blacktrigram 0.7.43 → 0.7.45
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/audio/AudioManager.d.ts +26 -0
- package/lib/audio/AudioManager.d.ts.map +1 -1
- package/lib/audio/AudioManager.js +26 -0
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioPool.js +3 -0
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/index.d.ts.map +1 -1
- package/lib/audio/index.js.map +1 -1
- package/lib/audio/types.d.ts +18 -2
- package/lib/audio/types.d.ts.map +1 -1
- package/lib/audio/types.js +1 -0
- package/lib/audio/types.js.map +1 -1
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
- package/lib/components/index.d.ts.map +1 -1
- package/lib/components/index.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
- package/lib/components/screens/endscreen/index.d.ts.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
- package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
- package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
- package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
- package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
- package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/components/index.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.d.ts.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
- package/lib/components/shared/base/index.d.ts.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js +0 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.d.ts +0 -13
- package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
- package/lib/components/shared/mobile/HapticController.js +0 -10
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
- package/lib/components/shared/mobile/PerformanceMonitor.d.ts.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.d.ts +0 -1
- package/lib/components/shared/mobile/StanceWheelPure.d.ts.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js +0 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.d.ts +0 -4
- package/lib/components/shared/mobile/TouchOptimizer.d.ts.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js +0 -3
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.d.ts.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js +0 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/mobile/index.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.d.ts.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.d.ts.map +1 -1
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{"version":3,"file":"FacialExpressions.js","names":[],"sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"sourcesContent":["/**\n * Facial expression system for realistic combat emotion\n * \n * Manages facial expression state based on combat conditions:\n * - Health, stamina, pain, consciousness levels\n * - Recent combat events (hits taken/landed)\n * - Dynamic expression transitions\n * \n * @module systems/animation/FacialExpressions\n * @category Animation System\n * @korean 얼굴표정시스템\n */\n\nimport {\n FacialExpression,\n type ExpressionState,\n type FacialDamageState,\n DEFAULT_FACIAL_DAMAGE,\n DEFAULT_EXPRESSION_STATE,\n} from \"@/types/facial\";\n\n/**\n * Expression transition configuration\n * \n * @public\n * @korean 표정전환설정\n */\nexport interface ExpressionTransitionConfig {\n /** Default transition time in seconds */\n readonly defaultTransitionTime: number;\n \n /** Quick transition time for immediate reactions */\n readonly quickTransitionTime: number;\n \n /** Slow transition time for gradual changes */\n readonly slowTransitionTime: number;\n}\n\n/**\n * Default expression transition configuration\n * \n * @public\n * @korean 기본표정전환설정\n */\nexport const DEFAULT_TRANSITION_CONFIG: ExpressionTransitionConfig = {\n defaultTransitionTime: 0.2,\n quickTransitionTime: 0.1,\n slowTransitionTime: 0.5,\n};\n\n/**\n * Get facial expression based on current combat state\n * \n * Evaluates fighter's physical and mental state to determine appropriate\n * facial expression. Priority order:\n * 1. Defeated (unconscious)\n * 2. Pained (just hit)\n * 3. Exhausted (low stamina)\n * 4. Victorious (just landed hit)\n * 5. Focused (high resources)\n * 6. Neutral (default)\n * \n * @param health - Current health (0-100)\n * @param maxHealth - Maximum health\n * @param stamina - Current stamina (0-100)\n * @param pain - Pain level (0-100)\n * @param consciousness - Consciousness level (0-100)\n * @param justHit - Whether fighter was just hit\n * @param justLanded - Whether fighter just landed a hit\n * @returns Appropriate facial expression for combat state\n * \n * @example\n * ```typescript\n * const expression = getExpressionFromCombatState(\n * 85, // health\n * 100, // maxHealth\n * 60, // stamina\n * 20, // pain\n * 100, // consciousness\n * false, // justHit\n * true // justLanded\n * );\n * // Returns: FacialExpression.VICTORIOUS\n * ```\n * \n * @public\n * @korean 전투상태로부터표정가져오기\n */\nexport const getExpressionFromCombatState = (\n health: number,\n maxHealth: number,\n stamina: number,\n _pain: number, // Reserved for future intensity calculation\n consciousness: number,\n justHit: boolean,\n justLanded: boolean\n): FacialExpression => {\n // Knocked out\n if (consciousness < 20) {\n return FacialExpression.DEFEATED;\n }\n\n // Just got hit (always show immediate reaction; pain level can control intensity)\n if (justHit) {\n return FacialExpression.PAINED;\n }\n\n // Low stamina (exhausted)\n if (stamina < 30) {\n return FacialExpression.EXHAUSTED;\n }\n\n // Just landed a hit (brief satisfaction)\n if (justLanded) {\n return FacialExpression.VICTORIOUS;\n }\n\n // High focus (ready to fight)\n const healthPercentage = (health / maxHealth) * 100;\n if (stamina > 70 && healthPercentage > 60) {\n return FacialExpression.FOCUSED;\n }\n\n // Default calm state\n return FacialExpression.NEUTRAL;\n};\n\n/**\n * Create new expression state with transition\n * \n * @param currentState - Current expression state\n * @param newExpression - New expression to transition to\n * @param transitionTime - Time to transition (seconds)\n * @returns New expression state with transition initialized\n * \n * @public\n * @korean 새표정상태생성\n */\nexport const createExpressionTransition = (\n currentState: ExpressionState,\n newExpression: FacialExpression,\n transitionTime?: number\n): ExpressionState => {\n // No transition needed if same expression\n if (currentState.expression === newExpression) {\n return currentState;\n }\n\n return {\n expression: newExpression,\n intensity: 1.0,\n transitionTime: transitionTime ?? DEFAULT_TRANSITION_CONFIG.defaultTransitionTime,\n previousExpression: currentState.expression,\n transitionProgress: 0,\n };\n};\n\n/**\n * Update expression state during transition\n * \n * @param state - Current expression state\n * @param deltaTime - Time since last update (seconds)\n * @returns Updated expression state with transition progress\n * \n * @public\n * @korean 표정상태업데이트\n */\nexport const updateExpressionState = (\n state: ExpressionState,\n deltaTime: number\n): ExpressionState => {\n // No transition in progress\n if (state.transitionProgress === undefined || state.transitionProgress >= 1.0) {\n return state;\n }\n\n // Calculate new progress\n const progressIncrement = deltaTime / state.transitionTime;\n const newProgress = Math.min(state.transitionProgress + progressIncrement, 1.0);\n\n // Transition complete\n if (newProgress >= 1.0) {\n return {\n expression: state.expression,\n intensity: state.intensity,\n transitionTime: state.transitionTime,\n previousExpression: undefined,\n transitionProgress: undefined,\n };\n }\n\n // Transition in progress\n return {\n ...state,\n transitionProgress: newProgress,\n };\n};\n\n/**\n * Calculate facial damage from hit\n * \n * Updates facial damage state based on hit location and damage amount.\n * Different facial regions accumulate damage independently.\n * \n * @param currentDamage - Current facial damage state\n * @param hitLocation - Location of hit on face (\"left_eye\", \"right_eye\", \"mouth\", \"nose\", etc.)\n * @param damageAmount - Amount of damage dealt (0-100)\n * @returns Updated facial damage state\n * \n * @example\n * ```typescript\n * const damage = calculateFacialDamage(\n * DEFAULT_FACIAL_DAMAGE,\n * \"left_eye\",\n * 25\n * );\n * // Returns damage state with left eye swelling increased\n * ```\n * \n * @public\n * @korean 얼굴손상계산\n */\nexport const calculateFacialDamage = (\n currentDamage: FacialDamageState,\n hitLocation: string,\n damageAmount: number\n): FacialDamageState => {\n const damageIntensity = Math.min(damageAmount / 100, 1.0);\n const newDamage = { ...currentDamage };\n\n switch (hitLocation.toLowerCase()) {\n case \"left_eye\":\n case \"temple_left\":\n newDamage.leftEyeSwelling = Math.min(\n currentDamage.leftEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"right_eye\":\n case \"temple_right\":\n newDamage.rightEyeSwelling = Math.min(\n currentDamage.rightEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"mouth\":\n case \"jaw\":\n case \"chin\":\n newDamage.mouthBleeding = Math.min(\n currentDamage.mouthBleeding + damageIntensity * 0.4,\n 1.0\n );\n newDamage.jawBruise = Math.min(\n currentDamage.jawBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"nose\":\n newDamage.noseBleeding = Math.min(\n currentDamage.noseBleeding + damageIntensity * 0.5,\n 1.0\n );\n break;\n\n case \"forehead\":\n case \"crown\":\n newDamage.foreheadBruise = Math.min(\n currentDamage.foreheadBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"cheek_left\":\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n case \"cheek_right\":\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n default:\n // General facial hit - add minor bruising\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n break;\n }\n\n // Update total facial damage\n newDamage.totalFacialDamage = Math.min(\n currentDamage.totalFacialDamage + damageAmount,\n 100\n );\n\n return newDamage;\n};\n\n/**\n * Reset facial damage (for new round or healing)\n * \n * @param partialReset - If true, only reduces damage by percentage (healing)\n * @param resetPercentage - Percentage to reduce damage (0-1)\n * @returns Fresh facial damage state\n * \n * @public\n * @korean 얼굴손상초기화\n */\nexport const resetFacialDamage = (\n currentDamage: FacialDamageState,\n partialReset = false,\n resetPercentage = 1.0\n): FacialDamageState => {\n if (!partialReset) {\n return DEFAULT_FACIAL_DAMAGE;\n }\n\n // Partial healing - reduce all damage values\n const healingFactor = 1.0 - resetPercentage;\n return {\n leftEyeSwelling: currentDamage.leftEyeSwelling * healingFactor,\n rightEyeSwelling: currentDamage.rightEyeSwelling * healingFactor,\n mouthBleeding: currentDamage.mouthBleeding * healingFactor,\n noseBleeding: currentDamage.noseBleeding * healingFactor,\n leftCheekBruise: currentDamage.leftCheekBruise * healingFactor,\n rightCheekBruise: currentDamage.rightCheekBruise * healingFactor,\n foreheadBruise: currentDamage.foreheadBruise * healingFactor,\n jawBruise: currentDamage.jawBruise * healingFactor,\n totalFacialDamage: currentDamage.totalFacialDamage * healingFactor,\n };\n};\n\n/**\n * Get expression intensity based on combat state\n * \n * Expression intensity affects degree of facial movement.\n * Higher pain/damage = more intense expressions.\n * \n * @param expression - Current facial expression\n * @param pain - Pain level (0-100)\n * @param stamina - Stamina level (0-100)\n * @returns Expression intensity (0-1)\n * \n * @public\n * @korean 표정강도가져오기\n */\nexport const getExpressionIntensity = (\n expression: FacialExpression,\n pain: number,\n stamina: number\n): number => {\n switch (expression) {\n case FacialExpression.PAINED:\n // Higher pain = more intense pained expression\n return Math.min(pain / 100, 1.0);\n\n case FacialExpression.EXHAUSTED:\n // Lower stamina = more intense exhaustion\n return Math.min(1.0 - stamina / 100, 1.0);\n\n case FacialExpression.FOCUSED:\n // High stamina = more intense focus\n return Math.min(stamina / 100, 1.0);\n\n case FacialExpression.VICTORIOUS:\n // Brief, moderate intensity\n return 0.7;\n\n case FacialExpression.DEFEATED:\n // Full intensity (unconscious)\n return 1.0;\n\n case FacialExpression.NEUTRAL:\n default:\n // Default intensity\n return 1.0;\n }\n};\n\n/**\n * Create default expression state\n * \n * @returns Default neutral expression state\n * \n * @public\n * @korean 기본표정상태생성\n */\nexport const createDefaultExpressionState = (): ExpressionState => {\n return { ...DEFAULT_EXPRESSION_STATE };\n};\n\n/**\n * Create default facial damage state\n * \n * @returns Default facial damage state with no damage\n * \n * @public\n * @korean 기본얼굴손상생성\n */\nexport const createDefaultFacialDamage = (): FacialDamageState => {\n return { ...DEFAULT_FACIAL_DAMAGE };\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwFA,IAAa,gCACX,QACA,WACA,SACA,OACA,eACA,SACA,eACqB;CAErB,IAAI,gBAAgB,IAClB,OAAO,iBAAiB;CAI1B,IAAI,SACF,OAAO,iBAAiB;CAI1B,IAAI,UAAU,IACZ,OAAO,iBAAiB;CAI1B,IAAI,YACF,OAAO,iBAAiB;CAI1B,MAAM,mBAAoB,SAAS,YAAa;CAChD,IAAI,UAAU,MAAM,mBAAmB,IACrC,OAAO,iBAAiB;CAI1B,OAAO,iBAAiB;;;;;;;;;;AAwS1B,IAAa,kCAAqD;CAChE,OAAO,EAAE,GAAG,uBAAuB"}
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{"version":3,"file":"FacialExpressions.js","names":[],"sources":["../../../../src/systems/animation/systems/FacialExpressions.ts"],"sourcesContent":["/**\n * Facial expression system for realistic combat emotion\n * \n * Manages facial expression state based on combat conditions:\n * - Health, stamina, pain, consciousness levels\n * - Recent combat events (hits taken/landed)\n * - Dynamic expression transitions\n * \n * @module systems/animation/FacialExpressions\n * @category Animation System\n * @korean 얼굴표정시스템\n */\n\nimport {\n FacialExpression,\n type ExpressionState,\n type FacialDamageState,\n DEFAULT_FACIAL_DAMAGE,\n DEFAULT_EXPRESSION_STATE,\n} from \"@/types/facial\";\n\n/**\n * Expression transition configuration\n * \n * @korean 표정전환설정\n */\nexport interface ExpressionTransitionConfig {\n /** Default transition time in seconds */\n readonly defaultTransitionTime: number;\n \n /** Quick transition time for immediate reactions */\n readonly quickTransitionTime: number;\n \n /** Slow transition time for gradual changes */\n readonly slowTransitionTime: number;\n}\n\n/**\n * Default expression transition configuration\n * \n * @korean 기본표정전환설정\n */\nexport const DEFAULT_TRANSITION_CONFIG: ExpressionTransitionConfig = {\n defaultTransitionTime: 0.2,\n quickTransitionTime: 0.1,\n slowTransitionTime: 0.5,\n};\n\n/**\n * Get facial expression based on current combat state\n * \n * Evaluates fighter's physical and mental state to determine appropriate\n * facial expression. Priority order:\n * 1. Defeated (unconscious)\n * 2. Pained (just hit)\n * 3. Exhausted (low stamina)\n * 4. Victorious (just landed hit)\n * 5. Focused (high resources)\n * 6. Neutral (default)\n * \n * @param health - Current health (0-100)\n * @param maxHealth - Maximum health\n * @param stamina - Current stamina (0-100)\n * @param pain - Pain level (0-100)\n * @param consciousness - Consciousness level (0-100)\n * @param justHit - Whether fighter was just hit\n * @param justLanded - Whether fighter just landed a hit\n * @returns Appropriate facial expression for combat state\n * \n * @example\n * ```typescript\n * const expression = getExpressionFromCombatState(\n * 85, // health\n * 100, // maxHealth\n * 60, // stamina\n * 20, // pain\n * 100, // consciousness\n * false, // justHit\n * true // justLanded\n * );\n * // Returns: FacialExpression.VICTORIOUS\n * ```\n * \n * @korean 전투상태로부터표정가져오기\n */\nexport const getExpressionFromCombatState = (\n health: number,\n maxHealth: number,\n stamina: number,\n _pain: number, // Reserved for future intensity calculation\n consciousness: number,\n justHit: boolean,\n justLanded: boolean\n): FacialExpression => {\n // Knocked out\n if (consciousness < 20) {\n return FacialExpression.DEFEATED;\n }\n\n // Just got hit (always show immediate reaction; pain level can control intensity)\n if (justHit) {\n return FacialExpression.PAINED;\n }\n\n // Low stamina (exhausted)\n if (stamina < 30) {\n return FacialExpression.EXHAUSTED;\n }\n\n // Just landed a hit (brief satisfaction)\n if (justLanded) {\n return FacialExpression.VICTORIOUS;\n }\n\n // High focus (ready to fight)\n const healthPercentage = (health / maxHealth) * 100;\n if (stamina > 70 && healthPercentage > 60) {\n return FacialExpression.FOCUSED;\n }\n\n // Default calm state\n return FacialExpression.NEUTRAL;\n};\n\n/**\n * Create new expression state with transition\n * \n * @param currentState - Current expression state\n * @param newExpression - New expression to transition to\n * @param transitionTime - Time to transition (seconds)\n * @returns New expression state with transition initialized\n * \n * @korean 새표정상태생성\n */\nexport const createExpressionTransition = (\n currentState: ExpressionState,\n newExpression: FacialExpression,\n transitionTime?: number\n): ExpressionState => {\n // No transition needed if same expression\n if (currentState.expression === newExpression) {\n return currentState;\n }\n\n return {\n expression: newExpression,\n intensity: 1.0,\n transitionTime: transitionTime ?? DEFAULT_TRANSITION_CONFIG.defaultTransitionTime,\n previousExpression: currentState.expression,\n transitionProgress: 0,\n };\n};\n\n/**\n * Update expression state during transition\n * \n * @param state - Current expression state\n * @param deltaTime - Time since last update (seconds)\n * @returns Updated expression state with transition progress\n * \n * @korean 표정상태업데이트\n */\nexport const updateExpressionState = (\n state: ExpressionState,\n deltaTime: number\n): ExpressionState => {\n // No transition in progress\n if (state.transitionProgress === undefined || state.transitionProgress >= 1.0) {\n return state;\n }\n\n // Calculate new progress\n const progressIncrement = deltaTime / state.transitionTime;\n const newProgress = Math.min(state.transitionProgress + progressIncrement, 1.0);\n\n // Transition complete\n if (newProgress >= 1.0) {\n return {\n expression: state.expression,\n intensity: state.intensity,\n transitionTime: state.transitionTime,\n previousExpression: undefined,\n transitionProgress: undefined,\n };\n }\n\n // Transition in progress\n return {\n ...state,\n transitionProgress: newProgress,\n };\n};\n\n/**\n * Calculate facial damage from hit\n * \n * Updates facial damage state based on hit location and damage amount.\n * Different facial regions accumulate damage independently.\n * \n * @param currentDamage - Current facial damage state\n * @param hitLocation - Location of hit on face (\"left_eye\", \"right_eye\", \"mouth\", \"nose\", etc.)\n * @param damageAmount - Amount of damage dealt (0-100)\n * @returns Updated facial damage state\n * \n * @example\n * ```typescript\n * const damage = calculateFacialDamage(\n * DEFAULT_FACIAL_DAMAGE,\n * \"left_eye\",\n * 25\n * );\n * // Returns damage state with left eye swelling increased\n * ```\n * \n * @korean 얼굴손상계산\n */\nexport const calculateFacialDamage = (\n currentDamage: FacialDamageState,\n hitLocation: string,\n damageAmount: number\n): FacialDamageState => {\n const damageIntensity = Math.min(damageAmount / 100, 1.0);\n const newDamage = { ...currentDamage };\n\n switch (hitLocation.toLowerCase()) {\n case \"left_eye\":\n case \"temple_left\":\n newDamage.leftEyeSwelling = Math.min(\n currentDamage.leftEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"right_eye\":\n case \"temple_right\":\n newDamage.rightEyeSwelling = Math.min(\n currentDamage.rightEyeSwelling + damageIntensity * 0.3,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.2,\n 1.0\n );\n break;\n\n case \"mouth\":\n case \"jaw\":\n case \"chin\":\n newDamage.mouthBleeding = Math.min(\n currentDamage.mouthBleeding + damageIntensity * 0.4,\n 1.0\n );\n newDamage.jawBruise = Math.min(\n currentDamage.jawBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"nose\":\n newDamage.noseBleeding = Math.min(\n currentDamage.noseBleeding + damageIntensity * 0.5,\n 1.0\n );\n break;\n\n case \"forehead\":\n case \"crown\":\n newDamage.foreheadBruise = Math.min(\n currentDamage.foreheadBruise + damageIntensity * 0.3,\n 1.0\n );\n break;\n\n case \"cheek_left\":\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n case \"cheek_right\":\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.4,\n 1.0\n );\n break;\n\n default:\n // General facial hit - add minor bruising\n newDamage.leftCheekBruise = Math.min(\n currentDamage.leftCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n newDamage.rightCheekBruise = Math.min(\n currentDamage.rightCheekBruise + damageIntensity * 0.1,\n 1.0\n );\n break;\n }\n\n // Update total facial damage\n newDamage.totalFacialDamage = Math.min(\n currentDamage.totalFacialDamage + damageAmount,\n 100\n );\n\n return newDamage;\n};\n\n/**\n * Reset facial damage (for new round or healing)\n * \n * @param partialReset - If true, only reduces damage by percentage (healing)\n * @param resetPercentage - Percentage to reduce damage (0-1)\n * @returns Fresh facial damage state\n * \n * @korean 얼굴손상초기화\n */\nexport const resetFacialDamage = (\n currentDamage: FacialDamageState,\n partialReset = false,\n resetPercentage = 1.0\n): FacialDamageState => {\n if (!partialReset) {\n return DEFAULT_FACIAL_DAMAGE;\n }\n\n // Partial healing - reduce all damage values\n const healingFactor = 1.0 - resetPercentage;\n return {\n leftEyeSwelling: currentDamage.leftEyeSwelling * healingFactor,\n rightEyeSwelling: currentDamage.rightEyeSwelling * healingFactor,\n mouthBleeding: currentDamage.mouthBleeding * healingFactor,\n noseBleeding: currentDamage.noseBleeding * healingFactor,\n leftCheekBruise: currentDamage.leftCheekBruise * healingFactor,\n rightCheekBruise: currentDamage.rightCheekBruise * healingFactor,\n foreheadBruise: currentDamage.foreheadBruise * healingFactor,\n jawBruise: currentDamage.jawBruise * healingFactor,\n totalFacialDamage: currentDamage.totalFacialDamage * healingFactor,\n };\n};\n\n/**\n * Get expression intensity based on combat state\n * \n * Expression intensity affects degree of facial movement.\n * Higher pain/damage = more intense expressions.\n * \n * @param expression - Current facial expression\n * @param pain - Pain level (0-100)\n * @param stamina - Stamina level (0-100)\n * @returns Expression intensity (0-1)\n * \n * @korean 표정강도가져오기\n */\nexport const getExpressionIntensity = (\n expression: FacialExpression,\n pain: number,\n stamina: number\n): number => {\n switch (expression) {\n case FacialExpression.PAINED:\n // Higher pain = more intense pained expression\n return Math.min(pain / 100, 1.0);\n\n case FacialExpression.EXHAUSTED:\n // Lower stamina = more intense exhaustion\n return Math.min(1.0 - stamina / 100, 1.0);\n\n case FacialExpression.FOCUSED:\n // High stamina = more intense focus\n return Math.min(stamina / 100, 1.0);\n\n case FacialExpression.VICTORIOUS:\n // Brief, moderate intensity\n return 0.7;\n\n case FacialExpression.DEFEATED:\n // Full intensity (unconscious)\n return 1.0;\n\n case FacialExpression.NEUTRAL:\n default:\n // Default intensity\n return 1.0;\n }\n};\n\n/**\n * Create default expression state\n * \n * @returns Default neutral expression state\n * \n * @korean 기본표정상태생성\n */\nexport const createDefaultExpressionState = (): ExpressionState => {\n return { ...DEFAULT_EXPRESSION_STATE };\n};\n\n/**\n * Create default facial damage state\n * \n * @returns Default facial damage state with no damage\n * \n * @korean 기본얼굴손상생성\n */\nexport const createDefaultFacialDamage = (): FacialDamageState => {\n return { ...DEFAULT_FACIAL_DAMAGE };\n};\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAqFA,IAAa,gCACX,QACA,WACA,SACA,OACA,eACA,SACA,eACqB;CAErB,IAAI,gBAAgB,IAClB,OAAO,iBAAiB;CAI1B,IAAI,SACF,OAAO,iBAAiB;CAI1B,IAAI,UAAU,IACZ,OAAO,iBAAiB;CAI1B,IAAI,YACF,OAAO,iBAAiB;CAI1B,MAAM,mBAAoB,SAAS,YAAa;CAChD,IAAI,UAAU,MAAM,mBAAmB,IACrC,OAAO,iBAAiB;CAI1B,OAAO,iBAAiB;;;;;;;;;AAiS1B,IAAa,kCAAqD;CAChE,OAAO,EAAE,GAAG,uBAAuB"}
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{"version":3,"file":"FallAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAE9C;;;;;;;GAOG;AACH,eAAO,MAAM,kBAAkB,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAKvD,CAAC;AAEF
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{"version":3,"file":"FallAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAC;AAE9C;;;;;;;GAOG;AACH,eAAO,MAAM,kBAAkB,EAAE,MAAM,CAAC,QAAQ,EAAE,MAAM,CAKvD,CAAC;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,wBAAgB,sBAAsB,CACpC,WAAW,EAAE,MAAM,EACnB,YAAY,EAAE,MAAM,EACpB,YAAY,GAAE,MAAM,GAAG,KAAK,GAAG,KAAa,GAC3C,QAAQ,CAmDV;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,uBAAuB,CACrC,MAAM,EAAE,aAAa,EACrB,WAAW,GAAE,QAAqB,GACjC,QAAQ,CAaV;AAED;;;;;;;GAOG;AACH,MAAM,WAAW,YAAY;IAC3B,+BAA+B;IAC/B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IAEvB,+BAA+B;IAC/B,QAAQ,CAAC,aAAa,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAC;IAE5D,mEAAmE;IACnE,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IAEpC,mCAAmC;IACnC,QAAQ,CAAC,WAAW,EAAE;QACpB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;CACH;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,sBAAsB,EAAE,SAAS,YAAY,EA8ChD,CAAC;AAEX;;;;;;;;;;GAUG;AACH,eAAO,MAAM,uBAAuB,EAAE,SAAS,YAAY,EA8CjD,CAAC;AAEX;;;;;;;;;;GAUG;AACH,eAAO,MAAM,mBAAmB,EAAE,SAAS,YAAY,EA8C7C,CAAC;AAEX;;;;;;;GAOG;AACH,eAAO,MAAM,yBAAyB,EAAE,SAAS,YAAY,EA8CnD,CAAC;AAEX;;;;;;;GAOG;AACH,wBAAgB,gBAAgB,CAAC,QAAQ,EAAE,QAAQ,GAAG,SAAS,YAAY,EAAE,CAa5E;AAED;;;;;;;GAOG;AACH,wBAAgB,cAAc,CAAC,QAAQ,EAAE,QAAQ,GAAG,MAAM,CAEzD"}
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{"version":3,"file":"FallAnimations.js","names":[],"sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"sourcesContent":["/**\n * Fall Animation System for Black Trigram\n *\n * Implements realistic fall down animations for knockdowns, leg sweeps,\n * and loss of consciousness events. Based on Korean martial arts falling\n * techniques (낙법 - Nakbeop).\n *\n * @module systems/animation/FallAnimations\n * @category Animation\n * @korean 낙법애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { FallType } from \"../core/types\";\n\n/**\n * Fall animation impact frame numbers\n *\n * Defines which frame in each fall animation represents ground impact.\n * Used to trigger camera shake, audio, and particle effects.\n *\n * @korean 낙법충격프레임\n */\nexport const FALL_IMPACT_FRAMES: Record<FallType, number> = {\n forward: 18, // Frame 18 of 24 - hands hit ground\n backward: 22, // Frame 22 of 30 - back impacts\n side_left: 20, // Frame 20 of 27 - shoulder/side impacts\n side_right: 20, // Frame 20 of 27 - shoulder/side impacts\n};\n\n/**\n * Determines fall direction from attack vector and player facing\n *\n * Calculates which direction the player should fall based on:\n * - Attack vector (direction of incoming force)\n * - Player facing direction (from stance)\n * - Attack impact point (high/low)\n *\n * Korean terminology:\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks\n * - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks\n * - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks\n *\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param playerFacing - Player facing angle in radians\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Attack from behind while facing forward\n * const fallType = determineFallDirection(Math.PI, 0, 'mid');\n * // Returns: 'forward' (pushed forward)\n *\n * // Attack from front while facing forward\n * const fallType = determineFallDirection(0, 0, 'mid');\n * // Returns: 'backward' (pushed backward)\n *\n * // Attack from left side\n * const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');\n * // Returns: 'side_left'\n * ```\n *\n * @public\n * @korean 낙법방향결정\n */\nexport function determineFallDirection(\n attackAngle: number,\n playerFacing: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\",\n): FallType {\n // Calculate relative attack angle (attack direction relative to player facing)\n let relativeAngle = attackAngle - playerFacing;\n\n // Normalize to -π to π range\n while (relativeAngle > Math.PI) relativeAngle -= 2 * Math.PI;\n while (relativeAngle < -Math.PI) relativeAngle += 2 * Math.PI;\n\n const absAngle = Math.abs(relativeAngle);\n\n // Leg sweeps always cause side falls (more realistic for sweeps)\n if (attackHeight === \"low\") {\n // Determine which side based on angle\n // Use a small threshold to avoid edge case at exactly 0\n // Threshold represents the angle within which we consider the sweep \"frontal\"\n // 0.01 radians ≈ 0.57 degrees - small enough to only catch near-perfect frontal sweeps\n // while still allowing accurate left/right determination for most angles\n const SWEEP_ANGLE_THRESHOLD = 0.01;\n if (Math.abs(relativeAngle) < SWEEP_ANGLE_THRESHOLD) {\n // For perfectly frontal sweeps, default to right side fall\n return \"side_right\";\n }\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n }\n\n // High attacks to head often cause backward falls\n if (attackHeight === \"high\" && absAngle < Math.PI / 3) {\n return \"backward\";\n }\n\n // Determine fall direction based on attack angle\n // Front quadrant (±45°): Backward fall\n if (absAngle < Math.PI / 4) {\n return \"backward\";\n }\n\n // Rear quadrant (±45° from back): Forward fall\n if (absAngle > (3 * Math.PI) / 4) {\n return \"forward\";\n }\n\n // Side quadrants: Side falls\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n}\n\n/**\n * Determines fall direction from current trigram stance\n *\n * Some stances have inherent instability in certain directions.\n * This function returns likely fall directions when balance is lost.\n *\n * Korean stances and fall tendencies:\n * - 건 (Heaven): Forward bias - aggressive stance\n * - 태 (Lake): Backward bias - fluid retreating\n * - 리 (Fire): Forward bias - aggressive advance\n * - 진 (Thunder): Backward bias - explosive preparation\n * - 손 (Wind): Side bias - lateral movement\n * - 감 (Water): Backward bias - defensive flow\n * - 간 (Mountain): Backward bias - solid defense\n * - 곤 (Earth): Forward bias - grounding takedowns\n *\n * @param stance - Current trigram stance\n * @param defaultFall - Default fall type if stance doesn't suggest direction\n * @returns Likely fall direction for the stance\n *\n * @public\n * @korean 자세낙법방향\n */\nexport function determineFallFromStance(\n stance: TrigramStance,\n defaultFall: FallType = \"backward\",\n): FallType {\n const stanceFallBias: Record<TrigramStance, FallType> = {\n [TrigramStance.GEON]: \"forward\", // Heaven - aggressive forward\n [TrigramStance.TAE]: \"backward\", // Lake - fluid retreat\n [TrigramStance.LI]: \"forward\", // Fire - aggressive strike\n [TrigramStance.JIN]: \"backward\", // Thunder - explosive back\n [TrigramStance.SON]: \"side_left\", // Wind - lateral pressure\n [TrigramStance.GAM]: \"backward\", // Water - flowing back\n [TrigramStance.GAN]: \"backward\", // Mountain - defensive back\n [TrigramStance.GON]: \"forward\", // Earth - forward throws\n };\n\n return stanceFallBias[stance] ?? defaultFall;\n}\n\n/**\n * Fall animation keyframe data structure\n *\n * Defines key poses during fall animations for skeletal rendering.\n * Each keyframe specifies body positions at critical moments.\n *\n * @korean 낙법키프레임\n */\nexport interface FallKeyframe {\n /** Frame number (0-indexed) */\n readonly frame: number;\n\n /** Torso rotation (radians) */\n readonly torsoRotation: { x: number; y: number; z: number };\n\n /** Center of mass vertical position (0-1, 1=standing, 0=ground) */\n readonly centerOfMassHeight: number;\n\n /** Description of this keyframe */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Forward fall keyframes (전방낙법)\n *\n * 24 frames (400ms) sequence:\n * - Frames 0-8: Forward stumble, losing balance\n * - Frames 9-15: Knee collapse, forward momentum\n * - Frames 16-20: Hands extend to brace fall\n * - Frames 21-23: Impact and settle face-down\n *\n * @korean 전방낙법키프레임\n */\nexport const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 8,\n torsoRotation: { x: 0.3, y: 0, z: 0 }, // Leaning forward\n centerOfMassHeight: 0.75,\n description: {\n korean: \"전방으로 비틀거림\",\n english: \"Forward stumble\",\n },\n },\n {\n frame: 15,\n torsoRotation: { x: 0.7, y: 0, z: 0 }, // Falling forward\n centerOfMassHeight: 0.4,\n description: {\n korean: \"무릎 붕괴\",\n english: \"Knee collapse\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Hands extending\n centerOfMassHeight: 0.15,\n description: {\n korean: \"손으로 지면 충격 완화\",\n english: \"Hands brace impact\",\n },\n },\n {\n frame: 23,\n torsoRotation: { x: 1.57, y: 0, z: 0 }, // Face down (90° forward)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"엎드려 정지\",\n english: \"Face-down prone\",\n },\n },\n] as const;\n\n/**\n * Backward fall keyframes (후방낙법)\n *\n * 30 frames (500ms) sequence:\n * - Frames 0-10: Backward stumble, balance loss\n * - Frames 11-18: Sitting motion begins\n * - Frames 19-25: Back impact preparation\n * - Frames 26-29: Full supine position\n *\n * @korean 후방낙법키프레임\n */\nexport const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 10,\n torsoRotation: { x: -0.2, y: 0, z: 0 }, // Leaning back\n centerOfMassHeight: 0.8,\n description: {\n korean: \"후방으로 비틀거림\",\n english: \"Backward stumble\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: -0.6, y: 0, z: 0 }, // Sitting motion\n centerOfMassHeight: 0.45,\n description: {\n korean: \"앉는 동작\",\n english: \"Sitting motion\",\n },\n },\n {\n frame: 22,\n torsoRotation: { x: -1.2, y: 0, z: 0 }, // Back impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"등 충격\",\n english: \"Back impact\",\n },\n },\n {\n frame: 29,\n torsoRotation: { x: -1.57, y: 0, z: 0 }, // Face up (90° back)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"누워 정지\",\n english: \"Supine position\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes (측방낙법)\n *\n * 27 frames (450ms) sequence:\n * - Frames 0-9: Side rotation begins\n * - Frames 10-16: Shoulder roll motion\n * - Frames 17-22: Hip impact\n * - Frames 23-26: Side sprawl position\n *\n * @korean 측방낙법키프레임\n */\nexport const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: 0.3, z: 0.4 }, // Side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"측면 회전 시작\",\n english: \"Side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: 0.8, z: 0.9 }, // Shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"어깨 구르기\",\n english: \"Shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: 1.2, z: 1.3 }, // Hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"엉덩이 충격\",\n english: \"Hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: 1.57, z: 1.57 }, // Side position (90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"측면 정지\",\n english: \"Side sprawl\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes - RIGHT side (우측 낙법)\n *\n * Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations\n * so the character falls to the opposite side.\n *\n * @korean 우측낙법키프레임\n */\nexport const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: -0.3, z: -0.4 }, // Opposite side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"우측 회전 시작\",\n english: \"Right side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: -0.8, z: -0.9 }, // Opposite shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"우측 어깨 구르기\",\n english: \"Right shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: -1.2, z: -1.3 }, // Opposite hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"우측 엉덩이 충격\",\n english: \"Right hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: -1.57, z: -1.57 }, // Right side position (-90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"우측 정지\",\n english: \"Right side sprawl\",\n },\n },\n] as const;\n\n/**\n * Get keyframes for a specific fall type\n *\n * @param fallType - Type of fall animation\n * @returns Array of keyframes for that fall type\n *\n * @public\n * @korean 낙법키프레임가져오기\n */\nexport function getFallKeyframes(fallType: FallType): readonly FallKeyframe[] {\n switch (fallType) {\n case \"forward\":\n return FALL_FORWARD_KEYFRAMES;\n case \"backward\":\n return FALL_BACKWARD_KEYFRAMES;\n case \"side_left\":\n return FALL_SIDE_KEYFRAMES;\n case \"side_right\":\n return FALL_SIDE_RIGHT_KEYFRAMES;\n default:\n return FALL_BACKWARD_KEYFRAMES;\n }\n}\n\n/**\n * Get impact frame number for fall type\n *\n * @param fallType - Type of fall animation\n * @returns Frame number when ground impact occurs\n *\n * @public\n * @korean 충격프레임가져오기\n */\nexport function getImpactFrame(fallType: FallType): number {\n return FALL_IMPACT_FRAMES[fallType];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkEA,SAAgB,uBACd,aACA,cACA,eAAuC,OAC7B;CAEV,IAAI,gBAAgB,cAAc;CAGlC,OAAO,gBAAgB,KAAK,IAAI,iBAAiB,IAAI,KAAK;CAC1D,OAAO,gBAAgB,CAAC,KAAK,IAAI,iBAAiB,IAAI,KAAK;CAE3D,MAAM,WAAW,KAAK,IAAI,cAAc;CAGxC,IAAI,iBAAiB,OAAO;EAO1B,IAAI,KAAK,IAAI,cAAc,GAAG,KAE5B,OAAO;EAET,IAAI,gBAAgB,GAClB,OAAO;OAEP,OAAO;;CAKX,IAAI,iBAAiB,UAAU,WAAW,KAAK,KAAK,GAClD,OAAO;CAKT,IAAI,WAAW,KAAK,KAAK,GACvB,OAAO;CAIT,IAAI,WAAY,IAAI,KAAK,KAAM,GAC7B,OAAO;CAIT,IAAI,gBAAgB,GAClB,OAAO;MAEP,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;AA2BX,SAAgB,wBACd,QACA,cAAwB,YACd;CAYV,OAAO;GAVJ,cAAc,OAAO;GACrB,cAAc,MAAM;GACpB,cAAc,KAAK;GACnB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;EAGhB,CAAe,WAAW"}
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{"version":3,"file":"FallAnimations.js","names":[],"sources":["../../../../src/systems/animation/systems/FallAnimations.ts"],"sourcesContent":["/**\n * Fall Animation System for Black Trigram\n *\n * Implements realistic fall down animations for knockdowns, leg sweeps,\n * and loss of consciousness events. Based on Korean martial arts falling\n * techniques (낙법 - Nakbeop).\n *\n * @module systems/animation/FallAnimations\n * @category Animation\n * @korean 낙법애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { FallType } from \"../core/types\";\n\n/**\n * Fall animation impact frame numbers\n *\n * Defines which frame in each fall animation represents ground impact.\n * Used to trigger camera shake, audio, and particle effects.\n *\n * @korean 낙법충격프레임\n */\nexport const FALL_IMPACT_FRAMES: Record<FallType, number> = {\n forward: 18, // Frame 18 of 24 - hands hit ground\n backward: 22, // Frame 22 of 30 - back impacts\n side_left: 20, // Frame 20 of 27 - shoulder/side impacts\n side_right: 20, // Frame 20 of 27 - shoulder/side impacts\n};\n\n/**\n * Determines fall direction from attack vector and player facing\n *\n * Calculates which direction the player should fall based on:\n * - Attack vector (direction of incoming force)\n * - Player facing direction (from stance)\n * - Attack impact point (high/low)\n *\n * Korean terminology:\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall from rear attacks\n * - 후방낙법 (Hubang Nakbeop): Backward fall from frontal attacks\n * - 측방낙법 (Cheukbang Nakbeop): Side fall from lateral attacks\n *\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param playerFacing - Player facing angle in radians\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Attack from behind while facing forward\n * const fallType = determineFallDirection(Math.PI, 0, 'mid');\n * // Returns: 'forward' (pushed forward)\n *\n * // Attack from front while facing forward\n * const fallType = determineFallDirection(0, 0, 'mid');\n * // Returns: 'backward' (pushed backward)\n *\n * // Attack from left side\n * const fallType = determineFallDirection(-Math.PI/2, 0, 'mid');\n * // Returns: 'side_left'\n * ```\n *\n * @korean 낙법방향결정\n */\nexport function determineFallDirection(\n attackAngle: number,\n playerFacing: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\",\n): FallType {\n // Calculate relative attack angle (attack direction relative to player facing)\n let relativeAngle = attackAngle - playerFacing;\n\n // Normalize to -π to π range\n while (relativeAngle > Math.PI) relativeAngle -= 2 * Math.PI;\n while (relativeAngle < -Math.PI) relativeAngle += 2 * Math.PI;\n\n const absAngle = Math.abs(relativeAngle);\n\n // Leg sweeps always cause side falls (more realistic for sweeps)\n if (attackHeight === \"low\") {\n // Determine which side based on angle\n // Use a small threshold to avoid edge case at exactly 0\n // Threshold represents the angle within which we consider the sweep \"frontal\"\n // 0.01 radians ≈ 0.57 degrees - small enough to only catch near-perfect frontal sweeps\n // while still allowing accurate left/right determination for most angles\n const SWEEP_ANGLE_THRESHOLD = 0.01;\n if (Math.abs(relativeAngle) < SWEEP_ANGLE_THRESHOLD) {\n // For perfectly frontal sweeps, default to right side fall\n return \"side_right\";\n }\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n }\n\n // High attacks to head often cause backward falls\n if (attackHeight === \"high\" && absAngle < Math.PI / 3) {\n return \"backward\";\n }\n\n // Determine fall direction based on attack angle\n // Front quadrant (±45°): Backward fall\n if (absAngle < Math.PI / 4) {\n return \"backward\";\n }\n\n // Rear quadrant (±45° from back): Forward fall\n if (absAngle > (3 * Math.PI) / 4) {\n return \"forward\";\n }\n\n // Side quadrants: Side falls\n if (relativeAngle < 0) {\n return \"side_left\";\n } else {\n return \"side_right\";\n }\n}\n\n/**\n * Determines fall direction from current trigram stance\n *\n * Some stances have inherent instability in certain directions.\n * This function returns likely fall directions when balance is lost.\n *\n * Korean stances and fall tendencies:\n * - 건 (Heaven): Forward bias - aggressive stance\n * - 태 (Lake): Backward bias - fluid retreating\n * - 리 (Fire): Forward bias - aggressive advance\n * - 진 (Thunder): Backward bias - explosive preparation\n * - 손 (Wind): Side bias - lateral movement\n * - 감 (Water): Backward bias - defensive flow\n * - 간 (Mountain): Backward bias - solid defense\n * - 곤 (Earth): Forward bias - grounding takedowns\n *\n * @param stance - Current trigram stance\n * @param defaultFall - Default fall type if stance doesn't suggest direction\n * @returns Likely fall direction for the stance\n *\n * @korean 자세낙법방향\n */\nexport function determineFallFromStance(\n stance: TrigramStance,\n defaultFall: FallType = \"backward\",\n): FallType {\n const stanceFallBias: Record<TrigramStance, FallType> = {\n [TrigramStance.GEON]: \"forward\", // Heaven - aggressive forward\n [TrigramStance.TAE]: \"backward\", // Lake - fluid retreat\n [TrigramStance.LI]: \"forward\", // Fire - aggressive strike\n [TrigramStance.JIN]: \"backward\", // Thunder - explosive back\n [TrigramStance.SON]: \"side_left\", // Wind - lateral pressure\n [TrigramStance.GAM]: \"backward\", // Water - flowing back\n [TrigramStance.GAN]: \"backward\", // Mountain - defensive back\n [TrigramStance.GON]: \"forward\", // Earth - forward throws\n };\n\n return stanceFallBias[stance] ?? defaultFall;\n}\n\n/**\n * Fall animation keyframe data structure\n *\n * Defines key poses during fall animations for skeletal rendering.\n * Each keyframe specifies body positions at critical moments.\n *\n * @korean 낙법키프레임\n */\nexport interface FallKeyframe {\n /** Frame number (0-indexed) */\n readonly frame: number;\n\n /** Torso rotation (radians) */\n readonly torsoRotation: { x: number; y: number; z: number };\n\n /** Center of mass vertical position (0-1, 1=standing, 0=ground) */\n readonly centerOfMassHeight: number;\n\n /** Description of this keyframe */\n readonly description: {\n readonly korean: string;\n readonly english: string;\n };\n}\n\n/**\n * Forward fall keyframes (전방낙법)\n *\n * 24 frames (400ms) sequence:\n * - Frames 0-8: Forward stumble, losing balance\n * - Frames 9-15: Knee collapse, forward momentum\n * - Frames 16-20: Hands extend to brace fall\n * - Frames 21-23: Impact and settle face-down\n *\n * @korean 전방낙법키프레임\n */\nexport const FALL_FORWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 8,\n torsoRotation: { x: 0.3, y: 0, z: 0 }, // Leaning forward\n centerOfMassHeight: 0.75,\n description: {\n korean: \"전방으로 비틀거림\",\n english: \"Forward stumble\",\n },\n },\n {\n frame: 15,\n torsoRotation: { x: 0.7, y: 0, z: 0 }, // Falling forward\n centerOfMassHeight: 0.4,\n description: {\n korean: \"무릎 붕괴\",\n english: \"Knee collapse\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: 1.2, y: 0, z: 0 }, // Hands extending\n centerOfMassHeight: 0.15,\n description: {\n korean: \"손으로 지면 충격 완화\",\n english: \"Hands brace impact\",\n },\n },\n {\n frame: 23,\n torsoRotation: { x: 1.57, y: 0, z: 0 }, // Face down (90° forward)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"엎드려 정지\",\n english: \"Face-down prone\",\n },\n },\n] as const;\n\n/**\n * Backward fall keyframes (후방낙법)\n *\n * 30 frames (500ms) sequence:\n * - Frames 0-10: Backward stumble, balance loss\n * - Frames 11-18: Sitting motion begins\n * - Frames 19-25: Back impact preparation\n * - Frames 26-29: Full supine position\n *\n * @korean 후방낙법키프레임\n */\nexport const FALL_BACKWARD_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 10,\n torsoRotation: { x: -0.2, y: 0, z: 0 }, // Leaning back\n centerOfMassHeight: 0.8,\n description: {\n korean: \"후방으로 비틀거림\",\n english: \"Backward stumble\",\n },\n },\n {\n frame: 18,\n torsoRotation: { x: -0.6, y: 0, z: 0 }, // Sitting motion\n centerOfMassHeight: 0.45,\n description: {\n korean: \"앉는 동작\",\n english: \"Sitting motion\",\n },\n },\n {\n frame: 22,\n torsoRotation: { x: -1.2, y: 0, z: 0 }, // Back impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"등 충격\",\n english: \"Back impact\",\n },\n },\n {\n frame: 29,\n torsoRotation: { x: -1.57, y: 0, z: 0 }, // Face up (90° back)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"누워 정지\",\n english: \"Supine position\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes (측방낙법)\n *\n * 27 frames (450ms) sequence:\n * - Frames 0-9: Side rotation begins\n * - Frames 10-16: Shoulder roll motion\n * - Frames 17-22: Hip impact\n * - Frames 23-26: Side sprawl position\n *\n * @korean 측방낙법키프레임\n */\nexport const FALL_SIDE_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: 0.3, z: 0.4 }, // Side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"측면 회전 시작\",\n english: \"Side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: 0.8, z: 0.9 }, // Shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"어깨 구르기\",\n english: \"Shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: 1.2, z: 1.3 }, // Hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"엉덩이 충격\",\n english: \"Hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: 1.57, z: 1.57 }, // Side position (90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"측면 정지\",\n english: \"Side sprawl\",\n },\n },\n] as const;\n\n/**\n * Side fall keyframes - RIGHT side (우측 낙법)\n *\n * Mirrored version of FALL_SIDE_KEYFRAMES with negated Y and Z rotations\n * so the character falls to the opposite side.\n *\n * @korean 우측낙법키프레임\n */\nexport const FALL_SIDE_RIGHT_KEYFRAMES: readonly FallKeyframe[] = [\n {\n frame: 0,\n torsoRotation: { x: 0, y: 0, z: 0 },\n centerOfMassHeight: 0.9,\n description: {\n korean: \"초기 자세\",\n english: \"Initial stance\",\n },\n },\n {\n frame: 9,\n torsoRotation: { x: 0, y: -0.3, z: -0.4 }, // Opposite side rotation\n centerOfMassHeight: 0.7,\n description: {\n korean: \"우측 회전 시작\",\n english: \"Right side rotation begins\",\n },\n },\n {\n frame: 16,\n torsoRotation: { x: 0.2, y: -0.8, z: -0.9 }, // Opposite shoulder roll\n centerOfMassHeight: 0.4,\n description: {\n korean: \"우측 어깨 구르기\",\n english: \"Right shoulder roll\",\n },\n },\n {\n frame: 20,\n torsoRotation: { x: 0.3, y: -1.2, z: -1.3 }, // Opposite hip impact\n centerOfMassHeight: 0.2,\n description: {\n korean: \"우측 엉덩이 충격\",\n english: \"Right hip impact\",\n },\n },\n {\n frame: 26,\n torsoRotation: { x: 0, y: -1.57, z: -1.57 }, // Right side position (-90° roll)\n centerOfMassHeight: 0.05,\n description: {\n korean: \"우측 정지\",\n english: \"Right side sprawl\",\n },\n },\n] as const;\n\n/**\n * Get keyframes for a specific fall type\n *\n * @param fallType - Type of fall animation\n * @returns Array of keyframes for that fall type\n *\n * @korean 낙법키프레임가져오기\n */\nexport function getFallKeyframes(fallType: FallType): readonly FallKeyframe[] {\n switch (fallType) {\n case \"forward\":\n return FALL_FORWARD_KEYFRAMES;\n case \"backward\":\n return FALL_BACKWARD_KEYFRAMES;\n case \"side_left\":\n return FALL_SIDE_KEYFRAMES;\n case \"side_right\":\n return FALL_SIDE_RIGHT_KEYFRAMES;\n default:\n return FALL_BACKWARD_KEYFRAMES;\n }\n}\n\n/**\n * Get impact frame number for fall type\n *\n * @param fallType - Type of fall animation\n * @returns Frame number when ground impact occurs\n *\n * @korean 충격프레임가져오기\n */\nexport function getImpactFrame(fallType: FallType): number {\n return FALL_IMPACT_FRAMES[fallType];\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiEA,SAAgB,uBACd,aACA,cACA,eAAuC,OAC7B;CAEV,IAAI,gBAAgB,cAAc;CAGlC,OAAO,gBAAgB,KAAK,IAAI,iBAAiB,IAAI,KAAK;CAC1D,OAAO,gBAAgB,CAAC,KAAK,IAAI,iBAAiB,IAAI,KAAK;CAE3D,MAAM,WAAW,KAAK,IAAI,cAAc;CAGxC,IAAI,iBAAiB,OAAO;EAO1B,IAAI,KAAK,IAAI,cAAc,GAAG,KAE5B,OAAO;EAET,IAAI,gBAAgB,GAClB,OAAO;OAEP,OAAO;;CAKX,IAAI,iBAAiB,UAAU,WAAW,KAAK,KAAK,GAClD,OAAO;CAKT,IAAI,WAAW,KAAK,KAAK,GACvB,OAAO;CAIT,IAAI,WAAY,IAAI,KAAK,KAAM,GAC7B,OAAO;CAIT,IAAI,gBAAgB,GAClB,OAAO;MAEP,OAAO;;;;;;;;;;;;;;;;;;;;;;;;AA0BX,SAAgB,wBACd,QACA,cAAwB,YACd;CAYV,OAAO;GAVJ,cAAc,OAAO;GACrB,cAAc,MAAM;GACpB,cAAc,KAAK;GACnB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;GACpB,cAAc,MAAM;EAGhB,CAAe,WAAW"}
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{"version":3,"file":"HeadMovements.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/HeadMovements.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EACL,gBAAgB,EAChB,KAAK,qBAAqB,EAC3B,MAAM,gBAAgB,CAAC;AAExB
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{"version":3,"file":"HeadMovements.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/systems/HeadMovements.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EACL,gBAAgB,EAChB,KAAK,qBAAqB,EAC3B,MAAM,gBAAgB,CAAC;AAExB;;;;;;;;;;;;;;;;;GAiBG;AACH,eAAO,MAAM,yBAAyB,GACpC,aAAa,MAAM,EACnB,eAAe,KAAK,CAAC,OAAO,KAC3B,qBA2BF,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,sBAAsB,GACjC,kBAAe,KACd,qBAiBF,CAAC;AAEF;;;;;;;;;GASG;AACH,eAAO,MAAM,wBAAwB,GACnC,kBAAe,KACd,qBAqBF,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,uBAAuB,GAClC,WAAW,MAAM,GAAG,OAAO,EAC3B,kBAAe,KACd,qBAiBF,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,uBAAuB,GAClC,aAAa,MAAM,EACnB,qBAAgB,KACf,qBAyBF,CAAC;AAEF;;;;;;;;GAQG;AACH,eAAO,MAAM,uBAAuB,QAAO,qBAiB1C,CAAC;AAEF;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,2BAA2B,GACtC,iBAAiB,KAAK,CAAC,KAAK,EAC5B,gBAAgB,KAAK,CAAC,OAAO,EAC7B,cAAc,KAAK,CAAC,OAAO,EAC3B,kBAAe,KACd,KAAK,CAAC,KAyBR,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,yBAAyB,GACpC,WAAW,qBAAqB,EAChC,aAAa,MAAM,KAClB,KAAK,CAAC,KAsCR,CAAC;AAEF;;;;;;;;GAQG;AACH,eAAO,MAAM,sBAAsB,GACjC,WAAW,qBAAqB,EAChC,aAAa,MAAM,KAClB,OAEF,CAAC;AAEF;;;;;;;;;;GAUG;AACH,eAAO,MAAM,qBAAqB,GAChC,MAAM,gBAAgB,EACtB,kBAAe,KACd,qBAiBF,CAAC"}
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{"version":3,"file":"BodyPartDamageIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/BodyPartDamageIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAEtD,OAAO,EAAY,cAAc,EAAE,iBAAiB,EAAE,MAAM,SAAS,CAAC;AAEtE;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,cAAc,CAAC,EAAE,cAAc,CAAC;IACzC,QAAQ,CAAC,iBAAiB,CAAC,EAAE,iBAAiB,CAAC;CAChD;AAED
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{"version":3,"file":"BodyPartDamageIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/BodyPartDamageIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AAEtD,OAAO,EAAY,cAAc,EAAE,iBAAiB,EAAE,MAAM,SAAS,CAAC;AAEtE;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,cAAc,CAAC,EAAE,cAAc,CAAC;IACzC,QAAQ,CAAC,iBAAiB,CAAC,EAAE,iBAAiB,CAAC;CAChD;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,2BAA2B,CACzC,UAAU,EAAE,UAAU,GACrB,UAAU,CAoGZ;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,sBAAsB,CAAC,CAAC,SAAS,oBAAoB,EACnE,MAAM,EAAE,CAAC,EACT,WAAW,EAAE,MAAM,EACnB,UAAU,EAAE,UAAU,GACrB,CAAC,CA0BH;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,gCAAgC,CAC9C,CAAC,SAAS,oBAAoB,EAC9B,MAAM,EAAE,CAAC,EAAE,WAAW,EAAE,MAAM,EAAE,UAAU,EAAE,UAAU,GAAG,CAAC,CAG3D;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,wBAAwB,CAAC,MAAM,EAAE,oBAAoB,qCAiBpE;AAED;;;;;;;;;;;;;;GAcG;AACH,wBAAgB,iCAAiC,CAC/C,MAAM,EAAE,oBAAoB,GAC3B,OAAO,CAMT;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,iCAAiC,CAC/C,CAAC,SAAS,oBAAoB,EAC9B,MAAM,EAAE,CAAC,EAAE,gBAAgB,GAAE,MAAY,GAAG,CAAC,CAiB9C;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,2BAA2B,CAAC,CAAC,SAAS,oBAAoB,EACxE,MAAM,EAAE,CAAC,EACT,eAAe,EAAE,MAAM,GACtB,CAAC,CA+CH"}
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function getBodyRegionFromVitalPoint(vitalPoint) {
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function applyDamageToBodyParts(player, totalDamage, bodyRegion) {
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function applyVitalPointDamageToBodyParts(player, totalDamage, vitalPoint) {
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return applyDamageToBodyParts(player, totalDamage, getBodyRegionFromVitalPoint(vitalPoint));
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* const actualSpeed = baseSpeed * effects.movementSpeedModifier;
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function isPlayerIncapacitatedByBodyDamage(player) {
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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":"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 */\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 */\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 */\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 */\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 */\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 */\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 */\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":";;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwCA,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;;;;;;;;;;;;;;;;;;;;AAqBpB,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;;;;;;;;;;;;;;;;AAiBH,SAAgB,iCAEd,QAAW,aAAqB,YAA2B;CAE3D,OAAO,uBAAuB,QAAQ,aADnB,4BAA4B,WACI,CAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4BhE,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;;;;;;;;;;;;;;;;;AAkBH,SAAgB,kCACd,QACS;CACT,IAAI,CAAC,OAAO,gBACV,OAAO;CAGT,OAAO,qBAAqB,gBAAgB,OAAO,eAAe;;;;;;;;;;;;;;;AAgBpE,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;;;;;;;;;;;;;;;AAgBH,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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//# sourceMappingURL=BodyPartHealthSystem.d.ts.map
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