blacktrigram 0.7.39 → 0.7.41

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.
Files changed (354) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/audio/AudioAssetLoader.js.map +1 -1
  3. package/lib/audio/AudioAssetRegistry.js.map +1 -1
  4. package/lib/audio/AudioCache.js.map +1 -1
  5. package/lib/audio/AudioManager.js.map +1 -1
  6. package/lib/audio/AudioMonitor.js.map +1 -1
  7. package/lib/audio/AudioPool.js.map +1 -1
  8. package/lib/audio/AudioProvider.js.map +1 -1
  9. package/lib/audio/AudioUtils.js.map +1 -1
  10. package/lib/audio/BoneImpactAudioMap.js.map +1 -1
  11. package/lib/audio/VariantSelector.js.map +1 -1
  12. package/lib/audio/types.js.map +1 -1
  13. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  14. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  15. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  18. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  19. package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
  21. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  26. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  28. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  30. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  32. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  33. package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
  34. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  35. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  36. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  37. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  38. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  39. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  40. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  41. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  42. package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
  43. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  44. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  45. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  46. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  47. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  48. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  49. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  50. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  51. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  52. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  53. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  54. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  55. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  56. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  57. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  58. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  60. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  61. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  62. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  63. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  64. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  65. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  66. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  67. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  68. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  69. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  70. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  71. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  72. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  74. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  75. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  76. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  77. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  78. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  79. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  80. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  81. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  83. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  84. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  85. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  86. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  87. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  88. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  89. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  90. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  91. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  92. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  93. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  94. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  95. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  96. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  97. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  98. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  99. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  100. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  101. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  102. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  103. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  104. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  105. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  106. package/lib/components/shared/base/BaseButton.js.map +1 -1
  107. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  108. package/lib/components/shared/base/BasePanel.js.map +1 -1
  109. package/lib/components/shared/base/BaseText.js.map +1 -1
  110. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  111. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  112. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  113. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  114. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  115. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  116. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  117. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  118. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  119. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  120. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  121. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  122. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  123. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  124. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  125. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  126. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  127. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  128. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  129. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  130. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  131. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  132. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  133. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  134. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  135. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  136. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  137. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  138. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  139. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  140. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  141. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  142. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  143. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  144. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  145. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  146. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  147. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  148. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  149. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  150. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  151. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  152. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  153. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  154. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  155. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  156. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  157. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  158. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  159. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  160. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  161. package/lib/components/shared/ui/BackButton.js.map +1 -1
  162. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  163. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  164. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  165. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  166. package/lib/components/shared/ui/SplashScreen.js +2 -2
  167. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  168. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  169. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  170. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  171. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  172. package/lib/constants/bodyDimensions.js.map +1 -1
  173. package/lib/constants/bodyRenderingConstants.js.map +1 -1
  174. package/lib/data/archetypeClothing.js.map +1 -1
  175. package/lib/data/archetypePhysicalAttributes.js.map +1 -1
  176. package/lib/data/techniqueMappings.js.map +1 -1
  177. package/lib/data/techniques.js.map +1 -1
  178. package/lib/hooks/useActionFeedback.js.map +1 -1
  179. package/lib/hooks/useBalanceAnimations.js.map +1 -1
  180. package/lib/hooks/useCombatTimer.js.map +1 -1
  181. package/lib/hooks/useDebounce.js.map +1 -1
  182. package/lib/hooks/useHUDLayout.js.map +1 -1
  183. package/lib/hooks/useHandPoseTransitions.js.map +1 -1
  184. package/lib/hooks/useKeyboardControls.js.map +1 -1
  185. package/lib/hooks/useMatchCountdown.js.map +1 -1
  186. package/lib/hooks/useMuscleActivation.js.map +1 -1
  187. package/lib/hooks/usePauseMenu.js.map +1 -1
  188. package/lib/hooks/usePlayerAnimation.js.map +1 -1
  189. package/lib/hooks/useResponsiveLayout.js.map +1 -1
  190. package/lib/hooks/useRoundTransition.js.map +1 -1
  191. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  192. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  193. package/lib/hooks/useThrottle.js.map +1 -1
  194. package/lib/hooks/useTouchControls.js.map +1 -1
  195. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  196. package/lib/hooks/useWindowSize.js.map +1 -1
  197. package/lib/systems/CombatSystem.js.map +1 -1
  198. package/lib/systems/EffectCalculator.js.map +1 -1
  199. package/lib/systems/LayoutSystem.js.map +1 -1
  200. package/lib/systems/PlayerEffectManager.js.map +1 -1
  201. package/lib/systems/ResponsiveScaling.js.map +1 -1
  202. package/lib/systems/TrigramSystem.js.map +1 -1
  203. package/lib/systems/VitalPointSystem.js.map +1 -1
  204. package/lib/systems/ai/AIPersonality.js.map +1 -1
  205. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  206. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  207. package/lib/systems/ai/ComboSystem.js.map +1 -1
  208. package/lib/systems/ai/DecisionTree.js.map +1 -1
  209. package/lib/systems/ai/TrainingAI.js.map +1 -1
  210. package/lib/systems/ai/types.js.map +1 -1
  211. package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
  212. package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
  213. package/lib/systems/animation/builders/HandPoses.js.map +1 -1
  214. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  215. package/lib/systems/animation/builders/KeyframeInterpolation.js +3 -90
  216. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  217. package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
  218. package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
  219. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  220. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  221. package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
  222. package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
  223. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  224. package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
  225. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  226. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  227. package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
  228. package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
  229. package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
  230. package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
  231. package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
  232. package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
  233. package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
  234. package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
  235. package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
  236. package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
  237. package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
  238. package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
  239. package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
  240. package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
  241. package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
  242. package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
  243. package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
  244. package/lib/systems/animation/core/types.js.map +1 -1
  245. package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
  246. package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
  247. package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
  248. package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
  249. package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
  250. package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
  251. package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
  252. package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
  253. package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
  254. package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
  255. package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
  256. package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
  257. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
  258. package/lib/systems/bodypart/types.js.map +1 -1
  259. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  260. package/lib/systems/breathing/feedback.js.map +1 -1
  261. package/lib/systems/breathing/integration.js.map +1 -1
  262. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  263. package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
  264. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  265. package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
  266. package/lib/systems/combat/FallIntegration.js.map +1 -1
  267. package/lib/systems/combat/GrappleSystem.js.map +1 -1
  268. package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
  269. package/lib/systems/combat/PainResponseSystem.js.map +1 -1
  270. package/lib/systems/combat/TrainingCombatSystem.js.map +1 -1
  271. package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
  272. package/lib/systems/combat/typeGuards.js.map +1 -1
  273. package/lib/systems/effects.js.map +1 -1
  274. package/lib/systems/game.js.map +1 -1
  275. package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
  276. package/lib/systems/movement/helpers/AccelerationUpdater.js.map +1 -1
  277. package/lib/systems/movement/helpers/accelerationUtils.js.map +1 -1
  278. package/lib/systems/movement/integration.js.map +1 -1
  279. package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
  280. package/lib/systems/physics/CollisionDetection.js.map +1 -1
  281. package/lib/systems/physics/CoordinateMapper.js.map +1 -1
  282. package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
  283. package/lib/systems/physics/MovementPhysics.js.map +1 -1
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- {"version":3,"file":"BodyPartDamageIntegration.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartDamageIntegration.ts"],"sourcesContent":["/**\n * Body Part Damage Integration for Combat System\n *\n * **Korean**: 신체부위 피해 통합\n *\n * Extends the damage calculation system to apply damage to specific body parts\n * based on vital point hits and attack locations. Integrates with the existing\n * VitalPointSystem and DamageCalculator.\n *\n * @module systems/bodypart/BodyPartDamageIntegration\n * @category Body Part System\n * @korean 신체부위피해통합\n */\n\nimport { BodyRegion } from \"@/types\";\nimport type { VitalPoint } from \"../vitalpoint/types\";\nimport { bodyPartHealthSystem } from \"./BodyPartHealthSystem\";\nimport { BodyPart, BodyPartHealth, BodyPartMaxHealth } from \"./types\";\n\n/**\n * Minimal player view needed for body part damage operations.\n */\nexport interface BodyPartDamageTarget {\n readonly health: number;\n readonly bodyPartHealth?: BodyPartHealth;\n readonly bodyPartMaxHealth?: BodyPartMaxHealth;\n}\n\n/**\n * Map vital point to its corresponding body region.\n *\n * **Korean**: 급소에서 신체 영역 매핑\n *\n * Analyzes a vital point's location and category to determine which\n * BodyRegion it belongs to, enabling proper damage distribution.\n *\n * @param vitalPoint - Vital point that was struck\n * @returns Corresponding body region\n *\n * @public\n */\nexport function getBodyRegionFromVitalPoint(\n vitalPoint: VitalPoint\n): BodyRegion {\n const pointId = vitalPoint.id.toLowerCase();\n\n // Head region vital points\n if (\n pointId.includes(\"head_\") ||\n pointId.includes(\"temple\") ||\n pointId.includes(\"jaw\") ||\n pointId.includes(\"crown\") ||\n pointId.includes(\"forehead\") ||\n pointId.includes(\"eye\") ||\n pointId.includes(\"nose\") ||\n pointId.includes(\"ear\") ||\n pointId.includes(\"skull\")\n ) {\n return BodyRegion.HEAD;\n }\n\n // Neck region vital points\n if (\n pointId.includes(\"neck\") ||\n pointId.includes(\"throat\") ||\n pointId.includes(\"carotid\") ||\n pointId.includes(\"cervical\")\n ) {\n return BodyRegion.NECK;\n }\n\n // Torso region vital points\n if (\n pointId.includes(\"torso_\") ||\n pointId.includes(\"chest\") ||\n pointId.includes(\"solar_plexus\") ||\n pointId.includes(\"ribs\") ||\n pointId.includes(\"sternum\") ||\n pointId.includes(\"heart\") ||\n pointId.includes(\"lung\") ||\n pointId.includes(\"abdomen\")\n ) {\n return BodyRegion.TORSO;\n }\n\n // Core region vital points\n if (\n pointId.includes(\"core\") ||\n pointId.includes(\"dantian\") ||\n pointId.includes(\"kidney\") ||\n pointId.includes(\"liver\") ||\n pointId.includes(\"spleen\") ||\n pointId.includes(\"bladder\")\n ) {\n return BodyRegion.CORE;\n }\n\n // Left arm vital points\n if (\n pointId.includes(\"arm_left\") ||\n pointId.includes(\"left_shoulder\") ||\n pointId.includes(\"left_elbow\") ||\n pointId.includes(\"left_wrist\") ||\n pointId.includes(\"left_hand\")\n ) {\n return BodyRegion.LEFT_ARM;\n }\n\n // Right arm vital points\n if (\n pointId.includes(\"arm_right\") ||\n pointId.includes(\"right_shoulder\") ||\n pointId.includes(\"right_elbow\") ||\n pointId.includes(\"right_wrist\") ||\n pointId.includes(\"right_hand\")\n ) {\n return BodyRegion.RIGHT_ARM;\n }\n\n // Left leg vital points\n if (\n pointId.includes(\"leg_left\") ||\n pointId.includes(\"left_knee\") ||\n pointId.includes(\"left_ankle\") ||\n pointId.includes(\"left_foot\") ||\n pointId.includes(\"left_thigh\")\n ) {\n return BodyRegion.LEFT_LEG;\n }\n\n // Right leg vital points\n if (\n pointId.includes(\"leg_right\") ||\n pointId.includes(\"right_knee\") ||\n pointId.includes(\"right_ankle\") ||\n pointId.includes(\"right_foot\") ||\n pointId.includes(\"right_thigh\")\n ) {\n return BodyRegion.RIGHT_LEG;\n }\n\n // Default to torso for unmatched points\n return BodyRegion.TORSO;\n}\n\n/**\n * Apply damage to player's body parts based on hit location.\n *\n * **Korean**: 타격 위치 기반 신체부위 피해 적용\n *\n * Takes total damage and distributes it across body parts according to\n * the hit location. Updates both aggregate health and body part health.\n *\n * For combat compatibility, the aggregate health is directly reduced by\n * the damage amount (traditional behavior), while body part health is\n * updated proportionally for visualization purposes.\n *\n * @param player - Player receiving damage\n * @param totalDamage - Total damage amount\n * @param bodyRegion - Body region that was hit\n * @returns Updated player state with body part damage applied\n *\n * @public\n */\nexport function applyDamageToBodyParts<T extends BodyPartDamageTarget>(\n player: T,\n totalDamage: number,\n bodyRegion: BodyRegion\n): T {\n // If body part health not initialized, initialize it\n const bodyPartHealth =\n player.bodyPartHealth ?? bodyPartHealthSystem.createDefaultBodyPartHealth();\n const bodyPartMaxHealth =\n player.bodyPartMaxHealth ?? bodyPartHealthSystem.createDefaultMaxHealth();\n\n // Apply distributed damage to body parts for visualization\n const updatedBodyPartHealth = bodyPartHealthSystem.applyDistributedDamage(\n bodyPartHealth,\n bodyRegion,\n totalDamage,\n bodyPartMaxHealth\n );\n\n // Calculate new aggregate health directly: traditional damage reduction\n // This ensures combat damage calculations remain consistent\n const newAggregateHealth = Math.max(0, player.health - totalDamage);\n\n // Update player state with new body part health and aggregate health\n return {\n ...player,\n bodyPartHealth: updatedBodyPartHealth,\n bodyPartMaxHealth,\n health: newAggregateHealth,\n };\n}\n\n/**\n * Apply damage from a vital point hit to appropriate body parts.\n *\n * **Korean**: 급소 타격 신체부위 피해 적용\n *\n * Specialized damage application for vital point strikes. Maps the vital\n * point to its body region and applies damage with appropriate distribution.\n *\n * @param player - Player receiving damage\n * @param totalDamage - Total damage amount\n * @param vitalPoint - Vital point that was struck\n * @returns Updated player state with vital point damage applied\n *\n * @public\n */\nexport function applyVitalPointDamageToBodyParts<\n T extends BodyPartDamageTarget\n>(player: T, totalDamage: number, vitalPoint: VitalPoint): T {\n const bodyRegion = getBodyRegionFromVitalPoint(vitalPoint);\n return applyDamageToBodyParts(player, totalDamage, bodyRegion);\n}\n\n/**\n * Get combat capability modifiers from body part health.\n *\n * **Korean**: 신체부위 전투 능력 수정치 조회\n *\n * Calculates how body part damage affects combat capabilities.\n * Returns modifiers that should be applied to:\n * - Consciousness (awareness, reaction time)\n * - Stamina regeneration\n * - Attack damage output\n * - Movement speed\n * - Balance and stability\n * - Technique accuracy\n *\n * @param player - Player state to analyze\n * @returns Combat capability effect multipliers (0.0-1.0)\n *\n * @example\n * ```typescript\n * const effects = getBodyPartCombatEffects(player);\n * const actualDamage = baseDamage * effects.attackDamageModifier;\n * const actualSpeed = baseSpeed * effects.movementSpeedModifier;\n * ```\n *\n * @public\n */\nexport function getBodyPartCombatEffects(player: BodyPartDamageTarget) {\n // If no body part health, return no effects\n if (!player.bodyPartHealth) {\n return {\n consciousnessModifier: 1.0,\n staminaRegenModifier: 1.0,\n attackDamageModifier: 1.0,\n movementSpeedModifier: 1.0,\n balanceModifier: 1.0,\n techniqueAccuracyModifier: 1.0,\n };\n }\n\n return bodyPartHealthSystem.calculateBodyPartEffects(\n player.bodyPartHealth,\n player.bodyPartMaxHealth\n );\n}\n\n/**\n * Check if player is incapacitated by body part damage.\n *\n * **Korean**: 신체부위 무력화 확인\n *\n * Determines if the player can continue fighting based on body part health.\n * Player is incapacitated if:\n * - Head is at 0 HP (unconscious)\n * - Both legs are at 0 HP (cannot stand)\n * - Aggregate health is below 10%\n *\n * @param player - Player state to check\n * @returns Whether player is incapacitated\n *\n * @public\n */\nexport function isPlayerIncapacitatedByBodyDamage(\n player: BodyPartDamageTarget\n): boolean {\n if (!player.bodyPartHealth) {\n return false; // No body part system = use aggregate health only\n }\n\n return bodyPartHealthSystem.isIncapacitated(player.bodyPartHealth);\n}\n\n/**\n * Initialize body part health for a player.\n *\n * **Korean**: 플레이어 신체부위 체력 초기화\n *\n * Sets up body part health and max health for a player if not already present.\n * Uses the provided max health or defaults to 100 per part.\n *\n * @param player - Player state to initialize\n * @param maxHealthPerPart - Optional custom max health per part\n * @returns Player state with body part health initialized\n *\n * @public\n */\nexport function initializeBodyPartHealthForPlayer<\n T extends BodyPartDamageTarget\n>(player: T, maxHealthPerPart: number = 100): T {\n // Skip if already initialized\n if (player.bodyPartHealth && player.bodyPartMaxHealth) {\n return player;\n }\n\n const bodyPartHealth =\n bodyPartHealthSystem.createDefaultBodyPartHealth(maxHealthPerPart);\n const bodyPartMaxHealth =\n bodyPartHealthSystem.createDefaultMaxHealth(maxHealthPerPart);\n\n return {\n ...player,\n bodyPartHealth,\n bodyPartMaxHealth,\n health: bodyPartHealthSystem.calculateAggregateHealth(bodyPartHealth),\n };\n}\n\n/**\n * Heal body parts proportionally based on total healing amount.\n *\n * **Korean**: 신체부위 비례 치유\n *\n * Distributes healing across all damaged body parts proportionally to\n * their damage level. 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+ {"version":3,"file":"BodyPartDamageIntegration.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartDamageIntegration.ts"],"sourcesContent":["/**\n * Body Part Damage Integration for Combat System\n *\n * **Korean**: 신체부위 피해 통합\n *\n * Extends the damage calculation system to apply damage to specific body parts\n * based on vital point hits and attack locations. Integrates with the existing\n * VitalPointSystem and DamageCalculator.\n *\n * @module systems/bodypart/BodyPartDamageIntegration\n * @category Body Part System\n * @korean 신체부위피해통합\n */\n\nimport { BodyRegion } from \"@/types\";\nimport type { VitalPoint } from \"../vitalpoint/types\";\nimport { bodyPartHealthSystem } from \"./BodyPartHealthSystem\";\nimport { BodyPart, BodyPartHealth, BodyPartMaxHealth } from \"./types\";\n\n/**\n * Minimal player view needed for body part damage operations.\n */\nexport interface BodyPartDamageTarget {\n readonly health: number;\n readonly bodyPartHealth?: BodyPartHealth;\n readonly bodyPartMaxHealth?: BodyPartMaxHealth;\n}\n\n/**\n * Map vital point to its corresponding body region.\n *\n * **Korean**: 급소에서 신체 영역 매핑\n *\n * Analyzes a vital point's location and category to determine which\n * BodyRegion it belongs to, enabling proper damage distribution.\n *\n * @param vitalPoint - Vital point that was struck\n * @returns Corresponding body region\n *\n * @public\n */\nexport function getBodyRegionFromVitalPoint(\n vitalPoint: VitalPoint\n): BodyRegion {\n const pointId = vitalPoint.id.toLowerCase();\n\n // Head region vital points\n if (\n pointId.includes(\"head_\") ||\n pointId.includes(\"temple\") ||\n pointId.includes(\"jaw\") ||\n pointId.includes(\"crown\") ||\n pointId.includes(\"forehead\") ||\n pointId.includes(\"eye\") ||\n pointId.includes(\"nose\") ||\n pointId.includes(\"ear\") ||\n pointId.includes(\"skull\")\n ) {\n return BodyRegion.HEAD;\n }\n\n // Neck region vital points\n if (\n pointId.includes(\"neck\") ||\n pointId.includes(\"throat\") ||\n pointId.includes(\"carotid\") ||\n pointId.includes(\"cervical\")\n ) {\n return BodyRegion.NECK;\n }\n\n // Torso region vital points\n if (\n pointId.includes(\"torso_\") ||\n pointId.includes(\"chest\") ||\n pointId.includes(\"solar_plexus\") ||\n pointId.includes(\"ribs\") ||\n pointId.includes(\"sternum\") ||\n pointId.includes(\"heart\") ||\n pointId.includes(\"lung\") ||\n pointId.includes(\"abdomen\")\n ) {\n return BodyRegion.TORSO;\n }\n\n // Core region vital points\n if (\n pointId.includes(\"core\") ||\n pointId.includes(\"dantian\") ||\n pointId.includes(\"kidney\") ||\n pointId.includes(\"liver\") ||\n pointId.includes(\"spleen\") ||\n pointId.includes(\"bladder\")\n ) {\n return BodyRegion.CORE;\n }\n\n // Left arm vital points\n if (\n pointId.includes(\"arm_left\") ||\n pointId.includes(\"left_shoulder\") ||\n pointId.includes(\"left_elbow\") ||\n pointId.includes(\"left_wrist\") ||\n pointId.includes(\"left_hand\")\n ) {\n return BodyRegion.LEFT_ARM;\n }\n\n // Right arm vital points\n if (\n pointId.includes(\"arm_right\") ||\n pointId.includes(\"right_shoulder\") ||\n pointId.includes(\"right_elbow\") ||\n pointId.includes(\"right_wrist\") ||\n pointId.includes(\"right_hand\")\n ) {\n return BodyRegion.RIGHT_ARM;\n }\n\n // Left leg vital points\n if (\n pointId.includes(\"leg_left\") ||\n pointId.includes(\"left_knee\") ||\n pointId.includes(\"left_ankle\") ||\n pointId.includes(\"left_foot\") ||\n pointId.includes(\"left_thigh\")\n ) {\n return BodyRegion.LEFT_LEG;\n }\n\n // Right leg vital points\n if (\n pointId.includes(\"leg_right\") ||\n pointId.includes(\"right_knee\") ||\n pointId.includes(\"right_ankle\") ||\n pointId.includes(\"right_foot\") ||\n pointId.includes(\"right_thigh\")\n ) {\n return BodyRegion.RIGHT_LEG;\n }\n\n // Default to torso for unmatched points\n return BodyRegion.TORSO;\n}\n\n/**\n * Apply damage to player's body parts based on hit location.\n *\n * **Korean**: 타격 위치 기반 신체부위 피해 적용\n *\n * Takes total damage and distributes it across body parts according to\n * the hit location. Updates both aggregate health and body part health.\n *\n * For combat compatibility, the aggregate health is directly reduced by\n * the damage amount (traditional behavior), while body part health is\n * updated proportionally for visualization purposes.\n *\n * @param player - Player receiving damage\n * @param totalDamage - Total damage amount\n * @param bodyRegion - Body region that was hit\n * @returns Updated player state with body part damage applied\n *\n * @public\n */\nexport function applyDamageToBodyParts<T extends BodyPartDamageTarget>(\n player: T,\n totalDamage: number,\n bodyRegion: BodyRegion\n): T {\n // If body part health not initialized, initialize it\n const bodyPartHealth =\n player.bodyPartHealth ?? bodyPartHealthSystem.createDefaultBodyPartHealth();\n const bodyPartMaxHealth =\n player.bodyPartMaxHealth ?? bodyPartHealthSystem.createDefaultMaxHealth();\n\n // Apply distributed damage to body parts for visualization\n const updatedBodyPartHealth = bodyPartHealthSystem.applyDistributedDamage(\n bodyPartHealth,\n bodyRegion,\n totalDamage,\n bodyPartMaxHealth\n );\n\n // Calculate new aggregate health directly: traditional damage reduction\n // This ensures combat damage calculations remain consistent\n const newAggregateHealth = Math.max(0, player.health - totalDamage);\n\n // Update player state with new body part health and aggregate health\n return {\n ...player,\n bodyPartHealth: updatedBodyPartHealth,\n bodyPartMaxHealth,\n health: newAggregateHealth,\n };\n}\n\n/**\n * Apply damage from a vital point hit to appropriate body parts.\n *\n * **Korean**: 급소 타격 신체부위 피해 적용\n *\n * Specialized damage application for vital point strikes. Maps the vital\n * point to its body region and applies damage with appropriate distribution.\n *\n * @param player - Player receiving damage\n * @param totalDamage - Total damage amount\n * @param vitalPoint - Vital point that was struck\n * @returns Updated player state with vital point damage applied\n *\n * @public\n */\nexport function applyVitalPointDamageToBodyParts<\n T extends BodyPartDamageTarget\n>(player: T, totalDamage: number, vitalPoint: VitalPoint): T {\n const bodyRegion = getBodyRegionFromVitalPoint(vitalPoint);\n return applyDamageToBodyParts(player, totalDamage, bodyRegion);\n}\n\n/**\n * Get combat capability modifiers from body part health.\n *\n * **Korean**: 신체부위 전투 능력 수정치 조회\n *\n * Calculates how body part damage affects combat capabilities.\n * Returns modifiers that should be applied to:\n * - Consciousness (awareness, reaction time)\n * - Stamina regeneration\n * - Attack damage output\n * - Movement speed\n * - Balance and stability\n * - Technique accuracy\n *\n * @param player - Player state to analyze\n * @returns Combat capability effect multipliers (0.0-1.0)\n *\n * @example\n * ```typescript\n * const effects = getBodyPartCombatEffects(player);\n * const actualDamage = baseDamage * effects.attackDamageModifier;\n * const actualSpeed = baseSpeed * effects.movementSpeedModifier;\n * ```\n *\n * @public\n */\nexport function getBodyPartCombatEffects(player: BodyPartDamageTarget) {\n // If no body part health, return no effects\n if (!player.bodyPartHealth) {\n return {\n consciousnessModifier: 1.0,\n staminaRegenModifier: 1.0,\n attackDamageModifier: 1.0,\n movementSpeedModifier: 1.0,\n balanceModifier: 1.0,\n techniqueAccuracyModifier: 1.0,\n };\n }\n\n return bodyPartHealthSystem.calculateBodyPartEffects(\n player.bodyPartHealth,\n player.bodyPartMaxHealth\n );\n}\n\n/**\n * Check if player is incapacitated by body part damage.\n *\n * **Korean**: 신체부위 무력화 확인\n *\n * Determines if the player can continue fighting based on body part health.\n * Player is incapacitated if:\n * - Head is at 0 HP (unconscious)\n * - Both legs are at 0 HP (cannot stand)\n * - Aggregate health is below 10%\n *\n * @param player - Player state to check\n * @returns Whether player is incapacitated\n *\n * @public\n */\nexport function isPlayerIncapacitatedByBodyDamage(\n player: BodyPartDamageTarget\n): boolean {\n if (!player.bodyPartHealth) {\n return false; // No body part system = use aggregate health only\n }\n\n return bodyPartHealthSystem.isIncapacitated(player.bodyPartHealth);\n}\n\n/**\n * Initialize body part health for a player.\n *\n * **Korean**: 플레이어 신체부위 체력 초기화\n *\n * Sets up body part health and max health for a player if not already present.\n * Uses the provided max health or defaults to 100 per part.\n *\n * @param player - Player state to initialize\n * @param maxHealthPerPart - Optional custom max health per part\n * @returns Player state with body part health initialized\n *\n * @public\n */\nexport function initializeBodyPartHealthForPlayer<\n T extends BodyPartDamageTarget\n>(player: T, maxHealthPerPart: number = 100): T {\n // Skip if already initialized\n if (player.bodyPartHealth && player.bodyPartMaxHealth) {\n return player;\n }\n\n const bodyPartHealth =\n bodyPartHealthSystem.createDefaultBodyPartHealth(maxHealthPerPart);\n const bodyPartMaxHealth =\n bodyPartHealthSystem.createDefaultMaxHealth(maxHealthPerPart);\n\n return {\n ...player,\n bodyPartHealth,\n bodyPartMaxHealth,\n health: bodyPartHealthSystem.calculateAggregateHealth(bodyPartHealth),\n };\n}\n\n/**\n * Heal body parts proportionally based on total healing amount.\n *\n * **Korean**: 신체부위 비례 치유\n *\n * Distributes healing across all damaged body parts proportionally to\n * their damage level. Most damaged parts receive more healing.\n *\n * @param player - Player state to heal\n * @param totalHealAmount - Total healing to distribute\n * @returns Updated player state with healing applied\n *\n * @public\n */\nexport function healBodyPartsProportionally<T extends BodyPartDamageTarget>(\n player: T,\n totalHealAmount: number\n): T {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return player; // No body part system active\n }\n\n const bodyPartHealth = player.bodyPartHealth;\n const bodyPartMaxHealth = player.bodyPartMaxHealth;\n\n // Calculate total missing health across all parts\n const missingHealth = (Object.keys(bodyPartHealth) as BodyPart[]).reduce(\n (sum, part) => {\n return sum + (bodyPartMaxHealth[part] - bodyPartHealth[part]);\n },\n 0\n );\n\n // If no damage, return unchanged\n if (missingHealth <= 0) {\n return player;\n }\n\n // Heal each part proportionally to its damage\n let updatedHealth = { ...bodyPartHealth };\n\n (Object.keys(bodyPartHealth) as BodyPart[]).forEach((part) => {\n const partMissingHealth = bodyPartMaxHealth[part] - bodyPartHealth[part];\n if (partMissingHealth > 0) {\n const proportion = partMissingHealth / missingHealth;\n const healForThisPart = totalHealAmount * proportion;\n updatedHealth = bodyPartHealthSystem.healBodyPart(\n updatedHealth,\n part,\n healForThisPart,\n bodyPartMaxHealth\n );\n }\n });\n\n // Calculate new aggregate health\n const newAggregateHealth =\n bodyPartHealthSystem.calculateAggregateHealth(updatedHealth);\n\n return {\n ...player,\n bodyPartHealth: updatedHealth,\n health: newAggregateHealth,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyCA,SAAgB,4BACd,YACY;CACZ,MAAM,UAAU,WAAW,GAAG,aAAa;CAG3C,IACE,QAAQ,SAAS,QAAQ,IACzB,QAAQ,SAAS,SAAS,IAC1B,QAAQ,SAAS,MAAM,IACvB,QAAQ,SAAS,QAAQ,IACzB,QAAQ,SAAS,WAAW,IAC5B,QAAQ,SAAS,MAAM,IACvB,QAAQ,SAAS,OAAO,IACxB,QAAQ,SAAS,MAAM,IACvB,QAAQ,SAAS,QAAQ,EAEzB,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,OAAO,IACxB,QAAQ,SAAS,SAAS,IAC1B,QAAQ,SAAS,UAAU,IAC3B,QAAQ,SAAS,WAAW,EAE5B,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,SAAS,IAC1B,QAAQ,SAAS,QAAQ,IACzB,QAAQ,SAAS,eAAe,IAChC,QAAQ,SAAS,OAAO,IACxB,QAAQ,SAAS,UAAU,IAC3B,QAAQ,SAAS,QAAQ,IACzB,QAAQ,SAAS,OAAO,IACxB,QAAQ,SAAS,UAAU,EAE3B,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,OAAO,IACxB,QAAQ,SAAS,UAAU,IAC3B,QAAQ,SAAS,SAAS,IAC1B,QAAQ,SAAS,QAAQ,IACzB,QAAQ,SAAS,SAAS,IAC1B,QAAQ,SAAS,UAAU,EAE3B,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,WAAW,IAC5B,QAAQ,SAAS,gBAAgB,IACjC,QAAQ,SAAS,aAAa,IAC9B,QAAQ,SAAS,aAAa,IAC9B,QAAQ,SAAS,YAAY,EAE7B,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,YAAY,IAC7B,QAAQ,SAAS,iBAAiB,IAClC,QAAQ,SAAS,cAAc,IAC/B,QAAQ,SAAS,cAAc,IAC/B,QAAQ,SAAS,aAAa,EAE9B,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,WAAW,IAC5B,QAAQ,SAAS,YAAY,IAC7B,QAAQ,SAAS,aAAa,IAC9B,QAAQ,SAAS,YAAY,IAC7B,QAAQ,SAAS,aAAa,EAE9B,OAAO,WAAW;CAIpB,IACE,QAAQ,SAAS,YAAY,IAC7B,QAAQ,SAAS,aAAa,IAC9B,QAAQ,SAAS,cAAc,IAC/B,QAAQ,SAAS,aAAa,IAC9B,QAAQ,SAAS,cAAc,EAE/B,OAAO,WAAW;CAIpB,OAAO,WAAW;;;;;;;;;;;;;;;;;;;;;AAsBpB,SAAgB,uBACd,QACA,aACA,YACG;CAEH,MAAM,iBACJ,OAAO,kBAAkB,qBAAqB,6BAA6B;CAC7E,MAAM,oBACJ,OAAO,qBAAqB,qBAAqB,wBAAwB;CAG3E,MAAM,wBAAwB,qBAAqB,uBACjD,gBACA,YACA,aACA,kBACD;CAID,MAAM,qBAAqB,KAAK,IAAI,GAAG,OAAO,SAAS,YAAY;CAGnE,OAAO;EACL,GAAG;EACH,gBAAgB;EAChB;EACA,QAAQ;EACT;;;;;;;;;;;;;;;;;AAkBH,SAAgB,iCAEd,QAAW,aAAqB,YAA2B;CAE3D,OAAO,uBAAuB,QAAQ,aADnB,4BAA4B,WACI,CAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BhE,SAAgB,yBAAyB,QAA8B;CAErE,IAAI,CAAC,OAAO,gBACV,OAAO;EACL,uBAAuB;EACvB,sBAAsB;EACtB,sBAAsB;EACtB,uBAAuB;EACvB,iBAAiB;EACjB,2BAA2B;EAC5B;CAGH,OAAO,qBAAqB,yBAC1B,OAAO,gBACP,OAAO,kBACR;;;;;;;;;;;;;;;;;;AAmBH,SAAgB,kCACd,QACS;CACT,IAAI,CAAC,OAAO,gBACV,OAAO;CAGT,OAAO,qBAAqB,gBAAgB,OAAO,eAAe;;;;;;;;;;;;;;;;AAiBpE,SAAgB,kCAEd,QAAW,mBAA2B,KAAQ;CAE9C,IAAI,OAAO,kBAAkB,OAAO,mBAClC,OAAO;CAGT,MAAM,iBACJ,qBAAqB,4BAA4B,iBAAiB;CACpE,MAAM,oBACJ,qBAAqB,uBAAuB,iBAAiB;CAE/D,OAAO;EACL,GAAG;EACH;EACA;EACA,QAAQ,qBAAqB,yBAAyB,eAAe;EACtE;;;;;;;;;;;;;;;;AAiBH,SAAgB,4BACd,QACA,iBACG;CACH,IAAI,CAAC,OAAO,kBAAkB,CAAC,OAAO,mBACpC,OAAO;CAGT,MAAM,iBAAiB,OAAO;CAC9B,MAAM,oBAAoB,OAAO;CAGjC,MAAM,gBAAiB,OAAO,KAAK,eAAe,CAAgB,QAC/D,KAAK,SAAS;EACb,OAAO,OAAO,kBAAkB,QAAQ,eAAe;IAEzD,EACD;CAGD,IAAI,iBAAiB,GACnB,OAAO;CAIT,IAAI,gBAAgB,EAAE,GAAG,gBAAgB;CAEzC,OAAQ,KAAK,eAAe,CAAgB,SAAS,SAAS;EAC5D,MAAM,oBAAoB,kBAAkB,QAAQ,eAAe;EACnE,IAAI,oBAAoB,GAAG;GAEzB,MAAM,kBAAkB,mBADL,oBAAoB;GAEvC,gBAAgB,qBAAqB,aACnC,eACA,MACA,iBACA,kBACD;;GAEH;CAGF,MAAM,qBACJ,qBAAqB,yBAAyB,cAAc;CAE9D,OAAO;EACL,GAAG;EACH,gBAAgB;EAChB,QAAQ;EACT"}
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- {"version":3,"file":"BodyPartHealthSystem.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartHealthSystem.ts"],"sourcesContent":["/**\n * Body Part Health System\n * \n * **Korean**: 신체부위 체력 시스템\n * \n * Manages body part-specific health tracking, damage distribution, and combat\n * capability effects. Implements realistic localized damage mechanics based on\n * Korean martial arts vital point targeting principles.\n * \n * ## System Features\n * \n * - Independent health tracking for 8 body parts\n * - Automatic combat capability penalties based on damage\n * - Damage distribution from hit locations to body parts\n * - UI-friendly status information generation\n * - Performance-optimized calculations\n * \n * @module systems/bodypart/BodyPartHealthSystem\n * @category Body Part System\n * @korean 신체부위체력시스템\n */\n\nimport { BodyRegion, KOREAN_COLORS, KoreanText } from \"@/types\";\nimport {\n BodyPart,\n BodyPartDamageDistribution,\n BodyPartEffects,\n BodyPartHealth,\n BodyPartHealthConfig,\n BodyPartMaxHealth,\n BodyPartStatus,\n BODY_PART_EFFECT_CONSTANTS,\n DEFAULT_BODY_PART_CONFIG,\n} from \"./types\";\n\n/**\n * Body Part Health System class.\n * \n * **Korean**: 신체부위 체력 시스템 클래스\n * \n * Provides methods for managing body part health, calculating effects,\n * and distributing damage based on hit locations.\n * \n * @example\n * ```typescript\n * const system = new BodyPartHealthSystem();\n * \n * // Create initial body part health\n * const health = system.createDefaultBodyPartHealth();\n * \n * // Apply damage to head\n * const damaged = system.applyDamageToBodyPart(\n * health,\n * BodyPart.HEAD,\n * 25\n * );\n * \n * // Calculate combat effects\n * const effects = system.calculateBodyPartEffects(damaged);\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class BodyPartHealthSystem {\n private config: BodyPartHealthConfig;\n\n constructor(config: BodyPartHealthConfig = DEFAULT_BODY_PART_CONFIG) {\n this.config = config;\n }\n\n /**\n * Create default body part health with all parts at maximum.\n * \n * **Korean**: 기본 신체부위 체력 생성\n * \n * @param maxHealth - Optional custom max health per part (default: 100)\n * @returns Body part health structure with all parts at max HP\n * \n * @public\n */\n createDefaultBodyPartHealth(maxHealth: number = 100): BodyPartHealth {\n return {\n head: maxHealth,\n neck: maxHealth,\n torsoUpper: maxHealth,\n torsoLower: maxHealth,\n armLeft: maxHealth,\n armRight: maxHealth,\n legLeft: maxHealth,\n legRight: maxHealth,\n };\n }\n\n /**\n * Create default maximum health values for body parts.\n * \n * **Korean**: 기본 최대 체력 생성\n * \n * @param baseMaxHealth - Base maximum health per part\n * @returns Maximum health structure\n * \n * @public\n */\n createDefaultMaxHealth(baseMaxHealth: number = 100): BodyPartMaxHealth {\n return {\n head: baseMaxHealth,\n neck: baseMaxHealth,\n torsoUpper: baseMaxHealth,\n torsoLower: baseMaxHealth,\n armLeft: baseMaxHealth,\n armRight: baseMaxHealth,\n legLeft: baseMaxHealth,\n legRight: baseMaxHealth,\n };\n }\n\n /**\n * Apply damage to a specific body part.\n * \n * **Korean**: 신체부위 피해 적용\n * \n * Reduces health of the specified body part by the damage amount.\n * Health is clamped to 0-maxHealth range.\n * \n * @param current - Current body part health\n * @param bodyPart - Body part to damage\n * @param damage - Damage amount to apply\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n applyDamageToBodyPart(\n current: BodyPartHealth,\n bodyPart: BodyPart,\n damage: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const newHealth = Math.max(0, current[bodyPart] - damage);\n const clampedHealth = maxHealth\n ? Math.min(newHealth, maxHealth[bodyPart])\n : newHealth;\n\n return {\n ...current,\n [bodyPart]: clampedHealth,\n };\n }\n\n /**\n * Distribute damage across body parts based on hit location.\n * \n * **Korean**: 피해 분배\n * \n * Maps a BodyRegion hit location to primary and secondary body parts,\n * distributing damage according to impact mechanics.\n * \n * @param bodyRegion - Hit location\n * @returns Damage distribution configuration\n * \n * @public\n */\n getDamageDistribution(bodyRegion: BodyRegion): BodyPartDamageDistribution {\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return {\n primary: { part: BodyPart.HEAD, percentage: 0.9 },\n secondary: [{ part: BodyPart.NECK, percentage: 0.1 }],\n };\n\n case BodyRegion.NECK:\n return {\n primary: { part: BodyPart.NECK, percentage: 0.8 },\n secondary: [\n { part: BodyPart.HEAD, percentage: 0.1 },\n { part: BodyPart.TORSO_UPPER, percentage: 0.1 },\n ],\n };\n\n case BodyRegion.TORSO:\n return {\n primary: { part: BodyPart.TORSO_UPPER, percentage: 0.6 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.4 }],\n };\n\n case BodyRegion.CORE:\n return {\n primary: { part: BodyPart.TORSO_LOWER, percentage: 0.7 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.3 }],\n };\n\n case BodyRegion.LEFT_ARM:\n return {\n primary: { part: BodyPart.ARM_LEFT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.1 }],\n };\n\n case BodyRegion.RIGHT_ARM:\n return {\n primary: { part: BodyPart.ARM_RIGHT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.1 }],\n };\n\n case BodyRegion.LEFT_LEG:\n return {\n primary: { part: BodyPart.LEG_LEFT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.1 }],\n };\n\n case BodyRegion.RIGHT_LEG:\n return {\n primary: { part: BodyPart.LEG_RIGHT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.1 }],\n };\n\n default:\n // Default to torso upper for unknown regions\n return {\n primary: { part: BodyPart.TORSO_UPPER, percentage: 1.0 },\n secondary: [],\n };\n }\n }\n\n /**\n * Apply distributed damage to body parts from a hit.\n * \n * **Korean**: 분산 피해 적용\n * \n * Takes total damage and distributes it across primary and secondary\n * body parts based on the hit location.\n * \n * @param current - Current body part health\n * @param bodyRegion - Hit location\n * @param totalDamage - Total damage to distribute\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n applyDistributedDamage(\n current: BodyPartHealth,\n bodyRegion: BodyRegion,\n totalDamage: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const distribution = this.getDamageDistribution(bodyRegion);\n let updated = { ...current };\n\n // Apply primary damage\n updated = this.applyDamageToBodyPart(\n updated,\n distribution.primary.part,\n totalDamage * distribution.primary.percentage,\n maxHealth\n );\n\n // Apply secondary damage\n for (const secondary of distribution.secondary) {\n updated = this.applyDamageToBodyPart(\n updated,\n secondary.part,\n totalDamage * secondary.percentage,\n maxHealth\n );\n }\n\n return updated;\n }\n\n /**\n * Calculate combat capability effects from body part damage.\n * \n * **Korean**: 전투 능력 효과 계산\n * \n * Analyzes body part health and returns multipliers for various combat\n * capabilities. Implements acceptance criteria:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns Combat capability effect multipliers\n * \n * @public\n */\n calculateBodyPartEffects(\n health: BodyPartHealth,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartEffects {\n const max = maxHealth ?? this.createDefaultMaxHealth();\n\n // Calculate head/neck effects on consciousness\n const headPercentage = health.head / max.head;\n const neckPercentage = health.neck / max.neck;\n const minHeadNeck = Math.min(headPercentage, neckPercentage);\n \n let consciousnessModifier = 1.0;\n if (minHeadNeck < BODY_PART_EFFECT_CONSTANTS.HEAD.CRITICAL_THRESHOLD) {\n consciousnessModifier = BODY_PART_EFFECT_CONSTANTS.HEAD.CONSCIOUSNESS_PENALTY_AT_50;\n }\n\n // Calculate torso effects on stamina regeneration\n const torsoUpperPercentage = health.torsoUpper / max.torsoUpper;\n const torsoLowerPercentage = health.torsoLower / max.torsoLower;\n const avgTorso = (torsoUpperPercentage + torsoLowerPercentage) / 2;\n \n let staminaRegenModifier = 1.0;\n if (avgTorso < BODY_PART_EFFECT_CONSTANTS.TORSO.CRITICAL_THRESHOLD) {\n staminaRegenModifier = BODY_PART_EFFECT_CONSTANTS.TORSO.STAMINA_REGEN_PENALTY_AT_50;\n }\n\n // Calculate arm effects on attack damage\n const armLeftPercentage = health.armLeft / max.armLeft;\n const armRightPercentage = health.armRight / max.armRight;\n const avgArms = (armLeftPercentage + armRightPercentage) / 2;\n \n let attackDamageModifier = 1.0;\n if (avgArms < BODY_PART_EFFECT_CONSTANTS.ARMS.CRITICAL_THRESHOLD) {\n attackDamageModifier = BODY_PART_EFFECT_CONSTANTS.ARMS.ATTACK_DAMAGE_PENALTY_AT_50;\n }\n\n // Calculate leg effects on movement speed\n const legLeftPercentage = health.legLeft / max.legLeft;\n const legRightPercentage = health.legRight / max.legRight;\n const avgLegs = (legLeftPercentage + legRightPercentage) / 2;\n \n let movementSpeedModifier = 1.0;\n if (avgLegs < BODY_PART_EFFECT_CONSTANTS.LEGS.CRITICAL_THRESHOLD) {\n movementSpeedModifier = BODY_PART_EFFECT_CONSTANTS.LEGS.MOVEMENT_SPEED_PENALTY_AT_50;\n }\n\n // Balance affected by torso and legs\n const balanceModifier = Math.min(avgTorso, avgLegs);\n\n // Technique accuracy affected by head and arms\n const techniqueAccuracyModifier = Math.min(headPercentage, avgArms);\n\n return {\n consciousnessModifier,\n staminaRegenModifier,\n attackDamageModifier,\n movementSpeedModifier,\n balanceModifier,\n techniqueAccuracyModifier,\n };\n }\n\n /**\n * Calculate aggregate health from body parts.\n * \n * **Korean**: 종합 체력 계산\n * \n * Computes overall health as average of all body part health values.\n * This maintains backwards compatibility with single health bar systems.\n * \n * @param health - Body part health\n * @returns Aggregate health value (0-100)\n * \n * @public\n */\n calculateAggregateHealth(health: BodyPartHealth): number {\n const sum =\n health.head +\n health.neck +\n health.torsoUpper +\n health.torsoLower +\n health.armLeft +\n health.armRight +\n health.legLeft +\n health.legRight;\n\n return sum / 8;\n }\n\n /**\n * Get body part status for UI display.\n * \n * **Korean**: 신체부위 상태 조회\n * \n * Provides UI-friendly status information including color coding,\n * status text, and critical/disabled flags.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param part - Body part to query\n * @returns Status information for display\n * \n * @public\n */\n getBodyPartStatus(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n part: BodyPart\n ): BodyPartStatus {\n const current = health[part];\n const max = maxHealth[part];\n const percentage = current / max;\n\n // Determine status and color\n let status: KoreanText;\n let color: number;\n let critical: boolean;\n let disabled: boolean;\n\n if (percentage === 0) {\n status = { korean: \"무력화\", english: \"Disabled\" };\n color = KOREAN_COLORS.NEGATIVE_RED;\n critical = true;\n disabled = true;\n } else if (percentage < this.config.criticalThreshold) {\n status = { korean: \"치명적\", english: \"Critical\" };\n color = KOREAN_COLORS.NEGATIVE_RED;\n critical = true;\n disabled = false;\n } else if (percentage < this.config.severePenaltyThreshold) {\n status = { korean: \"심각\", english: \"Severe\" };\n color = KOREAN_COLORS.WARNING_ORANGE;\n critical = false;\n disabled = false;\n } else if (percentage < this.config.majorPenaltyThreshold) {\n status = { korean: \"중상\", english: \"Major\" };\n color = KOREAN_COLORS.WARNING_YELLOW;\n critical = false;\n disabled = false;\n } else if (percentage < this.config.minorPenaltyThreshold) {\n status = { korean: \"경상\", english: \"Minor\" };\n color = KOREAN_COLORS.HEALTH_FULL;\n critical = false;\n disabled = false;\n } else {\n status = { korean: \"정상\", english: \"Normal\" };\n color = KOREAN_COLORS.HEALTH_FULL;\n critical = false;\n disabled = false;\n }\n\n return {\n part,\n health: current,\n maxHealth: max,\n percentage,\n status,\n color,\n critical,\n disabled,\n };\n }\n\n /**\n * Get all body part statuses for UI.\n * \n * **Korean**: 모든 신체부위 상태 조회\n * \n * Returns status information for all body parts in a single call.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns Array of status information for all parts\n * \n * @public\n */\n getAllBodyPartStatuses(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): BodyPartStatus[] {\n return Object.values(BodyPart).map((part) =>\n this.getBodyPartStatus(health, maxHealth, part)\n );\n }\n\n /**\n * Heal a specific body part.\n * \n * **Korean**: 신체부위 치유\n * \n * Increases health of the specified body part by the heal amount.\n * Health is clamped to 0-maxHealth range.\n * \n * @param current - Current body part health\n * @param bodyPart - Body part to heal\n * @param healAmount - Amount of health to restore\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n healBodyPart(\n current: BodyPartHealth,\n bodyPart: BodyPart,\n healAmount: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const max = maxHealth ?? this.createDefaultMaxHealth();\n const newHealth = Math.min(max[bodyPart], current[bodyPart] + healAmount);\n\n return {\n ...current,\n [bodyPart]: newHealth,\n };\n }\n\n /**\n * Check if player is incapacitated based on body part health.\n * \n * **Korean**: 무력화 상태 확인\n * \n * Player is incapacitated if:\n * - Head is at 0 HP (unconscious)\n * - Both legs are at 0 HP (cannot move)\n * - Aggregate health below 10%\n * \n * @param health - Current body part health\n * @returns Whether player is incapacitated\n * \n * @public\n */\n isIncapacitated(health: BodyPartHealth): boolean {\n // Unconscious from head damage\n if (health.head <= 0) return true;\n\n // Cannot move from leg damage\n if (health.legLeft <= 0 && health.legRight <= 0) return true;\n\n // Aggregate health critical\n const aggregate = this.calculateAggregateHealth(health);\n if (aggregate < 10) return true;\n\n return false;\n }\n}\n\n/**\n * Singleton instance of Body Part Health System.\n * \n * **Korean**: 신체부위 체력 시스템 싱글톤\n * \n * Provides global access to the body part health system throughout the game.\n * \n * @public\n */\nexport const bodyPartHealthSystem = new 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+ {"version":3,"file":"BodyPartHealthSystem.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartHealthSystem.ts"],"sourcesContent":["/**\n * Body Part Health System\n * \n * **Korean**: 신체부위 체력 시스템\n * \n * Manages body part-specific health tracking, damage distribution, and combat\n * capability effects. Implements realistic localized damage mechanics based on\n * Korean martial arts vital point targeting principles.\n * \n * ## System Features\n * \n * - Independent health tracking for 8 body parts\n * - Automatic combat capability penalties based on damage\n * - Damage distribution from hit locations to body parts\n * - UI-friendly status information generation\n * - Performance-optimized calculations\n * \n * @module systems/bodypart/BodyPartHealthSystem\n * @category Body Part System\n * @korean 신체부위체력시스템\n */\n\nimport { BodyRegion, KOREAN_COLORS, KoreanText } from \"@/types\";\nimport {\n BodyPart,\n BodyPartDamageDistribution,\n BodyPartEffects,\n BodyPartHealth,\n BodyPartHealthConfig,\n BodyPartMaxHealth,\n BodyPartStatus,\n BODY_PART_EFFECT_CONSTANTS,\n DEFAULT_BODY_PART_CONFIG,\n} from \"./types\";\n\n/**\n * Body Part Health System class.\n * \n * **Korean**: 신체부위 체력 시스템 클래스\n * \n * Provides methods for managing body part health, calculating effects,\n * and distributing damage based on hit locations.\n * \n * @example\n * ```typescript\n * const system = new BodyPartHealthSystem();\n * \n * // Create initial body part health\n * const health = system.createDefaultBodyPartHealth();\n * \n * // Apply damage to head\n * const damaged = system.applyDamageToBodyPart(\n * health,\n * BodyPart.HEAD,\n * 25\n * );\n * \n * // Calculate combat effects\n * const effects = system.calculateBodyPartEffects(damaged);\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class BodyPartHealthSystem {\n private config: BodyPartHealthConfig;\n\n constructor(config: BodyPartHealthConfig = DEFAULT_BODY_PART_CONFIG) {\n this.config = config;\n }\n\n /**\n * Create default body part health with all parts at maximum.\n * \n * **Korean**: 기본 신체부위 체력 생성\n * \n * @param maxHealth - Optional custom max health per part (default: 100)\n * @returns Body part health structure with all parts at max HP\n * \n * @public\n */\n createDefaultBodyPartHealth(maxHealth: number = 100): BodyPartHealth {\n return {\n head: maxHealth,\n neck: maxHealth,\n torsoUpper: maxHealth,\n torsoLower: maxHealth,\n armLeft: maxHealth,\n armRight: maxHealth,\n legLeft: maxHealth,\n legRight: maxHealth,\n };\n }\n\n /**\n * Create default maximum health values for body parts.\n * \n * **Korean**: 기본 최대 체력 생성\n * \n * @param baseMaxHealth - Base maximum health per part\n * @returns Maximum health structure\n * \n * @public\n */\n createDefaultMaxHealth(baseMaxHealth: number = 100): BodyPartMaxHealth {\n return {\n head: baseMaxHealth,\n neck: baseMaxHealth,\n torsoUpper: baseMaxHealth,\n torsoLower: baseMaxHealth,\n armLeft: baseMaxHealth,\n armRight: baseMaxHealth,\n legLeft: baseMaxHealth,\n legRight: baseMaxHealth,\n };\n }\n\n /**\n * Apply damage to a specific body part.\n * \n * **Korean**: 신체부위 피해 적용\n * \n * Reduces health of the specified body part by the damage amount.\n * Health is clamped to 0-maxHealth range.\n * \n * @param current - Current body part health\n * @param bodyPart - Body part to damage\n * @param damage - Damage amount to apply\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n applyDamageToBodyPart(\n current: BodyPartHealth,\n bodyPart: BodyPart,\n damage: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const newHealth = Math.max(0, current[bodyPart] - damage);\n const clampedHealth = maxHealth\n ? Math.min(newHealth, maxHealth[bodyPart])\n : newHealth;\n\n return {\n ...current,\n [bodyPart]: clampedHealth,\n };\n }\n\n /**\n * Distribute damage across body parts based on hit location.\n * \n * **Korean**: 피해 분배\n * \n * Maps a BodyRegion hit location to primary and secondary body parts,\n * distributing damage according to impact mechanics.\n * \n * @param bodyRegion - Hit location\n * @returns Damage distribution configuration\n * \n * @public\n */\n getDamageDistribution(bodyRegion: BodyRegion): BodyPartDamageDistribution {\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return {\n primary: { part: BodyPart.HEAD, percentage: 0.9 },\n secondary: [{ part: BodyPart.NECK, percentage: 0.1 }],\n };\n\n case BodyRegion.NECK:\n return {\n primary: { part: BodyPart.NECK, percentage: 0.8 },\n secondary: [\n { part: BodyPart.HEAD, percentage: 0.1 },\n { part: BodyPart.TORSO_UPPER, percentage: 0.1 },\n ],\n };\n\n case BodyRegion.TORSO:\n return {\n primary: { part: BodyPart.TORSO_UPPER, percentage: 0.6 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.4 }],\n };\n\n case BodyRegion.CORE:\n return {\n primary: { part: BodyPart.TORSO_LOWER, percentage: 0.7 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.3 }],\n };\n\n case BodyRegion.LEFT_ARM:\n return {\n primary: { part: BodyPart.ARM_LEFT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.1 }],\n };\n\n case BodyRegion.RIGHT_ARM:\n return {\n primary: { part: BodyPart.ARM_RIGHT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_UPPER, percentage: 0.1 }],\n };\n\n case BodyRegion.LEFT_LEG:\n return {\n primary: { part: BodyPart.LEG_LEFT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.1 }],\n };\n\n case BodyRegion.RIGHT_LEG:\n return {\n primary: { part: BodyPart.LEG_RIGHT, percentage: 0.9 },\n secondary: [{ part: BodyPart.TORSO_LOWER, percentage: 0.1 }],\n };\n\n default:\n // Default to torso upper for unknown regions\n return {\n primary: { part: BodyPart.TORSO_UPPER, percentage: 1.0 },\n secondary: [],\n };\n }\n }\n\n /**\n * Apply distributed damage to body parts from a hit.\n * \n * **Korean**: 분산 피해 적용\n * \n * Takes total damage and distributes it across primary and secondary\n * body parts based on the hit location.\n * \n * @param current - Current body part health\n * @param bodyRegion - Hit location\n * @param totalDamage - Total damage to distribute\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n applyDistributedDamage(\n current: BodyPartHealth,\n bodyRegion: BodyRegion,\n totalDamage: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const distribution = this.getDamageDistribution(bodyRegion);\n let updated = { ...current };\n\n // Apply primary damage\n updated = this.applyDamageToBodyPart(\n updated,\n distribution.primary.part,\n totalDamage * distribution.primary.percentage,\n maxHealth\n );\n\n // Apply secondary damage\n for (const secondary of distribution.secondary) {\n updated = this.applyDamageToBodyPart(\n updated,\n secondary.part,\n totalDamage * secondary.percentage,\n maxHealth\n );\n }\n\n return updated;\n }\n\n /**\n * Calculate combat capability effects from body part damage.\n * \n * **Korean**: 전투 능력 효과 계산\n * \n * Analyzes body part health and returns multipliers for various combat\n * capabilities. Implements acceptance criteria:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns Combat capability effect multipliers\n * \n * @public\n */\n calculateBodyPartEffects(\n health: BodyPartHealth,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartEffects {\n const max = maxHealth ?? this.createDefaultMaxHealth();\n\n // Calculate head/neck effects on consciousness\n const headPercentage = health.head / max.head;\n const neckPercentage = health.neck / max.neck;\n const minHeadNeck = Math.min(headPercentage, neckPercentage);\n \n let consciousnessModifier = 1.0;\n if (minHeadNeck < BODY_PART_EFFECT_CONSTANTS.HEAD.CRITICAL_THRESHOLD) {\n consciousnessModifier = BODY_PART_EFFECT_CONSTANTS.HEAD.CONSCIOUSNESS_PENALTY_AT_50;\n }\n\n // Calculate torso effects on stamina regeneration\n const torsoUpperPercentage = health.torsoUpper / max.torsoUpper;\n const torsoLowerPercentage = health.torsoLower / max.torsoLower;\n const avgTorso = (torsoUpperPercentage + torsoLowerPercentage) / 2;\n \n let staminaRegenModifier = 1.0;\n if (avgTorso < BODY_PART_EFFECT_CONSTANTS.TORSO.CRITICAL_THRESHOLD) {\n staminaRegenModifier = BODY_PART_EFFECT_CONSTANTS.TORSO.STAMINA_REGEN_PENALTY_AT_50;\n }\n\n // Calculate arm effects on attack damage\n const armLeftPercentage = health.armLeft / max.armLeft;\n const armRightPercentage = health.armRight / max.armRight;\n const avgArms = (armLeftPercentage + armRightPercentage) / 2;\n \n let attackDamageModifier = 1.0;\n if (avgArms < BODY_PART_EFFECT_CONSTANTS.ARMS.CRITICAL_THRESHOLD) {\n attackDamageModifier = BODY_PART_EFFECT_CONSTANTS.ARMS.ATTACK_DAMAGE_PENALTY_AT_50;\n }\n\n // Calculate leg effects on movement speed\n const legLeftPercentage = health.legLeft / max.legLeft;\n const legRightPercentage = health.legRight / max.legRight;\n const avgLegs = (legLeftPercentage + legRightPercentage) / 2;\n \n let movementSpeedModifier = 1.0;\n if (avgLegs < BODY_PART_EFFECT_CONSTANTS.LEGS.CRITICAL_THRESHOLD) {\n movementSpeedModifier = BODY_PART_EFFECT_CONSTANTS.LEGS.MOVEMENT_SPEED_PENALTY_AT_50;\n }\n\n // Balance affected by torso and legs\n const balanceModifier = Math.min(avgTorso, avgLegs);\n\n // Technique accuracy affected by head and arms\n const techniqueAccuracyModifier = Math.min(headPercentage, avgArms);\n\n return {\n consciousnessModifier,\n staminaRegenModifier,\n attackDamageModifier,\n movementSpeedModifier,\n balanceModifier,\n techniqueAccuracyModifier,\n };\n }\n\n /**\n * Calculate aggregate health from body parts.\n * \n * **Korean**: 종합 체력 계산\n * \n * Computes overall health as average of all body part health values.\n * This maintains backwards compatibility with single health bar systems.\n * \n * @param health - Body part health\n * @returns Aggregate health value (0-100)\n * \n * @public\n */\n calculateAggregateHealth(health: BodyPartHealth): number {\n const sum =\n health.head +\n health.neck +\n health.torsoUpper +\n health.torsoLower +\n health.armLeft +\n health.armRight +\n health.legLeft +\n health.legRight;\n\n return sum / 8;\n }\n\n /**\n * Get body part status for UI display.\n * \n * **Korean**: 신체부위 상태 조회\n * \n * Provides UI-friendly status information including color coding,\n * status text, and critical/disabled flags.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param part - Body part to query\n * @returns Status information for display\n * \n * @public\n */\n getBodyPartStatus(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n part: BodyPart\n ): BodyPartStatus {\n const current = health[part];\n const max = maxHealth[part];\n const percentage = current / max;\n\n // Determine status and color\n let status: KoreanText;\n let color: number;\n let critical: boolean;\n let disabled: boolean;\n\n if (percentage === 0) {\n status = { korean: \"무력화\", english: \"Disabled\" };\n color = KOREAN_COLORS.NEGATIVE_RED;\n critical = true;\n disabled = true;\n } else if (percentage < this.config.criticalThreshold) {\n status = { korean: \"치명적\", english: \"Critical\" };\n color = KOREAN_COLORS.NEGATIVE_RED;\n critical = true;\n disabled = false;\n } else if (percentage < this.config.severePenaltyThreshold) {\n status = { korean: \"심각\", english: \"Severe\" };\n color = KOREAN_COLORS.WARNING_ORANGE;\n critical = false;\n disabled = false;\n } else if (percentage < this.config.majorPenaltyThreshold) {\n status = { korean: \"중상\", english: \"Major\" };\n color = KOREAN_COLORS.WARNING_YELLOW;\n critical = false;\n disabled = false;\n } else if (percentage < this.config.minorPenaltyThreshold) {\n status = { korean: \"경상\", english: \"Minor\" };\n color = KOREAN_COLORS.HEALTH_FULL;\n critical = false;\n disabled = false;\n } else {\n status = { korean: \"정상\", english: \"Normal\" };\n color = KOREAN_COLORS.HEALTH_FULL;\n critical = false;\n disabled = false;\n }\n\n return {\n part,\n health: current,\n maxHealth: max,\n percentage,\n status,\n color,\n critical,\n disabled,\n };\n }\n\n /**\n * Get all body part statuses for UI.\n * \n * **Korean**: 모든 신체부위 상태 조회\n * \n * Returns status information for all body parts in a single call.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns Array of status information for all parts\n * \n * @public\n */\n getAllBodyPartStatuses(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): BodyPartStatus[] {\n return Object.values(BodyPart).map((part) =>\n this.getBodyPartStatus(health, maxHealth, part)\n );\n }\n\n /**\n * Heal a specific body part.\n * \n * **Korean**: 신체부위 치유\n * \n * Increases health of the specified body part by the heal amount.\n * Health is clamped to 0-maxHealth range.\n * \n * @param current - Current body part health\n * @param bodyPart - Body part to heal\n * @param healAmount - Amount of health to restore\n * @param maxHealth - Optional maximum health limits\n * @returns Updated body part health\n * \n * @public\n */\n healBodyPart(\n current: BodyPartHealth,\n bodyPart: BodyPart,\n healAmount: number,\n maxHealth?: BodyPartMaxHealth\n ): BodyPartHealth {\n const max = maxHealth ?? this.createDefaultMaxHealth();\n const newHealth = Math.min(max[bodyPart], current[bodyPart] + healAmount);\n\n return {\n ...current,\n [bodyPart]: newHealth,\n };\n }\n\n /**\n * Check if player is incapacitated based on body part health.\n * \n * **Korean**: 무력화 상태 확인\n * \n * Player is incapacitated if:\n * - Head is at 0 HP (unconscious)\n * - Both legs are at 0 HP (cannot move)\n * - Aggregate health below 10%\n * \n * @param health - Current body part health\n * @returns Whether player is incapacitated\n * \n * @public\n */\n isIncapacitated(health: BodyPartHealth): boolean {\n // Unconscious from head damage\n if (health.head <= 0) return true;\n\n // Cannot move from leg damage\n if (health.legLeft <= 0 && health.legRight <= 0) return true;\n\n // Aggregate health critical\n const aggregate = this.calculateAggregateHealth(health);\n if (aggregate < 10) return true;\n\n return false;\n }\n}\n\n/**\n * Singleton instance of Body Part Health System.\n * \n * **Korean**: 신체부위 체력 시스템 싱글톤\n * \n * Provides global access to the body part health system throughout the game.\n * \n * @public\n */\nexport const bodyPartHealthSystem = new 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- {"version":3,"file":"BodyPartPositionMapping.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartPositionMapping.ts"],"sourcesContent":["/**\n * Body Part Position Mapping Utilities\n * \n * **Korean**: 신체 부위 위치 매핑 유틸리티\n * \n * Maps body regions and body parts to 3D positions on character models\n * for accurate trauma visualization placement.\n * \n * @module systems/bodypart/BodyPartPositionMapping\n * @category Body Part System\n * @korean 신체부위위치매핑\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Standard character model dimensions.\n * \n * Based on average human proportions scaled for game character.\n * Character center is at [0, 0, 0], standing upright.\n */\nexport const CHARACTER_DIMENSIONS = {\n /** Total height from feet to head */\n HEIGHT: 2.0,\n /** Width at shoulders */\n SHOULDER_WIDTH: 0.6,\n /** Torso height */\n TORSO_HEIGHT: 0.8,\n /** Leg length */\n LEG_LENGTH: 1.0,\n /** Arm length */\n ARM_LENGTH: 0.7,\n /** Head height */\n HEAD_HEIGHT: 0.3,\n} as const;\n\n/**\n * Get 3D position for a body part on character model.\n * \n * **Korean**: 신체 부위 3D 위치 가져오기\n * \n * Returns center position of the body part relative to character origin.\n * Character is centered at [0, 0, 0] standing upright.\n * Positions are calculated from CHARACTER_DIMENSIONS for consistency.\n * \n * @param bodyPart - Body part to get position for\n * @returns 3D position vector\n * \n * @public\n */\nexport function getBodyPartPosition(bodyPart: BodyPart): THREE.Vector3 {\n // Calculate positions from CHARACTER_DIMENSIONS\n const headY = CHARACTER_DIMENSIONS.HEIGHT - CHARACTER_DIMENSIONS.HEAD_HEIGHT / 2;\n const neckY = CHARACTER_DIMENSIONS.HEIGHT - CHARACTER_DIMENSIONS.HEAD_HEIGHT;\n const torsoTop = neckY - CHARACTER_DIMENSIONS.TORSO_HEIGHT / 3;\n const torsoBottom = neckY - (2 * CHARACTER_DIMENSIONS.TORSO_HEIGHT) / 3;\n const armY = neckY - CHARACTER_DIMENSIONS.TORSO_HEIGHT / 3;\n const legY = CHARACTER_DIMENSIONS.LEG_LENGTH / 2;\n \n switch (bodyPart) {\n case BodyPart.HEAD:\n return new THREE.Vector3(0, headY, 0);\n\n case BodyPart.NECK:\n return new THREE.Vector3(0, neckY, 0);\n\n case BodyPart.TORSO_UPPER:\n return new THREE.Vector3(0, torsoTop, 0);\n\n case BodyPart.TORSO_LOWER:\n return new THREE.Vector3(0, torsoBottom, 0);\n\n case BodyPart.ARM_LEFT:\n return new THREE.Vector3(-CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyPart.ARM_RIGHT:\n return new THREE.Vector3(CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyPart.LEG_LEFT:\n return new THREE.Vector3(-CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 4, legY, 0);\n\n case BodyPart.LEG_RIGHT:\n return new THREE.Vector3(CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 4, legY, 0);\n\n default:\n // Default to torso center\n return new THREE.Vector3(0, CHARACTER_DIMENSIONS.HEIGHT / 2, 0);\n }\n}\n\n/**\n * Get 3D position for a body region on character model.\n * \n * **Korean**: 신체 영역 3D 위치 가져오기\n * \n * @param bodyRegion - Body region to get position for\n * @returns 3D position vector\n * \n * @public\n */\nexport function getBodyRegionPosition(bodyRegion: BodyRegion): THREE.Vector3 {\n // Calculate positions based on CHARACTER_DIMENSIONS for single source of truth\n const { HEIGHT, LEG_LENGTH, SHOULDER_WIDTH } = CHARACTER_DIMENSIONS;\n \n const headY = HEIGHT * 0.9; // 1.8 for HEIGHT 2.0\n const neckY = HEIGHT * 0.8; // 1.6 for HEIGHT 2.0\n const torsoY = HEIGHT * 0.6; // 1.2 for HEIGHT 2.0\n const coreY = HEIGHT * 0.45; // 0.9 for HEIGHT 2.0\n const armY = torsoY; // Arms at torso level\n const legY = LEG_LENGTH * 0.4; // 0.4 for LEG_LENGTH 1.0\n\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return new THREE.Vector3(0, headY, 0);\n\n case BodyRegion.NECK:\n return new THREE.Vector3(0, neckY, 0);\n\n case BodyRegion.TORSO:\n return new THREE.Vector3(0, torsoY, 0);\n\n case BodyRegion.CORE:\n return new THREE.Vector3(0, coreY, 0);\n\n case BodyRegion.LEFT_ARM:\n return new THREE.Vector3(-SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyRegion.RIGHT_ARM:\n return new THREE.Vector3(SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyRegion.LEFT_LEG:\n return new THREE.Vector3(-SHOULDER_WIDTH * 0.25, legY, 0);\n\n case BodyRegion.RIGHT_LEG:\n return new THREE.Vector3(SHOULDER_WIDTH * 0.25, legY, 0);\n\n default:\n // Default to torso center\n return new THREE.Vector3(0, torsoY, 0);\n }\n}\n\n/**\n * Map BodyRegion to corresponding BodyPart.\n * \n * **Korean**: 신체 영역을 신체 부위로 매핑\n * \n * @param bodyRegion - Body region to map\n * @returns Corresponding body part\n * \n * @public\n */\nexport function mapBodyRegionToBodyPart(bodyRegion: BodyRegion): BodyPart {\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return BodyPart.HEAD;\n\n case BodyRegion.NECK:\n return BodyPart.NECK;\n\n case BodyRegion.TORSO:\n return BodyPart.TORSO_UPPER;\n\n case BodyRegion.CORE:\n return BodyPart.TORSO_LOWER;\n\n case BodyRegion.LEFT_ARM:\n return BodyPart.ARM_LEFT;\n\n case BodyRegion.RIGHT_ARM:\n return BodyPart.ARM_RIGHT;\n\n case BodyRegion.LEFT_LEG:\n return BodyPart.LEG_LEFT;\n\n case BodyRegion.RIGHT_LEG:\n return BodyPart.LEG_RIGHT;\n\n default:\n // Default to upper torso\n return BodyPart.TORSO_UPPER;\n }\n}\n\n/**\n * Add random offset to position for varied injury placement.\n * \n * **Korean**: 부상 위치에 무작위 오프셋 추가\n * \n * Adds slight randomness to injury positions to avoid exact overlap\n * and create more realistic trauma distribution.\n * \n * @param basePosition - Base position to offset from\n * @param maxOffset - Maximum offset in any direction (default: 0.1)\n * @returns New position with random offset\n * \n * @public\n */\nexport function addRandomOffset(\n basePosition: THREE.Vector3,\n maxOffset: number = 0.1\n): THREE.Vector3 {\n const offset = new THREE.Vector3(\n (Math.random() - 0.5) * maxOffset * 2,\n (Math.random() - 0.5) * maxOffset * 2,\n (Math.random() - 0.5) * maxOffset * 2\n );\n\n return basePosition.clone().add(offset);\n}\n\n/**\n * Get injury position with slight randomization.\n * \n * **Korean**: 무작위 오프셋이 포함된 부상 위치 가져오기\n * \n * Convenience function that combines region-to-position mapping\n * with random offset for natural injury placement.\n * \n * @param bodyRegion - Body region that was hit\n * @param maxOffset - Maximum offset for randomization\n * @returns Position with random offset\n * \n * @public\n */\nexport function getInjuryPositionWithOffset(\n bodyRegion: BodyRegion,\n maxOffset: number = 0.1\n): THREE.Vector3 {\n const basePosition = getBodyRegionPosition(bodyRegion);\n return addRandomOffset(basePosition, maxOffset);\n}\n\n/**\n * Check if position is within body part bounds.\n * \n * **Korean**: 위치가 신체 부위 경계 내에 있는지 확인\n * \n * @param position - Position to check\n * @param bodyPart - Body part to check against\n * @param tolerance - Distance tolerance (default: 0.3)\n * @returns Whether position is within body part bounds\n * \n * @public\n */\nexport function isPositionInBodyPart(\n position: THREE.Vector3,\n bodyPart: BodyPart,\n tolerance: number = 0.3\n): boolean {\n const partPosition = getBodyPartPosition(bodyPart);\n const distance = position.distanceTo(partPosition);\n return distance <= tolerance;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AAuBA,IAAa,uBAAuB;;CAElC,QAAQ;;CAER,gBAAgB;;CAEhB,cAAc;;CAEd,YAAY;;CAEZ,YAAY;;CAEZ,aAAa;CACd;;;;;;;;;;;;;;;AAgBD,SAAgB,oBAAoB,UAAmC;CAErE,MAAM,QAAQ,qBAAqB,SAAS,qBAAqB,cAAc;CAC/E,MAAM,QAAQ,qBAAqB,SAAS,qBAAqB;CACjE,MAAM,WAAW,QAAQ,qBAAqB,eAAe;CAC7D,MAAM,cAAc,QAAS,IAAI,qBAAqB,eAAgB;CACtE,MAAM,OAAO,QAAQ,qBAAqB,eAAe;CACzD,MAAM,OAAO,qBAAqB,aAAa;AAE/C,SAAQ,UAAR;EACE,KAAK,SAAS,KACZ,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,SAAS,KACZ,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,SAAS,YACZ,QAAO,IAAI,MAAM,QAAQ,GAAG,UAAU,EAAE;EAE1C,KAAK,SAAS,YACZ,QAAO,IAAI,MAAM,QAAQ,GAAG,aAAa,EAAE;EAE7C,KAAK,SAAS,SACZ,QAAO,IAAI,MAAM,QAAQ,CAAC,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE7E,KAAK,SAAS,UACZ,QAAO,IAAI,MAAM,QAAQ,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE5E,KAAK,SAAS,SACZ,QAAO,IAAI,MAAM,QAAQ,CAAC,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE7E,KAAK,SAAS,UACZ,QAAO,IAAI,MAAM,QAAQ,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE5E,QAEE,QAAO,IAAI,MAAM,QAAQ,GAAG,qBAAqB,SAAS,GAAG,EAAE;;;;;;;;;;;;;AAcrE,SAAgB,sBAAsB,YAAuC;CAE3E,MAAM,EAAE,QAAQ,YAAY,mBAAmB;CAE/C,MAAM,QAAQ,SAAS;CACvB,MAAM,QAAQ,SAAS;CACvB,MAAM,SAAS,SAAS;CACxB,MAAM,QAAQ,SAAS;CACvB,MAAM,OAAO;CACb,MAAM,OAAO,aAAa;AAE1B,SAAQ,YAAR;EACE,KAAK,WAAW,KACd,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,KACd,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,MACd,QAAO,IAAI,MAAM,QAAQ,GAAG,QAAQ,EAAE;EAExC,KAAK,WAAW,KACd,QAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,SACd,QAAO,IAAI,MAAM,QAAQ,CAAC,iBAAiB,GAAG,MAAM,EAAE;EAExD,KAAK,WAAW,UACd,QAAO,IAAI,MAAM,QAAQ,iBAAiB,GAAG,MAAM,EAAE;EAEvD,KAAK,WAAW,SACd,QAAO,IAAI,MAAM,QAAQ,CAAC,iBAAiB,KAAM,MAAM,EAAE;EAE3D,KAAK,WAAW,UACd,QAAO,IAAI,MAAM,QAAQ,iBAAiB,KAAM,MAAM,EAAE;EAE1D,QAEE,QAAO,IAAI,MAAM,QAAQ,GAAG,QAAQ,EAAE;;;;;;;;;;;;;AAc5C,SAAgB,wBAAwB,YAAkC;AACxE,SAAQ,YAAR;EACE,KAAK,WAAW,KACd,QAAO,SAAS;EAElB,KAAK,WAAW,KACd,QAAO,SAAS;EAElB,KAAK,WAAW,MACd,QAAO,SAAS;EAElB,KAAK,WAAW,KACd,QAAO,SAAS;EAElB,KAAK,WAAW,SACd,QAAO,SAAS;EAElB,KAAK,WAAW,UACd,QAAO,SAAS;EAElB,KAAK,WAAW,SACd,QAAO,SAAS;EAElB,KAAK,WAAW,UACd,QAAO,SAAS;EAElB,QAEE,QAAO,SAAS;;;;;;;;;;;;;;;;;AAkBtB,SAAgB,gBACd,cACA,YAAoB,IACL;CACf,MAAM,SAAS,IAAI,MAAM,SACtB,KAAK,QAAQ,GAAG,MAAO,YAAY,IACnC,KAAK,QAAQ,GAAG,MAAO,YAAY,IACnC,KAAK,QAAQ,GAAG,MAAO,YAAY,EACrC;AAED,QAAO,aAAa,OAAO,CAAC,IAAI,OAAO;;;;;;;;;;;;;;;;AAiBzC,SAAgB,4BACd,YACA,YAAoB,IACL;AAEf,QAAO,gBADc,sBAAsB,WACpB,EAAc,UAAU;;;;;;;;;;;;;;AAejD,SAAgB,qBACd,UACA,UACA,YAAoB,IACX;CACT,MAAM,eAAe,oBAAoB,SAAS;AAElD,QADiB,SAAS,WAAW,aAC9B,IAAY"}
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+ {"version":3,"file":"BodyPartPositionMapping.js","names":[],"sources":["../../../src/systems/bodypart/BodyPartPositionMapping.ts"],"sourcesContent":["/**\n * Body Part Position Mapping Utilities\n * \n * **Korean**: 신체 부위 위치 매핑 유틸리티\n * \n * Maps body regions and body parts to 3D positions on character models\n * for accurate trauma visualization placement.\n * \n * @module systems/bodypart/BodyPartPositionMapping\n * @category Body Part System\n * @korean 신체부위위치매핑\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Standard character model dimensions.\n * \n * Based on average human proportions scaled for game character.\n * Character center is at [0, 0, 0], standing upright.\n */\nexport const CHARACTER_DIMENSIONS = {\n /** Total height from feet to head */\n HEIGHT: 2.0,\n /** Width at shoulders */\n SHOULDER_WIDTH: 0.6,\n /** Torso height */\n TORSO_HEIGHT: 0.8,\n /** Leg length */\n LEG_LENGTH: 1.0,\n /** Arm length */\n ARM_LENGTH: 0.7,\n /** Head height */\n HEAD_HEIGHT: 0.3,\n} as const;\n\n/**\n * Get 3D position for a body part on character model.\n * \n * **Korean**: 신체 부위 3D 위치 가져오기\n * \n * Returns center position of the body part relative to character origin.\n * Character is centered at [0, 0, 0] standing upright.\n * Positions are calculated from CHARACTER_DIMENSIONS for consistency.\n * \n * @param bodyPart - Body part to get position for\n * @returns 3D position vector\n * \n * @public\n */\nexport function getBodyPartPosition(bodyPart: BodyPart): THREE.Vector3 {\n // Calculate positions from CHARACTER_DIMENSIONS\n const headY = CHARACTER_DIMENSIONS.HEIGHT - CHARACTER_DIMENSIONS.HEAD_HEIGHT / 2;\n const neckY = CHARACTER_DIMENSIONS.HEIGHT - CHARACTER_DIMENSIONS.HEAD_HEIGHT;\n const torsoTop = neckY - CHARACTER_DIMENSIONS.TORSO_HEIGHT / 3;\n const torsoBottom = neckY - (2 * CHARACTER_DIMENSIONS.TORSO_HEIGHT) / 3;\n const armY = neckY - CHARACTER_DIMENSIONS.TORSO_HEIGHT / 3;\n const legY = CHARACTER_DIMENSIONS.LEG_LENGTH / 2;\n \n switch (bodyPart) {\n case BodyPart.HEAD:\n return new THREE.Vector3(0, headY, 0);\n\n case BodyPart.NECK:\n return new THREE.Vector3(0, neckY, 0);\n\n case BodyPart.TORSO_UPPER:\n return new THREE.Vector3(0, torsoTop, 0);\n\n case BodyPart.TORSO_LOWER:\n return new THREE.Vector3(0, torsoBottom, 0);\n\n case BodyPart.ARM_LEFT:\n return new THREE.Vector3(-CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyPart.ARM_RIGHT:\n return new THREE.Vector3(CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyPart.LEG_LEFT:\n return new THREE.Vector3(-CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 4, legY, 0);\n\n case BodyPart.LEG_RIGHT:\n return new THREE.Vector3(CHARACTER_DIMENSIONS.SHOULDER_WIDTH / 4, legY, 0);\n\n default:\n // Default to torso center\n return new THREE.Vector3(0, CHARACTER_DIMENSIONS.HEIGHT / 2, 0);\n }\n}\n\n/**\n * Get 3D position for a body region on character model.\n * \n * **Korean**: 신체 영역 3D 위치 가져오기\n * \n * @param bodyRegion - Body region to get position for\n * @returns 3D position vector\n * \n * @public\n */\nexport function getBodyRegionPosition(bodyRegion: BodyRegion): THREE.Vector3 {\n // Calculate positions based on CHARACTER_DIMENSIONS for single source of truth\n const { HEIGHT, LEG_LENGTH, SHOULDER_WIDTH } = CHARACTER_DIMENSIONS;\n \n const headY = HEIGHT * 0.9; // 1.8 for HEIGHT 2.0\n const neckY = HEIGHT * 0.8; // 1.6 for HEIGHT 2.0\n const torsoY = HEIGHT * 0.6; // 1.2 for HEIGHT 2.0\n const coreY = HEIGHT * 0.45; // 0.9 for HEIGHT 2.0\n const armY = torsoY; // Arms at torso level\n const legY = LEG_LENGTH * 0.4; // 0.4 for LEG_LENGTH 1.0\n\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return new THREE.Vector3(0, headY, 0);\n\n case BodyRegion.NECK:\n return new THREE.Vector3(0, neckY, 0);\n\n case BodyRegion.TORSO:\n return new THREE.Vector3(0, torsoY, 0);\n\n case BodyRegion.CORE:\n return new THREE.Vector3(0, coreY, 0);\n\n case BodyRegion.LEFT_ARM:\n return new THREE.Vector3(-SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyRegion.RIGHT_ARM:\n return new THREE.Vector3(SHOULDER_WIDTH / 2, armY, 0);\n\n case BodyRegion.LEFT_LEG:\n return new THREE.Vector3(-SHOULDER_WIDTH * 0.25, legY, 0);\n\n case BodyRegion.RIGHT_LEG:\n return new THREE.Vector3(SHOULDER_WIDTH * 0.25, legY, 0);\n\n default:\n // Default to torso center\n return new THREE.Vector3(0, torsoY, 0);\n }\n}\n\n/**\n * Map BodyRegion to corresponding BodyPart.\n * \n * **Korean**: 신체 영역을 신체 부위로 매핑\n * \n * @param bodyRegion - Body region to map\n * @returns Corresponding body part\n * \n * @public\n */\nexport function mapBodyRegionToBodyPart(bodyRegion: BodyRegion): BodyPart {\n switch (bodyRegion) {\n case BodyRegion.HEAD:\n return BodyPart.HEAD;\n\n case BodyRegion.NECK:\n return BodyPart.NECK;\n\n case BodyRegion.TORSO:\n return BodyPart.TORSO_UPPER;\n\n case BodyRegion.CORE:\n return BodyPart.TORSO_LOWER;\n\n case BodyRegion.LEFT_ARM:\n return BodyPart.ARM_LEFT;\n\n case BodyRegion.RIGHT_ARM:\n return BodyPart.ARM_RIGHT;\n\n case BodyRegion.LEFT_LEG:\n return BodyPart.LEG_LEFT;\n\n case BodyRegion.RIGHT_LEG:\n return BodyPart.LEG_RIGHT;\n\n default:\n // Default to upper torso\n return BodyPart.TORSO_UPPER;\n }\n}\n\n/**\n * Add random offset to position for varied injury placement.\n * \n * **Korean**: 부상 위치에 무작위 오프셋 추가\n * \n * Adds slight randomness to injury positions to avoid exact overlap\n * and create more realistic trauma distribution.\n * \n * @param basePosition - Base position to offset from\n * @param maxOffset - Maximum offset in any direction (default: 0.1)\n * @returns New position with random offset\n * \n * @public\n */\nexport function addRandomOffset(\n basePosition: THREE.Vector3,\n maxOffset: number = 0.1\n): THREE.Vector3 {\n const offset = new THREE.Vector3(\n (Math.random() - 0.5) * maxOffset * 2,\n (Math.random() - 0.5) * maxOffset * 2,\n (Math.random() - 0.5) * maxOffset * 2\n );\n\n return basePosition.clone().add(offset);\n}\n\n/**\n * Get injury position with slight randomization.\n * \n * **Korean**: 무작위 오프셋이 포함된 부상 위치 가져오기\n * \n * Convenience function that combines region-to-position mapping\n * with random offset for natural injury placement.\n * \n * @param bodyRegion - Body region that was hit\n * @param maxOffset - Maximum offset for randomization\n * @returns Position with random offset\n * \n * @public\n */\nexport function getInjuryPositionWithOffset(\n bodyRegion: BodyRegion,\n maxOffset: number = 0.1\n): THREE.Vector3 {\n const basePosition = getBodyRegionPosition(bodyRegion);\n return addRandomOffset(basePosition, maxOffset);\n}\n\n/**\n * Check if position is within body part bounds.\n * \n * **Korean**: 위치가 신체 부위 경계 내에 있는지 확인\n * \n * @param position - Position to check\n * @param bodyPart - Body part to check against\n * @param tolerance - Distance tolerance (default: 0.3)\n * @returns Whether position is within body part bounds\n * \n * @public\n */\nexport function isPositionInBodyPart(\n position: THREE.Vector3,\n bodyPart: BodyPart,\n tolerance: number = 0.3\n): boolean {\n const partPosition = getBodyPartPosition(bodyPart);\n const distance = position.distanceTo(partPosition);\n return distance <= tolerance;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;AAuBA,IAAa,uBAAuB;;CAElC,QAAQ;;CAER,gBAAgB;;CAEhB,cAAc;;CAEd,YAAY;;CAEZ,YAAY;;CAEZ,aAAa;CACd;;;;;;;;;;;;;;;AAgBD,SAAgB,oBAAoB,UAAmC;CAErE,MAAM,QAAQ,qBAAqB,SAAS,qBAAqB,cAAc;CAC/E,MAAM,QAAQ,qBAAqB,SAAS,qBAAqB;CACjE,MAAM,WAAW,QAAQ,qBAAqB,eAAe;CAC7D,MAAM,cAAc,QAAS,IAAI,qBAAqB,eAAgB;CACtE,MAAM,OAAO,QAAQ,qBAAqB,eAAe;CACzD,MAAM,OAAO,qBAAqB,aAAa;CAE/C,QAAQ,UAAR;EACE,KAAK,SAAS,MACZ,OAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,SAAS,MACZ,OAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,SAAS,aACZ,OAAO,IAAI,MAAM,QAAQ,GAAG,UAAU,EAAE;EAE1C,KAAK,SAAS,aACZ,OAAO,IAAI,MAAM,QAAQ,GAAG,aAAa,EAAE;EAE7C,KAAK,SAAS,UACZ,OAAO,IAAI,MAAM,QAAQ,CAAC,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE7E,KAAK,SAAS,WACZ,OAAO,IAAI,MAAM,QAAQ,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE5E,KAAK,SAAS,UACZ,OAAO,IAAI,MAAM,QAAQ,CAAC,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE7E,KAAK,SAAS,WACZ,OAAO,IAAI,MAAM,QAAQ,qBAAqB,iBAAiB,GAAG,MAAM,EAAE;EAE5E,SAEE,OAAO,IAAI,MAAM,QAAQ,GAAG,qBAAqB,SAAS,GAAG,EAAE;;;;;;;;;;;;;AAcrE,SAAgB,sBAAsB,YAAuC;CAE3E,MAAM,EAAE,QAAQ,YAAY,mBAAmB;CAE/C,MAAM,QAAQ,SAAS;CACvB,MAAM,QAAQ,SAAS;CACvB,MAAM,SAAS,SAAS;CACxB,MAAM,QAAQ,SAAS;CACvB,MAAM,OAAO;CACb,MAAM,OAAO,aAAa;CAE1B,QAAQ,YAAR;EACE,KAAK,WAAW,MACd,OAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,MACd,OAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,OACd,OAAO,IAAI,MAAM,QAAQ,GAAG,QAAQ,EAAE;EAExC,KAAK,WAAW,MACd,OAAO,IAAI,MAAM,QAAQ,GAAG,OAAO,EAAE;EAEvC,KAAK,WAAW,UACd,OAAO,IAAI,MAAM,QAAQ,CAAC,iBAAiB,GAAG,MAAM,EAAE;EAExD,KAAK,WAAW,WACd,OAAO,IAAI,MAAM,QAAQ,iBAAiB,GAAG,MAAM,EAAE;EAEvD,KAAK,WAAW,UACd,OAAO,IAAI,MAAM,QAAQ,CAAC,iBAAiB,KAAM,MAAM,EAAE;EAE3D,KAAK,WAAW,WACd,OAAO,IAAI,MAAM,QAAQ,iBAAiB,KAAM,MAAM,EAAE;EAE1D,SAEE,OAAO,IAAI,MAAM,QAAQ,GAAG,QAAQ,EAAE;;;;;;;;;;;;;AAc5C,SAAgB,wBAAwB,YAAkC;CACxE,QAAQ,YAAR;EACE,KAAK,WAAW,MACd,OAAO,SAAS;EAElB,KAAK,WAAW,MACd,OAAO,SAAS;EAElB,KAAK,WAAW,OACd,OAAO,SAAS;EAElB,KAAK,WAAW,MACd,OAAO,SAAS;EAElB,KAAK,WAAW,UACd,OAAO,SAAS;EAElB,KAAK,WAAW,WACd,OAAO,SAAS;EAElB,KAAK,WAAW,UACd,OAAO,SAAS;EAElB,KAAK,WAAW,WACd,OAAO,SAAS;EAElB,SAEE,OAAO,SAAS;;;;;;;;;;;;;;;;;AAkBtB,SAAgB,gBACd,cACA,YAAoB,IACL;CACf,MAAM,SAAS,IAAI,MAAM,SACtB,KAAK,QAAQ,GAAG,MAAO,YAAY,IACnC,KAAK,QAAQ,GAAG,MAAO,YAAY,IACnC,KAAK,QAAQ,GAAG,MAAO,YAAY,EACrC;CAED,OAAO,aAAa,OAAO,CAAC,IAAI,OAAO;;;;;;;;;;;;;;;;AAiBzC,SAAgB,4BACd,YACA,YAAoB,IACL;CAEf,OAAO,gBADc,sBAAsB,WACpB,EAAc,UAAU;;;;;;;;;;;;;;AAejD,SAAgB,qBACd,UACA,UACA,YAAoB,IACX;CACT,MAAM,eAAe,oBAAoB,SAAS;CAElD,OADiB,SAAS,WAAW,aAC9B,IAAY"}
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- {"version":3,"file":"CombatInjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/CombatInjuryIntegration.ts"],"sourcesContent":["/**\n * Combat Injury Integration\n * \n * **Korean**: 전투 부상 통합\n * \n * Integrates InjuryTracker with combat damage events to automatically\n * record injuries and trigger visual trauma effects during combat.\n * \n * @module systems/bodypart/CombatInjuryIntegration\n * @category Body Part System\n * @korean 전투부상통합\n */\n\nimport * as THREE from \"three\";\nimport { BodyRegion, DamageType } from \"../../types/common\";\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport {\n getInjuryPositionWithOffset,\n mapBodyRegionToBodyPart,\n} from \"./BodyPartPositionMapping\";\nimport { InjuryType } from \"../../types/injury\";\n\n/**\n * Combat damage event data.\n * \n * **Korean**: 전투 피해 이벤트 데이터\n * \n * @public\n */\nexport interface CombatDamageEvent {\n /** Damage amount (0-100) */\n readonly damage: number;\n /** Body region hit */\n readonly bodyRegion: BodyRegion;\n /** Damage type */\n readonly damageType?: DamageType;\n /** Optional specific position override */\n readonly position?: THREE.Vector3;\n /** Whether this is a critical hit */\n readonly isCritical?: boolean;\n}\n\n/**\n * Configuration for combat injury integration.\n * \n * @public\n */\nexport interface CombatInjuryConfig {\n /** Enable automatic injury tracking */\n readonly enabled: boolean;\n /** Minimum damage to create injury */\n readonly minDamage: number;\n /** Damage threshold for blood effects */\n readonly bloodThreshold: number;\n /** \n * InjuryTracker instance to use for this integration.\n * Must be explicitly provided per character; singleton usage is no longer supported.\n */\n readonly tracker: InjuryTracker;\n}\n\n/**\n * Default combat injury configuration.\n * \n * Note: A valid `tracker` must still be supplied by the caller.\n * This provides defaults for other configuration values only.\n * \n * @public\n */\nexport const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'> = {\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n} as const;\n\n/**\n * Combat Injury Integration Handler.\n * \n * **Korean**: 전투 부상 통합 핸들러\n * \n * Processes combat damage events and records injuries for visualization.\n * Automatically maps damage types to injury types and applies blood effects.\n * \n * @example\n * ```typescript\n * // Recommended: Use PlayerInjuryTrackingManager for per-player tracking\n * import { playerInjuryManager } from '@/systems/bodypart';\n * const integration = playerInjuryManager.getIntegrationForPlayer('player-1');\n * \n * // Or create with explicit tracker for testing/custom scenarios\n * const handler = new CombatInjuryIntegration({\n * ...DEFAULT_COMBAT_INJURY_CONFIG,\n * tracker: new InjuryTracker(),\n * });\n * \n * // Record combat damage\n * handler.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Get injuries for visualization\n * const injuries = handler.getInjuries();\n * ```\n * \n * @public\n */\nexport class CombatInjuryIntegration {\n private tracker: InjuryTracker;\n private config: CombatInjuryConfig;\n\n constructor(config: CombatInjuryConfig) {\n this.config = config;\n // Tracker is now required in CombatInjuryConfig interface\n this.tracker = config.tracker;\n }\n\n /**\n * Record injury from combat damage event.\n * \n * **Korean**: 전투 피해로부터 부상 기록\n * \n * Automatically determines injury type from damage type and applies\n * appropriate visual effects.\n * \n * @param event - Combat damage event\n * @returns Whether injury was recorded (false if damage too low)\n * \n * @public\n */\n recordCombatDamage(event: CombatDamageEvent): boolean {\n if (!this.config.enabled) {\n return false;\n }\n\n if (event.damage < this.config.minDamage) {\n return false;\n }\n\n // Determine injury type from damage type\n const injuryType = this.getInjuryTypeFromDamage(event.damageType);\n\n // Get position for injury\n const position =\n event.position ?? getInjuryPositionWithOffset(event.bodyRegion, 0.15);\n\n // Map body region to body part\n const bodyPart = mapBodyRegionToBodyPart(event.bodyRegion);\n\n // Record injury\n const recordedInjury = this.tracker.recordInjury(\n bodyPart,\n event.bodyRegion,\n position,\n event.damage,\n injuryType\n );\n\n // Return true only if the injury was actually recorded\n return recordedInjury !== null;\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n * @public\n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodThreshold;\n }\n\n /**\n * Get injury type from damage type.\n * \n * **Korean**: 피해 타입으로부터 부상 타입 가져오기\n * \n * @param damageType - Type of damage dealt\n * @returns Corresponding injury type for visualization\n * \n * @private\n */\n private getInjuryTypeFromDamage(damageType?: DamageType): InjuryType {\n if (!damageType) {\n return InjuryType.BRUISE; // Default to bruise\n }\n\n switch (damageType) {\n case DamageType.BLUNT:\n case DamageType.IMPACT:\n case DamageType.CRUSHING:\n return InjuryType.BRUISE;\n\n case DamageType.PIERCING:\n case DamageType.SHARP:\n return InjuryType.CUT;\n\n case DamageType.SLASHING:\n return InjuryType.LACERATION;\n\n case DamageType.JOINT:\n return InjuryType.FRACTURE;\n\n default:\n return InjuryType.BRUISE;\n }\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 추적된 부상 가져오기\n * \n * @returns Array of injuries\n * \n * @public\n */\n getInjuries() {\n return this.tracker.getInjuries();\n }\n\n /**\n * Get tracker instance.\n * \n * @returns InjuryTracker instance\n * \n * @public\n */\n getTracker(): InjuryTracker {\n return this.tracker;\n }\n\n /**\n * Clear all injuries (for new round/match).\n * \n * **Korean**: 모든 부상 초기화\n * \n * @public\n */\n clearInjuries(): void {\n this.tracker.clearInjuries();\n }\n\n /**\n * Remove expired injuries.\n * \n * **Korean**: 만료된 부상 제거\n * \n * @public\n */\n removeExpiredInjuries(): void {\n this.tracker.removeExpiredInjuries();\n }\n}\n"],"mappings":";;;;;;;;;;;;AAqEA,IAAa,+BAAoE;CAC/E,SAAS;CACT,WAAW;CACX,gBAAgB;CACjB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCD,IAAa,0BAAb,MAAqC;CACnC;CACA;CAEA,YAAY,QAA4B;AACtC,OAAK,SAAS;AAEd,OAAK,UAAU,OAAO;;;;;;;;;;;;;;;CAgBxB,mBAAmB,OAAmC;AACpD,MAAI,CAAC,KAAK,OAAO,QACf,QAAO;AAGT,MAAI,MAAM,SAAS,KAAK,OAAO,UAC7B,QAAO;EAIT,MAAM,aAAa,KAAK,wBAAwB,MAAM,WAAW;EAGjE,MAAM,WACJ,MAAM,YAAY,4BAA4B,MAAM,YAAY,IAAK;EAGvE,MAAM,WAAW,wBAAwB,MAAM,WAAW;AAY1D,SATuB,KAAK,QAAQ,aAClC,UACA,MAAM,YACN,UACA,MAAM,QACN,WAIK,KAAmB;;;;;;;;;;;;CAa5B,sBAAsB,QAAyB;AAC7C,SAAO,SAAS,KAAK,OAAO;;;;;;;;;;;;CAa9B,wBAAgC,YAAqC;AACnE,MAAI,CAAC,WACH,QAAO,WAAW;AAGpB,UAAQ,YAAR;GACE,KAAK,WAAW;GAChB,KAAK,WAAW;GAChB,KAAK,WAAW,SACd,QAAO,WAAW;GAEpB,KAAK,WAAW;GAChB,KAAK,WAAW,MACd,QAAO,WAAW;GAEpB,KAAK,WAAW,SACd,QAAO,WAAW;GAEpB,KAAK,WAAW,MACd,QAAO,WAAW;GAEpB,QACE,QAAO,WAAW;;;;;;;;;;;;CAaxB,cAAc;AACZ,SAAO,KAAK,QAAQ,aAAa;;;;;;;;;CAUnC,aAA4B;AAC1B,SAAO,KAAK;;;;;;;;;CAUd,gBAAsB;AACpB,OAAK,QAAQ,eAAe;;;;;;;;;CAU9B,wBAA8B;AAC5B,OAAK,QAAQ,uBAAuB"}
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+ {"version":3,"file":"CombatInjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/CombatInjuryIntegration.ts"],"sourcesContent":["/**\n * Combat Injury Integration\n * \n * **Korean**: 전투 부상 통합\n * \n * Integrates InjuryTracker with combat damage events to automatically\n * record injuries and trigger visual trauma effects during combat.\n * \n * @module systems/bodypart/CombatInjuryIntegration\n * @category Body Part System\n * @korean 전투부상통합\n */\n\nimport * as THREE from \"three\";\nimport { BodyRegion, DamageType } from \"../../types/common\";\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport {\n getInjuryPositionWithOffset,\n mapBodyRegionToBodyPart,\n} from \"./BodyPartPositionMapping\";\nimport { InjuryType } from \"../../types/injury\";\n\n/**\n * Combat damage event data.\n * \n * **Korean**: 전투 피해 이벤트 데이터\n * \n * @public\n */\nexport interface CombatDamageEvent {\n /** Damage amount (0-100) */\n readonly damage: number;\n /** Body region hit */\n readonly bodyRegion: BodyRegion;\n /** Damage type */\n readonly damageType?: DamageType;\n /** Optional specific position override */\n readonly position?: THREE.Vector3;\n /** Whether this is a critical hit */\n readonly isCritical?: boolean;\n}\n\n/**\n * Configuration for combat injury integration.\n * \n * @public\n */\nexport interface CombatInjuryConfig {\n /** Enable automatic injury tracking */\n readonly enabled: boolean;\n /** Minimum damage to create injury */\n readonly minDamage: number;\n /** Damage threshold for blood effects */\n readonly bloodThreshold: number;\n /** \n * InjuryTracker instance to use for this integration.\n * Must be explicitly provided per character; singleton usage is no longer supported.\n */\n readonly tracker: InjuryTracker;\n}\n\n/**\n * Default combat injury configuration.\n * \n * Note: A valid `tracker` must still be supplied by the caller.\n * This provides defaults for other configuration values only.\n * \n * @public\n */\nexport const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'> = {\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n} as const;\n\n/**\n * Combat Injury Integration Handler.\n * \n * **Korean**: 전투 부상 통합 핸들러\n * \n * Processes combat damage events and records injuries for visualization.\n * Automatically maps damage types to injury types and applies blood effects.\n * \n * @example\n * ```typescript\n * // Recommended: Use PlayerInjuryTrackingManager for per-player tracking\n * import { playerInjuryManager } from '@/systems/bodypart';\n * const integration = playerInjuryManager.getIntegrationForPlayer('player-1');\n * \n * // Or create with explicit tracker for testing/custom scenarios\n * const handler = new CombatInjuryIntegration({\n * ...DEFAULT_COMBAT_INJURY_CONFIG,\n * tracker: new InjuryTracker(),\n * });\n * \n * // Record combat damage\n * handler.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Get injuries for visualization\n * const injuries = handler.getInjuries();\n * ```\n * \n * @public\n */\nexport class CombatInjuryIntegration {\n private tracker: InjuryTracker;\n private config: CombatInjuryConfig;\n\n constructor(config: CombatInjuryConfig) {\n this.config = config;\n // Tracker is now required in CombatInjuryConfig interface\n this.tracker = config.tracker;\n }\n\n /**\n * Record injury from combat damage event.\n * \n * **Korean**: 전투 피해로부터 부상 기록\n * \n * Automatically determines injury type from damage type and applies\n * appropriate visual effects.\n * \n * @param event - Combat damage event\n * @returns Whether injury was recorded (false if damage too low)\n * \n * @public\n */\n recordCombatDamage(event: CombatDamageEvent): boolean {\n if (!this.config.enabled) {\n return false;\n }\n\n if (event.damage < this.config.minDamage) {\n return false;\n }\n\n // Determine injury type from damage type\n const injuryType = this.getInjuryTypeFromDamage(event.damageType);\n\n // Get position for injury\n const position =\n event.position ?? getInjuryPositionWithOffset(event.bodyRegion, 0.15);\n\n // Map body region to body part\n const bodyPart = mapBodyRegionToBodyPart(event.bodyRegion);\n\n // Record injury\n const recordedInjury = this.tracker.recordInjury(\n bodyPart,\n event.bodyRegion,\n position,\n event.damage,\n injuryType\n );\n\n // Return true only if the injury was actually recorded\n return recordedInjury !== null;\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n * @public\n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodThreshold;\n }\n\n /**\n * Get injury type from damage type.\n * \n * **Korean**: 피해 타입으로부터 부상 타입 가져오기\n * \n * @param damageType - Type of damage dealt\n * @returns Corresponding injury type for visualization\n * \n * @private\n */\n private getInjuryTypeFromDamage(damageType?: DamageType): InjuryType {\n if (!damageType) {\n return InjuryType.BRUISE; // Default to bruise\n }\n\n switch (damageType) {\n case DamageType.BLUNT:\n case DamageType.IMPACT:\n case DamageType.CRUSHING:\n return InjuryType.BRUISE;\n\n case DamageType.PIERCING:\n case DamageType.SHARP:\n return InjuryType.CUT;\n\n case DamageType.SLASHING:\n return InjuryType.LACERATION;\n\n case DamageType.JOINT:\n return InjuryType.FRACTURE;\n\n default:\n return InjuryType.BRUISE;\n }\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 추적된 부상 가져오기\n * \n * @returns Array of injuries\n * \n * @public\n */\n getInjuries() {\n return this.tracker.getInjuries();\n }\n\n /**\n * Get tracker instance.\n * \n * @returns InjuryTracker instance\n * \n * @public\n */\n getTracker(): InjuryTracker {\n return this.tracker;\n }\n\n /**\n * Clear all injuries (for new round/match).\n * \n * **Korean**: 모든 부상 초기화\n * \n * @public\n */\n clearInjuries(): void {\n this.tracker.clearInjuries();\n }\n\n /**\n * Remove expired injuries.\n * \n * **Korean**: 만료된 부상 제거\n * \n * @public\n */\n removeExpiredInjuries(): void {\n this.tracker.removeExpiredInjuries();\n }\n}\n"],"mappings":";;;;;;;;;;;;AAqEA,IAAa,+BAAoE;CAC/E,SAAS;CACT,WAAW;CACX,gBAAgB;CACjB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCD,IAAa,0BAAb,MAAqC;CACnC;CACA;CAEA,YAAY,QAA4B;EACtC,KAAK,SAAS;EAEd,KAAK,UAAU,OAAO;;;;;;;;;;;;;;;CAgBxB,mBAAmB,OAAmC;EACpD,IAAI,CAAC,KAAK,OAAO,SACf,OAAO;EAGT,IAAI,MAAM,SAAS,KAAK,OAAO,WAC7B,OAAO;EAIT,MAAM,aAAa,KAAK,wBAAwB,MAAM,WAAW;EAGjE,MAAM,WACJ,MAAM,YAAY,4BAA4B,MAAM,YAAY,IAAK;EAGvE,MAAM,WAAW,wBAAwB,MAAM,WAAW;EAY1D,OATuB,KAAK,QAAQ,aAClC,UACA,MAAM,YACN,UACA,MAAM,QACN,WAIK,KAAmB;;;;;;;;;;;;CAa5B,sBAAsB,QAAyB;EAC7C,OAAO,SAAS,KAAK,OAAO;;;;;;;;;;;;CAa9B,wBAAgC,YAAqC;EACnE,IAAI,CAAC,YACH,OAAO,WAAW;EAGpB,QAAQ,YAAR;GACE,KAAK,WAAW;GAChB,KAAK,WAAW;GAChB,KAAK,WAAW,UACd,OAAO,WAAW;GAEpB,KAAK,WAAW;GAChB,KAAK,WAAW,OACd,OAAO,WAAW;GAEpB,KAAK,WAAW,UACd,OAAO,WAAW;GAEpB,KAAK,WAAW,OACd,OAAO,WAAW;GAEpB,SACE,OAAO,WAAW;;;;;;;;;;;;CAaxB,cAAc;EACZ,OAAO,KAAK,QAAQ,aAAa;;;;;;;;;CAUnC,aAA4B;EAC1B,OAAO,KAAK;;;;;;;;;CAUd,gBAAsB;EACpB,KAAK,QAAQ,eAAe;;;;;;;;;CAU9B,wBAA8B;EAC5B,KAAK,QAAQ,uBAAuB"}
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- {"version":3,"file":"InjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/InjuryIntegration.ts"],"sourcesContent":["/**\n * Injury Integration Utilities\n * \n * **Korean**: 부상 통합 유틸리티\n * \n * Utilities to convert between InjuryTracker format and TraumaOverlay3D format,\n * enabling seamless integration of injury tracking with visual trauma display.\n * \n * @module systems/bodypart/InjuryIntegration\n * @category Body Part System\n * @korean 부상통합\n */\n\nimport { InjuryLocation } from \"./InjuryTracker\";\nimport { Injury } from \"../../types/injury\";\n\n/**\n * Convert InjuryLocation to TraumaOverlay3D Injury format.\n * \n * **Korean**: InjuryLocation을 TraumaOverlay3D Injury 형식으로 변환\n * \n * @param injuryLocation - Injury from InjuryTracker\n * @param playerId - Optional player ID for multi-player scenarios\n * @returns Injury in TraumaOverlay3D format\n * \n * @public\n */\nexport function convertInjuryForVisualization(\n injuryLocation: InjuryLocation,\n playerId?: string | number\n): Injury {\n return {\n id: injuryLocation.id,\n region: injuryLocation.bodyRegion,\n type: injuryLocation.type,\n position: [\n injuryLocation.position.x,\n injuryLocation.position.y,\n injuryLocation.position.z,\n ],\n severity: injuryLocation.severity / 100, // Convert 0-100 to 0-1\n hitCount: injuryLocation.hitCount,\n timestamp: injuryLocation.timestamp,\n playerId,\n };\n}\n\n/**\n * Convert array of InjuryLocations to TraumaOverlay3D Injuries.\n * \n * **Korean**: InjuryLocation 배열을 TraumaOverlay3D Injuries로 변환\n * \n * @param injuryLocations - Array of injuries from InjuryTracker\n * @param playerId - Optional player ID\n * @returns Array of injuries in TraumaOverlay3D format\n * \n * @public\n */\nexport function convertInjuriesForVisualization(\n injuryLocations: InjuryLocation[],\n playerId?: string | number\n): Injury[] {\n return injuryLocations.map((loc) =>\n convertInjuryForVisualization(loc, playerId)\n );\n}\n"],"mappings":";;;;;;;;;;;;AA2BA,SAAgB,8BACd,gBACA,UACQ;AACR,QAAO;EACL,IAAI,eAAe;EACnB,QAAQ,eAAe;EACvB,MAAM,eAAe;EACrB,UAAU;GACR,eAAe,SAAS;GACxB,eAAe,SAAS;GACxB,eAAe,SAAS;GACzB;EACD,UAAU,eAAe,WAAW;EACpC,UAAU,eAAe;EACzB,WAAW,eAAe;EAC1B;EACD;;;;;;;;;;;;;AAcH,SAAgB,gCACd,iBACA,UACU;AACV,QAAO,gBAAgB,KAAK,QAC1B,8BAA8B,KAAK,SAAS,CAC7C"}
1
+ {"version":3,"file":"InjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/InjuryIntegration.ts"],"sourcesContent":["/**\n * Injury Integration Utilities\n * \n * **Korean**: 부상 통합 유틸리티\n * \n * Utilities to convert between InjuryTracker format and TraumaOverlay3D format,\n * enabling seamless integration of injury tracking with visual trauma display.\n * \n * @module systems/bodypart/InjuryIntegration\n * @category Body Part System\n * @korean 부상통합\n */\n\nimport { InjuryLocation } from \"./InjuryTracker\";\nimport { Injury } from \"../../types/injury\";\n\n/**\n * Convert InjuryLocation to TraumaOverlay3D Injury format.\n * \n * **Korean**: InjuryLocation을 TraumaOverlay3D Injury 형식으로 변환\n * \n * @param injuryLocation - Injury from InjuryTracker\n * @param playerId - Optional player ID for multi-player scenarios\n * @returns Injury in TraumaOverlay3D format\n * \n * @public\n */\nexport function convertInjuryForVisualization(\n injuryLocation: InjuryLocation,\n playerId?: string | number\n): Injury {\n return {\n id: injuryLocation.id,\n region: injuryLocation.bodyRegion,\n type: injuryLocation.type,\n position: [\n injuryLocation.position.x,\n injuryLocation.position.y,\n injuryLocation.position.z,\n ],\n severity: injuryLocation.severity / 100, // Convert 0-100 to 0-1\n hitCount: injuryLocation.hitCount,\n timestamp: injuryLocation.timestamp,\n playerId,\n };\n}\n\n/**\n * Convert array of InjuryLocations to TraumaOverlay3D Injuries.\n * \n * **Korean**: InjuryLocation 배열을 TraumaOverlay3D Injuries로 변환\n * \n * @param injuryLocations - Array of injuries from InjuryTracker\n * @param playerId - Optional player ID\n * @returns Array of injuries in TraumaOverlay3D format\n * \n * @public\n */\nexport function convertInjuriesForVisualization(\n injuryLocations: InjuryLocation[],\n playerId?: string | number\n): Injury[] {\n return injuryLocations.map((loc) =>\n convertInjuryForVisualization(loc, playerId)\n );\n}\n"],"mappings":";;;;;;;;;;;;AA2BA,SAAgB,8BACd,gBACA,UACQ;CACR,OAAO;EACL,IAAI,eAAe;EACnB,QAAQ,eAAe;EACvB,MAAM,eAAe;EACrB,UAAU;GACR,eAAe,SAAS;GACxB,eAAe,SAAS;GACxB,eAAe,SAAS;GACzB;EACD,UAAU,eAAe,WAAW;EACpC,UAAU,eAAe;EACzB,WAAW,eAAe;EAC1B;EACD;;;;;;;;;;;;;AAcH,SAAgB,gCACd,iBACA,UACU;CACV,OAAO,gBAAgB,KAAK,QAC1B,8BAA8B,KAAK,SAAS,CAC7C"}
@@ -1 +1 @@
1
- {"version":3,"file":"InjuryTracker.js","names":[],"sources":["../../../src/systems/bodypart/InjuryTracker.ts"],"sourcesContent":["/**\n * Injury Tracking System\n * \n * **Korean**: 부상 추적 시스템\n * \n * Tracks individual injuries on character models for realistic trauma visualization.\n * Records injury location, type, severity, and timestamp for progressive bruising,\n * cuts, and bleeding effects during combat.\n * \n * ## Features\n * \n * - Track injuries by body part and 3D position\n * - Progressive bruising: Multiple hits to same location darken existing bruises\n * - Color-coded severity (getBruiseColor): Yellow (fresh), Purple (moderate), Dark red (severe)\n * - Note: TraumaOverlay3D uses different progression: Dark red → Indigo → Black\n * - Blood effects triggered when damage > 30 in single hit\n * - Injury persistence across combat rounds\n * - Nearby injury lookup using linear scan over tracked injuries (O(n))\n * \n * @module systems/bodypart/InjuryTracker\n * @category Body Part System\n * @korean 부상추적시스템\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { InjuryType } from \"../../types/injury\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Individual injury location data.\n * \n * **Korean**: 부상 위치 데이터\n * \n * Records a single injury with its location, severity, and cumulative hit count.\n * Used for progressive bruising visualization.\n * \n * @public\n * @category Injury Tracking\n * @korean 부상위치\n */\nexport interface InjuryLocation {\n /** Unique identifier */\n readonly id: string;\n /** Body part affected */\n readonly bodyPart: BodyPart;\n /** Body region for hit detection */\n readonly bodyRegion: BodyRegion;\n /** 3D position relative to character center */\n readonly position: THREE.Vector3;\n /** Damage severity (0-100) */\n readonly severity: number;\n /** Number of hits to this location (for progressive bruising) */\n readonly hitCount: number;\n /** Timestamp when injury occurred */\n readonly timestamp: number;\n /** Injury type */\n readonly type: InjuryType;\n}\n\n/**\n * Configuration for injury tracking behavior.\n * \n * @public\n * @category Injury Tracking\n */\nexport interface InjuryTrackerConfig {\n /** Maximum number of injuries to track per character */\n readonly maxInjuries: number;\n /** Distance threshold for considering injuries at same location (in units) */\n readonly sameLocationThreshold: number;\n /** Minimum damage required to create an injury */\n readonly minDamageForInjury: number;\n /** Damage threshold for blood effects */\n readonly bloodEffectThreshold: number;\n /** Time before injuries are removed/expired (milliseconds) */\n readonly injuryExpirationTimeMs: number;\n}\n\n/**\n * Default injury tracker configuration.\n * \n * @public\n */\nexport const DEFAULT_INJURY_TRACKER_CONFIG: InjuryTrackerConfig = {\n maxInjuries: 50, // Reasonable limit for performance\n sameLocationThreshold: 0.6, // 0.6 units distance (accommodates ±0.15 randomization)\n minDamageForInjury: 5, // Minimum 5 damage to show injury\n bloodEffectThreshold: 30, // Blood effects when damage > 30\n injuryExpirationTimeMs: 30000, // Injuries are removed after 30 seconds\n} as const;\n\n/**\n * Injury Tracker System.\n * \n * **Korean**: 부상 추적 시스템\n * \n * Manages injury recording and retrieval for trauma visualization.\n * Implements progressive bruising by tracking hit counts at similar locations.\n * \n * @example\n * ```typescript\n * const tracker = new InjuryTracker();\n * \n * // Record injury from hit\n * const injury = tracker.recordInjury(\n * BodyPart.TORSO_UPPER,\n * BodyRegion.TORSO,\n * new THREE.Vector3(0, 1.5, 0),\n * 25,\n * InjuryType.BRUISE\n * );\n * \n * // Get all injuries for visualization\n * const injuries = tracker.getInjuries();\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class InjuryTracker {\n private injuries: Map<string, InjuryLocation>;\n private config: InjuryTrackerConfig;\n private nextId: number;\n\n constructor(config: InjuryTrackerConfig = DEFAULT_INJURY_TRACKER_CONFIG) {\n this.injuries = new Map();\n this.config = config;\n this.nextId = 0;\n }\n\n /**\n * Record a new injury or update existing one at similar location.\n * \n * **Korean**: 부상 기록\n * \n * If an injury exists near the hit position, it updates the existing injury\n * with increased severity and hit count (progressive bruising). Otherwise,\n * creates a new injury.\n * \n * @param bodyPart - Body part affected\n * @param bodyRegion - Body region for damage distribution\n * @param position - 3D position relative to character center\n * @param damage - Damage amount (0-100)\n * @param type - Type of injury\n * @returns The created or updated injury, or null if damage is below threshold\n * \n * @public\n */\n recordInjury(\n bodyPart: BodyPart,\n bodyRegion: BodyRegion,\n position: THREE.Vector3,\n damage: number,\n type: InjuryType\n ): InjuryLocation | null {\n // Check if damage is significant enough to track\n if (damage < this.config.minDamageForInjury) {\n return null;\n }\n\n // Find nearby injury at similar location (same body part)\n const existing = this.findNearbyInjury(bodyPart, position, this.config.sameLocationThreshold);\n\n // Only merge injuries that also match type and body region to avoid\n // incorrectly combining different injury types at the same spot\n const shouldMerge =\n !!existing &&\n existing.type === type &&\n existing.bodyRegion === bodyRegion;\n\n if (shouldMerge && existing) {\n // Progressive bruising - update existing injury\n const newSeverity = Math.min(100, existing.severity + damage / 2);\n const newHitCount = existing.hitCount + 1;\n\n const updated: InjuryLocation = {\n ...existing,\n severity: newSeverity,\n hitCount: newHitCount,\n timestamp: Date.now(),\n };\n\n this.injuries.set(existing.id, updated);\n return updated;\n } else {\n // Create new injury\n const id = `injury-${this.nextId++}`;\n const injury: InjuryLocation = {\n id,\n bodyPart,\n bodyRegion,\n position: position.clone(),\n severity: damage,\n hitCount: 1,\n timestamp: Date.now(),\n type,\n };\n\n this.injuries.set(id, injury);\n\n // Enforce max injuries limit\n if (this.injuries.size > this.config.maxInjuries) {\n this.removeOldestInjury();\n }\n\n return injury;\n }\n }\n\n /**\n * Find injury near a given position on the same body part.\n * \n * **Korean**: 인근 부상 찾기\n * \n * @param bodyPart - Body part to search\n * @param position - Position to search near\n * @param threshold - Distance threshold\n * @returns Nearby injury or null\n * \n * @public\n */\n findNearbyInjury(\n bodyPart: BodyPart,\n position: THREE.Vector3,\n threshold: number\n ): InjuryLocation | null {\n let closestInjury: InjuryLocation | null = null;\n let closestDistance = threshold;\n\n for (const injury of this.injuries.values()) {\n if (injury.bodyPart === bodyPart) {\n const distance = injury.position.distanceTo(position);\n if (distance < closestDistance) {\n closestDistance = distance;\n closestInjury = injury;\n }\n }\n }\n\n return closestInjury;\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 부상 조회\n * \n * @returns Array of all injuries\n * \n * @public\n */\n getInjuries(): InjuryLocation[] {\n return Array.from(this.injuries.values());\n }\n\n /**\n * Get injuries for a specific body part.\n * \n * **Korean**: 신체 부위 부상 조회\n * \n * @param bodyPart - Body part to query\n * @returns Array of injuries on that body part\n * \n * @public\n */\n getInjuriesByBodyPart(bodyPart: BodyPart): InjuryLocation[] {\n return this.getInjuries().filter((injury) => injury.bodyPart === bodyPart);\n }\n\n /**\n * Get bruise color based on severity and hit count.\n * \n * **Korean**: 타박상 색상 가져오기\n * \n * Progressive color scheme (for reference - TraumaOverlay3D uses its own colors):\n * - Light bruising (severity < 20): Yellow (#ffeb3b)\n * - Moderate bruising (severity < 50): Purple (#9c27b0)\n * - Severe bruising (severity >= 50): Dark red (#b71c1c)\n * \n * Note: TraumaOverlay3D uses Dark red → Indigo → Black progression.\n * Consider using TraumaOverlay3D's getBruiseColor for consistent visualization.\n * \n * @param severity - Injury severity (0-100)\n * @param hitCount - Number of hits to same location\n * @returns Hex color string\n * \n * @public\n */\n getBruiseColor(severity: number, hitCount: number): string {\n // Progressive darkening with hit count (subtract 1 since first hit shouldn't darken)\n const effectiveSeverity = severity + Math.max(0, hitCount - 1) * 10;\n\n if (effectiveSeverity < 20) {\n return \"#ffeb3b\"; // Yellow - light bruising\n } else if (effectiveSeverity < 50) {\n return \"#9c27b0\"; // Purple - moderate bruising\n } else {\n return \"#b71c1c\"; // Dark red - severe bruising\n }\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 출혈 효과 필요 여부 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n * @public\n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodEffectThreshold;\n }\n\n /**\n * Remove oldest injury to maintain performance.\n * \n * @private\n */\n private removeOldestInjury(): void {\n let oldestId: string | null = null;\n let oldestTimestamp = Infinity;\n\n for (const [id, injury] of this.injuries.entries()) {\n if (injury.timestamp < oldestTimestamp) {\n oldestTimestamp = injury.timestamp;\n oldestId = id;\n }\n }\n\n if (oldestId) {\n this.injuries.delete(oldestId);\n }\n }\n\n /**\n * Clear all injuries (for new match/round).\n * \n * **Korean**: 모든 부상 초기화\n * \n * @public\n */\n clearInjuries(): void {\n this.injuries.clear();\n this.nextId = 0;\n }\n\n /**\n * Remove injuries older than expiration time.\n * \n * **Korean**: 만료된 부상 제거\n * \n * @public\n */\n removeExpiredInjuries(): void {\n const now = Date.now();\n const expiredIds: string[] = [];\n\n for (const [id, injury] of this.injuries.entries()) {\n if (now - injury.timestamp > this.config.injuryExpirationTimeMs) {\n expiredIds.push(id);\n }\n }\n\n for (const id of expiredIds) {\n this.injuries.delete(id);\n }\n }\n\n /**\n * Get injury count for performance monitoring.\n * \n * @returns Current number of tracked injuries\n * \n * @public\n */\n getInjuryCount(): number {\n return this.injuries.size;\n }\n}\n\n/**\n * Legacy module-level injury tracker singleton.\n *\n * **Korean**: 레거시 모듈 전역 부상 추적기\n *\n * **Warning**: This singleton does **not** track any playerId/character identifier\n * on injuries. All recorded injuries are stored together in a single collection.\n * For any scenario with more than one character (including 1v1 combat), you\n * **must** create a separate {@link InjuryTracker} instance per character to\n * avoid mixing injuries between characters:\n *\n * ```typescript\n * const player1Tracker = new InjuryTracker();\n * const player2Tracker = new InjuryTracker();\n * ```\n *\n * @public\n * @deprecated Use an explicitly scoped {@link InjuryTracker} instance per\n * player/character instead of relying on this shared module singleton. This\n * export is retained temporarily for backward compatibility with existing\n * consumers importing `injuryTracker` from `systems/bodypart` and will be\n * removed in a future major release.\n */\nexport const injuryTracker = new InjuryTracker();\n"],"mappings":";;;;;;AAoFA,IAAa,gCAAqD;CAChE,aAAa;CACb,uBAAuB;CACvB,oBAAoB;CACpB,sBAAsB;CACtB,wBAAwB;CACzB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BD,IAAa,gBAAb,MAA2B;CACzB;CACA;CACA;CAEA,YAAY,SAA8B,+BAA+B;AACvE,OAAK,2BAAW,IAAI,KAAK;AACzB,OAAK,SAAS;AACd,OAAK,SAAS;;;;;;;;;;;;;;;;;;;;CAqBhB,aACE,UACA,YACA,UACA,QACA,MACuB;AAEvB,MAAI,SAAS,KAAK,OAAO,mBACvB,QAAO;EAIT,MAAM,WAAW,KAAK,iBAAiB,UAAU,UAAU,KAAK,OAAO,sBAAsB;AAS7F,MAJE,CAAC,CAAC,YACF,SAAS,SAAS,QAClB,SAAS,eAAe,cAEP,UAAU;GAE3B,MAAM,cAAc,KAAK,IAAI,KAAK,SAAS,WAAW,SAAS,EAAE;GACjE,MAAM,cAAc,SAAS,WAAW;GAExC,MAAM,UAA0B;IAC9B,GAAG;IACH,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACtB;AAED,QAAK,SAAS,IAAI,SAAS,IAAI,QAAQ;AACvC,UAAO;SACF;GAEL,MAAM,KAAK,UAAU,KAAK;GAC1B,MAAM,SAAyB;IAC7B;IACA;IACA;IACA,UAAU,SAAS,OAAO;IAC1B,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACrB;IACD;AAED,QAAK,SAAS,IAAI,IAAI,OAAO;AAG7B,OAAI,KAAK,SAAS,OAAO,KAAK,OAAO,YACnC,MAAK,oBAAoB;AAG3B,UAAO;;;;;;;;;;;;;;;CAgBX,iBACE,UACA,UACA,WACuB;EACvB,IAAI,gBAAuC;EAC3C,IAAI,kBAAkB;AAEtB,OAAK,MAAM,UAAU,KAAK,SAAS,QAAQ,CACzC,KAAI,OAAO,aAAa,UAAU;GAChC,MAAM,WAAW,OAAO,SAAS,WAAW,SAAS;AACrD,OAAI,WAAW,iBAAiB;AAC9B,sBAAkB;AAClB,oBAAgB;;;AAKtB,SAAO;;;;;;;;;;;CAYT,cAAgC;AAC9B,SAAO,MAAM,KAAK,KAAK,SAAS,QAAQ,CAAC;;;;;;;;;;;;CAa3C,sBAAsB,UAAsC;AAC1D,SAAO,KAAK,aAAa,CAAC,QAAQ,WAAW,OAAO,aAAa,SAAS;;;;;;;;;;;;;;;;;;;;;CAsB5E,eAAe,UAAkB,UAA0B;EAEzD,MAAM,oBAAoB,WAAW,KAAK,IAAI,GAAG,WAAW,EAAE,GAAG;AAEjE,MAAI,oBAAoB,GACtB,QAAO;WACE,oBAAoB,GAC7B,QAAO;MAEP,QAAO;;;;;;;;;;;;CAcX,sBAAsB,QAAyB;AAC7C,SAAO,SAAS,KAAK,OAAO;;;;;;;CAQ9B,qBAAmC;EACjC,IAAI,WAA0B;EAC9B,IAAI,kBAAkB;AAEtB,OAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,CAChD,KAAI,OAAO,YAAY,iBAAiB;AACtC,qBAAkB,OAAO;AACzB,cAAW;;AAIf,MAAI,SACF,MAAK,SAAS,OAAO,SAAS;;;;;;;;;CAWlC,gBAAsB;AACpB,OAAK,SAAS,OAAO;AACrB,OAAK,SAAS;;;;;;;;;CAUhB,wBAA8B;EAC5B,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,aAAuB,EAAE;AAE/B,OAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,CAChD,KAAI,MAAM,OAAO,YAAY,KAAK,OAAO,uBACvC,YAAW,KAAK,GAAG;AAIvB,OAAK,MAAM,MAAM,WACf,MAAK,SAAS,OAAO,GAAG;;;;;;;;;CAW5B,iBAAyB;AACvB,SAAO,KAAK,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BzB,IAAa,gBAAgB,IAAI,eAAe"}
1
+ {"version":3,"file":"InjuryTracker.js","names":[],"sources":["../../../src/systems/bodypart/InjuryTracker.ts"],"sourcesContent":["/**\n * Injury Tracking System\n * \n * **Korean**: 부상 추적 시스템\n * \n * Tracks individual injuries on character models for realistic trauma visualization.\n * Records injury location, type, severity, and timestamp for progressive bruising,\n * cuts, and bleeding effects during combat.\n * \n * ## Features\n * \n * - Track injuries by body part and 3D position\n * - Progressive bruising: Multiple hits to same location darken existing bruises\n * - Color-coded severity (getBruiseColor): Yellow (fresh), Purple (moderate), Dark red (severe)\n * - Note: TraumaOverlay3D uses different progression: Dark red → Indigo → Black\n * - Blood effects triggered when damage > 30 in single hit\n * - Injury persistence across combat rounds\n * - Nearby injury lookup using linear scan over tracked injuries (O(n))\n * \n * @module systems/bodypart/InjuryTracker\n * @category Body Part System\n * @korean 부상추적시스템\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { InjuryType } from \"../../types/injury\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Individual injury location data.\n * \n * **Korean**: 부상 위치 데이터\n * \n * Records a single injury with its location, severity, and cumulative hit count.\n * Used for progressive bruising visualization.\n * \n * @public\n * @category Injury Tracking\n * @korean 부상위치\n */\nexport interface InjuryLocation {\n /** Unique identifier */\n readonly id: string;\n /** Body part affected */\n readonly bodyPart: BodyPart;\n /** Body region for hit detection */\n readonly bodyRegion: BodyRegion;\n /** 3D position relative to character center */\n readonly position: THREE.Vector3;\n /** Damage severity (0-100) */\n readonly severity: number;\n /** Number of hits to this location (for progressive bruising) */\n readonly hitCount: number;\n /** Timestamp when injury occurred */\n readonly timestamp: number;\n /** Injury type */\n readonly type: InjuryType;\n}\n\n/**\n * Configuration for injury tracking behavior.\n * \n * @public\n * @category Injury Tracking\n */\nexport interface InjuryTrackerConfig {\n /** Maximum number of injuries to track per character */\n readonly maxInjuries: number;\n /** Distance threshold for considering injuries at same location (in units) */\n readonly sameLocationThreshold: number;\n /** Minimum damage required to create an injury */\n readonly minDamageForInjury: number;\n /** Damage threshold for blood effects */\n readonly bloodEffectThreshold: number;\n /** Time before injuries are removed/expired (milliseconds) */\n readonly injuryExpirationTimeMs: number;\n}\n\n/**\n * Default injury tracker configuration.\n * \n * @public\n */\nexport const DEFAULT_INJURY_TRACKER_CONFIG: InjuryTrackerConfig = {\n maxInjuries: 50, // Reasonable limit for performance\n sameLocationThreshold: 0.6, // 0.6 units distance (accommodates ±0.15 randomization)\n minDamageForInjury: 5, // Minimum 5 damage to show injury\n bloodEffectThreshold: 30, // Blood effects when damage > 30\n injuryExpirationTimeMs: 30000, // Injuries are removed after 30 seconds\n} as const;\n\n/**\n * Injury Tracker System.\n * \n * **Korean**: 부상 추적 시스템\n * \n * Manages injury recording and retrieval for trauma visualization.\n * Implements progressive bruising by tracking hit counts at similar locations.\n * \n * @example\n * ```typescript\n * const tracker = new InjuryTracker();\n * \n * // Record injury from hit\n * const injury = tracker.recordInjury(\n * BodyPart.TORSO_UPPER,\n * BodyRegion.TORSO,\n * new THREE.Vector3(0, 1.5, 0),\n * 25,\n * InjuryType.BRUISE\n * );\n * \n * // Get all injuries for visualization\n * const injuries = tracker.getInjuries();\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class InjuryTracker {\n private injuries: Map<string, InjuryLocation>;\n private config: InjuryTrackerConfig;\n private nextId: number;\n\n constructor(config: InjuryTrackerConfig = DEFAULT_INJURY_TRACKER_CONFIG) {\n this.injuries = new Map();\n this.config = config;\n this.nextId = 0;\n }\n\n /**\n * Record a new injury or update existing one at similar location.\n * \n * **Korean**: 부상 기록\n * \n * If an injury exists near the hit position, it updates the existing injury\n * with increased severity and hit count (progressive bruising). Otherwise,\n * creates a new injury.\n * \n * @param bodyPart - Body part affected\n * @param bodyRegion - Body region for damage distribution\n * @param position - 3D position relative to character center\n * @param damage - Damage amount (0-100)\n * @param type - Type of injury\n * @returns The created or updated injury, or null if damage is below threshold\n * \n * @public\n */\n recordInjury(\n bodyPart: BodyPart,\n bodyRegion: BodyRegion,\n position: THREE.Vector3,\n damage: number,\n type: InjuryType\n ): InjuryLocation | null {\n // Check if damage is significant enough to track\n if (damage < this.config.minDamageForInjury) {\n return null;\n }\n\n // Find nearby injury at similar location (same body part)\n const existing = this.findNearbyInjury(bodyPart, position, this.config.sameLocationThreshold);\n\n // Only merge injuries that also match type and body region to avoid\n // incorrectly combining different injury types at the same spot\n const shouldMerge =\n !!existing &&\n existing.type === type &&\n existing.bodyRegion === bodyRegion;\n\n if (shouldMerge && existing) {\n // Progressive bruising - update existing injury\n const newSeverity = Math.min(100, existing.severity + damage / 2);\n const newHitCount = existing.hitCount + 1;\n\n const updated: InjuryLocation = {\n ...existing,\n severity: newSeverity,\n hitCount: newHitCount,\n timestamp: Date.now(),\n };\n\n this.injuries.set(existing.id, updated);\n return updated;\n } else {\n // Create new injury\n const id = `injury-${this.nextId++}`;\n const injury: InjuryLocation = {\n id,\n bodyPart,\n bodyRegion,\n position: position.clone(),\n severity: damage,\n hitCount: 1,\n timestamp: Date.now(),\n type,\n };\n\n this.injuries.set(id, injury);\n\n // Enforce max injuries limit\n if (this.injuries.size > this.config.maxInjuries) {\n this.removeOldestInjury();\n }\n\n return injury;\n }\n }\n\n /**\n * Find injury near a given position on the same body part.\n * \n * **Korean**: 인근 부상 찾기\n * \n * @param bodyPart - Body part to search\n * @param position - Position to search near\n * @param threshold - Distance threshold\n * @returns Nearby injury or null\n * \n * @public\n */\n findNearbyInjury(\n bodyPart: BodyPart,\n position: THREE.Vector3,\n threshold: number\n ): InjuryLocation | null {\n let closestInjury: InjuryLocation | null = null;\n let closestDistance = threshold;\n\n for (const injury of this.injuries.values()) {\n if (injury.bodyPart === bodyPart) {\n const distance = injury.position.distanceTo(position);\n if (distance < closestDistance) {\n closestDistance = distance;\n closestInjury = injury;\n }\n }\n }\n\n return closestInjury;\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 부상 조회\n * \n * @returns Array of all injuries\n * \n * @public\n */\n getInjuries(): InjuryLocation[] {\n return Array.from(this.injuries.values());\n }\n\n /**\n * Get injuries for a specific body part.\n * \n * **Korean**: 신체 부위 부상 조회\n * \n * @param bodyPart - Body part to query\n * @returns Array of injuries on that body part\n * \n * @public\n */\n getInjuriesByBodyPart(bodyPart: BodyPart): InjuryLocation[] {\n return this.getInjuries().filter((injury) => injury.bodyPart === bodyPart);\n }\n\n /**\n * Get bruise color based on severity and hit count.\n * \n * **Korean**: 타박상 색상 가져오기\n * \n * Progressive color scheme (for reference - TraumaOverlay3D uses its own colors):\n * - Light bruising (severity < 20): Yellow (#ffeb3b)\n * - Moderate bruising (severity < 50): Purple (#9c27b0)\n * - Severe bruising (severity >= 50): Dark red (#b71c1c)\n * \n * Note: TraumaOverlay3D uses Dark red → Indigo → Black progression.\n * Consider using TraumaOverlay3D's getBruiseColor for consistent visualization.\n * \n * @param severity - Injury severity (0-100)\n * @param hitCount - Number of hits to same location\n * @returns Hex color string\n * \n * @public\n */\n getBruiseColor(severity: number, hitCount: number): string {\n // Progressive darkening with hit count (subtract 1 since first hit shouldn't darken)\n const effectiveSeverity = severity + Math.max(0, hitCount - 1) * 10;\n\n if (effectiveSeverity < 20) {\n return \"#ffeb3b\"; // Yellow - light bruising\n } else if (effectiveSeverity < 50) {\n return \"#9c27b0\"; // Purple - moderate bruising\n } else {\n return \"#b71c1c\"; // Dark red - severe bruising\n }\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 출혈 효과 필요 여부 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n * @public\n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodEffectThreshold;\n }\n\n /**\n * Remove oldest injury to maintain performance.\n * \n * @private\n */\n private removeOldestInjury(): void {\n let oldestId: string | null = null;\n let oldestTimestamp = Infinity;\n\n for (const [id, injury] of this.injuries.entries()) {\n if (injury.timestamp < oldestTimestamp) {\n oldestTimestamp = injury.timestamp;\n oldestId = id;\n }\n }\n\n if (oldestId) {\n this.injuries.delete(oldestId);\n }\n }\n\n /**\n * Clear all injuries (for new match/round).\n * \n * **Korean**: 모든 부상 초기화\n * \n * @public\n */\n clearInjuries(): void {\n this.injuries.clear();\n this.nextId = 0;\n }\n\n /**\n * Remove injuries older than expiration time.\n * \n * **Korean**: 만료된 부상 제거\n * \n * @public\n */\n removeExpiredInjuries(): void {\n const now = Date.now();\n const expiredIds: string[] = [];\n\n for (const [id, injury] of this.injuries.entries()) {\n if (now - injury.timestamp > this.config.injuryExpirationTimeMs) {\n expiredIds.push(id);\n }\n }\n\n for (const id of expiredIds) {\n this.injuries.delete(id);\n }\n }\n\n /**\n * Get injury count for performance monitoring.\n * \n * @returns Current number of tracked injuries\n * \n * @public\n */\n getInjuryCount(): number {\n return this.injuries.size;\n }\n}\n\n/**\n * Legacy module-level injury tracker singleton.\n *\n * **Korean**: 레거시 모듈 전역 부상 추적기\n *\n * **Warning**: This singleton does **not** track any playerId/character identifier\n * on injuries. All recorded injuries are stored together in a single collection.\n * For any scenario with more than one character (including 1v1 combat), you\n * **must** create a separate {@link InjuryTracker} instance per character to\n * avoid mixing injuries between characters:\n *\n * ```typescript\n * const player1Tracker = new InjuryTracker();\n * const player2Tracker = new InjuryTracker();\n * ```\n *\n * @public\n * @deprecated Use an explicitly scoped {@link InjuryTracker} instance per\n * player/character instead of relying on this shared module singleton. This\n * export is retained temporarily for backward compatibility with existing\n * consumers importing `injuryTracker` from `systems/bodypart` and will be\n * removed in a future major release.\n */\nexport const injuryTracker = new InjuryTracker();\n"],"mappings":";;;;;;AAoFA,IAAa,gCAAqD;CAChE,aAAa;CACb,uBAAuB;CACvB,oBAAoB;CACpB,sBAAsB;CACtB,wBAAwB;CACzB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BD,IAAa,gBAAb,MAA2B;CACzB;CACA;CACA;CAEA,YAAY,SAA8B,+BAA+B;EACvE,KAAK,2BAAW,IAAI,KAAK;EACzB,KAAK,SAAS;EACd,KAAK,SAAS;;;;;;;;;;;;;;;;;;;;CAqBhB,aACE,UACA,YACA,UACA,QACA,MACuB;EAEvB,IAAI,SAAS,KAAK,OAAO,oBACvB,OAAO;EAIT,MAAM,WAAW,KAAK,iBAAiB,UAAU,UAAU,KAAK,OAAO,sBAAsB;EAS7F,IAJE,CAAC,CAAC,YACF,SAAS,SAAS,QAClB,SAAS,eAAe,cAEP,UAAU;GAE3B,MAAM,cAAc,KAAK,IAAI,KAAK,SAAS,WAAW,SAAS,EAAE;GACjE,MAAM,cAAc,SAAS,WAAW;GAExC,MAAM,UAA0B;IAC9B,GAAG;IACH,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACtB;GAED,KAAK,SAAS,IAAI,SAAS,IAAI,QAAQ;GACvC,OAAO;SACF;GAEL,MAAM,KAAK,UAAU,KAAK;GAC1B,MAAM,SAAyB;IAC7B;IACA;IACA;IACA,UAAU,SAAS,OAAO;IAC1B,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACrB;IACD;GAED,KAAK,SAAS,IAAI,IAAI,OAAO;GAG7B,IAAI,KAAK,SAAS,OAAO,KAAK,OAAO,aACnC,KAAK,oBAAoB;GAG3B,OAAO;;;;;;;;;;;;;;;CAgBX,iBACE,UACA,UACA,WACuB;EACvB,IAAI,gBAAuC;EAC3C,IAAI,kBAAkB;EAEtB,KAAK,MAAM,UAAU,KAAK,SAAS,QAAQ,EACzC,IAAI,OAAO,aAAa,UAAU;GAChC,MAAM,WAAW,OAAO,SAAS,WAAW,SAAS;GACrD,IAAI,WAAW,iBAAiB;IAC9B,kBAAkB;IAClB,gBAAgB;;;EAKtB,OAAO;;;;;;;;;;;CAYT,cAAgC;EAC9B,OAAO,MAAM,KAAK,KAAK,SAAS,QAAQ,CAAC;;;;;;;;;;;;CAa3C,sBAAsB,UAAsC;EAC1D,OAAO,KAAK,aAAa,CAAC,QAAQ,WAAW,OAAO,aAAa,SAAS;;;;;;;;;;;;;;;;;;;;;CAsB5E,eAAe,UAAkB,UAA0B;EAEzD,MAAM,oBAAoB,WAAW,KAAK,IAAI,GAAG,WAAW,EAAE,GAAG;EAEjE,IAAI,oBAAoB,IACtB,OAAO;OACF,IAAI,oBAAoB,IAC7B,OAAO;OAEP,OAAO;;;;;;;;;;;;CAcX,sBAAsB,QAAyB;EAC7C,OAAO,SAAS,KAAK,OAAO;;;;;;;CAQ9B,qBAAmC;EACjC,IAAI,WAA0B;EAC9B,IAAI,kBAAkB;EAEtB,KAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,EAChD,IAAI,OAAO,YAAY,iBAAiB;GACtC,kBAAkB,OAAO;GACzB,WAAW;;EAIf,IAAI,UACF,KAAK,SAAS,OAAO,SAAS;;;;;;;;;CAWlC,gBAAsB;EACpB,KAAK,SAAS,OAAO;EACrB,KAAK,SAAS;;;;;;;;;CAUhB,wBAA8B;EAC5B,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,aAAuB,EAAE;EAE/B,KAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,EAChD,IAAI,MAAM,OAAO,YAAY,KAAK,OAAO,wBACvC,WAAW,KAAK,GAAG;EAIvB,KAAK,MAAM,MAAM,YACf,KAAK,SAAS,OAAO,GAAG;;;;;;;;;CAW5B,iBAAyB;EACvB,OAAO,KAAK,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BzB,IAAa,gBAAgB,IAAI,eAAe"}
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- {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n * @public\n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n * @public\n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n * @public\n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n * @public\n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n * @public\n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n * @public\n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n * @public\n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;;CAiBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,KAAK,EACf;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,aAAa;EAGpF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,gBAAgB,GACzD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,aAAa;AAKnD,SAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;GACL;;;;;;;;;;;;CAaH,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;AAE1C,MAAI,oBAAoB,WAAW,OACjC,QAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;WACQ,oBAAoB,WAAW,QACxC,QAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;WACQ,oBAAoB,WAAW,YACxC,QAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;MAED,QAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;;;;;;;;;;;;;;;;;;CAoBL,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;AAIpD,MAD4B,KAAK,IAAI,iBAAiB,gBAClD,GAAsB,IAExB,QAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;AAE1C,MAAI;OAEE,WACF,QAAO,2BAA2B,WAAW;YACpC,YACT,QAAO,2BAA2B,WAAW;aAI3C,YACF,QAAO,2BAA2B,WAAW;WACpC,WACT,QAAO,2BAA2B,WAAW;AAIjD,SAAO;;;;;;;;;;;;;;;;CAiBT,qBACE,cACA,cAAsB,KAAK,KAAK,EACR;AACxB,SAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;GACD;;;;;;;;;;;;;;;;CAiBH,2BACE,QACA,WACS;AAMT,UALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;;;;;;;;;;;;;;;;CAiB9D,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;AAGpD,SACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;;;;;;;;;;;;;;;;;;;;CAsB5D,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,KAAK,EACxB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,YACD;EAGD,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,kBACD;AAGD,SAAO,YAAY,QAAQ,kBAAkB;;;;;;;;;;;;AAajD,IAAa,wBAAwB,IAAI,uBAAuB"}
1
+ {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n * @public\n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n * @public\n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n * @public\n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n * @public\n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n * @public\n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n * @public\n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n * @public\n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;;CAiBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,KAAK,EACf;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,aAAa;EAGpF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,gBAAgB,GACzD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,aAAa;EAKnD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;GACL;;;;;;;;;;;;CAaH,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OAED,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;;;;;;;;;;;;;;;;;;CAoBL,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,gBAClD,GAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI;OAEE,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;SAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;;;;;;;;;;;;;;;;CAiBT,qBACE,cACA,cAAsB,KAAK,KAAK,EACR;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;GACD;;;;;;;;;;;;;;;;CAiBH,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;;;;;;;;;;;;;;;;CAiB9D,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;;;;;;;;;;;;;;;;;;;;CAsB5D,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,KAAK,EACxB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,YACD;EAGD,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,kBACD;EAGD,OAAO,YAAY,QAAQ,kBAAkB;;;;;;;;;;;;AAajD,IAAa,wBAAwB,IAAI,uBAAuB"}
@@ -1 +1 @@
1
- {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n * @public\n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n * @public\n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n * @public\n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n * @public\n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n * @public\n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n * @public\n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n * @public\n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n * @public\n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,KAA4B;CACnD,+BAAuB,IAAI,KAAsC;;;;;;;;;;;CAYjE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,UAAU,KAAK,SAAS,IAAI,IAAI;AACpC,MAAI,CAAC,SAAS;AACZ,aAAU,IAAI,eAAe;AAC7B,QAAK,SAAS,IAAI,KAAK,QAAQ;;AAEjC,SAAO;;;;;;;;;;;;CAaT,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,cAAc,KAAK,aAAa,IAAI,IAAI;AAC5C,MAAI,CAAC,aAAa;AAGhB,iBAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,SAMvC;IACD,CAAC;AACF,QAAK,aAAa,IAAI,KAAK,YAAY;;AAEzC,SAAO;;;;;;;;;;;;;CAcT,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,SAAS;EAC5B,MAAM,UAAU,KAAK,SAAS,IAAI,IAAI;AACtC,MAAI,QACF,SAAQ,eAAe;;;;;;;;;;;CAa3B,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,SAAS;AAC5B,OAAK,SAAS,OAAO,IAAI;AACzB,OAAK,aAAa,OAAO,IAAI;;;;;;;;;;;CAY/B,WAAiB;AACf,OAAK,SAAS,OAAO;AACrB,OAAK,aAAa,OAAO;;;;;;;;;;;CAY3B,qBAA+B;AAC7B,SAAO,MAAM,KAAK,KAAK,SAAS,MAAM,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;AA2B3C,IAAa,sBAAsB,IAAI,6BAA6B"}
1
+ {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n * @public\n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n * @public\n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n * @public\n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n * @public\n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n * @public\n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n * @public\n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n * @public\n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n * @public\n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,KAA4B;CACnD,+BAAuB,IAAI,KAAsC;;;;;;;;;;;CAYjE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,UAAU,KAAK,SAAS,IAAI,IAAI;EACpC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,eAAe;GAC7B,KAAK,SAAS,IAAI,KAAK,QAAQ;;EAEjC,OAAO;;;;;;;;;;;;CAaT,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,cAAc,KAAK,aAAa,IAAI,IAAI;EAC5C,IAAI,CAAC,aAAa;GAGhB,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,SAMvC;IACD,CAAC;GACF,KAAK,aAAa,IAAI,KAAK,YAAY;;EAEzC,OAAO;;;;;;;;;;;;;CAcT,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,SAAS;EAC5B,MAAM,UAAU,KAAK,SAAS,IAAI,IAAI;EACtC,IAAI,SACF,QAAQ,eAAe;;;;;;;;;;;CAa3B,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,SAAS;EAC5B,KAAK,SAAS,OAAO,IAAI;EACzB,KAAK,aAAa,OAAO,IAAI;;;;;;;;;;;CAY/B,WAAiB;EACf,KAAK,SAAS,OAAO;EACrB,KAAK,aAAa,OAAO;;;;;;;;;;;CAY3B,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,MAAM,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;AA2B3C,IAAa,sBAAsB,IAAI,6BAA6B"}
@@ -1 +1 @@
1
- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;AAEL,UAAA,UAAO;;AAEP,UAAA,UAAO;;AAEP,UAAA,iBAAc;;AAEd,UAAA,iBAAc;;AAEd,UAAA,cAAW;;AAEX,UAAA,eAAY;;AAEZ,UAAA,cAAW;;AAEX,UAAA,eAAY;;KACb;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;AAEL,gBAAA,YAAS;;AAET,gBAAA,aAAU;;AAEV,gBAAA,iBAAc;;AAEd,gBAAA,aAAU;;KACX;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}
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+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAO;;CAEP,SAAA,UAAO;;CAEP,SAAA,iBAAc;;CAEd,SAAA,iBAAc;;CAEd,SAAA,cAAW;;CAEX,SAAA,eAAY;;CAEZ,SAAA,cAAW;;CAEX,SAAA,eAAY;;KACb;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAS;;CAET,eAAA,aAAU;;CAEV,eAAA,iBAAc;;CAEd,eAAA,aAAU;;KACX;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}