blacktrigram 0.7.44 → 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 (746) 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/index.d.ts.map +1 -1
  6. package/lib/audio/index.js.map +1 -1
  7. package/lib/audio/types.d.ts +18 -2
  8. package/lib/audio/types.d.ts.map +1 -1
  9. package/lib/audio/types.js +1 -0
  10. package/lib/audio/types.js.map +1 -1
  11. package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
  12. package/lib/components/index.d.ts.map +1 -1
  13. package/lib/components/index.js.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
  18. package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
  28. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
  30. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
  32. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
  33. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  34. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
  35. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  36. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
  37. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
  38. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
  39. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
  40. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
  41. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  42. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
  43. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
  44. package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  46. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
  47. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  48. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
  49. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  50. package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
  51. package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
  52. package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
  53. package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
  54. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  55. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
  56. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  57. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
  58. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
  60. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  61. package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
  62. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  63. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
  64. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  65. package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
  66. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  67. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  68. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  69. package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
  70. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  71. package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
  72. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  73. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
  74. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  75. package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
  76. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  77. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
  78. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
  79. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
  80. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  81. package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
  82. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  83. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
  84. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
  85. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
  86. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  87. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  88. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  89. package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
  90. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  91. package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
  92. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  93. package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
  94. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  95. package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
  96. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  97. package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
  98. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  99. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  100. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  101. package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
  102. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  103. package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
  104. package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
  105. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  106. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  107. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
  108. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  109. package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
  110. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  111. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
  112. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  113. package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
  114. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  115. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  116. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  117. package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
  118. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  119. package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
  120. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  121. package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
  122. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  123. package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
  124. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  125. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
  126. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  127. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
  128. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  129. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
  130. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  131. package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
  132. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  133. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
  134. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  135. package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
  136. package/lib/components/screens/endscreen/index.d.ts.map +1 -1
  137. package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
  138. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  139. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  140. package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
  141. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  142. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
  143. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  144. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
  145. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  146. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  147. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  148. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  149. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  150. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  151. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  152. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
  153. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  154. package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
  155. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  156. package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
  157. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  158. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
  159. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
  160. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
  161. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
  162. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
  163. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
  164. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
  165. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
  166. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
  167. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  168. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
  169. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
  170. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
  171. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
  172. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  173. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  174. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
  175. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  176. package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
  177. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  178. package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
  179. package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
  180. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  181. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
  182. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  183. package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
  184. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  185. package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
  186. package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
  187. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
  188. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  189. package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
  190. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  191. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
  192. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  193. package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
  194. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
  195. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  196. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
  197. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  198. package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
  199. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  200. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
  201. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  202. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  203. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  204. package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
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  206. package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
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  208. package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
  209. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  210. package/lib/components/screens/training/components/index.d.ts.map +1 -1
  211. package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
  212. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  213. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  214. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  215. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  216. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  217. package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
  218. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  219. package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
  220. package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
  221. package/lib/components/shared/base/BaseButton.js.map +1 -1
  222. package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
  223. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  224. package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
  225. package/lib/components/shared/base/BasePanel.js.map +1 -1
  226. package/lib/components/shared/base/BaseText.d.ts.map +1 -1
  227. package/lib/components/shared/base/BaseText.js.map +1 -1
  228. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  229. package/lib/components/shared/base/index.d.ts.map +1 -1
  230. package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
  231. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  232. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
  233. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  234. package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
  235. package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
  236. package/lib/components/shared/mobile/ActionButtons.js +0 -1
  237. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  238. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
  239. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
  240. package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
  241. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  242. package/lib/components/shared/mobile/HapticController.d.ts +0 -13
  243. package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
  244. package/lib/components/shared/mobile/HapticController.js +0 -10
  245. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  246. package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
  247. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  248. package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
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@@ -18,7 +18,6 @@ import { InjuryTracker } from "./InjuryTracker";
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  *
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  * **Korean**: 전투 피해 이벤트 데이터
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  *
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- * @public
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  */
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  export interface CombatDamageEvent {
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  /** Damage amount (0-100) */
@@ -35,7 +34,6 @@ export interface CombatDamageEvent {
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  /**
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  * Configuration for combat injury integration.
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  *
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  */
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  export interface CombatInjuryConfig {
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  /** Enable automatic injury tracking */
@@ -56,7 +54,6 @@ export interface CombatInjuryConfig {
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  * Note: A valid `tracker` must still be supplied by the caller.
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  * This provides defaults for other configuration values only.
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  *
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  */
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  export declare const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'>;
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  /**
@@ -90,7 +87,6 @@ export declare const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tra
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  * const injuries = handler.getInjuries();
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  * ```
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  *
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- * @public
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  */
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  export declare class CombatInjuryIntegration {
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  private tracker;
@@ -107,7 +103,6 @@ export declare class CombatInjuryIntegration {
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  * @param event - Combat damage event
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  * @returns Whether injury was recorded (false if damage too low)
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  *
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  */
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  recordCombatDamage(event: CombatDamageEvent): boolean;
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  /**
@@ -118,7 +113,6 @@ export declare class CombatInjuryIntegration {
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  * @param damage - Damage amount
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  *
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  */
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  shouldShowBloodEffect(damage: number): boolean;
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  /**
@@ -139,7 +133,6 @@ export declare class CombatInjuryIntegration {
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  *
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  * @returns Array of injuries
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  *
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  */
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  getInjuries(): import("./InjuryTracker").InjuryLocation[];
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  /**
@@ -147,7 +140,6 @@ export declare class CombatInjuryIntegration {
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  *
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  * @returns InjuryTracker instance
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  *
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  */
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  getTracker(): InjuryTracker;
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  /**
@@ -155,7 +147,6 @@ export declare class CombatInjuryIntegration {
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  *
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  * **Korean**: 모든 부상 초기화
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  *
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- * @public
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  */
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  clearInjuries(): void;
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  /**
@@ -163,7 +154,6 @@ export declare class CombatInjuryIntegration {
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  *
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  * **Korean**: 만료된 부상 제거
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  *
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- * @public
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  */
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  removeExpiredInjuries(): void;
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  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"CombatInjuryIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/CombatInjuryIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAC/B,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAC5D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAOhD;;;;;GAKG;AACH,MAAM,WAAW,iBAAiB;IAChC,4BAA4B;IAC5B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,sBAAsB;IACtB,QAAQ,CAAC,UAAU,EAAE,UAAU,CAAC;IAChC,kBAAkB;IAClB,QAAQ,CAAC,UAAU,CAAC,EAAE,UAAU,CAAC;IACjC,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,CAAC,EAAE,KAAK,CAAC,OAAO,CAAC;IAClC,qCAAqC;IACrC,QAAQ,CAAC,UAAU,CAAC,EAAE,OAAO,CAAC;CAC/B;AAED;;;GAGG;AACH,MAAM,WAAW,kBAAkB;IACjC,uCAAuC;IACvC,QAAQ,CAAC,OAAO,EAAE,OAAO,CAAC;IAC1B,sCAAsC;IACtC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,yCAAyC;IACzC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC;;;OAGG;IACH,QAAQ,CAAC,OAAO,EAAE,aAAa,CAAC;CACjC;AAED;;;;;;GAMG;AACH,eAAO,MAAM,4BAA4B,EAAE,IAAI,CAAC,kBAAkB,EAAE,SAAS,CAInE,CAAC;AAEX;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,qBAAa,uBAAuB;IAClC,OAAO,CAAC,OAAO,CAAgB;IAC/B,OAAO,CAAC,MAAM,CAAqB;gBAEvB,MAAM,EAAE,kBAAkB;IAMtC;;;;;;;;;;;OAWG;IACH,kBAAkB,CAAC,KAAK,EAAE,iBAAiB,GAAG,OAAO;IAgCrD;;;;;;;;OAQG;IACH,qBAAqB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAI9C;;;;;;;;;OASG;IACH,OAAO,CAAC,uBAAuB;IA0B/B;;;;;;;OAOG;IACH,WAAW;IAIX;;;;;OAKG;IACH,UAAU,IAAI,aAAa;IAI3B;;;;;OAKG;IACH,aAAa,IAAI,IAAI;IAIrB;;;;;OAKG;IACH,qBAAqB,IAAI,IAAI;CAG9B"}
@@ -8,7 +8,6 @@ import { getInjuryPositionWithOffset, mapBodyRegionToBodyPart } from "./BodyPart
8
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  * Note: A valid `tracker` must still be supplied by the caller.
9
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  * This provides defaults for other configuration values only.
10
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  *
11
- * @public
12
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  */
13
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  var DEFAULT_COMBAT_INJURY_CONFIG = {
14
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  enabled: true,
@@ -46,7 +45,6 @@ var DEFAULT_COMBAT_INJURY_CONFIG = {
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  * const injuries = handler.getInjuries();
47
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  * ```
48
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  *
49
- * @public
50
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  */
51
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  var CombatInjuryIntegration = class {
52
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  tracker;
@@ -66,7 +64,6 @@ var CombatInjuryIntegration = class {
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  * @param event - Combat damage event
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  * @returns Whether injury was recorded (false if damage too low)
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  *
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- * @public
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  */
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  recordCombatDamage(event) {
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  if (!this.config.enabled) return false;
@@ -84,7 +81,6 @@ var CombatInjuryIntegration = class {
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  * @param damage - Damage amount
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  * @returns Whether to show blood effects
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  *
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- * @public
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  */
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  shouldShowBloodEffect(damage) {
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  return damage > this.config.bloodThreshold;
@@ -119,7 +115,6 @@ var CombatInjuryIntegration = class {
119
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  *
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  * @returns Array of injuries
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  *
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- * @public
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  */
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  getInjuries() {
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  return this.tracker.getInjuries();
@@ -129,7 +124,6 @@ var CombatInjuryIntegration = class {
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  *
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  * @returns InjuryTracker instance
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  *
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- * @public
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  */
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  getTracker() {
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  return this.tracker;
@@ -139,7 +133,6 @@ var CombatInjuryIntegration = class {
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  *
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  * **Korean**: 모든 부상 초기화
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  *
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- * @public
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  */
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  clearInjuries() {
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  this.tracker.clearInjuries();
@@ -149,7 +142,6 @@ var CombatInjuryIntegration = class {
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  *
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  * **Korean**: 만료된 부상 제거
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  *
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- * @public
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  */
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  removeExpiredInjuries() {
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  this.tracker.removeExpiredInjuries();
@@ -1 +1 @@
1
- {"version":3,"file":"CombatInjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/CombatInjuryIntegration.ts"],"sourcesContent":["/**\n * Combat Injury Integration\n * \n * **Korean**: 전투 부상 통합\n * \n * Integrates InjuryTracker with combat damage events to automatically\n * record injuries and trigger visual trauma effects during combat.\n * \n * @module systems/bodypart/CombatInjuryIntegration\n * @category Body Part System\n * @korean 전투부상통합\n */\n\nimport * as THREE from \"three\";\nimport { BodyRegion, DamageType } from \"../../types/common\";\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport {\n getInjuryPositionWithOffset,\n mapBodyRegionToBodyPart,\n} from \"./BodyPartPositionMapping\";\nimport { InjuryType } from \"../../types/injury\";\n\n/**\n * Combat damage event data.\n * \n * **Korean**: 전투 피해 이벤트 데이터\n * \n * @public\n */\nexport interface CombatDamageEvent {\n /** Damage amount (0-100) */\n readonly damage: number;\n /** Body region hit */\n readonly bodyRegion: BodyRegion;\n /** Damage type */\n readonly damageType?: DamageType;\n /** Optional specific position override */\n readonly position?: THREE.Vector3;\n /** Whether this is a critical hit */\n readonly isCritical?: boolean;\n}\n\n/**\n * Configuration for combat injury integration.\n * \n * @public\n */\nexport interface CombatInjuryConfig {\n /** Enable automatic injury tracking */\n readonly enabled: boolean;\n /** Minimum damage to create injury */\n readonly minDamage: number;\n /** Damage threshold for blood effects */\n readonly bloodThreshold: number;\n /** \n * InjuryTracker instance to use for this integration.\n * Must be explicitly provided per character; singleton usage is no longer supported.\n */\n readonly tracker: InjuryTracker;\n}\n\n/**\n * Default combat injury configuration.\n * \n * Note: A valid `tracker` must still be supplied by the caller.\n * This provides defaults for other configuration values only.\n * \n * @public\n */\nexport const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'> = {\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n} as const;\n\n/**\n * Combat Injury Integration Handler.\n * \n * **Korean**: 전투 부상 통합 핸들러\n * \n * Processes combat damage events and records injuries for visualization.\n * Automatically maps damage types to injury types and applies blood effects.\n * \n * @example\n * ```typescript\n * // Recommended: Use PlayerInjuryTrackingManager for per-player tracking\n * import { playerInjuryManager } from '@/systems/bodypart';\n * const integration = playerInjuryManager.getIntegrationForPlayer('player-1');\n * \n * // Or create with explicit tracker for testing/custom scenarios\n * const handler = new CombatInjuryIntegration({\n * ...DEFAULT_COMBAT_INJURY_CONFIG,\n * tracker: new InjuryTracker(),\n * });\n * \n * // Record combat damage\n * handler.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Get injuries for visualization\n * const injuries = handler.getInjuries();\n * ```\n * \n * @public\n */\nexport class CombatInjuryIntegration {\n private tracker: InjuryTracker;\n private config: CombatInjuryConfig;\n\n constructor(config: CombatInjuryConfig) {\n this.config = config;\n // Tracker is now required in CombatInjuryConfig interface\n this.tracker = config.tracker;\n }\n\n /**\n * Record injury from combat damage event.\n * \n * **Korean**: 전투 피해로부터 부상 기록\n * \n * Automatically determines injury type from damage type and applies\n * appropriate visual effects.\n * \n * @param event - Combat damage event\n * @returns Whether injury was recorded (false if damage too low)\n * \n * @public\n */\n recordCombatDamage(event: CombatDamageEvent): boolean {\n if (!this.config.enabled) {\n return false;\n }\n\n if (event.damage < this.config.minDamage) {\n return false;\n }\n\n // Determine injury type from damage type\n const injuryType = this.getInjuryTypeFromDamage(event.damageType);\n\n // Get position for injury\n const position =\n event.position ?? getInjuryPositionWithOffset(event.bodyRegion, 0.15);\n\n // Map body region to body part\n const bodyPart = mapBodyRegionToBodyPart(event.bodyRegion);\n\n // Record injury\n const recordedInjury = this.tracker.recordInjury(\n bodyPart,\n event.bodyRegion,\n position,\n event.damage,\n injuryType\n );\n\n // Return true only if the injury was actually recorded\n return recordedInjury !== null;\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n * @public\n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodThreshold;\n }\n\n /**\n * Get injury type from damage type.\n * \n * **Korean**: 피해 타입으로부터 부상 타입 가져오기\n * \n * @param damageType - Type of damage dealt\n * @returns Corresponding injury type for visualization\n * \n * @private\n */\n private getInjuryTypeFromDamage(damageType?: DamageType): InjuryType {\n if (!damageType) {\n return InjuryType.BRUISE; // Default to bruise\n }\n\n switch (damageType) {\n case DamageType.BLUNT:\n case DamageType.IMPACT:\n case DamageType.CRUSHING:\n return InjuryType.BRUISE;\n\n case DamageType.PIERCING:\n case DamageType.SHARP:\n return InjuryType.CUT;\n\n case DamageType.SLASHING:\n return InjuryType.LACERATION;\n\n case DamageType.JOINT:\n return InjuryType.FRACTURE;\n\n default:\n return InjuryType.BRUISE;\n }\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 추적된 부상 가져오기\n * \n * @returns Array of injuries\n * \n * @public\n */\n getInjuries() {\n return this.tracker.getInjuries();\n }\n\n /**\n * Get tracker instance.\n * \n * @returns InjuryTracker instance\n * \n * @public\n */\n getTracker(): InjuryTracker {\n return this.tracker;\n }\n\n /**\n * Clear all injuries (for new round/match).\n * \n * **Korean**: 모든 부상 초기화\n * \n * @public\n */\n clearInjuries(): void {\n this.tracker.clearInjuries();\n }\n\n /**\n * Remove expired injuries.\n * \n * **Korean**: 만료된 부상 제거\n * \n * @public\n */\n removeExpiredInjuries(): void {\n this.tracker.removeExpiredInjuries();\n }\n}\n"],"mappings":";;;;;;;;;;;;AAqEA,IAAa,+BAAoE;CAC/E,SAAS;CACT,WAAW;CACX,gBAAgB;CACjB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCD,IAAa,0BAAb,MAAqC;CACnC;CACA;CAEA,YAAY,QAA4B;EACtC,KAAK,SAAS;EAEd,KAAK,UAAU,OAAO;;;;;;;;;;;;;;;CAgBxB,mBAAmB,OAAmC;EACpD,IAAI,CAAC,KAAK,OAAO,SACf,OAAO;EAGT,IAAI,MAAM,SAAS,KAAK,OAAO,WAC7B,OAAO;EAIT,MAAM,aAAa,KAAK,wBAAwB,MAAM,WAAW;EAGjE,MAAM,WACJ,MAAM,YAAY,4BAA4B,MAAM,YAAY,IAAK;EAGvE,MAAM,WAAW,wBAAwB,MAAM,WAAW;EAY1D,OATuB,KAAK,QAAQ,aAClC,UACA,MAAM,YACN,UACA,MAAM,QACN,WAIK,KAAmB;;;;;;;;;;;;CAa5B,sBAAsB,QAAyB;EAC7C,OAAO,SAAS,KAAK,OAAO;;;;;;;;;;;;CAa9B,wBAAgC,YAAqC;EACnE,IAAI,CAAC,YACH,OAAO,WAAW;EAGpB,QAAQ,YAAR;GACE,KAAK,WAAW;GAChB,KAAK,WAAW;GAChB,KAAK,WAAW,UACd,OAAO,WAAW;GAEpB,KAAK,WAAW;GAChB,KAAK,WAAW,OACd,OAAO,WAAW;GAEpB,KAAK,WAAW,UACd,OAAO,WAAW;GAEpB,KAAK,WAAW,OACd,OAAO,WAAW;GAEpB,SACE,OAAO,WAAW;;;;;;;;;;;;CAaxB,cAAc;EACZ,OAAO,KAAK,QAAQ,aAAa;;;;;;;;;CAUnC,aAA4B;EAC1B,OAAO,KAAK;;;;;;;;;CAUd,gBAAsB;EACpB,KAAK,QAAQ,eAAe;;;;;;;;;CAU9B,wBAA8B;EAC5B,KAAK,QAAQ,uBAAuB"}
1
+ {"version":3,"file":"CombatInjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/CombatInjuryIntegration.ts"],"sourcesContent":["/**\n * Combat Injury Integration\n * \n * **Korean**: 전투 부상 통합\n * \n * Integrates InjuryTracker with combat damage events to automatically\n * record injuries and trigger visual trauma effects during combat.\n * \n * @module systems/bodypart/CombatInjuryIntegration\n * @category Body Part System\n * @korean 전투부상통합\n */\n\nimport * as THREE from \"three\";\nimport { BodyRegion, DamageType } from \"../../types/common\";\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport {\n getInjuryPositionWithOffset,\n mapBodyRegionToBodyPart,\n} from \"./BodyPartPositionMapping\";\nimport { InjuryType } from \"../../types/injury\";\n\n/**\n * Combat damage event data.\n * \n * **Korean**: 전투 피해 이벤트 데이터\n * \n */\nexport interface CombatDamageEvent {\n /** Damage amount (0-100) */\n readonly damage: number;\n /** Body region hit */\n readonly bodyRegion: BodyRegion;\n /** Damage type */\n readonly damageType?: DamageType;\n /** Optional specific position override */\n readonly position?: THREE.Vector3;\n /** Whether this is a critical hit */\n readonly isCritical?: boolean;\n}\n\n/**\n * Configuration for combat injury integration.\n * \n */\nexport interface CombatInjuryConfig {\n /** Enable automatic injury tracking */\n readonly enabled: boolean;\n /** Minimum damage to create injury */\n readonly minDamage: number;\n /** Damage threshold for blood effects */\n readonly bloodThreshold: number;\n /** \n * InjuryTracker instance to use for this integration.\n * Must be explicitly provided per character; singleton usage is no longer supported.\n */\n readonly tracker: InjuryTracker;\n}\n\n/**\n * Default combat injury configuration.\n * \n * Note: A valid `tracker` must still be supplied by the caller.\n * This provides defaults for other configuration values only.\n * \n */\nexport const DEFAULT_COMBAT_INJURY_CONFIG: Omit<CombatInjuryConfig, 'tracker'> = {\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n} as const;\n\n/**\n * Combat Injury Integration Handler.\n * \n * **Korean**: 전투 부상 통합 핸들러\n * \n * Processes combat damage events and records injuries for visualization.\n * Automatically maps damage types to injury types and applies blood effects.\n * \n * @example\n * ```typescript\n * // Recommended: Use PlayerInjuryTrackingManager for per-player tracking\n * import { playerInjuryManager } from '@/systems/bodypart';\n * const integration = playerInjuryManager.getIntegrationForPlayer('player-1');\n * \n * // Or create with explicit tracker for testing/custom scenarios\n * const handler = new CombatInjuryIntegration({\n * ...DEFAULT_COMBAT_INJURY_CONFIG,\n * tracker: new InjuryTracker(),\n * });\n * \n * // Record combat damage\n * handler.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Get injuries for visualization\n * const injuries = handler.getInjuries();\n * ```\n * \n */\nexport class CombatInjuryIntegration {\n private tracker: InjuryTracker;\n private config: CombatInjuryConfig;\n\n constructor(config: CombatInjuryConfig) {\n this.config = config;\n // Tracker is now required in CombatInjuryConfig interface\n this.tracker = config.tracker;\n }\n\n /**\n * Record injury from combat damage event.\n * \n * **Korean**: 전투 피해로부터 부상 기록\n * \n * Automatically determines injury type from damage type and applies\n * appropriate visual effects.\n * \n * @param event - Combat damage event\n * @returns Whether injury was recorded (false if damage too low)\n * \n */\n recordCombatDamage(event: CombatDamageEvent): boolean {\n if (!this.config.enabled) {\n return false;\n }\n\n if (event.damage < this.config.minDamage) {\n return false;\n }\n\n // Determine injury type from damage type\n const injuryType = this.getInjuryTypeFromDamage(event.damageType);\n\n // Get position for injury\n const position =\n event.position ?? getInjuryPositionWithOffset(event.bodyRegion, 0.15);\n\n // Map body region to body part\n const bodyPart = mapBodyRegionToBodyPart(event.bodyRegion);\n\n // Record injury\n const recordedInjury = this.tracker.recordInjury(\n bodyPart,\n event.bodyRegion,\n position,\n event.damage,\n injuryType\n );\n\n // Return true only if the injury was actually recorded\n return recordedInjury !== null;\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 피해가 출혈 효과를 발생시켜야 하는지 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodThreshold;\n }\n\n /**\n * Get injury type from damage type.\n * \n * **Korean**: 피해 타입으로부터 부상 타입 가져오기\n * \n * @param damageType - Type of damage dealt\n * @returns Corresponding injury type for visualization\n * \n * @private\n */\n private getInjuryTypeFromDamage(damageType?: DamageType): InjuryType {\n if (!damageType) {\n return InjuryType.BRUISE; // Default to bruise\n }\n\n switch (damageType) {\n case DamageType.BLUNT:\n case DamageType.IMPACT:\n case DamageType.CRUSHING:\n return InjuryType.BRUISE;\n\n case DamageType.PIERCING:\n case DamageType.SHARP:\n return InjuryType.CUT;\n\n case DamageType.SLASHING:\n return InjuryType.LACERATION;\n\n case DamageType.JOINT:\n return InjuryType.FRACTURE;\n\n default:\n return InjuryType.BRUISE;\n }\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 추적된 부상 가져오기\n * \n * @returns Array of injuries\n * \n */\n getInjuries() {\n return this.tracker.getInjuries();\n }\n\n /**\n * Get tracker instance.\n * \n * @returns InjuryTracker instance\n * \n */\n getTracker(): InjuryTracker {\n return this.tracker;\n }\n\n /**\n * Clear all injuries (for new round/match).\n * \n * **Korean**: 모든 부상 초기화\n * \n */\n clearInjuries(): void {\n this.tracker.clearInjuries();\n }\n\n /**\n * Remove expired injuries.\n * \n * **Korean**: 만료된 부상 제거\n * \n */\n removeExpiredInjuries(): void {\n this.tracker.removeExpiredInjuries();\n }\n}\n"],"mappings":";;;;;;;;;;;AAkEA,IAAa,+BAAoE;CAC/E,SAAS;CACT,WAAW;CACX,gBAAgB;CACjB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkCD,IAAa,0BAAb,MAAqC;CACnC;CACA;CAEA,YAAY,QAA4B;EACtC,KAAK,SAAS;EAEd,KAAK,UAAU,OAAO;;;;;;;;;;;;;;CAexB,mBAAmB,OAAmC;EACpD,IAAI,CAAC,KAAK,OAAO,SACf,OAAO;EAGT,IAAI,MAAM,SAAS,KAAK,OAAO,WAC7B,OAAO;EAIT,MAAM,aAAa,KAAK,wBAAwB,MAAM,WAAW;EAGjE,MAAM,WACJ,MAAM,YAAY,4BAA4B,MAAM,YAAY,IAAK;EAGvE,MAAM,WAAW,wBAAwB,MAAM,WAAW;EAY1D,OATuB,KAAK,QAAQ,aAClC,UACA,MAAM,YACN,UACA,MAAM,QACN,WAIK,KAAmB;;;;;;;;;;;CAY5B,sBAAsB,QAAyB;EAC7C,OAAO,SAAS,KAAK,OAAO;;;;;;;;;;;;CAa9B,wBAAgC,YAAqC;EACnE,IAAI,CAAC,YACH,OAAO,WAAW;EAGpB,QAAQ,YAAR;GACE,KAAK,WAAW;GAChB,KAAK,WAAW;GAChB,KAAK,WAAW,UACd,OAAO,WAAW;GAEpB,KAAK,WAAW;GAChB,KAAK,WAAW,OACd,OAAO,WAAW;GAEpB,KAAK,WAAW,UACd,OAAO,WAAW;GAEpB,KAAK,WAAW,OACd,OAAO,WAAW;GAEpB,SACE,OAAO,WAAW;;;;;;;;;;;CAYxB,cAAc;EACZ,OAAO,KAAK,QAAQ,aAAa;;;;;;;;CASnC,aAA4B;EAC1B,OAAO,KAAK;;;;;;;;CASd,gBAAsB;EACpB,KAAK,QAAQ,eAAe;;;;;;;;CAS9B,wBAA8B;EAC5B,KAAK,QAAQ,uBAAuB"}
@@ -21,7 +21,6 @@ import { Injury } from "../../types/injury";
21
21
  * @param playerId - Optional player ID for multi-player scenarios
22
22
  * @returns Injury in TraumaOverlay3D format
23
23
  *
24
- * @public
25
24
  */
26
25
  export declare function convertInjuryForVisualization(injuryLocation: InjuryLocation, playerId?: string | number): Injury;
27
26
  /**
@@ -33,7 +32,6 @@ export declare function convertInjuryForVisualization(injuryLocation: InjuryLoca
33
32
  * @param playerId - Optional player ID
34
33
  * @returns Array of injuries in TraumaOverlay3D format
35
34
  *
36
- * @public
37
35
  */
38
36
  export declare function convertInjuriesForVisualization(injuryLocations: InjuryLocation[], playerId?: string | number): Injury[];
39
37
  //# sourceMappingURL=InjuryIntegration.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"InjuryIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/InjuryIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,oBAAoB,CAAC;AAE5C;;;;;;;;;;GAUG;AACH,wBAAgB,6BAA6B,CAC3C,cAAc,EAAE,cAAc,EAC9B,QAAQ,CAAC,EAAE,MAAM,GAAG,MAAM,GACzB,MAAM,CAeR;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,+BAA+B,CAC7C,eAAe,EAAE,cAAc,EAAE,EACjC,QAAQ,CAAC,EAAE,MAAM,GAAG,MAAM,GACzB,MAAM,EAAE,CAIV"}
1
+ {"version":3,"file":"InjuryIntegration.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/InjuryIntegration.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AACjD,OAAO,EAAE,MAAM,EAAE,MAAM,oBAAoB,CAAC;AAE5C;;;;;;;;;GASG;AACH,wBAAgB,6BAA6B,CAC3C,cAAc,EAAE,cAAc,EAC9B,QAAQ,CAAC,EAAE,MAAM,GAAG,MAAM,GACzB,MAAM,CAeR;AAED;;;;;;;;;GASG;AACH,wBAAgB,+BAA+B,CAC7C,eAAe,EAAE,cAAc,EAAE,EACjC,QAAQ,CAAC,EAAE,MAAM,GAAG,MAAM,GACzB,MAAM,EAAE,CAIV"}
@@ -8,7 +8,6 @@
8
8
  * @param playerId - Optional player ID for multi-player scenarios
9
9
  * @returns Injury in TraumaOverlay3D format
10
10
  *
11
- * @public
12
11
  */
13
12
  function convertInjuryForVisualization(injuryLocation, playerId) {
14
13
  return {
@@ -35,7 +34,6 @@ function convertInjuryForVisualization(injuryLocation, playerId) {
35
34
  * @param playerId - Optional player ID
36
35
  * @returns Array of injuries in TraumaOverlay3D format
37
36
  *
38
- * @public
39
37
  */
40
38
  function convertInjuriesForVisualization(injuryLocations, playerId) {
41
39
  return injuryLocations.map((loc) => convertInjuryForVisualization(loc, playerId));
@@ -1 +1 @@
1
- {"version":3,"file":"InjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/InjuryIntegration.ts"],"sourcesContent":["/**\n * Injury Integration Utilities\n * \n * **Korean**: 부상 통합 유틸리티\n * \n * Utilities to convert between InjuryTracker format and TraumaOverlay3D format,\n * enabling seamless integration of injury tracking with visual trauma display.\n * \n * @module systems/bodypart/InjuryIntegration\n * @category Body Part System\n * @korean 부상통합\n */\n\nimport { InjuryLocation } from \"./InjuryTracker\";\nimport { Injury } from \"../../types/injury\";\n\n/**\n * Convert InjuryLocation to TraumaOverlay3D Injury format.\n * \n * **Korean**: InjuryLocation을 TraumaOverlay3D Injury 형식으로 변환\n * \n * @param injuryLocation - Injury from InjuryTracker\n * @param playerId - Optional player ID for multi-player scenarios\n * @returns Injury in TraumaOverlay3D format\n * \n * @public\n */\nexport function convertInjuryForVisualization(\n injuryLocation: InjuryLocation,\n playerId?: string | number\n): Injury {\n return {\n id: injuryLocation.id,\n region: injuryLocation.bodyRegion,\n type: injuryLocation.type,\n position: [\n injuryLocation.position.x,\n injuryLocation.position.y,\n injuryLocation.position.z,\n ],\n severity: injuryLocation.severity / 100, // Convert 0-100 to 0-1\n hitCount: injuryLocation.hitCount,\n timestamp: injuryLocation.timestamp,\n playerId,\n };\n}\n\n/**\n * Convert array of InjuryLocations to TraumaOverlay3D Injuries.\n * \n * **Korean**: InjuryLocation 배열을 TraumaOverlay3D Injuries로 변환\n * \n * @param injuryLocations - Array of injuries from InjuryTracker\n * @param playerId - Optional player ID\n * @returns Array of injuries in TraumaOverlay3D format\n * \n * @public\n */\nexport function convertInjuriesForVisualization(\n injuryLocations: InjuryLocation[],\n playerId?: string | number\n): Injury[] {\n return injuryLocations.map((loc) =>\n convertInjuryForVisualization(loc, playerId)\n );\n}\n"],"mappings":";;;;;;;;;;;;AA2BA,SAAgB,8BACd,gBACA,UACQ;CACR,OAAO;EACL,IAAI,eAAe;EACnB,QAAQ,eAAe;EACvB,MAAM,eAAe;EACrB,UAAU;GACR,eAAe,SAAS;GACxB,eAAe,SAAS;GACxB,eAAe,SAAS;GACzB;EACD,UAAU,eAAe,WAAW;EACpC,UAAU,eAAe;EACzB,WAAW,eAAe;EAC1B;EACD;;;;;;;;;;;;;AAcH,SAAgB,gCACd,iBACA,UACU;CACV,OAAO,gBAAgB,KAAK,QAC1B,8BAA8B,KAAK,SAAS,CAC7C"}
1
+ {"version":3,"file":"InjuryIntegration.js","names":[],"sources":["../../../src/systems/bodypart/InjuryIntegration.ts"],"sourcesContent":["/**\n * Injury Integration Utilities\n * \n * **Korean**: 부상 통합 유틸리티\n * \n * Utilities to convert between InjuryTracker format and TraumaOverlay3D format,\n * enabling seamless integration of injury tracking with visual trauma display.\n * \n * @module systems/bodypart/InjuryIntegration\n * @category Body Part System\n * @korean 부상통합\n */\n\nimport { InjuryLocation } from \"./InjuryTracker\";\nimport { Injury } from \"../../types/injury\";\n\n/**\n * Convert InjuryLocation to TraumaOverlay3D Injury format.\n * \n * **Korean**: InjuryLocation을 TraumaOverlay3D Injury 형식으로 변환\n * \n * @param injuryLocation - Injury from InjuryTracker\n * @param playerId - Optional player ID for multi-player scenarios\n * @returns Injury in TraumaOverlay3D format\n * \n */\nexport function convertInjuryForVisualization(\n injuryLocation: InjuryLocation,\n playerId?: string | number\n): Injury {\n return {\n id: injuryLocation.id,\n region: injuryLocation.bodyRegion,\n type: injuryLocation.type,\n position: [\n injuryLocation.position.x,\n injuryLocation.position.y,\n injuryLocation.position.z,\n ],\n severity: injuryLocation.severity / 100, // Convert 0-100 to 0-1\n hitCount: injuryLocation.hitCount,\n timestamp: injuryLocation.timestamp,\n playerId,\n };\n}\n\n/**\n * Convert array of InjuryLocations to TraumaOverlay3D Injuries.\n * \n * **Korean**: InjuryLocation 배열을 TraumaOverlay3D Injuries로 변환\n * \n * @param injuryLocations - Array of injuries from InjuryTracker\n * @param playerId - Optional player ID\n * @returns Array of injuries in TraumaOverlay3D format\n * \n */\nexport function convertInjuriesForVisualization(\n injuryLocations: InjuryLocation[],\n playerId?: string | number\n): Injury[] {\n return injuryLocations.map((loc) =>\n convertInjuryForVisualization(loc, playerId)\n );\n}\n"],"mappings":";;;;;;;;;;;AA0BA,SAAgB,8BACd,gBACA,UACQ;CACR,OAAO;EACL,IAAI,eAAe;EACnB,QAAQ,eAAe;EACvB,MAAM,eAAe;EACrB,UAAU;GACR,eAAe,SAAS;GACxB,eAAe,SAAS;GACxB,eAAe,SAAS;GACzB;EACD,UAAU,eAAe,WAAW;EACpC,UAAU,eAAe;EACzB,WAAW,eAAe;EAC1B;EACD;;;;;;;;;;;;AAaH,SAAgB,gCACd,iBACA,UACU;CACV,OAAO,gBAAgB,KAAK,QAC1B,8BAA8B,KAAK,SAAS,CAC7C"}
@@ -33,7 +33,6 @@ import { BodyRegion } from "../../types/common";
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  * Records a single injury with its location, severity, and cumulative hit count.
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  * Used for progressive bruising visualization.
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  *
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- * @public
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  * @category Injury Tracking
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  * @korean 부상위치
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  */
@@ -58,7 +57,6 @@ export interface InjuryLocation {
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  /**
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  * Configuration for injury tracking behavior.
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  *
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- * @public
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  * @category Injury Tracking
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  */
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  export interface InjuryTrackerConfig {
@@ -76,7 +74,6 @@ export interface InjuryTrackerConfig {
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  /**
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  * Default injury tracker configuration.
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  *
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- * @public
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  */
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  export declare const DEFAULT_INJURY_TRACKER_CONFIG: InjuryTrackerConfig;
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  /**
@@ -104,7 +101,6 @@ export declare const DEFAULT_INJURY_TRACKER_CONFIG: InjuryTrackerConfig;
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  * const injuries = tracker.getInjuries();
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  * ```
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  *
107
- * @public
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  * @category Body Part System
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  */
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  export declare class InjuryTracker {
@@ -128,7 +124,6 @@ export declare class InjuryTracker {
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  * @param type - Type of injury
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  * @returns The created or updated injury, or null if damage is below threshold
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  *
131
- * @public
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  */
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  recordInjury(bodyPart: BodyPart, bodyRegion: BodyRegion, position: THREE.Vector3, damage: number, type: InjuryType): InjuryLocation | null;
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  /**
@@ -141,7 +136,6 @@ export declare class InjuryTracker {
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  * @param threshold - Distance threshold
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  * @returns Nearby injury or null
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  *
144
- * @public
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  */
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  findNearbyInjury(bodyPart: BodyPart, position: THREE.Vector3, threshold: number): InjuryLocation | null;
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  /**
@@ -151,7 +145,6 @@ export declare class InjuryTracker {
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  *
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  * @returns Array of all injuries
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  *
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- * @public
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  */
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  getInjuries(): InjuryLocation[];
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  /**
@@ -162,7 +155,6 @@ export declare class InjuryTracker {
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  * @param bodyPart - Body part to query
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  * @returns Array of injuries on that body part
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  *
165
- * @public
166
158
  */
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  getInjuriesByBodyPart(bodyPart: BodyPart): InjuryLocation[];
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  /**
@@ -182,7 +174,6 @@ export declare class InjuryTracker {
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  * @param hitCount - Number of hits to same location
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  * @returns Hex color string
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  *
185
- * @public
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  */
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  getBruiseColor(severity: number, hitCount: number): string;
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179
  /**
@@ -193,7 +184,6 @@ export declare class InjuryTracker {
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  * @param damage - Damage amount
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  * @returns Whether to show blood effects
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  *
196
- * @public
197
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  */
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  shouldShowBloodEffect(damage: number): boolean;
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  /**
@@ -207,7 +197,6 @@ export declare class InjuryTracker {
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  *
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  * **Korean**: 모든 부상 초기화
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  *
210
- * @public
211
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  */
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  clearInjuries(): void;
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  /**
@@ -215,7 +204,6 @@ export declare class InjuryTracker {
215
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  *
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  * **Korean**: 만료된 부상 제거
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  *
218
- * @public
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  */
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  removeExpiredInjuries(): void;
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  /**
@@ -223,7 +211,6 @@ export declare class InjuryTracker {
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  *
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  * @returns Current number of tracked injuries
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  *
226
- * @public
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  */
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  getInjuryCount(): number;
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  }
@@ -243,7 +230,6 @@ export declare class InjuryTracker {
243
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  * const player2Tracker = new InjuryTracker();
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  * ```
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  *
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- * @public
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  * @deprecated Use an explicitly scoped {@link InjuryTracker} instance per
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  * player/character instead of relying on this shared module singleton. This
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  * export is retained temporarily for backward compatibility with existing
@@ -1 +1 @@
1
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1
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@@ -2,7 +2,6 @@
2
2
  /**
3
3
  * Default injury tracker configuration.
4
4
  *
5
- * @public
6
5
  */
7
6
  var DEFAULT_INJURY_TRACKER_CONFIG = {
8
7
  maxInjuries: 50,
@@ -36,7 +35,6 @@ var DEFAULT_INJURY_TRACKER_CONFIG = {
36
35
  * const injuries = tracker.getInjuries();
37
36
  * ```
38
37
  *
39
- * @public
40
38
  * @category Body Part System
41
39
  */
42
40
  var InjuryTracker = class {
@@ -64,7 +62,6 @@ var InjuryTracker = class {
64
62
  * @param type - Type of injury
65
63
  * @returns The created or updated injury, or null if damage is below threshold
66
64
  *
67
- * @public
68
65
  */
69
66
  recordInjury(bodyPart, bodyRegion, position, damage, type) {
70
67
  if (damage < this.config.minDamageForInjury) return null;
@@ -107,7 +104,6 @@ var InjuryTracker = class {
107
104
  * @param threshold - Distance threshold
108
105
  * @returns Nearby injury or null
109
106
  *
110
- * @public
111
107
  */
112
108
  findNearbyInjury(bodyPart, position, threshold) {
113
109
  let closestInjury = null;
@@ -128,7 +124,6 @@ var InjuryTracker = class {
128
124
  *
129
125
  * @returns Array of all injuries
130
126
  *
131
- * @public
132
127
  */
133
128
  getInjuries() {
134
129
  return Array.from(this.injuries.values());
@@ -141,7 +136,6 @@ var InjuryTracker = class {
141
136
  * @param bodyPart - Body part to query
142
137
  * @returns Array of injuries on that body part
143
138
  *
144
- * @public
145
139
  */
146
140
  getInjuriesByBodyPart(bodyPart) {
147
141
  return this.getInjuries().filter((injury) => injury.bodyPart === bodyPart);
@@ -163,7 +157,6 @@ var InjuryTracker = class {
163
157
  * @param hitCount - Number of hits to same location
164
158
  * @returns Hex color string
165
159
  *
166
- * @public
167
160
  */
168
161
  getBruiseColor(severity, hitCount) {
169
162
  const effectiveSeverity = severity + Math.max(0, hitCount - 1) * 10;
@@ -179,7 +172,6 @@ var InjuryTracker = class {
179
172
  * @param damage - Damage amount
180
173
  * @returns Whether to show blood effects
181
174
  *
182
- * @public
183
175
  */
184
176
  shouldShowBloodEffect(damage) {
185
177
  return damage > this.config.bloodEffectThreshold;
@@ -203,7 +195,6 @@ var InjuryTracker = class {
203
195
  *
204
196
  * **Korean**: 모든 부상 초기화
205
197
  *
206
- * @public
207
198
  */
208
199
  clearInjuries() {
209
200
  this.injuries.clear();
@@ -214,7 +205,6 @@ var InjuryTracker = class {
214
205
  *
215
206
  * **Korean**: 만료된 부상 제거
216
207
  *
217
- * @public
218
208
  */
219
209
  removeExpiredInjuries() {
220
210
  const now = Date.now();
@@ -227,7 +217,6 @@ var InjuryTracker = class {
227
217
  *
228
218
  * @returns Current number of tracked injuries
229
219
  *
230
- * @public
231
220
  */
232
221
  getInjuryCount() {
233
222
  return this.injuries.size;
@@ -249,7 +238,6 @@ var InjuryTracker = class {
249
238
  * const player2Tracker = new InjuryTracker();
250
239
  * ```
251
240
  *
252
- * @public
253
241
  * @deprecated Use an explicitly scoped {@link InjuryTracker} instance per
254
242
  * player/character instead of relying on this shared module singleton. This
255
243
  * export is retained temporarily for backward compatibility with existing
@@ -1 +1 @@
1
- {"version":3,"file":"InjuryTracker.js","names":[],"sources":["../../../src/systems/bodypart/InjuryTracker.ts"],"sourcesContent":["/**\n * Injury Tracking System\n * \n * **Korean**: 부상 추적 시스템\n * \n * Tracks individual injuries on character models for realistic trauma visualization.\n * Records injury location, type, severity, and timestamp for progressive bruising,\n * cuts, and bleeding effects during combat.\n * \n * ## Features\n * \n * - Track injuries by body part and 3D position\n * - Progressive bruising: Multiple hits to same location darken existing bruises\n * - Color-coded severity (getBruiseColor): Yellow (fresh), Purple (moderate), Dark red (severe)\n * - Note: TraumaOverlay3D uses different progression: Dark red → Indigo → Black\n * - Blood effects triggered when damage > 30 in single hit\n * - Injury persistence across combat rounds\n * - Nearby injury lookup using linear scan over tracked injuries (O(n))\n * \n * @module systems/bodypart/InjuryTracker\n * @category Body Part System\n * @korean 부상추적시스템\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { InjuryType } from \"../../types/injury\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Individual injury location data.\n * \n * **Korean**: 부상 위치 데이터\n * \n * Records a single injury with its location, severity, and cumulative hit count.\n * Used for progressive bruising visualization.\n * \n * @public\n * @category Injury Tracking\n * @korean 부상위치\n */\nexport interface InjuryLocation {\n /** Unique identifier */\n readonly id: string;\n /** Body part affected */\n readonly bodyPart: BodyPart;\n /** Body region for hit detection */\n readonly bodyRegion: BodyRegion;\n /** 3D position relative to character center */\n readonly position: THREE.Vector3;\n /** Damage severity (0-100) */\n readonly severity: number;\n /** Number of hits to this location (for progressive bruising) */\n readonly hitCount: number;\n /** Timestamp when injury occurred */\n readonly timestamp: number;\n /** Injury type */\n readonly type: InjuryType;\n}\n\n/**\n * Configuration for injury tracking behavior.\n * \n * @public\n * @category Injury Tracking\n */\nexport interface InjuryTrackerConfig {\n /** Maximum number of injuries to track per character */\n readonly maxInjuries: number;\n /** Distance threshold for considering injuries at same location (in units) */\n readonly sameLocationThreshold: number;\n /** Minimum damage required to create an injury */\n readonly minDamageForInjury: number;\n /** Damage threshold for blood effects */\n readonly bloodEffectThreshold: number;\n /** Time before injuries are removed/expired (milliseconds) */\n readonly injuryExpirationTimeMs: number;\n}\n\n/**\n * Default injury tracker configuration.\n * \n * @public\n */\nexport const DEFAULT_INJURY_TRACKER_CONFIG: InjuryTrackerConfig = {\n maxInjuries: 50, // Reasonable limit for performance\n sameLocationThreshold: 0.6, // 0.6 units distance (accommodates ±0.15 randomization)\n minDamageForInjury: 5, // Minimum 5 damage to show injury\n bloodEffectThreshold: 30, // Blood effects when damage > 30\n injuryExpirationTimeMs: 30000, // Injuries are removed after 30 seconds\n} as const;\n\n/**\n * Injury Tracker System.\n * \n * **Korean**: 부상 추적 시스템\n * \n * Manages injury recording and retrieval for trauma visualization.\n * Implements progressive bruising by tracking hit counts at similar locations.\n * \n * @example\n * ```typescript\n * const tracker = new InjuryTracker();\n * \n * // Record injury from hit\n * const injury = tracker.recordInjury(\n * BodyPart.TORSO_UPPER,\n * BodyRegion.TORSO,\n * new THREE.Vector3(0, 1.5, 0),\n * 25,\n * InjuryType.BRUISE\n * );\n * \n * // Get all injuries for visualization\n * const injuries = tracker.getInjuries();\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class InjuryTracker {\n private injuries: Map<string, InjuryLocation>;\n private config: InjuryTrackerConfig;\n private nextId: number;\n\n constructor(config: InjuryTrackerConfig = DEFAULT_INJURY_TRACKER_CONFIG) {\n this.injuries = new Map();\n this.config = config;\n this.nextId = 0;\n }\n\n /**\n * Record a new injury or update existing one at similar location.\n * \n * **Korean**: 부상 기록\n * \n * If an injury exists near the hit position, it updates the existing injury\n * with increased severity and hit count (progressive bruising). Otherwise,\n * creates a new injury.\n * \n * @param bodyPart - Body part affected\n * @param bodyRegion - Body region for damage distribution\n * @param position - 3D position relative to character center\n * @param damage - Damage amount (0-100)\n * @param type - Type of injury\n * @returns The created or updated injury, or null if damage is below threshold\n * \n * @public\n */\n recordInjury(\n bodyPart: BodyPart,\n bodyRegion: BodyRegion,\n position: THREE.Vector3,\n damage: number,\n type: InjuryType\n ): InjuryLocation | null {\n // Check if damage is significant enough to track\n if (damage < this.config.minDamageForInjury) {\n return null;\n }\n\n // Find nearby injury at similar location (same body part)\n const existing = this.findNearbyInjury(bodyPart, position, this.config.sameLocationThreshold);\n\n // Only merge injuries that also match type and body region to avoid\n // incorrectly combining different injury types at the same spot\n const shouldMerge =\n !!existing &&\n existing.type === type &&\n existing.bodyRegion === bodyRegion;\n\n if (shouldMerge && existing) {\n // Progressive bruising - update existing injury\n const newSeverity = Math.min(100, existing.severity + damage / 2);\n const newHitCount = existing.hitCount + 1;\n\n const updated: InjuryLocation = {\n ...existing,\n severity: newSeverity,\n hitCount: newHitCount,\n timestamp: Date.now(),\n };\n\n this.injuries.set(existing.id, updated);\n return updated;\n } else {\n // Create new injury\n const id = `injury-${this.nextId++}`;\n const injury: InjuryLocation = {\n id,\n bodyPart,\n bodyRegion,\n position: position.clone(),\n severity: damage,\n hitCount: 1,\n timestamp: Date.now(),\n type,\n };\n\n this.injuries.set(id, injury);\n\n // Enforce max injuries limit\n if (this.injuries.size > this.config.maxInjuries) {\n this.removeOldestInjury();\n }\n\n return injury;\n }\n }\n\n /**\n * Find injury near a given position on the same body part.\n * \n * **Korean**: 인근 부상 찾기\n * \n * @param bodyPart - Body part to search\n * @param position - Position to search near\n * @param threshold - Distance threshold\n * @returns Nearby injury or null\n * \n * @public\n */\n findNearbyInjury(\n bodyPart: BodyPart,\n position: THREE.Vector3,\n threshold: number\n ): InjuryLocation | null {\n let closestInjury: InjuryLocation | null = null;\n let closestDistance = threshold;\n\n for (const injury of this.injuries.values()) {\n if (injury.bodyPart === bodyPart) {\n const distance = injury.position.distanceTo(position);\n if (distance < closestDistance) {\n closestDistance = distance;\n closestInjury = injury;\n }\n }\n }\n\n return closestInjury;\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 부상 조회\n * \n * @returns Array of all injuries\n * \n * @public\n */\n getInjuries(): InjuryLocation[] {\n return Array.from(this.injuries.values());\n }\n\n /**\n * Get injuries for a specific body part.\n * \n * **Korean**: 신체 부위 부상 조회\n * \n * @param bodyPart - Body part to query\n * @returns Array of injuries on that body part\n * \n * @public\n */\n getInjuriesByBodyPart(bodyPart: BodyPart): InjuryLocation[] {\n return this.getInjuries().filter((injury) => injury.bodyPart === bodyPart);\n }\n\n /**\n * Get bruise color based on severity and hit count.\n * \n * **Korean**: 타박상 색상 가져오기\n * \n * Progressive color scheme (for reference - TraumaOverlay3D uses its own colors):\n * - Light bruising (severity < 20): Yellow (#ffeb3b)\n * - Moderate bruising (severity < 50): Purple (#9c27b0)\n * - Severe bruising (severity >= 50): Dark red (#b71c1c)\n * \n * Note: TraumaOverlay3D uses Dark red → Indigo → Black progression.\n * Consider using TraumaOverlay3D's getBruiseColor for consistent visualization.\n * \n * @param severity - Injury severity (0-100)\n * @param hitCount - Number of hits to same location\n * @returns Hex color string\n * \n * @public\n */\n getBruiseColor(severity: number, hitCount: number): string {\n // Progressive darkening with hit count (subtract 1 since first hit shouldn't darken)\n const effectiveSeverity = severity + Math.max(0, hitCount - 1) * 10;\n\n if (effectiveSeverity < 20) {\n return \"#ffeb3b\"; // Yellow - light bruising\n } else if (effectiveSeverity < 50) {\n return \"#9c27b0\"; // Purple - moderate bruising\n } else {\n return \"#b71c1c\"; // Dark red - severe bruising\n }\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 출혈 효과 필요 여부 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n * @public\n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodEffectThreshold;\n }\n\n /**\n * Remove oldest injury to maintain performance.\n * \n * @private\n */\n private removeOldestInjury(): void {\n let oldestId: string | null = null;\n let oldestTimestamp = Infinity;\n\n for (const [id, injury] of this.injuries.entries()) {\n if (injury.timestamp < oldestTimestamp) {\n oldestTimestamp = injury.timestamp;\n oldestId = id;\n }\n }\n\n if (oldestId) {\n this.injuries.delete(oldestId);\n }\n }\n\n /**\n * Clear all injuries (for new match/round).\n * \n * **Korean**: 모든 부상 초기화\n * \n * @public\n */\n clearInjuries(): void {\n this.injuries.clear();\n this.nextId = 0;\n }\n\n /**\n * Remove injuries older than expiration time.\n * \n * **Korean**: 만료된 부상 제거\n * \n * @public\n */\n removeExpiredInjuries(): void {\n const now = Date.now();\n const expiredIds: string[] = [];\n\n for (const [id, injury] of this.injuries.entries()) {\n if (now - injury.timestamp > this.config.injuryExpirationTimeMs) {\n expiredIds.push(id);\n }\n }\n\n for (const id of expiredIds) {\n this.injuries.delete(id);\n }\n }\n\n /**\n * Get injury count for performance monitoring.\n * \n * @returns Current number of tracked injuries\n * \n * @public\n */\n getInjuryCount(): number {\n return this.injuries.size;\n }\n}\n\n/**\n * Legacy module-level injury tracker singleton.\n *\n * **Korean**: 레거시 모듈 전역 부상 추적기\n *\n * **Warning**: This singleton does **not** track any playerId/character identifier\n * on injuries. All recorded injuries are stored together in a single collection.\n * For any scenario with more than one character (including 1v1 combat), you\n * **must** create a separate {@link InjuryTracker} instance per character to\n * avoid mixing injuries between characters:\n *\n * ```typescript\n * const player1Tracker = new InjuryTracker();\n * const player2Tracker = new InjuryTracker();\n * ```\n *\n * @public\n * @deprecated Use an explicitly scoped {@link InjuryTracker} instance per\n * player/character instead of relying on this shared module singleton. This\n * export is retained temporarily for backward compatibility with existing\n * consumers importing `injuryTracker` from `systems/bodypart` and will be\n * removed in a future major release.\n */\nexport const injuryTracker = new InjuryTracker();\n"],"mappings":";;;;;;AAoFA,IAAa,gCAAqD;CAChE,aAAa;CACb,uBAAuB;CACvB,oBAAoB;CACpB,sBAAsB;CACtB,wBAAwB;CACzB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BD,IAAa,gBAAb,MAA2B;CACzB;CACA;CACA;CAEA,YAAY,SAA8B,+BAA+B;EACvE,KAAK,2BAAW,IAAI,KAAK;EACzB,KAAK,SAAS;EACd,KAAK,SAAS;;;;;;;;;;;;;;;;;;;;CAqBhB,aACE,UACA,YACA,UACA,QACA,MACuB;EAEvB,IAAI,SAAS,KAAK,OAAO,oBACvB,OAAO;EAIT,MAAM,WAAW,KAAK,iBAAiB,UAAU,UAAU,KAAK,OAAO,sBAAsB;EAS7F,IAJE,CAAC,CAAC,YACF,SAAS,SAAS,QAClB,SAAS,eAAe,cAEP,UAAU;GAE3B,MAAM,cAAc,KAAK,IAAI,KAAK,SAAS,WAAW,SAAS,EAAE;GACjE,MAAM,cAAc,SAAS,WAAW;GAExC,MAAM,UAA0B;IAC9B,GAAG;IACH,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACtB;GAED,KAAK,SAAS,IAAI,SAAS,IAAI,QAAQ;GACvC,OAAO;SACF;GAEL,MAAM,KAAK,UAAU,KAAK;GAC1B,MAAM,SAAyB;IAC7B;IACA;IACA;IACA,UAAU,SAAS,OAAO;IAC1B,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACrB;IACD;GAED,KAAK,SAAS,IAAI,IAAI,OAAO;GAG7B,IAAI,KAAK,SAAS,OAAO,KAAK,OAAO,aACnC,KAAK,oBAAoB;GAG3B,OAAO;;;;;;;;;;;;;;;CAgBX,iBACE,UACA,UACA,WACuB;EACvB,IAAI,gBAAuC;EAC3C,IAAI,kBAAkB;EAEtB,KAAK,MAAM,UAAU,KAAK,SAAS,QAAQ,EACzC,IAAI,OAAO,aAAa,UAAU;GAChC,MAAM,WAAW,OAAO,SAAS,WAAW,SAAS;GACrD,IAAI,WAAW,iBAAiB;IAC9B,kBAAkB;IAClB,gBAAgB;;;EAKtB,OAAO;;;;;;;;;;;CAYT,cAAgC;EAC9B,OAAO,MAAM,KAAK,KAAK,SAAS,QAAQ,CAAC;;;;;;;;;;;;CAa3C,sBAAsB,UAAsC;EAC1D,OAAO,KAAK,aAAa,CAAC,QAAQ,WAAW,OAAO,aAAa,SAAS;;;;;;;;;;;;;;;;;;;;;CAsB5E,eAAe,UAAkB,UAA0B;EAEzD,MAAM,oBAAoB,WAAW,KAAK,IAAI,GAAG,WAAW,EAAE,GAAG;EAEjE,IAAI,oBAAoB,IACtB,OAAO;OACF,IAAI,oBAAoB,IAC7B,OAAO;OAEP,OAAO;;;;;;;;;;;;CAcX,sBAAsB,QAAyB;EAC7C,OAAO,SAAS,KAAK,OAAO;;;;;;;CAQ9B,qBAAmC;EACjC,IAAI,WAA0B;EAC9B,IAAI,kBAAkB;EAEtB,KAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,EAChD,IAAI,OAAO,YAAY,iBAAiB;GACtC,kBAAkB,OAAO;GACzB,WAAW;;EAIf,IAAI,UACF,KAAK,SAAS,OAAO,SAAS;;;;;;;;;CAWlC,gBAAsB;EACpB,KAAK,SAAS,OAAO;EACrB,KAAK,SAAS;;;;;;;;;CAUhB,wBAA8B;EAC5B,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,aAAuB,EAAE;EAE/B,KAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,EAChD,IAAI,MAAM,OAAO,YAAY,KAAK,OAAO,wBACvC,WAAW,KAAK,GAAG;EAIvB,KAAK,MAAM,MAAM,YACf,KAAK,SAAS,OAAO,GAAG;;;;;;;;;CAW5B,iBAAyB;EACvB,OAAO,KAAK,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BzB,IAAa,gBAAgB,IAAI,eAAe"}
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+ {"version":3,"file":"InjuryTracker.js","names":[],"sources":["../../../src/systems/bodypart/InjuryTracker.ts"],"sourcesContent":["/**\n * Injury Tracking System\n * \n * **Korean**: 부상 추적 시스템\n * \n * Tracks individual injuries on character models for realistic trauma visualization.\n * Records injury location, type, severity, and timestamp for progressive bruising,\n * cuts, and bleeding effects during combat.\n * \n * ## Features\n * \n * - Track injuries by body part and 3D position\n * - Progressive bruising: Multiple hits to same location darken existing bruises\n * - Color-coded severity (getBruiseColor): Yellow (fresh), Purple (moderate), Dark red (severe)\n * - Note: TraumaOverlay3D uses different progression: Dark red → Indigo → Black\n * - Blood effects triggered when damage > 30 in single hit\n * - Injury persistence across combat rounds\n * - Nearby injury lookup using linear scan over tracked injuries (O(n))\n * \n * @module systems/bodypart/InjuryTracker\n * @category Body Part System\n * @korean 부상추적시스템\n */\n\nimport * as THREE from \"three\";\nimport { BodyPart } from \"./types\";\nimport { InjuryType } from \"../../types/injury\";\nimport { BodyRegion } from \"../../types/common\";\n\n/**\n * Individual injury location data.\n * \n * **Korean**: 부상 위치 데이터\n * \n * Records a single injury with its location, severity, and cumulative hit count.\n * Used for progressive bruising visualization.\n * \n * @category Injury Tracking\n * @korean 부상위치\n */\nexport interface InjuryLocation {\n /** Unique identifier */\n readonly id: string;\n /** Body part affected */\n readonly bodyPart: BodyPart;\n /** Body region for hit detection */\n readonly bodyRegion: BodyRegion;\n /** 3D position relative to character center */\n readonly position: THREE.Vector3;\n /** Damage severity (0-100) */\n readonly severity: number;\n /** Number of hits to this location (for progressive bruising) */\n readonly hitCount: number;\n /** Timestamp when injury occurred */\n readonly timestamp: number;\n /** Injury type */\n readonly type: InjuryType;\n}\n\n/**\n * Configuration for injury tracking behavior.\n * \n * @category Injury Tracking\n */\nexport interface InjuryTrackerConfig {\n /** Maximum number of injuries to track per character */\n readonly maxInjuries: number;\n /** Distance threshold for considering injuries at same location (in units) */\n readonly sameLocationThreshold: number;\n /** Minimum damage required to create an injury */\n readonly minDamageForInjury: number;\n /** Damage threshold for blood effects */\n readonly bloodEffectThreshold: number;\n /** Time before injuries are removed/expired (milliseconds) */\n readonly injuryExpirationTimeMs: number;\n}\n\n/**\n * Default injury tracker configuration.\n * \n */\nexport const DEFAULT_INJURY_TRACKER_CONFIG: InjuryTrackerConfig = {\n maxInjuries: 50, // Reasonable limit for performance\n sameLocationThreshold: 0.6, // 0.6 units distance (accommodates ±0.15 randomization)\n minDamageForInjury: 5, // Minimum 5 damage to show injury\n bloodEffectThreshold: 30, // Blood effects when damage > 30\n injuryExpirationTimeMs: 30000, // Injuries are removed after 30 seconds\n} as const;\n\n/**\n * Injury Tracker System.\n * \n * **Korean**: 부상 추적 시스템\n * \n * Manages injury recording and retrieval for trauma visualization.\n * Implements progressive bruising by tracking hit counts at similar locations.\n * \n * @example\n * ```typescript\n * const tracker = new InjuryTracker();\n * \n * // Record injury from hit\n * const injury = tracker.recordInjury(\n * BodyPart.TORSO_UPPER,\n * BodyRegion.TORSO,\n * new THREE.Vector3(0, 1.5, 0),\n * 25,\n * InjuryType.BRUISE\n * );\n * \n * // Get all injuries for visualization\n * const injuries = tracker.getInjuries();\n * ```\n * \n * @category Body Part System\n */\nexport class InjuryTracker {\n private injuries: Map<string, InjuryLocation>;\n private config: InjuryTrackerConfig;\n private nextId: number;\n\n constructor(config: InjuryTrackerConfig = DEFAULT_INJURY_TRACKER_CONFIG) {\n this.injuries = new Map();\n this.config = config;\n this.nextId = 0;\n }\n\n /**\n * Record a new injury or update existing one at similar location.\n * \n * **Korean**: 부상 기록\n * \n * If an injury exists near the hit position, it updates the existing injury\n * with increased severity and hit count (progressive bruising). Otherwise,\n * creates a new injury.\n * \n * @param bodyPart - Body part affected\n * @param bodyRegion - Body region for damage distribution\n * @param position - 3D position relative to character center\n * @param damage - Damage amount (0-100)\n * @param type - Type of injury\n * @returns The created or updated injury, or null if damage is below threshold\n * \n */\n recordInjury(\n bodyPart: BodyPart,\n bodyRegion: BodyRegion,\n position: THREE.Vector3,\n damage: number,\n type: InjuryType\n ): InjuryLocation | null {\n // Check if damage is significant enough to track\n if (damage < this.config.minDamageForInjury) {\n return null;\n }\n\n // Find nearby injury at similar location (same body part)\n const existing = this.findNearbyInjury(bodyPart, position, this.config.sameLocationThreshold);\n\n // Only merge injuries that also match type and body region to avoid\n // incorrectly combining different injury types at the same spot\n const shouldMerge =\n !!existing &&\n existing.type === type &&\n existing.bodyRegion === bodyRegion;\n\n if (shouldMerge && existing) {\n // Progressive bruising - update existing injury\n const newSeverity = Math.min(100, existing.severity + damage / 2);\n const newHitCount = existing.hitCount + 1;\n\n const updated: InjuryLocation = {\n ...existing,\n severity: newSeverity,\n hitCount: newHitCount,\n timestamp: Date.now(),\n };\n\n this.injuries.set(existing.id, updated);\n return updated;\n } else {\n // Create new injury\n const id = `injury-${this.nextId++}`;\n const injury: InjuryLocation = {\n id,\n bodyPart,\n bodyRegion,\n position: position.clone(),\n severity: damage,\n hitCount: 1,\n timestamp: Date.now(),\n type,\n };\n\n this.injuries.set(id, injury);\n\n // Enforce max injuries limit\n if (this.injuries.size > this.config.maxInjuries) {\n this.removeOldestInjury();\n }\n\n return injury;\n }\n }\n\n /**\n * Find injury near a given position on the same body part.\n * \n * **Korean**: 인근 부상 찾기\n * \n * @param bodyPart - Body part to search\n * @param position - Position to search near\n * @param threshold - Distance threshold\n * @returns Nearby injury or null\n * \n */\n findNearbyInjury(\n bodyPart: BodyPart,\n position: THREE.Vector3,\n threshold: number\n ): InjuryLocation | null {\n let closestInjury: InjuryLocation | null = null;\n let closestDistance = threshold;\n\n for (const injury of this.injuries.values()) {\n if (injury.bodyPart === bodyPart) {\n const distance = injury.position.distanceTo(position);\n if (distance < closestDistance) {\n closestDistance = distance;\n closestInjury = injury;\n }\n }\n }\n\n return closestInjury;\n }\n\n /**\n * Get all tracked injuries.\n * \n * **Korean**: 모든 부상 조회\n * \n * @returns Array of all injuries\n * \n */\n getInjuries(): InjuryLocation[] {\n return Array.from(this.injuries.values());\n }\n\n /**\n * Get injuries for a specific body part.\n * \n * **Korean**: 신체 부위 부상 조회\n * \n * @param bodyPart - Body part to query\n * @returns Array of injuries on that body part\n * \n */\n getInjuriesByBodyPart(bodyPart: BodyPart): InjuryLocation[] {\n return this.getInjuries().filter((injury) => injury.bodyPart === bodyPart);\n }\n\n /**\n * Get bruise color based on severity and hit count.\n * \n * **Korean**: 타박상 색상 가져오기\n * \n * Progressive color scheme (for reference - TraumaOverlay3D uses its own colors):\n * - Light bruising (severity < 20): Yellow (#ffeb3b)\n * - Moderate bruising (severity < 50): Purple (#9c27b0)\n * - Severe bruising (severity >= 50): Dark red (#b71c1c)\n * \n * Note: TraumaOverlay3D uses Dark red → Indigo → Black progression.\n * Consider using TraumaOverlay3D's getBruiseColor for consistent visualization.\n * \n * @param severity - Injury severity (0-100)\n * @param hitCount - Number of hits to same location\n * @returns Hex color string\n * \n */\n getBruiseColor(severity: number, hitCount: number): string {\n // Progressive darkening with hit count (subtract 1 since first hit shouldn't darken)\n const effectiveSeverity = severity + Math.max(0, hitCount - 1) * 10;\n\n if (effectiveSeverity < 20) {\n return \"#ffeb3b\"; // Yellow - light bruising\n } else if (effectiveSeverity < 50) {\n return \"#9c27b0\"; // Purple - moderate bruising\n } else {\n return \"#b71c1c\"; // Dark red - severe bruising\n }\n }\n\n /**\n * Check if damage should trigger blood effects.\n * \n * **Korean**: 출혈 효과 필요 여부 확인\n * \n * @param damage - Damage amount\n * @returns Whether to show blood effects\n * \n */\n shouldShowBloodEffect(damage: number): boolean {\n return damage > this.config.bloodEffectThreshold;\n }\n\n /**\n * Remove oldest injury to maintain performance.\n * \n * @private\n */\n private removeOldestInjury(): void {\n let oldestId: string | null = null;\n let oldestTimestamp = Infinity;\n\n for (const [id, injury] of this.injuries.entries()) {\n if (injury.timestamp < oldestTimestamp) {\n oldestTimestamp = injury.timestamp;\n oldestId = id;\n }\n }\n\n if (oldestId) {\n this.injuries.delete(oldestId);\n }\n }\n\n /**\n * Clear all injuries (for new match/round).\n * \n * **Korean**: 모든 부상 초기화\n * \n */\n clearInjuries(): void {\n this.injuries.clear();\n this.nextId = 0;\n }\n\n /**\n * Remove injuries older than expiration time.\n * \n * **Korean**: 만료된 부상 제거\n * \n */\n removeExpiredInjuries(): void {\n const now = Date.now();\n const expiredIds: string[] = [];\n\n for (const [id, injury] of this.injuries.entries()) {\n if (now - injury.timestamp > this.config.injuryExpirationTimeMs) {\n expiredIds.push(id);\n }\n }\n\n for (const id of expiredIds) {\n this.injuries.delete(id);\n }\n }\n\n /**\n * Get injury count for performance monitoring.\n * \n * @returns Current number of tracked injuries\n * \n */\n getInjuryCount(): number {\n return this.injuries.size;\n }\n}\n\n/**\n * Legacy module-level injury tracker singleton.\n *\n * **Korean**: 레거시 모듈 전역 부상 추적기\n *\n * **Warning**: This singleton does **not** track any playerId/character identifier\n * on injuries. All recorded injuries are stored together in a single collection.\n * For any scenario with more than one character (including 1v1 combat), you\n * **must** create a separate {@link InjuryTracker} instance per character to\n * avoid mixing injuries between characters:\n *\n * ```typescript\n * const player1Tracker = new InjuryTracker();\n * const player2Tracker = new InjuryTracker();\n * ```\n *\n * @deprecated Use an explicitly scoped {@link InjuryTracker} instance per\n * player/character instead of relying on this shared module singleton. This\n * export is retained temporarily for backward compatibility with existing\n * consumers importing `injuryTracker` from `systems/bodypart` and will be\n * removed in a future major release.\n */\nexport const injuryTracker = new InjuryTracker();\n"],"mappings":";;;;;AAiFA,IAAa,gCAAqD;CAChE,aAAa;CACb,uBAAuB;CACvB,oBAAoB;CACpB,sBAAsB;CACtB,wBAAwB;CACzB;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BD,IAAa,gBAAb,MAA2B;CACzB;CACA;CACA;CAEA,YAAY,SAA8B,+BAA+B;EACvE,KAAK,2BAAW,IAAI,KAAK;EACzB,KAAK,SAAS;EACd,KAAK,SAAS;;;;;;;;;;;;;;;;;;;CAoBhB,aACE,UACA,YACA,UACA,QACA,MACuB;EAEvB,IAAI,SAAS,KAAK,OAAO,oBACvB,OAAO;EAIT,MAAM,WAAW,KAAK,iBAAiB,UAAU,UAAU,KAAK,OAAO,sBAAsB;EAS7F,IAJE,CAAC,CAAC,YACF,SAAS,SAAS,QAClB,SAAS,eAAe,cAEP,UAAU;GAE3B,MAAM,cAAc,KAAK,IAAI,KAAK,SAAS,WAAW,SAAS,EAAE;GACjE,MAAM,cAAc,SAAS,WAAW;GAExC,MAAM,UAA0B;IAC9B,GAAG;IACH,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACtB;GAED,KAAK,SAAS,IAAI,SAAS,IAAI,QAAQ;GACvC,OAAO;SACF;GAEL,MAAM,KAAK,UAAU,KAAK;GAC1B,MAAM,SAAyB;IAC7B;IACA;IACA;IACA,UAAU,SAAS,OAAO;IAC1B,UAAU;IACV,UAAU;IACV,WAAW,KAAK,KAAK;IACrB;IACD;GAED,KAAK,SAAS,IAAI,IAAI,OAAO;GAG7B,IAAI,KAAK,SAAS,OAAO,KAAK,OAAO,aACnC,KAAK,oBAAoB;GAG3B,OAAO;;;;;;;;;;;;;;CAeX,iBACE,UACA,UACA,WACuB;EACvB,IAAI,gBAAuC;EAC3C,IAAI,kBAAkB;EAEtB,KAAK,MAAM,UAAU,KAAK,SAAS,QAAQ,EACzC,IAAI,OAAO,aAAa,UAAU;GAChC,MAAM,WAAW,OAAO,SAAS,WAAW,SAAS;GACrD,IAAI,WAAW,iBAAiB;IAC9B,kBAAkB;IAClB,gBAAgB;;;EAKtB,OAAO;;;;;;;;;;CAWT,cAAgC;EAC9B,OAAO,MAAM,KAAK,KAAK,SAAS,QAAQ,CAAC;;;;;;;;;;;CAY3C,sBAAsB,UAAsC;EAC1D,OAAO,KAAK,aAAa,CAAC,QAAQ,WAAW,OAAO,aAAa,SAAS;;;;;;;;;;;;;;;;;;;;CAqB5E,eAAe,UAAkB,UAA0B;EAEzD,MAAM,oBAAoB,WAAW,KAAK,IAAI,GAAG,WAAW,EAAE,GAAG;EAEjE,IAAI,oBAAoB,IACtB,OAAO;OACF,IAAI,oBAAoB,IAC7B,OAAO;OAEP,OAAO;;;;;;;;;;;CAaX,sBAAsB,QAAyB;EAC7C,OAAO,SAAS,KAAK,OAAO;;;;;;;CAQ9B,qBAAmC;EACjC,IAAI,WAA0B;EAC9B,IAAI,kBAAkB;EAEtB,KAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,EAChD,IAAI,OAAO,YAAY,iBAAiB;GACtC,kBAAkB,OAAO;GACzB,WAAW;;EAIf,IAAI,UACF,KAAK,SAAS,OAAO,SAAS;;;;;;;;CAUlC,gBAAsB;EACpB,KAAK,SAAS,OAAO;EACrB,KAAK,SAAS;;;;;;;;CAShB,wBAA8B;EAC5B,MAAM,MAAM,KAAK,KAAK;EACtB,MAAM,aAAuB,EAAE;EAE/B,KAAK,MAAM,CAAC,IAAI,WAAW,KAAK,SAAS,SAAS,EAChD,IAAI,MAAM,OAAO,YAAY,KAAK,OAAO,wBACvC,WAAW,KAAK,GAAG;EAIvB,KAAK,MAAM,MAAM,YACf,KAAK,SAAS,OAAO,GAAG;;;;;;;;CAU5B,iBAAyB;EACvB,OAAO,KAAK,SAAS;;;;;;;;;;;;;;;;;;;;;;;;;AA0BzB,IAAa,gBAAgB,IAAI,eAAe"}
@@ -58,7 +58,6 @@ import { BodyPart, BodyPartHealth, BodyPartMaxHealth, MovementPenalty, InstantMo
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  * const actualSpeed = baseSpeed * penalty.speedMultiplier;
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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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  */
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  export declare class MovementPenaltySystem {
@@ -76,7 +75,6 @@ export declare class MovementPenaltySystem {
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  * @param currentTime - Current timestamp for instant penalty expiry check
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  * @returns Movement penalty with all modifiers
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  *
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- * @public
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  */
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  calculateMovementPenalty(health: BodyPartHealth, maxHealth: BodyPartMaxHealth, instantPenalty?: InstantMovementPenalty, currentTime?: number): MovementPenalty;
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  /**
@@ -104,7 +102,6 @@ export declare class MovementPenaltySystem {
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  * @param movementDirection - Direction of movement (positive = right, negative = left)
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  * @returns Additional speed multiplier for asymmetric penalty
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  *
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- * @public
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  */
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  calculateAsymmetricPenalty(health: BodyPartHealth, maxHealth: BodyPartMaxHealth, movementDirection: {
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  x: number;
@@ -122,7 +119,6 @@ export declare class MovementPenaltySystem {
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  * @param currentTime - Timestamp when strike occurred
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  * @returns Instant movement penalty configuration
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  *
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- * @public
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  */
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  createInstantPenalty(affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT, currentTime?: number): InstantMovementPenalty;
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  /**
@@ -137,7 +133,6 @@ export declare class MovementPenaltySystem {
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  * @param maxHealth - Maximum health values
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  * @returns True if player should enter vulnerable state
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  *
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- * @public
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  */
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  shouldEnterVulnerableState(health: BodyPartHealth, maxHealth: BodyPartMaxHealth): boolean;
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  /**
@@ -152,7 +147,6 @@ export declare class MovementPenaltySystem {
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  * @param maxHealth - Maximum health values
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  * @returns True if player should enter helpless state
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  *
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- * @public
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  */
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  shouldEnterHelplessState(health: BodyPartHealth, maxHealth: BodyPartMaxHealth): boolean;
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  /**
@@ -171,7 +165,6 @@ export declare class MovementPenaltySystem {
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  * @param currentTime - Current timestamp
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  * @returns Final movement speed with all penalties applied
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  *
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- * @public
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  */
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  calculateModifiedSpeed(baseSpeed: number, health: BodyPartHealth, maxHealth: BodyPartMaxHealth, movementDirection: {
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  x: number;
@@ -185,7 +178,6 @@ export declare class MovementPenaltySystem {
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  *
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  * Provides global access to the movement penalty system throughout the game.
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  *
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- * @public
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  */
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  export declare const movementPenaltySystem: MovementPenaltySystem;
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  //# sourceMappingURL=MovementPenaltySystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"MovementPenaltySystem.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AAEH,OAAO,EACL,QAAQ,EACR,cAAc,EACd,iBAAiB,EAEjB,eAAe,EACf,sBAAsB,EAEvB,MAAM,SAAS,CAAC;AAEjB;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,qBAAa,qBAAqB;IAChC;;;;;;;;;;;;;;;OAeG;IACH,wBAAwB,CACtB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,EAC5B,cAAc,CAAC,EAAE,sBAAsB,EACvC,WAAW,GAAE,MAAmB,GAC/B,eAAe;IAiDlB;;;;;;;;;OASG;IACH,OAAO,CAAC,wBAAwB;IA6BhC;;;;;;;;;;;;;;;OAeG;IACH,0BAA0B,CACxB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,EAC5B,iBAAiB,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAC1C,MAAM;IAqCT;;;;;;;;;;;;;OAaG;IACH,oBAAoB,CAClB,YAAY,EAAE,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,SAAS,EACpD,WAAW,GAAE,MAAmB,GAC/B,sBAAsB;IASzB;;;;;;;;;;;;;OAaG;IACH,0BAA0B,CACxB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,GAC3B,OAAO;IASV;;;;;;;;;;;;;OAaG;IACH,wBAAwB,CACtB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,GAC3B,OAAO;IAWV;;;;;;;;;;;;;;;;;OAiBG;IACH,sBAAsB,CACpB,SAAS,EAAE,MAAM,EACjB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,EAC5B,iBAAiB,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,EAC3C,cAAc,CAAC,EAAE,sBAAsB,EACvC,WAAW,GAAE,MAAmB,GAC/B,MAAM;CAmBV;AAED;;;;;;;;GAQG;AACH,eAAO,MAAM,qBAAqB,uBAA8B,CAAC"}
1
+ {"version":3,"file":"MovementPenaltySystem.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AAEH,OAAO,EACL,QAAQ,EACR,cAAc,EACd,iBAAiB,EAEjB,eAAe,EACf,sBAAsB,EAEvB,MAAM,SAAS,CAAC;AAEjB;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,qBAAa,qBAAqB;IAChC;;;;;;;;;;;;;;OAcG;IACH,wBAAwB,CACtB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,EAC5B,cAAc,CAAC,EAAE,sBAAsB,EACvC,WAAW,GAAE,MAAmB,GAC/B,eAAe;IAiDlB;;;;;;;;;OASG;IACH,OAAO,CAAC,wBAAwB;IA6BhC;;;;;;;;;;;;;;OAcG;IACH,0BAA0B,CACxB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,EAC5B,iBAAiB,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,GAC1C,MAAM;IAqCT;;;;;;;;;;;;OAYG;IACH,oBAAoB,CAClB,YAAY,EAAE,QAAQ,CAAC,QAAQ,GAAG,QAAQ,CAAC,SAAS,EACpD,WAAW,GAAE,MAAmB,GAC/B,sBAAsB;IASzB;;;;;;;;;;;;OAYG;IACH,0BAA0B,CACxB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,GAC3B,OAAO;IASV;;;;;;;;;;;;OAYG;IACH,wBAAwB,CACtB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,GAC3B,OAAO;IAWV;;;;;;;;;;;;;;;;OAgBG;IACH,sBAAsB,CACpB,SAAS,EAAE,MAAM,EACjB,MAAM,EAAE,cAAc,EACtB,SAAS,EAAE,iBAAiB,EAC5B,iBAAiB,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,EAC3C,cAAc,CAAC,EAAE,sBAAsB,EACvC,WAAW,GAAE,MAAmB,GAC/B,MAAM;CAmBV;AAED;;;;;;;GAOG;AACH,eAAO,MAAM,qBAAqB,uBAA8B,CAAC"}
@@ -59,7 +59,6 @@ import { LegInjuryState, MOVEMENT_PENALTY_CONSTANTS } from "./types.js";
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  * const actualSpeed = baseSpeed * penalty.speedMultiplier;
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  * ```
61
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  *
62
- * @public
63
62
  * @category Body Part System
64
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  */
65
64
  var MovementPenaltySystem = class {
@@ -77,7 +76,6 @@ var MovementPenaltySystem = class {
77
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  * @param currentTime - Current timestamp for instant penalty expiry check
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  * @returns Movement penalty with all modifiers
79
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  *
80
- * @public
81
79
  */
82
80
  calculateMovementPenalty(health, maxHealth, instantPenalty, currentTime = Date.now()) {
83
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  const avgLegHealth = (health.legLeft / maxHealth.legLeft + health.legRight / maxHealth.legRight) / 2;
@@ -141,7 +139,6 @@ var MovementPenaltySystem = class {
141
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  * @param movementDirection - Direction of movement (positive = right, negative = left)
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  * @returns Additional speed multiplier for asymmetric penalty
143
141
  *
144
- * @public
145
142
  */
146
143
  calculateAsymmetricPenalty(health, maxHealth, movementDirection) {
147
144
  const leftLegPercent = health.legLeft / maxHealth.legLeft;
@@ -169,7 +166,6 @@ var MovementPenaltySystem = class {
169
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  * @param currentTime - Timestamp when strike occurred
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  * @returns Instant movement penalty configuration
171
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  *
172
- * @public
173
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  */
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  createInstantPenalty(affectedPart, currentTime = Date.now()) {
175
171
  return {
@@ -191,7 +187,6 @@ var MovementPenaltySystem = class {
191
187
  * @param maxHealth - Maximum health values
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  * @returns True if player should enter vulnerable state
193
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  *
194
- * @public
195
190
  */
196
191
  shouldEnterVulnerableState(health, maxHealth) {
197
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  return (health.legLeft / maxHealth.legLeft + health.legRight / maxHealth.legRight) / 2 < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;
@@ -208,7 +203,6 @@ var MovementPenaltySystem = class {
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  * @param maxHealth - Maximum health values
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  * @returns True if player should enter helpless state
210
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  *
211
- * @public
212
206
  */
213
207
  shouldEnterHelplessState(health, maxHealth) {
214
208
  const leftLegPercent = health.legLeft / maxHealth.legLeft;
@@ -231,7 +225,6 @@ var MovementPenaltySystem = class {
231
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  * @param currentTime - Current timestamp
232
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  * @returns Final movement speed with all penalties applied
233
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  *
234
- * @public
235
228
  */
236
229
  calculateModifiedSpeed(baseSpeed, health, maxHealth, movementDirection, instantPenalty, currentTime = Date.now()) {
237
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  const penalty = this.calculateMovementPenalty(health, maxHealth, instantPenalty, currentTime);
@@ -246,7 +239,6 @@ var MovementPenaltySystem = class {
246
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  *
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  * Provides global access to the movement penalty system throughout the game.
248
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  *
249
- * @public
250
242
  */
251
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  var movementPenaltySystem = new MovementPenaltySystem();
252
244
  //#endregion