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.
Files changed (750) hide show
  1. package/lib/audio/AudioManager.d.ts +26 -0
  2. package/lib/audio/AudioManager.d.ts.map +1 -1
  3. package/lib/audio/AudioManager.js +26 -0
  4. package/lib/audio/AudioManager.js.map +1 -1
  5. package/lib/audio/AudioPool.js +3 -0
  6. package/lib/audio/AudioPool.js.map +1 -1
  7. package/lib/audio/index.d.ts.map +1 -1
  8. package/lib/audio/index.js.map +1 -1
  9. package/lib/audio/types.d.ts +18 -2
  10. package/lib/audio/types.d.ts.map +1 -1
  11. package/lib/audio/types.js +1 -0
  12. package/lib/audio/types.js.map +1 -1
  13. package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
  14. package/lib/components/index.d.ts.map +1 -1
  15. package/lib/components/index.js.map +1 -1
  16. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  17. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  18. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
  20. package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
  21. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  22. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  23. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  24. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
  28. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
  30. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
  32. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  33. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
  34. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
  35. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  36. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
  37. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  38. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
  39. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
  40. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
  41. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
  42. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
  43. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  44. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
  46. package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
  47. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  48. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
  49. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  50. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
  51. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  52. package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
  53. package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
  54. package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
  55. package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
  56. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  57. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
  58. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
  60. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  61. package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
  62. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  63. package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
  64. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  65. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
  66. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  67. package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
  68. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  69. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  70. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  71. package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
  72. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  73. package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
  74. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  75. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
  76. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  77. package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
  78. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  79. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
  80. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
  81. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
  82. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  83. package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
  84. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  85. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
  86. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
  87. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
  88. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  89. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  90. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  91. package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
  92. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  93. package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
  94. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  95. package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
  96. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  97. package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
  98. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  99. package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
  100. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  101. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  102. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  103. package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
  104. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  105. package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
  106. package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
  107. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  108. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  109. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
  110. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  111. package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
  112. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  113. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
  114. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  115. package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
  116. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  117. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  118. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  119. package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
  120. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  121. package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
  122. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  123. package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
  124. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  125. package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
  126. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  127. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
  128. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  129. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
  130. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  131. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
  132. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  133. package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
  134. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  135. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
  136. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  137. package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
  138. package/lib/components/screens/endscreen/index.d.ts.map +1 -1
  139. package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
  140. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  141. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  142. package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
  143. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  144. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
  145. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  146. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
  147. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  148. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  149. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  150. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  151. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  152. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  153. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  154. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
  155. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  156. package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
  157. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  158. package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
  159. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  160. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
  161. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
  162. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
  163. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
  164. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
  165. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
  166. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
  167. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
  168. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
  169. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  170. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
  171. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
  172. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
  173. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
  174. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  175. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  176. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
  177. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  178. package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
  179. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  180. package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
  181. package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
  182. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  183. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
  184. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  185. package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
  186. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  187. package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
  188. package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
  189. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
  190. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  191. package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
  192. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  193. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
  194. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  195. package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
  196. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
  197. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  198. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
  199. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  200. package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
  201. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  202. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
  203. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  204. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  205. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  206. package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
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  208. package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
  209. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  210. package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
  211. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  212. package/lib/components/screens/training/components/index.d.ts.map +1 -1
  213. package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
  214. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  215. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  216. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  217. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  218. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  219. package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
  220. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  221. package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
  222. package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
  223. package/lib/components/shared/base/BaseButton.js.map +1 -1
  224. package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
  225. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  226. package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
  227. package/lib/components/shared/base/BasePanel.js.map +1 -1
  228. package/lib/components/shared/base/BaseText.d.ts.map +1 -1
  229. package/lib/components/shared/base/BaseText.js.map +1 -1
  230. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  231. package/lib/components/shared/base/index.d.ts.map +1 -1
  232. package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
  233. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  234. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
  235. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  236. package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
  237. package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
  238. package/lib/components/shared/mobile/ActionButtons.js +0 -1
  239. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  240. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
  241. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
  242. package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
  243. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  244. package/lib/components/shared/mobile/HapticController.d.ts +0 -13
  245. package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
  246. package/lib/components/shared/mobile/HapticController.js +0 -10
  247. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  248. package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
  249. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
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@@ -39,7 +39,6 @@ import { KoreanText } from "../../types";
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  * ```
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  *
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  * ```
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  * ```
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  * ```
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  /**
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@@ -303,7 +295,6 @@ export declare const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig;
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  * - Arms <50%: Attack damage -30%
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  *
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  * Describes the current movement impairment including speed reduction,
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  *
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  * Applied immediately upon striking knee or ankle vital points,
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@@ -412,7 +400,6 @@ export interface InstantMovementPenalty {
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  * - 49-30%: Severe limp (-40% speed)
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  * - <30%: Hobbled (-60% speed, cannot run)
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  *
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  export declare const MOVEMENT_PENALTY_CONSTANTS: {
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"types.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/types.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AAErC;;;;;;;;;;;;;;;;GAgBG;AACH,oBAAY,QAAQ;IAClB,wDAAwD;IACxD,IAAI,SAAS;IACb,qDAAqD;IACrD,IAAI,SAAS;IACb,2DAA2D;IAC3D,WAAW,eAAe;IAC1B,sDAAsD;IACtD,WAAW,eAAe;IAC1B,wDAAwD;IACxD,QAAQ,YAAY;IACpB,0DAA0D;IAC1D,SAAS,aAAa;IACtB,8CAA8C;IAC9C,QAAQ,YAAY;IACpB,+CAA+C;IAC/C,SAAS,aAAa;CACvB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,MAAM,WAAW,cAAc;IAC7B,qDAAqD;IACrD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iEAAiE;IACjE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,+DAA+D;IAC/D,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,wEAAwE;IACxE,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,6DAA6D;IAC7D,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+DAA+D;IAC/D,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,+DAA+D;IAC/D,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,iBAAiB;IAChC,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,MAAM,WAAW,eAAe;IAC9B,+EAA+E;IAC/E,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,oEAAoE;IACpE,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,2DAA2D;IAC3D,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,4DAA4D;IAC5D,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,mEAAmE;IACnE,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,qEAAqE;IACrE,QAAQ,CAAC,yBAAyB,EAAE,MAAM,CAAC;CAC5C;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,WAAW,0BAA0B;IACzC,8CAA8C;IAC9C,QAAQ,CAAC,OAAO,EAAE;QAChB,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;QACxB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;KAC7B,CAAC;IACF,mDAAmD;IACnD,QAAQ,CAAC,SAAS,EAAE,SAAS;QAC3B,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;QACxB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;KAC7B,EAAE,CAAC;CACL;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,cAAc;IAC7B,2BAA2B;IAC3B,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;IACxB,6BAA6B;IAC7B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,qBAAqB;IACrB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,kCAAkC;IAClC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,yBAAyB;IACzB,QAAQ,CAAC,MAAM,EAAE,UAAU,CAAC;IAC5B,qCAAqC;IACrC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,8CAA8C;IAC9C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,oBAAoB;IACnC,4CAA4C;IAC5C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,wDAAwD;IACxD,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,wDAAwD;IACxD,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,yDAAyD;IACzD,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IACxC,wDAAwD;IACxD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,iDAAiD;IACjD,QAAQ,CAAC,iBAAiB,EAAE;QAC1B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;KAC3B,CAAC;CACH;AAED;;;;GAIG;AACH,eAAO,MAAM,wBAAwB,EAAE,oBAY7B,CAAC;AAEX;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,0BAA0B;IACrC,0BAA0B;;;;;IAK1B,2BAA2B;;;;;IAK3B,yBAAyB;;;;;IAKzB,yBAAyB;;;;;CAKjB,CAAC;AAEX;;;;;;;;;GASG;AACH,oBAAY,cAAc;IACxB,2CAA2C;IAC3C,MAAM,WAAW;IACjB,kCAAkC;IAClC,OAAO,YAAY;IACnB,sCAAsC;IACtC,WAAW,gBAAgB;IAC3B,4CAA4C;IAC5C,OAAO,YAAY;CACpB;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,eAAe;IAC9B,0CAA0C;IAC1C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,kDAAkD;IAClD,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC;IACzB,2BAA2B;IAC3B,QAAQ,CAAC,WAAW,EAAE,cAAc,CAAC;IACrC,wEAAwE;IACxE,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,8CAA8C;IAC9C,QAAQ,CAAC,yBAAyB,EAAE,OAAO,CAAC;IAC5C,iDAAiD;IACjD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,iEAAiE;IACjE,QAAQ,CAAC,iBAAiB,EAAE,OAAO,CAAC;IACpC,+DAA+D;IAC/D,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;CACvC;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,sBAAsB;IACrC,8CAA8C;IAC9C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,yCAAyC;IACzC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,gCAAgC;IAChC,QAAQ,CAAC,YAAY,EAAE,QAAQ,CAAC;CACjC;AAED;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,0BAA0B;IACrC,qDAAqD;;;;;;;IAQrD,8CAA8C;;;;;;;IAQ9C,wCAAwC;;;;;;;IAQxC,8CAA8C;;;;;IAM9C,gCAAgC;;QAE9B,8CAA8C;;QAE9C,iDAAiD;;;CAG3C,CAAC"}
@@ -13,7 +13,6 @@
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  * const health = player.bodyPartHealth[bodyPart]; // 0-100
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  * ```
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  *
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- * @public
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  * @category Body Part System
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  * @korean 신체부위
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  */
@@ -39,7 +38,6 @@ var BodyPart = /* @__PURE__ */ function(BodyPart) {
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  /**
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  * Default configuration values for body part health system.
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  *
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- * @public
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  * @category Body Part System
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  */
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  var DEFAULT_BODY_PART_CONFIG = {
@@ -66,7 +64,6 @@ var DEFAULT_BODY_PART_CONFIG = {
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  * - Arms <50%: Attack damage -30%
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  * - Legs <50%: Movement speed -40%
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  *
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- * @public
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  * @category Body Part System
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  */
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  var BODY_PART_EFFECT_CONSTANTS = {
@@ -98,7 +95,6 @@ var BODY_PART_EFFECT_CONSTANTS = {
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  *
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  * Defines movement impairment states based on leg health percentage.
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  *
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- * @public
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  * @category Body Part System
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  * @korean 다리부상정도
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  */
@@ -124,7 +120,6 @@ var LegInjuryState = /* @__PURE__ */ function(LegInjuryState) {
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  * - 49-30%: Severe limp (-40% speed)
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  * - <30%: Hobbled (-60% speed, cannot run)
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  *
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- * @public
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  * @category Body Part System
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  */
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  var MOVEMENT_PENALTY_CONSTANTS = {
@@ -1 +1 @@
1
- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAO;;CAEP,SAAA,UAAO;;CAEP,SAAA,iBAAc;;CAEd,SAAA,iBAAc;;CAEd,SAAA,cAAW;;CAEX,SAAA,eAAY;;CAEZ,SAAA,cAAW;;CAEX,SAAA,eAAY;;KACb;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAS;;CAET,eAAA,aAAU;;CAEV,eAAA,iBAAc;;CAEd,eAAA,aAAU;;KACX;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}
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+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;AA8CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAO;;CAEP,SAAA,UAAO;;CAEP,SAAA,iBAAc;;CAEd,SAAA,iBAAc;;CAEd,SAAA,cAAW;;CAEX,SAAA,eAAY;;CAEZ,SAAA,cAAW;;CAEX,SAAA,eAAY;;KACb;;;;;;AAuOD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;AAeD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;AAYD,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAS;;CAET,eAAA,aAAU;;CAEV,eAAA,iBAAc;;CAEd,eAAA,aAAU;;KACX;;;;;;;;;;;;;;AAmED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}
@@ -43,7 +43,6 @@ import { PlayerState } from "../player";
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  * Progressive levels of respiratory impairment from torso strikes.
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  * Higher levels stack duration and increase stamina regeneration penalties.
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  *
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- * @public
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  * @category Combat Systems
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  * @korean 호흡곤란수준
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  */
@@ -80,7 +79,6 @@ export declare enum BreathingDisruptionLevel {
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  * Tracks active breathing difficulty with Korean-English terminology.
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  * Integrates with the status effect system for consistent duration tracking.
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  *
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- * @public
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  * @category Combat Systems
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  * @korean 호흡곤란효과
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  */
@@ -102,7 +100,6 @@ export interface BreathingDisruptionEffect extends StatusEffect {
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  * Manages breathing disruption effects from torso targeting.
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  * Integrates with vital point system and stamina regeneration.
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  *
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- * @public
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  * @category Combat Systems
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  */
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  export declare class BreathingDisruptionSystem {
@@ -1 +1 @@
1
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@@ -43,7 +43,6 @@ import { EffectIntensity } from "../effects.js";
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  * Progressive levels of respiratory impairment from torso strikes.
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  * Higher levels stack duration and increase stamina regeneration penalties.
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  *
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- * @public
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  * @category Combat Systems
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  * @korean 호흡곤란수준
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  */
@@ -125,7 +124,6 @@ var BREATHING_DISRUPTION_CONFIGS = {
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  * Manages breathing disruption effects from torso targeting.
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  * Integrates with vital point system and stamina regeneration.
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  *
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- * @public
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  * @category Combat Systems
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  */
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  var BreathingDisruptionSystem = class {
@@ -1 +1 @@
1
- {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @public\n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? 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+ {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Check if breathing disruption is active.\n * \n * @param player - Current player state\n * @returns True if player has active breathing disruption\n */\n static isActive(player: PlayerState): boolean {\n return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAY,2BAAL,yBAAA,0BAAA;;CAEL,yBAAA,UAAO;;;;;;;CAQP,yBAAA,YAAS;;;;;;;CAQT,yBAAA,aAAU;;;;;;;CAQV,yBAAA,qBAAkB;;KACnB;;;;;;;AA+CD,IAAM,+BAGF;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;CACF;;;;;;;;;;;AAYD,IAAa,4BAAb,MAAuC;;;;;;;;;;;;;;;;;;;;;CAqBrC,OAAO,aACL,OACA,QACA,WAC2B;EAC3B,MAAM,SAAS,6BAA6B;EAE5C,OAAO;GACL,IAAI,wBAAwB,MAAM,GAAG;GACrC,MAAM,qBAAqB;GAC3B;GACA,WAAW,KAAK,iBAAiB,MAAM;GACvC,UAAU,OAAO;GACjB,wBAAwB,OAAO;GAC/B,aAAa,OAAO;GACpB,WAAW;GACX;GACA,WAAW;GACX,SAAS,YAAY,OAAO;GAC7B;;;;;;;;;;CAWH,OAAe,iBACb,OACiB;EACjB,QAAQ,OAAR;GACE,KAAK,yBAAyB,QAC5B,OAAO,gBAAgB;GACzB,KAAK,yBAAyB,SAC5B,OAAO,gBAAgB;GACzB,KAAK,yBAAyB,iBAC5B,OAAO,gBAAgB;GACzB,SACE,OAAO,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;;;;CA2B7B,OAAO,yBACL,QACA,eAC0B;EAE1B,IAAI,eACF,OAAO,yBAAyB;EAIlC,IAAI,UAAU,IACZ,OAAO,yBAAyB;OAC3B,IAAI,UAAU,IACnB,OAAO,yBAAyB;EAGlC,OAAO,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+BlC,OAAO,YACL,gBACA,UACA,QACA,WAC2B;EAC3B,MAAM,YAAY,6BAA6B;EAG/C,MAAM,iBAAiB,KAAK,eAAe,eAAe,OAAO,SAAS;EAC1E,MAAM,kBAAkB,6BAA6B;EAKrD,MAAM,gBAFgB,KAAK,IAAI,GAAG,eAAe,UAAU,UAErC,GADC,KAAK,MAAM,UAAU,WAAW,GACjB;EAEtC,OAAO;GACL,GAAG;GACH,OAAO;GACP,WAAW,KAAK,iBAAiB,eAAe;GAChD,UAAU;GACV,wBAAwB,gBAAgB;GACxC,aAAa,gBAAgB;GAC7B,QAAQ,GAAG,eAAe,OAAO,IAAI;GACrC,SAAS,YAAY;GACtB;;;;;;;;;CAUH,OAAe,eACb,QACA,QACkE;EAClE,MAAM,WAAW;IACd,yBAAyB,OAAO;IAChC,yBAAyB,SAAS;IAClC,yBAAyB,UAAU;IACnC,yBAAyB,kBAAkB;GAC7C;EAKD,OAHe,SAAS,UAAU,SAAS,UAAU,SAAS;;;;;;;;;;;;CAgBhE,OAAO,gBACL,QACuC;EACvC,OAAO,OAAO,cAAc,MACzB,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,UACX,4BAA4B,OAC/B;;;;;;;;;;;;;;;;;;;;;;;;;CA0BH,OAAO,sBACL,QACA,eACQ;EACR,MAAM,eAAe,KAAK,gBAAgB,OAAO;EAEjD,IAAI,CAAC,cACH,OAAO;EAGT,OAAO,gBAAgB,aAAa;;;;;;;;;;;;;CActC,OAAO,WAAW,QAA8B;EAE9C,IAAI,CAAC,OAAO,gBAEV,OAAO,OAAO,SAAS,OAAO,YAAY;EAc5C,SAVyB,OAAO,eAAe,cAAc,MACpC,OAAO,eAAe,cAAc,MACE,OAEnC,OAAO,mBAAmB,cAAc,QACxC,OAAO,mBAAmB,cAAc,QACI,KAI5C;;;;;;;;;;;;;;;;;;;;;;;;CAyB9B,OAAO,qBACL,QACA,WACA,WACuC;EAGvC,MAAM,eAAe,YAAY;EAEjC,MAAM,aAAa,OAAO,UAAU;EAGpC,IAAI,cAAc,WAChB;EAGF,OAAO;GACL,GAAG;GACH,SAAS;GACT,UAAU,aAAa,OAAO;GAC/B;;;;;;;;;;;;CAaH,OAAO,gBAAgB,QAA+C;EAEpE,OADqB,KAAK,gBAAgB,OACnC,EAAc,SAAS,yBAAyB;;;;;;;;CASzD,OAAO,SAAS,QAA8B;EAC5C,OAAO,KAAK,gBAAgB,OAAO,KAAK,yBAAyB"}
@@ -144,7 +144,6 @@ interface BalanceEffects {
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  * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);
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  * ```
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  export declare class BalanceSystem {
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  * );
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  * ```
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  disruptBalance(player: BalancePlayerState, impact: number, region?: BodyRegion, currentTime?: number): BalancePlayerState;
@@ -229,7 +227,6 @@ export declare class BalanceSystem {
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  * player = system.applyRecovery(player, 16); // ~60fps
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  * ```
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  applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState;
@@ -239,7 +236,6 @@ export declare class BalanceSystem {
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  * @param balance - Balance value (0-100)
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  * @returns Current balance level
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  *
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  getBalanceLevel(balance: number): BalanceLevel;
@@ -249,7 +245,6 @@ export declare class BalanceSystem {
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  * @param level - Balance level
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  * @returns Effects applied at that level
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  getEffects(level: BalanceLevel): BalanceEffects;
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  * @param player - Current player state
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  * @returns Modified player state with balance effects
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  *
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  */
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  applyEffects(player: PlayerState): PlayerState;
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  * @param player - Current player state
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  * @returns True if off-balance or falling
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  *
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  */
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  isVulnerable(player: PlayerState): boolean;
@@ -281,7 +274,6 @@ export declare class BalanceSystem {
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  * @param player - Current player state
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  * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)
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  *
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- * @public
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  * @korean 취약성배율
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  */
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  getVulnerabilityMultiplier(player: PlayerState): number;
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  * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random
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  * @returns True if knockdown should occur
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  * @korean 넘어짐확인
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  */
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  shouldKnockdown(player: PlayerState, randomFn?: () => number): boolean;
@@ -302,7 +293,6 @@ export declare class BalanceSystem {
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  * @param level - Balance level
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  * @returns Korean and English level names
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  *
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  * @korean 균형이름
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  */
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  getLevelName(level: BalanceLevel): {
@@ -315,7 +305,6 @@ export declare class BalanceSystem {
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  * @param level - Balance level
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  * @returns Hex color code
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  *
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  * @korean 균형색상
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  */
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  getLevelColor(level: BalanceLevel): number;
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  * }
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  * ```
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  *
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  * @korean 낙법발동확인
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  */
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  shouldTriggerFall(player: PlayerState): boolean;
@@ -381,7 +369,6 @@ export declare class BalanceSystem {
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  * // Returns: 'side_right' (swept to the side)
382
370
  * ```
383
371
  *
384
- * @public
385
372
  * @korean 낙법유형결정
386
373
  */
387
374
  determineFallType(_player: PlayerState, attackAngle: number, attackHeight?: "high" | "mid" | "low"): FallType;
@@ -403,7 +390,6 @@ export declare class BalanceSystem {
403
390
  * // Returns: 'forward' (Heaven stance has forward bias)
404
391
  * ```
405
392
  *
406
- * @public
407
393
  * @korean 자세낙법결정
408
394
  */
409
395
  determineFallTypeFromStance(stance: TrigramStance): FallType;
@@ -425,7 +411,6 @@ export declare class BalanceSystem {
425
411
  * // Returns: false
426
412
  * ```
427
413
  *
428
- * @public
429
414
  * @korean 지면상태확인
430
415
  */
431
416
  isGrounded(animationState: string): boolean;
@@ -447,7 +432,6 @@ export declare class BalanceSystem {
447
432
  * // Returns: null
448
433
  * ```
449
434
  *
450
- * @public
451
435
  * @korean 지면자세가져오기
452
436
  */
453
437
  getGroundState(animationState: string): GroundState | null;
@@ -472,7 +456,6 @@ export declare class BalanceSystem {
472
456
  * // Returns: true (no stamina requirement)
473
457
  * ```
474
458
  *
475
- * @public
476
459
  * @korean 회복가능확인
477
460
  */
478
461
  canRecoverWithType(player: PlayerState, recoveryType: RecoveryAnimationType): boolean;
@@ -493,7 +476,6 @@ export declare class BalanceSystem {
493
476
  * // recovered.stamina = player.stamina - 20
494
477
  * ```
495
478
  *
496
- * @public
497
479
  * @korean 회복비용적용
498
480
  */
499
481
  applyRecoveryCost(player: PlayerState, recoveryType: RecoveryAnimationType): PlayerState;
@@ -518,7 +500,6 @@ export declare class BalanceSystem {
518
500
  * // Returns: 1.0 (full damage)
519
501
  * ```
520
502
  *
521
- * @public
522
503
  * @korean 회복피해배율
523
504
  */
524
505
  getRecoveryDamageMultiplier(recoveryType: RecoveryAnimationType, currentFrame: number): number;
@@ -545,7 +526,6 @@ export declare class BalanceSystem {
545
526
  * // transitioning.transitionState.vulnerabilityMultiplier = 1.5
546
527
  * ```
547
528
  *
548
- * @public
549
529
  * @korean 자세전환시작
550
530
  */
551
531
  startStanceTransition(player: BalancePlayerState, newStance: TrigramStance, currentTime: number): BalancePlayerState;
@@ -565,7 +545,6 @@ export declare class BalanceSystem {
565
545
  * player = balanceSystem.updateTransition(player, Date.now());
566
546
  * ```
567
547
  *
568
- * @public
569
548
  * @korean 전환상태갱신
570
549
  */
571
550
  updateTransition(player: BalancePlayerState, currentTime: number): BalancePlayerState;
@@ -592,7 +571,6 @@ export declare class BalanceSystem {
592
571
  * const effectiveBalance = player.balance * modifier;
593
572
  * ```
594
573
  *
595
- * @public
596
574
  * @korean 균형조정계수계산
597
575
  */
598
576
  calculateBalanceModifier(player: BalancePlayerState): number;
@@ -614,7 +592,6 @@ export declare class BalanceSystem {
614
592
  * const effectiveKnockback = baseKnockback * (1.0 / resistance);
615
593
  * ```
616
594
  *
617
- * @public
618
595
  * @korean 넉백저항계산
619
596
  */
620
597
  getKnockbackResistance(stance: TrigramStance): number;
@@ -638,7 +615,6 @@ export declare class BalanceSystem {
638
615
  * }
639
616
  * ```
640
617
  *
641
- * @public
642
618
  * @korean 급속변경벌칙확인
643
619
  */
644
620
  isRapidChangePenaltyActive(player: BalancePlayerState, currentTime: number): boolean;
@@ -658,7 +634,6 @@ export declare class BalanceSystem {
658
634
  * const finalDamage = baseDamage * multiplier;
659
635
  * ```
660
636
  *
661
- * @public
662
637
  * @korean 총취약성배율
663
638
  */
664
639
  getTotalVulnerabilityMultiplier(player: BalancePlayerState): number;
@@ -1 +1 @@
1
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