number>();\n for (const tech of viableTechniques) {\n recentUseCounts.set(\n tech.id,\n recentTechniques.filter((id) => id === tech.id).length,\n );\n }\n\n // Sort by effectiveness with variation bias\n return viableTechniques.sort((a, b) => {\n // Base effectiveness: damage × accuracy\n const baseEffectivenessA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const baseEffectivenessB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n\n // Apply penalty for recently used techniques (avoid repetition)\n const recentUsesA = recentUseCounts.get(a.id) ?? 0;\n const recentUsesB = recentUseCounts.get(b.id) ?? 0;\n\n // Penalty: 20% reduction per recent use (max 60% penalty for 3+ uses)\n const penaltyA = Math.min(0.6, recentUsesA * 0.2);\n const penaltyB = Math.min(0.6, recentUsesB * 0.2);\n\n const finalEffectivenessA = baseEffectivenessA * (1 - penaltyA);\n const finalEffectivenessB = baseEffectivenessB * (1 - penaltyB);\n\n return finalEffectivenessB - finalEffectivenessA;\n });\n}\n\n/**\n * Select optimal vital point for attack based on stance compatibility and archetype priority\n *\n * Prioritizes vital points by:\n * 1. Archetype vital target priority (health/pain/consciousness/balanced)\n * 2. Stance compatibility (must be in effectiveStances array)\n * 3. Base damage threshold (>25 damage preferred)\n * 4. Targeting difficulty vs AI skill level\n *\n * @korean 자세 효과 및 원형 우선순위에 따른 최적 급소 선택\n *\n * @param stance - Current trigram stance\n * @param difficultyLevel - AI difficulty level (0.0-1.0)\n * @param archetype - Player archetype for priority targeting\n * @returns Vital point ID or null if no suitable target\n */\nfunction selectOptimalVitalPoint(\n stance: TrigramStance,\n difficultyLevel: number,\n archetype: PlayerState[\"archetype\"],\n): string | null {\n // Guard: Ensure vital points are available\n if (KOREAN_VITAL_POINTS.length === 0) {\n return null;\n }\n\n // Get archetype behavior for vital point priority\n const behavior = getArchetypeBehavior(archetype);\n\n // Filter vital points effective for current stance\n const effectivePoints = KOREAN_VITAL_POINTS.filter((point) =>\n point.effectiveStances?.includes(stance),\n );\n\n if (effectivePoints.length === 0) {\n // Fallback: select any vital point if no stance-specific ones available\n const fallbackPoint =\n KOREAN_VITAL_POINTS[\n Math.floor(Math.random() * KOREAN_VITAL_POINTS.length)\n ];\n return fallbackPoint?.id ?? null;\n }\n\n // Damage threshold for high-priority targets\n const HIGH_DAMAGE_THRESHOLD = 25;\n\n // Filter by damage threshold (prefer high-damage vital points)\n const highDamagePoints = effectivePoints.filter(\n (point) => (point.baseDamage ?? 0) > HIGH_DAMAGE_THRESHOLD,\n );\n\n const targetPoints =\n highDamagePoints.length > 0 ? highDamagePoints : effectivePoints;\n\n // Sort by targeting suitability based on AI difficulty AND archetype priority\n const sortedPoints = [...targetPoints].sort((a, b) => {\n // Calculate base suitability score\n const baseSuitabilityA =\n (a.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - a.targetingDifficulty));\n const baseSuitabilityB =\n (b.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - b.targetingDifficulty));\n\n // Apply archetype priority multiplier\n const priorityMultiplierA = getVitalPointPriorityScore(\n a,\n behavior.vitalTargetPriority,\n );\n const priorityMultiplierB = getVitalPointPriorityScore(\n b,\n behavior.vitalTargetPriority,\n );\n\n const finalSuitabilityA = baseSuitabilityA * priorityMultiplierA;\n const finalSuitabilityB = baseSuitabilityB * priorityMultiplierB;\n\n return finalSuitabilityB - finalSuitabilityA;\n });\n\n // Select top-rated target\n return sortedPoints[0]?.id ?? null;\n}\n\n/**\n * Calculate priority score for vital point based on archetype targeting preference\n *\n * @korean 원형 타격 우선순위 점수 계산\n *\n * @param vitalPoint - Vital point to score\n * @param priority - Archetype vital target priority\n * @returns Priority multiplier (1.0 = neutral, >1.0 = preferred, <1.0 = deprioritized)\n */\nfunction getVitalPointPriorityScore(\n vitalPoint: (typeof KOREAN_VITAL_POINTS)[0],\n priority: import(\"@/systems/ai/AIPersonality\").VitalTargetPriority,\n): number {\n // Import effect types to check vital point effects\n const effects = vitalPoint.effects ?? [];\n\n switch (priority) {\n case \"health\":\n // Jojik - prioritize high base damage\n return (vitalPoint.baseDamage ?? 0) > 30 ? 1.5 : 1.0;\n\n case \"pain\":\n // Jeongbo - prioritize pain-inducing effects\n // Check if effects include pain or disorientation\n const hasPainEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"pain\") ||\n String(e).toLowerCase().includes(\"disorientation\"),\n );\n return hasPainEffect ? 1.5 : 1.0;\n\n case \"consciousness\":\n // Amsalja - prioritize consciousness-affecting strikes\n // Check if effects include unconsciousness, stun, or breathlessness\n const hasConsciousnessEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"unconscious\") ||\n String(e).toLowerCase().includes(\"stun\") ||\n String(e).toLowerCase().includes(\"breathless\"),\n );\n return hasConsciousnessEffect ? 1.5 : 1.0;\n\n case \"balanced\":\n default:\n // Musa, Hacker - balanced approach\n return 1.0;\n }\n}\n\n/**\n * Check if a technique is a signature move for the given archetype\n *\n * Signature techniques are identified by:\n * - Damage type and attack type matching archetype preferences\n * - Ki/Stamina costs indicating advanced techniques\n * - Specific technique characteristics (e.g., nerve strikes for Amsalja)\n *\n * @korean 원형 대표 기술 확인\n *\n * @param technique - Technique to check\n * @param archetype - Player archetype\n * @returns True if technique is signature for the archetype\n */\nfunction isSignatureTechnique(\n technique: KoreanTechnique,\n archetype: PlayerState[\"archetype\"],\n): boolean {\n const damageType = technique.damageType;\n const attackType = technique.type;\n const isAdvanced =\n (technique.kiCost ?? 0) >= 10 || (technique.staminaCost ?? 0) >= 15;\n\n switch (archetype) {\n case PlayerArchetype.MUSA:\n // Musa: Joint manipulation (JOINT damage) and bone strikes (CRUSHING/BLUNT)\n return (\n damageType === DamageType.JOINT ||\n damageType === DamageType.CRUSHING ||\n (damageType === DamageType.BLUNT && isAdvanced)\n );\n\n case PlayerArchetype.AMSALJA:\n // Amsalja: Nerve strikes (NERVE damage) and silent takedowns (pressure points)\n return (\n damageType === DamageType.NERVE ||\n damageType === DamageType.PRESSURE ||\n attackType === CombatAttackType.NERVE_STRIKE ||\n attackType === CombatAttackType.PRESSURE_POINT\n );\n\n case PlayerArchetype.HACKER:\n // Hacker: Anatomical analysis (INTERNAL/NERVE) and calculated strikes\n return (\n damageType === DamageType.INTERNAL ||\n damageType === DamageType.NERVE ||\n (isAdvanced && (technique.accuracy ?? 0) >= 0.8) // High accuracy represents calculation\n );\n\n case PlayerArchetype.JEONGBO_YOWON:\n // Jeongbo: Psychological pressure (PRESSURE) and submission techniques (JOINT)\n return (\n damageType === DamageType.PRESSURE ||\n damageType === DamageType.JOINT ||\n attackType === CombatAttackType.GRAPPLE\n );\n\n case PlayerArchetype.JOJIK_POKRYEOKBAE:\n // Jojik: Dirty techniques (any high-damage strike) and environmental usage\n return (\n (technique.damage ?? 0) >= 30 || // High raw damage\n damageType === DamageType.SLASHING || // Brutal cutting\n damageType === DamageType.PIERCING // Dirty stabbing techniques\n );\n\n default:\n return false;\n }\n}\n\n/**\n * Update technique usage frequency and rotation queue\n *\n * Tracks technique usage for diversity enforcement:\n * 1. Updates usage frequency counter\n * 2. Adds to recent techniques queue (last 5)\n * 3. Marks as used in current match\n * 4. Resets \"all used\" when all 4 archetype techniques completed\n *\n * @korean 기술 사용 빈도 및 순환 큐 업데이트\n *\n * @param techniqueId - ID of technique just used\n * @param rotationQueue - Technique rotation tracking object\n * @param archetypeTechniqueIds - All technique IDs for this archetype (for reset detection)\n */\nfunction updateTechniqueRotation(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n archetypeTechniqueIds: Set<string>,\n): void {\n // Update frequency counter\n const current = rotationQueue.frequency.get(techniqueId) ?? 0;\n rotationQueue.frequency.set(techniqueId, current + 1);\n\n // Increment total attacks\n rotationQueue.totalAttacks++;\n\n // Add to recent queue (last 5)\n rotationQueue.used.push(techniqueId);\n if (rotationQueue.used.length > 5) {\n rotationQueue.used.shift(); // Keep only last 5\n }\n\n // Mark as used in this match\n rotationQueue.allUsed.add(techniqueId);\n\n // Reset \"all used\" if all archetype techniques have been used\n // This ensures AI cycles through full arsenal repeatedly\n let allTechniquesUsed = true;\n for (const techId of archetypeTechniqueIds) {\n if (!rotationQueue.allUsed.has(techId)) {\n allTechniquesUsed = false;\n break;\n }\n }\n\n if (allTechniquesUsed) {\n rotationQueue.allUsed.clear();\n }\n}\n\n/**\n * Check if technique is overused (exceeds 40% threshold)\n *\n * Enforces variety by identifying techniques that have been\n * used more than 40% of total attacks.\n *\n * @korean 기술 과다 사용 확인 (40% 임계값)\n *\n * @param techniqueId - Technique ID to check\n * @param rotationQueue - Technique rotation tracking object\n * @returns True if technique exceeds 40% usage threshold\n */\nfunction isOverused(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n): boolean {\n if (rotationQueue.totalAttacks === 0) {\n return false;\n }\n\n const uses = rotationQueue.frequency.get(techniqueId) ?? 0;\n const percentage = uses / rotationQueue.totalAttacks;\n return percentage > 0.4; // >40% threshold\n}\n\n/**\n * Select technique with rotation bias for diversity\n *\n * Prioritizes techniques in this order:\n * 1. Never used in this match (highest priority)\n * 2. Not used in last 5 techniques (avoid repetition)\n * 3. Any viable technique (fallback)\n *\n * Within each priority tier, selects by effectiveness (damage × accuracy).\n *\n * @korean 다양성을 위한 순환 편향 기술 선택\n *\n * @param viableTechniques - Techniques that are viable (range, stamina, stance)\n * @param rotationQueue - Technique rotation tracking object\n * @returns Best technique with rotation bias applied\n */\nfunction selectTechniqueWithRotation(\n viableTechniques: readonly KoreanTechnique[],\n rotationQueue: TechniqueRotationQueue,\n): KoreanTechnique | undefined {\n if (viableTechniques.length === 0) {\n return undefined;\n }\n\n // Filter out overused techniques (>40% threshold)\n const balancedTechniques = viableTechniques.filter(\n (t) => !isOverused(t.id, rotationQueue),\n );\n\n // If all techniques overused (rare), reset frequency tracking and use any\n const candidates =\n balancedTechniques.length > 0 ? balancedTechniques : viableTechniques;\n\n if (balancedTechniques.length === 0 && rotationQueue.totalAttacks > 0) {\n // Reset frequency to allow reuse and realign total count\n rotationQueue.frequency.clear();\n rotationQueue.totalAttacks = 0;\n }\n\n // Priority 1: Never used in this match\n const neverUsed = candidates.filter((t) => !rotationQueue.allUsed.has(t.id));\n\n if (neverUsed.length > 0) {\n // Sort by effectiveness within never-used tier\n return [...neverUsed].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n // Priority 2: Not in last 5 techniques\n const unusedRecently = candidates.filter(\n (t) => !rotationQueue.used.includes(t.id),\n );\n\n if (unusedRecently.length > 0) {\n // Sort by effectiveness within unused-recently tier\n return [...unusedRecently].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n // Priority 3: Any viable technique (all used recently)\n // Sort by effectiveness\n return [...candidates].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n}\n\n/**\n * Filter techniques by cooldown availability\n *\n * Returns only techniques that are off cooldown and ready to use.\n * If all techniques are on cooldown, returns empty array.\n *\n * @korean 재사용 대기시간별 기술 필터링\n *\n * @param techniques - Techniques to filter\n * @param cooldownMap - Map of technique ID to last use timestamp\n * @returns Techniques that are off cooldown\n */\nfunction filterByCooldown(\n techniques: readonly KoreanTechnique[],\n cooldownMap: TechniqueCooldownMap,\n): readonly KoreanTechnique[] {\n const now = Date.now();\n\n return techniques.filter((t) => {\n const lastUsed = cooldownMap.get(t.id) ?? 0;\n const cooldown = (t.recoveryTime ?? 0) + (t.executionTime ?? 0); // Total cooldown time\n const timeSinceUse = now - lastUsed;\n return timeSinceUse >= cooldown;\n });\n}\n\n/**\n * Get all techniques for an archetype (for cross-stance usage)\n *\n * Returns all 4 techniques available to the archetype,\n * regardless of stance requirements.\n *\n * @korean 원형의 모든 기술 가져오기 (교차 자세 사용)\n *\n * @param archetype - Player archetype\n * @returns All techniques for the archetype\n */\nfunction getAllArchetypeTechniques(\n archetype: PlayerState[\"archetype\"],\n): readonly KoreanTechnique[] {\n // Use KoreanTechniquesSystem to efficiently get all techniques for archetype\n // This avoids iterating through all 8 stances\n return KoreanTechniquesSystem.getTechniquesByArchetype(archetype);\n}\n\n/**\n * Apply cross-stance damage modifier to technique\n *\n * Creates a modified copy of the technique with 80% damage for cross-stance usage.\n * This prevents mutation of the original technique object.\n *\n * **Design Rationale for 80% Effectiveness:**\n * Cross-stance techniques are performed from a non-optimal stance, reducing\n * power generation and body mechanics efficiency. The 80% modifier reflects:\n * - Suboptimal weight transfer and leverage\n * - Reduced muscle engagement from non-ideal positioning\n * - Decreased stability and balance during execution\n *\n * This is consistent with Korean martial arts philosophy where proper stance\n * (자세) is fundamental to technique effectiveness. Other properties like\n * accuracy and execution time remain unchanged as the technique mechanics\n * themselves are unchanged, only the power generation is affected.\n *\n * @korean 교차 자세 피해 배율 적용 (80% 효과)\n *\n * @param technique - Original technique\n * @param isCrossStance - Whether technique is from different stance\n * @returns Modified technique with 80% damage if cross-stance, original otherwise\n */\nfunction applyCrossStanceDamageModifier(\n technique: KoreanTechnique,\n isCrossStance: boolean,\n): KoreanTechnique {\n if (!isCrossStance || !technique.damage) {\n return technique;\n }\n\n // Create modified copy with 80% damage\n return {\n ...technique,\n damage: Math.floor(technique.damage * 0.8),\n };\n}\n\n/**\n * Helper to select technique for AI action with rotation and cooldown awareness\n *\n * Enhanced technique selection with:\n * - Technique rotation queue for diversity (prevents >70% repetition → targets <40%)\n * - Cooldown-aware filtering (prioritizes ready techniques)\n * - Cross-stance fallback (uses other techniques at 80% effectiveness)\n * - Archetype signature bias (maintains 40%+ signature technique usage)\n *\n * @korean 순환 및 재사용 대기시간을 고려한 기술 선택\n *\n * @param isSpecialTechnique - Whether to filter for high-cost special techniques\n * @param context - Current combat context\n * @param player - AI player state\n * @param adaptiveDifficulty - Adaptive difficulty system\n * @param rotationQueue - Technique rotation tracking object\n * @param cooldownMap - Technique cooldown tracking map\n * @returns Selected technique, vital point, action type, and cross-stance flag\n */\nfunction selectTechniqueForAction(\n isSpecialTechnique: boolean,\n context: CombatContext,\n player: PlayerState,\n adaptiveDifficulty: AdaptiveDifficulty,\n rotationQueue: TechniqueRotationQueue,\n cooldownMap: TechniqueCooldownMap,\n): {\n technique?: KoreanTechnique;\n vitalPoint?: string;\n actionType: string;\n isCrossStance?: boolean;\n} {\n // Check for signature move condition (Issue #enforce-distinct-combat-philosophies)\n // This provides archetype-specific finishing moves under specific conditions\n if (shouldExecuteSignatureMove(player.archetype, context)) {\n const signatureMoveId = getSignatureMove(player.archetype);\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const signatureTechnique = allTechniques.find(\n (t) => t.id === signatureMoveId,\n );\n\n if (signatureTechnique) {\n // Check if signature move is off cooldown\n const now = Date.now();\n const lastUsed = cooldownMap.get(signatureMoveId) ?? 0;\n\n // Use consistent cooldown calculation (same as filterByCooldown)\n // Cooldown = recoveryTime + executionTime for KoreanTechnique\n const techniqueCooldown =\n (signatureTechnique.recoveryTime ?? 0) +\n (signatureTechnique.executionTime ?? 0);\n const cooldownRemaining = Math.max(\n 0,\n techniqueCooldown - (now - lastUsed),\n );\n\n // Only execute signature if off cooldown and have resources\n if (\n cooldownRemaining === 0 &&\n player.stamina >= signatureTechnique.staminaCost &&\n player.ki >= signatureTechnique.kiCost\n ) {\n console.log(\n `[AI] Executing signature move: ${signatureMoveId} for ${player.archetype}`,\n );\n\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n return {\n technique: signatureTechnique,\n vitalPoint,\n actionType: \"signature_move\",\n isCrossStance: signatureTechnique.stance !== player.currentStance,\n };\n }\n }\n }\n\n // Get viable techniques for current stance\n const viableTechniques = getViableTechniques(\n context.distanceToOpponent,\n player.currentStance,\n player.stamina,\n player.archetype,\n rotationQueue.used, // Pass recent techniques for penalty\n );\n\n // Filter by cooldown availability\n const readyTechniques = filterByCooldown(viableTechniques, cooldownMap);\n\n // Use ready techniques if available, otherwise check cooldowns\n let candidates =\n readyTechniques.length > 0 ? readyTechniques : viableTechniques;\n\n // Filter for special techniques if requested\n if (isSpecialTechnique) {\n const specialCandidates = candidates.filter(\n (tech) => tech.kiCost >= 10 || tech.staminaCost >= 15,\n );\n candidates = specialCandidates.length > 0 ? specialCandidates : candidates;\n }\n\n // If no viable techniques for current stance, try cross-stance techniques\n let isCrossStance = false;\n if (candidates.length === 0) {\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const crossStanceTechniques = allTechniques.filter(\n (t) =>\n t.stance !== player.currentStance &&\n // Physics-first: Compare meters to meters\n context.distanceToOpponent <= (t.reachConfig?.baseExtension ?? 1.0) &&\n player.stamina >= t.staminaCost &&\n !isOverused(t.id, rotationQueue), // Apply rotation diversity to cross-stance\n );\n\n // Filter by cooldown for cross-stance techniques too\n const readyCrossStance = filterByCooldown(\n crossStanceTechniques,\n cooldownMap,\n );\n candidates =\n readyCrossStance.length > 0 ? readyCrossStance : crossStanceTechniques;\n isCrossStance = candidates.length > 0;\n }\n\n if (candidates.length > 0) {\n // Filter signature techniques once for efficiency\n const signatureTechniques = candidates.filter((tech) =>\n isSignatureTechnique(tech, player.archetype),\n );\n\n // Apply 60% bias toward signature techniques\n // Determine category first, then select best technique within category\n const useSignature = signatureTechniques.length > 0 && Math.random() < 0.6;\n\n const selectedCandidates = useSignature ? signatureTechniques : candidates;\n const technique = selectTechniqueWithRotation(\n selectedCandidates,\n rotationQueue,\n );\n\n if (technique) {\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n // Apply cross-stance damage modifier if needed\n const finalTechnique = applyCrossStanceDamageModifier(\n technique,\n isCrossStance,\n );\n\n return {\n technique: finalTechnique,\n vitalPoint,\n actionType: isSpecialTechnique ? \"technique\" : \"attack\",\n isCrossStance,\n };\n }\n }\n\n return { actionType: \"idle\" };\n}\n\n/**\n * Determine if AI should switch stance laterality based on personality and tactical situation.\n *\n * Strategic laterality decisions in Korean martial arts:\n * - **Aggressive personality**: Prefers matched stances (same laterality) for offensive advantage\n * Matched stances expose centerlines, creating attack opportunities\n * - **Defensive personality**: Prefers mismatched stances (opposite laterality) for protection\n * Mismatched stances naturally guard centerlines with lead hand\n * - **Health-based modifier**: Low health increases defensive preference\n *\n * @param aiLaterality - AI's current stance laterality\n * @param opponentLaterality - Opponent's stance laterality\n * @param personality - AI personality archetype\n * @param aiHealth - AI's current health (0-100)\n * @param lastSwitchTime - Timestamp of last laterality switch\n * @param currentTime - Current timestamp for cooldown check\n * @returns true if AI should switch laterality, false otherwise\n *\n * @korean AI 측면성 전환 결정\n */\nfunction shouldAISwitchLaterality(\n aiLaterality: \"left\" | \"right\",\n opponentLaterality: \"left\" | \"right\",\n personality: AIPersonality,\n aiHealth: number,\n lastSwitchTime: number,\n currentTime: number,\n): boolean {\n // Cooldown: Don't switch more than once per 3 seconds\n const LATERALITY_COOLDOWN = 3000;\n if (currentTime - lastSwitchTime < LATERALITY_COOLDOWN) {\n return false;\n }\n\n const isMatched = aiLaterality === opponentLaterality;\n\n // Aggressive AI: Prefer matched stances (offensive advantage)\n // Defensive AI: Prefer mismatched stances (defensive protection)\n const aggressionFactor = personality.aggressionLevel;\n const defenseFactor = personality.defensePreference;\n\n // Health-based modifier: Lower health increases defensive behavior\n const healthFactor = aiHealth / 100;\n const effectiveAggression = aggressionFactor * Math.max(0.3, healthFactor);\n const effectiveDefense = defenseFactor * (1.2 - healthFactor * 0.2);\n\n // Aggressive AI wants matched stances\n if (effectiveAggression > 0.6 && !isMatched) {\n return Math.random() < 0.3; // 30% chance to switch to matched\n }\n\n // Defensive AI wants mismatched stances\n if (effectiveDefense > 0.6 && isMatched) {\n return Math.random() < 0.25; // 25% chance to switch to mismatched\n }\n\n // Low health emergency: Switch to defensive mismatch\n if (aiHealth < 30 && isMatched) {\n return Math.random() < 0.4; // 40% chance when critically low health\n }\n\n return false;\n}\n\n/**\n * AI state management\n */\ninterface AIState {\n nextAction: number;\n targetPosition: Position;\n lastActionType: string;\n consecutiveAttacks: number;\n actionCooldown: number;\n aggressionLevel: number;\n selectedTechnique?: KoreanTechnique;\n targetVitalPoint?: string;\n recentTechniques: string[]; // Track last 5 techniques for variation\n}\n\n/**\n * Technique rotation queue for enforcing variety\n *\n * Tracks technique usage to prevent repetitive patterns:\n * - Last 5 techniques used (for immediate variation)\n * - All techniques used in current match (for full arsenal tracking)\n * - Usage frequency per technique (for 40% threshold enforcement)\n * - Total attacks counter (for percentage calculation)\n *\n * @korean 기술 순환 큐 (다양성 강화)\n */\ninterface TechniqueRotationQueue {\n used: string[]; // Last 5 technique IDs (FIFO)\n allUsed: Set<string>; // All techniques used this match\n frequency: Map<string, number>; // Usage count per technique ID\n totalAttacks: number; // Total attack count for percentage calculation\n}\n\n/**\n * Technique cooldown tracking\n *\n * Maps technique ID to timestamp of last use\n * Used for cooldown-aware technique selection\n *\n * @korean 기술 재사용 대기시간 추적\n */\ntype TechniqueCooldownMap = Map<string, number>;\n\n/**\n * AI combat hook configuration\n */\ninterface UseAICombatConfig {\n readonly player: PlayerState;\n readonly opponent: PlayerState;\n readonly personality: AIPersonality;\n readonly adaptiveDifficulty: AdaptiveDifficulty;\n readonly isPaused: boolean;\n readonly roundStarted: boolean;\n readonly roundEnded: boolean;\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly scale?: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n readonly onExecuteAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly onStanceChange?: (stance: TrigramStance) => void;\n readonly onLateralityChange?: () => void;\n readonly playerLaterality?: \"left\" | \"right\";\n readonly opponentLaterality?: \"left\" | \"right\";\n}\n\n/**\n * AI combat hook return type\n */\ninterface UseAICombatReturn {\n readonly aiState: AIState;\n readonly comboSystem: AIComboSystem;\n readonly decisionTree: AIDecisionTree;\n readonly adjustedPersonality: AIPersonality;\n readonly executeAIAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly currentDifficultyParams: DifficultyParameters;\n readonly updateDifficultyTarget: (newParams: DifficultyParameters) => void;\n}\n\n/**\n * Custom hook for AI combat behavior\n */\nexport function useAICombat(config: UseAICombatConfig): UseAICombatReturn {\n const {\n player,\n opponent,\n personality,\n adaptiveDifficulty,\n isPaused,\n roundStarted,\n roundEnded,\n arenaBounds,\n onExecuteAction,\n onStanceChange,\n onLateralityChange,\n playerLaterality,\n opponentLaterality,\n } = config;\n\n // Initialize AI systems (persist across renders)\n const comboSystem = useMemo(() => new AIComboSystem(), []);\n const decisionTree = useMemo(() => new AIDecisionTree(), []);\n\n // Adjust personality based on player skill\n const adjustedPersonality = useMemo(\n () => adaptiveDifficulty.adjustAIPersonality(personality),\n [adaptiveDifficulty, personality],\n );\n\n // Update AI difficulty level based on adaptive difficulty (only when skill level meaningfully changes)\n const lastSkillLevelRef = useRef(0.5);\n useEffect(() => {\n const newSkillLevel = adaptiveDifficulty.calculatePlayerSkill();\n // Only update if skill level changed by more than 1%\n if (Math.abs(newSkillLevel - lastSkillLevelRef.current) > 0.01) {\n lastSkillLevelRef.current = newSkillLevel;\n decisionTree.setDifficultyLevel(newSkillLevel);\n }\n }, [adaptiveDifficulty, decisionTree]);\n\n // Difficulty parameters with smooth interpolation\n // Using useState with lazy initializer instead of useMemo since it only runs once\n const [currentParams, setCurrentParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const [targetParams, setTargetParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const startParamsRef = useRef<DifficultyParameters>(currentParams);\n const transitionStartTimeRef = useRef<number>(0);\n const transitionDurationMs = 10000; // 10 seconds for smooth transition\n\n // AI state - use useState lazy initializer for Date.now()\n const [aiState, setAiState] = useState<AIState>(() => {\n const now = Date.now();\n return {\n nextAction: now,\n targetPosition: player.position,\n lastActionType: \"idle\",\n consecutiveAttacks: 0,\n actionCooldown: 500,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique: undefined,\n targetVitalPoint: undefined,\n recentTechniques: [],\n };\n });\n\n // Performance tracking - use useState lazy initializer for refs that need Date.now()\n const lastDecisionTimeRef = useRef(0);\n const [initialMatchTime] = useState(() => Date.now());\n const matchStartTimeRef = useRef(initialMatchTime);\n const previousDamageRef = useRef(0);\n const [initialActionTime] = useState(() => Date.now());\n const nextActionRef = useRef(initialActionTime);\n const lastWarningTimeRef = useRef(0);\n const lastLateralitySwitchRef = useRef(0); // Track last laterality switch for cooldown\n\n // Technique rotation queue and cooldown tracking (Issue #expand-technique-selection-diversity)\n // Enforce technique variety: all 4 techniques used, no technique >40% usage\n const techniqueRotationQueueRef = useRef<TechniqueRotationQueue>({\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n });\n\n const techniqueCooldownMapRef = useRef<TechniqueCooldownMap>(new Map());\n\n // Get all technique IDs for current archetype (for reset detection)\n const archetypeTechniqueIds = useMemo(() => {\n const allTechs = getAllArchetypeTechniques(player.archetype);\n return new Set(allTechs.map((t) => t.id));\n }, [player.archetype]);\n\n // Stance fatigue tracking (Issue #dynamic-ai-stance-rotation Phase 4)\n // Tracks how long AI has been in current stance to encourage dynamic switching\n // Use useState lazy initializer for Date.now() to avoid impure function call during render\n const [initialStanceFatigue] = useState(() => ({\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n }));\n const stanceFatigueRef = useRef(initialStanceFatigue);\n\n // Initialize previousDamageRef when round starts (issue #2529728007)\n // player.currentStance and player.totalDamageReceived are intentionally excluded -\n // this effect only initializes refs when a new round starts, not on every state change\n useEffect(() => {\n if (roundStarted) {\n matchStartTimeRef.current = Date.now();\n previousDamageRef.current = player.totalDamageReceived;\n decisionTree.reset();\n comboSystem.resetCombo();\n\n // Reset stance fatigue tracking on round start\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n\n // Reset technique rotation queue on round start (Issue #expand-technique-selection-diversity)\n techniqueRotationQueueRef.current = {\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n };\n\n // Reset technique cooldown tracking on round start\n techniqueCooldownMapRef.current.clear();\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [roundStarted, decisionTree, comboSystem]);\n\n // Monitor stance changes and update fatigue tracking (Issue #dynamic-ai-stance-rotation Phase 4)\n // Detects when AI changes stance and resets fatigue timer\n useEffect(() => {\n if (!roundStarted || roundEnded || isPaused) {\n return;\n }\n\n // Detect stance change and reset fatigue timer\n if (player.currentStance !== stanceFatigueRef.current.currentStance) {\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n }\n }, [player.currentStance, roundStarted, roundEnded, isPaused]);\n\n // Smooth interpolation of difficulty parameters using requestAnimationFrame\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n let animationFrameId: number;\n let isComplete = false;\n\n const animate = () => {\n if (isComplete) return;\n\n const now = Date.now();\n const elapsed = now - transitionStartTimeRef.current;\n const progress = Math.min(1.0, elapsed / transitionDurationMs);\n\n if (progress < 1.0) {\n // Still interpolating from captured start params to target\n const interpolated = interpolateDifficultyParameters(\n startParamsRef.current,\n targetParams,\n progress,\n );\n setCurrentParams(interpolated);\n animationFrameId = requestAnimationFrame(animate);\n } else {\n // Transition complete - snap to target and stop\n setCurrentParams(targetParams);\n isComplete = true;\n }\n };\n\n animationFrameId = requestAnimationFrame(animate);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n }, [isPaused, roundStarted, roundEnded, targetParams, transitionDurationMs]);\n\n // Pass current difficulty parameters to DecisionTree\n useEffect(() => {\n decisionTree.setDifficultyParameters(currentParams);\n }, [decisionTree, currentParams]);\n\n /**\n * Execute AI action callback\n *\n * Passes technique and vital point directly to avoid React state async issues\n *\n * @korean AI 행동 실행 콜백\n */\n const executeAIAction = useCallback(\n (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => {\n onExecuteAction(action, targetPosition, selectedTechnique, targetVitalPoint);\n },\n [onExecuteAction],\n );\n\n /**\n * Update difficulty target parameters\n * Triggers smooth interpolation to new difficulty level\n *\n * @korean 난이도 목표 매개변수 업데이트\n */\n const updateDifficultyTarget = useCallback(\n (newParams: DifficultyParameters) => {\n // Capture current params as start point for smooth transition\n startParamsRef.current = currentParams;\n transitionStartTimeRef.current = Date.now();\n setTargetParams(newParams);\n },\n [currentParams],\n );\n\n /**\n * Build combat context for decision-making.\n *\n * **Physics-first**: Positions are now in METERS, so distance is already in meters.\n * No scale conversion needed - direct physics-based calculations.\n *\n * @korean 전투 컨텍스트 구축\n */\n const buildCombatContext = useCallback((): CombatContext => {\n const dx = player.position.x - opponent.position.x;\n const dy = player.position.y - opponent.position.y;\n // Physics-first: positions are in meters, so distance is directly in meters\n const distanceInMeters = Math.sqrt(dx * dx + dy * dy);\n\n // Calculate recent damage taken (fix for issue #2529467021)\n const recentDamageTaken = Math.max(\n 0,\n player.totalDamageReceived - previousDamageRef.current,\n );\n previousDamageRef.current = player.totalDamageReceived;\n\n // Convert opponent balance number to balance state for kill mode detection\n // Uses getBalanceState() from player3DHelpers.ts to ensure consistency\n // Thresholds: >=80 READY, >=50 SHAKEN, >=20 VULNERABLE, <20 HELPLESS\n const opponentBalance = getBalanceState(opponent.balance);\n\n return {\n playerPosition: player.position,\n opponentPosition: opponent.position,\n playerHealth: player.health,\n playerMaxHealth: player.maxHealth,\n playerKi: player.ki,\n playerMaxKi: player.maxKi,\n playerStamina: player.stamina,\n playerMaxStamina: player.maxStamina,\n opponentHealth: opponent.health,\n opponentStance: opponent.currentStance,\n playerStance: player.currentStance,\n distanceToOpponent: distanceInMeters, // Physics-first: distance in meters\n timeInMatch: Date.now() - matchStartTimeRef.current,\n isOpponentAttacking: opponent.combatState === \"attacking\",\n recentDamageTaken,\n opponentBalance, // Added for kill mode detection\n opponentStamina: opponent.stamina, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxStamina: opponent.maxStamina, // Added for vulnerability exploitation\n opponentKi: opponent.ki, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxKi: opponent.maxKi, // Added for vulnerability exploitation\n stanceFatigue: {\n // Compute time in stance on-demand instead of polling with setInterval\n timeInStance: Date.now() - stanceFatigueRef.current.lastSwitchTime,\n },\n arenaBounds,\n };\n }, [player, opponent, arenaBounds]);\n\n /**\n * AI decision loop (fixed memory leak - issue #2529466989)\n */\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n const aiInterval = setInterval(() => {\n const now = Date.now();\n\n // Respect next action time using ref (prevents stale closure)\n if (now < nextActionRef.current) {\n return;\n }\n\n // Performance: track decision time\n const decisionStart = performance.now();\n\n // Build combat context\n const context = buildCombatContext();\n\n // Make strategic decision\n const decision = decisionTree.makeDecision(\n context,\n adjustedPersonality,\n comboSystem,\n );\n\n // Performance: warn if decision took too long with time-based throttle (issue #2529466997, #2529728019)\n const decisionTime = performance.now() - decisionStart;\n if (decisionTime > AI_DECISION_THRESHOLD_MS) {\n const now = Date.now();\n if (now - lastWarningTimeRef.current > WARNING_THROTTLE_MS) {\n // Only warn every 5 seconds\n console.warn(\n `AI decisions running slow: ${decisionTime.toFixed(2)}ms`,\n );\n lastWarningTimeRef.current = now;\n }\n }\n lastDecisionTimeRef.current = decisionTime;\n\n // Execute decision with technique and vital point selection\n let actionType = \"idle\";\n let newTargetPosition = aiState.targetPosition;\n let newConsecutiveAttacks = aiState.consecutiveAttacks;\n let selectedTechnique: KoreanTechnique | undefined;\n let targetVitalPoint: string | undefined;\n\n switch (decision.action) {\n case AIActionType.ATTACK:\n {\n const result = selectTechniqueForAction(\n false,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n // Update rotation queue and cooldown tracking if technique selected\n // Note: Cross-stance damage modifier already applied in selectTechniqueForAction()\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n // Record cooldown start time\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n // Check for signature combo continuation (Issue #expand-technique-selection-diversity)\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n // If this technique starts a combo, store next technique for consideration\n if (nextComboTechnique) {\n // Store combo hint for next decision (combo system can use this)\n // The decision tree will naturally consider this in the next cycle\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.TECHNIQUE:\n {\n const result = selectTechniqueForAction(\n true,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n // Update rotation queue and cooldown tracking if technique selected\n // Note: Cross-stance damage modifier already applied in selectTechniqueForAction()\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n // Record cooldown start time\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n // Check for signature combo continuation (Issue #expand-technique-selection-diversity)\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n // If this technique starts a combo, store next technique for consideration\n if (nextComboTechnique) {\n // Store combo hint for next decision (combo system can use this)\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\" || actionType === \"technique\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.COMBO:\n // Start or continue combo\n if (!comboSystem.isComboActive()) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n\n if (\n comboSystem.shouldContinueCombo(\n player,\n opponent,\n adjustedPersonality,\n )\n ) {\n const technique = comboSystem.getNextComboTechnique();\n actionType = technique ? \"technique\" : \"attack\";\n newConsecutiveAttacks++;\n } else {\n comboSystem.resetCombo();\n actionType = \"idle\";\n }\n break;\n\n case AIActionType.DEFEND:\n actionType = \"defend\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.COUNTER:\n actionType = \"counter\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.RETREAT:\n actionType = \"retreat\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.APPROACH:\n actionType = \"approach\";\n newTargetPosition = decision.targetPosition ?? opponent.position;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.CIRCLE:\n actionType = \"circle\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.STANCE_CHANGE:\n if (decision.targetStance && onStanceChange) {\n onStanceChange(decision.targetStance);\n }\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.FEINT:\n actionType = \"feint\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.WAIT:\n default:\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n }\n\n // Check for strategic laterality switch (Phase 8)\n // AI decides whether to switch stance side based on personality and tactical situation\n if (onLateralityChange && playerLaterality && opponentLaterality) {\n const shouldSwitch = shouldAISwitchLaterality(\n opponentLaterality, // Laterality for player index 1 (AI-controlled in this hook)\n playerLaterality, // Laterality for player index 0 (human-controlled in this hook)\n adjustedPersonality,\n player.health,\n lastLateralitySwitchRef.current,\n now,\n );\n\n if (shouldSwitch) {\n onLateralityChange();\n lastLateralitySwitchRef.current = now;\n }\n }\n\n // Calculate next action cooldown - expert fighters attack rapidly\n // Attack/technique: 200-350ms for fast-paced combat (was 600-800ms)\n // Other actions: 150-300ms for quick repositioning (was 400-600ms)\n const actionCooldown =\n actionType === \"attack\" || actionType === \"technique\"\n ? 200 + Math.random() * 150 // 200-350ms for attacks\n : 150 + Math.random() * 150; // 150-300ms for movement/defense\n\n // Update next action time using ref (prevents stale closure)\n nextActionRef.current = now + actionCooldown;\n\n // Use functional state update to avoid stale closure issues with recentTechniques\n setAiState((prevState) => {\n // Update recent techniques tracking with functional update\n let updatedRecentTechniques = [...prevState.recentTechniques];\n if (selectedTechnique) {\n updatedRecentTechniques.push(selectedTechnique.id);\n // Keep only last 5 techniques\n if (updatedRecentTechniques.length > 5) {\n updatedRecentTechniques = updatedRecentTechniques.slice(-5);\n }\n }\n\n return {\n nextAction: nextActionRef.current,\n targetPosition: newTargetPosition,\n lastActionType: actionType,\n consecutiveAttacks: newConsecutiveAttacks,\n actionCooldown,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique,\n targetVitalPoint,\n recentTechniques: updatedRecentTechniques,\n };\n });\n\n // Execute action - pass technique and vital point directly to avoid async state issues\n executeAIAction(actionType, newTargetPosition, selectedTechnique, targetVitalPoint);\n }, 50); // 50ms loop for responsive AI\n\n return () => clearInterval(aiInterval);\n }, [\n isPaused,\n roundStarted,\n roundEnded,\n buildCombatContext,\n decisionTree,\n adjustedPersonality,\n comboSystem,\n executeAIAction,\n onStanceChange,\n onLateralityChange,\n player,\n opponent,\n aiState,\n playerLaterality,\n opponentLaterality,\n adaptiveDifficulty,\n archetypeTechniqueIds,\n ]);\n\n return {\n aiState,\n comboSystem,\n decisionTree,\n adjustedPersonality,\n executeAIAction,\n currentDifficultyParams: currentParams,\n updateDifficultyTarget,\n 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{"version":3,"file":"useAICombat.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useAICombat.ts"],"sourcesContent":["/**\n * useAICombat Hook - AI Combat System Integration\n *\n * Custom hook for AI combat behavior with strategic decision-making.\n *\n * Manages AI opponent behavior including:\n * - Strategic decision-making via DecisionTree\n * - Combo attack sequences\n * - Adaptive difficulty based on player skill\n * - Performance monitoring (<10ms target for decisions)\n *\n * Side effects:\n * - Manages internal state for AI actions and aggression\n * - Sets up intervals/timers for AI action scheduling\n * - Updates state in response to combat events and round status\n *\n * @param config Configuration object for AI combat behavior.\n * @param config.player The AI-controlled player state.\n * @param config.opponent The opponent player state.\n * @param config.personality The AI's personality archetype.\n * @param config.adaptiveDifficulty Adaptive difficulty system instance.\n * @param config.arenaBounds Arena boundaries for movement validation.\n * @param config.roundStarted Whether the combat round has started.\n * @param config.roundEnded Whether the combat round has ended.\n * @param config.isPaused Whether the game is paused.\n * @param config.onExecuteAction Callback to execute AI actions.\n * @param config.onStanceChange Callback to handle stance changes.\n *\n * @returns AI combat state and control functions\n *\n * @example\n * ```typescript\n * const { aiState } = useAICombat({\n * player: aiPlayer,\n * opponent: humanPlayer,\n * personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,\n * adaptiveDifficulty,\n * arenaBounds,\n * roundStarted,\n * roundEnded,\n * isPaused,\n * onExecuteAction: handleAction,\n * onStanceChange: handleStanceChange,\n * });\n * ```\n */\n\nimport { getArchetypePhysicalAttributes } from \"@/data/archetypePhysicalAttributes\";\nimport {\n AdaptiveDifficulty,\n AIActionType,\n AIComboSystem,\n AIDecisionTree,\n AIPersonality,\n CombatContext,\n DifficultyParameters,\n getArchetypeBehavior,\n getNextComboTechnique,\n getSignatureMove,\n interpolateDifficultyParameters,\n shouldExecuteSignatureMove,\n} from \"@/systems/ai\";\nimport { physicalReachCalculator } from \"@/systems/physics\";\nimport { PlayerState } from \"@/systems/player\";\nimport { KoreanTechniquesSystem } from \"@/systems/trigram/KoreanTechniques\";\nimport { KOREAN_VITAL_POINTS } from \"@/systems/vitalpoint/KoreanVitalPoints\";\nimport { KoreanTechnique } from \"@/systems/vitalpoint/types\";\nimport {\n CombatAttackType,\n DamageType,\n PlayerArchetype,\n Position,\n TrigramStance,\n} from \"@/types\";\nimport { STANCE_REACH_MODIFIERS } from \"@/types/physics\";\nimport { getBalanceState } from \"@/utils/player3DHelpers\";\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\n\n// Performance monitoring constants\nconst AI_DECISION_THRESHOLD_MS = 10; // Threshold for slow decision warnings\nconst WARNING_THROTTLE_MS = 5000; // Throttle performance warnings to every 5 seconds\n\n/**\n * Technique range system (physics-first: meters)\n * All distances and ranges are in meters - no pixel conversions for game logic\n *\n * Each technique has a reachConfig with baseExtension multiplier\n * Applied to archetype's limb length: reach = (limbLength/100) × baseExtension × stanceModifier\n *\n * @korean 기술 범위 시스템 (물리 우선: 미터)\n */\n\n/**\n * Get viable techniques based on distance, stance, and stamina\n *\n * Filters techniques that:\n * - Match current stance\n * - Are within effective range of opponent\n * - Have sufficient stamina to execute\n * - Applies selection bias against recently used techniques (avoid >70% repetition)\n *\n * @korean 거리, 자세, 체력에 따른 실행 가능한 기술 선택\n *\n * @param distance - Distance to opponent in meters (physics-first)\n * @param stance - Current trigram stance\n * @param stamina - Available stamina\n * @param archetype - Player archetype for specialized techniques\n * @param recentTechniques - Array of recently used technique IDs (for variation)\n * @returns Array of viable techniques sorted by effectiveness with variation bias\n */\nfunction getViableTechniques(\n distance: number,\n stance: TrigramStance,\n stamina: number,\n archetype: PlayerState[\"archetype\"],\n recentTechniques: string[] = [],\n): readonly KoreanTechnique[] {\n // Get all available techniques for stance and archetype\n const stanceTechniques = KoreanTechniquesSystem.getAllAvailableTechniques(\n stance,\n archetype,\n );\n\n // Early return if no techniques available\n if (stanceTechniques.length === 0) {\n return [];\n }\n\n // Filter techniques that are viable for current situation\n const viableTechniques = stanceTechniques.filter((tech) => {\n // Calculate technique effective range using Physical ReachCalculator\n // Get AI player's physical attributes\n const physicalAttributes = getArchetypePhysicalAttributes(archetype);\n\n // Calculate maximum reach for this technique\n // Use animationType if available, otherwise derive from reachConfig\n const animType = tech.animationType;\n let maxReach: number;\n\n if (animType) {\n // Use PhysicalReachCalculator with animation timing\n maxReach = physicalReachCalculator.calculateMaxReach(\n physicalAttributes,\n animType,\n stance,\n );\n } else {\n // Fallback: Calculate reach directly from reachConfig\n // This ensures consistency with technique definitions when no animation type\n const limbLength =\n tech.reachConfig.bodyPart === \"leg\"\n ? physicalAttributes.legLength\n : physicalAttributes.armLength;\n\n // Apply body pivot/offset based on technique type (matching PhysicalReachCalculator logic)\n // Kicks: hip rotation + torso lean = 0.25m\n // Punches: shoulder offset + torso rotation = shoulderWidth/2 + 0.1m\n let bodyPivot: number;\n if (tech.reachConfig.bodyPart === \"leg\") {\n bodyPivot = 0.25; // meters for kicks\n } else {\n // Arm-based: shoulder offset + torso rotation\n const shoulderOffset = physicalAttributes.shoulderWidth / 2 / 100;\n const torsoRotation = 0.1;\n bodyPivot = shoulderOffset + torsoRotation;\n }\n\n // Apply stance modifier using actual stance-specific modifiers\n const stanceModifier = STANCE_REACH_MODIFIERS[stance];\n // Convert cm to meters, add body pivot, and apply modifiers\n maxReach =\n (limbLength / 100 + bodyPivot) *\n tech.reachConfig.baseExtension *\n stanceModifier;\n }\n\n // All distances are in METERS - no pixel conversion needed\n // Check if opponent is within technique range\n const inRange = distance <= maxReach;\n\n // Check if player has sufficient stamina\n const hasStamina = stamina >= tech.staminaCost;\n\n return inRange && hasStamina;\n });\n\n // Pre-compute recent use counts for efficiency (avoid O(n²×m) in sort)\n const recentUseCounts = new Map<string, number>();\n for (const tech of viableTechniques) {\n recentUseCounts.set(\n tech.id,\n recentTechniques.filter((id) => id === tech.id).length,\n );\n }\n\n // Sort by effectiveness with variation bias\n return viableTechniques.sort((a, b) => {\n // Base effectiveness: damage × accuracy\n const baseEffectivenessA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const baseEffectivenessB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n\n // Apply penalty for recently used techniques (avoid repetition)\n const recentUsesA = recentUseCounts.get(a.id) ?? 0;\n const recentUsesB = recentUseCounts.get(b.id) ?? 0;\n\n // Penalty: 20% reduction per recent use (max 60% penalty for 3+ uses)\n const penaltyA = Math.min(0.6, recentUsesA * 0.2);\n const penaltyB = Math.min(0.6, recentUsesB * 0.2);\n\n const finalEffectivenessA = baseEffectivenessA * (1 - penaltyA);\n const finalEffectivenessB = baseEffectivenessB * (1 - penaltyB);\n\n return finalEffectivenessB - finalEffectivenessA;\n });\n}\n\n/**\n * Select optimal vital point for attack based on stance compatibility and archetype priority\n *\n * Prioritizes vital points by:\n * 1. Archetype vital target priority (health/pain/consciousness/balanced)\n * 2. Stance compatibility (must be in effectiveStances array)\n * 3. Base damage threshold (>25 damage preferred)\n * 4. Targeting difficulty vs AI skill level\n *\n * @korean 자세 효과 및 원형 우선순위에 따른 최적 급소 선택\n *\n * @param stance - Current trigram stance\n * @param difficultyLevel - AI difficulty level (0.0-1.0)\n * @param archetype - Player archetype for priority targeting\n * @returns Vital point ID or null if no suitable target\n */\nfunction selectOptimalVitalPoint(\n stance: TrigramStance,\n difficultyLevel: number,\n archetype: PlayerState[\"archetype\"],\n): string | null {\n // Guard: Ensure vital points are available\n if (KOREAN_VITAL_POINTS.length === 0) {\n return null;\n }\n\n // Get archetype behavior for vital point priority\n const behavior = getArchetypeBehavior(archetype);\n\n // Filter vital points effective for current stance\n const effectivePoints = KOREAN_VITAL_POINTS.filter((point) =>\n point.effectiveStances?.includes(stance),\n );\n\n if (effectivePoints.length === 0) {\n // Fallback: select any vital point if no stance-specific ones available\n const fallbackPoint =\n KOREAN_VITAL_POINTS[\n Math.floor(Math.random() * KOREAN_VITAL_POINTS.length)\n ];\n return fallbackPoint?.id ?? null;\n }\n\n // Damage threshold for high-priority targets\n const HIGH_DAMAGE_THRESHOLD = 25;\n\n // Filter by damage threshold (prefer high-damage vital points)\n const highDamagePoints = effectivePoints.filter(\n (point) => (point.baseDamage ?? 0) > HIGH_DAMAGE_THRESHOLD,\n );\n\n const targetPoints =\n highDamagePoints.length > 0 ? highDamagePoints : effectivePoints;\n\n // Sort by targeting suitability based on AI difficulty AND archetype priority\n const sortedPoints = [...targetPoints].sort((a, b) => {\n // Calculate base suitability score\n const baseSuitabilityA =\n (a.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - a.targetingDifficulty));\n const baseSuitabilityB =\n (b.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - b.targetingDifficulty));\n\n // Apply archetype priority multiplier\n const priorityMultiplierA = getVitalPointPriorityScore(\n a,\n behavior.vitalTargetPriority,\n );\n const priorityMultiplierB = getVitalPointPriorityScore(\n b,\n behavior.vitalTargetPriority,\n );\n\n const finalSuitabilityA = baseSuitabilityA * priorityMultiplierA;\n const finalSuitabilityB = baseSuitabilityB * priorityMultiplierB;\n\n return finalSuitabilityB - finalSuitabilityA;\n });\n\n // Select top-rated target\n return sortedPoints[0]?.id ?? null;\n}\n\n/**\n * Calculate priority score for vital point based on archetype targeting preference\n *\n * @korean 원형 타격 우선순위 점수 계산\n *\n * @param vitalPoint - Vital point to score\n * @param priority - Archetype vital target priority\n * @returns Priority multiplier (1.0 = neutral, >1.0 = preferred, <1.0 = deprioritized)\n */\nfunction getVitalPointPriorityScore(\n vitalPoint: (typeof KOREAN_VITAL_POINTS)[0],\n priority: import(\"@/systems/ai/AIPersonality\").VitalTargetPriority,\n): number {\n // Import effect types to check vital point effects\n const effects = vitalPoint.effects ?? [];\n\n switch (priority) {\n case \"health\":\n // Jojik - prioritize high base damage\n return (vitalPoint.baseDamage ?? 0) > 30 ? 1.5 : 1.0;\n\n case \"pain\":\n // Jeongbo - prioritize pain-inducing effects\n // Check if effects include pain or disorientation\n const hasPainEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"pain\") ||\n String(e).toLowerCase().includes(\"disorientation\"),\n );\n return hasPainEffect ? 1.5 : 1.0;\n\n case \"consciousness\":\n // Amsalja - prioritize consciousness-affecting strikes\n // Check if effects include unconsciousness, stun, or breathlessness\n const hasConsciousnessEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"unconscious\") ||\n String(e).toLowerCase().includes(\"stun\") ||\n String(e).toLowerCase().includes(\"breathless\"),\n );\n return hasConsciousnessEffect ? 1.5 : 1.0;\n\n case \"balanced\":\n default:\n // Musa, Hacker - balanced approach\n return 1.0;\n }\n}\n\n/**\n * Check if a technique is a signature move for the given archetype\n *\n * Signature techniques are identified by:\n * - Damage type and attack type matching archetype preferences\n * - Ki/Stamina costs indicating advanced techniques\n * - Specific technique characteristics (e.g., nerve strikes for Amsalja)\n *\n * @korean 원형 대표 기술 확인\n *\n * @param technique - Technique to check\n * @param archetype - Player archetype\n * @returns True if technique is signature for the archetype\n */\nfunction isSignatureTechnique(\n technique: KoreanTechnique,\n archetype: PlayerState[\"archetype\"],\n): boolean {\n const damageType = technique.damageType;\n const attackType = technique.type;\n const isAdvanced =\n (technique.kiCost ?? 0) >= 10 || (technique.staminaCost ?? 0) >= 15;\n\n switch (archetype) {\n case PlayerArchetype.MUSA:\n // Musa: Joint manipulation (JOINT damage) and bone strikes (CRUSHING/BLUNT)\n return (\n damageType === DamageType.JOINT ||\n damageType === DamageType.CRUSHING ||\n (damageType === DamageType.BLUNT && isAdvanced)\n );\n\n case PlayerArchetype.AMSALJA:\n // Amsalja: Nerve strikes (NERVE damage) and silent takedowns (pressure points)\n return (\n damageType === DamageType.NERVE ||\n damageType === DamageType.PRESSURE ||\n attackType === CombatAttackType.NERVE_STRIKE ||\n attackType === CombatAttackType.PRESSURE_POINT\n );\n\n case PlayerArchetype.HACKER:\n // Hacker: Anatomical analysis (INTERNAL/NERVE) and calculated strikes\n return (\n damageType === DamageType.INTERNAL ||\n damageType === DamageType.NERVE ||\n (isAdvanced && (technique.accuracy ?? 0) >= 0.8) // High accuracy represents calculation\n );\n\n case PlayerArchetype.JEONGBO_YOWON:\n // Jeongbo: Psychological pressure (PRESSURE) and submission techniques (JOINT)\n return (\n damageType === DamageType.PRESSURE ||\n damageType === DamageType.JOINT ||\n attackType === CombatAttackType.GRAPPLE\n );\n\n case PlayerArchetype.JOJIK_POKRYEOKBAE:\n // Jojik: Dirty techniques (any high-damage strike) and environmental usage\n return (\n (technique.damage ?? 0) >= 30 || // High raw damage\n damageType === DamageType.SLASHING || // Brutal cutting\n damageType === DamageType.PIERCING // Dirty stabbing techniques\n );\n\n default:\n return false;\n }\n}\n\n/**\n * Update technique usage frequency and rotation queue\n *\n * Tracks technique usage for diversity enforcement:\n * 1. Updates usage frequency counter\n * 2. Adds to recent techniques queue (last 5)\n * 3. Marks as used in current match\n * 4. Resets \"all used\" when all 4 archetype techniques completed\n *\n * @korean 기술 사용 빈도 및 순환 큐 업데이트\n *\n * @param techniqueId - ID of technique just used\n * @param rotationQueue - Technique rotation tracking object\n * @param archetypeTechniqueIds - All technique IDs for this archetype (for reset detection)\n */\nfunction updateTechniqueRotation(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n archetypeTechniqueIds: Set<string>,\n): void {\n // Update frequency counter\n const current = rotationQueue.frequency.get(techniqueId) ?? 0;\n rotationQueue.frequency.set(techniqueId, current + 1);\n\n // Increment total attacks\n rotationQueue.totalAttacks++;\n\n // Add to recent queue (last 5)\n rotationQueue.used.push(techniqueId);\n if (rotationQueue.used.length > 5) {\n rotationQueue.used.shift(); // Keep only last 5\n }\n\n // Mark as used in this match\n rotationQueue.allUsed.add(techniqueId);\n\n // Reset \"all used\" if all archetype techniques have been used\n // This ensures AI cycles through full arsenal repeatedly\n let allTechniquesUsed = true;\n for (const techId of archetypeTechniqueIds) {\n if (!rotationQueue.allUsed.has(techId)) {\n allTechniquesUsed = false;\n break;\n }\n }\n\n if (allTechniquesUsed) {\n rotationQueue.allUsed.clear();\n }\n}\n\n/**\n * Check if technique is overused (exceeds 40% threshold)\n *\n * Enforces variety by identifying techniques that have been\n * used more than 40% of total attacks.\n *\n * @korean 기술 과다 사용 확인 (40% 임계값)\n *\n * @param techniqueId - Technique ID to check\n * @param rotationQueue - Technique rotation tracking object\n * @returns True if technique exceeds 40% usage threshold\n */\nfunction isOverused(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n): boolean {\n if (rotationQueue.totalAttacks === 0) {\n return false;\n }\n\n const uses = rotationQueue.frequency.get(techniqueId) ?? 0;\n const percentage = uses / rotationQueue.totalAttacks;\n return percentage > 0.4; // >40% threshold\n}\n\n/**\n * Select technique with rotation bias for diversity\n *\n * Prioritizes techniques in this order:\n * 1. Never used in this match (highest priority)\n * 2. Not used in last 5 techniques (avoid repetition)\n * 3. Any viable technique (fallback)\n *\n * Within each priority tier, selects by effectiveness (damage × accuracy).\n *\n * @korean 다양성을 위한 순환 편향 기술 선택\n *\n * @param viableTechniques - Techniques that are viable (range, stamina, stance)\n * @param rotationQueue - Technique rotation tracking object\n * @returns Best technique with rotation bias applied\n */\nfunction selectTechniqueWithRotation(\n viableTechniques: readonly KoreanTechnique[],\n rotationQueue: TechniqueRotationQueue,\n): KoreanTechnique | undefined {\n if (viableTechniques.length === 0) {\n return undefined;\n }\n\n // Filter out overused techniques (>40% threshold)\n const balancedTechniques = viableTechniques.filter(\n (t) => !isOverused(t.id, rotationQueue),\n );\n\n // If all techniques overused (rare), reset frequency tracking and use any\n const candidates =\n balancedTechniques.length > 0 ? balancedTechniques : viableTechniques;\n\n if (balancedTechniques.length === 0 && rotationQueue.totalAttacks > 0) {\n // Reset frequency to allow reuse and realign total count\n rotationQueue.frequency.clear();\n rotationQueue.totalAttacks = 0;\n }\n\n // Priority 1: Never used in this match\n const neverUsed = candidates.filter((t) => !rotationQueue.allUsed.has(t.id));\n\n if (neverUsed.length > 0) {\n // Sort by effectiveness within never-used tier\n return [...neverUsed].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n // Priority 2: Not in last 5 techniques\n const unusedRecently = candidates.filter(\n (t) => !rotationQueue.used.includes(t.id),\n );\n\n if (unusedRecently.length > 0) {\n // Sort by effectiveness within unused-recently tier\n return [...unusedRecently].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n // Priority 3: Any viable technique (all used recently)\n // Sort by effectiveness\n return [...candidates].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n}\n\n/**\n * Filter techniques by cooldown availability\n *\n * Returns only techniques that are off cooldown and ready to use.\n * If all techniques are on cooldown, returns empty array.\n *\n * @korean 재사용 대기시간별 기술 필터링\n *\n * @param techniques - Techniques to filter\n * @param cooldownMap - Map of technique ID to last use timestamp\n * @returns Techniques that are off cooldown\n */\nfunction filterByCooldown(\n techniques: readonly KoreanTechnique[],\n cooldownMap: TechniqueCooldownMap,\n): readonly KoreanTechnique[] {\n const now = Date.now();\n\n return techniques.filter((t) => {\n const lastUsed = cooldownMap.get(t.id) ?? 0;\n const cooldown = (t.recoveryTime ?? 0) + (t.executionTime ?? 0); // Total cooldown time\n const timeSinceUse = now - lastUsed;\n return timeSinceUse >= cooldown;\n });\n}\n\n/**\n * Get all techniques for an archetype (for cross-stance usage)\n *\n * Returns all 4 techniques available to the archetype,\n * regardless of stance requirements.\n *\n * @korean 원형의 모든 기술 가져오기 (교차 자세 사용)\n *\n * @param archetype - Player archetype\n * @returns All techniques for the archetype\n */\nfunction getAllArchetypeTechniques(\n archetype: PlayerState[\"archetype\"],\n): readonly KoreanTechnique[] {\n // Use KoreanTechniquesSystem to efficiently get all techniques for archetype\n // This avoids iterating through all 8 stances\n return KoreanTechniquesSystem.getTechniquesByArchetype(archetype);\n}\n\n/**\n * Apply cross-stance damage modifier to technique\n *\n * Creates a modified copy of the technique with 80% damage for cross-stance usage.\n * This prevents mutation of the original technique object.\n *\n * **Design Rationale for 80% Effectiveness:**\n * Cross-stance techniques are performed from a non-optimal stance, reducing\n * power generation and body mechanics efficiency. The 80% modifier reflects:\n * - Suboptimal weight transfer and leverage\n * - Reduced muscle engagement from non-ideal positioning\n * - Decreased stability and balance during execution\n *\n * This is consistent with Korean martial arts philosophy where proper stance\n * (자세) is fundamental to technique effectiveness. Other properties like\n * accuracy and execution time remain unchanged as the technique mechanics\n * themselves are unchanged, only the power generation is affected.\n *\n * @korean 교차 자세 피해 배율 적용 (80% 효과)\n *\n * @param technique - Original technique\n * @param isCrossStance - Whether technique is from different stance\n * @returns Modified technique with 80% damage if cross-stance, original otherwise\n */\nfunction applyCrossStanceDamageModifier(\n technique: KoreanTechnique,\n isCrossStance: boolean,\n): KoreanTechnique {\n if (!isCrossStance || !technique.damage) {\n return technique;\n }\n\n // Create modified copy with 80% damage\n return {\n ...technique,\n damage: Math.floor(technique.damage * 0.8),\n };\n}\n\n/**\n * Helper to select technique for AI action with rotation and cooldown awareness\n *\n * Enhanced technique selection with:\n * - Technique rotation queue for diversity (prevents >70% repetition → targets <40%)\n * - Cooldown-aware filtering (prioritizes ready techniques)\n * - Cross-stance fallback (uses other techniques at 80% effectiveness)\n * - Archetype signature bias (maintains 40%+ signature technique usage)\n *\n * @korean 순환 및 재사용 대기시간을 고려한 기술 선택\n *\n * @param isSpecialTechnique - Whether to filter for high-cost special techniques\n * @param context - Current combat context\n * @param player - AI player state\n * @param adaptiveDifficulty - Adaptive difficulty system\n * @param rotationQueue - Technique rotation tracking object\n * @param cooldownMap - Technique cooldown tracking map\n * @returns Selected technique, vital point, action type, and cross-stance flag\n */\nfunction selectTechniqueForAction(\n isSpecialTechnique: boolean,\n context: CombatContext,\n player: PlayerState,\n adaptiveDifficulty: AdaptiveDifficulty,\n rotationQueue: TechniqueRotationQueue,\n cooldownMap: TechniqueCooldownMap,\n): {\n technique?: KoreanTechnique;\n vitalPoint?: string;\n actionType: string;\n isCrossStance?: boolean;\n} {\n // Check for signature move condition (Issue #enforce-distinct-combat-philosophies)\n // This provides archetype-specific finishing moves under specific conditions\n if (shouldExecuteSignatureMove(player.archetype, context)) {\n const signatureMoveId = getSignatureMove(player.archetype);\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const signatureTechnique = allTechniques.find(\n (t) => t.id === signatureMoveId,\n );\n\n if (signatureTechnique) {\n // Check if signature move is off cooldown\n const now = Date.now();\n const lastUsed = cooldownMap.get(signatureMoveId) ?? 0;\n\n // Use consistent cooldown calculation (same as filterByCooldown)\n // Cooldown = recoveryTime + executionTime for KoreanTechnique\n const techniqueCooldown =\n (signatureTechnique.recoveryTime ?? 0) +\n (signatureTechnique.executionTime ?? 0);\n const cooldownRemaining = Math.max(\n 0,\n techniqueCooldown - (now - lastUsed),\n );\n\n // Only execute signature if off cooldown and have resources\n if (\n cooldownRemaining === 0 &&\n player.stamina >= signatureTechnique.staminaCost &&\n player.ki >= signatureTechnique.kiCost\n ) {\n console.log(\n `[AI] Executing signature move: ${signatureMoveId} for ${player.archetype}`,\n );\n\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n return {\n technique: signatureTechnique,\n vitalPoint,\n actionType: \"signature_move\",\n isCrossStance: signatureTechnique.stance !== player.currentStance,\n };\n }\n }\n }\n\n // Get viable techniques for current stance\n const viableTechniques = getViableTechniques(\n context.distanceToOpponent,\n player.currentStance,\n player.stamina,\n player.archetype,\n rotationQueue.used, // Pass recent techniques for penalty\n );\n\n // Filter by cooldown availability\n const readyTechniques = filterByCooldown(viableTechniques, cooldownMap);\n\n // Use ready techniques if available, otherwise check cooldowns\n let candidates =\n readyTechniques.length > 0 ? readyTechniques : viableTechniques;\n\n // Filter for special techniques if requested\n if (isSpecialTechnique) {\n const specialCandidates = candidates.filter(\n (tech) => tech.kiCost >= 10 || tech.staminaCost >= 15,\n );\n candidates = specialCandidates.length > 0 ? specialCandidates : candidates;\n }\n\n // If no viable techniques for current stance, try cross-stance techniques\n let isCrossStance = false;\n if (candidates.length === 0) {\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const crossStanceTechniques = allTechniques.filter(\n (t) =>\n t.stance !== player.currentStance &&\n // Physics-first: Compare meters to meters\n context.distanceToOpponent <= (t.reachConfig?.baseExtension ?? 1.0) &&\n player.stamina >= t.staminaCost &&\n !isOverused(t.id, rotationQueue), // Apply rotation diversity to cross-stance\n );\n\n // Filter by cooldown for cross-stance techniques too\n const readyCrossStance = filterByCooldown(\n crossStanceTechniques,\n cooldownMap,\n );\n candidates =\n readyCrossStance.length > 0 ? readyCrossStance : crossStanceTechniques;\n isCrossStance = candidates.length > 0;\n }\n\n if (candidates.length > 0) {\n // Filter signature techniques once for efficiency\n const signatureTechniques = candidates.filter((tech) =>\n isSignatureTechnique(tech, player.archetype),\n );\n\n // Apply 60% bias toward signature techniques\n // Determine category first, then select best technique within category\n const useSignature = signatureTechniques.length > 0 && Math.random() < 0.6;\n\n const selectedCandidates = useSignature ? signatureTechniques : candidates;\n const technique = selectTechniqueWithRotation(\n selectedCandidates,\n rotationQueue,\n );\n\n if (technique) {\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n // Apply cross-stance damage modifier if needed\n const finalTechnique = applyCrossStanceDamageModifier(\n technique,\n isCrossStance,\n );\n\n return {\n technique: finalTechnique,\n vitalPoint,\n actionType: isSpecialTechnique ? \"technique\" : \"attack\",\n isCrossStance,\n };\n }\n }\n\n return { actionType: \"idle\" };\n}\n\n/**\n * Determine if AI should switch stance laterality based on personality and tactical situation.\n *\n * Strategic laterality decisions in Korean martial arts:\n * - **Aggressive personality**: Prefers matched stances (same laterality) for offensive advantage\n * Matched stances expose centerlines, creating attack opportunities\n * - **Defensive personality**: Prefers mismatched stances (opposite laterality) for protection\n * Mismatched stances naturally guard centerlines with lead hand\n * - **Health-based modifier**: Low health increases defensive preference\n *\n * @param aiLaterality - AI's current stance laterality\n * @param opponentLaterality - Opponent's stance laterality\n * @param personality - AI personality archetype\n * @param aiHealth - AI's current health (0-100)\n * @param lastSwitchTime - Timestamp of last laterality switch\n * @param currentTime - Current timestamp for cooldown check\n * @returns true if AI should switch laterality, false otherwise\n *\n * @korean AI 측면성 전환 결정\n */\nfunction shouldAISwitchLaterality(\n aiLaterality: \"left\" | \"right\",\n opponentLaterality: \"left\" | \"right\",\n personality: AIPersonality,\n aiHealth: number,\n lastSwitchTime: number,\n currentTime: number,\n): boolean {\n // Cooldown: Don't switch more than once per 3 seconds\n const LATERALITY_COOLDOWN = 3000;\n if (currentTime - lastSwitchTime < LATERALITY_COOLDOWN) {\n return false;\n }\n\n const isMatched = aiLaterality === opponentLaterality;\n\n // Aggressive AI: Prefer matched stances (offensive advantage)\n // Defensive AI: Prefer mismatched stances (defensive protection)\n const aggressionFactor = personality.aggressionLevel;\n const defenseFactor = personality.defensePreference;\n\n // Health-based modifier: Lower health increases defensive behavior\n const healthFactor = aiHealth / 100;\n const effectiveAggression = aggressionFactor * Math.max(0.3, healthFactor);\n const effectiveDefense = defenseFactor * (1.2 - healthFactor * 0.2);\n\n // Aggressive AI wants matched stances\n if (effectiveAggression > 0.6 && !isMatched) {\n return Math.random() < 0.3; // 30% chance to switch to matched\n }\n\n // Defensive AI wants mismatched stances\n if (effectiveDefense > 0.6 && isMatched) {\n return Math.random() < 0.25; // 25% chance to switch to mismatched\n }\n\n // Low health emergency: Switch to defensive mismatch\n if (aiHealth < 30 && isMatched) {\n return Math.random() < 0.4; // 40% chance when critically low health\n }\n\n return false;\n}\n\n/**\n * AI state management\n */\ninterface AIState {\n nextAction: number;\n targetPosition: Position;\n lastActionType: string;\n consecutiveAttacks: number;\n actionCooldown: number;\n aggressionLevel: number;\n selectedTechnique?: KoreanTechnique;\n targetVitalPoint?: string;\n recentTechniques: string[]; // Track last 5 techniques for variation\n}\n\n/**\n * Technique rotation queue for enforcing variety\n *\n * Tracks technique usage to prevent repetitive patterns:\n * - Last 5 techniques used (for immediate variation)\n * - All techniques used in current match (for full arsenal tracking)\n * - Usage frequency per technique (for 40% threshold enforcement)\n * - Total attacks counter (for percentage calculation)\n *\n * @korean 기술 순환 큐 (다양성 강화)\n */\ninterface TechniqueRotationQueue {\n used: string[]; // Last 5 technique IDs (FIFO)\n allUsed: Set<string>; // All techniques used this match\n frequency: Map<string, number>; // Usage count per technique ID\n totalAttacks: number; // Total attack count for percentage calculation\n}\n\n/**\n * Technique cooldown tracking\n *\n * Maps technique ID to timestamp of last use\n * Used for cooldown-aware technique selection\n *\n * @korean 기술 재사용 대기시간 추적\n */\ntype TechniqueCooldownMap = Map<string, number>;\n\n/**\n * AI combat hook configuration\n */\ninterface UseAICombatConfig {\n readonly player: PlayerState;\n readonly opponent: PlayerState;\n readonly personality: AIPersonality;\n readonly adaptiveDifficulty: AdaptiveDifficulty;\n readonly isPaused: boolean;\n readonly roundStarted: boolean;\n readonly roundEnded: boolean;\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly scale?: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n readonly onExecuteAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly onStanceChange?: (stance: TrigramStance) => void;\n readonly onLateralityChange?: () => void;\n readonly playerLaterality?: \"left\" | \"right\";\n readonly opponentLaterality?: \"left\" | \"right\";\n}\n\n/**\n * AI combat hook return type\n */\ninterface UseAICombatReturn {\n readonly aiState: AIState;\n readonly comboSystem: AIComboSystem;\n readonly decisionTree: AIDecisionTree;\n readonly adjustedPersonality: AIPersonality;\n readonly executeAIAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly currentDifficultyParams: DifficultyParameters;\n readonly updateDifficultyTarget: (newParams: DifficultyParameters) => void;\n}\n\n/**\n * Custom hook for AI combat behavior\n */\nexport function useAICombat(config: UseAICombatConfig): UseAICombatReturn {\n const {\n player,\n opponent,\n personality,\n adaptiveDifficulty,\n isPaused,\n roundStarted,\n roundEnded,\n arenaBounds,\n onExecuteAction,\n onStanceChange,\n onLateralityChange,\n playerLaterality,\n opponentLaterality,\n } = config;\n\n // Initialize AI systems (persist across renders)\n const comboSystem = useMemo(() => new AIComboSystem(), []);\n const decisionTree = useMemo(() => new AIDecisionTree(), []);\n\n // Adjust personality based on player skill\n const adjustedPersonality = useMemo(\n () => adaptiveDifficulty.adjustAIPersonality(personality),\n [adaptiveDifficulty, personality],\n );\n\n // Update AI difficulty level based on adaptive difficulty (only when skill level meaningfully changes)\n const lastSkillLevelRef = useRef(0.5);\n useEffect(() => {\n const newSkillLevel = adaptiveDifficulty.calculatePlayerSkill();\n // Only update if skill level changed by more than 1%\n if (Math.abs(newSkillLevel - lastSkillLevelRef.current) > 0.01) {\n lastSkillLevelRef.current = newSkillLevel;\n decisionTree.setDifficultyLevel(newSkillLevel);\n }\n }, [adaptiveDifficulty, decisionTree]);\n\n // Difficulty parameters with smooth interpolation\n // Using useState with lazy initializer instead of useMemo since it only runs once\n const [currentParams, setCurrentParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const [targetParams, setTargetParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const startParamsRef = useRef<DifficultyParameters>(currentParams);\n const transitionStartTimeRef = useRef<number>(0);\n const transitionDurationMs = 10000; // 10 seconds for smooth transition\n\n // AI state - use useState lazy initializer for Date.now()\n const [aiState, setAiState] = useState<AIState>(() => {\n const now = Date.now();\n return {\n nextAction: now,\n targetPosition: player.position,\n lastActionType: \"idle\",\n consecutiveAttacks: 0,\n actionCooldown: 500,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique: undefined,\n targetVitalPoint: undefined,\n recentTechniques: [],\n };\n });\n\n // Performance tracking - use useState lazy initializer for refs that need Date.now()\n const lastDecisionTimeRef = useRef(0);\n const [initialMatchTime] = useState(() => Date.now());\n const matchStartTimeRef = useRef(initialMatchTime);\n const previousDamageRef = useRef(0);\n const [initialActionTime] = useState(() => Date.now());\n const nextActionRef = useRef(initialActionTime);\n const lastWarningTimeRef = useRef(0);\n const lastLateralitySwitchRef = useRef(0); // Track last laterality switch for cooldown\n\n // Technique rotation queue and cooldown tracking (Issue #expand-technique-selection-diversity)\n // Enforce technique variety: all 4 techniques used, no technique >40% usage\n const techniqueRotationQueueRef = useRef<TechniqueRotationQueue>({\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n });\n\n const techniqueCooldownMapRef = useRef<TechniqueCooldownMap>(new Map());\n\n // Get all technique IDs for current archetype (for reset detection)\n const archetypeTechniqueIds = useMemo(() => {\n const allTechs = getAllArchetypeTechniques(player.archetype);\n return new Set(allTechs.map((t) => t.id));\n }, [player.archetype]);\n\n // Stance fatigue tracking (Issue #dynamic-ai-stance-rotation Phase 4)\n // Tracks how long AI has been in current stance to encourage dynamic switching\n // Use useState lazy initializer for Date.now() to avoid impure function call during render\n const [initialStanceFatigue] = useState(() => ({\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n }));\n const stanceFatigueRef = useRef(initialStanceFatigue);\n\n // Initialize previousDamageRef when round starts (issue #2529728007)\n // player.currentStance and player.totalDamageReceived are intentionally excluded -\n // this effect only initializes refs when a new round starts, not on every state change\n useEffect(() => {\n if (roundStarted) {\n matchStartTimeRef.current = Date.now();\n previousDamageRef.current = player.totalDamageReceived;\n decisionTree.reset();\n comboSystem.resetCombo();\n\n // Reset stance fatigue tracking on round start\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n\n // Reset technique rotation queue on round start (Issue #expand-technique-selection-diversity)\n techniqueRotationQueueRef.current = {\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n };\n\n // Reset technique cooldown tracking on round start\n techniqueCooldownMapRef.current.clear();\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [roundStarted, decisionTree, comboSystem]);\n\n // Monitor stance changes and update fatigue tracking (Issue #dynamic-ai-stance-rotation Phase 4)\n // Detects when AI changes stance and resets fatigue timer\n useEffect(() => {\n if (!roundStarted || roundEnded || isPaused) {\n return;\n }\n\n // Detect stance change and reset fatigue timer\n if (player.currentStance !== stanceFatigueRef.current.currentStance) {\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n }\n }, [player.currentStance, roundStarted, roundEnded, isPaused]);\n\n // Smooth interpolation of difficulty parameters using requestAnimationFrame\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n let animationFrameId: number;\n let isComplete = false;\n\n const animate = () => {\n if (isComplete) return;\n\n const now = Date.now();\n const elapsed = now - transitionStartTimeRef.current;\n const progress = Math.min(1.0, elapsed / transitionDurationMs);\n\n if (progress < 1.0) {\n // Still interpolating from captured start params to target\n const interpolated = interpolateDifficultyParameters(\n startParamsRef.current,\n targetParams,\n progress,\n );\n setCurrentParams(interpolated);\n animationFrameId = requestAnimationFrame(animate);\n } else {\n // Transition complete - snap to target and stop\n setCurrentParams(targetParams);\n isComplete = true;\n }\n };\n\n animationFrameId = requestAnimationFrame(animate);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n }, [isPaused, roundStarted, roundEnded, targetParams, transitionDurationMs]);\n\n // Pass current difficulty parameters to DecisionTree\n useEffect(() => {\n decisionTree.setDifficultyParameters(currentParams);\n }, [decisionTree, currentParams]);\n\n /**\n * Execute AI action callback\n *\n * Passes technique and vital point directly to avoid React state async issues\n *\n * @korean AI 행동 실행 콜백\n */\n const executeAIAction = useCallback(\n (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => {\n onExecuteAction(action, targetPosition, selectedTechnique, targetVitalPoint);\n },\n [onExecuteAction],\n );\n\n /**\n * Update difficulty target parameters\n * Triggers smooth interpolation to new difficulty level\n *\n * @korean 난이도 목표 매개변수 업데이트\n */\n const updateDifficultyTarget = useCallback(\n (newParams: DifficultyParameters) => {\n // Capture current params as start point for smooth transition\n startParamsRef.current = currentParams;\n transitionStartTimeRef.current = Date.now();\n setTargetParams(newParams);\n },\n [currentParams],\n );\n\n /**\n * Build combat context for decision-making.\n *\n * **Physics-first**: Positions are now in METERS, so distance is already in meters.\n * No scale conversion needed - direct physics-based calculations.\n *\n * @korean 전투 컨텍스트 구축\n */\n const buildCombatContext = useCallback((): CombatContext => {\n const dx = player.position.x - opponent.position.x;\n const dy = player.position.y - opponent.position.y;\n // Physics-first: positions are in meters, so distance is directly in meters\n const distanceInMeters = Math.sqrt(dx * dx + dy * dy);\n\n // Calculate recent damage taken (fix for issue #2529467021)\n const recentDamageTaken = Math.max(\n 0,\n player.totalDamageReceived - previousDamageRef.current,\n );\n previousDamageRef.current = player.totalDamageReceived;\n\n // Convert opponent balance number to balance state for kill mode detection\n // Uses getBalanceState() from player3DHelpers.ts to ensure consistency\n // Thresholds: >=80 READY, >=50 SHAKEN, >=20 VULNERABLE, <20 HELPLESS\n const opponentBalance = getBalanceState(opponent.balance);\n\n return {\n playerPosition: player.position,\n opponentPosition: opponent.position,\n playerHealth: player.health,\n playerMaxHealth: player.maxHealth,\n playerKi: player.ki,\n playerMaxKi: player.maxKi,\n playerStamina: player.stamina,\n playerMaxStamina: player.maxStamina,\n opponentHealth: opponent.health,\n opponentStance: opponent.currentStance,\n playerStance: player.currentStance,\n distanceToOpponent: distanceInMeters, // Physics-first: distance in meters\n timeInMatch: Date.now() - matchStartTimeRef.current,\n isOpponentAttacking: opponent.combatState === \"attacking\",\n recentDamageTaken,\n opponentBalance, // Added for kill mode detection\n opponentStamina: opponent.stamina, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxStamina: opponent.maxStamina, // Added for vulnerability exploitation\n opponentKi: opponent.ki, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxKi: opponent.maxKi, // Added for vulnerability exploitation\n stanceFatigue: {\n // Compute time in stance on-demand instead of polling with setInterval\n timeInStance: Date.now() - stanceFatigueRef.current.lastSwitchTime,\n },\n arenaBounds,\n };\n }, [player, opponent, arenaBounds]);\n\n /**\n * AI decision loop (fixed memory leak - issue #2529466989)\n */\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n const aiInterval = setInterval(() => {\n const now = Date.now();\n\n // Respect next action time using ref (prevents stale closure)\n if (now < nextActionRef.current) {\n return;\n }\n\n // Performance: track decision time\n const decisionStart = performance.now();\n\n // Build combat context\n const context = buildCombatContext();\n\n // Make strategic decision\n const decision = decisionTree.makeDecision(\n context,\n adjustedPersonality,\n comboSystem,\n );\n\n // Performance: warn if decision took too long with time-based throttle (issue #2529466997, #2529728019)\n const decisionTime = performance.now() - decisionStart;\n if (decisionTime > AI_DECISION_THRESHOLD_MS) {\n const now = Date.now();\n if (now - lastWarningTimeRef.current > WARNING_THROTTLE_MS) {\n // Only warn every 5 seconds\n console.warn(\n `AI decisions running slow: ${decisionTime.toFixed(2)}ms`,\n );\n lastWarningTimeRef.current = now;\n }\n }\n lastDecisionTimeRef.current = decisionTime;\n\n // Execute decision with technique and vital point selection\n let actionType = \"idle\";\n let newTargetPosition = aiState.targetPosition;\n let newConsecutiveAttacks = aiState.consecutiveAttacks;\n let selectedTechnique: KoreanTechnique | undefined;\n let targetVitalPoint: string | undefined;\n\n switch (decision.action) {\n case AIActionType.ATTACK:\n {\n const result = selectTechniqueForAction(\n false,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n // Update rotation queue and cooldown tracking if technique selected\n // Note: Cross-stance damage modifier already applied in selectTechniqueForAction()\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n // Record cooldown start time\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n // Check for signature combo continuation (Issue #expand-technique-selection-diversity)\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n // If this technique starts a combo, store next technique for consideration\n if (nextComboTechnique) {\n // Store combo hint for next decision (combo system can use this)\n // The decision tree will naturally consider this in the next cycle\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.TECHNIQUE:\n {\n const result = selectTechniqueForAction(\n true,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n // Update rotation queue and cooldown tracking if technique selected\n // Note: Cross-stance damage modifier already applied in selectTechniqueForAction()\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n // Record cooldown start time\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n // Check for signature combo continuation (Issue #expand-technique-selection-diversity)\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n // If this technique starts a combo, store next technique for consideration\n if (nextComboTechnique) {\n // Store combo hint for next decision (combo system can use this)\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\" || actionType === \"technique\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.COMBO:\n // Start or continue combo\n if (!comboSystem.isComboActive()) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n\n if (\n comboSystem.shouldContinueCombo(\n player,\n opponent,\n adjustedPersonality,\n )\n ) {\n const technique = comboSystem.getNextComboTechnique();\n actionType = technique ? \"technique\" : \"attack\";\n newConsecutiveAttacks++;\n } else {\n comboSystem.resetCombo();\n actionType = \"idle\";\n }\n break;\n\n case AIActionType.DEFEND:\n actionType = \"defend\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.COUNTER:\n actionType = \"counter\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.RETREAT:\n actionType = \"retreat\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.APPROACH:\n actionType = \"approach\";\n newTargetPosition = decision.targetPosition ?? opponent.position;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.CIRCLE:\n actionType = \"circle\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.STANCE_CHANGE:\n if (decision.targetStance && onStanceChange) {\n onStanceChange(decision.targetStance);\n }\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.FEINT:\n actionType = \"feint\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.WAIT:\n default:\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n }\n\n // Check for strategic laterality switch (Phase 8)\n // AI decides whether to switch stance side based on personality and tactical situation\n if (onLateralityChange && playerLaterality && opponentLaterality) {\n const shouldSwitch = shouldAISwitchLaterality(\n opponentLaterality, // Laterality for player index 1 (AI-controlled in this hook)\n playerLaterality, // Laterality for player index 0 (human-controlled in this hook)\n adjustedPersonality,\n player.health,\n lastLateralitySwitchRef.current,\n now,\n );\n\n if (shouldSwitch) {\n onLateralityChange();\n lastLateralitySwitchRef.current = now;\n }\n }\n\n // Calculate next action cooldown - expert fighters attack rapidly\n // Attack/technique: 200-350ms for fast-paced combat (was 600-800ms)\n // Other actions: 150-300ms for quick repositioning (was 400-600ms)\n const actionCooldown =\n actionType === \"attack\" || actionType === \"technique\"\n ? 200 + Math.random() * 150 // 200-350ms for attacks\n : 150 + Math.random() * 150; // 150-300ms for movement/defense\n\n // Update next action time using ref (prevents stale closure)\n nextActionRef.current = now + actionCooldown;\n\n // Use functional state update to avoid stale closure issues with recentTechniques\n setAiState((prevState) => {\n // Update recent techniques tracking with functional update\n let updatedRecentTechniques = [...prevState.recentTechniques];\n if (selectedTechnique) {\n updatedRecentTechniques.push(selectedTechnique.id);\n // Keep only last 5 techniques\n if (updatedRecentTechniques.length > 5) {\n updatedRecentTechniques = updatedRecentTechniques.slice(-5);\n }\n }\n\n return {\n nextAction: nextActionRef.current,\n targetPosition: newTargetPosition,\n lastActionType: actionType,\n consecutiveAttacks: newConsecutiveAttacks,\n actionCooldown,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique,\n targetVitalPoint,\n recentTechniques: updatedRecentTechniques,\n };\n });\n\n // Execute action - pass technique and vital point directly to avoid async state issues\n executeAIAction(actionType, newTargetPosition, selectedTechnique, targetVitalPoint);\n }, 50); // 50ms loop for responsive AI\n\n return () => clearInterval(aiInterval);\n }, [\n isPaused,\n roundStarted,\n roundEnded,\n buildCombatContext,\n decisionTree,\n adjustedPersonality,\n comboSystem,\n executeAIAction,\n onStanceChange,\n onLateralityChange,\n player,\n opponent,\n aiState,\n playerLaterality,\n opponentLaterality,\n adaptiveDifficulty,\n archetypeTechniqueIds,\n ]);\n\n return {\n aiState,\n comboSystem,\n decisionTree,\n adjustedPersonality,\n executeAIAction,\n currentDifficultyParams: currentParams,\n updateDifficultyTarget,\n 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